Artificer
Base Class: Artificer

Artificers of the Stitchsmith discipline blend arcane ingenuity with sartorial brilliance. These magical tailors craft enchanted garments, animated threads, and protective ensembles that are as functional as they are fashionable. Whether it's stitching a sentient cloak, reinforcing allies with magically tailored suits, or wielding threads like whips, a Stitchsmith turns the battlefield into a runway — and every outfit is battle-ready.

Combining needlework and magic, these artisans can imbue armor with defensive enchantments, conjure thread-born constructs, or weave illusions directly into fabric. Their creations are not just stylish — they’re strategically potent.

Tailored Defense

You gain proficiency with Weaver’s Tools if you don’t already have it. Over the course of a short or long rest, you can use them to create a magical piece of Tailored Clothing — a custom outfit stitched with arcane threads that protects and enhances you. You do not need to wear armor to benefit from this feature, and your Tailored Clothing counts as magical armor, which you are always proficient with.

You can only wear one set of Tailored Clothing at a time. When you finish a rest or spend 1 hour and expend an Artificer spell slot, you can reconfigure the clothing’s style.

Choose one of the following styles when you create your clothing:

Battleweaver Attire

  • AC = 13 + your Dexterity modifier (max 2) + your Intelligence modifier (minimum +1)
  • While wearing this outfit, you can use it as a spellcasting focus.
  • You can’t wear armor while using this feature.

 Diplomat’s Ensemble

  • AC = 12 + your Dexterity modifier
  • While wearing this outfit, you gain a bonus to Charisma (Persuasion) checks equal to your Intelligence modifier.
  • Once per short rest, you can cast Charm Person without expending a spell slot or material components.

Shadowthread Suit

  • AC = 12 + Dexterity modifier
  • You gain advantage on Dexterity (Stealth) checks.
  • While in dim light or darkness, you can take the Hide action as a bonus action once per turn.

 

You may choose the design of your clothing, as well as the visuals of its abiities.

Stitchsmith Spells

3rd-level Stitchsmith feature

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

Stitchsmith Spells
Artificer Level Spell

3rd

Shield, Disguise self

5th

mirror image, enhance ability

9th

Major Image, Fly

13th

Fabricate, Freedom of movement

17th

Wall of Force, Animate Object

 

Whenever you cast a spell as a Stitchsmith Artificer, clothing, made with your Subclass feature can be used as a spellcasting focus. Use the following examples on how you could use your clothing to cast spells:

  • Your clothes suddenly harden, as you cast shield
  • Wings made of fabric spread from your clothing, as you cast Fly
  • Threads are maneuvering random objects, as you cast Animate Objects

Threadweaver

You’ve enhanced your Weaver’s Tools into a compact clockwork loom that extrudes near‑invisible, reinforced filaments up to 30 ft. You can use this feature a number of times equal to your Intelligence modifier (minimum 1) per long rest.

You can, for example, use the following actions:

  • Threadlift: As an action, manipulate a nonmagical object (up to 30 lb) with pinpoint precision—tie knots, pull levers, adjust garments, and more.

  • Stitchbind: Over the course of 1 minute, weave filaments to bind or seal surfaces (doors, crates, torn sails). You can also stabilize an unconscious ally by magically closing their wounds without a Medicine check.

  • Needlewalk: As a bonus action, stretch a taut thread‑cable (up to 30 ft) between two anchor points; it functions as rope or tightwire for 1 minute.

All ability checks and saving throws against your threads use your Artificer spell save DC. The exact applications of your Threadweaver Mechanism are limited only by your ingenuity—and your DM’s ruling.

Extra Attack

5th-level Stitchsmith feature

You can attack twice, rather than once, whenever you take the Attack action on your turn.

Enhanced Weaving

9th-level Stitchsmith feature

Your mastery of magical tailoring has evolved. The garments you create through your Threadweaver features now serve as vessels for powerful enchantments and adapt to your needs with tailored enhancements.

  • Infused Attire. Your custom weave can hold up to 2 magical Infusions, which do not count against your maximum infused items. These Infusions must be applied to your Threadweaver garments and function as normal while worn. You can reassign or swap them as part of a long rest.

  • Adaptive Stitching. While wearing one of your specialized weave types, you gain the following effects:

    • Battleweave: You gain a +1 bonus to attack rolls made with magic weapons and ignore penalties from extreme weather or rough footing in terrain.

    • Glamourweave: You gain a bonus to Charisma (Performance) and (Persuasion) checks equal to your Intelligence modifier (minimum +1). Additionally, once per long rest, you can reroll one of those checks.

    • Shadowweave: You gain Darkvision out to 60 feet (or +30 ft. if you already have Darkvision), and you gain a bonus to Dexterity (Stealth) checks equal to your Intelligence modifier (minimum +1).

You can change your weave during a long rest, or by spending 1 hour working with your Weaver’s Tools and expending a 1st-level spell slot.

Master Weaver

15th-level Stitchsmith feature

Your expertise in arcane tailoring reaches new heights. You can now weave and maintain two distinct Threadweaver garments, each imbued with magical purpose and ready for deployment.

  • You can create and attune to two different Threadweaver garments, each with its own weave style (Battleweave, Glamourweave, or Shadowweave).

  • You can switch between your garments as a bonus action, instantly shifting your style as threads wrap around you.

  • Alternatively, you can have one of your garments worn by another willing creature, allowing them to benefit from its effects as if they were the wearer.

  • Between the two garments, you may apply a total of two Infusions, which do not count against your maximum number of infused items.

Once infused, these garments remain stable even when worn by others – though the effects tied to your Intelligence modifier still use your stats.

 

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