Charm-Weaver

Charm Weavers wield string and yarn like no other, creating or enhancing articles of clothing with flashes of creativity. Gaining their names for the hidden gadgets and magic within their attires, these stylists always have a trick up their sleeve, and even those worns by their allies!

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.

Charm Weaver Spells

Starting at 3rd level, you always have certain spells prepared after you reach particular levels in this class, as shown in the Charm 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 LevelSpells
3rdAbsorb Elements, Disguise Self
5thBlur, Wrist Pocket
9thFly, Slow
13thFreedom of Movement, Greater Invisibility
17thMislead, Seeming

Jack of all Strings

At 3rd level, you can use your Weaver’s Tools to mimic the capabilities of a grappling hook, fishing tackle, 50 feet of silk rope, and a block and tackle.

Charming Garments

Also at 3rd level, you can empower your allies by enhancing their clothing. While you have your Weaver's tools in one hand, you can spend an action to target a willing creature you can see within 30 feet of you. For the next minute, the creature gains two of the following benefits (your choice):

You or your target can choose the appearance of this garment, and if the entirety of their clothing changes design as well. Either choice has no mechanical impact.

You can create a number of garments equal to your proficiency bonus, regaining all expended uses upon finishing a long rest.

Furious Handiwork

Starting at 5th level, you have become especially deadly against those that damage your garments. Each time a creature damages someone wearing your garments, the next spell you cast towards them deals extra damage equal to your Intelligence modifier (minimum of +1).

Magic within the Fabric

At 9th level, your garments are showstoppers. When using your Charming Garments feature, you can add one of the following: - You can have the garment last for an hour. - The creature gains all three benefits.

Once you have used this feature, you can't do so again until you finish a long rest, or expend a spell slot of 1st level or higher.

Reinforced Cloth

At 15th level, you have become an expert at weaving fantastical clothings.