Artificer
Base Class: Artificer

These macabre masters of anatomical magic seek out perfection in the art of flesh craft, some creating creatures in a genuine hope to further medical magic while others use their craft to creating hulking monstrosity’s they can sell to brutish warlords in the midst of a faltering war, paranoid nobles in need of a loyal guard dog or aging wizards requiring a silent assistant.

Despite all of this work they do artificers of this school are commonly shunned by the unintelligent as they fear what they cannot understand.

 

Tool Proficiency

3rd-level Flesh Crafter feature

You gain proficiency with Leather workers tools and alchemist’s tools. If you already have these proficiency, you gain proficiency other types of artisan’s tools of your choice.

Flesh Crafter Spells

3rd-level Flesh Crafter feature

You always have certain spells prepared after you reach particular levels in this class, as shown in the Flesh Crafter Spells table. These spells count as artificer spells for you, but they don’t count against the number of artificer spells you prepare.

Flesh Crafter Spells

Artificer Level Spell

3rd

Inflict Wounds, shield, False Life,

5th

Branding Smite, Warding Bond

9th

Bestow Curse, Vampiric Touch

13th

Blight, Death Ward

17th

Geas, Contagion

Self improvement

3rd-level Flesh Crafter feature

Your research into the flesh arts has allowed you to safely better yourself: 

  • You gain proficiency with a weapon of your choosing
  • When you attack with a magic weapon, you can use your Intelligence modifier, instead of Strength or Dexterity modifier, for the attack and damage rolls.

Flesh Crafter

3rd-level Flesh Crafter feature

Your study into dark and taboo arts have seen you create a being of stitched flesh. It’s friendly to you and your companions, and it obeys your commands without fault. See its game statistics in the Steel Defender stat block, which uses your proficiency bonus (PB) in several places. You determine the creature’s appearance and whether it has two legs or four; your choice has no effect on its game statistics.

In combat, the Golem 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 golem 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 leather workers 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 golem 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 golem if you have leather workers tools with you. If you already have a golem from this feature, the first one immediately perishes. The golem also perishes if you die.

Flesh Golem

Armor Class 15 (natural armor)

Hit Points 2 + your Intelligence modifier + five times your artificer level (the defender 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 and can sense your orders telepathically 

ChallengeProficiency Bonus (PB) equals your bonus

Vigilant. The Golem 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.

Reknitting flesh (3/Day). The dark ichor inside the golem restore 2d8 + PB hit points to itself. Reaction

Deflect Attack. The golem 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 golem.

The art of flesh

5th-level Flesh crafter feature

Your study into the flesh arts has given you a new perspective into using your killed enemies for greater purpose. You can use your leather workers tools to take apart enemies and put them better use.

(It is DM’s discretion as to how long it will take for you to implant parts, a replacing of an arm for something stronger might take one long rest while implanting the glands that allows a Dragonborn to breath fire may take longer)

Controller of flesh

9th-level Flesh Crafter feature

Your studies have opened the door to use the flesh magic to harm or heal. When either you hit a target with a magic weapon attack or your flesh golem hits a target, you can channel magical energy through the strike to create one of the following effects:

  • The target takes an extra 2d6 Necrotic damage.
  • Choose one creature you can see within 30 feet of the target. Dark magic flows into the chosen recipient, restoring 2d6 hit points to it.

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.

Master of flesh

15th-level Flesh Crafter feature

Your controller of flesh feature and flesh golem become more powerful:

  • The extra damage and the healing of your controller of flesh feature both increase to 4d6.
  • Whenever your flesh golem uses its Deflect Attack, the attacker takes necrotic damage equal to 1d4 + your Intelligence modifier.
  • you have gained the needed experience to maintain two flesh golems as once.

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