Artificer
Base Class: Artificer

In many areas of the world, the pursuit of biomancy is considered taboo. Those who view this as closed-minded become Stitchers. To them, the experiments they undergo are barely more dangerous than those of an alchemist, and by many accounts much safer than dealing with smokepowder. A Stitcher will warp their body to match their whims... or just to see how far they can push their limits.

Tool Proficiency

3rd-level Stitcher feature

You gain proficiency with weaver’s tools. If you already have this proficiency, you gain proficiency with one other type of artisan’s tools of your choice.

Stitcher Spells

3rd-level Stitcher feature

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

Spells

3rd

Entangle, Hideous Laughter

5th

Hold Person, Locate Animals or Plants

9th

Fear, Vampiric Touch

13th

Black Tentacles, Polymorph

17th

Contagion, Reincarnate

Stitch Aspect

3rd-level Stitcher feature

You can adapt your body in ways similar to specific creature types: aberrations, monstrosities, oozes, or plants. Choose an option from the list below. Whenever you gain a level in this class, you may change your selection for this feature.

Aberrant Insight

As a bonus action, you target one creature you can see within 30 feet of you. It must make a Charisma (Deception) check against your Wisdom (Insight) check. If you succeed, you magically learn one secret about the creature. Otherwise, it gains immunity to this ability for 24 hours.

Flowing Musculature

You can move through and occupy a space as narrow as 4 inches wide without squeezing. When attempting to grapple a creature or escape a grapple, you may use Intelligence for the ability check in place of Strength or Dexterity.

Monstrous Senses

You have advantage on Intelligence (Investigation) and Wisdom (Perception) checks. You also gain darkvision to a range of 60 feet.

Photosynthesizing Form

You have advantage on Dexterity (Stealth) checks you make in any terrain with ample obscuring plant or fungal life. Additionally, you can cast goodberry without expending a spell slot and without preparing the spell. Once you cast the spell with this feature, you can’t do so again until you finish a long rest.

Shape Flesh

5th-level Stitcher feature

Your studies produce even greater results. Choose an option from the list below. Whenever you gain a level in this class, you may change your selection for this feature.

Aberrant Beams

As a bonus action, you shoot one of the following magical eye rays of your choice, targeting one creature you can see within 90 feet of you.

  1. Charming Ray. The target must succeed on a Charisma saving throw against your spell save DC. On a failure, it is charmed by you for 1 minute or until you or your companions do anything harmful to it. The charmed creature regards you as a friendly acquaintance. When the effect ends, the creature knows it was charmed by you.
  2. Dazing Ray. The target must succeed on a Wisdom saving throw against your spell save DC, or it can’t take a reaction until the end of its next turn, and on its next turn must choose whether it gets a move, an action, or a bonus action; it gets only one of the three.
  3. Disrupting Ray. The target must make an Intelligence saving throw against your spell save DC, taking 2d4 force damage on a failed save, or half as much damage on a successful one. The damage increases by 1d4 when you reach 11th level (3d4), and 17th level (4d4).

You can use this ability a number of times equal to your proficiency bonus, and you regain all expended uses of it when you finish a long rest.

Acidic Touch

Whenever a creature hits you with an attack from within 5 feet, it takes acid damage equal to your Intelligence modifier.

As a bonus action on each of your turns, you can deal 2d6 acid damage to any creatures grappling you or grappled by you. This damage increases by 1d6 when you reach 11th level (3d6), and 17th level (4d6).

Grafted Armor

When not wearing armor or using a shield, your armor class equals 10 + your Constitution modifier + your Intelligence modifier.

Natural Arcana

You learn the druidcraft cantrip. Additionally, you can cast plant growth without expending a spell slot and without preparing the spell. You can do so twice, and regain all expended uses when you finish a long rest.

Reap What is Sewn

9th-level Stitcher feature

Your mastery of flesh nears its pinnacle. Choose an option from the list below. Whenever you gain a level in this class, you may change your selection for this feature.

Aberrant Enslavement

As an action you attempt to beguile a creature you can see within 30 feet of you. It must make a Wisdom saving throw against your spell save DC or be magically charmed by you for 1 hour. The charmed creature obeys your commands and can’t take reactions, and you and the target can communicate telepathically with each other at a distance of up to 1 mile. Whenever the charmed creature takes damage, it can repeat the saving throw, ending the effect on itself on a success.

Once you use this feature, you must complete a short or long rest before doing so again.

Draining Grasp

While grappling a creature, you take only half the damage dealt to you, and the creature you are grappling takes the other half.

Rapid Adaptation

You can breathe both air and water. Additionally, as a bonus action, you can choose to gain swimming and flying speeds equal to your walking speed for 10 minutes. For the same duration, you gain a burrowing speed equal to half your walking speed, but cannot tunnel through solid rock.

If you expend a spell slot of 3rd level or higher while activating this ability, you may choose a number of creatures up to your Intelligence modifier within 10 feet of you. Those creatures also gain the benefits of Rapid Adaptation.

You can use this ability a number of times equal to your proficiency bonus, and you regain all expended uses of it when you finish a long rest.

Regenerative Roots

As a bonus action you cause one creature within 10 feet of you to regain a number of hit points equal to 1d10 + your Intelligence modifier. You can use this ability a number of times equal to your proficiency bonus, and you regain all expended uses of it when you finish a long rest.

Unbridled Biomancy

15th-level Stitcher feature

You become an expert with strange biologies. When you cast polymorph, you may select the form your target takes from the following additional creature types: aberrations, monstrosities, oozes, and plants. If selecting a creature with one of these types, the new form must be of a challenge rating equal to or less than half the target's (or half the target's level, if it doesn't have a challenge rating).

Additionally, you may now change your selections for the other features of this subclass whenever you finish a long rest.

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