Artificer
Base Class: Artificer

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Tool Proficiency

3rd-level Hemomantic Forger feature

You gain proficiency with the leatherworker's tools. If you already have this proficiency, you gain proficiency with one other type of artisan’s tools of your choice.

Hemomantic Forger Spells

 3rd-level Hemomantic Forger feature

You always have certain spells prepared after you reach particular levels in this class, as shown in the Hemomantic Forger Spells table. These spells count as artificer spells for you, but they don’t count against the number of artificer spells you prepare.

Hemomantic Forger Spells

ARTIFICER LEVEL SPELL

3rd

hellish rebuke, ray of sickness

5th

gentle repose, heat metal

9th

mass healing word, revivify

13th

blight, death ward

17th

contagion, raise dead

Hemomantic Weapon

3rd-level Hemomantic Forger feature

Choose a melee weapon you are proficient with. By spending one hour channeling energy into it, that weapon becomes your Hemomantic Weapon, dealing an extra 1d4 fire and 1d4 poison damage once per turn.

Forge Devil

You can perform a ritual over the course of 10 minutes, channeling hellfire through your Hemomantic Weapon and striking the corpse of a Large or smaller creature that has been dead for no longer than 24 hours. The creature is transformed into a forged devil of the same size.

Your forged devil has a number of d8 hit dice equal to half your artificer level, rounded up and adds your Intelligence modifier and proficiency bonus to its hit point maximum. It adds your proficiency bonus to its attack rolls, armor class, and to any saving throws and skills it is proficient in. The devil uses your Intelligence for its attack rolls and its Strength for its damage rolls.

The forged devil obeys your commands as best as it can. On each of your turns, you can use a bonus action to give any forged devil under your control within 60ft of you a mental command. If you control more than one forged devil, you can issue the same command to multiple with the same bonus action. You decide what action the devil will take and where it will move on its turn, or you can issue a general command, such as to guard a particular door or corridor. If you do not issue it any commands, the forged devil only defends itself and you against hostile creatures. Once given an order, the devil will follow it until it has been completed. If you are incapacitated or absent, the forged devil acts on its own, focusing only on protecting itself and you. The forged devil never requires you to command it to use its reaction, such as making an opportunity attack. When a forged devil reaches 0hp, it disintegrates.

At 3rd level, you can have one forged devil under your control at a time. This increases to two at 11th level and to four at 20th level. If you try to create another devil while commanding your maximum, one forged devil of your choice disintegrates.

Medium fiend (devil) , lawful evil
Armor Class 12 Natural Armor
Speed 30 ft.
STR
14 (+2)
DEX
10 (+0)
CON
10 (+0)
INT
6 (-2)
WIS
10 (+0)
CHA
6 (-2)
Saving Throws DEX +2, CON +2
Skills Arcana +2, Perception +2
Damage Resistances Fire
Damage Immunities Poison
Condition Immunities Poisoned
Senses Darkvision 60ft, Passive Perception 12
Languages Infernal -- Cannot speak
Challenge 1/4 (50 XP)
 
Proficiency Bonus +2

Devil's Sight. The forged devil has devil's sight up to 60ft.

Magic Resistance. The forged devil has advantage on saving throws against spells and other magical effects.

Endless March. The forged devil doesn't need sleep, and magic can't put it to sleep. It can finish a long rest in 4 hours if it spends those hours in an inactive, motionless state, during which it retains consciousness.

Actions

Bite. Melee Weapon Attack: +4 to hit, reach 5ft., one target. Hit 5 (1d6+2) piercing damage.

Claw. Melee Weapon Attack: +4 to hit, reach 5ft., one target. Hit 5 (1d6+2) slashing damage.

Tail. Melee Weapon Attack: +4 to hit, reach 5ft., one target. Hit 5 (1d6+2) bludgeoning damage.

Additive Affinity

5th-level Hemomantic Forger feature

Starting at 5th level, you may begin improving your forged devils. To do so, you must spend one hour working on your forged devil with leatherworker's tools, adding parts from another corpse. In doing so, you may add up to two of the following to one of your forged devils:

Multiattack. The creature can now make two of any of is attacks when taking the attack action.

Strengthened Hide. The forged devil's AC increases by +2.

Imbued Strikes. The creature's attacks count as magical for the sake of overcoming resistances and immunities.

Quickened Pace. The creature's speed increases by 15ft.

Winged. The creature gains a flying speed equal to its walking speed.

Webbed. The creature gains a swimming speed equal to its walking speed.

Third Eye. The creature gains blindsight up to 15ft.

Sharpened Mind. The creature's Intelligence score increases to 12, it learns two additional languages, and gains the ability to speak.

Infernal Maw. The creature is able to cast hellish rebuke without expending a spell slot a number of times equal to your Intelligence modifier per long rest. It uses your spellcasting ability to do so.

At 11th level, you may apply up to three of these effects to one of your forged devils, and at 20th level, you may apply up to four of these effects.

Until Death Do Us Part

9th-level Hemomantic Forger feature

At 9th level, when one of your forged devils drops to 0hp, you may use your reaction to cause it to explode instead of disintegrating. Each creature within a 30ft radius must make a Dexterity saving throw against your Artificer spell saving throw DC, taking 3d8 fire damage and 1d4 piercing damage on a failed save, or half as much on a success. You and creatures you control have advantage on this save, taking no damage on a success and only taking half damage on a failure.

You may use this feature once per long rest.

Emboldened Devils

15th-level Hemomantic Forger feature

At 15th level, your forged devils grow stronger, becoming emboldened by your hemomantic prowess. The Forge Devil ritual now takes 1 minute instead of 10, and devils created this way are created with one ability from your Additive Affinity. Your devils also gain the ability to block strikes made against you or your allies with their reaction if they are within 5ft of the creature being attacked, subtracting your Intelligence modifier from the attack roll.

Additionally, you may command one or more of your devils to go into a frenzy. This frenzy lasts for one minute. While in a frenzy, the creature cannot receive any more commands and makes its attack rolls with advantage. It also gains resistance to bludgeoning, piercing, and slashing damage and immunity to fire damage.

On its turn, a frenzied devil moves to the closest enemy and makes its attacks against it. If there are no enemies within its movement range, the devil takes its full movement back to you. When it is at half hp or less, it must make a Wisdom saving throw against your Artificer spell saving throw DC at the start of each of its turns. On a success, it continues as normal. On a failure, it targets the nearest creature with its attacks, excluding you and other forged devils. Additionally, when it is at half hp or less, creatures have advantage on all attacks made against it and any attacks it hits with are critical hits.

Previous Versions

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11/24/2021 7:39:53 PM
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