Artificer
Base Class: Artificer

A Stitcher combines alchemy, surgery, and necromancy to create undead horrors called Skaabs.

Stitcher's Tools

When you adopt this specialization at 3rd level, you gain proficiency with stitcher's tools.  Stitcher's tools can substitute for a poisoner's kit, alchemist's supplies, or healer's kit.  You use your stitcher's tools as your spellcasting focus.

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 Spell

3rd

false life, ray of sickness

5th

blindness/deafness, ray of enfeeblement

9th

life transference, revivifyspeak with dead

13th

blight

17th

danse macabre, raise dead

Skaab Guardian

By 3rd level, your unholy experiments have borne an abomination of life, a skaab guardian. It is friendly to you and your companions, and it obeys your commands. See this creature’s game statistics in the [Tooltip Not Found] stat block. You determine the creature’s appearance; your choice has no effect on its game statistics.

In combat, the skaab guardian 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 one of the actions in its stat block or the Dash, Disengage, Help, Hide, or Search action.

If necrotic damage is dealt to it, it regains 2d6 hit points. Other sources of healing cannot heal it. If it has died within the last hour, you can use your stitcher’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 skaab guardian returns to life after 1 minute with all its hit points restored.

At the end of a long rest, you can create a new skaab guardian if you have your stitcher’s tools with you. If you already have a skaab guardian from this feature, the first one immediately perishes.

[Tooltip Not Found]

Armor Class 15 (natural armor)

Hit Points equal the skaab guardian’s Constitution modifier + your Intelligence modifier + five times your level in this class

Speed 40 ft.

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

Saving Throws Dex +3, Con +4

Skills Athletics +4, Perception +4

Damage Immunities poison

Condition Immunities charmed, exhaustion, poisoned

Senses darkvision 60 ft., passive Perception 14

Languages understands the languages you speak

Might of the Master. The following numbers increase by 1 when your proficiency bonus increases by 1: the skaab's skill and saving throw bonuses (above), the bonuses to hit and damage of its pummel attack (below).

Vigilant. The skaab can’t be surprised.

Actions (Requires Your Bonus Action)

Pummel. Melee Weapon Attack: +4 to hit, reach 5 ft., one target you can see. Hit: 1d8 + 2 bludgeoning damage.

Necrotic Regeneration (3/Day). The necro-alchemical fluids flowing through the skaab restore 2d8 + 5 hit points to itself.

Reaction

Deflect Attack. The skaab 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 skaab.

Stitcher's Ingenuity

When you reach 3rd level and build your first skaab guardian, you can choose special upgrades for it. When you finish a long rest, you can spend one hour using your stitcher's tools to install an upgrade to your skaab.  As a reagent for the upgrade, you must use at least ten pounds of flesh from a recently-deceased (within a week) organism.  At 3rd level, you can have one upgrade on your skaab, and at 5th level you can have two, at 7th level you can have three, and at 9th level you can have four.  If you install an upgrade and you already have the maximum amount for your level, you must replace an existing upgrade, since the necro-alchemy used to fuel the skaab cannot facilitate too many upgrades.

Skaab Upgrades:

  • Concealed Guardian:  Your skaab guardian is able to hide itself while you are in civilization.  It requires a DC20 Perception or Insight check to spot.  The method of its concealment is up to you.  It might fold itself up into a backpack, or it could disguise itself as a mute person, or perhaps it can turn itself invisible when it isn't in combat.
  • Extra Arms:  Your skaab guardian gains a Multiattack which allows it to use its Pummel three times as an action.
  • Wings:  You install wings on your skaab, granting it a flight speed of 30 feet.
  • Metal Plating:  Your skaab's AC increases to 20.
  • Acid Spit:  Your skaab gains an Acid Spit attack, which has +5 to hit, range 30 feet, and deals 2d8 + 5 acid damage.
  • Lightning Aura:  Whenever an enemy strikes your skaab with a melee attack, that enemy takes lightning damage equal to your Intelligence modifier.
  • Hook Arm:  Your skaab can attempt to grapple a target from 15 feet away.  You and your allies have advantage on attacks against a target grappled by the skaab guardian.
  • Colossus Serum: As an action, you can activate special serums within your skaab guardian as long as you are within 120 feet of it.  For the next minute, its size doubles in all dimensions, and its weight is multiplied by eight. Until this effect ends, the skaab also has advantage on Strength checks and Strength saving throws, and the skaab's attacks deal 1d4 extra damage.  You can use this ability once per long rest.
  • Pyroconverger:  You install a flamethrower arm on your skaab, fueled by necro-alchemy.  You can cast Burning Hands as if it was an Artificer spell, and when you cast it, the cone of fire originates from your skaab rather than from you.
  • Mind Link:  As an action, you can see through your skaab's eyes and hear what it hears until the start of your next turn. During this time, you are deaf and blind with regard to your own senses.

Enhancing Mutagens

Starting at 5th level, you can create enhancing mutagens for your allies.  When you finish a long rest, you can use alchemist's supplies to create two mutagens.  When you or an ally ingests the mutagen, they have advantage on ability checks of the ability of your choice for 24 hours.  The mutagens spoil if they are not ingested within 24 hours.  A single character can only benefit from one mutagen at a time.  The mutagens may also cause minor cosmetic alterations at your discretion during the duration of their effects, such as green hair growths or extreme flatulence. 

Geist-Fueled Thundercannon

At 9th level, you discovered a method to use necro-alchemy to channel bolts of electricity.  As an action, you can cast Lightning Bolt at 3rd level without spending a spell slot.  You can use this ability three times per long rest.

Magnum Opus

At 15th level, you have achieved the pinnacle of the craft of Stitching skaabs.  You can install one Ultimate Upgrade on your skaab guardian.  In order to replace it with a different Ultimate Upgrade, you must spend 12 hours of labor using your stitcher's tools and 100 pounds of recently-deceased flesh.

Choose one:

  • Juggernaut - Your skaab guardian doubles in size and has a reach of 10 feet. It's strength score and total HP are doubled.
  • Channel the Storm - Each enemy of your choice within 10 feet of your skaab guardian takes 15 lightning damage at the end of the skaab's turn.
  • Walking Army - The skaab guardian releases smaller skaabs from within its body.  Create two Zombies adjacent to the skaab guardian.  You command the Zombies and they act on your turn, but they skip the turn that they are created.  You can release a pair of Zombies from your skaab guardian in this manner a number of times per long rest equal to your intelligence modifier.

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