Weave Caster

Search GM Binder

Welcome to your next campaign binder!

Overview on Creating

GMBinder uses markdown for its primary content. To learn about Markdown and its supporting syntax, check this out

In addition, GM Binder allows for HTML content within your document. However, "User Beware" warnings apply. Especially now in this early stage. Using HTML for things like images and links is pretty safe. However, structured HTML like divs, tables, etc, may have undesired consequences.

GMBinder Specific

Page Breaks

  • Using \pagebreak will result in a page break. Or press Ctrl+; or Cnd+; to insert this.
  • Using \pagebreakNUm will result in a page break with page number. Or press Ctrl+' or Cnd+' to insert this.

Table of Contents

In the menu above, you'll see a Table of Contents for your document.

Images

There are a couple ways you can place images. If you would like something positioned like you see on this page, you will need to provide the appropriate styles to do so. For example:

<img src='https://www.gmbinder.com/assets/img/books.jpg' style='position:absolute;bottom:45px;right:30px;width:380px; mix-blend-mode:multiply;' />

If you would like to place an image in-line within your content, simply providing an image tag with an external URL will be sufficient. Do be aware that your images should be sized appropriately for the content.

Wrapping to Column Two

Sometimes you want your content in column 1 to be cut short and continue on to column 2. The simplest way to accomplish this is to use:

\columnbreak


You can also press Ctrl+. or Cnd+. to insert this.

Footnotes

This is an example of using html and built in styles to get a desired output.

<div class='footnote'>Part 1 | Introduction</div>

Part 1 | Tutorial

Basic Editor Shortcuts

Find and Replace

  • Ctrl+F or Cmd+F - Find
  • Alt+Ctrl+F or Alt+Cmd+F - Find & Replace

Editing

  • Ctrl+Z or Cmd+Z - Undo
  • Ctrl+Shift+Z or Cmd+Shift+Z - Redo
  • Ctrl+D or Cmd+D - Remove current line
  • Ctrl+U - Uppercase current selection
  • Ctrl+Shift+U - Lowercase current selection

Content Folding

  • F2 - Fold / Unfold a block of content
  • Ctrl+Cmd+Alt+0 Fold everything
  • Shift+Cmd+Alt+0 UnFold everything

And Much More...

  • Ctrl+Alt+H or Cmd+Alt+H Shows all Editor Shortcuts

Weave Caster Class

This paragraph includes a few one-sentence stories about people who belong to this class and a sentence that briefly summarises the class.

Source of Power

This paragraph provides an explanation on the Class' power source and how they utilize it.

Origin

This paragraph provides an explanation on how the Class came to be, and their general purpose.

Creating a Weave Caster

This paragraph provides a summary of why someone should play this class, how it might relate to a character's background and personality, and what to expect from the class.

Quick Build

Briefly summarise a quick way to create a Weave Caster. This includes which ability scores to prioritise, and any choices that need to be made at first level.

Class Features

As a Weave Caster, you gain the following class features:

Hit Points


  • Hit Dice: 1d8 per Weave Caster level
  • Hit Points at 1st Level: 8 + your Constitution modifier
  • Hit Points at Higher Levels: 5 + your Constitution modifier per Weave Caster level after 1st.

Proficiencies


  • Armor: Light armor
  • Weapons: Simple weapons
  • Tools: None

  • Saving Throws: Constitution, Intelligence
  • Skills: Choose two from Insight, Investigation, Perception, Persuasion

Equipment

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

  • (a) a light crossbow and 20 bolts or (b) any simple weapon
  • (a) a scholar's pack or (b) an explorer's pack
  • Leather Armor, any simple weapon, and two daggers

Spellcasting

At first level, the class can now cast spells.

Cantrips

At first level, you know three cantrips of your choice from the Weave Caster spell list. You learn additional Weave Caster cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Weave Caster table.

Spell Points

The Weave Caster table shows how many spell points you have to cast your spells of 1st level and higher. To cast one of these Weave Caster spells, you must expend spell points of the spell’s level or higher. You regain all expended spell points when you finish a long rest. You cannot gain spell slots from magic items or feats instead gaining the equivelant in spell points. For spell slots gained from multiclassing see the multiclassing section.

Level Spell Points
0 0
1 2
2 3
3 5
4 6
Level Spell Points
5 7
6 9
7 10
8 11
9 13

Spells Known of 1st Level or Higher

You know two 1st-level spells of your choice from the Weave Caster spell list. The Spell Known column of the Weave Caster table shows when you learn more Weave Caster spells of your choice from this feature. Each of these spells must be of a level for which you have spell slots on the Weave Caster table. Additionally, when you gain a level in this class, you can choose one of the Weave Caster spells you know from this feature and replace it with another spell from the Weave Caster spell list. The new spell must also be of a level for which you have spell slots on the Weave Caster table.

Spellcasting Ability

Your spellcasting ability for your Weave Caster spells is Intelligence. You use your Intelligence whenever a spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a Weave Caster spell you cast and when making an attack roll with one.


**Spell save DC** = 8 + your proficiency bonus +
your Intelligence modifier

**Spell attack modifier** = your proficiency bonus +
your Intelligence modifier

Weave Caster
Level Proficiency Bonus Features Cantrips Known Spells Known Spell Points Spell Level
1st +2 Spell Casting, Archetype Choice 3 2 4 1st
2nd +2 Magically Attuned 3 3 4 1st
3rd +2 Arcane Well 3 4 6 2nd
4th +2 Ability Score Improvement 4 5 6 2nd
5th +3 4 6 14 3rd
6th +3 Archetype Rock 4 7 14 3rd
7th +3 4 8 17 4th
8th +3 Ability Score Improvement 4 9 17 4th
9th +4 4 10 27 5th
10th +4 Archetype Rock 5 10 27 5th
11th +4 Solidified Magic 5 11 32 6th
12th +4 Ability Score Improvement 5 11 32 6th
13th +5 Greater Arcane Well 5 12 38 7th
14th +5 Archetype Rock 5 12 38 7th
15th +5 Overdraw 5 13 44 8th
16th +5 Ability Score Improvement 5 13 44 8th
17th +6 Lasting Crystallization 5 14 57 9th
18th +6 Archetype Rock 5 14 57 9th
19th +6 Ability Score Improvement 5 15 64 9th
20th +6 Living Weave 5 15 64 9th

Spellcasting Focus

When you gain your first level in this class you gain a crystallized mote of magical energy from the weave. You must use this when casting spells from your Weave Caster spell list. If you lose your mote you may spend 10 minutes and 1 spell point to create a new crystal. This focus can only be used by you and is worthless outside of your spellcasting.

Archetype Choice

At first level, the class makes a choice between two or more archetypes.

At first level, choose the origin of your attunement to the weave from the following options; Arcane, Divine, Natural, or Otherwordly. This choice grants you features at 1st level and again at 6th, 10th, 14th and 18th level.

Level 2 Identity Rock Magically Attuned

At second level, this feature provides a mechanical identity to the class that defines its party role and what the class specialises in.

At second level, you are constantly noticing the subtle changes in the weave around you. You learn the Detect magic and Identify spells. These spells don't count against your number of spells known. When you cast these spells you do not need to spend spell points or provide material components.

Level 3 Rock Arcane Well

Starting at 3rd level, this feature provides a new mechanic to increase the class' power, or improves upon an existing rock.

Starting at 3rd level, drawing upon the latent energy of the weave comes easily allowing you to regain your own power when you rest. Whenever you take a short rest in addition to rolling hit dice to regain health you may spend additional Weave Caster hit dice upto half your Weave Caster hit die maximum to regain spell points equal to the number rolled.

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. Alternatively, you can choose a feat (see Chapter 6 for a list of feats).

Level 11 Rock Solidified Magic

Starting at 11th level, this feature provides a new mechanic to increase the class' power, or improves upon an existing rock.

Starting at 11th level, You have managed to crystallize the energy of the weave for later use. When you complete a long rest you may spend spell points upto your level to create spell crystals which you or other casters can use to cast spells (these crystals cannot be used for abilities like divine smite or primeval awareness which use a spell slot). These crystals retain there magic until you complete a long rest or 24 hours pass at which point they shatter and release their magic back to the weave.

Level 13 Rock Greater Arcane Well

Starting at 13th level, this feature provides a new mechanic to increase the class' power, or improves upon an existing rock.

Starting at 13th level, you have deepened the well of arcane energy around you when you use your Arcane Well feature you may add your spellcasting ability to the die rolled to determine the number of spell points recovered.

Level 15 Rock Overdraw

Starting at 15th level, this feature provides a new mechanic to increase the class' power, or improves upon an existing rock.

Starting at 15th level, You have learned to pull more magic from the weave when you are in a pinch. When you cast a spell as part of casting the spell you can choose to Overdraw the spell. Doing so halves the spell points required to cast the spell. You can overdraw a number of times equal to your Constitution modifier (minimum 1), you regain all expended uses when you finish a long rest. You cannot overdraw an ability that uses spell points or spell slots only when casting a spell (You could not overdraw a divine smite, but you could overdraw the casting of the thunderous smite spell) .

Level 17 Rock Lasting Crystallization

Starting at 17th level, this feature provides a new mechanic to increase the class' power, or improves upon an existing rock.

Starting at 17th level, when you use your Solidified magic feature you can choose to have the crystals last an additional 24 hours and not be affected by your long rest. If you choose to have them last the additional 24 hours none of the crystals you create can be of level 5 or higher but you can choose which crystals are affected by this feature.

Level 20 Capstone Living Weave

At 20th level, this feature provides an incredible increase in the class' potency, which represents a reward for dedicating all 20 levels to a single class. The Capstone feature incorporates elements of the class' mechanical and conceptual identities.

At 20th level, the weave comes alive to defend you against itself. You gain benefits based on the number of spell points you have remaining with the effects improving as you return your spell energy to the weave. The effects are not additive.

Weave Defense
Spell Points Effect
64~49 No Effect
48~33 You have a +1 bonus to your AC and saving throws against spell effects
32~17 The bonus to saves and AC increases to +2
16~1 The bonus to saves and AC increases to +3
0 You have advantage against spell saves and spell attacks against you have disadvantage

Weave Caster Archetypes

This paragraph explains the different archetypes available to the class, what those archetypes specialise in, and what choosing that archetype means for a character.

Weave Caster have many origins from the deep study of the arcane, a gift from a world beyond our own, or power bestowed by a deity. Those who specialise in the arcane draw upon abilities commonly found amongst wizards including ritual casting and a propensity for information collection and study. Some Weave Caster are gifted there power by strange beings beyond comprehension they draw powers from amongst warlocks such as their malleable invocations and their astounding guile and confidence. Other times gods may take notice of a particular individual but may not wish them to be a cleric or paladin instead electing for a middle ground, these Weave Caster gain the ability to channel the pure divine energy of the weave and have improved divine spell casting. Other Weave Caster simply find the energy of nature itself easy to control, members of this subclass are rare but posess limited polymorphing powers and the ability to magically communicate with most beasts.

Arcane

Here you can provide an overview of the archetype.

Level 1 Archetype Rock Studied Magic

At first level, this feature provides a mechanical identity to the archetype.

At first level, you have learned to access the weave with patience and determination. Your Weave Caster spellcasting ability is intelligence. You gain the ritual casting feature. You may cast any spell with the ritual tag on the Weave Caster spell list so long as you know a spell of that level or higher. You do not need to learn these spells in order to cast them in this way.

Level 1 Archetype Ribbon Knowledgeable Mentors

At first level, this weak but flavorful feature provides a conceptual identity to the archetype.

At first level, Learning from great sages and scholars has improved your understanding of the Arcane nature of the weave and the world. You gain proficiency in Arcana, you double your proficiency for any skill check you make with arcana.

Level 6 Archetype Rock Scholarly Focus

Starting at 6th level, this feature provides a new mechanic to increase the archetype's power, or improves upon an existing archetype rock.

Starting at 6th level, you have focused your spellcasting on a single school of magic and have begun to improve your understanding of their fundamental aspects. Choose a school of magic from; Abjuration, Conjuration, Divination, Enchantment, Evocation, Illusion, Necromancy, or Transmutation. You can learn any two spells from the wizard spell list which are from that school, and are of a level which you can cast.

Level 10 Archetype Rock Practiced Mind

Starting at 10th level, this feature provides a new mechanic to increase the archetype's power, or improves upon an existing archetype rock.

Starting at 10th level, your study in a single school of magic has yielded amazing results you are able to cast spells of your school more easily. When you cast a spell of your chosen spell reduce the number of spell points required by 1 (minimum of 1).

Level 14 Archetype Rock

Starting at 14th level, this feature provides a new mechanic to increase the archetype's power, or improves upon an existing archetype rock.

Level 18 Archetype Rock

Starting at 18th level, this feature provides a new mechanic to increase the archetype's power, or improves upon an existing archetype rock.

Divine

Here you can provide an overview of the archetype.

Level 1 Archetype Rock

At first level, this feature provides a mechanical identity to the archetype.

Level 1 Archetype Ribbon

At first level, this weak but flavorful feature provides a conceptual identity to the archetype.

Level 6 Archetype Rock

Starting at 6th level, this feature provides a new mechanic to increase the archetype's power, or improves upon an existing archetype rock.

Level 10 Archetype Rock

Starting at 10th level, this feature provides a new mechanic to increase the archetype's power, or improves upon an existing archetype rock.

Level 14 Archetype Rock

Starting at 14th level, this feature provides a new mechanic to increase the archetype's power, or improves upon an existing archetype rock.

Level 18 Archetype Rock

Starting at 18th level, this feature provides a new mechanic to increase the archetype's power, or improves upon an existing archetype rock.

\page

Natural

Here you can provide an overview of the archetype.

Level 1 Archetype Rock

At first level, this feature provides a mechanical identity to the archetype.

Level 1 Archetype Ribbon

At first level, this weak but flavorful feature provides a conceptual identity to the archetype.

Level 6 Archetype Rock

Starting at 6th level, this feature provides a new mechanic to increase the archetype's power, or improves upon an existing archetype rock.

Level 10 Archetype Rock

Starting at 10th level, this feature provides a new mechanic to increase the archetype's power, or improves upon an existing archetype rock.

Level 14 Archetype Rock

Starting at 14th level, this feature provides a new mechanic to increase the archetype's power, or improves upon an existing archetype rock.

Level 18 Archetype Rock

Starting at 18th level, this feature provides a new mechanic to increase the archetype's power, or improves upon an existing archetype rock.

Otherworldly

Here you can provide an overview of the archetype.

Level 1 Archetype Rock

At first level, this feature provides a mechanical identity to the archetype.

Level 1 Archetype Ribbon

At first level, this weak but flavorful feature provides a conceptual identity to the archetype.

Level 6 Archetype Rock

Starting at 6th level, this feature provides a new mechanic to increase the archetype's power, or improves upon an existing archetype rock.

Level 10 Archetype Rock

Starting at 10th level, this feature provides a new mechanic to increase the archetype's power, or improves upon an existing archetype rock.

Level 14 Archetype Rock

Starting at 14th level, this feature provides a new mechanic to increase the archetype's power, or improves upon an existing archetype rock.

Level 18 Archetype Rock

Starting at 18th level, this feature provides a new mechanic to increase the archetype's power, or improves upon an existing archetype rock.

Cantrips (0 Level)
  • Cantrip A
  • Cantrip B
  • Cantrip C
1st Level
  • Spell A
  • Spell B
  • Spell C
2nd Level
  • Spell A
  • Spell B
  • Spell C
3rd Level
  • Spell A
  • Spell B
  • Spell C
4th Level
  • Spell A
  • Spell B
  • Spell C
5th Level
  • Spell A
  • Spell B
  • Spell C
6th Level
  • Spell A
  • Spell B
  • Spell C
7th Level
  • Spell A
  • Spell B
  • Spell C
8th Level
  • Spell A
  • Spell B
  • Spell C
9th Level
  • Spell A
  • Spell B
  • Spell C

Weave Caster Signature Spells

Signature Spell # 1

1st-level abjuration


  • Casting Time: 1 action
  • Range: Self
  • Components: V, S
  • Duration: Concentration, up to 1 minute

Spell Description

At Higher Levels. The Spell's Power increase when cast at higher levels.

Signature Spell # 2

1st-level abjuration


  • Casting Time: 1 action
  • Range: Self
  • Components: V, S
  • Duration: Concentration, up to 1 minute

Spell Description

At Higher Levels. The Spell's Power increase when cast at higher levels.

Credits:

Here you can provide acknowledgment of anyone who has helped you in your class' design, including constructive critics, playtesters and ideas people. This is also the place to provide citations and links to any artists whose artworks you have used to convey the class' conceptual identity.

 

This document was lovingly created using GM Binder.


If you would like to support the GM Binder developers, consider joining our Patreon community.