Difference between revisions of "Reanimator (5A)"

From Action
Jump to navigation Jump to search
(1st)
Line 29: Line 29:
 
|}
 
|}
  
=== Circus of Puppets ===
+
=== Reanimate ===
At 3rd level you learn to animate puppets of your own creation.
+
At 3rd level your studies of life and death allows you to create a reanimate.
At third level, you can animate one puppet. At level 5 you can animate two puppets, at level 9 you can animate three, and at level 15 you can animate four puppets.
+
This is a living creature made out of parts of other living creatures.
You can give orders to all of your puppets as a bonus action.
+
You have 3 basic forms you can choose between, humanoid, quadruped, or serpentine.
If a puppet died within the last hour, you can use your weaver's tools 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 puppet returns to life after 1 minute with all its hit points restored.
+
What ever form you choose, the reanimate looks weird, obviously artificial with parts that seem out of place.
 +
The stat block for the reanimate uses your Proficency Bonus (PB) in many places.
  
When you cast a spell on one puppet, it affects all puppets within 30 ft. of you. This allows you to heal or enhance the abilities of all your puppets at once.
+
In combat, the reanimate 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 another action. That action can be one in its stat block or some other action. If you are incapacitated, the reanimate can take any action of its choice, not just Dodge.
  
In most aspects this is like the Homunculus Servant infusion, with the changes noted here.
+
If it has died within the last hour, you can use 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 reanimate returns to life after 1 minute with all its hit points restored.
A puppet does not need a gem for a heart and does not count against your limit on infused items.
 
Instead it needs to remain within 30 ft. of you in order to take actions.
 
A puppet that begins its turn more than 30 ft. away from you is incapacitated until it is again within range but can move towards you.
 
  
A puppet adds your proficiency bonus to its Armor Class.
+
==== Reanimate ====
Each puppet has a number of d4 Hit Dice equal to your level and gains a bonus to its Hit Points each level equal to your Intelligence modifier. Due to its 12 Constitution this results in Hit Points equal to (3.5 + your Intelligence modifier) times your level (rounded down, minimum 10 Hit Points).
+
''Medium monstrosity
A puppet can use its Force Strike as a melee attack.
+
:Armor Class: 11 + PB
 +
:Hit Points: 20 + 20 x PB.
 +
:Speed: 30 ft., Swim 40 ft. (serpentine only)
 +
{|
 +
|STR || DEX || CON || INT || WIS || CHA
 +
|-
 +
|10 + 2x PB (+PB) || 16 (+3) || 15 (+2) || 5 (−3) || 10 (+0) || 6 (-2)
 +
|}
 +
:Damage Resistances: electricity
 +
:Senses: darkvision 60 ft., passive Perception 10
 +
:Languages: Understands Common.
 +
:Challenge: —
 +
:Proficiency Bonus: equals your bonus
 +
:'''Slam Attack.''' ''Melee Weapon Attack'' your spell attack modifier to hit, reach 5 ft., one target. 1d8 +PB bludgeoning damage
 +
:'''Bite Attack.''' ''Melee Weapon Attack'' your spell attack modifier to hit, reach 5 ft., one target. 1d8 +PB slashing damage (quadruped or serpentine only).
  
=== Circus Spellcasting ===
+
=== Reanimate Evolution===
At 5th level your puppets can form a circus to cast a spell that you have prepared. One or more puppets can use the Help action to help another puppet that uses the Cast a Spell Action to can cast a spell of a level up to the number of puppet that did Help. (This special Help action has no effect other than to enable spellcasting). The spell has effect as if you had cast it yourself and uses your spell slots.
+
At 5th level your reanimate gains the multiattack ability.
A puppet that does not get the Help of another puppet can cast a cantrip you know this way. This works as above, except that the puppet is considered to be 1st level to determine the effect of the cantrip.
+
:'''Multiattack.''' The reanimate makes two attacks of any type.
 +
Its Intelligence increases to 9 (-1).
 +
It begins to ask questions about the world and learns to speak Common and one other language you know.
  
=== Puppet Sacrifice ===
+
=== Reanimate Customization ===
At 9th level, as an action, you can order a puppet to sacrifice itself.
+
At 9th level you can redesign your reanimate to fit your needs.
The puppet moves and either explodes, doing 6d6 fire damage to creatures within 5 ft. (Dexterity saving throw for half damage), or it can ram a single creature for 6d10 force damage on a hit.
+
It gain one of these abilities at your choice.
At level 15 the damage increases to 9 dice.
+
* '''Large''' The reanimate is of Large size. A humanoid reanimate gains reach 10 ft. A quadruped or serpentine reanimate can carry a rider of Medium size.
At the end of the action, the puppet is killed.
+
* '''Small''' The reanimate is of Small size.
 +
* '''Wings''' The reanimate gains wings that gives it a flying speed of 40 feet.
 +
Its Intelligence increases to 13 (+1).
 +
It begins to speak to strangers and form its own opinions.
 +
You no longer need to give orders to your reanimate, it acts on its own.
 +
It is charmed by you and loyal to you.
  
=== Puppet Shield===
+
=== Create Life ===
At 15th level when you are attacked or within the area of an area attack, you can use a reaction to have a puppet interpose itself between you and the attack.  
+
At 15th level you can cast either
Move the puppet adjacent to you.  
+
[http://dnd5e.wikidot.com/spell:simulacrum Simulacrum] as a 7th level spell,
The attack now targets the puppet instead of you.
+
[http://dnd5e.wikidot.com/spell:clone Clone] as an 8th level spell or
Against an area attack, both you and the puppet must save and risks damage, but you gain the advantage of the puppet's Evasion ability.
+
[http://dnd5e.wikidot.com/spell:true-polymorph true polymorph] as a 9th level spell once.  
 +
Each of these spells gain a casting time of three hours when cast in this way.
 +
You must finish a long rest to cast these spells again.
 +
Intelligence is your spellcasting ability for these spells.
  
 
== Designer's Notes ==
 
== Designer's Notes ==
Most artificer subclasses are all about pets, and the puppeteer takes this to an extreme, having 4 pets. To streamline this, the pets are identical.  
+
The reanimator has a combat pet that is a living creature, and can thus be healed by normal healing spells.
These pets can cast spells instead of the artificer themselves, making 2 spells per round possible and some concentration shenenigans. I may have to look into the control issue, but overall I feel this can work.
+
The spells deal with life force, including some necromancy, but the reanimator is not a necromancer.
 
 
== See Also ==
 
* [[Doll_Mage_(Apath)|Apath Doll Mage Archetype]]
 

Revision as of 12:01, 17 October 2021

5A5A logo
Starfox's 5th Edition Fan Page
Notepad.png This is a work in progress.

This is an Artificer Specialization.

Resurrection and creating life is a millennia-old dream of both science and arcane magic. Divine magic can do this, but it vexes many wizards and artificers that they cannot. This is what the reanimator strives to overcome.

Medical Training

When you adopt this specialization at 3rd level, you gain proficiency in the Medicine skill. If you are already proficient in Medicine, you gain proficiency in another skill of your choice.

Medical Attention

If you or any friendly creatures you assist spend one or more Hit Dice to regain hit points at the end of the short rest, each of those creatures regains additional hit points equal to your proficiency bonus in Medicine.

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.

Puppeteer Spells
Artificer
Level
Spells
1 Sleep,
Tenser's Floating Disk
3 Hold Person,
Melf's Acid Arrow
5 Animate Dead,
Life Transference
7 Aura of Life,
Death Ward
9 Skill Empowerment,
Danse Macabre

Reanimate

At 3rd level your studies of life and death allows you to create a reanimate. This is a living creature made out of parts of other living creatures. You have 3 basic forms you can choose between, humanoid, quadruped, or serpentine. What ever form you choose, the reanimate looks weird, obviously artificial with parts that seem out of place. The stat block for the reanimate uses your Proficency Bonus (PB) in many places.

In combat, the reanimate 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 another action. That action can be one in its stat block or some other action. If you are incapacitated, the reanimate can take any action of its choice, not just Dodge.

If it has died within the last hour, you can use 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 reanimate returns to life after 1 minute with all its hit points restored.

Reanimate

Medium monstrosity

Armor Class: 11 + PB
Hit Points: 20 + 20 x PB.
Speed: 30 ft., Swim 40 ft. (serpentine only)
STR DEX CON INT WIS CHA
10 + 2x PB (+PB) 16 (+3) 15 (+2) 5 (−3) 10 (+0) 6 (-2)
Damage Resistances: electricity
Senses: darkvision 60 ft., passive Perception 10
Languages: Understands Common.
Challenge: —
Proficiency Bonus: equals your bonus
Slam Attack. Melee Weapon Attack your spell attack modifier to hit, reach 5 ft., one target. 1d8 +PB bludgeoning damage
Bite Attack. Melee Weapon Attack your spell attack modifier to hit, reach 5 ft., one target. 1d8 +PB slashing damage (quadruped or serpentine only).

Reanimate Evolution

At 5th level your reanimate gains the multiattack ability.

Multiattack. The reanimate makes two attacks of any type.

Its Intelligence increases to 9 (-1). It begins to ask questions about the world and learns to speak Common and one other language you know.

Reanimate Customization

At 9th level you can redesign your reanimate to fit your needs. It gain one of these abilities at your choice.

  • Large The reanimate is of Large size. A humanoid reanimate gains reach 10 ft. A quadruped or serpentine reanimate can carry a rider of Medium size.
  • Small The reanimate is of Small size.
  • Wings The reanimate gains wings that gives it a flying speed of 40 feet.

Its Intelligence increases to 13 (+1). It begins to speak to strangers and form its own opinions. You no longer need to give orders to your reanimate, it acts on its own. It is charmed by you and loyal to you.

Create Life

At 15th level you can cast either Simulacrum as a 7th level spell, Clone as an 8th level spell or true polymorph as a 9th level spell once. Each of these spells gain a casting time of three hours when cast in this way. You must finish a long rest to cast these spells again. Intelligence is your spellcasting ability for these spells.

Designer's Notes

The reanimator has a combat pet that is a living creature, and can thus be healed by normal healing spells. The spells deal with life force, including some necromancy, but the reanimator is not a necromancer.