Base Class: Artificer
A Weaver is a type of artificer that hails from Al’Taj, specializing in the use of magical cloth. With heavy metal armor being a burden in the desert, these artificers formed out of practicality- instead relying on textiles intricately woven with magical components that create almost living clothing. These flying garments can be used to ensnare foes and assist allies while ensuring that you always look good while doing it.
Tool Proficiency
3rd-level Weaver feature
When you adopt this specialization at 3rd level, you gain proficiency with weaver's tools. If you already have this proficiency, you gain proficiency with one other type of artisan's tools of your choice.
Weaver Spells
3rd-level Weaver feature
You always have certain spells prepared after you reach particular levels in this class, as shown in the Weaver Spells table. These spells count as artificer spells for you, but they don’t count against the number of artificer spells you prepare.
Weaver Spells
Artificer Level | Spell |
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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 |
Arms of the Seamstress
3rd-level Weaver feature
When you reach 3rd level, your mastery of cloth has led you to learning new ways to enchant your existing clothing, and wield the instruments of your trade to greater success.
- You gain proficiency with martial weapons
- While you are wearing clothes and not any armor, your Armor Class equals 10 + your Dexterity modifier + your Intelligence modifier. You can use a shield and still gain this benefit.
- When you attack with a magic weapon, you can use your Intelligence modifier, instead of Strength or Dexterity modifier, for the attack and damage rolls.
Mystic Garment
3rd-level Weaver feature
At 3rd level, your skill in weaving allows you to create a mystic garment: an animated piece of clothing that you can wield in battle. As part of a long rest, you can use weaver’s tools to turn any cloth accessory or garment into your Mystic Garment, so long as it is not made up of more than 1 cubic foot of material.
Your ability to manipulate and animate your Mystic Garment is represented by a number of Mystic Threads. You have a number of these threads equal to your proficiency bonus plus your Intelligence modifier, and regain all of them on a long rest. Some though not all of your Garment’s abilities require threads to use.
You can use your Garment in the following ways:
Restricting Garment - As a bonus action, you can spend a thread to cause your garment to fly or reach towards a creature within 15 feet of you. The target must succeed on a Strength saving throw against your spell save DC or be restrained by the garment until you spend another Mystic Thread or move more than 15 feet from them. Any creature that starts their turn restrained by the garment takes 1d6 bludgeoning damage, and a creature can spend an action to repeat the save to end the restrained condition, with the garment flying back to you on a success.
Shielding Garment - When a willing creature within 15 feet of you is hit with an attack, you can spend a thread as a reaction to add your proficiency bonus to the creature’s AC, potentially causing the attack to miss as the garment interposes itself between the attack. Afterwards, you can command the garment to move the creature 10 feet horizontally without provoking opportunity attacks.
Slashing Garment - As a bonus action, you can make a melee spell attack with your garment against a creature within 15 feet. On a hit, it deals 1d6 + proficiency bonus force damage. If it hits, you can spend a thread to force the creature to make a Dexterity saving throw against your spell save DC or be knocked prone.
Weave Stitcher
5th-level Weaver feature
At 5th level, you learn how to cut at the threads of magic around your foes to hurt them when they’re most vulnerable. Once per turn, you can deal an extra 1d12 force damage to one creature you hit with an attack if you have advantage on the attack roll. You do not need advantage if the creature is restrained or prone.
Eclectic Garb
9th-level Weaver feature
At 9th level, your Mystic Garment and ability to utilize it have both improved. Your Garment’s damage rolls increase by 1d6, and you can infuse an additional item beyond your normal maximum, so long as it isn’t a weapon or suit of armor. Finally, you gain additional uses for your Mystic Threads:
Flying Garment - As a bonus action, you can expend a thread to recall your Garment and give yourself a flying speed of 60 feet for 1 minute or until you spend another Mystic Thread. When this effect ends, you safely float back down to the ground if you were still in the air.
Suppressing Garment - As a bonus action, you can spend a thread to cause your garment to fly or reach towards a creature within 15 feet of you. The target must succeed on a Strength saving throw against your spell save DC or be blinded by the garment until you spend another Mystic Thread or move more than 15 feet from them. A creature can spend an action to repeat the save to end the restrained condition, with the garment flying back to you on a success.
Master of Fashion
15th-level Weaver feature
Starting at 15th level, you have become a true master of wielding and creating magical clothing:
- As part of a long rest, you can magically imbue a number of articles of clothing or accessories equal to your proficiency bonus. While a creature is wearing at least one of these, they gain a +1 to all saving throws.
- In combat, you get a special additional bonus action that can only be used to command your Mystic Garment.
- Finally, you regain all of your threads on a short rest or long rest.
Previous Versions
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