Artificer
Base Class: Artificer

An artificer who specializes the way of woven cloth, binding and modifying the seams to their will. The cloth is enhanced to hone the artificer's magic, unleash potent attacks, and generate a formidable defense, despite lacking the strength. The artificer bonds with the woven materials, becoming one with the creations and in tune with each and every seam, even as they experiment with it and refine its magical capabilities.

Working the Seams

3rd-level Tailor feature

You gain proficiency with an Intelligence score of your choice. You also gain proficiency with weaver's tools and leatherworker's tools. If you already have these tool proficiencies, 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 Armorer 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

magic missile, thunderwave

5th

mirror image, shatter

9th

hypnotic pattern, lightning bolt

13th

fire shield, greater invisibility

17th

passwall, wall of force

Magic Mantle

3rd-level Tailor feature

Your time weaving threads through magical wears have led to you making the very seams themselves a conduit for your magic. As an action, you can turn any woven material or created material you are wearing into a Magic Mantle, provided you have weaver's tools or leatherworker's tools in hand.

You gain the following benefits while wearing this armor:

  • If the mantle normally has a Strength or Dexterity requirement, the magic mantle lacks this requirement for you.
  • Your armor class increases by 3 as long as you are wearing the mantle.
  • You can use the magic mantle as a spellcasting focus for your artificer spells.
  • The mantle attaches to you and can’t be removed against your will. It also expands to cover your entire body, although you can retract or deploy the mantle as a bonus action. The mantle replaces any missing limbs, with it's own woven fabric, functioning identically to a limb it replaces.
  • You can doff or don the mantle as an action.

The mantle continues to be Magic Mantle until you don another mantle  or you die.

Workable Wears

3rd-level Tailor feature

You can customize your Magic Mantle. When you do so, choose one of the following mantle makes: Woven or Knitted. The make you choose gives you special benefits while you wear it.

Each make includes special features, whether it be special weapons or special bonuses. When you attack with either of the special weapons, you can add your Intelligence modifier, instead of Strength or Dexterity, to the attack and damage rolls.

You can change the mantle's make whenever you finish a short or long rest, provided you have weaver's tools or leatherworker's tools in hand.

Knitted

You customize your mantle for subtle undertakings. It has the following features:

Lightning Linens. A gemlike node appears within the fabric of your Magic Mantle (your choice). It counts as a simple ranged weapon, with a normal range of 90 feet and a long range of 300 feet, and it deals 1d6 lightning damage on a hit. Once on each of your turns when you hit a creature with it, you can deal an extra 1d6 lightning damage to that target.

Powered Steps. Your walking speed increases by 5 feet.

Dampening Seams. You have advantage on Dexterity (Stealth) checks. If something is imposing disadvantage on such checks, the advantage and disadvantage cancel each other, as normal.

Woven

You design your mantle to be woven with the strongest threads and ready to be in the front line of conflict. It has the following features:

Thunder Threads. Each of the mantle's fibers begin to erupt in thunderous energy, allowing it's very seams to counts as a simple melee weapon while you aren’t holding anything in it or in your hands, and it deals 1d8 thunder damage on a hit. A creature hit by the seams has disadvantage on attack rolls against targets other than you until the start of your next turn, as the mantle magically emits a distracting pulse when the creature attacks someone else.

Defensive Fibers. As a bonus action, you can gain temporary hit points equal to your level in this class, replacing any temporary hit points you already have. You lose these temporary hit points if you doff the mantle. You can use this bonus action a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

Extra Attack

5th-level Tailor feature

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

Magic Mantle Modifications

9th-level Tailor feature

You learn how to use your artificer infusions to specially modify your Magic Mantle. That mantle now counts as separate items for the purposes of your Infuse Items feature: mantle (the chest piece), boots, helmet, and the mantle's special weapon. Each of those items can bear one of your infusions, and the infusions transfer over if you change your mantle's model with the Workable Wears feature. In addition, the maximum number of items you can infuse at once increases by 2, but those extra items must be part of your Magic Mantle.

Matchless Mantle

15th-level Tailor feature

Your Magic Mantle gains additional benefits based on its make, as shown below.

Woven. When a Huge or smaller creature you can see ends its turn within 30 feet of you, you can use your reaction to magically force the creature to make a Strength saving throw against your spell save DC, pulling the creature up to 30 feet toward you to an unoccupied space. If you pull the target to a space within 5 feet of you, you can make a melee weapon attack against it as part of this reaction.

You can use this reaction a number of times equal to your proficiency bonus, and you regain all expended uses of it when you finish a long rest.

Knitted. Any creature that takes lightning damage from your Lightning Linens glimmers with magical light until the start of your next turn. The glimmering creature sheds dim light in a 5-foot radius, and it has disadvantage on attack rolls against you, as the light jolts it if it attacks you. In addition, the next attack roll against it has advantage, and if that attack hits, the target takes an extra 1d6 lightning damage.

Matchless Mantle - Knitted

Any creature that takes lightning damage from your Lightning Linens glimmers with magical light until the start of your next turn. The glimmering creature sheds dim light in a 5-foot radius, and it has disadvantage on attack rolls against you, as the light jolts it if it attacks you. In addition, the next attack roll against it has advantage, and if that attack hits, the target takes an extra 1d6 lightning damage.

Matchless Mantle - Woven

When a Huge or smaller creature you can see ends its turn within 30 feet of you, you can use your reaction to magically force the creature to make a Strength saving throw against your spell save DC, pulling the creature up to 30 feet toward you to an unoccupied space. If you pull the target to a space within 5 feet of you, you can make a melee weapon attack against it as part of this reaction.

You can use this reaction a number of times equal to your proficiency bonus, and you regain all expended uses of it when you finish a long rest.

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