Base Class: Artificer
Artificers transform the mundane into the magical. Many artificers create wonderful inventions of steel or iron. Others brew potions from rare ingredients. But for some, the preferred canvas from which the mundane becomes magical is flesh itself. These artificers, known as flesh sculptors, find themselves in seedy underworlds and dungeons, maligned by society at large while also being sought after by the most powerful among it. For the rich and ambitious, flesh sculptors offer a way towards perfecting oneself -- or creating new life whole-cloth.
Tool Proficiency
When you adopt this specialization at 3rd level, you gain proficiency with wood carver’s tools. If you already have this proficiency, you gain proficiency with one other type of artisan’s tools of your choice.
Flesh Sculptor Spells
Starting at 3rd level, you always have certain spells prepared after you reach particular levels in this class, as shown in the Flesh Sculptor Spells table. These spells count as artificer spells for you, but they don’t count against the number of artificer spells you prepare.
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Artificer Level |
Spell |
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3rd |
|
|
5th |
|
|
9th |
|
|
13th |
|
|
17th |
Flesh Construct
Starting at 3rd level, you can take an hour to create a flesh construct by using woodcarver’s tools. Doing so requires access to the body of a beast or humanoid, although the beast or humanoid does not have to be dead -- only restrained. When you are finished, the humanoid or beast dies (if not already dead) and becomes one of the following: Aquatic Construct, Avian Construct, Biped Construct, Quadruped Construct, Serpentine Construct, or Tauric Construct.
The construct is friendly to you and your companions and obeys your commands. In combat, the construct shares your initiative count, but it takes its turn immediately after yours.
As you level, you gain access to evolution points, represented by the table below. These may be spent on evolutions, which add abilities to your construct. In order to add evolutions, you must spend one hour working on your construct. You may also spend an hour removing evolutions, which returns you evolution points.
The construct also gains health equal to 1d10 + it’s constitution modifier each time you increase in level.
If the mending spell is cast on it, it regains 2d6 hit points.
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Class Level |
Evolution Points |
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3 |
5 |
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4 |
7 |
|
5 |
8 |
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6 |
9 |
|
7 |
10 |
|
8 |
11 |
|
9 |
13 |
|
10 |
14 |
|
11 |
15 |
|
12 |
16 |
|
13 |
17 |
|
14 |
19 |
|
15 |
20 |
|
16 |
21 |
|
17 |
22 |
|
18 |
23 |
|
19 |
25 |
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20 |
26 |
1-Point Evolutions
The following evolutions costs 1 point from the construct’s evolution pool.
Bite
A construct’s maw is full of razor-sharp teeth, giving it a bite attack. This attack may only be used once per attack action per bite evolution your construct possesses. The bite deals 1d6 points of damage (1d8 if Large, 2d6 if Huge, 2d8 if Gargantuan), plus your construct's strength modifier.
Bleed
A construct gains the ability to inflict bleeding wounds. Select one type of attack. Attacks of that type deal 1d6 points of bleed damage. This evolution can be selected more than once. Each time a construct selects this evolution, it applies to a different attack. The bleed effect doesn’t stack.
Claws
A construct has a pair of vicious claws at the end of its limbs, giving it two claw attacks. This attack is a strength attack that can be used twice per attack action for every claws evolution your construct possesses.The claws deal 1d4 points of damage (1d6 if Large, 1d8 if Huge, 2d6 if Gargantuan), plus your construct's strength modifier. The construct must have the limbs evolution to take this evolution. This evolution replaces the Pincers, Hooves, or Slam evolutions if one of those evolutions is already applied to that set of limbsThis evolution can be selected more than once, but the construct must possess an equal number of the limbs evolution, and each time you select this evolution it applies to a different set of limbs.
Climb
A construct becomes a skilled climber, gaining a climb speed equal to its base speed. This evolution can be selected more than once. Each additional time it is selected, increase the construct’s climb speed by 20 feet.
Gills
A construct has gills and can breathe underwater indefinitely.
Hooves
A construct has a pair of sharp hooves at the end of its limbs, giving it two hoof attacks. This attack is a strength attack that can be used twice per attack action for every hooves evolution your construct possesses.The hooves deal 1d4 points of damage (1d6 if Large, 1d8 if Huge, 2d6 if Gargantuan), plus your construct's strength modifier. The construct must have the limbs evolution to take this evolution. This evolution replaces the Claws, Pincers, or Slam evolutions if one of those evolutions is already applied to that set of limbs. This evolution can be selected more than once, but the construct must possess an equal number of limbs evolutions, and each time you select this evolution it applies to a different set of limbs.
Improved Damage
One of the construct’s natural attacks is particularly deadly. Select one natural attack. That attack deals damage as if the construct were one size larger. This evolution can be selected more than once. Its effects do not stack. Each time A construct selects this evolution, it applies to a different natural attack.
Improved Natural Armor
A construct’s hide grows thick fur, rigid scales, or bony plates, giving it a +2 bonus to its natural armor. This evolution can be taken once for every five levels the artificer possesses.
Low-Light Vision
A construct gains Darkvision up to 60ft.
Magic Attacks
A construct is infused with magic, allowing it to treat all of its natural attacks as if they were magic for the purpose of overcoming damage reduction. If the artificer is 10th level or higher, all of the construct’s weapons are treated as the alignment of the construct for the purpose of overcoming damage reduction.
Pincers
A construct grows a large pincers at the end of one pair of its limbs, giving it two pincer attacks. This attack is a strength attack that can be used twice per attack action for every pincers evolution your construct possesses.The pincers deal 1d6 points of damage (1d8 if Large, 2d6 if Huge, 2d8 if Gargantuan), plus your construct's strength modifier. Constructs with the grab evolution linked to pincers gain a +2 bonus on checks made to grapple. The construct must have the limbs (arms) evolution to take this evolution. This evolution replaces the Claws, Hooves, or Slam evolutions if one of those evolutions is already applied to that set of limbs. This evolution can be selected more than once, but the construct must possess an equal number of the limbs evolution, and each time you select this evolution it applies to a different set of limbs.
Pounce
A construct gains quick reflexes, allowing it to make a full attack after a charge. When your construct takes the dash action, it may make one attack. This evolution is only available to constructs of the quadruped base form.
Pull
A construct gains the ability to pull creatures closer with a successful attack. Select one type of natural attack. Whenever the construct makes a successful attack of the selected type, it can attempt a free combat maneuver check. If successful, the target of the attack is pulled 5 feet closer to the construct. This ability only works on creatures of a size equal to or smaller than the construct. Creatures pulled in this way do not provoke attacks of opportunity. The construct must have a reach of 10 feet or more to select this evolution. This evolution can be selected more than once. Its effects do not stack. Each time A construct selects this evolution, it applies to a different natural attack.
Push
A construct gains the ability to push creatures away with a successful attack. Select one type of natural attack. Whenever the construct makes a successful attack of the selected type, it can attempt a free combat maneuver check. If successful, the target of the attack is pushed 5 feet directly away from the construct. This ability only works on creatures of a size equal to or smaller than the construct. Creatures pushed in this way do not provoke attacks of opportunity. This evolution can be selected more than once. Its effects do not stack. Each time A construct selects this evolution, it applies to a different natural attack.
Reach
One of A construct’s attacks is capable of striking at foes at a distance. Pick one attack. The construct’s reach with that attack increases by 5 feet.
Scent
A construct’s sense of smell becomes quite acute. The construct gains the scent special quality, allowing it to detect opponents within 30 feet by sense of smell. If the opponent is upwind, the range increases to 60 feet; if downwind, it drops to 15 feet. Strong scents can be detected at twice the normal range. Scent does not allow the construct to precisely locate the creature, only to detect its presence and direction. The construct can pinpoint the creature’s location if it is within 5 feet.
Shared Evolution
Select a 1-point or 2-point evolution the construct has. As a standard action, the construct can touch the artificer and transfer the selected evolution to him. The artificer can touch the construct as a standard action to return the evolution. The evolution returns to the construct automatically if the construct is destroyed.
Skilled
A construct becomes especially adept at a specific skill, gaining a bonus to that skill equal to the artificer’s proficiency modifier. This evolution can be selected more than once. Its effects do not stack. Each time A construct selects this evolution, it applies to a different skill.
Slam
A construct can deliver a devastating slam attack. This attack is a strength attack that can only be used once per attack action for every slam evolution your construct possesses. The slam deals 1d8 points of damage (2d6 if Large, 2d8 if Huge, 2d10 if Gargantuan), plus your construct's strength modifier. The construct must have the limbs (arms) evolution to take this evolution. This evolution replaces the Claws, Hooves, or Pincers evolutions if one of those evolutions is already applied to that set of limbs. This evolution can be selected more than once, but the construct must possess an equal number of the limbs evolution, and each time you select this evolution it applies to a different set of limbs.
Slippery
Due to its slimy hide or a slick exoskeleton, the construct is especially slippery. The construct gains a +4 bonus to acrobatics checks to escape a grapple.
Sticky
The construct is especially sticky, whether from a coating of adhesive slime, partially congealed blood, or tiny barbed spines. The construct gains a +4 bonus on athletic checks to initiate or maintain a grapple.
Sting
A construct possesses a long, barbed stinger at the end of its tail, granting it a sting attack. This attack can be used once per attack action for every sting evolution your construct possesses. The sting deals 1d4 points of damage (1d6 if Large, 1d8 if Huge, 2d8 if Gargantuan), plus either your construct's strength or dexterity modifier. The construct must possess the tail evolution to take this evolution. This evolution can be selected more than once, but the construct must possess an equal number of the tail evolution, and each time you select this evolution it applies to a different tail.
Swim
A construct gains webbed hands, feet, or powerful flippers, giving it a swim speed equal to its base speed. This evolution does not give the construct the ability to breathe underwater. This evolution can be selected more than once. Each additional time it is selected, increase the construct’s swim speed by 20 feet.
Tail
A construct grows a long, powerful tail. This grants it a +2 racial bonus on Acrobatics checks made to balance on a surface. This evolution can be selected more than once.
Tail Slap
A construct can use its tail to bash nearby foes, granting it a tail slap attack. This attack can be used once per attack action for every tail slap evolution your construct possess. This attack is a finesse attack. The tail slap deals 1d6 points of damage (1d8 if Large, 2d6 if Huge, 2d8 if Gargantuan), plus your construct's strength modifier. The construct must possess the tail evolution to take this evolution. This evolution can be selected more than once, but the construct must possess an equal number of the tail evolution.
Tentacle
A construct possesses a long, sinuous tentacle, granting it a tentacle attack. This attack can be used once per attack action for every tentacle your construct possesses. The tentacle attack deals 1d4 points of damage (1d6 if Large, 1d8 if Huge). This evolution can be selected more than once.
Unnatural Aura
A construct is obviously of unnatural origin. Normal animals do not willingly approach the construct unless the animal’s master makes a DC 25 animal handling or nature check.
Wing Buffet
A construct learns to use its wings to batter foes, granting it two wing buffet attacks. This attack can be used once per attack action. The wing buffets deal 1d4 points of damage (1d6 if Large, 1d8 if Huge, 2d8 if Gargantuan). The construct must possess the flight evolution, with wings, to select this evolution.
2-Point Evolutions
The following evolutions cost 2 points from the construct’s evolution pool.
Ability Increase
A construct grows larger muscles, gains faster reflexes, achieves greater intelligence, or acquires another increase to one of its abilities. Increase one of the construct’s ability scores by +2. This evolution can be selected more than once. It can only be applied once to an individual ability score, plus 1 additional time for every 6 levels the artificer possesses.
Absorb Occult Energy
Whenever the construct successfully strikes a creature with an unarmed attack, natural attack, the struck creature must succeed on a wisdom save (DC equals 10 + your proficiency modifier + its Charisma modifier) or have disadvantage on saving throws of your choice.
Alignment Smite
Choose: A single alignment that opposes one of the artificer’s own.
Benefit: Once per day as a bonus action, the construct chooses one target within sight. If this target’s alignment matches that chosen for this ability, the construct deals an additional +1d6 points of damage with one of its natural weapons. The alignment smite persists until the target is dead or the construct is destroyed. At 10th level, the artificer may spend 1 additional evolution point to allow the construct a second daily use of this ability. The artificer must be at least 5th level before selecting this evolution. True neutral artificers cannot select this evolution.
Constrict
A construct gains powerful muscles that allow it to crush those it grapples. Whenever the construct successfully grapples a foe using the grab evolution, it deals additional damage equal to the amount of damage dealt by the attack used by the grab evolution. This evolution is only available to constructs of the serpentine base form.
Energy Attacks
A construct’s attacks become charged with energy.
Pick one damage type: acid, cold, lightning, or fire. All of the construct’s natural attacks deal 1d6 points of damage of the chosen type on a successful hit. The artificer must be at least 5th level before selecting this evolution.
Flight
A construct grows large wings, like those of a bat, bird, insect, or dragon, gaining the ability to fly. The construct gains a fly speed equal to its base speed. The construct’s fly speed can be increased by spending additional evolution points, gaining a 20-foot increase to fly speed for each additional point spent. The artificer must be at least 5th level before selecting this evolution.
Gore
A construct grows a number of horns on its head, giving it a gore attack. This attack is strength based and only may be used once per head your construct possesses. The gore deals 1d6 points of damage (1d8 if Large, 2d6 if Huge, 2d8 if Gargantuan), plus your construct's strength modifier.
Grab
A construct becomes adept at grappling foes, gaining the grab ability. Pick bite, claw, pincers, slam, tail slap, or tentacle attacks. Whenever the construct makes a successful attack of the selected type, it can attempt a grapple check against it's target. If successful, the construct grapples the target. This ability only works on creatures of a size one category smaller than the construct or smaller. Constructs with this evolution receive a +3 bonus on checks made to grapple.
Head
A construct grows an additional head. The construct does not gain any additional natural attacks for the additional head, but the additional head does allow the construct to take other evolutions that add an additional attack to a head (such as a bite, gore, or breath weapon). For each head, the construct gains an additional attack when it takes the attack action that may only be used to wield the natural attack that head possesses. The construct also gains advantage against being charmed, feared, or put to sleep. This evolution can be selected more than once.
Keen Scent
A construct’s sense of smell becomes even more acute. The construct can notice other creatures by scent in a 180-foot radius underwater and can detect blood in the water at ranges of up to a mile. The construct must possess the gills or scent evolutions to take this evolution.
Limbs
A construct grows an additional pair of limbs. These limbs can take one of two forms. They can be made into legs, complete with feet. Each pair of legs increases the construct’s base speed by 10 feet. Alternatively, they can be made into arms, complete with hands. The construct does not gain any additional natural attacks for an additional pair of arms, but it can take other evolutions that add additional attacks (such as claws or a slam). Arms that have hands can be used to wield weapons, if the construct is proficient. For each pair of arms or legs, the construct gains an additional attack whenever it takes the attack action that may only be used to wield either the natural weapons that pair of arms or legs possesses, or the weapon being wielded by those arms. This evolution can be taken once for every four levels of artificer you have.
Poison
A construct secretes toxic venom, gaining a poison attack. Pick one bite or sting attack. Whenever the selected attack hits, the target is poisoned, and takes an additional 1d6 poison damage.
Rake
A construct grows dangerous claws on its feet, allowing it to make 2 rake attacks on foes it is grappling. These attacks are primary attacks. The construct receives these additional attacks each time it succeeds on a grapple check against the target. These rake attacks deal 1d4 points of damage (1d6 if Large, 1d8 if Huge, 2d8 if Gargantuan). The artificer must be at least 4th level before selecting this evolution.
Resistance
A construct’s form takes on a resiliency to one particular damage type, which is usually reflected in its physical body (ashen hide for fire, icy breath for cold, and so on). Pick one damage type (poison, acid, lightning, fire, or force). The construct resistance to that damage type. Each time A construct selects this evolution, it applies to a different energy type.
Rend
A construct learns to rip and tear the flesh of those it attacks with its claws, gaining the rend ability. Whenever the construct makes two successful claw attacks against the same target in 1 round, its claws latch onto the flesh and deal extra damage. This damage is equal to the damage dealt by one claw attack the construct’s strength or dexterity modifier. The construct must possess the claws evolution to select this evolution. The artificer must be at least 6th level before selecting this evolution.
Rider Bond
You and your construct share an empathic connection while you ride it. You gain Mounted Combatant as a bonus feat when mounted on your construct.
Shadow Blend
In any condition of illumination other than bright light, the construct disappears into the shadows, giving attacks made against the construct disadvantage. The construct can suspend or resume this ability as a free action. The artificer must be 14th level to select this evolution.
Tremorsense
A construct becomes attuned to vibrations in the ground, gaining blindsight out to a range of 30 feet. This works like the blindsense evolution, but only if both the construct and the creature to be pinpointed are in contact with the ground. The artificer must be at least 7th level before selecting this evolution.
Undead Appearance
A construct appears as an undead creature, and mimics some of an undead creature’s abilities and weaknesses. Necrotic damage heals the construct, and it becomes vulnerable to radiant damage. Spells and effects that target undead or have specific effects against affect the construct as if it were undead. The construct gains a +2 bonus on saves against disease, exhaustion, fatigue, paralysis, poison, sleep effects, and stunning.
At 7th level, this bonus on saves can be increased to +4 by spending 2 additional evolution points. At 12th level, this protection can be increased to immunity against these attacks by spending 2 additional evolution points (the artificer must pay for the 7th-level upgrade before paying for this 12th-level upgrade).
Although the construct appears undead, it is still a construct.
Weapon and Armor Training
A construct learns to use weapons, gaining proficiency equal to your proficiency in all martial weapons and armors. AC bonus from armor replaces natural armor.
3-Point Evolutions
The following evolutions cost 3 points from the construct’s evolution pool.
Blindsense
A construct’s senses become incredibly acute, giving it blindsight out to a range of 30 feet.
Burrow
A construct grows thick and gnarled claws, allowing it to move through the earth. The construct gains a burrow speed equal to 1/2 its base speed. It can use this speed to move through dirt, clay, sand, and earth. It does not leave a hole behind, nor is its passage marked on the surface. The artificer must be at least 9th level before selecting this evolution.
Celestial Appearance
The construct appears as a celestial creature and manifests some of the abilities of a celestial.
Prerequisite: Must be of good alignment
Benefit: Spells and effects that target creatures with the good subtype or have specific effects against such creatures affect the construct as if it were a celestial. The construct gains a +2 bonus on saves against disease, petrification, poison, and electricity spells and effects. It also gains advantage against spell saving throws.
At 7th level, by spending 2 additional evolution points, this bonus on saves is increased to +4 and the bonus to saves is extended to affect any spells and effects from evil creatures.
Damage Reduction
A construct’s body becomes resistant to harm, granting it damage reduction.
Choose: one alignment: chaotic, evil, good, or lawful.
Benefit: The construct gains DR 3 that can be bypassed by weapons that possess the chosen alignment. The alignment must be opposite to one of the alignments possessed by the construct. At 12th level, this protection can be increased to DR 6 by spending 2 additional evolution points. The artificer must be at least 9th level before selecting this evolution.
Fiendish Appearance
The construct appears as a fiendish creature and manifests some of the abilities of a fiend. Spells and effects that target creatures with the evil subtype or have specific effects against such creatures affect the construct as if it had that subtype. The construct gains a +2 bonus on saving throws against acid, disease, fire, and poison spells and effects. It also gains advantage against spell saving throws.
The artificer must be evil-aligned to select this evolution.
At 7th level, by spending 2 additional evolution points, the artificer increases the bonus on saving throws to +4 and the bonus to saves is extended to affect any spells and effects from good aligned creatures.
Frightful Presence
A construct becomes unsettling to its foes, gaining the frightful presence ability. The construct can activate this ability as a bonus action. Opponents within 30 feet of the construct must make a wisdom save equal to 8 + your construct’s charisma modifier + your proficiency or become frightened for 3d6 rounds.
Immunity
A construct’s body becomes extremely resilient to one damage type, gaining immunity to that type. Pick one energy type: acid, cold, electricity, fire, or force. The construct gains immunity to that damage type. This evolution can be selected more than once. Its effects do not stack. Each time it applies to a different energy type. The artificer must be at least 7th level before selecting this evolution.
Sacrifice
A construct can sacrifice its own health to heal another creature. As an action, the construct can sacrifice up to 2 hit points per your artificer level and then touch the target creature, thereby healing the creature for half the amount sacrificed.
See in Darkness
A construct can see perfectly in darkness of any kind, including magical darkness. The artificer must be at least 9th level before selecting this evolution.
Swallow Whole
A construct gains the swallow whole ability, giving it the ability to consume its foes. If the construct begins its turn with a creature grappled using its bite attack (see the grab evolution), it can attempt a second grapple check against the grappled creature to swallow the creature. The creature can be up to one size category smaller than the construct. Swallowed creatures take damage equal to the construct’s bite damage each round plus 1d6 points of bludgeoning damage. A swallowed creature keeps the grappled condition, but can attempt to cut its way free with a light slashing or piercing weapon. The amount of damage needed to cut free is equal to 1/10 the construct’s total hit points. The construct’s AC against these attacks is equal to 10 + your proficiency modifier. If a swallowed creature cuts its way out, the construct loses this ability until it heals this damage. Alternatively, the swallowed creature can attempt to escape the grapple as normal. Success indicates that it has returned to the construct’s mouth, where it can attempt to escape or be swallowed again. The construct must possess the grab evolution, tied to a bite attack, to take this evolution. The artificer must be at least 9th level before selecting this evolution.
Web
A construct gains a pair of spinnerets, giving it the ability to spin webs. The construct can use these webs to support itself plus up to one creature of the same size. It can throw webbing as a ranged attack up to 8 times per day, restraining a creature up to one size larger than the construct on a successful dexterity ranged attack. The webbing has a range of 50 feet and a 10-foot range increment. Creatures entangled by the web can escape with an athletics check. The DC of these checks is equal to 8 + your artificer level. The webs also may be destroyed, and they have an ac of 8 and hit points equal to half your artificer level. The construct can climb its own webs at its climb speed and can pinpoint any creature touching its webs. The construct must possess the climb evolution to take this evolution. The artificer must be at least 7th level before selecting this evolution.
4-Point Evolutions
The following evolutions cost 4 points from the construct’s evolution pool.
Breath Weapon
A construct learns to exhale a cone or line of magical energy, gaining a breath weapon. Select either acid, cold, lightning, or fire. The construct can breathe a 30-foot cone (or 60-foot line) that deals 1d6 points of damage of the selected type per artificer level. Those caught in the breath weapon can attempt a dexterity save for half damage. The DC is equal to 8 + the construct’s charisma modifier + your proficiency modifier. The construct can use this ability once per day. The construct can use this ability 1 additional time per day by spending an additional 1 evolution point (maximum 3/day). The artificer must be at least 9th level before selecting this evolution.
Dimension Door
A construct learns to cast dimension door as a spell-like ability once per day. The caster level for this evolution is equal to the artificer’s level. The save DC for this spell is equal to 8 + the construct’s charisma modifier + your proficiency modifier. The construct must have a Charisma score of at least 14 to take this evolution. The artificer must be at least 13th level before selecting this evolution.
Fast Healing
A construct’s body gains the ability to heal wounds very quickly. The construct heals 5 points of damage each round. Fast healing does not restore hit points lost due to starvation, thirst, or suffocation, nor does it allow the construct to regrow lost body parts (or to reattach severed parts). Fast healing functions as long as the construct is alive. This fast healing does not function when the construct is not on the same plane as its artificer. This healing can be increased by 1 per round for every 2 additional evolution points spent (maximum 10). The artificer must be at least 11th level before selecting this evolution.
Incorporeal Form
Once per day, A construct can become incorporeal for 1 round per artificer level. While in this form, the construct only takes half damage from corporeal sources as long as they are magic (it takes no damage from nonmagical weapons and objects). Likewise, its spells or spell-like abilities deal only half damage to corporeal creatures. It may also move through solid objects. Spells and other effects that do not deal damage function normally. The artificer must be at least 15th level before selecting this evolution.
Large
A construct grows in size, becoming Large. The construct gains a +4 bonus to Strength, a +4 bonus to Constitution, and a +2 bonus to its AC. It takes a –2 penalty to its Dexterity. This size change also gives the construct advantage on athletics checks to grapple, and advantage on athletics checks to push or pull objects, and a –4 penalty on Stealth skill checks. If the construct has the biped base form, it also gains 10-foot reach. Any reach evolutions the construct possesses are added to this total. The construct must be Medium to take this evolution. The artificer must be at least 8th level before selecting this evolution.
If 6 additional evolution points are spent, the construct instead becomes Huge. The construct gains a +8 bonus to Strength, a +8 bonus to Constitution, and a +5 bonus to its natural armor. It takes a –4 penalty to its Dexterity. This size change also gives the construct advantage on athletics checks to grapple, and advantage on athletics checks to push or pull objects, a –8 penalty on Stealth skill checks and a 10-foot reach. If the construct has the biped base form, its reach increases to 15 feet (10 feet for all other base forms). Any reach evolutions the construct possesses are added to this total. These bonuses and penalties replace, and do not stack with, those gained from becoming Large. The artificer must be at least 13th level before selecting this option.
The ability increase evolution costs twice as much (4 evolution points) when adding to the Strength or Constitution scores of a Large or Huge construct.
Lifesense
A construct can pinpoint living creatures with ease. The construct notices and locates living creatures within 60 feet, including through walls. The construct must possess the undead appearance evolution to take this evolution. The artificer must be at least 11th level before selecting this evolution.
No Breath
A construct no longer needs to breathe. The construct does not breathe, and is immune to effects that require breathing (such as inhaled poison). This does not give immunity to cloud or gas attacks that do not require breathing. The artificer must be at least 11th level before selecting this evolution.
Command
At 5th level, you begin to master command over your construct. As an action, you may command your construct to attack. You construct then uses it’s reaction to make one attack action against the target of your choosing.
Aspect
At 9th level you learn to manipulate your own flesh. You may spend an hour to divert up to 2 points from your construct’s evolution pool to add evolutions to yourself. You cannot select any evolution that the construct could not possess, and you must be able to meet the requirements as well. You cannot select the ability increase evolution through this ability. Any points spent in this way are taken from the construct’s evolution pool (reducing the total number available to the construct). You may change your own evolutions once per long rest.
At 18th level, you can divert more of your construct’s evolutions to yourself. You may divert up to 6 evolution points to yourself, and your construct loses only 1 point from its evolution pool for every 2 points diverted to yourself.
Merge Forms
At 15th level, you gain the ability to merge your mind with your construct's body. As an hour ritual, you become subsumed into your construct, including all your gear. While merged in this way, you are protected from harm and cannot be targeted by spells or effects, and your construct’s mental stats are replaced by your own. Your construct gains any feats that you have, and you may use the command class feature as a bonus action. Any evolutions gained from the aspect class feature apply to your new form. This transformation lasts until you choose to end it.
You may cast spells while inside your construct by taking control of the construct for the duration it takes to cast that spell. Any material components are automatically taken from your gear, even though it would otherwise be inaccessible. You can direct all of the construct’s actions, perceive through it’s senses, and speak through it’s voice.
If the construct is slain while you are merged, you are immediately ejected, and take 4d6 points of bludgeoning damage.
Previous Versions
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Posted Oct 3, 2023I would assume a second, since is would be a dead class feature for two levels if it could not attack until level 3.
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Posted Feb 2, 2023Is the construct unable to attack until you gain the fifth level ability or is it effectively allowing the construct to take two attack actions per round?
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Posted Apr 29, 2022This is super cool and I love it. I'm going to try can convince my DM to let me play it. However I have one question how many construct can I have at once.
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Posted Jan 19, 2020This is so cool! Reminds me of the pathfinder summoner!