Art By
Alec Adams
Artificer: Stitcher
n artificer specializing as a stitcher has
A
Tools of the Trade
dedicated themselves to studying death and
the creation of life. Fueled by what their 3rd-level Stitcher feature
colleagues describe as misguided curiosity, You gain proficiency with weaver’s tools. If you already
the stitcher creates the remarkable by have this proficiency, you gain proficiency with one
stitching together harvested body parts other type of artisan’s tools of your choice.
from a variety of creatures to form
something greater. Stitcher Spells
Constantly focused on enhancing themselves and their 3rd-level Stitcher feature
reanimated abomination, the stitcher awakens dead You always have certain spells prepared after you reach
flesh with scientific skill and rigorous experimentation. 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
Horror Artificer Subclass! spells you prepare.
The Stitcher is designed to pay tribute to our favorite mad
scientist and his iconic creation. It can also make for an
Stitcher Spells
awesome BBEG or NPC for your campaign! Artificer Level Spell
3rd false life, healing word
Happy Halloween <3 5th gentle repose, ray of enfeeblement
9th animate dead, speak with dead
13th blight, death ward
17th danse macabre, raise dead
Artificer: Stitcher | Gamingbrew 1
Grisly Enhancements
3rd-level Stitcher feature
You learn how to upgrade your reanimated abomination
by stitching enhancements from body parts you’ve
harvested. To harvest a body part, you must spend 10
minutes extracting the body part from a corpse with a
Challenge Rating of 1/2 or higher, that has died within
the last 24 hours. You may harvest the required body
parts for one enhancement from a corpse. A body part
harvested in this way spoils after 48 hours unless they
are stitched onto your reanimated abomination or
stored properly. A gentle repose spell can prolong the
decaying of body parts in your possession.
You can stitch one enhancement to your reanimated
abomination whenever you finish a long rest if you have
weaver’s tools and the required body part. You can have
a maximum of one active enhancement. The number of
active enhancements you can attach increases as you
gain levels in this class: two at 6th level and three at
15th level. If your reanimated abomination is destroyed,
it retains its enhancements when you create a new one.
Reanimated Abomination The type of enhancement provided by a body part is
3rd-level Stitcher feature determined by the creature type it was harvested from.
Your skill in stitching and bolting together humanoid Refer to the Body Parts section below for
body parts has borne you a faithful companion, a enhancements. If a creature has more than one creature
Reanimated Abomination. It is friendly to you and your type, you must choose which body part to collect when
companions, and it obeys your commands. See this harvesting from the corpse.
creature’s game statistics in the reanimated
abomination stat block, which uses your proficiency Reanimated Abomination
bonus (PB) in several places. You determine the
creature’s appearance and whether it has two legs or Medium construct
four; your choice has no effect on its game statistics. Armor Class 15 (natural armor)
Hit Points 2 + your Intelligence modifier + five times your
In combat, the reanimated abomination shares your artificer level (the reanimated abomination has a number of
initiative count, but it takes its turn immediately after Hit Dice [d8s] equal to your artificer level)
yours. It can move and use its reaction on its own, but Speed 30 ft.
the only action it takes on its turn is the Dodge action,
unless you take a bonus action on your turn to STR DEX CON INT WIS CHA
command it to take another action. That action can be 14 (+2) 12 (+1) 14 (+2) 4 (-3) 10 (+0) 6 (-2)
one in its stat block or some other action. If you are
incapacitated, the reanimated abomination can take any Saving Throws Str +2 plus PB, Con +2 plus PB
action of its choice, not just Dodge. Skills Athletics +2 plus PB
Damage Immunities poison
If the mending spell is cast on it, it regains 2d6 hit Condition Immunities charmed, exhaustion, poisoned
points. If it has died within the last hour, you can use Senses darkvision 60 ft., passive Perception 10
Languages understands the languages you speak
your weaver’s tools as an action to revive it, provided Proficiency Bonus equals your bonus
you are within 5 feet of it and you expend a spell slot of
1st level or higher. The reanimated abomination returns
to life after 1 minute with all its hit points restored. Immutable Form. The Abomination is immune to any spell or
effect that would alter its form besides grisly enhancements.
At the end of a long rest, you can create a new Actions
reanimated abomination if you have your weaver’s tools
with you. If you already have a reanimated abomination Slam. Melee Weapon Attack: your spell attack modifier to hit,
from this feature, the first one immediately perishes. reach 5ft., one target. Hit 1d8 + PB bludgeoning damage
The reanimated abomination also perishes if you die.
2 Artificer: Stitcher | Gamingbrew
Body Parts Dragon
As an action, the stitched creature exhales destructive
Unless a body part’s description says otherwise, you energy. The dragon’s body part determines the size,
can’t benefit from the body part’s enhancement more shape and damage type of the exhalation as shown in
than once. the draconic ancestry table below. Each creature in that
Aberration area must make a Dexterity saving throw (DC = 8 +
As an action, targets of the stitched creature’s choice constitution modifer + proficiency bonus). On a failed
within 60 feet of it that are aware of it must succeed on save, the creature takes 1d10 damage of the type
a Wisdom saving throw against your Artificer save DC associated with your Ancestry. On a successful save, it
or become frightened of it for 1 minute. A target can takes half as much damage. This damage increases by
repeat the saving throw at the end of each of its turns, 1d10 when you reach 5th level (2d10), 11th level
ending the effect on a success. On a successful save, the (3d10), and 17th level (4d10). You can use this feature a
target is immune to this fear effect for 24 hours. number of times equal to your proficiency bonus, and
you regain all expended uses when you finish a long
Beast rest.
Choose one of the following movement increases Elemental
associated with the beast’s body part. Multiple beast The stitched creature gains resistance to the damage
body parts can be added but duplicate choices do not type associated with the elemental’s body part. Multiple
stack. elemental body parts can be added but duplicate
The stitched creature gains a climbing speed equal choices do not stack.
to its walking speed.
The stitched creature gains a flying speed equal to its Fey
As an action, the stitched creature magically teleports
walking speed. up to 30 feet to an unoccupied space it can see. Before
The stitched creature gains a swimming speed equal or after teleporting, the stitched creature can make one
to its walking speed and can breathe air and water. melee weapon attack. You can use this feature a
The stitched creature’s base walking speed number of times equal to your proficiency bonus, and
increases to 40 feet. you regain all expended uses when you finish a long
Celestial rest.
As an action, holy light fills the stitched creature, Fiend
restoring 2d8 + PB hit points to itself or to one creature When the stitched creature is hit by a melee attack, as a
within 5 feet of it. You can use this feature a number of reaction is can surround itself in a wreath of flames and
times equal to your proficiency bonus, and you regain all deal 1d4 + PB fire damage to the attacker. You can use
expended uses when you finish a long rest. this feature a number of times equal to your proficiency
Construct bonus, and you regain all expended uses when you
As a reaction, the stitched creature activates a defensive finish a long rest.
matrix and imposes disadvantage on the attack roll of a Giant
creature within 5 feet of it, provided the attack roll is As an action, for 1 minute, the stitched creature’s size
against a creature other than itself. You can use this increases to Large. While its size is increased, it has
feature a number of times equal to your proficiency advantage on Strength checks and Strength saving
bonus, and you regain all expended uses when you throw. You can use this feature a number of times equal
finish a long rest. to your proficiency bonus, and you regain all expended
uses when you finish a long rest.
Dragon Ancestry
Humanoid
Dragon Damage Type Breath Weapon
The creature gains proficiency with simple and martial
Black Acid 5 by 30 ft. line
weapons. When a reanimated abomination attacks with
Blue Lightning 5 by 30 ft. line
a weapon, use your artificer spell attack modifier to
Brass Fire 15 ft. cone
determine its hit and add your PB to the weapons
Bronze Lightning 15 ft. cone
damage instead of an ability modifier, similar to the
Copper
Gold
Acid
Fire
15 ft. cone
15 ft. cone
slam attack.
Green Poison 5 by 30 ft. line Monstrosity
Red Fire 5 by 30 ft. line The stitched creature gains a number of additional hit
Silver
White
Cold
Cold
15 ft. cone
5 by 30 ft. line
points equal to your Artificer level.
Artificer: Stitcher | Gamingbrew 3
Ooze
As an action the stitched creature can transform into an
amorphous form or back into its normal form. While in Additional Stitching
its amorphous form, the stitched creature can move
through a space as narrow as 1 inch wide without 9th-level Stitcher feature
squeezing. Your skill in stitching enhancements transcends your
Plant reanimated abomination. When you use your grisly
As an action, vines explode outward from the stitched enhancements feature to harvest and collect a body
creature and attempt to grasp two creatures of its part, you can attach an enhancement to your own flesh
choice within 30 feet of it. Targeted creatures must instead of your reanimated abomination.
make a Strength saving throw against your Artificer The number of active enhancements you can have
save DC or become grappled and restrained by the attached to yourself and your reanimated abomination
stitched creature. Grappled creatures can repeat this is shared and is shown in the grisly enhancements
saving throw at the end of each of their turns, ending feature.
the effect on a success. You can use this feature a
number of times equal to your proficiency bonus, and Example: At 15th level, you can have a maximum of 3
you regain all expended uses when you finish a long attached body parts. You could attach one to yourself
rest. and two to your abomination, all three to yourself and
Undead none on your abomination, etc.
If damage reduces the stitched creature to 0 hit points,
it must make a Constitution saving throw with a DC of 5 It’s Alive!
+ the damage taken, unless the damage is radiant or
from a critical hit. On a success, the creature drops to 1 15th-level Stitcher feature
hit point instead. Your Reanimated Abomination becomes more powerful
Mindless Aggression
and gains the following benefits:
5th-level Stitcher feature It gains a +2 bonus to Armor Class
Its Strength score and Constitution score becomes
When you use your action to cast a spell of 1st level or 19.
higher, your Reanimated Abomination can use its It gains advantage on all saving throws against spells
reaction to make a weapon attack. When your and other magical effects.
Reanimated Abomination uses its reaction with this It gains immunity to bludgeoning, piercing and
feature, as part of the reaction, it can move up to half its slashing damage from nonmagical attacks that aren’t
movement speed without provoking attacks of adamantine.
opportunity before or after making the weapon attack.
4 Artificer: Stitcher | Gamingbrew