Base Class: Artificer
As bold as it is controversial, Necro-Alchemists use the power of the dead to create, preserve, or in some cases end life. An artificer that specializes in Necro-Alchemy use the tradition of alchemy to convert corpses into tools that they then use to power their various spells and machines. Should they run out of corpse parts, they can fall back on various poisons and acids to defend themselves. While their critics claim they are toying with powers beyond understanding, Necro-Alchemists believe themselves to be practicing a legitimate science, and should they need to, their expertise in the study of death can be utilized to counter the undead.
Bonus Tool Proficiency
3rd Level Necro-Alchemist Feature
You gain proficiency with alchemist's supplies. If you already have this proficiency, you gain proficiency with one other type of artisan's tools of your choice.
Necro-Alchemist Spells
3rd Level Necro-Alchemist Feature
You always have certain spells prepared after you reach particular levels in this class, as shown in the Necro-Alchemist Spells table. These spells count as artificer spells for you, but don't count against the number of artificer spells you prepare.
| ARTIFICER LEVEL | SPELL |
|---|---|
|
3rd |
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5th |
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|
9th |
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|
13th |
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|
17th |
Stitched Familiar
3rd Level Necro-Alchemist Feature
Necro-alchemists use familiars crafted from corpses. Whenever you create a familiar through Find Familiar, that familiar has the following modifications:
- The familiar is an undead instead of a beast (Replaces the choice of celestial, fey, or fiend normally granted by the spell).
- As a bonus action on your turn, you may command your familiar to attack a target within 30 feet of it. When you do so, the familiar will move to within 5 feet of that target and make an attack as an action on their turn if possible, and they gain a bonus to its attack and damage rolls equal to your proficiency bonus (A familiar can't attack if it lacks attacks, such as if it is a frog). If it can't make an attack against the specified target, it takes its turn as normal.
- The familiar gains a bonus to its maximum hit points equal to half your artificer level, rounded up.
Deadly Countermeasures
5th Level Necro-Alchemist Feature
You prepare deadly toxins that empower your spells and coat your weapons, and also develop measures to counter the undead if they rise against you.
- Whenever you hit an attack with a weapon you are proficient in, you deal an extra 1d4 acid damage.
- Whenever you cast a spell that deals acid, necrotic, or poison damage, roll a d4, and you gain a bonus to one of the spell's damage rolls equal to the number rolled.
- Acid, necrotic, and poison damage you deal ignore resistances to those damage types if the damaged creature is undead. If the creature is undead and immune, they take half damage instead of no damage (This half damage is not resistance and thus is not ignored).
Grim Study
9th Level Necro-Alchemist Feature
You learn to use parts of the deceased to cast and empower your spells. Whenever you encounter a body of a humanoid or beast that is Small or larger, you may spend 1 minute to cut off a part of the corpse and convert it into a Corpse Point. You may only do this twice per corpse, only if the corpse is not undead, and the part you cut off must be at least 5 pounds of flesh and bone. Your maximum number of corpse points you can have at one time is equal to twice your proficiency bonus. You also gain a corpse point whenever you finish a long rest.
You may cast necromancy or evocation spells you have prepared by spending corpse points equal to the spell's level instead of using a spell slot. When you cast a spell using corpse points, you may cast it at higher levels by spending an additional Corpse Point for each level. You may not cast spells this way at levels higher than the highest level spell slot you have (Even if you have used all spell slots of that level, you can still cast spells of that level using corpse points. Material components that the spell consumes are still required.).
If animate dead is cast with Corpse Points, you do not need to target a corpse or pile of bones; the spell creates and animates a corpse within range if it is cast this way, and the zombie disintegrates when you no longer control it.
In addition, whenever you create an undead using a spell, that creature adds your proficiency bonus to its weapon damage rolls.
Mastery over Death
15th Level Necro-Alchemist Feature
You have mastered the art of cheating death, using your undead servants to bolster your life.
- You gain resistance to necrotic damage, and your hit point maximum can't be reduced (If an effect increasing your maximum hit points ends, the maximum still lowers as a result).
- Whenever you create an undead with a spell, your hit point maximum increases by half of that undead's hit point maximum, rounded up, for as long as you control that undead.
- Whenever you or an undead you control deals damage with a weapon attack, you regain half that many hit points, rounded up.
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