The Morticians Field Guide to Corpescrafting

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The Morticians Field Guide to
Corpsecrafting

Contents

Corpsecrafter

The profession of corpsecrafting specializes in using magic to reanimate and reshape the bodies of man to live again through un-life.

Corpsecrafters, unlike necromancers they're often compared to, prefer to focus their efforts on their single macabre creation; a cadaver, to perform a variety of tasks for them by use of a combination of magical and technological augmentations.

Tool Proficiency

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

Corpsecrafter Spells

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

Corpsecrafter Spells
Class Level - Spell
3rd Level Detect Poison and Disease, Inflict Wounds
5th Level Gentle Repose, Healing Spirit
9th Level Animate Dead, Speak with Dead
13th Level Death Ward, Aura of Life
17th Level Antilife Shell, Negative Energy Flood

Animated Cadaver

By 3rd level, you have managed to perfect your ability to reanimate corpses and modify them. During a long rest, you can reanimate and modify your cadaver; when you do so, you may choose either a skeleton or a zombie as it's base statistics (listed further on in the document).

In combat, the cadaver 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 Attack, Dash, Disengage, Help, Hide, or Search action.

If you spend 10 minutes using your Leatherworker's tools on your cadaver, it regains 2d6 hit points. 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 cadaver returns to unlife after 1 minute with all its hit points restored.

At the end of a long rest, you can create a fresh cadaver if you have your Leatherworker's tools and a humanoid corpse with you. If you already have a cadaver from this feature, the first one immediately perishes.

Corpsecrafting Infusions

At 3rd level, when you modify your cadaver, you can choose to add a variety of boons and features to it by using corpsecrafting infusions. These infusions are unique as cadavers can only use them, and more than one can be placed on your cadaver at a time.

Normal infusion, both known and active, can be used as corpsecrafting infusions, but corpsecrafting infusions can't be used as normal infusions

You gain a known and active corpsecrafting infusion for free at 3rd level and additional ones at 6th, 10th and 14th level.

Strengthened Cadaver

Starting at 3rd level, your cadaver gains strength due to your skills in corpsecrafting. Your cadaver gains three times your intelligence modifier in temporary hitpoints if you spend an hour hardening its flesh with chemicals and wards, which can coincide with a short or long rest.

Arcane Embalming

At 5th level, you have found better methods of embalming a corpse and preserving the wisps of life it once had. You can now ignore restrictions on spells or spell-like effects that prevent them from working on undead when you use them on your cadaver. In addition, your cadaver gains advantage on saving throws against turning/destroying.

Unnatural Intellect

Starting at 9th level, your cadaver gains some semblance of thought. Your cadaver can now act with its own free will, not needing to be commanded with your bonus action to use its own actions. It now also uses your spell attack modifier as its own weapon and spell attack modifiers if your ability is higher than its own.

Sub-classe

Magnum Opus

At 15th level, you have developed some wholly unique modifications for your cadaver. Choose one of the Magnum Opus infusions to give to your cadaver, this type of infusion can only be changed out with a different one on a long rest and costs 1000gp. Only one Magnum Opus infusion can be applied to your cadaver at any one time.


Skeleton Cadaver

Medium undead, alignment of creator


  • Armor Class 13
  • Hit Points 1d8+1 or 6 per artificer level
  • Speed 30ft.

STR DEX CON INT WIS CHA
8 (-1) 16 (+3) 12 (+1) 10 (+0) 8 (-1) 5 (-3)

  • Proficiency Bonus same as creators
  • Damage Immunities poison
  • Condition Immunities poisoned
  • Senses darkvision 60 ft., passive Perception 8
  • Languages understands all languages it creator does but can't speak

Superior Imbued knowledge. The skeleton is proficient with the same weapons and armour as its creator.

Actions

Claw. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 2d6+3 slashing damage.


Zombie Cadaver

Medium undead, alignment of creator


  • Armor Class 10
  • Hit Points 1d8+3 or 8 per artificer level
  • Speed 25ft.

STR DEX CON INT WIS CHA
16 (+3) 10 (+0) 16 (+3) 8 (-1) 8 (-1) 5 (-3)

  • Proficiency Bonus same as creators
  • Damage Immunities poison
  • Condition Immunities poisoned
  • Senses darkvision 60 ft., passive Perception 8
  • Languages understands all languages it creator does but can't speak

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

Imbued knowledge. The zombie is proficient with medium and light armor, shields and simple weapons.

Actions

Slam. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 2d6+3 bludgeoning damage.

Corpsecrafting Infusions

Enhanced Vitality

Prerequisites: corpsecrafters cadaver (any)

When you apply this infusion to your cadaver, it gains three times your intelligence modifier to its health.

The bonus increases to six times your intelligence modifier when you reach 6th level in this class.

Toxic Aura

Prerequisites: corpsecrafters cadaver (any)

When you apply this infusion to your cadaver, it develops a toxic aura that causes any hostile creature that ends its turn within 10 feet of the cadaver to take your artificer level poison damage.

This damage is changed to necrotic when you reach 6th level in this class.

Unsettling Visage

Prerequisites: corpsecrafters cadaver (any)

When you apply this infusion to your cadaver, it develops grotesque and demented mannerisms. The cadaver can use its action to cause a creature within 60 feet of it that it can see to make a wisdom save with a DC equal to your spell save or become frightened of the cadaver and its creator for one minute; it can retake this save at the end of its turn. Creatures who pass their save are immune to this effect for 24 hours.

The creature has disadvantage on the initial save when you reach 6th level in this class.

Necrotic Regeneration

Prerequisites: 6th level, corpsecrafters cadaver (any)

When you apply this infusion to your cadaver, if it has more than 0 hitpoints it regains up to half (minimum of one, rounded up) your intelligence modifier back in hit points at the start of your turn.

The amount regenerated increases to your intelligence bonus when you reach 14th level in this class.

Undead Constitution

Prerequisites: 6th level, corpsecrafters cadaver (any)

When you apply this infusion to your cadaver, it gains immunity to the charmed, exhaustion, paralyzed and petrified condition as well as resistance to necrotic damage.

The cadaver gains resistence to bludgeoning, piercing, and slashing from nonmagical attacks when you reach 14th level in this class.

Infusion

Draining Touch

Prerequisites: 6th level, corpsecrafters cadaver (any)

When you apply this infusion to your cadaver, its unarmed attacks now do 3d6 necrotic damage. When the cadaver deals damage using an unarmed attack it regains half of the damage back as health. When a creature takes damage like this, it reduces there hit point maximum by an equal amount; this effect wears off on a long rest or with spells such as minor restoration.
The cadaver gains health equal to the damage dealt when you reach 14th level in this class.

Frenzied Demeanor

Prerequisites: 6th level, corpsecrafters cadaver (any)

When you apply this infusion to your cadaver, it can attack twice whenever it take the attack action on its turn. The number of extra attacks increases to three when you reach 14th level in this class.

Extraordinary Implant

Prerequisites: 10th level, corpsecrafters cadaver (Any)

When you apply this infusion to your cadaver, it gains the 'Ability Score Improvement' feature. You can take this infusion multiple times.
Ability Score Improvement: You can increase one ability score of your cadavers by 2, or you can increase two ability scores of your choice by 1. You can't increase an ability score above 20 using this feature. If your DM allows the use of feats, you may instead take a feat.

Enhanced Undead Fortitude

Prerequisites: 10th level, corpsecrafters cadaver (zombie base)

When you apply this infusion to your cadaver, replace its Undead Fortitude feature with the 'Enhanced Undead Fortitude' feature.
Enhanced Undead Fortitude: If damage reduces the cadaver to 0 hit points it not killed, it is instead knocked unconscious, it then must make a Constitution saving throw with a DC of the damage it took past 0 hp, if the damage is radiant or from a critical hit it rolls with disadvantage on its roll. On a success, the zombies gain 1 hit point. The cadaver can retake this save at the end of its turn, if it rolls a natural 20 it automatically succeeded the save.

Galvanism

Prerequisites: 10th level, corpsecrafters cadaver (zombie base)

When you apply this infusion to your cadaver, it gains the 'Lightning Absorption' feature. it also gains immunity to acid damage.
Lightning Absorption: Whenever the cadaver is subjected to lightning damage, it takes no damage and instead regains a number of hit points equal to the lightning damage dealt.

Blood Bonded

Prerequisites: 10th level, corpsecrafters cadaver (Skeleton base)

When you apply this infusion to your cadaver, it gains the 'Blood Bonded' feature.
Blood Bonded: A cadaver with the blood bond infusion combines its hit points with its creators. The combined hit points are a shared pool of health for both the cadaver and the creator. Damage resistances are also shared between the cadaver and its creator.

Arcane Memories

Prerequisites: 10th level, corpsecrafters cadaver (skeleton base)

When you apply this infusion to your cadaver, it gains the 'Spellcasting' feature. It also gains a +6 to its intelligence.
Spellcasting: The cadaver becomes a spellcaster. Its spellcasting ability is Intelligence. It requires somatic and material components to cast its spells and regains its spell slots daily at dawn. The cadaver can prepare and cast the following death domain cleric spells:
  • Toll the Dead, Spare the Dying (at will)
  • Inflict Wounds, Ray of Sickness (2 slots)
  • Blindness/Deafness, Ray of Enfeeblement (1 slots)

Infusion

Magnum Opus Infusions

Magnum Opus: Incorporeal

Prerequisites: 15th level, Magnum Opus class feature, corpsecrafters cadaver (any)

When you apply this infusion to your cadaver, it gains a flying speed of 40ft and becomes immune to the grappled, prone and restrained condition. It also can move through other creatures and objects as if they were difficult terrain, taking 1d10 force damage if it ends its turn inside an object.

Magnum Opus: Harbinger

Prerequisites: 15th level, Magnum Opus class feature, corpsecrafters cadaver (any)

When you apply this infusion to your cadaver, anytime it kills another humanoid, the creature will rise as a zombie or skeleton (your choice) at the start of your next turn with one hitpoint under your command. Undead created this way use your initiative count.

Magnum Opus: Worldly Anchor

Prerequisites: 15th level, Magnum Opus class feature, corpsecrafters cadaver (any)

When you apply this infusion to your cadaver, the cadaver can't be killed unless its creator is dead. While you are still alive, it gains one hit point at the start of its turn.

Magnum Opus: Doppelganger

Prerequisites: 15th level, Magnum Opus class feature, corpsecrafters cadaver (any)

When you apply this infusion to your cadaver, your cadaver gains a new strange ability. When you die, your cadaver can turn itself into an unnatural imitation of you by consuming your fresh (within the hour) corpse.

When it does this, it gains all your statistics as well as your behaviours and memories but not your appearance. Over the course of the next week, the cadaver slowly changes to look identical to your original body.

If you manage to be resurrected before the cadaver finishes changing, the cadaver reverts back to normal, if however, the cadaver finishes its transformation before you are resurrected your soul is thrust into the cadaver, losing any Corpsecrafting Infusions in the process.

During the transformation, the cadaver can't create another cadaver using its 'Animate cadaver' feature.

Magnum Opus Infusions

Player Races

Sometimes the easiest way to make a friend is to make a friend. Highly skilled corpsecrafters have been know to make fully autonomous cadavers with free will to become something greater then just a mindless undead construct.

These beings are referred to as the "Created" and come in a variety of different constructions. The only commonality between Created is there humanoid form; no two created are the same, each one is a representation and reflection of its creators views and their opinion on an "optimal" form.

Created Traits

Created share certain racial traits as a result of their constructed nature.

Ability Score increase. Pick any score other than one increaced by your subrace, that score increases by 1.

Age. Created are considered adults when they are constructed, after that they do not visibly age.

Alignment. Created are whatever alignment reflects there personality. They are offen of a similar alignment to their creator.

Size. Created are usually between around 5 to 7 feet tall and average about 170 pounds. Your size is Medium.

Speed. Your base walking speed is 30 feet.

Languages. You can speak, read, and write Common and one other language.

Living Facsimile. Due to the fact that your creation is an attempt to create a living being without a "real" soul, you gain some fringe benifets.

  • You only require half the amount of food and sleep as a normal living creature to gain the benefit of a long rest.
  • You can survive in weather as cold as -30°c.
  • You can hold your breath for 10 minutes.
In addition, when you are targeted by a spell or spell-like effect, you can choose whether to be classified as undead or a humanoid.

Morphic Design. On a long rest, you may change your +1 ability score increase of this race. The ability score can't be the same one raised by your subrace.

Created Subrace, Strong

Ability Score increase. Your strength increases by 2.

Soul of Fight. You gain proficiency in one martial weapon and one simple weapon, as well as proficiency with shields.

Built To Endure. As a bonus action, you can expend a hit die and gain temporary health equal to what you rolled plus your constitution modifier (minimum of 1).

Created Subrace, Nimble

Ability Score increase. Your dexterity increases by 2.

Soul of Agility. Your base walking speed becomes 35 feet; you also gain a climbing and swimming speed of 10 feet.

Built To Evade. You can expend a hit die to take the dodge action as a bonus action.

Created Subrace, Hearty

Ability Score increase. Your constitution increases by 2.

Soul of Perseverance. You can ignore the negative effects of the first two levels of exhaustion; you can also reduce a level of exhaustion on a short rest instead of a long one.

Built To Survive. As a reaction, you can expend a hit die to gain advantage on a death saving throw.

Created Subrace, Smart

Ability Score increase. Your intelligence increases by 2.

Soul of Mastery. You can choose any skill or tool you are proficient in and gain expertise in that skill; you can change the chosen skill or tool over a long rest.

Built To Ponder. As an bonus action, you can expend a hit die to negate a single source of disadvantage until the end of your next turn.

Created Subrace, Wise

Ability Score increase. Your wisdom increases by 2.

Soul of Enlightenment. You gain the 'Spare the Dying' cantrip. You also gain the 'Gentle Repose' spell which you can cast for free a number of times equal to your wisdom modifier (minimum of 1) per long rest.

Built To Recall. You can take the help action as a bonus action if you also expend a hit die.

Created Subrace, Beautiful

Ability Score increase. Your charisma increases by 2.

Soul of Grace. While you are not wearing any armor (not including shields), you can add your charisma modifier to your AC.

Built To Impress. As a bonus action, you can expend a hit die to gain advantage on all persuasion (charisma) checks until the end of your turn.

Player Races
 

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