The undead experiment delivers a spell you cast that has a range of touch. Melee Weapon Attack: your spell attack modifier to hit, reach 5 ft., one target. The undead experiment doesn't require air, food, drink or sleep, and it is immune to disease. Whenever the undead experiment is subjected to lightning damage, it takes no damage and instead regains a number of hit points equal to half the lightning damage dealt. Instead of infusing an item at the end of a long rest, you can imbue the undead experiment with an infusion that targets either its Malignant Touch weapon or a part of its armor. Proficiency Bonus (PB) equals your proficiency bonus.Languages Understands the languages you know but can't speak.Senses Darkvision 60ft., passive Perception 8.Condition Immunities Exhaustion, Poisoned.Saving Throws Str +2 plus PB, Con +3 plus PB.Hit Points 5 per Artificer level (the experiment has a number of Hit Dice equal to your artificer level).Armor Class 12 + PB (metal and leather scraps).If you already have an undead experiment from this feature, the first one perishes. Alternatively, you give rise to a new undead experiment, which requires the use of a corpse that died within the last 10 days. At the end of a long rest, your undead experiment rises again with all of its hit points. You use your alchemist's supplies to experiment on your creation during your long rests. The undead experiment returns to life after 1 minute with all its hit points restored. If the undead experiment has died within the last hour, you can use your alchemist's supplies on it as an action to resurrect it, provided you are within 5 feet of it and you expend a spell slot of 1st level or higher. If you are incapacitated, the undead experiment can take any action of its choice, not just Dodge. That action can be one in its stat block or some other action. 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. In combat, the undead experiment shares your initiative count, but it takes its turn immediately after yours. When you use lightning damage to heal your undead experiment (as explained in its stat block), you don't need to make an attack roll or saving throw for the effect. ![]() You also gain the shocking grasp cantrip, if you don't already have it. Your experiments have successfully bridged the gap between life and death, imbuing the corpse of a Small or Medium humanoid with artificial life that raises it as an undead experiment under your command. These spells count as artificer spells for you, but they don’t count against the number of artificer spells you prepare. You always have certain spells prepared after you reach particular levels in this class, as shown in the Reanimator Spells table. If you already have this proficiency, you gain proficiency with one other type of artisan's tools of your choice. When you adopt this specialization, you gain proficiency with alchemist's supplies. The science of life and death is a special form of alchemy. Tools of the Trade, Reanimator Spells, Reanimator's Experiment In addition, the reanimator possesses a deep understanding of the process that governs life and death, which allows them to take life as easily as they can replicate it. The reanimator's magnum opus is their undead experiment: a powerful servant of flesh and magic that serves as living proof of their breakthrough research. ![]() Artificers who specialize in this craft often believe souls to be a myth as they instead understand biological life to be the result of complex alchemical and physical processes.Ī reanimator has the tools to replicate these processes through artificial means. Reanimators are sculptors of flesh with a curiosity for life and death. Made for the Artificer published in Tasha's Cauldron of Everything and Eberron: Rising From the Last War
0 Comments
Leave a Reply. |
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |