Base Class: Artificer
Weavers are experts in the usage of fibers and silk, and its properties as magical conduits. Their origins date back to the forming of the ultimate spelunking equipement, and drow machinists spinning threads of spider silk, but their practices were quickly adoped by the rest of civilization, helping architects sculpt buildings and adventurers in their endeavours. Whether used to swing in the sun or catapult through the darkness, the kinetic wires of these artificers become extensions of them, and assist them in weaving their magic, combat prowess and rarely matched speed into a tapestry of their own design.
Weaver Spells
Starting at 3rd level, 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.
Artificer Level |
Weaver Spells |
3 |
|
5 |
|
9 |
|
13 |
|
17th |
Tool Proficiency
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.
Kinetic Cables
Also at 3rd level, you've learned how to create kinetic cables. Using weaver's tools, you can take an hour to create them. They count as simple weapons that deal 1d8 bludgeoning, and they use your Intelligence modifier for attack and damage rolls, rather than Strength or Dexterity. Their length is a number of feet equal to 10 times your Intelligence modifier, as is their range of attack; they can support up to one medium creature’s worth of weight, and you can use them as a spellcasting focus for your artificer spells.
While wielding them, you gain a climbing speed equal to your walking speed, and you may take a bonus action on your turn to stretch the full length of the cables to a solid point in space you can see within their length. You immediately move up to that point, and any opportunity attacks made against you while moving this way are made at disadvantage.
Additionally, you can hang from sealings and walls while you are using them, an amount of distance equal to the length of the cable.
Finally, as long as you are wielding them and there’s a solid surface within the length of the cables, you can use your reaction when you fall to reduce any falling damage you take by an amount equal to five times your artificer level.
Extra Attack
Starting at 5th level, you can attack twice, rather than once, whenever you take the Attack action on your turn.
Enchanted Extensions
At 9th level, once per turn when you hit with an attack made with your kinetic cables, you can immediately cast a cantrip out of the end of the cables.
Additionally, whenever you attempt to grapple a creature, you may instead trap them with your cables. When you do so, you may perform the grapple check as an Intelligence check rather than a Strength (Athletics) check.
Weaver's Escape
When you reach 15th level, you can use your cables to escape when needed. As a reaction to being hit by an attack, you can use your kinetic cables and move a number of feet equal to their length. If the attack is no longer in range, it misses, but if it still is, it’s made at disadvantage.
You can use this feature a number of times equal to your proficiency bonus, and gain the ability to do so again when you finish a long rest.
Comments