Draper (5A)

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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 create symbols of power and establish status, the draper can turn a beggar into a king.

Greyhawk: This is an old 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 drapers.

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 tool 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.

Draper's Spells
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 on a long rest, you can craft a robe of honor for a specific individual, yourself or another. This costs 10 gp. You can make a number of robes of honor equal to your proficiency bonus. If you exceed this limit, one you have created before turns into ordinary fine clothes.

A robe of honor acts as fine clothes and gives the wearer authority and confidence. It must be worn openly to work, commonly as a surcoat worn over armor. A personal sign or coat of arms of the wearer must be displayed on the robe. It gives advantage on checks to recognize the wearer, for good and ill. The wearer is immune to disadvantage on Charisma checks.

You can only ever place a single infusion into a robe of honor. When you infuse a robe of honor, you can infuse another robe of honor you have created with the same infusion, and only the first robe count against your daily limit on the Infuse Item feature.

Fashion Police

At 3rd level you can take an action to critique the attire of any creature within 30 feet that wears clothes and can hear and understand you. 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. A creatures that saves against this effect automatically saves if you use it on them again before the end of your next long rest.

At 5th level, you can create a banner with a day of work at a cost of 50 gp. When you create a new banner, all previous banners you have created become mundane banners without power. When displayed as a tapestry, flag, or attached to a lance wielded in at least one hand, all friendly creatures within 100 feet who can see the banner have advantage on Wisdom and Charisma saving throws.

Dressed to Kill

At 9th level, a creature wearing one of your robes of honor can reroll a failed attack roll, saving throw, or ability check once, regaining the ability at the end of a long or short rest.

Lordly Mantle

At 15th level, a creature wearing one of your robes of honor can cast Command as if using a spell slot of a level equal to their Proficiency Bonus. They can do this once, and regain the ability at the end of a long or short rest. The save DC is 8 + their Charisma modifier + their Proficency Bonus.

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.