Difference between revisions of "Reanimator (5A)"

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This is an [[Artificer (5A)|Artificer]] Specialization.
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This is an [[Artificer (5A)|Artificer]] Specialization for [[5A]].
  
''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.  
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''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 do.  
  
=== Medical Proficiency ===
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'' '''Greyhawk:''' ''
When you adopt this specialization at 3rd level, you gain proficiency and expertise in the Medicine skill.
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''Medicine is far from being a science, but it is getting there. Reanimators are medical practitioners, some were on the path to becoming [[Chirurgeon_(5A)|Chirurgeons]] before their studies focused on the border of life and death. As such, reanimators are likely to be found in large cities, especially where there is a medical school. Others have had to flee their Alma Mater and start a secretive practice in some isolated spot.
Expertise allows you to apply double your proficiency bonus when using your proficiency bonus in Medicine.
 
If you are already proficient in Medicine, you gain proficiency in another skill of your choice.  
 
The same applies to expertise.
 
  
=== Puppeteer Spells ===
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=== 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.
 
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.
  
 
{| class="wikitable" align="right"
 
{| class="wikitable" align="right"
|+'''Puppeteer Spells'''
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|+'''Reanimator Spells'''
|| '''Artificer<br>Level''' ||valign="bottom" | '''Spells'''  
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| align=center valign="bottom" | '''Artificer<br>Level''' || valign="bottom" | '''Spells'''  
 
|-
 
|-
| valign=top | 1 ||valign="top"| [http://dnd5e.wikidot.com/spell:sleep Sleep], <br> [http://dnd5e.wikidot.com/spell:tensers-floating-disk Tenser's Floating Disk]
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| valign=top align=center| 3 ||valign="top"| [http://dnd5e.wikidot.com/spell:sleep Sleep], [http://dnd5e.wikidot.com/spell:witch-bolt Witch Bolt]
 
|-
 
|-
| valign=top | 3 ||valign="top"| Cloud of Daggers, <br> Mirror Image
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| valign=top align=center | 5 ||valign="top"| [http://dnd5e.wikidot.com/spell:gentle-repose Gentle repose], [http://dnd5e.wikidot.com/spell:hold-person Hold Person]
 
|-
 
|-
| valign=top | 5 ||valign="top"| Enemies Abound, <br> Spirit Guardians
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| valign=top align=center | 9 ||valign="top"| [http://dnd5e.wikidot.com/spell:animate-dead Animate Dead], [http://dnd5e.wikidot.com/spell:life-transference Life Transference]
 
|-
 
|-
| valign=top | 7 ||valign="top"| Guardian of Faith, <br> Evard's Black Tentacles
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| valign=top align=center | 13 ||valign="top"| [http://dnd5e.wikidot.com/spell:aura-of-life Aura of Life], [http://dnd5e.wikidot.com/spell:death-ward Death Ward]
 
|-
 
|-
| valign=top | 9 ||valign="top"| Animate Objects, <br> Hold Monster
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| valign=top align=center | 17 ||valign="top"| [http://dnd5e.wikidot.com/spell:awaken Awaken], [http://dnd5e.wikidot.com/spell:modify-memory Modify Memory]
 
|}
 
|}
  
=== Circus of Puppets ===
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=== Reanimate ===
At 3rd level you learn to animate puppets of your own creation.
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At 3rd level your studies of life and death allow 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.
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This is a living creature made out of parts of inorganic materials and the body parts of formerly living creatures.
You can give orders to all of your puppets as a bonus action.
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You have 3 basic forms you can choose between, biped, multiped, 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.
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What ever form you choose, the reanimate looks obviously artificial.
 +
 
 +
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 your reanimate 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.
 +
If your reanimate is lost or you wish to rebuild it, you can create a new reanimate with 8 hours of work.
 +
This allows you to alter any choices made in its construction.
 +
If your old animate still lives it goes feral.
  
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.
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The stat block for the reanimate uses your Proficency Bonus (PB) in many places.
  
In most aspects this is like the Homunculus Servant infusion, with the changes noted here.
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==== Reanimate ====
A puppet does not need a gem for a heart and does not count against your limit on infused items.
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''Medium monstrosity
Instead it needs to remain within 30 ft. of you in order to take actions.  
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:'''Armor Class:''' 11 + PB (natural armor)
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.
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:'''Hit Points:''' 7 hp x your level (d8 hd equal to your level)
 +
:'''Speed:''' 30 ft., Swim 30 ft. (serpentine only)
 +
:STR 10 plus PBx2 (+PB) DEX 13 (+1) CON 15 (+2)  INT 5 (-3)  WIS 10 (+0)  CHA 6 (-2)
 +
:'''Saving Throws:''' Dex +1 plus PB, Con +2 plus PB
 +
:'''Skills: Athletics''' +0 plus PBx2, Perception +0 plus PB
 +
:'''Damage Resistances''': electricity
 +
:'''Senses:''' darkvision 60 ft., passive Perception 10 plus PB
 +
:'''Languages:''' understands one language you know but cannot speak.
 +
:'''Challenge:''' —
 +
:'''Proficiency Bonus:''' equals your bonus.
  
A puppet adds your proficiency bonus to its Armor Class.
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'''Special Traits
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).
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:'''Weapon proficiencies:''' proficient in simple melee weapons. (biped only)
A puppet can use its Force Strike as a melee attack.
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:'''Hands:''' Has 2 hands that can use weapons. When attacking with weapons it has proficiency with it uses your spell attack modifier to hit. (biped only)
 +
:'''Mount:''' A quadruped reanimate can serve as a mount for a Medium or smaller humanoid. It is not considered an intelligent mount and acts on the rider's initiative. (quadruped only)
 +
'''Actions
 +
:'''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 (multiped or serpentine only).
 +
:'''Claw Attack.''' ''Melee Weapon Attack'' your spell attack modifier to hit, reach 5 ft., one target. 1d8 +PB piercing damage (multiped only).
 +
:'''Grapple.''' Target of the reanimate's size or smaller must make a Strength saving throw against your spell save DC. or become grappled. (serpentine  only).
  
=== Circus Spellcasting ===
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=== 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.
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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.
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:'''Multiattack.''' The reanimate makes two attacks of any type it knows or a grapple and an attack (serpentine only).
 +
Its Intelligence increases to 9 (-1).
 +
It learns to speak and begins to ask you questions about the world.
  
=== Puppet Sacrifice ===
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=== Medical Savant ===
At 9th level, as an action, you can order a puppet to sacrifice itself.
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At 5rd level, you've developed masterful medical skills, enhancing the healing. Whenever you cast a spell that restores hit points, grants temporary hit points, or increase maximum hit points, you gain a bonus. Add your Intelligence modifier plus your Proficency Bonus to the hit points healed, temporary hit points granted, or maximum hit point increase (minimum +1).
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.
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The bonus can apply to multiple targets if the spell does, but only to one effect of each spell.
At level 15 the damage increases to 9 dice.
 
At the end of the action, the puppet is killed.
 
  
=== Puppet Shield===
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=== Reanimate Customization ===
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.  
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At 9th level you can redesign your reanimate to fit your needs.
Move the puppet adjacent to you.  
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All natural attacks your reanimate uses does magical damage. 
The attack now targets the puppet instead of you.
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Further, when you build your reanimate, choose one of the following:
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.
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* '''Large''' The reanimate is of Large size taking up 10 ft. of space. A humanoid reanimate gains reach 10 ft. A quadruped reanimate can use Multiattack to attack three times.
 +
* '''Small''' The reanimate is of Small size and gains proficiency in the Stealth skill.
 +
* '''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 others than you and to form its own opinions.
 +
It learns a total of three languages, including Common and the language it started with.
 +
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 ===
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At 15th level you can cast
 +
[http://dnd5e.wikidot.com/spell:clone Clone],
 +
[http://dnd5e.wikidot.com/spell:create-undead Create Undead],
 +
[http://dnd5e.wikidot.com/spell:raise-dead Raise Dead],
 +
[http://dnd5e.wikidot.com/spell:simulacrum Simulacrum],
 +
and
 +
[http://dnd5e.wikidot.com/spell:true-polymorph True Polymorph].
 +
These spells have a casting time of six hours when cast in this way.
 +
You can only cast one of these spells and must finish a long rest before you can cast one of them again.
  
 
== 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.
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This pet is more of an offensive combatant than other artificer pets.
 
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The spells deal with life force, including some necromancy, but the reanimator is not primarily a necromancer.
== See Also ==
 
* [[Doll_Mage_(Apath)|Apath Doll Mage Archetype]]
 

Latest revision as of 15:42, 6 May 2024

5A5A logo
Starfox's 5th Edition Fan Page

This is an Artificer Specialization for 5A.

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 do.

Greyhawk: Medicine is far from being a science, but it is getting there. Reanimators are medical practitioners, some were on the path to becoming Chirurgeons before their studies focused on the border of life and death. As such, reanimators are likely to be found in large cities, especially where there is a medical school. Others have had to flee their Alma Mater and start a secretive practice in some isolated spot.

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.

Reanimator Spells
Artificer
Level
Spells
3 Sleep, Witch Bolt
5 Gentle repose, Hold Person
9 Animate Dead, Life Transference
13 Aura of Life, Death Ward
17 Awaken, Modify Memory

Reanimate

At 3rd level your studies of life and death allow you to create a reanimate. This is a living creature made out of parts of inorganic materials and the body parts of formerly living creatures. You have 3 basic forms you can choose between, biped, multiped, or serpentine. What ever form you choose, the reanimate looks obviously artificial.

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 your reanimate 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. If your reanimate is lost or you wish to rebuild it, you can create a new reanimate with 8 hours of work. This allows you to alter any choices made in its construction. If your old animate still lives it goes feral.

The stat block for the reanimate uses your Proficency Bonus (PB) in many places.

Reanimate

Medium monstrosity

Armor Class: 11 + PB (natural armor)
Hit Points: 7 hp x your level (d8 hd equal to your level)
Speed: 30 ft., Swim 30 ft. (serpentine only)
STR 10 plus PBx2 (+PB) DEX 13 (+1) CON 15 (+2) INT 5 (-3) WIS 10 (+0) CHA 6 (-2)
Saving Throws: Dex +1 plus PB, Con +2 plus PB
Skills: Athletics +0 plus PBx2, Perception +0 plus PB
Damage Resistances: electricity
Senses: darkvision 60 ft., passive Perception 10 plus PB
Languages: understands one language you know but cannot speak.
Challenge:
Proficiency Bonus: equals your bonus.

Special Traits

Weapon proficiencies: proficient in simple melee weapons. (biped only)
Hands: Has 2 hands that can use weapons. When attacking with weapons it has proficiency with it uses your spell attack modifier to hit. (biped only)
Mount: A quadruped reanimate can serve as a mount for a Medium or smaller humanoid. It is not considered an intelligent mount and acts on the rider's initiative. (quadruped only)

Actions

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 (multiped or serpentine only).
Claw Attack. Melee Weapon Attack your spell attack modifier to hit, reach 5 ft., one target. 1d8 +PB piercing damage (multiped only).
Grapple. Target of the reanimate's size or smaller must make a Strength saving throw against your spell save DC. or become grappled. (serpentine only).

Reanimate Evolution

At 5th level your reanimate gains the multiattack ability.

Multiattack. The reanimate makes two attacks of any type it knows or a grapple and an attack (serpentine only).

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

Medical Savant

At 5rd level, you've developed masterful medical skills, enhancing the healing. Whenever you cast a spell that restores hit points, grants temporary hit points, or increase maximum hit points, you gain a bonus. Add your Intelligence modifier plus your Proficency Bonus to the hit points healed, temporary hit points granted, or maximum hit point increase (minimum +1). The bonus can apply to multiple targets if the spell does, but only to one effect of each spell.

Reanimate Customization

At 9th level you can redesign your reanimate to fit your needs. All natural attacks your reanimate uses does magical damage. Further, when you build your reanimate, choose one of the following:

  • Large The reanimate is of Large size taking up 10 ft. of space. A humanoid reanimate gains reach 10 ft. A quadruped reanimate can use Multiattack to attack three times.
  • Small The reanimate is of Small size and gains proficiency in the Stealth skill.
  • 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 others than you and to form its own opinions. It learns a total of three languages, including Common and the language it started with. 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 Clone, Create Undead, Raise Dead, Simulacrum, and True Polymorph. These spells have a casting time of six hours when cast in this way. You can only cast one of these spells and must finish a long rest before you can cast one of them again.

Designer's Notes

The reanimator has a combat pet that is a living creature, and can thus be healed by normal healing spells. This pet is more of an offensive combatant than other artificer pets. The spells deal with life force, including some necromancy, but the reanimator is not primarily a necromancer.