Base Class: Warlock
Embark on a mystical journey, bonding with the very essence of magic. As a Weaver of Myths, you are eternally linked to The Weave—the fabric of all magic—or perhaps to The Last Mythkeeper, a guardian of ancient secrets and protector of the realm. Your pact grants you insights into the primordial energies that shape the universe, allowing you to manipulate the very threads of magic to safeguard or devastate.
Expanded Spell List
The Weave or The Last Mythkeeper lets you choose from an expanded list of spells when you learn a warlock spell.
Expanded Spells
Spell Level | Spells |
---|---|
1st | Shield, Magic Missile |
2nd | Blur, Mirror Image |
3rd | Haste, Counterspell |
4th | Fabricate, Fire Shield |
5th | Wall of Force, Telekinesis |
Weaver's Bond
At 1st level, you gain an intimate connection with the Weave, allowing you to feel its ebbs and flows. You can use your action to sense the presence of magic within 60 feet of you. If you sense magic in this way, you can use your action to see a faint aura around any visible creature or object in the area that bears magic, and you learn its school of magic, if any.
This feature can penetrate most barriers, but it is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.
Threads of Fate
Starting at 6th level, your understanding of The Weave allows you to manipulate the threads of destiny. As a reaction when you or an ally within 30 feet of you makes an attack roll, an ability check, or a saving throw, you can add or subtract a d6 to the roll. You can use this feature a number of times equal to your Charisma modifier (minimum once), and you regain all expended uses when you finish a long rest.
Mythic Warding
At 10th level, your patron grants you a protective boon. When you are hit by an attack or you fail a saving throw, you can use your reaction to gain resistance to all of that attack's damage, including calculating any effects that consider the damage taken, or to reroll the saving throw, potentially changing the outcome. Once you use this feature, you can't use it again until you finish a short or long rest.
Echoes of the Myth
Beginning at 14th level, you can channel the ancient power of the Mythkeepers as an action. For 1 minute, your spells and attacks carry the echoes of ancient myths, causing each spell you cast and each attack you make to resonate with magical energy that seeks additional targets.
When you deal damage to a creature with a spell attack or weapon attack, you can choose a second creature within 30 feet of the original target to take the same amount of damage (of the same type). You can use this feature a number of times equal to your Charisma modifier (minimum once), and you regain all expended uses when you finish a long rest.
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