Weavechanger 5e Class

by PlatinumSketch

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The Weavechanger

A 5e class by platinumsketch

Weavechanger

A human man looks over the edge of a parapet onto the advancing army below. He takes a deep breath, and then teleports in front of the leader below. As he stands there, he summons a full set of plate, a sword and shield, ready to fight.

An Elvish woman leaps around the ruins surrounding her. Dragon breath is raining down on her, but it is of no concern, as she creates a portal a redirects the fire to spew harmlessly at the ground beside her. As she looks up she creates twenty of those same portals, and then compresses them, causing a blinding explosion.

A Tiefling man stands at the center of battle. Surrounded. Outnumbered. Yet he holds the surround swarm at bay, launching a tidal wave of spectral blades in front of him, and then sending a volley of arrows to blot out the sky behind him.

A Halfling woman dodges an arrow flying right by her. Seeing her assaulter, she creates two portals and a small flicker of energy. As this flicker travels between the portals it picks up speed and power, until its launched out in a brilliant flash of light, splitting of and striking four foes at once.

Masters of portals and summoning, Weavechangers can manipulate the world around themselves. To what end is up to them, with the effect always being profound.

Jumpers

Though not always the first to go somewhere unexplored, Weavechangers are especially good at reaching once unreachable places; be that the top of a mountain, or the other side of a hundred mile long cavern. Yet this ability to move isn't just for covering large distances, rather it can be used in mid fight to maneuver themself, an ally, or even an enemy around, giving someone better positioning, or moving them out of the way of a problematic environment.

This nickname of Weavechangers comes from them being among the most capable of conjurers, including other casters, as their ability to set up teleportation circles between two distant places, create bursts of energy, or even summon weapons and armor shows that they have skills most others do not possess.

Learned and Innate Magics

With the ability to conjure being among their most notable abilities, it's no wonder they got the nickname Weavechanger. Yet with practice, their innate magics can do more than just make portals. With cunning, they can eventually learn to form a weapon out of that energy, allowing themselves to be forever armed for combat. A Weavechanger can even place two portals next to each other, creating a beam of focused energy that they can then blast at an opposing creating.

Further more, the magics they have at their control are extended still, with the additional ability to cast spells in a way akin to a lesser sorcerer. This allows them to substitute the lack of energy they have to create portals with spells, or to simply better help their allies with those same spells. Their spells can even be bettered with study, as their magics, being close enough to a wizard's, can be documented, practiced and performed to great success by even non Weavechangers

Creating a Weavechanger

Among the most important questions when making a Weavechanger are why do they have this power, and when did they discover it? Though your character may have an initial tendency towards one type of summon to another, or one spell to another, the reason they have this power and how much they know about it is left undecided, or rather, for you to decide. Perhaps your character was born just as the stars aligned and on a magical ley line, focusing an abundant amount of magical energy into them. Perhaps their parents survived a sort of cataclysm like legendary magical item being destroyed near them, imbuing them with innate magic that they had never tapped into.

What does your character think of the magic within them? Do they believe it to be a curse put down on them on the gods, forever having the inability to understand themselves or where they're going? Do they know what caused it? Is it all you could ever dream for> Do you refuse to use this power under any circumstance? Is it possible this power links you to a place or event, something you want to never- or simply can't- remember? Maybe your character was simply an experiment by a crazed mage in the end, being created only to test the possibilities of their power, and then forgotten about, returning only for vengeance.

Quick Build

You can make a Weavechanger quickly by following these suggestions. First, make Intelligence your highest score, followed Constitution. If you plan on using the Conjurer Manipulation Mastery, instead make your second highest score Dexterity or Strength. Second, choose the scholar background.

Weavechanger
Level Proficiency Bonus Features Manipulation Points Spells Known 1st 2nd 3rd 4th 5th
1st +2 Weave Manipulation 2
2nd +2 Spellcasting 4 2 2
3rd +2 Manipulation Mastery 6 3 3
4th +2 Ability Score Increase 8 3 3
5th +3 Extra Attack 10 4 4 2
6th +3 Improved Manipulation 12 4 4 2
7th +3 Manipulation Mastery Feature 14 5 4 3
8th +3 Ability Score Increase 16 5 4 3
9th +4 18 6 4 3 2
10th +4 Advanced Manipulations 20 6 4 3 2
11th +4 Manipulation Mastery Feature 22 7 4 3 3
12th +4 Ability Score Increase 24 7 4 3 3
13th +5 26 8 4 3 3 1
14th +5 Improved Advanced Manipulations 28 8 4 3 3 1
15th +5 Manipulation Mastery Feature 30 9 4 3 3 2
16th +5 Ability Score Increase 32 9 4 3 3 2
17th +6 34 10 4 3 3 3 1
18th +6 Ever Changing 36 10 4 3 3 3 1
19th +6 Ability Score Increase 38 11 4 3 3 3 2
20th +6 Manipulation Mastery Feature 40 11 4 3 3 3 2

Class Features

As a Weavechanger, you gain the following class features

Hit Points


  • Hit Dice: 1d10 per Weavechanger level
  • Hit Points at 1st Level: 10 + your Constitution modifier.
  • Hit Points at Higher Levels: 1d10 (or 6) + your Constitution modifier per Weavechanger level after 1st

Proficiencies


  • Armor: light armor, medium armor
  • Weapons: simple weapons, martial weapons
  • Tools: none

  • Saving Throws: Constitution, Intelligence
  • Skills: Choose two from Arcana, History, Insight, Investigation, Medicine, and Religion.

Equipment

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

  • (a) two simple weapons or (b) a light crossbow and 20 bolts
  • (a) a scholar's pack or (b) an explorer's pack
  • Leather armor and two daggers

Weave Manipulation

You naturally have the ability to manipulate the weave around you, allowing you to create portals and various effects using those energies; however your uses are limited an taxing on your body and mind. The number of times you can manipulate the weave is represented by Manipulation Points, the number of which are shown on the Weavechanger table. When one of these points is used, it is unavailable for use again until you finish a long rest. Additionally, you can not spend a number of manipulation points higher than your level on one manipulation.

You can spend these manipulation points to utilize various weave manipulation features. You know the following three weave manipulation features: Jump, Summoned Blade, and Weave Beam. You learn more weave manipulation features as you gain levels in this class.

Some of your weave manipulation features require you to make an attack roll, or your target to make a saving throw to resist the feature's effects. The attack modifier and saving throw DC are calculated as follows:

Manipulation Save DC = 8 + your proficiency bonus +

your Intelligence modifier

Manipulation attack modifier = your proficiency bonus +

your Intelligence modifier

You know the following manipulations:

  • Jump. You can spend 1 manipulation point to teleport yourself to a place you can see as a bonus action. The maximum distance you can teleport to is 30 feet.
  • Summoned Blade. You can spend 2 manipulation points to summon a weapon made of magical energy with your bonus action. It acts as a simple weapon of your choosing, and deals force damage instead of its ordinary damage. It is magical, and lasts for 2 hours.
  • Weave Beam. You can spend an action to focus and rebound magical energy through two portals. Make an attack using your manipulation attack modifier to hit, dealing 1d8 force damage on hit. You can spend a number of additional number of points equal to your Intelligence modifier, with each point increasing the damage by a die.

Spellcasting

Beginning at 2nd level, your innate connection to the weave allows you to utilize the same magic that grants you portals to cast spells.

Spell Slots

The Weavechanger table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots on a long rest.

Spells Known of 1st level and Higher

You know two 1st-level spells of your choice from the WWeavechanger spell list.

The Spells Known column of the Weavechanger table shows when you learn more Weavechanger spells of your choice. Each of these spells must be of a level for which you have spell slots.

Additionally, when you gain a level in this class, you may choose to replace a Weavechanger spell that you know with a different Weavechanger spell, for which you must have a spell slot of equal level.

Spellcasting Ability

Intelligence is your spellcasting ability for your Weavechanger spells, since your magic comes from a mix of knowledge of the weave, as well as direct attunement with it. You use your Intelligence whenever a spell refers to your spellcasting DC. In addition, you use your Intelligence modifier when setting the saving throw DC for a Weavechanger 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

Manipulation Mastery

Beginning at 3rd level, you have developed your own particular mastery of weave manipulation. Choose a Manipulation Mastery.

Ability Score Increase

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 two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.

Extra Attack

Beginning at 5th level, you can attack twice, instead of once, when you take the attack action on your turn.

Improved Basic Manipulation

By 6th level, you have learned some more adept uses of the basic weave manipulations. You gain the following manipulations:

  • Leap. The distance you can teleport using Jump is increased to 60 feet.
  • Warding Blade. Whenever you are wielding a weapon you summoned, your AC increases by +1.
  • Enhanced Beam. The damage die of Weave Beam is increased to 1d10.

Advance Manipulation

Once you reach 10th level, you learn a handful of more powerful ways to manipulate the weave. You gain the following manipulations:

  • Weave Breaker. You can use an action and 10 manipulation points to partially break the weave around you or a creature within 30 feet of you that you can see. This lasts for 1 minute or until you decide to end it, and causes all magic within 30 feet of the creature to be impaired. All spell attacks are at disadvantage, and all spell saves are made with advantage. This requires concentration.
  • Weave Enhancement. You can choose to expend 10 manipulation points to contort the weave around yourself or a creature within 30 feet of you that you can see. This lasts for 1 minute, and enhances all magic within 30 feet of the chosen creature, causing all spell attacks made in that range to be at advantage, and all spell saves within the range to be at disadvantage. This requires concentration.
  • Energize. Using a bonus action you can regain a spell slot you have, with the cost equaling ten times the spell slot level in manipulation points.

Improved Advance Manipulations

By 14th level, you have mastered the advanced manipulations you had previously learned. You gain the following manipulations:

  • Weave Shatter. You no longer simply weaken the weave when using Weave Breaker, you entirely shatter it. By using an additional 10 manipulation points, you increase the radius of the broken weave to 60 feet, and magic can no longer be cast in this area. This lasts for 1 minute and requires concentration.
  • Weave Intensify. When you empower the weave, you fully revitalize it. By spending an additional 10 manipulation points while using Weave Enhancement, the radius of the effect is increased to 60 feet, all spell attack are made at advantage with a bonus 1d8 added to the roll, and all spell saves are made at disadvantage with 1d8 subtracted from the roll. This lasts for 1 minute and requires concentration.
  • Invigorate. It can now siphon more energy from the weave around you. Whenever you use Energize, it only costs 6 manipulation points per spell level for a spell slot, instead of the ordinary 10.

Ever Changing

At 18th level, your mastery of weave manipulation has allowed you to allows change some portion of the weave, even if it is very little. When you roll initiative, you regain 10 manipulation points, and when you take a short rest you regain 20 manipulation points.

Manipulation Mastery

The abilities of a weavechanger are of note and intrigue, as they come from within much as a sorcerer, but can be enhanced with study and practice like Weavechanger. Yet even the scholars who claim to study and understand it have little knowledge compared to one who wields this power, for as a weavebreaker this knowledge is innate to you and built upon by your tendencies.

Choose one of the Manipulation Masteries which best represents your character and your play style, as each has an impact not only what abilities you receive, but also how the ones you already have are enhanced.

Rift Maker

Your ability to teleport is what you rely on most, jumping from point to point in combat and using this positioning to your advantage. With this use and practice, you have learned how to better manage these portals, giving you additional abilities.

Improved Jump

Beginning at 3rd level after you choose this Manipulation Mastery, your portals can be used to greater effect. If you spend 1 additional Manipulation Point when using Jump, you can choose from one of the following effects:

  • Sustained Rift. The portal lasts for one minute. For every additional 1 manipulation point you spend, the portal lasts an additional minute.
  • Door. You can use the portal to create a mock doorway which lasts for 5 minutes, with it penetrating up to 5 feet of material, and allowing creatures up to one size larger than you to enter through it. This doorway does not work if the doorway or wall is enchanted in any fashion.
  • Pathway. When you teleport, you can choose a number of allies equal to the additional number of manipulation points within ten feet of you to teleport as well.

Defensive Portals

By 7th level, you have learned how to use the portals you create in a more defensive manner. You have learned the following manipulations:

  • Redirect. When a ranged attack is used against you by a creature that you can see, you can use your reaction and 2 manipulation points to catch the arrow with a portal and send it flying harmlessly away.
  • Guide. When a creature attempts to use a melee attack against you, you can use your reaction and 2 manipulation points to impose disadvantage on all attacks against you made by that creature.
  • Avert. If you are forced to make a dexterity saving throw, you can use your reaction and 2 manipulation points to give yourself advantage on the save.

Offensive Mastery

At 11th level, you have learned how to creatively use your portals to effect enemies. You learn the following manipulations:

  • Long Shot. When you make a ranged attack or use a thrown weapon, you can spend manipulation points to increase the attack's range, with it increasing by five times the number of points spent. Alternatively, you can prepare this as an action to use on an ally's attack.
  • Bouncing Blade. As a bonus action, you can spend 4 manipulation points to give yourself or an ally within 60 feet of you that you can see advantage on all melee attacks until the beginning of your next turn.
  • Forced Movement. As an action, you can use 1 manipulation point to act as if you used Jump on an enemy within 30 feet of you that you can see. This creature must make an Intelligence saving throw using your Manipulation save DC, or be teleported to a point of choosing. This point can only be up to half the ordinary Jump distance.

Quick Travel

beginning at 15th level, the distance of your Jump is improved even more. When you use Jump, the maximum distance is equal to 90 feet, and can automatically bring one ally with you. Additionally, when you can use Jump as an Action if you so choose.

Pathfinder

By 20th level, you have learned how to maximize the effectiveness of your portals. You can use Jump to teleport yourself at will, with it only taking a bonus action to create and use the portal. You also gain the following manipulations:

  • Faster Than Light. You can create up to twenty portals at once, all of which must link with one another. When you do so, you can use any of the Improved Jump manipulations on all of those portals at once, with the cost being half the number of portals (rounded down) plus the cost of using the manipulation.
  • New Roads. By creating two portals using Jump between places within 200 miles of each other for a year, you create a permanent portal between those two places. This portal cost nothing for you to open, and will stay active upon your command for a number of days equal to your Intelligence modifier or until you decide to close it.
  • Compressed Burst. As an action, you can choose a spot within 120 feet of you. You compress several portals at that point, causing an explosion. In order to do so, you expend 2 manipulation points, causing a twenty foot radius explosion. Every creature in range must make a Constitution saving throw or take 2d8 damage, taking half damage on a success. For every additional manipulation point used, the radius increases by 10 feet and the damage increases by 1d8. If you are within range you of the explosion, you have disadvantage on the saving throw.

Conjurer

Ever prepared for combat, you ability to summon weapons defines your set skills. Your use of these weapons has allowed you to learn how to summon stronger weapons, in addition to other items.

Martial Proficiencies

Once you choose this Manipulation Mastery at 3rd level, your tendencies towards combat allow you to learn how to use better equipment. You have proficiency in heavy armor and shields.

Summoned Arsenal

Once you choose this Manipulation Mastery at 3rd level, your knowledge of summoned weapons allows you to summon other items. You gain the following manipulations:

  • Greater Summoned Blade. By expending 3 manipulation points, you can summon a martial weapon as a bonus action. If you summon a ranged weapon, you can expend an additional 1 manipulation point to summon ten pieces of ammunition, increasing the number of summoned ammunition by ten for every additional point used. The weapon and ammunition lasts for up to 4 hours. The weapon and ammunition are magical.
  • Conjure Armor. You can expend 3 manipulation points as an action to summon armor. The armor gives you an AC of 13 plus your Dexterity modifier. This armor gives you resistance to Force damage, and is active for 4 hours.
  • Conjure Shield. As a bonus action, you can expend 2 manipulation points to summon a shield. This summon lasts for 4 hours

Conjured Army

By 7th level, you have learned how to create temporary, massive summons. You learn the following manipulations:

  • Sudden Volley. As an action, you can expend 10 manipulation points to conjure a volley of arrows, bolts and javelins that would blot out the sun. Choose a point within 600 feet, all creatures within a 100 feet high cylinder of that point must make a Dexterity saving throw or take 2d6 piercing and 2d6 force damage, with a success being half damage. You can expend another 10 manipulation points to deal an additional 2d6 piercing and 2d6 force damage.
  • Wave of Blades. Using 10 manipulation points and an action, you can send forth a swarm of blades. In a 15 ft. by 100 ft. line extending from you, a wave of blades rushes forth, forcing all creatures in range to make a Dexterity saving throw or take 2d6 slashing and 2d6 force damage. If you expend an additional 10 manipulation points, the damage will increase by 2d6 slashing and 2d6 force damage.
  • Shield Wall. By expending 10 manipulation points and an action, you can create a 5 foot thick, 100 foot wide barrier within 30 feet of you. This barrier has an AC of 10, and 50 HP, and blocks all attacks, including your own. For every additional 10 points spent, you can increase the AC by 2 and the HP by 25.

Improved Arsenal

At 11th level, the items you summon are capable of taking on another form. You gain the following manipulations:

  • Conjured Plate. By using an action and expending 10 manipulation points, you can summon a set of full plate armor. This acts as ordinary plate, with the bonus that it makes you immune to force damage.
  • Weavebreaker Blade. You can use a bonus action and 5 points to increase the damage dealt by your summoned weapon by your Intelligence modifier.
  • Barrier. While wielding a summoned shield, you can use an action and 5 manipulation points to create a bubble around yourself. While in this bubble, you are immune to all damage, but also can not attack creatures outside the bubble. This lasts 1 minute or until you decide to end it, with the length being increased by 1 minute for every additional 5 points you spend on summoning, and it being able to engulf another creature for every additional 5 points spent separately.

Supreme Arsenal

Beginning at 15th level, the items you summon are of superior quality. You gain the following benefits to your manipulations:

  • Honed Edge. When you summon a weapon, all attacks deal an additional 1d6 force damage. Additionally, you can make the weapon up to a +3 weapon by expending an additional number of points equal to the bonus when summoning it.
  • Solid Steel. When you conjure armor, you can give yourself a bonus to AC equal to the number of additional points you spend summoning it, up to a maximum of three.
  • Magical Guard. When you summon a shield, you can increase the bonus the shield provides by a number equal to the number of additional manipulation points spent while summoning it, up to a maximum of three.

Ultimate Summons

Once you reach 20th level, you can create summons like no other. You can use any of the manipulations that summon an item as a free action once per turn, and all of your summoned items are automatically +3, costing no additional points to summon. Additionally, when you take the attack action on your turn, you attack three times, instead of twice.

Beacon

Much as the sun is to light, you are to beams of magical energy. This isn't inherent however, as your ability to create varied and several beams of energy comes from practice, study and experimentation.

Beam Adept

Once you choose this Mastery at 3rd level, your mastery of the Weave Beams at their most basic is complete, and no other can compare to you. You now deal additional damage on hit equal to your Intelligence modifier, and you gain the following manipulations:

  • Retributive Blast. Whenever a creature that you can see hits you with an attack that is within range of the Weave Beam, you can use your reaction to fire a Weave Beam at that creature.
  • Ranged Bolt. By expending additional points, you can increase the range of a Weave Beam that you are firing. For every additional point you expend while firing a Weave Beam, its range increases by 20 feet.
  • Explosive Beam. Whenever you fire a Weave Beam, you can expend 2 additional manipulation points to cause all creatures within 10 feet where the beam hits. This forces all creatures within range of the explosion to make a Constitution save or take the damage dealt by the Weave Beam itself, taking no damage on a success.

True Beams

By 7th level, your Weave Beams have grown in power, now dealing 2d8 damage on hit instead of 1d8, and gaining more variety in their nature. You gain the following manipulations:

  • Radiant Burst. If you spend an additional 1 manipulation point while firing a Weave Beam, you can force the target to make a Constitution saving throw regardless of whether the beam itself hits or not. On a failed save, the target takes 1d4 radiant damage and is blinded for a number of rounds equal to the damage taken, on a success there is no effect.
  • Multi-Beam. When you increase the damage of a Weave Beam, you can instead choose to fire several Weave Beams at once. Each beam must target a different creature, and you can not add any other effect to either beam. Additionally, each beam is a seperate attack.
  • Sustained Beam. Whenever you hit with a Weave Beam, you can choose to sustain the beam. This causes you to automatically hit the target you had previously hit. If you do so, you must spend 2 manipulation points plus the number of manipulation points it initially cost to fire it per round you sustain it.









Prismatic Blasts

Beginning at 11th level, your energy beams deal significant damage, more so than ever before. The base damage of your energy beam is now 3d8 and you can fire a Weave Beam as a bonus action or action. Additionally, you gain the following manipulations:

  • Infernal Eruption. By expending an additional manipulation point while firing a Weave Beam, you can cause it to deal an additional 1d4 fire damage, and set the creature on fire. The creature takes 1d4 damage at the beginning of each of its turns until it uses an action to put out the fire.
  • Frigid Beam. As you fire a Weave Beam, you can spend an additional manipulation point to cause the blast to deal an additional 1d4 cold damage. If it hits, the blast will force the creature to make a Constitution saving throw or have its speed halved.
  • Acidic Burst. When you unleash a Weave Beam, you can choose to fill it with acid, costing an additional 1 manipulation point. When you do so, the Weave Beam deals an additional 1d4 acid damage, and leaves a ten foot pool of acid under where it hits, dealing 1d4 acid damage to any creature that walks through the acid or ends its turn in the acid.

Incandescence

Beginning at 15th level, you can fire Weave Beams quicker than ever before being able to use them as either an action or bonus action. Additionally, you gain the following manipulations:

  • Cacophonous Blast. Through using an additional 1 manipulation point, you can cause your Weave Beam to deal an additional 1d4 thunder damage. This beam forces the targeted creature to make a Constitution save whether or not it hits, dealing 1d4 thunder damage and deafening the creature on a failed save, and having no effect on a success.
  • Frightful Bolt. When you fire a Weave Beam, you can choose to expend an additional 1 manipulation point to cause it to be mind numbing. n hit, it deals an additional 1d4 psychic damage, and the creature becomes frightened of you until the beginning of its next turn.
  • Sapping Ray. As you blast a Weave Beam, you can fill it with necrotic energies by using an additional 1 manipulation point. If you do so, it deals an additional 1d4 necrotic damage on hit, and heals you for twice the necrotic damage dealt plus your intelligence modifier.

Brilliant Mastery

Beginning at 20th level, the ever scaling damage of your Weave Beams reaches its apex, now dealing a base of 4d8 damage, with each additional point causing it to deal an additional 1d8 damage, and the additional damage dealt by manipulations increasing to 1d6. Also, when you fire a Weave Beam, it acts as if you took the attack action, allowing you to fire up to two Weave Beams as an action.

Weavechanger Spell List

1st Level
  • Absorb Elements
  • Arms of Hadar
  • Catapult
  • Chromatic Orb
  • Feather Fall
  • Fog Cloud
  • Grease
  • Ice Knife
  • Jump
  • Mage Armor
  • Magic Missile
  • Shield
  • Thunderwave
  • Witchbolt
2nd Level
  • Acid Arrow
  • Aganazzar's Scorcher
  • Cloud of Daggers
  • Continual Flame
  • Dust Devil
  • Find Steed
  • Flaming Sphere
  • Gust of Wind
  • Hold Person
  • Melf's Acid Arrow
  • Misty Step
  • Ray of Enfeeblement
  • Rope Trick
  • Scorching Ray
  • Warding Wind
3rd Level
  • Blink
  • Conjure Barrage
  • Counterspell
  • Erupting Earth
  • Fireball
  • Fly
  • Hunger of Hadar
  • Leomond's Tiny Hut
  • Lightningbolt
  • Melf's Minute Meteors
  • Sleet Storm
  • Stinking Cloud
  • Summon Lesser Demon
  • Thunder Step
  • Tidal Wave
  • Wall of Water
4th Level
  • Conjure Minor Elemental
  • Conjure Woodland Beings
  • Dimension Door
  • Evard's Black Tentacles
  • Galdur's Speedy Courier
  • Ice Storm
  • Mordenkainen's Faithful Hound
  • Mordenkainen's Magnificent Mansion
  • Storm Sphere
  • Summon Greater Demon
  • Wall of Fire
  • Watery Sphere
5th Level
  • Cloudkill
  • Cone of Cold
  • Conjure Elemental
  • Hold Monster
  • Immolation
  • Scrying
  • Telekinesis
  • Teleportation Circle
  • Wall of Force
  • Wall of Stone

Multiclassing

As with most homebrew, multiclassing can cause unexpected results. The following are rules on how to do so, though do so at your own risk.

Prerequisites

To qualify for your new class, you must meet both the prerequisites for your new class, shown in the Prerequisites table, and the prerequisites of your current class.

Prerequisites
Class Ability Score Minimum
Weavebreaker Intelligence 13

Proficiencies

When you gain a level in a class other than your first, you only gain some of that class's starting proficiencies, as shown in the Multiclassing Proficiencies table.

Multiclassing Porficiencies
Class Proficiencies Gained
Weavebreaker light armor, medium armor, simple weapons, martial weapons, one skill from the class's skill list

Credits

Author: u/platinumsketch

Thanks to Reddit and r/UnearthedArcana for providing feedback as well as simply checking out this class.

 

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