Artificer
Base Class: Artificer

Artificers focus on the ways to imbue normal items with magical powers.  Weavers have learned how to use magical symbols to transfer this magic, they consider these symbols to be a sort of magical embroidery.  While some artificers spread their enchantments across numerous items, Weavers realize that the more symbols that they stack on one item, the more power they gain from the item, as such they tend to focus on one item.

Tool Proficiency

At 3rd level : Your gain tool proficiency in weaver’s tools.  If you already have proficiency in weaver’s tools then you gain expertise in them.

Weaver Spells

You gain bonus spells at the artificer levels listed in the Spell Weaver Spells table. See the Spell Casting class feature for how bonus spells work.

Spell Weaver Spells

Favored Item

At 3rd level : You choose one item to use as a focus for all of your specialized embroidery.  This item becomes your Favored Item and it also becomes your spellcasting focus.

Intelligent Design

At 3rd level : You have learned that not only does each symbol hold power in and of itself, the location of each symbol in relation to the others augments your power.  The layout of your embroidery symbols maximizes the power that comes from it.  

Your symbols create a magical field of protection around you.  You add your intelligence modifier to your armor class when you are not wearing armor (or are using Mage armor spell).

Your magical field can be bent to enclose a melee weapon (or unarmed strike), allowing the weapon to count as a magic to overcome resistances.  You also can use your Intelligence modifier in lieu of your strength or dexterity on attacks and damage with melee weapons (or unarmed attacks).

Stacked Infusions

At 5th level : You have learned how to stack your infusions on your favored item.  You item counts as any wearable item slot, even though it may not match your Favored Item slot.  For instance  if your Favored Item is a glove, you can infuse it with infusions that require gloves, boots, bracers, armor, ring, etc.  This includes any weapon infusions that can be applied to a melee weapon.  You still must attune to the item as normal, although you only need to attune to it the once, even if it would normally require more than one. 

Greater Intelligent Design

At 5th level : Each infusion imbued into Favored  Item after the first grants a +1 to AC, saves, melee attacks, melee damage, and spell attacks.

Infusions cast into items other than your Favored Item do not grant bonuses.

Perfect Pattern

At 9th level : You have found the most efficient pattern of magical infusion embroidery for your Favored Item.  This allows you to infuse items with two additional infusions beyond your maximum, although these two infusions must be infused into your Favored Item.

Embroidered Enchantments

At 15th level : You have learned how to add standard enchantments to your Focused Item for a reduced cost.  This can be done to your Focused Item despite the infusion on magic item limitation rule.  All enchantments you add to your Focused Item are created at 1/10th the cost and 1/10th the time.

Embroidery of Focus

At 15th level : You have figured out a pattern of embroidery that will feed a spell allowing you to focus your concentration on other things.  The first spell you cast that requires concentration lasts for it’s full duration without requiring the artificer to maintain concentration on it.  There is only room on your Favored Item for one Embroidery of Focus pattern.  The symbol can only sustain one spell at a time.  

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