Intertwiner (5e Class)
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Creating a intertwiner
- Quick Build
You can make a intertwiner quickly by following these suggestions. First, Wisdom should be your highest ability score, followed by constitution. Second, choose the acolyte background. Third, choose the _
As a intertwiner you gain the following class features.
- Hit Points
Hit Dice: 1d6 per intertwiner level
Hit Points at 1st Level: 6 + Constitution modifier
Hit Points at Higher Levels: 1d6 (or 4) + Constitution modifier per intertwiner level after 1st
Weapons: Daggers, quarterstaffs
Tools: Alchemist's supplies
Saving Throws: Constitution, wisdom
Skills: Choose two from arcana, history, insight, medicine, nature and religion
You start with the following equipment, in addition to the equipment granted by your background:
- (a) one dagger or (b) one quarterstaff
- (a) scholar's pack or (b) explorer's pack or (c) priest's pack
- (a) component pouch or (b) holy symbol
- If you are using starting wealth, you have 2d6 x 10 gp in funds.
|Features||Cantrips Known||Spells Known||—Spell Slots per Spell Level—|
|1st||+2||Spellcasting, Intertwiner's Power||4||2||—||—||—||—||—|
|2nd||+2||Ceremony of The Intertwiner||4||2||2||—||—||—||—|
|4th||+2||Ability Score Improvement||4||3||3||—||—||—||—|
|6th||+3||Interweaved Specialization Feature||5||4||4||2||—||—||—|
|8th||+3||Ability Score Improvement||5||5||4||3||—||—||—|
|10th||+4||Interweaved Specialization Feature||6||6||4||3||2||—||—|
|12th||+4||Ability Score Improvement||6||7||4||3||3||—||—|
|14th||+5||Interweaved Specialization Feature||6||8||4||3||3||1||—|
|16th||+5||Ability Score Improvement||6||9||4||3||3||2||—|
|18th||+6||Sight of The Weave||6||10||4||3||3||3||1|
|19th||+6||Ability Score Improvement||6||11||4||3||3||3||2|
|20th||+6||Master of The Weave||6||11||4||3||3||3||2|
Your ties to Mystryl and the Weave has granted you magic.
At 1st level, you know four cantrips of your choice from the intertwiner spell list. You learn additional intertwiner cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Intertwiner table.
- Spell Slots
The Intertwiner table shows how many spell slots you have to cast your intertwiner spells of 1st level and higher. To cast one of these intertwiner spells, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest.
For example, if you know the 1st-level spell Burning Hands and have a 1st-level and a 2nd-level spell slot available, you can cast Burning Hands using either slot.
- Spells Known of 1st Level and Higher
You know two 1st-level spells of your choice from the intertwiner spell list. Intertwiner table shows when you learn more intertwiner spells of your choice. Each of these spells must be of a level for which you have spell slots. For instance, when you reach 5th level in this class, you can learn one new spell of 1st or 2nd level.
Additionally, when you gain a level in this class, you can choose one of the intertwiner spells you know and replace it with another spell from the intertwiner spell list, which also must be of a level for which you have spell slots.
- Spellcasting Ability
Wisdom is your spellcasting ability for your intertwiner spells, since the power of your magic relies on your devotion to Mystryl. You use your Wisdom whenever a spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a intertwiner spell you cast and when making an attack roll with one.
Spell save DC = 8 + your proficiency bonus + your Wisdom modifier
Spell attack modifier = your proficiency bonus + your Wisdom modifier
- Ritual Casting
You can cast a intertwiner spell as a ritual if that spell has the ritual tag and you have the spell prepared.
- Spellcasting Focus
You can use a holy symbol as a spellcasting focus for your intertwiner spells.
When casting a spell you can add a d4 to the attack roll, DC, or damage roll. You must pick which before casting the spell. You can only use this feature once per long rest and regain the ability to do so at the end of the long rest.
Ceremony of The Intertwiner
You commune with the Weave in order to learn more spells. At the end of each long rest you can pick an amount of spells for which you have spells slots, equal to half your wisdom modifier(rounded up, minimum of 1, maximum of 5) from the wizard or cleric spell lists. These spells are intertwiner spells for you and doesn't count against the number of spells known. Spells gained by this feature can’t be casted as rituals. All spells gained by this feature are lost at the beginning of each long rest.
At 3 level, you choose a Specialization. Choose between Interweaved Combat, Interweaved Magic and Interweaved Utility, all detailed at the end of the class description. Your choice grants you features at level 3 and again at level 6, 10 and 14.
Ability Score Improvement
When you reach 4th level, and again at 8th, 12th, 16th and 19th 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.
You can use Intertwiner's Power once per short or long rest and the die increases to d6. The feature is regained at the end of the short or long rest.
You learn both detect magic and identify if you don’t already know them, these spells doesn't count against the number of spells known. You can cast detect magic without having to expend a spell slot or needing spell components an amount of times equal to half your weaver level(rounded down) per long rest.
Sight of The Weave
You gain truesight with a range of 60ft.
Master of the Weave
Once per long rest you can cast any spell without consuming a spell slot, but after doing so you suffer 2 levels of exhaustion. You regain the ability to do so at the end of each long rest.
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- Combat Proficiencies
At 3rd level you gain proficiency with simple weapons and light armor.
- Combat Casting
When you take the attack action on your turn you can cast a spell of 1st level or higher as a bonus action. You can only use this feature an amount of times equal to your wisdom modifier(minimum of 1) per long rest, and you regain the ability to do so at the end of each long rest. You gain this feature at 3rd level.
- Extra Attack
Beginning at 6th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
- Flexible Combat
Beginning at 10th level, when taking the attack action you can forgo one of your weapon attacks in order to cast a spell instead.
- Magical Shield
When you get hit by an attack or is forced to make a saving throw you can add half your wisdom modifier(rounded down, minimum of 1, maximum of 4) to your AC or the saving throw. You gain this feature at level 14.
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- Superior Ceremony
Beginning at level 3, when you use for Ceremony of The Intertwiner feature you can gain spells from any spell list.
- Favored Spell
Pick a spell of 1st level or higher that you know as part of this classes's spellcasting feature. When you cast this spell you can cast a cantrip as a part of the same action. You can use this feature an amount of times equal to half your wisdom modifier(rounded down, minimum of 1) per short rest. You regain the use of this feature at the end of each short or long rest. You gain this feature at level 6.
- Strong Magic
Beginning at level 10, if a spell requires one or damage rolls then you can add your wisdom modifier(minimum of 1) to one of the damage dice of that spell.
- Double Spells
You can cast a spell as a bonus action if you used your action to cast a cantrip. You can use this feature an amount of times equal to a third of your weaver level(rounded down) per long rest, and regain the ability to do so at the end of the long rest. you gain this feature at level 14.
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- Ritualistic Ceremony
Starting at level 3, spells gained by the Ceremony of The Intertwiner can be cast as rituals.
- Gifted Spell
You can pick a spell of 1st level or higher that you known as part of this classes's spellcasting feature that has a range of self. You can cast this spell as if it had a range of touch. You can use this feature an amount of times equal to half your wisdom modifier(rounded down, minimum of 1) per short rest. You gain this feature at level 6.
- Standardized Spells
Beginning at level 10, whenever you cast a spell that deal damage you can change the damage type of the spell to force.
- Efficent Rituals
Any ritual spell that you know as a part of this class's spellcasting feature can be cast as a ritual using their normal casting time + 1 round. You gain this feature at level 14.
intertwiner Spell List
You can learn any of the spells on the intertwiner spell list.
Booming Blade, Dancing Lights, Fire bolt, Friends, Guidance, Light, Mage Hand, Mending, Message, Minor Illusion, Prestidigitation, Ray of Frost, Shocking Grasp, Spare the Dying, Thaumaturgy, Toll the Dead
- 1st Level
Alarm, Burning Hands, Ceremony, Charm Person, Chromatic Orb, Comprehend Languages, Detect Magic, Disguise Self, Faerie Fire, False Life, Feather Fall, Fog Cloud, Identify, Illusory Script, Unseen Servant
- 2nd Level
Alter Self, Augury, Blur, crown of Madness, Darkness, Darkvision, Detect Thoughts, Earthbind, Flame Blade, Gift of Gab, Hold Person, Invisibility, Locate Objects, Magic Weapon, Mirror Image, Misty Step, Scorching Ray; Shatter, Silence, web
- 3rd Level
Blink, Clairvoyance, Counterspell, Dispel Magic, Fast friends, Fireball, Fly, Haste, Life Transference, Magic Circle, Tiny hut, Wall of Sand
- 4th Level
Aura of Life, Banishment, Divination, Fabricate, Greater Invisibility, Ice Strom, Locate Creature, Wall of Fire
- 5th Level
Animate Objects, Awaken, Bigby's Hand, Commune, Conjure Elemental, Dominate Person, Telekinesis, Teleportation Circle, Wall of Force
Prerequisites. To qualify for multiclassing into the intertwiner class, you must meet these prerequisites: 13 wisdom
Proficiencies. When you multiclass into the intertwiner class, you gain the following proficiencies: -
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