Artificer
Base Class: Artificer

An Artificer who mixes Divine and Necromantic magic to bolster, and create, allies.

Divine Necromancer Proficiencies

3rd-level Divine Necromancer feature

You gain proficiency with the herbalism kit. If you already have this proficiency, you gain proficiency with one other type of artisan’s tools of your choice. You also gain expertise in the medicine skill.

Divine Necromancer Spells

3rd-level Divine Necromancer feature

You always have certain spells prepared after you reach particular levels in this class, as shown in the Divine Necromancer Spells table. These spells count as artificer spells for you, but they don’t count against the number of artificer spells you prepare. Your study of divine magic has allowed you to prepare spells off of the Cleric spell list.

Divine Necromancer Spells

Artificer Level Spell

3rd

false life, bless

5th

gentle repose, lesser restoration

9th

animate dead, beacon of hope

13th

blight, death ward

17th

raise dead, greater restoration

Necromantic Repentance

3rd-level Divine Necromancer feature

Your research has granted you insight into undead, why certain magic doesn't work on them and how to circumnavigate that. These grant you 2 features:

  • Spells that cannot target or affect undead can now target and affect undead.
  • When you cast a spell on an undead under your control that would normally not affect undead, you may apply the spells affects to a second undead under your control within range.

Divine Thrall

3rd-level Divine Necromancer feature

Your brushes with undeath and divinity have borne you your magnum opus; a divine thrall.

To create a divine thrall you must have a herbalism kit with you and the corpse of a medium or small creature. You then spend a long rest performing a difficult necromantic ritual that both brings the body back as your thrall and bolsters its abilities. The body must have been "alive" at some point to become your undead thrall. If you already have a Divine Thrall from this feature, the first one immediately perishes. The thrall also perishes if you die.

Divine Thrall

Armor Class 15 (natural armor)

Hit Points 2 + your Intelligence modifier + five times your artificer level (the thrall has a number of Hit Dice [d8s] equal to your artificer level)

Speed 40 ft.

STR
14 (+2)
DEX
12 (+1)
CON
14 (+2)
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

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

Vigilant. The thrall can’t be surprised.

Actions

Force-Empowered Rend. Melee Weapon Attack: your spell attack modifier to hit, reach 5 ft., one target you can see. Hit: 1d8 + PB force damage.

Imbued Divinity (3/Day). The magical mechanisms inside the thrall restore 2d8 + PB hit points to itself or to one undead within 5 feet of it.

Reaction

Deflect Attack. The thrall 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 thrall.

In combat, the thrall 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 thrall 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 herbalism kit 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 Divine Thrall returns to life after 1 minute with all its hit points restored.

Extra Attack

5th-level Divine Necromancer feature

All undead under your control can attack twice, rather than once, whenever they take the attack action.

Grand Necromancy & Masterful Healing

9th-level Divine Necromancer feature

You've learned new ways to channel divine and necrotic energy through your attacks and healing to create one of the following effects:

  • When either you or your divine thrall kill a medium or smaller sized humanoid, you can channel magical energy through the strike. You may spend a 3rd-level spell slot and cast animate dead on the corpse with the casting time of one reaction.
  • When you cast a spell that heals hit points, increases hit point maximum or heals a condition or disease the creature, or creatures, get the effects of the bless until the end of your next turn.

You can use this energy a number of times equal to your Intelligence modifier (minimum of once), but you can do so no more than once on a turn. You regain all expended uses when you finish a long rest.

Improved Divine Necromancy

15th-level Divine Necromancer feature

Your Masterful Necromancy, Grand Healing and Divine Thrall become more powerful:

  • When you use the Masterful Necromancy feature the corpse becomes a ghast instead of a zombie or skeleton.
  • When you use the Grand Healing feature the healing done is always the maximum amount.
  • Your divine thrall gains a +2 bonus to Armor Class.

Previous Versions

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