Couturier
Couturiers sit atop the peak of high fashion, not only making those that can afford their clothes look fabulous, but provide them with many magical enhancements as well.
Tool Proficiencies
Starting when you choose this specialist at 3rd level, you become proficient in weavers tools and cobbler's tools. If you already have both of these proficiencies, you gain proficiency with one other type of artisan's tools of your choice.
Enchanted Outfits
Also at 3rd level, as an action, you can turn a nonmagical set of clothes into an enchanted outfit provided you have a set of weavers tools in hand. A creature gains the following benefits while they are wearing an enchanted outfit:
- While they are not wielding a shield, their armour class equals 10 + their Dexterity modifier + your Intelligence modifier.
- Their speed increases by 5 feet.
As an action, you can touch the enchanted outfit and turn it back into a nonmagical set of clothes. An enchanted outfit counts as a suit of armour for the purposes of infusions, and a tiny nonmagical object for the purposes of your Magical Tinkering feature. The maximum number of enchanted outfits you can create is equal your Intelligence modifier (minimum of one). If you try to exceed your maximum number of enchanted outfits, the oldest enchanted outfit immediately turns back into a nonmagical set of clothes, and then the new enchanted outfit is created.
Art Credit
"Saheeli Rai" from Magic the Gathering, drawn by Chase Stone.
Couturier Spells
Starting at 3rd level, you always have certain spells prepared after you reach particular levels in this class, as shown in the Couturier Spells table. These spells count as artificer spells for you, but they don’t count against the number of artificer spells you prepare.
Couturier Spells
| Artificer Level | Couturier Spells |
|---|---|
| 3rd | charm person, command |
| 5th | enthrall, wristpocket |
| 9th | aura of vitality, motivational speech |
| 13th | charm monster, compulsion |
| 17th | dominate person, skill empowerment |
Thread the Needle
Starting at 5th level, once per turn, when you hit a creature with a weapon attack, they take an extra 2d8 damage. The attack must use a finesse or ranged weapon. The extra damage increases to 3d8 at 9th level, and 4d8 at 15th level.
Center of Attention
From 9th level onwards, while a creature is wearing one of your enchanted outfits, they become proficient in the Performance and Persuasion skills, and they can use your Intelligence modifier instead of their Charisma modifier when they make a Performance or Persuasion skill check.
Unlimited Ego
Starting at 15th level, you can cast dominate monster once without expending a spell slot, provided you use weaver's tools as the spellcasting focus. You can't do so again until you finish a long rest.
