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:

10th-level
11th-level
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