Artificer
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. 

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