Base Class: Fighter
"Ohh, is that right, mate…? No soul in machine stitching, eh…?"
"Right, I'll give you your bloody handmade! HANDMADE! BESPOKE! HAND-SEWN!!"
Your Skill and Obsession with Fabric work has manifested into a new fighting style, using Needles to pin down your foes.
Tiny and Sharp Needles - Level 3
"Handmade? You want me to hand-stitch this?! HAND-STITCH???!!!"
Bla Bla Warp Bla, Yap Yap Weft Yap
At the end of each turn, each creature you attacked and hit during that turn is inflicted with 1 stack of "Naildle". At the end of each creatures turn, that creature takes Piercing damage equal to the 'Naildle' stacks they have. If a creature did not take the attack action during their turn, they lose 1 stack of Naildle, or 2 stacks of Naildle if they used their action to hide or disengauge.
You deal 1 additional Piercing damage with attacks for every 2 stacks of Naildle on the target.
All stacks of Naildle expire at the end of combat.
Too even, you say? Not pick-stitching, you say? Assemble!!!
At the end of each of your turns, you summon one 'Needlekin', a tiny, oddly cute yet very punt-able gremlin-like creature that is quite good with a needle. You can have up to 3 Needlekin summoned at a time. The Needlekin follow you and occupy the same space as you.
When a creature comes within 5 feet of you, or moves out of your reach, they take (summoned Needlekin)d4 Piercing damage (once per creature per turn) as the Needlekin poke them.
If you are incapacitated, the Needlekin with defend you to the best of their ability, having the action 'Poke':
- Poke. One Target, range of 5 feet, +(King of Needleworks' Proficiency bonus) to hit. 1d4 + (King of Needleworks' Proficiency bonus) piercing damage.
While you are incapacitated, the Needlekin do not move more than 5 feet away from you, and will attempt to push you away from danger such as a cliff, spikes, or other environmental hazards. The Needlekin can move you up to 5 feet per summoned Needlekin, and will attempt to push you towards allies, or behind cover.
Your summoned Needlekin disappear when combat ends.
Outside of combat, you can summon up to 3 Needlekin to assist you with minor tasks. They can perform tasks involving Cobbler's tools, Leatherworker's tools, or Weaver's Tools flawlessly, they may also be used to scout areas. Needlekin talk in a special language only you can understand, and Needlekin are the Size of Tiny with a hit point maximum of 1 and a Dexterity score of 19, with proficiency in Slight of Hand and Stealth, all other ability scores of Needlekin are assumed to be equal to your proficiency bonus.
If you are using Bastion Rules, the Needlekin function as Hirelings, and you may have up to 6 Needlekin summoned as Hirelings.
Needlekin summoned outside of combat cannot enter combat, and Needlekin summoned outside of combat do not count against your Needlekin summoned In combat.
At level 7, creatures that move within or exit your reach take (summoned Needlekin)d6 Piercing instead, and the Needlekin gain access to Multiattack (Two 'Poke' attacks).
At level 10, the Needlekin's ability scores apart from Dexterity are assumed to be equal to twice your proficiency bonus instead, and their hit points become equal to half your constitution or wisdom score.
20 stitches an inch, minimum!!! - Level 7
"I sewed it by hand, just like you bloody asked!! What?! The stitches are too even, so a machine must've done it?!"
"Get back here, you C$#%! I'll show you 18 premium stitches! Shit-ten and bugger-eight, straight into your skin! WITH THIS NEEDLE!!!"
Double Stitching past the side seam? Double-needle! Rejected!!
After your Needlekin are fully assembled, you can chuck them at people.
If you have at least 3 Needlekin summoned, you can use your bonus action to throw them at hostile creatures within 40 feet of you.
Choose up to three hostile creatures within range. Assign each chosen creature a number on a d4, with unassigned numbers resulting in a reroll.Roll a d4 three times, once for each Needlekin. The number rolled determines which creature the Needlekin is thrown at. A creature can be selected multiple times.
Each targeted creature must make a Dexterity saving throw against your Needlework Save DC (8 + your proficiency bonus + your Strength or Dexterity modifier). On a failed save, the creature takes piercing damage equal to half your proficiency bonus (rounded down) d4s, and bludgeoning damage equal to your proficiency bonus d6s. On a successful save, the creature takes half as much damage, rounded down.
After each Needlekin's damage and saving throw are resolved, that Needlekin disappears, resulting in a total of 3 Needlekin lost if all saves Resolve.
No cross-stitch buttons? Rejected!
Creature's with 3 or more Naildle stacks gain 'Tongue-pinning Needle'. If a creature with Tongue-pinning Needle has less than 3 stacks of Naildle at the end of their turn, Tongue-pinning Needle is removed.
Creatures with Tongue-pinning Needle cannot cast spells with verbal components, and all movement speeds they have are reduced by 10 feet (to a minimum of 5 feet of movement). Creatures with Tongue-pinning Needle cannot speak normally, as their Tongue is pinned to the bottom of their mouth. Creatures that do not have a Tongue or something equivalent ignore this effect.
At level 10, you and your Needlekin gain advantage on attacks made against creatures with Tongue-pinning Needle.
Unending, Unavoidable Stream of Customer Complaints - Level 10
Voices seep from the cocoon.
"Anything under 80-count two-ply? Not even fabric!" "Why aren't the buttonholes horizontal?" "Jersey knit on machine? Really?" "Why isn't the selvage red?" "This hasn't even been shrink-proofed." "Anything below Super 150 is cheap cloth, obviously." "You think the Super scale is just yarn thickness? Diameter and yarn count aren't even the same thing. Don't you know that?"
"You're finishing the hem with a Union Special, right? Of course you are!" "Is this Rigid? ... Oh. Selvage?" "Wait... the stitch-per-inch count is way too even. You used a machine, didn't you?" "It's not bespoke if it's not hand-stitched." "... That's not even a Milanese buttonhole." "Shirting needs to be over 200-count."
"Ugh, I can see the stitching on the outside." "There, I can see two rows of stitching there. Rejected." "What's with this seam finish?" "Three-ply, minimum."
Cry of the Cocoon
At the start of each of your turns, you may choose to enable or disable this feature.
While this feature is active, you gain vulnerability to Psychic damage, and you have disadvantage on wisdom saving throws, and your Melee Weapon attacks gain a +2 to attack and damage rolls. Every 3rd round (Round 3, 6, 9, 12, Etc.) this feature is active, you take (your fighter level) Psychic damage and the Bonus from this feature Doubles until the end of your next turn.
Damage dealt to yourself through this feature cannot reduce you below half your maximum hit points.
Additionally, while this feature is active, you are immune to the Charmed and Frightened conditions.
Stitch! Per! Inch!
When you hit a creature with 9 or more Naildle stacks, or land a critical hit on a creature with 5 or more Naildle stacks, they become "Taxidermized" until the end of your next turn.
Taxidermized creatures have each of their movement speeds reduced to 0, and they take twice as much damage from Naildle and Needlekin. When a creature is no longer Taxidermized, their Naildle stacks are reduced to 5.
Hungering for Acceptance - Level 15
"One bite... If I could just get my teeth in... one bleedin' bite...!!! Again... again...!"
Eat... Just... Eat!!
You can take a big 'ol bite out of a Taxidermized creature.
If there is at least 1 Taxidermized creature, you may use an action to take a bite out of the Taxidermized creature.
When you use this feature, target a Taxidermized creature with an unarmed strike. You add your Constitution modifier to the attack roll in addition to the normal modifiers for your unarmed strike.
On a hit with an unarmed strike made through this feature, the creature takes (Naildle stacks on target)d10 piercing damage, and you heal hit points equal to half the damage dealt. If you reduce a creature to 0 hit points with this feature you heal hit points equal to the damage dealt instead of half the damage dealt. Damage dealt with this feature cannot be declared Non-lethal.
Damage dealt through this feature is NOT considered Naildle damage.
Pick stitch too obvious, you say?! I'll pick-stitch your Arse!!
When you hit a creature with 5 or more Naildle stacks, all other hostile creatures within 40 feet of you that have at least 3 Naildle stacks takes piercing damage equal to your proficiency bonus. Taxidermized creatures take twice as much damage taken through this feature.
At level 18, this feature deals piercing damage equal to twice your proficiency bonus instead.
Golden Hide of the King of Needleworks - Level 18
"Stitch per inch... stitch per inch... stitch per inch, stitch per inch, stitch per inch, stitch per inch, stitch per inch, stitch per inch, stitch per inch!"
Straight Pin of the King of Needleworks
At the start of each of your turns, a hostile creature the DM Chooses gains "Mark of the King of Needleworks". This mark lasts until combat ends.
Creatures with Mark of the King of Needleworks have their speed reduced by 5 feet and becomes Vulnerable to Piercing damage. When a creature with Mark of the King of Needleworks is reduced to 0 hit points, a hostile creature the DM Chooses takes piercing damage equal to 10% of the maximum hit points of the creature reduced to 0 hit points.
Sound of the Fledgling God
While Cry of the Cocoon is active, you heal hit points equal to your proficiency bonus whenever you hit a creature with an attack. You and all allies within 40 feet of you heal 50% more hit points when restoring hit points (excluding hit points healed through this feature)
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