Past few months I've been working on several Artificer subclasses with each having their own playstyle. With the Arbalest, it focuses on ranged combat, which is most similar to the College of sword but with a more paladin like smite mechanic. The Contractor, is a more bruiser like artificer that can fight creatures and manipulate the battle with their Arcanum Blocks feature. Then I have the Necrologist, which is a companion based subclass that I drew inspiration from Dr. Frankenstein by having a subclass focusing on life and death. Each of the subclasses are at different points of development but I would like feedback so I can get an idea on how each is going. Well, I'll leave little snippets by each subclass on points of interests, but if there's anything else that you'd like to say go ahead. I hope you enjoy what you see.
Arbalest
The Arbalest is the newest of these three subclass, so this is the first time I've had people outside my group take a look at it. So I'm mostly looking for general feedback about anything at this point.
As an Arbalest, you specialist in the creation and use of ranged weaponry and the ammunition they require.
Tools of the Trade
3rd-level Arbalest feature
You gain proficiency with hand crossbows, and heavy crossbows. You also gain proficiency with smith's tools. If you already have this proficiency, you gain proficiency with one other type of artisan’s tools of your choice.
Firearms Proficiency
3rd-level Arbalest additional feature
Depending on the setting of your campaign, the DM may allow the use of firearms. If this is the case, you gain proficiency in firearms.
Arbalest Spells
3rd-level Arbalest feature
You always have certain spells prepared after you reach particular levels in this class, as shown in the Arbalest Spells table. These spells count as artificer spells for you, but they don’t count against the number of artificer spells you prepare.
You have learned how to infuse your ammunition with magical properties. Once on each of your turns, when you hit a target with a ranged weapon with the loading property, you can deal an additional 1d6 force damage. You can also increase this damage by expending a spell slot. The extra damage is an additional 2d6 for a 1st-level spell slot, plus 1d6 for each spell level higher than 1st, to a maximum of 5d6. If you choose to do so, you can apply one of the following effects:
Empowered Shot. The empowered shot is overcharged with magical energy. Causing the shot to gain an additional damage die for every two spell levels beyond the first and increases the damage die size by 1.
Concussive Shot. The empowered shot releases a large amount of energy on impact. The target must make a Strength saving throw or be pushed away from you up to 10 feet. If the target is a Large or larger size, it has advantage on this saving throw.
Explosive Shot. The empowered shot causes an explosion on impact to those around the initial target. Each creature within 10 feet of the initial target must make a Dexterity saving throw. On a failed save, the creature takes a number of force damage equal to the force damage dealt to the initial target, or half as much on a successful save.
In addition, If you’re proficient with a ranged weapon with the loading property, you can use it as a spellcasting focus for your artificer spells.
Extra Attack
5th-level Arbalest feature
You can attack twice, rather than once, whenever you take the Attack action on your turn.
Improved Munitions
9th-level Arbalest feature
Expanding the capabilities of the Arcane Munitions, you gain the following benefits:
The damage dice for the Arcane Munitions feature increases to d8s
Empowered shot now gains an additional damage die equal to the spell slot level.
Concussive shot now causes the target to be stunned until the end of their next turn on a failed save.
Explosive shot now increases the radius the explosion up to 5 feet for every spell level above first.
Arcane Marksman
15th-level Arbalest feature
You can now benefit from the Arcane Munitions feature whenever you make an attack with a ranged weapon that has the loading property.
Contractor
This is subclass, some of you may have seen previous iterations of, and I'm grateful for the those who've helped out with it so far. Currently with this update, I'm mostly looking for feedback on the Arcanum Blocks actions themselves. Part of me likes how much you can do with them, but I also have a sinking feeling that they are too versatile and is starting to be too long of a feature. I've also changed the 15th level feature to one where it further empowers the blocks and curious what you guys think about going this route instead of doing something like the alchemist where they can cast a 6th or 7th spell one per long rest.
Artificer's are known creators, but this is usually tied to crazy contraptions and magical inventions. As a Contractor, you have a more grounded specialization, focusing on the building and demolition of structures. While not as flashy or flamboyant when compared to other artificer specialties, Contractors are a vital asset in both construction and warfare. Being highly valued for their ability to manipulate their surroundings.
Tools of the Trade
3rd-level Contractor feature
You gain proficiency with Battleaxes, Greataxes, Mauls, and Warhammers. You also gain proficiency with Carpenter's Tools or Mason's Tools. If you already have proficiency in both tools, you gain proficiency with one other type of artisan’s tools of your choice.
Contractor Spells
3rd-level Contractor feature
You learn the Mold Earth cantrip, it counts as artificer cantrip for you and doesn’t count against the number of artificer cantrips you know.
You also always have certain spells prepared after you reach particular levels in this class, as shown in the Contractor Spells table. These spells count as artificer spells for you, but they don’t count against the number of artificer spells you prepare.
You can create magical blocks that you can manipulate. Using your carpenter's tools or mason's tools, as an action you create three Arcanum Blocks that are no larger than 1 foot on each side. Each block floats around you for the duration or until given a command. When you create the blocks, you determine what material that the blocks are made of, such as stone, wood or another building material; your choice has no effect on its game statistics. When you reach higher levels in this class you can create additional Arcanum Blocks, increasing to 4 blocks at 5th level, 5 blocks at 9th level, and 6 blocks at 15th level.
Once you create the blocks, you can’t do so again until you finish a long rest or until you expend a spell slot to create more. If you create additional blocks while blocks are still present, the previously created blocks disappear.
The Arcanum blocks are magical objects. Regardless of size, the each block has an AC equal to 10 + your proficiency bonus and a number of hit points equal to twice your artificer level. The blocks have resistance against Bludgeoning, Piercing, and Slashing from Nonmagical Attacks that aren't Adamantine. The blocks are also are immune to poison damage, psychic damage, and all conditions. If the mending spell is cast on a block, it regains 2d6 hit points. Each block disappears after 1 hour or if its hit points are reduced to 0. You can dismiss the blocks early as an action.
As a bonus action, issue one of the following commands to a block within 60 feet of you;
Move. The block moves to an unoccupied space that you can see within 30 feet of the block's current location. The block maintains this position until it's issued another command.
Smash. The block is hurled at a target that you can see within 30 feet of the block's current location. Make a ranged spell against the target. On a hit, the target takes 1d4 + your spellcasting modifier bludgeoning damage. Regardless of the result, the block moves to an unoccupied space within 5 feet of the target.
Push. The block tries to push a creature that you can see within 30 feet of the block's current location. The chosen creature must make a Strength saving throw against your spell save DC or be pushed up to 10 feet horizontally in a direction of your choice, which it can choose to fail. A Large or larger creature has advantage on this saving throw. Regardless of the result, the block moves to an unoccupied space within 5 feet of the target.
Carry. The block picks up and carries an object that you can see within 30 feet of its current position. This object cannot be worn or carried by another creature, and must weigh less than 15 times your artificer level. After which, it can use any remaining movement as part of this action. On subsequent turns, the block can use the Move command to transport the object, which can be dropped as a free action.
Build. The block moves to an unoccupied space that you can see within 30 feet of the block's current location. After which, the block changes its form into a simple shape or structure no larger than 5-feet on each side, such as a box, a wall, or pillar. Depending on the size and shape of the block, it might provide cover to creatures next to it. Once a blocks follows this command, it maintains this form until you issue an additional Build command to return to its normal form, or its duration ends. If a creature other than you tries to move the block, it must use its action to make a Strength check against your Spellcasting DC to move the block up to 10 feet on a success.
When an Arcanum Block is commanded to do an action, it can change its size and shape to accommodate the action. Such as taking the form of a maul following the Smash command or into a disk when following the Carry command. These changes have no effect on how the Arcanum Blocks function and is a purely cosmetic option.
Wrecker's Impact
5th-level Contractor feature
You can now wield your weapons with destructive force. Once on each of your turns, when you hit a target with a melee weapon attack, you can deal additional force damage equal to 1d6 + half your artificer level.
In addition, your melee weapon attacks and your Arcanum Blocks gain the Siege property (deals double damage to objects and structures). The Arcanum block's attacks also count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.
Danger Preparedness
9th-level Contractor feature
When you are in imminent danger, you can call on your Arcanum Blocks to aid you. If you are hit by an attack that you can see, you can use your reaction to have a block within 30 feet of you return to your position and take the resulting damage instead. If the block is reduced to 0 hit points, it is destroyed and you take any remaining points of damage.
Master Builder
15th-level Contractor feature
The durability and control over your Arcanum Blocks have been improved. You gain the following benefits;
The Arcanum Blocks gain resistance against all damage.
You can now issue a command to up to three Arcanum Blocks, as long as each block is within 60 feet of you. Each block can be issued a different command.
Necrologist
This was a subclass I've decided to return working on since I still love the idea of this subclass. Similar to the Arbalest, this is the first time I've asked for opinions on this subclass, but I would like more suggestions towards the Alteration features (both the 3rd and 15th level)
Tool Proficiency
3rd-level Necrologist feature
You gain proficiency with Leatherworker's Tools. If you already have this proficiency, you gain proficiency with one other type of artisan’s tools of your choice.
Necrologist Spells
3rd-level Necrologist feature
You always have certain spells prepared after you reach particular levels in this class, as shown in the Necrologist Spells table. These spells count as artificer spells for you, but they don’t count against the number of artificer spells you prepare.
Your experiments have resulted in the creation of a monstrous being. It is friendly to you and your companions, and it obeys your commands. See this creature’s game statistics in the Flesh Abomination stat block, which uses your proficiency bonus (PB) in several places. You determine the creature's appearance and the method of it's creation; your choice has no effects on its game statistics.
In combat, the abomination acts during your turn. It can move and use its reaction on its own, but the only action it takes 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. You can also sacrifice one of your attacks when you take the Attack action to command the abomination to take the Attack action. If you are incapacitated, the abomination 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 flesh abomination 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 abomination if you have both a humanoid corpse and Leatherworker's Tools with you. If you already have a flesh abomination from this feature, the first one immediately perishes. The abomination also perishes if you die.
FLESH ABOMINATION
Medium Construct
Armor Class 9 (natural armor)
Hit Points 7 + seven times your artificer level (the abomination has a number of Hit Dice [d8s] equal to your artificer level)
Languages Understands the languages you speak but can't speak
Challenge — Proficiency Bonus (PB) equals your bonus
Aversion of Fire. If the abomination takes fire damage, it has disadvantage on attack rolls and ability checks until the end of its next turn.
Immutable Form. The abomination is immune to any spell or effect that would alter its form from creatures other than you.
Lightning Absorption. Whenever the abomination 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 you can see. Hit: 1d8 + PB Bludgeoning damage.
Reaction
Retaliation. When the abomination takes damage it can use it's reaction to make one slam attack.
Altered Flesh
3rd-level Necrologist feature
You can change various aspects of your flesh abomination. Choose one from the following alterations list for the abomination to gain. During a long rest, you can spend 1 hour to change which alterations are applied to the abomination. At higher levels, you can can choose to apply additional alterations; increasing to 2 at 5th level, 3 at 9th level, and 4 at 15th level.
Hardened Flesh. The abomination's AC increases to 10 + your proficiency bonus.
Reinforced Flesh. (prereq: 5th level)The Abomination gains resistance against Bludgeoning, Piercing, and Slashing damage from Attacks that aren't Adamantine.
Necromantic Endurance. (prereq: 5th level) When the abomination takes damage, the abomination can use its reaction to half the damage.
Mental Reconditioning. The abomination is no longer effected by the Aversion of Fire feature, and has advantage on saving against being frightened.
Acidic Spit. The abomination gains a new action. It can make a ranged attack against a creature that it can see within 60 feet of it. On a hit, the creature takes 1d6 + PB acid damage.
Rampage. When a creature is reduced to 0 hit points, the abomination can use its reaction to move up to half its movement.
Berserker. (prereq: 9th level) When the abomination takes the Slam action it can make two attacks instead of one with that action.
Empowered Slam. Increase the damage of the slam action to 2d6 + PB bludgeoning damage.
Golem's Endurance. When the abomination is subjected to an effect that allows it to make a Constitution saving throw to take only half damage, it instead takes no damage if it succeeds on the saving throw, and only half damage if the abomination fails.
Improved Sentience. Whenever the Abomination makes a Intelligence, Wisdom, or Charisma saving throw, it make the saving throw with your bonuses instead.
Siphon Vitality. (prereq: 9th level) When a creature takes damage with 30 feet of the abomination, it can use it's reaction to give the creature resistance to the attack, but then also takes damage equal to the remaining points of damage.
Corpse Animator
5th-level Necrologist feature
You gain the ability to animate the corpses of the recently deceased. As an action, you can use your Leatherworker's Tools on a humanoid that is medium or smaller that you can touch in order to reanimate, as long as it has been dead for no longer than 24 hours. The creature uses the zombie stat block in the Monster Manual. It remains animate for 1 hour, after which time it collapses and dies. In combat, the zombie’s turn comes immediately after yours. It obeys your mental commands, and the only action it can take is the Attack action, making one melee attack.
You can use this feature a number of times equal to your Intelligence modifier (minimum of once), and you regain all expended uses of it when you finish a long rest. In addition, the abomination's attacks now count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.
Preserve Life
9th-level Necrologist feature
You can the ability to save others from the brink of death. When a creature you see within 30 feet of you is reduced to 0 hit points but not out right kill, you can use your reaction to have the target instead drop to 1 hit point. Once you use this feature, you can't do so again until you finish a short or long rest.
Prefect Specimen
15th-level Necrologist feature
Through continuous work on the abomination it gains additional power. Choose one of the following greater alterations to be applied to the abomination. During a long rest, you can spend 1 hour to change which greater alteration is applied.
Self repairing. While the abomination is below half it's max hit points, at the start of each of its turns the abomination regains 10 hit points while it has at least 1 hit point.
Empowered Slam. Once on each of your turns, when the abomination hit's a creature with the slam attack, it must make a Constitution saving throw against your spell save DC or become Stunned until the end of its next turn.
Arcane Resilience. The abomination has advantage on saving throws against spells and other magical effects.
Magical Resistance. The abomination gains resistance against spells and other magical effects.
Past few months I've been working on several Artificer subclasses with each having their own playstyle. With the Arbalest, it focuses on ranged combat, which is most similar to the College of sword but with a more paladin like smite mechanic. The Contractor, is a more bruiser like artificer that can fight creatures and manipulate the battle with their Arcanum Blocks feature. Then I have the Necrologist, which is a companion based subclass that I drew inspiration from Dr. Frankenstein by having a subclass focusing on life and death. Each of the subclasses are at different points of development but I would like feedback so I can get an idea on how each is going. Well, I'll leave little snippets by each subclass on points of interests, but if there's anything else that you'd like to say go ahead. I hope you enjoy what you see.
Arbalest
The Arbalest is the newest of these three subclass, so this is the first time I've had people outside my group take a look at it. So I'm mostly looking for general feedback about anything at this point.
As an Arbalest, you specialist in the creation and use of ranged weaponry and the ammunition they require.
Tools of the Trade
3rd-level Arbalest feature
You gain proficiency with hand crossbows, and heavy crossbows. You also gain proficiency with smith's tools. If you already have this proficiency, you gain proficiency with one other type of artisan’s tools of your choice.
Firearms Proficiency
3rd-level Arbalest additional feature
Depending on the setting of your campaign, the DM may allow the use of firearms. If this is the case, you gain proficiency in firearms.
Arbalest Spells
3rd-level Arbalest feature
You always have certain spells prepared after you reach particular levels in this class, as shown in the Arbalest Spells table. These spells count as artificer spells for you, but they don’t count against the number of artificer spells you prepare.
Arbalest Spells
3rd
Ensnaring Strike, Hunter's Mark
5th
Branding Smite, Cordon of Arrows
9th
Conjure Barrage, Elemental Weapon
13th
Arcane Eye, Elemental Bane
17th
Conjure Volley, Swift Quiver
Arcane Munitions
3rd-level Arbalest feature
You have learned how to infuse your ammunition with magical properties. Once on each of your turns, when you hit a target with a ranged weapon with the loading property, you can deal an additional 1d6 force damage. You can also increase this damage by expending a spell slot. The extra damage is an additional 2d6 for a 1st-level spell slot, plus 1d6 for each spell level higher than 1st, to a maximum of 5d6. If you choose to do so, you can apply one of the following effects:
Empowered Shot. The empowered shot is overcharged with magical energy. Causing the shot to gain an additional damage die for every two spell levels beyond the first and increases the damage die size by 1.
Concussive Shot. The empowered shot releases a large amount of energy on impact. The target must make a Strength saving throw or be pushed away from you up to 10 feet. If the target is a Large or larger size, it has advantage on this saving throw.
Explosive Shot. The empowered shot causes an explosion on impact to those around the initial target. Each creature within 10 feet of the initial target must make a Dexterity saving throw. On a failed save, the creature takes a number of force damage equal to the force damage dealt to the initial target, or half as much on a successful save.
In addition, If you’re proficient with a ranged weapon with the loading property, you can use it as a spellcasting focus for your artificer spells.
Extra Attack
5th-level Arbalest feature
You can attack twice, rather than once, whenever you take the Attack action on your turn.
Improved Munitions
9th-level Arbalest feature
Expanding the capabilities of the Arcane Munitions, you gain the following benefits:
Arcane Marksman
15th-level Arbalest feature
You can now benefit from the Arcane Munitions feature whenever you make an attack with a ranged weapon that has the loading property.
Contractor
This is subclass, some of you may have seen previous iterations of, and I'm grateful for the those who've helped out with it so far. Currently with this update, I'm mostly looking for feedback on the Arcanum Blocks actions themselves. Part of me likes how much you can do with them, but I also have a sinking feeling that they are too versatile and is starting to be too long of a feature. I've also changed the 15th level feature to one where it further empowers the blocks and curious what you guys think about going this route instead of doing something like the alchemist where they can cast a 6th or 7th spell one per long rest.
Artificer's are known creators, but this is usually tied to crazy contraptions and magical inventions. As a Contractor, you have a more grounded specialization, focusing on the building and demolition of structures. While not as flashy or flamboyant when compared to other artificer specialties, Contractors are a vital asset in both construction and warfare. Being highly valued for their ability to manipulate their surroundings.
Tools of the Trade
3rd-level Contractor feature
You gain proficiency with Battleaxes, Greataxes, Mauls, and Warhammers. You also gain proficiency with Carpenter's Tools or Mason's Tools. If you already have proficiency in both tools, you gain proficiency with one other type of artisan’s tools of your choice.
Contractor Spells
3rd-level Contractor feature
You learn the Mold Earth cantrip, it counts as artificer cantrip for you and doesn’t count against the number of artificer cantrips you know.
You also always have certain spells prepared after you reach particular levels in this class, as shown in the Contractor Spells table. These spells count as artificer spells for you, but they don’t count against the number of artificer spells you prepare.
Contactor Spells
3rd
Catapult, Floating Disk, Mold Earth
5th
Enlarge/Reduce, Shatter
9th
Tiny Hut, Erupting Earth
13th
Fabricate, Resilient Sphere
17th
Passwall, Wall of Stone
Arcanum Blocks
3rd-level Contractor feature
You can create magical blocks that you can manipulate. Using your carpenter's tools or mason's tools, as an action you create three Arcanum Blocks that are no larger than 1 foot on each side. Each block floats around you for the duration or until given a command. When you create the blocks, you determine what material that the blocks are made of, such as stone, wood or another building material; your choice has no effect on its game statistics. When you reach higher levels in this class you can create additional Arcanum Blocks, increasing to 4 blocks at 5th level, 5 blocks at 9th level, and 6 blocks at 15th level.
Once you create the blocks, you can’t do so again until you finish a long rest or until you expend a spell slot to create more. If you create additional blocks while blocks are still present, the previously created blocks disappear.
The Arcanum blocks are magical objects. Regardless of size, the each block has an AC equal to 10 + your proficiency bonus and a number of hit points equal to twice your artificer level. The blocks have resistance against Bludgeoning, Piercing, and Slashing from Nonmagical Attacks that aren't Adamantine. The blocks are also are immune to poison damage, psychic damage, and all conditions. If the mending spell is cast on a block, it regains 2d6 hit points. Each block disappears after 1 hour or if its hit points are reduced to 0. You can dismiss the blocks early as an action.
As a bonus action, issue one of the following commands to a block within 60 feet of you;
When an Arcanum Block is commanded to do an action, it can change its size and shape to accommodate the action. Such as taking the form of a maul following the Smash command or into a disk when following the Carry command. These changes have no effect on how the Arcanum Blocks function and is a purely cosmetic option.
Wrecker's Impact
5th-level Contractor feature
You can now wield your weapons with destructive force. Once on each of your turns, when you hit a target with a melee weapon attack, you can deal additional force damage equal to 1d6 + half your artificer level.
In addition, your melee weapon attacks and your Arcanum Blocks gain the Siege property (deals double damage to objects and structures). The Arcanum block's attacks also count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.
Danger Preparedness
9th-level Contractor feature
When you are in imminent danger, you can call on your Arcanum Blocks to aid you. If you are hit by an attack that you can see, you can use your reaction to have a block within 30 feet of you return to your position and take the resulting damage instead. If the block is reduced to 0 hit points, it is destroyed and you take any remaining points of damage.
Master Builder
15th-level Contractor feature
The durability and control over your Arcanum Blocks have been improved. You gain the following benefits;
Necrologist
This was a subclass I've decided to return working on since I still love the idea of this subclass. Similar to the Arbalest, this is the first time I've asked for opinions on this subclass, but I would like more suggestions towards the Alteration features (both the 3rd and 15th level)
Tool Proficiency
3rd-level Necrologist feature
You gain proficiency with Leatherworker's Tools. If you already have this proficiency, you gain proficiency with one other type of artisan’s tools of your choice.
Necrologist Spells
3rd-level Necrologist feature
You always have certain spells prepared after you reach particular levels in this class, as shown in the Necrologist Spells table. These spells count as artificer spells for you, but they don’t count against the number of artificer spells you prepare.
Necrologist Spells
3rd
Bane, Inflict Wounds
5th
Gentle Repose, Hold Person
9th
Animate Dead, Revivify
13th
Aura of Life, Death Ward
17th
Danse Macabre, Raise Dead
Flesh Abomination
3rd-level Necrologist feature
Your experiments have resulted in the creation of a monstrous being. It is friendly to you and your companions, and it obeys your commands. See this creature’s game statistics in the Flesh Abomination stat block, which uses your proficiency bonus (PB) in several places. You determine the creature's appearance and the method of it's creation; your choice has no effects on its game statistics.
In combat, the abomination acts during your turn. It can move and use its reaction on its own, but the only action it takes 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. You can also sacrifice one of your attacks when you take the Attack action to command the abomination to take the Attack action. If you are incapacitated, the abomination 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 flesh abomination 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 abomination if you have both a humanoid corpse and Leatherworker's Tools with you. If you already have a flesh abomination from this feature, the first one immediately perishes. The abomination also perishes if you die.
FLESH ABOMINATION
Medium Construct
Armor Class 9 (natural armor)
Hit Points 7 + seven times your artificer level (the abomination has a number of Hit Dice [d8s] equal to your artificer level)
Speed 30 ft.
Saving Throws Str +4 plus PB, Con +4 plus PB
Skills Athletics +4 plus PB × 2
Damage Immunities Lightning, Poison
Condition Immunities Charmed, Exhaustion, Paralyzed, Petrified, Poisoned
Senses Darkvision 60 ft., Passive Perception 10
Languages Understands the languages you speak but can't speak
Challenge — Proficiency Bonus (PB) equals your bonus
Aversion of Fire. If the abomination takes fire damage, it has disadvantage on attack rolls and ability checks until the end of its next turn.
Immutable Form. The abomination is immune to any spell or effect that would alter its form from creatures other than you.
Lightning Absorption. Whenever the abomination 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 you can see. Hit: 1d8 + PB Bludgeoning damage.
Reaction
Retaliation. When the abomination takes damage it can use it's reaction to make one slam attack.
Altered Flesh
3rd-level Necrologist feature
You can change various aspects of your flesh abomination. Choose one from the following alterations list for the abomination to gain. During a long rest, you can spend 1 hour to change which alterations are applied to the abomination. At higher levels, you can can choose to apply additional alterations; increasing to 2 at 5th level, 3 at 9th level, and 4 at 15th level.
Corpse Animator
5th-level Necrologist feature
You gain the ability to animate the corpses of the recently deceased. As an action, you can use your Leatherworker's Tools on a humanoid that is medium or smaller that you can touch in order to reanimate, as long as it has been dead for no longer than 24 hours. The creature uses the zombie stat block in the Monster Manual. It remains animate for 1 hour, after which time it collapses and dies. In combat, the zombie’s turn comes immediately after yours. It obeys your mental commands, and the only action it can take is the Attack action, making one melee attack.
You can use this feature a number of times equal to your Intelligence modifier (minimum of once), and you regain all expended uses of it when you finish a long rest. In addition, the abomination's attacks now count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.
Preserve Life
9th-level Necrologist feature
You can the ability to save others from the brink of death. When a creature you see within 30 feet of you is reduced to 0 hit points but not out right kill, you can use your reaction to have the target instead drop to 1 hit point. Once you use this feature, you can't do so again until you finish a short or long rest.
Prefect Specimen
15th-level Necrologist feature
Through continuous work on the abomination it gains additional power. Choose one of the following greater alterations to be applied to the abomination. During a long rest, you can spend 1 hour to change which greater alteration is applied.
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