Artificer
Base Class: Artificer

The Flesh Sculptor Artificer specializes in gruesome dissection and morbid integration. Flesh Sculptors are fascinated with the macabre, bending muscle and bone to their will rather than tools and trinkets.

Tools of the Trade

When you adopt this specialization at 3rd level, you gain proficiency with leatherworkers supplies. If you already have this proficiency, you gain proficiency with one other type of artisan's tools of your choice.

Flesh Sculptor Spells

Starting at 3rd level, you always have certain spells prepared after you reach particular levels in this class, as shown in the Flesh Sculptor Spells table. These spells count as artificer spells for you, but they don't count against the number of artificer spells you prepare.

Flesh Sculptor Spells
Artificer Level Flesh Sculptor Spells
3rd Inflict Wounds, Command
5th Blindness/Deafness, Hold Person
9th Animate Dead, Life Transference
13th Blight, Polymorph
17th Danse Macabre, Raise Dead

Patchwork Cadaver

At 3rd level, your experiments with the human body and how to twist it to your will has created a monster under your control.

The patchwork cadaver is friendly to you and your companions, and it obeys your commands. See its game statistics in the accompanying Patchwork Cadaver Companion stat block, which uses your proficiency bonus (PB) in several places. You can determine the cosmetic characteristics of the cadaver, such as its flesh color, how your morbid experiments have affected it, or any visible scarring and body modifications; your choice has no effect on its game statistics.

In combat, the cadaver shares your initiative count, but it takes its turn immediately after yours. It can move and use its reaction on its own, but the only action it takes on its turn is the Dodge action, unless you take a bonus action on your turn to command it to take another action. That action can be one in its stat block or some other action. If you are incapacitated, the cadaver can take any action of its choice, not just Dodge.

If the Mending spell is cast on it, it regains 2d6 hit points. If it has died within the last hour, you can use your leatherworker's tools as an action to revive it, provided you are within 5 feet of it and you expend a spell slot of 1st level or higher. The patchwork cadaver then returns to life after 1 minute with all its hit points restored.

You can use your leatherworker's tools and spend an hour to dehydrate and reduce the patchwork cadaver into a shrunken doll-like version. While in this state, the cadaver is incapacitated and considered a Tiny magical object, but is otherwise inanimate and useless. If the Mending spell is cast on the shrunken cadaver or it gets wet through any means, the cadaver is immediately brought back to it's original size.

At the end of a long rest, you can create a new patchwork cadaver or completely heal the original if you have leatherworker's tools with you. If you already have a cadaver from this feature, the first one immediately perishes. The cadaver also perishes if you die.

Patchwork Cadaver Companion
Medium construct
Armor Class: 14 + PB (natural armor)
Hit Points: 5 + your Intelligence modifier + five times your artificer level (the cadaver has a number of hit dice [d10s] equal to your artificer level)
Speed: 40 ft.
STR DEX CON INT WIS CHA
16 (+3) 10 (+0) 18 (+4) 2 (−4) 10 (+0) 4 (−3)
Saving Throws: Str +3 plus PB, Wis +2 plus PB

Damage Immunities: Lightning, Poison

Condition Immunities: Charmed, Exhaustion, Frightened, Poisoned

Senses: darkvision 60 ft., passive Perception 10
Languages: Understands the languages of its creator but can only communicate through moans and simple gestures
Challenge: Proficiency Bonus (PB) equals your bonus

Immutable Form. When The cadaver is immune to any spell of effect that would alter it's form.

Lightning Absorbtion. When the cadaver is subjected to lightning damage, it takes no damage and instead regain a number of hit points equal to the lightning damage dealt.

Actions
Slam. Melee Weapon Attack: +3 plus PB to hit, reach 5 ft., one target. Hit: 1d8 plus PB bludgeoning damage.
Reactions
Protective Brute. When a creature within 5 feet of the cadaver makes an attack against a target other than itself, it can use it's reaction to make a Slam attack against the attacking creature.

 

Body Modifications

Beginning at 5th level, you've practiced on your patchwork cadaver enough, it's now time to apply yourself in the field. You can spend an hour using your leatherworker's tools to cast Alter Self on any willing creature, including yourself and your cadaver. The spell does not require concentration and lasts for 8 hours or until you spend an hour using your leatherworker's tools to end it.

In addition, your cadaver's Slam attack damage increases by 1d8 and it's attacks count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.

Improved Musculature

At 9th level, your understanding of what makes the human body ticks has lead you to a marvelous realization. As a part of your Long Rest, you can use your leatherworker's tools to increase a willing creature's (including yourself and your cadaver) AC by 1, increase their walking speed by 5 feet, and give them proficiency in either Athletics or Acrobatics if they do not already have it. This effect ends once you use this feature on another creature, you do not renew the feature on the same creature, or you become incapacitated or die.

In addition, you've improved the muscles on your patchwork cadaver. The damage of it's Slam attack increases by 1d8.

Perfected Creation

At 15th level, you have finally created the perfect monster and have bonded to it completely. While your cadaver is alive, you and your patchwork cadaver gain the following benefits:

Massive Brute. Your patchwork cadaver's size increases to Large. When making a Slam attack, it deals an additional 2d8 bludgeoning damage.

Lightning Rod. When a spell that does Lightning damage is cast within 30 feet of your patchwork cadaver, it can redirect the spell towards itself as a reaction. It may use this reaction a number of times equal to your Intelligence modifier per Long Rest.

Monster and Master. When you and your patchwork cadaver are within 5 feet of each other, you may use your reaction so that any hit points regained by either you or the cadaver can also be regained by the other for the same amount. You may use this reaction a number of times equal to your Intelligence modifier.

Flesh Sculptor Image

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