The Stitched are a playable race for any game system, but this article specifically details adding them into a game of Dungeons and Dragons 5e.
Description[edit | edit source]
The Stitched are beings of cloth or flesh, sewn together in patchwork forms in (usually) humanoid shapes. The earliest Stitched were thought to be golems awakened by some unknown force of magic. While knowledge of where they came from or how they multiply is yet unknown, it is clear that the Stitched are forces to be reckoned with given enough time and power.
D&D 5e Race Features[edit | edit source]
Ability Bonus: The form and function of the Stitched varies wildly between individuals, leading to unique physical and mental capabilities. You get +2 to one ability score of your choice and +1 to another, or +1 to three different ability scores.
Creature Type: Though the Stitched vary in material, they all are considered Constructs.
Size: Size varies, but you are considered either small or medium (you choose at character creation).
Speed: Your walking speed is 30 feet.
Constructed Nature: You gain several benefits due to your unnatural nature:
- You have advantage on saving throws against being poisoned, and you have resistance to poison damage.
- You don't need to eat or drink.
- You are immune to disease.
- You don't need to sleep, and magic can't put you to sleep.
Powered by Magic: If you are the target of a Mending spell, you may spend a Hit Die, roll it, and regain a number of hit points equal to the roll plus your Constitution modifier (minimum of 1 hit point). In addition, magic recognizes you as a living creature, and will seek to help you in ways against its nature. As such, you may be targeted and affected by the following spells despite being a Construct: Cure Wounds, Healing Word, Mass Cure Wounds, Mass Healing Word, Spare the Dying, Revivify, Raise Dead, and True Resurrection.
Sentry's Rest: When you take a long rest, you spend at least 6 hours in an inactive, motionless state instead of sleeping. You remain conscious and aware of your surroundings in this state.
Strange Competence: You gain proficiency with one skill and one tool of your choice.
Languages: You know Common and one other language of your choice.
Subraces[edit | edit source]
Doll Stitched[edit | edit source]
These Stitched are sewn together from a myriad of fabrics to from a humanoid shape, with button eyes and sewn on mouths able to open normally (which most choose not to think about). It is possible to find a Doll created from only one fabric, particularly burlap or cotton. More often than not, however, a Doll Stitched is a patchwork created from an amalgamation of different fabrics.
Stuffed with Fluff: You do not need to breathe.
Light as a Feather: Your walking speed is increased to 35 ft.
Soft, Inside and Out: When you are hit with an attack that deals bludgeoning or force damage, you can use your reaction to become resistant to that damage as your body chooses to go with the flow.
Chimeric Stitched[edit | edit source]
The Chimeric Stitched are created not from inorganic material, but the body parts of the dead sewn together and powered by a mix of necromancy and lightning. While there are rare instances of a Chimeric being created from mostly one person, they are usually a frightening amalgam of body parts that range the spectrum of races.
Unnatural Presence: You gain proficiency in Intimidation.
Sewn in Capabilities: You were created with either natural weapons or a natural defense. When you are creating your Chimeric, choose one:
- Built in Weapons: You were created with claws on your fingers or sharpened fangs for teeth, either of which can be used to make unarmed strikes. When you hit, the strike deals 1d6 + your Strength modifier slashing damage, instead of the normal bludgeoning damage for unarmed strikes.
- Built in Defense: Your flesh is naturally more resilient than normal. When you aren't wearing armor, your armor class is 13 + your Dexterity Modifier.
Child of Lightning and Necromancy: You are powered by certain magics. When you take lightning or necrotic damage, you can use your reaction to become immune to this damage and instead heal for half of what you would have taken. Once you do, you cannot use this feature until you finish a long rest.