Spellweaver (3.5e Class)

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Spellweaver
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Spellweaver[edit]

Energy is in the flow of the cosmos.
Some mages seek power through individual acts of power. They seek to enact their will through a single spell, a single action, a single moment. Not the Spellweaver. The Spellweaver knows that the past, present, and future are part of the same strand running through the tapestry of the universe. Power is found in not through a single moment, but through the flow of all moments. They study spells with the intent of weaving their own fabric into the grand tapestry, tying each moment to the past and future. They see the very fabric of nature, and weave their own designs into the tapestry. Their spells flow together, one riding on the crest of the last, until they become a mighty wave of unstoppable power.


Making a Spellweaver[edit]

The Spellweaver is a ranged dps and support. He can engage in melee if necessary, but is not as effective. He has a limited number of spells and spells per day, but has consistent ranged attack.

Abilities: The strength of his spells hinge on a high Intelligence score.

Races: Any race.

Alignment: Usually Any Neutral. Spellweaver powers largely build on balance

Starting Gold: 6d6×10 gp (210 gp).

Starting Age: Complex.

Table: The Spellweaver

Hit Die: d6

Level Base
Attack Bonus
Saving Throws Special Spells per Day
Fort Ref Will 0 1st 2nd 3rd 4th 5th 6th
1st +0 +0 +2 +2 Energy Ray 1d6 2 1
2nd +1 +0 +3 +3 3 1
3rd +2 +1 +3 +3 Understanding 3 2
4th +3 +1 +4 +4 Energy Ray 2d6 4 2 1
5th +3 +1 +4 +4 Energy Trap 4 3 1
6th +4 +2 +5 +5 Perception 5 3 2
7th +5 +2 +5 +5 Energy Ray 3d6 5 4 2 1
8th +6 +2 +6 +6 5 4 3 1
9th +6 +3 +6 +6 5 4 3 2
10th +7 +3 +7 +7 Energy Ray 4d6 5 4 4 2 1
11th +8 +3 +7 +7 5 4 4 3 1
12th +9 +4 +8 +8 5 4 4 3 2
13th +9 +4 +8 +8 Energy Ray 5d6 5 4 4 4 2 1
14th +10 +4 +9 +9 Energy Storm 5 4 4 4 3 1
15th +11 +5 +9 +9 5 4 4 4 3 2
16th +12 +5 +10 +10 Energy Ray 6d6 5 4 4 4 4 2 1
17th +12 +5 +10 +10 5 4 4 4 4 3 2
18th +13 +6 +11 +11 Shadow Chorus 5 4 4 4 4 3 3
19th +14 +6 +11 +11 Energy Ray 7d6 5 4 4 4 4 4 3
20th +15 +6 +12 +12 5 4 4 4 4 4 4

Class Skills (4 + Int modifier per level, ×4 at 1st level)
The Spellweaver's class skills (and the key ability for each skill) are Autohypnosis (Wis), Concentration (Con), Decipher Script (Int), Diplomacy (Cha), Intimidate (Cha), Knowledge (Arcana) (Int), Listen (Wis), Move Silently (Dex), Ride (Dex), Sense Motive (Wis), Spellcraft (Int), Survival (Wis), Use Magic Device (Cha).

Class Features[edit]

All of the following are class features of the Spellweaver.

Weapon and Armor Proficiency: The Spellweaver is proficient with simple and martial weapons. He is proficient with light armor, and no shields. Light armor does not interfere with spells from the Spellweaver list.

Spells: The Spellweaver can cast two types of spells. The spells given in the table Utility Spells are the utility spells that are useful generaly only out of combat. These spells require careful casting, take a bit longer than combat spells, and require more concentration. Any concentration check made to use the spell has an added DC of +1/spell level. In addition to these spells, the Spellweaver gains access to the Spellweaver spell list, which have different rules (see next table). He knows a limited number of Utility spells, determined by the following table:

Table: Utility Spells Known
Level Spells Known
0 1st 2nd 3rd 4th 5th 6th
1st 2 1
2nd 3 1
3rd 3 1
4th 4 2 1
5th 4 2 1
6th 5 2 1
7th 5 3 2 1
8th 6 3 2 1
9th 6 3 2 1
10th 6 4 3 2 1
11th 6 4 3 2 1
12th 6 4 3 2 1
13th 6 4 4 3 2 1
14th 6 4 4 3 2 1
15th 6 4 4 3 2 1
16th 6 4 4 4 3 2 1
17th 6 4 4 4 3 2 1
18th 6 4 4 4 3 2 1
19th 6 4 4 4 3 3 2
20th 6 4 4 4 3 3 2

In addition to the spells from the Utility Spell list, the Spellweaver has additional spells available in the Spellweaver Spell List. All of the spells from this list of appropriate level are available for a Spellweaver.

Table: Spellweaver Spell Preparation
Level Deck Size Hand Size Copies of Spells Max Number of Spells Per Level
1st 2nd 3rd 4th 5th 6th 7th 8th 9th 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st 6 2 1 6
2nd 8* 3 1 8
3rd 10 3 1 1 8 3
4th 13 3 2 1 8 5
5th 16 4 2 1 1 8 6 3
6th 19 4 2 2 1 8 8 4
7th 22 4 3 2 1 1 8 8 6 3
8th 24 5 3 2 2 1 8 8 8 4
9th 27 5 3 3 2 1 1 8 8 8 5 3
10th 29 5 4 3 2 2 1 8 8 8 6 4
11th 31 6 4 3 3 2 1 1 8 8 8 6 5 3
12th 34 6 4 4 3 2 2 1 8 8 8 6 6 4
13th 36 6 4 4 3 3 2 1 1 8 8 8 6 6 5 2
14th 38 7 4 4 4 3 2 2 1 8 8 8 6 6 6 3
15th 41 7 4 4 4 3 3 2 1 1 8 8 8 6 6 6 4 2
16th 43 7 4 4 4 4 3 2 2 1 8 8 8 6 6 6 4 3
17th 45 8 4 4 4 4 3 3 2 2 1 8 8 8 6 6 6 4 4 2
18th 48 8 4 4 4 4 4 3 3 2 1 8 8 8 6 6 6 4 4 3
19th 51 8 4 4 4 4 4 3 3 3 2 8 8 8 6 6 6 4 4 4
20th 54 9 4 4 4 4 4 3 3 3 3 8 8 8 6 6 6 4 4 4
* note that more level one spells need to be added to the spell list for this number to be reachable.


The Spellweaver also gains bonus spells per day for having a high Intelligence score.
To learn or cast a spell, a Spellweaver must have an Int score of at least 10 + the spell's level.

Energy Ray (Sp): The Spellweaver is able to send forth a ray of energy at a target. It is a 30ft ranged touch attack that deals 1d8 + Int mod damage. Every three levels after the first, the damage increases by 1d8. Either fire or electricity resistance counts for half against this attack. This ability is usable once every 1d4+1 rounds.

Understanding (Ex): The Spellweaver's understanding of the fabric of the cosmos allows him a better vision into the workings of magic, giving him a +1 per 3 levels (max Int mod) bonus to Spellcraft checks to attempt counterspells, and Knowledge (arcana) checks to identify magical properties of anything currently visible.

Perception (Ex): The Spellweaver is able to glimpse a moment into the future, giving +1 bonus to Reflex saves, and a +1 bonus to AC. The bonus to AC increases by 1 every 3 levels, but cannot exceed the Spellweaver's Int mod.

Energy Trap (Sp): Twice per day, the Spellweaver of level five or higher can place a trap on a five foot square or on an item. When the item is picked up or the five foot square is entered, it deals 2d6 + Int mod damage to the creature that entered the square or handled the item. Fire or electricity resistance counts for half.

Energy Storm (Sp): 3 times per day, the Spellweaver of level fourteen or higher can create a storm of energy that surrounds him, dealing 8d6 damage to everyone within a 30 foot radius. Reflex save for half. Fire or electricity resistance counts for half.

Shadow Chorus (Sp): Once per day, the Spellweaver is able to create a number of copies of himself equal to 2 + Int mod. These copies take up their own squares and can be placed anywhere within the radius of the Spellweaver's move speed. They are unable to do anything other than speak, and last 1 round/3 levels. The Spellweaver may once per round as a free action switch places with one of these clones. This switch is imperceptible to onlookers. If the Spellweaver uses this skill in accordance with a Perform (Sing), using them as backup singers, he gets a +5 to the check.

Epic Spellweaver[edit]

Table: The Epic Spellweaver

Hit Die: d6

Level Special
21st Rig the Deck
22nd Energy Ray 8d6
23rd
24th
25th Energy Ray 9d6
26th
27th
28th Energy Ray 10d6
29th
30th

4 + Int modifier skill points per level.


Rig the Deck: When preparing his deck for the day, an Epic Spellweaver may organize the deck and eliminate randomness in the draw.

Human Spellweaver Starting Package[edit]

Weapons: Light Crossbow.

Skill Selection: Pick a number of skills equal to 4 + Int modifier.

Skill Ranks Ability Armor
Check
Penalty
Autohypnosis 4 Wis
Concentration 4 Con
Decipher Script 2 Int
Diplomacy 4 Cha
Intimidate 2 Cha
Knowledge (Arcana) 4 Int
Listen 2 Wis
Move Silently 4 Dex 0
Sense Motive 2 Wis
Spellcraft 4 Int

Feat: Combat Casting.

Bonus Feats: Spell Penetration.

Gear: light crossbow, Backpack, Bedroll, Sunrod x2, Hemp Rope (50ft), Waterskin, Winer Blanket.

Gold: 140.

Campaign Information[edit]

Playing a Spellweaver[edit]

Religion: Religion does not play a major role in this class, but a Spellweaver is likely to choose a god devoted to the advancement of the mind.

Other Classes: The Spellweaver usually get along fine with other classes, but he may tend to stay away from classes that focus on brute strength instead of intellect.

Combat: The Spellweaver takes on the role of a ranged dps or support. He uses his skills to deal damage from the outskirts of the battle, while using his agility to remain out of the direct focus of attention.

Advancement: The Spellweaver's strength lies in the ability to cast more and more powerful spells, so it is wise to focus solely on advancing through the ranks of Spellweaver. He may sometimes multiclass into other spellcasting classes, such as wizard or sorcerer.

Spellweaver in the World[edit]

One does not need great power to change the course of history. If one knows well the tapestry of the world, one must simply pull the right string.
—Votharius, Human Spellweaver

Daily Life: The Spellweaver lives in much the same manner as any other spellcaster, often studying magic or working to create magical items for adventurers. They will also often be found by the side of rich patrons, who hire them for various tasks. They often seek out these arrangements, as it also gives them a chance to gain the ear of powerful individuals, allowing them to alter the course of events. The Spellweaver usually prefers to affect the world from a distance, tracing the cause and effect patterns and knowing just how and when to act to change things towards their own desires.

Organizations: They often build learning centers, where Spellweavers and other spellcasters come together to share knowledge and study magic. Powerful Spellweavers will usually be well known among other magic users, and will often be sought for their learning and wisdom. Each Spellweaver weaves spells slightly differently, and a knowledgeable Spellweaver can often recognize who a Spellweaver is or who taught them based on their style.

NPC Reactions: They are generally esteemed wherever spellcasters are well regarded, but often looked upon with some suspicion, as they usually have plans running deep through their smallest action.

Spellweaver Lore[edit]

Characters with ranks in Knowledge(arcana) can research Spellweavers to learn more about them. When a character makes a skill check, read or paraphrase the following, including information from lower DCs.

Knowledge (arcana)
DC Result
5 They are another form of spellcaster.
10 Their spells can grow more powerful when chained together.
15 Their power often grows during longer battles.
20 Characters with this score can know specific Spellweavers and perhaps histories.

Spellweaver in the Game[edit]

The Spellweaver is a good ranged dps and support character.

EL 5:

{{{name}}}

CR —

CE Medium Humanoid
Init/Senses +8/Listen 12, Spot 12
AC 22, touch 15, flat-footed 19
hp 41 (7d6 + 14 HD)
Fort/Ref/Will +8/+9/+4
Speed 30 feet
Melee Quarterstaff +5, Light Crossbow +8
Base Atk/Grp +5/+5
Spellweaver Spells Known ({{{pd}}}):
Abilities Str 10, Dex 16, Con 14, Int 18, Wis 14, Cha 8
SQ Energy Ray 3d8, Weave, Energy Trap, Dimensional Step
Feats Spell Penetration, Weapon Focus (ray), Improved Initiative, Combat Casting
Skills Concentration 12, Spot 12, Listen 12.
Advancement
Possessions Ring of Protection +2, Amulet of Natural Armor +2, Quarterstaff, Light Crossbow, +1 Mithral Chain

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