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# The Spellweaver Mastery of magic is a goal of many spellcasters. However, most satisfy themselves by learning all there is to know about a particular domain of magic; wizards pour over arcane tomes, clerics tap into divine will, druids channel primal forces, and monks draw on the strength of their souls. This is enough for some, but others are ill content with such a myopic vision of magical force. To these, to master magic is to not only understand, but to create. ## 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:** 1d8 (or 5) + your Constitution modifier per spellweaver level after 1st #### Proficiencies ____ * **Weapons:** simple weapons * **Armor:** light armor * **Saving Throws:** Constitution, Intelligence * **Languages:** One language of your choice * **Skills:** Choose two from Arcana, History, Investigation, Medicine, Nature, Perception, Persuasion, or Religion. #### Equipment You start with the following equipment, in addition to the equipment granted by your background: * any simple weapon * leather armor * (a) scribe's pack or (b) explorer's pack Alternatively, you may start with 2d4 x 10 gp to buy your own equipment. ### Spellcraft At the 1st level, you have tapped into the fonts of magic to fuel your powers. You have a pool of Spellcraft dice equal to your Spellweaver level. The size of these die is shown in the Spellcraft die column of the Spellweaver table, and increases as you gain levels in this class. These dice can be expended to cast spells using our Spellweaving feature. You regain all expended Spellcraft die whenever you complete a short rest. \columnbreak
##### The Spellweaver | Level | Proficiency Bonus | Features | Spellcraft die | Maximum Spellweaving die | |:---:|:---:|:---| :--: | :--:| | 1st | +2 | Arcane Blast, Spellweaving, Spellcraft | d6 | 1 | | 2nd | +2 | Mastery, Arcane Ward | d6 | 1 | | 3rd | +2 | Magnum Opus | d6 | 2 | | 4th | +2 | Ability Score Improvement |d6 | 2 | | 5th | +3 | Arcane Blast Improvement | d8 | 3 | | 6th | +3 | Mastery Feature | d8 | 3 | | 7th | +3 | Magnum Opus feature | d8 | 4 | | 8th | +3 | Ability Score Improvement | d8 | 4 | | 9th | +4 | - | d8 | 5 | | 10th| +4 | Mastery Feature | d8 | 5 | | 11th| +4 | Arcane Blast Improvement, Magnum Opus feature | d10 | 6 | | 12th| +4 | Ability Score Improvement | d10 | 6 | | 13th| +5 | - | d10 | 7 | | 14th| +5 | Mastery Feature | d10 | 7 | | 15th| +5 | Magnum Opus feature | d10 | 8 | | 16th| +5 | Ability Score Improvement | d10 | 8 | | 17th| +6 | Arcane Blast Improvement | d12 | 9 | | 18th| +6 | Mastery Feature | d12 | 9 | | 19th| +6 | Ability Score Improvement | d12 | 9 | | 20th| +6 | Power Overwhelming | d12 | 10 |
\pagebreakNum ### Arcane Blast At the 1st level, you can channel a surge of your power into a damaging burst. You gain a special spell attack. You choose the type of damage this attack deals when you use it, from one of the options on the Arcane Blast table. You may also choose to have the attack be a ranged spell attack, or require a saving throw as shown on the Arcane Blast table. The saving throw DC is equal to your Spellweaving DC. It deals damage equal to one roll of your Spellcraft die. Your Arcane Blast improves at the 5th, 11th, and 17th levels, dealing one additional Spellcraft die of damage each time it improves. (2 die at the 5th level, 3 die at the 11th, and 4 die at the 17th level) At the 11th level, your Arcane Blast becomes strong enough to inflict an additional effect based on its damage type, as shown on the Arcane Blast table. ##### Arcane Blast | Damage type | Save| Additional Effect | |:---:|:-----------:|:---:| | Fire | Dexterity | Additional d4 for each Spellcraft die fire damage. | Cold | Constitution | Target has disadvantage on its next attack roll. | | Lightning | Dexterity | Target cannot take reactions until start of your next turn | | Acid | Dexterity | Additional target within 5 ft is also affected. | | Radiant | Constitution | Next attack against the target has advantage. | | Necrotic | Constitution | Target cannot regain hitpoints until the start of your next turn. | | Psychic | Wisdom | Target takes penalty on its next saving throw equal to one roll of your Spellcraft die. | ### Spellweaving Also at the 1st level, you eschew the restrictions of ordinary spellcasting to make your own magic, crude as it may be. You may expend 1 or more Spellcraft die to cast a spell from the Wizard spell list. Intelligence is your spellcasting ability modifier, and your Spellweaver spell save DC is equal to 8 + your proficiency bonus + your Intelligence modifier. You must expend one die for each level of the spell you are casting. A 3rd level spell such as Fireball would require the expenditure of three Spellcraft die. Casting a Fireball at the 5th level would require expending five Spellcraft die. You must follow the timing and restrictions on casting that spell. For example, you may cast Shield as a reaction, but must use your action to cast Magic Missile. You must follow all standard rules for casting spells on your turn. The maximum number of Spellcraft die you can expend on a single spell is shown on the Spellweaver class table, and increases as you gain levels in this class. \columnbreak ### Arcane Ward At the 2nd level, you've gained a bit more subtlety in your manipulation of raw magical force. You may create an Arcane Ward as an action, around yourself or a willing target within 30 feet. This is a rudimentary spell you have mastered to protect yourself and others from malignant magic. All Arcane Wards require concentration, and last for a number of rounds equal to your Intelligence modifier if not interrupted. You may only create an Arcane Ward for a school of magic with which you have Mastery. | School | Effect | |:---:|:-----------:| | Abjuration | Temporary hitpoints equal to one roll of your Spellcraft die | | Conjuration | Conjured plates of armor provide a bonus to AC equal to your proficiency modifier. | | Divination | Gain a bonus to next ability check equal to one roll of your Spellcraft die | | Enchantment | Gain a bonus to next Wisdom, Charisma, or Intelligence saving throw equal to one roll of your Spellcraft die | | Evocation | Next creature to hit the target with a melee attack takes force damage as if struck by your Arcane Blast. | | Illusion | Alter appearance and clothing intangibly, as if by the *disguise self* spell. | | Necromancy | If reduced to 0 hitpoints, become stabilized as the ward ends. | | Transmutation | Gain a bonus to the next Strength, Dexterity, or Constitution saving throw equal to one roll of your Spellcraft die. | ### Mastery At the 2nd level, you have begun to master one of the great weaves of magic. With these small steps you grow closer to the fundamental secrets behind the weaves. Choose two primary weaves of magic to master. At the 6th, 10th, 14th, and 18th levels in this class, you may chose to master one additional weave. You may only cast spells of the 2nd level or higher using your Spellweaving feature from schools of magic with which you have Mastery. \pagebreakNum ### Magnum Opus Every spellweaver has a dream; a work of magic that they created, shaped, and perfected. At the 3rd level, you have begun working on yours. Your Magnum Opus increases in potency at the 7th, 11th, and 15th levels in this class. Your Magnum Opus is a spell-like ability that defies the normal, strict rules of spellcasting, and it continues to grow in form and ability as you gain levels in this class. * Its effect always requires the maximum number of Spellcraft die you may expend at once for Spellweaving at your level (as shown on the Spellweaver class table), but you may use it once per long rest without expending any Spellcraft die. Each subsequent use before completing a rest requires you to expend Spellcraft die as normal. * Your Magnum Opus replaces any dice rolled as part of its effects with your Spellcraft die. * While concentrating on your Magnum Opus, you gain a bonus to Concentration saving throws equal to one roll of your Spellcraft die. * The casting time of your Magnum Opus is always the greatest casting time of its constituent spells, and its duration is the minimum. For example, if you chose *sanctuary* at the 3rd level and *hallucinatory terrain* at the 7th level, the casting time of your Magnum Opus becomes 10 minutes, and only lasts for 1 minute. * If a constituent spell of your Magnum Opus gains no additional benefit for being cast at a higher level, you instead gain additional temporary hitpoints equal to one roll of your Spellcraft die for each level higher than its base level it is cast at. When you gain this feature, choose a spell of the 2nd level or lower. Your Magnum Opus is based on this spell, and functions as that spell except where otherwise specified. If you chose a lower level spell, its effects are determined as if it were cast at the 2nd level. At the 7th level, choose a spell of the 4th level or lower. Your Magnum Opus gains the effects of that spell, in addition to any other effects it already has. If you chose a lower level spell, its effects are determined as if it were cast at the 4th level. At the 11th level, choose a spell of the 6th level or lower. Your Magnum Opus gains the effects of that spell, in addition to any other effects it already has. If you chose a lower level spell, its effects are determined as if it were cast at the 6th level. At the 15th level, choose a spell of the 8th level or lower. Your Magnum Opus gains the effects of that spell, in addition to any other effects it already has. If you chose a lower level spell, its effects are determined as if it were cast at the 8th level. \columnbreak ### Power Overwhelming It is done. At the 20th level, you have learned to bend the foundations of magic to your will. You may cast spells at the 10th level. When you do so, in addition to any other effects from being cast at a higher level, that spell gains the following properties: * It is unaffected by antimagic fields, cannot be countered, and cannot be dispelled. * If it requires concentration, you must concentrate on it, but you cannot lose your concentration as a result of taking damage. ## Masteries ### Abjuration Mastery You have developed a near permanent shroud of magical protection. You may have your AC be equal to 13 + your Dexterity modifier. Whenever you cast an Abjuration spell, you may add your Intelligence modifier to one effect of that spell. ### Conjuration Mastery You may create a temporary magical weapon in your hand as an action. It persists so long as you maintain concentration, as if concentrating on a spell. Whenever you cast a Conjuration spell, you may add your Intelligence modifier to one effect of that spell. If that spell creates a creature, that creature gains additional hitpoints equal to your Spellweaver level instead. ### Divination Mastery You may peer into the immediate future using your bonus action. Until the start of your next turn, you may cause one event within 5 feet of you to gain advantage using your reaction. Whenever you cast a Divination spell, you may add your Intelligence modifier to one effect of that spell. ### Enchantment Mastery You have advantage on saving throws against being charmed or frightened. Whenever you cast an Enchantment spell, you may add your Intelligence modifier to one effect of that spell. ### Evocation Mastery If your Arcane Blast would deal damage on a failed saving throw, it still deals half damage on a successful saving throw, but no additional effect. Whenever you cast an Evocation spell, you may add your Intelligence modifier to one effect of that spell. \pagebreakNum ### Illusion Mastery As a bonus action, you can cloak yourself in a veil of illusion magic. Until the end of your next turn, you may use your reaction to impose disadvantage on an attack roll against you. Whenever you cast an Illusion spell, you may add your Intelligence modifier to one effect of that spell. ### Necromancy Mastery Whenever you reduce a creature to 0 hitpoints with a spell or Arcane Blast, you may regain hitpoints equal to one roll of your Spellcraft die. Whenever you cast a Necromancy spell, you may add your Intelligence modifier to one effect of that spell. ### Transmutation Mastery You gain darkvision out to a range of 60 feet, and proficiency in Constitution saving throws. Whenever you cast a Transmutation spell, you may add your Intelligence modifier to one effect of that spell. If that spell effects a transformation, you may have the target gain temporary hitpoints equal to your Spellweaver level instead.
Part 2 | Your Introduction