User:MoDuckyMo/Aetherweaver (5e Prestige Class)

From D&D Wiki

Jump to: navigation, search

<nowiki>== Aetherweaver == Aetherweavers are magicians who have tapped into the weave itself and have harnessed the flow of aether, or raw magic, to fuel their abilities.

Prestige Class: Aetherweaver[edit]

Prerequisites[edit]

To qualify for multiclassing into the Aetherweaver class, you must meet these prerequisites:

Class Features[edit]

{{Template:5e Special Class |name=Aetherweaver |summary=Aetherweavers are magicians who have tapped into the weave itself and have harnessed the flow of aether, or raw magic, to fuel their abilities. |prerequisites=Sorcerer 2, Charisma 13 |prestige=yes |levels=10 |hd=6 |spellcasting=full |armor=none |weapons=simple |tools=none |saves=none |skills= Arcana |classfeatures1=[[#Spellcasting|Spellcasting][[#Raw Magic|Raw Magic] |classfeatures2=Magical Manipulation |classfeatures3=Magical Conversion |classfeatures4=Ability Score Increase |classfeatures5=Weave Foresight |classfeatures6=Flowing Aether |classfeatures7=View of the Weave |classfeatures8=Ability Score Increase |classfeatures9=Unstoppable Magic |classfeatures10=Blood of Aether

}}

Spellcasting[edit]

Whether by extensive research, or some strange supernatural event, you have become an Aetherweaver. The vast Weave itself fuels your Spells.

Spell Slots[edit]

The Aetherweaver table shows how many Spell Slots you have to cast your Spells of 1st level and higher. To cast one of these Aetherweaver 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.

Preparing Spells[edit]

The Aetherweaver table shows how many Spell Slots you have to cast your Spells. To cast one of your Aetherweaver Spells of 1st level or higher, you must expend a slot of the spell's level or higher. You regain all expended Spell Slots when you finish a Long Rest.

You prepare the list of Aetherweaver Spells that are available for you to cast, choosing from the Aetherweaver spell list. When you do so, choose a number of Aetherweaver Spells equal to your Charisma modifier + half your Aetherweaver level, rounded down (minimum of one spell). The Spells must be of a level for which you have Spell Slots.

You can change your list of prepared Spells when you finish a Long Rest. Preparing a new list of Aetherweaver Spells requires time gazing upon the Weave or studying arcane texts: at least 1 minute per Spell Level for each spell on your list.

Spellcasting Ability[edit]

Charisma is your Spellcasting Ability for your Aetherweaver Spells, since the power of your magic relies on your ability to project your will into the world. You use your Charisma whenever a spell refers to your Spellcasting Ability. In addition, you use your Charisma modifier when setting the saving throw DC for a Aetherweaver spell you cast and when Making an Attack roll with one.

Spell save DC = 8 + your Proficiency Bonus + your Charisma modifier Spell Attack modifier = your Proficiency Bonus + your Charisma modifier

Spellcasting Focus[edit]

You can use an arcane focus as a Spellcasting Focus for your Sorcerer Spells.

Raw Magic:[edit]

You have the power of raw magic within you, represented by a pool of Raw Magic points equal to your total sorcery points + levels in this prestige class

You reach into the Weave and wield the raw power of magic. The form of aether is easily malleable, and you are able to augment what effects this spell has. To cast one of these raw spells, you must expend at least one raw magic points, up to as many raw magic points as you like. Each Raw Spell requires a Base, along with any additional. All Raw Spells take an action to cast(unless otherwise stated).

Bases[edit]
Cone

Your magic forms in a 15 foot cone, forcing affected creatures to make a Dexterity saving throw against your spell save DC(see Spellcasting). A creature takes 1d8 force damage per point on a failed save, or half as much on a successful one.

Sphere

Your magic forms in a 10 foot diameter sphere, forcing affected creatures to make a Dexterity saving throw against your spell save DC(see Spellcasting). A creature takes 1d8 force damage per point on a failed save, or half as much on a successful one.

Cylinder

Your magic forms in a 10 foot diameter, forcing affected creatures to make a Dexterity saving throw against your spell save DC(see Spellcasting). A creature takes 1d8 force damage per point on a failed save, or half as much on a successful one.

Line

Your magic forms in a 20 foot line, forcing affected creatures to make a Dexterity saving throw against your spell save DC(see Spellcasting). A creature takes 1d8 force damage per point on a failed save, or half as much on a successful one.

Touch

You touch one creature, make a melee spell attack against that creature(see Spellcasting). A hit creature takes 1d12 force damage per point.

Single Target

You choose one creature that you can see within 30 feet, make a ranged spell attack against that creature(see Spellcasting). A hit creature takes 1d10 force damage per point.

Magical Manipulation[edit]

Starting at 2nd level, when you cast a raw spell, you can apply an additional effect. Doing so costs a number of sorcery points as seen in the option. Affected creatures are those that are hit by the spell attack or the saving throw.

Concussive Magic

Cost: 1 point per 5 feet Creatures affected must make a Strength saving throw or be pushed back 5 feet per point.

Knocking Magic

Cost: 1 point Creatures affected must make a Strength saving throw or be knocked prone.

Painful Magic

Cost: 1 point You can add your Wisdom modifier to the damage of a Raw Spell.

Shift Element

Cost: 1 point You can change the damage type of your Raw Spell to acid, cold, fire, lightning, poison, or thunder damage.

Blinding/Deafening Magic

Cost: 2 points Affected creatures are blinded or deafened(your choice)

Charming Magic

Cost: 3 points Affected creatures are charmed by you

Frightening Magic

Cost: 4 points Affected creatures are frightened of you

Paralyzing Magic

Cost: 5 points Affected creatures are paralyzed

Draining Magic

Cost: 5 points Affected creatures gain a level of exhaustion

Magical Conversion[edit]

Starting at 3rd level, you can use your bonus action to convert a number of sorcery points to raw magic points or vice versa. The amount you convert per short rest cannot exceed your proficiency bonus.

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 Foresight[edit]

Starting at 5th level, you may choose to add to or remove from the number of raw magic points spent after you roll the attack roll or the targets roll the save. You cannot reduce the raw magic points spent below 1 with this ability.

Flowing Aether[edit]

Starting at 6th level, your spells cannot be counterspelled

View of the Weave[edit]

Starting at 7th level, you can see magical effects as per the detect magic spell. This is suppressed by an anti-magic field, but cannot be dismissed by dispel magic or counterspell.

Unstoppable Magic[edit]

Starting at 9th level, when you cast a spell or raw spell, you ignore damage resistance.

Blood of Aether[edit]

Starting at 10th level, when you roll initiative and have no raw magic points remaining, you regain a number of raw magic points equal to your charisma modifier

Sorcerer Spell List[edit]

You know all of the spells on the basic Sorcerer spell list and additional spells seen below.

1st Level

<!-1st level spell list->

2nd Level

<!-2nd level spell list->

3rd Level

<!-3rd level spell list->

4th Level

<!-3rd level spell list->

5th Level

<!-3rd level spell list->


Back to Main Page5e HomebrewClassesSpecial Classes

Home of user-generated,
homebrew pages!


Advertisements: