Homebrew Animated Mana (Dweomer) Species Details

A Woven Form

The nature of the Weave is to ebb and flow, and Animated Mana -- also known as a "Dweomer" -- is created when the amount of raw magical energy in a given area reaches a breaking point. As aspects of the Weave, they are simple, vaguely gaseous creatures, very similar in appearance to creatures known as Will-o’-Wisps, with some notable differences. Dweomers are celestial, not undead; they are typically quite vibrant, embodying any shade on the color spectrum; while they emanate magical auras, they aren’t enough to emit light as Will-o’-Wisps do.

When creating your Dweomer, consider the catalytic event that brought it into existence. Perhaps they were created by a surge of wild magic from a Sorcerer. They may have been brought into this plane from another by the summoning of a different creature. Whatever the reason, your Dweomer is not necessarily bound to any other being involved in its creation.

 

Objective Scrutiny

Because they lack any natural form of defense, Dweomers like to live in objects for some level of protection. This also provides them a way of playing tricks on unsuspecting victims without being detected, for even the most analytical of beings cannot perceive Dweomers from regular objects if they remain completely motionless. For this reason, Dweomers are likely to pick favorites when it comes to the objects they inhabit.

Consider pranks your Dweomer likes to play or roles they can fulfill in your party, and which objects they might be drawn to in order to pull off these tasks. If they like to move furniture around a room while no one’s looking, maybe they like to live in a broom. Perhaps they need intel on a suspicious dignitary, and masquerade as a gifted sword to listen in on the official’s corrupt dealings. No matter the situation, Dweomers can find an object to handle whatever task needs doing.

 

Personable Adventurers

Dweomers are sociable creatures, and when they aren’t pulling pranks on people, they like to make friends and see new places. If their friendship is well received and reciprocated, they are known to form everlasting bonds with their allies; if a close friend heads off on adventure, a Dweomer will not hesitate to tag along, if not to see far off locations, then to insure their friend’s safe return home.

Though they’ll make friends with just about anyone, Dweomers are not foolish, and are able to understand when people are taking advantage of them, or feigning friendship to achieve certain goals. Dweomers will do anything they can to stop nefarious individuals that have manipulated them with malicious intent, and join adventuring parties to see evil beings’ plans thwarted before they can come to fruition.

Animated Mana (Dweomer) Traits

Dweomers are given shared racial traits as a result of their creation as energy outbursts from the Weave.

Celestial Nature

You have resistance to necrotic damage and radiant damage. In addition, you don’t need to eat or drink.

Ability Score Increase

Increase three separate ability scores by 1, or one ability score by 2 and another ability score by 1.

Age

Dweomers have no concept of aging; they live as long as they are not killed, and do not die from complications brought about by old age.

Alignment

Dweomers are quite playful and enjoy innocent pranks, so they are typically neutral or chaotic good in nature.

Size

Dweomers are merely foot-tall semi-corporeal beings while outside of their weaponized object, and weigh next to nothing. Your size is Tiny.

Speed

Your base walking speed is 0 feet. You have a flying speed of 30 feet, and can hover (to use your flying speed, you cannot be encumbered, nor have a weaponized object weighing more than 40 lbs.).

Antimagic Susceptibility

You become Incapacitated while in the area of an Antimagic Field. If targeted by Dispel Magic, you must succeed on a Constitution saving throw against the caster's spell save DC or fall Unconscious for 1 minute.

False Appearance

While within your weaponized object and remaining motionless, you are indistinguishable from a normal version of your object.

Weaponized Object

You are magically linked with a non-magical object of your choosing. If you are separated from it, you can recall your weaponized object to you and merge with it as a bonus action, so long as the object is within 30 feet of you; you can leave your object as a free action. You can link to a new object over the course of a short rest; this object must remain within 5 feet of your weaponized object during this process. If you are killed, your weaponized object is considered the dead creature for spells that would return you to life, appearing in the closest unoccupied space to your object once revived. All attacks made with your weaponized object are considered magical when determining damage calculations. You can use any innate traits or actions your weaponized object may have as if you are attuned to it (this does not count towards your attunement slots). Rules regarding “Proficiency” still apply to you.

Your weaponized object cannot be larger than Large. You cannot weaponize an object that is, was, or can become a living or undead creature. If you weaponize armor, you must first doff any armor you have equipped and replace its statistics with your weaponized object’s statistics when making calculations (rules regarding “Armor” still apply to you, except for rules regarding sleeping in armor). You gain a walking speed of 25 feet if your weaponized object possesses a means of locomotion, otherwise make calculations using your speed trait. If the object is securely attached to a surface or a larger object, such as a chain bolted to a wall, your speed is 0. Use the following chart if your weaponized object bears no resemblance to a weapon (the GM assigns a damage type appropriate to the object):

Size

Attack

Tiny

1d4 damage

Small

1d8 damage

Medium

2d6 damage

Large

2d10 damage

 

As you gain experience, your fortified essence allows you to command magical items as your weaponized object, depending on the item’s rarity. Refer to the following chart for level requirements regarding the magical items you're able to weaponize:

Level

Magical Item Rarity

3

Common

6

Uncommon

9

Rare

12

Very Rare

15

Legendary

18

Artifact

Legendary Smithwork

If an ally uses your weaponized object to attack while you are within it, they can use your modifier for attack and damage rolls. In addition, an ally that wields your weaponized object can use any innate traits, actions, and magical properties your object may have as if they are attuned to it (this does not count towards their attunement slots). This effect ends once an ally drops your weaponized object, or if you are unconscious.

Objective Defense

Double any damage you take while outside of your weaponized object.

Weave Pocket

Possessing a semi-corporeal form, items you are carrying or wearing are taken within your being, and seemingly disappear from reality, going into a space called a Weave Pocket. Retrieving an item from your Weave Pocket requires an action. Creatures cannot search you for items you are carrying or wearing while they’re being held in your Weave Pocket. Rules for “Carrying Capacity,” and “Armor” still apply to you (Your weaponized object is not counted towards your carrying capacity). If you die and are not resurrected within 10 days, items you were carrying or wearing in your Weave Pocket are irretrievably lost — scattered in the Astral Plane.

Placing an item with an extradimensional space — such as a bag of holding, handy haversack, portable hole, or similar item — inside your Weave Pocket, or vise versa, instantly destroys you and the item, and opens a gate to the Astral Plane. The gate originates wherever you were located. Any creature within 10 feet of the gate is sucked through it to a random location on the Astral Plane. The gate then closes. The gate is one-way only and can't be reopened. This effect does not occur if you reach inside an item containing an extradimensional space, so long as you aren’t fully enveloped by the item.

Languages

You can speak, read and write Common, Celestial, and one other language of your choice.

Creature Type

Your creature type is Celestial.

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