Base Class: Wizard
Wizards that use this mysterious form of magic are able to take advantage of the life forces around you to gain amazing abilities and enhance your spells. Many people that sees the Weaver in action, calls it a dark magic as it mainly uses the necromancy school, that on itself is considered to be evil. Life Weavers often come from small communities, and are learning from singular masters.
Weaving Dice
When you choose this Arcane Tradition at 2nd level, you gain "Weaving Dice", they are used in other abilities of the Life Weaver. Each spell level has a corresponding die, see below:
|
Type of Die |
Spell Level |
|
D4 |
0, 1 i 2 |
|
D6 |
3 i 4 |
|
D8 |
5 i 6 |
|
D10 |
7 i 8 |
|
D12 |
9 |
The damage from the Weaving Dice is necrotic, unless otherwise stated and they don't break your concentration. When you take damage from them, you ignore any resistance or immunity you have to necrotic damage.
Additionally your Class Hit Die increases from d6 to d8, you gain 2 Max Hit points, and every time you level up in this class, you gain another 2 max hit points.
Weaving
When you choose this school at 2nd level, you gain the ability to manipulate the life forces of yourself and the creatures around you. You can choose up to 2 "Weaving" options below, at levels 5, 7,12, 16 you can choose an additional one. You can use only one weaving option at a time, unless otherwise stated. When you level up in this class you can change one weaving option for another.
Careful Spell
When you Cast a Spell that forces other Creatures to make a saving throw, you can protect some of those Creatures from the spell’s full force. To do so, you take 1WD of damage and choose a number of those Creatures up to your Constitution modifier (minimum of one creature). A chosen creature automatically succeeds on its saving throw against the spell.
Distant spell
When you Cast a Spell that has a range of 5 feet or greater, you can take 1WD of damage to double the range of the spell. When you Cast a Spell that has a range of touch, you can take 1WD of damage to make the range of the spell 30 feet.
Heightened Spell
When you Cast a Spell that forces a creature to make a saving throw to resist its Effects, you can take 3 WD of damage, to give one target of the spell disadvantage on its first saving throw made against the spell.
Life Siphoning
When you cast a spell that deals damage, you can take the amount equal to half your proficiency bonus (rounded up) of WD of damage, to deal the same amount of additional necrotic damage with a spell. If the spell drops a creature to 0 Hit Points, you heal for half of the necrotic damage it took.
Maintaining a Life
Prerequisite: 7th level
When a creature in the range of 30 ft. of you , falls to 0 Hit Points, you can use your action to maintain its life by lending it yours. You burn a spell slot, and take WD of damage. Chosen creature gains Temporary Hit Points equal to the damage you've taken + spell slot level. The creature can function as normal despite having 0 Hit Points. You have to concentrate on this effect as if it was a spell. The creature still rolls death saving throws and can die. If the creature gets healed or loses it's Temporary Hit Points, the effect ends. You can maintain life up to a minute. You can use an action to use this feature on a creature within 30 ft. that has 0 HP but is alive, if the creature was stable, it isn't anymore. The creature under this effect cannot be stabilised. An unwilling creature can make a Constitution Saving Throw with advantage to resist the effect, and can repeat it at the start of its turn.
If the creature dies by failing the death saving throws, you will feel it. You have to decide to maintain it's artificial life or let them go. An unwilling creature can make a DC 10 Wisdom Saving Throw with advantage to pass to the afterlife. If you decide to maintain it, all the attempts to bring them back to life in the future have 50% chance to fail. If bringing it back to life fails, the creature can't be brought back to life by any means short of a wish spell.
Merciful Spell
When you bring a creatures HP to 0 using a spell, you can take 1WD of damage to make it unconcious instead, you can take an additional 1WD of damage to make it stable.
Overload
Prerequisite: 16th level
When you cast a wizard spell of 5th level or lower that deals damage and isn't a cantrip, you can deal maximum damage with that spell. To do so, take amount of WD equal to the spells spell slot used of damage. If you use this feature again before you finish a long rest, you have to make a Constitution Saving Throw, DC equals 15 + spell slot level. If you succeed you take an additional 2 WD x spell slot level of damage. If you fail, you immediately drop to 0 Hit Points (you can't use any feature to save you from that), and you have to immediately roll a Death Saving Throw with disadvantage. Every next try multiplies the damage from WD by 2 and increases the DC by 2.
Quickened Spell
When you Cast a Spell that has a Casting Time of 1 action, you can take 3 WD of damage to change the Casting Time to 1 Bonus Action for this casting.
Shared suffering
Prerequisite: 5th level
When you take damage from WD, you can use your reaction to try to share it with a creature in range of 15 ft.. The creature has to make a Constitution Saving Throw against your spell save DC or take half of your WD damage, you still take half. If the creature fails the save by 6 or more, it takes the full damage and you take none. If it succeeds on the saving throw, you take the full WD damage plus 1d4 necrotic damage.
Spell Decoction
Prerequisite: 5th level
When you cast a non-instantaneous spell with a range of Self, you can take a number of WD of damage, equal to the spell's level (1 for cantrips), to turn the spell into 100 ml (4 ounces) of drinkable liquid. You must have an appropriate container in which to store it. The liquid is then considered a potion, which grants the drinker the benefits of your spell for the spell's normal duration. The spell is treated as if it was cast by you, but you do not need to concentrate on it if it would normally require concentration. The potion loses its potency when you take a long rest.
Thrifty Spell
Prerequisite: 5th level
When you cast a spell of 2, 3, 4 or 5 level, you can take 2 WD of damage to cast a spell using a the spell slot lower by one, without changing the effect of the spell. (WD corresponds to the spell level, not the spell slot used).
Twinned Spell
When you Cast a Spell that Targets only one creature and doesn’t have a range of self, you can take WD + spell’s level of damage to target a second creature in range with the same spell.
To be eligible, a spell must be incapable of targeting more than one creature at the spell’s current level. For example, Magic Missile and Scorching Ray aren’t eligible, but Ray of Frost is.
Whirl of Weaving
Prerequisite: 5th level
You can use an action to surround yourself in a whirl of life forces. It has a radius of 5 ft., doesn't penetrate barriers and lasts for a minute, until you dismiss it as a bonus action or fall unconscious. When you create a whirl, you take 1WD of any available spell level to you. To maintain this effect, at the start of your turn you take the same 1 WD. Every creature, that starts its turn in the whirl, takes necrotic damage equal to 2 WD, you heal for half of the damage dealt.
Double Focus
By 6th level you have mortified and hardened your body. You gain proficiency in Constitution Saving Throws.
You are able to concentrate on two spells at the time. When dowing so, roll a Constitution Saving Throw DC = 7 + both spell levels. If you fail you lose concentration on the chosen of the spells, if you fail by more than 5 you lose concentration on both of them. You take damage equal to 2 WD from each spell you drop involuntarily while using this feature.
When you are forced to roll a Constitution Saving Throw to maintain concentration while using this feature, the same failure rules as above apply to you (the DC is 10 or half of the damage taken).
Life Vision
By the time you reach 10 level you have learned to see all the life forces around you. You can use an action to begin to sense all living creatures in range of 30 feet. Your sense goes through barriers but 60 cm of stone, 5 cm of metal or a thin layer of lead will stop it. You can't sense Constructs this way. You are able to distinguish an artificial lifeforce of the undead from the living. Additionally you can estimate the health of the creatures around you. You learn how much Hip Points do they have regarding their maximum (the DM can say something like "its has about 1/4 of it's hitpoints), you don't learn the exact value. You learn if they are diseased, poisoned or have some physical condition applied (for example: exhausted, paralized). The sense lasts up to 10 minutes or until you dismiss it as a bonus action. At 18th level the range of this feature increases to 60 ft., You can use this feature amount of times equal to your proficiency bonus, you regain all of the uses after you finish a long rest.
Recovery of the Weaver
At 14th level you are a master at manipulating the life forces. When there are animals or plants in a one mile radius, you are immune to the exhausted condition, as you draw energy bit by bit from everything around you. You still need water, food and air to breathe but you don;t get exhausted.
You have learned to sacrifice your own life forces to regain magical energy. You can use an action to take the amount of WD of damage as stated below to regain spell slots of the corresponding level. Using this feature you can regain the amount of levels equal to your wizard level + your constitution modifier.
|
Amount of WD |
Spell slot level |
|
4 |
1 |
|
5 |
2 |
|
5 |
3 |
|
6 |
4 |
|
6 |
5 |
Previous Versions
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11/26/2021 6:00:58 PM
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11/26/2021 6:28:44 PM
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1.1
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