Subclass - Artificer, Fateweaver

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Specialty: Fateweaver

Made using Matthew Gravelyn’s ‘Create-a-Specialization’

Fateweavers have learned to see the world as a tapestry. They harness their abilities to see the
greater whole of time, and learn how to subtly influence their own fate and the fates of their
allies. In addition, Fateweavers learn to pluck at the threads of magic within the weave of magic
itself and influence it to reveal truths about the world, aid their allies, and confound their foes.

Tool Proficiencies
When you adopt this specialty at 3rd level, you gain proficiency with Weaver’s Tools. If you
already have this proficiency, you gain proficiency with another type of artisan’s tools of your
choice.

Fateweaver Spells
Starting at 3rd level, you always have certain spells prepared after you reach particular levels in
this class, as shown in the Fateweaver Spells table. These spells count as artificer spells for
you, but they don’t count against the number of artificer spells you prepare.

Artificer Level Fateweaver Spells


3rd Cure Wounds, Detect Magic

5th Find Traps, Locate Object

9th Dispel Magic, Hypnotic Pattern

13th Divination, Fabricate

17th Legend Lore, Mass Cure Wounds

Woven Fate
Starting at 3rd level, when a creature you can see within 60 ft. of you rolls an attack roll,
damage roll, or rolls for healing, you can use your reaction to add a d6 to the result.
Alternatively, you can roll a d6 to detract from a creature's attack roll, damage roll, or saving
throw. You can choose to do this before or after the die is rolled, but before the result is
announced. You can use this feature a number of times equal to your Intelligence modifier
(minimum of 1). You regain all uses of this feature after you complete a long rest.

In addition, you can prepare an additional three items from the Replicate Magic Item infusion
table (even if you do not have that infusion). These items must come from the Additional
Replicable Magic Item chart found at the end of the class. You must be at least the level shown
in this class to choose an item.

Stitch the Flesh, Sew the Wound


Starting at 5th level, your skills with sewing fabrics carry over well to magically knitting flesh
back together. You gain proficiency in the Medicine skill if you did not have it already. If you
already had proficiency in this skill, your bonus is doubled. In addition, you gain a 1d8 bonus to
all healing spells you cast.

Cut the Strand of Fate


Starting at 9th level, you have learned how to pluck at the strands of fate themselves. As an
action, you can force a creature that you can see within 60 ft. of you to make a Charisma saving
throw. On a failure, the creature suffers disadvantage on all rolls until the end of your next turn.
Once you’ve used this feature, you cannot do so again until you have completed a short or long
rest.

Loom of Fate
Starting at 15th level, you can expertly manipulate the fates of yourself and your allies. When
you or an allied creature within 30 ft. of you would fail an ability check or saving throw, you can
use your reaction to cause them to succeed instead. Once you have used this ability, you must
complete a long rest before you can use it again.
Additional Replicable Magic Items

Level Magic Item Attunement

2nd Cloak of Billowing (XGE) No

2nd Cloak of Many Fashions (XGE) No

2nd Clothes of Mending (XGE) No

2nd Glamerweave (Common) (ERLW) No

6th Glamerweave (Uncommon) (ERLW) No

6th Hell Hound Cloak (TftYP) Yes

6th Robe of Useful Things No

6th Robe of Serpents (SKT) Yes

10th Cloak of Displacement Yes

10th Robe of Summer (TftYP) Yes

10th Robe of Eyes Yes

10th Reap and Sew Yes

14th Gown of Effortless Movement Yes

14th Clockwork Healerbee Yes

14th Robe of Stars Yes

For additional magic garments that the Fateweaver could craft, see here.

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