Goremonger
"Fascination with human anatomy is a trait that, while unsettling to some, has often been the driving force behind great medical and magical breakthroughs. The Goremonger is one such individual—possessed by a heightened passion for what lies beneath the skin. Where others see gore, they see potential. Through arcane study and intimate knowledge of the body’s inner workings, the Goremonger uses magic to attune to organs, nerves, and blood flow, manipulating them from within to disrupt, disable, or even torment their enemies. Every heartbeat, breath, and twitch becomes a point of control in the Goremonger’s hands—a grim artform forged from blood, bone, and dark curiosity."
A grisly support caster, the Goremonger is a ritualist who collects human remains—especially organs—to form magical connections with enemy anatomy. Using a grotesque jar-bound eyeball as their conduit, the Goremonger casts targeted debuffs by attuning to an enemy’s organs, replicating the effects of blinding, silencing, slowing, and other impairments. Not a healer, but a disabler whose surgical curses make enemies easy prey for their allies. Although they collect and study many organs, the eyeballs in a jar they carry act as their main conduit for their magic, allowing the eyeballs to lock in on specific enemies and target them as the Goremonger's victims. Through your journeys, your Goremonger will trigger chances to harvest a human organ from a corpse or defeated enemy. This organ will be preserved and kept at camp to be studied, unlocking abilities after a few long rests. The Goremonger may summon these jars of organs willingly from the camp during battle to attune to them and affect enemy organs. Undead enemies cannot be affected by the Goremonger, as their organs are rotted and do not work.
Abilities:
Eyeball Focus – You use your jar's eyeballs to focus on 2-3 enemies for 4 turns at a time. These enemies will be your targets for the next 4 turns.
Organ Attunement – You attune to an organ of your choice, affecting the targeted enemies until your next turn upon roll success.
Examples of organs available and their effects:
Eye – Blinded
Spine – Movement halved, cannot dash
Tongue – Silenced
Lungs – Disadvantage at Concentration checks and breath-based abilities.
Ear – Disadvantage at Perception checks and saving checks against Sound affinities.
Heart – Takes necrotic damage
Liver – Becomes poisoned
Hand – Disadvantage on melee attacks
Gore Resonance – You use a bonus action to increase damage taken by any enemy affected by you.
Blood Echo Field – You release an small radius from your affected enemies, causing unaffected enemies to have to roll high or become Frightened.
Jar of the Living Eye – A special eye from your jar has been recording your movements. Everytime after casting 5 curses, you may cast an extra organ effect using a bonus action.
Ultimate Ability – Red Thread Binding – You choose a single enemy to roll to inflict all organ effects you own on them. If 4 or more effects fail, the target takes critical damage of a weakness of theirs.

Type: Magic Support
Weapon/Tool: Jar of the Watching Eye
Origin: Malaria