Artificer Subclass - The Fleshmaker

by Artagon

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The Fleshmaker

An Undead Themed Subclass

Science has always been able to find a home in the darker places as it holds no allegiance to good or evil. For those who explore the science of life and death there is no shortage of material. The Fleshmaker eschews the moral judgement of other artificers and focus their science on one of the most plentiful subjects, the dead.

Tools proficiency

When you adopt this specialization at 3rd level, you gain proficiency with leatherworker’s tools. If you already have this proficiency, you gain proficiency with one other type of artisan’s tools of your choice.

Fleshmaker Spells

Starting at 3rd level, you always have certain spells prepared after you reach particular levels in this class, as shown in the Fleshmaker Spells table. These spells count as artificer spells for you, but they don’t count against the number of artificer spells you prepare.

Fleshmaker Spells
Artificer Level Spell
3rd inflict wounds, witch bolt
5th hold person, ray of enfeeblement
9th animate dead, lightning bolt
13th blight, death ward
17th danse macabre, hold monster

Shape Flesh

By 3rd Level, your tinkering with dead flesh has borne you a faithful companion, Living Dead. It is friendly to you and your companions, and it obeys your commands. See this creature’s game Statistics below. You determine the creature’s appearance and whether it has two legs or four; your choice has no effect on its game Statistics.

In Combat, the Living Dead 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, Help, Hide, or Search action.

If the inflict wounds spell is cast on it, it regains 2d8 Hit Points. If cast at a higher level, this healing increases by 1d8 per level above 1st. If it has died within the last hour, you can use your Leatherworker’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 Living Dead returns to life after 1 minute with all its Hit Points restored.

At the end of a Long Rest, you can create a new Living Dead if you have your Leatherworker’s tools with you. If you already have a Living Dead from this feature, the first one immediately perishes.

Flesh Savant

At 5th Level, you develop masterful Command of flesh, enhancing the Healing and damage you create through them. Whenever you Cast a Spell using your Leatherworker’s tools as the Spellcasting focus, you gain a bonus to one roll of the spell. That roll must Restore Hit Points or be a damage roll that deals necrotic, lightning, or poison damage, and the bonus equals your Intelligence modifier (minimum of +1).

Flesh Golem

At 9th level, you have learned the importance of electricity in the animation of flesh. Your Living Dead creature is now also considered a construct. If it is damaged by lightning it can choose one of the following effects as a reaction:

  • It takes no damage and instead regains a number of hit points equal to the lightning damage dealt.
  • It gains resistance against this attack. Further, as part of this reaction it may move up to half it's speed and make an attack. This attack deals an additional 2d8 lightning damage. This movement does not provoke reactions.

Your Living Dead creature can use these reactions a number of times equal to your Intelligence modifier (minimum of once), but it can do so no more than once per turn. You regain all expended uses when you finish a Long Rest.

Flesh Mastery

By 15th level, you have tinkered with flesh so much that you have transcended mortality and enjoy greater power over the dead:

  • Necrotic Absorption. When you would be damaged by necrotic energy you take no damage and instead regain a number of hit points equal to the necrotic damage dealt.
  • Replace the Flesh. You suffer none of the frailty of old age, and you can’t be aged magically. You can still die of old age, however. In addition, you no longer need food or water.
  • Whenever you create undead using a Necromancy spell, it gains a number of temporary hit-points equal to your level. Additionally, it has a bonus to weapon damage rolls equal to your intelligence.

Living Dead

Medium Undead, unaligned


  • Armor Class 11 (natural armor)
  • Hit Points 0 (equal the steel defender’s Constitution modifier + your Intelligence modifier + five times your level in this class)
  • Speed 30 ft

STR DEX CON INT WIS CHA
14 (2) 8 (-1) 16 4 (-4) 10(0) 6 (-2)

  • Saving Throws Wis +2, Con +5
  • Skills Athletics +4, Perception +2
  • Damage Immunities poison
  • Condition Immunities charmed, exhaustion, poisoned
  • Senses darkvision 60 ft., passive Perception 12
  • Languages understands the languages you speak

Might of the Master. The following numbers increase by 1 when your proficiency bonus increases by 1: the defender’s skill and saving throw bonuses (above), the bonuses to hit and damage of its attacks, and the number of hit points restored by its Feast action (below).

Undead Fortitude. If damage reduces the undead to 0 hit points, it must make a Constitution saving throw with a DC of 5 + the damage taken, unless the damage is radiant or from a critical hit. On a success, the zombie drops to 1 hit point instead.


Actions

Rending Claws. Melee Weapon Attack: +4 to hit, reach 5 ft., one target you can see. Hit: (1d8+2) slashing damage. Requires your Bonus Action.

Feast (3/Day). Melee Weapon Attack: +5 to hit, reach 5 ft., one target you can see. Hit: (2d8 + 2) piercing damage and heals an equal amount to itself. Requires your Bonus Action.


Reactions

Horde Attack. The undead provides advantage on the attack roll of one ally it can see that is attacking a creature within 5 feet of the Living Dead.

 

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