My Documents
Become a Patron!
# Artificer Speciality: Necrosaint The Necrosaints are an elusive group of artificers, and the subject of fear or devotion depending on where they go. Revered by cults of undeath, such as those dedicated to Orcus, they employ both science and necromancy to enhance their bodies with trophies taken from the dead, eventually sprouting a myriad of extra appendages and unnatural biology. | Artificer Level | Necrosaint Features | |:---:|:-----------:| | 3rd | Tool Proficiency, Necrosaint Spells, Ossein Grafting (1) | | 5th | Extra Attack, Ossein Grafting (2) | | 9th | Gifts of the Saints, Ossein Grafting (3) | | 15th | Redundant Systems, Ossein Grafting (4) | ### Tool Proficiency *3rd-level Necrosaint feature* You gain proficiency with leatherworker’s tools, or one other artisan’s tool of your choice if you already have that one. ### Necrosaint Spells *3rd-level Necrosaint feature* You always have certain spells prepared after you reach particular levels in this class, as shown in the Ncerosaint 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 | |:---:|:-----------:| | 3rd | *False Life, Inflict Wounds* | | 5th | *Blindness/Deafness, Wither and Bloom* | | 9th | *Animate Dead, Life Transference* | | 13th | *Blight, Shadow of Moil* | | 17th | *Contagion, Enervation* | ### Ossein Grafting *3rd-level Necrosaint feature* You learn the art of enhancing your flesh with that of the dead, gaining new abilities from those who came before… or were vanquished by you. You may spend 10 minutes with your leatherworker’s tools, in contact with a dead creature, which must be your size or larger; at the end of that time, you extract an Ossein Graft, choosing a form from the list at the end of this class description depending on its creature type, and you cannot harvest that specific corpse again. An Ossein Graft is a Tiny object which weighs approximately 5lbs. As an action when you extract an Ossein Graft, or when you finish a long rest, you may attach a graft to your body, immediately gaining its benefits. You may only have one graft attached at a time at 3rd level, and the maximum number of grafts you may have attached increases by 1 at 5th, 9th, and 15th levels. You may remove your current graft during the same action to attach the new one. ### Extra Attack *5th-level Necrosaint feature* When you take the Attack action on your turn, you may make two attacks instead of one. ### Gifts of the Saints *9th-level Necrosaint feature* You may bestow your Ossein Grafts on other creatures; attaching a graft to a willing creature you touch can be done as an action when you both finish a long rest. A creature that is not you may bear one Ossein Graft in this way, and the graft decays after a number of days equal to your proficiency bonus. As long as you and the creature spend at least 1 hour in contact with one another, such as travelling or living together, you can freely perform special rites as a Necrosaint to reset the number of days before the graft decays. ### Redundant Systems *15th-level Necrosaint feature* You may interpose your grafts between your actual body and certain death. When a creature you can see hits you with an attack, you may use your reaction to cause the attack to miss. Immediately after using this reaction, you must choose one of your current Ossein Grafts and permanently destroy it. You cannot take this reaction if you have no more active grafts. ## Ossein Grafts When you harvest an Ossein Graft, you must choose one of two options depending on the creature type of the corpse. #### Aberration * **Carcinized Claw.** You gain a pincer with which you can make unarmed strikes. On a hit, the pincer deals 1d4 bludgeoning damage instead of 1, and the target is automatically grappled until you attack with the pincer again. * **Eldritch Lobe.** You may communicate telepathically with creatures you can see within 60 feet of you, and they may respond to you in kind if they choose. You do not need to share a language, but the creature must be capable of understanding at least one language for you to communicate in this manner.
Design by Lexi Abbey | Made with GM Binder
\pagebreakNum #### Beast * **Hardened Hide.** While you are not wearing armour, your armour class is equal to 13 + your Dexterity modifier. You may wield a shield on top of this benefit, and you may use this armour class in place of your current armour if it is better. * **Danger Instinct.** You cannot be surprised while you are conscious, and you may add your proficiency bonus to your Initiative rolls. #### Celestial * **Radiant Wings.** You gain a flying speed equal to your walking speed. * **Smite Engine.** Whenever you hit a creature with a weapon attack, you may expend a spell slot to deal an additional 1d6 radiant damage per level of the slot expended, to a maximum of 5d6. #### Construct * **Mechanical Core.** You no longer need to eat, drink, or breathe. * **Integrated Weapon.** You gain an integrated weapons mount which can hold a single melee weapon; you may swap out the current integrated weapon over the course of 1 minute. While the weapon is integrated with you, you are proficient with it, and you cannot be disarmed of it. #### Dragon * **Warded Scales.** Choose a damage type that makes sense for the Dragon being harvested; you gain resistance to that damage type. * **Elemental Glands.** Choose a damage type that makes sense for the Dragon being harvested. When you take the Attack action, you may replace one attack with an exhalation of energy; creatures in a 15-foot cone from you must make a Dexterity saving throw against your spell save DC, taking 1d10 damage of the chosen type on a hit or half as much on a successful save; this damage increases by 1d10 when you reach 5th, 11th, and 17th levels. Once you have used this breath weapon attack, you must complete a short or long rest before doing so again. #### Elemental * **Adaptive Nature.** You cannot gain levels of Exhaustion due to temperature or weather conditions. * **Elemental Burst.** Choose a damage type that makes sense for the Elemental being harvested. When you make a melee weapon attack, you may choose to increase the attack’s Reach by 5 feet and convert all damage dealt by it to the chosen damage type. You may use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest. #### Fey * **Seelie Key.** Once per turn, when you move at least 5 feet, you may replace that movement with teleporting. It costs you two feet of movement for every 1 foot teleported in this way. * **Unseelie Grace.** While you are standing in dim light or darkness, you may use your action to become invisible. This invisibility lasts until you move, attack, cast a spell, or begin your turn in bright light. #### Fiend * **Infernal Blood.** When a creature you can see its you with an attack, you may use your reaction to deal 1d10 fire damage to it; this damage increases by 1d10 when you react 5th, 11th, and 17th levels. Once you have used this ability, you must complete a short or long rest before doing so again. * **Abyssal Hooves.** You gain a set of flaming hooves. When you take the Dash action, you may force any creatures you pass within 5 feet of to make a Dexterity saving throw against your spell save DC; on a failure, it takes fire damage equal to your proficiency bonus. #### Giant * **Titan Exoskeleton.** You count as one size larger for determining the maximum weight you can carry, push, drag, or lift, and you gain advantage on Strength checks made to grapple or shove other creatures, and to escape being grappled. * **Colossus Flesh.** As an action, you may enlarge yourself for one minute as though under the Enlarge effect of the *enlarge/reduce* spell, without requiring concentration. Once you have used this ability, you must complete a long rest before you may do so again. #### Humanoid * **Tertiary Arm.** You gain an extra arm, which you can use to hold items or make attacks as normal. This does not alter the number of attacks you can make in a turn, and you may not wield more than one shield at any one time. * **Tertiary Leg.** You gain an extra leg, increasing your walking speed by 5 feet and granting you advantage on ability checks and saving throws made to climb, and to resist being moved or knocked prone against your will. #### Monstrosity * **Needle Spines.** Whenever a creature hits you with a melee attack or starts its turn grappling you, it takes 1 point of piercing damage. * **Coiled Muscle.** Whenever you jump, you may choose to roll 1d10 and add it to the number of feet travelled, even on a standing jump. This costs extra movement as normal. #### Ooze * **Sticky Simulacra.** You may conjure a familiar as per the *find familiar* spell, except that you may conjure it as an action without expending a spell slot or material components, and it counts as an Ooze rather than a Celestial, Fey, or Fiend. Once you have conjured a new familiar in this way, you cannot do so again until you have completed a long rest. * **Liquid Body.** You can move through spaces as small as 1 foot in diameter without squeezing.
Design by Lexi Abbey | Made with GM Binder
\pagebreakNum #### Plant * **Photosynthetic Skin.** When you start your turn in direct sunlight, or immediately after taking radiant damage, you gain temporary hit points equal to your proficiency bonus. * **Deep Roots.** As an action, you may root yourself in place until you are knocked unconscious, or until you uproot yourself as another action. While rooted, your speed is 0 and cannot increase, you are immune to the prone condition, and you cannot be pushed or pulled by any means. #### Undead * **Redundant Nerves.** When you would be reduced to 0 hit points, you instead drop to 1 hit point and remain conscious. Once you have used this ability, you may not do so again until you have completed a long rest. * **Parasitic Claws.** When you hit a creature with a melee attack, you may immediately expend a hit die, roll it, and add your Constitution modifier; you regain that many hit points. Once you have used this ability, you must finish a short or long rest before doing so again.
Design by Lexi Abbey | Made with GM Binder