Artificer
Base Class: Artificer

 

Necromation Spells

Artificer Level Necromation Spells
3rd Inflict Wounds, Frost Fingers
5th Snilloc's Snowball Storm, Rime's Binding Ice
9th Spirit Shroud, Sleet Storm
13th Ice Storm, Blight
17th Cone of Cold, Negative Energy Flood

 

 

Tool Proficiency

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

Arcane Infusion

Starting at 3rd level, you gain the ability to infuse your weapons or armor with necrotic energy. When you use your Infuse Magic feature on a weapon or a suit of armor, it becomes infused with dark power.

Whenever the Enhanced Weapon infusion deals damage to a creature, it also deals an additional 1d6 necrotic damage.

Whenever a creature deals damage to you while you're wearing or using the Enhanced Defense infusion, the attacker must make a Constitution saving throw against your spell save DC. On a failed save, the attacker takes 1d6 necrotic damage. On a successful save, the attacker takes no damage.

Additionally, any constructs or creatures you create with your class features gain temporary hit points equal to your Intelligence modifier at the start of each of their turns, as long as they have dealt necrotic damage to an enemy since the end of their last turn.

The Necroforge

Starting at 3rd level, you gain the ability to craft Necroforge, small constructs infused with necromantic energy. As an action, you can expend a spell slot to create a Necroforge. The Necroforge has the following statistics:

  • Size: Small
  • Armor Class: 13 + your Intelligence modifier
  • Hit Points: Equal to 5 times the level of the spell slot expended + your Intelligence modifier
  • Speed: 30 feet
  • Abilities: Str 8, Dex 14, Con 10, Int 6, Wis 10, Cha 1
  • Damage Immunities: Necrotic
  • Languages: Understands the languages you speak
  • Actions: The Necrobot can make a melee spell attack using your spellcasting ability modifier. The attack bonus is equal to your proficiency bonus plus your Intelligence modifier, and it deals necrotic damage equal to 1d8 + your Intelligence modifier on a hit.

The Necroforge remains active for 1 hour or until it is reduced to 0 hit points. You can have a number of Necroforge active at a time equal to your Intelligence modifier (minimum of one). If you exceed this number, the oldest Necroforge ceases to function.

Unholy Artific

Beginning at 5th level, your understanding of necromantic energies allows you to create even more potent inventions. You can now infuse your creations with the power to drain life from your enemies. Any constructs or creatures you create with your class features have their melee attacks deal an additional 1d8 necrotic damage. Additionally, when you use your Infuse Magic feature to empower a weapon, it gains the ability to deal an additional 1d8 necrotic damage on a successful hit.

Master of Death

At 9th level, you achieve a profound understanding of the line between life and death. You gain resistance to necrotic damage, and you can use your action to force a creature within 60 feet of you to make a Constitution saving throw against your spell save DC. On a failed save, the creature is paralyzed for 1 minute as it feels the icy grip of death upon it. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Once you use this feature, you can't use it again until you finish a long rest.

Necroforge Master

Starting at 15th level, your mastery over necromantic energies reaches its pinnacle. You gain the ability to channel the raw power of death itself, infusing your creations with unprecedented potency.

Once per long rest, as an action, you can invoke the full potential of your Necroforge which is now know as a Necromation, all constructs you create with your class feature gain the following benefits:

  • Their attacks deal an additional 2d10 necrotic damage.
  • They have advantage on saving throws against spells and other magical effects.
  • They have resistance to all damage types, except for radiant damage.

Additionally, during this time, you can use your bonus action to command any number of your constructs or creatures, regardless of distance, as if they were under the effect of the telepathic bond spell.

Previous Versions

Name Date Modified Views Adds Version Actions
2/24/2024 12:37:51 PM
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5e
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