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Fleshstitcher Artificer

During the War Between Chaos and Order that raged throughout Chronan, the artificers at the Prometech Institute invented a way to augment biological organisms with mechanical parts, creating The Warforged. Ever since then, people of the Eight States have started to replace lost limbs and faulty parts with clockwork prostheses. There are a select few whose skills go beyond just adding mechanical parts to a body - they can also stitch together organic parts into a construct. The artificers specializing in this skill are often called fleshstitchers. The means of which they get their material may be dubious.  

Fleshstitcher Artificer Features

An artificer with this specialization is most likely to have some sort of connection with the Prometech Institute if they are lawful or the crime gang known as Riff-Rats if they are chaotic, both located in the city of Czenova.
  • 3rd level: Tool Proficiency, Fleshstitcher Spells, Clockwork Augmentation
  • 5th level: Artificial Sidekick
  • 9th level: Infused Modifications
  • 15th level: Improved Clockwork Augmentation
  • 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.   You can use your leatherworker's tools for medical purposes in creative ways, for example to try to stabilize a dying creature, sew a severed limb back or attach a donor body part to a creature that has lost theirs.  

    Fleshstitcher Spells

    Starting at 3rd level, you always have certain spells prepared after you reach particular levels in this class. These spells count as artificer spells for you, but they don't count against the number of artificer spells you prepare.
  • 3rd level: false life, inflict wounds
  • 5th level: alter self, gentle repose
  • 9th level: feign death, revivify
  • 13th level: fabricate, stoneskin
  • 17th level: contagion, raise dead
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    Clockwork Augmentation

    At 3rd level, you learn an additional artificer infusion, Clockwork Augmentation. This does not count against the number of infusions you know. Using this infusion, you can turn one or more of your bodyparts into an infused item, using any of the uncommon clockwork prostheses listed in the Steampunk Magic Items. These infused items require attunement and count against the number of infused items you may have. You can also use this infusion to replace any missing bodyparts you have. When the infusion on an existing body part ends, it returns back to organic.  

    Artificial Sidekick

    At 5th level, you create a powerful minion using scavenged bodyparts. The name and appearance of the minion are up to you, as long as it is medium sized and has a roughly humanoid shape with two arms, two legs and one head. The minion uses the flesh golem statblock, with the following changes:
  • Its starting hit points are 46 (5d8+20), and it gains 1d8+Constitution modifier hit points each time it levels up.
  • You can switch any of its mental ability scores (Intelligence, Wisdom, Charisma) around so that one has 10 (+0), one has 6 (-2) and one has 5 (-3).
  • It can speak one language you know, but only falteringly.
  • It uses the proficiency bonus of its sidekick class level, starting at +3.
  • It does not need to drink, eat or sleep.
  • You must choose one of the sidekick classes for your artificial sidekick: expert, spellcaster or warrior. The sidekick starts at 5th level, gaining all the features from past levels, and gains a level each time you gain an artificer level. The sidekick can equip any weapons and armor it has proficiency with from its class as if it was a humanoid, but does not start with any.   The sidekick obeys you to the best of its ability. In combat, it acts on its own iniative but you control its actions (unless it goes berserk). The artificial sidekick stays by your side unless ordered otherwise.   Besides its lightning absorption, the artifical sidekick's hit points can be restored by the mending cantrip; if cast on it, it regains 2d6 hit points after the casting time has passed. If it has died within the last hour, you can use your leatherworker'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 artificial sidekick returns to life after 1 minute with full points restored.   You can only ever have one artificial sidekick under your control. If the previous one goes missing or is destroyed beyond repair, you can create a new one after a long rest provided you have access to at least two medium-sized humanoid corpses that have not been dead for more than 24 hours. In this case you lose control of the previous one permanently if it was still alive. The new sidekick may have the same class or a different one, and it starts at a level equal to your artificer level.   If you die while in control of an artificial sidekick, it will go berserk instantly. If you are not revived and regain control of it within 1 minute, the control is lost permanently.  

    Infused Modifications

    Starting at 9th level, you can share your artificer infusions with your artificial sidekick. The sidekick can use any infused items you give it provided it has proficiency in them, including those created through Clockwork Augmentation. The sidekick can attune to up to three magic items or infusions.   The number of items you can infuse is doubled, on the condition that the artificial sidekick uses half of them. If the sidekick perishes, the infusions on the items it used ends and your number of infused items returns to normal until you create a new artificial sidekick.   Provided you have access to a fresh medium-sized humanoid corpse that died no less than 24 hours ago, you can also give any of these following modifications to your artifical sidekick. They do not count against the number of infusions you know or require attunement, but do count against the number of infused items the sidekick can have.
  • Extra Arms: you graft one or two extra arms onto the sidekick. The sidekick gains a climbing speed of 20 ft. It has advantage to Strength (Athletics) checks made to grapple and shove. The hands can hold weapons and other items but do not give extra attacks.
  • Extra Head: you graft another head onto the sidekick's shoulder. The sidekick has advantage to Wisdom (Perception) checks and on saving throws against being blinded, deafened, stunned, and knocked unconscious. It cannot be put to sleep by magic.
  • Extra Legs: you graft one or two extra legs onto the sidekick. Its walking speed increases by 10 ft. and its jumping distance is doubled.
  • Fine Stitchwork: you enhance the artificial sidekick's appearance and functionality with an impeccable stitching. It can now speak fluently, and its Intelligence, Wisdom and Charisma scores increase to 10 (+0) if they aren't already. It can also pass as a humanoid unless you have grafted an extra head or limbs to it.
  • Thicker Skin: you add extra layers of skin onto the sidekick. Its Armor Class increases by 2.
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    Improved Clockwork Augmentation

    At 15th level, any infused items you create with your Clockwork Augmentation infusion may include the rare clockwork prostheses listed in the Steampunk Magic Items. You can apply these infusions to your artificial sidekick as well.

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