Wildweaver
Wildweavers are artificers who specialize in controlling the uncontrollable. Harnessing the physical manifestations of chaos around the universe, these artificers construct machines of pure wild magic and employ devices with unpredictable nature. Every invention of a wildweaver brings unforeseen mayhem.
Tool Proficiency
3rd-level Wildweaver feature
You gain proficiency with jeweler's tools.
Wildweaver Spells
3rd-level Wildweaver feature
You always have certain spells prepared after you reach particular levels in this class, as shown in the Wildweaver Spells table. These spells count as artificer spells for you, but they don’t count against the number of artificer spells you prepare.
Wildweaver Spells
| Artificer | Spells |
|---|---|
| 3rd | Burning Hands, Hideous Laughter |
| 5th | Darkness, Pass Without Trace |
| 9th | Blink, Conjure Animals |
| 13th | Confusion, Dimension Door |
| 17th | Geas, Telekinesis |
Wild Bombardment
3rd-level Wildweaver feature
Using jeweler's tools, you can take an action to create up to 4 Tiny wild bombs in your hands. The wild bombs last until you take a long rest. You can throw the wild bomb as an action to a point you can see within 60 feet.
Immediately after the wild bomb activates, roll a d20. If you roll a 1, the wild bomb fails. If you roll higher than that, roll on the Wild Magic Surge table to create a random magical effect. Wild Magic Surges can happen once per turn, but if you give a different creature a wild bomb, it can still activate it and potentially cause a surge. The Wild Magic Surge will originate from the point where the wild bomb activates, called the origin. If the effect is a concentration spell, it doesn't require concentration here; the spell lasts for its full duration.
Once you have made 4 wild bombs, you can't make another one until you finish a long rest or until you expend a spell slot of 1st level or higher.
| 1d20 | Effect |
|---|---|
| 1 | The wild bomb creates a 60-foot spherical radius of antimagic for the next 5 rounds. |
| 2 | A banshee the DM controls appears in an unoccupied space within 5 feet of the origin, vanishing after 1 minute. |
| 3 | Creatures within 15 feet of the origin to have their movement speed halved for 1 minute. |
| 4 | All creatures within 30 feet of the origin must make a Strength save or be pulled toward it, taking 1d8 force damage for each creature collided with. |
| 5 | The wild bomb's effect is teleported, to the activator. Reroll, ignoring this on subsequent rolls. |
| 6 | Creatures within 60 feet of the origin gain Slow for 2 rounds. |
| 7 | All dead creatures within 30 feet of the origin rise as zombies controlled by the DM for 1 minute. |
| 8 | You cast Scorching Ray targeting random creatures within 120 feet of the origin. |
| 9 | A dragon roars in a 30-foot radius on the origin for 1 minute. Creatures that can hear it are deafened and take 1d4 thunder damage at the start of each of their turns. |
| 10 | Creatures within 15 feet of the origin must use their reaction to attack the closest creature. |
| 11 | You cast Fear centered on the origin. The radius is a 15-foot sphere. Creatures affected are frightened of the activator. |
| 12 | Any Large or larger creature within 30 feet of the origin becomes Medium; any Medium or smaller creature within range becomes Large for 1 minute. |
| 13 | Creatures that drops to 0 hit points within 60 feet of the origin in the next minute instead drops to 1. |
| 14 | Each creature within 30 feet of the origin becomes invisible for the next minute. The invisibility ends on a creature when it attacks or casts a spell. |
| 15 | 1d4 goblins under the wild bomb activator's verbal control appear within 15 feet of the origin. They vanish after 5 rounds. |
| 16 | You cast Moonbeam centered on the origin. |
| 17 | A treant the DM controls appears in an unoccupied space within 5 feet of the origin, vanishing after 5 rounds. |
| 18 | Music plays from the origin, giving three creatures of the activator's choice within 30 feet temporary hit points equal to your artificer level. |
| 19 | Creatures within 15 feet of the origin gain Haste for 1 minute. |
| 20 | You cast Arcane Hand centered on the origin, using an action or bonus action for it. |
Chaotic Harness
5th-level Wildweaver feature
Whenever you cast an artificer spell of 1st level or higher using jeweler's tools as the arcane focus, you can expend a wild bomb usage as part of the casting to roll on the Wild Magic Surge table, with the origin being a space of your choice within 15 feet of you.
When you reach 15th level, you can roll on the table twice when you use this feature to do so, choosing between the two results for the effect that takes place.
Self-Repair
9th-level Wildweaver feature
As a bonus action, you can consume up to four wild bombs in your inventory to regain hit points equal to the amount of wild bombs that you consume multiplied by your proficiency bonus.
You can use this feature a number of times equal to your proficiency bonus, regaining all expended uses after you finish taking long rest.
Minefield
15th-level Wildweaver feature
Using at least four wild bombs, you can place them within 1 foot of each other as an action. You can set a duration of up to 10 minutes before they activate. Upon the wild bombs activating, they explode into an array of vibrant colors and chaotic noises. For 1 minute, all creatures within a 60-foot sphere from the origin must roll on the Wild Magic Surge table each time after casting a spell of 1st level or higher with a casting time of 1 action.
If a creature that can cast spells dies while within the radius, you can use your reaction to make its body explode with wild magic. Choose one effect from the Wild Magic Surge table, using the body as the origin.