Reanimator

Subclass featureRHW2024Artificer

Reassemble Corpses and Raise the Dead

Reanimators defy the laws of nature in pursuit of gruesome experiments. These grim Artificers stitch together servants from disparate corpses, use foul magic to strengthen the living, and transform the art of necromancy into a terrifying science.

Reanimator Spells

When you reach an Artificer level specified in the Reanimator Spells table, you thereafter always have the listed spells prepared.

Reanimator's Skill Set

You gain the following benefits.

Jolt to Life

When you cast Spare the Dying, you can modify the spell so that it sends a jolt of electricity through the target, reviving it. The target regains a number of Hit Points equal to your Artificer level, and each creature of your choice in a 10-foot Emanation originating from the target makes a Dexterity saving throw against your spell save DC, taking 2d4 Lightning damage on a failed save or half as much damage on a successful one.

You can modify the spell this way a number of times equal to your Intelligence modifier, and you regain all expended uses when you finish a Long Rest. The Lightning damage of this feature increases by 1d4 when you reach Artificer levels 11 (3d4) and 17 (4d4).

Reanimator's Tools

You gain proficiency with Alchemist's Supplies. If you already have this proficiency, you gain proficiency with one other type of Artisan's Tools of your choice.

Reanimated Companion

Using Tinker's Tools or another type of Artisan's Tools with which you have proficiency, you can take a Magic action to create a Reanimated Companion through the power of necromancy and science. The companion manifests in an unoccupied space within 5 feet of you. You determine the companion's appearance; your choices don't affect the companion's game statistics.

The companion is Friendly to you and your allies and obeys you. It lasts until you finish a Long Rest or until you take a Magic action to dismiss it early, at which point it harmlessly collapses into a pile of viscera. It immediately drops to 0 Hit Points and dies (triggering its Death Burst trait) if you die.

Once you create a companion, you can't do so again until you finish a Long Rest or expend a spell slot to create one. You can have only one companion at a time and can't create one while your companion is present.

The Companion in Combat

In combat, the companion acts during your turn. It can move and take its Reaction on its own, but the only action it takes is the Dodge action unless you take a Bonus Action to command it to take an action. If you have the Incapacitated condition, the companion acts on its own and isn't limited to the Dodge action.

Raw data
{
  "name": "Reanimator",
  "level": 3,
  "__prop": "subclassFeature",
  "source": "RHW",
  "entries": [
    "{@i Reassemble Corpses and Raise the Dead}",
    "Reanimators defy the laws of nature in pursuit of gruesome experiments. These grim Artificers stitch together servants from disparate corpses, use foul magic to strengthen the living, and transform the art of necromancy into a terrifying science.",
    {
      "name": "Reanimator Spells",
      "type": "entries",
      "level": 3,
      "__prop": "subclassFeature",
      "source": "RHW",
      "entries": [
        "When you reach an Artificer level specified in the Reanimator Spells table, you thereafter always have the listed spells prepared.",
        {
          "rows": [
            [
              "3",
              "{@spell False Life|XPHB}, {@spell Spare the Dying|XPHB}, {@spell Witch Bolt|XPHB}"
            ],
            [
              "5",
              "{@spell Blindness/Deafness|XPHB}, {@spell Enhance Ability|XPHB}"
            ],
            [
              "9",
              "{@spell Animate Dead|XPHB}, {@spell Lightning Bolt|XPHB}"
            ],
            [
              "13",
              "{@spell Blight|XPHB}, {@spell Death Ward|XPHB}"
            ],
            [
              "17",
              "{@spell Antilife Shell|XPHB}, {@spell Raise Dead|XPHB}"
            ]
          ],
          "type": "table",
          "caption": "Reanimator Spells",
          "colLabels": [
            "Artificer Level",
            "Spells"
          ],
          "colStyles": [
            "col-2 text-center",
            "col-10"
          ]
        }
      ],
      "className": "Artificer",
      "classSource": "EFA",
      "subclassSource": "RHW",
      "subclassShortName": "Reanimator"
    },
    {
      "name": "Reanimator's Skill Set",
      "type": "entries",
      "level": 3,
      "__prop": "subclassFeature",
      "source": "RHW",
      "entries": [
        "You gain the following benefits.",
        {
          "name": "Jolt to Life",
          "type": "entries",
          "entries": [
            "When you cast {@spell Spare the Dying|XPHB}, you can modify the spell so that it sends a jolt of electricity through the target, reviving it. The target regains a number of {@variantrule Hit Points|XPHB} equal to your Artificer level, and each creature of your choice in a 10-foot {@variantrule Emanation [Area of Effect]|XPHB|Emanation} originating from the target makes a Dexterity saving throw against your spell save DC, taking {@damage 2d4} Lightning damage on a failed save or half as much damage on a successful one.",
            "You can modify the spell this way a number of times equal to your Intelligence modifier, and you regain all expended uses when you finish a {@variantrule Long Rest|XPHB}. The Lightning damage of this feature increases by {@dice 1d4} when you reach Artificer levels 11 ({@dice 3d4}) and 17 ({@dice 4d4})."
          ]
        },
        {
          "name": "Reanimator's Tools",
          "type": "entries",
          "entries": [
            "You gain proficiency with {@item Alchemist's Supplies|XPHB}. If you already have this proficiency, you gain proficiency with one other type of {@item Artisan's Tools|XPHB} of your choice."
          ]
        }
      ],
      "className": "Artificer",
      "classSource": "EFA",
      "subclassSource": "RHW",
      "subclassShortName": "Reanimator"
    },
    {
      "name": "Reanimated Companion",
      "type": "entries",
      "level": 3,
      "__prop": "subclassFeature",
      "source": "RHW",
      "entries": [
        "Using {@item Tinker's Tools|XPHB} or another type of {@item Artisan's Tools|XPHB} with which you have proficiency, you can take a {@action Magic|XPHB} action to create a {@creature Reanimated Companion|RHW} through the power of necromancy and science. The companion manifests in an unoccupied space within 5 feet of you. You determine the companion's appearance; your choices don't affect the companion's game statistics.",
        "The companion is {@variantrule Friendly [Attitude]|XPHB|Friendly} to you and your allies and obeys you. It lasts until you finish a {@variantrule Long Rest|XPHB} or until you take a {@action Magic|XPHB} action to dismiss it early, at which point it harmlessly collapses into a pile of viscera. It immediately drops to 0 {@variantrule Hit Points|XPHB} and dies (triggering its Death Burst trait) if you die.",
        "Once you create a companion, you can't do so again until you finish a {@variantrule Long Rest|XPHB} or expend a spell slot to create one. You can have only one companion at a time and can't create one while your companion is present.",
        {
          "name": "The Companion in Combat",
          "type": "entries",
          "entries": [
            "In combat, the companion acts during your turn. It can move and take its {@variantrule Reaction|XPHB} on its own, but the only action it takes is the {@action Dodge|XPHB} action unless you take a {@variantrule Bonus Action|XPHB} to command it to take an action. If you have the {@condition Incapacitated|XPHB} condition, the companion acts on its own and isn't limited to the {@action Dodge|XPHB} action."
          ]
        }
      ],
      "className": "Artificer",
      "classSource": "EFA",
      "subclassSource": "RHW",
      "subclassShortName": "Reanimator"
    }
  ],
  "className": "Artificer",
  "classSource": "EFA",
  "subclassSource": "RHW",
  "subclassShortName": "Reanimator"
}