Base Class: Artificer
Most Artificers are entirely innocent in their practice, creating little mechanisms, tinkering, having a happy-go-lucky experience as their quirky selves. However, some Artificers are the complete opposite. Hyper recluses, dedicated to the taboo experimentation of mixing flesh and magic or bestowing life where there was never any before. Animator Artificers are those who deal with the art of creating golems and/or the undead. With precise needlework or sculpting abilities, Animators are able to create terrifying constructs that are the products of nightmares.
Animators, however, may not have malicious or vile intentions. They may have been given this craft through the family's heritage, or seek knowledge and understanding of life and death, or wish to determine a way to create life and beauty through their creations.
Tool Proficiency
When you take this subclass at 3rd level, you gain proficiency with Leatherworker's tools, Mason's tools, or Woodcarver's tools. If you already are proficient in these tools, you can pick any new tool proficiency.
Animator Spell List
Starting at 3rd level, the following spells in the table are always prepared for you. They are artificer spells, but don't count against the number of spells you can prepare.
Animator Spells
Artificer Level | Spell |
---|---|
3rd |
Sleep, Unseen Servant |
5th |
Blindness/Deafness, Gentle Repose |
9th |
Animate Dead, Speak with Dead |
13th |
Aura of Life, Polymorph |
17th |
Danse Macabre, Reincarnate |
Instill Life
Beginning at 3rd level, you can use leatherworker's tools, tinker's tools, mason's tools, or woodcarver's tools to take 10 minutes to magically create a minor golem of wood, stone, clay, or flesh, depending on what you have on your person or around you. You can only have one golem active at a time.
Minor golem
Small construct, neutral
Armor Class 13 (natural armor)
Hit Points 20
Speed 20 ft.
STR16 (+3)DEX10 (+0)CON14 (+2)INT4 (−4)WIS10 (+0)CHA4 (−4)
Saving Throws Dex +3, Con +4Skills Athletics +3
Damage Immunities poison, psychic
Condition Immunities charmed, exhaustion, poisoned, frightened, petrified, paralyzed
Senses darkvision 60 ft., passive Perception 10
Languages understands the languages you speak
Immutable Form. The golem is immune to any spell or effect that would alter its form.Magic Weapons. The golem's weapon attacks are magical.
Actions (Requires Your Bonus Action)
Slam. Melee Weapon Attack: +5 to hit, reach 5 ft., one target you can see. Hit: 1d8 + 3 magical bludgeoning damage.
Explode. As an action, if the golem was ordered to, a small incendiary device inside explodes, destroying the golem in the process. Any creature within 10 feet of the explosion must make a Dexterity saving throw against your Spell Save DC. If they fail, they take 3D8 fire damage, or half on a save
When you create the golem, you can decide its shape and form, but it must have a design making it capable of walking. The golem is a magical construct. You can use the mending cantrip to heal it 2D6 hit points. The golem takes its turn directly after yours. On your turn, you can use your bonus action command any number of golems created by this feature and are within 60 feet of you to perform any of their actions on their turn. If they do not receive a command, they remain motionless and do nothing.
Improved Creator
At 5th level, you can now have two golems created by your Instill Life feature active at a time.
Modify Creations
Starting at 9th level, you are able to spend 1 hour magically improving your creations using your tinker's tools. You can choose one golem or undead under your control during that time and add one of the following features to that creature:
- Multiattack. The creature can now make two attacks of any of its attack options.
- Greater Golem. You can make a golem one size greater and increase its movement speed to 30 feet.
- Bolster Defenses. You can increase the AC of the creature by +2 AC.
- Magic Resistance. You can give the creature the Magic Resistance feature, giving it advantage on saving throws against spells and other magical effects.
- Magic Weapons. You can turn your undead creature's attacks into magical attacks for the purpose of overcoming resistances and immunities.
Each creature you control can only have one feature added at a time. When you spend the hour improving a creature, you cannot be interrupted and cannot expend Hit Dice, or the improvement fails. You can only improve one creature per day.
Golem Master
Starting at 15th level, you are now able to have three golems created by your Instill Life feature at once.

No revivify because he makes frankenstein's monsters, not brings people back to life. :P
looks balanced to me and why cant you use revivify? Artificers learn it naturally also Blindness/Deafness might be just a CC spell or for use in a Spell storing device for a party member also 20HP is really not a lot after 12+ odds are you wont be able too so how is that too strong for it to be free sides after battle it says in the description you can use what's around you including other copses to make said golem and it takes 10 minutes to even make the thing if there DM lets them use it then what's the harm really if were honest i think you tried to use it your DM said no now your complaining if its "too strong" don't use it simple as that Personally one of my artificers use this and iv had no problems with it the golems are LITERALY the main focus on it in short its not a horrible subclass iv seen a lot worse that use pets
This was great... but it's too strong, the Instill Life feat is the main offender, it's a really cool ability with golems being so expensive but the golem's Explode ability being too strong, the action might kill the golem but it does way to much damage for a 3rd level ability with nothing like if the golem is is below a quarter of health it does less damage if the golem is at 1, 2 hp then why would you not have it use explode and worse after the battle you can grab some stone and get a new golem, its just too strong to be free. other than that the subclass has some weird spell choice, first you can use reincarnate but not revivify( A smaller nitpick but spells like blindness/Deafness don't fit with the theme)