School of the Loom
Weaving Lessons
Starting at 2nd level, you gain proficiency in Weaver's Tools.
Additionally, you learn the Mending cantrip.
Spell Robe
Starting at 2nd level, you have crafted a garment for yourself
that has magical properties charged by your spell slots. When
you take a long rest, you may expend a spell slot to charge
your spell robe. When you do so, select one of the following
features.
Absorbant: As a reaction, when you take damage, you
may reduce the damage by 2+the level of the spell slot
expended.
Durable: Your maximum hit points increase by 2 x the
level of the spell slot expended.
Form: While you are not wearing armor or using a shield,
your AC is equal to 8 + your Dexterity modifier+the level
of the spell slot expended.
Function: Add a bonus to rolls made with one skill of your
choice. The bonus is equal to the level of the spell slot
expended.
Lightweight: Your movement speed increases by 5ft x the
level of the spell slot expended.
Powercloth: As a bonus action, you may cause your next
spell to deal an additional 2d6 damage. The damage type
is the same as the spells. If the spell has multiple damage
types, you get to choose. You may use this feature a
number of times equal to the level spell slot expended per
long rest.
You may expend multiple spell slots to select multiple
features, however, features cannot be selected multiple times
and you may only have a number of these features equal to
your proficiency modifier. These features end after a long
rest, at which point, you must expend your spell slots again to
regain them. If your spell robe is destroyed, you may spend 8
hours and 50 GP worth of materials to craft another one.
Arcane Threads
Starting at 6th level, you gain additional control over your
spell robe. As a bonus action, you may end one of the features
effecting your spell robe to regain the spell slot you expended
to gain that feature.
Embroidered Spell
Starting at 10th level, during a long rest, you may use your
Weaver's Tools to embroider a spell on a piece of cloth or a
piece of clothing of some kind. When you do this, you may
select a spell in your spellbook who's level is between 1st and
5th level and expend the spell slot associated with it. If you
expend a spell slot higher than the spell's level, the spell
counts as being cast at the level of the spell slot expended. As
an action, a creature with the embroidered cloth can cast the
spell. When they do so, they use your Spell Save DC and
Spell Attack Bonus. Once the cloth has been used the cloth
cannot cast another spell until you spend a long rest
embroidering another spell into it.
Thread of Connection
Starting at 14th level, as an action, you can let loose an
ethereal thread from your spell robe to a target creature
within 60ft. While you and the target creature are connected
this way, both you and the target creature gain the benefits of
your spell robe for 1 minute so long as you and the target
creature remain within 60ft of eachother. The thread breaks
if you or the target creature are farther than 60ft away.
Once you use this feature, you cannot use it again until you
finish a long rest.
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