Base Class: Warlock
Through some feat of will and charisma, you have beguiled the arcane weaver and survived to tell about it. She has agreed to grant you her gifts as one of her personal and very rare acolytes. You find your veins run with energy and your dreams are wrought with the endless possibilities of the universe. The only option now is to hope you can use this power before it consumes your very being.
Expanded Spell List
The Arcane Weaver grants you an expanded list of spells when you learn a warlock spell. The following spells are added to the warlock spell list for you.
Arcane Weaver Expanded Spells
| Spell Level | Spells |
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1st |
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2nd |
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3rd |
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4th |
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5th |
Weave Sense
Your gifts from the Arcane Weaver allow you to sense the weave of magic around you.
At any time, you are aware of active magic within 30 feet of you. This awareness increases to 45 feet at 6th level, 60 feet at 10th level, and 90 feet at 14th level.
Additionally, as a reaction, when you sense magic in this way, you may choose to learn the exact source of one magical effect within the range that you can sense.
When you reach 6th level, you also gain the ability to manipulate the weave of magic around you, giving you the ability to interrupt the magic that you sense.
At 6th level, when you use your reaction to discern the source of a magical effect near you, you may also attempt to circumvent the magic as if with dispel magic or counterspell depending on if the magic is an actively existing or cast spell. Whenever using your reaction in this way, you must make a spellcasting ability check with a DC of 10 + the level of the spell you are attempting to disrupt. This ability cannot be used to disrupt enchantments. This ability can be used a number of times equal to your proficiency modifier, regaining all expended uses after a long rest..
Enhanced Arcanum
As your connection to the Arcane Weaver grows, so to does your ability to draw on her powers.
At 6th level, you gain the ability to enhance the strengths of your spells at the expense of some of your vitality.
When you expend a warlock pact slot, you may choose to cast the spell at a higher level than the slot is for. When you do so, you take 1d8 of pure magical damage for each level above the slot expended. This damage cannot be reduced in any way.
Expanded Spell Weave
The Arcane Weaver has seen your devotion and power, and has granted you the ability to draw on more than your standard magics.
At 10th level, you gain access to a pool of points equal to your warlock level. You may expend these points to cast spells from the following spell lists: artificer, bard, sorcerer, warlock, and wizard. You regain all expended points after completing a long rest.
When you expend points to cast spells from other classes, you must expend twice the number of points as the spell level that you cast.
Form of the Arcanum
Your connection to the weave of magic has grown strong enough that you can now let it flow through your body for a temporary period of time.
When you reach 14th level, as an action, you may enter the Form of the Arcanum.
When in this form you gain the following properties:
- You gain a fly speed of 30 feet and can hover.
- You gain advantage on saving throws against spells and magical effects.
- When expending a spell slot to cast a spell, the spell is consider to be cast at one level higher than the slot expended.
- When utilizing the features granted from Expanded Arcanum, you may expend two less points than normal from your granted pool, with a minimum of one point expended.
- When you deal damage to a creature using a spell, you may choose to cause a ripple of magical energy to be released. Creatures of your choice within 5 feet of the creature that took damage must succeed on a Constitution saving throw against your Warlock spell DC. On a failed save the target takes 1d10 force damage. This damage is halved on a success.
At the end of each turn in this form you must make a Constitution Saving throw. The DC is equal to 10 + the number of turns in the form. On a success you maintain the form for another turn. On a failure, your form ends and you take 1d8 pure magic damage for each turn you spent in this form. This damage cannot be reduced in any way.
If you choose to end the form early, you take 1d8 pure magic damage halved for each turn you spent in this form. This damage cannot be reduced in any way.
Once you have entered and ended this form, either by force or by choice, you may not use it again until you have finished a long rest.
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