Base Class: Artificer
Rather than basing their studies of the necromantic occult on magic, occultists use scientific principles and innovative inventions to bring their horrors to life. Typically outside the moral standings of the majority, Occultists find themselves more able to delve into less accepted arcane pathways involving death and digging up forgotten things.
Monsterous Amalgamation
Using your advanced magical and anatomical knowledge, you are able to create a medium or large creature using the remains of preexisting beings. The creature is subservient to you as its master and creator unless specified otherwise by you, the creator. The creature's stat block is as follows-
Creature
Medium humanoid (undead), any alignment
Armor Class
13 (natural armor)
Hit Points
((5(artificer level))(d8))+(2+INT modifier)
Speed
40 ft.
STR
10 (+0)
DEX
10 (+0)
CON
10 (+0)
INT
10 (+0)
WIS
10 (+0)
CHA
10 (+0)
Damage Resistances
necrotic, poison
Condition Immunities
poisoned
Senses
passive Perception 10
Languages
understands Language of The Creator
Challenge
1 (200 XP)
Repair (3 per day).
The magical enchantments inside the creature restore 2d8 + PB hit points to itself.
Proficiency.
The creature's proficiency bonus is the same as the creator's.
Actions
Bludgeon.
(1d8 + creator's intelligence modifier) bludgeoning damage with (creature's strength modifier + proficiency) to hit.
Medical Knowledge
Due to your extremely close working relationship with the biological and anatomical processes of many varied organisms you have expertise with the medicine skill.
Monsterous Improvements
Using the body parts of various creatures, the base amalgamation can begin to be improved upon; taking abilities, ability scores, conditions, actions, and other features from the organisms where the features originated from. Each of these improvements must be discussed with the dm prior to their admittance and use as it will take a bit of self-creation on the part of the player
At 5th level you get to choose 2 different features to add to the creature with subsequent additions of another feature at 9th, 13th, 15th, and 17th levels.
Extra Action
At 9th level you gain access to another available action during your turn that cannot be used to cast a second or third spell.
Arcane Connection
Your creature gains the ability to cast spells from your spell list, up to 6th level spells, using their own spell slots, which they have 6 of in total.
This is very interesting but it is very strong at early levels and the scaling is strange, but a great concept, and playing francinstine seems interesting