Weaver (5e Subclass)

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Weaver[edit]

Sorcerer Subclass

Your innate magic stems from the Weave. More specifically, through some circumstance, you are exceptionally talented in manipulating the Weave in a certain way. Some sorcerers of this origin find early on that they can glimpse the Weave with greater ease than some learned diviners. Others find smoothing the Weave to be as easy as breathing, nullifying harmful magic around them that even some abjurers have trouble with. Due to their specific Weave-altering abilities, these sorcerers came to be known as weavers.

Despite the similarity of having an affinity for a school of magic, weavers couldn't be more different from wizards. Wizards learn skills specific to their arcane tradition in a predetermined, complexity-based order as taught at their academies. Weavers don't gain such school-specific skills. Rather, their affinity to the Weave grants them unprecedented access to a broad range of spells upon which to practice their trademark spell manipulation skills on. Over time, their skills develop to the point where such manipulations require minimal effort. The most powerful weavers, however, are regarded not for their metamagic, but for their rumored ability to occasionally bypass Mystra's Ban.

Note: See here for my homebrew of the Sorcerer class which goes with this sorcerous origin.

One with the Weave[edit]

At 1st level, choose a school of magic that represents your innate talent in manipulating the Weave. This will be used by features you gain later.

When your Spellcasting feature lets you learn a sorcerer cantrip or a sorcerer spell of 1st level or higher, you can choose the new spell from any spell list, including this one, as long as it falls under your chosen school of magic. You must otherwise obey all the restrictions for selecting the spell, and it becomes a sorcerer spell for you.

Abjuration Bonus Spells
Sorcerer Level Spells
1st alarm, protection from evil and good
3rd lesser restoration, arcane lock
5th glyph of warding, magic circle
7th banishment, private sanctum
9th greater restoration, planar binding
Conjuration Bonus Spells
Sorcerer Level Spells
1st find familiar, grease
3rd flaming sphere, misty step
5th sleet storm, tidal wave
7th conjure minor elementals, secret chest
9th conjure elemental, steel wind strike
Divination Bonus Spells
Sorcerer Level Spells
1st detect magic, identify
3rd locate object, mind spike
5th clairvoyance, tongues
7th arcane eye, locate creature
9th legend lore, scrying
Enchantment Bonus Spells
Sorcerer Level Spells
1st charm person, hideous laughter
3rd crown of madness, suggestion
5th catnap, enemies abound
7th charm monster, confusion
9th geas, modify memory
Evocation Bonus Spells
Sorcerer Level Spells
1st chromatic orb, magic missile
3rd acid arrow, continual flame
5th sending, tiny hut
7th fire shield, resilient sphere
9th arcane hand, wall of force
Illusion Bonus Spells
Sorcerer Level Spells
1st disguise self, illusory script
3rd Arcanist's magic aura, magic mouth
5th major image, phantom steed
7th hallucinatory terrain, phantasmal killer
9th dream, mislead
Necromancy Bonus Spells
Sorcerer Level Spells
1st cause fear, ray of sickness
3rd gentle repose, ray of enfeeblement
5th animate dead, vampiric touch
7th blight, shadow of moil
9th danse macabre, negative energy flood
Transmutation Bonus Spells
Sorcerer Level Spells
1st feather fall, longstrider
3rd rope trick, skywrite
5th haste, slow
7th control water, elemental bane
9th passwall, transmute rock
Arcane Intuition

At 1st level, the innate magic pulsing through you makes everything magical seem trivial. You gain proficiency in the Arcana skill. If you are already proficient in the skill, you add double your proficiency bonus to checks you make with it.

Limited Spell Resistance

Starting at 6th level, your innate Weave talent grants you some degree of spell resistance. You have advantage on saving throws against spells that fall under your chosen school of magic.

In addition, you have resistance to the damage of spells that fall under your chosen school of magic.

Effortless Metamagic

Starting at 14th level, you spend 1 less sorcery point (minimum of 0) when you use any Metamagic option on a spell you cast that falls under your chosen school of magic.

Forbidden Sorcery

At 18th level, you gain the ability to beseech the mistress of the Weave herself, Mystra, to very briefly release you from the ban she bestowed upon all mortal spellcasters. As a bonus action, you gain one 11th-level spell slot that vanishes at the end of your next turn. This spell slot can't be expended to gain sorcery points. When you expend that spell slot to cast a spell, you immediately suffer three levels of exhaustion. These levels of exhaustion can't be reduced by anything other than a long rest, a greater restoration spell cast as a 9th-level spell, or a wish spell. Until you finish a long rest, you can't create spell slots using sorcery points and each time you cast a spell, you take 1d10 necrotic damage per level of that spell. In addition, your Strength score drops to 1, if it isn't 1 or lower already, for 2d8 days. For each of those days that you spend resting and doing nothing more than light activity, your remaining recovery time decreases by 2 days.

Once you expend the 11th-level spell slot, you can't create another one using this feature until you finish a long rest, have no levels of exhaustion, and have returned your Strength score to normal.

The following effects apply to spells when cast using a spell slot of 10th level or higher:

Conjure Animals. When you cast this spell using an 11th-level spell slot, you choose one of the summoning options, and five times as many creatures appear.

Conjure Minor Elementals, Conjure Woodland Beings, and Summon Lesser Demons. When you cast this spell using a spell slot of 10th or 11th level, you choose one of the summoning options, and four times as many creatures appear.

Conjure Celestial. When you cast this spell using an 11th-level spell slot, you summon a celestial of challenge rating 6 or lower.

Invulnerability. When you cast this spell using a spell slot of 10th level or higher, the duration is concentration, up to 1 hour.

Mass Heal. When you cast this spell using a spell slot of 10th level or higher, the amount of healing increases by 100 for each slot level above 9th.

Meteor Swarm. When you cast this spell using a spell slot of 10th level or higher, you summon one additional meteor for each slot level above 9th.

Prismatic Wall. When you cast this spell using a spell slot of 10th level or higher, the damage increases for each of its effects by 2d6 for each slot level above 9th.

Psychic Scream. When you cast this spell using a spell slot of 10th level or higher, the damage increases by 3d6 for each slot level above 9th.

Storm of Vengeance. When you cast this spell using a spell slot of 10th level or higher, the thunder damage increases by 3d6 for each slot level above 9th.

Time Stop. When you cast this spell using a spell slot of 10th level or higher, you take an additional turn for each slot level above 9th.

Weird. When you cast this spell using a spell slot of 10th level or higher, the damage increases by 2d10 for each slot level above 9th.

You also gain access to the following spells while you have the 11th-level spell slot:

Aumvor's Soulshatter
10th-level necromancy
Casting Time: 1 action
Range: 300 feet
Components: V, S
Duration: Instantaneous

You attempt to separate the soul of a living target you can see within range from its body. The target must make a Constitution saving throw. On a failed save, the creature's soul is torn away and sent to the afterlife while its body remains alive. On a successful save, the creature takes 15d8 necrotic damage.

If you successfully separate the creature's soul from its body, the latter can be possessed (as by the magic jar spell) or dominated (as by the dominate monster spell) with no chance of failure; the creature automatically fails the saving throw.

If the body is neither possessed nor dominated, it lies in a state of suspended animation.

The creature's soul can be returned to its body as long as the latter is alive by means of a raise dead spell or similar magic.

Bonfire of Insanity
11th-level necromancy (ritual)
Casting Time: 10 minutes
Range: Self (1-mile radius)
Components: V, S, M (a bonfire, at least 10 feet in diameter, made out of the remains of at least twenty humanoids, which the spell consumes)
Duration: Instantaneous

While casting the spell, you create a bonfire from humanoid remains and set fire to it during a rainstorm. The rain doesn't extinguish the bonfire until the material components are consumed. The smoke from the pyre fills the rain clouds with unholy power. As the tainted water soaks the ground, humanoid corpses and skeletal remains within range rise up as ghouls. This affects even remains buried in consecrated ground.

Humanoids within range that get touched by the unholy rain, yourself included, must make a Constitution saving throw. On a failed save, a creature becomes afflicted with a disease that turns it into a ghoul within 24 hours unless it receives the benefits of a heal spell or a similar spell of higher level.

You can create up to 800 hit points of ghouls using the spell. The DM decides if the chosen area can produce this number and how this number will be divided between corpses and living creatures.

This spell doesn't grant you control over the created ghouls.

Cataract of Fire
11th-level evocation
Casting Time: 1 action
Range: Self (quarter-mile-radius, 2,000-foot-tall cylinder)
Components: V, S, M (a bronze gong, which the spell consumes)
Duration: Instantaneous

A torrent of magical flames pours down from the heavens, incinerating everything in its wake. Each creature within range, including you, must make a Dexterity saving throw. On a failed save, a creature takes an amount of damage based on its distance from the center of the cylinder, as shown in the following table. On a successful save, a creature takes half as much damage. If this damage reduces a creature to 0 hit points, it is disintegrated. You receive no force damage from this spell.

Distance Damage
300 ft. away or closer 12d10 fire damage and 12d10 force damage
301 to 600 ft. away 6d10 fire damage and 6d10 force damage
601 to 1,320 ft. away 3d10 fire damage and 3d10 force damage

A disintegrated creature and everything it is wearing and carrying, except magic items, are reduced to a pile of fine gray dust. The creature can be restored to life only by means of a true resurrection or a wish spell.

This spell automatically disintegrates a nonmagical object, a creation of magical force, or an antimagic field. A magic item is unaffected by this spell.

Diluvial Torrent
11th-level conjuration
Casting Time: 1 action
Range: Self (750-foot radius)
Components: V, S, M (a bronze gong, which the spell consumes)
Duration: Instantaneous

You conjure a 20-foot-radius, 100-foot-tall cylinder of magical water above you and drop it from a height of 200 feet. Each creature within range, as well as those within the 20-foot-radius, 300-foot tall cylinder as the water plummets, including you, must make a Dexterity saving throw. On a failed save, a creature takes an amount of damage based on its distance from you, as shown in the following table. On a successful save, a creature takes half as much damage. You receive no force damage from this spell.

Distance Damage
100 ft. away or closer 12d10 bludgeoning damage and 12d10 force damage
101 to 300 ft. away 6d10 bludgeoning damage and 6d10 force damage
301 to 750 ft. away 3d10 bludgeoning damage and 3d10 force damage

Each creature is subject to drowning and/or being swept away from the resulting flood at the DM's discretion.

Horrendous Desiccation
10th-level necromancy
Casting Time: 1 action
Range: Self (300-foot radius)
Components: V, S, M (a pinch of dust of dryness, which the spell consumes)
Duration: Instantaneous

Necromatic energy suffuses the area, depleting the moisture within both living matter and bodies of water. Each creature within range other than you must make a Constitution saving throw. Constructs and undead aren’t affected, and plants and water elementals make this saving throw with disadvantage. A creature takes 22d8 necrotic damage on a failed save, or half as much damage on a successful one. The spell also absorbs all freestanding water within range.

Casting this spell withers one of your limbs.

Ioulaum's Longevity
10th-level transmutation
Casting Time: 1 action
Range: 2 miles
Components: V, S
Duration: Instantaneous You attempt to reduce everything in a 120-foot-radius sphere centered on a point you can see within range to dust, prolonging your life in the process. Each creature in that area must make a Constitution saving throw. On a failed save, a creature takes 13d6 + 50 force damage, or half as much damage on a successful one. If this damage reduces a creature to 0 hit points, it is disintegrated. Each living creature disintegrated by the spell permanently extends your lifespan by 1 year.

A disintegrated creature and everything it is wearing and carrying, except magic items, are reduced to a pile of fine gray dust. The creature can be restored to life only by means of a true resurrection or a wish spell.

This spell automatically disintegrates a nonmagical object or a creation of magical force. A magic item is unaffected by this spell.

Mavin's Create Volcano
10th-level conjuration
Casting Time: 24 hours
Range: Sight
Components: V, M (a helm of brilliance and a mantle of sewn diamonds worth at least 10,000 gp, both of which the spell consumes, and a mythallar or a legendary magic item associated with fire)
Duration: 1 year

You attempt to manifest a volcano centered at a point you choose on the ground that you can see within range.

Upon casting, you create the effects of an earthquake spell that lasts for 1 minute, requiring no concentration. One of the fissures appears centered on the chosen point.

A stream of ash begins to pour out of the central fissure 7 days after casting the spell. Each creature that ends its turn within 10 feet of the stream takes 6d6 fire damage from the searing heat it pours off.

The central fissure transforms into a complete, erupting volcano 30 days after casting the spell. The volcano has a height of 12,000 feet and its base has a radius of 12 miles.

The ground in a 750-foot-radius circle centered on the chosen point collapses into a crater. A creature standing on a spot where the crater opens must succeed on a Dexterity saving throw or fall in, plummeting into the magma chamber below and immediately taking 28d6 fire damage. The creature takes an additional 15d6 fire damage at the end of each of its turns while it remains in the molten rock. A creature that successfully saves manages to run to the edge of the crater as it opens. The crater spews lava continuously, and each creature that ends its turn within 10 feet of the crater's edge takes 6d6 fire damage.

Vents can erupt at any given moment for the remainder of the spell's duration. On initiative count 20 (losing initiative ties), the DM rolls a d6. On a 6, lava erupts from a point on the ground of the DM's choosing within 6 miles of the chosen point, creating a 20-foot-high, 5-foot-radius geyser. Each creature in the geyser's area must make a Dexterity saving throw, taking 6d6 fire damage on a failed save, or half as much damage on a successful one.

A total of 1d6 rivers of lava, each 1d10 x 10 feet wide, radiate from the crater and positioned at the DM's choosing. A creature that becomes submerged in the lava initially takes 28d6 fire damage, then takes 15d6 fire damage at the end of each of its turns while it remains in the lava. Wading through the lava causes a creature to initially take 15d6 fire damage, then take 15d6 fire damage at the end of each of its turns while it remains in the lava.

Mavin's Earthfast
10th-level transmutation
Casting Time: 1 minute
Range: Sight
Components: V, M (a stone of controlling earth elementals, six rings of spell storing, each imbued with a transmute rock spell, and an earth elemental, all of which the spell consumes)
Duration: 20 years

You improve the durability of large areas of earth for mining and other exploits. All earth and stone in a 10-mile-radius, 20-mile deep cylinder centered on a point you choose within range becomes impervious to cave-ins and other similar phenomena regardless of damage sustained. All stone-based structures are similarly rendered impervious to weathering and erosion.

Mavin's Worldweave
11th-level transmutation
Casting Time: 10 minutes
Range: Sight
Components: V, M (an Ollamh harp, which the spell consumes)
Duration: Until dispelled

You manipulate the climate in a 10-mile radius centered on a point you choose within range. You must be outdoors to cast this spell.

When you cast the spell, find the current climate on the following table and change its stage by one, up or down. It takes 1d4 x 10 days for the new conditions to take effect. When the spell ends, the weather gradually returns to normal. You can layer the effects with multiple castings.

Climate
Stage Condition
1 Tropic
2 Subtropic
3 Temperate
4 Subarctic
5 Arctic

Necromantic Singularity
10th-level necromancy
Casting Time: 1 action
Range: 300 feet
Components: V, S, M (a sphere of annihilation, which the spell consumes)
Duration: Instantaneous

You create a transient conduit between the Prime Material Plane, the Weave, and the Negative Energy Plane, allowing raw negative energy to course into the world. This energy instantly kills up to 800 hit points of living creatures. Constructs and undead aren’t affected. Creatures within 1 mile of a point you choose within range (the singularity) are affected in order of proximity to the singularity.

Proctiv's Move Mountain
10th-level transmutation
Casting Time: 1 hour
Range: Sight
Components: V, M (a crystal ball and a magic item that allows flying or levitation, both of which the spell consumes, and a mythallar or a legendary magic item that allows flying or levitation)
Duration: Until dispelled

You sever the top of a mountain you can see within range, levitate it, then rotate it so that structures can be built upon its flat surface.

Each structure within 100 feet of the point of severance takes 50 bludgeoning damage. If a structure drops to 0 hit points, it collapses and potentially damages nearby creatures. A creature within half the distance of a structure's height must make a Dexterity saving throw. On a failed save, the creature takes 5d6 bludgeoning damage, is knocked prone, and is buried in the rubble, requiring a DC 20 Strength (Athletics) check as an action to escape. The DM can adjust the DC higher or lower, depending on the nature of the rubble. On a successful save, the creature takes half as much damage and doesn't fall prone or become buried.

The rotation of the landmass causes tremendous centrifugal force. Each creature that isn’t somehow anchored to the ground must make a Dexterity saving throw to grab onto a fixed object it can reach or be thrown away.

Tolodine's Killing Wind
10th-level conjuration
Casting Time: 1 action
Range: 300 feet
Components: V
Duration: Concentration, up to 10 minutes

Billowing vapors race from you at a tremendous speed, coalescing into a 60-foot-radius sphere centered on a point you choose within range. The cloud spreads around corners. It lasts for the duration or until strong wind dispereses the cloud, ending the spell. Its area is heavily obscured.

When the cloud appears, each creature in it must make a Constitution saving throw. A creature drops to 0 hit points on a failed save, or takes 7d6 acid damage on a successful one. A creature must also make this saving throw when it enters the spell’s area for the first time in a turn or ends its turn there. A creature that succeeds its first saving throw becomes immune to having its hit points reduced to 0 by this spell for 24 hours, instead taking 14d6 acid damage on subsequent failed saves. Creatures are affected even if they hold their breath or don’t need to breathe.

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