Flesh Architect
These necromancers don't raise mindless zombies. They sculpt, retool, and augment corpses into bespoke undead constructs. Through secret rites and repurposing rituals, they create undead homunculi, modular beings assembled from corpse-parts, imbued with intent, resilience, and tailored (3rd Level)
(3rd Level)
Corpse Salvager
You can harvest slain creatures for usable parts with terrifying speed and efficiency. As a bonus action when a creature dies within 30 feet of you, you may mark it as Salvageable for 1 minute.
While a corpse is Salvageable, you can spend 10 minutes or a bonus action (if you have necromantic tools) to extract a component:
- Skull: used to enhance senses or spell focus
- Limb: used for attack or movement
- Torso/Spine: used to build structure or defenses
- Heart/Core: stores spell fragments or undead drive
You can carry up to Intelligence modifier + proficiency worth of components at once.
Empowered Magic: Surge of Decay
Once per turn when you deal necrotic damage or raise an undead, you may choose one:
- Flesh Burst: Your minion explodes with energy, dealing 1d6 + Int necrotic damage to all creatures within 10 feet.
- Corpsebinder: Attach one harvested component to your minion instantly, even mid-combat.
- Grasp Beyond Death: One creature that fails a save against your necromancy spell is restrained by phantom limbs until the end of its next turn
Repurposed Minion
You can animate a corpse or collection of parts into a Repurposed Minion, your undead homunculus. It uses a custom stat block (see below). You can only control one Repurposed Minion at a time. Recasting this replaces the prior one.
You may customize it using components you've harvested. At 2nd level, you can apply 2 features from the following list:
Repurposed Minion (Stat Block)
- Medium Undead, Neutral
- AC: 12 + Proficiency
- HP: 5 × wizard level
- Speed: 30 ft.
- Str 14, Dex 12, Con 14, Int 3, Wis 10, Cha 5
- Saving Throws: Con + proficiency
- Damage Resistances: Necrotic, Bludgeoning from nonmagical
- Condition Immunities: Charmed, Exhaustion, Poisoned
- Senses: Darkvision 60 ft.
- Languages: Understands your languages, but can't speak
- Proficiency Bonus (PB): equals your wizard PB
- Actions (1 per turn): Slam (1d8 + Str) or custom attack from flesh upgrade
Flesh Components (Choose 2 at level 2, 3 at 6th, 4 at 10th, all at 14th)
- Skull Lantern – Emits 10-ft aura of dim green light. Allies in the aura have +1 to saves vs fear.
- Spiked Arm – Slam becomes 2d6 damage and targets must succeed on a Strength save or be pushed 5 ft.
- Reinforced Spine – Gains temporary HP at the start of each combat = 3 × your PB.
- Hooked Limb – Can grapple creatures one size larger.
- Hollow Heart – Can store a 1st-level spell. You can cast it as a bonus action through the minion once per long rest.
- Leeching Core – Once per turn, when it deals damage, you regain 1 HP.
- Split Jaw – Once per short rest, the minion can roar, forcing creatures in 10 feet to make a Wis save or be frightened for 1 round.
(6th Level)
Modular Fleshcrafting
You gain the ability to rebuild your Repurposed Minion on the fly. As an action, you may swap one of its components with another you’ve harvested in the past hour.
In addition, when you cast a necromancy spell, you may cause your minion to immediately make an attack as a reaction.
(10th Level)
Deathcycle Engine
When your Repurposed Minion is destroyed, you may use your reaction to immediately reconstruct it from nearby corpse matter. It returns at full HP, but without any modular upgrades until the end of your next turn. Usable 1/day, recharges on long rest.
Also, you can now animate a second Minion with different features, but both share your command and count against your concentration if sustained with magic.
(14th Level)
Undying Signature
Choose one component as your signature upgrade, it is permanently enhanced.
- Its effects are doubled
- It cannot be removed or replaced
- Your minion adds your Intelligence modifier to its damage rolls if it uses that upgrade
Additionally, your Repurposed Minion becomes Large, and its attacks count as magical.
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