Mothfolk
Wings
As a mothkin, you have large, cloak-like wings. You have a flying speed equal to your walking speed, which can't be used to ascend. When you end one of your turns flying in the air, you descend by 5 feet.
Ride the Wind
As an action, you can beat your wings and ascend up to 30 feet. You can't use this action again until you touch the ground. You can't use your wings if you are unable to move, and you can't Ride the Wind if you are wearing heavy armor.
Armed and Dangerous.
Mothfolk have four arms, and each of them can hold an object as normal. You don't benefit from a shield if you're holding a weapon with the two-handed property or more than one weapon. You can interact with a second object or feature of the environment for free during your turn.
Luna
Soothing Appearance.
You have advantage on Animal Handling checks to calm hostile or agitated animals.
Epitome of Grace.
Your broad wingspan means that you are always under the effects of a feather fall spell.
Weaveshaper
Threadblade
Starting at 1st level, you learn to create a unique and iconic magical weapon, known as a threadblade, by instantly spinning it into existence. You can do this when you roll initiative or at the start of your turn. If you summon it a second time, the original vanishes.
Knitting Needles
Your threadblade manifests as a pair of edged melee weapons that deal 2d4 piercing damage. You always attack with them simultaneously, and can’t engage in standard two-weapon fighting using these weapons. Once per turn when you hit a creature with this threadblade, you can bind it, reducing its movement speed by 10 feet until the end of its next turn.
Pin Cushion
Your threadblade manifests as a mass of floating blades that hover in your space. This melee weapon deals 1d8 piercing damage, and you can use it to make ranged weapon attacks targeting creatures within 30 feet of you. When you hit a creature with an attack made using this weapon, you can drag the target up to 10 feet closer to you, or push it up to 10 feet directly away from you.
Infusion
At 1st level, you learn to clothe yourself in magic. While you are not using a shield, you can choose to have your AC equal 10 + your Dexterity modifier + your Intelligence modifier. Also, you can use your action to change the color, fit and style of your clothing or armor while wearing it. It reverts to its ordinary appearance if you stop wearing it.
Clothier’s Cut
Also at 1st level, your infusion allows you to move your weapons at the speed of thought. When you do not take the Attack action or cast a spell that deals damage during your turn, you can use your bonus action make a single attack with your threadblade or an accessory weapon granted by this class. This attack doesn’t add your ability score modifier to the damage roll.
Weave Finishers(Bonus Action)
Each time you make an attack with your threadblade or an accessory weapon, you spin an arcane string. Your collected arcane strings disappear after 1 minute and when you roll initiative.You can perform a Weave Finisher by spending arcane strings when you take the Attack action during your turn. Your Weave Tier is 4.
Restitch
1 Arcane String - (always known)
You repair and strengthen your infusion, granting you temporary hit points equal to your weaveshaper level + your Weave Tier, which last until you roll initiative.
Ribbon Lash
2 Arcane Strings
Make a melee attack with your threadblade or an accessory weapon granted by this class targeting a creature with a reach of 30 feet. If you hit, your target takes an extra 2d4 slashing damage and must make a Strength saving throw. If it fails, it is thrown 10 feet horizontally in a direction of your choosing.
Higher Tiers: The extra slashing damage increases by 1d4 and the target is thrown another 5 feet if it fails its saving throw per Weave Tier you possess above 1. (5d4 slashing damage/25 feet)
Flicker Strike
2 Arcane Strings
You teleport up to 15 feet to an unoccupied location you can see and make a melee spell attack targeting a creature within your reach. If you hit, your target takes 1d8 radiant damage and must make a Wisdom saving throw. If it fails, it is blinded until the start of your next turn.
Higher Tiers: The force damage increases by 1d8 and the distance you can teleport increases by 15 feet per Weave Tier you possess above 1. (4d8 radiant damage/60 feet)
Vindicator Slash
2 Arcane Strings
You tear at the arcana around you, cutting the air. Choose a creature you can see within 30 feet of you. The target must make a Dexterity saving throw. If it fails, it takes 1d10 slashing damage and is knocked prone.
Higher Tiers: The slashing damage increases by 1d10 per Weave Tier you possess above 1. (4d10 slashing damage)
Dueling Ascent
3 Arcane Strings - prerequisite: 6th level
Make a melee spell attack targeting a creature within your threadblade’s reach. If you hit, you launch it 20 feet straight into the air. You can immediately choose to follow it into the air and make one melee attack with your threadblade. If your target hits a ceiling, it takes falling damage as though it had fallen the remaining distance, then falls to the ground.
Higher Tiers: The target is hurled another 10 feet higher per Weave Tier you possess above 2. (40 feet)
Sky Slayer
3 Arcane Strings - prerequisite: 6th level
You teleport up to 30 feet into the air above a point within 15 feet of you, then unleash a lightning-infused slash at the ground below. Creatures within 5 feet of the point must make a Dexterity saving throw. If they fail, they take 3d10 lightning damage, or half as much damage on a success.
Higher Tiers: The lightning damage increases by 1d10 per Weave Tier you possess above 2. (5d10 lightning damage)
Reaping Wind
3 Arcane Strings - prerequisite: 6th level
You launch yourself up to 30 feet in a direction of your choosing. Each hostile creature within 5 feet of your path must make a Dexterity saving throw. If a creature fails, it takes 3d8 slashing damage, or half as much damage on a success.
Higher Tiers: The slashing damage increases by 1d8 per Weave Tier you possess above 2. (5d8 slashing damage)
Phoenix Wings
3 Arcane Strings - prerequisite: 6th level
You unleash a blast of fire in a 10-foot sphere centered on you, then fly up to 30 feet. Unattended objects and hostile creatures within this sphere take 2d4 fire damage, and you gain temporary hit points equal to your Weave Tier.
Higher Tiers: The fire damage increases by 1d4 per Weave Tier you possess above 2. (4d4 fire damage/4 temporary hitpoints)
---------------------------------------------------------------------------------------------------
Ribbon Cutter
Starting at 2nd level, during your first turn in combat after you roll initiative, if you take the Attack action and attack with your threadblade or an accessory weapon granted by this class and hit, you unleash a spiral of razor thread. Your target takes slashing damage equal to twice your Weave Tier and must make a Dexterity saving throw. If it fails, its movement speed is halved until the end of its next turn.
Renaissance Regular
At 3rd level, you learn the mending cantrip. You can use your action to call and shape your arcane thread into useful objects, tools, and other ordinary devices that weigh less than 10 lbs. and cost less than 10 gp. Some things may be beyond your talents, depending on their complexity, and all items created with this feature are visibly magical.
You can also weave arcane thread in the form of a 100-foot silk rope with grappling hook, a 10-foot ladder, a spyglass, or a table with chairs. These items fade if you summon one again or after one minute if you stop touching them. Additionally, you gain proficiency in three sets of tools, and can you can create any tool sets you are proficient with using this feature.
At 7th level, you can create a bridge or stairway of arcane thread using this feature. The bridge or stairway can’t stretch farther than 30 feet, is large enough to be usable by Medium or smaller creatures with ease, has AC 10, and can hold up to 10,000 lbs at a time. If a bridge or stairway takes damage, you can choose to either take the damage in its place, or allow it to vanish.
Shear Cut
Starting at 5th level, you can use your Clothier’s Cut feature when you take the Attack action. If you didn’t take the Attack action, you can attack twice with your Clothier’s Cut, instead of once.
Cycle Weave
Beginning at 9th level, you can have your infusion recapture the excess arcane energy you release. Whenever you perform a Weave Finisher, you gain advantage on your first saving throw before the start of your next turn.
Cunning Blade
At 11th level, your threadblade and tapestry accessory attacks gain a bonus to damage rolls equal to your Intelligence modifier. This applies to your Clothier’s Cut attacks as well.
Mortal Couturier
Couturier Arts
When you choose this tapestry, you also learn certain spells. You can cast each of these spells once, and you regain the ability to cast them when you finish a long rest.
Mortal Couturier Spells
Level Spells
3rd: Detect Evil and Good
4th: Levitate
7th: Sending
10th: Arcane Eye
13th: Teleportation Circle
Tome of Blades
At 2nd level, your tapestry stores your threadblade research. You gain access to a second threadblade form, chosen from the threadblade list. You can change both your threadblade forms when you finish a short or long rest. You can summon either threadblade immediately before making an attack. Choose one or more of your threadblade forms each time you select them. These threadblades use your Intelligence ability score modifier for attack and damage rolls, instead of your Strength or Dexterity.
Shards of Light
At 6th level, your tapestry allows you to fragment your form into illusions. When you take the Dodge action, you create false figments of your form that move alongside you until the start of your next turn. The first time you are targeted by a creature’s attack during this time, it must first make an Intelligence saving throw. If it fails, the attack automatically misses.
Illusory Evasion
At 10th level, you can nimbly dodge out of the way of certain area effects, such as a red dragon’s fiery breath or a fireball spell. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.
You can have your Renaissance Regular feature’s stairway or bridge be illusory, or illusory to all creatures except you.
Features & Traits