Spellweaver
I grew up in a small village and apprenticed under the local witch. While I may not have the breadth of learning that some of your Mage's College wizards might have, I mastered what I learned. - Thaddeus Twump, Hedge Mage
The mean streets taught me how to use my inborn talent to slide my way into easy money. It's not my fault that those poor saps don't know the difference between a fireball made with Produce Flame and a true Fireball! - Trent Cartwright, Street Magician
You wouldn't believe what I found out by reading that mistranslated, bootleg copy of the Necronomicon! - Harlo Ogden, Occultist
Untrained Practitioners
Some mages never make it to a bards' or wizards' college, never learn to harness their inborn talent, never make a pact, and never get inducted into a temple or druids' circle. They might grow up in a remote area, or never have the money or status to get the proper training. Whatever the circumstance, instead of getting the versatility and power that traditional spellcasters exhibit, Spellweavers simply get to be very good at what they can do.
From Humble Beginnings
Spellweavers came to be by way of simple apprenticeships and unimaginative folks with magical aptitude. These are often local mages that didn't progress in the normal fashion, and end up having the disruptions that bring about the adventuring life happen unexpectedly. While they never come to cast the most advanced spells, they do get an unparalleled level of practice with lesser magicks.
Creating a Spellweaver
You might make a spellweaver if you want to be more specialized with your spellcasting, with fewer options that you're more proficient with, or if you prefer casting cantrips over more potent spells. Your character would have grown up in a small town or farming community, and they'd likely have manners and idiosynchrosies to match.
Quick Build
To quickly build a spellweaver, pick the Hedge Mage archetype, pick the Far Traveler background, and make Wisdom your highest ability score and Constitution your second highest.
Class Features
As a Spellweaver, you gain the following class features:
Hit Points
- Hit Dice: 1d8 per Spellweaver level
- Hit Points at 1st Level: 8 + your Constitution modifier
- Hit Points at Higher Levels: 5 + your Constitution modifier per Spellweaver level after 1st.
Proficiencies
- Armor: Light armor
- Weapons: Simple weapons
- Tools: None
- Saving Throws: Constitution
- 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, you can now cast spells.
Cantrips
At first level, you know three cantrips of your choice from the Spellweaver spell list. You learn additional Spellweaver cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Spellweaver table.
Spell Points
The Spellweaver table shows how many spell points you have to cast your spells of 1st level and higher. To cast one of these Spellweaver 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 equivalent in spell points. For spell slots gained from multiclassing see the multiclassing section.
| Level | Spell Points |
|---|---|
| 1 | 2 |
| 2 | 3 |
| 3 | 5 |
| 4 | 6 |
| 5 | 7 |
Spells Known of 1st Level or Higher
You know two 1st-level spells of your choice from the Spellweaver spell list. The Spell Known column of the Spellweaver table shows when you learn more Spellweaver spells of your choice from this feature. Each of these spells must be of a level for which you have spell slots on the Spellweaver table. Additionally, when you gain a level in this class, you can choose one of the Spellweaver spells you know from this feature and replace it with another spell from the Spellweaver spell list. The new spell must also be of a level for which you have spell slots on the Spellweaver table.
Spellweaver
| Level | Proficiency Bonus | Features | Cantrips Known | Spells Known | Spell Points | Spell Level |
|---|---|---|---|---|---|---|
| 1st | +2 | Spell Casting, Archetype Choice | 3 | 1 | 4 | 1st |
| 2nd | +2 | In Touch with the Arcane | 3 | 2 | 4 | 1st |
| 3rd | +2 | Potency of the Simple, Metamagic | 4 | 3 | 6 | 1st |
| 4th | +2 | Ability Score Improvement | 4 | 4 | 6 | 1st |
| 5th | +3 | ─ | 4 | 5 | 14 | 2nd |
| 6th | +3 | Archetype Feature | 4 | 6 | 14 | 2nd |
| 7th | +3 | ─ | 5 | 7 | 17 | 2nd |
| 8th | +3 | Ability Score Improvement | 5 | 8 | 17 | 2nd |
| 9th | +4 | ─ | 5 | 9 | 27 | 3rd |
| 10th | +4 | Archetype Feature, Extra Metamagic | 5 | 10 | 27 | 3rd |
| 11th | +4 | Combat Cantrip Expertise | 6 | 11 | 32 | 3rd |
| 12th | +4 | Ability Score Improvement | 6 | 11 | 32 | 3rd |
| 13th | +5 | Channel the Weave | 6 | 12 | 38 | 4th |
| 14th | +5 | Archetype Rock | 6 | 12 | 38 | 4th |
| 15th | +5 | I Do This All the Time | 6 | 13 | 44 | 4th |
| 16th | +5 | Ability Score Improvement | 7 | 13 | 44 | 4th |
| 17th | +6 | Light Cast - Heavy Hit, Extra Metamagic | 7 | 14 | 57 | 5th |
| 18th | +6 | Archetype Feature | 7 | 14 | 57 | 5th |
| 19th | +6 | Ability Score Improvement | 7 | 15 | 64 | 5th |
| 20th | +6 | One with the Weave | 7 | 15 | 64 | 5th |
Spellcasting Ability
Your spellcasting ability for your Spellweaver spells is dependent upon your archetype, with Hedge Mages using Wisdom, Street Magicians using Charisma, and Occultists using Intelligence. You use your archetype's casting stat whenever a spell refers to your spellcasting ability. In addition, you use it when setting the saving throw DC for a Spellweaver spell you cast and when making an attack roll with one.
**Spell save DC** = 8 + your proficiency bonus +
your Spellcasting modifier
**Spell attack modifier** = your proficiency bonus +
your Spellcasting modifier
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 Spellweaver 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, choose what type of Spellweaving career from which you originated using the following options; Street Magician, Hedge Mage, or Occultist. This choice grants you features at 1st level and again at 6th, 10th, 14th and 18th level.
In Touch with the Arcane
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.
Potency of the Simple
Starting at 3rd level, your attunement to the magicks of the world allows you to better master your cantrips. You gain the ability to add your spellcasting modifier to damage rolls for damaging cantrips.
Metamagic
At 3rd level, you gain the ability to twist your Spells to suit your needs using your spell points. 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 spell point and choose a number of those creatures up to your Spellcasting 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 spell point to double the range of the spell.
When you Cast a Spell that has a range of touch, you can spend 1 spell point to make the range of the spell 30 feet.
Empowered Spell
When you roll damage for a spell, you can spend 1 spell point to reroll a number of the damage dice up to your Spellcasting modifier (minimum of one). You must use the new rolls.
You can use Empowered Spell even if you have already used a different Metamagic option during the casting of the spell.
Extended Spell
When you Cast a Spell that has a Duration of 1 minute or longer, you can spend 1 spell 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 spell 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 spell points to change the Casting Time to 1 Bonus Action for this casting.
Subtle Spell
When you Cast a Spell, you can spend 1 spell point to cast it without any somatic or verbal Components.
Twinned Spell
When you Cast a Spell that Targets only one creature and doesn’t have a range of self, you can spend a number of spell points equal to the spell’s level to target a second creature in range with the same spell (1 spell point if the spell is a cantrip).
To be eligible, a spell must be incapable of targeting more than one creature at the spell’s current level. For example, Magic Missile and Scorching Ray aren’t eligible, but Ray of Frost is.
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).
Combat Cantrip Expertise
Starting at 11th level, your practice with a specific combat cantrip has granted you the ability to pierce through even steadfast defenses. Select one cantrip that deals damage. Targets without resistance to that damage type are considered vulnerable to that cantrip's damage, those who are resistant are treated as though they do not have that resistance, and those with immunity are treated as though they only have resistance to it.
Channel the Weave
Starting at 13th level, you have deepened your connection to the limited well of arcane energy around you. You can use up to half of your hit dice to recharge your spell points during a short rest, and you may add your spellcasting ability to the die rolled to determine the number of spell points recovered.
I Do This All the Time
Starting at 15th level, there are some spells you use so frequently that they become second-nature to you. Select three spells you know. Those spells cost 1 less spell point to cast from now on.
Light Cast - Heavy Hit
Starting at 17th level, when you successfully hit a target with a damaging spell of second level or lower, you can reroll any number of the damage dice. You must take the second result.
One with the Weave
At 20th level, you can become one with the weave for brief periods. Once per long rest, as an action, you can become incorporeal, during which time you gain resistance to all damage types except force and psychic.
While you are transformed in this way, all spells cost 1 fewer spell point to cast (to a minimum of 0), you may cast two leveled spells per turn, and you may cast leveled spells that are normally cast as an action as a bonus action, instead. This transformation lasts for one minute, or until you are rendered unconscious.
Upon leaving this state, you gain three levels of exhaustion.
Spellweaver Archetypes
Spellweavers have varied origins, depending on how they've applied their magic in the past.
Some Spellweavers are performers. They spin illusions and can make even run-of-the-mill spells seem like great feats of arcane might. These Spellweavers, commonly referred to as Street Magicians, may not know how to wield real power, but they certainly know hoe to make others think that they do.
Other Spellweavers are from a stock of village healers and seers. While they never get to the point of calling down divine might, or bringing a long-dead hero back from the depths of the underworld, but they are extremely well-versed in healing ails and mending wounds. They sometimes can dabble in necromancy and curses, and could just as easily be considered the village witch. These Spellweavers are Hedge Mages.
Finally, some Spellweavers got into their trade by essentially knowing too much. They might have read a long-forgotten tome, or been blessed or cursed by communing with an otherwordly power. While they never took a pact, or committed to deep study of the arcane, they never forget what they learned, and they practice until they master their craft. These Spellweavers are Occultists.
Street Magician
Street Magicians are Spellweavers that have coupled their budding powers with a natural flair for the theatrical. They are found pretending to read fortunes, making small effects seem like grand feats, and performing minor illusions for the entertainment of others. Sometimes, these born performers take their shows on the road, and live a life of adventure.
The Magic of Show Business
At the first level, you can inspire others through shows of magic. To do so, you must cast a spell of the highest level available to you. As you do so, you may select a creature within line of sight, and they receive an Inspiration die, a d4.
Once within the next 10 minutes, the creature can roll the die and add the number rolled to one ability check, Attack roll, or saving throw it makes. The creature can wait until after it rolls The D20 before deciding to use the Inspiration die, but must decide before the DM says whether the roll succeeds or fails. Once the Inspiration die is rolled, it is lost. A creature can have only one Inspiration die at a time.
You can use this feature a number of times equal to your Charisma modifier (a minimum of once). You regain any expended uses when you finish a Long Rest.
Your Inspiration die changes when you reach certain levels in this class. The die becomes a d6 at 5th level, a d8 at 10th level, and a d10 at 15th level.
Influence is Power
At the first level, your history of being showy and doing crowd work grants you bonus proficiencies. You are proficient in Charisma saving throws, as well as with the Persuade skill, and Disguise Kits.
Additionally, you gain one extra cantrip of your choice from the Bard or Sorcerer Spell List, and you add the spells from those lists to the list of spells you can learn as you level up. Whenever you learn a new cantrip, you may select one from the bard or sorcerer list, instead.
Classic Misdirection
Starting at 6th level, you have focused your ability to use special effects to misdirect your enemies. If you cast a spell while in melee range of an enemy, you can use your reaction to either perform a melee weapon or shove attack, or you can perform a Sleight of Hand check to steal something from them or disarm them. You also gain proficiency in the Deception skill, if you did not have it already, and you can use double your proficiency bonus on Deception checks.
Illusions of Grandeur
Starting at 10th level, your flair for theatrics has seeped into your magic, influencing the minds of others to suspend their disbelief. Creatures have disadvantage when trying to break free of illusion spells cast by you, since they seem to want to believe them.
Charming Smile
Starting at 14th level, people and even animals are drawn to your personality. Saves against you cast that inflict the Charmed condition are done with disadvantage.
Cult of Personality
Starting at 18th level, your natural charisma is overpowering. Once per long rest, a spell that you cast that would automatically fail when you ask the affected to perform specific tasks (like injuring themselves) instead only grants the affected the opportunity to make another save against the effect. When you ask an affected creature to injure themselves or an ally, they always have advantage when making this spell save, even if your abilities would normally give them disadvantage on saves.
Hedge Mage
Hedge Mages are Spellweavers that got their start as the resident spellcaster in a small village or township. They typically have experience in helping with animal husbandry, helping with crops, and healing the sick. They are led to adventure when it comes to their home, as they realize how small their world was before.
Set the Bone
At first level, you are more adept at curing ails and healing the sick than most doctors, thanks to your connection to the weave. Whenever you cast a spell of first level or greater that heals a creature, that creature regains extra hit points equal to your proficiency bonus.
Experience is Power
Starting at first level, your background as a local healer and soothsayer grants you bonus proficiencies. You are proficient in Wisdom saving throws, as well as with the Nature skill, and Herbalist Kits.
Additionally, you gain one extra cantrip of your choice from the Druid or Cleric spell list, and you add the spells from those lists to the list of spells you can learn as you level up. Whenever you learn a new cantrip, you may select one from the Druid or Cleric list, instead.
If You Know How to Heal...
Starting at 6th level, you become more adept at reversing the healing process against enemies in combat. Any spell or cantrip cast by you that successfully deals necrotic damage also causes the target to make a Constitution save. Failure means the target has the poisoned condition until the end of their next turn.
Who Do Voodoo?
Starting at 10th level, you learn the Hex and Bestow Curse spells, if you do not already know them. They count as Spellweaver spells for you and do not count against your number of spells known. While you are concentrating on Hex or Bestow Curse, you may cast and concentrate on the other without penalty.
Purge the Profane
Starting at 14th level, aberrations, celestials, fey, fiends, and undead are treated as having vulnerability to spells and cantrips you cast that deal fire or radiant damage.
Almost Too Healthy
Starting at 18th level, your mastery of minor healing magic outstrips any expectations others might have. Once per long rest, a healing spell you cast can overcharge the vitality of the affected. This spell can only affect one or more creatures that are currently missing at least one hit point, each. The spell doesn't stop healing upon reaching their maximum, granting a number of temporary hit points equal to the difference between the roll result and the amount actually healed. This hit points disappear once used, or after a long rest.
Occultist
Occultists are Spellweavers that obtained forbidden knowledge. Whether they spoke with a ghost, read an ancient time, or were contacted by otherwordly beings, they learned the secrets to worlds beyond ours. Through practice and experimentation, they specialize in manifesting the alien.
Level 1 - Ritual Magic
When you choose this archetype at first level, your knowledge of eldritch powers and arcane secrets stems from studying the occult and the forbidden knowledge that comes with that. You gain the ability to cast spells with the ritual tag as rituals. You also gain four level one spells from the any spell list or lists with the ritual tag. These are treated as Spellweaver spells for you and do not count against your number of spells known.
Level 1 - Knowledge is Power
Starting at the first level, your profane studies also grant you bonus proficiencies. You are proficient in Intelligence saving throws, as well as with the Arcana skill, and Alchemist's Supplies.
Additionally, you gain one extra cantrip of your choice from the Wizard or Warlock spell list, and you add the spells from those lists to the list of spells you can learn as you level up. Whenever you learn a new cantrip, you may select one from the Wizard or Warlock list, instead.
The Secrets of Conjuration
Starting at 6th level, your budding mastery of the occult allows you to pull more creatures from realms beyond our own. Whenever you cast a conjuration spell that would cause one or more creatures to appear, one additional creature appears, as well. The form of the creature that appears matches that of the other or others present. If there are multiple types of creatures that appear, the DM selects which type the additional one is.
It's Not Me You Want
Starting at 10th level, you gain a modicum of control over summons that normal wizards do not. When you summon creatures that can be hostile to you, such as with Conjure Lesser Demon, You can select a number of creatures equal to half your proficiency bonus. The conjured beings will not target the selected creatures until all other creatures within line of sight, besides the other conjured beings, are dead or have fled.
Not from Around Here
Starting at 14th level, you see the threads that tie extraplanar creatures to whatever reality in which you happen to be. As a reaction, if you take damage from a conjured or otherwise extraplanar creature, you may spend 4 spell points to cast Banish on it, returning it to its home plane. Alternatively, if you should find yourself in a pinch while traversing the planes, you may injure yourself as an action and use your reaction to use this ability to banish yourself back to the Prime Material, or whatever plane happens to be your plane of origin.
Infinite Realities
Starting at 18th level, your knowledge of the unknowable expands beyond all expectations set before you. Once per long rest, as an action, you can expend 30 spell points to cast one spell of each level available to you (1-5) from the conjuration school at once. If one or more of the spells require concentration, you may concentrate on any number of them. Using this feature reduces your maximum number of spell points by 30 until you complete a long rest.
Cantrips (0 Level)
- Acid Splash
- Blade Ward
- Chill Touch
- Control Flames
- Create Bonfire
- Druidcraft
- Fire Bolt
- Frostbite
- Gust
- Light
- Mage Hand
- Mending
- Minor Illusion
- Prestidigitation
- Thread of the Weave
- Thaumaturgy
- Thunderclap
1st Level
- Alarm
- Animal Friendship
- Burning Hands
- Catapult
- Charm Person
- Comprehend Languages
- Create/Destroy Water
- Cure Wounds
- Detect Poison and Disease
- Entangle
- Find Familiar
- Goodberry
- Grease
- Illusory Script
- Jump
- Longstrider
- Sanctuary
- Shield
- Silent Image
- Sleep
- Snare
- Speak with Animals
- Unseen Servant
2nd Level
- Aganazzer's Scorcher
- Aid
- Animal Messenger
- Arcane Lock
- Augury
- Calm Emotions
- Continual Flame
- Darkvision
- Detect Thoughts
- Earthbind
- Enhance Ability
- Enlarge/Reduce
- Find Steed
- Find Traps
- Gentle Repose
- Gust of Wind
- Hold Person
- Knock
- Lesser Restoration
- Locate Object
- Mirror Image
- Protection from Poison
- Pyrotechnics
- Rope Trick
- Shatter
- Spider CLimb
- Suggestion
- Zone of Truth
3rd Level
- Aura of Vitality
- Call Lightning
- Conjure Animals
- Conjure Lesser Demon
- Create Food and Water
- Daylight
- Dispel Magic
- Fireball
- Fly
- Gaseous Form
- Glyph of Warding
- Haste
- Lightning Bolt
- Major Image
- Nondetection
- Protection from Energy
- Remove Curse
- Revivify
- Sending
- Speak with Dead
- Speak with Plants
- Summon Lesser Demons
- Tongues
- Water Breathing
- Water Walk
4th Level
- Arcane Eye
- Banishment
- Blight
- Compulsion
- Confusion
- Conjure Minor Elementals
- Conjure Woodland Beings
- Control Water
- Dimension Door
- Divination
- Fabricate
- Faithful Hound
- Find Greater Steed
- Grasping Vine
- Hallucinatory Terrain
- Ice Storm
- Locate Creature
- Polymorph
- Private Sanctum
- Sickening Radiance
- Stone Shape
- Stoneskin
- Storm Sphere
- Summon Greater Demon
- Wall of Fire
5th Level
- Animate Objects
- Antilife Shell
- Arcane Hand
- Awaken
- Cloudkill
- Commune with Nature
- Cone of Cold
- Conjure Elemental
- Contact Other Plane
- Control Winds
- Creation
- Danse Macabre
- Dawn
- Destructive Wave
- Dominate Person
- Gaes
- Greater Restoration
- Immolation
- Legend Lore
- Maelstrom
- Modify Memory
- Negative Energy Flood
- Passwall
- Reincarnate
- Scrying
- Telepathic Bond
- Teleportation Circle
- Transmute Rock
- Tree Stride
- Wall of Force
- Wall of Stone
Spellweaver Signature Spells
Thread of the Weave
Evocation Cantrip
- Casting Time: 1 action
- Range: 60 feet
- Components: V, S
- Duration: Instantaneous
You pull at the threads of magic, itself, and injure a target with variable energy. Make a ranged spell attack. On a hit, the target takes 1d4 damage of a type of your choice.
This damage can be acid, bludgeoning, cold, fire, force, lightning, necrotic, piercing, poison, psychic, radiant, slashing, or thunder damage.
At Higher Levels. This spell's damage increases by 1d4 when you reach 5th level (2d4), 11th level (3d4), and 17th level (4d4).
Credits:
This will be populated with names and such once art is added to this document. Otherwise, I, Bucktabulous, am the author of this class and document. I'd like to thank Wizards of the Coast and original author Gary Gigax for 5th Edition and the concept of D&D to begin with.