Artificer: Weaver | Feat | Dungeons & Dragons 5e | Statblocks & Sheets | World Anvil

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Artificer: Weaver

Artificer Class

Created by Nano  

Tools of the Couturier

When you adopt this specialization at 3rd level, you gain proficiency with martial weapons. You also 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.

Weaver Spells

Starting at 3rd level, you always have certain spells prepared after you reach particular levels in this class, as shown in the Weaver 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 Spells
3rd color spray, entangle
5th find traps, hold person
9th lightning bolt, slow
13th grasping vine, secret chest
17th mislead, telepathic bond

Woven Bond

Starting at 3rd level, you create an ethereal bond between you and an ally, granting you both a shared connection with one another. You can use a bonus action to create the bond between you and a willing creature within 30 feet of you, which lasts for 1 minute. It ends early if you are incapacitated, you choose to bond to another creature, or if you don medium or heavy armor or a shield. You can also dismiss the Woven Bond at any time (no action required).   While Woven Bond is active and you are within 30 feet of each other, you and the creature you bonded to each gain the following benefits:  
  • You gain a +1 bonus to your Armor Class.
  • You gain a bonus to any Constitution saving throw you make to maintain your concentration on a spell. The bonus equals your Intelligence modifier (minimum of +1).
  • If you or the creature you are bonded to takes damage, you can use your reaction to split the damage dealt in half between the both of you. The damage dealt can’t be reduced further in any other way.
  • You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

    Snaring Wire

    At 5th level, you can conjure an ethereal bola and take opportunities to ensnare other combatants. When you use the Attack action with a weapon you are proficient with on your turn, you can use your bonus action to throw an ethereal bola at a creature within 30 feet of you. The creature must make a Wisdom saving throw equal to your spell save DC or be restrained for 1 minute. During this duration, at the beginning of each of its turns, the restrained creature can make a Strength saving throw to break free of it.   If the creature succeeds on its saving throw, you can't use this feature on that creature again for 24 hours. You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses of it when you finish a long rest.

    Fortified Stitching

    At 9th level, you can lighten the armor you wear to not impede the ethereal connections you share with others. As an action, you can modify a suit of armor with an infused weave, provided you have weaver’s tools in hand.   The armor weighs half as much as normal, and does not impose disadvantage on Dexterity (Stealth) checks. If the armor is originally Medium Armor, it is considered Light Armor for the purposes of maintaining Woven Bond. The armor continues to be infused with Fortified Stitching until you don another suit of armor or you die.

    Improved Bond

    Starting at 15th level, your Woven Bond becomes more powerful:  
  • The +1 bonus to your Armor Class increases to +2.
  • When you use the Help action to aid the creature you are bonded to in attacking a creature, the target of that attack can be within 30 feet of you, rather than within 5 feet of you, if the target can see or hear you.

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