Base Class: Wizard
those who study under the school of the warped weave studies what happens when the weave gets tangled.some of them study magical anomalies or master chaotic magic others still wish to fix or break the weave.
controlled chaos
starting at 6th level whenever you roll on the wild magic table you can roll twice and take either result in addition when you force another creature to roll on the wild magic table they roll twice and you choose which one happens.
odd spells
you can add a single cantrip and 1st level spell from any spell list and at it to your wizard spells you know.these spells to not count against the number wizard spells you know and are always prepared.
weave warper
Beginning at 2nd level, you can warp the weave to trip up foes and warp your magic.as a reaction when a create makes a attack roll against you, you can expend 1st spell slot to give the attack disadvantage.when you do this the next spell you cast causes you to roll on the wild magic table.
weave blocker
Starting at 6th level, you learn to an enemies spells into chaos.as an reaction to a creature you can see casting a spell you can make a dc 12+the level of the triggering spell intelligence on success the spell is not cast and the caster rolls on the wild magic table.
weave charger
Starting at 14th level, you can increase the power of your simpler spells. When you cast a wizard spell of 1st through 5th level that deals damage, you can deal maximum damage with that spell.
The first time you do so, you suffer no adverse effect. If you use this feature again before you finish a long rest, you take 2d12 necrotic damage for each level of the spell, immediately after you cast it. Each time you use this feature again before finishing a long rest, the necrotic damage per spell level increases by 1d12. This damage ignores resistance and immunity.
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Posted Jun 27, 2021Apart from the obvious spelling and grammar mistakes, this is a cool subclass.
Before I attempt to fix that I have a few questions tho:
1) Is the Odd Spells feature meant to be once at first level? When do you get it? (I'll assume it's meant to be taken once at first level.)
2) With Weave Blocker, when you succeed on the intelligence check do the material components and spell slot of the enemy get used up or not?
3) For Weave Charger, since the adverse effect ignores resistances and immunities anyways, why not make it true damage instead of necrotic?
4) You have 2 class features for 6th level, but none for 10th level! I would suggest making Weave Blocker into the 10th level subclass feature.
About Questions 2,3 and 4 I will leave this ambiguous in the fixed grammar version, but please contact me back how you imagined this to work!
Now here is a fixed version with correct grammar:
Those in the School of the Warped Weave study what happens when the weave gets tangled. Some of them study magical anomalies or master chaotic magic, others may wish to fix or break the weave.
Controlled Chaos
Starting at 6th level, whenever you roll on the wild magic table you can roll twice and choose the desired result from the two rolls. In addition, whenever you force another creature to roll on the wild magic table they must also roll twice and you get choose which of the two rolls is the outcome.
Odd Spells
When you pick this subclass at level 1, you learn one Cantrip and one 1st level spell from any spell list other than wizard. These do not count against your cantrips known or your spells known and are always prepared.
Weave Warper
Beginning at 2nd level, you can warp the weave to trip up foes, but this warps your magic. As a reaction, whenever a creature makes an attack roll against you you can expend one 1st level spell slot to give their attack disadvantage. When you do this, the next spell you cast causes you to roll on the wild magic table.
Weave Blocker
Starting at 6th level, you learn to turn enemy spells into chaos. As a reaction, when you see a creature casting a spell you can make a DC(12 + their used spell slot level) intelligence check. On a success their spell is not cast and the caster instead rolls on the wild magic table.
Weave Charger
Starting at 14th level, you can increase the power of your simpler spells. When you cast a wizard spell of 1st through 5th level that deals damage, you can deal maximum damage with that spell.
The first time you use this feature, you suffer no adverse effect. If you use this feature again before you finish a long rest, immediately after casting the spell you take 2d12 necrotic damage for each spell slot level of the spell used. Each time you use this feature again before finishing a long rest, the necrotic damage per spell slot level increases by 1d12. This damage ignores resistance and immunity.