Zone Weaver (5e Class)

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Zone Weaver[edit]

Zone weavers control space to punish enemies while aiding allies.


Creating a Zone Weaver[edit]

When creating a zone weaver consider what you wish to use the zones for. To damage enemies? To aid allies? To boost your own vitality and power?

Quick Build

You can make a Zone Weaver quickly by following these suggestions. First, Constitution should be your highest ability score, followed by Strength. Then wisdom is a good third choice.

Class Features

As a Zone Weaver you gain the following class features.

Hit Points

Hit Dice: 1d10 per Zone Weaver level
Hit Points at 1st Level: 10 + Constitution modifier
Hit Points at Higher Levels: 1d10 (or 6) + Constitution modifier per Zone Weaver level after 1st

Proficiencies

Armor: All armors and shields
Weapons: Simple and Martial
Tools: Choice
Saving Throws: Constitution, Strength.
Skills: Choose four from Athletics, Animal Handling, Insight, Medicine, Perception, and Survival.

Equipment

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

  • Your choice of a martial non-ranged weapon.
  • (a) Half-Plate or (b) Breast Plate
  • (a) Dungeoneer's Pack or (b) Explorer's Pack
  • If you are using starting wealth, you have 25 gp in funds.

Table: The Zone Weaver

Level Proficiency
Bonus
Zone Amount Zone Power Features
1st +2 1 1 Zone Weave, Zone Save DC, Zone Power
2nd +2 1 1 Zone Destroy, Zone Control
3rd +2 1 1 Zone Expand, Zone Explosion, Zone Style
4th +2 1 1 Ability Score Improvement, Zone Effect
5th +3 2 1 Extra Move
6th +3 2 2 Zone Adept
7th +3 2 2 Zone Targeting
8th +3 2 2 Ability Score Improvement
9th +4 3 2 Zone Teleportation
10th +4 3 2 Domain
11th +4 3 3 Zone Master
12th +4 3 3 Ability Score Improvement, Zone of Absorption
13th +5 4 3
14th +5 4 3
15th +5 4 3 Nullifying Zone
16th +5 4 4 Ability Score Improvement, Zone Grandmaster
17th +6 5 4
18th +6 5 4 Zone Convergence
19th +6 5 4 Ability Score Improvement
20th +6 5 4 True Domain


Zone Power

Zone power is the buff your zones give by default. Each level gives +1 to attack rolls and saving throws for allies only.


Zone Save DC

At 1st level you gain a Zone Save DC that acts similarly to a spellcasting DC that enemies have to roll against. The Zone Save DC is 8 + Constitution Modifier + Proficiency Bonus.


Zone Weave

At 1st level once per turn as an action you create a zone that has an area of 10ft with a range of 60 ft. Keep in mind two zones cannot overlap until Zone Convergence is unlocked.


Zone Destroy

At 2nd level as a bonus action you can destroy a zone you have created no matter its size stopping any effects the zone is currently outputting. Can be useful to remove dangerous zones before allies step into them.


Zone Control

At 2nd level as a bonus action you can move a created zone by 10 ft.


Zone Style

At 3rd level, you choose a zone style. Choose between the Protection Weaver, Trap Weaver, Element Weaver, and Chaos Weaver. All detailed at the end of the class description. Your choice grants you features at 3rd level and again at 6th, 9th, 12th, 15th, and 18th.


Zone Expand and Shrink

At 3rd Level you gain the ability to expand or shrink a zone you have created by 5ft. Maximum size is 20ft while the minimum is 5ft.


Zone Explosion

At 3rd Level as an action you gain the ability to detonate a zone instead of destroying it normally which forces enemies and allies within its area to roll a constitution saving throw against your Zone Save DC. On a fail it damages allies and enemies alike dealing 2d6 force damage. On a success the damage is halved. You can use this ability a number of times equal to your proficiency modifier. This still destroys the zone.


Ability Score Improvement

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


Zone Effect

At 4th Level you can use an action to determine a basic effect a zone of your choice will gain. This is determined by rolling a d4. You can not use zone effect again until the abilities of the effect are fully used up. The effect abilities lasts until the zone is destroyed or all allies/enemies are no longer under its effects. When this happens you can then use Zone Effect again.


Rolling a 1 will cause all allies to gain a +2 to ac for one turn.

Rolling a 2 will cause all allies to gain a +3 to their next attack roll.

Rolling a 3 will cause all enemies to make a constitution saving throw against your Zone Save DC. On a fail they are grappled and take 3d8 force damage. On success they take only take 1d8 of force damage.

Rolling a 4 will cause all allies to either gain 5 temporary hit points once or heal 5 hit points once.


Extra Move

At 5th level you can use an extra attack or use an extra zone action ability.


Zone Adaptation

At 6th level any harmful effects created by zones no longer affect you such as Zone Explosion and difficult terrain zones.


Zone Adept

At 6th level your zone power increases to a +2.


Zone Targeting

At 7th level as an action you can control zones much more accurately and can cause a zone to follow or track an enemy or ally as an action to either buff or de-buff them. The zones shrink down to 3 ft in radius and can not affect any other enemies or allies. This ability only lasts for one turn and the zone disappears afterwards.


When a zone is attached to an ally roll a d4.

1 and 2 cause your ally to gain advantage on all attack rolls for their turn.

3 and 4 cause your ally to gain a +5 bonus to damage on any attack they make.

When a zone is attached to an enemy roll a d4.

1 and 2 cause the enemy to gain disadvantage on one weapon attack roll against any ally only.

3 and 4 cause the enemy to lose half of their damage dealt for only one attack.


Zone Teleportation

At 9th level as a bonus action you can teleport to a spot in any zone of your choice however if you teleport into an object or person take 1d4 force damage. This does not provoke opportunity attacks. This can be used a number of times equal to your proficiency bonus and you can regain uses after short or long rests.


Domain

At 10th level as an action any enemies within your zones must make a constitution saving throw against your Zone Save DC. On a fail become frightened of you and take 8d6 force damage. On a success they take half damage but are still frightened.


Zone Master

At 11th level your zone power increases to a +3.


Zone of Absorption

At 12th level as a prepared reaction you can use the zone to absorb a spell or ranged attack which buffs your ac by 1 and gives you access to your zone power for one turn. You gain 1 use each at levels 12, 14, 16, 18, and 20 before needing to take a long rest to use it again.


Nullifying Zone

At 15th level you can use an action to turn a zone of your choice can be turned into pure anti-magic which causes any enemy spells to not work for a turn however this causes the zone to collapse and be destroyed and harming enemies by 10d8 force damage. This can be used 2 times before needing a long rest to use again.


Zone Grandmaster

At 16th level your zones power increases to a +4.


Zone Convergence

At 18th level this allows you to spend an action allows two zones to overlap with a maximum of 3 zones overlapping. This allows abilities such as Zone Effect, Nullifying Zone, or Zone of Absorption to spread across or occur at all affected zones at once allowing the effect to have an extremely large area of effect and boosting zone power by +1 for one turn.


True Domain

At 20th level as an action you can end enemies that are within the confines of your zones. The zones are destroyed upon using this and you only have 1 uses before requiring a long rest to use True Domain again.

Upon activating True Domain your enemies become restrained, paralyzed, frightened, fall to the earth if they are flying, and take 20d10 force damage for one turn.

Protection Weaver[edit]

The Protection Weaver focuses on healing and mitigating damage directed at allies within range.

Zone of Defense

At 3rd level any allies within your zones gain a +1 to AC.


Zone of Willpower

At 6th level any allies within your zones gain advantage on saving throws against being charmed, frightened, or stunned.


Zone of Reflection

At 9th level as a prepared reaction any enemy attack to an ally within your zone takes half their damage back and the ally affected heals 5 hit points. You can use this a number of times equal to your proficiency bonus before needing a long rest to use again.


Zone of Anti-Weapon

At 12th level all allies within your zones gain resistance to bludgeoning, piercing, slashing, and force damage.


Zone of Refreshment

At 15th level as an action any negative effects on allies are cleansed away and for each negative effect removed from allies within that zone heals 5 points. This can be used twice before a long rest.


Zone of Living

At 18th level as an action all allies gain a +4 to AC, lose all negative effects, and regain 20 hit points once. This lasts until your next turn. This can be used once before requiring a long rest.

Element Weaver[edit]

The Channeler focuses on channeling elemental abilities to harm enemies or boost damage.


Zone of Imbuement

At 3rd level you can as a bonus action imbue a zone you are standing granting yourself a 1d8 damage boost of acid, cold, fire, lightning, poison, or thunder while within the zone. You can use this a number of times equal to your proficiency bonus.


Zone of Strengthened Imbuement

At 6th level your imbuement grows stronger. You gain a 2d6 to damage of any kind and enemies take 1d4 of damage. Your choice between acid, cold, fire, lightning, poison, or thunder. You can use this a number of times equal to your proficiency bonus.


Zone of Elemental Resistance

At 9th level as an action you can choose a zone and choose between two of acid, cold, fire, lightning, poison, or thunder for you and allies to gain resistance to. This effect lasts until your next turn.


Zone of Elemental Supernova

At 12th level as an action and bonus action a zone of your choice bursts with elemental damage. Enemies and any allies have to make a constitution saving throw against your Zone Save DC however you can choose two allies that will be unaffected. On a fail they take 6d8 of your choice between acid, cold, fire, lightning, poison, or thunder for elemental damage. On a success the damage is halved with a round up on uneven numbers. You can use this a number of times equal to your proficiency bonus.


Zone of Strongest imbuement

At 15th level your imbuement reaches its highest potential. You gain a 3d6 to damage of any kind and enemies in the zone take 1d8 damage. Your choice between acid, cold, fire, lightning, poison, or thunder. You can use this a number of times equal to your proficiency bonus.


Zone of Fused Annihilation

At 18th level as an action and bonus action you can choose a combined elemental ultimate to decimate your enemies. This can be used once per long rest. All allies within the zone are pushed away towards the zone weaver before the zone activates.


Dead Zone - A combination of poison and acid. Acid deals 5d10 and poison deals 5d10. Makes difficult terrain. Poisons enemies.

Storm Zone - A combination of lightning and thunder. Lightning deals 5d10 and thunder deals 5d10. Makes difficult terrain. Paralyzes enemies.

Frostfire Zone - A combination of fire and cold. Fire deals 5d10 and cold deals 5d10. Makes difficult terrain. Causes enemies to fall prone.

Chaos Weaver[edit]

The Chaos Weaver subclass focuses on using zones to cause pure chaos and randomness.


Zone of Lesser Chaos

At 3rd level as an action you roll a d4 for a random effect that takes place inside your zone. At this level you can choose 1 ally unaffected by the effect in the zone. Any enemies inside take 1d6 damage on top of the effect.

  • 1 - Zone crumbles the ground making it difficult terrain.
  • 2 - Zone fills with mist that gives advantage on stealth checks.
  • 3 - Zone shimmers with illusions, imposing disadvantage on Wisdom saving throws.
  • 4 - Zone creates an illusion of a terrifying creature causing enemies to be frightened.


Zone of Chaos

At 6th level as an action you roll a d6 for a random effect. At this level you can choose 1 ally unaffected by the effect in the zone. Any enemies inside take 2d6 damage on top of the effect.

  • 1 - Zone crumbles the ground making it difficult terrain.
  • 2 - Zone fills with mist that gives advantage on stealth checks.
  • 3 - Zone shimmers with illusions, imposing disadvantage on Wisdom saving throws.
  • 4 - Zone creates an illusion of a terrifying creature causing enemies to be frightened.
  • 5 - Zone resonates with thunderous noise, causing deafness for those within.
  • 6 - Zone becomes slippery, causing anyone inside to make Dexterity saving throws or fall prone.


Zone of Greater Chaos

At 9th level as an action you roll a d8 for a random effect. At this level you can choose 2 allies unaffected by the effect in the zone. Any enemies inside take 3d6 damage on top of the effect.

  • 1 - Zone crumbles the ground making it difficult terrain.
  • 2 - Zone fills with mist that gives advantage on stealth checks.
  • 3 - Zone shimmers with illusions, imposing disadvantage on Wisdom saving throws.
  • 4 - Zone creates an illusion of a terrifying creature causing enemies to be frightened.
  • 5 - Zone resonates with thunderous noise, causing deafness for those within.
  • 6 - Zone becomes slippery, causing anyone inside to make Dexterity saving throws or fall prone.
  • 7 - Zone grants damage resistance to allies.
  • 8 - Zone erupts in a storm, imposing disadvantage on ranged attack rolls.


Zone of Superior Chaos

At 12th level as an action you roll a d10 for a random effect. At this level you can choose 3 allies unaffected by the effect in the zone. Any enemies inside take 4d6 damage on top of the effect.

  • 1 - Zone crumbles the ground making it difficult terrain.
  • 2 - Zone fills with mist that gives advantage on stealth checks.
  • 3 - Zone shimmers with illusions, imposing disadvantage on Wisdom saving throws.
  • 4 - Zone creates an illusion of a terrifying creature causing enemies to be frightened.
  • 5 - Zone resonates with thunderous noise, causing deafness for those within.
  • 6 - Zone becomes slippery, causing anyone inside to make Dexterity saving throws or fall prone.
  • 7 - Zone grants damage resistance to allies.
  • 8 - Zone erupts in a storm, imposing disadvantage on ranged attack rolls.
  • 9 - Zone causes enemies inside to age rapidly, imposing disadvantage on Strength and Dexterity checks.
  • 10 - Those inside the zone gain the ability to teleport up to 30 feet as a bonus action for one round.


Zone of Supreme Chaos

At 15th level as an action roll a d20 for a random effect. At this level allies can no longer be affected by any negative effects. Any enemies inside take 5d6 damage on top of the effect.

  • 1 - Zone crumbles the ground making it difficult terrain.
  • 2 - Zone fills with mist that gives advantage on stealth checks.
  • 3 - Zone shimmers with illusions, imposing disadvantage on Wisdom saving throws.
  • 4 - Zone creates an illusion of a terrifying creature causing enemies to be frightened.
  • 5 - Zone resonates with thunderous noise, causing deafness for those within.
  • 6 - Zone becomes slippery, causing anyone inside to make Dexterity saving throws or fall prone.
  • 7 - Zone grants damage resistance to allies.
  • 8 - Zone erupts in a storm, imposing disadvantage on ranged attack rolls.
  • 9 - Zone causes enemies inside to age rapidly, imposing disadvantage on Strength and Dexterity checks.
  • 10 - Those inside the zone gain the ability to teleport up to 30 feet as a bonus action for one round.
  • 11 - Zone induces a euphoric feeling, granting immunity to fear effects for those inside.
  • 12 - Those inside the zone gain advantage on all skill checks for one round.
  • 13 - Zone causes all targets inside to become incapacitated for one round.
  • 14 - Those inside the zone gain the ability to see invisible creatures for one round.
  • 15 - Zone swaps the positions of all targets inside randomly.
  • 16 - Those inside the zone become immune to being paralyzed or restrained for one round.
  • 17 - Zone grants all those inside resistance to non-magical weapon damage for one round.
  • 18 - Those inside the zone gain the ability to see into the Ethereal Plane for one round.
  • 19 - Zone triggers a surge of wild magic, causing random spells to be cast at targets within.
  • 20 - Those inside the zone gain immunity to poison and disease for one round.


Zone of chaos incarnate

At 20th level as an action roll a d100 and a d10 for a random effect. At this level allies can no longer be harmed by any negative effects and heal 5 hit points each time. Any enemies inside take 6d6 damage on top of the effect.

  • 1 - Zone crumbles the ground making it difficult terrain.
  • 2 - Zone fills with mist that gives advantage on stealth checks.
  • 3 - Zone shimmers with illusions, imposing disadvantage on Wisdom saving throws.
  • 4 - Zone creates an illusion of a terrifying creature causing enemies to be frightened.
  • 5 - Zone resonates with thunderous noise, causing deafness for those within.
  • 6 - Zone becomes slippery, causing anyone inside to make Dexterity saving throws or fall prone.
  • 7 - Zone grants damage resistance to allies.
  • 8 - Zone erupts in a storm, imposing disadvantage on ranged attack rolls.
  • 9 - Zone causes enemies inside to age rapidly, imposing disadvantage on Strength and Dexterity checks.
  • 10 - Those inside the zone gain the ability to teleport up to 30 feet as a bonus action for one round.
  • 11 - Zone induces a euphoric feeling, granting immunity to fear effects for those inside.
  • 12 - Those inside the zone gain advantage on all skill checks for one round.
  • 13 - Zone causes all targets inside to become incapacitated for one round.
  • 14 - Those inside the zone gain the ability to see invisible creatures for one round.
  • 15 - Zone swaps the positions of all targets inside randomly.
  • 16 - Those inside the zone become immune to being paralyzed or restrained for one round.
  • 17 - Zone grants all those inside resistance to non-magical weapon damage for one round.
  • 18 - Those inside the zone gain the ability to see into the Ethereal Plane for one round.
  • 19 - Zone triggers a surge of wild magic, causing random spells to be cast at targets within.
  • 20 - Those inside the zone gain immunity to poison and disease for one round.
  • 21 - Zone creates an aura of discord, imposing disadvantage on all Charisma checks.
  • 22 - Targets within the zone gain temporary immunity to charm and fear effects.
  • 23 - Zone creates an illusion of a breathtaking landscape, imposing disadvantage on Wisdom saving throws.
  • 24 - Targets within the zone gain temporary immunity to necrotic and radiant damage.
  • 25 - Zone becomes a zone of radiant energy, imposing disadvantage on undead and fiends inside.
  • 26 - Targets within the zone gain immunity to being charmed or frightened for one round.
  • 27 - Targets within the zone gain temporary immunity to poison and disease.
  • 28 - Zone causes all mundane fires to be extinguished for its duration.
  • 29 - Targets within the zone gain immunity to exhaustion and sleep effects for one round.
  • 30 - Zone becomes a zone of contemplation, granting advantage on Intelligence checks.
  • 31 - Targets within the zone gain temporary proficiency in all skills for one round.
  • 32 - Zone creates an illusory maze, causing those inside to become disoriented and lost.
  • 33 - Zone becomes a zone of silence, preventing any sound from being produced within.
  • 34 - Zone triggers a wave of psychic energy, dealing psychic damage to all targets within.
  • 35 - Targets within the zone gain temporary flight for one round.
  • 36 - Zone emits an aura of protection, granting all within advantage on saving throws.
  • 37 - Targets within the zone gain immunity to being knocked unconscious for one round.
  • 38 - Zone creates an illusion of a serene meadow, granting those inside advantage on Wisdom saving throws.
  • 39 - Targets within the zone gain immunity to all conditions for one round.
  • 40 - Zone projects an illusion of a beautiful sky, imposing disadvantage on attack rolls.
  • 41 - Targets within the zone gain the ability to communicate telepathically with each other for one round.
  • 42 - Zone warps reality, causing all targets inside to have disadvantage on all attack rolls.
  • 43 - Targets within the zone gain immunity to being petrified or turned to stone for one round.
  • 44 - Zone triggers a blast of cold air, causing those inside to be chilled and have their movement speed reduced.
  • 45 - Targets within the zone gain temporary truesight for one round.
  • 46 - Zone creates an illusion of a beautiful landscape, calming those inside and ending hostile intentions.
  • 47 - Targets within the zone gain immunity to necrotic damage for one round.
  • 48 - Zone creates an area of darkness, causing those inside to be heavily obscured.
  • 49 - Targets within the zone gain the ability to walk on water or other liquids for one round.
  • 50 - Zone creates a distortion in space, causing those inside to be randomly teleported.
  • 51 - Zone becomes an area of stillness, preventing any movement within its boundaries.
  • 52 - Zone creates an illusory maze, causing those inside to become disoriented and lost.
  • 53 - Targets within the zone become immune to all non-magical weapons for one round.
  • 54 - Targets within the zone gain the ability to teleport a short distance as a bonus action for one round.
  • 55 - Zone creates a sphere of echoing sounds, granting tremorsense to those inside.
  • 56 - Targets within the zone gain temporary immunity to elemental damage.
  • 57 - Zone becomes an area of heightened senses, granting advantage on Wisdom (Perception) checks.
  • 58 - Targets within the zone gain the ability to walk on air, leaving no physical trace of their steps.
  • 59 - Zone causes all light sources within to emit multicolored hues for its duration.
  • 60 - Targets within the zone gain temporary resistance to necrotic and radiant damage.
  • 61 - Zone triggers an unsettling atmosphere, causing all creatures inside to feel uneasy and paranoid.
  • 62 - Targets within the zone gain the ability to understand and communicate with plants for one round.
  • 63 - Zone becomes a space of shifting gravity, allowing those inside to cling to walls and ceilings.
  • 64 - Targets within the zone gain temporary immunity to being knocked unconscious.
  • 65 - Zone creates an illusory sanctuary, providing advantage on Wisdom saving throws for creatures inside.
  • 66 - Targets within the zone gain the ability to move silently and leave no tracks for one round.
  • 67 - Zone triggers an array of scintillating colors, imposing disadvantage on Intelligence saving throws.
  • 68 - Zone creates an area of magical reflection, reflecting targeted spells back at the caster.
  • 69 - Zone becomes a temporal loop, allowing those inside to take an additional action.
  • 70 - Zone warps time, causing objects and creatures to age or revert in appearance for its duration.
  • 71 - creates a realm of illusions, making it difficult for creatures inside to distinguish reality from fiction.
  • 72 - Targets within the zone gain temporary resistance to all conditions (e.g., blinded, deafened).
  • 73 - Zone warps the fabric of reality, granting those inside advantage on all saving throws.
  • 74 - Targets within the zone gain temporary proficiency in all saving throws.
  • 75 - Zone triggers an ephemeral shield, granting temporary invulnerability to creatures inside.
  • 76 - Targets within the zone gain the ability to comprehend and cast a random cantrip for one round.
  • 77 - Zone becomes an area of perfect darkness, causing those inside to be blinded.
  • 78 - Targets within the zone gain temporary immunity to being poisoned or diseased.
  • 79 - Zone triggers a burst of magical energy, allowing those inside to cast a random spell without expending a slot.
  • 80 - Targets within the zone gain the ability to move through solid objects for one round.
  • 81 - Zone creates a dome of tranquility, granting creatures inside temporary immunity to hostile spells.
  • 82 - Targets within the zone gain temporary immunity to fear and charm effects.
  • 83 - Zone warps sound, causing all inside to have disadvantage on Dexterity (Stealth) checks.
  • 84 - Targets within the zone gain temporary immunity to radiant and necrotic damage.
  • 85 - Targets within the zone gain the ability to breathe underwater and move through water with ease.
  • 86 - Zone triggers an illusion of twisting landscapes, causing those inside to be disoriented and unable to navigate.
  • 87 - Targets within the zone gain temporary immunity to psychic damage.
  • 88 - Zone creates an area of temporal stagnation, making it impossible for creatures inside to age for one round.
  • 89 - Targets within the zone gain the ability to walk on water and other liquid surfaces for one round.
  • 90 - Zone becomes an ethereal sanctuary, granting temporary invulnerability to all creatures inside.
  • 91 - Targets within the zone gain temporary immunity to all forms of magical control (e.g., petrification, dominate).
  • 92 - Zone triggers a flurry of spectral images, imposing disadvantage on Dexterity saving throws for those inside.
  • 93 - Targets within the zone become invisible, but their presence can be detected through sound and vibrations.
  • 94 - Zone creates a realm of reversed gravity, causing creatures to fall upwards and float.
  • 95 - Targets within the zone gain temporary immunity to being charmed or frightened.
  • 96 - Zone emits a spectral music, inspiring those inside with advantage on Charisma-based checks.
  • 97 - Targets within the zone gain temporary resistance to force and psychic damage.
  • 98 - Zone triggers an ethereal dance, causing those inside to move gracefully and impose disadvantage on attacks against them.
  • 99 - Targets within the zone gain temporary immunity to being paralyzed or restrained.
  • 100 - Zone creates a dome of tranquility, granting those inside temporary immunity to hostile spells.

Multiclassing[edit]

Prerequisites. To qualify for multiclassing into the Zone Weaver class, you must meet these prerequisites: 15 constitution, 15 strength, 11 wisdom.

Proficiencies. When you multiclass into the Zone Weaver class, you gain the following proficiencies: Light Armor, Medium Armor, Shields, and Martial Weapons.

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