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# 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
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### 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
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##### 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).
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### 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.
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### 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 |
\pagebreakNum
## 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.
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### 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.
\pagebreakNum
##### 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
\columnbreak
##### 3rd Level
- Spell A
- Spell B
- Spell C
##### 4th Level
- Spell A
- Spell B
- Spell C
##### 5th Level
- Spell A
- Spell B
- Spell C
\columnbreak
##### 6th Level
- Spell A
- Spell B
- Spell C
##### 7th Level
- Spell A
- Spell B
- Spell C
##### 8th Level
- Spell A
- Spell B
- Spell C
\columnbreak
##### 9th Level
- Spell A
- Spell B
- Spell C
\pagebreakNum
## 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.