Base Class: Wizard
Through arcane experimentations, the user has now gained the ability to sew magic and arcana directly into the clothing of their teammates. This can come in many different styles of sewing and weaving depending on the expertise, or different practices of the Tailor or Sewist. Be it Stitching together clothing, Tailoring, making clothes, you name it.
Level 2: Arcane Materials
The user gains the ability to imbue a sewing material with arcane energy to later use in their craft.
This action costs 1 spell slot of your choice and takes about 1 minute to imbue the material fully.
You create 2 + your INT modifier before you run out and need to create more.
Level 2: Arcane Weaving
Starting at 2nd level, the user can expend a use of the Arcane Materials to weave a buff to an ally's clothing. Each time you put a Weave on a character, you must expend an extra use. (EX: you put 1 Hardening Weave on a person, you need 2 uses to put another weave on, then 3 after that)
| Hardening Weave | The wearer gains a +1 to AC |
| Quickening Weave | The wearer's Speed is increased by 5 feet |
| Heightening Weave | The wearer gets a +1 to Attack Rolls |
| Supporting Weave | The wearer gets a +1 to Saving Throws |
| Invigorating Weave | The wearer gets 5 extra Hit Points |
The weave is expended after 1 day, or the weave is damaged, or the clothing is broken beyond repair.
At level 2 this can be used 2 times per long rest, but at every level higher than 2nd, the number of uses increases by 1
Level 6: Weaver's Ward
Beginning at 6th level, the user can weave powerful defensive wards into the fabric of teammates. Over the course of 10 minutes, you can expend a 2nd level spell slot or higher and 1 use of Arcane Materials to sew a protective ward into a piece of clothing or armor. The wearer gains resistance to one damage type (except psychic), or immunity to 1 condition of your choice. If the ward absorbs a critical hit or the clothing is damaged beyond repair, the ward is expended.
After 1 week, the ward is dissolved and the magic needs to be redone
You can use this feature once per long rest
Only one ward can be placed upon a piece of clothing at a time
Level 10: Threaded life
At 10th level, the user can weave life energy into the attire of their teammates. The user can put a Threaded Life enchant into the clothing of their teammates over a few minutes, and using up a 4th level spell slot or higher.
When an ally is hit and takes 20 damage or more while they have the Threaded Life enchant on their clothing, the damage is negated by 2d10 and the ally is given temporary hit points equal to the damage negated. (EX: A party member takes 20 damage, the user then rolls 2d10 and gets 10. The party member gets 10 damage negated, and gets 10 temporary hit points on top of that)
This can be used once during a long rest.
Only one Threaded Life enchant can be on a piece of clothing at a time.
Level 14: Woven Spell Mantle
At 14th level, the user can weave a spell into an ally's clothing or armor. Over the course of a Long or Short Rest, you can expend a spell slot and 4 uses of Arcane Materials to weave a spell of 3rd level or lower into the clothing of an ally.
The wearer can cast this spell without using a spell slot, and dealing damage at 3rd level, if it calls for it.
The spell remains in the piece of clothing until it is cast or until the next long rest.
There can only be one Spell Mantle per piece of clothing.
Previous Versions
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12/2/2024 5:34:21 AM
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14
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5e
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12/2/2024 5:40:33 AM
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14
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12/2/2024 11:15:42 PM
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14
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12/13/2025 9:14:29 AM
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27
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4
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Coming Soon
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