The Mad Doctor T here comes a time in every naïve scholars life where they attempt to stave of the very forces of nature themselves. Whether its the ever marching decay, the uncertainty of death, or the impossibility of life itself these subjects no matter how studied or sought after never seem to have an answer… that is not one perceivable to those of a sound mind. An Artificer who specializes in the resurrection of the dead in their own twisted way, they create abominations out of the scavenged parts of fallen foe and friend alike to further their own nefarious research. A Knack for Necromancy Starting at 3rd level, you always have certain spells prepared after you reach particular levels in this class, as shown in the A Knack for Necromancy spell table. These spells count as artificer spells for you, but they don’t count against the number of artificer spells you prepare. A Knack for Necromancy Spells Artificer Level 3rd 5th 9th 13th 17th spells Cause Fear, Witch Bolt Wither & Bloom, Ray of Enfeeblement Life Transferance, Lightning Bolt Death Ward, Storm Sphere Mass Cure Wounds, Awaken The Creature Your companion, neither loyal or faithful, as it understands neither nor the concept of betrayal and lacks the feelings that could stir such responses. This is your first successful attempt at grafting the dead together to create life. At 3rd level, you learn to create life. The Creature is an undead class NPC created its stats are determined by rolling 4d4 and removing the lowest roll for a maximum of 12 or a minimum of 3. When creating your Creature flip a coin to decide its Gender, then give it a name. Once created, your creature acts as you servant out of combat and can act upon request as a DM controlled NPC. inside of combat The Creature is a Player Controlled NPC that has its own Initiative. The creature can be given Weapons and items to use during in and out of combat. The creature us unable to communicate properly during its early life and to understand it you must make an INT to understand them. On a failed check the creature becomes enraged. this penalty goes away once the creature reaches a certain INT and WIS threshold determined by the DM. The creature must be watched constantly for at any moment it can wander or get into trouble as dictated by the DM. The only stat that may Increase naturally is WIS, it is gained from social interaction and is dictated by the DM. Waste Not Want Not Your knack for knowing the use for items discarded applies to the remains that you encounter on your travels. At 3rd level, you learn to imbue your creation with the remains of others. you can scavenge body parts from dead humanoids to add to your creature to give it bonuses and upgrades. when scavenging parts you roll 1d20 to determine the quality of the parts the benefit gained from higher quality parts is determined by the DM. Scavenge muscle tissue from creatures will increase STR . Scavenge joints/tendons from creatures will increase DEX. Scavenge Major organs (bones, heart, lungs, ext.) will increase CON. Add grey matter from freshly dead humanoids will increase INT. Mold and sculpt the face of you creature using that of another creature will increase CHA. Scavenging from a creature with 4 or less in a respective stat doesn’t increase their stats, 5-8 gains 1d4 increase for the respective stat, 8-12 gains 1d6, 1316 gains 1d8 , 17-20 gains 1d10, 21 and greater gains d12. Occasionally your creature will gain specific skills, talents, or abilities based on those grafted to it determined by the DM. Occasionally your creature will gain certain ideals or morals based on the qualities of the grey matter added to theirs also granted by the DM. scavenged parts can grants bonuses even if the grafting fails biased on the DM discretion. Efficiently Engineered Evolution your knack for scavenging begins to transcend the species barrier as your yearn for knowledge grows. At the 5th level you gain the ability to chose 2 additional creature types to be able to graft onto your creation, you gain another one creature type at 9th and 15th level Abnormally Anomalous Anatomy you soon realize you are not bound by the limits of any specified anatomy and soon go about the creation of your own. at the 9th you the ability to graft and control additional parts not already on your creature to grant further movement, bonuses, and abilities. you may add additional arms up to 4 that will grant multi-attack biased on the DM’s discretion.. you may add wings proportional or larger to gain the ability of flight. you may add gills for underwater breathing. you may add the torso of your creature to a wound of another biased on the DM’s discretion. you may add additional sets sensory organs such as eyes, ears, and noses for further bonuses biased on the DM’s discretion. you may add tails. Ingeniously Integrated Infusions At the 9th you gain the ability to add artificer infusions to The Creature. Synthetic Sentience The final step to creating true life a soul, the steps and knowledge to create a Synthetic soul are in you grasp you only have to rend the parts from those who stand in you way. At the 15th level you implant a devise into the heart of the creature the devise cost 10,000 gold, it allows of the use of the spell soul cage once every long rest. To achieve a Synthetic soul you must kill and use soul cage on 5 creatures with high combat rating or of great importance dictated by the DM, these 5 creatures must also be the same creature type as those chosen in the Efficiently Engineered Evolution Feature as well as a humanoid. Once a Synthetic soul is processed you must go about the prosses to graft it too you creature. To properly graft the soul you must build a tower laboratory fastened with a lighting rod at the very top that connects and powers the machinery within, it cost 15000 gold and takes 120 days to build. A constant lightning storm will be present in the location of you tower for some unknown reason. Once created you must preform the experiment. to do so lightning must strike the lighting rod on the tower while the creature is hooked to an operation table below along with the machinate present in the lab. Once done you must roll 1d20 to determine the success of the experiment with any thing less then 12 being a failure that causes one of the 5 souls present in the soul cage to be destroyed, on a 1 the creature dies and the body is completely destroyed and becomes unable to be scavenged (you may however create a new creature and start the process again). on a success the creature becomes a living being with free will and no longer is classified as undead, you also may no longer change the parts present in the creature. Upon the success of the first experiment you may make a new creature that is of the specified romantic attraction of the first creature created in an attempt to provide a romantic partner In addition due to the technical marvel of you tower you may cast necromancies and healing spells without expending a slot as long as you are within the premises (this only applies to you) You may also employ the use of artificially made servants within your tower that posse the same statblock of an imp along with the classification of undead these servants protect and guard your tower from threats