Base Class: Warlock
The Weaver is an ancient entity pulled out of her home plane by a long-gone civilization and sealed into a demiplane. Her new home gives off an aura of comfort and simplicity, but those who are more perceptive will know that she tugs at more than just the physical threads from which she crafts her creations.
Expanded Spell List
The Weaver lets you choose from an expanded list of spells when you learn a warlock spell. The following spells are added to the warlock spell list for you.
Weaver Expanded Spells
| Spell Level | Spells |
|---|---|
|
1st |
entangle (appears as yarn), mage armor (appears as a sweater) |
|
2nd |
rope trick, web (appears as yarn) |
|
3rd |
conjure animals (made of quilts), phantom steed (made of quilts) |
|
4th |
|
|
5th |
Master of Weaving
At 1st level, you learn how to weave and knit threads and fabrics. You gain proficiency with weaver's tools, and your proficiency bonus is doubled for any check you make using weaver's tools. You also learn the mending cantrip, but can only use it to mend fabric, thread, rope, or other similar materials. This counts as a warlock cantrip for you, but does not count against your number of cantrips known.
Additionally, while you are wearing clothing that you created, you gain a bonus to your AC equal to half your proficiency bonus (rounded down). You can only gain this benefit if you are not wearing medium or heavy armor.
Protective Garment
At 6th level, you learn how to infuse fabric with a stronger protective energy. As an action you can enchant an article of clothing that you touch for 10 minutes. While enchanted, any creature that is wearing the enchanted garment gains resistance to a single damage type of your choice, which you choose when you enchant it. Additionally, if a creature wearing the enchanted garment takes damage, that creature can instead choose end the enchantment early and take no damage.
Once you use this feature, you cannot use it again until you finish a long rest.
One With The Cloth
Starting at 10th level, you begin to take on some characteristics of the materials you have mastered. Your skin becomes nearly quilt-like in texture. You gain resistance to bludgeoning damage. Additionally, you gain advantage on Dexterity (Stealth) checks so long as you are not wearing anything made of metal. Any creatures you summon with spells also gain these benefits.
Puller of the Threads of Fate
Starting at 14th level, you begin to fully understand how to manipulate the threads that tie all creatures and events together. Whenever you or a creature within 30 feet of you fails an attack roll, ability check, or saving throw, you can use your reaction to bend the threads of fate and cause it to be a success instead. However, the disruption of fate does not go without its consequences. When you manipulate fate in this way, you automatically fail your next roll of the type you manipulated.
Once you use this feature, you cannot use it again until you finish a long rest.
Previous Versions
| Name | Date Modified | Views | Adds | Version | Actions |
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9/12/2021 4:34:42 AM
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14
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0
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0.5
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Coming Soon
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