Spellweaver Holding a blade that emits an icy chill the elf strikes down the creature exploiting their weakness. As a body of straw and clothe a scarecrow approaches. The elf runs her hands down the blade the icy aura changes into a blazing flame. The elf strikes down this construct setting it ablaze while the blade extinguishes and sparks of electricity start to arch. A human charges down the battlefield with a firey blade striking down an orc. The blade erupts causing the orc to burn into ash. With every sin the blade the fire seems uncontrollable. Studying his books a gnome weaves arcane magic around himself to cast a spell. With a sword in one hand and his book in the other, he practices combining both of these arts. Spellweavers are masters of mixing martial prowess with the study of magic. Using magic to imbue their weapons with elements spellweaver uses this talent to protect the weave. They can strike with many elements, create a cone of fire or frost. and scry on those who oppose those who seek to harm the weave. Magic and Swords Spellweavers use their magic to empower their strikes. Their use of elemental effects allows them to adapt to the enemy. They mostly focus on spells that allow them to find the enemy's weakness and to move around the field. Their magic doesn't come from the study of glyphs but the intuitive manipulation of the weave. Plane Protectors While spellweavers are not limited to learning one type of element most spellweavers learn a specific element to protect an elemental plane of existence. The most powerful among them travel to the planes to gain knowledge and power from the elder elements. Creating a Spellweaver When creating a spellweaver think about your connection to your chosen element type. Talk with your DM about the elemental planes, what's their importance in the campaign, and if you help protect them. Many spellweavers live their lives by the teaching of rituals to please the elder elemental they help protect. Quick Build You can make a spellweaver quickly by following these suggestions. First, Intelligence should be your highest ability score, followed by Dexterity or Constitution. Second, choose the Soldier background. Class Features As a spellweaver, you gain the following class features. Hit Points Hit Dice: 1d10 per spellweaver level Hit Points at 1st Level: 10 + your Constitution modifier Hit Points at Higher Levels: 1d10 (or 6) + your Constitution modifier per spellweaver level after 1st Class Name Level Proficiency Bonus Arcane Points Features Spells Known 1st +2 — Enchanted Strike, Aspect Manipulation — 2nd +2 4 Arcane Magic 2 3rd +2 6 Magical Archetype 3 4th +2 6 Ability Score Improvement 3 5th +3 14 Extra Attack 4 6th +3 14 Aspect Manipulation (2) 4 7th +3 17 Magical Archetype feature 5 8th +3 17 Ability Score Improvement 5 9th +4 27 ─ 6 10th +4 27 Body of Elements 6 11th +4 32 Magical Archetype feature 7 12th +4 32 Ability Score Improvement 7 13th +5 38 ─ 8 14th +5 38 Aspect Manipulation (3) 8 15th +5 44 Planer Travel 9 16th +5 44 Ability Score Improvement 9 17th +6 57 ─ 10 18th +6 57 Magical Archetype feature 10 19th +6 64 Ability Score Improvement 11 20th +6 64 Air of Magic 11 Proficiencies Armor: Light armor, medium armor, shields Weapons: Simple weapons, martial melee weapons Tools: None Saving Throws: Dexterity, Intelligence Skills: Choose two skills from acrobatics, arcana, history, insight investigation, medicine, perception Version 1_20232707 1 This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used are property of Wizards of the Coast. ©Wizards of the Coast LLC.
Equipment You start with the following equipment, in addition to the equipment granted by your background: (a) a item1 or (b) item2 Equipment You start with the following equipment, in addition to the equipment granted by your background: (a) leather armor or (b) hide armor (a) a melee weapon or (b) shield (a) a longsword or (b) a short sword (a) an explorer's pack or (b) a scholar's pack Alternatively, you could begin with a starting wealth of 4d4 x 10gp and purchase starting items of your choice. Enchanted Strike At 1st level, you can use your magic to empower your strikes. When you make a melee weapon attack or throw a weapon as part of an attack, you can choose to use your intelligence modifier for the attack and damage rolls. You must use the same modifier for both rolls. Aspect Manipulation At 1st level, you can imbue objects you touch with a specific type of magic (no action required). You can also remove the aspect at will. You learn one of the following aspects: acid, cold, fire, force, lightning, poison, or thunder. You learn one additional aspect at 6th level and again at 14th level. The object's damage type becomes the same as the aspect it is imbued with. Objects you are no longer touching lose their imbuement. If the thrown object was thrown as part of an attack the object loses the imbuement after the attack. When a feature refers to an aspect the feature affects every aspect type you know. For example, if you know fire and cold aspects a feature will affect or trigger from both aspects. Arcane Magic At 2nd level, you tap into raw Arcane magic you store in your body. This arcane magic is represented by arcane points, which you can spend to use Spellweaver features and cast spells. See chapter 10 (PHB) for the general rules of spellcasting and below for the spellweaver spell list. Arcane Points You have four arcane points, and you gain more as you reach higher levels, as shown in the Arcane Points column of the spellweaver table. You can never have more arcane points than shown on the table for your level. You regain all spent Arcane points when you finish a long rest. Spell Slots A Spell Slot Cost table below shows you how many arcane points you must spend to cast a spell a 1st level and higher, and the highest spell slot you can use. For example, if you know the 1st-level spell burning hands you can spend 2 or 3 arcane points to cast the spell at 1st level or 2nd level respectively. Spell Slot Cost Spellweaver Level Max Spell Slot Arcane Points 2nd-4th 1st 2 5th-8th 2nd 3 9th-12th 3rd 5 13th-16th 4th 6 17th-20th 5th 7 Spells Known of 1st Level and Higher You know two 1st level spells of your choice from the spellweaver spell list. The Spells Known column of the spellweaver table shows when you learn more spellweaver spells of your choice. The spells must be of a level for which you have spell slots. For instance, when you reach 7th level in this class, you can learn one new spell of 1st or 2nd level. Additionally, when you gain a level in this class, you can choose one of the spellweaver spells you know and replaced it with another spell on the spellweaver spell list, which also must be of a level for which you have spell slots. Spellcasting Ability Intelligence is your spellcasting ability for your spellweaver spells, so you use your intelligence modifier whenever a spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a spell you cast. Spell Save DC = 8 + your proficiency bonus + your Intelligence modifier Spell attack modifier = your proficiency bonus + your Intelligence modifier Magical Archetype When you reach 3rd level, you choose a magical archetype, which describes how you use your aspects: Battle Mind Preserver, or Zealot, which are described at the end of the class description. Your choice grants you features at 3rd level and again at 7th, 11th, and 18th. Ability Score Improvement When you reach 4th 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 Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. Body of Elements At 10th level, you can infuse your aspects into your body protecting you from harm. When you finish a short rest you can choose an aspect you know and gain resistance from that damage type. 2 This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used are property of Wizards of the Coast. ©Wizards of the Coast LLC.
Planer Travel At 15th level, you can spend 10 arcane points to cast the sell plane shift. If you choose one of the elemental planes or the material plane as the destination, you do not need to provide material components. Air of Magic At 20th level you regain 5 expended arcane points whenever you finish a short rest. Magical Archetypes You learn how to harness your magic to strengthen your fighting style. Some focus on mastering a few elements and making them immensely powerful. While others focus on learning more elements to be able to adapt at a moment's notice. Battle Mind Battle minds use their magic to control the battlefield and their enemies. Aspect Cantrips At 3rd level, your study of magic allowed you to learn cantrips related to the aspects you know. You learn the cantrip prestidigitation and one more cantrip from the following table that to an aspect you know. You learn another cantrip at 7th level, 11th level, and 14th level. Aspect Cantrips Aspect Cantrips Acid acid splash, primal savager Cold frostbite, ray of frost, shape water Fire control flames, create bonfire, dancing lights, produce flame Force blade ward, sword burst Lightning dancing lights, light, lighting lure, shocking grasp Poison infestations, poison spray Thunder booming blade, gust, thunderclap Magical Tactics When you choose this archetype at 3rd level, you learn tactics that are fueled by your magic. Tactics. You learn two tactics of your choice, which are listed under "Tactics" below. Many tactics enhance an attack in some way. You can use only one tactic per attack. You learn one additional tactic of your choice at 7th, 11th, and 17th levels. Each time you learn a new tactic, you can also replace one tactic you know with a different one. Aspects. Every tactic requires you to know a specific aspect. Some tactics have a different effect depending on the aspect, shown in the parenthesis, you must know the aspect to make use of the effect. For example, the Numbing tactic changes which saving throw the target uses depending on the type of aspect used. Tactics The tactics are in alphabetical order. Anti-Heal (Force or Poison Aspect required). As an action, you can spend 2 arcane points to reduce a creature's ability to heal. The target must succeed on a Constitution saving throw or be unable to regain hit points for 1 minute. Dissipate. When a creature within 5 feet, other than yourself, takes aspect damage you can use your reaction to spend 2 arcane points to reduce the damage. The target halves all aspect damage until the end of their turn. Endless Aspect (Acid or Fire Aspect required). When you deal aspect damage to a creature you can spend 2 arcane points to coat the target with acid (Acid) or ignite them (Fire). The creature must succeed on a Dexterity saving throw or be effect by the chosen effect for 1 minute. At the beginning of the target turn, they take 1d6 damage of the chosen effect. The target can use their action to end the effect. Enfeeble (Acid or Poison Aspect required). When you deal aspect damage you can spend 2 arcane points to reduce the target's ability to defend themselves. The target's AC is reduced by 2 until the start of your next turn. Flair (Fire or Lightning Aspect required). As an action, you can spend 2 arcane points to emit intense light from your body until the beginning of your next turn. Creatures that are within 60 feet of you and can see you have disadvantage on all attack rolls and automatically fail and ability check that requires sight. Forceful Aspect (Force or Thunder Aspect required). When you deal aspect damage to a creature you can spend 2 arcane points to push the creature. The target must make a Strength saving throw or be pushed 30 feet away. If the target is stopped without moving the 30feet the target takes 1d10 bludgeoning damage. Imbued Terrain (Acid, Cold, Fire, or Lightning Aspect required). As an action, you can spend 2 arcane points to cover an area with your aspect. Chose a point within 60 feet of you. You create a 20-foot radius sphere of magic at the chosen point. The area is considered difficult terrain. Numbing (Cold or Lightning Aspect required). When you deal aspect damage to a creature you can spend 2 arcane points to freeze (Cold) or paralyze (Lightning) the target. The target must succeed on a Strenght saving throw if frozen or a Constitution saving throw if paralyzed or be stunned until the end of your next turn. Poisoned (Poison Aspect required). When you deal aspect damage to a creature you can spend 2 arcane points to poison the target. The target must succeed on a Constitution saving throw or be poisoned for 1 minute. The target can make another Constitution saving throw at the end of their turn to end the effect. Shield (Cold or Forced Aspect required). As a bonus action, you can spend 1 arcane point increase the defenses of an ally Choose a friendly creature you can see within 30 feet. That creature gains +2 o their AC. Silence (Force or Thunder Aspect required). When you deal aspect damage to a creature you can spend 2 arcane points to silence the target. The target must succeed on a Constitution saving throw or be silenced for 1 minute, While silenced the target is deafened, and casting a spell that includes a verbal component is impossible. The target can make another Constitution saving throw at the end of their turn to end the effect. 3 This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used are property of Wizards of the Coast. ©Wizards of the Coast LLC.
Spreading Aspect. When you deal aspect damage to a creature you can spend 2 arcane points to deal damage to surrounding creatures. Each creature of your choice within 5 feet of the target must make a Dexterity saving throw. A target takes 1d6 aspect damage on a failed save, or half as much damage on a successful one. Thrusting Aspect (Lightning Aspect required). When you go to attack you can spend 2 arcane points to move towards the target. You can move up to your movement speed towards the attended target and make your attacks. Preserver Preserver lives their life caring for younger elemental eventually gaining a powerful ally. Elder Descendant At 3rd level, you learn the find familiar spell and can cast it as a ritual. The spell doesn't count against the number of spells known. When you cast the spell, choose one of the aspects you know. Your familiar become immune to that damage type. The familiar is considered an elemental. Additionally, your familiar can use their action to imbue objects as if using the Aspect Manipulation feature. The following restrictions and benefits apply: The familiar only knows the aspect chosen when creating the familiar The familiar can imbue an object that is within 30 feet of the familiar The familiar can only imbue one object at a time. The imbuement ends at the beginning of the familiars turns unless the familiar uses its actions to keep the object imbued The imbued object deals an additional 1d4 aspects damage Additionally, you can learn the spell flock of familiars at 5th level. Aspect Protection Stating at 7th level, when a creature within 30 feet of you takes aspect damage you can use your reaction to protect the target. The target gains 5 temporary hit points for every arcane point you spend and they gain resistance to the triggering damage type while they have these temporary hit points. Elemental Shell Starting at 11th level, you can use your action and spend 4 arcane points to summon an elemental to protect you and your allies. Chose one willing creature, you can see within 60 feet, and summon an elemental from below. The elemental creates a shell around the creature for 1 minute granting the creature the elemental abilities. As a bonus action, you can cause the elemental shell to move to another willing creature you can see within 60 feet. Air elemental. The target gains a +30 bonus to their movement speed. Earth elemental. The target AC can't be less than 18, regardless of what kind of armor it is wearing. Fire elemental. A creature that touches the target or hits them with a melee attack while within 5 feet of them takes 1d10 fire damage. Water elemental. The target gains advantage to grapple or to escape a grapple. Abrogate Starting at 18th level, when a creature you can see within 60 feet takes aspect damage, you can spend your reaction to negate all aspect damage done to the target. You can't use this feature again until you finish a short rest. Zealot Zealots focus their magic to strengthen one element at a time. Their magic is chaotic and dangerous. They excel at exploiting their enemy's weakness. Imbue Strike At 3rd level, when you hit a creature with a melee weapon attack you can spend arcane points equal to a third of your spellweaver level or less to deal additional damage. You deal an additional 2d4 aspect damage for every arcane point you spend. The aspect damage type is the same as the attack. Amplified Aspect Starting at 7th level, when you roll the highest number on aspect damage die you can choose to roll one additional aspect damage die and add it to the damage. Relentless Aspect Starting at 11th level, when you are hit with an aspect attack you can deal max damage instead of rolling damage dice. You can't use this feature again until you finish a short ro long rest. Reservoir Starting at 18th level, when you take aspect damage you can use your reaction to absorb the damage for later use. You take no damage from the triggering attack and the next time you hit with a melee attack all the damage you absorbed is added to the attack damage. Absorbed damage is lost at the end of your next turn You can use this feature a number of times equal to your Intelligence modifier (minimum of once), and you regain all expended uses of it when you finish a short rest. 4 This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used are property of Wizards of the Coast. ©Wizards of the Coast LLC.
Spellweaver Multiclassing Should you wish to multiclass into a spellweaver, the prerequisites and proficiencies gained are listed below. Spellweaver Muticlassing Prerequissites Ability Score Minimum Intelligent 13 Spellweaver Multiclassing Proficencies Proficiencies Gained Light armor, simple weapons, martial melee weapons Arcane Magic You can use spell slots from your Arcane Magic class feature to cast spells you know or have prepared from other classes, and you can use spell slots you gain from the Spellcasting class feature and Pack Magic feature to cast spellweaver spells you know. Spellweaver spells 1st Level Absorb Elements Alarm Bane Burning Hands Burning Hands Comprehend Languages Detect Magic Expeditious Retreat Feather Fall Ice Knife Identify Illusory Script Jump Longstrider Magic Missle Shield Sleep Thunderwave Zephyr Strike 2nd Level Blindness/Deafness Blur Dragon's Breath Hold Person Invisibility Knock Located Object Mirror Image Misty Step See Invisibility Warding Wind 3rd Level Blink Clairvoyance Counterspell Dispel Magic Elemental Weapon Haste Sending Slow Thunder Step Tongues Water Breathing 4th Level Arcane Eye Banishment Conjure Minor Elementals Dimension Door Elemental Bane Fire Shield Freedom of Movement Galder's Speedy Courier Locate Creature 5th Level Cone of Cold Conjure Elemental Contact Other Plane Far Step Hold Monster Mislead Planar Binding Scrying Skill Empowerment Steel Wind Strike Teleportation Circle This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used are property of Wizards of the Coast. ©Wizards of the Coast LLC.
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