Base Class: Artificer
Reanimators defy the laws of nature in pursuit of gruesome experiment. These grim Artificers stitch together servants from disparate corpses, use foul magic to strengthen the living, and transform the art of necromancy into a terrifying science.
Level 3: Tools of the Trade
You gain the following benefits.
Tool Proficiency. 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.
Medical Training. You gain proficiency with medicine. Additionally, when you craft a Healer's Kit, the amount of time required to craft it is halved.
Level 3: Reanimator Spells
When you reach an Artificer level specified in the Reanimator Spells table, you thereafter always have the listed spells prepared.
| Artificer Level | Prepared Spells |
|---|---|
| 3 | False Life, Spare the Dying, Hex |
| 5 | Blindness/Deafness, Enhance Ability |
| 9 | Animate Dead, Lightning Bolt |
| 13 | Blight, Death Ward |
| 17 | Antilife Shell, Raise Dead |
Level 3: Galvanized Restoration
When you cast Spare the Dying, you can choose to modify the spell to send a jolt of electricity through the target to revive it, restoring it to 1 HP, and causing each creature in a 10ft emanation to make a Dexterity saving throw against your spell save DC, taking 1d4 + your Artificer level of Lightning damage, on a failed save, or half as much damage on a successful save.
You can modify the spell this way a number of times equal to your Intelligence modifier, and you regain all expended uses when you finish a Long Rest.
Level 3: Reanimated Companion
Using Tinker’s Tools or another type of Artisan’s Tools with which you have proficiency, you can take a Magic action to create a Reanimated Companion (see the stat block) through the power of necromancy and science. The companion manifests in an unoccupied space within 5 feet of you. You determine the companion’s appearance; your choices don’t affect the companion’s game statistics. The companion is Friendly to you and your allies and obeys you.
You can have only one companion at a time and can’t create one while your companion is present. Once you create a companion, you can’t do so again until you finish a Long Rest or expend a spell slot to create another one.
Replacing the Companion. The companion lasts until you finish a Long Rest or until you take a Magic action to dismiss it early, at which point it harmlessly collapses into a pile of viscera. If you die, It immediately drops to 0 Hit Points and also dies (triggering its Death Burst trait).
Reanimated Companion in Combat. In combat, the companion acts during your turn. It can move and take its Reaction on its own, but the only action it takes is the Dodge action, unless you take a Bonus Action to command it to take an action. If you have the Incapacitated condition, the companion acts on its own and isn’t limited to the Dodge action.
Reanimated Companion
Small Undead, Neutral
AC 10 plus your Intelligence modifier
HP 4 plus four times your Artificer level (the Companion has a number of Hit Dice [d6s] equal to your Artificer level)
Speed 30 ft.
| Mod | Save | ||
|---|---|---|---|
| STR | 14 | +2 | +2 |
| DEX | 10 | +0 | +0 |
| CON | 16 | +3 | +3 |
| Mod | Save | ||
|---|---|---|---|
| INT | 4 | −3 | −3 |
| WIS | 10 | +0 | +0 |
| CHA | 6 | −2 | −2 |
Resistances Necrotic, poison
Immunities Lightning; Charmed, Exhaustion, Poisoned
Senses Blindsight 60ft.; Passive Perception 10
Languages Understands the languages you know
CR None (XP 0; PB equals your Proficiency Bonus)
Traits
Death Burst. The companion explodes when it dies. Each creature in a 10-foot radius centered on the companion makes a dexterity saving throw against your spell save DC, taking 2d6 Necrotic damage on failure.
Lightning Absorption. Whenever the companion is subjected to Lightning damage, instead of loosing Hit Points, it regains a number of Hit Points equal to the Lightning damage dealt.
Actions
Dreadful Swipe. Melee Attack Roll: Bonus equals your spell attack modifier, reach 5 ft. Hit: 1d6 + 2 plus your Intelligence modifier Necrotic damage, and the target can’t take Opportunity Attacks until the start of its next
Arcane Conduit
You can cast spells as though you were in the companion’s space, but you must use your own senses. Once per turn, when you cast an Artificer spell from the Evocation or Necromancy schools and deal damage while your companion is within 120 feet of you, you can add your Intelligence modifier to one damage roll of that spell.
Bloated
The companion becomes Large or Medium (your choice). Whenever it hits a Large or smaller creature with its Dreadful Swipe action, that creature can also be pushed up to 10 feet away from the companion. Additionally, you can add your Intelligence modifier to the damage dealt by the companion’s Death Burst.
Ferocity
When you command your companion to take the Dreadful Swipe action, the companion can use it twice.
Gaunt
The companion’s Speed increases to 45 feet, and it gains a Climb Speed equal to its Speed. It can climb difficult surfaces, including along ceilings, without needing to make an ability check. In addition, whenever a creature of your choice starts its turn within a 10-foot Emanation originating from your companion, the creature must succeed on a Wisdom saving throw against your spell save DC or have the Frightened condition until the start of its next turn.
Moist
The companion gains a Swim Speed equal to its Speed. In addition, whenever the companion is hit by an attack roll from a creature within 10 feet of it, the attacker takes Acid damage equal to your intelligence modifier.
Level 5: Strange Modifications
Whenever you create a Reanimated Companion, it gains one of the following options of your choice;
Arcane Conduit. You can cast spells as though you were in the companion’s space, but you must use your own senses. Once per turn, when you cast an Artificer spell from the Evocation or Necromancy schools and deal damage while your companion is within 120 feet of you, you can add your Intelligence modifier to one damage roll of that spell.
Ferocity. When you command your companion to take the Dreadful Swipe action, the companion can use it twice.
Level 9: Improved Reanimation
You experiment and alter your companion further. Whenever you create a Reanimated Companion, it gains one of the following options; (choose when you create the companion.)
Bloated. The companion becomes Large or Medium (your choice). Whenever it hits a Large or smaller creature with its Dreadful Swipe action, that creature can also be pushed up to 10 feet away from the companion. Additionally, you can add your Intelligence modifier to the damage dealt by the companion’s Death Burst.
Gaunt. The companion’s Speed increases to 45 feet, and it gains a Climb Speed equal to its Speed. It can climb difficult surfaces, including along ceilings, without needing to make an ability check. In addition, whenever a creature of your choice starts its turn within a 10-foot Emanation originating from your companion, the creature must succeed on a Wisdom saving throw against your spell save DC or have the Frightened condition until the start of its next turn.
Moist. The companion gains a Swim Speed equal to its Speed. In addition, whenever the companion is hit by an attack roll from a creature within 10 feet of it, the attacker takes Acid damage equal to your intelligence modifier.
Level 15: Promethean Reanimation
You have mastered the science of revivification, granting you the following benefits.
Facilitated Revival. When you cast Revivify or Raise Dead, the cost of any Material components needed for that spell is halved.
Improved Companion. The damage of your Reanimated Companion’s Death Burst increases to 4d6. Necrotic damage dealt by your companion ignores Resistance.
Life Transfer. You can siphon the animating magic of your companion to bolster yourself. When you take damage, you can take a Reaction to cause your Reanimated Companion to drop to 0 Hit Points. The companion immediately dies (triggering its Death Burst trait), and you regain a number of Hit Points equal to your level.
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Posted May 24, 2026my personal, unpublished version is exactly the same, but I had to make those changes because I'm not aloud to publish it unless it uses core content only unfortunately. you can make/add a feat to give yourself missing spells or just use mine as a template to create your own.
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Posted Feb 4, 2026i have been trying to modify the other one to work with the new artificer. Saw this one but with hex instead of witch bolt and a few wording changes.. Any chance of a version that matches the UA version?