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Artificer: Arcane Weaver

Artificer: Arcane Weaver

The arcane weaver—a new 5e subclass—uses mechanical expertise and arcane reinforcement to create deadly threads of magic and fiber that are spun from a pair of reels on fine-tuned gauntlets. The power of magic woven into threads is a powerful weapon and armor in the right hands.

A cloaked drow rests against an alley wall, watching the procession move through town. His fingers move ever so slightly, pulling the reflections of silvered threads. His fingers tighten into a fist, and he pulls his hand back to his chin as the sound of splintering wood echoes behind him. The threads return to their coils around his gauntlets, the blood whipping off the now simple string.

Level 1: Arcane Weaver Gauntlet

At 1st level, you craft a pair of arcane weavers, a set of magical gauntlets that uses magically reinforced threads to control the battlefield and reinforce allies.

You are proficient with the arcane weaver. The arcane weaver is an arcane focus as well as a whip that deals 2d8 Slashing damage with a range of 30 feet.

If you lose your arcane weaver, you can create a new one over the course of three days of work (eight hours each day) by expending 100 gold worth of metal, rare threads, and other raw materials.

Level 3: Binding Thread

You have learned to weave the thread from your gauntlet around your foes to hold them in place. You may make a creature of Large size or smaller within 30 feet of you make a Strength saving throw versus your spell save DC or be restrained. A creature may use its action to attempt to break the threads with a Strength saving throw against your spell save DC. This effect lasts for 1 minute or until you choose to end it, whichever comes first. You may use this feature a number of times equal to your proficiency modifier each day.

Additionally, you gain proficiency and expertise in weaver’s tools.

Level 9: Dress for the Damage

You have developed a finer understanding of the mixing of thread and arcane energies, and in learning the flow of magics, you’ve also learned techniques to resist its flow. Over the course of a long rest, you may temporarily infuse your armor or the armor of your allies with magical resistances. At 9th level, you may infuse one set of armor with a resistance to piercing, slashing, fire, lightning, or cold damage for 24 hours. The number of sets you can infuse increases to two sets at the 13th level and three sets at the 17th level.

Level 14: 1,000 Thread-Count Trap

You have learned to spread the threads from your gauntlet into a trap that turns unsuspecting enemies into shreds. Once per day, you may select an area up to 60 feet or 12 5-ft.-by-5-ft. squares between multiple pieces of terrain: you can throw your weave around such as trees, pillars, or rocks. These spaces count as difficult terrain for any creature sized Large or smaller. Any creature that moves through the same space as your threads takes 3d6 Slashing damage for each square moved through.

The threads have an AC 15, 30 hit points, and are resistant to non-magical weapons.

A creature may make a Perception check against your spell save DC to discover the threads.

Level 17: Silk Stitch Spear

Starting at 17th level, you can channel your arcane threads into a long woven spear. The spear can be thrown up to 120 feet away, affecting all creatures in its path and at its destination. Each creature in the line extending from you must make a Strength saving throw with a DC of 8 + your proficiency bonus + your Intelligence modifier. On a successful save, each creature takes 4d6 piercing damage; on a failure, each creature takes 8d6 piercing damage and is restrained for 1 turn.


8 thoughts on “Artificer: Arcane Weaver”

  1. I’m confused. Is this a 5e or PF compatible class? Is it an archetype? If so, what is the base class?

    Thanks for your time.

  2. Thanks, Bayley. It’s a really interesting subclass, though I and my group don’t play 5e. We’ve decided Pathfinder is the game we eventually retire from.. lol

    1. Hi Barrel, I think if I were to do this again I would start it at 1d8 and increase it later on like the other subclasses, the reason I thought originally 2d8 at 1 was fine was because it never increased past that. I felt the range was appropriate if only because I didn’t want to put anyone who chose to play this subclass in danger by needing to be within 10-20 feet. 30 is the same as the Alchemist subclass and I thought that was fair.

  3. Lmao, so you get a subclass feature before choosing the subclass? And its equalivalent damage to a 5th level cantrip? Hit the drawing board again guys and rework this.

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