Artificer
Base Class: Artificer

The stitcher is not limited in the materials they use to make their creations. The stitcher incorporates flesh and bone into its creations and commands the energies of life and death. The stitcher blurs the lines between the animate and inanimate, weaving the two together in an often disturbing way.

Tool Proficiency

3rd-level Stitcher feature

You gain proficiency with surgery kit. If you already have this proficiency, you gain proficiency with one other type of artisan’s tools of your choice.

Stitcher Spells

3rd-level Stitcher feature

You always have certain spells prepared after you reach particular levels in this class, as shown in the Stitcher Spells table. These spells count as artificer spells for you, but they don’t count against the number of artificer spells you prepare.

Stitcher Spells

Artificer Level Spell

3rd

inflict wounds, healing word

5th

gentle repose, ray of enfeeblement

9th

animate dead, mass healing word

13th

blight, death ward

17th

raise dead, mass cure wounds

Skilled Surgeon

3rd-level Stitcher feature

Your surgical experiments and curiosity have paid off in two ways:

  • You may add your intelligence modifier to medicine checks.
  • You have advantage when using your surgical kit to harvest body parts from creatures.

Stitched Golem

3rd-level Stitcher feature

Your macabre experiments have borne you a twisted companion, a stitched golem. Made from scavenged flesh and bone, it is a horrific sight to others but to you it is a beautiful creation. It is friendly to you and your companions, and it obeys your commands. See this creature’s game statistics in the stitched golem stat block, which uses your proficiency bonus (PB) in several places. You determine the creature’s appearance and whether it has two legs or four; your choice has no effect on its game statistics.

In combat, the golem shares your initiative count, but it takes its turn immediately after yours. It can move and use its reaction on its own, but the only action it takes on its turn is the Dodge action, unless you take a bonus action on your turn to command it to take another action. That action can be one in its stat block or some other action. If you are incapacitated, the golem can take any action of its choice, not just Dodge.

If the mending spell is cast on it, it regains 2d6 hit points. If it has died within the last hour, you can use your surgery kit as an action to revive it, provided you are within 5 feet of it and you expend a spell slot of 1st level or higher. The stitched golem returns to life after 1 minute with all its hit points restored.

At the end of a long rest, you can create a new stitched golem if you have your surgery kit with you. If you already have a stitched golem from this feature, the first one immediately perishes. The golem also perishes if you die.

Stitched GOLEM

Armor Class 15 (natural armor)

Hit Points 2 + your Intelligence modifier + five times your artificer level (the golem has a number of Hit Dice [d8s] equal to your artificer level)

Speed 40 ft.

STR
14 (+2)
DEX
12 (+1)
CON
14 (+2)
INT
4 (−3)
WIS
10 (+0)
CHA
6 (−2)

Saving Throws Dex +1 plus PB, Con +2 plus PB

Skills Athletics +2 plus PB, Perception +0 plus PB × 2

Damage Immunities poison, necrotic

Condition Immunities charmed, exhaustion, poisoned

Senses darkvision 60 ft., passive Perception 10 + (PB × 2)

Languages understands the languages you speak

ChallengeProficiency Bonus (PB) equals your bonus

Vigilant. The golem can’t be surprised.

Actions

Deathly Rend. Melee Weapon Attack: your spell attack modifier to hit, reach 5 ft., one target you can see. Hit: 1d8 + PB necrotic damage.

Regenerate(3/Day). The vital force inside the golem restore 2d8 + PB hit points to itself.

Reaction

Deflect Attack. The golem imposes disadvantage on the attack roll of one creature it can see that is within 5 feet of it, provided the attack roll is against a creature other than the golem.

Command Creations

5th-level Stitcher feature

When you use a bonus action to command a creature under your control, you may issue an additional command. 

Life Pulse

9th-level Stitcher feature

You've learned new ways to channel life force to harm or heal. When either you hit a target with a magic weapon attack or your stitched golem hits a target, you can channel magical energy through the strike to create one of the following effects:

  • The target takes an extra 2d6 necrotic damage.
  • Choose one creature or object you can see within 30 feet of the target. Healing energy flows into the chosen recipient, restoring 2d6 hit points to it.

You can use this energy a number of times equal to your Intelligence modifier (minimum of once), but you can do so no more than once on a turn. You regain all expended uses when you finish a long rest.

Improved Stitched Golem

15th-level Stitcher feature

Your Life Pulse and stitched golem become more powerful:

  • The extra damage and the healing of your Life Pulse both increase to 4d6.
  • Your stitched golem gains a +2 bonus to Armor Class.
  • Whenever your stitched golem uses its Deflect Attack, the attacker takes force damage equal to 1d4 + your Intelligence modifier.

Previous Versions

Name Date Modified Views Adds Version Actions
3/26/2022 2:45:07 AM
13
2
--
Coming Soon

Comments

Posts Quoted:
Reply
Clear All Quotes