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Artificer Specialization: Stitcher




Stitchers delve into the biomechanics of undeath to produce a variety of useful, if gory, devices. These eerie weavers then graft their abominable creations directly to their bodies, and eventually others. Due to the stitcher's intense study of death they develop a variety of magical concoctions that produce a fair imitation of the necromantic arts. Many artificers of this ilk hail from medical professions whose study of corpses blossomed into a full-on obsession. Some are failed necromancers who turned to a different method to appease their madness. A minority of stitchers seek to understand their bitter enemies spawned from unhallowed crypts and bat-swathed castles. No matter their origins these artificers know that most folks will consider them an anathema.

Tool Proficiency.

When you adopt this specialization at 3rd level, you gain proficiency in weaving tools. If you already have this proficiency, you gain proficiency in one other type with one other type of artisan's tools of your choice.

Stitcher Spells

Starting at 3rd level, you always have certain spells prepared after you reach particular levels in this class, as shown on the table below. These spells count as artificer spells for you, but they don't count against the number of artificer spells you prepare.

3rd Level - ray of sickness, unseen servant

5th Level - gentle repose, ray of enfeeblement

9th Level - bestow curse, remove curse

13th Level - locate creature, sickening radiance

17th Level - contagion, raise dead

Blasphemous Grafts.

Beginning at 3rd level, you have figured out how to harvest body parts of the undead and attach them to your body. While doing so may distance you from civil society it grants you powerful abilities steeped in fell energies. Choose a blasphemous graft to learn from the list below.

To create a blasphemous graft you must have the parts of any single undead creature on hand, at least one limb worth of base material, as well as a weaver supplies. As part of a long rest you may use these grisly items to fabricate a single blasphemous graft and attach it to yourself.

When you reach certain levels in this class, you learn additional blasphemous grafts and have them all attached at the same time: two at 6th level and three at 15th level. Creating these new blasphemous grafts also takes the same material and time requirement as your first.

When making an attack with one of your Blasphemous Grafts you may use your Intelligence modifier to calculate your bonus to attack and damage instead of Strength or Dexterity.

Blasphemous Grafts List

Apparitional Spine. Overlaid on your backbone is a patchwork of ectoplasm. You can focus it down one of your limbs into an ethereal weapon or retract it back into the ethereal plane as a bonus action. While it is retracted the weapon is undetectable unless seen in the ethereal plane. When deployed you can make a melee weapon attack with a reach of 5ft that deals 1d8 necrotic damage. When attacking undead creatures this attack ignores resistance to necrotic damage and immunity to necrotic damage only negates half the damage dealt.

Banshee Weave. Strands of pale, glowing hair are interwoven with your actual hair. While the power you can channel through it into your voice is not outright deadly your gain a ranged weapon attack with a range of 60/120 that deals 1d8 plus ability modifier thunder damage. In addition, the struck creature must succeed on a Constitution DC equal to your Artificer spell casting DC or be deafened until the start of your next turn.

Ghastly Choker. The choker's natural state is wrapped around your throat. It can lash out as a melee weapon attack with a reach of 10ft that deals 1d4 bashing damage. In addition, the struck creature must succeed on a Constitution save equal to your Artificer spell casting DC or be incapacitated until the start of your next turn.

Ossuary Vambraces. Hidden under your forearm skin, these skeletal claws can deploy and retract as a bonus action. When retracted, the claws are not detectable. You can make a melee weapon attack when they are deployed with a reach of 5ft that deals 2d6 plus ability modifier slashing damage.

Smoldering Jaw. A skeletal jaw is sealed over the top of your own. It is carved with green-glowing runes that channel destructive power. You may make a ranged weapon attack with a range of 60/120 ft that deals 1d10 plus ability modifier fire damage.

Strigoi Tendril. A length of tooth-studded undead leather is coiled inside of your wrist and forearm. You may deploy or retract the tendril as a bonus action. While retracted the strigoi tendril is not detectable. When deployed you can make a melee weapon attack with a reach of 10ft that deals 2d4 plus ability modifier slashing damage. When a creature wounded by your Strigoi Creature dies you gain a number of temporary hit points equal to their hit dice.

Necromantic Thews

Starting at 5th level, your skill at weaving feel magic, noxious flesh and your own body blossoms into a truly uncanny display of dark art. You gain the following features:

-Whenever you take an attack action on your turn you may make an additional attack with one of your blasphemous grafts.

-Compromised by unnatural magic your skin hardens and grants you an Armor Class of 13 + your Dexterity Modifier.

Profane Grafts. Beginning at 9th level, you have mastered your unsettling skills. Choose a profane graft to learn from the list below.

To create a profane graft you must have the parts of any single undead creature on hand, at least one limb worth of base material, as well as a weaver supplies. As part of a long rest, you may use these grisly items to fabricate a single profane graft and attach it to yourself.

In addition, you may create a blasphemous graft and attach it to another, willing creature as if it were one of your infusions. All rules for an infusion apply.

Profane Grafts List

Dead Hand Stitching. Your elbows are stitched with thread spun from undead sinew. As a bonus action, you can detach one of your forearms and its hand which gains the creature profile of a Crawling Claw save it remains your creature type instead of undead and is not an independent creature. Using this feature grants you advantage on Dexterity checks to escape grapples. It is also a great gag at parties.

When detached you can control the Dead Hand up to 1 mile away. In addition, as an action, you can remotely see the location each Dead Hand is as if you had cast the Clairvoyance spell. However, you can only view one Dead Hand at a time. You can use any tools or take any actions you normally would with your dead hands but cannot cast spells nor wield any weapons with a detached Dead Hand.

If your Dead Hand is destroyed it automatically reappears attached to your arm. You suffer a level of Exhaustion and cannot use this feature against until you complete a long rest.

Entombed Wraps. Your arms are covered in the stolen, ensorcelled bandages pilfered from a mummy. The necrotic charged fabric slither from their place whenever you are attacked and mitigate the damage taken. As a bonus action, you gain resistance to bludgeoning, piercing, and slashing damage from non-magical weapons and are immune to necrotic and poisoned damage for the next minute. You may use this feature a number of times equal to your level divided by five, thus twice at 9th level. You regain all uses of this ability when you complete a long rest.

Maggot Greaves. Your feet and shins are girded in leather greaves of spiraled worms. As a bonus action, you may reanimate the crawlers, which slither off of you and cover the ground in a 10ft radius around you until the start of your next turn. The ground becomes difficult terrain. When a creature first enters this area or begins their turn in this area they must make a Dexterity save with your Artificer spellcasting DC or fall prone and take 3d8 piercing damage as the maggots cover and bite them.

Spectral Spaulders. Ghostly corpus roiling with unmitigated anger is bounded to your shoulders. You can focus this unbridled emotion to remotely manipulate creatures and objects.

As an action you can target a creature or unattended object within 30 feet of you. A creature must be Medium or smaller to be affected by this magic, and an object can weigh up to 150 pounds.

If the target is a creature, you make an Intelligence check contested by the target's Strength check. If you wins the contest, you can hurl the target up to 30 feet in any direction, including upward. If the target then comes into contact with a hard surface or heavy object, the target takes 1d6 damage per 10 feet moved.

If the target is an object that isn't being worn or carried, you hurl it up to 30 feet in any direction. You can use the object as a ranged weapon, attacking one creature along the object's path using your spell attack modifier and dealing 2d4 plus your Intelligence modifier bludgeoning damage on a hit. You may use this profane graft up to a number of times equal to your Intelligence Modifier plus 1 (minimum 1). All uses return after your complete a long rest.

Revenant Vest. Your chest is covered with a second skin of pale flesh that refuses to die. Layered into your being the vest conveys a fragment of this indestructibility. You regain 5 hit points at the start of each turn if you are not at 0 hit points. If you take fire or radiant damage, this trait doesn't function at the start of your next turn.

Strigoi Wing Scarf. A pair of leathery bat wings that wrap about your throat and shoulders as a fashionable black accessory. As a bonus action, you can spread the wings from your shoulders and gain a flight speed of 30ft. You may have the wings return to a scarf also as a bonus action.

Wisp Polyp Cape. A colony of miniature will-o-wisps populates the space between your shoulder blades in the appearance of a short cape dotted with glittering rhinestones. As a bonus action, you can eject a few into the air around you creating the same effects as the Dancing Lights spell. You may also recall them and end the effect as a bonus action.

As an action, you can eject most of the wisps into the air around you duplicate the effects of the Calm Emotions spell. You may also use the wisps to duplicate the effects of the Mirror Image. You may use this profane graft to duplicate these two spells once each, recovering these usages when you have completed a long rest.

Abattoir Golem.

At 15th level, you are able to build a grisly construct to serve your will; an abattoir golem.

With 8 hours of work, the expenditure of 100gp worth of crushed onyx and thread, as well as five undead corpses, you assemble a golem as a faithful companion. At the end of 8 hours, your abattoir golem animates. You can only have one abattoir active at a time.

If your abattoir golem is ever slain, the magical bond you share allows you to return it to life. With 8 hours of work and the expenditure of 50 gp worth of crushed onyx and thread, you can reconstruct the construct's body and reanimate it. You can return the abattoir golem to life in this manner even if you do not possess any part of its body.

The abattoir golem obeys your command as best it can. It rolls for initiative like any other creature, but you determine its actions, decisions, attitudes, and so on. In you are incapacitated or absent, your companion acts on its own, but always in your best interest.

Your abattoir golem has abilities and game statistics determined in part by your level. Your companion uses your proficiency bonus rather than its own. In addition to the areas where it normally uses its proficiency bonus, an undead companion also adds its proficiency bonus to its AC and to its damage rolls. The abattoir golem is proficient with all saving throws. When your abattoir golem gains one blasphemous graft of your choice.

For each level you gain after 15th, your abattoir golem gains an additional hit die and increases its hit points accordingly.

Whenever you gain the Ability Score Improved class feature, your companion's abilities also improve. Your abattoir golem can increase one ability score of your choice by 2, or it can increase two ability scores of your choice by 1. As normal, your companion can't increase an ability score above 20 using this feature unless its description specifies otherwise.

Your abattoir golem shares your alignment, and has a personality trait and a flaw that you can select. Your companion shares your ideal, and its bond is always, "The artificer who built me with me is a beloved companion for whom I would gladly give my life."

Abattoir Golem

medium construct, alignment varies by Stitcher

Armor Class 11

Hit Points 127 (15d8+60)

Speed 30ft

Str 19 Dex 13 Con 19 Int 6 Wis 10 Cha 5

Saves Strenght +9 Dex +6 Con +9 Int +4 Wis +5 Cha +2

Damage Resistances Necrotic, Poison; Bludgeoning, Piercing, and Slashing From Nonmagical Attacks That Aren't Adamantine

Condition Immunities Charmed, Exhaustion, Frightened, Paralyzed, Petrified, Poisoned

Senses darkvision 60ft, passive Perception 10.

Languages understands any languages the creator knows, but cannot speak

Bezerk

Whenever the golem starts its turn and its creator is at 0 hit points or dead, roll a d6. On a 6, the golem goes berserk. On each of its turns while berserk, the golem attacks the nearest creature it can see. If no creature is near enough to move to and attack, the golem attacks an object, with a preference for an object smaller than itself. Once the golem goes berserk, it continues to do so until it is destroyed or regains all its hit points.

The golem's creator, if within 60 feet of the berserk golem, can try to calm it by speaking firmly and persuasively. The golem must be able to hear its creator, who must take an action to make a DC 15 Charisma (Persuasion) check. If the check succeeds, the golem ceases being berserk.

Blasphemous Graft.

The golem gains one blasphemous graft upon its creation.

Bound Servant.

The golem always knows the location and general health of its creator if its creator is within 1 mile. The creator and the golem share a telepathic bond and the creator can communicate with the golem with a range of 10 mile.

Immutable Form.

The golem is immune to any spell or effect that would alter its form.

Magic Resistance.

The golem has advantage on saving throws against spells and other magical effects.

Magic Weapons.

The golem's weapon attacks are magical.

Actions

Multiattack:

The golem makes 1 slame attack and 1 attack with its blasphemous graft as one action.

Slam:

Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 13 bashing damage.

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