Spellstitcher For each thing and being is appointed a time on the plane we know not what this represents or how long it is bestowed all we may do is stitch the threads of these energies and beckon to the infinite ether the enlightenment impressed in to our meek form. The Transcendent stream flows beyond the after life and longer than the gods will rule, its primeval power is feared by all and worshipped by none we may interpret its will in our own light but not at a lack of cost to oneself and others remember this. 'The First Spellsticher' A Spellcaster drawing on the life leylines known as the Transcendent Stream. A Spellstitcher draws from this to re-stitch the life energy of an item or creature temporarily entwining it with mana. Stitcher's are a rare kind mostly hailing from a small group who have formed something close to a guild. But others have stumbled upon these techniques themselves through an experience close to death or at the peak of life where the Stream was revealed

The Spellstitcher Level Proficiency Bonus Features Cantrips Known 1st 2nd 3rd 4th 5th 6th 7th 8th 9th Stitch Count 1st +2 Archetypal Casting, Stitching 2 2 — — — — — — — — 2 2nd +2 Sacrificial Charge 2 3 — — — — — — — — 2 3rd +2 Archetypal Bonus 2 4 2 — — — — — — — 3 4th +2 Ability Score Improvement 3 4 3 — — — — — — — 3 5th +2 ---- 3 4 3 2 — — — — — — 4 6th +2 Archetypal Bonus, Primal Surge 3 4 3 3 — — — — — — 4 7th +3 ---- 3 4 3 3 1 — — — — — 4 8th +3 Ability Score Improvement 3 4 3 3 2 — — — — — 4 9th +4 ---- 3 4 3 3 3 1 — — — — 5 10th +4 Archetypal Bonus 4 4 3 3 3 2 — — — — 5 11th +4 Biomatical Tap 4 4 3 3 3 2 1 — — — 5 12th +4 Ability Score Improvement 4 4 3 3 3 2 1 — — — 5 13th +5 Etherant Transfer 4 4 3 3 3 2 1 1 — — 6 14th +5 Archetypal Bonus 4 4 3 3 3 2 1 1 — — 6 15th +5 ---- 4 4 3 3 3 2 1 1 1 — 6 16th +5 Ability Score Improvement 4 4 3 3 3 2 1 1 1 — 6 17th +6 ---- 4 4 3 3 3 2 1 1 1 1 7 18th +6 Transcendence of Energy 4 4 3 3 3 3 1 1 1 1 7 19th +6 Ability Score Improvement - 4 4 3 3 3 3 2 1 1 1 8 20th +6 Life Succinct - 4 4 3 3 3 3 2 2 1 1 8 Life's Essence As a Stitcher you acknowledge that life is precious unlike necromancy and its profane elements. However you see that beyond religion, arcana and the natural world the tendrils of life forever exist. Some Stitchers view this as an end to a means however some view it as a form of release and immortailty. When draining the life energy from a creature that has past you view it as a release from the cycle of Infinity to allow them to cross in to the transcendant stream and as such reach un-fathomed kind of peace and forgiveness. Learning a Stitch Learning a stitch is a gift by continued growth. When learning a stitch a stitcher must meditate uninterrupted upon the Life's leylines. While doing this they carve the symbol for the stitch in to the essence stone and in to a place on their body using the tools in the stitchers pack. These must then be bound using a plant, the stitchers blood, a natural dye and bone of a creature passed which must be rubbed in to the marking to activate the bond of life with the mana channeled within the body. The marking will then assume the colour of whatever natural dye used. Some stitchers are very protective of their markings whereas some wear them proudly as a mark of confidence anew. Spellstitcher quick build You can create a Spellstitcher quickly by placing your highest score in wisdom, followed by constitution. Choose the Guild Artisan Background choosing however Stitchers tools as your tool set. Choose Guidance and Resistance as your cantrips.

Class Features As a Spellstitcher, you gain the following class features Hit Points Hit Dice: 1d8 per Spellstitcher level

1d8 per Spellstitcher level Hit Points at 1st Level: 8 + your Constitution modifier

8 + your Constitution modifier Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per Spellstitcher level after 1st Proficiencies Armour: Light armour

Light armour Weapons: Simple weapons

Simple weapons Tools: Stitcher's Pack Saving Throws: Wisdom, Constitution

Wisdom, Constitution Skills: Choose two from Investigation, Insight, Arcana, Nature, Deception, Medicine, Perception, Religion, and Survival Equipment You start with the following equipment, in addition to the equipment granted by your background: (a) a simple weapon and a shield or (b) a light crossbow and twenty bolts

Leather Armour, Stitcher's Pack and an Essence Stone Stitching Drawing on the divine, natural and arcane you can shape essences to your will. Cantrips At 1st level, you know two cantrips of your choice from the druid spelllist. You learn additional cantrips of your choice at higher leveis, based on the Archetype you select. Spellcasting Ability Wisdom from your enlightenment to these life energies and the ability to combine complex forms of mana allows you to cast spells. You use your Wisdom whenever a spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a spell you cast and when making an attack roll with one. Spell save DC = 8 + your proficiency bonus + your Wisdom modifier Spell attack modifier = your proficiency bonus + your Wisdom modifier Spells that can be prepared = Level + Wisdom Modifier + Proficiency RITUAL CASTING You can cast a spell as a ritual if that spell has the ritual tag and you have the spell prepared. Necromantic Tendency The ability to stitch life essences comes with a risk. Stitching inanimate objects can cause their material component to break down and stitching life essence can drain it. When attempting to stitch a friendly or hostile creature you need to make a (DC 4 + Stitch Level ) Constitution Save to control the life essence or the target takes 1d4 damage per level of spell attempted. Stitching into an inanimate object requires a Sleight of Hand check equal to (DC6 + Stitch Level) - Your Constitution modifier. Stitched Spells A stitched spell lasts for a minute unless otherwise specified and can be used equal to the charge in your essence stone. The essence stone can store charges equal to your level plus constitution plus your proficiency. You charge your essence stone by absorbing the life energy from your defeated foes. The charges last for a week before the energy starts to dissipate but can be refilled whenever. To cast a stitch you lose that stitch until your next long rest and expend the required spell slot. When harnessing the life energy in your Essence Stone you are required to make a constitution saving throw equal to your 12 - (proficiency + constitution modifier) as your soul is stretched to harness this energy. Failing this will make you take Xd4 damage where X is equal to the Monsters CR. Essence Charging Table Monster CR Charge Bonus 1/2 +1 1 +2 2-3 +4 4-5 +6 6-7 +8 8+ Fully Charges

Sacrificial Charge Starting at level 2 instead of expending an essence charge you can make a 1d10 blood sacrifice to expend the life energy needed to cast a Stitch. Previous Lineage At Level 3 from your previous studies a Spellsticher's knowledge and appreciation of the ebb and flow of life manifests in different Archetypal benefits. Each archetype of stitcher disagrees what form this life energy and manipulation should be learnt and respected. Depending on the background of Arcane, Godly or Natural a stitcher can learn from a specific spell list. The spells can be prepared - but stitches are learnt as you grow. Some stitches are only accessible to certain archetypes due to the prerequisite knowledge needed. Ability Score Improvement When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature. Primal Drive At level 6 once per Long Rest you can empty your essence stone of charges equal to your level to enter a primal drive. While in Primal Drive you can not expand any spell slots (but not above your accessible spell slots) to cast any stitches for 3 rounds and may ignore the necromantic tendencies of your spells. Fey Meditation At level 10 once per Long Rest you can meditate upon the life leylines. Mentally transitioning to the Fey Wild to fully recharge your Essence Stone through the flowing Life Energy. Biomatic Tap At level 11 you gain the ability to once per long rest act as if you have had a short rest by transitioning the life energy from a Plant or Creature of size medium to yourself. Etherant Transfer At Level 13 by expelling charges equal to your level in your essence stone and your highest spell slot you may manipulate the stored life energy to revive a body that has been dead that no longer than a minute Transcendence of Energy At level 18 your knowledge of life and the forces that bend its will allow you to to tap in to the transcendent stream to cast a stitch as a bonus action with no downsides in addition to any spell you cast as an action. Life Succinct At Level 20 once per long rest by completely emptying a Full Essence stone you may remove the life of one creature of CR equal to the charges in your essence stone or less. Above this will deal 5d20 damage of unpreventable damage. Alternatively you can remove a creature of CR equal to the charges in your essence stone or less of their ability to cast magic. Above this it can be used to counteract a creatures legendary actions for a round. Using this to remove a life will not charge your essence stone.

Lineages Godly Lineage Spell Essence At Level 3 you gain: Dopine Essence in addition to your learned stitches. Dopine Essence causes the aggravation of battle to restore your natural state allowing the entwined to recover 1D8 per round for 3 rounds (18 Seconds). If imbued on a weapon the weapon will tap the energy of its constituents to provide the same effect to whomever is holding it. This also expends a level 2 spell slot (This dice increases by a D2 for every spell slot above 2 used) Linked Souls At Level 6 when you you stitch a healing effect to a being or item until the effect has faded it will heal yourself as well Flowing Minds At Level 10 you can expend half of your stored essence charges rounded up to stitch together the minds of up to 4 willing creatures for up to a minute. Divine Confluence At Level 14 you gain the ability to combine your divine mana with your leyline mana to extend your Primal Drive by expounding an essence charge per round extended. Arcane Lineage At Level 3 you gain: Refined Essence in addition to your learned stitches. Refined Essence causes your life essence to bond with your reflexes providing advantage on saving throws for 3 rounds. If imbued on a weapon the weapon will tap the energy of its constituents to provide the same effect to whomever is holding it until the stitch unravels. This also expends a Level 2 spell slot. (Every spell slot above the needed one will raise this by a round to a maximum of 6) Arcane Burst At Level 6 by expending half of your max essence charges rounded up you stitch together the life essence stored to your own to provide you with an increase to your mana allowing you to cast 3 spells in a turn (still expending your spell slots) Mana Manipulation At level 10 you may temporarily gain a spell slot of one level higher and cast a spell at random from that level of the Arcane table by emptying a full essence stone. If there is no spell level higher cast a random spell of the max level. Arcane Burst At Level 14 as a bonus action if you have a full essence stone you may lose all essence charges and half of your hit points rounded down to fully restore your spell slots by manipulating the life energy in to mana. This can only be done during battle. Natural Lineage Spell Essence At Level 3 you gain: Natural Essence in addition to your learned stitches. Natural Essence causes your life essence to reinforce your being raising an AC by 1 until the stitch unravels. If imbued on a weapon the weapon will tap the energy of its constituents to provide the same effect to whomever is holding it until the stitch unravels. This also expends a Level 2 spell slot. (Every 2 spell slot above 2 used will raise the AC1 i.e Level 4 and an Essence charge will raise the AC by 2) Feral Binding At Level 6 your connection to the feral and wild aspects of life allows you to stitch together your life essence with a creature you carry a component of i.e a feather. Though you will not change in to the creature by expending a bonus action and half your max essence charges rounded up you can entwine your body with an aspect of the creature for a minute i.e wings, claws, snout or gills. If you meditate for 10 minutes with the item you may also perform this as a ritual (still expending the essence charges). Pacifistic charging At Level 10 you may use natural energy to fill your Essence Stone. Level Charge Bonus Leaves and Twigs +0 A Bush or Flower Bed +2 A Medium Tree +4 Sentient Plants or A Plant of Size Large +6 A Tree of Age 400 or more +8 Mana Confluence At Level 14 you gain the ability to gain the knowledge and sights of any Plant or Creature that allows you to stitch their life essence to your own and meditate for 5 minutes.

Spell List Cantrips Guidance Light Mending Resistance Sacred Flame Spare the Dying Shocking Grasp Magic Stone Lighning Lure Druidcraft Control Flames Shape Water Chill Touch Mold Earth Frostbite True Strike Level 1 Create or Destroy Water Cure Wounds Detect Evil and Good Detect Magic Detect Poison and Disease Guiding Bolt Healing Word Inflict Wounds Burning Hands False Life Identify Jump Longstrider Silent Image Sleep Thunderwave Entangle FaerieFire Bane Bless Detect magic Dissonant whispers Entangle Goodberry Guiding bolt Inflict wounds Speak with animals Tasha’s hideous laughter Thunderwave 2nd Level Augury Beast sense Enhance ability Gust of wind Hold person Lesser restoration Magic weapon See invisibility Silence Spike growth Spiritual weapon Crown of Madness Darkness Darkvision Enhance Ability Enthrall Find Traps Flame Blade Hold Person Lesser Restoration Locate Animals or Plants Locate Object Misty Step Moonbeam Protection from Poison Ray of Enfeeblement Suggestion 3rd Level Bestow curse Call lightning Clairvoyance Conjure animals Dispel magic Revivify Speak with dead Speak with plants Spirit guardians Counterspell Fear Fly, Gaseous Form Hypnotic Pattern Magic Circle Major Image Protection from Energy Remove Curse Tongues Vampiric Touch Water Walk

4th Level Banishment Conjure woodland beings Conjure minor elementals Divination Giant insect Grasping vine Greater invisibility Blight Confusion Dimension Door Dominate Beast Freedom of Movement Hallucinatory Terrain Locate Creature Polymorph Wall of Fire 5th Level Awaken Commune with nature Conjure elemental Greater restoration Insect plague Legend lore Mass cure wounds Planar binding Raise dead Scrying Dominate Person Dream Geas Greater Restoration Hold Monster 6th Level Conjure fey Forbiddance Planar ally True seeing Wall of thorns Arcane Gate Circle of Death Conjure Fey Contingency Eyebite Find the Path Flesh to Stone Heal Mass Suggestion Sunbeam True Seeing 7th Level Etherealness Plane shift Regenerate Symbol Finger of Death Mirage Arcane Mordenkainen’s Magnificent Mansion Plane Shift Regenerate Sequester Symbol 8th Level Control weather Earthquake Sunburst Tsunami Antipathy/Sympathy Dominate Monster Feeblemind Power Word Stun Sunburst Trap the Soul 9th Level Astral projection Foresight Storm of vengeance True resurrection Imprisonment, Power Word Kill Shapechange True Polymorph