Sorcerer
Base Class: Sorcerer

No one quite knows how or why stitch borns are created. Scholars say they're created by being exposed to unnatural levels of necromantic or far realm energies that burrows its way into the person. However, folktales tell of harrowing events where children who barely escaped from a hag, troll, or necromancer who develop these twisted abilities, while some of these tales say that the children didn’t escape at all, falling victim to these creatures only to wake up unharmed with these dark abilities.

As a whole stitch born are sorcerers are those who possess the unsettling magic of flesh manipulation. Drawing power from the macabre, they seamlessly weave arcane energies with the sinew and bone of living creatures. Masters of body-altering spells, these sorcerers navigate the fine line between creation and horror, often leaving ethereal stitches and otherworldly marks in their wake. They harness the unsettling forces that bind life and death together, both architects and conduits of the uncanny, sculpting reality with their own unique and disturbing flair.

Stitch Magic

1st-level Stitch Born feature

You learn additional spells when you reach certain levels in this class, as shown on the Stitch Spells table. Each of these spells counts as a sorcerer spell for you, but it doesn’t count against the number of sorcerer spells you know.

Whenever you gain a sorcerer level, you can replace one spell you gained from this feature with another spell of the same level. The new spell must be a necromancy or a transmutation spell from the sorcerer, warlock, or wizard spell list.

Stitch Spells
Sorcerer Level Spells
1st cause fear, hex
3rd alter self, gentle repose
5th speak with dead, summon undead
7th black tentacles, fabricate
9th contagion, reincarnate

In addition, consult the Signs of a Stitch table and choose or randomly determine a way you reveal your unnatural nature while you are casting any of your sorcerer spells.

Signs of a Stitch
d6 Signs
1 Faint ethereal stitches appear across your skin.
2 Your shadow briefly takes on the form of a monstrous amalgamation of creatures.
3 A faint scent of embalming herbs wafts around you.
4 Wisps of necrotic energy dance around you, resembling unraveling threads.
5 Your spellcasting focus momentarily transforms into a miniature, animated sewing needle.
6 The skin of those affected by your magic and your own unnaturally crawls.

Healing Stitch

1st-level Stitch Born feature

You can mend things with out any kind of needle or thread. You learn the Mending spell, which doesn’t count against the number of sorcerer cantrips you know. When you cast the spell, you can target an object or creature. If you target a creature, you warp its flesh to heal its wounds which heals 1d6 + your Charisma modifier.

You can heal creatures in this way a number of times equal to 1 + your Sorcerer level, and you regain all expended uses when you finish a long rest.

Stitched Servant

6th-level Stitch Born feature

Your warping and weaving of flesh as allowed you create a companion, a stitched servant. It’s friendly to you and your companions, and it obeys your commands. See its game statistics in the Stitched Servant stat block, which uses your proficiency bonus (PB) in several places. You determine the creature’s appearance but your choice has no effect on its game statistics.

In combat, the servant 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 servant can take any action of its choice, not just Dodge.

If the servant dies and is within 30 feet of you, you may use your bonus action to restore all of its hit points. Once you use this bonus action, you can't use it again until you finish a long rest, unless you spend 5 sorcery points to use it again.

At the end of a long rest, you can create a new stitched servant if you have flesh components with you. If you already have a servant from this feature, the first one immediately becomes inert. The servant also becomes inert if you die.

STITCHED SERVANT

Armor Class 13 + PB (natural armor)

Hit Points 2 + your Charisma modifier + five times your sorcerer level (the servant has a number of Hit Dice [d6s] equal to your sorcerer level)

Speed 20 ft., swim 20 ft.

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

Saving Throws Cha -2 plus PB, Con +1 plus PB

Skills Athletics +3 plus PB, Perception +0 plus PB × 2

Damage Resistances psychic

Condition Immunities charmed, frightened

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

Languages understands the languages you speak

Challenge — Proficiency Bonus (PB) equals your bonus

Amorphous. The servant can move through a space as narrow as 1 inch wide without squeezing.

Consume. If the servant kills a creature that is not a construct and is within 5 feet, the creature is absorbed by the servant healing it for 2d6 + PB hit points.

Spider Climb. The servant can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.

Actions

Pseudopod. Melee Weapon Attack: your spell attack modifier to hit, reach 5 ft., one target you can see. Hit: 1d6 + PB force damage plus 1d4 necrotic damage. You may also choose if the target becomes grappled (your spell save DC to escape). Until this grapple ends, the target is restrained, and the servant can't pseudopod another target.

Engulf. The servant makes one pseudopod attack against a Medium or smaller target it is grappling. If the attack hits, the target is engulfed, and the grapple ends. The engulfed target is blinded and restrained, it has total cover against attacks and other effects outside the servant. The servant can have only one target engulfed at a time. If the servant takes two times your sorcerer level in damage in a single turn from the engulfed creature, the creature may make a Strength saving throw against your spell save DC and can escape from the servant on a success using 5 feet of movement, exiting prone. If the servant dies, an engulfed creature is no longer restrained by it and can escape from the corpse using 5 feet of movement, exiting prone.

 

Fleshcraft Mutations

14th-level Stitch Born feature

Your mastery over the manipulation of flesh has reached new heights, allowing you to reshape yourself or an ally with precision. As a bonus action, you can touch yourself or a willing creature and imbue them with one of the following Mutations, transforming them into a more powerful, agile, or resilient form for 1 minute. You can use this ability once per long rest, or you can expend 5 sorcery points to use it again.

When you use this feature, choose one of the following Mutations to apply to the target:

  • Mighty Mutation: The target’s strength is bolstered, and their physical form becomes sturdier and more intimidating. The creature gains a +2 bonus to attack rolls and deals an additional 2d8 necrotic damage on melee attacks. Additionally, they have advantage on Strength checks and Strength saving throws.

  • Swift Mutation: The target’s limbs elongate, and their reflexes are heightened to superhuman levels. The creature’s speed increases by 20 feet, and they can make an additional attack when they take the Attack action (even if they aren’t normally able to make multiple attacks). Additionally, they gain advantage on Dexterity checks and Dexterity saving throws.

  • Resilient Mutation: The target’s body transforms to an unnatural resilience. They gain a +2 bonus to their AC and resistance to two damage types of your choice. Additionally, they gain advantage on Constitution saving throws.

Once activated, the transformation lasts for 1 minute, and the target reverts to their normal form when the effect ends.

Twisted Servitude

18th-level Stitch Born feature

You warp the flesh of an opponent within 30 feet beyond recognition. As an action, you twist the flesh of a creature that is not a construct in unnatural ways and it must make a Charisma saving throw. On a successful save, the creature gains a level of exhaustion. On a failed save, the creature is transformed for 10 minutes or until you lose your concentration (as if you were casting a concentration spell) causing it to become a second stitched servant. While maintaining this effect, you may use your bonus action to issue commands to both servants, giving the same instructions to both of them. After the effect ends, the creature reverts back to its original form while most likely scarred for life.

Once you use this action, you can’t use it again until you finish a long rest, unless you spend 7 sorcery points to use it again.

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