Base Class: Ranger
Stitchers are a brand of Ranger shunned by their peers for their perverse and cruel use of nature. Taking the flesh of recently killed creatures and physically stitching it into their own bodies to take on the aspects of those creatures. Using both medicinal knowledge and arcane methods, the flesh of their prey can be preserved in their bodies for a time. All flesh decays but a Stitcher can prolong that time while using the abilities of past prey to hunt more dangerous creatures.
Beginner Stitching
A stitcher gains proficiency in Arcana or Medicine and Alchemist tools if not already known.
By spending time and effort in harvesting and collecting beastial body parts, you have learned how to adapt some of the beasts traits into yourself. By spending 1 hour with a freshly harvested body part (1d4+wisdom modifier days since the creature died) or a preserved body part (1 hour spent with appropriate chemicals per the DM + alchemists tools against a DC of 12) you may grant yourself one ability from the creatures stat block. You may have a number of "stitches" equal to your proficiency bonus at any one time. Removing a "stitch" takes 1 hour, or can be done as part of the time and effort made to attach a new "stitch" to yourself. As long as you have a body part stitched and it is not rotted away (preserved or within time restriction) you gain the aformentioned ability from the creature.
In addition to stitching, you learn the speak with animals spell, this counts as a prepared spell for you but does not use your prepared spell slots. You may cast this spell once without expending a spell slot per long rest.
You also count as a beast for spells that specifically target beasts and animals.
Advanced Stitching
Beasts start off with a neutral disposition towards you and recognize you as a beast. You are not considered either a prey animal or a predator. Unless attacked or defending their young, beasts will not become hostile towards you and are inclined to assist you if they can and you have a way to communicate with them.
Your proficiency with preserving corpses allows you to cast the gentle repose spell 1/long rest without expending a spell slot. When you cast the spell this way, it affects a number of body parts equal to your proficiency bonus + wisdom modifier. It still only affects a single whole corpse. The body parts affected //CAN// be parts that you have already stitched.
Starting at 7th level you gain the ability to stitch more than beasts into your own body. You may now use body parts from any creature, so long as the creatures CR doesn't exceed half your Stitcher Level. In addition, so long as your DM agrees with the thematic change, you may switch what abilities you get from your stitches after a long rest. (for example, if you stitch a tongue of a creature, you may ask for adv on saves vs poison, or you may ask for poisonous spit)
You are scared by the constant stitching and cutting of your flesh, making you an outcast of most society.
You have disadvantage on persuasion checks towards humanoids.
Townsfolk will actively avoid you and will be reserved in supplying any help.
Is What You Become
Non-magical animals will view you as one of their own when approaching them.
Animals will no longer view you as a threat or prey and will not react to you with hostility unless provoked.
More Beast Than Man
Starting at 15th level you no longer count as a humanoid for spells that target humanoids specifically. In addition, you cannot gain the benefits of a full rest while inside a building or other manmade structure unless it is abandoned, destroyed, or otherwise hasn't been used by humanoids in a while. You gain the ability to use speak with animals at will for any beasts with which you share a body part (for example, Canids, Avians, Canines, Felidae, ect (so dogs = wolf, dog, dire wolf, worg ect)) Should you venture into a town, the people will likely treat you as a strange and possibly terrifying wild beast.
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