Base Class: Artificer
A Spell Weaver specializes in utilizing motes of mineral known as Star Stones to impart a portion of their own magical power into. This technique is a rarity across the world and is solely taught within Runethane, originating within the Deep Star Mines. A skilled user of this technique is able to store energies within these crystal motes and fire them off to accomplish a multitude of objectives.
Tool Proficiency
3rd-level Artillerist feature
You gain proficiency with Jeweler’s tools. If you already have this proficiency, you gain proficiency with one other type of artisan’s tools of your choice.
Body and Mind
3rd-level Spellweaver feature
You acquire the training necessary to effectively arm yourself for battle. You gain proficiency with firearms. The firearm rules that will be used, are the same as Matt Mercer’s gunslinger mechanics.
Using your knowledge of spell weaving and the arcane, you learn to forge a connection between your mind and your weapon. As a part of a long rest, you can create a bond with a firearm of your choice. This bond lasts until the weapon breaks, or you bond with another weapon.
When you attack with that weapon, you can use your Intelligence modifier, instead of Dexterity, for the attack and damage rolls.
Pouch of Stars
3rd-level Spellweaver feature
Through teachings or of your own discovery, you have amassed enough focus to imbue your Stars with a portion of your own magical reserve. These stones now resonate with magical energies and are ready to be fired off at your ready.
You can imbue a number of Stars equal to your Artificer level, and can alter their properties in the following ways:
Elemental Stars: You can fire off a star to deal 1d6 additional damage. This damage type is determined by what damage type you allocated the star. These damage types include fire, acid, lightning, cold, and poison. If the firearm jams, you take 1d6 of the associated damage.
Spell Stars: You can impart a spell you cast into the star and fire it. The spell instead originates from where the star landed, instead of you. If the firearm jams, the spell is instead centered on you, and you have disadvantage on any saves against the spell.
During a short and long rest, you allocate what each star will be capable of.
For example, if you have 6 stars, you can allocate 1 to be a spell star, 1 to be a fire star, 2 to be poison stars, and 2 to be acid stars.
Spellweaver Spells
| ARTIFICER LEVEL | SPELL |
|---|---|
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3rd |
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5th |
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9th |
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13th |
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17th |
Extra Attack
5th-level Spellweaver feature
You can attack twice, rather than once, whenever you take the attack action on your turn.
Arcane Prodigy
9th-level Spellweaver feature
Overtime and with more practice, you have gained a more refined grasp on the capabilities of these stars and have learnt how to weave a specific school of magic within them.
The additional damage dealt by your elemental stars increases to 1d8 of the associated damage type. Additionally, you are now able to deal psychic and thunder damage with your elemental stars. You can also change the assignment of a star as a bonus action on your turn, instead of during a long rest.
In addition, you can now imbue your stars to become Arcane Stars. During your long rest, you can now allocate your stars to become Arcane Stars. Unlike spell stars, which as used as a catalyst for a spell, you instead expose the star to a condensed focusing of a certain arcane school. Whenever you fire an arcane star, you expend a spell slot to augment the magical properties within the star itself. Choose from the following arcane star options below when you fire your star.
Dispelling Star: You focus on the school of abjuration and augment your star to dispel magical effects it comes into contact with. In addition to taking normal damage, the creature hit by the star must succeed on an Intelligence saving throw, or all magical effects equal to and lower than the spell slot used are dispelled.
Beguiling Star: You focus on the school of enchantment and augment your star to twist its targets mind. In addition to taking normal damage, the creature hit by the star must make a Wisdom saving throw, or it is charmed by you until the start of your next turn. This effect ends early if the charmed target takes damage.
Volatile Star: You focus on the school of evocation and augment your star to be enveloped in arcane energy. On a hit, the star detonates, the target and all other creatures within 10 feet of it take 2d6 force damage each.
Grasping Star: You focus on the school of conjuration and augment your star to summon up matter and entrap the target. On a hit, the targets must succeed a Strength saving throw, or be restrained for 1 minute. The target or any creature that can reach it can use their action to remove the obstacle with a successful Strength (Athletics) check against your Spell Save DC.
Debilitating Star: You focus on the school of necromancy and augment your star to weaken your target. The target must succeed on a Constitution saving throw, or the damage dealt by its weapon attacks is halved until the start of your next turn.
Spectral Star: You focus on the school of transmutation and augment your star to become ethereal in nature. When you use this option, you don’t make an attack roll for the attack. Instead, the star shoots forward in a line, which is 1 foot wide and 30 feet long, before disappearing. The star passes harmlessly through objects, ignoring cover. Each creature in that line must make a Dexterity saving throw. On a failed save, a creature takes damage as if it were hit by the star. On a successful save, a target takes no damage.
Homing Star: You focus on the school of divination and augment your star to seek its target. When you use this option, you don’t make an attack roll for the attack. Instead choose a creature you have seen within the last minute. You instead deal damage as normal, as the star homes in on its target.
Dark Star: You focus on the school of illusion and augment the star to hinder the targets senses. The creature hit by the star must succeed on a Wisdom saving throw or become blinded and deafened until end of its next turn.
Master Spellweaver
15th-level Spellweaver feature
At 15th level, when you roll for initiative and have no stars remaining, you regain stars equal to your Intelligence modifier.
The additional damage dealt by your elemental stars increases further to 1d10 of the associated damage type. Additionally, you are now able to deal radiant, necrotic, and force damage with your elemental stars. You can now also change the assignment of a star as a free action on your turn.
Additionally, whenever you fire a Spell Stone, you can change the damage type that spell deals.