Artificer
Base Class: Artificer

 These artificers use their experience using materials to create marvels and comforts to enchant, ward and buff their allies and charm, entangle, strangle and debuff their enemies! 

Level 3: Tools of the Trade

Tool Proficiency. You gain proficiency with Weavers tools and Leatherworker's tools. If you already have this tool proficiency, you gain proficiency with one other type of Artisan’s Tools of your choice.

Fabric Armor Crafting. When you craft nonmagical or magic padded, hide or leather armor, the amount of time required to craft it is halved.

Clothing Crafting. When you craft nonmagical or magical clothing, (or gear made of fabric) the amount of time required to craft it is halved

Level 3: Textilist Spells

Textilist spells

Artificer Level Prepared Spells
3 Charm Person, Mage Armor
5 Hold Person, Suggestion
9 Counterspell, Glyph of Warding
13 Charm Monster, Fabricate
17 Hold Monster, Modify Memory

Level 3: Arcane Alterations

You can weave Arcane filaments into clothing. At the end of a long rest, you use your tool on a number of creatures clothing equal to your Intelligence modifier to turn them into Arcane Alterations. While a creature is wearing an Alteration, you can use it as a point of origin for your spells and features.

Once you make these alterations you cannot make more until you finish a long rest, creating new alterations dispels the old ones (alterations don't stack past number equal to your intelligence modifier) 

Alterations

Activate Alteration (requires you to be within 60 feet of the alteration) As a bonus action you activate one of the following Alterations

Prismatic Weave: You can choose one of the following damage type (Bludgeoning, Cold, Fire, Lightning, Piercing, Poison, Slashing or Thunder). You grant Resistance to that type to a number of creatures wearing your Alterations. This lasts for 10 minutes or until you use this feature again.

Vexing Stitch: A creature within 10 feet of the Alteration must make a Wisdom saving throw. On a failure, it has Disadvantage on the next attack roll it makes before the start of your next turn as the threads tickle and distract its senses.

Letting out: A creature wearing the Alteration gains advantage of all dexterity checks for 10 minutes. 

Level 5: Awakened Alterations

The magic in your thread gains a predatory instinct. Gain the following abilities to activate through your Alterations as a bonus action.

Tangled thread: When a creature is within 10 feet of one of your Alterations, you can use your Alteration to attempt to Grapple it, it must succeed a strength save against your spell save DC. While Grappled this way, the target is also Silenced, as the threads wrap around its throat. 

Bedazzle: Your alterations sparkle and dazzle, enemies within 10 feet of one of your Alterations has disadvantage on attack rolls and saving throws against being charmed. 

Level 9: Loose threads

Your threads have spread across the battlefield like a web. You gain the following abilities:

Sympathetic Threads: When you cast a spell with a range of Self, you can choose to have the spell also affect one willing creature wearing an Alteration within 60 feet.

Reactive Weaving: When an ally wearing an Ensemble is hit by an attack, you can use your Reaction to grant them a bonus to AC equal to your Intelligence Modifier against that attack, as the fabric hardens into plate-like density.

15th Level: The Living Tapestry

Your threads become fully sentient, "awakening" into a hive-mind of thread. 

Master of Puppets: As an Action, you can force every enemy within 15 feet of any Alteration to make a Wisdom saving throw. On a failure, you choose how those creatures spend their movement on their next turn, and they are Charmed by you until the end of your next turn. 

Grand Design: When you trigger an ability through one of your Alterations, you may choose to duplicate that to a number of Alterations equal to your proficiency bonus.

Previous Versions

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