Artificer
Base Class: Artificer

Hope you like Build-A-Undead for now its your workshop! Where all of the dead are given a new life, can recover plenty of people and do make people do a double take when you swap senses with them.

Stringing Along

3rd-Level Mortis Puppeteer Feature
Upon taking this subclass at 3rd level, you got to get yourself ready for the rough road ahead of you. You gain proficiency in Weaver's Tools, Martial Weapons and Medicine.

You are able heal in two ways: Utilizing a Bonus Action, you can make a DC 10 Medicine Check and if you succeed, they regain 1d8 plus your Intelligence Modifier. And as an Action, you can make a DC 15 Weaver's Tools check and if you succeed, they regain 3d4 plus your Intelligence Modifier. 

If you are already proficient in Weaver's Tools before taking this subclass, you gain proficiency in another set of Artisan's Tools of your choice.

Mortis Puppeteer Spells

3rd-Level Mortis Puppeteer Feature
You always have certain spells prepared after you reach particular levels in this class, as shown in the Mortis Puppeteer Spells table. These spells count as artificer spells for you, but they don’t count against the number of artificer spells you prepare.

Mortis Puppeteer Specialist Spells

ARTIFICER

LEVEL

SPELLS

3rd

Armor of Agathys, Detect Evil and Good

5th

Gentle Repose, Wither and Bloom

9th

Remove Curse, Speak with Dead

13th

Death Ward, Shadow of Moil

17th

Mass Cure Wounds, Negative Energy Flood

Undead Wielder

3rd-Level Mortis Puppeteer Feature
Hitting 3rd level, you know you need to hurry and catch up to the lengths of necromancy but go through a different route. Your practices are able to show for your future undead that you create or control:

  • Undead you create or control, they can utilize your Spell Attack Roll for their attack rolls.
  • Undead you create or control gain a boost to their hit point maximum equal to your Artificer Level.
  • You can swap the senses of your undead as a Bonus Action, when you do that, you are Blinded until you let yourself go back with a Bonus Action.
  • You are able to control a number of Undead normally equal to your Intelligence Modifier without needing anything.
    • When you surpass the amount of undead you can control, you can optionally use Concentration Checks (DC 10 always) during a long rest or at the near end of the duration of the spell utilized. This affects all undead however and if you fail (Natural 1s, 2s and 3s count as failures), all of your undead are immediately hostile and goes out of control attacking anything and anyone. You can use Spell Slots or magic item uses, and it only requires one use or spell slot for the control necessary.

Darkstalkers

3rd-Level Mortis Puppeteer Feature
Hitting 3rd level, you are able to create a specialized set of undead up to a number equal to your Intelligence Modifier at the end of a long rest. These undead are called Darkstalkers and they stay with you until their death, able to regain hit points as normal and extra.

Darkstalker

Armor Class 13 plus your proficiency bonus (natural armor)

Hit Points 10 + your Intelligence modifier + five times your artificer level (the undead has a number of Hit Dice [d8s] equal to your artificer level)

Speed 40 ft., Climb 15 times your proficiency bonus in the Artificer class in ft.

STR
14 (+2)
DEX
18 (+1)
CON
14 (+2)
INT
10 (+0)
WIS
10 (+0)
CHA
10 (+0)

Saving Throws Dex +4 plus PB, Con +2 plus PB

Skills Acrobatics +4 plus PB, Stealth +4 plus PB × 2

Damage Resistances Psychic (15th Level)

Damage Immunities Necrotic, Poison (9th Level)

Condition Immunities Charmed, Exhaustion, Frightened, Poisoned, Restrained

Senses darkvision 90 ft., passive Perception 10

Languages understands the languages you speak

Challenge — Proficiency Bonus (PB) equals your bonus

Amorphous. The darkstalker can move through a space as narrow as 1 inch wide without squeezing.

Detect Life (9th Level). The darkstalker can magically sense the presence of creatures up to 5 miles away that aren't undead or constructs. It know the general direction those in but not their exact locations.

Ethereal Sight. The darkstalker can see 60 feet into the Ethereal Plane when it is on the Material Plane, and vice versa.

Immutable Form (5th Level). The darkstalker is immune to any spell or effect that would alter its form.

Incorporeal Movement. The darkstalker can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object.

Magic Resistance (10th Level). The darkstalker has advantage on saving throws against spells and other magical effects.

Necrotic Absorption. Whenever the darkstalker is subjected to necrotic damage, it takes no damage and instead regains a number of hit points equal to the necrotic damage dealt.

Shadow Commandment. You can call the darkstalker back instantly to you or if it gets 10 times your proficiency bonus miles away, it appears back instantly.

Shadow Sight. Magical darkness doesn't impede the darkstalker's darkvision.

Shadow Stealth. While in dim light or darkness, the darkstalker can take the Hide action as a bonus action.

Shadow Weapons (15th Level). The darkstalker's weapon attacks are magical. When the shadow beast hits with any weapon, the weapon's damage can turn Necrotic, Poison or Psychic.

Telepathic Bond (9th Level). While the darkstalker is on the same plane of existence as its master, it can magically convey what it senses to its master, and the two can communicate telepathically with each other.

Vigilant. The darkstalker can’t be surprised.

Actions

Bite. Melee Weapon Attack: Your Intelligence Modifier plus Proficiency Bonus to hit, reach 5 ft., one creature. Hit: 11 (1d8 + PB) slashing damage.

Claws. Melee Weapon Attack: Your Intelligence Modifier plus Proficiency Bonus to hit, reach 5 ft., one target. Hit: 12 (1d6 + PB) slashing damage. If the target is a creature other than an undead, it must succeed on a Constitution saving throw against your Spell DC or be Paralyzed for one minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Baleful Baying. Every enemy within 30 (3rd Level)/ 90 (9th Level) / 150 (15th Level) feet of the darkstalker that can hear it must succeed on a Wisdom Saving throw against your Spell DC or be frightened until the end of the darkstalker's next turn or until the darkstalker is incapacitated. A frightened target that starts its turn within 30 feet of the darkstalker must use all its movement on that turn to get as far from the darkstalker as possible, must finish the move before taking an action, and must take the most direct route, even if hazards lie that way. A target that successfully saves is immune to the baying of all darkstalkers for the next 24 hours.

Deathly Burst. When the darkstalker dies, or as a reaction from the creator when it's lower than a quarter of its hit point maximum, it can conjure a 15-foot emanation necrosis psionic burst from itself. Those of your choice in that radius must make a Constitution Saving Throw or take a number of d6s equal to your proficiency bonus plus Intelligence Modifier in Necrotic or Psychic damage. If it hits its creator however, the creator heals for 2d8 plus your Intelligence Modifier hit points.

Necrosis Teleport. As an Action or Bonus Action, a target that it can see within 150 ft., the darkstalker can swap positions with them. If the target is grappled, it would be grappled in place of the target. If were to use an Action, it can choose as it teleports to the darkstalker's new spot (and/or in their previous position (able to do it at 10th level)) and those within 10 feet of the spot take 1d8 plus your Intelligence Modifier in Necrotic damage. If it were to hit you, you regain an amount of hit points equal to your Intelligence Modifier.

Reaction

Life Transferrence. When a target within 30 times your proficiency bonus takes damage, as a reaction, the darkstalker can half the damage and take it upon itself (which can't be reduced by any means). It is able to use this ability thrice before requiring a long rest.

Height of Necrotic

5th-Level Mortis Puppeteer Feature
You see a further glimpse into the world of necromancy, as it can be utilized more than some basics. Helps empowered to the skills you have, shows in 5th level.

  • You add your Intelligence Modifier to all Necrotic Damage, Necromancy Spells and Healing you use.
  • Undead you create and control are able to be healed by abilities and spells that even restrict Undead.
  • Undead you create and control gain multiattack and are able to attack an amount of times equal to half of your proficiency bonus (minimum of 2).

Necrotic Brawler

9th-Level Mortis Puppeteer Feature
Reaching 9th level is where you decided to spice things up compare to the usual School of Necromancy wielder. You gain the following benefits:

Reanimator. You know and prepare the spell Animate Undead. You are able to cast this spell a number of times equal to half of your proficiency bonus.
Undead Adjustments.
 You are resistant to necrotic damage, immune to the frightened and poisoned conditions and your hit point maximum can't be reduced.
Undead Possessor. You able to possess and swap positions with undead under your control, able to attack and cast through them. It requires a Bonus Action to go in, Free Action to go back. If your body gets hurt, you immediately get sent back.
Necrosis Wielder. Your weapon attacks deal an additional 1d8 Necrotic damage and your Unarmed Strike deals 1d6 damage. Your weapons and Unarmed Strike can utilize your Intelligence Modifier for attack and damage rolls, and have all damage be Necrotic. When you deal damage with your weapons, you regain an amount of hit points equal to your Intelligence Modifier. But if you deal damage with your Unarmed Strikes, you regain 1d4 plus your Intelligence Modifier hit points.

Optionally, you can attack with your Unarmed Strike to get them into a specialized Grapple. While in this specialized Grapple, they take 1d4 plus your Intelligence Modifier in Necrotic damage while you regain the damage dealt until you let them go or they die. If they die while in your grasp, you can use a reaction to convert creature into a Skeleton or Zombie that is under your control like Animate Undead. Also depending on the size of the creature produces more Skeletons or Zombies: Medium or smaller produces one, Large produces two, Huge produces three, Garguantuan produces four. However, this ability to convert into undead can be utilized on every creature type but Construct, Elemental, Plant and Undead.

Control Undead

15th-Level Mortis Puppeteer Feature
You figure out the specialized technique of School of Necromancy Wizards at 15th level. As an action, you can choose one undead that you can see within 60 feet of you. That creature must make a Charisma saving throw against your Spell DC. If it succeeds, you can't use this feature on it again. If it fails, it becomes friendly to you and obeys your commands, you are only able to do it with two undead and they are allies, until you use this feature again on a third, losing both at once. They count towards the number of your Intelligence Modifier you can handle but they don't require a Concentration Check to keep them in check.

Intelligent undead are harder to control in this way. If the target has an Intelligence of 8 or higher, it has advantage on the saving throw. If it fails the saving throw and has an Intelligence of 12 or higher, it can repeat the saving throw at the end of every hour until it succeeds and breaks free.

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