Nora Stitcher (5e Subclass)
From D&D Wiki
|“||Every outfit offers some advantage. It's always a trade-off.||”|
The stitchers of the Nora are responsible for protecting the hunters and Braves of their tribe by providing them with armor and equipment. Despite being mainly craftsmen, they aren't slouches when it comes to combat, either, commonly fighting alongside Braves.
- Tools of the Trade
When you adopt this specialization at 3rd level, you gain proficiency with heavy armor. You also gain proficiency with your choice of smith's tools, leatherworker's tools, or weaver's tools. If you already have proficiency with all three, you may gain proficiency with any other artisan's tools of your choice.
- Nora Stitcher Spells
Starting at 3rd level, you always have certain spells prepared after you reach particular levels in this class, as shown in the Nora Stitcher Spells table. These spells count as artificer spells for you, but they don’t count against the number of artificer spells you prepare.
|3rd||snare, hunter's mark|
|5th||heat metal, pass without trace|
|9th||lightning bolt, intellect fortress|
|13th||freedom of movement, aura of life|
|17th||hold monster, legend lore|
- Weave Crafting
Beginning at 3rd level, during a long rest you may use 15 gold pieces worth of materials to create one weave for one suit of armor to give the wearer a +2 bonus to AC, a +2 bonus to Stealth checks, resistance to a certain damage type, or increase their walking speed by 5 feet. Only one weave can be active at a time on a suit of armor. You may have a total number of weaves active at a time equal to your proficiency bonus. If you create more weaves than you can have active at a time, the oldest one loses its effects. Weaves can only be taken out of a suit of armor without damaging both by a creature who has proficiency with weaver's tools. One suit of armor can benefit from weaves and infusions at the same time.
At level 9 you gain the ability to have two weaves active on a suit of armor at a time, and at level 13 you can have three at a time. The weaves' abilities do not stack (the wearer can have resistance to multiple damage types, but can only have a maximum of +2 AC, +2 Stealth and +5 movement speed).
- Extra Attack
Starting at 5th level, you can attack twice, rather than once, whenever you take the Attack action on your turn.
- All-Mother's Embrace
At 9th level, you learn to incorporate the love of the All-Mother into your weaves. Creatures wearing armor with at least one of your weaves in it add your proficiency bonus to all Constitution saving throws and death saves, including attempts to maintain concentration.
- Shield-Weaver Armor
When you reach 15th level, you have spent enough time in the Old Ones' ruins that you know their designs inside and out. You may spend 8 hours and 100 gold pieces to modify a chain shirt. The armor now weighs 25 lb. and provides an AC of 19 + the wearer's Dexterity modifier (maximum of 2), as well as immunity to all nonmagical damage. The Shield-Weaver armor cannot be modified with weaves, but can be modified with infusions. It can also not be taken off without the wearer's consent, even by magic. You can only have one of these armors working at a time. If you decide to craft another suit, the older one will revert back to a 25 lb. chain shirt.