Spell Weaver (5e Class)

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Spell Weaver[edit]

SpellWeavers are magic users who have long since broken down the barriers the other magic users are still bound to, but at a harsh cost. They manipulate the Weave in a more direct manner as to channel the raw potency of magic itself.

Creating a Spell weaver[edit]

Where you born within a tribe of these beings of magical prowess? have you stumbled upon their secret villages? Perhaps you saved one of their villagers without realising and they wished to gift you some experience in their craft?

Quick Build

You can make a Spell Weaver quickly by following these suggestions. First, Constitution should be your highest ability score, followed by Strength or Dexterity. Second, choose the Sage background.

Class Features

As a Spell Weaver you gain the following class features.

Hit Points

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

Proficiencies

Armor: Light armor
Weapons: Daggers, darts, short swords, slings, quarterstaffs, light crossbows
Tools: Alchemy kit
Saving Throws: Constitution, Charisma
Skills: Choose two from Arcana, History, Deception, Insight, Investigation, Intimidation, Medicine, Persuasion, and Religion

Equipment

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

  • (a) Quarterstaff or (b) Dagger
  • (a) a component pouch or (b) an arcane focus
  • (a) a Scholar's pack or (b) a Explorer's pack
  • SpellBook and a Alchemy kit
  • If you are using starting wealth, you have 5d4x10. Plus any from your background in funds.

Table: The Spell Weaver

Level Proficiency
Bonus
Features Sorcery Points Cantrips Known —Spell Slots per Spell Level—
1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st +2 SpellCasting, Overflow, Lifeweaving 4 2
2nd +2 Wellspring of Magic, 2 4 3
3rd +2 Metamagic, 3 4 4 2
4th +2 Ability Score Improvement 4 5 4 3
5th +3 5 5 4 3 2
6th +3 Weavewalking 6 5 4 3 3
7th +3 7 5 4 3 3 1
8th +3 Ability Score Improvement 8 5 4 3 3 2
9th +4 9 5 4 3 3 3 1
10th +4 Weave's Mercy 10 6 4 3 3 3 2
11th +4 11 6 4 3 3 3 2 1
12th +4 Ability Score Improvement 12 6 4 3 3 3 2 1
13th +5 13 6 4 3 3 3 2 1 1
14th +5 Overchannel 14 6 4 3 3 3 2 1 1
15th +5 15 6 4 3 3 3 2 1 1 1
16th +5 Ability Score Improvement 16 6 4 3 3 3 2 1 1 1
17th +6 17 6 4 3 3 3 2 1 1 1 1
18th +6 Judgement of the Weave 18 6 4 3 3 3 3 1 1 1 1
19th +6 Ability Score Improvement 19 6 4 3 3 3 3 2 1 1 1
20th +6 Deaths Door 20 6 4 3 3 3 3 2 2 1 1

SpellCasting[edit]

As a Spell Weaver, your time experimenting and harnessing the weave has granted you the ability to cast Spells, However the cost of over using the pure aspect of the weave could be exhaustive.

Spellbook

At 1st level, you have a spellbook containing six 1st-level spells of your choice.

The spells that you add to your spellbook as you gain levels reflect the arcane research you conduct on your own, as well as Experimental breakthroughs you have had about the nature of the multiverse. You might find other spells during your adventures. You could discover a spell recorded on a scroll in an evil Spell users chest, for example, or in a dusty tome in an ancient library.

Copying a Spell into the Book. When you find a spell of 1st level or higher, you can add it to your spellbook if it is of a level for which you have spell slots and if you can spare the time to decipher and copy it.

Copying a spell into your spellbook involves reproducing the basic form of the spell, then deciphering the unique system of notation used by the Spellcaster who wrote it.

For each level of the spell, the process takes 2 hours. This process also requires Weavers ink which costs 25gp to produce, which can be created during a short or long rest using an Alchemy kit. Once you have spent this time, you can prepare the spell just like your other spells.

Replacing the Book. You can copy a spell from your own spellbook into another book-for example, if you want to make a backup copy of your spellbook. This is just like copying a new spell into your spellbook, but faster and easier, since you understand your own notation and already know how to cast the spell. You need spend only 1 hour for each level of the copied spell.

If you lose your spellbook, you can use the same procedure to transcribe the spells that you have prepared into a new spellbook. Filling out the remainder of your spellbook requires you to find new spells to do so, as normal. For this reason, many Spell casters keep backup spellbooks in a safe place.

The Book's Appearance. Your spellbook is a unique compilation of spells, with its own decorative flourishes and margin notes. It might be a plain, functional leather volume that you received as a gift from your master, a finely bound gilt-edged tome you found in an ancient library or even a loose collection of notes scrounged together after you lost your previous spellbook in a mishap.

Learning Spells of 1st Level and Higher

Each time you gain a Spell Weaver level, you can add two spells of your choice to your spellbook. Each of these spells must be of a level for which you have spell slots, as shown on the Spell Weaver table. On your adventures, you might find other spells that you can add to your spellbook.

Cantrips

At 1st level, you can choose four cantrips from any of the cantrip lists. You learn additional cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Spell Weaver table.

Spell Slots and Spell list

The Spell Weaver table shows how many spell slots you have to cast your spells from any of the spell lists. To cast one of these 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.

Spellcasting Ability

Constitution is your spellcasting ability for your Spell Weaver spells, since you Channel the force of the weave, the flow of magic. You use your Constitution whenever a spell refers to your spellcasting ability. In addition, you use your Constitution modifier when setting the saving throw DC for a Spell Weaver spell you cast and when making an attack roll with one.

Spell save DC = 8 + your proficiency bonus + your Constitution modifier

Spell attack modifier = your proficiency bonus + your Constitution modifier

Spellcasting Focus

You can use an arcane focus as a spellcasting focus for your Spell Weaver spells.

Overflow[edit]

At 1st level, in combat every 3rd cantrip you cast which deals damage, you can restore 1 spell slot. The spell slot level can be equal to or lower than your proficiency bonus minus 1.

You can use this feature a number of times equal to your proficiency bonus, after which you must take a long rest to regain all uses.

Lifeweaving[edit]

The logical conclusion of the Spell weaver's creed of casting as long as you stand is burning through the force of your life to throw spell after spell, even as your magical reserves are supposedly depleted. No fatigue, no exhaustion will stop you, only the grip of death can snuff out your arcane fire.

At 1st level, when casting a known spell at a level for which you have spell slots and when all your spell slots of that level are expended, you may instead choose to take 1d4 damage per spell level to cast the spell anyway. This also reduces your maximum health number by the same amount. Greater restoration can be used to reset the current maximum health loss. The damage is resolved before the spell is cast, does not trigger Concentration checks and if you are reduced to 0 Hit Points by Lifeweaving your spell automatically fails. you can use this feature a number of times equal to your Constitution modifier.

Your charges of Lifeweaving and your maximum HP resets after 24 hours.

Wellspring of Magic[edit]

At 2nd level, you tap into a deep wellspring of magic within yourself. This wellspring is represented by Sorcery Points, which allow you to create a variety of magical effects.

Sorcery Points. You have 2 Sorcery Points, and you gain more as you reach higher levels, as shown in the Sorcery Points column of the Spell Weaver table. You can never have more sorcery points than shown on the table for your level. You regain all spent Sorcery Points when you finish a long rest.

As a bonus action or a reaction you can spend 1 Sorcery point to grant 5 extra foot of movement to yourself or a creature you see.

You learn additional ways to use these points at later levels.

MetaMagic[edit]

Metamagic At 3rd level, you gain the ability to twist your spells to suit your needs. You gain two of the following Metamagic options of your choice. You gain another one at 10th and 17th level.

You can use only one Metamagic option on a spell when you cast it, unless otherwise noted.

   Careful Spell. When you cast a spell that forces other creatures to make a saving throw, you can protect some of those creatures from the spell's full force. To do so, you spend 1 sorcery point and choose a number of those creatures up to your Constitution modifier (minimum of one creature). A chosen creature automatically succeeds on its saving throw against the spell.
   Distant Spell. When you cast a spell that has a range of 5 feet or greater, you can spend 1 sorcery point to double the range of the spell. When you cast a spell that has a range of touch, you can spend 1 sorcery point to make the range of the spell 30 feet.
   
   Extended Spell. When you cast a spell that has a duration of 1 minute or longer, you can spend 1 sorcery point to double its duration, to a maximum duration of 24 hours.
   Heightened Spell. When you cast a spell that forces a creature to make a saving throw to resist its effects, you can spend 3 sorcery points to give one target of the spell disadvantage on its first saving throw made against the spell.
   Quickened Spell. When you cast a spell that has a casting time of 1 action, you can spend 2 sorcery points to change the casting time to 1 bonus action for this casting.
   Subtle Spell. When you cast a spell, you can spend 1 sorcery point to cast it without any somatic or verbal components.
   Transmuted Spell. When you cast a spell that deals a type of damage from the following list, you can spend 1 sorcery point to change that damage type to one of the other listed types: acid, cold, fire, lightning, poison, thunder.

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.

Weave walking[edit]

Your sleepless nights of research into the Weave has granted you the ability to separate your spirit from your body, if only for a short duration and as long as you are not in duress.

At 6th level, when you take a long rest you can separate your soul from your body for 4 hours, giving you the ability to see and move around in your immediate surroundings, it also allows you to see into in the ethereal plane up to a 30 foot radius around your body. You can not interact with anything on the material plane while using this form. You can return to your body before the duration has transpired. When you return you may decide to stay sleeping or wake your self up, except from magical means.

This can be used once per dawn.

Weave's Mercy[edit]

After your time utilizing the pure raw power of the weave, you learned how to manifest the flow of the weave as a protective barrier, which shields you from a fatal strike

At 10th level, you can spend half of your maximum sorcery points to cast a frail barrier on yourself that will leave you on 1 hit point from a lethal blow.

This lasts 8 hours or until you are struck, which ever is first.

Overchannel[edit]

Starting at 14th level, you can increase the power of your simpler spells. When you cast a spell of 5th level or lower that must be single target that deals damage and isn't a cantrip, you can deal maximum damage with that spell.

The first time you do so, you suffer no adverse effect. If you use this feature again before you finish a long rest, you take 2d12 psychic damage.

Each time you use this feature again before finishing a long rest, the psychic increases by 1d12. This damage ignores resistance and immunity.

Judgement of the Weave[edit]

At 18th level, by channelling and forcing the flow of the weave to surge through the body, you can shatter your body to gift an ally in need a much needed boost.

As an action You can voluntary drop your Health to 1, in order to turn the rest of it into a shareable pool of health.

Up to 6 creatures of your choice within 60 feet can gain health equal to the amount you designate per creature. Any leftover in the pool is lost. You can use this feature a number of times equal to your proficiency modifier, which is recharged after you take a long rest.

Deaths Door[edit]

Knocking on death's door, the weave empowers you to resist its grasp.

At 20th level, When damage reduces you to 0 hit points, you can make a Constitution saving throw (DC 5 + the damage taken).

On a success, instead of going unconscious, you gain a separate table of spell slots, these spell slots can only be used if you are not stabilized. you can not cast any healing spells that affect you from these spell slots. After the saving throw succeeds, you can't use this feature again until you finish a long rest.

While at 0 hit points, the normal death save rules apply.

You can't use this feature if you are reduced to 0 hit points by psychic damage or by a critical hit.

Multiclassing[edit]

Prerequisites. To qualify for multiclassing into the Spell Weaver class, you must meet these prerequisites: Constitution 15 or higher

Proficiencies. When you multiclass into the Spell Weaver class, you gain the following proficiencies: none

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