School of the Loom

Wizards who study the School of the Loom focus on magic that goes into creating a specialized garment for themselves known as a spell robe as well as creating cloth that allows them to embroider spells into clothing. Some loomers find a lucrative living making magical clothing for snooty, rich nobels who desire rare and powerful magical items and valuable treasures. Other members of the School of the Loom use their powers to create spell robes to enhance themselves, allowing themselves to fight unenhibited by their lack of a physical ability to wear heavy armors like their tougher, more muscular fighter and paladin companions.

Weaving Lessons Starting at 2nd level, you gain proficiency in Weaver's Tools. Additionally, you learn the Mending cantrip.

Spell Robe Starting at 2nd level, you have crafted a garment for yourself that has magical properties charged by your spell slots. When you take a long rest, you may expend a spell slot to charge your spell robe. When you do so, select one of the following features. Absorbant : As a reaction, when you take damage, you may reduce the damage by 2+the level of the spell slot expended.

: As a reaction, when you take damage, you may reduce the damage by 2+the level of the spell slot expended. Durable: Your maximum hit points increase by 2 x the level of the spell slot expended.

Your maximum hit points increase by 2 x the level of the spell slot expended. Form: While you are not wearing armor, your AC is equal to 12 + your Dexterity modifier+the level of the spell slot expended.

While you are not wearing armor, your AC is equal to 12 + your Dexterity modifier+the level of the spell slot expended. Function: Add a bonus to rolls made with one skill of your choice. The bonus is equal to the level of the spell slot expended.

Add a bonus to rolls made with one skill of your choice. The bonus is equal to the level of the spell slot expended. Lightweight: Your movement speed increases by 5ft x the level of the spell slot expended.

Your movement speed increases by 5ft x the level of the spell slot expended. Powercloth: As a bonus action, you may cause your next spell to deal an additional 2d6 damage. The damage type is the same as the spells. If the spell has multiple damage types, you get to choose. You may use this feature a number of times equal to the level spell slot expended per long rest. You may expend multiple spell slots to select multiple features, however, features cannot be selected multiple times and you may only have a number of these features equal to your proficiency modifier. These features end after a long rest, at which point, you must expend your spell slots again to regain them. If your spell robe is destroyed, you may spend 8 hours and 50 GP worth of materials to craft another one.

Arcane Threads Starting at 6th level, you gain additional control over your spell robe. As a bonus action, you may end one of the features effecting your spell robe to regain the spell slot you expended to gain that feature.









Embroidered Spell Starting at 10th level, during a long rest, you may use your Weaver's Tools to embroider a spell on a piece of cloth or a piece of clothing of some kind. When you do this, you may select a spell in your spellbook who's level is between 1st and 5th level and expend the spell slot associated with it. If you expend a spell slot higher than the spell's level, the spell counts as being cast at the level of the spell slot expended. As an action, a creature with the embroidered cloth can cast the spell. When they do so, they use your Spell Save DC and Spell Attack Bonus. Once the cloth has been used the cloth cannot cast another spell until you spend a long rest embroidering another spell into it.