Alivener

***Versed in the arts of Animation and Transmutation, Aliveners grant life to the non-living. Whether hired by gang leaders to create personal militias, contracted by governments to build security, or organized privately to agendas only they are privy to, Aliveners employ their talents to a myriad of uses.***

# Class Features

As an Alivener, you gain the following class features.

##### Hit Points

**Hit Dice:** 1d6 per Alivener level

**Hit Points at 1st Level:** 6 + your Constitution modifier

**Hit Points at Higher Levels:** 1d6 (or 4) + your Constitution modifier per Alivener level after 1st

##### Proficiencies

**Armor:** None.

**Weapons:** Simple weapons.

**Tools:** Mason’s tools, Blacksmith’s tools, Potter’s tools, Taylor’s tools, Carpenter’s tools

**Saving Throws:** Intelligence, Wisdom

**Skills:** Choose any three from Arcana, History, Intimidation, Insight, Investigation, Nature, Perception, Deception, and Persuasion.

##### **Equipment:**

You start with the following equipment, in addition to the equipment granted by your background:

* A toolset of your choice
* a) a short bow or b) two daggers
* A traveller’s pack
* 25 gp’s worth of raw materials

## **Spellcasting**

At 1st level you don't quite have enough skill or knowledge to start shaping constructs, but you are still a gifted student of transmutation. You learn spells as a Wizard would and always have them prepared. You have access to all Transmutation spells available to Wizards. You also know 3 cantrips from the same list. Intelligence is your spellcasting modifier for these spells. Whenever you gain a level in this class, you may learn a new spell from the list available.

Whenever you complete a long rest, you can choose a number of spells you know to prepare equal to your intelligence modifier+1/2 your Alivener level (rounded down, minimum 1).

## **Alivening**

The main characteristic--and titular--ability of the Alivener, Alivening is the arcane art of constructing a servant from non-living material and imbuing it with a sort of artificial life. These servants are called Shabti. Depending on what you construct your Shabti out of, different requirements are needed and the resulting Shabti has varying abilities and features. A table displaying those details is at the end of the document.

*Features-*Shabti are incredible creations, capable of functioning as an extension of the Alivener’s consciousness, they have their own action each turn and their own set of stats. They are unquestioningly obedient and do not require any action on your part to control. They must be humanoid and either small or medium.

* They use your initiative and go on your turn.
* Their mental ability scores are equal to your own and Proficiency is +2 at creation.
* Shabti cannot speak, but understand languages you understand.
* As an action, you can transfer your consciousness to one of your Shabti, sensing with its senses while being incapacitated in your normal body.
* When standing perfectly still, a Shabti is indistinguishable from a normal statue.
* Whenever one of your Shabti is within 5 ft. of you and you are hit with an attack, your Shabti can use it’s reaction to take the damage for you.
* All Shabti are immune to poison damage and the poisoned condition, since they have no blood. They are also immune to the Exhausted and Fatigued conditions.
* All Shabti are immune to psychic damage, and any psychic damage they take is transferred to you.
* Shabti do not breathe, eat, or sleep.

*Creation-*To create a Shabti, you must spend a certain amount of time working on it (detailed in the table) and perform a 10 minute ritual to grant it 2 of your Ankh points, bringing it to life. For an hour after you use an Ankh point, your max hp is reduced by 1d6/Ankh point spent. You may only have one Shabti active at once. If hit point reduction from spending Ankh points reduces you to 0 hp, your soul enters the body of the Shabti you were trying to bring to life.

*Composition*-Shabti formed from flammable materials have vulnerability to fire, and those formed from fragile material (like bone or glass) have vulnerability to bludgeoning damage. Those formed from conductive metals make saves against lightning-based spells and effects with disadvantage, and attacks for lightning-based spells have advantage on them. If the Shabti is constructed from sand, dirt, snow, paper, or a similar material, it takes 1d4 acid damage for every time it starts its turn in water. More details for composition are listed in the composition table at the bottom of the page.

*Destruction-*When a Shabti is reduced to 0 hp, the Ankh points you imbued it with return to your pool, but do not restore your hp if they were used in the last hour. Depending on how severely the Shabti was destroyed, it may need moderate to extensive repairs before it can be re-animated. If you are reduced to 0 hp, your Shabti become statues. A Shabti is also destroyed if targeted with a *Dispel Magic* spell of a level equal to or greater than 1/2 your Alivener level.

*Recall-*At any time, you may use an action to recall an Ankh point you have granted, returning it to your pool. This does not remove any penalties you have taken as a result of spending it. If you remove either of the Shabti’s two essential Ankh points, it collapses, as lifeless as before you shaped it.

*Buffing*-Points may be spent as an action to grant the Shabti any of the following: +1 to an ability score (1 point), +1 hit point level (1 hit dice+con, 1 point), proficiency in a skill (1 point) proficiency in a save (no more than 2 saves at once per Shabti, 2 points), or +1 proficiency bonus (2 points).

*Proficiencies*-your Shabti are proficient with shields, light armor, simple weapons, Athletics, and Acrobatics.

## **Alivening School**

At level 3, you have acquired enough prowess in your art that you can focus your skill into one of the many schools of Alivening. This school grants features when chosen, as well as at level 7, 13, and 17. The schools of Alivening are the following:

Madjai, the School of Warriors

Bayek, the School of Assassins

Hekau, the School of Magicians

Khasekhem, the School of Giants

Kosmou, the School of the Elements

Ammit, the School of the Chimera

Apedemak, the School of Beasts

Khnum, the School of All

## **Ability score improvement**

When you reach 4th level, and again at level 8, 12, 16, and 19, you may increase one ability score by two, two by one, or take a feat.

## **Sculptor of Many**

At level 5, you can split your Ankh points into two separate Shabti, which can be active at the same time. At levels 10 and 15, the limit increases to 3 and 4 Shabti active, respectively.

## **Scribing**

At level 6, you learn to inscribe your Shabti with arcane runes that grant special abilities to the bearer of the rune. You may have a number of runes active at once equal to ½ your level, rounded down. The runes available to learn are listed Here.

## **Sculptor of Multitudes**

At level 20, you may Aliven as many Shabti as you desire at once, as long as you have enough Ankh points, and only suffer side effects of using Ankh points for 10 minutes after use.