Base Class: Artificer
To a Weavewright, every device, trinket, and object is a potential vessel for the Weave. They believe that magic is not just to be wielded but to be intricately woven into the very fabric of their daily lives. From their apparel to their utensils, every piece is an invention – a blend of arcane energy and mechanical genius. Unlike other artificers, a Weavewright's creations are deeply personal, designed for their touch and command. Their workshop, ever-present, moves with them as they endlessly tinker, innovate, and adapt
Tools of the Trade
You gain proficiency with smith’s tools. If you already have this tool proficiency, you gain proficiency with one other type of artisan’s tools of your choice.
Weavewright Spells
You always have certain spells prepared after you reach particular levels in this class, as shown in the Weavewright 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 | SPELLS |
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3rd |
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5th |
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9th |
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13th |
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17th |
Prototype Adept
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Starting at 3rd level, you have created an item know as the Arcane Capacitor: This crystal-embedded mechanism maximizes magical energy. The Weavewright can cast a spell, achieving the effects of a spell one level higher than the slot used. You can use this feature a number of times equal to your proficiency bonus per long rest.
Arcane Concoction
As the Weavewright delves deeper into the intricacies of magic, they pioneer a method of merging distinct arcane energies into a singular vessel, producing items containing blended powers. Yet, intertwining different magics is not without its challenges, occasionally resulting in unstable, unpredictable outcomes.
- Starting at 5th level, The Weavewright can create up to two magical items that contain up to two spells from 0 to 2nd level, culminating in a synergized effect. They can only be created by spells cast by the Weavewright(either by spell slots or scrolls) and are one-time use.
- Activating/Triggering the item requires an action
- Upon activation, roll a d10. A roll of 1 causes a miscast, leading to unexpected consequences or minor magical disturbances. Roll a d10 to determine the effect
- If activated by someone other than the Weavewright, a roll of 7 or lower causes a miscast.
- Tips on how to rule spell effects:
- Combine similar effects (e.g., use total damage or shorter duration); for contrasting effects, they occur sequentially. Use the larger area or most logical shape for area effects, and try to use the Spell attack bonus when possible. DM discretion guides unique interactions, aiming for narrative engagement.
- 1. Arcane Feedback: The activator takes 3d6 force damage as the device detonates.
- 2. Spell Echo: The last spell the cast by (or at if no spell was cast by) the creature who activated the item is involuntarily recast at its lowest level, targeting a random creature or point within range. If a spell wasn't cast, reroll to determine the effect.
- 3. Eldritch Sight: The activator's senses are heightened, granting them the effects of the Detect Magic spell for 1 minute.
- 4. Temporal Distortion: The activator is slowed (as per the Slow spell) for 1 minute. A Wisdom saving throw against the Weavewright's spell save DC can end the effect early, starting at the beginning of their next turns.
- 5. Elemental Absorption: The next time the activator takes elemental damage (fire, cold, lightning, or acid) within the next minute, they absorb the energy and are healed for half the damage amount instead.
- 6. Arcane Overload: A surge of raw magic erupts from the item, pushing creatures away. All creatures within a 10-foot radius of the activator are pushed 10 feet away and must make a Strength saving throw (against the Weavewright's spell DC) or be knocked prone.
- 7. Arcane Silence: A bubble of magic-nullifying energy surrounds the activator. For 1 minute, they cannot cast spells that require verbal components, and any ongoing spells or magical effects on them are suppressed.
- 8. Elemental Surge: A burst of random elemental energy surrounds the activator, affecting all creatures in a 10-foot radius with damage equal to the combined levels of the spells x d6, minimum of 2.
- 9. Wild Arcana: The blended magic takes on a life of its own, casting a spell centered on the activator, Roll a d4 and consult the list:
- 1 - Faerie Fire: A radiant, ethereal glow illuminates creatures 10 ft around the activator, outlining them in light.
- 2 - Grease: The ground becomes slick with a greasy substance within five feet, centered on the activator, making it treacherous terrain.
- 3 - Color Spray: A dazzling array of flashing, colored lights springs from the activator's hand. Both the activator and nearby creatures might become blinded by the vivid colors (Constitution saving throw against the Weavewright's spell DC)
- 4 - Fog Cloud: A thick cloud of fog billows out from the activator in a 20 ft radius, heavily obscuring the area, including the activator's vision.
- 10. Magical Haste: The activator's movements become swift and precise. They gain an additional action on their next turn.
Overclocked Core
Starting at 9th level:
- The Arcane Concoctions activation die is changed from a d10 to d20, reducing the chance of a miscast.
- You can cast up to 3rd level spells into the Arcane Concoction items.
- As an action, if you're within 60 feet of an object you've infused with a spell through your Arcane Concoction feature, you can trigger it to explosively release its contained magic. This obliterates the object and forces each creature within 20 feet of it to make a Dexterity saving throw against your spell save DC. A creature takes 3d8 force damage on a failed save, or half as much damage on a successful one.
Magical Deconstruction
Starting at 15th level:
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Deconstruction: With time, the Weavewright can meticulously dismantle a magic item of Common(24 hours), Uncommon(96 hours), or Rare(240 hours) rarity, unraveling its secrets. This process destroys the original item. In its place, the Weavewright gains a detailed blueprint of the item's design and enchantment.
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Reconstruction: With the acquired blueprint, the Weavewright can recreate the deconstructed magic item using their Infuse Item feature. This act of creation requires raw materials and a length of time determined by the DM based on the item's complexity and rarity. The necessary materials might include mundane items, rare ingredients, or even remnants of other magical items.
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