Weave Render (5e Subclass)
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You know just how terrifying magic can be. You have seen and heard all about both its wonders and horrors. Some Weave Renders are motivated by fear, some by bravery, some by pride, and some by greed. What all can agree on is that magic can become far too powerful both for its users and those around them, leading to terrible and unpredictable consequences. The people need someone who can control the rampant misuse of power so commonly seen in the world. When madmen bring their full power to bear, warping reality around them, shifting planes like an afterthought, toying with the forces of life, death, and eternity, who can stand in their way? Some Jane or Joe with a sword? Maybe. Maybe even someone like you.
rend (verb) 1: to remove from place by violence 2: to split or tear apart or in pieces by violence 3: to tear (the hair or clothing) as a sign of anger, grief, or despair 4a: to lacerate mentally or emotionally
Educated in the Arcane
When this archetype is chosen at 3rd level, you gain proficiency in the Arcana skill, as well as either two languages or another Intelligence-based skill of your choice.
Starting at 3rd level, and again at levels 7, 10, 15, and 18, you gain 4 Spell Points, as well as the ability to cast Detect Magic, Absorb Elements, and Silence. Intelligence is the spellcasting ability for all spells gained through this subclass. To cast one of these spells, you can spend a number of Spell Points equal to the spell's level. When cast in this way, spells do not require a somatic component. To cast spells at a higher level, you must expend one extra Spell Point per additional spell level. You cannot cast spells higher than a level equal to half your Fighter level rounded down, and not beyond 9th level. Spell Points can only be used to cast spells learned from this subclass. However, spells learned from Weave Render features can be cast by other means, such as spell slots of sufficient level if you possess them. Once per day, you may recover a number of Spell Points equal to half your Fighter level rounded down on a short rest. You cannot recover Spell Points beyond your Spell Point maximum. All Spell Points are recovered after a long rest.
Rending the Weave
At 7th level, you gain the ability to use Spell Points to cast three spells of your choice from the following list:
In addition, when you hit an enemy with a weapon attack, you may spend up to three Spell Points (five at 15th level) to disrupt their connection to the Weave. If the enemy is currently concentrating on a spell, then for every Spell Point spent, the Difficulty Check to maintain concentration increases by 2. If the enemy is not concentrating on a spell, they must make a Constitution saving throw against your spell save DC + (2 x Spell Points spent). On a failed save, they are unable to cast any spells other than cantrips until the start of your next turn. On a failed save from a critical hit they cannot cast cantrips either.
Starting at 10th level, you gain the ability to cast the two remaining spells you did not select from the list at 7th level.
In addition, when you are forced to make a saving throw against a spell or magical effect, you may add your proficiency bonus if you do not benefit from it already. This does not apply to saving throws against non-magical effects, such as a dragon's breath weapon or its Frightful Presence.
Slipping the Net
In addition, when you successfully Counterspell, you regain a number of Spell Points equal to half the countered spell's level rounded down (minimum of one).
At 18th level, when initiative is rolled and you have no Spell Points, you regain five.
Finally, you gain the ability to cast Antimagic Field using Spell Points. When cast in this way, the spell has a range of 30 feet, and can be centered on a point or an object you can see within range. It cannot be cast on a creature other than yourself. If an Antimagic Field is created this way for 30 consecutive days centered on the same object or point to its full duration each day, after the 30th day that object or area gains a permanent Antimagic Field. If you cast it on yourself and fulfill the same conditions, you lose all features of this subclass except for Educated in the Arcane, unless you find a way to dispel the permanent Antimagic Field now affixed to you.