Artificer
Base Class: Artificer

Artificers that specialize as magical tailors are able to cut, sew, and stitch threads of magic to imbue clothing and armor with profound magical abilities. Using trusty weaver's tools, the threads they stitch are able to enhance their magic, veil them from sight, or even bend and twist the threads of the very Weave itself. The tailor is a must for any city, guild, or adventuring company, as the clothing they stitch can better (or worsen) the lives of everyone around them.

Tools of the Trade

3rd-level Tailor feature

You gain proficiency with weaver's tools. If you already have this tool proficiency, you gain proficiency with one other type of artisan’s tools of your choice.

Tailor Spells

3rd-level Tailor feature

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

Tailor Spells
Artificer Level Spell

3rd

alarm, shield

5th

spiritual weapon (appears as a needle or scissors), web

9th

bestow curse, remove curse

13th

fabricate, death ward

17th

creation, animate objects

Magical Clothier

3rd-level Tailor feature 

Over a period of time and by using the proper materials, you can use your weaver's tools to magically transform normal, nonmagical armor into Threaded Armor, granting it mystical effects depending on the amount of time taken to perform this feature. These magical pieces of clothing and armor count as Artificer Infusions and follow the same rules, but do not count towards maximum number of Artificer Infusions you know or may have active at a given time. Instead, you may have no more than one of these Threaded Armors active at a time, increasing to two at 11th level and three at 17th level. While wearing Threaded Armor, a creature gains the following benefits:

  • If at least an hour and oils, totaling 50gp are spent threading the armor, the armor class of a creature wearing it cannot be below 13 + their Intelligence Modifier.
  • If at least three hours and oils, and thread totaling 100gp are spent threading the armor, the speed of a creature wearing it increases by 5 feet.
  • (Level 5) If at least eight hours and oils, thread, and ink totaling 250gp are spent threading the armor, a creature can use a bonus action to cause the armor to emit dim light up to 30 feet that only they can see by.
  • (Level 9, gives 1 level of exhaustion) If at least twelve hours and ink, thread, and sapphire dust equaling 500gp are spent threading the armor, a creature can use their reaction to cause an attack that hits them to miss instead. This property can be used twice per dawn.
  • (Level 15, gives 2 levels of exhaustion) If at least twenty-four hours and ink, thread, and diamond dust equaling 1000gp are spent threading the armor, a creature wearing it can choose to become invulnerable to a single instance of damage, redirecting that damage to a creature they can see within 15 feet. This property can be used once per dawn.

To Snip and Sew

3rd-level Tailor feature

Scissors and needles form the foundation of your craft. You can magically manifest spectral needles or scissors that you can use in battle. You are proficient with these items while they are manifested, and each has different effects. The items immediately dissipate after they strike or miss their targets, or if they are used for any other purpose.

Needle

You magically manifest a spectral needle and thread. The needle counts as a dagger with the finesse and thrown property that has a normal range of thirty feet and a long range of 60 feet. The needle deals 1d4 piercing damage plus your Intelligence modifier. This damage increases to 2d4 piercing damage at level 11. The needle is attached to a spectral thread that is tangible only on the ethereal plane. When the needle dissipates, the thread remains for up to 1 minute, tethering you to the creature. In order to willingly move further away from you, the creature must succeed on a Strength saving throw against your spell save DC. The thread is broken if the creature succeeds. When you gain the Extra Attack feature, you may choose to instead cause the thread to connect each creature you strike with the needle as part of your Attack action. The creatures must pass a Strength Saving throw to move further away from one another.

Scissors

You magically manifest a pair of giant spectral scissors in your hands. The Scissors count as a short sword that deals 1d6 slashing damage and uses your Intelligence modifier for its attack and damage rolls. This damage increases to 2d6 slashing damage when you reach level 11. When damaging a creature with these scissors, the target gains no benefit from magical effects that increase its armor class. When you gain the Extra attack feature, damaging the same creature twice as part of an attack action prevents that creature from gaining a benefit to its armor class as part of wearing armor until the start of its next turn. A creature is then immune to this effect for 24 hours.

Extra Attack

5th-level Tailor feature

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

Stitch and Sneak

9th-level Tailor feature

You have become exceedingly efficient in your needlework that you are capable of reusing even the smallest of threads. You can use leftover magic threads from your Threaded Armor to suture wounds closed provided that you have weaver’s tools in hand. You have a spool of thread that you can use for these sutures that replenishes when you take a long rest. As an action, you can touch a creature and draw magical thread from the spool to restore a number of hit points to that creature, up to the maximum amount remaining in your spool. This healing spool is represented by hit points equaling your Artificer level x 2 + your Intelligence modifier. As part of this action and spending 20 hit points worth of thread from this spool, you may also attempt to sow a severed limb back on to a willing creature upon a successful DC 20 Intelligence check. Upon a success, the limb is reattached and is able to function normally after 1d4 days.

Additionally, when you are wearing your Threaded Armor, you can make yourself unnoticeable to creatures around you. You may take the hide action while in plain sight and gain a +5 bonus to stealth rolls. If your Stealth roll surpasses a creature's Perception by more than 5, you are considered invisible to that creature.

Fate Binding

15th-level Tailor feature

At 15th level, you have such a profound understanding of needlework and stitching that you are able to twist on the strings that bind together fate. You can spend 1 hour with your weaving tools to foresee the future of a number of people up to 1 + your Intelligence modifier (which can include yourself). This 1 hour can be done during a short or long rest. Until each affected creature goes to sleep once more, they can't be surprised. Additionally, each affected creature rolls a d20, noting the number rolled. A creature can use its reaction to replace any attack roll, saving throw, or ability check they make with the foretold roll. They must choose to do so before the roll, and they can replace a roll in this way only once. The foretold roll is lost once used, or once the creature takes another long rest.

Each affected creature must take a long rest before its future can be foretold in this way again.

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