Base Class: Wizard
School of Weaving wizards have access to powerful abilities that can alter the spells that they cast. Whether it is changing the element of a magic spell, or pulling on the strings of the weave to block magic and disrupt enemies, Weave Wizards achieve a level of flexibility with magic not comparable with other spell-casters.
Unprepared Spell
Beginning when you select this school at 2nd level, you can bend the weave and it's raw energy to cast a spell you aren't prepared to cast. You may cast one 5th level or lower spell you do not have prepared, once per long rest.
Element String
Beginning at 2nd level, you can alter the weave as you manipulate it to change the results of spells. Whenever you cast a spell that is attributed with a certain element/damage type, you can choose to change that element to whatever element you wish.
Alter Spell
Starting at 6th level, you may pull on the strings of the weave to effect your foe's spells. When a creature you can see within 60 ft is casting a spell, you can use you reaction to attempt to disrupt the spell. The target makes a wisdom saving throw against your spell save DC, on a success the casting acts normally. On a failure the spell cast, becomes a random one of the same level from the caster's spell list. (Spell, Targets, and Result as a whole is determined by the DM). This feature can be used a number of times equal to your intelligence modifier (minimum of 1) before taking a long rest.
Weave Barrier
Beginning at 10th level, you can gain bend the weave around you for protection whenever you cast a spell. Once you cast a spell you gain temporary hit points equal to the level of the spell slot expended. Even if you have more temporary hit points than the new spell would grant you, you must take the new temporary hit points.
Weave Master
Starting at 14th level, you weave the fabric of magic to change spells at their core and your knowledge of them. Once per long rest you may use an action to change a spell that is 5th level or lower that you have in your spell book into a random spell (from all spell lists) of the same level. The spell remains until you either use this feature to revert it, or use this feature to discover a new random spell. If a random spell is randomized again, the base spell becomes the first randomized one and knowledge of the original is lost.
Determining the Random Spell: First roll 1d8 to determine the spell list the random spell will originate from
1: Bard, 2: Cleric, 3: Druid, 4: Paladin, 5: Ranger, 6: Sorcerer, 7: Warlock, 8: Wizard.
Then find the level of the spell that is being swapped, and pick a random one from the list (at the DM's discretion, I recommend counting the number of spells and using a random number generator)
Previous Versions
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7/30/2019 2:52:43 PM
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