Artificer
Base Class: Artificer

Some artificers, eschewing the heavier crafts of machining and weaponmaking, turn their focus instead to more delicate and aesthetic arts. Sartorialists number among such artificers, utilizing their magical expertise and workmanship to weave, sew, and enchant articles of clothing intended to protect and enhance the wearer--and to dazzle passerby with its sharp design and quality materials. Precision and arcane mastery are sewn into every stitch, providing boons and benefits to their wearer, both on the battlefield and off.

Textile Conoisseur

Starting at 3rd level, you are proficient with weaver's tools and a disguise kit. You also gain a set of each of these.

Magical Investiture

Starting at 3rd level, your exacting aesthetic eye and nimble fingers for fabric and notions synergizes with your ability to craft creations imbued with arcane power. You create three categories of outfits, into which all of your base clothing falls. At the end of each long rest, you may select one of the three types of Arcane Raiment to wear. Arcane Raiments cannot be worn at the same time as armor, either magical or nonmagical; while you are wearing an Arcane Raiment, your AC is 11 + your Dexterity modifier.

FineryA finely brocaded gown beaded with gold and platinum; a dashing suit of the finest gabardine; a form-fitting dress in a color perfectly matched to accentuate the eyes. Regardless of its form, these garments are designed and magically stiched to catch the eye and to charm, beguile, and enthrall any onlookers.

Regalia. Whether you are wearing a coatee with brass epaulettes and a bicorne, a ritual long wooden mask and woven grass shroud, or the striking apparel befitting an esteemed high courtier, these outfits are magically enhanced to solicit honor, respect, and even fear.

Livery. While neither flashy nor ostentatious, these articles of clothing are no less finely crafted. Whether a well-tailored set of coveralls, a sharp uniform, or wellmade craftman's garb, these outfits have magic woven into them to enhance efficiency and effectiveness in work and service to others.

When you wear these various Magical Raiments, you gain access to new spells as listed in the Raiment Spell table. The first column of spells are available to you while you wear any of the Raiments; in addition, you also have available to you the spells in the additional columns specific to the particular Raiment you are wearing. These spells count as artificer spells for you, are always prepared, and do not count against your number of prepared spells.

Raiment Spells

Artificer Level All Raiments Finery Regalia Livery
3rd bane charm person command heroism
5th alter self gift of gab warding bond mirror image
9th counterspell enemies abound crusader's mantle beacon of hope
13th freedom of movement confusion fire shield stoneskin
17th creation mislead dominate person seeming

Once per long rest, you may spend ten minutes in order to change from one Raiment into another. During this time, you may not do anything else.

Arcane Raiments are also able to hold concentration for you. At any time, you may choose to have a spell that requires concentration to be held by the Raiment you are wearing, rather than using your own concentration. You therefore may have two spell effects requiring concentration active at a time. When you take damage while your Raiment is holding concentration, you must succeed on a Consitution saving throw as normal in order for the spell to be maintained. If two concentration spells are being held, you must roll two separate Constitution saving throws, one for each spell.

In addition, these Arcane Raiments count as a spellcasting focus for you.

Bespoke Outfitting

Starting at 5th level, your handmade garments effuse magical energy into your body, bolstering your efforts. The effect varies depending on the Arcane Raiment you have donned:

Finery. When making a Charisma (Persuasion) check, you may add your Intelligence modifier to the roll in addition to your Charisma modifier. At their discretion, your DM may allow you to add your Intelligence modifier to other checks pertaining to guile, seduction, or charm.

RegaliaWhen making a Charisma (Intimidation) check, you may add your Intelligence modifier to the roll in addition to your Charisma modifier. At their discretion, your DM may allow you to add your Intelligence modifier to other checks pertaining to honor, respect, or force of will.

Livery. When making any Tool check, you may add your Intelligence modifier to the roll.

Steel Stitchwork

At 5th level, you gain the ability to weave magically reinforced metalwork threads into your Arcane Raiments, increasing their protective value. While wearing an Arcane Raiment, you have an AC equal to 10 + your Dexterity modifier + your Intelligence modifier. In order to gain this increased effect, you may not hold a shield; if you choose to carry a shield, your AC while waring Arcane Raiment remains 12 + your Dexterity modifier.

Wardrobe of Endless Accoutrements

Starting at 9th level, you craft a portable armoir that opens to an extradimensional space carrying garments and accessories beyond count. You gain the ability to cast disguise self at will. 

A Certain Je Ne Sais Quoi

Starting at 15th level, you may concentrate pure arcane energy into your Arcane Raiments, so as to overcome any onlookers despite themselves. Depending on the Arcane Raiment you are wearing, this has the following effects:

Finery. You have advantage on all Charisma saving throws; this effect is active at all times while you are wearing Finery. In addition, as an action, you may force any number of creatures of your choice who can see you within 120 feet to roll a Charisma saving throw against your spell save DC. Any creatures immune to the Charmed condition or who cannot see using vision automatically succeed. On a failed save, each creature becomes Charmed by you for 1 minute, and wish you no ill and may be willing to be helpful to you during the duration. They return to their prior attitudes and mindset when the effect ends.

Regalia. You have advantage on all Intelligence saving throws; this effect is active at all times while you are wearing Regalia. In addition, as an action, you may force any number of creatures of your choice who can see you within 120 feet to roll a Charisma saving throw  against your spell save DC. Any creatures immune to the Frightened condition or who cannot see using vision automatically succeed. On a failed save, each creature becomes Frightened by you for 1 minute.

Livery. You have an additional bonus of +1 to your AC; this effect is active at all times while you are wearing Livery. In addition, as an action, you may grant any number of creatures of your choice who can see you within 120 feet the effects of a single Help action. Each creature must use the effect within 1 minute, after which the effect is lost.

Once you use A Certain Je Ne Sais Quoi as an action, you may not use it again until you complete a long rest, even if you change Raiments outside of a long rest.

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