TEXT:  
  Martial Archetype 
  Different fighters choose different approaches to perfecting 
  their fighting prowess. The martial archetype you choose to 
  emulate reflects your approach. 
  Grand Couturier  
   
  The warriors who call themselves 'couturiers' are a colorful 
  and creative lot, placing a heavy emphasis on fashion, 
  beauty and style. They go to extreme lengths to design for 
  themselves the most impressive clothes imaginable, 
  believing that there is no point to anything if you do not 
  look fabulous while doing it. 
       In battle, they employ fantastical weapons to cut their 
  enemies down to size, turning their dressmaking skills to 
  violent ends. Couturiers are quick to violence, being 
  naturally expressive and passionate sorts, which means they 
  often come into conflict with those who would try to keep 
  the peace―especially those who do so in dull, ugly 
  uniforms. 
  Bonus Proficiency 
  Starting at 3rd level, you gain proficiency with tailor's 
  tools, which allow you to make and modify fabric-based 
  items such as clothing, bags or dolls. Furthermore, you can 
  add twice your proficiency bonus to any ability checks 
  relating to clothes, fashion, or dressmaking. 
  Dressmaker's Cut 
  Also at 3rd level, your ability to cut things is sharpened to 
  an incredible degree. When you use a weapon to deal 
  slashing damage, that damage counts as magical and 
  ignores resistance to slashing damage. In addition, 
  whenever you use your action to attack with a one-handed 
  slashing weapon and your other hand is empty, you can use 
  your bonus action to make another attack, stabbing a target 
  with needles and pins. This attack is treated as a melee 
  weapon in which you are proficient, its damage die is a d4 
  and it deals piercing damage. 
  Rapid Suturing 
  Starting at 7th level, you can use your Second Wind on any 
  willing creature within 5 feet of you, allowing them to 
  regain the hit points instead of you. 
  Mental Refitting 
  At 10th level, you learn to sever the strings of any 
  puppeteer that tries to control you. You can use an action to 
  end one condition that is causing you to be charmed or 
  frightened. Once per short rest, if a creature you can see 
  within 60 feet would be subjected to either of those 
  conditions, you can use your reaction to extend this benefit 
  to them for 1 minute. 
  Dye It Red 
  At 15th level, you are so sick of your clothes being ruined 
  by bloodstains that you decide to give up and enjoy the 
  bloodletting. Once per turn, you can deal an additional 1d6 
  damage when you hit a creature that doesn't have all of its 
  hit points with a melee weapon attack that deals slashing 
  damage. 
  Fiber-Reinforced Body 
  At 18th level, you sew high-strength fibers into your skin, 
  granting you immunity to critical hits and resistance to 
  slashing damage 
  New Equipment 
  The grand couturiers are famous for their bizarre and 
  outlandish weapons. Always developing new ways of 
  combating their foes, they have proven beyond doubt that 
  creativity can be deadly. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
   
   
   
   
   
   
   
   
   
   
  Weapon Properties 
  These weapons have the following new properties: 
       Massive. This weapon is incredibly large and heavy. 
  When a creature wields this weapon, it reduces the number 
  of attacks that creature can make with the Attack action by 
  one, to a minimum of one.  
       Rapid Fire. This weapon can fire multiple shots in 
  quick succession. For each normal attack you make with 
  this weapon, make the number of shots shown in brackets. 
  For example, if you have the Extra Attack ability and use 
  an action to fire a weapon with the Rapid Fire (2 shots) 
  trait, you make a total of 4 shots, using 4 pieces of 
  ammunition. Each set of 2 shots must be targeted at the 
  same creature, and you can only add your Dexterity 
  modifier to the damage on the first shot of each attack. 
       Ripper. This weapon damages the armor of any creature 
  it hits. Creatures wearing nonmagical artificial armor have 
  their AC reduced by 1 every time they are hit by this 
  weapon. If this would reduce their AC to the level it would 
  be without armor, the armor is permanently destroyed. 
  Armor damaged in this way can be repaired with 10 
  minutes of work, which can be performed over a short or 
  long rest. 
  Magic Items 
  The enchanted items carried by legendary grand courtiers 
  might appear to be little more than tailor's tools, but they're 
  absolutely deadly in a courtier's hands. 
   
   
   
   
  Acupuncture Needles 
  Weapon (ammunition), uncommon 
  These magical blowgun needles disrupt the harmony of the 
  target's body rhythms. This magic ammunition has a +1 
  bonus to damage rolls against any target which has ki 
  points. Additionally, a target with ki points loses 1 of them 
  when hit by a needle. 
  Bolt of Starching 
  Weapon (ammunition), common 
  These magical crossbow bolts cause any clothing they hit 
  to become stiff and uncomfortable, slowing the wearer. A 
  target that is wearing clothes that is hit by one of these bolts 
  has its base speed reduced by 10 feet until it uses an action 
  to smooth out its clothing. 
  Goku Uniform, 1-, 2- or 3-Star 
  Wondrous item (soldier's uniform), rare (1-star), very rare 
  (2-star) or legendary (3-star) (requires attunement) 
  This expertly-tailored uniform grants you an AC of 14 + 
  your Dexterity modifier (to a maximum of 2) + a magical 
  bonus equal to its number of stars, and it can be donned or 
  doffed as an action. Furthermore, you can add the bonus to 
  any Athletics checks you make while wearing the uniform. 
  Rending Scissors 
  Weapon (scissor blade), rare 
  This pair of magical scissors must be wielded with both 
  hands, but grants a +2 bonus to attack and damage rolls. 
  When you roll a 20 on your attack roll with this weapon 
  against a target that is wearing nonmagical clothing or 
  artificial armor, one item of clothing or piece of armor of 
  your choice can be cut apart, rendering it useless until it can 
  be repaired. 
  Weapons 
   
   
   
   
  Name 
  Cost 
  Damage 
  Weight 
  Properties 
  Martial Melee Weapons 
  Drastic Measure 
  4 gp 
  1d6 slashing 
  2 lb. 
  Reach 
  Scissor Blade 
  20 gp 
  1d10 slashing 
  3 lb. 
  Heavy, massive, versatile (1d12) 
  Seam Ripper 
  2 gp 
  1d4 slashing 
  2 lb. 
  Finesse, ripper 
  Martial Ranged Weapons 
  Needle Guns 
  75 gp 
  1 piercing 
  5 lb. 
  Ammunition (range 30/120), light, rapid fire 
  (4 shots), reload (32 needles) 
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/5th Edition (5e)/3rd Party/Mage Hand Press/Grand Couturier.pdf