Reanimator (5A)
Starfox's 5th Edition Fan Page |
- 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.
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 one of 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. This pet is more of a generalist and offensive combatant than other artificer pets. The spells deal with life force, including some necromancy, but the reanimator is not a necromancer.