Artificer
Base Class: Artificer

Animators are a sect of artificers concerned with creating the ultimate lifeform through magical study. They view ‘dark’ or ‘evil’ magics as things that need to be understood, either from a pragmatic perspective or to help safeguard against them. Symbolic of their mastery, they often construct Animar- artificial lifeforms that they customize to suit their needs and specialties.

Tools of the Trade

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

Animator Spells

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

Artificer Level Spells

3rd

Inflict Wounds, Heroism

5th

Acid Arrow, Gentle Repose

9th

Animate Dead, Gaseous Form

13th

Blight, Polymorph

17th

Raise Dead, Antilife Shell

Create Animar

At 3rd level, your mastery over artificial life results in the creation of an Animar. The creature is friendly to you and your companions and obeys your commands. Choose it’s statblock- Corpse Animar, Alchemic Animar, or Monstrous Animar- which uses your proficiency bonus in several places. You determine the appearance of your Animar. As a guideline:

  • Corpse Animar tend to resemble undead creatures.
  • Alchemic Animar tend to resemble humanoids.
  • Monstrous Animar tend to resemble hybridized animals.

In combat, the animar 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 drake 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 animar returns to life at the end of your turn with 2d6 hit points.

At the end of a long rest, you can create a new animar of the same type if you have your leatherworker's tools with you. If you already have an animar from this feature, the first one immediately perishes. The animar also perishes if you die.

Importing Your Summon

Due to restrictions in how D&D Beyond handles companion statblocks, the companion granted by this subclass cannot be imported in the same way as your character. A Dungeon Master will have to create a blank NPC, and you (or said Dungeon Master) will have to fill out the information on that NPC to match your companion. If you intend to play this subclass, please keep this in mind. 

CORPSE ANIMAR

Armor Class: 13 + PB (natural armor)

Hit Points: 5 + five times your artificer level (the animar has a number of Hit Dice [d8s] equal to your artificer level)

Speed: 25 ft.

STR
15(+2)
DEX
8(-1)
CON
17(+3)
INT
6 (-2)
WIS
6 (-2)
CHA
6 (-2)

Saving Throws: Wis -2 plus PB, Con +3 plus PB

Skills: Perception -2 plus PB

Damage Immunities: Poison

Condition Immunities: Poisoned

Senses: darkvision 60 ft., passive Perception 8 plus PB

Languages: understands but cannot speak the languages of its creator.

Undead Fortitude: If damage reduces the animar to 0 hit points, it must make a Constitution saving throw with a DC of 7 + the damage taken, unless the damage is radiant or from a critical hit. On a success, the animar drops to 1 hit point instead.

Limited Anatomy: This creature is proficient with and can wield simple weapons and shields, but not armor.

Actions

Slam. Melee Weapon Attack: your spell attack modifier to hit, reach 5 ft., one target. Hit: 1d6 + PB necrotic damage. If this attack is a critical hit, the animar regains hit points equal to your PB.

MONSTROUS ANIMAR

Armor Class: 14 + PB (natural armor)

Hit Points: 5 + five times your artificer level (the animar has a number of Hit Dice [d8s] equal to your artificer level)

Speed: 40ft., climb 40ft.

STR
16 (+3)
DEX
12 (+1)
CON
15 (+2)
INT
2 (-4)
WIS
14(+2)
CHA
7(-2)

Saving Throws: Str + 1 plus PB, Dex + 1 plus PB

Skills: Perception + 2 plus PB, Stealth + 1 plus PB

Senses darkvision 60 ft., passive Perception 12 plus PB

Languages: understands the speech of its creator.

Rampage: After reducing a creature to 0 hit points, the animar can move up to half its movement speed without provoking opportunity attacks. If it ends that movement within 5 feet of a creature, it gains advantage on its next attack against them.

Odd Anatomy: This creature cannot utilize armor, weapons, or shields. They are also unaffected by magic that normally excludes living creatures, such as antilife shell.

Actions

Slash. Melee Weapon Attack: your spell attack modifier to hit, reach 5 ft., one target. Hit: 1d8 + PB acid damage. If this attack is a critical hit, the target is knocked prone.

ALCHEMIC ANIMAR

Armor Class 12 + PB (natural armor)

Hit Points 5 + five times your artificer level (the animar has a number of Hit Dice [d8s] equal to your artificer level)

Speed 30 ft.

STR
15(+2)
DEX
15(+2)
CON
13(+1)
INT
9 (-1)
WIS
13(+1)
CHA
7(-2)

Saving Throws: Int - 1 plus PB, Dex + 1 plus PB

Skills: Athletics + 2 plus PB

Damage Immunities: Poison

Condition Immunities: Poisoned

Senses: darkvision 60 ft., passive Perception 11

Languages: understands but cannot speak the languages of its creator.

Inheritance: During a long rest, the animar can spend time in deep contemplation, gaining proficiency with one weapon, skill, or tool. This proficiency lasts until it uses this feature again. When using a tool or skill granted by this feature, it can add a d4 to checks using it.

Humanoid Anatomy: This creature has the same weapon, armor, and tool proficiencies as its creator, and the anatomy to wield all of them.

Actions

Unarmed Strike. Melee Weapon Attack: your spell attack modifier to hit, reach 5 ft., one target. Hit: 1d6 + PB force damage. If this attack is a critical hit, the target is pushed 10 feet away from the animar.

Animated Fury

At 5th level, you’ve learned how to better command your animar. When your animar takes the Attack action, it can make an additional attack from those present on it’s statblock.

Additionally, if you cast a spell that only targets yourself, you can have its effect applied to your animar instead of you. If it requires concentration, you maintain concentration on it as normal.

Improved Forms

 At 9th level, you’ve learned how to further improve upon your creation. Based on your choice of animar, you may choose from one of two abilities that further augment it:

  • Corpse
    • Unfeeling - The animar becomes Large and has advantage on any saving throw that would incapacitate it or reduce it’s movement. 
    • Unrelenting - The animar’s walking speed increases by 10 feet. Additionally, whenever it misses with a melee attack, it can use its reaction to reroll the d20, potentially turning it into a hit.
  • Monstrous
    • Winged Beast - The animar becomes Large and gains a flying speed equal to its walking speed. 
    • Loyal Beast - The animar becomes Large and gains an additional 5 feet of reach. Additionally, if its creator is within 10 feet of it and would be hit with an attack, it can use its reaction to add 2d4 to its creator’s AC, potentially causing the attack to miss.
  • Alchemic
    • Sentient - The animar’s stats all increase by +1, and it can add its creator’s proficiency bonus to any saving throws that it does not already. Additionally, it gains the ability to speak.
    • Homunculus - While on the same plane of existence as its creator, the animar can magically convey what it senses to them, and the two can communicate telepathically. Additionally, it is now immune to being charmed or frightened.

Pinnacle of Lifeforms

At 15th level, you’ve nearly perfected your Animar as a form of artificial life. Your animar’s hit points increase by an amount equal to Artificer level. Additionally, you may choose one of the following upgrades for your animar:

  • Black Heart: Your animar, as well as undead and constructs within 15 feet of it, gain a bonus to their weapon attacks equal to your Intelligence modifier (minimum of +1).
  • Arcane Flesh: Your animar is now resistant to bludgeoning, piercing, and slashing damage.
  • Cunning Mind: Your animar gains resistance to psychic damage. Additionally, you can command your Animar with a bonus action or action on your turn, but not both.
  • Deft Limbs: Your animar can carry a magic item of Rare or lower rarity. This item does not count against the number of items you can bring into a quest, but can only be used by your animar for its duration.

 

 

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