TEXT: by Oskar Orn Eggertsson
  for Dungeons & Dragons, fifth edition
  MORTIFICER
  ARTIFICER SPECIALIZATION
  
  Author
  Óskar Örn Eggertsson
  aka Emerald Samurai
  Cover Art
  Nizwa Design
  Interior Art
  Wizards of the Coast
  Background Art
  Nimgyu
  minor changes by Óskar Örn
  Eggertsson
  Fonts Used
  Albertus
  OpenDyslexic
  Made with
  Affinity
  by Serif
  Special Thanks
  Andreas Schütt
  All you wonderful people on
  Twitter who make me want
  to keep writing this stuff!
  2
  Mortificer
  LEGAL
  DUNGEONS
  &
  DRAGONS,
  D&D,
  Wizards
  of
  the
  Coast, Forgotten Realms, Ravenloft, Eberron, the
  dragon ampersand, Ravnica and all other Wizards
  of the Coast product names, and their respective
  logos are trademarks of Wizards of the Coast in
  the USA and other countries.
  This
  work
  contains
  material
  that
  is
  copyright
  Wizards of the Coast and/or other authors. Such
  material
  is
  used
  with
  permission
  under
  the
  Community
  Content
  Agreement
  for
  Dungeon
  Masters Guild.
  All
  other
  original
  material
  in
  this
  work
  is
  copyright 2018-2020 by Óskar Örn Eggertsson
  and
  published
  under
  the
  Community
  Content
  Agreement for Dungeon Masters Guild.
  
  Mortificer
  N
  ot all artificers pursue the
  perfection of magic items
  and machinery but wish to gain
  mastery
  over
  life
  and
  death.
  These
  artificers
  attempt
  to
  incorporate
  necromancy
  into
  their
  magic
  and
  infusions,
  and
  raise a terrible undead as their
  servant and entourage.
  Morbid Fascination
  Artificers who follow this path
  are
  commonly
  referred
  to
  as
  mortificers. It is a degrading title
  that mortificers have grown to
  welcome. When mortificers form
  societies, they are usually small
  with only a handful of selected
  members. Most often, mortificers
  work in secret except perhaps in
  places
  that
  welcome
  their
  necromantic
  exploits,
  such
  as
  Karrnath.
  Features
  Tool Proficiency
  Upon
  choosing
  this
  specialization at 3rd level, you
  immediately
  gain
  proficiency
  with leatherworker’s tools. If you
  are
  already
  proficient
  with
  leatherworker’s
  tools
  you
  may
  gain proficiency with another set
  of artisan tools of your choice.
  Mortificer Spells
  Undead Monstrosity
  You
  create
  an
  undead
  monster from a dead body or
  bodies. This undead servant is
  loyal
  to
  you
  and
  will
  do
  everything you command it to,
  even if doing so would destroy it.
  If
  your
  undead
  monstrosity
  is
  destroyed, you can create a new
  one once you’ve finished a long
  rest,
  provided
  you
  have
  the
  required materials and tools.
  Your
  undead
  monstrosity
  uses the stats from the provided
  statblock.
  During
  a
  fight,
  your
  undead monstrosity follows your
  orders
  and
  acts
  immediately
  after you in the initiative order.
  It can only take one action and
  move, but has no bonus actions.
  You
  can
  give
  your
  undead
  monstrosity
  new
  orders
  as
  a
  3
  Mortificer
  Artificer
  levels
  Mortificer features
  3rd
  Tool Proficiency,
  Mortificer Spells,
  Undead Monstrosity
  5th
  Syphon Life
  9th
  Arcane Corpse
  15th
  Morbic Mastery
  Artificer
  levels
  Mortificer Spells
  3rd
  false life, inflict
  wounds
  5th
  gentle ripose, ray of
  enfeeblement
  9th
  animate dead, revivify
  13th
  blight, death ward
  17th
  contagion, raise dead
  
  bonus action on your turn. If you
  give
  it
  no
  new
  orders,
  it
  will
  continue to follow the last order
  you gave it.
  Your
  undead
  monstrosity
  does
  not
  lose
  hit
  points
  from
  attacks
  or
  effects
  that
  deal
  necrotic
  damage,
  but
  instead
  regains half that many hit points.
  It cannot regain hit points from
  spells such as Cure Wounds or
  Healing Word. It is also immune
  to poison damage and to being
  poisoned, but is vulnerable to fire
  damage.
  Finally,
  your
  undead
  monstrosity
  has
  one
  of
  the
  following
  features.
  When
  you
  reach 5th level in this class, it
  gets another feature, and again
  on levels 9th and 15th. These
  features are fixed and cannot be
  replaced
  until
  your
  undead
  monstrosity
  is
  destroyed
  and
  you
  make
  a
  new
  one.
  Each
  feature can only be chosen once.
  •
  Acidic
  Spit:
  Your
  undead
  monstrosity has a gland that
  can expel acidic spit. On its
  turn, instead of a slam attack,
  the
  undead
  monstrosity
  can
  make
  a
  spit
  attack;
  Ranged
  Weapon
  Attack:
  +0
  to
  hit,
  range 15 ft., one creature. Hit:
  2d6 acid damage. When you
  reach level 10 in this class,
  the damage increases to 2d8.
  •
  Beast of Burden: Your undead
  monstrosity
  can
  carry
  twice
  the weight it normally could
  for its Strength score and size.
  It
  has
  an
  advantage
  on
  Strength ability checks.
  •
  Blades of Bones: Your undead
  monstrosity
  sprouts
  sharp
  bones
  out
  from
  various
  locations
  on
  its
  body.
  It
  replaces its slam attack with
  a
  boneblade
  attack;
  Melee
  Weapon
  Attack:
  +4
  to
  hit,
  reach 5 ft., one creature. Hit:
  1d8
  +
  2
  piercing
  damage.
  When you reach level 10 in
  this
  class,
  the
  damage
  increases to 1d10 + 2.
  •
  Conduit:
  Your
  undead
  monstrosity
  is
  resistant
  to
  lightning damage. In addition,
  on its first turn after taking
  lightning
  damage,
  its
  melee
  attack
  deals
  additional
  1d6
  lightning
  damage.
  When
  you
  reach level 10 in this class,
  the
  melee
  attack
  deals
  additional
  1d8
  lightning
  damage instead.
  •
  Detonate:
  Your
  undead
  monstrosity can burst into a
  ball of fire as its action. All
  creatures
  within
  a
  10-foot
  radius from it must make a
  Dexterity
  saving
  throw
  against your spell save DC. On
  a failure, they take 4d10 fire
  damage, or half as much if
  they succeed. If your undead
  monstrosity takes 10 or more
  fire
  damage
  from
  a
  single
  source,
  they
  also
  explode.
  This explosion can only occur
  4
  Mortificer
  
  once, after which your undead
  monstrosity
  is
  destroyed.
  When you reach level 10 in
  this class, the range of the
  detonation extends to a 20-
  foot radius.
  •
  Fire
  Deterred:
  Your
  undead
  monstrosity
  is
  no
  longer
  vulnerable to fire.
  •
  Infected:
  Your
  undead
  monstrosity
  is
  infected.
  Whenever it strikes a creature
  with
  a
  melee
  attack,
  that
  creature
  must
  make
  a
  Constitution
  saving
  throw
  against your spell save DC. If
  it fails, they take additional
  1d6
  poison
  damage
  and
  are
  poisoned
  for
  one
  minute.
  When you reach the 10th level
  of
  this
  class,
  the
  damage
  becomes 1d8 poison damage
  instead.
  •
  Intelligent:
  Your
  undead
  monstrosity’s
  Intelligence
  score increases to 5 and it is
  now
  able
  to
  make
  its
  own
  decisions. You no longer need
  to
  give
  it
  commands
  during
  fights for it to change tactics
  (it will still follow commands
  when given). In addition, it can
  learn
  another
  language
  of
  your choice (that you know)
  and is capable of speaking.
  •
  Mindless:
  Your
  undead
  monstrosity becomes immune
  to the charmed condition. It
  cannot have this feature if it
  also
  has
  the
  Intelligent
  feature.
  5
  Mortificer
  
  •
  Runner:
  Your
  undead
  monstrosity’s speed increases
  by +10. When you reach the
  10th level of this class, its
  speed increases by +20.
  •
  Sentry:
  Your
  undead
  monstrosity
  adds
  your
  proficiency
  bonus
  to
  its
  Wisdom
  (Perception)
  checks.
  As long as it remains in one
  place and does not move, its
  passive
  Perception
  increases
  by +5.
  Syphon Life
  At 5th level, when you roll
  necrotic damage from an attack
  that
  you
  control,
  that
  attack
  deals additional necrotic damage
  equal
  to
  your
  Intelligence
  modifier.
  In
  addition,
  when
  a
  living
  creature
  (i.e.
  neither
  a
  construct nor undead) within 30
  feet
  from
  you
  takes
  necrotic
  damage from a spell that you
  control,
  you
  regain
  half
  that
  many hit points, up to your hit
  points maximum.
  Arcane Corpse
  When
  you
  reach
  9th
  level,
  you
  can
  imbue
  your
  undead
  monstrosity with a single cantrip
  or spell. Until you finish a long
  rest,
  your
  undead
  monstrosity
  can cast the spell as its action,
  even if it only requires a bonus
  action, using your spell attack
  bonus
  and
  spell
  save
  DC,
  and
  spending your spell slots if not a
  cantrip.
  When
  your
  undead
  monstrosity
  casts
  the
  imbued
  spell,
  it
  is
  always
  cast
  at
  its
  lowest level, even if you spend a
  higher level spell slot. Whenever
  you finish a long rest, you can
  imbue your undead monstrosity
  again, either with the same spell
  or a different one.
  You
  can
  only
  imbue
  your
  undead
  monstrosity
  with
  a
  cantrip
  that
  you
  know
  or
  an
  artificer spell that you can cast.
  If you switch out that cantrip for
  another one when you gain a new
  level, your undead monstrosity
  loses its cantrip and you must
  imbue it with a new one once
  you’ve finished a long rest.
  Morbid Mastery
  As a master mortificer, you
  gain the following benefits when
  you reach 15th level:
  •
  You
  can
  create
  two
  undead
  monstrosities,
  following
  the
  guidelines
  above.
  Each
  can
  have 4 features, and you can
  either assign them the 4 same
  features
  or
  different
  4
  features
  each.
  You
  must
  imbue both monstrosities with
  the same spell when you use
  the
  Arcane
  Corpse
  feature.
  You
  cannot
  create
  a
  third
  undead monstrosity while you
  have the other two.
  •
  Once per long rest, when you
  cast the animate dead spell,
  you
  can
  give
  the
  undead
  servant
  one
  feature
  from
  6
  Mortificer
  
  those
  available
  to
  your
  undead
  monstrosities.
  You
  must do this at the same time
  as when you cast the spell.
  •
  Through your arcane studies
  into
  immortality,
  you
  have
  devised
  arcane
  means
  that
  can
  extend
  your
  life
  unnaturally.
  For
  every
  10
  years that pass from this time
  onward, your body ages only 1
  year.
  New Infusions
  Spectral Armor
  Prerequisite: 6th level artificer
  Item: A suit of armor (requires
  attunement)
  A creature gains a +1 bonus to
  Armor Class while wearing this
  armor.
  This
  suit
  of
  armor
  has
  3
  charges.
  While
  wearing
  it,
  the
  wearer
  can
  spend
  one
  of
  its
  charges to become etherial until
  the
  end
  of
  their
  turn.
  While
  etherial, they can move through
  solid
  objects,
  walls,
  and
  other
  creatures
  as
  if
  they
  weren’t
  there.
  If
  they
  end
  their
  turn
  inside an object or in a space
  that
  is
  occupied
  by
  another
  creature,
  they
  are
  immediately
  forced
  into
  the
  nearest
  unoccupied
  space
  that
  can
  fit
  them, and they take 2d8 force
  damage. The armor regains all
  spent charges daily at dawn.
  Wand of Bones
  Item:
  A
  wand
  (requires
  attunement by a spellcaster)
  A creature that uses this wand as
  a focus to cast a spell from the
  school of necromancy increases
  their spell save DC by +1. This
  bonus increases to +2 at 10th
  level of this class.
  Weapon of Necrosis
  Prerequisite: 6th level artificer
  Item: A melee weapon
  A creature gains a +1 bonus to
  attack and damage rolls made
  with this weapon.
  Whenever
  the
  wielder
  hits
  another
  creature
  with
  this
  weapon, that creature needs to
  make
  a
  Constitution
  saving
  throw.
  If
  it
  fails,
  it
  takes
  additional 1d4 necrotic damage
  and is poisoned until the end of
  the
  wielder’s
  next
  turn.
  A
  creature
  that
  is
  immune
  to
  necrotic damage is also immune
  to
  being
  poisoned
  by
  this
  weapon.
  7
  Mortificer
  
  8
  Mortificer
  Undead Monstrosity
  Medium undead, unaligned
  Armor Class 10 (natural armor)
  Hit Points equal to the undead monstrosity’s Constitution modifier +
  your Intelligence modifier + five times your level in this class
  Speed 20 ft.
  Saving Throws WIS +0
  Damage Vulnerabilities fire
  Damage Immunities poison
  Condition Immunities poisoned
  Senses darkvision 60 ft., passive perception 8
  Languages understands one of your languages (your choice) but can’t
  speak
  Fueled by Death. Instead of losing hit points to necrotic damage,
  the undead monstrosity regains half that many hit points, up to its hit
  points maximum.
  Might of the Master. The following numbers increase by 1 when
  your proficiency bonus increases by 1: the monstrosity’s skill and
  saving throw bonuses (above), the bonuses to hit and damage of its
  attacks, its Armor Class.
  Undead Fortitude. If damage reduces the zombie 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 zombie drops to 1 hit point instead.
  Actions
  Slam. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit:
  5 (1d6 + 2) bludgeoning damage.
  Str
  Dex
  Con
  Int
  Wis
  Cha
  15 (+2)
  6 (-2)
  16 (+3)
  3 (-4)
  6 (-2)
  5 (-3)
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/5th Edition (5e)/3rd Party/Óskar Örn Eggertsson - Mortificer - Artificer Specialization.pdf