Any good tailor knows the benefits of a well-tailored outfit—some more than others. While some artificers revel in explosions and grand inventions, Tailors opt for a much more subtle approach, using their deft hands and their skills with a simple needle and thread to carefully stitch items and artifice into their very clothes, concealed and hidden until a time comes that they are needed. Often agents of secret organizations or members of security details, a Tailor always has a trick—or three— up their sleeve.
When you choose this archetype at 3rd level, you gain proficiency in Sleight of Hand and the sewing kit. If you already have proficiency in Sleight of Hand, you instead gain an expertise die.
Also at 3rd level, when you prepare your artificer spells you can prepare certain spells and create spell inventions for them (or forgo them for modifications to your clothing) in addition to your normal number of prepared spells. These spells count as artificer spells for you, even if they aren’t on the artificer spell list.
TABLE: TAILOR SPELLS
ARTIFICER LEVEL | SPELLS |
---|---|
3rd | beautify creature, charm person |
5th | arcanist's magical aura, pass without trace |
9th | glyph of warding, nondetection |
13th | freedom of movement, private sanctum |
17th | mislead, seeming |
At 3rd level, when wearing clothing you have altered, you are never truly unarmed. Over the course of a long rest, you can enhance your clothing or armor with arcano-mechanical reinforcements. Choose a damage type from acid, cold, fire lightning, poison, or thunder. At 7th level, you choose from psychic, radiant, or necrotic damage, and at 11th level you can choose force damage. When you take damage from a melee attack, you can use your reaction to activate these reinforcements, dealing 1d6 damage of the chosen type. This damage increases by 1d6 when you reach 5th level, 11th level, and 17th level (maximum 4d6).
You can also choose to use this feature offensively by making an unarmed strike, using Intelligence instead of Strength for attack and damage rolls. On a hit, you deal 3d6 of the chosen damage type. This damage increases by 2d6 when you reach 5th level, 11th level, and 17th level (maximum 9d6). You can only deal damage in this way a number of times equal to your proficiency bonus, regaining all spent uses on a long rest. Once you have expended your last use, you can’t benefit from your clothing’s defensive capabilities until you finish a long rest.
At 9th level you can use an infusion use to spend 10 minutes re-tailoring your clothing and change the damage type, or two infusion uses to spend 1 minute doing so. This does not reset the number of uses per long rest. You can’t alter your clothing if you don’t have access to your tools of artifice.
Also at 3rd level, you gain the ability to stitch small items into the lining of your clothing in a way that escapes the average person’s notice. These items cannot be detected at a glance, but a creature may make a Perception check versus your passive Sleight of Hand to determine if you have any items currently hidden on your person in this way. You can always choose to use Intelligence when calculating your passive Sleight of Hand for this purpose. The maximum number of items you can hide in this way at one time is equal to your Intelligence modifier (minimum 1). Any items that you have on your person in this way may be retrieved as a bonus action.
At 5th level, you gain two schematics for wondrous items, which may have a rarity of up to rare; and at 11th level you gain one schematic for a wondrous with a rarity of up to very rare. These wondrous items must be items of clothing, such as cloaks or boots, but not jewelry, such as rings or amulets, or armor. You also have advantage on Engineering checks to create a schema for such wondrous items.
You can infuse one wondrous item that meets the above requirements each long rest without it counting towards your infusion limit. Only you can use this additional infused item.
At 9th level, you have learned how to marry chemistry and fashion. You may store an instance of your Tactical Chemistry in some form of accessory. This could be a lapel flower that squirts acid, a walking cane that can become a torch, or an earring that can be deployed as a smoke bomb. While this chemical creation is more stable than normal instances of Tactical Chemistry, it must be used in a timely fashion or it dissolves as normal. Any stored instances of Tactical Chemistry that are not used within 24 hours of being created melt into useless goo.
Additionally, you can add the following features to clothing you wear by expending 2 infusion uses when preparing your spell inventions:
An Extra Hand. You can use your reaction to extend a small mechanical arm from a pocket in your clothing. This arm can’t make tool checks or wield weapons, but you can use a reaction to direct it to use the Use an Object action, grant you an expertise die to the Grab On or Grapple basic maneuvers, or attempt a Disarm basic maneuver, using Intelligence to calculate your maneuver DC. The arm has a 5 foot reach.
Flight-Capable. You can use a bonus action to gain a fly speed of 50 feet for a total of 10 minutes per short rest. You can use this speed in 1 minute increments.
Starting at 15th level, you have mastered the art of transmuting certain enchantments into garments to further conceal their magical or even dangerous nature from prying eyes. By spending 8 hours, you may use your sewing kit to permanently transmute the enchantment from one magic item of rare rarity or lower into a piece of mundane wearable clothing. This cannot be used to alter armor or jewelry, but it can be used on cloaks, boots, and other similar garments. Any items that require attunement to function still require its wearer to do so. If a creature attempts to discern their true nature with spells such as identify or detect magic, it must make an spellcasting ability check against your spell save DC, or else the spell fails to detect the item.