Flesh-Forger (5e Subclass)
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Flesh-Forger
Artificer Specialization
A flesh-forger doesn't aim to create useful items, but to enhance the humanoid form by infusing their bodies with magical potency.
- Flesh-Forger Spells
Starting at 3rd level, you always have certain spells prepared after you reach particular levels in this class, as shown in the Flesh-Forger 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 | absorb elements, burning hands |
5th | flame blade, web |
9th | conjure barrage, lightning bolt |
13th | fire shield, greater invisibility |
17th | cloudkill, telekinesis |
- Anatomical Studies
When you adopt this specialization at 3rd level, you gain proficiency in the Athletics and Medicine skills.
- Power in Your Palms
When you adopt this specialization at 3rd level, you learn your choice of one of the following cantrips: blade ward, booming blade, green-flame blade, mage hand, magic stone, mending, poison spray, primal savagery, produce flame, resistance, shocking grasp, sword burst, or thunderclap. Your chosen cantrip is an Artificer spell, and does not count against the number of cantrips you can know. You can choose another cantrip at 10th level, and again at 14th level.
- Structural Improvements
By the time you adopt this specialization at 3rd level, you have begun reinforcing and improving your body. Choose from which material you graft your frame:
- Lightweight Structure. Your movement speed increases by 15 feet, you gain proficiency in the Acrobatics skill, and your weight is halved.
- Reinforced Structure. You can't be moved against your will except if you are incapacitated, your Armor Class increases by 2, and your weight is doubled.
You can later change your choice over the course of one week (8 hours per day), which consumes materials worth an amount of gp equal to your character level x 100.
- Artificial Servant
At 5th level, your research and mastery of your craft allow you to produce artificial lifeform, which act as your servants. The servant is a construct that obeys your commands without hesitation and functions in combat to protect you. Though magic fuels its creation, the servant is not magical itself. You are assumed to have been working on the servant for quite some time, finally finishing it during a short or long rest after you reach 5th level.
- Generate your servant's ability scores as if you were creating another player character.
- Select a race for your servant to mimic. Your servant has all the traits of the chosen race, except for any languages.
- Your servant can speak, read, and write all languages you know.
- Your servant has three levels in your choice of the expert, spellcaster, or warrior class, as detailed in Unearthed Arcana: Sidekicks, with a d8 hit die. You can't change this choice later. Your servant does not gain experience points and does not count as a character when calculating experience distribution. When you gain a level in the artificer class every 30,000 experience points you earn, your servant levels up, whichever comes first.
- The servant's creature type is construct, not humanoid.
- It gains darkvision to a range of 60 feet if it doesn't already have it.
- It can't be charmed.
- It is immune to poison damage, and the poisoned condition, and they have advantage on Constitution Saving Throws against disease.
- It is immune to any spell or effect that would alter its form.
- If you are the target of a melee attack and the servant is within 5 feet of the attacker, you can use your reaction to command the servant to respond, using its reaction to make a melee attack against the attacker.
The servant obeys your orders to the best of its ability. In combat, it rolls its own initiative and acts on its own. You may telepathically speak with your servant so long as you are on the same plane of existence and neither of you are unconscious or under the charmed condition.
If the servant is killed, it can be returned to life via normal means, such as with the revivify spell. In addition, over the course of a long rest, you can repair a slain servant if you have access to its body. It returns to life with 1 hit point at the end of the rest. If the servant is beyond recovery, you can build a new one with one week of work (eight hours each day) and 1,000 gp of raw materials.
If you wish to create additional Artificial Servants beyond your first, you may do so over the course of a number of weeks equal to 10 minus your Intelligence modifier. Creating an additional Artificial Servant costs 1,000 gp per week of work for each of your already existing Artificial Servants. Your new Artificial Servant starts with a number of levels in a sidekick class equal to your Artificer level – ( number of your already existing Artificial Servants * 2 ). If this number is less than 1, you cannot create a new artificial servant.
- Greater Self-Augmentation
Beginning at 9th level, when you use your action to cast a spell or make a weapon attack, you can immediately use your bonus action to cast a cantrip with a casting time of one action or less.
Additionally, you have added hidden compartments into your body and can stow items inside yourself, should their dimensions allow it. The weight of these items in pounds cannot exceed one-tenth your carrying capacity. Creatures within 5 feet of you can detect these compartments with a successful Intelligence (Investigation) or Wisdom (Medicine) check. The DC for this check equals your artificer spell save DC.
- Arcane Reconstruction
Once you reach 15th level, you have vastly refined your mortal flesh. You are immune to disease. You do not need to eat or breathe, but you can ingest food and drink if you wish. Instead of sleeping, you enter an inactive state for 4 hours each day. You can choose to dream in this state, or you are fully aware of your surroundings and notice approaching enemies and other events as normal.
Additionally, you add your Intelligence modifier to the damage you deal with your artificer spells.
- Emergency Protocols
Also starting at 15th level, you have an extra measure of protection against death. When you drop to 0 hit points, you can choose to instead drop to 1 hit point. Alternatively, if you are subjected to an effect that would instantly kill you, you can choose to negate that effect.
Once you use this feature, you can't use it again until after you finish a long rest.
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