Disclaimer: The breaking of demon contracts may earn you a visit by goat-faced hooved beings of ill repute, known in certain demonic circles as "Loy-Yers", interacting with these beings should be avoided at all costs, that is, unless you can summon your own

The Stitcher

In some realms of death the dead do not rest but instead congeal into larger beings, letting their flesh free from the constraints of the body. It is one of these greater beings that gives you full command over the flesh on your bones and that which would otherwise be discarded. By taking this patron you sign your flesh away to join to this great being apon your death but for a while, at least, become stronger than you could ever dream. The Stitcher is a long forgotten Arch-Demon of Pandemonium that takes the form of large piles of flesh stitched together, constantly forming and moulding into horrifying faces and wretched limbs wishing to extend its influence over the flesh of the living, that's where you come in.

Expanded Spell List

The Stitcher lets you choose from an expanded list of spells when you learn a warlock spell. The following spells are added to the warlock spell list for you.

The Stitcher Expanded Spells

Spell Level Spells 1st False Life, Inflict Wounds 2nd Silence, Alter Self 3rd Animate Dead, Bestow Curse 4th Evard's Black Tentacles, Confusion 5th Contagion, Hallow

Purge the Flesh

At 1st level, your flesh is no longer just your own, it's part of something much greater. Your hands can be fully removed and launched up to 60ft as a ranged spell attack, each creature that starts its turn with one of your hands attatched takes 2d4 necrotic damage per hand. You can use your seperated hands to cast touch spells on the opponent without requiring somatic components. Your hands can be reattatched as a bonus action as long as they are within 5 feet. Enemies can attempt to remove a limb with an action on their turn using Strength against your Spell Save DC. While removed the hands count as tiny undead creatures with AC 10, they have no movement speed and automatically fail saving throws. The hands will fall off the target if they take damage or if they are more than 60ft away from you. While hands are seperated you lose access to natural weapon attacks for that hand and while you have 1 or less hand you are subject to the effects of Hand Removal.

Hand Removal

Condition Effect 1 Hand Disadvantage on Strength Saving Throws 0 Hands Automatically fail Strength Saving Throws, Cannot cast spells with somatic components

Reduce, Reuse, Recycle!

At 1st level, the spare flesh of the world belongs to the stitcher and being his vessel yours to utilize. You learn the ritual to turn spare flesh into your own, whilst you are missing a body part you can spend an hour with an appropriate replacement from a creature of the same size and race and implant it into your own body. If you do this while a hand is missing the old one can no longer be affected by your class features.

The Spirit is Willing

At 6th level, your spirit calls out to the flesh around you allowing you to recall your limbs to their fixtures. You can use an action to reattatch all of your limbs within 60ft back to your body, all limbs that were attatched to a creature other than you deal 2d4 necrotic damage to that creature before flying back to reconnect with your body. You regain use of this feature after a short or long rest.

Blessing of The Stitcher

At 10th level, your body is strong but incomplete, it craves more flesh, new flesh, and as you come to this realisation, you realise that you have the will to control it. You can attach 2 extra arms to your body, the hands can use weapons but attack at a disadvantage however whilst you have both extra arms attatched you have advantage on strength saving throws.

Grave Robbing

At 14th level, even flesh beyond your own follows your instructions and the will of The Stitcher. Zombie creatures under your control recieve use of the Purge the Flesh and Blessing of The Stitcher class features.

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