Artificer
Base Class: Artificer

 The Tailor is a master of imbuing magic into garments and has found a way to call upon the best outfit for every situation using a magic closet. Mastering the magic closet required discovery of different outfits and ideas. Within the closet you can choose a selection of magic garments to call from at will, which can alter the abilities you can use. 

Some may choose to create exotic dresses or suits which boost their charisma while others prefer to make uniforms more suited to complementing their battle capabilities. Whatever the case, the Tailor is an expert at choosing the right outfit.

Tool Proficiency

When you adopt this specialization at 3rd level, you gain proficiency with Leatherworker's tools . If you already have this proficiency, you gain proficiency with one other type of artisan's tools of your choice.

Tailor Spells

Starting at 3rd level, you always have certain spells prepared after you reach particular levels in this class, as shown in the Tailor Spells table. These spells count as artificer spells for you, but they don’t count against the number of artificer spells you prepare.

 3 - Shield, Disguise Self
 5 -  Enhance Ability, Enthrall
 9 - Tongues, Hypnotic Pattern
13 - Confusion, Fabricate
17 - Legend Lore, Mislead

Magical Closet

You gain access to a magic item which you immediately attune to called the magic closet. To those who do not have this subclass, they find nothing within it if they attune to it. Starting at Level 3 you can access to 3 outfits from the Magic Outfit list. This increases to 5 outfits at level 7, 7 outfits at level 11 and 10 outfits at level 15.  As an action you can don/doff a suit of clothing a number of times equal to 1+your charisma modifier per long rest. After this, the donning/doffing takes 10 minutes. You may not wear the same magical outfit more than once per long rest. 

Beautician's Mirage

When you don this outfit, you may cast the Enthrall spell without spending a spell slot a number of times equal to your proficiency modifier per long rest. At 11th level, when you cast this spell you no longer require verbal components as your smile is too dazzling to behold.

Business Attire

If you choose this magic outfit you gain proficiency in persuasion while wearing it. Additionally, you gain advantage against effects that would cause the charm condition. If performing a task that requires your services in downtime, you may command an additional fee equal to your charisma modifier in gold pieces. 

Climbing Gear

When this suit of clothing is donned it grants the wearer climbing speed equal to their movement speed. In addition, as an action you can roll a DC12 athletics check to assist another climber, by tying them to your harness. They are moved when you move while moving vertically but they may not take any movement on their own turn. The climbing speed increases by 5ft at 7th level, by 10ft at 11th level and 15ft at 15th level.

Commandant's attire

When you don this suit, you can inspire allies within 30ft for 1 minute using an action, a number of times equal to 1+ your proficiency bonus per long rest to give them +d4 to their saving throws that lasts for 1 hour. At 11th level, when you inspire an ally, they may re-roll the first failed ability check they make during the 1 hour.

Dancer's gown

When you don this outfit you may use the disengage action as a bonus action a number of times equal to 1 + your proficiency modifier per long rest. In addition, you gain 10ft movement when you disengage. This movement increases by a further 10ft at 11th level. 

Dashing Couture

While wearing this outfit you gain proficiency in performance checks. Additionally, you may use an action to attempt to charm someone with your stunning beauty and the target takes a charisma save. If they fail the save they are charmed by you for 1 minute. You use your Intelligence spell save DC for this and can do this action a number of times equal to your proficiency modifier per long rest. 

Doctor outfit

When you wear this magical outfit you gain proficiency in medicine. Additionally you can cast cure wounds without spending a spell slot a number of times equal to your proficiency modifier per long rest.  At 9th level you can add your charisma modifier to any rolls caused by casting cure wounds in this manner.

Duellists Cravat

While wearing this outfit you may dodge as a bonus action a number of times equal to your proficiency modifier per long rest. Additionally, at 9th level, when wielding weapons in only one hand you may add your charisma modifier to your attack roll as many times up to your proficiency modifier per long rest. 

EXO suit.

While wearing this magical outfit your carrying capacity is increased up to 10 times. Additionally your size is changed to one size larger. Also, you may add +2 to your strength checks an amount of times equal to your proficiency modifier per long rest. 

Ghostly Grace

While wearing this magical outfit you are immune to the frightened condition. Additionally, you may cast the Levitate spell without expending a spell slot a number of times equal to your proficiency modifier per long rest. 

Grand Cosplay

When you don this outfit you gain disadvantage on charisma checks, excluding intimidation as your smell is unbearable. People will naturally avoid you in social encounters. In addition, you can attempt to frighten an enemy within 30ft after damaging them with an attack action. The DC for this is your casting modifier and can be done as many times as your proficiency modifier per long rest. A frightened creature must use its movement to move away from you if possible. 

Juggernaut Armour

When wearing this magical outfit you can deal d4 piercing damage to enemies who grapple you. Additionally, when you take damage from a melee attack you can roll a d6. Reduce the damage you take by that amount and deal it to the attacker in piercing damage. You can use this ability a number of times equal to your proficiency modifier per long rest. At  7th level the damage dealt whilst being grappled increases to 2d4 and the damage reduced increases to a d8. At 11th level the damage dealt while being grappled increases to 3d4 and the damage reduced increases to a d10. At 15th level the damage dealt while being grappled increases to 4d4 and the damage reduced increases to 1d12.

Lucky Gambit

While wearing this magic outfit you can re-roll any failed ability check a number of times equal to 1 + your proficiency modifier per long rest. Additionally, you feel a change in the air when you are close to magic. At level 9 this re-roll applies to attack rolls aswell.

Luxury Swimwear

When you wear this magical outfit you may increase your swimming speed by 30ft. Additionally you can use your reaction to gain resistance to cold damage a number of times equal to your proficiency modifier per long rest.  This bonus increases by an additional 10ft swimming speed at 7th, 11th and 15th level respectively.

Noble's Visage

When wearing this magical outfit you add +1 to your AC. Additionally, when you make a melee weapon attack you can add d4 to your damage a number of times equal to your proficiency modifier per long rest. At 7th level this damage increases to a d6. At 11th level this damage increases to a d8 and at 15th level this damage increases to a d10.

Samurai Dressage

While wearing this outfit you have can use your reaction to make an attack whenever a creature moves within 5ft of you a number of times equal to your proficiency modifier per long rest. 

Spycraft Disguise

When wearing this outfit you gain proficiency in one of; stealth, Investigation and Sleight of hand. If you are already proficient in this skill, you may double your proficiency. In addition, you can magically conjure a martini at will, but it provides no sustenance. It is always shaken not stirred. 

The Evoker's Brace

While wearing this magical outfit you gain proficiency in Arcana. Additionally you can add your charisma modifier to your damage rolls of evocation spells an amount of times equal to your proficiency modifier per long rest.  The damage increases by an additional d4 at 7th level, to 2d4 at 11th level and to 3d4 at 15th level.

The Hunter's Garment

While wearing this magical outfit you can add +2 to all attack rolls using ranged weapons. Additionally, when you make an attack against Beasts or Aberrations you may add a d4 to the damage of the attack. At 7th level this additional damage becomes a d6, at 11th level a d8 and at 15th level a d10.

Virtuoso

While wearing this magic outfit you gain proficiency in a musical instrument of your choice. You may, up to an amount of times equal to your proficiency modifier per long rest use your instrument as an action to provide d4+your charisma modifier in temporary hit points for up to 3 allies in 30ft. These temporary hit points last for up to an hour if they are not removed. Using this ability ends the effects of any previous uses of this ability if they have not already ended. 

Infused Garments

At 5th Level, You can embed your artificer infusions into your magical outfits. Additionally the amount of infused items you own increases by 1 as long as 1 use is within a magical outfit. The effect of the infusion lasts while wearing ANY magical outfit, not just the one you were wearing when you created the infusion.

The role for the job

At 9th Level, When you don a magical outfit you can choose from one of the following effects to take place:
- Add your charisma modifier to the next healing roll made in this outfit.
- Add your charisma modifier to the next skill check made in this outfit.
- Add your charisma modifier to the next attack roll made in this outfit.

The amount of times you can apply this effect per outfit increases to 2 at level 15.

A swift change

At 15th Level, You can now don/doff a magical outfit as a bonus action. Additionally, you can change back to a previous outfit every short rest now instead of every long rest. Finally, you can add 1 to the amount of times you can use a magical outfit's ability per long rest. 

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