Weaver (5e Subclass)
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:
- 10th-level
- aumvor's soulshatter
- horrendous desiccation
- ioulaum's longevity
- mavin's create volcano
- mavin's earthfast
- necromantic singularity
- proctiv's move mountain
- tolodine's killing wind
- 11th-level
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