Seamwright Remastered

Monks are a favorite around the Gelatinous Cubicles office, even as they sometimes struggle to keep up with other classes in terms of power. After all, monks have such a compelling toolbox, with a feature or minor buff for all sorts of occasions.

Building on that, the seamwright mixes the enchanting ability of an artificer with the toolbox inherent to monk, to create a monk-craftsman capable of sharing its versatile portfolio of features with the rest of the party in the form of magic weapons. The seamwright acts as a utility-support character almost as much as a melee combatant as a result, though an array of +1 weapons doesn’t exactly hurt its combat potentially.

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Seamwright

Those that follow the Way of the Seamwright understand a special facet of ki—the mark that it leaves on the non-living things it interacts with. This mark is much like a fingerprint, which a seamwright can read. In addition to reading these marks, seamwrights can imprint their own ki upon weapons, making weapons and their wielders more powerful.

Extensions of the Self

3rd-level Way of the Seamwright feature

You gain proficiency with smith’s tools and woodcarver’s tools. You can also align yourself to items that you possess in order to gain perspective into their use. During a long rest, you can choose one weapon that lacks the heavy and special properties, and one tool, musical instrument, or gaming set. You gain proficiency with the chosen items until you use this feature to gain proficiency with another item. While you are proficient with the weapon in this way, it is considered a monk weapon for you.

Ki Imprints

3rd-level Way of the Seamwright feature

You learn a technique that allows you to imprint weapons with your ki, augmenting them and those who use them. When you complete a long rest, you can touch a number of non-magical weapons. Each weapon becomes a magical weapon, gaining an imprint of your choice (detailed at the end of this subclass) and a bonus to attack and damage rolls based on your monk level, as shown on the Ki Imprints table.

These empowerments remain until the next time you finish a long rest. If you die, the magical effects last for 24 hours before your ki fades from them. You cannot imprint more than one weapon with the same ki imprint at any one time.

You begin with the ability to imprint two weapons in this way. When you reach certain levels in this subclass, you become able to imprint more weapons, as shown on the Ki Imprints table.

Ki Imprints

Monk Level Number of Weapons Attack/Damage Bonus

3rd 2 +1

6th 3 +1

11th 3 +2

17th 4 +3

Print Reader

6th-level Way of the Seamwright feature

You can use your ki to read imprints left on objects. You can cast the identify spell as an action requiring no material components. When you cast identify in this way, you also learn the following information about the item:

  • What the object was last used for, if anything.

  • The emotional state of the object’s most recent prior user.

  • The alignment of the last person to have possession of this object for a year or more, if any.

  • The most recent significant moment (such as a historic event) in which the object was involved, if any.

Once you cast identify in this way, you can’t do so again until you finish a short or long rest, unless you spend 1 ki point to cast it again.

Imprint Bonding

11th-level Way of the Seamwright feature

You have developed techniques to maintain a connection to the ki you have imparted onto weapons. When you use your Ki Imprint feature, you can create a bond that affects each imprinted weapon. Choose one of the effects below, which lasts until you use your Ki Imprint feature again:

Communing Ki. You can cast the sending spell as an action without requiring material components targeting any creature carrying one of your imprinted weapons.

Divining Ki. You can cast the clairvoyance spell as an action without requiring material components. When cast in this way, the sensor created by clairvoyance is centered on one of your imprinted weapons and remains centered on it until the spell ends.

Obscuring Ki. Your imprinted items and any creatures carrying them gain the effects of the nondetection spell.

Masterful Attunement

11th-level Way of the Seamwright feature

Your intuitive understanding of any item’s history and function makes it easier for you to master magical items of all kinds. You ignore all class, race, and level requirements on the use of magic items.

Greater Impression

17th-level Way of the Seamwright feature

Your mastery of ki impressions allows you to wield imprinted weapons with your ki alone. As a bonus action, you can spend 4 ki and toss one of your ki imprinted weapons into the air. For the next minute, the weapon hovers in the air, and whenever you would make an attack with a monk weapon or unarmed strike, you can make an attack with the hovering weapon as though you were in its space and wielding it.

On your turn, you can mentally command the weapon to fly up to your movement speed (no action required).

While the weapon is hovering, you still benefit from its ki imprint as though you were wielding it.

As the weapon stops hovering, it flies up to your movement speed and tries to return to your hand. If you have no hand free, it falls to the ground at your feet. If the weapon has no unobstructed path to you, it moves as close to you as it can and then falls to the ground. It also ceases to hover if you grasp it or move more than 60 feet away from it.

Ki Imprints

If a ki imprint has prerequisites, you must meet them to imprint a weapon with it. Each ki imprint has a Mastery ability that works when the creature wielding it uses a monk feature.

Imprint of the Flurry

This weapon gains the light property unless it has the heavy property, in which case it loses the heavy property.

Mastery. When you use your Flurry of Blows feature, you can replace one of the unarmed strikes with an attack using this weapon.

Imprint of Missile Deflection

While wielding this weapon, you can reduce the damage of ranged weapon attacks that hit you by 1d4.

Mastery. When you make a ranged attack with your Deflect Missiles feature, the attack deals additional damage equal to a roll of your Martial Arts die.

Imprint of the Patient Defense

While wielding this weapon, you can use your reaction when a creature that you can see attacks you to impose disadvantage on that attack roll.

Mastery. When you use your Patient Defense feature, you can reduce the damage of any attacks that hit you by 1d4 until the start of your next turn.

Imprint of the Slow Fall

Prerequisite: Slow Fall feature

While wielding this weapon, reduce any falling damage you take by 2d4. In addition, your jump distance is tripled.

Mastery. When you use your Slow Fall feature, you can move up to half your movement speed after you land as part of the same reaction.

Imprint of the Step

While wielding this weapon, your speed increases by 5 feet.

Mastery. When you take the Dash action with your Step of the Wind feature, opportunity attacks made against you have disadvantage until the end of your turn.

Imprint of the Still Mind

Prerequisite: Stillness of Mind feature

While wielding this weapon, you add 2d4 to saving throws against being charmed or frightened.

Mastery. When you use your Stillness of Mind feature, you gain temporary hit points equal to your monk level.

Imprint of the Stunning Strike

Prerequisite: Ki-Empowered Strikes

Once per turn, when you hit a creature with this weapon, you can halve its movement speed.

Mastery. Once per turn, when you use your Stunning Strike feature, the target subtracts 1d4 from its saving throw against the effect.

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