Clothier (5e Class)

From D&D Wiki

Jump to: navigation, search


An elf finishes the final touches on a cloak. The deep green and dashing yellow fabric glows with a golden light, then fades. As the seamstress dons it, she leaps from her tower. The ground soon approaching, she quickly spreads her arms, and the cloak glides her to safety.

A dwarf wanders the mountainside in search of goblins. Snickering can be heard from a nearby rock. The dwarf mutters a few words under his breath and with a beastly transformation, rips the gang of goblins to pieces with his new bear form.

A human diplomat, enters the court. She approaches the head of a rival family, isolated in the corner and with a flick of the wrist, drives a knife into his stomach. There is a scream, and then mild confusion. It would seem, the nobleman had stabbed himself.

Creating a Clothier[edit]

Think about your character and how they associate themselves with clothing. Are they a wizard who simply likes to enchant garments? A noble who desires the most fabulous clothes in the city? Or a shopkeeper who has been working on their magnum opus by infusing their very magic with their creations?

Quick Build

You can make a Clothier quickly by following these suggestions. First, Intelligence should be your highest ability score, followed by Dexterity. Second, choose the Guild Artisan background. Other backgrounds that might fit a character would be Charlatan, Entertainer, Noble, or Sage.

Class Features

As a Clothier you gain the following class features.

Hit Points

Hit Dice: 1d8 per Clothier level
Hit Points at 1st Level: 8 + Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + Constitution modifier per Clothier level after 1st


Armor: Light armor
Weapons: Simple weapons, Rapiers, and Shortswords
Tools: Weaver's Tools
Saving Throws: Dexterity, Intelligence
Skills: Choose 2 from Arcana, Deception, Insight, Intimidation, Investigation, Persuasion, Sleight of Hand, Stealth


You start with the following equipment, in addition to the equipment granted by your background:

  • (a) any simple weapon or (b) a Rapier or (c) a Shortsword
  • (a) any simple weapon or (b) a Shortbow and quiver of 20 arrows or (c) a Shortsword
  • (a) a Diplomat's pack or (b) an Explorer's pack
  • (a) Fine clothes or (b) Padded armor
  • Weaver's tools
  • If you are using starting wealth, you have 5d4 x 10 in funds.

Table: The Clothier

Level Proficiency
1st +2 Eldritch Infusion, Arcane Patchwork, Reinforced Weave
2nd +2 Kept in Style, Needlepoint, Nothing up my Sleeve
3rd +2 Clothier Techniques
4th +2 Ability Score Improvement
5th +3 Enchanting Embroidery, Temperate
6th +3 Eldritch Spool
7th +3 Ethereal Strands, Muffled Layers
8th +3 Ability Score Improvement
9th +4 Clothier Technique Feature
10th +4 Pincushion
11th +4 Thread the Needle
12th +4 Ability Score Improvement
13th +5 Clothier Technique Feature
14th +5 Tailor-Made
15th +5 Runic Patches
16th +5 Ability Score Improvement
17th +6 Clothier Technique Feature
18th +6 Astral Thread
19th +6 Ability Score Improvement
20th +6 Cloth Maestro

Eldritch Infusion[edit]

For a set of clothing with a value of 1gp or higher or padded armor to gain any benefits, you must spend 30 minutes wearing it outside of combat. After this time has passed, the clothing can benefit from all class features that involve clothing or padded armor. This clothing retains its benefits even if you remove them unless you infuse another set of clothes. These clothes are not affected by dispel magic but are suppressed by an antimagic field. (Only you can attune to these clothes in this way.)

Arcane Patchwork[edit]

Beginning at 1st level, you learn the mending cantrip if you don’t already know it. Additionally, you can repair three times the size of any rip in a fabric when using this cantrip. Intelligence is your spellcasting modifier for this spell.

Reinforced Weave[edit]

At 1st level, while wearing any set of clothes with a value of 1gp or higher or padded armor you gain a +1 bonus to AC. This bonus increases to +2 at 10th level and +3 at 15th level. (This effect is not compatible with the Unarmored Defense feature.)

Kept in Style[edit]

You're always on top of the latest fashion trends whether they be society's or your own. Beginning at 2nd level, after you complete a short or long rest, you can change your clothing into a different style. The style of clothing cannot imitate one of a higher value, but the overall shape and colors are up to you otherwise. (For instance, you cannot change common work clothes to a form of fine noble attire.) Any attempt to imitate clothing of a higher quality will be seen as made of cheap materials under close inspection. You require Weaver's Tools to alter your clothes in this way.


At 2nd level, you gain a +2 bonus to damage rolls with weapons that deal piercing damage.

Nothing up my Sleeve[edit]

You've crafted several pockets and compartments hidden in your clothing. Starting at 2nd level, you have advantage on Dexterity(Sleight of Hand) checks made to conceal a number of tiny items equal to your Intelligence modifier on your person. Additionally, you can produce the items hidden on your person without using your action (maximum of 2 per turn) even if they’ve been discovered.

Clothier Techniques[edit]

At 3rd level level, you chose a Clothier Technique. Choose between the Leatherworker, Masque, Seamstress, or Spellweaver techniques detailed at the end of the class description. Your choice grants you features at 3rd level and again at 9th, 13th, and 17th levels.

Ability Score Increase[edit]

When you reach 4th level, and again at 8th, 12th, 16th and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.

Enchanting Style[edit]

You tend to let your clothes do the talking. Beginning at 5th level, whenever you make a Charisma ability check while wearing a set of clothes with a value of 1gp or higher or padded armor, you can use your proficiency in Weaver’s Tools if you don’t have proficiency in the skill. If you already have proficiency in the skill, you receive expertise in that skill.


At 5th level, while wearing any set of clothes or padded armor you can survive comfortably in temperatures as low as -20 degrees Fahrenheit or as warm as 120 degrees Fahrenheit.

Eldritch Spool[edit]

You have learned how to create threads of magic that you can use to pull things. Starting at 6th level, whenever you miss an attack with a thrown weapon, you can expend your bonus action to return it to your hand, assuming you can see it, you have a free hand available, and you're within 30ft. of it. You can also target an object no bigger than medium size and weighing no more than 10lbs. using your bonus action to pull it to your hand, assuming it can be held in one hand, and it isn't being held by another creature. Additionally, you can target a fixed surface within 30ft. of yourself that you can see as an action and pull yourself up to 30ft. in a straight line towards it (you need a free hand to do this). This movement does not incur attacks of opportunity. You can use this feature to move in this way a number of times equal to your Intelligence modifier, regaining all expended uses after completing a long rest.

Ethereal Strands[edit]

Beginning at 7th level, while wearing clothing with a value of 1gp or higher or padded armor if a hostile creature attempts to hit you with an attack you can expend your reaction to alter the magical properties of your clothing. If the attack hits, you instead take no damage and become ethereal until the start of your next turn. An attack that can attack creatures on the ethereal plane is unaffected. If the attack misses, your use of this feature is not expended. You must complete a short or long rest before you can use this feature again.

Muffled Layers[edit]

At 7th level, you gain proficiency in the Stealth skill if you don't already have it while wearing clothing with a value of 1gp or higher or padded armor. Additionally, you no longer receive disadvantage on Dexterity(Stealth) checks when wearing padded armor.


Beginning at 10th level, whenever you make an attack with a weapon that deals piercing damage, you can make another attack as a bonus action against the same target.

Thread the Needle[edit]

You've learned how to maximize the gaps in armor and take risks other's probably wouldn't dare to. At 11th level, whenever you hit a creature with a weapon attack, you deal an extra amount of damage equal to your Intelligence modifier.


Your clothes fit extremely well at all times and never get in the way of your daily life. At 14th level, you are always considered to be under the effects of the freedom of movement spell while wearing any set of clothes with a value of 1gp or higher or padded armor. Additionally, all clothing and padded armor weigh nothing while you wear them.

Runic Patches[edit]

You've learned how to infuse your magic into small patches that you can distribute to your allies. At 15th level, after completing a long rest, you can grant a number of creatures equal to your Intelligence modifier wearing any set of clothes worth 1gp or more or padded armor the benefits of your Reinforced Weave or Temperate features until you complete your next long rest. A creature can only benefit from one of these features at a time.

Astral Thread[edit]

You know how to manipulate the silver threads of the soul. Beginning at 18th level, as a bonus action, you can spiritually link two creatures within 30ft. of each other for one minute. Whenever either creature takes damage, the other takes damage equal to half the amount dealt (this damage cannot be reduced in any way). Additionally, each creature cannot move more than 120ft. from each other. This effect ends when one of the creatures dies, one of the creatures travels to a different plane of existence, or a minute has passed. You must complete a long rest before you can use this feature again.

Cloth Maestro[edit]

At 20th level, your mastery of the craft has granted you several benefits while wearing clothes with a value of 1gp or higher or padded armor.

You gain resistance to Fire and Cold damage

Your AC increases by 2 in addition to the bonuses granted by your Reinforced Weave feature.

You can use your Intelligence modifier rather than your Dexterity modifier for determining your AC.

Whenever you succeed on a Charisma ability check against a creature that isn't hostile toward you or your allies, they become charmed by you for one minute. You can only apply this feature to one creature at a time and can end this effect on your turn (no action required).


For a leatherworker, you like to work with much heavier materials. You use thicker needles and craft with the hides of beasts. By doing so, your magic is more akin to that of a druid or ranger. Many of these clothiers can be found in druidic circles or ranger camps as quartermasters.

Bonus Proficiencies

When you learn this technique at 3rd level, you gain proficiency in Leatherworking Tools and Medium Armor.

Alternative Medium

You’ve taken to working your craft with animal hides, rather than cloths. When you choose this technique at 3rd level, all class features that apply to clothing and padded armor also apply to leather and hide armor.

Extra Attack

At 9th level, you can attack twice when you take the attack action on your turn.


At 13th level, you can cast the ‘’polymorph’’ spell targeting yourself without needing to expend material components or a spell slot. You must complete a short or long rest before you can use this feature again. Intelligence is your spellcasting modifier for this spell.

Layered Pelts

At 17th level, while wearing leather or hide armor, you gain resistance to nonmagical bludgeoning, piercing, and slashing damage.


Those who use this technique are often charlatans and assassins. They utilize magic to operate in the shadows and strike from the unseen, sometimes even muddling the minds of others.

Bonus Proficiencies

You gain proficiency with a Disguise Kit.

Tear-Away Clothes

When you choose this archetype at 3rd level, you can remove any visual disguise as an action, leaving behind a set of clothes worn underneath if you choose.

Concealed Strike

At 3rd level, in the first round of combat, if you attack an unsuspecting creature with a weapon you are proficient with that lacks the heavy property or produce a weapon you are proficient with that lacks the heavy property using your Nothing Up My Sleeve feature, the next attack roll you make is made with advantage and deals an additional 1d10 damage on a hit. (Creatures that cannot be surprised take 1d6 additional damage.) All subsequent attacks deal 1d6 extra damage as long as you have advantage on the attack roll and the weapon lacks the heavy property.


Starting at 9th level, you can target a medium or smaller creature with your Eldritch Spool ability as an action. Make an attack roll using your spellcasting modifier (your proficiency bonus + your Intelligence modifier). On a hit, you pull the creature up to 30ft. towards you, and you can make an attack as a bonus action against them assuming they're within range. Whenever you use this feature, count it toward your number of uses as if you had used it to moved yourself.

Read 'Em Like a Book

People come easy to you, and you know just how to exploit them. At 13th level you can use your Intelligence modifier in place of your Charisma modifier whenever you would make a Charisma ability check.


At 17th level, you can use a bonus action to turn invisible until the end of your next turn. All creatures of your choice within 60ft. that have been aware of your presence within the past 10 minutes must then make a Wisdom saving throw against your spell save DC (8 + your proficiency bonus + your Intelligence modifier) or forget you were ever there as if affected by the modify memory spell. Those affected by this feature rationalize any inconsistencies in favor of this feature. You must complete a long rest before you can use this feature again.


As a seamstress (or seamster), you favor having more enchantments placed into your clothes. You pride yourself on having both fashion and function in your work.

Lesser Garment

You have found a way to infuse more powerful magics into your garments. At 3rd level, you no longer need to wear a set of clothing for 30 minutes to gain it's benefits. Additionally, you have placed a minor, yet potent enchantment on an article of clothing. (Note: These are simply for flavor. It's perfectly acceptable to have a shirt that reduces elemental damage or a cloak that lets you fall farther. These are simply here for categorizing.) Choose one affect from the list.


You can fall an additional number of feet equal to twice your Clothier level before you would take damage.


Choose a damage type: Acid, Force, Lightning, Thunder, Necrotic, or Radiant. Whenever you are struck by an attack of the chosen damage type, you can reduce it’s damage by an amount equal to half your Clothier level.


You gain a climbing speed equal to your walking speed and gain proficiency in the Athletics skill.


You gain darkvision out to a range of 60 ft. If you already have darkvision, the distance you can see increases by 30ft. Additionally, you can cast ‘’detect magic’’ at will.


Increase your hit point maximum by an amount equal to your Clothier level. Every subsequent level you take in this class increases your hit point maximum by 1. Additionally, you can hold your breath for twice as long.

Additional Embroidery

You've placed an even more potent enchantment on your clothing. At 9th level, choose one affect from the following list. You can choose the same article of clothing you chose at 3rd level or a different one. (These effects are cumulative with Lesser Garment.)


Your jump height and distance are tripled, and your base walking speed increases by 20ft.


You gain a fly speed of 30ft. when you aren’t wearing armor. (Padded armor is the exception to this rule.)


Your unarmed strikes deal 1d6 damage, and you have advantage on attempts to grapple a creature


You can see clearly out to a range of 1 mile, and you have advantage on Wisdom(Perception) checks relying on sight.


You no longer need to eat or drink. Additionally, your hit point maximum increases by an amount equal to your Clothier level. Every subsequent level you take in this class increases your hit point maximum by 1 in addition to the hit points you potentially gain from your 3rd level feature.

Enchanted Outfit

At 13th level, you gain two additional enchantments from the 3rd level feature of this archetype. You cannot repeat any garments. (These are cumulative with Lesser Garment and Additional Embroidery.)

Greater Garment

Starting at 17th level, you have learned how to place a much more powerful enchantment on your clothing. You can only choose a garment you received from the Lesser Garment or Enchanted Outfit features. (These effects are cumulative with Lesser Garment, Additional Embroidery, and Enchanted Outfit.)


You no longer take damage from falling. Whenever you take the dash action, you can run up vertical surfaces and across water.


You gain immunity to the damage type you chose at 3rd level and resistance to two other damage types you could have chosen at 3rd level.


You cannot be disarmed while you are conscious. Additionally, whenever you make an ability check to climb, treat any roll of 14 or lower as a 15.


You gain truesight out to a range of 15ft. Additionally, you cannot be blinded or deafened.


You are immune to all diseases and poisons. Increase your hit point maximum by an amount equal to your Clothier level. Every subsequent level you take in this class increases your hit point maximum by 1 in addition to the hit points you gain from your 3rd level feature.


Your technique primarily involves manipulating the Weave and splicing spell slots to replace other ones. Those who follow this technique often wish to accompany their clothing with actual spellcasting.

Spellweaver Level Cantrips Spells Known 1st 2nd 3rd 4th
3rd 2 3 2 - - -
4th 2 4 3 - - -
7th 2 5 4 2 - -
8th 2 6 4 2 - -
10th 3 7 4 3 - -
11th 3 8 4 3 - -
13th 3 9 4 3 2 -
14th 3 10 4 3 2 -
16th 3 11 4 3 3 -
19th 3 12 4 3 3 1
20th 3 13 4 3 3 1

Cantrips You start with 2 cantrips from the wizard spell list. At level 10 you gain a 3rd cantrip known.

Spell Slots The Spellweaver Spellcasting table shows how many spell slots you have to cast your wizard spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.

Spells Known You know three 1st level wizard spells of your choice, two must come from the enchantment and transmutation spell schools. The third spell can be from any Wizard school of magic.

The Spells Known column of the Spellweaver Spellcasting table shows when you learn more wizard spells of 1st level or higher. Each of these spells must be an enchantment or transmutation spell of your choice, and must be of a level for which you have spell slots.

The spells you learn at 8th, 14th, and 20th level can come from any school of magic.

Whenever you gain a level in this class, you can replace one of the wizard spells you know with another spell of your choice from the wizard spell list. The new spell must be of a level for which you have spell slots, and it must be an enchantment or transmutation spell, unless you're replacing the spell you gained at 3rd, 8th, 14th, or 20th level.

Spellcasting Ability Intelligence is your spellcasting ability for your wizard spells. You use your Intelligence whenever a spell refers to your spellcasting ability.

Spell save DC = 8 + proficiency bonus + Intelligence modifier

Spell attack mod = proficiency bonus + Intelligence modifier


Beginning at 3rd level, you can combine spell slots to equal higher slots you could normally cast. For example, if you’re a 13th level Spellweaver who’s expended their 3rd level spell slots, you can instead expend a 1st-level and a 2nd-level slot in place of a 3rd-level slot or three 1st-level spell slots in place of the same slot. If you exceed the necessary slot, you can cast the spell at it's base level, or whatever level the total slot equals as long as it's of a slot you could normally cast at that level. You must complete a short or long rest before you can use this feature again.

Attunement of the Craft

Starting at 9th level, you can attune to one magical item of clothing (but not armor) without using an attunement slot. This amount increases by one at 10th level and again at 20th level. You can also determine the properties of any magical clothing item if you handle it for one minute.

Seamed Casting

At 13th level, if you cast a spell that targets only one creature, you can have it target up to a number of creatures equal to your Intelligence modifier, assuming they’re all within 5ft. of each other. Roll separate attack rolls for each target.


At 17th level, you can combine lesser spell slots along with some of your vitality to restore greater spell slots. For example, if you’re a 20th level caster who’s expended all of their 4th-level spell slots, you can expend one 2nd-level spell slot and 20 hit points (10 hit points for every slot level needed) in place of a 4th-level slot or one 1st-level slot and 30 hit points. When you take damage in this way, your hit point maximum also decreases by the same amount and cannot be restored until you complete a long rest.


Prerequisites. To qualify for multiclassing into the Clothier class, you must meet these prerequisites: Dexterity 13, Intelligence 13

Proficiencies. When you multiclass into the Clothier class, you gain the following proficiencies: Weaver's Tools

Back to Main Page5e HomebrewClasses

Home of user-generated,
homebrew pages!