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Artificer - What concepts are missing?
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<blockquote data-quote="Remathilis" data-source="post: 9065747" data-attributes="member: 7635"><p>This is what I did</p><p></p><p>[Spoiler=Artificer Archetype: Reanimator]</p><p>Some artificers focus their work on a simple question: how to create life. They seek to understand how life, death, and necromancy intertwine and, in the process, learn the secrets of reanimating dead tissue into living forms using magic, electricity, and alchemy. Many people view them as madmen or fiends, but to them, it is all in the process of learning to control life and death without resorting to the whims of powerful or divine entities.</p><p></p><p>Tools of the Trade</p><p>When you adopt this specialization at 3rd level, you gain proficiency with the Medicine skill. If you already have this proficiency, you gain proficiency with another skill of your choice. In addition, you can use a healer’s kit as a focus for your artificer spells. </p><p></p><p>Reanimator Spells</p><p>Starting at 3rd level, you always have certain spells prepared after you reach particular levels in this class, as shown in the Reanimator Spells table. These spells count as artificer spells for you, but they don’t count against the number of artificer spells you prepare.</p><p></p><p>Reanimator Spells</p><p>Artificer Level Spell</p><p>3rd false life, inflict wounds</p><p>5th gentle repose, ray of enfeeblement</p><p>9th animate dead, revivify</p><p>13th blight, death ward</p><p>17th animate objects, greater restoration</p><p></p><p>Wretched Servant</p><p>By 3rd level, experimentation into life and death has borne you an unliving servant called a wretched. This creature is a mixture of different humanoid bodies animated by electricity and magic. It is friendly to you and your companions, and it obeys your commands. See this creature’s game statistics in the wretched stat block.</p><p>In combat, the wretched shares your initiative count, but it takes its turn immediately after yours. It can move and use its reaction on its own, but the only action it takes on its turn is the Dodge action, unless you take a bonus action on your turn to command it to take one of the actions in its stat block or the Dash, Disengage, or Help action.</p><p>If the mending spell is cast on it, it regains 2d6 hit points. If it has died within the last hour, you can use one use of a healer’s kit as an action to revive it, provided you are within 5 feet of it and you expend a spell slot of 1st level or higher. The wretched returns to life after 1 minute with all its hit points restored.</p><p>At the end of a long rest, you can create a new wretched if you have a healer’s kit with you and a suitable number of corpses available. If you already have a wretched from this feature, the first one immediately perishes. </p><p></p><p>Obsession</p><p>When you reach 5th level, you have developed an obsession that borders on, if not is, outright madness. This one-track mindedness gives you advantage against charm or fear effects, as well as saving throws against madness. </p><p></p><p>Surgical Precision</p><p>By 5th level, your skill with working with the dead has given you greater insight into medicine. You gain the following benefit:</p><p>Your proficiency bonus is doubled for any ability check you make that uses the medicine skill. </p><p>If you or any friendly creatures who you attend to regain hit points by spending Hit Dice at the end of the short rest, they roll the dice twice and take the higher of the two rolls and add your intelligence modifier to the total. </p><p>During a short rest or long rest, you can expend one use of your healer’s kit to remove one of the following conditions from a person you are attending: blinded, deafened, paralyzed, or poisoned. You can remove a number of conditions equal to your proficiency modifier. </p><p></p><p>Wretched Improvement</p><p>At 9th level, you are able to make upgrades to your wretched. You can choose of one the following abilities for your wretched. </p><p>Acidic Spit. You graft a gland that allows your wretched to expel acidic spit. Instead of a slam attack, the wretched can make a ranged spit attack. This is a Ranged Spell Attack to a target within range 15 ft. that deals 2d6 acid damage on successful hit. </p><p>Conduit. Your wretched is resistant to lightning damage. In addition, on its first turn after taking lightning damage, its melee attack deals additional 1d8 lightning damage. </p><p>Necrotic Absorption. Whenever your wretched is subjected to necrotic damage, it takes no damage and instead regains a number of hit points equal to half the necrotic damage dealt. </p><p>Powerful Build. Your wretched counts as one size larger when determining its carrying capacity and the weight it can push, drag, or lift.</p><p>Runner. Your wretched’s speed increases by +10. When it moves on its turn in combat, it can double its speed until the end of the turn. Once the wretched use this trait, it can't use it again until it moves 0 feet on one of its turns.</p><p>Venomous. Your wretched’s skin is laced with poison. Whenever it strikes a creature with a melee attack, that creature must make a Constitution saving throw against your spell save DC. If it fails, they take additional 1d10 poison damage and are poisoned for one minute.</p><p></p><p>Eternal Life</p><p>At 15th level, you have turned your reanimation skills on yourself and you have unlocked secrets to eternal life. You do not age and cannot die of old age. Additionally, you are immune to poison and disease. </p><p></p><p>Reanimation Mastery</p><p>At 15th level, your mastery of dead flesh is unmatched except for the most powerful of necromancers. Your wretched gains the following enhancements.</p><p>Its slam damage increases to 2d8. </p><p>It gains multiattack and can make two slam attacks. </p><p>It has advantage on saving throws against spells and other magical effects.</p><p>You can pick one additional trait from the wretched improvement list. </p><p></p><p>Wretched</p><p>Medium construct</p><p>Armor Class 14 (natural armor)</p><p>Hit Points 2 + your Intelligence modifier + five times your artificer level (the wretched has a number of Hit Dice [d8s] equal to your artificer level)</p><p>Speed 30 ft.</p><p>STR DEX CON INT WIS CHA</p><p>16 (+3) 8 (-1) 14 (+2) 6 (−2) 10 (+0) 5 (−3)</p><p>Damage Immunities poison</p><p>Condition Immunities charmed, exhaustion, poisoned</p><p>Senses darkvision 60 ft., passive Perception 10</p><p>Languages understands the languages you speak</p><p>Proficiency Bonus (PB) equals your bonus</p><p></p><p>Unnatural Fortitude. If damage reduces the wretched to 0 hit points, it must make a Constitution saving throw with a DC of 5 + the damage taken, unless the damage is fire or from a critical hit. On a success, the wretched drops to 1 hit point instead.</p><p></p><p>Actions (Requires Your Bonus Action)</p><p>Slam. Melee Weapon Attack; your spell attack modifier to hit, reach 5 ft., one target you can see. Hit: 1d8 + PB bludgeoning damage.[/spoiler]</p></blockquote><p></p>
[QUOTE="Remathilis, post: 9065747, member: 7635"] This is what I did [Spoiler=Artificer Archetype: Reanimator] Some artificers focus their work on a simple question: how to create life. They seek to understand how life, death, and necromancy intertwine and, in the process, learn the secrets of reanimating dead tissue into living forms using magic, electricity, and alchemy. Many people view them as madmen or fiends, but to them, it is all in the process of learning to control life and death without resorting to the whims of powerful or divine entities. Tools of the Trade When you adopt this specialization at 3rd level, you gain proficiency with the Medicine skill. If you already have this proficiency, you gain proficiency with another skill of your choice. In addition, you can use a healer’s kit as a focus for your artificer spells. Reanimator Spells Starting at 3rd level, you always have certain spells prepared after you reach particular levels in this class, as shown in the Reanimator Spells table. These spells count as artificer spells for you, but they don’t count against the number of artificer spells you prepare. Reanimator Spells Artificer Level Spell 3rd false life, inflict wounds 5th gentle repose, ray of enfeeblement 9th animate dead, revivify 13th blight, death ward 17th animate objects, greater restoration Wretched Servant By 3rd level, experimentation into life and death has borne you an unliving servant called a wretched. This creature is a mixture of different humanoid bodies animated by electricity and magic. It is friendly to you and your companions, and it obeys your commands. See this creature’s game statistics in the wretched stat block. In combat, the wretched shares your initiative count, but it takes its turn immediately after yours. It can move and use its reaction on its own, but the only action it takes on its turn is the Dodge action, unless you take a bonus action on your turn to command it to take one of the actions in its stat block or the Dash, Disengage, or Help action. If the mending spell is cast on it, it regains 2d6 hit points. If it has died within the last hour, you can use one use of a healer’s kit as an action to revive it, provided you are within 5 feet of it and you expend a spell slot of 1st level or higher. The wretched returns to life after 1 minute with all its hit points restored. At the end of a long rest, you can create a new wretched if you have a healer’s kit with you and a suitable number of corpses available. If you already have a wretched from this feature, the first one immediately perishes. Obsession When you reach 5th level, you have developed an obsession that borders on, if not is, outright madness. This one-track mindedness gives you advantage against charm or fear effects, as well as saving throws against madness. Surgical Precision By 5th level, your skill with working with the dead has given you greater insight into medicine. You gain the following benefit: Your proficiency bonus is doubled for any ability check you make that uses the medicine skill. If you or any friendly creatures who you attend to regain hit points by spending Hit Dice at the end of the short rest, they roll the dice twice and take the higher of the two rolls and add your intelligence modifier to the total. During a short rest or long rest, you can expend one use of your healer’s kit to remove one of the following conditions from a person you are attending: blinded, deafened, paralyzed, or poisoned. You can remove a number of conditions equal to your proficiency modifier. Wretched Improvement At 9th level, you are able to make upgrades to your wretched. You can choose of one the following abilities for your wretched. Acidic Spit. You graft a gland that allows your wretched to expel acidic spit. Instead of a slam attack, the wretched can make a ranged spit attack. This is a Ranged Spell Attack to a target within range 15 ft. that deals 2d6 acid damage on successful hit. Conduit. Your wretched is resistant to lightning damage. In addition, on its first turn after taking lightning damage, its melee attack deals additional 1d8 lightning damage. Necrotic Absorption. Whenever your wretched is subjected to necrotic damage, it takes no damage and instead regains a number of hit points equal to half the necrotic damage dealt. Powerful Build. Your wretched counts as one size larger when determining its carrying capacity and the weight it can push, drag, or lift. Runner. Your wretched’s speed increases by +10. When it moves on its turn in combat, it can double its speed until the end of the turn. Once the wretched use this trait, it can't use it again until it moves 0 feet on one of its turns. Venomous. Your wretched’s skin is laced with poison. Whenever it strikes a creature with a melee attack, that creature must make a Constitution saving throw against your spell save DC. If it fails, they take additional 1d10 poison damage and are poisoned for one minute. Eternal Life At 15th level, you have turned your reanimation skills on yourself and you have unlocked secrets to eternal life. You do not age and cannot die of old age. Additionally, you are immune to poison and disease. Reanimation Mastery At 15th level, your mastery of dead flesh is unmatched except for the most powerful of necromancers. Your wretched gains the following enhancements. Its slam damage increases to 2d8. It gains multiattack and can make two slam attacks. It has advantage on saving throws against spells and other magical effects. You can pick one additional trait from the wretched improvement list. Wretched Medium construct Armor Class 14 (natural armor) Hit Points 2 + your Intelligence modifier + five times your artificer level (the wretched has a number of Hit Dice [d8s] equal to your artificer level) Speed 30 ft. STR DEX CON INT WIS CHA 16 (+3) 8 (-1) 14 (+2) 6 (−2) 10 (+0) 5 (−3) Damage Immunities poison Condition Immunities charmed, exhaustion, poisoned Senses darkvision 60 ft., passive Perception 10 Languages understands the languages you speak Proficiency Bonus (PB) equals your bonus Unnatural Fortitude. If damage reduces the wretched to 0 hit points, it must make a Constitution saving throw with a DC of 5 + the damage taken, unless the damage is fire or from a critical hit. On a success, the wretched drops to 1 hit point instead. Actions (Requires Your Bonus Action) Slam. Melee Weapon Attack; your spell attack modifier to hit, reach 5 ft., one target you can see. Hit: 1d8 + PB bludgeoning damage.[/spoiler] [/QUOTE]
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