Matterweaver (5e Class)

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Matterweaver[edit]

An inventor who harnesses the magical power of a gem combined with their intelligence to transmute matter in order to create anything from an item to even a creature.

Eternal Omniscium[edit]

This is the Gem that is intertwined with your body and soul. It is a magical and unique item that will remain with your character as long as they exist in any plane. Somehow, this gem is interconnected with the information of all creatures and items in the multiverse, and granting you the power to transmute matter. The story of how your character found it and became linked with it depends on your DM, as they should intervene to ensure it remains coherent with the universe you are playing in.

Matterweaver Tools[edit]

These tools comprise a complete set of all possible artisan's tools. The appearance and functionality of this toolbox are of your choosing, but it weighs a mandatory 50kg. Additionally, it functions as a backpack, capable of securing items such as a bedroll and a coil of rope on the outside, and it has a storage space of 30 cubic centimeters and a weight limit of 15kg for equipment. If, by any chance, this tool is lost, you must build or buy a new one for the value of 50 GP. Your Dungeon Master has the freedom to decide whether it is possible to purchase this tool.

Playing as a Matterweaver[edit]

This class is designed for campaigns with long rests and breaks between adventures. It is not combat-focused; however, there are ways to make it functional.

Creating a[edit]


Quick Build

You can make a <!-class name-> quickly by following these suggestions. First, <!-Ability score-> should be your highest ability score, followed by <!-Ability score->. Second, choose the <!-background name-> background. Third, choose <!-elaborate on equipment choices->

Class Features

As a Matterweaver you gain the following class features.

Hit Points

Hit Dice: 1d6 per Matterweaver level
Hit Points at 1st Level: 6 + Constitution modifier
Hit Points at Higher Levels: 1d6 (or 4) + Constitution modifier per Matterweaver level after 1st

Proficiencies

Armor: All armors and shields
Weapons: All weapons
Tools: Matterweaver tools
Saving Throws: Intelligence, Wisdom
Skills: Arcana, Medicine, Perception, Survival

Equipment

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

  • Matterweaver Tools

Table: The Matterweaver

Level Proficiency
Bonus
Features
1st +2 <!-Class Feature1->
2nd +2 <!-Class Feature2->
3rd +2 <!-Class Feature3->
4th +2 Ability Score Improvement
5th +3
6th +3
7th +3
8th +3 Ability Score Improvement
9th +4
10th +4
11th +4
12th +4 Ability Score Improvement
13th +5
14th +5
15th +5
16th +5 Ability Score Improvement
17th +6
18th +6
19th +6 Ability Score Improvement
20th +6

Material Transmutation[edit]

As a Matterweaver, you can utilize the Eternal Omniscium to perform an arcane ritual that lasts for 4 hours and transmute any object into a substance known as shimmering black sand. This sand, when formed, retains the material value of the original object. For example, if you transmute a shield valued at 50 gold pieces (GP) into sand, that sand will retain the same value of 50 GP. As you continue to transmute objects, the total value of the accumulated sand increases proportionally.

Additionally, you have the ability to revert this sand back into objects of equivalent value. For instance, if you have accumulated 100 GP worth of sand, you can use it to create a new item worth up to 100 GP. It is important to note that despite this, you are still required to craft the item normally, with the same cost and production time it would entail; this ability only provides you with the necessary materials to fabricate it.

Every 100 gold pieces retained in the sand occupy a space of 1 cubic centimeter and weigh 500 grams. This ability allows you to transform and manipulate matter effectively, providing a versatile tool to solve problems and create creative solutions during your adventures as a Matterweaver. You can transmute one item per long rest, showcasing the careful and deliberate nature of this process.

<!-Subclass Feature->[edit]

<!-At <!-insert level-> level, you chose a <!-insert name of subclass feature i.e. path, archetype, discipline, etc.->. Choose between <!-list the subclass options->, <!-all/both-> detailed at the end of the class description. Your choice grants you features at <!-insert the level when subclass features begin-> and again at <!-list all the levels the class gains subclass features->.->

Ability Score Improvement[edit]

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.

<!-Class Feature->[edit]

<!-Class feature game rule information->


<!-Class Option 1->[edit]

<!-For subclasses introduce this class option here->

<!-Class Feature->

<!-Class feature game rule information->

<!-Class Feature->

<!-Class feature game rule information->

<!-Class Feature->

<!-Class feature game rule information->

<!-Class Option 2->[edit]

<!-Introduce this subclass here->

<!-Class Feature->

<!-Class feature game rule information->

<!-Class Feature->

<!-Class feature game rule information->

<!-Class Feature->

<!-Class feature game rule information->

Spell List[edit]

You know all of the spells on the basic spell list and additional spells based on your subclass.

1st Level

<!-1st level spell list->

2nd Level

<!-2nd level spell list->

3rd Level

<!-3rd level spell list->

4th Level

<!-4th level spell list->

5th Level

<!-5th level spell list->

Multiclassing[edit]

Prerequisites. To qualify for multiclassing into the <!-class name-> class, you must meet these prerequisites:

Proficiencies. When you multiclass into the <!-class name-> class, you gain the following proficiencies:

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