Base Class: Blood Hunter
Clothing, a sign of personality, that which wards most from the merciless beat down by the elements, the distinction between wild beast and sophistication. Across all cultures, they have played a key role, those who are capable of making them held in high regard. Alas, as beautiful as they can be, in the face of adversity they can only achieve so much. That is if those who weave them do not evolve, especially when it comes to the ones who pledged themselves towards hunting down the kinds of eldritch threats many sane minds do not wish to face. Scissors, needles, thread and that comes in between, tools of common life. Yet what happens when they are imbued with magic? What pieces of art can be created? Fabric capable of resisting harm, insulating the wearer from the freezing grips of death, a handmade promise of safety made with blood and sweat.
Level 3: Spinning the Thread
When you choose this archetype at 3rd level, you gain proficiency and expertise in Weaver's Tools, as well as advantage on any ability checks made with them.
Additionally, you gain a new Crimson Rite: Rite of the Shears
Your extra damage dealt by your rite is slashing damage, and you can choose to have all the damage that the weapon deals do slashing damage instead of its normal damage type.
Level 3: Woven Protection
Also at 3rd level, you commit yourself to your craft, fully dedicating yourself on weaving and stitching together garments capable of assisting you to weather the cruelty of the worlds. You lose proficiency with Medium armor and shields. In return, you are capable of granting Light armor that you craft one of the additional bonuses listed below.
Reinforced Thread: You have a +1 bonus to AC while wearing this armor. This does not apply to Armor +1/2/3 specifically.
Lightweight Manufacturing: You gain a +15 to movement speed while wearing this armor, and get no exhaustion from extended travel.
Insulating Design: You have advantage on saving throws to resist the effects of extreme heat or extreme cold and damage received from such effects is reduced by an amount equal to your Dexterity modifier.
Additionally, when crafting Light armor that normally has a curse attached to it, you can decide whether it is free of the curse or not. (Demon Armor for example could be made without its curse.)
At 11th level in this subclass, you can grant up to two additional bonuses to the Light armor instead and gain additional options. At 18th level in this subclass you can grant up to three additional bonuses to the Light armor instead, and gain additional options.
Light armor you craft and have enhanced cannot be traded until you have reached a later level in this subclass. Light armor that normally would be cursed but was made without one by you cannot be traded even at later levels.
Level 7: Knack for Refashioning
At 7th level, you reflect on old projects; as they rarely come out perfect the first time. Skill improves and needs change, in turn you adapt and learn how to refashion your old crafts in order to preserve raw materials.
You can change the bonus granted to a Light armor that you have crafted in the past by supplying 1/5 (rounded down with a minimum of 1. Light armor of Legendary Rarity has a minimum cost of 10) of the original amount of materials used and succeeding on the crafting check again. The DC for that check is reduced by 5.
Alternatively, you can change the base type of a Light armor over the course of a Long Rest.
Level 11: With Blood and Sweat
At 11th level, working with fabric, sharpened scissors and pins are a must when it comes to slicing and fixating cloth. Yet, as every artisan can attest, they are also the source of the literal blood and sweat poured into the finished product.
By expending a Blood Maledict whilst wearing a Light armor that you have crafted, you can decide to reduce your current Hit Points by an amount up to 5 times your level (This is not damage) in order to imbue it with your blood as a bonus action. For the next minute, you gain the following bonuses based on how many of your current Hit Points you have reduced in total.
25: Your crimson rite deals an additional die of damage.
50: You gain a +2 to hit and damage with weapons that bear your crimson rite. This upgrades to +3 at 20th level in this subclass.
75: Your selected Woven Protection bonuses have their values doubled.
100: You may grant yourself an additional Woven Protection option for the duration of this effect only. (No duplicates, and this is not affected by the previous bonus.)
Additional Woven Protection options as described in the original Subclass Feature that are unlocked at this level.
Reinforced Thread: You have a +2 bonus to AC while wearing this armor. This does not apply to Armor +1/2/3 specifically and replaces the previous Reinforced Thread bonus.
Ballroom Ready: You gain advantage on Performance checks related to dancing and singing, as well as proficiency (or expertise in them should you be proficient already) in the skill while wearing this armor.
Bulletproof Manufacturing: You have resistance to piercing damage whilst wearing this armor.
Level 15: Commissioned Artisan
At 15th level your efforts are no longer only kept to yourself. The confidence allowing lives other than your own to be protected by your woven clothing having been acquired. Alas, the secrets of your trade cannot fall into the hands of anyone possibly unsavory, causing for your magic which you have poured into your craft to automactically adjust and change into purely cosmetic effects instead.
You can now trade Light armors that you have crafted. When you do, all of its Woven Protection options are stripped and replaced by one of the following options instead:
Brand and Stitching of Ownership: Along the structured collar of the armor, there is a magical embroidery showcasing both the name or alias of its creator, as well as the name of the current owner.The current owner is aware of where the armor is at all times.
Shifting Beauty: The armor also acts as a Shiftweave.
Self-Cleaning: The armor also acts as an Armor of Gleaming.
Additionally, as part of the initial crafting or subsequent uses of your Knack for Refashioning, you can grant a Light armor one of these aforementioned effects by using up an additional five crafting materials of the same level tier of the item.
Level 18: Master of the Craft
At 18th level, your expertise in your craft is undeniably one of a kind, allowing you to easily guide the threaded needle through the fabric at a pace unforeseen, leaving your cuts with the scissors perfectly straight, and every single project a piece of art.
You gain a +10 to any check made with Weaver's Tools.
As a Utilize Action, you can repair damage done to a piece of magical clothing, light armor, or anything else magical made out of cloth or material similar to fabric equal to a roll of your Weaver's Tool check.
If it hadn't taken any damage, it is bolstered. In the case of armor, or clothing, its wearer gains a number of Temporary Hit Points equal to the roll instead.
Additional Woven Protection options as described in the original Subclass Feature that are unlocked at this level:
Reinforced Thread: You have a +3 bonus to AC while wearing this armor. This does not apply to Armor +1/2/3 specifically and replaces the previous Reinforced Thread bonus.
Camouflage Pattern: You gain advantage on Stealth checks, as well as proficiency (or expertise in them should you be proficient already) in the skill while wearing this armor.
Cut-resistant Manufacturing: You have resistance to slashing damage while wearing this armor.
Flowing Garment: You gain Evasion on Dexterity saving throws.
You can only grant one of these bonuses to a Light armor when you craft it.
Previous Versions
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