Artificer Specialty
The Stitcher
Artificers each specialize in their own fields, all working with metal, chemicals or even themselves, though you go a step beyond even these mad scientists. You work with flesh, bone and things not-quite-dead, crossing boundaries that even other scientists consider to be a step too far. As you stitch corpses back together, these limits mean nothing to you. Though technically not necromancy, your methods are often compared to those dark arts, and you may even incorporate their techniques yourself.
With bodies shambling around their labs, Stitchers aren't very often welcome in the civilized parts of town. Some masquerade as doctors or morticians to mask their craft, while others eschew society entirely. Meanwhile, the most daring enter the path of adventure, practicing their craft while wandering the world and saving lives, finding plenty of raw material along the way.
Others may believe that the states of life and death are static, though to a Stitcher they become dynamic - what is living may day, and what is dead may one day walk the world once more.
Stitcher Features
| Artificer Level | Features |
|---|---|
| 3rd | Tool Proficiency, Stitcher Spells, Necrotic Arts, Macabre Modifications |
| 5th | Grim Physician |
| 9th | Grand Construction |
| 15th | Magnum Opus |
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Tool Proficiency
When you adopt this specialization at 3rd level, you gain proficiency with surgeon's tools. If you already have this proficiency, you gain proficiency with one other type of artisans tools of your choice.
Stitcher Spells
Beginning at 3rd level, you always will 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 do not count against the maximum number of artificer spells you can prepare.
Stitcher Spells
| Artificer Level | Spells |
|---|---|
| 3rd | Cure Wounds, Inflict Wounds |
| 5th | Gentle Repose, Wither and Bloom |
| 9th | Speak with Dead, Call Lightning |
| 13th | Death Ward, Death Ward |
| 17th | Awaken, Raise Dead |
New Artisans Tool: Surgeon's Tools
Sugeons tools include scalpels, syringes, a vial of sedative, enbalming liquid, three rolls of guaze and a bone saw. These tools weigh 5 lbs and cost 25 gp. They can be used to restore 1d4 hitpoints to a creature with 1 hour of work.
Necrotic Arts
Starting at 3rd level, your horrific experiments with life after death have borne results, and you are able to bring back cadavers with some semblance of life. With three hours of work, (which may be done during resting time) the corpse of a small or medium sized humanoid or beast, and your surgeon's tools, you may create a Reanimated. See its game statistics in the Reanimated stat block below, which uses your proficiency bonus (PB) in some places. They do not need to sleep, eat or breathe, and are immune to poison and disease. At fifth level, the Reanimated's Slam attack deals 1d6 damage, and at ninth it deals 1d8. Made of various parts and filled with the scientific equipment required to bring it back, it is immediately recognizable for the horror that it is.
In combat, you may use a bonus action to issue commands to any Reanimated you have created with this ability, if the creature is within 60 feet of you (if you control multiple creatures, you can command all of them, issuing the same command to each one). You decide what action the creature will take and where it will move during its next turn, or you can issue a general command, such as to guard a particular chamber or corridor. If you issue no commands, the creature only takes the dodge action and moves away from danger. Once given an order, the creature continues to follow it until its task is complete. The servant can perform simple tasks that a human servant could do, such as fetching things, cleaning, lighting fires, serving food, and pouring wine, though this is disconcerning to many.
You may have a number of Reanimated under you control equal to your Intelligence Modifier. If you attempt to create another while you already have your maximum, one at random is taken from your control and begins attacking the nearest creature until it is killed. If the mending spell is cast on one of the creatures, it regains 2d6 hit points
Macabre Modifications
Finally, at third level you are now able to grant your creations some level of adaptability others of your trade can only dream of. When you finish a long rest, and have your surgeons tools, choose a number of macabre modules equal to your intelligence modifier, from the list below. You may choose to give that modification to a Reanimated you control, that particular one gains the ability until you use this feature again. You may decide to spread these modifications out however you'd like among your creations.
Modifications:
A Stitcher may choose modifications based on the list below. If there is a prerequisite, it must be met first.
Adamant Staples. The Reanimated is immune to any spell or effect that would alter its form. In addition, it is immune to critical hits, and scores critical hits on an attack roll of 19 or 20.
Bestial Components. Your creation is fused with parts from animals to augment its capabilities. It's base movement speed increases by 10 feet, it has Darkvision out to range of 120 feet, and it has advantage on Wisdom (Perception) checks that rely on scent.
Electrical Conduit. The creature is able to cast the Shocking Grasp cantrip. When it does so, it uses your spell attack modifier and counts as your level for the purposes of damage. It scores a critical hit on an attack roll of 19 or 20.
Impresseive Size. The Reanimated's size increases to Large, forged from many creatures. In addition, its maximum hitpoints increase by 2 per level you have in this class, and has advantage on all Strength (Athletics) checks.
Iron Knuckles. When your Reanimated hits a creature with a slam attack, that creature must succeed against a Strength saving throw against your Artificer spell save DC or be pushed 10 feet away, or knock prone. (your choice)
Innate Weapon. You replace one of the Reanimated's limbs with a non-magical weapon you also provide. The create is able to then use that weapon, and is considered proficient with it. (Prerequisite: 5th level)
Vocal Cords. The creature gains the abilities to speak any language you do. In addition, it can mimic sounds it has heard, including voices. A creature that hears the sounds you make can tell they are imitations with a successful DC 10 Wisdom (Insight) check. (Prerequisite: 5th Level)
Innate Armour. You embed a set of armour you provide within the Reanimated, granting it the AC as dictated. It is considered to be proficient in the armour, and ignores all Strength requirements. (Prerequisite: 5th Level)
Wings. Fusing a set of wings borne from other creatures, the creature gains a flying speed equal to half its walking speed, rounded down. (Prerequisite: 9th Level)
Four Arms. The Reanimated gains the multiattack option, allowing it to make two slam attacks with a single action. (Prerequisite: 9th Level)
Grim Physician
Starting at 5th level, your studies into death have provided an interesting insight into the inner workings of the dead. While touching at least a pound of dead material, or a corpse, you may spend time analyzing it. For every 2 minutes of work, you learn a single piece of information from among the following: how long ago the creature died, what race it belonged to, the cause of death, any previous wounds and if it was suffering from any poisons, diseases or curses.
Additionally, you learn the Spare the Dying cantrip, which does not count among your maximum number of cantrips known. When you cast the spell, you may additionally restore one hit point to the creature. Once you restore a hit point this way, you may not do it again until you complete a short or long rest.
Grand Construction
At 9th level, your art is improving and your talents great than most others of your craft can imagine. Any Reanimated you create gain the following benefits:
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The Reanimated's speed becomes 30 feet, and its AC increases by 1.
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Whenever it takes lightning damage, it gains Temporary Hit points equal to the damage dealt rather than losing health. It's next Slam attack deals extra damage equal to half the health it still has, and then it loses any temporary health it still has. At the end of its next turn, if it has not made a Slam attack, it loses the Temporary Hit Points. This feature does not function if you are the source of the lightning damage.
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The creature adds your proficiency bonus to its weapon damage rolls. Additionally, it's attacks count as magical for the purposes of overcoming resistances and immunity.
Credits
- Stitcher Geralf: Karla Ortiz
- Armoured Skaab: Volkan Baǵa
- Ludevic, Necro Alchemist: Aaron Miller
- This work was hugely inspired by Ghost Fire Gaming's own Reanimator subclass, as well as the Skaabern of Magic the Gathering's Innistrad. Don't think for a second that the creator of this is a creative person, he isn't.
Magnum Opus
At fifteenth level, you have reached the pinnacle of your craft. With an hour of work on a corpse within five feet of you, you animate it under your control. The corpse can be of a creature whose CR is no more than a quarter of your level (rounded down). After animation, you are able to make three less Reanimated. This new creature is considered to take up three of the 'slots' formerly used by those creatures. If your intelligence modifier is less than 3, you are unable to created Reanimated through Necrotic Arts.
When animated, the creature obeys your commands, which may be issued every turn. (No action required) It retains the abilities and statistics it did in life, though it's creature type is now undead. You may also give it up to three Macabre Modifications. You decide what action the creature will take and where it will move during its next turn, or you can issue a general command. If you issue no commands, the creature only takes the dodge action and moves away from danger. Once given an order, the creature continues to follow it until its task is complete. If the mending spell is cast on the creature, it regains 2d6 hit points.
The creature remains animated in this way until you use this feature again or it is dropped to 0 hit points, after which it crumbles to dust. Once you use this feature, you may not do so again until you complete a long rest.
Reanimated
Medium or Small Undead
- Armor Class 11 + PB (Natural Armour)
- Hit Points 5 + three times your artificer level (the Reanimated has a number of Hit Dice [d8s] equal to your artificer level)
- Speed 25 ft.
STR DEX CON INT WIS CHA 16 (+3) 9 (-1) 14 (+2) 5 (-3) 11 (+0) 6 (-2)
- Saving Throws Str +3 plus PB, Con +2 plus PB
- Skills Intimidation: +(PB x 2 minus 2)
- Damage Vulnerabilities fire
- Damage Resistances lightning, necrotic, poison
- Condition Immunities charmed, exhaustion, poisoned
- Senses passive Perception 10 + PB
- Languages Understands the languages you speak
Undead Fortitude: If damage reduces the creature to 0 hit points, it makes a Constitution saving throw with a DC of 10+the damage taken, unless the damage is radiant, fire or from a critical hit. On a success, the zombie drops to 1 hit point instead.
Actions
Slam Melee Weapon Attack: Your spell attack modifier to hit, reach 5 ft, one target. Hit: 1d4 bludgeoning damage