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Weaver Class

Class Features

As a Weaver, you gain the following class features

Hit Points


  • Hit Dice: 1d10 per Weaver level
  • Hit Points at 1st Level: 10 + your Constitution modifier
  • Hit Points at Higher Levels: 1d10 (or 6) + your Constitution modifier per Weaver level after 1st

Proficiencies


  • Armor: Light armor, Medium Armor
  • Weapons: Simple weapons, Longswords, Rapiers, Scimitars, and Shortswords
  • Tools: One artisan's tools of your choice

  • Saving Throws: Strength, Wisdom
  • Skills: Choose two from Acrobatics, Athletics, Arcana, Religion, Perception

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

  • (a) a Martial Melee Weapon or (b) a Shortbow and (20) arrows
  • (a) a Martial Melee Weapon or (b) a simple melee weapon
  • Leather Armor
  • (a) a Scholar's Pack or (b) an Explorer's Pack

Sword Training

As a Weaver, you have trained with various swords. At first level you gain proficiency in longswords, rapiers, scimitars, and shortswords.

Weapon Defense

At 1st level, while you are holding a weapon with the Finesse or Versatile property, you get a +1 bonus to your AC.

Cantrips

At 1st level, choose 2 Cantrips from the Weaver spell list. You know these two Cantrips and can cast them at will.

Spellcasting

Starting at 2nd level, your training and connection to the Weave allows you to perform feats and cast spells. As a weaver, your knowledge of the weave allows you to bypass the need for material spell components or an arcane focus. However for spell components that have a gold value or consumed materials, you still require the material components. You can cast spells by expending spell slots, and your number of spell slots is determined in the class table. They are regained after a long rest.

Your spellcasting may require you to make a spell attack or force your target(s) to make a saving throw. Wisdom is your ability for this feature:

Spell save DC = 8 + your proficiency bonus + your Wisdom modifier

Spell attack modifier = your proficiency bonus + your Wisdom modifier

When you level up, you can learn a new spell, up to the spell level denoted in the class table, and can forget one spell you already know and learn a new one.

Weave Powers

You gain additional abilities as you level up called Weave Powers. Your number of weave powers known is determined in the class table. You can have a number of Weave powers up to the number denoted in the class table, and can change which powers you have when you level up.

Path Selection

At 3rd level you choose your Path: Guardian, Sentinel, or Sage. Your choice grants you features at 3rd, 6th, 9th, 13th, and 17th level.

Ability Score Improvement

When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature.

Extra Attack

At 5th level, you can make 2 attacks with your attack action.

Magical Blast

At 7th level, you can create a blast of magical energy as an action. This blast has a range of 30 feet. Roll a ranged spell attack and add your Wisdom modifier and proficiency bonus. You do not have disadvantage on the attack roll if an enemy is within 5 feet. On a hit, the target takes 2d6 force damage and must make a strength saving throw or be pushed back 5 feet. You can spend a maximum of 2 Spell Points, and for each point spent, the damage increases by 1d6. The maximum spell points you can spend on this ability increases to 4 at level 11, and 6 at level 17. The distance this attack pushes increases to 10 feet at level 11 and 15 feet at level 17.

Grasp of the Weave

At level 20, as a bonus action you can draw power from the weave to enhance your abilities further than before. Any concentration you have on other spell is broken and you cannot cast spells requiring concentration. While using this ability you can't be surprised, you have resistance to all damage, and you have advantage on attack rolls, ability checks, and saving throws. In addition, other creatures have disadvantage on attack rolls against you. This lasts for one minute. It does not require concentration, but you need to make a concentration check to maintain it. Once you use this ability, you cannot use it again until after a long rest.

The Weaver
Level Proficiency Bonus Features Spells Known Spell Slots 1st 2nd 3rd 4th 5th Weave Powers Known
1st +2 Weapon Defense, Cantrips - - - - - - -
2nd +2 Spellcasting, Weave Powers 3 2 - - - - 2
3rd +2 Path Selection, Path Feature 4 3 - - - - 2
4th +2 Ability Score Improvement 4 3 - - - - 2
5th +3 Extra Attack 5 4 2 - - - 3
6th +3 Path Feature 5 4 2 - - - 3
7th +3 Force Blast 6 4 3 - - - 3
8th +3 Ability Score Improvement 6 4 3 - - - 4
9th +4 - 7 4 3 2 - - 4
10th +4 Path Feature 7 4 3 2 - - 4
11th +4 Force Blast Upgrade 8 4 3 3 - - 5
12th +4 Ability Score Improvement 8 4 3 3 - - 5
13th +5 - 9 4 3 3 1 - 5
14th +5 Path Feature 9 4 3 3 1 - 6
15th +5 Force Blast Upgrade 10 4 3 3 2 - 6
16th +5 Ability Score Improvement 10 4 3 3 2 - 6
17th +6 - 11 4 3 3 3 1 7
18th +6 Path Feature 11 4 3 3 3 1 7
19th +6 Ability Score Improvement 12 4 3 3 3 2 7
20th +6 Grasp of the Weave 12 4 3 3 3 2 8

Weaver Paths

Path of the Guardian

Fighter Training

At 3rd level, you gain proficiency in Heavy Armor. You may also choose a fighting style from the following:

  • Defense: While you are wearing armor, you gain a +1 bonus to AC.
  • Dueling: When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.
  • Great Weapon Fighting: When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.
  • Two-Weapon Fighting: When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.

Empowered Strikes

At 6th level, you can channel raw magical energy into your attacks. When you hit an enemy with a weapon attack, you can use this ability to do additional force damage equal to 1d12 + your wisdom modifier. The weapon damage for this attack is considered magical for the purpose of overcoming resistance to non-magical piercing, bludgeoning, or slashing damage. You can use this ability a number of times equal to 1 + your wisdom modifier and regain all uses during a short or long rest.

Spellstrike

Beginning at 10th level, when you use your action to cast a spell, you can use your bonus action to make one weapon attack.

Supreme Fortitude

At 14th level you gain proficiency in Constitution saving throws.

Flurry attack

At 18th level you can make 3 attacks with your attack action.

Path of the Sage

Extra Cantrips

At 3rd level, you learn a 3rd Cantrip from the Weaver spell list. You also learn 1 Cantrip from any spell list. This cantrip counts as a Weaver spell and uses your Wisdom as your spellcasting ability for attack or DC.

Weave Recovery

At 6th level, when you complete short rest, you regain 1 spell slot of the highest spell slot you can use or split between lower level spell slots. For example, if you are a 5th level Weaver, you can recover a 2nd level slot or two 1st level slots.

Empowered Casting

At 10th level you add your Wisdom modifier to the damage of any spell or spell-like ability granted by the Weaver class you use.

Force of Will

At 14th level, you gain proficiency in either Intelligence or Charisma saving throws. You also learn Counterspell. It is considered a Weaver spell and uses your Wisdom as your spellcasting ability.

Enhanced Casting

At 18th level, ...

Path of the Sentinel

Some of your abilities will require your target to make a saving throw. The DC may be determined by your STR or DEX instead of WIS, whichever ability you use to make the weapon attack.

Combat Prowess

At 3rd level, you learn to use your attacks to do more than just damage the enemy. Once per round when you hit an enemy with a weapon attack, you can attempt to disarm that enemy or knock that enemy prone. The enemy must make Strength saving throw against your Strength or Dexterity, whichever you used to attack. On a failure, that enemy is either disarmed or is knocked prone. If you attempt to disarm an enemy that is holding a weapon with 2 hands, they have advantage on the saving throw. You can use this ability a number of times equal to 1 + your Wisdom modifier and regain all uses after a short or long rest.

Blinding and Thunderous Cantrips

At 6th level, you learn the Thunderclap and Word of Radiance cantrips. They are treated as Weaver spells and use your Wisdom as your spellcasting ability for the DC. When you use these cantrips, and at least one creature fails the saving throw, you can blind (Word of Radiance) or deafen (thunderclap) the creature(s) for 1 round. You can use this ability a number of times equal to 1 + your Wisdom modifier and regain all uses after a short or long rest.

Enhanced Comat Tricks

At 10th level, ...

Evasiveness

At 14th level You gain proficiency in Dexterity saving throws.

Paralyzing Strike

At 18th level, ...

Spell List

Cantrip

1st Level

2nd Level

3rd Level

4th Level

5th Level

Weave Powers

Battle Meditation
You can use your bonus action to grant yourself insight into your enemies' movements. On your next weapon attack this turn, you can add a your Wisdom modifier (minimum 1) to the attack roll.

Blindsight
prerequisite: Level 13
You have Blindsight to a distance of 60 feet.

Bloodlust
prerequisite: Level 9
As a bonus action, you can enter a rage. Your rage lasts for 1 minute and requires concentration, and ends if you lose concentation or go for 1 round without making a weapon or spell attack. While in this state you add half your proficiency bonus (rounded down) to your weapon and spell attack damage rolls, and you resist nonmagical bludgeoning, piercing, and slashing damage. You can use this ability a number of times equal to your Wisdom modifier and regain uses after a long rest.

Brain Teasing
prerequisite: Level 9
As an action, you can force a creature within 30 feet make a wisdom saving throw, taking 4d6 psychic damage and becoming frightened of you if it fails. On a success it takes half damage and is not frightened. You can use this ability once and can only use it again after a short or long rest.

Break Connection
prerequisite: Level 17
As an action you can force a creature within 30 feet to make an ability check. Make a contested ability check, with you using Wisdom and the enemy using their spellcasting ability. If you win the check, the target cannot cast spells or use spell-like abilities or psionics for 1 minute, and any focus or concentration they are maintaining is broken.

Clear Mind
prerequisite: Level 13
You can spend 9 spell points to gain advantage on all Intelligence, Wisdom, and Charisma saving throws for the next 8 hours.

Danger Sense
When you would have to make a dexterity saving throw against a threat you can see, you can spend 1 spell point and gain advantage on that saving throw.

Deflect Weapons
When hit by a weapon attack, you can use your reaction to add your Wisdom modifier to your AC to potentially make the attack miss. This bonus lasts until the start of your next turn.

Event Focus
You can expend a 1st level spell slot to concentrate for up to 10 minutes and open your senses to you surroundings. While concentrating, you can locate any event occurring within 5 miles. You can expend a spell slot of a higher level to increase the radius by an additional 5 miles per higher level of slot spent.

Helping Hand
You can use the Help action to aid an ally within 30 feet.

Induce Trance
prerequisite: Level 9
As an action, you can expend a 1st level or higher spell slot to touch a creature and cause it to make a Wisdom saving throw. If that creature fails, it falls into a deep trance and cannot be awakened unless they take damage or until 1 minute per level of spell slot spend has passed. The creature is considered incapacitated.

Manipulate Emotion
prerequisite: Level 9
As an action, you can spend 3 spell points and choose 1 target you can see within 30 feet. You can attempt to change their emotional state. The creature can attempt a Wisdom saving throw to resist the effect. For every extra point you use towards this ability, you can attempt to use this ability on one additional creature within range. You can make the target creature(s) frightened, or you can make it friendly towards you and/or hostile towards their allies.

Mind Meld
As a bonus action, by spending 1 spell point you can communicate telepathically with one willing creature you can see within 120 feet of you. The target must have an Intelligence of at least 2, otherwise this ability fails and the action is wasted. This communication can occur until the end of the current turn. You don’t need to share a language with the target for it to understand your telepathic utterances, and it understands you even if it lacks a language. You also gain access to one memory of the target’s choice, gaining perfect recall of one thing it saw or did.

Patient Defense
By spending 2 spell points, you can take the Dodge action as a bonus action.

Past Sense
By spending 1 spell point, and focusing for 1 minute at a location, you can gain an accurate understanding of any events that occurred at that spot within the past day. For every additional 2 points you spend on this ability you can double the time.

Probe Darkness
prerequisite: Level 17
For 8 spell points you can use a stronger version of detect thoughts, you are able to go deep into the subconscious of your victim to release some of their deepest fears and trauma. Target must make a Wisdom saving throw. On a failure they take 10d8 psychic damage, half on a success. If they fail you learn one fear/trauma of the target. Subsequent psychic attacks do an extra 2d8 damage on the target. Target is immune to this ability for the next 24 hours, and if a target is affected by this again, you learn no new information and the damage is only 8d6.

Protect Thoughts
prerequisite: Level 13
For 5 spell points you become immune to scrying and to any effect that would sense your emotions, read your thoughts, or detect your location for 8 hours.

Resist Environment
prerequisite: Level 9
For 2 spell points you become immune to the adverse effects of harsh weather for 1 hour. Additionally if you spend an extra 5 spell points you become immune to exhaustion for the next 8 hours. This ability does not prevent exhaustion from the effects of spells or class abilities.

Resist Trauma
prerequisite: Level 13
As a reaction, when you would have to make an Intelligence, Wisdom, or Charisma saving throw against an illusion or an effect that would frighten you, you can spend 6 spell points to gain advantage on that saving throw. If you pass the save, you are immune to illusion and fear for the next hour.

Resting Alertness
prerequisite: Level 9
For 5 spell points you become hyper aware of your surroundings, even while asleep. You have advantage on all perception checks, even while unconscious, and keep all bonuses to your perception and initiative. If you are asleep, you can wake yourself up as a bonus action. This does not extend to magical sleep.

Sense Emotion
You can spend 2 spell points to tune your senses to pick up the emotions of others for 10 minutes, with concentration. As your action, and as a bonus action on each turn for the duration, you can focus your senses on one humanoid you can see within 30 feet of you. You instantly learn the target’s prevailing emotion, whether it’s love, anger, pain, fear, calm, or something else. If the target isn’t actually humanoid or it is immune to being charmed, you sense that it is calm.

Strong Strike
As a bonus action before you attack, you can spend 1 spell point to gain proficiency in unarmed strikes for this turn, your damage die for your unarmed strikes and weapon attacks has a minimum of d4. This increases to d6 at level 5, d8 at level 11, and d10 at level 17.

Stun
prerequisite: Level 9
When you hit with a melee weapon attack, you can spend 5 spell point to try to stun your target. The target must succeed on a Constitution saving throw or be stunned until the end of your next turn.

Superior Mind Meld
As an action, you can spend 3 spell points to use your mind meld with a range of touch on an unwilling creature, which must make a Wisdom saving throw to avoid the effect.

Transfer Emotion
prerequisite: Level 9
If a spell or ability puts you or an ally under the effect of an emotional condition such as fear, being charmed, etc, you can spend 3 spell points and your reaction to cancel the effect on yourself or ally within 30 feet and redirect it at the hostile creature.

Turn Good/Evil
prerequisite: Level 9
As an action, you can spend 4 spell points to make target Good/Evil aligned creature make a Wisdom saving throw or it has disadvantage on all attack rolls and saving throws for up to 1 minute, and can repeat the save after each of it's turns. You can't use Turn Evil if you are Evil aligned, and can't sue Turn Good if you are Good aligned. Neutral and unaligned creatures are immune.

Will of the Weave
When you are forced to make an Intelligence or Charisma saving throw, you can instead make a Wisdom saving throw.

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