Artificer
Base Class: Artificer

Fateweavers have learned to see the world as a tapestry. They harness their abilities to see the greater whole of time, and learn how to subtly influence their own fate and the fates of their allies. In addition, Fateweavers learn to pluck at the threads of magic within the weave of magic itself and influence it to reveal truths about the world, aid their allies, and confound their foes.

Tool Proficiencies

When you adopt this specialty at 3rd level, you gain proficiency with weaver’s tools. If you already have this proficiency, you gain proficiency with another type of artisan’s tools of your choice.

Due to DnDBeyond limitations, you can't make the sheet automatically prompt you to take another Tool Proficiency if you are already proficient in Weaver's Tools. To that end, you can manually add another tool proficiency using the following steps: Click in Proficiencies & Languages section in your sheet > Add New Proficiency > Tool > Choose which Tool you'd like.

Fateweaver Spells

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

Fateweaver Spells
Artificer Level Spells
3rd cure woundsdetect magic
5th find trapslocate object
9th dispel magichypnotic pattern
13th divinationfabricate
17th legend loremass cure wounds

Woven Fate

Starting at 3rd level, when a creature you can see within 60 ft. of you rolls an attack roll, damage roll, or rolls for healing, you can use your reaction to add a d6 to the result. Alternatively, you can roll a d6 to detract from a creature's attack roll, damage roll, or saving throw. You can choose to do this before or after the die is rolled, but before the result is announced. You can use this feature a number of times equal to your Intelligence modifier (minimum of 1). You regain all uses of this feature after you complete a long rest.

In addition, you can prepare an additional three items from the Replicate Magic Item infusion table (even if you do not have that infusion). These items must come from the Additional Replicable Magic Item chart below. You must be at least the level shown in this class to choose an item.

Due to DnDBeyond Limitations, you can't setup a homebrew subclass to add these items with an option in the builder/sheet. You can manually add the items to your inventory via the Inventory Management section on your sheet, and then customize them with a note to remind you they are your infused items.

Additional Replicable Magic Items
Level Magic Item Attunement?
2nd cloak of billowing No
2nd cloak of many fashions No
2nd clothes of mending No
2nd glamerweave (common) No
6th glamerweave (uncommon) No
6th hell hound cloak Yes
6th robe of serpents No
6th robe of useful items Yes
10th cloak of displacement Yes
10th reap and sew Yes
10th robe of eyes Yes
10th robe of summer Yes
14th gown of effortless movement Yes
14th clockwork healerbee Yes
  14th   timeshifter's mantle Yes

Stitch the Flesh, Sew the Wound

Starting at 5th level, your skills with sewing fabrics carry over well to magically knitting flesh back together. You gain proficiency in the Medicine skill if you did not have it already. If you already had proficiency in this skill, your bonus is doubled. In addition, you gain a 1d8 bonus to all healing spells you cast.

Due to DnDBeyond limitations, if you already have proficency in medicine, you will need to manually change it in your sheet to double proficency (or expertise). You can do this through the following steps: Click Medicine in Sheet > Customize > Skill Proficiency Level > Expertise. Enter in the Source Notes this is coming from "Stitch the Flesh, Sew the Wound" as a reminder for yourself.

Cut the Strand of Fate

Starting at 9th level, you have learned how to pluck at the strands of fate themselves. As an action, you can force a creature that you can see within 60 ft. of you to make a Charisma saving throw. On a failure, the creature suffers disadvantage on all rolls until the end of your next turn. Once you’ve used this feature, you cannot do so again until you have completed a short or long rest.

Loom of Fate

Starting at 15th level, you can expertly manipulate the fates of yourself and your allies. When you or an allied creature within 30 ft. of you would fail an ability check or saving throw, you can use your reaction to cause them to succeed instead. Once you have used this ability, you must complete a long rest before you can use it again.

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