Artificer
Base Class: Artificer

Flesh smiths specialize in making living weapons in the form of flesh golems, be it the basic sort or some variant of them, but also are rather skilled otherwise in the magical manipulation, transformation, and transmutation of living flesh. Some even go so far as to venture to the abyss to pay the Sibriex for their knowledge and secrets of flesh crafting.

Tool Proficiency

3rd-level Flesh Smith feature

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

Flesh Smith Spells

3rd-level Flesh Smith feature

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

Flesh Smith Spells

Artificer Level Spell

3rd

command, charm person

5th

alter self, barkskin

9th

dispel magic, summon undead

13th

stoneskin, polymorph

17th

hold monster, contact other plane

Flesh Defender

3rd-level Flesh Smith feature

Your studying and alterations to the process of typical flesh based constructs has borne you a faithful companion, a Flesh defender, a form of modified flesh golem that at the cost of strength is more controllable and without the issue of going berserk. It is friendly to you and your companions, and it obeys your commands. See this creature’s game statistics in the Flesh Defender stat block, which uses your proficiency bonus (PB) in several places. You determine the creature’s appearance; your choice has no effect on its game statistics.

In combat, the defender 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 defender 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 alchemist'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 Flesh defender returns to life after 1 minute with all its hit points restored.

At the end of a long rest, you can create a new Flesh defender from a slain beast, dragon, monstrosity, undead, or humanoid if you have your alchemist's tools with you. If you already have a Flesh defender from this feature, the first one immediately perishes. The defender also perishes if you die.

Flesh  Defender

Armor Class 12 (natural armor)

Hit Points 6 + your Intelligence modifier + five times your artificer level (the defender has a number of Hit Dice [d8s] equal to your artificer level)

Speed 40 ft.

STR
16 (+3)
DEX
10 (+0)
CON
16 (+3)
INT
4 (−3)
WIS
10 (+0)
CHA
6 (−2)

Saving Throws Dex +1 plus PB, Con +2 plus PB

Skills Athletics +2 plus PB, Perception +0 plus PB × 2

Damage Immunities poison, lightning

Condition Immunities charmed, exhaustion, poisoned

Senses darkvision 60 ft., passive Perception 10 + (PB × 2)

Languages understands the languages you speak

ChallengeProficiency Bonus (PB) equals your bonus

Lightning Absorption. Whenever the defender is subjected to lightning damage, it takes no damage and instead regains a number of hit points equal to the lightning damage dealt.

Actions

Slam. Melee Weapon Attack: your spell attack modifier to hit, reach 5 ft., one target. Hit: 1d8 + 4 + PB bludgeoning damage.

Reaction

Deflect Attack. The defender imposes disadvantage on the attack roll of one creature it can see that is within 5 feet of it, provided the attack roll is against a creature other than the defender.

Extra Attack

5th-level Flesh Smith feature

You can attack twice, rather than once, whenever you take the Attack action on your turn.

Improved Flesh Craft

9th-level Flesh Smith feature

You've learned new ways to channel arcane energy and perfect your creation. When you create a flesh defender it gains additional benefits based on the type of creature it is mostly made from, maximum 1:

  • Beast: it gains a the following action: Rend. Melee Weapon Attack: your spell attack modifier to hit, reach 5 ft., one target you can see. Hit: 1d8 + PB slashing damage.
  • Dragon: it gains a breath weapon of arcane energy as an action which reads: Arcane Breath (Recharge 5–6). The flesh defender exhales arcane energy in an 15-foot line that is 5 feet wide or a 15-foot cone, which you chose which when you make the flesh defender. Each creature in that line or cone must make a Dexterity saving throw, DC equal to your spell save dc, taking 1d8 + PB fire, cold, lightning, acid, or poison damage (based on the type of dragon you used in making the flesh defender) on a failed save, or half as much damage on a successful one.
  • Monstrosity: it gains the following action: Multiattack. The flesh defender makes two slam attacks.
  • Undead: it gains the following feature: Undead Fortitude (3/day). If damage reduces the flesh defender to 0 hit points, it must make a Constitution saving throw with a DC of 5 + the damage taken, unless the damage is radiant or from a critical hit. On a success, the flesh defender drops to 1 hit point instead.
  • Humanoid: it can use any simple weapon you give it for weapon attacks.

later at 15th level the maximum limitation no longer applies.

Improved Defender

15th-level Flesh Smith feature

You perfect your flesh crafting, making your flesh defender become more powerful:

  • Your flesh defender gains the benefits for each creature it is made of.
  • Your flesh defender gains a +2 bonus to Armor Class.
  • Whenever your flesh defender uses its Deflect Attack, the attacker takes force damage equal to 1d4 + your Intelligence modifier.

Previous Versions

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3/8/2021 4:16:38 AM
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