The spell weaver’s tradition of inscribing spells as tattoos have makes their link to their spells much stronger.
You gain proficiency in the tattoo kit. Proficiency with this kit allows you to mark yourself or another creature with a tattoo. When marking yourself with a tattoo you can perform a ritual to inscribe a spell onto your body, much like how a wizard inscribes spells into his spell book. You can copy spells from the ranger’s spell list, or a spell that someone teaches you (such as a scholar, a sage, or a party member who has had access to that spell for 3 levels. The spell must be of a spell level that you can cast. You can have up to 5 spells inscribed on you. These tattoos are permanent and cannot be removed. You may only tattoo one 1st level spell, one 2nd level spell, one 3rd level spell, one 4th level spell, and one 5th level spell. These spells do not count against your known ranger spells and are always prepared.
Arcane Implementation
You learn 2 cantrips of your choice from this list at level 3.
Acid Splash, Create Bonfire, Fire Bolt, Frostbite, Infestation, Lightning Lure, Poison Spray, Ray of Frost, Shocking Grasp, Sword Burst, Thorn Whip, Thunderclap, Toll the Dead, True Strike.
You learn one more cantrip at levels 7, 11, and 15.
Magic Infusion
You have learned the ways of weaving cantrips into your weapon attacks.
Beginning at level 3, once per turn you can pick a cantrip from your known cantrips. The next weapon attack deals regular weapon damage + (Cantrip Damage and effect) as if it were cast by a character half your level. Area of effect cantrips are centered on the target. Cantrips with spell attack rolls use the weapon attack roll and can only target the weapon attack’s target. You may cast a spell with a casting time of a bonus action after this attack action.
LEVEL 7
Spell Weaver’s Combat Intuition
Your practice with the arcane grants you insight on how to best retaliate against the effects of most magic. By 7th level, once per Wisdom modifier when you must make a saving throw from a spell, you have advantage on that roll. This skill recharges after a long rest.
LEVEL 11
Arcane Redirection
Your bond to your magic allows you to manipulate it even as it is already in motion. By level 11, when your Magic infusion attack misses you can re-roll that attack roll.
LEVEL 15
True Spell Weave
You’ve become so well versed in your magic that its swiftness allows time for a single attack. When you cast a spell, you can also make a single attack as a bonus action.
Just designing this for a home game, and wanted some feedback on the mechanics of it.
The spell weaver’s tradition of inscribing spells as tattoos have makes their link to their spells much stronger.
You gain proficiency in the tattoo kit. Proficiency with this kit allows you to mark yourself or another creature with a tattoo. When marking yourself with a tattoo you can perform a ritual to inscribe a spell onto your body, much like how a wizard inscribes spells into his spell book. You can copy spells from the ranger’s spell list, or a spell that someone teaches you (such as a scholar, a sage, or a party member who has had access to that spell for 3 levels. The spell must be of a spell level that you can cast. You can have up to 5 spells inscribed on you. These tattoos are permanent and cannot be removed. You may only tattoo one 1st level spell, one 2nd level spell, one 3rd level spell, one 4th level spell, and one 5th level spell. These spells do not count against your known ranger spells and are always prepared.
The initial mechanic, while the description could probably benefit from some rewording, seems straightforward enough. This line "or a spell that someone teaches you (such as a scholar, a sage, or a party member who has had access to that spell for 3 levels" seems a bit weird, and could be interpreted as in the character can technically inscribe ANY 3rd level spell from ANY class, as long as they find someone that knows said spell. I would probably take this out and limit the inscription to Ranger spells. I would also suggest, in order to make this more complete and auto-sufficient, to include the description the cost in terms of time and materials in order to inscribe the tattoo, much like the cost for a Wizard to inscribe a new spell in their book.
Arcane Implementation
You learn 2 cantrips of your choice from this list at level 3.
Acid Splash, Create Bonfire, Fire Bolt, Frostbite, Infestation, Lightning Lure, Poison Spray, Ray of Frost, Shocking Grasp, Sword Burst, Thorn Whip, Thunderclap, Toll the Dead, True Strike.
You learn one more cantrip at levels 7, 11, and 15.
Magic Infusion
You have learned the ways of weaving cantrips into your weapon attacks.
Beginning at level 3, once per turn you can pick a cantrip from your known cantrips. The next weapon attack deals regular weapon damage + (Cantrip Damage and effect) as if it were cast by a character half your level. Area of effect cantrips are centered on the target. Cantrips with spell attack rolls use the weapon attack roll and can only target the weapon attack’s target. You may cast a spell with a casting time of a bonus action after this attack action.
The first part is fair enough, considering this class seems to want to enhance the spell capabilities of the Ranger, but the Magic Infusion is most definitely too much. With it, technically, one could deal weapon damage+cantrip damage+another bonus action cast time spell (most probably another cantrip). That is A LOT of damage at level 3.
I would suggest three things:
Clarify what kind of action needs to be used in order to use Magic Infusion, I'd suggest a Bonus Action;
Make this a limited use feature, something like INT modifier times each long rest, or WIS, if you prefer;
Scrap the "additional spell with casting time of a Bonus Action" bit.
LEVEL 7
Spell Weaver’s Combat Intuition
Your practice with the arcane grants you insight on how to best retaliate against the effects of most magic. By 7th level, once per Wisdom modifier when you must make a saving throw from a spell, you have advantage on that roll. This skill recharges after a long rest.
Aside from suggesting to review the wording, I do not see anything wrong with this one.
LEVEL 11
Arcane Redirection
Your bond to your magic allows you to manipulate it even as it is already in motion. By level 11, when your Magic infusion attack misses you can re-roll that attack roll.
Again, quite overpowered. The way this is written seem to imply that you can reroll ANY Magic Infusion attack EVERY time they miss, with no upper ceiling.
I would suggest to limit this to once per Magic Infusion attack (meaning the player HAS to use the second result), and no more than 2 times per long rest. Being able to reroll an attack, especially one that is empowered, is a HUGE deal.
LEVEL 15
True Spell Weave
You’ve become so well versed in your magic that its swiftness allows time for a single attack. When you cast a spell, you can also make a single attack as a bonus action.
This one seems ok, but also a bit on the low end considering it is a lvl15 feature. Should you go for the limited use of Magic Infusion I propose above, maybe add here something like "If you start a combat with no uses of your Magic Infusion left, you regain one use".
These are just my two-cents, hope this can be useful to you :)
The spell weaver’s tradition of inscribing spells as tattoos have makes their link to their spells much stronger.
You gain proficiency in the tattoo kit. Proficiency with this kit allows you to mark yourself or another creature with a tattoo. When marking yourself with a tattoo you can perform a ritual to inscribe a spell onto your body. This ritual tattooing requires 10gp of ink, and 30 minutes to inscribe per spell level. The spells must be from the ranger spell list, and of a spell level you can cast. You can have up up 5 of these tattoos, and they are permanent. These spells do not count against your known ranger spells and are always prepared.
Arcane Implementation
You learn 2 cantrips of your choice from this list at level 3.
Acid Splash, Create Bonfire, Frostbite, Infestation, Lightning Lure, Poison Spray, Ray of Frost, Shocking Grasp, Thorn Whip, Thunderclap.
You learn one more cantrip at levels 7, 11, and 15.
Magic Infusion
Starting at level 3, you gain a new special attack action which allows you to make a single attack with the power of a chosen cantrip. Pick a cantrip, then roll your normal weapon attack roll. This attack deals (weapon damage) + (cantrip damage and its effects). A cantrip that requires an attack roll uses the attack roll of the special attack. Area of effect cantrips are centered on your target.
You can use this special attack a number of times equal to your wisdom modifier per long rest.
LEVEL 7
Spell Weaver’s Combat Intuition
By 7th level, once per Wisdom modifier when you must make a saving throw from a spell, you have advantage on that roll. This skill recharges uses after a long rest.
LEVEL 11
Arcane Redirection
By level 11, when your Magic infusion attack misses you can re-roll that attack roll once this turn.
LEVEL 15
Spell Weave Mastery
By 15th level, if you start combat without any uses of Magic Infusion, you gain 1 use of it.
Looks pretty solid, I would be interested to let it play out.
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"Where words fail, swords prevail. Where blood is spilled, my cup is filled" -Cartaphilus
"I have found the answer to the meaning of life. You ask me what the answer is? You already know what the answer to life is. You fear it more than the strike of a viper, the ravages of disease, the ire of a lover. The answer is always death. But death is a gentle mistress with a sweet embrace, and you owe her a debt of restitution. Life is not a gift, it is a loan."
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Spell Weaver (A Ranger Subclass)
Features
3rd – Spell Weaver’s Ink, Arcane Implementation, Magic Infusion
7th – Spell Weaver’s Combat Intuition
11th – Arcane Redirection
15th – True Spell Weave
LEVEL 3
Spell Weaver’s Ink
The spell weaver’s tradition of inscribing spells as tattoos have makes their link to their spells much stronger.
You gain proficiency in the tattoo kit. Proficiency with this kit allows you to mark yourself or another creature with a tattoo. When marking yourself with a tattoo you can perform a ritual to inscribe a spell onto your body, much like how a wizard inscribes spells into his spell book. You can copy spells from the ranger’s spell list, or a spell that someone teaches you (such as a scholar, a sage, or a party member who has had access to that spell for 3 levels. The spell must be of a spell level that you can cast. You can have up to 5 spells inscribed on you. These tattoos are permanent and cannot be removed. You may only tattoo one 1st level spell, one 2nd level spell, one 3rd level spell, one 4th level spell, and one 5th level spell. These spells do not count against your known ranger spells and are always prepared.
Arcane Implementation
You learn 2 cantrips of your choice from this list at level 3.
Acid Splash, Create Bonfire, Fire Bolt, Frostbite, Infestation, Lightning Lure, Poison Spray, Ray of Frost, Shocking Grasp, Sword Burst, Thorn Whip, Thunderclap, Toll the Dead, True Strike.
You learn one more cantrip at levels 7, 11, and 15.
Magic Infusion
You have learned the ways of weaving cantrips into your weapon attacks.
Beginning at level 3, once per turn you can pick a cantrip from your known cantrips. The next weapon attack deals regular weapon damage + (Cantrip Damage and effect) as if it were cast by a character half your level. Area of effect cantrips are centered on the target. Cantrips with spell attack rolls use the weapon attack roll and can only target the weapon attack’s target. You may cast a spell with a casting time of a bonus action after this attack action.
LEVEL 7
Spell Weaver’s Combat Intuition
Your practice with the arcane grants you insight on how to best retaliate against the effects of most magic. By 7th level, once per Wisdom modifier when you must make a saving throw from a spell, you have advantage on that roll. This skill recharges after a long rest.
LEVEL 11
Arcane Redirection
Your bond to your magic allows you to manipulate it even as it is already in motion. By level 11, when your Magic infusion attack misses you can re-roll that attack roll.
LEVEL 15
True Spell Weave
You’ve become so well versed in your magic that its swiftness allows time for a single attack. When you cast a spell, you can also make a single attack as a bonus action.
Just designing this for a home game, and wanted some feedback on the mechanics of it.
Hi Seander! o/
This being a Ranger subclass seems a bit weird, but let's have a look.
This line "or a spell that someone teaches you (such as a scholar, a sage, or a party member who has had access to that spell for 3 levels" seems a bit weird, and could be interpreted as in the character can technically inscribe ANY 3rd level spell from ANY class, as long as they find someone that knows said spell. I would probably take this out and limit the inscription to Ranger spells.
I would also suggest, in order to make this more complete and auto-sufficient, to include the description the cost in terms of time and materials in order to inscribe the tattoo, much like the cost for a Wizard to inscribe a new spell in their book.
With it, technically, one could deal weapon damage+cantrip damage+another bonus action cast time spell (most probably another cantrip). That is A LOT of damage at level 3.
Born in Italy, moved a bunch, living in Spain, my heart always belonged to Roleplaying Games
Thank you for your feedback :D
Edited version of the subclass
Spell Weaver (A Ranger Subclass)
Features
3rd – Spell Weaver’s Ink, Arcane Implementation, Magic Infusion
7th – Spell Weaver’s Combat Intuition
11th – Arcane Redirection
15th – True Spell Weave
LEVEL 3
Spell Weaver’s Ink
The spell weaver’s tradition of inscribing spells as tattoos have makes their link to their spells much stronger.
You gain proficiency in the tattoo kit. Proficiency with this kit allows you to mark yourself or another creature with a tattoo. When marking yourself with a tattoo you can perform a ritual to inscribe a spell onto your body. This ritual tattooing requires 10gp of ink, and 30 minutes to inscribe per spell level. The spells must be from the ranger spell list, and of a spell level you can cast. You can have up up 5 of these tattoos, and they are permanent. These spells do not count against your known ranger spells and are always prepared.
Arcane Implementation
You learn 2 cantrips of your choice from this list at level 3.
Acid Splash, Create Bonfire, Frostbite, Infestation, Lightning Lure, Poison Spray, Ray of Frost, Shocking Grasp, Thorn Whip, Thunderclap.
You learn one more cantrip at levels 7, 11, and 15.
Magic Infusion
Starting at level 3, you gain a new special attack action which allows you to make a single attack with the power of a chosen cantrip. Pick a cantrip, then roll your normal weapon attack roll. This attack deals (weapon damage) + (cantrip damage and its effects). A cantrip that requires an attack roll uses the attack roll of the special attack. Area of effect cantrips are centered on your target.
You can use this special attack a number of times equal to your wisdom modifier per long rest.
LEVEL 7
Spell Weaver’s Combat Intuition
By 7th level, once per Wisdom modifier when you must make a saving throw from a spell, you have advantage on that roll. This skill recharges uses after a long rest.
LEVEL 11
Arcane Redirection
By level 11, when your Magic infusion attack misses you can re-roll that attack roll once this turn.
LEVEL 15
Spell Weave Mastery
By 15th level, if you start combat without any uses of Magic Infusion, you gain 1 use of it.
Looks pretty solid, I would be interested to let it play out.
"Where words fail, swords prevail. Where blood is spilled, my cup is filled" -Cartaphilus
"I have found the answer to the meaning of life. You ask me what the answer is? You already know what the answer to life is. You fear it more than the strike of a viper, the ravages of disease, the ire of a lover. The answer is always death. But death is a gentle mistress with a sweet embrace, and you owe her a debt of restitution. Life is not a gift, it is a loan."