Bard
Base Class: Bard

You were born into, or came to and was allowed to stay in, the Island of LOOM, a hidden sanctuary for a reclusive sect of magic users, the Weavers' Guild, where you learned the ancient art of using an enchanted Distaff to affect the Weave of magic and draft your will into its threads, altering reality by humming tones through your distaff and bringing forth change. You use your distaff as both a weapon (a quarterstaff) and as your arcane focus, humming perfect pitches that resonate with your staff. You inspire your allies with small melodies that resonate into your allies, and sow discord into your enemies.

Weavers use their magic to enact change both great and small. A Weaver is true to their duty, though the nature of that duty varies depending on the bard. On the battlefield, Weaver bards can change the swing of a sword or the impact of a spell. Their greatest talent is in exploration and transformation of the world.

This subclass is a D&D inspired parody of the Weavers of the Lucasarts adventure game, LOOM™ and no infringement is intended and is meant for personal use.

The History of the Weavers' Guild, and the Isle of LOOM.
It was long after the passing of the Second Shadow, when dragons ruled the twilight sky, and the stars were bright and numerous, that humankind began to thirst again for dominion over nature.
Their weapon was industry, and they wielded it with confidence. One by one, the mysteries of light and darkness fell before the engines of progress. Whole nations came to believe that nothing lay beyond the power of their own arrogance.
Competition was fierce in those productive days. Skilled labour became a valuable commodity. And so the tradespeople of the land banded themselves together to promote their common interests, and to protect their secrets. These professional societies swelled in power as their membership grew. A few, such as the Blacksmiths and the Clerics, acquired vast territories, with private armies to defend them. Thus began the Age of the Great Guilds: vast city-states devoted to the absolute control of knowledge, held together by stern traditions of pride... and of fear. Within the span of a few life times, the commerce of the world was in their hands.

But not all of the Guilds were equally ambitious. The spinners of thread and weavers of fabric wished only to pursue their labor without interference. They did not involve themselves in the politics of the day and left the administration of taxes and wars to others. So the Guild of Weavers never attained the prominence of the Shepherds or the Glassmakers. Their number was small, for their strict rules forbade membership to any but the child of a member. Marriage outside the Guild was discouraged, and eventually outlawed. Outsiders regarded the Weaver's ingrown society with distaste. Yet their customs were not without benefit. The natural talents of their membership were nurtured and purified, generation after generation, until the greatest among them wove fabrics of such extraordinary beauty, that the whole world wondered at their achievements. Goods bearing the Seal of the Guild commanded a premium price and the Weavers amassed considerable wealth in this period, which they quietly hoarded. Like the other Guilds, the Weavers had evolved a philosophy of living based on the tools and technology of their handiwork. They beheld in their great frames of wood and metal a symbol of universal truth, and found ways to work subtle patterns of influence into the fabrics they wove. The cloth of the Guild soon became known for virtues other than mere beauty. Certain weaves seemed to posses remarkable powers of healing. Others held a charm against ill fortune. In the fullness of time, the art of the Weavers transcended the limits of physical cloth. They abandoned the flax and dyes of their ancestors to wield the very stuff of light and music, and spun new patterns directly in the fabric of reality. The ignorant looked upon these works with fear, and called them witchcraft. Many of the Guild were persecuted. A few were hanged. To protect their heritage, the Weavers extended a small fraction of their wealth to purchase a rocky island off the mainland coast. They packed up their spindles and skeins and shuttles, and retreated from the company of men to refine their arts in solitude. Many wars and plagues followed. Mighty Guilds fell into ruin, others rose to surpass them. The exhausted world all but forgot the humble Guild of Weavers, and few found reason to visit their home, an island of mystery shrouded in perpetual mist, shunned by sailors, which ancient maps call... LOOM.

Weaver's Expertise

A Weaver must be able to know how to weave even mundane objects. At 3rd level, you gain proficiency with Quarterstaffs, Clubs, and with Weaver's Tools. You also gain advantage to any D20 Test made regarding knowing, using, or identifying traits about woven materials and their components.

Weaver's Distaff

Your distaff is your primary weapon, and you can use it to open or close anything. Starting at 3rd level, know the Shillelagh cantrip in addition to your other known cantrips. In addition, you always have the Knock and Arcane Lock spells prepared. Additionally, you can cast these two spells once each without spending a spell slot, regaining each use after a short rest.

Threading Fate

Many bards inspire others to change their fates. Weavers can directly change fate itself, with a wave of their distaff and a simple melody. Starting at 6th level, as a reaction to a creature within 60 feet of you succeeding or failing a D20 Test (yourself included), you can spend one use of your Bardic Inspiration, rolling a Bardic Inspiration die. Add or subtract that die's roll to the D20 Test (your choice), potentially turning that D20 Test into failure or success.

Cygna's Gift

The power of the Weavers' Guild has allowed you to take the form of a majestic swan. At 6th level, you can cast Polymorph on yourself without requiring a spell slot once per Long Rest, but you can only turn into a swan. When you reach 7th level, you always have the spell prepared, and can turn into any beast if you spend a spell slot to cast it.

Weave Reality

When you reach 14th level, your grasp of channeling the infinite possibilities of the Loom of Magic allows you to alter reality itself. You can cast the Fabricate spell without spending a spell slot or knowing the spell once, resetting on a Long Rest.

Transcend Existence

At 14th level, you have learned the peak of the Weavers' Guild's secrets, being easily able to slip the bonds holding you to one realm of existence. You learn the Plane Shift spell, and over the course of your first Long Rest after reaching 14th level, you fabricate out of nothing two tuning fork material components for the spell to two other planes of existence of your choice. Consult with your DM about which planes make the most sense for your character. Typically, one of the two would be for the Prime Material plane.

In addition, you can cast the spell without spending a spell slot once. You can do so again after 7 days pass (typically a week, or seven Long Rests, depending on your world's calendar).

College Of The Weavers' Guild Image

Comments

Posts Quoted:
Reply
Clear All Quotes