Difference between revisions of "Draper (5A)"

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=== Fashion Police ===
 
=== 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 you and understand the language you are speaking.  
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At 3rd level you can take an action to critique the attire of any creature within 30 feet that wears clothes and can hear you and understand the language you are speaking.  
 
The target must make a Charisma saving throw against your spell DC.  
 
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.
 
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 15:23, 5 November 2022

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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.

We all know clothes makes the man, but sumptuary laws in the many cultures regulate who can wear what. A draper can get around this, substituting style for expensive fabrics and embroidery. Or they can go with the flow and create the height of opulence for nobles and others of established rank.

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 artificers specialized as 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 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. Note that you the maker need not be present when a robe of honor is used, only when it is made.

A robe of honor gives advantage on checks to recognize the wearer, for good and ill. The wearer is immune to disadvantage on Charisma checks. If you infuse a robe of honor, you can spend a minute of time to infuse another of your robes of honor with the same infusion, and only the first robe count against your limit on infusions. You can only ever place a single infusion into a robe of honor, but different robes can hold different infusions.

Crafting a robe of honor takes a day of work and costs 10 gp. You can only maintain a number of robes of honor equal to your proficiency bonus with weaver's supplies. If you exceed this limit, a robe of honor of your choice becomes ordinary fine clothes.

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 you 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. A creatures that saves against this effect automatically saves if you use it on them again before the end of your next long rest.

Dressed to Kill

At 5th 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.

At 9th level, you can create a banner. This uses the same rules and restrictions as Robe of Honor, except that it cannot hold infusions and needs to be displayed, not worn. When displayed as a tapestry, flag, 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. Use your artificer save DC. The Banner ability does not allow the use of this ability.

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.