Wizard
Base Class: Wizard

Some wizard eschew the typical tools of wizards. 
Arcane stitchers found their magic in stitches, unlike most wizards, they do not store their spells in a spell book. Rather Arcane stitchers store their spells in their worn spellcloak. 
An arcane stitcher channels their magic through their spellcloak, allowing them to use mage hand, or swat at their enemies. 
Arcane stitchers are unable to craft spell scrolls like their wizard brethren, rather they store their spells in patches that can be temporarily affixed to their own, or an allies clothing, or leather garb. 

Spellcloak

At 2nd level Arcane stitchers stitch their spells into their spellcloaks, their spell cloak replaces their spell book class feature. 

 

Your spell cloak allows you to cast mage hand through it, this does not count against your spells known, when using mage hand in this way, your cloak stretches rather then a hand being conjured.

Your spell cloak is treated as light armor and provides you ac of 10 + your intelligence modifier. 

As a cantrip, you can swat at a creature within range of your mage hand with your extended cloak, Make a melee spell attack against the target. You have advantage on the attack roll if the target is wearing  cloth or leather.
On a hit, the target takes 1d8 bludgeoning damage. At Higher Levels. The spell’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).

Due to the stress casting spells through your cloak causes on the arcane stitches holding it together, you will need to spend time repairing the stitches during a short or long rest, rather then studying your spellbook to recover spell slots

Patchwork spells

At 2nd level, you learn how to store spells in patches that can be stitched onto your cloak, or an allies cloth or leather garb. 

During a short or long rest, you can spend 10 minutes per spell level to craft a patchwork spell, these spells must be ones you know. 

Patches are cast exactly like spell scrolls, and unravel and fall off the cloth they were stitched to afterwards. 

You can craft patches equal to 1 + half your wizard level rounded down per short or long rest. 

Arcane cloak specialist

At 6th level, your skill at using an arcane cloak improves. 



When using your arcane cloak to swat a target, you can choose to attempt a combat maneuver against your spell save dc

Disarming Attack

When you hit a creature with a weapon attack, you can attempt to disarm the target, forcing it to drop one item of your choice that it's holding. The target must make a Strength saving throw, against your spell save dc On a failed save, it drops the object you choose. The object lands at its feet.

 

Pushing Attack

When you hit a creature with a swat, you can attempt to drive the target back. If the target is Large or smaller, it must make a Strength saving throw against your spell save dc. On a failed save, you push the target up to 15 feet away from you.

 

Sweeping Attack

When you hit a creature with a swat, you can attempt to damage another creature with the same attack. Choose another creature within 5 feet of the original target and within your reach. If the original attack roll would hit the second creature, it takes damage as well. 



Trip Attack

When you hit a creature with a swat, you can attempt to knock the target down. If the target is Large or smaller, it must make a Strength saving throw against your spell save dc. On a failed save, you knock the target prone. 



You can use this ability 4 times at 6th level per short rest, and one additional time at levels 8(5 times) and 12(6 times). 

Arcane stitch

At 10th level your expertise with arcane cloaks expands. 

  • As a reaction to taking damage, you can cast the mislead spell, your arcane cloak takes the place of your illusory self. You can cast spells through your arcane cloak as if you were in its place as long as you are within 30 feet of it. Doing so still ends the invisibility effect as normal for the mislead spell.

 

  • As your move action, you can pull your arcane cloak up to 30 feet towards you. 
  • Your arcane cloak still has its 10 ac + your ability modifier in this form. And half your current hit points. 

If your arcane cloak is destroyed in this form, you will need to spend the same amount of time as a wizard replacing their spell book during a short or long rest. To make a new one

You can use this feature 2 times per day.

Arcane stitch master

 

2 times per day you can transmute your arcane cloak into either a rug of smothering, or an animated bearskin rug. (subject to Dm discretion you may transmute your arcane cloak into any other construct made of fabric or textiles.) The construct exists up to one hour as long as you maintain concentration on it. 

 

  • This construct understands and  follows your orders, but cannot communicate back to you, and takes its turn immediately following your own. 


  • Animated Bearskin Rug

    Family: Animated Objects

    Large construct, unaligned

    Armor Class 13 (natural armor)
    Hit Points 65 (10d10 + 10)
    Speed 20 ft.

    STR DEX CON INT WIS CHA
    18 (+4) 13 (+1) 12 (+1) 1 (-5) 3 (-4) 1 (-5)

    Damage Immunities poison, psychic
    Condition Immunities blinded, charmed, deafened, frightened, paralyzed, petrified, poisoned
    Senses blindsight 60 ft. (blind beyond this radius), passive Perception 6
    Languages
    Challenge 4 (1,100 XP)

    SPECIAL TRAITS

    • Antimagic Susceptibility. The bearskin rug is incapacitated while in the area of an antimagic field. If targeted by dispel magic, the rug must succeed on a Constitutionsaving throw against the caster’s spell save DC or fall unconscious for 1 minute.
    • Damage Transfer. While it is grappling a creature, the bearskin rug takes only half the damage dealt to it, and the creature grappled by the rug takes the other half.
    • False Appearance. While the bearskin rug remains motionless, it is indistinguishable from a normal bearskin rug.

    ACTIONS

    • Multiattack. The animated bearskin rug makes two attacks: one with its bite and one with its claws. It can use its Envelop in place of its claw attack.
    • Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 9 (1d10 + 4) piercing damage.
    • Claws. Melee Weapon Attack: +6 to hit, reach 5 ft., one target not grappled by the bearskin rug. Hit: 11 (2d6 + 4) slashing damage.
    • Envelop. Melee Weapon Attack: +6 to hit, reach 5 ft., one Medium or smaller creature. Hit: The creature is grappled(escaped DC 14). Until this grapple ends, the target is restrained, and the rug can’t envelop another target.

 

  • Rug Of Smothering

    Large construct, unaligned
     
    • Armor Class 12
    • Hit Points 33 (6d10)
    • Speed 10 ft.
     
    STR
    17 (+3)
    DEX
    14 (+2)
    CON
    10 (+0)
    INT
    1 (-5)
    WIS
    3 (-4)
    CHA
    1 (-5)
     
    • Damage Immunities Poison, Psychic
    • Condition Immunities Blinded, Charmed, Deafened, Frightened, Paralyzed, Petrified, Poisoned
    • Senses Blindsight 60 Ft. (Blind Beyond This Radius), passive Perception 6
    • Challenge 2 (450 XP)
     
    • Antimagic Susceptibility. The rug is incapacitated while in the area of an antimagic field. If targeted by dispel magic, the rug must succeed on a Constitution saving throw against the caster's spell save DC or fall unconscious for 1 minute.
    • Damage Transfer. While it is grappling a creature, the rug takes only half the damage dealt to it, and the creature grappled by the rug takes the other half.
    • False Appearance. While the rug remains motionless, it is indistinguishable from a normal rug.

    Actions


    • Smother. Melee Weapon Attack: +5 to hit, reach 5 ft., one medium or smaller creature. bludgeoning damage On Hit: The creature is grappled escape DC 13. Until this grapple ends, the target is restrained, blinded, and at risk of suffocating, and the rug can't smother another target. In addition, at the start of each of the target's turns, the target takes 10 (2d6 + 3) bludgeoning damage.

While your cloak is transmuted you can still cast spells while within 30 feet of it.

Comments

Posts Quoted:
Reply
Clear All Quotes