String Weaver (5e Class)

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Ah Stringweavers! I met a few once, back on the planes of Ravenfold. They were decent enough people, though.. curious. From what I understood of them is that they can see the strings of fate that bind us all together. To a Stringweaver, these strings are physical, malleable, and even colourful! At least that's what they told me... They said that each string is of a specific colour, each colour corresponding to a different aspect of a person's fate. Red being love, black being death, and so on. Stringweavers can apparently change these strings, cut them, twist them through a different path, and even move what strings are attached to who. All Stringweavers can see strings, but not all can manipulate all kinds of strings. It is still unknown why, but it apparently has to do with who the person is.

Creating a Stringweaver[edit]

The Three Fates.jpg

Quick Build

You can make a Stringweaver quickly by following these suggestions. First, Wisdom should be your highest ability score, followed by Constitution. Second, choose any background with a proficiency in Insight. Third, equipment is fully up to the player, however, for a reliable selection I recommend light armour, some sort of magical focus, and a small hand weapon. Or for an immersive experience, a dagger, a staff, and robes.

Class Features

As a Stringweaver you gain the following class features.

Hit Points

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


Armor: Light and Medium
Weapons: All Simple Weapons
Tools: Weavers and Jewelers Tools
Saving Throws: Wis and Int
Skills: Choose 2 from: Arcana, History, Insight, Perception, and Religion


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

  • (a) Dagger or (b) 15gp
  • (a) Leather Armour or (b) Scale mail
  • (a) Spear or (b) Handaxe

Table: The Stringweaver

Level Proficiency
Features Cantrips known —Spell Slots per Spell Level—
1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st +2 Spellcasting 2 2
2nd +2 String-Sight 2 3
3rd +2 3 4 2
4th +2 Ability Score Improvement 3 4 3
5th +3 Fate Knitting 4 4 3 2
6th +3 String Path 4 4 3 3
7th +3 4 4 3 3 1
8th +3 Ability Score Improvement 4 4 3 3 2
9th +4 String Cutter 4 4 3 3 3 1
10th +4 Recall 4 4 3 3 3 2
11th +4 4 4 3 3 3 2 1
12th +4 Ability Score Improvement 5 4 3 3 3 2 1
13th +5 Untwist 5 4 3 3 3 2 1 1
14th +5 6th Sense 5 4 3 3 3 2 1 1
15th +5 5 4 3 3 3 2 1 1 1
16th +5 Ability Score Improvement 6 4 3 3 3 2 1 1 1
17th +6 Examiner 6 4 3 3 3 2 1 1 1 1
18th +6 Master Sight 6 4 3 3 3 3 1 1 1 1
19th +6 Ability Score Improvement 6 4 3 3 3 3 2 1 1 1
20th +6 String Controller 7 4 3 3 3 3 2 2 1 1


At first level, you begin to manifest your ability to alter the world in the form of spellcasting. Your spellcasting ability is Wisdom, as you force your will upon the world, causing supernatural effects and changing fate. You have as many spells as a Sorcerer of equivalent level, but you draw your spells from the Wizard spell list.

The DC for all spell effects and saves equals: 8 + Proficiency bonus + Wisdom modifier.

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.


Starting at 2nd level you have gained the ability to see the strings of fate. With this ability, you may see the strings that bind us to our futures, our present, and our pasts. At all times you can see the strings of fate with respect to your chosen color. These strings will act like normal strings to those who can see them. You may touch them and pull at them. Creatures can feel the tug if they pass a DC:17 Wisdom check. If they succeed, they will feel as though someone or something brushed against them ever so lightly. You do not have the ability to break strings if you try to pull the strings in any direction they will stretch instead.

Blue Strings: You can see Blue strings of fate that link blood family together. The more translucent the string between people, the further apart they are in their family tree. String only becomes visible at 3rd level.

Red Strings: You can see Red strings of fate that control romance between people.

Green Strings: You can see Green strings of fate that control life-changing events such as villages burning or information learned.

White Strings: You can see White strings of fate that control the nonromantic emotions between people.

Black Strings: You can see Black strings of fate that control fatal actions between people.

Gold Strings: You can see Gold strings of fate that control between Divine actions between or towards people.

String Path[edit]

Starting at 4th level, you can chain strings of fate between people with another person, mildly influencing their fate but not stopping it completely. (If a red string between persons A & B were chained with person C, then person C would at some point commit an action that would affect the relationship between persons A & B. When committing this action, you must roll a DC 13 Wisdom check. All people involved must also pass to see if they realize if something feels wrong. You may also chain strings between as many people as you'd like, but for each person past 2 in the chain, you must pass another Wisdom Check of increasing value each time. (3 person chain= DC:13 , 4 person chain= DC:14 , and so on...)

Should you make a chain larger than 5 people, you must also roll a DC:15 Constitution check to see whether or not this puts a toll on your body. If you fail, take 1d8 Psychic damage.

String Cutter[edit]

You gain the ability to snip a string connecting two people, thereby destroying the fate entwining the two. (If the string was black, they no longer have the possibility of killing one another. If red, there will be no romance.) To succeed you need to pass a DC:16 Wisdom Check. Should you fail, pass a DC:17 Constitution check or take (16 - what you rolled=X) X*d4 psychic damage. Should you roll a nat 1, make another DC:16 Wisdom check. Should you succeed, you cannot use this ability again until you complete a short rest. Should you fail, their fates intertwine sooner than they would have before. (Example: Black string would mean that they would kill one another sooner.)

If for some reason all strings are cut from the person in question 1 of two things may happen. They may fade from existence or they may fall into a coma until another string connects to them, whether by chain of events or by force through another Stringweaver's abilities.

Notes On String Cutting and Moving

Altering someone's string doesn't have an immediate effect. Cutting the red string between a married couple won't end their marriage at that moment, it still takes time for them to both realize they don't feel the same way. Cutting the death string between you and that Ancient Red Dragon doesn't mean it can't hurt you, just that it can't kill you. It can still hurt you, bring you to 0 HP (though you'll automatically stabilize), torture you, maime you, etc. Altering a string is powerful, but not the end all be all. Things can still happen. Just not what would normally occur. Dungeon Masters are encouraged to come up with unique ways to play out the altering of someone's fate, if it ever even manifests in game at all.

Fate Knitting[edit]

Beginning at 5th level, Once per long rest, you can attach a formerly cut string between two people. You cannot connect blue string seeing as you cannot alter the past. You gain an additional use per long rest t levels 10, 14, 18, and 20.

Extra Attack[edit]

Beginning at 7th level you may make 2 attack actions per round.


Beginning at 10th level, you can step 1 minute into the past, 1 minute = 10 turns of combat. Outside of combat, your DM decides what actions were taken within the past 1 minute. You take 5d12 necrotic damage. This can't be reduced or prevented in any way. You can do this once per long rest. Once the minute expires, you return to when you jumped back.


Starting at 13th level, you can now take a string and untwist it, turning 1 string into 2 radiating from the same point. If you untwist the string at point A then you will have 1 string connected to point A, and 2 connected to point B. You can attach this string to your fate or to another's.

6th Sense[edit]

Beginning at 14th level you can now sense when strings snuff out, change, and are cut. You can sense other Stringweavers, and can resist their attempts to change your strings. As well as change other's strings. You can also change the colour of a persons string if you wish by passing a DC:20 Wisdom check. Should you fail, you take 6d8 string dependant (Dm's choice) damage and gain a permanent insanity. The damage you take can't be reduced or prevented in any way.


Beginning at 17th level you can spend 1 turn examining a string to see the course of events that will transpire through this string. You may also manipulate this string to change how events will play out. Normal people can no longer detect when you manipulate their strings or strings around them.

Master Sight[edit]

You can now see all strings at will, none escape your sight, though you still can't alter ones you haven't chosen. You can stop others from manipulating strings by passing a DC:17 Wisdom Check.

String Controller[edit]

Beginning at 20th level you can now bend strings to your very will, you no longer must make Wisdom checks to manipulate strings, and Constitution checks from the abilities can be higher or lower depending on the Dungeon Master's rules and decisions. You can manipulate the strings of the Gods as well, however they will fight back, you must pass and roll higher than the God or divine you are trying to manipulate, in a Wisdom Check with a DC:25. Should you fail this check, you take 10d10 necrotic damage. This damage can't be reduced or prevented in any way. You may also create strings between yourself, other people and objects, though doing so requires a DC: 16 Wisdom check. Failing makes you take the above damage and doesn't make a string.

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