I would appreciate some feedback on this subclass idea I had. It originally stemmed from wanting a caster that could change the AoE of their spells. As it progressed, I really latched onto the idea of the Weave and magical threads and decided to delegate it as a "Designer" which I am using to take on a dual theme of both a clothing creator (as one who crafts with "threads" and "weaves") as well as a sort of magical architect.
Version 1
Designer
Artisans skilled with the needle and thread are renowned for their ability to form a beautiful tapestry out of seemingly simple strings. Some artificers have extended this ideology to recognizing how each tiny, magical thread contributes to the grand Weave of the multiverse. Those that follow the designer specialty learn how to alter the weave through these individual threads.
Designer Spells
Starting at 3rd level, you always have certain spells prepared after you reach certain levels in this class. These spells count as Artificer spells for you but do not count against your number of spells known.
Artificer Level
Spells
3rd
Mage Armor, Web
5th
Nystul’s Magic Aura, Silence
9th
Magic Circle, Slow
14th
Aura of Life, Wall of Fire
17th
Circle of Power , Wall of Force
Tools of the Trade
When you choose this school at 3rd level, you gain proficiency in Weaver’s Tools and can use weaver’s tools as a spellcasting focus for casting your artificer spells.
Woven Armor
Also at 3rd level, you are able to readily form magical threads to enhance your defenses. You can cast Mage Armor on yourself at will, without expending a spell slot or material components provided you are holding your Weaver’s Tools.
After you reach 5th level in this class, when you use this feature you can choose to apply one of your known infusions to the magical armor, provided the infusion requires a suit of armor. Applying the infusion this way does not count against the maximum number of objects you can infuse each day.
Reshape Cantrips
When you cast a cantrip which requires you to make a ranged spell attack, you can choose to make a melee spell attack instead, choosing a target within 5 feet of you. Alternatively, when you cast a cantrip which requires you to make a melee spell attack, you can choose to make a ranged spell attack instead, choosing a target within 15 feet of you.
Pluck the Thread
At 5th level, when a creature that you can see within 30 feet of you casts a spell, you can use your reaction to tug at the magical threads around you to make one of the following changes to the spell’s effect:
Roll 1d10. The first time the spell deals damage or restores hit points, you can and choose to either add or subtract the rolled value from the total.
Choose one of the Metamagic options available to the Sorcerer class and apply it to that casting of the spell at no cost; however, the chosen option cannot have a listed cost greater than 1 sorcery points to apply this way. For any metamagic option which uses your Charisma modifier, you can use your Intelligence modifier instead.
You can use this feature a number of times equal to your Intelligence modifier and regain all expended uses following a long rest.
Area Alteration
Beginning at 9th level, your interaction with the threads of the weave allow you to readily alter the spell’s you cast. Whenever you cast an Artificer spell which produces one of the following areas of effect, you can choose to alter it to one of the other shapes available: Cone, Cube, Cylinder, Line, or Sphere. You choose the dimensions of the new shape, with each set to some 5-foot interval, but the new area of effect cannot occupy a total space larger than the original. For example, a spell which creates an effect in a 20-foot radius Sphere could be changed to a Line which is 5 feet wide and 50 feet long or to a Cube that is 10 feet on each side. You must also change the point of origin for the spell effect to fit the new shape.
Alternatively, when you cast an Artificer spell which produces an object (such as a wall) of given dimensions, at the DMs discretion you can change the shape of the object produced provided the total space occupied is no larger than the original dimensions.
Pull the Weave
When you reach 15th level, you put forth a stronger influence on the magic around you. You gain the following improvements to your Pluck the Thread feature
The range of the feature extends to creatures you can see within 60 feet of you.
You roll 2d10 instead of 1d10 when altering the damage dealt (or healing provided) by a spell
The metamagic effects you can produce can have a listed cost of up to 3 sorcery points.
Designer
Artisans skilled with the needle and thread are renowned for their ability to form a beautiful tapestry out of seemingly simple strings. Some artificers have extended this ideology to recognizing how each tiny, magical thread contributes to the grand Weave of the multiverse. Those that follow the designer specialty learn how to alter the weave through these individual threads.
Designer Spells
Starting at 3rd level, you always have certain spells prepared after you reach certain levels in this class. These spells count as Artificer spells for you but do not count against your number of spells known.
Artificer Level
Spells
3rd
Entangle, Mage Armor
5th
Nystul’s Magic Aura, Web
9th
Counterspell, Slow
14th
Aura of Life, Grasping Vine
17th
Circle of Power , Hallow
Tools of the Trade
When you choose this school at 3rd level, you gain proficiency in Weaver’s Tools and can use weaver’s tools as a spellcasting focus for casting your artificer spells.
Woven Armor
At 3rd level, you are able to weave magical threads into armor. When you cast Mage Armor, you can choose to apply one of your known infusions to the magical armor, provided the infusion requires a suit of armor as a prerequisite. Applying the infusion this way does not count against the number of infusions you can apply each day. When applied this way, the infusion lasts for the duration of the spell or until you cast the spell again.
Pluck the Thread
Also at 3rd level, when a creature (including yourself) that you can see within 30 feet casts a spell, you can use your reaction to tug at the magical threads around you to make one of the following changes to the spell’s effect:
Roll 1d10. The first time the spell deals damage or restores hit points, you can and choose to either add or subtract the rolled value from the total.
Roll 1d4. The first time a creature must make a saving throw against the effects of the spell, you can choose to either add or subtract the value rolled from its saving throw.
The spell is cast originating from your space instead of the caster’s, provided the original caster is willing.
You can use this feature a number of times equal to your proficiency bonus, and regain all expended uses after finishing a short or long rest.
Area Alteration
Beginning at 5th level, your interaction with the threads of the weave allow you to readily alter the spell’s you cast. Whenever you cast an Artificer spell which produces one of the following areas of effect, you can choose to alter it to one of the other shapes available: Cone, Cube, Cylinder, Line, or Sphere. You choose the dimensions of the new shape but the new area of effect cannot occupy a total space larger than the original. When altered this way, each dimension can be no smaller than 5 feet and no longer than 100 feet. For example, a spell which creates an effect in a 20-foot radius Sphere could be changed to a 50-foot Cone.
Tailored Spells
At 9th level, you have a distinct touch for altering the magical threads surrounding individuals. You can cast Alter Self, Enhance Ability, and Invisibility without expending a spell slot, without preparing the spell, and without providing the material component, provided you use weaver’s tools as the spellcasting focus. Once you cast any of these spells with this feature, you can't cast that spell with it again until you finish a long rest.
Pull the Weave
When you reach 15th level, you put forth a stronger influence on the magic around you. You gain the following improvements to your Pluck the Thread feature
The range of the feature extends to creatures you can see within 60 feet of you.
You roll 2d10 instead of 1d10 when altering the damage dealt (or healing provided) by a spell
You roll 2d4 instead of 1d4 when altering a creature’s saving throw.
I see what you are saying. I would say that the "core feature" of the subclass isnt a single feature. The "core theme" is the ability to alter your magic and the magic of others (to a limited degree) which is reflected in its abilities to alter cantrip range, alter AoEs, and apply some limited metamagic (with the ability to affect other creature's magic setting it apart from a standard Sorc).
So, the subclass is built around the core theme of altering spells rather than being built around a core feature. All of the abilities (minus the mage armor bit) build around this theme in some way. The mage armor addition is more thematic than anything and gives this artificer an alternate possible source of AC beyond medium armor
For the theme of the subclass spells, its a mixed bag but mostly focused on support spells. I chose each spell either because I thought it fit into the "designer" theme (Mage Armor, Magic Aura, Web) or because I think it would be an interesting spell to see its AoE changed in some way (Lightning Bolt, Slow, Wall of Fire)
I do see the issue though, that the "power" of this subclass only starts to come online at 5th level. I may replace the cantrip changing ability or mage armor bit with something more impactful, and I would love to hear ideas
Tl;Dr. Where is the core feature? There really isnt one. There is more of a core theme I am trying to build every ability around.
I see what you are saying. I would say that the "core feature" of the subclass isnt a single feature. The "core theme" is the ability to alter your magic and the magic of others (to a limited degree) which is reflected in its abilities to alter cantrip range, alter AoEs, and apply some limited metamagic (with the ability to affect other creature's magic setting it apart from a standard Sorc).
So, the subclass is built around the core theme of altering spells rather than being built around a core feature. All of the abilities (minus the mage armor bit) build around this theme in some way. The mage armor addition is more thematic than anything and gives this artificer an alternate possible source of AC beyond medium armor
For the theme of the subclass spells, its a mixed bag but mostly focused on support spells. I chose each spell either because I thought it fit into the "designer" theme (Mage Armor, Magic Aura, Web) or because I think it would be an interesting spell to see its AoE changed in some way (Lightning Bolt, Slow, Wall of Fire)
I do see the issue though, that the "power" of this subclass only starts to come online at 5th level. I may replace the cantrip changing ability or mage armor bit with something more impactful, and I would love to hear ideas
Tl;Dr. Where is the core feature? There really isnt one. There is more of a core theme I am trying to build every ability around.
I understand what your idea was, I just don't think it works that well. Subclasses have a specific structure for every class that ideally should be followed. However even if you decide not to follow that established structure, what you get at level 3 is just not a whole lot in comparison and feels even more underwhelming than the Alchemist as of now.
Do you think that it would work to change the level 5 ability to be what they get at level 3? Area Alteration is kind of the core of what this class aims to do within its theme. The only reason I didnt give it to the subclass earlier is I felt at level 3 the number of spells the Artificer had (and only 1st level ones at that) might make the ability feel unimpactful. But, thinking about it more, it may be better to give it to them earlier so the player has more time to get used to thinking in terms of those mechanics.
Either that, or if I came up with a new core feature for 3rd level, I would probably want something based around battlefield control. Need to think on this more, but I appreciate any ideas
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I think one of the main problems you're facing is that you're trying to make a subclass all about spell casting on the chasis of a half-caster but not really expanding on their ability to cast spells itself. Alchemist does something similar but they get a bunch of free spells in return (and even with those they are considered the weakest Artificer subclass). Maybe this whole concept is better suited for one of the full-caster classes unless you find something to actually use your weaver's tools with to fill the gap to proper full-casters. In fact your whole idea comes bascially from the same place as the Sorcerer's Metamagic concept and that's their whole thing as a full-caster class, so I'm not even fully convinced creating a new Artificer subclass is the right way to go but I'm not going to tell you to stop.
To be honest, I originally started making it as a Wizard subclass, but switched to artificer because I thought that someone who works with magical threads felt more like an artisan. I agree the concept would work better on a full caster. Im not too worried about the metamagic overlap. I do not want it to outshine a sorcerer, but for a while now I have thought it would be fun for there to be other caster subclasses that could use metamagic (to a limited degree).
Thanks for the feedback. The concept definitely needs some more fine tuning
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As someone who has wracked their brains trying to create an Artificer subclass that uses Weaver’s Tools in an interesting way; I respect what this homebrew is trying to do.
I like the concept of a “fashion designer” Artificer, and I think that working an at-will “Mage Armor” re-flavored as magical threads is a perfect fit.
The cantrip idea is interesting; sort of like “Shocking Grasp” working like a taser-gun, being delivered via threads or wires.
I think that borrowing the Sorcerer metamagic feature is a bit too much…but the idea of changing the spell delivery patterns is VERY interesting. Not sure if it’s balanced…probably not…but I haven’t seen something like it before; so it earns points for creativity.
As someone who has wracked their brains trying to create an Artificer subclass that uses Weaver’s Tools in an interesting way; I respect what this homebrew is trying to do.
I like the concept of a “fashion designer” Artificer, and I think that working an at-will “Mage Armor” re-flavored as magical threads is a perfect fit.
The cantrip idea is interesting; sort of like “Shocking Grasp” working like a taser-gun, being delivered via threads or wires.
I think that borrowing the Sorcerer metamagic feature is a bit too much…but the idea of changing the spell delivery patterns is VERY interesting. Not sure if it’s balanced…probably not…but I haven’t seen something like it before; so it earns points for creativity.
Yeah, honestly the more I think about it the less I am a fan of the cantrip thing. Might try to change that for something else. Changing spell patterns is one of the more interesting concepts I want to keep and perfect, but there is a whole barrel of balance questions I have not remotely begun to explore or think about
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Since at will Mage Armor is weaker than most medium armor, I don’t think it’s much of a level 3 ability. The level 3 ability is usually the core feature of the subclass. I suggest moving the level 5 Pluck the Thread feature there. You may even want to have it renew its uses on a short rest. It’s what the subclass is all about, after all. Also, consider a saving throw altering option (d4?) in addition to or in lieu of the damage/healing option - that would be unique to the subclass.
As an alternative version of Woven Armor at level 5, perhaps you can weave a force field around yourself at will, as a bonus action, that provides THP equal to your INT bonus plus proficiency. That’s a little stronger than the Artillerist’s protective field on their cannon, but it only affects you. It’s weaker than the Armorer’s Defensive Field, but that’s limited use. Alternatively, you could just give them Defensive Field. For a fun ribbon, this field could be an illusion that operates like Disguise Self but only for your clothes, so get an instant outfit change.
SFpanzer suggested providing some free spells like Alchemist, and I agree. How about free Detect Magic at 3rd level at will, Dispel Magic at 5th level once per day, and Counterspell at 9th level once per day? At any rate, I think you should give them Counterspell instead of Magic Circle as an additional spell known.
Since at will Mage Armor is weaker than most medium armor, I don’t think it’s much of a level 3 ability. The level 3 ability is usually the core feature of the subclass. I suggest moving the level 5 Pluck the Thread feature there. You may even want to have it renew its uses on a short rest. It’s what the subclass is all about, after all. Also, consider a saving throw altering option (d4?) in addition to or in lieu of the damage/healing option - that would be unique to the subclass.
As an alternative version of Woven Armor at level 5, perhaps you can weave a force field around yourself at will, as a bonus action, that provides THP equal to your INT bonus plus proficiency. That’s a little stronger than the Artillerist’s protective field on their cannon, but it only affects you. It’s weaker than the Armorer’s Defensive Field, but that’s limited use. Alternatively, you could just give them Defensive Field. For a fun ribbon, this field could be an illusion that operates like Disguise Self but only for your clothes, so get an instant outfit change.
SFpanzer suggested providing some free spells like Alchemist, and I agree. How about free Detect Magic at 3rd level at will, Dispel Magic at 5th level once per day, and Counterspell at 9th level once per day? At any rate, I think you should give them Counterspell instead of Magic Circle as an additional spell known.
These are all great suggestions. I was considering changing Pluck the Thread to a short rest recharged ability. If I did that, though, do you think potentially 4-5 uses per short rest would be too much?
Since alot of people dont seem to like the Metamagic borrowed from Sorcerer, I will probably just come up with one or two different abilities to replace it, so I like your d4 saving throw debuff idea. Thanks
To buff Woven Armor, what if I decoupled it from Mage Armor and made it more like unarmored defense? Something like 10+Dex+Int, with the Int reflecting the magic from the threads helping to ward off hits. Assuming your Artificer is going to aim for maxing out their Int score, this would put it on par with medium armor without the restriction on dexterity.
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Artificer unarmored defense/woven armor as you suggested would eliminate infusions for your armor. Another idea for it - what if you can weave a special armor that counts as light armor but gives you your INT bonus to AC (so AC 14 at 18 INT)? It can get an infusion as you initially suggested. Making it light armor means you can infuse it, which seems more in line with Artificers. If you want, the armor could require unusual ingredients like giant spider silk or unicorn hair to make, so it’s not just magically created.
You would still get a DEX bonus too, so mechanically it’s similar to your idea. But it keeps the infusion potential and could be removed or not worn.
Thank you all for the feedback so far. I have updated the subclass to a new version, which I put in the original post. Here are some notes on what I changed
Spells: I tried to lean more into the focus on threads, so I replaced certain spells with ones like entangle and grasping vine. Also, per a suggestion I have added counterspell to the spell list to fulfill the same sort of role as Pluck the Thread
Woven Armor: I decided to simplify this one. Since Mage Armor is already on the spell list, I just made it basically "when you cast Mage Armor, you can apply an infusion to it." This loses the benefit of having free casts, but does allow you to buff the armor even if you cast it on someone else. This way it feels less like you, personally, HAVE to use Mage Armor and more like a choice for you or another party member.
Pluck the Thread/Pull the Weave: Removed the metamagic parts. Added the suggestion of a 1d4 affecting saving throws (which also increases at later level). Added a new ability where if the original caster is willing (i.e. you are modifying a spell cast by an ally) you can have the spell originate from your space. Pluck the Thread is now a 3rd level feature and scales with proficiency bonus instead of Int modifier. All uses can be regained on a short rest so the feature can be used more frequently.
Area Alteration: Same basic idea, but it is now a 5th level feature and the wording has been simplified.
Tailored Spells [New Ability]: This 9th level feature is meant to work with the suggestion of giving the designer free spells cast similar to the alchemist. That being said, I did not want to focus as much on the "countering magic" aspect and wanted to play more into the thread weaver aspect, so I chose spells that modify one's abilities/appearance: Alter Self, Enhance Ability, and Invisibility for the free casts.
Let me know what your thoughts are on this new version
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I would appreciate some feedback on this subclass idea I had. It originally stemmed from wanting a caster that could change the AoE of their spells. As it progressed, I really latched onto the idea of the Weave and magical threads and decided to delegate it as a "Designer" which I am using to take on a dual theme of both a clothing creator (as one who crafts with "threads" and "weaves") as well as a sort of magical architect.
Version 1
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I see what you are saying. I would say that the "core feature" of the subclass isnt a single feature. The "core theme" is the ability to alter your magic and the magic of others (to a limited degree) which is reflected in its abilities to alter cantrip range, alter AoEs, and apply some limited metamagic (with the ability to affect other creature's magic setting it apart from a standard Sorc).
So, the subclass is built around the core theme of altering spells rather than being built around a core feature. All of the abilities (minus the mage armor bit) build around this theme in some way. The mage armor addition is more thematic than anything and gives this artificer an alternate possible source of AC beyond medium armor
For the theme of the subclass spells, its a mixed bag but mostly focused on support spells. I chose each spell either because I thought it fit into the "designer" theme (Mage Armor, Magic Aura, Web) or because I think it would be an interesting spell to see its AoE changed in some way (Lightning Bolt, Slow, Wall of Fire)
I do see the issue though, that the "power" of this subclass only starts to come online at 5th level. I may replace the cantrip changing ability or mage armor bit with something more impactful, and I would love to hear ideas
Tl;Dr. Where is the core feature? There really isnt one. There is more of a core theme I am trying to build every ability around.
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Thing to note: Web is a 2nd-level spell, so you'd want them to get it at level 5, not 3.
Helpful rewriter of Japanese->English translation and delver into software codebases (she/e/they)
Whoops. Thanks for catching that
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Do you think that it would work to change the level 5 ability to be what they get at level 3? Area Alteration is kind of the core of what this class aims to do within its theme. The only reason I didnt give it to the subclass earlier is I felt at level 3 the number of spells the Artificer had (and only 1st level ones at that) might make the ability feel unimpactful. But, thinking about it more, it may be better to give it to them earlier so the player has more time to get used to thinking in terms of those mechanics.
Either that, or if I came up with a new core feature for 3rd level, I would probably want something based around battlefield control. Need to think on this more, but I appreciate any ideas
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To be honest, I originally started making it as a Wizard subclass, but switched to artificer because I thought that someone who works with magical threads felt more like an artisan. I agree the concept would work better on a full caster. Im not too worried about the metamagic overlap. I do not want it to outshine a sorcerer, but for a while now I have thought it would be fun for there to be other caster subclasses that could use metamagic (to a limited degree).
Thanks for the feedback. The concept definitely needs some more fine tuning
Three-time Judge of the Competition of the Finest Brews! Come join us in making fun, unique homebrew and voting for your favorite entries!
As someone who has wracked their brains trying to create an Artificer subclass that uses Weaver’s Tools in an interesting way; I respect what this homebrew is trying to do.
I like the concept of a “fashion designer” Artificer, and I think that working an at-will “Mage Armor” re-flavored as magical threads is a perfect fit.
The cantrip idea is interesting; sort of like “Shocking Grasp” working like a taser-gun, being delivered via threads or wires.
I think that borrowing the Sorcerer metamagic feature is a bit too much…but the idea of changing the spell delivery patterns is VERY interesting. Not sure if it’s balanced…probably not…but I haven’t seen something like it before; so it earns points for creativity.
Yeah, honestly the more I think about it the less I am a fan of the cantrip thing. Might try to change that for something else. Changing spell patterns is one of the more interesting concepts I want to keep and perfect, but there is a whole barrel of balance questions I have not remotely begun to explore or think about
Three-time Judge of the Competition of the Finest Brews! Come join us in making fun, unique homebrew and voting for your favorite entries!
Since at will Mage Armor is weaker than most medium armor, I don’t think it’s much of a level 3 ability. The level 3 ability is usually the core feature of the subclass. I suggest moving the level 5 Pluck the Thread feature there. You may even want to have it renew its uses on a short rest. It’s what the subclass is all about, after all. Also, consider a saving throw altering option (d4?) in addition to or in lieu of the damage/healing option - that would be unique to the subclass.
As an alternative version of Woven Armor at level 5, perhaps you can weave a force field around yourself at will, as a bonus action, that provides THP equal to your INT bonus plus proficiency. That’s a little stronger than the Artillerist’s protective field on their cannon, but it only affects you. It’s weaker than the Armorer’s Defensive Field, but that’s limited use. Alternatively, you could just give them Defensive Field. For a fun ribbon, this field could be an illusion that operates like Disguise Self but only for your clothes, so get an instant outfit change.
SFpanzer suggested providing some free spells like Alchemist, and I agree. How about free Detect Magic at 3rd level at will, Dispel Magic at 5th level once per day, and Counterspell at 9th level once per day? At any rate, I think you should give them Counterspell instead of Magic Circle as an additional spell known.
These are all great suggestions. I was considering changing Pluck the Thread to a short rest recharged ability. If I did that, though, do you think potentially 4-5 uses per short rest would be too much?
Since alot of people dont seem to like the Metamagic borrowed from Sorcerer, I will probably just come up with one or two different abilities to replace it, so I like your d4 saving throw debuff idea. Thanks
To buff Woven Armor, what if I decoupled it from Mage Armor and made it more like unarmored defense? Something like 10+Dex+Int, with the Int reflecting the magic from the threads helping to ward off hits. Assuming your Artificer is going to aim for maxing out their Int score, this would put it on par with medium armor without the restriction on dexterity.
Three-time Judge of the Competition of the Finest Brews! Come join us in making fun, unique homebrew and voting for your favorite entries!
Artificer unarmored defense/woven armor as you suggested would eliminate infusions for your armor. Another idea for it - what if you can weave a special armor that counts as light armor but gives you your INT bonus to AC (so AC 14 at 18 INT)? It can get an infusion as you initially suggested. Making it light armor means you can infuse it, which seems more in line with Artificers. If you want, the armor could require unusual ingredients like giant spider silk or unicorn hair to make, so it’s not just magically created.
You would still get a DEX bonus too, so mechanically it’s similar to your idea. But it keeps the infusion potential and could be removed or not worn.
Thank you all for the feedback so far. I have updated the subclass to a new version, which I put in the original post. Here are some notes on what I changed
Spells: I tried to lean more into the focus on threads, so I replaced certain spells with ones like entangle and grasping vine. Also, per a suggestion I have added counterspell to the spell list to fulfill the same sort of role as Pluck the Thread
Woven Armor: I decided to simplify this one. Since Mage Armor is already on the spell list, I just made it basically "when you cast Mage Armor, you can apply an infusion to it." This loses the benefit of having free casts, but does allow you to buff the armor even if you cast it on someone else. This way it feels less like you, personally, HAVE to use Mage Armor and more like a choice for you or another party member.
Pluck the Thread/Pull the Weave: Removed the metamagic parts. Added the suggestion of a 1d4 affecting saving throws (which also increases at later level). Added a new ability where if the original caster is willing (i.e. you are modifying a spell cast by an ally) you can have the spell originate from your space. Pluck the Thread is now a 3rd level feature and scales with proficiency bonus instead of Int modifier. All uses can be regained on a short rest so the feature can be used more frequently.
Area Alteration: Same basic idea, but it is now a 5th level feature and the wording has been simplified.
Tailored Spells [New Ability]: This 9th level feature is meant to work with the suggestion of giving the designer free spells cast similar to the alchemist. That being said, I did not want to focus as much on the "countering magic" aspect and wanted to play more into the thread weaver aspect, so I chose spells that modify one's abilities/appearance: Alter Self, Enhance Ability, and Invisibility for the free casts.
Let me know what your thoughts are on this new version
Three-time Judge of the Competition of the Finest Brews! Come join us in making fun, unique homebrew and voting for your favorite entries!
I like the revised version. Mage Armor with Mind Sharpener for an arcane caster could be powerful, but not OP.
Edna Mode/Brave Little Tailor/Cobbler's Elves artificer. I dig it.