Artificer: Feyweaver
Table of Contents
- Overview
- Feyweaver Spells
- Intangible Artifice
- Feyweaver Infusions
- Battle Synchronicity
- Fey-Infused Form
- Mindweaver
- Creator Note
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Overview
Artificer: Feyweaver The art of weaving magic into material is as subtle as it is powerful, and none wield such power with more grace and potency than the feyweavers. Drawing upon the whimsical wizardry of the distant fey realm, a feyweaver is a virtuoso of transmutation, enchantment, and illusion magic; their inventions overflowing with charming, idiosyncratic quirks and ferocious magical might. In battle, they synchronize spellcasting and swordplay in an unpredictable and dizzying assault, favouring spells to enhance their allies and curses to confound their foe. Though well regarded across the realms as inventors, magical architects, and explorers, feyweavers are perhaps most famous for their abilities to manipulate size and shape. Be they standing shoulder to shoulder with a towering fire giant or a slumbering baby pseudodragon, the feyweaver is always as dangerous as they are unpredictable.
Feyweaver Spells
3rd-Level Feyweaver Feature
As a Feyweaver, you always have certain spells prepared after you reach particular levels in this class, as shown in the Feyweaver Spells table. These spells count as Artificer spells for you, but they don’t count against the number of Artificer spells you prepare.
Feyweaver Spells
| Artificer Level | Feyweaver Spells |
|---|---|
| 3rd | Bane, Faerie Fire |
| 5th | Enlarge/Reduce, Mirror Image |
| 9th | Fly, Hypnotic Pattern |
| 13th | Confusion, Polymorph |
| 17th | Dominate Person, Greater Invisibility |
Intangible Artifice
3rd-Level Feyweaver Feature
When you finish a Long Rest, you can draw upon the spiraling fey magics that permeate the world and weave them into your own body. You gain proficiency in one of the following skills of your choice: Deception, Performance, or Persuasion. Additionally, you can add your Intelligence modifier to ability checks that use your chosen skill.
These benefits last until you choose a different skill with this feature.
Feyweaver
3rd-Level Feyweaver Feature
You know the following artificer infusions, and they do not count towards your number of infusions known. Additionally, you can infuse an item with one of them without it counting towards the number of items you can have infused at a time.
- Helm of Courage
- Helm of Free Thought
- Illusory Armour
- Misty S-Cape
Helm of Courage
Item: A helmet or hat (requires Attunement)
While wearing this helm, a creature has Immunity to the Frightened condition, and gains Temporary Hit Points equal to your Intelligence modifier (minimum of 1) whenever it finishes a Short or Long Rest.
Helm of Free Thought
Item: A helmet or hat (requires Attunement)
While wearing this helm, a creature has Immunity to the Charmed condition, and has advantage on Wisdom (Perception) checks made to detect magical illusions.
Illusory Armour
Item: A suit of armour or robes
This infused item thrums with illusion magic. It has 4 charges. The wearer can expend 1 charge to cast the Disguise Self spell. The item regains 1d4 expended charges daily at dawn.
Misty S-Cape
Item: A cape or cloak
This infused item shimmers and sparkles with dancing conjuration magic. It has 4 charges.
When the creature wearing this cape is hit by an attack, it can use its Reaction to expend a charge and teleport up to 30 feet to an unoccupied space it can see in an eruption of silver mist.
After teleporting, attack rolls against the creature have Disadvantage until the end of its next turn. The item regains 1d4 expended charge daily at dawn.
Battle Synchronicity
5th-Level Feyweaver Feature
Once per turn, when you hit a creature with a weapon attack roll or a spell attack roll made with a cantrip, you can cast a spell from your Feyweaver Spells feature as a Bonus Action, but the spell must include yourself or the creature that you hit as a target.
If the triggering attack was a Critical Hit, the creature has Disadvantage on the first saving throw it makes to resist the Bonus Action spell’s effect, if any.
You can use this feature a number of times equal to your Intelligence modifier. You regain one expended use when you finish a Short Rest, and you regain all expended uses when you finish a Long Rest.
Fey-Infused Form
9th-Level Feyweaver Feature
When you cast Enlarge/Reduce using a spell slot of 3rd level or higher, you can choose to infuse the spell with additional fey magic. If you do, you can target one additional creature beyond the first for each slot level you cast it at above 2nd. Additionally, you can choose to confer the following benefits to any targets of the spell that are creatures:
• If the target’s size is reduced:
○ You can decrease its size by two categories, instead of one (to a minimum of Tiny). Doing so reduces its size to ¼ in all dimensions, and its weight to one-sixteenth of normal.
○ It ignores the 1d4 penalty to damage rolls made with its reduced weapons and Unarmed Strikes.
○ It gains a +2 bonus to AC, it takes no falling damage, and it has Advantage on Dexterity saving throws.
• If the target’s size is enlarged:
○ You can increase its size by two categories, instead of one (to a maximum of Huge).
○ The extra damage it deals with its enlarged weapons and Unarmed Strikes increases to 2d4.
○ Its reach increases by 5 feet.
○ It can choose to use its Intelligence modifier in place of its Strength when it makes Strength checks and Strength saving throws.
Mindweaver
15th-Level Feyweaver Feature
The number of items you can infuse using your Feyweaver feature without it counting towards your maximum number of infusions increases to three.
Additionally, when you cast a spell that requires Concentration, you can choose one creature you can see within 30 feet of you and apply one of the following effects. That creature must make a Wisdom saving throw against your spell save DC.
• On a failed save, it is Frightened of you for the duration of the spell. If the target ends its turn more than 30 feet away from you and in a space where it doesn’t have line of sight to you, it can repeat the saving throw, ending the effect on a success.
• On a failed save, it is Charmed by you for the duration, or until you or an ally deals damage to it. The target can repeat the saving throw at the end of each of its turns, ending the condition on a success.
• It takes 2d8 Psychic damage on a failed save, or half as much damage on a successful save.
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Creator Note: Due to word count limitations, I only created four Feyweaver infusions. If published, I would add another four infusions with the following fey-inspired abilities:
- A friendship bracelet that requires attunement and allows the bearer to cast Find Familiar, and adds the Sprite as an option for their familiar of choice.
- An attunement cloak that reduces the wearer’s size by 1 category (to minimum of tiny).
- A harmonica that allows the user to cast Speak with Plants and Speak with Animals once each per day.
- Attunement boots that grant the wearer +10 ft. walking speed, ignore difficult terrain created by plants and natural phenomena, and give advantage on saving throws to resist the effects of spells and abilities originating from Fey creatures.