TruthWeaver (5e Class)

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Truthweaver[edit]

A truthweaver is a spellcaster who uses magical powers to summon people and creatures from books.

Creating a Truthweaver[edit]

Quick Build[edit]

You can make a truthweaver quickly by following these suggestions. Make Charisma your highest score, followed by Intelligence.

Class Features

As a Truthweaver you gain the following class features.

Hit Points

Hit Dice: 1d6 per Truthweaver level
Hit Points at 1st Level: 6 + Constitution modifier
Hit Points at Higher Levels: 1d6 (or 4) + Constitution modifier per Truthweaver level after 1st

Proficiencies

Armor: Light
Weapons: Daggers, darts, slings, quarterstaffs, light crossbows
Tools: Calligrapher's tools.
Saving Throws: Charisma, Wisdom
Skills: Choose three from Insight, Deception, History, Persuasion, Perception, Performance, Arcana

Equipment

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

  • (a) 5 books; can be history or story books or (b) {{{item1b}}}
  • (a) Calligrapher's tools or (b) {{{item2b}}}
  • (a) A Simple Weapon and leather armor or (b) Two Simple Weapons
  • (a) Bag for your books and 50 gp or (b) {{{item4b}}}

Table: The Truthweaver

Level Proficiency
Bonus
Cantrips
Known
Narrative
Beats
Features —Spell Slots per Spell Level—
1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st +2 3 2 Spellcasting, Narrative call, Enhanced reading 2
2nd +2 3 2 Outlook selection, Embody Archetype 3
3rd +2 3 3 -- 4 2
4th +2 4 3 Ability Score Improvement, Ability Score Improvement 4 3
5th +3 4 3 Transcription, Narrative call 4 3 2
6th +3 4 4 Outlook feature 4 3 3
7th +3 4 4 -- 4 3 3 1
8th +3 4 4 Ability Score Improvement, Ability Score Improvement 4 3 3 2
9th +4 5 5 Transcription, Narrative call 4 3 3 3 1
10th +4 5 5 Embody Archetype, Outlook feature 4 3 3 3 2
11th +4 5 5 -- 4 3 3 3 2 1
12th +4 5 5 Ability Score Improvement, Ability Score Improvement 4 3 3 3 2 1
13th +5 5 6 Transcription, Narrative call 4 3 3 3 2 1 1
14th +5 6 6 Embody Archtype, Outlook feature 4 3 3 3 2 1 1
15th +5 6 6 -- 4 3 3 3 2 1 1 1
16th +5 6 6 Ability Score Improvement, Ability Score Improvement 4 3 3 3 2 1 1 1
17th +6 6 7 Transcription, Narrative call 4 3 3 3 2 1 1 1 1
18th +6 6 7 Teller's sacrifice 4 3 3 3 3 1 1 1 1
19th +6 6 7 Ability Score Improvement, Ability Score Improvement 4 3 3 3 3 2 1 1 1
20th +6 6 7 Fiction to Fact 4 3 3 3 3 2 2 1 1

Spell Capability[edit]

Spell Casting: You have access to Bardic spells. At 1st level, you know three cantrips of your choice from the bard spell list. You learn additional bard cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Storyteller table.

Learnt spells: You know four 1st-level Spells of your choice from the bard spell list. You learn an additional bard spell of your choice at each level except 12th, 16th, 19th, and 20th. Each of these Spells must be of a level for which you have Spell Slots. For instance, when you reach 3rd level in this class, you can learn one new spell of 1st or 2nd level.

Spell Slots: The Truthweaver table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these storyteller 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. As a spontaneous caster, you do not have to prepare your spells. Also, when you gain a level in this class, you can choose a spell that you know and replace it with another spell from either the wizard or bard, which must also be of a level to which you have spell slots.

Narrative beats: Along with spell slots, the truthweaver has a number of narrative beats, used both for casting spells and summoning. In order to cast a spell, they must expend narrative beats equal to the level of the spell slot being used.

Spellcasting Ability: Charisma is your spellcasting ability. You use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a storyteller spell you cast and when making an attack roll with one. Spell save DC = 8 + your proficiency bonus + your Charisma modifier Spell attack modifier.

Spellcasting Focus: You use story books you are reading from as you spellcasting focus.

Narrative Call[edit]

At 1st level, you can use a full action to try to summon an allied creature from a book that you own. You may only use this feature once per turn. In order to do so, you must pass a Wisdom check with a DC of 8 + the CR of the creature (creatures with CR less than 1 count as if they have CR 1). At 6th, 11th and 17 levels, you can summon an additional creature per turn. However, only one creature can be invoked at a time. If you have already summoned a creature and want to summon a second one, you must first dismiss the first creature. The summoned creature remains indefinitely, returning to its source book only if it reaches half of its health or if you call it back on its turn using a bonus action. Finally, you can not use this feature if you can not hold the book in one hand (though you no longer need to hold it after completing the invocation) or if you are unable to speak for some reason. (Due to the effect of the Silence spell, for example.)

Transcription[edit]

At 5th level, you can transcribe a story, using a ritual to further empower it. Any such transcriptions are considered magical. If you invoke such a transcription in a narrative call, remove 2 from the summoning DC. Additionally, you may summon allied creatures up to 2 DC higher than normal. Multiple transcriptions can be stored in one book.

PRICES: 20 gp per creature DC. 20 gp per 25 gp of items used in the story (the price is always rounded up). 50 gp per abnormal weather condition (such as storms, acid, granite or heavy rain, daylight, sandstorms, etc.) or specific environments (forests, swamps, deserts) in history. The number of things in your book affects the amount of time it will take to write (1 round per thing).

However, after level 18, the prices no longer have value as the items in the story come free along with the spell

Ability Score Increase[edit]

When you reach 4th level, and again at 8th, 12th, 16th and 20th levels, 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.

Enhanced Reading[edit]

At 4th level, this feature makes it so that you may read a book or document 50% faster than normal. And at 10th and 18th levels, you may read an extra 25% faster than normal. This affects your Character Call and similar features. At 4th level, it is a standard action. At 10th level, it becomes a bonus action. Finally, in the 14th level, it becomes a free action.

Story Recall[edit]

Starting at 7th level, you can use Character Call and similar abilities without possessing the book which the thing you wish to summon is contained. In order to do this you must succeed on an Intelligence (History) check with DC 8+ how many days ago you read the book in which the thing you wish to summon is contained. On a success, you may continue your summoning but on a fail, you waste your action for that turn.(recalling is a bonus action)

Item Call[edit]

Once you reach 10th level, you may call items from a story into your possession for the duration of an encounter or 30 minutes. This ability can be used the same number of times as character call per long rest The DC for these calling checks is 9+1 for every 20GP the item costs. Anything below 20 counts as 20. This follows the same rules of dismissal as Character Call.

Impact Tale[edit]

Starting at 14th level, you can make up or tell a familiar story of a certain genre to a target to create these effects. Romance: Target must succeed on a DC 13+ your Charisma modifier Wisdom saving throw or become charmed by you. Horror: The creature must succeed on a DC 13+ your Wisdom modifier(wisdom saving throw) or become fearful of you, on a success they are only shaken. Tragedy: The target must succeed on a DC 13+ your Intelligence modifier (wisdom saving throw)or become discouraged(Disadvantage on attack rolls and ability checks) if they get below 5 on their saving throw this effect also gives them disadvantage on saving throws. Comedy: You tell an ally a tale of comedy giving them an advantage on saving throws against mind-affecting abilities or spells for 5 hours. Heroic tale: You regale an ally with a legend of heroism giving them a d10 inspiration die.

Climactic Call[edit]

At 16th level, you can call abnormal weather conditions (such as storms, acid or granite rain, sandstorms, etc.) or specific environments (forests, swamps, deserts, etc.) of a story in your possession during a encounter or 30 minutes. This ability can be used the same number of times as character call per long rest. The DC for these call checks is 15 + 1 for every 90 feet of affected area. Abnormal climatic conditions cause 1d10 damage per turn of the appropriate type for this condition (thunder damage to storms, acid damage to acid rain, cold damage to granite rain, etc.) to all enemy creatures in its area of effect. Invoked environments impose all the rules that normally would, with the addition that are always considered easy terrain for you and your allies and difficult terrain to all enemy creatures. This follows the same rules of dismissal as Character Call.

Fiction to Fact[edit]

At 20th level, you may create your own personal Demi-plane that you may customize as you see fit (under DM supervision) and can as your action open up a portal to this plane. On subsequent turns you may use your bonus action to bring an item or creature from that plane to the battlefield. If bringing a creature through the portal, you must succeed on a DC 10+ number of its hit dice or you'll lose control of it (it acts as it naturally would on your plane).

Genre[edit]

A genre is the type of book that best reflects the abilities of the storyteller.

Horror[edit]

Stalker's Knowledge[edit]

At level 3 the storyteller gets advantage on Stealth and Perception skill checks.

Beasts of Horror[edit]

At level 6 you gain advantage on checks made to call Evil aligned characters from a book.

Experience in Writing[edit]

At level 9 you may avoid paying the cost for one creature and item when using the create book feature to write a horror novel.

Corruption of the Pages[edit]

At level 12 you may add 1d10 necrotic damage to the damage of an attack or spell.You may only use this feature once per short rest.

Genre Influence[edit]

At level 15 all creatures you call deal an extra 1d8 necrotic damage on all attacks and all items capable of being used to attack you call deal an extra 1d6 necrotic damage.

Product of Horror[edit]

At level 18 you gain resistance to necrotic damage and all attacks you make deal an extra d8 necrotic damage. You gain access to the spell 'Finger of Death' to be used once per long rest.

Romance[edit]

Lover's knowledge[edit]

At level 3 You gain advantage on all Persuasion and Insight skill checks (+4).

People of Romance[edit]

At level 6 you gain advantage on checks made to call Good aligned characters from a book.

Experience in Writing[edit]

At level 9 you may avoid paying the cost for adding one creature and item into a book you are writing with the create book feature as long as it is a romance

Passion of the Pages[edit]

At level 12 you may add 1d10 fire damage to the damage of an attack or spell. You may only use this feature once per short rest.

Genre Influence[edit]

At level 15 all creatures you call deal an extra 1d8 fire damage on all attacks and all items capable of being used to attack you call deal an extra 1d6 Fire damage

Product of Passion[edit]

At level 18 you gain resistance to Fire damage and all attacks you make deal an extra d8 Fire damage.You gain access to the 'Fire Storm' spell to be used once per long rest.

Tragedy[edit]

Surviving Knowledge[edit]

At level 3 the storyteller gets advantage on Survival and Skulduggery skill checks.

Fading Hope[edit]

At level 6 you gain advantage on checks made to call Neutral aligned characters from a book.

Experience in Writing[edit]

At level 9 you may avoid paying the cost for one creature and item when using the create book feature to write a tragedy novel.

Catharsis of the Pages[edit]

At level 12 you may add 1d10 psychic damage to the damage of an attack or spell. You may only use this feature once per short rest.

Genre Influence[edit]

At level 15, all creatures you call deal an extra 1d8 psychic damage on all attacks and all items capable of being used to attack you call deal an extra 1d6 psychic damage.

Product of Tragedy[edit]

At level 18 You gain resistance to psychic damage and all attacks you make deal an extra 1d8 psychic damage. You gain access to the spell 'Feeblemind' to be used once per long rest.


Comedy[edit]

Social Knowledge[edit]

At level 3 the storyteller gets advantage on persuasion and deception ability checks.

Crazy Joker[edit]

At level 6 you gain advantage on checks made to call Chaotic aligned characters from a book.

Experience in Writing[edit]

At level 9 You may avoid paying the cost for one creature and item when using the create book feature to write a comedy novel.

Mockery of the Pages[edit]

At level 12 you may add 1d10 force damage to the damage of an attack or spell. You may only use this feature once per short rest.

Genre Influence[edit]

At level 15, all creatures you call deal an extra 1d8 force damage on all attacks and all items capable of being used to attack you call deal an extra 1d6 force damage.

Product of Laughter[edit]

At level 18 you gain resistance to force damage and all attacks you make deal an extra 1d8 force damage. You gain access to the spell 'Power Word: Stun' to be used once per long rest.

Heroic[edit]

Hero's Knowledge[edit]

At level 3 the storyteller gets advantage on Athletics and Intimidation skill checks(+6)

Inspiring Justice[edit]

At level 6 you gain advantage on checks made to call Lawful aligned characters from a book.

Experience in Writing[edit]

At level 9 You may avoid paying the cost for one creature and item when using the create book feature to write a Heroic novel.

Heroism of the Pages[edit]

At level 12 you may add 1d10 thunder damage to the damage of an attack or spell. You may only use this feature once per short rest.

Genre Influence[edit]

At level 15, all creatures you call deal an extra 1d8 thunder damage on all attacks and all items capable of being used to attack you call deal an extra 1d6 thunder damage.

Product of Courage[edit]

At level 18 You gain resistance to thunder damage and all attacks you make deal an extra 1d8 thunder damage. You gain access to the spell 'Holy Aura' to be used once per long rest.

Multiclassing[edit]

Prerequisites. To qualify for multiclassing into the class, you must meet these prerequisites: Have read at least five books, know at least one 3rd level bard spell and have charisma 13 and/or wisdom 13.

Proficiencies. When you multiclass into the class, you gain the following proficiencies: simple weapons, Artisan's Tools, and Charisma or Wisdom saving throws.


Original concept: https://www.dandwiki.com/wiki/Storyteller_(5e_Class)#Character_Call Back to Main Page5e HomebrewClasses

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