My Documents
Become a Patron!
Reanimator
\pagebreak # Reanimator Y*ou see, your Holiness. That is where we differ, you and I. For you, death is a sacred thing, only to be messed with for grand or terrible purposes For me, it's a temporary problem.* ##### An Artificer Spcialization Reanimators are artificers who have dedicated themselves to the study of life and death. For them curing the sick isn't enough. No, they will cure death itself. #### Tools of the Trade When you adopt this specialization at 3rd level, you gain proficiency with surgeon's supplies (or the herbalism kit if your game doesn't allow surgeon's supplies). If you already have this proficiency, you gain proficiency with one other type of artisan's tools of your choice. #### Reanimator Spells Starting at 3rd level, you always have certain spells prepared after you reach particular levels in this class, as shown in the 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 | |:---:|:-----------:| |
3rd
|
*healing word, detect poison and disease*
| | 5th | *gentle repose, ray of enfeeblement* | |
9th
|
*animate dead, revivify*
| | 13th | *blight, death ward* | |
17th
|
*danse macabre, raise dead*
| #### Battlefied Medic Also at 3rd level, you aid the wounded quickly and skillfully. You learn the *spare the dying* cantrip, which doesn't count against the number of artificer cantrips you know. For you, it has a range of 30 feet, and you can cast it as a bonus action. #### Reanimated Companion Also at 3rd level, you learn how to animate corpses and make them do your bidding. You can spend 10 minutes attempting to animate a medium or small corpse. Alternatively, you can spend 10 minutes stitching different parts of corpses together to create a unique creature (this created creature can be medium or small). At the end of these 10 minutes you imbue your work with the spark of life. See its game statistics in the accompanying *Reanimated Companion* stat block, which uses your proficiency bonus (PB) in several places. When you create your reanimated companion, you can give it 2 Sticher's Enhancements (shown below). The number of stitcher's enhancements you can give it increases when you gain certain levels in this class, to 3 enhancements at 5th level, 4 at 9th level and 5 enhancements at 15th level. In combat, your reanimated companion 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 \columnbreak
*[Stitcher Geralf](https://www.inprnt.com/gallery/karla.ortiz.566/stitcher-geralf/) by [Karla Ortiz](http://www.karlaortizart.com/)*
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 have other undead creatures under your command you can use the same bonus action to command all of them. If you are incapacitated, your reanimated companion can take any action of its choice, not just Dodge. Your companion remains reanimated until it is reduced to 0 hitpoints or until you use this feature again. If it has died within the last hour, you can use your surgeon's supplies 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 companion returns to life after 1 minute with all its hit points restored. Once you've created a companion, you cannot do so again until you finish a long rest. If you already have a reanimated companion when you create a new one, the first one created immediately perishes. #### Master of Healing Starting at 5th level, you are a great healer. Whenever you cast a spell of 1st level or higher that restores hit points to one or more creatures, those creatures also gains temporary hitpoints equal to your Intelligence modifier. #### True Reanimator At 9th level, you have truly mastered reanimating. Whenever you animate a corpse using a spell or feature, or bring a creature back to life, that creature gains a number of temporary hitpoints equal to your Artificer level. #### Return to Sentience At 15th level, your undead creations begin to acquire a life of their own. After 24 hours of being animated by you, your reanimated companion begins to gain sentience. Its Intelligence and Wisdom scores become 11, and it can now speak all languages it understands. It has only fragmentary memories of its past life and still obeys your commands without question. Once your companion has become sentient this way you can choose to relinquish control of it at any time (no action required). If you do, your companion becomes independent of you and no longer dies if you use your Reanimated Companion feature again. It no longer obeys your commands after you relinquish it, but acts as it sees fit and chooses whether to remain friendly to you based on how you treated it.
\pagebreakNum ## Stitcher's Enhancements If a stitcher's enhancement has prerequisites, you must meet them to apply it. You can apply the enhancement at the same time that you meet its prerequisites. A level prerequisite refers to your level in this class. #### Armor Imprinting Your reanimated companion becomes proficient with light armor, medium armor, heavy armor and shields. #### Metal Plating Your reanimated companion's AC increases by 1. #### Muscle Enhancements Your reanimated companion's movement speed increases by 15 feet, and difficult terrain no longer slows its movement. #### Skill Imprinting Your reanimated companion gains proficiency in two skills of your choice. #### Weapon Imprinting Your reanimated companion becomes proficient with simple and martial weapons and adds your proficiency bonus to damage it deals with them. #### Lethality Augmentation *Prerequisite: 5th level* Your reanimated companion's weapon attacks deal an additional 1d8 necrotic damage. #### Spider Limbs *Prerequisite: 5th level* Your reanimated companion gains a climbing speed equal to its walking speed and can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. #### Size Augmentation *Prerequisite: 9th level* Your reanimated companion's size becomes large and it has advantage on Strength ability checks and Strength saving throws. #### Stitched on Wings *Prerequisite: 9th level* Your reanimated companion gains a flying speed of 50 feet. #### Artifice Imprinting *Prerequisite: 15th level* Your companion's Intelligence score increases by 3, to a maximum of 20. Additionally, choose a cantrip from the artificer's spell list. Your companion knows that cantrip and can cast it at will. Choose two 1st level spell from the artificer's spell list. Your reanimated companion knows both spells, and can cast each of them without expending a spell slot. Once it has cast either of these spells this way, it can't cast that spell in this way again until it finishes a long rest. Intelligence is your companion's spellcasting modifier for these spells. \columnbreak
*[Halo-Charged Skaab](https://www.artstation.com/artwork/XgaL1a)*, by [Igor Kieryluk](https://www.artstation.com/igorkieryluk) ___ > ## Reanimated Companion >*Medium undead* > ___ > - **Armor Class** 14 (natural armor) > - **Hit Points** 2 + your Intelligence modifier + 5 times your artificer level (the zombie has a number of hit dice [d8s] equal to your artificer level) > - **Speed** 25 feet >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|16 (+3)|12 (+1)|16 (+3)|3 (-4)|6 (-2)|5 (-3)| >___ > - **Saving Throws** Con +3 plus PB, Int -4 plus PB, Wis -2 plus PB > - **Skills** Athletics +2 + PB > - **Damage Immunities** Poison > - **Condition Immunities** Charmed, poisoned > - **Senses** passive percetption 8 > - **Languages** Understands all languages it spoke in life and all languages its creator speaks, but can't speak itself > - **Challenge** PB > - **Proficiency Bonus** Equals your bonus > ___ > **Undead fortitude.** If damage reduces the reanimated companion 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 companion drops to 1 hit point instead. > > ### Actions > ***Slam.*** *Attack Style:* *Melee Weapon Attack:* +3 + PB to hit, reach 5 ft., one target you can see. Hit: 1d6 + 3 + PB bludgeoning damage.