Weaver Artisan Specialization

Weavers specialize in working with cloth of all types.

Bonus Proficiencies

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. You also add the Orgone Engine and Cloth Material blueprints to your portfolio, and these additions do not count against your maximum number of blueprints owned. If you already have the engine or material in your portfolio, you learn another engine or material blueprint of your choice.

If you have an orgone engine available, you can combine it with your weaver’s tools as an action to create power tools. These power tools allow you to build creations at a much faster speed than would normally be possible by a single individual.

Advanced Weaving

At 3rd level, when using weaver’s power tools, you can reduce the time to create a cloth object from months to weeks (determined by dividing the total number of weeks required by 4), weeks to days, days to hours, hours to minutes, and minutes to rounds.

By expending an action and 10 points from your Repair Pool, you can turn your weaving power tools into one of the following: block and tackle, caltrops, fishing rod, grappling hook with silk rope, or hemp rope. You can expend an additional 10 Repair Pool points to convert the power tools back to their original state. While transformed, your weaving power tools cannot be used to repair or build.

Hidden Pockets

At 3rd level, you can quickly create hidden pockets in any piece of clothing. Using an action, a Tiny or Small bolt of cloth, and your weaver’s power tools, you can create a pocket that blends in with the clothing it is attached to. The clothing must be at least one size larger than the object, and for each additional size you can add one pocket (so a Small piece of clothing can contain a pocket large enough to hold one Tiny object, while a Medium piece of clothing can contain two Tiny pockets or one Small pocket). Accessing a hidden pocket gives the wearer advantage on Dexterity (Sleight of Hand) checks. Discovering a hidden pocket requires an Intelligence (Investigation) check against your artisan spell save DC.

Weaver’s Weapons

At 5th level, you can turn your weaving power tools into weapons. Using your advanced Weaving feature, you can turn your weaver’s power tools into caltrops, garrote, hair needle, hunting trap, net, or whip (see Chapter 3: Weapon Innovations for details on the garrote and hair needle). You can use your Intelligence modifier instead of your Strength or Dexterity modifier for attack rolls and add your Intelligence modifier plus your Deconstruct Dice to damage rolls for these weapons only. The DC of your caltrops or hunting tools created in this fashion is equal to your artisan spell DC.

Master Weaving

At 9th level, you can craft any medium armor that requires hard metal out of cloth instead. Any cloth you craft does not have vulnerabilities or the fragile or flammable property. Unlike metal armor, cloth armor you create with Master Weaving does not have an upper limit on Dex modifiers to Armor Class nor does it impose disadvantage on Stealth checks.

Dress to Impress

At 15th level, you can create clothing that is functional and impressive, bestowing bonuses on any who wear it. By spending 20 points from your Repair Pool, you can create tailored clothing for a specific creature that bestows advantage when using one of the following skills: Acrobatics, Animal Handling, Athletics, Deception, Intimidation, Performance, Persuasion, Sleight of Hand, or Stealth. This clothing is considered one of your active innovations.

Section 15: Copyright Notice

5E RPG: Steampunk Adventures. Copyright 2022, Mal and Tal Enterprises, LLC; Author Michael Tresca.

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