Base Class: Bard
Bards of the College of Thread are masters of weaving magic from the very fabric of reality itself. Using their Weaver's Tools, these bards draw threads directly from the Weave of magic that surrounds everything, crafting ephemeral objects that carry the power of fate. Their creations—whether a tapestry, a cloak, or a place to rest their head—are imbued with illusionary magic that can protect, empower, or influence the world around them. With each new creation, their skill grows, allowing them to craft more intricate and powerful items.
Weavecraft
Your skill in the fabric arts grants you proficiency with Weaver's Tools and allows you to use them as your Arcane Focus. As an action, you may expend a use of your Bardic Inspiration to weave a temporary creation using your Weaver's Tools. You may choose one of the following options:
| Woven Item | Effect |
|---|---|
| Blanket | An ally you can see within 15 feet restores a number of hit points equal to one roll of your Bardic Inspiration dice. |
| Net | A creature you can see within 15 feet no more than one size larger than you must make a Dexterity saving throw (DC = 8 + Charisma modifier + Proficiency Bonus) or take force damage equal to two rolls of your Bardic Inspiration die. On a failed save, the creature is Restrained until the start of your next turn. |
| Cushion | An ally you can see within 30 feet gains a +1 bonus to their Armour Class and reduces the damage they take from bludgeoning, piercing or slashing attacks by an amount equal to one roll of your Bardic Inspiration die until the end of their next turn. |
| Rope | A creature you can see within 30 feet no more than one size larger than you must make a Dexterity saving throw (DC = 8 + Charisma modifier + Proficiency Bonus) or take force damage equal to two rolls of your Bardic Inspiration die. On a failed save, the creature is pulled 10 feet towards you |
| Cape | An ally you can see within 15 feet gains temporary hit points equal to a roll of your Bardic Inspiration die, and gains a flying speed of 30 feet until the end of its next turn. |
Magical Refuge
Your weaving skills extend to create magical shelters, offering both comfort and protection to you and your allies. As a Magic Action, you may spend 10 minutes weaving a magical shelter for yourself and up to 5 allies. The shelter is a 10-foot emanation and lasts for up to 8 hours. The shelter has the following effects:
- Whilst taking a Short Rest inside the shelter, you and your allies may roll one of their Hit Dice without expending it.
- After taking a Long Rest inside the shelter, your allies gain Temporary Hit Points equal to two rolls of your Bardic Inspiration die. These die are not expended, and no Bardic Inspiration charges are required to activate this effect.
Once you use this feature, you must complete a Long Rest before you can use it again.
Astral Masterwork
You have perfected the art of weaving the fabric of reality into your creations. After weaving countless items, you now know how to create a permanent Astral Masterwork that represents your craft. You gain one of the following Astral Masterworks, which you can use at any time. Each Astral Masterwork has 2 charges, which refresh after you complete a Long Rest. You may choose a different Masterwork after completing a Long Rest:
| Astral Masterwork | Effect |
|---|---|
| Tapestry of Fate | You may use the Tapestry of Fate to bend probability and alter the outcome of a situation. As a Magic Action, choose one creature you can see within 30 feet. The next D20 Test they complete has advantage. Additionally, if a use of your Bardic Inspiration is also applied to the roll, the roll of your Bardic Inspiration die is made with advantage. You may use this feature a number of times equal to the remaining charges on your Astral Masterwork. Moreover, you learn the Guidance cantrip. |
| Garments of Charm | The Garments of Charm grant you advantage on all Charisma (Persuasion) or Charisma (Deception) checks. Additionally, you may cast Charm Monster without expending a spell slot a number of times equal to the remaining charges on your Astral Masterwork. |
| Quilt of Stories | You may activate the Quilt of Stories to cast Legend Lore without expending a spell slot a number of times equal to the remaining charges on your Astral Masterwork. Additionally, you gain Expertise in the History skill. |
| Shroud of Shadows | Whilst wearing the Shroud of Shadows, you may cast the Darkness spell without expending a spell slot a number of times equal to the remaining charges on your Astral Masterwork. Additionally, while in magical darkness, you may teleport up to 30 feet to an unoccupied space within the darkness as a Bonus Action. You also gain Advantage on all Stealth checks made whilst wearing the Shroud. |
| Strings of Control | The Strings of Control allow you to cast the Compulsion spell a number of times equal to the remaining charges on your Masterwork without expending a spell slot. While a creature is affected by the spell, you may speak through its mouth as if it were your own. The voice that emanates from the affected target can be yours or the targets. Furthermore, when using your Weavecraft: Rope ability, you may now move the target 15 feet in any direction of your choosing and the ability does additional damage equal to one extra roll of your Bardic Inspiration die. |
| Blanket of Rest | As a Magic Action, you may place the Blanket of Rest on an ally. While a creature is wearing the Blanket of Rest, they have advantage on Death Saving Throws and are resistant to all damage they take whilst Unconscious. Additionally, if the creature has the Stable condition, they regain 1d6 hit points at the start of their next turn. You may use this Astral Masterwork a number of times equal to the remaining charges on your Astral Masterwork. |
Blanket of Rest
As a Magic Action, you may place the Blanket of Rest on an ally. While a creature is wearing the Blanket of Rest, they have advantage on Death Saving Throws and are resistant to all damage they take whilst Unconscious. Additionally, if the creature is Stable, they regain 1d6 hit points at the start of their next turn. You may use this Astral Masterwork a number of times equal to the remaining charges on your Astral Masterwork.
Garments of Charm
The Garments of Charm grant you advantage on all Charisma (Persuasion) or Charisma (Deception) checks. Additionally, you may cast Charm Monster without expending a spell slot a number of times equal to the remaining charges on your Astral Masterwork.
Quilt of Stories
You may activate the Quilt of Stories to cast Legend Lore without expending a spell slot a number of times equal to the remaining charges on your Astral Masterwork. Additionally, you gain expertise in the History skill.
Shroud of Shadows
Whilst wearing the Shroud of Shadows, you may cast the Darkness spell without expending a spell slot a number of times equal to the remaining charges on your Astral Masterwork. Additionally, while in magical darkness, you may teleport up to 30 feet to an unoccupied space within the darkness as a Bonus Action. You also gain Advantage on all Stealth checks made whilst wearing the Shroud.
Strings of Control
The Strings of Control allow you to cast the Compulsion spell a number of times equal to the remaining charges on your Masterwork without expending a spell slot. While a creature is affected by the spell, you may speak through its mouth as if it were your own. Furthermore, when using your Weavecraft: Rope ability, you may now move the target 15 feet in any direction of your choosing and the ability does additional damage equal to one extra roll of your Bardic Inspiration die.
Tapestry of Fate
You may use the Tapestry of Fate to bend probability and alter the outcome of a situation. As a Magic Action, choose one creature you can see within 30 feet. The next D20 Test they complete has advantage. Additionally, if a use of your Bardic Inspiration is also applied to the roll, the roll of your Bardic Inspiration die is made with advantage. You may use this feature a number of times equal to the remaining charges on your Astral Masterwork. Moreover, you learn the Guidance cantrip.







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