A Reanimator is the master of life and death. Years spent perfecting their formula to bring the recently dead back, or to construct new life out of discarded flesh and patchwork anatomy, have left most Reanimators in a state constantly riding the lines between genius and madness. A Reanimator’s skills at clutching life from the jaws of death make them exquisitely suited for dealing with death, and undeath. Their mad genius is presented with the construction of a creature made from the scrap body parts left behind by their enemies which storms forward into battle on their command.

Spark of Life

1st-level Reanimator feature
You learn the shocking grasp and spare the dying cantrips. These count as apothecary spells for you, and don’t count against the number of apothecary cantrips you know.

Reanimator Spells

1st-level Reanimator feature
You always have certain spells prepared after you reach particular levels in this class, as shown in the Reanimator Spells table.
These spells count as apothecary spells for you, but they don’t count against the number of apothecary spells you prepare.

Apothecary LevelSpell
1stfalse life, inflict wounds
3rdgentle repose, invigorate
5thlightning bolt, revivify

Corpsewrought Creature

3rd-level Reanimator feature
You have constructed a companion from scavenged body parts and brought it to life with your occult magic: a corpsewrought creature. The creature is friendly to you and your companions, and it obeys your commands. See its game statistics in the accompanying Corpsewrought Creature stat block, which uses your proficiency bonus (PB) in several places. You can determine the cosmetic characteristics of the creature; your choice has no effect
on its game statistics.
In combat, the creature 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 creature can take any action of its choice, not just Dodge.
If your corpsewrought creature has died within the last hour, you can use your healer’s kit as an action to revive it, provided you are within 5 feet of it and you expend an apothecary spell slot. The corpsewrought companion returns to life after 1 minute with all its hit points restored.
At the end of a long rest, you can create a new corpsewrought creature if you have your healer’s kit with you and access to suitable “materials.” If you already have a corpsewrought creature from this feature, the first one immediately perishes.
The creature also perishes if you die.

Corpsewrought Creature

Medium construct
Armor Class 14 + PB
Hit Points 5 + five times your apothecary level (the creature has a number of hit dice [d12s] equal to your apothecary level)
Speed 30 feet
STR 18 (+4)
DEX 10 (+0)
CON 16 (+3)
INT 8 (-1)
WIS 12 (+1)
CHA 8 (-1)
Saving Throws: Con +3 plus PB, Wis +1 plus PB
Skills: Athletics +4 plus PB
Damage Immunities: poison, lightning
Condition Immunities: poisoned
Senses: darkvision 60 ft, passive Perception 11
Languages: understands the languages of its creator but cannot speak
Challenge –
Proficiency Bonus equals your proficiency bonus

Lightning Absorption.

Whenever the corpsewrought creature is subjected to lightning damage, it takes no damage and regains a number of hit points equal to the lightning damage dealt.

Actions

Slam. Melee Weapon Attack: +4 plus PB to hit, reach 5 ft., one target.
Hit: 1d8 + 4 bludgeoning damage.