Base Class: Artificer
A Necromaton is a mechanical body in which a soul is implanted in order to become immortal. Necromatons are the product of craftsman, magic, medicine and ingenuity. While most forms of lichdom require complex rituals and centuries of suffering, a Necromaton comes fairly simple and painless by comparison. Necromatons are constructs made by a mortal Artificer to house a piece of their flesh or bone, an anchor for their soul upon their passing. These constructs can be made of any material, in any shape or form, but are always created directly by their intended inhabitant, and are thus bonded to them. A Necromaton is simply the end product of craft, most often a craftsman's magnum opus in their lifetime so that they may strive further in unlife, as such, a Necromaton can be made by any creature of any race, or lifestyle, provided they have the means to create their masterpiece. More often than not, lichdom is frowned upon, but the lines are often blurred in the case of a Necromaton. Necromaton Artificers abhor death, and will do everything in their power to prevent it. Whether it’s the only option for a body riddled with disease, someone wishing for just a few more years at the end of a long life to complete their last great work, or a fear of what lies beyond this mortal lifespan, the end result remains the same: Undeath. While often misunderstood, there are a great many who have turned to the creation of a Necromaton for only the pursuit of their beloved craft, or the preservation of life and knowledge.
(Inspired by a video from Pointy Hat)
Medically Adept
You’ve studied countless hours of medicine and magic, gain the following benefits:
- You learn the cantrip Spare The Dying. This does not count against your number of cantrips known.
- When you use Spare The Dying to stabilize a dying creature, you may also have that creature regain 1 hit point. Once you use this feature, you can’t use it again until you finish a long rest.
- You gain proficiency in the Healer’s Kit.
- When you use a Healer’s Kit to stabilize a dying creature, that creature also regains 1 hit point.
- As an action, you can spend one use of a Healer’s Kit to tend to a creature and restore 1d6+4 hit points to it, plus additional hit points equal to the creature’s maximum number of Hit Dice. The creature can’t regain hit points from this feature again until it finishes a short or long rest.
Creator's Note: I coudn't figure out how to add Spare the Dying
Necromaton Spells
Starting at 3rd level, you always have certain spells prepared after you reach particular levels in this class, as shown in the Necromaton Spells table. These spells count as artificer spells for you, but they don’t count against the number of spells you prepare.
|
Artificer Level |
Spell |
|
3rd |
Identify, Shield |
|
5th |
Alter Self, Scorching Ray |
|
9th |
Revivify, Vampiric Touch |
|
13th |
Death Ward, Fabricate |
|
17th |
Animate Objects, Raise Dead |
Body Replacement
You’ve begun the process of changing your body into that of an immortal construct. You’ve already replaced your arms, legs, eyes and certain parts of your skeleton with those of superior functionality. You may choose to have your body look mechanical, or to look physically as if no change has been made. If you take damage with the appearance of normality, your mechanical parts will be seen. Though you will still need to eat, drink and breathe, you have fortified the natural ability of your body. You gain the following benefits, to be considered added onto your race.
Constructed Resilience:
- You have advantage on Constitution saving throws, excluding those made to keep concentration on a spell.
- You do not need to sleep, and magic cannot put you to sleep.
- You can hold your breath for a number of minutes equal to 10 + your Constitution modifier. (minimum of 10 minutes)
Sentry’s Rest:
- When you take a long rest, you must spend at least six hours in an inactive, motionless state, rather than sleeping. In this state, you appear inert, but it doesn’t render you unconscious, and you can see and hear as normal.
Integrated Protection:
- You gain a +1 bonus to Armor Class when wearing armor.
- While you live, and have all of your limbs, your armor cannot be removed from your body against your will.
Customizable Enhancements
Through tireless study and relentless work, you have enhanced the physical capabilities of your body to suit your needs.
Starting at 3rd level, you gain one Enhancement of your choice, and learn an additional Enchantment at levels 5, 9, 13 and 17, up to a maximum of five Enhancements active at one time. You cannot stack multiple instances of the same Enhancement, each choice must be a different one. Each Enhancement has three stages, increasing with your level in this class:
- Dormant at level 3
- Awakened at level 9
- Evolved at level 15
Additionally, when your proficiency bonus increases, you can choose one of the Enhancements you have integrated, and exchange it for another Enhancement of your choice.
Creator's note: "I'm not really proficient at the coding of Homebrew on D&DBeyond, so some of the features granted by certain Enhancements will need to be manually added either on the character sheet itself, or through manually adding a feat that grants the missing benefits. Examples of this would be manually adding the Tough feat from the character sheet if you choose the Sturdy Enhancement, or Finding a Homebrew Feat that allows you to use the spell Wristpocket at will in your spells tab if you choose the Storage Enhancement. I have created and published Homebrew feats that correspond said 'incomplete' Enhancements. Additional information is in the description of each Enhancement where this is an issue. Thank you for your patience, have fun with your game!"
Camouflage
- Dormant: You gain proficiency in the Dexterity(Stealth) skill. If you already have proficiency in this skill, you may select another skill proficiency to gain instead.
- Awakened: As an action, you may cast the Disguise Self spell at will without expending a spell slot. You do not need to have this spell prepared to cast it, but you do need an available spell slot of the appropriate level to cast it in this way.
- Evolved: As an action, you may cast the Invisibility spell at 2nd-level at will without expending a spell slot. You do not need to have this spell prepared to cast it, but you do need an available spell slot of the appropriate level to cast it in this way.
Channeler
- Dormant: You may now choose a magical item that you are attuned to as your Spellcasting Focus for your Artificer Spells. You may change this choice at any time, or as an action during combat.
- Awakened: Your Spell Save DC for your Artificer Spells is increased by 2.
- Evolved: Your Intelligence Score increases by 2, your maximum for this score also increases by 2.
You will have to manually add both the Awakened Channeler Enhancement upon reaching level 9 in this class, as I couldn't figure out a way to automatically add this benefit to scale with your level.
You will have to manually increase your Intelligence score, and perhaps your maximum for this score, upon reaching level 15 in this class, as I couldn't figure out a way to automatically add this benefit to scale with your level.
You can find the feat by looking up the name in the Homebrew section of D&DBeyond, and add it to your collection. Thank you for your patience, and have a great game!
Combative
- Dormant: 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. Additionally, you gain proficiency with martial weapons.
- Awakened: When you use your action to cast a cantrip, you can make one weapon attack as a bonus action.
- Evolved: You may now integrate a Shield onto one of your arms, freeing up space in the hand you would normally be holding it in. This Shield must be non-magical, but can still be made magical by one of your own Artificer Infusions.
Concentration
- Dormant: You have advantage on Constitution saving throws that you make to maintain your concentration on a spell when you take damage.
- Awakened: Once per long rest, if you were to fail on a Constitution saving throw to maintain concentration on a spell, you may instead succeed on that saving throw.
- Evolved: You may now concentrate on two separate spells that require concentration. When you are forced to make a Constitution saving throw to maintain concentration on a spell, you will make one for both spells separately, but you must pick one of the two spells to have disadvantage on for the saving throw. (You may not gain advantage on the secondary saving throw by any means, and you may not use the Awakened benefit of this Enhancement to succeed on this saving throw.) A critical failure on either of these saving throws results in losing concentration on both of the spells.
A secondary visual for advantage on Constitution saving throws will appear on your character sheet to represent gaining the benefit of the Dormant stage of this Enhancement. This serves as a casual reminder that you do NOT gain advantage for concentration checks without selecting this Enhancement, and will lose that benefit once again if you switch it out for another one at later levels.
Eyesight
- Dormant: You gain Darkvision up to a range of 60 feet. If you already had Darkvision, increase its range by an additional 60 feet.
- Awakened: You may now see in magical and non-magical darkness.
- Evolved: You gain Truesight equal to half the range of your Darkvision.
You will need to manually add Truesight from the Evolved stage of this Enhancement as I couldn't figure out how to automatically add it with the level scaling.
Fortitude
- Dormant: Choose one of the following damage types: acid, cold, fire, necrotic, poison or thunder. You gain resistance to that damage type.
- Awakened: You gain a second resistance from the list of choices in the previous stage of this Enhancement.
- Evolved: You gain resistance to non-magical bludgeoning, piercing and slashing damage.
You will have to manually add the resistances you choose for both the Dormant (level 3) and Awakened (level 9) stages of this Enhancement, as I couldn't find a way to add the choice to this subclass feature.
You will have to manually add the Evolved Fortitude Enhancement feat to your character sheet, as I couldn't find a way to add this resistance another way.
Maneuverability
- Dormant: As a bonus action, you may now cast the Expeditious Retreat spell at will, without expending a spell slot. You do not need to have this spell prepared to cast it, but you do need an available spell slot of the appropriate level to cast it in this way.
- Awakened: When you make a melee attack against a creature, you don't provoke opportunity attacks from that creature for the rest of the turn, whether you hit or not.
- Evolved: When you are subjected to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail. You may use this feature a number of times equal to your Proficiency Bonus. You regain all expended uses when you finish a long rest.
Mobility
- Dormant: You gain your choice of a climb speed or a swim speed that is equal to your movement speed.
- Awakened: You gain your choice of a climb speed or swim speed that is equal to your movement speed. If you choose the same option as you did for the Dormant stage of this Enhancement, you may increase your movement speed, of that type only, by 30 feet. This does not affect your base walking speed.
- Evolved: Once per long rest, as an action, you may cast the Fly spell at 3rd-level without expending a spell slot. You do not need to have this spell prepared to cast it, but you do need an available spell slot of the appropriate level to cast it in this way.
You will have to manually enter the value of your choice of climbing or swimming speed on your character sheet if you want the visual reminder as I could not add the choice between the two, nor could I make the Awakened stage scale with level to offer a second choice or additional value.
Protection
- Dormant: Your bonus from the Integrated Protection Feature increases to gain a +2 bonus to Armor Class as long as you are not incapacitated.
- Awakened: Your bonus from the Integrated Protection Feature increases to gain a +3 bonus to Armor Class as long as you are not incapacitated
- Evolved: Your bonus from the Integrated Protection Feature may now add your Intelligence Modifier(minimum of +3) to your Armor Class instead of the previous stages of this Enhancement.
You will need to manually adjust your Armored AC in your character sheet for the Awakened and Evolved stages of this Enhancement as I couldn't figure out how to add it automatically while also scaling with your level.
Speed
- Dormant: Increase all movement speed increase by 10 feet.
- Awakened: You gain the Alert feat. If you already have the Alert feat, your DM selects a new feat for you to gain.
- Evolved: Increase all movement speed increase by an additional 10 feet.
You will have to manually increase your movement speed in your character sheet upon reaching level 15 in this class, as I couldn't figure out how to make the speed bonus scale with your Artificer levels. The wording choice in this Enhancement is intentional, and is designed to work with all forms of movement speed that your character has, even though the feature only inherently increases your walking speed. Whether you have a flying speed as an Aarakocra, Flying speed from Winged Boots, or even Climbing/Swimming speed from the Mobility Enhancement, this Enhancement affects them all. As such, you will need to manually reflect that in your character sheet upon gaining any other forms of movement, and remove this speed bonus if you are to change this Enhancement out for another one at later levels. If you do lose this speed bonus for any reason, you lose it on ALL forms of your movement.
Additionally, you will need to manually add the Alert feat to your character sheet upon reaching level 9 in this class, as I couldn't think of a better way to increase your Initiative bonus while scaling this Enhancement to your Artificer level.
Storage
- Dormant: You gain an extra use of your “Replicate Magic Item” Infusion, but only to create an Alchemy Jug or a Bag of Holding.
- Awakened: As an action, you may now cast the spell Wristpocket at will, without needing to concentrate on the spell, without a set duration and without using a spell slot.
- Evolved: When you make a Spell-Stored Item, you may now store a 3rd-level spell that requires 1 action to cast (you needn’t have it prepared).
Wristpocket will not appear in your spells tab, instead it will be in your actions and limited use areas with one charge. When you store an item with the action, simply use the charge, it will not reset with short or long rests. The spell will still end, and you will have to uncheck the box, for any of the following reasons: You enter an Anti-magic Field of any kind, you become incapacitated, you drop to 0 hit points, or you activate one of your duplicates using the Full Metal subclass feature at level 15 of this subclass.
The spell stored item has no way that I can find to edit or improve on the character sheet, so if you do store a 3rd-level spell using this Enhancement, you'll just have to make a reminder which spell you have stored.
Sturdy
- Dormant: You gain advantage on Strength(Athletics) and Strength saving throws.
- Awakened: You gain the benefit of the Tough Feat. If you already have the Tough feat, your DM selects a new feat for you to gain.
- Evolved: Once per long rest, if you succeed on a Death saving throw, you may regain a number of hit points equal to your Intelligence modifier and your Constitution modifier.
You will need to manually add the Tough feat to your character sheet upon reaching level 9 in this class, as I couldn't figure out how to automatically add it with level scaling.
Extra Attack
Starting at 5th level, you can attack twice, rather than once, whenever you take the Attack action on your turn.
Field Medic
Your continued medical research, mechanical understanding, and adaptation to your new body have paid off in two ways:
- When you or another creature within 30 feet of you takes damage, you may use your reaction to grant the target a number of temporary hit points equal to your Intelligence modifier (minimum of one). You may use this feature a number of times equal to your Proficiency Bonus. You regain all expended uses when you finish a long rest.
- When you restore hit points, or grant temporary hit points, to another creature within 30 feet of you, you can choose to give the target resistance to acid, cold, fire, lightning, poison, or thunder damage for 1 minute or until you restore hit points, or grant temporary hit points, to another creature. You may use this feature a number of times equal to your Proficiency Bonus. You regain all expended uses when you finish a long rest.
Full Metal
You have finally achieved what you’ve been studying and working for all this time. You are now a fully artificial being with remarkable fortitude. Gain the following benefits:
- You are now considered both a Construct and Undead.
- You are immune to being Turned, such as from a Cleric’s “Turn Undead” Feature.
- You no longer need to eat, drink or breathe.
- You are now immune to disease.
- You no longer age and are now immune to magical aging effects.
- Your Constitution score increases by 2, your maximum for this score also increases by 2.
Additionally you have learned the ultimate contingency for if your current form were to be destroyed. Once a month, you may create an inert duplicate of your Necromaton body as a safeguard against death, provided you have the materials to do so, in addition to a diamond, or diamonds, worth at least 1000 gp. You build this body over the course of an hour, and keep it in a safe place, where it will remain inert and endure indefinitely until destroyed or activated.
At any time, if you were to die, your soul transfers to your backup body, provided that your soul is free, willing to return, and is on the same plane as a body you’ve created. The copy is physically identical to your original body and has the same personality, memories, and abilities, but none of the original's equipment. Your previous body’s physical remains, if they still exist, become inert and can't thereafter be restored to life, since your soul is elsewhere. All Infusions and Enhancements end upon transferring to your new body, as you have still died, and lose the ability to funnel your magic into your existing creations.
You may have a number of duplicate bodies built equal to your proficiency bonus at one time. Upon activating a duplicate, you must wait six months before you may create any more. This time limit does not reset if you activate multiple duplicates in the same six month period.
Comments