Difference between revisions of "Draper (5A)"
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− | At 3rd level you can take | + | At 3rd level you can take an action to critique the attire of any creature within 30 feet that wears clothes that can hear and understand the language you are speaking. |
The target must make a Charisma saving throw against your spell DC. If it fails, the creature is either charmed or frightened by you, as you decide. The effect lasts for 1 minute, or until the creature takes hit point damage, whichever comes first. | The target must make a Charisma saving throw against your spell DC. If it fails, the creature is either charmed or frightened by you, as you decide. The effect lasts for 1 minute, or until the creature takes hit point damage, whichever comes first. | ||
Revision as of 14:09, 28 January 2022
Starfox's 5th Edition Fan Page |
- This is a work in progress.
This is an Artificer Specialization for 5A.
A draper is a master of cloth; weaving, cutting, sewing, embroidering, and designing clothes, cloaks, tents, banners and other items of cloth and fabric. Used to set the mood and create symbols and establish status, the draper can turn a beggar into a king.
We all know clothes makes the man, but sumptuary laws in the older cultures regulate who can wear what. A draper can get around this, substituting style for expensive fabrics and embrodery. Or they can go with the flow and create the height of opulence for the rich.
Greyhawk: This is likely the oldest artificer tradition, nuns and noble women among Oerdians and Elves have traditionally been drapers. In Cosmopolitan cities, tailors have risen to prominence as guilded craftsmen, and some are gifted enough to become artificer specialized as drapiers.
Subclass Features
Tool Proficiency
When you adopt this specialization at 3rd level, you gain proficiency with weaver's tools. If you already have this proficiency, you gain proficiency with one other type of artisan's tools of your choice.
Draper's Spells
Starting at 3rd level, you always have certain spells prepared after you reach particular levels in this class, as shown in the Draper's 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 |
3 | Charm person, Mage Armor |
5 | Mirror Image, Warding Bond |
9 | Crusader's Mantle, Spirit Shroud |
13 | Aura of Purity, Charm Monster |
17 | Circle of Power, Seeming |
Robe of Honor
At 3rd level you can craft a robe of honor for a specific individual, which can be you. This acts as fine clothes and gives the wearer authority and confidence. A robe of honor must be worn openly to work. If the wearer has a personal sign or coat of arms it must be displayed on the robe. It can be a surcoat worn over armor. It gives advantage on checks to recognize the wearer, for good and ill. Note that you need not be present when a robe of honor is used, only when it is made and maintained.
The wearer is immune to disadvantage on Charisma and Intelligence checks. If you infuse a robe of honor, all the robes of honor you maintain after applying the infusion also gain that infusion, and only the first count against your limit on infused items.
Crafting a robe of honor takes a day of work and costs 10 gp. Maintaining the effect of a robe of honor requires minor polish and adjustments taking you 1 minute each day, and you can only maintain a number of robes of honor each day equal to your proficiency bonus with weaver's supplies.
Fashion Police
At 3rd level you can take an action to critique the attire of any creature within 30 feet that wears clothes that can hear and understand the language you are speaking. The target must make a Charisma saving throw against your spell DC. If it fails, the creature is either charmed or frightened by you, as you decide. The effect lasts for 1 minute, or until the creature takes hit point damage, whichever comes first.
Dressed to Kill
At 5th level, a creature wearing one of your robes of honor can reroll a failed ability check, skill check, or attack roll once per round, regaining the ability at the start of their turn.
Banner
At 9th level, you can create a banner. This uses the same rules and restrictions as the robe of honor, except that it needs to be displayed, not worn. When displayed as a stationary tapestry or attached to a lance wielded in at least one hand (it can but need not be used as a weapon), all friendly creatures within 100 feet who can see the banner gain the benefits of wearing a robe of honor.
Lordly Mantle
At 15th level, a creature wearing one of your robes of honor can cast Command using a spell slot with a level equal to half their level (or challenge, if they lack a level). They can do this once, and regain the ability on a long or short rest. The save DC is 20.
Designer's Notes
Obviously most suited to social encounters, the drapier is a support character. Built on the rather weak artificer frame, it relies on its own odd abilities to thrive.