Ravenloft: The Horrors Within - Reanimator (Artificer)
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Art made by: Ignatius Budi
The Reanimator Artificer has moved from playtest curiosity to official subclass in Ravenloft: The Horrors Within. That makes this a good time to look back at the Unearthed Arcana version and see what changed on the way to release.
The short version: the subclass is still very much the same gross little science project, but the official version smooths out some scaling, adds a few quality-of-life pieces, and reins in parts of the companion. I like a lot of the cleanup. I am less thrilled by the companion’s weaker attack path.
Description
Reanimators defy the laws of nature in pursuit of gruesome experiment. These Artificers stitch corpses into undead servants, use necromantic science to support allies, and turn the familiar pet-subclass fantasy into something much messier.
What Changed From Unearthed Arcana?
Reanimator Spells (Level 3)
UA
The UA spell list gave the subclass False Life, Spare the Dying, Witch Bolt, Blindness/Deafness, Enhance Ability, Animate Dead, Lightning Bolt, Blight, Death Ward, Antilife Shell, and Raise Dead.
Release
The release version keeps the same spell list.
My take
No drama here. The list still sells the necromantic Artificer fantasy well, and I am happy they did not tinker with it just for the sake of change.
Reanimator Skill Set (Level 3)
UA
The playtest version had Jolt to Life as its own feature. It modified Spare the Dying so the target regained 1 Hit Point and nearby creatures took lightning damage equal to 1d4 plus half your Artificer level, rounded up.
Release
That idea now lives inside Reanimator Skill Set. The revival scales with your Artificer level instead of always restoring only 1 Hit Point, and the lightning damage uses clearer breakpoints: 2d4 at first, then 3d4 at level 11 and 4d4 at level 17. The feature also adds Reanimator’s Tools, giving you proficiency with Alchemist’s Supplies or another artisan tool if you already have it.
My take
This is better overall. The damage scaling is less gradual than before, but it is much easier to read, and the healing side is meaningfully stronger. The tool proficiency is not a huge power bump, but it is a nice roleplaying hook.
Reanimated Companion (Level 3)
UA
The UA companion was Small, had Hit Points equal to 4 + four times your Artificer level, and had Strength 14. Its Death Burst dealt 2d6 necrotic damage, and Dreadful Swipe dealt 1d4 + 2 + your Intelligence modifier necrotic damage.
Release
The official companion is Medium by default and has better Hit Points: 5 + five times your Artificer level. It keeps the same basic command rules, Lightning Absorption, senses, resistances, and immunities. The tradeoff is that its Strength drops to 11, Death Burst starts at 2d4, and Dreadful Swipe loses the old flat +2 damage.
My take
I like the sturdier companion. At level 3, going from 16 to 20 Hit Points matters. But losing Strength, Death Burst damage, and Dreadful Swipe damage makes the creature feel less threatening when it actually tries to attack. More durability is good; less bite is a little sad.

Strange Modifications (Level 5)
UA
Arcane Conduit let you cast through the companion’s space and add your Intelligence modifier to one damage roll of an Artificer Evocation or Necromancy spell once per turn. Ferocity let the companion use Dreadful Swipe twice when commanded.
Release
Arcane Conduit appears to be unchanged. Ferocity is the big change: instead of giving the companion two swipes, it increases Dreadful Swipe’s damage die from a d4 to a d6.
My take
This is the change I dislike the most. Arcane Conduit already looked like the cleaner, stronger option, and now Ferocity feels even less tempting. A choice where one side is obviously worse barely feels like a choice.
Improved Reanimation (Level 9)
UA
In the UA, Improved Reanimation was the name for the feature that gave your companion another modification option.
Release
Improved Reanimation is now its own durability and damage upgrade. The companion’s Death Burst increases to 4d4, and necrotic damage dealt by the companion ignores resistance.
My take
This is a good cleanup. It gives level 9 a clear power bump before getting into the menu of body-horror upgrades. I also like that the resistance bypass makes the companion’s damage more reliable.
Macabre Modifications (Level 9)
UA
The UA level 9 options were Bloated, Gaunt, and Moist. Bloated could make the companion Medium or Large, Gaunt improved mobility and fear pressure, and Moist added swimming plus acid retaliation.
Release
The same three themes remain, but the structure is clearer because the companion is already Medium. Bloated now pushes it to Large. Gaunt is effectively unchanged. Moist gains extra utility by letting the companion move through spaces as narrow as 1 inch without spending extra movement.
My take
This is mostly a light polish pass. Bloated changes because the base size changed, Gaunt was already doing its job, and Moist gets a small but flavorful movement trick. Nothing wild, but it fits.
Refined Reanimation (Level 15)
UA
The UA capstone was Promethean Reanimation. Facilitated Revival halved the material component cost of Revivify or Raise Dead. Improved Companion raised Death Burst to 4d6 and let companion necrotic damage ignore resistance. Life Transfer let you destroy the companion as a reaction when you took damage, then regain Hit Points equal to your Artificer level.
Release
The release version is Refined Reanimation. Facilitated Revival now gives you a free Raise Dead once per long rest when you use appropriate tools as the spellcasting focus. Life Transfer can trigger when you or the companion takes damage, and you gain Hit Points equal to the companion’s current Hit Points before it drops to 0 and triggers Death Burst. Superior Modification also lets the companion gain three Strange Modification options.
My take
This is much more exciting. A free Raise Dead is cleaner and more generous than a discount, and Life Transfer now rewards keeping the companion healthy before sacrificing it. Superior Modification also makes the companion feel like a real culmination of the subclass instead of just a familiar body with one trick.
Final Thoughts
The official Reanimator still has the same core fantasy: you make a nasty undead companion, improve it over time, and occasionally turn it into a very practical disaster. The release version is not a full redesign. It feels more like a tuning pass, with clearer scaling and better high-level support.
My main disappointment is Ferocity. I wish the attack-focused option still made the companion feel meaningfully aggressive, because right now Arcane Conduit looks like the obvious pick most of the time. I also miss some of the companion’s old physical threat. The extra Hit Points are welcome, but the weaker swipe and smaller Death Burst make it feel less dangerous in the moment.
Still, I like this subclass. It is gross, readable, and easy to imagine at the table. If you want an Artificer who plays like a necromantic pet class with a little Doctor Frankenstein energy, the Reanimator still gets the job done.
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