Xenoalchemist
A small number of renegade alchemists elect to experiment on themselves, modifying their anatomy or even outright attaching new body parts. These experiments are often considered unethical and dangerous, even by other alchemists, and those that practice them are branded xenoalchemists for their efforts. As xenoalchemists progress in their studies, they invariably stumble upon the dangerous practice of alchemical necromancy, which allows them to imbue unlife upon amalgamations of body parts.
Level 2: Xenobiology
You have advantage on all ability checks you make to identify or research monsters.
Level 2: Mad Scientist
You’ve learned the finer points of reanimating dead appendages and stitching them to things. You gain two monstrous grafts of your choice. Additionally, you don’t lose hit points or Hit Dice from installing or removing grafts, and it takes you no time to recover after the attachment of a new graft. See Appendix C for monstrous grafts.
Level 6: Surgical Attack
Whenever you take the Attack or prime and throw a bomb on your turn, you can make an unarmed strike as part of that action. You can only use this ability if your unarmed strike is improved by a graft, such as Bestial Features.
Level 10: Necromantic Organs
You’ve learned how to tinge your own biology with necromancy through reanimated organs that will persist after your death. If you are reduced to 0 hit points but not killed outright, you can drop to 1 hit point instead.
Once you use this ability, you can’t use it again until you finish a long rest.
Level 18: It's Alive
Your research into the field of necromancy has culminated in an Alchemy Golem stitched together from discarded body parts. You can create an alchemy golem through an 8-hourlong procedure, which can be conducted over the course of a long rest. To complete this process, you must have a healer’s kit, alchemist’s supplies, and a knife (or a facility with access to such tools), as well as at least three recently deceased Humanoid corpses.
Your alchemy golem acts independently on its own turn, but always obeys your commands. On each of your turns, you can use a bonus action to mentally command your golem if it is within 60 feet of you. You decide what action the golem will take and where it will move during its next turn, or you can issue a general command, such as to guard a particular chamber or corridor. If you issue no commands, the golem only defends itself against hostile creatures. Once given an order, the golem continues to follow it until its task is complete.
The golem can use your Intelligence modifier + your proficiency bonus for its attack rolls.
When the alchemy golem drops to 0 hit points, it dies. You can restore your alchemy golem’s hit points and reanimate it over the course of a short or long rest.
You can attach up to three grafts to your alchemy golem. You can only have one alchemy golem at a time.
Valda's
| MOD | SAVE | ||
|---|---|---|---|
| STR | 17 | +3 | +3 |
| DEX | 9 | -1 | -1 |
| CON | 18 | +4 | +4 |
| MOD | SAVE | ||
| INT | 6 | -2 | -2 |
| WIS | 10 | +0 | +0 |
| CHA | 5 | -3 | -3 |
Traits
Aversion to Fire. If the alchemy golem takes fire damage, it has disadvantage on ability checks and attack rolls until the end of its next turn.
Immutable Form. The alchemy golem is immune to any spell or effect that would alter its form.
Lightning Absorption. Whenever the alchemy golem is subjected to lightning damage, it takes no damage and instead regains a number of hit points equal to half the lightning damage dealt.
Magic Resistance. The alchemy golem has advantage on saving throws against spells and other magical effects.
Monstrous Grafts. The alchemy golem’s weapon attacks, including monstrous grafts added by its creator, are magical. Monstrous grafts have a +6 attack bonus, deal twice the normal number of damage dice, and have a +5 bonus to their damage rolls. The alchemical golem can only have 1 graft in each slot.
Actions
Multiattack. The alchemy golem makes two melee weapon attacks.
Slam. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 12 (2d8 + 3) bludgeoning damage.


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