Artificer
Base Class: Artificer

Stitchers are resourceful artificers with very few scruples. To these dark craftsmen, corpses are a treasure trove of raw material with which to create. Harnessing the power of electricity to imbue their work with a facsimile of life, stitcher’s assemble minions of the highest order. Despite the common folk’s stubborn rejection of the use of their loved one’s remains, every stitcher knows a corpse is a terrible thing to waste.

Tool Proficiency

When you adopt this specialization at 3rd level, you gain proficiency with leatherworker’s tools. If you already have this proficiency, you gain proficiency 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 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 Stitcher Spells
3rd False LifeInflict Wounds
5th Blindness/DeafnessGentle Repose
9th Call LightningSummon Undead
13th BlightShadow of Moil
17th EnervationNegative Energy Flood

Stitched Minions

You learn to use corpses to craft your minions. Choose a corpse of a Medium or Small humanoid within 5 feet of you. You can spend 10 minutes using your leatherworker’s tools to repair, modify, and raise the corpse, creating a Stitched Minion. It’s friendly to you and your companions, and it obeys your commands. See its game statistics in the Stitched Minion stat block, which uses your proficiency bonus (PB) in several places. Your Stitched Minions possess the appearance of the corpse you created it from, they are protected from further decay, and the device or apparatus used to turn the corpse into a Stitched Minion is visible on their body unless otherwise concealed. They are proficient with all simple weapons and all the artisan’s tools you’re proficient with. They can attune to no more than one magic items at a time and whenever you infuse an item with your Infuse Item feature and that item requires attunement, you can attune one of your Stitched Minions to it as you infuse the item.

In combat, your Stitched Minions share your initiative count, but they take their turn immediately after yours. They can move and use their reaction on their own, but the only action they can take on their turn is the Dodge action, unless you take a bonus action on your turn to command the minions within 120 feet of you to take another action (If you control multiple minions, you can command any or all of them at the same time, mentally issuing individual commands to each one). That action can be one in its stat block or some other action. If you are incapacitated, your Stitched Minions can’t take any actions or reactions, and their movement speed becomes 0.

If the Mending spell is cast on a Stitched Minion, it regains 2d6 hit points. You can have a maximum number of Stitched Minions equal to your Proficiency bonus. If you try to exceed your maximum number of Stitched Minions, the oldest minion dies and reverts to a corpse.

You can use this feature a number of times equal to your Proficiency bonus and you regain all expended uses of this feature when you finish a long rest.

Skilled Subordinates

Additionally at 3rd level, your Stitched Minions can assist you in crafting magic items. Whenever you craft a magic item with your minions, you can complete it twice as quickly as you would otherwise.

Necro Conduction

Beginning at 5th level, you learn to harness the energies of your spellcasting into electricity, which you conduct through your minions. Once per turn, when you deal necrotic or lightning damage to a creature with a spell, you can deal an amount of lightning damage equal to your Intelligence modifier to a creature of your choice within 30 feet of one of your minions within 120 feet of you.

Stitched Golems

Starting at 9th level, your fleshcraft allows you combine your minions into a single powerful golem. Choose three of your Stitched Minions within 5 feet of you. You can spend 10 minutes using your leatherworker’s tools to stitch together your minions, creating an Stitched Golem. It’s friendly to you and your companions, and it obeys your commands. See its game statistics in the Stitched Golem stat block, which uses your proficiency bonus (PB) in several places.

Your Stitched Golems count as Stitched Minions and they follow the same rules you use for your Stitched Minions, with the following exceptions.

  • One golem counts as three minions for the purposes of tracking your maximum number of minions.
  • Your Stitched Golems are also proficient with all martial weapons and shields.
  • Your Stitched Golems can attune to no more than three magic items at a time.

Once you use this feature, you can’t use it again until you finish a long rest.

Arcane Conduction

Beginning at 15th level, you learn to conduct your spells through your creations en masse. Whenever you cast a spell during your turn, you can expend additional spell slots of the same level as the spell you cast to copy it. These copies do not require additional material components to cast. The original spell and these copies must be delivered through you or any minion or golem you currently control within 120 feet of you. You, your minions, and your golems can each only channel one instance of the spell.

Once you use this feature, you can’t use it again until you finish a long rest.

Comments

Posts Quoted:
Reply
Clear All Quotes