Artificer
Base Class: Artificer

The weaver intertwines the ethereal threads of magic and fate into a tapestry of their own design.

Mending Proficiency

When you adopt this specialization at 3rd level, you may remove one cantrip you know to gain the mending cantrip. From now on, when casting the mending cantrip the area of any given tear or break you can repair increases to 5 feet in any dimension and you may target any number of breaks or tears in the object.

Tool Proficiency

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

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.

Weaver Spells

Artificer Level Spell

3rd

Shield of FaithCure Wounds

5th

Hold PersonRope Trick

9th

Hypnotic PatternTiny Hut

13th

FabricateDeath Ward

17th

SeemingAnimate Objects

Embroider Lesser Dragonmark

Beginning at 3rd level, whenever you finish a long rest, you can magically embroider a lesser dragonmark onto a piece of mundane fabric. When you do so, select a dragonmark from the table below. A creature may release the magic contained within the embroidered dragonmark by grasping a thread in the design and pulling. The creature may then gain the benefit of exactly one of the boons associated with the dragonmark (shown in the table below). When a creature casts a spell as part of these effects that requires a saving throw, use your spell save DC.

You can create additional embroidered dragonmarks by expending a spell slot of 1st level or higher for each one. When you do so, you can take ten minutes to magically embroider the dragonmark onto a piece of mundane fabric.

Creating an embroidered dragonmark requires you to have weaver's tools on your person, and any dragonmark you create with this feature lasts until it is triggered or until the end of your next long rest. In either case, the threads unravel and disappear leaving no sign that the fabric was ever embroidered.

When you reach certain levels in this class, you can embroider more draconic symbols at the end of a long rest: two at 6th level and three at 15th level. You may embroider a different symbol each time. Each symbol must occupy a separate piece of fabric. Fabric joined with seams is considered one piece of fabric.

Lesser Dragonmarks

Symbol Upon activation one effect associated with the mark may be used.
Mark of Detection
  • Cast Detect Magic.
  • For ten minutes, whenever you make an Intelligence (Investigation) or a Wisdom (Insight) check, you can roll a d4 and add the number rolled to the ability check.
Mark of Finding
  • Cast Locate Object without the need for material components.
  • For ten minutes, whenever you make a Wisdom (Perception) or a Wisdom (Survival) check, you can roll a d4 and add the number rolled to the total ability check.
Mark of Handling
  • Cast Animal Friendship without the need for material components.
  • For ten minutes, whenever you make a Wisdom (Animal Handling) or a Intelligence (Nature) check, you can roll a d4 and add the number rolled to the total ability check.
Mark of Making
  • Cast Identify without the need for material components.
  • For ten minutes, whenever you make an Intelligence (Arcana) or an Ability Check involving Artisan's Tools, you can roll a d4 and add the number rolled to the total ability check.
Mark of Healing
  • Cast Cure Wounds.
  • For ten minutes, whenever you make a Wisdom (Medicine) check or an ability check using an herbalism kit, you can roll a d4 and add the number rolled to the ability check.
Mark of Passage
  • Cast Misty Step.
  • For ten minutes, whenever you make a Dexterity (Acrobatics) check or any ability check to operate or maintain a land vehicle, you can roll a d4 and add the number rolled to the ability check.
Mark of Sentinel
  • Cast Shield.
  • For ten minutes, whenever you make a Wisdom (Insight) or Wisdom (Perception) check, you can roll a d4 and add the number rolled to the ability check.
Mark of Hospitality
  • Cast Purify Food and Drink.
  • For ten minutes, whenever you make a Charisma (Persuasion) check or an ability check involving brewer's supplies or cook's utensils, you can roll a d4 and add the number rolled to the ability check.
Mark of Scribing
  • Cast Comprehend Languages without the need for material components.
  • For ten minutes, whenever you make an Intelligence (History) check or an ability check using calligrapher's supplies, you can roll a d4 and add the number rolled to the ability check.
Mark of Shadow
  • Cast Darkness without the need for material components.
  • For ten minutes, whenever you make a Charisma (Performance) or Dexterity (Stealth) check, you can roll a d4 and add the number rolled to the ability check.
Mark of Storm
  • Cast Gust of Wind without the need for material components.
  • For ten minutes, whenever you make a Dexterity (Acrobatics) check or any ability check involving navigator's tools, you can roll a d4 and add the number rolled to the ability check.
Mark of Warding
  • Cast Alarm without the need for material components.
  • For ten minutes, whenever you make an Intelligence (Investigation) check or an ability check using thieves' tools, you can roll a d4 and add the number rolled to the ability check.

Animate Weaver's Tools

Starting at 5th level, you gain the capability to magically reinforce and manipulate the needle and thread in your Weaver's tools. You are able to magically manipulate them in combat to harm and hinder enemies and aid allies. Damage dealt by your needles is considered magical for the purpose of overcoming resistance to non-magical damage. When you have Weaver's Tools on your person, you have the following features.

  • Whip Stitch.  As a bonus action, you may make a needle fly out from your Weaver's Tools to strike an enemy within 30 feet trailing thread behind it as it moves. Make a ranged spell attack. On a hit, the target takes 1d6 + INT piercing damage and must make a Strength saving throw against your spell save DC. If they fail the save, their speed is reduced by half until your next turn. If they fail the save by 5 or more they gain the restrained condition. A creature restrained by the needle and thread can use its action to make a Strength check against your spell save DC. On a success, it frees itself. 
  • Instant Suture. You have the ability to send needle and thread flying to an ally's aid in moments of trauma. When a creature within 30 feet of you takes piercing, slashing, or bludgeoning damage, you can use your reaction to reduce that damage by an amount equal to your proficiency bonus by instantly suturing the wound.
  • The Ties that Bind. As a bonus action, you may send a needle and thread to a creature within 30 feet creating a magical connection. During this turn, you may cast a touch range spell on that creature as if you were within 5 feet of them.

Embroider Greater Dragon Mark

At 9th level, your ability to embroider dragonmarks onto fabric is improved. The following table of effects replaces the original.

Greater Dragonmarks

Symbol Upon activation one effect associated with the mark may be used.
Mark of Detection
  • Cast See Invisibility without the need for material components.
  • Cast Detect Magic.
  • For ten minutes, whenever you make an Intelligence (Investigation) or a Wisdom (Insight) check, you can roll a 2d4 and add the number rolled to the ability check.
Mark of Finding
  • Cast Locate Creature without the need for material components.
  • Cast Locate Object without the need for material components.
  • For ten minutes, whenever you make a Wisdom (Perception) or a Wisdom (Survival) check, you can roll a 2d4 and add the number rolled to the total ability check.
Mark of Handling
  • Cast Dominate Beast without the need for material components.
  • Cast Animal Friendship without the need for material components.
  • For ten minutes, whenever you make a Wisdom (Animal Handling) or a Intelligence (Nature) check, you can roll a 2d4 and add the number rolled to the total ability check.
Mark of Making
  • Cast Fabricate.
  • Cast Identify without the need for material components.
  • For ten minutes, whenever you make an Intelligence (Arcana) or an Ability Check involving Artisan's Tools, you can roll a 2d4 and add the number rolled to the total ability check.
Mark of Healing
  • Cast Mass Healing Word.
  • Cast Cure Wounds.
  • For ten minutes, whenever you make a Wisdom (Medicine) check or an ability check using an herbalism kit, you can roll a 2d4 and add the number rolled to the ability check.
Mark of Passage
  • Cast Blink.
  • Cast Misty Step.
  • For ten minutes, whenever you make a Dexterity (Acrobatics) check or any ability check to operate or maintain a land vehicle, you can roll a 2d4 and add the number rolled to the ability check.
Mark of Sentinel
  • Cast Warding Bond without the need for material components.
  • Cast Shield.
  • For ten minutes, whenever you make a Wisdom (Insight) or Wisdom (Perception) check, you can roll a 2d4 and add the number rolled to the ability check.
Mark of Hospitality
  • Cast Create Food and Water.
  • Cast Purify Food and Drink.
  • For ten minutes, whenever you make a Charisma (Persuasion) check or an ability check involving brewer's supplies or cook's utensils, you can roll a 2d4 and add the number rolled to the ability check.
Mark of Scribing
  • Cast Sending without the need for material components.
  • Cast Comprehend Languages without the need for material components.
  • For ten minutes, whenever you make an Intelligence (History) check or an ability check using calligrapher's supplies, you can roll a 2d4 and add the number rolled to the ability check.
Mark of Shadow
  • Cast Invisibility without the need for material components.
  • Cast Darkness without the need for material components.
  • For ten minutes, whenever you make a Charisma (Performance) or Dexterity (Stealth) check, you can roll a 2d4 and add the number rolled to the ability check.
Mark of Storm
  • Cast Sleet Storm without the need for material components.
  • Cast Gust of Wind without the need for material components.
  • For ten minutes, whenever you make a Dexterity (Acrobatics) check or any ability check involving navigator's tools, you can roll a 2d4 and add the number rolled to the ability check.
Mark of Warding
  • Cast Glyph of Warding without the need for material components.
  • Cast Alarm without the need for material components.
  • For ten minutes, whenever you make an Intelligence (Investigation) check or an ability check using thieves' tools, you can roll a 2d4 and add the number rolled to the ability check.

Arcane Sewist

At 15th level, you have mastered ability to magically reinforce and manipulate the needle and thread in your Weaver's tools. You are now able to control multiple needles and threads at once. These features replace those granted by Animate Weaver's Tools. Damage dealt by your needles is still considered magical for the purpose of overcoming resistance to non-magical damage.

  • Whip Stitch.  As a bonus action, you may make two needles fly out from your Weaver's Tools to strike at up to two enemies within 60 feet trailing thread behind them as they move. Make two ranged spell attacks. On a hit, the target takes 1d6 + INT piercing damage and must make a Strength saving throw against your spell save DC. If they fail the save, they gain the restrained condition. A creature restrained by the needle and thread can use its action to make a Strength check against your spell save DC. On a success, it frees itself.
  • Instant Suture. You have the ability to send needle and thread flying to an ally's aid in moments of trauma. When a creature within 60 feet of you takes piercing, slashing, or bludgeoning damage, you can use your reaction to reduce that damage by an amount equal to twice your proficiency bonus by instantly suturing their wounds.
  • The Ties that Bind. As a bonus action, you may send a needle and thread to a creature within 60 feet creating a magical connection. During this turn, you may cast a touch range spell on that creature as if you were within 5 feet of them.
  • 1,000 Needles. Once per long rest, as an action, you may create a cloud of needles assaulting all creatures within 30 feet except for those you wish to omit. Each designated creature within the area must make a Constitution saving throw. A creature takes 10d6 piercing damage on a failed save, or half as much damage on a successful one.

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