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  1. Abilities

Method of Fleshstitching

Subclass

Those who practice the Method of Fleshstitching are vile evolutionists who have been driven to insanity. They are often serial killers, criminals, and crime lords who have hideous and monstrous upgrades.

Fleshstitching evolutionists take parts of dead creatures and stich them to their own bodies; forcing those parts to work with their anatomy. As their blood flows within these parts and combines with the residual tissue, they are able to control them like their own limbs. The often amputate parts of their body, repalcing them with superior parts from other creatures, such as the legs of a thri- kreen; or the arms of a chull. When they are finished, they often look like Frankenstein-esque monstrosities, shambling about, looking for more parts to steal.

Fleshstitching Spell List
Spell Level
Spells
1stinflict woundscure wounds (self only)
2ndlesser restoration (self only),
protection from poison (self only)
3rdfearprotection from energy (self only)
4thstaggering smiteblood sight EVOL
5thcontagiongreater restoration (self only)

Fleshworker

When you choose this method at 1st level, you gain proficiency in Leatherworker's tools, and add double your proficiency bonus to checks you make with them.

Stitch

At 1st level, you have the ability to stitch parts of corpses to your body. At the end of a long rest, you can take a body part from a corpse, fusing it to your body. It remains fused until you use this feature again. You can only take parts from Beasts, Dragons, Giants, Humanoids, and Monstrosities that died within the last 10 days. You can take a maximum of three parts from a single creature.

While the part is unable to hold objects or perform complex tasks, you can use it to attack. As a bonus action, you can force the part to make one melee attack against a target within range. The attack is the same as if the corpse were alive, so long as you have the equipment for it to do so. If it had multiple melee attack options in life, the DM chooses which it uses, based on the part, excluding recharge attacks.

    You can attack with a fused part a number of times equal to your Wisdom modifier (a minimum of once), after which the part shrivels up and becomes unusable.

Supernatural Fortitude

At 6th level, when you hit an attack with a fused part while ignited, you regain hit points equal to half the damage dealt.

Dreadful Consumption

At 15th level, you can use your action to attempt to consume a creature within 5 feet that is no more than one size larger than you. Make an ability check with your Constitution modifier, with the DC equaling half of the creature's remaining hit points. On a success, you consume and kill the creature, regaining hit points equal to its hit points before you consumed it. Once you succeed in using this feature, you can't use it again until you finish a long rest.

If you succeed, you can choose to replace your current fused part with one from the consumed creature, if it is of the appropriate creature type. The part retains the amount of attacks left until it shrivels up if replaced this way.

Inconceivable Horror

At 18th level, you grow closer to your ultimate, monstrous form. You gain the following benefits:

  • Your creature type changes to Monstrosity.
  • You can use your Stitch feature to stitch parts at the end of a short or long rest.
  • You become immune to disease, the poisoned condition, and Poison damage.
  • You have advantage on Charisma (Intimidation) checks.