The Stitcher
Get to stichin' your friends back together the good old fashioned way with this Roguish archetype, the Stitcher! Tired of relying on magic to heal your friends, inspect bodies, and apply crippling debuffs? Then this doctor of dubious certification is a perfect fit for you!
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Stitcher
A traveling doctor offers cures and remedies to those in need - provided they have the coin. A graverobber leaves the cemetery not with gold and jewels, but with corpses and organs. An undercity healer hosts a small practice, tending to beggars, laborers, and scoundrels alike.
The life of a rogue is not always defined by heists and assassinations. Some take to a less bombastic lifestyle, studying the body and its intricacies to aid themselves and those around them.
Stitcher Features
Rogue Level Feature
3rd First Aid, Patchwork, Surgical Precision
9th Bloodletting
13th Examine Corpse
17th Miracle Worker
First Aid
Starting at 3rd level, you can use the bonus action granted by your Cunning Action to make a Wisdom (Medicine) check or use a healer's kit.
Patchwork
At 3rd level, you gain proficiency with the herbalism kit. You can spend 1 minute using your herbalism kit to treat a willing ally within 5 feet of you, causing it to regain hit points by spending a Hit Die. After a creature has spent a Hit Die using this ability, it can't do so again until it finishes a long rest.
Surgical Precision
At 3rd level, you can make attacks with astonishing precision. When you use your Sneak Attack feature on a creature, you can impose one of the following effects on that target:
Blind. It has disadvantage on the next attack roll it makes until the start of your next turn.
Clot. It can't regain hit points until the start of your next turn.
Cripple. Its speed is reduced by 10 feet until the start of your next turn.
Bloodletting
At 9th level, you can treat others of certain ailments using your herbalism kit. Doing so takes 10 minutes and causes the creature to lose a Hit Die. If it cannot, this process has no effect.
Choose one disease or one condition afflicting the creature. The condition can be blinded, deafened, paralyzed, poisoned. Alternatively, you can end one effect reducing the target’s hit point maximum.
Examine Corpse
At 13th level, you can examine the bodies of fallen creatures. If you spend at least 10 minutes dissecting the corpse of a Large or smaller aberration, beast, celestial, dragon, fey, fiend, giant, humanoid, monstrosity, or plant, you learn the anatomy of that creature inside and out. You gain the following benefits towards creatures that share a common creature type with the examined creature:
You have advantage on attacks made against examined creatures so long as you don't have disadvantage on the attack roll.
You can use your Surgical Precision against examined creatures type anytime you hit.
You have advantage on any Wisdom (Medicine) checks related to examined creatures.
Examining the corpse of a humanoid only allows you to gain these benefits against humanoids that share a race with it (such as gnolls and orcs). You must spend at least 10 minutes of each long rest reviewing this information in order to maintain these benefits. This effect ends if you study a different creature.
Miracle Worker
By 17th level, you have mastered medicine's effects on the body, allowing you to wrench the fallen from the cold grasp of death. You can cast raise dead without expending a spell slot using your herbalism kit. You must expend herbs and tonics worth at least 500 gp in order to do so.
Printer-Safe: