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Artificer: Necro-Alchemist WIP

Cadaver Expert At 1st level your investigations into reanimating the dead has led to an uncanny familiarity with both anatomy and physiology. You double your proficiency bonus with the Medicine skill, and can substitute your Intelligence for Wisdom when stabilizing a dying creature.       Spirit Lightning Weapon At first level, the necro-alchemist constructs an arcane focus Spirit Siphon Starting at 1st level your studies into the nature of life and the soul have led you to design and construct a device that can capture the fleeting spirit sparks of dying creatures. The spirit siphoning device allows you to capture, store, and manipulate spirit sparks which you can use to re-animate dead tissue, heal the living, or power a spirit lightning weapon. Each time a living or undead creature dies within five feet of your soul siphon, you can use your reaction to attempt to capture the creatures spirit spark by making an Arcana check with a DC equal to 5 x the creature's hit dice. You can distill a spirit spark into an ectoplasmic elixir.  You can use a spirit lightning weapon to inject a spirit spark into an undead creature to bind that creature to your will. 
As the re-animator is a common gothic trope and the MM has Flesh Golems which are clearly somewhat Frankenstein's Monster I thought it'd be fun to write up a re-animator version of the Artificer class. Here is my attempt: Artificer : Re-animator 1st lvl : Corpse Crafter: : The re-animator suspects that electrical force may re-animate the dead and has an instictive understanding of necrotic forces as well. They learn the Shocking Grasp and Spare the Dying cantrips. Expanded spell list: The following additional spells can be learnt by a re-animator 1st level: Detect Evil and Good Protection from Evil and Good 2nd level: Gentle Repose Misty Step (when a re-animator uses misty step it leaves the smell of sulphur in the air as they cross through the Stygian wastes) 3rd level: Animate Dead Feign Death 4th level: Blight Dimension Door (as with Misty Step this leaves a sulphurous odour in the air when cast by a re-animator) 3rd level: Command Undead: As an action you can make undead creatures obey your commands. Each undead that can see or hear you within 30 feet of you must make a wisdom saving throw (DC 8 + your int bonus + you proficiency mod). If the creature fails its saving throw it is Charmed by you for 1 minute. During that minute it will obey your commands to the best of its ability. You may not use this ability again until you have completed a short rest. 9th level : Animated bone and flesh: A re-animator's Mechanical Servant is crafted as much from bone and flesh as it is from wood, metal and wires. As such when the re-animator reaches 9th level it counts as either a construct or undead, the artificer may choose which it is at any given time. Undead resilience: Any undead under the re-animator's control add the re-animator's proficiency bonus to their saving throws and have the re-animator's level in temporary hit-points (restored after every long rest the re-animator takes). The re-animator can choose to rescind these bonuses to any undead under their control at any time. 14th level: Flesh Golem The re-animator creates a Flesh Golem which will act as their servant. It may be repaired in the same manner as the Mechanical Servant and may be counted as either undead or construct as per the Mechanical Servant. If a Flesh Golem is beyond repair it takes 10,000 to create another and may involve some dangerous or at the very least unlawful activity to acquire the raw materials, at the DM's discretion. 17th level: Mastery of Life and Death The re-animator can cast Resurrection. Once they use this power it cannot be used again until after a long rest.