Bard
Base Class: Bard

The bards of the College of Weave learn to weave connections between creatures and things binding them to each other. These bards weave the words of creation into an epic tapestry intertwining the stories of different creatures. These Bards also tend to care a lot about their appearance spending time making themselves and their outfits look as impeccable as possible and are drawn to more unique styles.

Weaver's Proficiency

Bards from the College of Weave learn to weave the Words of Creation into magic allowing them to access magic by performing elaborate weaving.

At 3rd level when you join the college of weave, you gain proficiency in Weaver's tools and can use them as a spellcasting focus for your bard spells.
You can also choose to gain expertise in Weaver's tools when you gain expertise with this class.

Bound Pockets

At 3rd level when you join the college of weave, you learn how to stitch materials together using the weave of creation. Over the course of a short rest or during a long rest, you can magically stitch a number of small compartments (e.g. pocket, pouch etc.) equal to your proficiency bonus into one larger compartment accessible through any of the original entrances of the compartments. This larger pocket is the size of all the pockets stitched together, using the physical storage space of all compartments as if they were one large one. This does not work as extradimensional space such as a Bag of Holding or Portable Hole so does not interact with them in the same way.

If you attempt to stitch more than your proficiency bonus, you must first remove one of the others. Also, if a compartment is destroyed in any way the items that would be stored in that space are pushed into the other pockets, spilling out of them if there is not enough room remaining for them.

Interlocking Warp

At 3rd level, you can weave creatures together magically interlocking them. As a bonus action, you can expend one use of your bardic inspiration and choose a non-hostile creature within 30 feet of you. Roll the die and you are able to warp a number of times equal to the number on the die. You can now both use a bonus action on either of your turns to; Swap places, teleport to them, or They teleport to you (Swapping places counts as 2 teleports). You can warp in this way as a part of the bonus action used to interlock you.

This lasts until you take a rest or use the future again

Crewel Stitch

At 6th level you can, as an action, attempt to stitch yourself to a hostile creature within 60 feet. The creature is now magically connected to you. This magical connection lasts for 1 minute, until the creature makes a successful save, or you choose to snap it. For the duration of the magical connection you can use a free action to snap it swapping places with the creature, teleporting them to within 5 feet of you, or teleporting to within 5 feet of them. If the connection snaps by any means you can expend and roll one use of your bardic inspiration. The next time the creature imposes a DC of any kind, the number rolled is subtracted from that DC. The target creature can make a Charisma Saving throw against your Spell Save DC when you make this connection, immediately snapping it if the creature succeeds. If the creature fails it can make another saving throw at the end of each of it's turns until the connection ends.

This feature can be used once per long rest.

Threading the Interlock

At 14th level you can the ability to share magical effects through your interlocking.

Whenever you experience a magical effect, you can use your reaction to give that same effect to a creature connected to you (Either with Interlocking Warp or Crewel Stitch). If the effect deals damage, it is split evenly between the 2 of you.

You can use this feature a number of times up to your Charisma modifier (Minimum of 1) per long rest.

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