Wizard
Base Class: Wizard

Rather than focus on any specific school of magic, the tradition of Spell Weaving focus on the natural weave of magic that surrounds all things and channels spells. It reveals a unique perspective to spell casters who learn how to sunder spells from the weave and twist the threads of their own spells into various new combinations.

Known as spell weavers, those that learn from this tradition see magic as an ever changing fabric with an almost artistic appeal. In battle, they focus on rending the magic of other spellcasters, while also asserting their own creative brand of magic. Many become well known artists and artisans, utilizing their skills to weave garments that seem to defy logic. Others become personal bodyguards to nobles and high-class merchants, effortlessly countering the spells of enemy mages as they maintain a regal appearance.

Wizards of other traditions tend to look down at spell weavers as "free spirits" with no drive to pursue the scientific nature of magic. Many colleges and academies that teach magic view spell weaving as an unnecessary tradition that only sucks up funds from the other branches. As such, spells weaving has become a rare choice for many wizards due to its low popularity with very few ever fully mastering the tradition.

Rending the Weave

When you choose this tradition at 2nd level, you learn how to sunder threads from the magical weave. When an enemy casts a spell of 1st level or above within 60 feet and you have the same spell prepared, you can use your reaction to rend the threads channeling the spell from the air. You make an Intelligence ability check. The DC equals 10 + the spell’s level. On a success, the spell fails and has no effect.

At 6th level, this feature no longer requires you to have the same spell prepared as long as you have the same spell the target is casting in your spell book.

At 14th level, this feature no longer requires the same spell to be in your spell book.

Mundane Sewing

Starting at 2nd level, your skill in bending the magical weave enhances your mundane garments. You can use your action to transform your clothing into any other set of clothing or armor. You decide what it looks like, including color, style, and accessories, but the clothing retains its normal bulk, weight, and armor class. The clothing returns to its original form after 24 hours or until you use this feature again.

You also gain proficiency in weaver's tools if you don't already have it.

Flexible Thread

Beginning at 6th level, you can alter the magical threads of the spells you cast to change their effects. These threads vary depending on the school of magic.

Whenever you cast a wizard spell, you can add an additional magical effect from another school of magic if it satisfies the necessary prerequisites.

Abjuration: If the spell targets a number of creatures, the targets must succeed on a Charisma saving throw against your spell save DC or be banished to a harmless demiplane. While banished this way, the targets are incapacitated. At the end of each of their next turns, the targets reappear in the spaces they vacated or in the nearest unoccupied spaces if those spaces are occupied.

Enchantment: If the spell targets an area, creatures within the area must succeed on a Wisdom saving throw against your spell save DC or be frightened or charmed (your choice) by you until the end of your next turn.

Evocation: If the spell deals damage, creatures damaged by the spell take extra force damage equal to half your wizard level.

Necromancy: If the spell deals damage, humanoids killed by your spell arise at the start of their turns as zombies. The zombies are hostile to all creatures, including you. The zombies pursue and attack the nearest non-zombies to the best of their abilities.

Conjuration: If the spell targets a number of creatures, the targets of the spell must succeed on a Wisdom saving throw or be teleported to unoccupied spaces of your choice within 30 feet of their original location.

Transmutation: If the spell deals damage, you may change the damage type of the spell into any other damage type. You must choose the damage type before you cast the spell.

Divination: If the spell requires an attack roll or saving throw, you may gain advantage on the spell attack roll or impose disadvantage on the saving throw for creatures affected by your spell.

Illusion: If the spell requires verbal or somatic components, you may cast the spell without any verbal or somatic components.

Once you use this feature, you can't use it again until you finish a long rest or whenever you successfully end a spell with dispel magic, counterspell, or your Rending the Weave feature.

Reflecting Patchwork

Beginning at 10th level, your personal garments have been reinforced with the magical threads of the weave. You gain resistance to force damage, and whenever a creature deals force damage to you, that creature takes the same amount of damage that you do.

Resew the Fabric

At 14th level, your knowledge of the weave allows you to redirect spells. Whenever you successfully counter a spell with your Rending the Weave feature, you may expend a spell slot of the same level or higher to recast the same spell yourself.

Previous Versions

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5/6/2020 2:58:17 AM
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