Artificer Speciality: Tinker Tailor
Sought after by wizards, undercover operatives, or just rich people looking to make a statement at a party, Tinker Tailors take the magic of artifice and make it fashion, constructing wondrous arrays of enchanted clothing for their clientele.
| Artificer Level | Tinker Tailor Feature |
|---|---|
| 3rd | Tool Proficiency, Tinker Tailor Spells, Magical Tailoring |
| 5th | Bespoke Enchantment |
| 9th | Mixed Fabrics |
| 15th | Name Brand |
Tool Proficiency
3rd-level Tinker Tailor feature
You gain proficiency with weaver’s tools, or one other artisan’s tool of your choice if you already have that one.
Tinker Tailor Spells
3rd-level Tinker Tailor feature
You always have certain spells prepared after you reach particular levels in this class, as shown in the Tinker Tailor Spells table. These spells count as artificer spells for you, but they don’t count against the number of artificer spells you prepare.
| Artificer Level | Spells |
|---|---|
| 3rd | Sanctuary, Shield of Faith |
| 5th | Barkskin, Enhance Ability |
| 9th | Feign Death, Glyph of Warding |
| 13th | Elemental Bane, Fire Shield |
| 17th | Mislead, Seeming |
Magical Tailoring
3rd-level Tinker Tailor feature
You can infuse clothing with your magic as easily as if it were armour. If you know an Artificer Infusion which applies to armour, you may apply it to a piece of clothing instead, so long as the new form makes sense for the Infusion; for instance, to replicate the Gauntlets of Ogre Power, you could apply it to a pair of gloves rather than armour.
The maximum number of items you can infuse at once increases by 2, so long as those extra items are articles of clothing.
Bespoke Enchantment
5th-level Tinker Tailor feature
You can craft your magic specially to order. When you begin casting an artificer spell, you may choose to cast a Bespoke version of it instead; you expend the necessary casting time, spell slot, and components, and begin crafting the spell. You must designate the spell’s target when you begin crafting it; if the target is out of range on the turn you cast it, the spell fails and the spell slot is wasted.
While crafting a Bespoke spell, you must make concentration checks when you take damage as though concentrating on a normal spell; failing such a check will cause the spell to fail and the spell slot to be wasted. At the start of each subsequent turn, you may choose an enhancement from the list below to add to the spell. You may craft a Bespoke spell over multiple rounds by choosing another item from the list each turn, or cast it using the same casting time.
- One target of the spell automatically fails its first saving throw against it, unless it can choose to succeed with Legendary Resistances.
- If the spell’s duration normally requires concentration, it does not for up to the first minute, after which you may either choose to begin concentrating on it or let it fail.
- One target of the spell gains temporary hit points equal to 1d6 + your artificer level.
- The spell’s range is doubled, or increased to 30 feet if it had a range of Touch. This has no effect on a range of Self.
- The spell may target one extra creature within range.
- You may choose one creature within the spell’s area to automatically succeed on its saving throw. If the spell allows a creature to take half damage on a success, the chosen creature instead takes no damage.
Mixed Fabrics
9th-level Tinker Tailor feature
You may apply multiple Artificer Infusions you know to the same item, so long as you still only use each Infusion once and do not exceed your maximum number of Infused instances (each instance of an Infusion counts as one item for the purposes of your maximum number, even when applied to the same item).
Name Brand
15th-level Tinker Tailor feature
You give rise to your own line of magical clothing. Choose any Artificer Infusions you know which can be applied to clothing – you may expend time and resources to create a permanent magical item with the Infusion’s properties, equal to 200gp and 12 hours per minimum level of the Infusion (2nd-level if the Infusion has no level prerequisite). For instance, a permanent Armour of Magical Strength requires 400gp and 24 hours to create, while a permanent Arcane Propulsion Armour requires you to spend 2800gp and 168 hours.
On average, a character in D&D 5e can work on crafting for up to 8 hours a day without incurring Exhaustion or other penalties – this may be greater or lesser depending on your GM’s ruling.