Weaver, Variant (5e Class)
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The source of magic, The Weave, is considered many things. Very little is understood about it's nature or origin, but it has been popularized among only the most dedicated arcanists as the mitigating barrier between the infinite well of raw magic and the magic that manifests itself in our reality. The Weave serves as a strainer of sorts, allowing a far more manageable quantity of magic into our world. The weave fuels every innately magical being and provided the means for which spells were created. However, on this rare occasion, unbeknownst to the universe the Weave composes, a knot has formed. A Soul newly introduced into the world has caught itself in a matter far beyond its own comprehension. Completely unbeknownst to the soul's owner, this particular event has placed a mortal closer to the raw source of all magic than any mortal being ever in recorded and unrecorded history alike. And this mortal has received a burden that this world will never forget.
Creating a Weaver
When creating a Weaver you must consider your place of origin, as the Weaver as a class is heavily dependent on the character's livelihood before the call to action. Weavers do not have the extraordinary experiences in life that Sorcerers do, as Weavers often don't realize they possess an innate casting ability till much later in their life. The Weaver's ability to perform feats of magic cannot be attributed to a blessing, bloodline, or birthright that Sorcerers can. Weavers do not have the ability to cast spells without assistance. So the early life of a Weaver is typically fairly ordinary, and sometimes their early experiences within a party. That is until, the come across another spellcaster willing to teach. The Weaver has an extremely limited ability to learn and prepare their spells while they come at a heavy cost to cast. So a Weaver will supplement their casting capabilities with weapons. Being that they were only newly introduced with magic this isn't a terrible trouble, but a Weaver who has mastered the art of spellcasting can tap into the rivers of raw magic, making a truly terrifying opponent.
- Quick Build
You can make a Weaver quickly by following these suggestions. First, Wisdom should be your highest ability score, followed by Dexterity, then followed by Intelligence. Second, choose the Hermit background.
As a Weaver you gain the following class features.
- Hit Points
Weapons: Simple, crossbows, and any two martial weapons.
Tools: (one of your choice)
Saving Throws: Intelligence, Wisdom
Skills: Arcana and choose two from Insight, Intimidation, Investigation, Perception, Persuasion, or Survival
You start with the following equipment, in addition to the equipment granted by your background:
- Padded Armor
- (a) A light crossbow, quiver, and 20 bolts or (b) A shortbow, quiver, and 20 arrows
- (a) Two Daggers or (b) Two Handaxes or (c) Two simple weapons of your choice
- (a) Dungeoneer's pack or (b) Explorer's pack or (c) Scholar's pack
- If you are using starting wealth, you have 5d4x10 in funds.
|Features||Spell Points||—Spell Slots per Spell Level—|
|1st||+2||Humble Beginnings, Spellcasting, Weave's Affliction||4||2||—||—||—||—||—||—||—||—|
|3rd||+2||Well of Energy, Thread||10||4||2||—||—||—||—||—||—||—|
|4th||+2||Ability Score Improvement||12||4||3||—||—||—||—||—||—||—|
|5th||+3||Extra Attack, Weave||16||4||3||2||—||—||—||—||—||—|
|8th||+3||Ability Score Improvement||24||4||3||3||2||—||—||—||—||—|
|12th||+4||Ability Score Improvement||36||4||3||3||3||2||1||—||—||—|
|15th||+5||Masterful Weave, Thread Feature||44||4||3||3||3||2||1||1||1||—|
|16th||+5||Ability Score Improvement||48||4||3||3||3||2||1||1||1||—|
|19th||+6||Ability Score Improvement||56||4||3||3||3||3||2||1||1||1|
Weaver's begin their journey only being very recently introduced to the idea that they were born into a burden that no one could possibly comprehend. Because of this, a Weaver spends much more of their life performing in humility.
Starting at 1st level, select a second background, The Weaver only takes the added equipment and background feature. (These benefits are not gained from multiclassing)
- Spell Slots
The Weaver table shows how many spell slots you have to prepare your spells of 1st and higher. The Weaver does not use spell slots to cast spells.
- Spellcasting Ability
Wisdom is your spellcasting ability, since the source of your magic quite literally ties you to the natural world, and you draw on the ebb and flow of the impossibly large river of pure magic that runs from under the weave. You use your Wisdom whenever a spell refers to your spellcasting ability. In addition you use your Wisdom modifier when setting the saving throw DC for a Weaver spell you cast and when making an attack roll with one.
Spell save DC = 8 + your proficiency bonus + your Wisdom modifier
Spell attack modifier = your proficiency bonus + your Wisdom modifier
- Spellcasting Focus
Weavers do not need a spellcasting focus to cast spells, being so closely tied to the weave allows them to focus spells through gestures and the intent to cast a spell.
- Learning and Preparing Spells
A Weaver does not learn spells when leveling up, nor can they gain from a spellbook. Weavers may only learn spells through deliberate practice with other spellcasters such as Druids or Wizards.
Attempting to learn a spell requires both the Weaver and the Spellcasting class in question to work together for three hours, covering technique and tricks. The spell the Weaver is attempting to learn must be of a level the teacher can cast and a level the Weaver could prepare. The person teaching the weaver rolls a Persuasion check, while the weaver rolls an Arcana check. If the combined total of these two rolls succeeds a DC of 15 + four times the spell's level, The Weaver successfully casts the spell, spending the appropriate number of points and consuming the necessary material components, and may use it upon completing a short or long rest. The Weaver may learn a number of spells a day equal to their intelligence modifier.
Weavers treat spell slots as preparation slots for spells. They can only prepare a number of spells equal to their total number of spell slots. The level of the prepared spell must equal the occupied spell slot. If a Weaver wishes to prepare a new spell without having a free slot of the appropriate level, they must forget a spell occupying one of those slots.
- Spell Points
Spell slots are treated only as slots for which spells can be prepared, are never consumed. If the Weaver attempts to prepare a spell of a level that has no more available slots, the weaver must remove one of the previously prepared spells. Losing a prepared spell means it must be taught to the Weaver again if they wish to relearn it. The costs per spell to cast under the Spell Point system are listed here. Spell Points Represent the toll on the Weaver's body to cast spells, if the Weaver ever casts a spell without having enough Spell Points to cast it, they take any leftover Spell Points from the cost of the spell as damage that can not be reduced in any way. The Weaver may not attempt to learn or cast spells while at 0 Spell Points.
First level spells: 2 Spell Points
Second level spells: 3 Spell Points
Third level spells: 5 Spell Points
Fourth level spells: 6 Spell Points
Fifth level spells: 7 Spell Points
Sixth level spells: 9 Spell Points
Seven level spells: 10 Spell Points
Eighth level spells: 11 Spell Points
Ninth level spells: 13 Spell Points
Spell Points are restored on a long rest. On a short rest the Weaver may spend hit dice to regain Spell Points instead of health.
Weavers cannot store spells in magic items that traditionally store spell slots, however, if a spell is stored by another caster, the Weaver may cast the spell from the item as long as the Weaver has the same spell prepared, without spending Spell Points.
The complex nature of the weave and the Weaver's unstable relationship with it, certain methods of casting can be very detrimental for the newly acquainted. Weavers find casually casting spells nearly impossible as the instability of the weave is best released in short bursts. A Weaver will find themselves taking a very simplistic list of spells that don't take much focus or preparation to fully utilize.
Starting at 1st level;
The Weaver can not learn cantrips.
The Weaver is incapable of casting spells of the Abjuration school. Attempting to learn a spell of this school ends with a failed spell that consumes Spell Points and a earns the Weaver a point exhaustion.
If a Weaver is concentrating on a spell when their turn starts, the spell ends automatically.
Because the Weaver draws directly from the Weave, their spells tend to be a bit more potent.
Starting at 2nd level, When calculating the damage or healing from the Weaver's spells, rolls of 1 are treated as 2 instead.
Well of Energy
With a bit of training, a Weaver can begin to take advantage of their burden, giving them a slight edge over other casters in this aspect.
Starting at 3rd level, If the Weaver casts a spell as a bonus action, they may cast a spell as an action in place of a cantrip as is not normally applied under standard rules. The reverse is also true.
Starting at 3rd level, you choose a Thread. Choose between Artisan or Warweaver. Both Threads are detailed at the end of the class description. Your choice grants you features at 3rd level and again at 7th, 11th, and 15th level.
Ability Score Increase
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 5th level, you can attack twice, instead of once, whenever you take the attack action on your turn.
Starting at 5th level, a Weaver may perform a Weave once per short or long rest. Performing a Weave allows the Weaver cast two different spells of the same level simultaneously as one action, using each hand for a spell. Spells can not be cast at a higher level when using this ability. The Weaver must detail which spell is being cast in which hand, and details matching the spell being cast appear around, on, or in the hands and arms of the Weaver (Such are fireball forming into a levitating globule of fire in the palm of your hand or misty step wreathing your arm in mist). Being that this is an incredible maneuver that requires immense focus and care, neither spell that is cast during a Weave can be concentrated, nor can spells occupy the same space even if they just overlap. The total Spell point cost for the spells cast using the Weave is doubled.
Note: Counterspell behaves as if the Weaver were only casting a single spell, and a successful counterspell negates Weave.
With enough focus, Weavers are capable of passively tapping into the weave.
Starting at 6th level, Expended hit dice during short rests restores an equal number of hit points and Spell Points.
Starting at 9th level, When a spell is cast against the Weaver alone, as long as the spell takes physical form, the Weaver may spend Spell Points as if the spell was cast by the Weaver to make a Flick attempt as a reaction. If the Weaver succeeds a wisdom check against a DC of 10 + the spell's level, the Weaver disperses the spell, on a failed check the Weaver is automatically hit or automatically fails the saving throw.
Starting at 10th level, Weave costs the combined total of the two spells, doubling Spell Point cost of the first spell.
Starting at 15th level, Weave only costs the combined total of the two spells.
Starting at 18th level, When calculating the damage and healing dealt from the Weaver's spells, rolls of 1 and 2 are treated as 3 instead.
You have finally overcome the weave and become it's master.
Starting at 20th level, you are no longer under the effects of Weave's Affliction, a Weave can no longer be counterspelled, you regain a number of Spell Points equal to your level at the start of your turn, and you may cast any cantrip at will.
The Artisan welcomes the challenge of being a Weaver, and dedicates their life as an apprentice to every caster they meet, studying their every move to best utilize the weave.
- Trained Scholar
At 3rd level, The Artisan may immediately prepare a single cantrip of any class. The Artisan may also learn and prepare an additional number of cantrips equal to their Weaver level divided by 4, rounded down. These cantrips follow the same rules as learning spells and Weaver's Affliction. The Artisan may also utilize and prepare spells from any spellbook or scroll.
- Sprawling threads
At 7th level, Add 7 Spell Points to your total pool. Whenever you gain a level after level 7, your Spell Point Pool increases by an additional 1 point.
- Improved Flick
At 11th level, You may add your proficiency bonus to a Flick attempt. On rolls of 20 The Artisan performs Flick without expending Spell Points.
- The Whole Picture
At 15th level, The Artisan's number of Spell Ppoints per level are doubled.
Your early experiences with the Arcane caused you to focus more towards the physical side of things. Warweavers rely heavily on their capablilites in melee combat, wielding weapons in tandem with spells.
- Battle Ready
At 3rd level, you gain proficiency in medium armor, shields, and all martial weapons.
The effects of Raw Magic now apply to your weapon strikes, making them magical. At 17th level Pure Magic applies to your weapon strikes.
- Battle Hardened
At 7th level, your hit point maximum increases by an amount equal to your current Weaver level. Whenever you gain a level in Weaver thereafter, your hit point maximum increases by an additional hit point.
- Sundering Strike
At 11th level, the Warweaver may spend 2 Spell Points to add 1d8 + wisdom modifier to the damage of a weapon attack. The type of damage this ability deals mirrors the type of damage dealt by any spell you currently know.
- Magical Sword Saint
At 15th level, the Warweaver may add their wisdom modifier to their initiative bonus. In addition, you are resistant to damage dealt by spells or other magical effects.
You may not multiclass into Weaver under traditional circumstances.