Specialty of the Animator | Feat | Dungeons & Dragons 5e | Statblocks & Sheets | World Anvil

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Specialty of the Animator

Animators have long appreciated the possibilities that lay dormant in inanimate objects. Their affinity for imbuing these once lifeless objects with magical energy allows them to adapt the world around them to suit their needs. While Animators can use their spells to improvise everyday objects into battle-ready helpers, their true talents shine through in their permanent creations. Over time, the magical energy continues to make beneficial adaptations in these permanent animated objects, taking on properties of intelligent beings and even spell casters.    

Tool Proficiency

When you adopt this specialization at 3rd level, you gain proficiency with tinker tools. If you already have this proficiency, you gain proficiency with one other type of artisan's tools of your choice.    

Animator Spells

Starting at 3rd level, you always have certain spells prepared after you reach particular levels in this class, as shown in the Artillerist Spells table. These spells count as artificer spells for you, but they don’t count against the number of artificer spells you prepare.
Level Spells
3rd Detect Magic, Identify
5th Locate Object, Magic Mouth
9th Revivify, Tiny Servant
13th Fabricate, Summon Construct
17th Animate Objects, Legend Lore
   

Homunculus Familiar

You have gained the ability to infuse life into objects, resulting in a homunculus servant companion. This uses the same stat block as the Homunculus Servant artificer infusion, but has the following additional qualities:
  • While you're familiar is within 120 feet of you, you can communicate with it telepathically. Additionally, as an action, you can see through your familiar's eyes and hear what it hears until the start of your next turn. During this time, you are deaf and blind with regard to your own senses.
  • If your Homunculus Servant dies, it does not vanish. Instead, if it has died within the last hour, you can use your smith's tools as an action to revive it, provided you are within 5 feet of it and you expend a spell slot of 1st level or higher.
  • This does not count toward your artificer infusion total.
     

Emergent Intelligence

Starting at 5th level, your homunculus familiar has begun to develop into an intelligent being. It now has the additional properties as though it were a docent who does not require attunement. If the docent would require you to roll a die to determine a characteristic, you may select an option provided instead.

Wondrous Item, Rare (Requires Attunement by a Warforged)

A docent is a small metal sphere, about 2 inches across, studded with dragon shards. To attune to a docent, you must embed the item somewhere on your body, such as your chest or your eye socket.
Sentience: A docent is a sentient item of any alignment with an Intelligence of 16, a Wisdom of 14, and a Charisma of 14. It perceives the world through your senses. It communicates telepathically with you and can speak, read, and understand any language it knows (see "Random Properties" below).
Life Support: Whenever you end your turn with 0 hit points, the docent can make a Wisdom (Medicine) check with a +6 bonus. If this check succeeds, the docent stabilizes you.
Random Properties: A docent has the following properties:
  • Languages: The docent knows Common, Giant, and 1d4 additional languages chosen by the DM. If a docent knows fewer than six languages, it can learn a new language after it hears or reads the language through your senses.
  • Skills: The docent has a +7 bonus to one of the following skills (roll a d4): (1) Arcana, (2) History, (3) Investigation, or (4) Nature.
  • Spells: The docent knows one of the following spells and can cast it at will, requiring no components (roll a d6): (1–2) detect evil and good or (3–6) detect magic. The docent decides when to cast the spell.
  • Personality: A docent is designed to advise and assist the Warforged it's attached to. One of the simple functions of a docent is to serve as a translator. The docent's properties are under its control, and if you have a bad relationship with your docent, it might refuse to assist you.
     

Durable Constructs

Starting at 9th level, your ability to animate objects has begun to increase their durability. Your Homunculus servant now also has additional health and AC. Instead of using (1 + Intelligence + Artificer Level), use double this total instead. Its AC is now 17 instead of 13. When you animate an object, it gains additional temporary health and/or AC based on its size:
Tiny 0 HP 4 AC
Small 10 HP 3 AC
Medium 20 HP 2 AC
Large 40 HP 1 AC
Huge 60 HP 0 AC
   

Distributed Processing

Starting at 15th level, your homunculus servant has fully attuned to you, and now can aid even further in your spellcasting. When casting a spell that requires concentration, you may use the homunculus servant's reaction to have it concentrate on the spell in your stead. The same rules for concentration apply, but the damage must be dealt to your homunculus servant to break the spell. This does not impair your ability to concentrate on a spell yourself.


Created by

Lord Mcberry.

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