You are on page 1of 7

Grim‌‌Hollow:‌‌Artificer‌‌Playtest‌ 

 ‌

 ‌
Ownership‌‌&‌‌Copyright‌  ‌ ‌
The‌‌following‌‌is‌‌playtest‌‌content‌‌and‌‌is‌‌not‌‌considered‌‌a‌‌commercial‌‌product.‌‌Ghostfire‌‌Gaming‌‌does‌‌not‌‌claim‌‌ 
ownership‌‌of‌‌any‌‌graphical‌‌design,‌‌they‌‌belong‌‌to‌‌their‌‌respective‌‌owners,‌‌excluding‌‌illustrations.‌‌The‌‌ 
contained‌‌content‌‌is‌‌not‌‌indicative‌‌of‌‌any‌‌final‌‌product.‌‌Mechanics,‌‌artistic‌‌style‌‌and‌‌language‌‌will‌‌likely‌‌change‌‌ 
between‌‌playtest‌‌periods.‌‌   ‌
Product‌‌Identity‌:‌‌The‌‌following‌‌items‌‌are‌‌hereby‌‌identified‌‌as‌‌Product‌‌Identity,‌‌as‌‌defined‌‌in‌‌the‌‌Open‌‌ 
Game‌‌License‌‌version‌‌1.0a,‌‌Section‌‌1(e),‌‌and‌‌are‌‌not‌‌Open‌‌Content:‌‌All‌‌trademarks,‌‌registered‌‌trademarks,‌‌ 
proper‌‌names‌‌(characters,‌‌deities,‌‌etc.),‌‌dialogue,‌‌plots,‌‌storylines,‌‌locations,‌‌characters,‌‌illustrations,‌‌and‌‌trade‌‌ 
dress.‌‌(Elements‌‌that‌‌have‌‌previously‌‌been‌‌designated‌‌as‌‌Open‌‌Game‌‌Content‌‌or‌‌are‌‌in‌‌the‌‌public‌‌domain‌‌are‌‌ 
not‌‌included‌‌in‌‌this‌‌declaration.)‌‌   ‌
Open‌‌Content‌:‌‌Except‌‌for‌‌material‌‌designated‌‌as‌‌Product‌‌Identity‌‌(see‌‌above),‌‌the‌‌game‌‌mechanics‌‌of‌‌ 
this‌‌game‌‌product‌‌are‌‌Open‌‌Game‌‌Content,‌‌as‌‌defined‌‌in‌‌the‌‌Open‌‌Game‌‌License‌‌version‌‌1.0a‌‌Section‌‌1(d).‌‌No‌‌ 
portion‌‌of‌‌this‌‌work‌‌other‌‌than‌‌the‌‌material‌‌designated‌‌as‌‌Open‌‌Game‌‌Content‌‌may‌‌be‌‌reproduced‌‌in‌‌any‌‌form‌‌ 
without‌‌written‌‌permission.‌‌   ‌
 ‌
 ‌

Feedback‌‌   ‌
Please‌‌leave‌‌us‌‌your‌‌valuable‌‌feedback‌‌on‌‌this‌‌Playtest‌‌by‌‌submitting‌‌a‌‌"G‌ rim‌‌Hollow:‌‌Artificer‌‌-‌‌Playtest‌‌ 
Feedback‌‌Form‌"‌‌entry.‌‌Click‌‌the‌‌hyperlink,‌‌to‌‌be‌‌redirected‌‌to‌‌the‌‌form.‌  ‌
   ‌
Machine‌‌Cultist‌  ‌ 17th‌  ‌ contact‌‌other‌‌plane‌,‌f‌lame‌‌strike‌  ‌

The‌‌Dread‌‌Machine,‌‌an‌‌impossible‌‌  
technological‌‌advancement‌‌from‌‌the‌‌far‌‌   Cog‌‌in‌‌the‌‌Machine‌  ‌
future,‌‌whispers‌‌in‌‌your‌‌mind,‌‌demanding‌‌  
you‌‌build‌‌it.‌‌How‌‌does‌‌it‌‌speak‌‌to‌‌you‌‌if‌‌it‌‌
  At‌‌3rd‌‌level,‌‌the‌‌Dread‌‌Machine‌‌has‌‌  
doesn’t‌‌yet‌‌exist?‌‌How‌‌can‌‌a‌‌machine‌‌   augmented‌‌your‌‌abilities‌‌to‌‌better‌‌serve‌‌as‌‌  
instruct‌‌its‌‌creator‌‌on‌‌its‌‌own‌‌design?‌‌  one‌‌of‌‌its‌‌creators.‌‌You‌‌learn‌‌the‌e ‌ ldritch‌‌  
What‌‌goals‌‌does‌‌it‌‌have‌‌beyond‌‌ensuring‌‌   blast‌‌‌cantrip.‌‌This‌‌cantrip‌‌counts‌‌as‌‌an‌‌  
its‌‌own‌‌creation?‌‌These‌‌are‌‌questions‌‌you‌‌   artificer‌‌spell‌‌for‌‌you‌‌but‌‌does‌‌not‌‌count‌‌  
will‌‌never‌‌answer.‌‌There‌‌won’t‌‌be‌‌time.‌‌   against‌‌your‌‌cantrips‌‌known.‌  ‌
You’ll‌‌be‌‌too‌‌busy‌‌building‌‌the‌‌Dread‌‌   In‌‌addition,‌‌the‌‌Dread‌‌Machine‌‌is‌‌  
Machine‌‌and‌‌its‌‌hellish‌‌conveyance.‌  ‌ constantly‌‌sending‌‌encoded‌‌messages‌‌  
from‌‌the‌‌future‌‌to‌‌ensure‌‌you‌‌survive‌‌long‌‌  
enough‌‌to‌‌build‌‌it.‌‌You‌‌can‌‌use‌‌a‌‌bonus‌‌  
Tool‌‌Proficiency‌  ‌ action‌‌to‌‌receive‌‌and‌‌decode‌‌such‌‌a ‌‌
message.‌‌When‌‌you‌‌do,‌‌you‌‌gain‌‌one‌‌of‌‌  
Starting‌‌at‌‌3rd‌‌level,‌‌when‌‌you‌‌choose‌‌this‌‌  
the‌‌following‌‌benefits‌‌of‌‌your‌‌choice:‌  ‌
specialty,‌‌you‌‌gain‌‌proficiency‌‌with‌‌smith’s‌‌  
● For‌‌the‌‌next‌‌minute,‌‌when‌‌you‌‌  
tools.‌‌If‌‌you‌‌already‌‌have‌‌this‌‌proficiency,‌‌
 
make‌‌an‌‌ability‌‌check‌‌or‌‌saving‌‌  
you‌‌gain‌‌proficiency‌‌with‌‌one‌‌other‌‌type‌‌of‌‌ 
throw‌‌you‌‌roll‌‌a‌‌1d4‌‌and‌‌add‌‌it‌‌to‌‌  
artisan’s‌‌tools‌‌of‌‌your‌‌choice.‌  ‌
the‌‌result.‌  ‌
● For‌‌the‌‌next‌‌hour,‌‌you‌‌add‌‌your‌‌  
Machine‌‌Cultist‌‌Spells‌  ‌ proficiency‌‌bonus‌‌to‌‌ability‌‌checks‌‌  
made‌‌to‌‌determine‌‌initiative‌‌and‌‌  
Beginning‌‌at‌‌3rd‌‌level,‌‌you‌‌always‌‌have‌‌  
cannot‌‌be‌‌surprised.‌  ‌
certain‌‌spells‌‌prepared‌‌after‌‌you‌‌reach‌‌  
● You‌‌can‌‌replace‌‌a‌‌number‌‌of‌‌  
particular‌‌levels‌‌in‌‌this‌‌class,‌‌as‌‌shown‌‌in‌‌  
artificer‌‌spells‌‌you‌‌have‌‌prepared‌‌  
the‌‌Machine‌‌Cultist‌‌Spells‌‌table.‌‌These‌‌  
up‌‌to‌‌your‌‌Intelligence‌‌modifier‌‌  
spells‌‌count‌‌as‌‌artificer‌‌spells‌‌for‌‌you,‌‌but‌‌ 
(minimum‌‌1)‌‌with‌‌any‌‌other‌‌artificer‌‌  
they‌‌don’t‌‌count‌‌against‌‌the‌‌number‌‌of‌‌  
spells‌‌of‌‌a‌‌level‌‌you‌‌can‌‌cast.‌  ‌
artificer‌‌spells‌‌you‌‌prepare.‌  ‌
Once‌‌you‌‌use‌‌this‌‌bonus‌‌action,‌‌you‌‌can’t‌‌  
 ‌
use‌‌it‌‌again‌‌until‌‌you‌‌finish‌‌a‌‌short‌‌or‌‌long‌‌  
 ‌
rest.‌  ‌
 ‌

   ‌
Machine‌‌Cultist‌‌Spells‌  ‌

Artificer‌‌
  Spell‌  ‌
Level‌  ‌

3rd‌  ‌ hellish‌‌rebuke‌,‌h
‌ ex‌  ‌

5th‌  ‌ enthrall‌,‌s‌ corching‌‌ray‌  ‌

9th‌  ‌ fear‌,‌s‌ tinking‌‌cloud‌  ‌

13th‌  ‌ ‌ all‌‌of‌‌fire‌  ‌
Evard’s‌‌black‌‌tentacles‌,‌w
Infernal‌‌Engine‌  ‌ ● While‌‌you‌‌are‌‌on‌‌the‌‌same‌‌plane‌‌  
as‌‌your‌‌Infernal‌‌Engine,‌‌you‌‌know‌‌  
Also‌‌at‌‌3rd‌‌level,‌‌the‌‌mechanical‌‌designs‌‌   the‌‌direction‌‌and‌‌distance‌‌to‌‌it.‌  ‌
that‌‌plague‌‌your‌‌mind‌‌allow‌‌you‌‌to‌‌turn‌‌a ‌‌ ● Whilst‌‌in‌‌the‌‌demiplane,‌‌your‌‌  
vehicle‌‌you‌‌are‌‌touching‌‌into‌‌an‌‌Infernal‌‌   Infernal‌‌Engines‌‌repair‌‌up‌‌to‌‌half‌‌  
Engine.‌‌As‌‌a‌‌10-minute‌‌ritual‌‌and‌‌   their‌‌hit-point‌‌maximum‌‌every‌‌24‌‌  
provided‌‌you‌‌have‌‌smith’s‌‌tools‌‌in‌‌hand‌‌   hours‌  ‌
and‌‌meet‌‌the‌‌level‌‌requirement,‌‌you‌‌can‌‌   You‌‌can‌‌perform‌‌a‌‌10-minute‌‌ritual‌‌to‌‌  
convert‌‌a‌‌mundane‌‌vehicle‌‌into‌‌your‌‌   banish‌‌your‌‌Infernal‌‌Engine‌‌into‌‌an‌‌empty‌‌  
Infernal‌‌Engine,‌‌with‌‌statistics‌‌in‌‌the‌‌list‌‌
  demiplane.‌‌When‌‌you‌‌complete‌‌the‌‌ritual,‌‌  
below‌‌that‌‌closest‌‌resemble‌‌the‌‌converted‌‌   all‌‌creatures‌‌aboard‌‌your‌‌Infernal‌‌Engine‌‌  
vehicle.‌   ‌ ‌ fall‌‌until‌‌they‌‌hit‌‌the‌‌ground‌‌or‌‌water,‌‌ 
Your‌‌Infernal‌‌Engine‌‌has‌‌the‌‌   taking‌‌any‌‌falling‌‌damage‌‌as‌‌normal.‌‌You‌‌  
following‌‌benefits:‌  ‌ can‌‌summon‌‌your‌‌Infernal‌‌Engine‌‌from‌‌  
● You‌‌can‌‌operate‌‌your‌‌Infernal‌‌   this‌‌demiplane‌‌into‌‌an‌‌unoccupied‌‌space‌‌  
Engine‌‌alone‌‌without‌‌a‌‌crew.‌‌   as‌‌an‌‌action,‌‌provided‌‌there‌‌is‌‌enough‌‌  
Nobody‌‌else‌‌can‌‌operate‌‌your‌‌   space‌‌within‌‌100‌‌feet‌‌of‌‌you.‌‌If‌‌your‌‌  
Infernal‌‌Engine‌‌vehicle.‌  ‌ Infernal‌‌Engine‌‌is‌‌destroyed,‌‌you‌‌need‌‌to‌‌  
● Your‌‌Infernal‌‌Engine‌‌does‌‌not‌‌   convert‌‌another‌‌comparable‌‌mundane‌‌  
require‌‌laborers,‌‌fuel,‌‌or‌‌animals‌‌to‌‌   vehicle‌‌to‌‌replace‌‌it.‌  ‌
move.‌  ‌ You‌‌can‌‌have‌‌up‌‌to‌‌one‌‌of‌‌each‌‌of‌‌  
● You‌‌are‌‌considered‌‌proficient‌‌with‌‌   the‌‌below‌‌Infernal‌‌Engines‌‌stored‌‌within‌‌  
all‌‌vehicles‌‌for‌‌the‌‌purpose‌‌of‌‌
  the‌‌demiplane‌‌at‌‌any‌‌given‌‌time.‌‌    ‌
ability‌‌checks‌‌you‌‌make‌‌to‌‌control‌‌  
or‌‌maneuver‌‌your‌‌Infernal‌‌Engine.‌‌  
Your‌‌proficiency‌‌bonus‌‌is‌‌doubled‌‌  
for‌‌such‌‌ability‌‌checks.‌  ‌
 ‌
 ‌
Vehicles‌  ‌ Speed‌  ‌ Traveling‌‌
Speed‌  ‌
  Passengers*‌  ‌ Cargo‌  AC‌  ‌ HP‌  ‌
(tons)*‌  ‌
  Damage‌‌
   ‌ Level‌‌
  Dimensions‌‌
Threshold*‌  ‌ Requirement‌  ‌ (LxW)‌ 
 

Carriage‌  ‌ 60‌‌ft.‌  ‌ 10‌‌mph‌  ‌ 4‌  ‌ 2‌‌½‌‌


   ‌ 13‌  ‌ 100‌  ‌ 5‌  ‌ 6‌  ‌ 15x5‌  ‌

Wagon‌  ‌ 40‌‌ft.‌  ‌ 8‌‌mph‌  ‌ 8‌  ‌ 4‌  ‌ 11‌  ‌ 80‌  ‌ -‌  ‌ 3‌  ‌ 15x5‌  ‌

Rowboat‌  ‌ 30‌‌ft.‌  ‌ 1‌‌½‌ ‌mph‌  ‌ 3‌  ‌ ½‌‌


   ‌ 10‌  ‌ 50‌  ‌ -‌  ‌ 3‌  ‌ 10x5‌  ‌

Airship‌  ‌ 80‌‌ft.‌  ‌ 8‌‌mph‌  ‌ 20‌  ‌ 1‌  ‌ 13‌  ‌ 300‌  ‌ -‌  ‌ 14‌  ‌ 70x15‌  ‌

Armoured‌‌   60‌‌ft.‌  ‌ 6‌‌mph‌  ‌ 4‌  ‌ 1‌  ‌ 15‌  ‌ 200‌  ‌ 15‌  ‌ 14‌  ‌ 10x5‌  ‌
Carriage‌  ‌

Sailing‌‌  35‌‌ft.‌  ‌ 2‌‌mph‌  ‌ 20‌  ‌ 100‌  ‌ 15‌  ‌ 300‌  ‌ 15‌  ‌ 10‌  ‌ 60x20‌  ‌
Ship‌  ‌

Chariot‌  ‌ 60‌‌ft.‌  ‌ 10‌‌mph‌  ‌ 2‌  ‌ ½‌‌


   ‌ 13‌  ‌ 50‌  ‌ 10‌  ‌ 3‌  ‌ 10x5‌  ‌

*Refer‌‌to‌‌pages‌‌118-120‌‌of‌‌the‌D
‌ MG‌f‌or‌‌a‌‌detailed‌‌explanation.‌  ‌
Eldritch‌‌Ordnance‌  ‌ creature‌‌can‌‌attempt‌‌another‌‌Wisdom‌‌  
saving‌‌throw.‌‌On‌‌a‌‌successful‌‌save,‌‌the‌‌  
At‌‌5th‌‌level,‌‌when‌‌you‌‌cast‌e‌ ldritch‌‌blast‌, ‌‌ effect‌‌ends‌‌for‌‌that‌‌creature.‌  ‌
you‌‌add‌‌your‌‌Intelligence‌‌modifier‌‌to‌‌the‌‌   A‌‌creature‌‌that‌‌succeeds‌‌on‌‌the‌‌ 
damage‌‌rolls‌‌if‌‌you‌‌don’t‌‌already‌‌add‌‌an‌‌   saving‌‌throw‌‌is‌‌immune‌‌to‌‌this‌‌feature‌‌for‌‌
 
ability‌‌modifier‌‌to‌‌them.‌  ‌ the‌‌next‌‌24‌‌hours.‌  ‌
In‌‌addition,‌‌while‌‌aboard‌‌your‌‌ 
Infernal‌‌Engine,‌‌any‌‌artificer‌‌spell‌‌you‌‌cast‌‌  
that‌‌deals‌‌damage‌‌deals‌‌an‌‌additional‌‌1d8‌‌   Apocalypse‌‌Body‌‌
 
damage‌‌of‌‌the‌‌same‌‌type‌‌against‌‌one‌‌   Preparation‌  ‌
target‌‌of‌‌your‌‌choice.‌  ‌
At‌‌15th‌‌level,‌‌your‌‌body‌‌undergoes‌‌  
changes‌‌in‌‌preparation‌‌for‌‌the‌‌Dread‌‌  
Dread‌‌Pact‌‌Magic‌  ‌ Machine’s‌‌arrival.‌‌You‌‌gain‌‌the‌‌following‌‌  
benefits:‌  ‌
Starting‌‌at‌‌9th‌‌level,‌‌the‌‌Dread‌‌Machine‌‌  
● You‌‌have‌‌resistance‌‌to‌‌damage‌‌  
grants‌‌you‌‌greater‌‌power‌‌in‌‌exchange‌‌for‌‌  
from‌‌magic.‌  ‌
your‌‌ongoing‌‌pledge‌‌to‌‌create‌‌it‌‌at‌‌all‌‌cost.‌‌  
● You‌‌can‌‌see‌‌frightened‌‌creatures‌‌  
You‌‌can‌‌cast‌‌any‌‌artificer‌‌spell‌‌you‌‌have‌‌  
as‌‌if‌‌you‌‌had‌‌truesight‌‌out‌‌to‌‌a ‌‌
prepared‌‌without‌‌expending‌‌a‌‌spell‌‌slot.‌‌  
distance‌‌of‌‌300‌‌feet.‌  ‌
This‌‌spell‌‌is‌‌cast‌‌as‌‌if‌‌you‌‌had‌‌expended‌‌  
● While‌‌you‌‌are‌‌aboard‌‌your‌‌Infernal‌‌  
the‌‌highest-level‌‌spell‌‌slot‌‌available‌‌to‌‌an‌‌  
Engine,‌‌the‌‌vehicle‌‌has‌‌resistance‌‌  
artificer‌‌of‌‌your‌‌level‌‌in‌‌this‌‌class.‌‌Once‌‌
 
to‌‌all‌‌damage‌‌and‌‌advantage‌‌on‌‌  
you‌‌cast‌‌a‌‌spell‌‌in‌‌this‌‌way,‌‌you‌‌can’t‌‌do‌‌
 
saving‌‌throws.‌  ‌
so‌‌again‌‌until‌‌you‌‌finish‌‌a‌‌long‌‌rest.‌  ‌
   ‌

Infernal‌‌Dread‌  ‌
Starting‌‌at‌‌9th‌‌level,‌‌the‌‌Dread‌‌Machine‌‌  
has‌‌imbued‌‌your‌‌Infernal‌‌Engine‌‌with‌‌  
greater‌‌eldritch‌‌power.‌‌While‌‌you‌‌are‌‌  
touching‌‌your‌‌Infernal‌‌Engine,‌‌you‌‌can‌‌  
use‌‌a‌‌bonus‌‌action‌‌to‌‌make‌‌your‌‌Infernal‌‌  
Engine‌‌emit‌‌a‌‌120‌‌foot‌‌aura‌‌of‌‌dread‌‌for‌‌1 ‌‌
minute.‌‌When‌‌you‌‌use‌‌this‌‌feature,‌‌you‌‌  
can‌‌choose‌‌any‌‌number‌‌of‌‌creatures‌‌you‌‌  
can‌‌see‌‌to‌‌be‌‌unaffected‌‌by‌‌this‌‌feature.‌‌  
Whenever‌‌an‌‌affected‌‌creature‌‌that‌‌can‌‌  
see‌‌you‌‌enters‌‌the‌‌area‌‌of‌‌this‌‌feature‌‌or‌‌  
starts‌‌its‌‌turn‌‌within‌‌it,‌‌they‌‌must‌‌succeed‌‌  
on‌‌a‌‌Wisdom‌‌saving‌‌throw‌‌against‌‌your‌‌  
spell‌‌DC.‌‌On‌‌a‌‌failed‌‌save,‌‌the‌‌creature‌‌  
becomes‌‌frightened‌‌of‌‌you.‌‌While‌‌  
frightened‌‌this‌‌way,‌‌a‌‌creature‌‌must‌‌take‌‌  
the‌‌Dash‌‌action‌‌and‌‌move‌‌away‌‌from‌‌you‌‌  
by‌‌the‌‌safest‌‌route‌‌on‌‌each‌‌of‌‌its‌‌turns,‌‌  
unless‌‌there‌‌is‌‌nowhere‌‌to‌‌move.‌‌If‌‌the‌‌  
creature‌‌ends‌‌its‌‌turn‌‌in‌‌a‌‌location‌‌where‌‌it‌‌  
doesn't‌‌have‌‌line‌‌of‌‌sight‌‌to‌‌you,‌‌the‌‌ 
Reanimator‌  ‌ 9th‌  ‌ revivify‌,‌c‌ all‌‌lightning‌  ‌

Most‌‌artificers‌‌prefer‌‌to‌‌work‌‌with‌‌  13th‌  ‌ death‌‌ward‌,‌s‌ ummon‌‌construct‌  ‌


TCE‌
chemicals‌‌or‌‌metals,‌‌but‌‌you‌‌work‌‌with‌‌     ‌ ‌
flesh‌‌and‌‌bone.‌‌Other‌‌artificers‌‌are‌‌known‌‌  
17th‌  ‌ danse‌‌macabre‌‌‌XGE‌,‌r‌ aise‌‌dead‌  ‌
to‌‌push‌‌boundaries‌‌in‌‌pursuit‌‌of‌‌magical‌‌  
advancement,‌‌but‌‌you‌‌transgress‌‌even‌‌  
those‌‌limits.‌‌These‌‌differences‌‌have‌‌   Modern‌‌Prometheus‌  ‌
resulted‌‌in‌‌your‌‌unique‌‌ability‌‌to‌‌
 
manipulate‌‌the‌‌states‌‌of‌‌life‌‌and‌‌death.‌‌  Your‌‌transgressive‌‌experiments‌‌with‌‌life‌‌  
Others‌‌may‌‌believe‌‌these‌‌states‌‌are‌‌   after‌‌death‌‌have‌‌borne‌‌fruit,‌‌and‌‌you‌‌have‌‌  
static,‌‌but‌‌to‌‌a‌‌reanimator‌‌they‌‌are‌‌  created‌‌a‌‌composite‌‌golem.‌‌It’s‌‌friendly‌‌to‌‌  
dynamic—what‌‌is‌‌living‌‌may‌‌die,‌‌and‌‌what‌‌   you‌‌and‌‌your‌‌companions‌‌and‌‌obeys‌‌your‌‌  
is‌‌dead‌‌may‌‌live‌‌again.‌  commands.‌‌See‌‌its‌‌game‌‌statistics‌‌in‌‌the‌‌  
Composite‌‌Golem‌‌stat‌‌block,‌‌which‌‌uses‌‌  
your‌‌proficiency‌‌bonus‌‌(PB)‌‌in‌‌several‌‌  
Tool‌‌Proficiency‌  ‌ places.‌‌Your‌‌composite‌‌golem‌‌is‌‌covered‌‌  
Starting‌‌when‌‌you‌‌choose‌‌this‌‌specialty‌‌at‌‌   in‌‌the‌‌stitches‌‌and‌‌staples‌‌necessary‌‌to‌‌  
3rd‌‌level,‌‌you‌‌gain‌‌proficiency‌‌with‌‌  keep‌‌the‌‌various‌‌body‌‌parts‌‌it's‌‌composed‌‌  
surgeon’s‌‌tools.‌‌If‌‌you‌‌already‌‌have‌‌this‌‌  of‌‌attached‌‌to‌‌one‌‌another.‌  ‌
proficiency,‌‌you‌‌gain‌‌proficiency‌‌with‌‌one‌‌   In‌‌combat,‌‌the‌‌golem‌‌shares‌‌your‌‌  
other‌‌type‌‌of‌‌artisan’s‌‌tools‌‌of‌‌your‌‌choice.‌  ‌ initiative‌‌count,‌‌but‌‌it‌‌takes‌‌its‌‌turn‌‌ 
 ‌ immediately‌‌after‌‌yours.‌‌It‌‌can‌‌move‌‌and‌‌  
use‌‌its‌‌reaction‌‌on‌‌its‌‌own,‌‌but‌‌the‌‌only‌‌  
New‌‌Artisan‌‌Tool:‌‌Surgeon’s‌‌Tools‌  ‌
action‌‌it‌‌takes‌‌on‌‌its‌‌turn‌‌is‌‌the‌‌Dodge‌‌  
Surgeons‌‌tools‌‌include‌‌scalpels,‌‌  
syringes,‌‌a‌‌vial‌‌of‌‌mild‌‌sedative,‌‌three‌‌
  action,‌‌unless‌‌you‌‌take‌‌a‌‌bonus‌‌action‌‌on‌‌  
rolls‌‌of‌‌gauze,‌‌and‌‌a‌‌bonesaw.‌‌These‌‌   your‌‌turn‌‌to‌‌command‌‌it‌‌to‌‌take‌‌another‌‌  
tools‌‌weigh‌‌5‌‌lbs‌‌and‌‌cost‌‌25‌‌gp.‌  ‌ action.‌‌That‌‌action‌‌can‌‌be‌‌one‌‌in‌‌its‌‌stat‌‌  
block‌‌or‌‌some‌‌other‌‌action.‌‌If‌‌you‌‌are‌‌  
incapacitated,‌‌the‌‌golem‌‌can‌‌take‌‌any‌‌  
Reanimator‌‌Spells‌  ‌ action‌‌of‌‌its‌‌choice,‌‌not‌‌just‌‌Dodge.‌  ‌
If‌‌you‌‌spend‌‌a‌‌minute‌‌treating‌‌your‌‌  
Beginning‌‌at‌‌3rd‌‌level,‌‌you‌‌always‌‌have‌‌  
golem‌‌with‌‌surgeon’s‌‌tools,‌‌it‌‌regains‌‌2d6‌‌  
certain‌‌spells‌‌prepared‌‌after‌‌you‌‌reach‌‌  
hit‌‌points.‌‌If‌‌it‌‌has‌‌died‌‌within‌‌the‌‌last‌‌hour,‌‌  
particular‌‌levels‌‌in‌‌this‌‌class,‌‌as‌‌shown‌‌in‌‌ 
you‌‌can‌‌use‌‌your‌‌surgeon’s‌‌tools‌‌as‌‌an‌‌  
the‌‌Reanimator‌‌Spells‌‌table.‌‌These‌‌spells‌‌  
action‌‌to‌‌revive‌‌it,‌‌provided‌‌you‌‌are‌‌within‌‌  
count‌‌as‌‌artificer‌‌spells‌‌for‌‌you,‌‌but‌‌they‌‌
 
5‌‌feet‌‌of‌‌it‌‌and‌‌you‌‌expand‌‌a‌‌spell‌‌slot‌‌of‌‌  
don’t‌‌count‌‌against‌‌the‌‌number‌‌of‌‌artificer‌‌  
1st‌‌level‌‌or‌‌higher.‌‌The‌‌golem‌‌returns‌‌to‌‌  
spells‌‌you‌‌prepare.‌  ‌
life‌‌after‌‌1‌‌minute‌‌with‌‌all‌‌its‌‌hit‌‌points‌‌
 
restored.‌  ‌
Reanimator‌‌Spells‌  ‌ At‌‌the‌‌end‌‌of‌‌a‌‌long‌‌rest,‌‌you‌‌can‌‌  
create‌‌a‌‌new‌‌composite‌‌golem‌‌if‌‌you‌‌have‌‌  
Artificer‌‌
  Spell‌  ‌ surgeon’s‌‌tools‌‌and‌‌spare‌‌parts‌‌with‌‌you.‌‌  
Level‌  ‌ If‌‌you‌‌already‌‌have‌‌a‌‌golem‌‌from‌‌this‌‌  
feature,‌‌the‌‌first‌‌one‌‌immediately‌‌perishes.‌‌  
3rd‌  ‌ cure‌‌wounds‌,‌w
‌ itch‌‌bolt‌  ‌ The‌‌composite‌‌golem‌‌also‌‌perishes‌‌if‌‌you‌‌  
die.‌  ‌
5th‌  ‌ gentle‌‌repose‌,‌h
‌ old‌‌person‌  ‌
 ‌

Composite‌‌Golem‌  ‌
Medium‌‌construct‌  ‌
 ‌
Armor‌‌Class‌‌‌13‌‌(natural‌‌armor)‌  ‌
Hit‌‌Points‌‌‌5‌‌+‌‌five‌‌times‌‌your‌‌artificer‌‌level‌‌(the‌‌golem‌‌has‌‌a‌‌number‌‌of‌‌Hit‌‌Dice‌‌[d8s]‌‌ 
equal‌‌to‌‌your‌‌artificer‌‌level)‌  ‌
Speed‌‌‌30‌‌ft.‌  ‌
 ‌
STR‌‌‌16‌‌(+3)‌ D ‌ EX‌‌‌8‌‌(-1)‌ C ‌ ON‌‌‌15‌‌(+2)‌ I‌NT‌‌‌8‌‌(-1)‌ W‌ IS‌‌‌11‌‌(+0)‌ C‌ HA‌‌‌6‌‌(-2)‌  ‌
 ‌
Saving‌‌Throws‌‌‌Str‌‌+3‌‌plus‌‌PB,‌‌Con‌‌+2‌‌plus‌‌PB‌  ‌
Skills‌‌‌Athletics‌‌+4‌‌plus‌‌PB,‌‌Intimidation‌‌-2‌‌plus‌‌PB‌‌x‌‌2 ‌ ‌
Damage‌‌Resistances‌‌‌lightning,‌‌necrotic,‌‌poison‌  ‌
Condition‌‌Immunities‌‌‌charmed,‌‌exhaustion,‌‌poisoned‌  ‌
Senses‌‌‌passive‌‌Perception‌‌10‌‌+‌‌PB‌  ‌
Languages‌‌‌understands‌‌the‌‌languages‌‌you‌‌speak‌  ‌
Challenge‌‌ ‌—‌P ‌ roficiency‌‌Bonus‌‌(PB)‌‌‌equals‌‌your‌‌bonus‌  ‌

Actions‌  ‌
Slam.‌‌M
‌ elee‌‌Weapon‌‌Attack:‌‌‌your‌‌spell‌‌attack‌‌modifier‌‌to‌‌hit,‌‌reach‌‌5‌‌ft.,‌‌one‌‌target‌‌you‌‌
 
can‌‌see.‌H
‌ it:‌‌‌1d8‌‌+‌‌PB‌‌bludgeoning‌‌damage.‌  ‌

Reaction‌  ‌
Grounding‌‌Bolts.‌‌‌When‌‌the‌‌golem‌‌takes‌‌lightning‌‌damage,‌‌it‌‌gains‌‌temporary‌‌hit‌‌points‌‌  
equal‌‌to‌‌the‌‌damage‌‌it‌‌takes.‌‌As‌‌part‌‌of‌‌the‌‌same‌‌reaction,‌‌a‌‌creature‌‌within‌‌30‌‌feet‌‌of‌‌
 
your‌‌golem‌‌must‌‌succeed‌‌on‌‌a‌‌Dexterity‌‌saving‌‌throw‌‌against‌‌your‌‌artificer‌‌spell‌‌save‌‌DC‌‌  
or‌‌take‌‌lightning‌‌damage‌‌equal‌‌to‌‌the‌‌temporary‌‌hit‌‌points‌‌gained.‌‌On‌‌a‌‌success,‌‌the‌‌  
creature‌‌takes‌‌half‌‌as‌‌much‌‌lightning‌‌damage.‌  ‌

 ‌
resistances.‌‌In‌‌addition,‌‌the‌‌golem‌‌has‌‌  
Macabre‌‌Modules‌  resistance‌‌to‌‌damage‌‌from‌‌critical‌‌hits.‌ 
Beastial‌‌Components.‌‌‌Your‌‌  
Also‌‌at‌‌3rd‌‌level,‌‌you‌‌can‌‌upgrade‌‌your‌‌  composite‌‌golem‌‌incorporates‌‌animal‌‌  
composite‌‌golem‌‌in‌‌your‌‌idle‌‌time.‌‌When‌‌   components‌‌to‌‌enhance‌‌its‌‌abilities.‌‌While‌‌  
you‌‌finish‌‌a‌‌long‌‌rest,‌‌choose‌‌two‌‌
  this‌‌module‌‌is‌‌installed,‌‌your‌‌golem’s‌‌base‌‌  
macabre‌‌modules‌‌from‌‌the‌‌list‌‌below.‌‌Your‌‌   movement‌‌speed‌‌increases‌‌by‌‌10‌‌feet,‌‌it‌‌  
golem‌‌gains‌‌the‌‌benefit‌‌of‌‌these‌‌modules‌‌   has‌‌advantage‌‌on‌‌Wisdom‌‌(Perception)‌‌  
until‌‌you‌‌use‌‌this‌‌feature‌‌again.‌‌Starting‌‌at‌‌   ability‌‌checks‌‌that‌‌rely‌‌on‌‌scent,‌‌and‌‌it‌‌has‌‌  
9th‌‌level,‌‌you‌‌can‌‌choose‌‌three‌‌macabre‌‌   darkvision‌‌out‌‌to‌‌a‌‌distance‌‌of‌‌120‌‌feet.‌  ‌
modules‌‌when‌‌you‌‌finish‌‌a‌‌long‌‌rest.‌  Electric‌‌Touch.‌‌‌Your‌‌composite‌‌  
Adamant‌‌Staples.‌‌‌Your‌‌composite‌‌   golem‌‌can‌‌cast‌‌the‌s‌ hocking‌‌grasp‌‌  
golem’s‌‌weapon‌‌attacks‌‌count‌‌as‌‌magical‌‌   cantrip.‌‌When‌‌it‌‌casts‌‌this‌‌cantrip,‌‌it‌‌uses‌‌  
for‌‌the‌‌purposes‌‌of‌‌overcoming‌‌damage‌‌   your‌‌spell‌‌attack‌‌modifier,‌‌counts‌‌as‌‌your‌‌  
level‌‌for‌‌the‌‌purposes‌‌of‌‌the‌‌cantrip’s‌‌  
damage‌‌scaling,‌‌and‌‌scores‌‌a‌‌critical‌‌hit‌  at‌‌it.‌‌When‌‌you‌‌do,‌‌it‌‌gains‌‌the‌‌following‌‌ 
on‌‌a‌‌result‌‌of‌‌19‌‌or‌‌20‌‌on‌‌the‌‌attack‌‌roll.‌  ‌ benefits‌‌for‌‌the‌‌next‌‌minute:‌  ‌
Growth‌‌Hormone.‌‌‌Your‌‌composite‌‌   ● It‌‌gains‌‌resistance‌‌to‌‌bludgeoning,‌‌  
golem’s‌‌size‌‌increases‌‌to‌‌Large.‌‌Its‌‌   piercing,‌‌and‌‌slashing‌‌damage.‌  ‌
maximum‌‌hit‌‌points‌‌increase‌‌by‌‌2‌‌per‌‌   ● It‌‌regains‌‌a‌‌number‌‌of‌‌hit‌‌points‌‌  
level‌‌you‌‌have‌‌in‌‌this‌‌class,‌‌and‌‌its‌‌reach‌‌   equal‌‌to‌‌your‌‌Intelligence‌‌modifier‌‌  
with‌‌slam‌‌attacks‌‌increases‌‌by‌‌5‌‌feet.‌  ‌ (minimum‌‌1)‌‌at‌‌the‌‌start‌‌of‌‌each‌‌of‌‌  
Iron‌‌Knuckles.‌‌‌When‌‌your‌‌   its‌‌turns.‌  ‌
composite‌‌golem‌‌hits‌‌a‌‌creature‌‌with‌‌a ‌‌ ● Its‌‌slam‌‌attack‌‌deals‌‌an‌‌additional‌‌  
slam‌‌attack,‌‌that‌‌creature‌‌must‌‌succeed‌‌   2d10‌‌lightning‌‌damage.‌  ‌
on‌‌a‌‌Strength‌‌saving‌‌throw‌‌with‌‌a‌‌DC‌‌of‌‌   Once‌‌you‌‌use‌‌this‌‌feature,‌‌you‌‌can’t‌‌use‌‌it‌‌  
your‌‌artificer‌‌spell‌‌save‌‌DC‌‌or‌‌be‌‌pushed‌‌   again‌‌until‌‌you‌‌finish‌‌a‌‌short‌‌or‌‌long‌‌rest.‌  ‌
5‌‌feet‌‌or‌‌knocked‌‌prone‌‌(your‌‌choice).‌  ‌

Spark‌‌of‌‌Life‌  ‌
Starting‌‌at‌‌5th‌‌level,‌‌your‌‌understanding‌‌of‌‌  
the‌‌role‌‌that‌‌electricity‌‌has‌‌in‌‌starting‌‌and‌‌  
stopping‌‌life‌‌has‌‌led‌‌to‌‌improved‌‌  
outcomes.‌‌When‌‌you‌‌cast‌‌an‌‌artificer‌‌spell‌‌  
that‌‌restores‌‌hit‌‌points‌‌or‌‌deals‌‌lightning‌‌  
damage,‌‌roll‌‌a‌‌1d8‌‌and‌‌add‌‌the‌‌result‌‌to‌‌  
the‌‌amount‌‌healed‌‌or‌‌lightning‌‌damage‌‌  
dealt‌‌to‌‌one‌‌target‌‌of‌‌the‌‌spell.‌  ‌

Reanimate‌‌Dead‌  ‌
At‌‌9th‌‌level,‌‌you‌‌always‌‌have‌‌the‌a ‌ nimate‌‌  
dead‌‌‌spell‌‌prepared‌‌and‌‌can‌‌cast‌‌it‌‌  
without‌‌expending‌‌a‌‌spell‌‌slot.‌‌It‌‌counts‌‌as‌‌  
an‌‌artificer‌‌spell‌‌for‌‌you‌‌and‌‌does‌‌not‌‌  
count‌‌against‌‌the‌‌maximum‌‌number‌‌of‌‌  
spells‌‌you‌‌can‌‌prepare.‌‌When‌‌you‌‌cast‌‌  
the‌‌spell,‌‌the‌‌creature‌‌type‌‌of‌‌the‌‌ 
skeletons‌‌or‌‌zombies‌‌created‌‌changes‌‌  
from‌‌undead‌‌to‌‌construct‌‌and‌‌have‌‌  
resistance‌‌to‌‌lightning‌‌damage.‌‌    ‌
Once‌‌you‌‌cast‌‌this‌‌spell‌‌without‌‌  
expending‌‌a‌‌spell‌‌slot,‌‌you‌‌cannot‌‌do‌‌so‌‌  
again‌‌until‌‌you‌‌finish‌‌a‌‌long‌‌rest.‌  ‌

Enlivening‌‌Discharge‌  ‌
At‌‌15th‌‌level,‌‌when‌‌your‌‌composite‌‌golem‌‌  
is‌‌within‌‌60‌‌feet‌‌of‌‌you,‌‌you‌‌can‌‌use‌‌an‌‌
 
action‌‌to‌‌fire‌‌a‌‌bolt‌‌of‌‌empowering‌‌energy‌‌  

You might also like