Bard
Base Class: Bard

These bard are like magic grand mothers. They love knitting and can weave magic into their creations. They have a lot of fun with the weave. People who follow this archetype make sentient cloaks and hats, and throw explosive balls of yarn at people, but they also can make magic band-aids and the like, plus give you a nice warm winter cap.

Weaver's Lore.

When you choose this subclass at 3rd level, you gain proficiency with Weaver's Tools and Slight Of Hand Checks. You add double your proficiency modifier to rolls with either proficiency. You have advantage on rolls to determine magic properties of things made of wool or materiel like it, and advantage on religion and history checks to learn about the past or importance of a cloth or similar item. 

Magic Clothes

Your mastery of weaving has given you the ability to weave magic clothes for people. When you gain this feature at 3rd level, you can choose 3 of the following items. At 6th level, you can choose 4, at 12th level you can choose 5, and at 18th level you can choose 6. There is no limit to the number of items you can create, but you must have the proper materials on hand, and in the right size. Use this chart-ish thing to know sizes:(They must be able to wear items, so no oozes. These are also bare minimums, the DM decides the actual amount)

  • Cloaks
    • Tiny: 1 inch of material
    • Small: 1-4 feet of material
    • Medium/Large: 5-10 feet of material
    • Huge: 11-20 feet
    • Gargantuan: Honestly, why are you giving the Tarrasque a magic cloak: 25-100 feet of extra durable material. 
  • Hats:
    • Tiny: 1/2 inch-1 inch of material.
    • Small: 1-4 feet of material.
    • Medium/Large: 2.5-5 feet of material
    • Huge:6.5-10 feet.
    • Seriously stop making clothes for the Kraken: 25-100 feet of extra durable material and a large drawstring.
  • Shirt:
    • Tiny: 4+ inches of material
    • Small:2-6 feet of material.
    • Medium: 7-14 feet
    • Large:18-20 feet
    • Huge:25-40 feet
    • You cannot make a shirt for Tiamat, though you can try: 100-1000 feet of extra extra extra durable materiel.
  • Scarf: 
    • Tiny: 1-2 inches
    • Small: 2-4 feet
    • Medium/Large: 6-10 feet
    • Huge:14-20 feet
    • Gargantuan: NO SCARFS FOR A RED DRAGON, 100-200 feet

If a option a requirement to use it, you must meet that requirement to learn it. The DM determine if the creature can even wear clothes. You must have weaver's tools on hand.

Cloak of Vanishing

You can use your bonus action to wrap this cloak around you and become invisible until you attack or force a saving throw, or after 3 rounds. The cloak is adorned with symbols of shadows and vanishing. The cloak is black and kinda transparent near the bottom. You can use this feature 2 times per long rest. The cloak grants advantage on stealth checks.

Clothes of Magnifigance.

This can be any clothe type, it is very nice looking.You have advantage and double your proficiency bonus to any persuasion and performance checks, and you are proficient with the skills while wearing these clothes.

Hat of Possesing

This hat looks like Cappy from Mario Odyssey. You can use a bonus action to throw the hat a creature that has nothing on it's head. The creature must make a CHA save against the creator's spell save DC. If it fails, your body disappears and your mind inhabits the creature's brain and you control. This control lasts for 2 minutes. You can do this only once per long rest.

Hat of Warmth

While wearing this magic hat, you gain resistance to cold and cannot die or be debuffed because of natural cold. This hat has many symbols of fire and comes in bright colors. It makes you feel warm and nice.

Magic Band-aid

This just requires enough cloth to patch a small hole. This heals the target this is applied HP equal to a number of d6s=to you level plus your CHA mod. This can patch open wounds and reattach fallen off body parts if you apply this to a fallen limb. This cannot restore a person to life.

Scarf of Strangling

This scarf looks vicious. It is blood stained even though it draws no blood. As a action, you speak the command word and throw the scarf at a creature within 30ft of you. The target makes a STR saving throw equal to the creator's CHA+proficiency+10. If it fails, it takes 1d6 bludgeoning damage and be grappled.

Shirt of protection

This shirt has symbols of shields and is heavily padded. You gain a +1 to AC.

Explosive Yarn

You use a bonus action of summon a colorful ball of yarn and chuck it at something within 60ft. Make a ranged spell attack, on a hit, it deals 2d6 fire damage to the target and it explodes in a 10ft radius, dealing 2d6 fire damage to every creature in that radius unless they succeed on a Dex save with with a DC equal to your spell save DC. If they succed, the target automatically fails unless you missed them, they take half damage. The explosion happens weather you hit or miss, and the ball of yarn can be any color of your choice, and the explosion is the same color as the ball of yarn. The yarn can be multicolored, and therefore so will the explosion.

 

At 14th Level, the damage for the explosion and the damage against the target becomes 3d8.

Spell Weaver

At 14th Level, you have gained such amazing control over magic and weaving that you can control the Weave, the interface of magic. As an action, you can manipulate the magic of a spell that is over an area, like sanctuary, or over a creature, enchantment spells. You can modify the magic of spells with a level equal to half of your level, up to 8th level spells. You can manipulate what the spell does, and it does not have to be in the description of the spell, so you can alter what the spell does, like a charming spell turning into a frightening spell. The DM decides if you can actually do what you want. You can do this times equals to half of your CHA modifier (minimum of 1 use, rounded down), this recharges after a long rest. You can use this a maximum of 3 times per long rest. If you try to do it more than that, you must make a CHA check against a DC: 15+level of the spell, if you succeed, you modify the spell and you gain one level of exhaustion, if you fail, you don't modify the spell, you take 1d8 force damage that you cannot reduce, and you gain 2 levels of exhaustion. 

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