Base Class: Artificer
reap the fruits of your fury and wield the flesh and bone of your enemies to your advantage
Tool Proficiency
3rd-level Necrobotic 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. You can use your intelligence modifier to make medicine checks, so long as you have leatherworker's tools on you. When you preform this check, you add your tool proficiency to the check.
Necrobotic Spells
3rd-level Necrobotic feature
You always have certain spells prepared after you reach particular levels in this class, as shown in the Necrobotic Spells table. These spells count as artificer spells for you, but they don’t count against the number of artificer spells you prepare.
Necrobotic Spells
| Artificer Level | Spell |
|---|---|
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3rd |
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5th |
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9th |
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13th |
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17th |
Siphon Flesh
3rd-level Necrobotic Feature
You have advanced the dark arcane abilities of necromancy, and can now use the blood and bones of your enemies against them. Once per turn when you reduce an enemy that isn't a construct to 0 hit points, you regain a certain amount of siphoned flesh points to a maximum of double your intelligence modifier. Small creatures give one point, Medium creatures 2 points, etc. You can use this distasteful material to create a variety of defense's or weapons.
On a long rest you regain all flesh points, and on a short rest you can give up hit die to regain 2 points per die.
| Ability | description |
|---|---|
|
Exo-Rib Cage |
As a bonus action, create a 15 ft radius ring of 10 ft jutting bone. Any creature walking through the border of this ring must expend 15 feet of movement to get in or out. Any creature wielding an infusion of yours does not have to pay this penalty Cost: 2 Flesh Points |
|
Path of Skulls |
As an action create a path made of skulls and bone between two points. The maximum length of this trail is 5 times your proficiency bonus any friendly creature travelling across this path does not suffer from difficult terrain, and does not use up any movement speed even if travelling vertically or across a gap. This path lasts for one hour before crumbling, leaving dust behind. Cost: 1 Flesh Point |
|
Meat Shield |
Create a protective barrier made of flesh to reduce incoming damage. As a reaction, spend a number of flesh points to reduce the incoming damage equal to your intelligence modifier times the number of points spent. You can also target an ally within 30 ft of you with this ability Cost: varied |
|
Cerebral Wither |
As an action choose a creature within 30ft to overwhelm with rotting brain matter. The creature must make an intelligence saving throw against DC 8 + your proficiency bonus. On a fail, the creature takes 3d6 psychic damage and is frightened. You can choose to forgo 1-3 of the d6 and instead add it to the save DC Cost: 4 Flesh Points |
|
Death-Sewn Skin |
Spend one minute magically grafting the skin of the fallen to a chosen creature, granting temporary hit points equal to twice your proficiency bonus. You can target two additional creatures for each additional flesh point you spend. lasts until long rest. Cost: 1 Flesh Point + 1 for each additional 2 allies |
Immoral Might
5th-level Necrobotic feature
Your necromancy techniques have become a boon for you and your allies, allowing you to strengthen the attacks of those who wield your infusions. when you or an ally you can see within 60ft misses an attack roll, as a reaction you can either make them reroll that attack, or grant the effects of the disengage action and move them to an unoccupied space within 15 feet.
you can use this feature a number of times equal to your proficiency bonus before taking a long rest. to use this ability the target must be in possession of one of your infusions, including yourself.
Augmented Reanimation
9th-level Necrobotic feature
You further your study of the grotesque and improve your manipulation of the dead:
- You can spend one minute to use siphon flesh on a corpse even if you didn't kill it. When preformed this way, you gain an additional flesh point in addition to the amount determined by its creature size.
- You can cast animate dead at 4th level without expending a spell slot, provided you use leatherworker's supplies as the spellcasting focus. Any time you cast this spell, each zombie or skeleton reanimated gains the benefits of one unused infusion choice that you have without affecting your max infusion number. This infused item appears Regardless of how many zombies or skeletons you summon they all gain the benefits of the same infusion. This cannot be an infusion you already have made.
- You can use the siphon flesh feature using a creatures range as if it were your own. The creature must be an undead creature under your control or a creature who wields an infusion of your making.
Embodiment of The Unearthed
15th-level Necrobotic feature
the nature of your unconventional experimentation has become internal, inhabiting both your mind and body. once per short rest as an action, shed your humanity and purge the dark magic from your body, plaguing those who wish you harm as you. While in the Embodiment of The Unearthed:
- gain resistance to necrotic damage, poison damage, and acid damage
- Purge: as a bonus action, any hostile creature within 20 ft of you must make an intelligence saving throw against your save DC or take 3d8 necrotic damage and become frightened until the start of your next turn. on a successful save the creature takes half damage. all creatures who did not make the save grant one flesh point.
- all siphon flesh abilities cost one less flesh points.
this form lasts for one minute and can appear in any manner the player wishes. some examples are: your skin peels away leaving a skeleton husk, you grow fangs and long nails, becoming sickly pale, or shadows envelope you, shaping horrifying images in its misty form.
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