Base Class: Wizard
The stitcher is a wizard subclass focused on the use of medicine in combination with magic to work miracles and horrors. Often their ultimate ambitions are to defeat Death or to create Life.
Extract Essence
At 2nd level, you have a deep understanding of the way organic being work and can extract useful components from them. You gain proficiency with the Medicine skill. In addition, you can spend an hour dissecting the corpse of any Beast, Aberration or Monstrosity to extract consumable ichors with one of the following properties:
- gain one damage resistance/immunity of the source creature for 1 hour
- gain one condition immunity of the source creature for 1 hour
- gain a single use of one of the source creature's special abilities (e.g. an Ankheg's acid spray) which must be used as an action within 1 hour of consuming the ichor.
- gain one of the creature's senses for 1 hour
These ichors lose their potency within 1 hour unless they are stored properly each which case they last 1 week. Once you have extracted a batch of ichors from a corpse no further ichors can be extracted. The corpse must be in a reasonable state to have ichor extracted from it.
Every time you use this ability you gain a number of ichors equal to your proficiency bonus.
Arcane Graft
Beginning when you select this school at 2nd level, you learn to alter your or an ally's physical form with eldritch chirurgery. Over the course of a short rest, you can attach up to two body parts to a player. This could be reconnecting a part that had been severed, but you can also attach parts from a similarly-sized humanoid. The new part cannot have been separated from a living body for more than 24 hours. In the same amount of time, you can safely swap a currently attached body part for another. You can choose for the new limb's appearance to stay the same or to shift to match your own design.
Idle Hands
Starting at 2nd level, you learn how to release your hands from your body.
As a bonus action, you can spend 2 hit points to detach one of your hands and turn it into a Crawling Claw (MM, p.44). It is entirely under your control and takes its turn immediately after your own. When you cast a spell with a range of Touch you can deliver the spell through the crawling claw. The crawling claw becomes incapacitated whenever it is more than 1 mile away from you. When the crawling claw is within 5 feet of you, you can use a bonus action to reattach it. You can do so even if the crawling claw has been reduced to 0 hit points, and you regain hit points equal to the number of hit points it has remaining.
Idle Hands
As a bonus action, you can spend 2 hit points to detach one of your hands and turn it into a crawling claw (MM, p.44). It is entirely under your control and takes its turn immediately after your own. When you cast a spell with a range of Touch you can deliver the spell through the crawling claw. The crawling claw becomes incapacitated whenever it is more than 1 mile away from you. When the crawling claw is within 5 feet of you, you can use a bonus action to reattach it. You can do so even if the crawling claw has been reduced to 0 hit points, and you regain hit points equal to the number of hit points it has remaining.
Wandering Eyes
Starting at 6th level, you acquire the ability to send your eyes to do your bidding. As a bonus action, you can spend 2 hit points to detach one of your eyes and enchant it. When you do so, you cast the arcane eye spell using no components and without using a spell slot. Your eye itself takes on the properties of the spell. Should the spell end early, your eyeball becomes visible and drops where it is. When the eye is within 5 feet of you, you can use a bonus action to reattach it. If the eye is still intact, you regain the 2 lost hit points
Aberrant Form
When an attack against you is a critical hit, it is treated as a normal hit instead. Furthermore, when an effect refers to your race or creature type, you can choose to count as an aberration instead of your original type.
The Stitch of Life
Starting at 14th level, you can create a new creature from body parts scavenged from the corpses of others. By combining up to 6 body parts of the corpses any other creature that are all of the same size category you create a new creature of that size category according to the rules below:
- Torso: your creation has the Constitution score, damage resistances/immunities, and half the total hit points (maximum 100 hp) of the creature whose torso you use.
- Arms: your creation has the Strength score and can use any weapon attacks associated with the arms of the creature whose arms you use.
- Legs: your creation has the Dexterity score and walking speed of the creature whose legs you use.
- Tail (optional): your creation has the swimming speed and any tail attacks of the creature whose tail you use.
- Wings (optional): your creation has the fly speed of the creature whose wings you use.
- Head: your creation has the Intelligence, and Wisdom scores and knows the same languages, skill proficiencies, and senses of the creature whose head you use.
- Your creation always has a Charisma score of 6 due to the disturbing nature of its appearance.
Your creation is initially friendly to you and creatures you designate but it is an intelligent independent life. It rolls its own initiative and depending on your treatment may decide to go it's own way or even attack you. Your creation does not have Multiattack even if the source creatures did, instead it makes a single attack out of those available to it as an action on its turn. Your creation cannot cast spells even if the source creatures could. To imbue the creature with the spark life you must infuse the body with magic equivalent to 15 levels worth of spell slots.
This process takes 1 day. Once you have created life, you cannot use this ability again for at least 2d4 long rests.
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