Bind the Weave and pull the wool over the eyes of your enemies.
Level 3:
Arcane String, Right Tool for the Job, Weaver Spells
Weaver Spell List
Level 3
Shield of Faith, Silent Image
Level 5
Eluminater’s Elusion, Nystul’s Magic Aura
Level 9
Counterspell, Major Image
Level 13
Aura of Life, Hallucinatory Terrain
Level 17
Alustriel’s Mooncloak, Seeming
Right Tool for the Job:
Proficiency with Weaver’s Tools, or another kind of artisan’s tools if you are already proficient
½ time to create bags, cloaks, and gloves
Arcane String (30 feet)
You have learned ways to alter the Weave in a special way to affect the area around you called Patterns. You know a number of patterns determined by the table and can change the ones you know after a long rest.
Known Patterns Table
Artificer Level 3
3 patterns
Artificer Level 5
5 patterns
Artificer Level 9
7 patterns
Artificer Level 15
9 patterns
You may create these patterns as a bonus action while you have Weaver’s Tools in hand and anchor them at two points in space to create a line, four points to create an area of effect with a radius equal to half the string length, or tether the string to a creature from yourself. Whenever you create an Arcane String, you may choose a number of creatures that are not affected by the string equal to your Intelligence Modifier.
The string is 30 feet long and has a similar radius to a rope, but increases in length at levels 5, 9, and 15. The strings are invisible until touched and are invulnerable to damage. The strings are activated whenever a creature moves into the same space that the string occupies or starts its turn there. Whenever a pattern calls for a save or check, use your spell save DC to determine the difficulty. You can create a number equal to your Intelligence Modifier per long rest, or if you expend a spell slot to create another one. The string lasts for 10 minutes or until dismissed as a bonus action. The string can break if targeted by a Dispel Magic spell or similar effects, or if a tethered creature moves farther away from you than the string’s length. Additionally, the arcane strings cannot touch; otherwise they fizzle out.
Patterns Table
Catch Cradle
A creature makes a dexterity saving throw or is restrained. A restrained creature may attempt to free itself with an Athletics check. The area the string occupies also counts as difficult terrain.
Comforting Cotton
Add 1d4 to skill checks and saving throws against being charmed, frightened, or paralyzed.
Furious Flannel
Creatures deal and receive 1d4 additional damage per attack.
Lupin Lace
While wearing this pattern, a creature adds 1d4 to persuasion and deception checks. Additionally, you can get a discount of 1d4 x Int Modifier when buying items.
Razor Wire
Take 2d4 force damage at the start of their turn. If you desire to tether a hostile creature, they need to make a dexterity saving throw.
Resistant Rayon
Reduce damage taken by 1d4 and gain 1d4 temporary hit points every round.
Spider Silk
You become alerted to the presence of any creature that makes contact with your string. While a creature is touching the string, they can hear from it as if they were occupying the space that the string is. Additionally, a creature gains spiderclimb equal to their speed whenever they attempt to traverse the string.
Teleporting Twine
When a creature touches this string, they can instantly teleport to the other end of the string using half of their movement. If an unwilling creature touches the string, they need to make a Charisma saving throw.
Wool Wall
You create a wall of wool that counts as heavy obscurement and half cover. For someone to push through the wall, they need to make a Strength check for every 5 feet they traverse.
Level 5: (60 feet)
Woolweaver’s Wand
As part of a long rest, you may alter a set of Weaver’s Tools or a wand that allows you to increase the potency of your spells. The bonus is 2d4 to one damage roll of any artificer spell you cast. You may reduce the bonus to increase the DC of your spell saves by the number rolled on the number of d4s that you choose to reduce it by for 1 hour. The damage bonus reduction remains permanent until you finish a long rest.
Stab, Strangle, Scoop out its Guts:
You may use the wand as a knife that deals 1d4 damage + Intelligence Modifier, with the wand damage bonus also being added. Any bonuses that the wand or tool set already has are converted into attack and damage roll bonuses for the attack.
Level 9: (90 feet)
Spell Frogger
You learn how to pull the threads of spells in the weave with your tools. While holding a set of Weaver’s Supplies or your Woolweaver’s Wand, you gain the following benefits:
You can cast Counterspell or Dispel Magic a number of times equal to your Intelligence modifier per long rest.
You may add your bonuses from your Woolweaver’s Wand to your Arcane String Patterns rolls.
Level 15: (120 feet)
Woven Weave
You have learned to alter and form the Weave in a more permanent way, if only temporarily. This knowledge nets you the following abilities:
You may cast Hallucinatory Terrain a number of times per long rest equal to your Intelligence Modifier as long as you use Weaver’s Supplies. When you cast it this way, you may make up to 30 ft of the illusion real until the spell ends.
You learn how to bind multiple types of thread together. When you create an Arcane String, you may choose to combine any number of effects together.
Once a day, you can make a Weaver’s Tool check to cast a spell of 5th-level or lower from any spell list and add it to your known artificer spells for the next 24 hours.
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Spell Weaver Artificer
Bind the Weave and pull the wool over the eyes of your enemies.
Level 3:
Arcane String, Right Tool for the Job, Weaver Spells
Weaver Spell List
Level 3
Shield of Faith, Silent Image
Level 5
Eluminater’s Elusion, Nystul’s Magic Aura
Level 9
Counterspell, Major Image
Level 13
Aura of Life, Hallucinatory Terrain
Level 17
Alustriel’s Mooncloak, Seeming
Right Tool for the Job:
Arcane String (30 feet)
You have learned ways to alter the Weave in a special way to affect the area around you called Patterns. You know a number of patterns determined by the table and can change the ones you know after a long rest.
Known Patterns Table
Artificer Level 3
3 patterns
Artificer Level 5
5 patterns
Artificer Level 9
7 patterns
Artificer Level 15
9 patterns
You may create these patterns as a bonus action while you have Weaver’s Tools in hand and anchor them at two points in space to create a line, four points to create an area of effect with a radius equal to half the string length, or tether the string to a creature from yourself. Whenever you create an Arcane String, you may choose a number of creatures that are not affected by the string equal to your Intelligence Modifier.
The string is 30 feet long and has a similar radius to a rope, but increases in length at levels 5, 9, and 15. The strings are invisible until touched and are invulnerable to damage. The strings are activated whenever a creature moves into the same space that the string occupies or starts its turn there. Whenever a pattern calls for a save or check, use your spell save DC to determine the difficulty. You can create a number equal to your Intelligence Modifier per long rest, or if you expend a spell slot to create another one. The string lasts for 10 minutes or until dismissed as a bonus action. The string can break if targeted by a Dispel Magic spell or similar effects, or if a tethered creature moves farther away from you than the string’s length. Additionally, the arcane strings cannot touch; otherwise they fizzle out.
Patterns Table
Catch Cradle
A creature makes a dexterity saving throw or is restrained. A restrained creature may attempt to free itself with an Athletics check. The area the string occupies also counts as difficult terrain.
Comforting Cotton
Add 1d4 to skill checks and saving throws against being charmed, frightened, or paralyzed.
Furious Flannel
Creatures deal and receive 1d4 additional damage per attack.
Lupin Lace
While wearing this pattern, a creature adds 1d4 to persuasion and deception checks. Additionally, you can get a discount of 1d4 x Int Modifier when buying items.
Razor Wire
Take 2d4 force damage at the start of their turn. If you desire to tether a hostile creature, they need to make a dexterity saving throw.
Resistant Rayon
Reduce damage taken by 1d4 and gain 1d4 temporary hit points every round.
Spider Silk
You become alerted to the presence of any creature that makes contact with your string. While a creature is touching the string, they can hear from it as if they were occupying the space that the string is. Additionally, a creature gains spiderclimb equal to their speed whenever they attempt to traverse the string.
Teleporting Twine
When a creature touches this string, they can instantly teleport to the other end of the string using half of their movement. If an unwilling creature touches the string, they need to make a Charisma saving throw.
Wool Wall
You create a wall of wool that counts as heavy obscurement and half cover. For someone to push through the wall, they need to make a Strength check for every 5 feet they traverse.
Level 5: (60 feet)
Woolweaver’s Wand
Stab, Strangle, Scoop out its Guts:
Level 9: (90 feet)
Spell Frogger
You learn how to pull the threads of spells in the weave with your tools. While holding a set of Weaver’s Supplies or your Woolweaver’s Wand, you gain the following benefits:
Level 15: (120 feet)
Woven Weave
You have learned to alter and form the Weave in a more permanent way, if only temporarily. This knowledge nets you the following abilities: