Flesh Artisan

Flesh-Artisans are those who wish to create progress through flesh, or bring artificial sentience to corpses without corrupting them with necrotic energy. Adept in reviving the dead, these artificers use the corpses of humanoid creatures as their test subjects, creating their masterpieces known as Chimeras. Through this reanimated corpse, these artificers can further upgrade and improve their creation by implanting organs from other creatures or pieces of magical technology. Once complete, these hybrids of flesh and technology serve their master forevermore, recreated and reshaped whenever destruction comes upon them.

Tool Proficiency

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

Flesh-Artisan Spells

Starting at 3rd level, you always have certain spells prepared after you reach particular levels in this class, as shown in the Flesh-Artisan Spells table. These spells count as artificer spells for you, but they don’t count against the number of artificer spells you prepare.

Artificer LevelSpells
3rdDetect Evil and Good, False Life
5thGentle Repose, Locate Object
9thAnimate Dead, Revivify
13thLocate Creature, Polymorph
17thDanse Macabre, Raise Dead

Chimera Creator

At 3rd level, your craft has allowed you to create a being of flesh and metal; a chimera. It is friendly to you and your companions, and it obeys your commands. See its game statistics in the Chimera stat block, which uses your proficiency bonus (PB) in several places. You determine its appearance and whether it has two legs or four; these choices have no effect on its game statistics.

In combat, the chimera shares your initiative count, but it takes its turn immediately after yours. It can move and use its reaction on its own, but the only action it takes on its turn is the Dodge action, unless you take a bonus action on your turn to command it to take another action. That action can be one in its stat block or some other action. If you are incapacitated, the Chimera can take any action of its choice, not just Dodge.

If the Mending spell is cast on it, it regains 2d8 hit points. If it has died within the last minute, you can use your leatherworker'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. The chimera returns to life after 1 minute with all its hit points restored.

At the end of a short or long rest, you can create a new chimera if you have leatherworker's tools and a Medium or Small humanoid corpse with you. You cannot create a new chimera if you already have one alive. The chimera also dies if you die.


Chimeric Enhancements

Also at 3rd level, you can implant various technological and fleshy enhancements into your chimera. You learn three enhancements of your choice, with these enhancements detailed at the end of the subclass description. Each time you gain a spell level or ASI in this class, you can replace one enhancement you know with a different one from this feature. When you reach certain levels in this class, you learn additional enhancements, as shown in the Enhancements Known table.

Artificer LevelNumber of Enhancements
3rd3
5th4
9th5
15th6

Empowered Attack

Starting at 5th level, your chimera can attack twice, rather than once, when it takes the Attack action. Additionally, your chimera's attacks count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.

Resilient Creator

At 9th level, you can modify yourself to share an enhancement your Chimera possesses. When you create a Chimera, choose one of the enhancements your Chimera has that is of a level lower than half your artificer level (rounded up). You gain this enhancement as well, and can swap it with another enhancement whenever you create your Chimera again. You lose this enhancement if you replace it with another.

Additionally, you can recreate your Chimera as an action whenever it is destroyed. Once you do so, you cannot recreate your Chimera in this way again until you finish a long rest.

Abominable Duo

By 15th level, you have provided a match for your chimera. At the end of a long rest, you can create two chimeras instead of one. These two chimeras share the same enhancements, but you choose if they appear identical or different to one another. You can command both of them with the same bonus action, but the first to die can only be revived at the end of your next long rest. While one chimera is dead, the other chimera has advantage on all its attack rolls.

Chimera Enhancements

Bull Horns

Your chimera gains wicked horns. It deals 1d6 piercing damage on a hit. If your chimera moves at least 20 feet straight towards a target and then hits it with this attack, this attack deals 2d6 piercing damage instead.

Carapace

Your chimera gains a +1 bonus to its AC.

Self-Repairing Flesh

As an action, your chimera can restore 2d6 + PB hit points to itself. It can do so a number of times equal to your proficiency bonus, and regains all uses at the end of a long rest.

Goat Hooves

Your chimera gains a climbing speed equal to its walking speed, of which it can do so with its hands free.

Many-Eyed

Your chimera cannot be surprised, and whenever it makes a Wisdom (Perception) or Intelligence (Investigation) checks made through sight, it treats a roll of 9 or lower as a 10.

Raptor Claws

Your chimera has wicked claws for hands. It deals 1d6 + PB slashing damage on a hit. Once on each of its turns when it attack with its claw using the Attack action, it can make one additional claw attack as part of the same action.

Semblance of Life

Your Chimera appears as a simple servant, rather than what it really is. Your chimera is under the constant effect of *Disguise Self*, and you can change the appearance of its disguise as an action.

Tentacle

Your chimera has a tentacle for a limb. It deals 1d6 + PB bludgeoning damage on a hit. Whenever it hits a creature with this, it can attempt a grapple check immediately after damage is dealt.

Webbed Limbs

Your chimera gains a swimming speed equal to its walking speed.

Arachnid Bottom (5th level or higher)

Your chimera's walking speed increases by 10 feet. Its long jump and high jump are equal to its walking speed, with or without a running start.

Eel Maw (5th level or higher)

Your chimera has a secondary jaw that can shoot out. It deals 1d6 + PB piercing damage on a hit. Once on each of its turns when it takes the Attack action, its bite attack has a reach of 15 feet.

Implanted Saddle (5th level or higher)

You can mount your Chimera, even if it shares the same size as you. While you are mounted, your chimera's speed increases by 20 feet.

Infant Limbs (5th level or higher)

Your chimera gains extra limbs around its abdomen. It has advantage on Strength checks made to grapple and maintain a grapple.

Bulette Plating (9th level or higher)

Your Chimera gains a +1 bonus to its AC and saving throws.

Web (9th level or higher)

Your Chimera can cast the *Web* spell a number of times equal to half your proficiency bonus (rounded up). It uses your spell save DC for it.

Cannon Arm (9th level or higher)

Your chimera gains a ranged attack with a range of 100 feet that use your spell attack modifier. On a hit, it deals 1d12 + PB force damage .

Aberrant Size (9th level or higher)

As an action, you can change your chimera's size. You can change its size to Tiny, Small, Medium, or Large. It has advantage on Dexterity checks and Dexterity saving throws while Tiny, and has advantage on Strength checks and Strength saving throws while Large.

Celestial Core (9th level or higher)

Your Chimera's attacks now deal radiant damage.

Dragon Breath (9th level or higher)

Your Chimera can cast the *Dragon's Breath* spell a number of times equal to half your proficiency bonus (rounded up). It uses your spell save DC for it, and casts the spell with a range of self. You choose what damage type the spell deals.

Fiendish Core (9th level or higher)

Creatures that start their turn within 5 feet of your Chimera, or move within 5 feet of it for the first time on their turn, take an amount of fire damage equal to your Intelligence modifier.

Resilient Corpse (9th level or higher)

Your chimera gains resistance to lightning and necrotic damage.

Spellcasting Vessel (9th level or higher)

Whenever your Chimera is within a number of feet to you equal to your proficiency bonus times ten, you can cast spells as if you were in its space.

Twin Identity (9th level or higher)

Whenever your chimera would suffer from an effect that targets its monster type, its instead treated as its other possible type. For example, it is now treated as a construct for the purpose of the Turn Undead feature while you have it summoned as an undead creature.

Winged Back (9th level or higher)

Your chimera gains a flying speed equal to its walking speed. It falls if it ends its turn in the air and nothing else is holding it aloft, moving 2 feet horizontally for each foot it descends.

All Terrain (15th level or higher)

Your Chimera gains a climbing, swimming, and flying speed equal to their walking speed.

Lightning Absorbent (15th level or higher)

Whenever your Chimera is subjected to lightning damage, it takes no damage and instead regains a number of Hit Points equal to half the lightning damage dealt.

Oni Arms (15th level or higher)

Your chimera's Strength score is 19 while it has this enhancement, and it counts as one size larger when determining its carrying capacity and the weight it can push, drag, or lift.

Tarrasque Plate (15th level or higher)

Your chimera gains a +2 bonus to its AC and saving throws.

Troll Blood (15th level or higher)

At the start of each of its turns, your Chimera regains an amount of hp equal to your proficiency bonus if it has no more than half of its hit points left. If it takes acid or fire damage, this enhancement doesn't function at the start of its next turn. The Chimera dies only if it starts its turn with 0 hit points and can't regain hit points.

Wizard Brain (15th level or higher)

Your chimera's Intelligence score is 19 while it has this enhancement, and gains the ability to speak any languages you know. Additionally, it learns one wizard cantrip of your choice. Your chimera learns that cantrip, and uses its Intelligence score for the cantrips spell attack or spell save DC (if any).