Weaveborn (5e Race)

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Weaveborn[edit]

Physical Description[edit]

Weaveborn radiate an almost visible magic aura (based on the subrace chosen).

History[edit]

Born from the Weave itself, you always understood it, and embraced magic. Weaveborns have the innate power to fly, sustaining themselves with magic or magical translucent wings. They are either born from Gods or created by magical experiments or disaster

Society[edit]

Weaveborns don't have a proper society, instead they are often alone. They care about magic, and stand against those who use it in a way opposite than what they use it for. (A Necromancer Weaveborn would stand against Clerics and Paladins who aim to destroy Undeads)


Weaveborn Traits[edit]

Ability Score Increase. Your Intelligence score increases by 2 and your Constitution score increases by 1.
Age. Weaveborns reach maturity at 20 years old, and can live up to 500 years old.
Alignment. Any. However, Weaveborns tend to be Chaotic.
Size. Medium or Small
Speed. Your base walking speed is 35 feet. You have a flying speed (Hover) equal to half your base speed (rounded up) and a swimming speed of 30 feet. Moreover, you can breathe underwater.
Darkvision. You have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.
Magic Resilience. As magic flows through your body, it causes minor physical changes to your body. Your hit point maximum increases by 2 whenever you gain a level.
Magic Resistance. You have advantage on saving throws against spells and other magical effects.
Magic Protection. Parts of your skin are covered by a thin magic protection. When you aren't wearing armor, your AC equals 13 + your Intelligence modifier. (You can also add your Dexterity modifier, as usual)
Magic Adeptness. You are able to someway control the effects of your spells. Whenever you cast a spell, roll a d20. On a 15 or more, you can choose one of these effects to apply on your spell.

- If the spell requires a Saving Throw, the target has disadvantage on the initial Saving Throw.

- If the spell requires an attack roll, add your Proficiency Bonus a second time to it.

- If the spell affects an area, you can add 5 feet to that area.

- If the spell requires Concentration, you can add your Intelligence modifier to every check made to maintain Concentration.
Magic Sense. You can cast Detect Magic at will. You also have Truesight in a range of 10 feet.
Languages. You can speak, read, and write Common and one other language of your choice.


If you were created out of an already existing race you may retain 2 of your Racial Traits. If you were created from nothing, you can choose two Racial traits from any race available at your table.

Abjuration Weaveborn[edit]

Born from a powerful source of Abjuration magic, you are sturdier than other Weaveborns.

Ability Score Increase. Your Constitution score increases by 1.
Abjuration Defenses. You can add your proficiency Bonus to your AC
Abjurer's save. Whenever you roll a Saving Throw, you get a bonus equal to half your PB.
Abjuration Magic. You know the Blade Ward cantrip, and you can cast it as a Bonus Action. When you reach 3rd level, you can cast the Shield spell once with this trait and regain the ability to do so when you finish a long rest. When you reach 5th level, you can cast the Arcane Lock spell once, and regain the ability to do so when you finish a long rest. You can also cast the spells using any spell slots you have. Intelligence is your spellcasting ability for these spells.

Evocation Weaveborn[edit]

Born from a powerful source of Evocation magic, your spells are more devastating than other's.

Ability Score Increase. Your Intelligence score increases by 1.
Evocation Defense-Pierce. You can add your proficiency Bonus twice, to calculate your spell attack roll and Save DC.
Evoker Prowess. Whenever you roll damage for a cantrip or a spell, you can add your PB to it.
Evocation Magic. You know the Eldritch Blast cantrip. When you reach 3rd level, you can cast the Chromatic Orb spell once with this trait and regain the ability to do so when you finish a long rest. When you reach 5th level, you can cast the Shatter spell once, and regain the ability to do so when you finish a long rest. You can also cast the spells using any spell slots you have. Intelligence is your spellcasting ability for these spells.


Enchantment Weaveborn[edit]

Born from a powerful source of Enchantment magic, your spells are able to penetrate even the most resilient enemy's defenses.

Ability Score Increase. Your Charisma score increases by 1.
Negate Defenses. Whenever you cast an enchantment spell, you can almost ignore the target(s) resistance or immunity to the Charmed and Frightened conditions. You treat an Immunity as a Resistance and ignore already existing Resistences.
Enchantment Charm. You can add your Charisma modifier, to calculate your spell attack roll and Save DC (if not negative).
Enchantment Magic. You know the Mind Sliver cantrip. When you reach 3rd level, you can cast the Charm Person spell once with this trait and regain the ability to do so when you finish a long rest. When you reach 5th level, you can cast the Crown of Madness spell once, and regain the ability to do so when you finish a long rest. You can also cast the spells using any spell slots you have. Intelligence is your spellcasting ability for these spells.

Random Height and Weight[edit]

Base
Height
Height
Modifier*
Base
Weight
Weight
Modifier**
′ '' + lb. × () lb.

*Height = base height + height modifier
**Weight = base weight + (height modifier × weight modifier)

Suggested Characteristics[edit]

When creating a <race name> character, you can use the following table of traits, ideals, bonds and flaws to help flesh out your character. Use these tables in addition to or in place of your background's characteristics.

d8 Personality Trait
1
2
3
4
5
6
7
8
d6 Ideal
1
2
3
4
5
6
d6 Bond
1
2
3
4
5
6
d6 Flaw
1
2
3
4
5
6
0.00
(0 votes)

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