Base Class: Artificer
To a Corpse Stitcher, flesh and bone are little different from metal or wood as material for construction, and the energies of lifeforce are just another form of electricity. Life and Death are just tools and materials for them on their quest to construct the perfect undying specimen.
Tool Proficiency
When you adopt this specialization at 3rd level, you gain proficiency with both Weaver's tools & Leatherworker's tools. If you already have both proficiencies, you gain proficiency with one other type of artisan's tools of your choice.
Corpse Stitcher Spells
Starting at 3rd level, you always have certain spells prepared after you reach particular levels in this class, as shown in the Corpse Stitcher Spells table. These spells count as artificer spells for you, but they don’t count against the number of artificer spells you prepare.
Corpse Stitcher Spells
| ARTIFICER LEVEL | SPELLS |
|---|---|
|
3rd |
False Life, Witch Bolt |
|
5th |
|
|
9th |
|
|
13th |
Confusion, Sickening Radiance |
|
17th |
Danse Macabre, Raise Dead |
Animated Amalgamation
By 3rd level, you have successfully crafted a faithful companion, an Animated Amalgamation, out of spare corpse parts. It's friendly to you and your companions, and it obeys your commands. See its game statistics in the Animated Amalgamation stat block, which uses your proficiency bonus (PB) in several places. You determine the creature's general appearance; your choice has no effect on its game statistics.
In combat, the Amalgamation 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 defender can take any action of its choice, not just Dodge.
For each minute you spend repairing it with Leatherworker's tools or Weaver's tools, it regains 1d8 hit points. If it has died within the last 8 hours, you can use your Leatherworker's tools or Weaver's tools 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 Amalgamation returns to life after 1 minute with all its hit points restored.
At the end of a long rest, you can create a new Animated Amalgamation if you have Leatherworker's tools or Weaver's tools with you and access to fresh corpses. If you already have an Amalgamation from this feature, the first one immediately perishes. You may choose to have the new Amalgamation inherit the memories of the previous one.
Undying Fortitude. If damage reduces the Amalgamation to 0 hit points, it must make a Constitution saving throw with a DC of 5 + the damage taken, unless the damage is radiant. On a success, the Amalgamation drops to 1 hit point instead.
Mighty Slam. Melee Weapon Attack: +STR mod plus PB to hit, reach 5 ft., one target. Hit: 1d8 + STR mod + PB bludgeoning damage.
Deflect Attack. The Amalgamation 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 Amalgamation.
Diabolical Defibrillation
Starting at 3rd level, you gain the ability to use lightning to manipulate the forces of life and unlife.
You gain proficiency in the Medicine skill. Whenever you perform a check or save using the Medicine skill, you may use your Intelligence modifier instead of your Wisdom modifier.
When you would deal lightning damage to a living creature that was reduced to 0 HP within the last minute, an undead creature, or a construct, you may choose to instead heal that creature an amount of HP equal to half the amount of lightning damage rolled (Rounded down, minimum 1). You may ignore resistance, immunity, and vulnerability to lightning damage when calculating this healing. A creature healed with this feature is returned to consciousness and may use their reaction to spring up from a prone position without using any of their movement.
At 9th level this feature's healing increases to the full amount of lightning damage rolled.
Macabre Modificaitons
Starting at 5th level, you gain the ability to augment your Animated Amalgamation companion with parts from other corpses.
You can harvest parts from the corpse of a creature that was of a level or CR equal to or below your Artificer level and that has been dead for less than 24 hours. At the end of a short or long rest you can use your Weaver's or Leatherworker's tools to grant your Amalgamation a Modification based on parts you have harvested in the past day. Work with your DM to determine what kind of benefits different creature parts will provide. Some examples are provided below:
- The hide of a creature with Natural Armor granting an increased AC or CON score
- Extra limbs from a humanoid granting a Multiattack feature
- The stinger of a giant scorpion granting a Natural Weapon
- The organ of a fire-breathing creature granting a flaming breath attack.
- An appealing face/head from a humanoid allowing the Amalgamation to pass more easily as a living creature.
Your Amalgamation can have a maximum of 2 Modifications at 5th level, 3 at 9th level, and 5 at 15th level. You can add or replace 1 Modification at the end of a short rest, and any number of them after a long rest.
Gilded by the Grave
By 9th level, your frequent proximity to the dead has acclimated your mind and body to the grim and eerie.
You gain resistance to Necrotic damage and you may add your Intelligence modifier when you make the following types of saves:
- Saves against being charmed or frightened
- Constitution saves
- Wisdom saves
- Death Saving Throws
Starting at 15th level, you also gain advantage on Death Saves and become immune to the frightened condition.
Mortuary Mastery
At 15th level, your mastery over life and unlife reaches new heights.
The Animate Dead and Raise Dead spells are considered ritual spells for you. Once you cast one of these spells as a ritual, you cannot do so again until after a long rest.
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