Base Class: Wizard
The Coven of the Skein is one of magical bindings and arcane bonds. Witches and Wizards of these learnings are adept at spinning threads of magic into more than spells.
Expanded Spell List
The Coven of Skeins lets you choose from an expanded list of spells when you learn a wizard spell. The following spells are added to the wizard spell list for you. You also learn the Flesh Knit and Conjure Sweets cantrips. A creature may add your Int modifier to its Con Save if it is required with the flesh knit cantrip.
| Spell Level | Spells |
|---|---|
| 1st | Entangle |
| 2nd | Aid |
| 3rd | Beacon of Hope |
| 4th | Grasping Vine |
| 5th | Awaken |
| SPELL LEVEL | SPELLS |
|---|---|
| 6th | Heal |
| 7th | Regenerate |
| 8th | Glibness |
| 9th | Mass Heal |
Spinners of Yarn
At second level when you choose this coven, you begin to understand the secret magics of the Skein. You gain proficiency with weavers tools and may use them as an arcane focus.
Additionally, you gain the ability to spin almost any material into yarn, including metals, stones and even gemstones. The process takes linger the more valuable the material, taking hours equal to 1/10 the cost of the material. Once spun into yarn, the materials maintain their original properties, with the exception of becoming flexible enough to crochet or knit.
You may use your weavers tools to knit these yards into cloths, armour and similar items, all carrying the same properties as if it was crafted from the material. Armour crafted by this method is considered light regardless of the material.
Charmed Stichtes
Beginning at 1st level, the yarns you spin are more than just precious and rare, they are capable of holding and channelling magic power of their own. During a long rest, you may create a magical charm which bestows one of the following benefits to whoever carries it:
- Choose one skill of your choice. While carrying this charm, when a creature makes a check using this skill and rolls lower than your proficiency bonus, they may treat the roll as equal to your proficiency bonus instead.
- While carrying this charm, a creature gains a bonus to thier AC equal to 1/2 your proficiency bonus.
- While carrying this charm, a creatures base
movement speed is increased by a number of feet equal to 1/2 your proficiency bonus times 5.
You may have a maximum number of charms active
at one time equal to your
spellcasting modifier. If you create a new cham and
already have your maximum number of charms active, your oldest charm becomes nonmagical and inert, and no longer functions as a charm, but still looks quite pretty.
Crocheted Companion
Starting at 6th level, you have learned to weave together your enchanted yarns to create body for your familiar. You learn the Find Familiar spell if not already know and does not count against spells prepared. When you cast Find Familiar, you may choose to cast the spell as an 8 hour ritual. If you do so, you may have your familiar take the form of any creature with a CR of 1/2 or lower and gain the following attributes:
- Your familiar gains additional hit points equal to your proficiency bonus multiplied by it’s standard hit dice, and a bonus to it’s AC, attack rolls, and damage rolls equal to your proficiency bonus.
- Your familiar is considered proficient in any saving throws and skills you are proficient in.When you spend hit dice during a short rest, you may choose to regain no hit points to allow your familiar to regain these hit points instead.
- Familiars summoned using this class feature appear as knitted, crocheted, or sewn versions of their associated creature.
Inseparable Threads
Upon reaching 10th level, the yarns and stitches of your magic become infinitely more complex, binding you and your allies together. When you Cast a Spell of first level or higher, you may choose your familiar or an ally currently wearing one of your charms to deliver the spell as if it had cast the spell. The Creature must be within 100 feet of you, and it must use its Reaction to deliver the spell when you cast it. If the spell requires an Attack roll, use your attack modifier for the roll.
Arcane Unweaving
As you reach 14th level, you have learned to make sense of the great weave of magic that flows through the world, and can pull apart these threads as easily as you knit them together. You learn counterspell As a reaction when you or anally within 30 ft of you or your familiar is targeted by a spell, you may choose to cast counterspell at a level equal to your proficiency bonus without expending a spell slot. You may use this ability a number of times each long rest equal to your spellcasting modifier.
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