Mastery: Weaving

by Myrias

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Mastery Path: Weaving v0.1β

This is playtest material for the Myrias campaign setting.


This material is categorized under the homebrew mechanics for Masteries. Note that almost all of this information is subject to change. Effects, prices, difficulty classes can change in future revisions. Updates are generally not retroactive unless specifically stated otherwise.

Becoming a Weaver

Upon taking this Mastery at level 1, you gain proficiency in Weaver's tools, if you don't already have it, and you are able to produce new gear that you can distribute and wear as you desire.


Crafting Gear

At the end of a mission, you can explain to the DM that you mean to start crafting something. You may choose from the list of craftable gear/upgrades and spend the gold required to make it. You will then make a Intelligence, Wisdom, or Charisma-based Weaver's Tools check to see if the job was a success.


On a Mastery check, you can do one of the following:

  • Craft equipment
  • Upgrade equipment

Furthering Your Mastery

At T2 you are able to upgrade robes

Level Prerequisites

It takes some skill to wield specialized gear. This being the case, upgraded gear will require characters to reach a certain level threshold in order to be able to properly utilize these weapons to the fullest.

Level Requirement xxx xxx
1
5
11

Tier 1: Creating Robes

You can craft robes. These robes require that you choose a type and a thread that the robe will be made of. Robes cost 400gp to make, require an ingot of the thread type you wish to use, and have a crafting DC of 16. Failing a check wastes the money and metal spent to make the robe. These robes require attunement to gain benefits from

Type

  • Mage's Robe: Your AC is equal to 12 + Spellcasting Modifier.
  • Pugilist's Robe: You have advantage on your saving throw/ability check against the Grapple and Restrain Condition.
  • Survivor's Robe: Your Maximum HP additionally increases by 1 per level.

Thread

  • Adamantium: Your base AC increases by 1.
  • Mithral: Your maximum HP further increases by 1 per level.

The following are not final and are just placeholders for future upgrades

Tito: Upgrades

At this level, you can imbue robes with upgrades. Upon reaching tier 2, you must choose an affinity metal to specialize in creating upgrades for (Aetherium, Arcanite, Orichalcum, Legendium). Each affinity metal applies different additional effects per upgrade that you apply unto a robe.

Magic From the Grave

Price: 500gp
DC: 15
Description: When you are brought to 0 hit points but not killed outright, you may use your Reaction to cast a spell with a casting time of Action or Bonus Action before falling. You regain the use of this ability when you complete a Long Rest.

  • Arcanite: You can expend a spell slot of second level or higher to regain the use of this effect.
  • Legendium: Spells that you cast from Magic of the Grave ignore resistances and immunities to damage. You also gain 5 ki points

Deep Pockets

Price: 500gp
DC: 15
Description: You can activate this robe as a Bonus Action. When you end your turn, you vanish from your current plane of existence and appear in a small pocket dimension. At the start of your next turn, you reappear. You regain the use of this ability after completing a short or long rest.

  • Aetherium: When you are in the small pocket dimension, your health is brought up to 25% of its maximum. (This isn't healing I'm looking at u Teszor Geuze users.)
  • Orichalcum: When you activate Deep Pockets, you can also bring one willing creature of your size or smaller who is carrying gear up to its carrying Capacity. The creature must be within 5 feet of you when you activate this ability.
  • Legendium: When you activate Deep Pockets, creatures within 15 feet of your position must succeed on a Strength Saving Throw or be pulled towards your location.

Concealment

Price: 500gp
DC: 15
Description: While in combat, you can take the Hide action as a Bonus Action.

  • Aetherium: When you activate Concealment, you are healed equal to your Proficiency Bonus.
  • Arcanite: When you activate Concealment, you can choose to come under the effects of the Invisibility spell. You regain the use of this ability when you complete a Long Rest.

Parrying Pose

Price: 500gp
DC: 15
Description: Action to enter a defensive state. You take no damage and suffer no effects from the next attack that hits you, and you can use a Reaction to make an opportunity attack against them if they are within reach.

  • Arcanite: When your attack from Parrying Pose hits, you can push the target back 10 feet.
  • Legendium: When your attack from Parrying Pose hits, other creatures around the target take force damage equal to your level.

Stripped Down

Price: 500gp
DC: 15
Description: When you are below 50% of your maximum health, your speed increases by 5 feet.

Super Healthy

Price: 500gp
DC: 15
Description: When you have to make a Saving Throw while you have maximum HP, you can choose to make that save with advantage. You regain the use of this ability when you complete a Short Rest.

  • Orichalcum: You have +1 to your AC.
  • Aetherium: This is a legendary resistance.

Never Dirty

Price: 200gp
DC: 10
Description: You can cast Prestidigitation at-will.

Upgrade

asdasdasdasd

  • Aetherium:
  • Arcanite:
  • Orichalcum:
  • Legendium:
  • Aetherium:
  • Arcanite:
  • Orichalcum:
  • Legendium:
  • Aetherium:
  • Arcanite:
  • Orichalcum:
  • Legendium:
  • Aetherium:
  • Arcanite:
  • Orichalcum:
  • Legendium:
 

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