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Stitchcrafters are students of the undead, who use their macabre skills to reanimate corpses by stitching them together, one piece of meat at a time. Not all stitchcrafters are evil, but due to their insatiable need for corpses, none fit into polite society.

Grave Digger

When you adopt this specialization at 3rd level, you are capable of finding a particular corpse by simply surveying a graveyard within your line of sight on a successful DC 15 Wisdom (Perception) check. You are also an expert at digging graves. While you are holding a shovel, you have a burrow speed of 5 feet.


At 3rd level, you are proficient at dragging a body out of harm’s way. If a Medium or smaller creature is prone, you have advantage on grapple checks to grab it and drag it at your full movement speed.

Stitchcrafter Spells

Starting at 3rd level, you always have certain spells prepared after you reach particular levels in this class, as shown in the Stitchcrafter Spells table. These spells count as artificer spells for you, but they don’t count against the number of artificer spells you prepare.

Artificer Level Stitchcrafter Spells
3rd false life, inflict wounds
5th enhance ability, gentle repose
9th animate dead, feign death
13th blight, fabricate (can only use corpses as raw material)
17th contagion, raise dead (the character has disadvantage on charisma checks for one week due to scarring)


At 5th level, you are an expert at stitching wounds together. By using an action, you can expend one spell slot and use of a healer’s kit to heal a living creature or corporeal undead that has suffered piercing or slashing damage. You heal 1d4 points of damage. For each additional use of a healer’s kit and spell slot, you heal an additional 1d4 points of damage.

It’s Alive!

At 9th level, you can animate a flesh-stitched zombie by casting a spell that inflicts lightning damage. You must first assemble the body parts from one or more corpses. It’s friendly to you and your companions, and it obeys your commands. See flesh-stitched zombie stat block, which uses your proficiency bonus (PB) in several places. In combat, the flesh-stitched shares your initiative count, but it takes its turn immediately after yours. It can move and use its reaction on its own, but the only action it takes on its turn is the Dodge action, unless you take a bonus action on your turn to command it to take another action. That action can be one in its stat block or some other action. If you are incapacitated, the flesh-stitched zombie can take any action of its choice, not just Dodge. If the mending spell is cast on it, it regains 2d6 hit points. If it has died within the last hour, you can use your smith’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 that inflicts lightning damage. The flesh-stitched zombie returns to life after 1 minute with all its hit points restored. At the end of a long rest, you can create a new flesh-stitched zombie if you have smith’s tools with you. If you already have a flesh-stitched zombie from this feature, the first one immediately perishes. The flesh-stitched zombie also perishes if you die.

Flesh Graft

At 15th level, you can take parts from one corpse to assemble another. Choose one corpse’s natural attack. With a successful use of this ability, you graft that attack onto an existing undead. The corpse and the undead must be within one size of each other: a Medium undead can only have a Small or Large limb or head grafted onto it, and a Large undead can only have a Medium or Huge limb or head grafted onto it. The undead uses its own attributes for the attack and the new limb does not bestow multiattack on the undead if it doesn’t already have it. Thereafter, the undead can use the attack as if it was its own.

Section 15: Copyright Notice

5E RPG: Gothic Adventures. Copyright 2021, Mal and Tal Enterprises, LLC; Author Michael Tresca.