Artificer
Base Class: Artificer

When you select this Artificer Specialist option at 3rd level, you generally will find a journal from a previous Corpse Binder or some other memento that inspires you to pursue this path. The nature of your memento is determined by your DM. Add this memento to your equipment list. You may use your memento as a spell focus. 

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. 

Grave Robbing

Once per day you may make an Intelligence (Investigation) check DC 12 to find and plunder a graveyard of its components. If you succeed on the DC you may roll 1d6 to determine how many bodies you discover. Creating a Stitched requires three different humanoid corpses. You must be near a graveyard or burial ground in order to use this feature. If spoiling a graveyard in this fashion would be particularly detestable by local humanoids or protectors of the burial site, the DM may have you make a Dexterity (Stealth) check as well in order to determine whether or not you are discovered, with logical consequences for the grave robbing applying to you. 

Corpses gained by using this feature last for 24 hours, becoming spoiled and unusable at the end of that period. 

Stitched

When you select this specialization at 3rd level, you have learned enough about tinkering with deceased organic material to know how to craft basic humanoid life using your leatherworker's tools and a few bodies. You may spend 1 long rest assembling a Stitched, a medium humanoid creature, by expending 1 spell slot and 3 bodies (obtained by using the Grave Robbing feature or other means determined by the DM). 

Crafting a Stitched

When using this feature, at the end of the long rest you will roll make a dice check using your leatherworker's tools, adding your Intelligence modifier instead of Dexterity to the roll (in addition to your Proficiency bonus). The DC for this check is equal to 18 - half your Corpse Binder level rounded down (minimum 1). On a failure the Stitched remains lifeless and the bodies expended to create it are useless. On a success the bodies are expended and the Stitched gains life. Stitched you create using this feature are utterly friendly to you and your companions, and will follow your orders. 

Stitched last until they are reduced to 0 hit points. You may only control one Stitched at a time. If you try to create another Stitched while currently having a Stitched that is alive, whether or not you are successful in making the DC to craft it you lose control of the Stitched that is currently alive. Losing control of a Stitched in this way results in that Stitched turning on you, hunting you and your companions down and trying to kill you, not stopping until either you or it is dead. Stitched you have lost control of have advantage on all attacks rolls, saving throws, and ability checks against you, your companions, and Stitched that you control. 

See following URL for the Stitched statblock: https://www.dndbeyond.com/monsters/722658-stitched

Corpse Binder Spells

When you select this specialization at 3rd level, you gain access to an increased variety of spells. These spells don't count against the total of prepared spells you can have, but do count as Artificer spells for you. You may only learn the following spells when you reach the associated Artificer level: 

  • 3rd level: Cause Fear, False Life
  • 5th level: Blindness/Deafness, Ray of Enfeeblement
  • 9th level: Animate Dead, Speak With Dead
  • 13th level: Shadow of Moil, Blight
  • 17th level: Contagion, Raise Dead

Experienced Stitching

At 6th level your practice creating Stitched is beginning to show through in several ways:

  • Your Stitched have their base Intelligence score increased by 1.
  • Your stitched are more physically capable. Your Stitched can add your proficiency bonus to their attack and damage rolls.

Capable Stitched

At 9th level, your creations become even stronger. Your Stitched gain the following benefits:

  • When you create a new Stitched you may choose one skill (if you have a living Stitched at the time you gain this feature you may choose if you want it to apply to that Stitched). When that particular Stitched  makes an ability check with that skill they may add your proficiency bonus to the check. The number of skills you can select for your Stitched increases to 2 at when you reach Artificer level 18. Stitched cannot change their selected feature once granted. 
  • Your Stitched Slam damage dice are increased to 2d8 from 2d6. 
  • Your Stitched may attack twice when taking the Attack action. 

Culminating Research

At 15th level, your long hours spent performing clandestine research and sneaking around graveyards during the night are beginning to manifest themselves in your physical features. Your countenance is significantly paler, with any friendly NPC that might be concerned for your well being inquiring about your health. As this is now commonplace, your reactions might tend to anything between tired indifference or mild irritation. Your long hours of research grant you the following benefits: 

  • You now have advantage on the Intelligence check to bring your creations to life. Your long experience has made your work seem even easier than the normal circle of life.
  • When crafting a new Stitched you may choose one type of damage (from cold, fire, lightning, or radiant). Your new Stitched has resistance to damage of that type. Additionally, whenever it deals damage with any of its basic attacks the Stitched deals an additional 1d4 damage of the selected type. This bonus may be applied to a Stitched that you have already created that haven't yet benefited from this feature. This knowledge comes from the vast amount of time spent studying your creations has revealed priceless insights into living matter and how it interacts with elemental, magical, and physical forces.
  • Your Stitched gain a +1 bonus to their base Intelligence score. If their base Intelligence score is at least 10 or more they gain native fluency in one language you also are fluent in. They no longer speak in broken speech. Additionally, your Stitched may attune now attune itself to one magical item, provided it is one that you have created by using one you have created using a known Artificer Infusion due to their heightened intelligence. 

 

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