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Pathfinder 2E (PF2) - Weaver Class _ GM Binder

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Published by goroiamanuci, 2023-07-14 16:08:08

Pathfinder 2E (PF2) - Weaver Class _ GM Binder

Pathfinder 2E (PF2) - Weaver Class _ GM Binder

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4 5 6 15 16 17 18 A nneww Occult Class forr yyourr Pathhfifinnderr 2E gammes! This document contains a custom homebrew class for Pathfinder 2nd Edition. It combines both occult spellcasting with supernatural abilities themed around weaving. This class was requested by a friend of mine that is our Game Master (GM), but it meant to be playable for anyone's campaign and gaming group. If you have any suggestions or playtesting experiences you wish to share, please message about it on my Reddit account (u/FrontB). As a final note, this class is meant to be nonprofit optional content. Contact me if you wish to include this class or its related content in your homebrew content or third-party licensed product. Copyrighted Content All artwork and visual layout elements in this template are copyrighted by Paizo Inc. or independent artists (see list below) and are used for demonstration purposes only. If you plan to distribute homebrew material using this template you must remove all elements that are copyrighted: page border, parchment background and the sidebar backgrounds. However, you may use this template to share homebrew with your players, as is. IMAGES INCLUDED Cover: "Void Weaver Asana" by Nolan Lu is licensed under CC BY-NC 4.0. Class Features section: Isiem by Eric Belisle Sample Weaver: Crackle with Power by Micah Eipstein Weaver Multiclass Archetype: Mistfire Weaver by Chris Rahn Updates Last Update: October 16, 2022 See all updates on page 18. TABLE OF CONTENTS This supplement contains several subclass options called "conduits" alongside a list of nearly 40 class feats to build your character however you like. For those who want to dabble in this class, a multiclass archetype is provided. There are uniquely created spells as part of this supplement to provide thematic options. If any option on the following pages is not right for your playgroup, consult with them about any restrictions or changes to this supplement. Feel free to leave feedback about the class, especially for balancing updates. Weaver Class Features .................................................................. Conduits ............................................................................. Weaver Feats ..................................................................... Weaver Multiclass Archetype ........................................ Spells Conduit Spells ................................................................. Focus Spells .................................................................... Updates Version Notes .................................................................. 2


Weavverr You have a desire to control the more esoteric elements of the world, and you have stumbled upon the rituals you must undergo to gain a sense of psionic nature. You're obsessed with uncovering the potential energy within the natural forces throughout the world. You are able to weave one kind of that energy. Although, the abnormalty of your weaving comes at a price that is often unforeseen until it is too late to turn back. KEY ABILITY HIT POINTS WISDOM 8 plus your Constitution Modifier At 1st level, your class gives you an ability boost to Wisdom. You increase your maximum number of HP by this number at 1st level and every level thereafter. DURING COMBATENCOUNTERS... You use esoteric spells and weave nonmagical ethereal threads to alter the stakes in favor of you and your allies. You might be too volatile for melee combat, or your conduit might have you sacrifice what you need to strengthen your brawling potential. Whilst your magical capabilities are strong, the many threads you weave will determine how you turn the tide in battle lest you let everything unravel. DURING SOCIAL ENCOUNTERS... You can provide a perspective on what is necessary to sacrifice for the greater whole, and you may often provide insight on certain topics by drawing upon the knowledge related to the type of conduit you are. Craft your network of various contacts and allies to aid you and your traveling companions. WHILEEXPLORING... You continue to find patterns in your surroundings that align with the fundamental concept or force your serve as a conduit for. You remain focused on what matters most to you, but you may stumble with the lingering effects of your sacrificial binding. IN DOWNTIME... You experiment with the energies in which you can manipulate. Troubled by process of wielding these powers, your various hobbies or religious interests may serve to entertain, explore new ideas, and recenter yourself. YOU MIGHT... View your sartorial powers as a breakthough, a mistake, or both. Have a passion for your connection to the conduit you've become to explore new opportunities within reach. Take point when a utilitarian perspective may be necessary to cope with current events. OTHERS PROBABLY... Won't understand or realize what you sacrifice to gain access to the powers you have. Assume you were born or suffered in an event that afflicted you with a physical condition and try to either aid or take advantage of you. Admire how you overcome and cope with your conditions while putting forth an effort to help others. Your sacrifices lead to power and serve as a sign of your determination. RARITY Uncommon INITIAL PROFICIENCIES At 1st level, you gain the listed proficiency ranks in the following statistics. You are untrained in anything not listed unless you gain a better proficiency rank in some other way. PERCEPTION Trained in Perception SAVING THROWS Trained in Fortitude Trained in Reflex Expert in Will SKILLS Trained in Occultism Trained in a Lore skill determined by your conduit Trained in a number of additional skills equal to 2 plus your Intelligence modifier ATTACKS Trained in simple weapons Trained in unarmed attacks DEFENSES Trained in light armor Trained in unarmored defense CLASS DC Trained in occult spell attack rolls Trained in ocoult spell DCs 3


TABLE 1-1: WEAVER ADVANCEMENT Your Level Class Features 1 Ancestry and background, initial proficiencies, weaver spellcasting, spell repertoire, threads, weaver's conduit 2 Skill feat, weaver feat 3 2nd-level spells, general feat, signature spells, skill increase 4 Skill feat, weaver feat 5 3rd-level spells, ability boosts, ancestry feat, skill increase 6 Skill feat, weaver feat 7 4th-level spells, general feat, resolve, skill increase 8 Skill feat, weaver feat 9 5th-level spells, ancestry feat, skill increase, weaver expertise 10 Ability boosts, skill feat, weaver feat 11 6th-level spells, alertness, general feat, skill increase 12 Skill feat, weaver feat 13 7th-level spells, ancestry feat, light armor expertise, lightning reflexes, skill increase, weapon specialization 14 Skill feat, weaver feat 15 8th-level spells, ability boosts, general feat, master weaver, skill increase 16 Skill feat, weaver feat 17 9th-level spells, ancestry feat, skill increase 18 Skill feat, weaver feat 19 General feat, legendary weaver, skill increase, tailor of fate 20 Ability boosts, skill feat, weaver feat Class Featurres You gain these abilities as a weaver. Abilities gained at higher levels list the level at which you gain them next to the features' names. ANCESTRY AND BACKGROUND In addition to what you get from your class at 1st level, you have the benefits of your selected ancestry and background, as described in Chapter 2 of the Core Rulebook. INITIAL PROFICIENCIES At 1st level, you gain a number of proficiencies that represent your basic training. These proficiencies are noted at the start of this class. WEAVER SPELLCASTING You access the well of power that resides throughout the realm, calling forth psychic magic with nothing but thought and will. You can cast occult spells using the Cast a Spell activity. You alter some of the standard spell components when casting spells you know from your weaver spellcasting. This represents how you exert your force towards the intended effect. Any of these components impart the concentrate trait to the spell you're casting, unless you are using the material components for that spell. You can substitute any material components with somatic components, though these tend to be simple movements of the hand or head compared to those used by other spellcasters. This substitution can cause you to have to perform two actions of somatic components. Your spells still have clear and noticeable visual and auditory manifestations as normal for a spellcaster. Each day, you can cast two 1st‑level spells. You must know spells to cast them, and you learn them via the spell repertoire class feature. The number of spells you can cast each day is called your spell slots. As you increase in level as a weaver, your number of spells per day increases, as does the highest level of spells you can cast, as shown on Table 1–2: Weaver Spells per Day. Some of your spells require you to attempt a spell attack roll to see how effective they are, or have your enemies roll against your spell DC (typically by attempting a saving throw). You would use your Constitution modifier for your spells gained by this class. HEIGHTENING SPELLS When you get spell slots of 2nd level and higher, you can fill those slots with stronger versions of lower‑level spells. This increases the spell’s level to match the spell slot. You must have a spell in your spell repertoire at the level you want to cast it to heighten it to that level. Many spells have specific improvements when they’re heightened to certain levels. The signature spells class feature lets you heighten certain spells freely. CANTRIPS Some of your spells are cantrips, and your choice of weaver's conduit class feature give you a unique cantrip. A cantrip is a special type of spell that doesn’t use spell slots. You can cast a cantrip at will any number of times per day. A cantrip is automatically heightened to half your level rounded up — this is usually equal to the highest level of psychic spell slot you have. For example, as a 1st‑level weaver, your cantrips are 1st‑level spells, and as a 5th‑level weaver, your cantrips are 3rd‑level spells. 4


TABLE 2-1: WEAVER SPELLS BY LEVEL Your Level Cantrips 1st 2nd 3rd 4th 5th 6th 7th 8th 9th 10th 1 5 2 — — — — — — — — — 2 5 3 — — — — — — — — — 3 5 3 2 — — — — — — — — 4 5 3 3 — — — — — — — — 5 5 3 3 2 — — — — — — — 6 5 3 3 3 — — — — — — — 7 5 3 3 3 2 — — — — — — 8 5 3 3 3 3 — — — — — — 9 5 3 3 3 3 2 — — — — — 10 5 3 3 3 3 3 — — — — — 11 5 3 3 3 3 3 2 — — — — 12 5 3 3 3 3 3 3 — — — — 13 5 3 3 3 3 3 3 2 — — — 14 5 3 3 3 3 3 3 3 — — — 15 5 3 3 3 3 3 3 3 2 — — 16 5 3 3 3 3 3 3 3 3 — — 17 5 3 3 3 3 3 3 3 3 2 — 18 5 3 3 3 3 3 3 3 3 3 — 19 5 3 3 3 3 3 3 3 3 3 1* 20 5 3 3 3 3 3 3 3 3 3 1* SPELL REPERTOIRE The collection of spells you can cast is called your spell repertoire. At 1st level, you learn one 1st‑level occult spell of your choice and four occult cantrips of your choice. You choose these spells from the common spells from the occult list or from other occult spells to which you have access. You can cast any spell in your spell repertoire by using a spell slot of an appropriate spell level. Your choice of weaver's conduit also grants you additional spells in your repertoire, starting with an additional 1st level spell of a total of 2 and one cantrip listed in your weaver's conduit for a total of 5. You add to this spell repertoire as you increase in level. Each time you get a spell slot (see Table 1–2: Weaver Spells per Day), you add a spell to your spell repertoire of the same level. At 2nd level, you select another 1st‑level spell; at 3rd level, you select one 2nd‑level spell, and so on. When you add spells, you might add a higher‑level version of a spell you already have, so you can cast a heightened version of that spell. Your weaver's conduit also adds additional spells to your repertoire as you gain spells of higher levels. Though you gain them at the same rate, your spell slots and the spells in your spell repertoire are separate. If a feat or other ability adds a spell to your spell repertoire, such as the spells you gain from your weaver's mind, it wouldn’t give you another spell slot, and vice versa. You do not have a focus pool, but there are weaver class feats that grant focus spells and increase your focus points. When you gain your first focus point from a weaver class feat, you also gain a focus pool of 1. (Though if you have focus spells from a source other than weaver, you can still spend Focus Points to cast them, as normal.) SWAPPING SPELLS IN YOUR REPERTOIRE As you gain new spells in your repertoire, you might want to replace some of the spells you previously learned. Each time you gain a level and learn new spells, you can swap out one of your old spells for a different spell of the same level. This spell can be a cantrip. You can also swap out spells by retraining during downtime. 5


CONCENTRATE WEAVER THREAD WEAVER THREADS You are able to visualize supernatural, luminous ties to certain things known as "threads." Threads are ethereal in appearance and created from the Sew Thread action (see below). They can also be severed, i.e. destroyed, with the Sever action (see below). You cannot sew a thread into yourself. Threads can also be created from your spells of 1st level or higher granted by your Conduit, and they allow you to enhance your weaver spells by other class features and feats. Each thread can only be used once, then it fades away as they become severed. A creature or an object can have only one thread tied to it at a given time; severing the previous thread in favor of the new thread. Threads can be severed if a Strike is made against them by a weapon, spell, or ability that can target incorporeal objects (AC equal to 10 + your level + your Constitution modifier). Threads automatically sever if you are more than 100 feet away from the threaded creature or object (gaining no benefits gained for the severing in this manner). SEVER Requirements You have a thread you created within 30 feet of you, or a thread has been placed on you. You sever the thread, causing one of a few effects if you created it. If the thread was created by you and on a creature, you have that creature either gain your choice of mental resist or mental weakness with a value equal to one-third of your weaver level (minimum of 1) until the start of your next turn. This effect can stack when used multiple times. SEW THREAD You attempt to sew a supernatural, lumious bond between you and your target. You target a creature or an item that is 1 cubic foot in size or smaller within 30 feet of you. If the target is an unwilling creature or unwilling sentient item, the target must make a basic Fortitude save against your spells save DC. Critical Success As a success, but the creature cannot gain threads by you for 1 minute. Success The thread is not sewn into the target. Failure You successfully sew a thread into the target. This thread last for 1 round or until your use the thread to enhance a spell. Critical Failure As a failure, but the thread lasts for 1 minute WEAVER'S CONDUIT A weaver can manipulate a particular energy by forming themselves into a conduit. This transformation into a personal conduit requires a ritual that varies in its processes and material components. Once this ritual is complete, the weaver becomes a conduit for, a channel for weaving a natural or esoteric force throughout the realm. Choose the type of conduit that you want to become. Your KEY TERMS You'll see these key terms in various weaver class features. One is more common than the other. Resonate It represents when a creature or object is vibrating at a certain frequency that would cause effects related to Sonic to occur. If a creature or object has this trait, it gains sonic weakness 1. If the creature has sonic weakness 5 or greater, the target will gain stunned 1 whenever taking sonic damage. On its own, it does little except cause slight discomfort. Thread This is a visual supernatural ability that uses the mind and form of the creature to exert their will. Abilities, actions, and spells with this trait sews one thread into an affected target. Threads are not magical. When a thread is destroyed, it is known as "severing" it. conduit grants you supernatural abilities, spells, and a Lore skill. You may further your conduit to later grant you other supernatural abilities and focus spells, but not all weavers following this path. When you roll a critical failure for the granted Lore skill, you have a normal failure instead. Your conduit also dictates the effects of your sacrificial binding, provide unique psionic talents and knacks you have access to, adds an focus spell you can use, and gives you one or more trained skills. Weaving the patterns of forces you encounter and can bring forth to achieve power and understanding. The following weaver conduits are presented in this document. Blood: Life and consanguinity weaved to connect you to others for proper flow and removal of clots. Shadow: Light and its presence is necessary to give meaning to darkness that it weaves for you to envelope all. Sound: Communication and effects weaves the attention for you to determine whether it be cooperation or hostility. Thermal: Warmth and frost are generated as they are weaved for your preservation or necessary transition. SACRIFICIAL BINDING Drawing upon a natural force of the world serves as an incredible task without a form of magic as a conduit. You cut out the need and weave as you see fit. Although, this weaving ability requires a binding ritual to be completed. One that requires a supernatural sacrifice; forgoing a portion of body and soul. The specific effects of your sacrificial binding are tied to the type of conduit you are, but all conduits follow the same progression. Your sacrificial binding involves a major reminder of your emergence as a weaver, but the sacrifice is repaid tenfold the longer you weave the force you are tied to. Your sacrificial binding has varying traits. You can’t mitigate, reduce, or remove the effects of your sacrificial binding by any means, including magical means, as it is 6 integral to your binding to the force you weave.


2ND 2ND 3RD 3RD 3RD 5TH 5TH 5TH 7TH 7TH 11TH 13TH 13TH 13TH 15TH 17TH 19TH 19TH SKILL FEATS At 2nd level and every 2 levels thereafter, you gain a skill feat. Skill feats are listed in Chapter 5 of the Core Rulebook and have the skill trait. You must be trained or better in the corresponding skill to select a skill feat. WEAVER FEATS At 2nd level and every even-numbered level thereafter, you gain a weaver class feat. GENERAL FEATS At 3rd level and every 4 levels thereafter, you gain a general feat. General feats are listed in Chapter 5 of the Core Rulebook. SIGNATURESPELLS Your instinctive weave some of your spells to be more flexible. For each spell level you have access to, choose one spell of that level to be a signature spell. You don’t need to learn heightened versions of signature spells separately; instead, you can heighten these spells freely. If you’ve learned a signature spell at a higher level than its minimum, you can also cast all its lower‑level versions without learning those separately. If you swap out a signature spell, you can choose a replacement signature spell of the same spell level at which you learned the previous spell. You can also retrain specifically to change a signature spell to a different spell of that level without swapping any spells; this takes as much time as retraining a spell normally does. SKILL INCREASES At 3rd level and every 2 levels thereafter, you gain a skill increase. You can use this increase to either become trained in one skill you’re untrained in, or become an expert in one skill in which you’re already trained. At 7th level, you can use skill increases to become a master in a skill in which you’re already an expert, and at 15th level, you can use them to become legendary in a skill in which you’re already a master. ABILITY BOOSTS At 5th level and every 5 levels thereafter, you boost four different ability scores. You can use these ability boosts to increase your ability scores above 18. Boosting an ability score increases it by 1 if it’s already 18 or above, or by 2 if it starts out below 18. ANCESTRY FEATS In addition to the ancestry feat you started with, you gain an ancestry feat at 5th level and every 4 levels thereafter. The list of ancestry feats available to you can be found in your ancestry’s entry in Chapter 2 of the Core Rulebook. HARDEN NEEDLEWORK Your proficiency rank for Fortitude saves increases to expert. RESOLVE You've steeled your mind with resolve. Your proficiency rank for Will saves increases to master. When you roll a success on a Will save, you get a critical success instead. WEAVER EXPERTISE Where you once struggle and fought against the great patterns around you, they yield less resistance with greater psychic power. Your proficiency rank for occult spell attack rolls and spells DC increases to expert. ALERTNESS You remain alert to threats around you. Your proficiency rank for Perception increases to expert. LIGHT ARMOR EXPERTISE You've learned how to dodge while wearing light or no armor. Your proficiency rank for light armor and unarmored defense increases to expert. LIGHTNING REFLEXES Your reflexes are lightning fast. Your proficiency rank for Reflex saves increases to expert. WEAPON SPECIALIZATION You've learned to inflict greater injuries with the weapons you know best. You deal 2 additional damage with weapons and unarmed attacks in which you are an expert. This damage increases to 3 if you're a master and 4 if you're legendary. MASTERWEAVING Your proficiency rank for your weaver class DC increase to master. GREATER RESOLVE Your experience has built up you mental resiliency. Your proficiency rank for Will saves increases to legendary. When you roll a success on a Will save, you get a critical success instead. When you roll a critical failure on a Will save, you get a failure instead. When you fail a Will save against a damaging effect, you take half damage. LEGENDARYWEAVER Your proficiency rank for your weaver class DC increase to legendary. TAILOR OFFATE You now fully grasp the nature of your power, allowing these energies you control to best apply to your intent. Add two common 10th-level occult spells to your repertoire. You gain a single 10th-level spell slot you can use to cast one of those two spells using weaver spellcasting. You don't gain more 10th-level spells as you level up, unlike other spell slots, and 7


NECROMANCY THREAD WEAVER you can't use 10th-level slots with abilities that give you more spell slots or that let you cast spells without expending spell slots. You can take the Sartorial Warping feat to gain a second slot. Connduits Choose the type of conduit you will to become and begin weaving its related force. Your chosen conduit also has a sacrifice related to it, which causes you to gain the initial sacrifice benefit. READING A CONDUITENTRY A conduit entry contains the following information, followed by a description of that conduit's sacrificial binding. Conduit Benefit The conduit benefit is a special ability (or abilities) you gain from becoming this type of conduit. Sacrifice Becoming this kind of conduit, you have or must undergo this sacrificial ritual. You gain the Initial Sacrifice benefit. The Restitution and Unification benefits can be obtained later should you hone your weaving capabilities. Trained Skill You become trained in a Lore skill of the listed subcategory. When you roll a critical failure for this skill, you have a normal failure instead. Granted Spells You learn these additional spells when you gain the spell slots capable of casting them. Each of these spells gain the thread trait when you cast them, allowing you to automatically sew up to one thread into an effected creature or object. Weaving Cantrip You learn a unique focus cantrip related to your conduit. BLOOD Conduit Benefit At each level, you gain Hit Points equal to 10 + your Constitution modifier from the weaver class, instead of 8 + your Constitution modifier. Sacrifice Sacrifice of Blood Trained Skill Anatomy Lore Granted Spells 1st: spirit link; 2nd: false life; 3rd: haste; 4th: sanguine mist; 5th: hallucination; 6th: dominate; 7th: regenerate; 8th: moment of renewal; 9th: massacre Weaving Cantrip Blood Trail SACRIFICE OF BLOOD Initial Sacrifice If you normally wouldn't be able to bleed, you can now bleed. Anytime you would take persistent bleed damage, the damage increases by 1, and the save DC for persistent bleed recovery checks and any skill check DC for Treat Wounds on you are increased by 5. Moreover, you only restore half the amount of hit points from healing items (minimum of 1). Restitution When a thread on an allied creature is severed, it regains a number of hit points equal to half of your weaver level. The ally must be conscious to regain these hit points, otherwise the creature is only stabilized. Unification You gain the Transfusion Thread action. In addition, whenever you deal bleed damage to a creature with a weaver spell of 1st level or higher, you can sever the thread to deal extra bleed damage equal to your Constitution modifier. The extra bleed damage is persistent on a critical success (spell attack) or critical failure (save). TRANSFUSION THREAD Requirements You are targeting a thread between two creatures that can bleed within 60 feet of you. You weave a thread to form a sort of tube between creatures. If both creatures are willing, it is an automatically a critical success. If a target is an unwilling creature, the target must make a basic Fortitude save against your spells save DC. Critical Success You successfully cause the thread to transfer life essence between the creatures. The thread is severed, and you cause up to a number of hit points equal to your weaver level to transfer from of the threaded creatures to the other. This lost of hit points cannot be prevented. Success As a critical success, but the maximum number of hit points is equal to half your weaver level. Failure The thread is severed and no hit points can be transferred. SHADOW Conduit Benefit You gain precise tremorsense 10 feet and imprecise tremorsense 20 feet, which can be used for seeing your targets for weaver spells as long as they are not behind standard or greater cover. You also gain the Blind-Fight feat. Sacrifice Sacrifice of Light Trained Skill Shadow Plane Lore Granted Spells 1st: penumbral shroud; 2nd: darkness; 3rd: shadow projectile; 4th: umbral graft; 5th: shadow walk; 6th: blanket of stars; 7th: shadow raid; 8th: undermine reality; 9th: unspeakable shadow Weaving Cantrip Snuff SACRIFICE OF LIGHT Initial Sacrifice You forgo your sense of sight to be embraced by the darkness. You are permanently blinded, and you are flat-footed while in areas of bright light for longer than 1 round. Restitution When a thread on a creature is severed, you may have it be blinded until the end of its next turn or dispel one source of light it is emitting. When a thread on a nonmagical object that emits light is severed, you can extinguish the light from it. Your precise tremorsense increases to 20 feet and imprecise tremorsense increases to 40 feet. Unification You gain the Silhouette action, your precise tremorsense increases to 40 feet, and your imprecise tremorsense increases to 80 feet. In addition, whenever you sever a thread on a creature or sentient object, it must make a Will save against your spell save DC or become frightened 1 (frightened 2 on a critical failure). 8


DARKNESS ILLUSION WEAVER AUDITORY RESONATE THREAD WEAVER SILHOUETTE Requirements You are targeting a creature or object with a thread within 30 feet of you. You sever a thread to leave an enveloping illusion to take hold on the target. You sever a thread on a creature or object, then it appears as a silhouette shadow of itself. You can sustain this illusion for up to 1 minute like Sustaining a Spell. While the silhouette shadow envelopes the creature or object, it gain a +2 circumstance bonus to Stealth checks and its manipulate actions are concealed. This effect ends early if the target enters an area of bright light. SOUND Conduit Benefit Your spells that deal sonic damage deal additional sonic damage equal to one-third of your weaver level and causes 1 target to gain the resonate trait until the start of your next turn. You also gain the Sign Language feat. Sacrifice Sacrifice of Sound Trained Skill Music Lore Granted Spells 1st: shockwave; 2nd: sound burst; 3rd: sculpt sound; 4th: air walk; 5th: repelling pulse; 6th: spellwrack; 7th: retrocognition; 8th: punishing winds; 9th: unfanthomable song Weaving Cantrip Resonating Strike SACRIFICE OF SOUND Initial Sacrifice You forgo speech to utilize the sounds around you. You are permanently mute (unable to speak) and permanently have the resonate trait. You may use somatic components to replace verbal components for your weaver spells, unless they result in you speaking, or the ability to speak, as part of a spell's effect. Restitution When a thread on a creature or object is severed, it gains the resonate trait until the end of its next turn or 1 round has passed. If it already has the resonate trait when severing that thread, you can have the target take 1d4 sonic damage. Unification You gain the Oscine action. In addition, you can communicate your thoughts through a telepathic bond with creatures and sentient objects using the threads sewn into them by you or other sound weavers. They cannot communicate to you using this method, unless they are sound weavers as well. OSCINE Requirements You are targeting a creature or object with the resonate trait. You weave a thread of sounds that harmonize. The target starts emitting a sound at a constant pitch that it could make with its mouth (or body if it doesn't have a mouth). Each creature and object within 10 feet of the target, including the target, gain the resonate trait. You can sustain this sound on the target makes with an action on each of your turns for up to 1 minute. At the start of the target's turns, it can make a basic Will save against your weaver spell save DC to attempt stop the effect early. Whenever you Sew Thread while sustaining this supernatural ability, the target of your Sew Thread action can start emitting a noise it can make at the same pitch of the previous target. When you stop sustaining this supernatural ability, all targets stop emitting their sounds. THERMAL Conduit Benefit When you Cast a Spell with the cold trait, you can declare before you finish casting the spell to change it to have the fire trait instead and vice-versa. If you do change it, the spell damage of that type will change to the other damage type as well for this cast only. Moreover, you can learn evocation spells from the primal spell list that have either the cold or fire traits as weaver spells. Sacrifice Sacrifice of Heat Trained Skill Weather Lore Granted Spells 1st: endure; 2nd: elemental zone; 3rd: elemental annhilation wave; 4th: fire shield; 5th: geyser; 6th: flame vortex; 7th: sunburst; 8th: boil blood; 9th: one with the land Weaving Cantrip Radiate SACRIFICE OF HEAT Initial Sacrifice You gain cold weakness 1 and fire weakness 1, and you treat environmental cold and environmental heat as one step higher. Moreover, the save DC for abilities, spells, and other sources with the cold or fire traits increases by 2 against you. Restitution When a thread on a creature is severed, that creature gains your choice of either resist or weakness to fire and cold damage equal to half your weaver level until the end of their next turn. When a thread on a flammable object is severed, you can have it catch fire. Unification You gain the Conductive Thread action. Moreover, any weaver ability, feat, or spells of 1st-level or higher that would give a creature a cold or fire weakness value, increase it by 1. Shadow Weaver 9


WeaverFeats Use this table to look up weaver feats by name. Feat Level Backstitch 2 Baste 4 Cantrip Expansion 2 Counterspell 1 Double Stitch 10 Echo Chamber 2 Echoing Aura 4 Effortless Concentration 16 Flash Fever 6 Flowing Aura 4 Forcible Energy 12 Gloomy Underlay 8 Hardened Circulation 2 Hidden Spell 6 Inner Web 14 Jack Loom 20 Keep Connected 6 Loose Ends 12 Multithreading 18 Opportunistic Tear 6 Penumbra Aura 4 Portentous Spell 16 Puppetry 8 Quickened Casting 10 Reach Spell 1 Reinforced Threads 8 Relay Spell 8 Sacrificial Restitution 6 Sacrificial Unification 12 Safe Haven 10 Sartorial Warping 20 Superior Severing 8 Taper Threads 12 Tempered Aura 4 Tether Weapon 4 Thread Spell 2 Tidyness 1 Trip Wire 6 Tug 1 Widen Spell 1 EVOCATION THREAD WEAVER FEAT 1 ABJURATION OCCULT WEAVER FEAT 1 CONCENTRATE METAMAGIC WEAVER FEAT 1 WEAVER FEAT 1 WEAVER CONDUCTIVE THREAD Requirements You are targeting a thread between any combination of two creatures or objects. You cause the thread to gather heat from its connections. The thread become tangible as it heats up, and both creatures or objects connected must make a basic Fortitude save against your spell save DC. Nonmagical objects that are flammable and no worn on a creature immediately ignite if connected to the thread. Then, the thread is severed. Critical Success The target takes no damage and doesn't gain a cold weakness value. The target is immune to this ability for 1 minute. Success The target takes 1d8 fire damage, and it gains cold weakness 1 for 1 round. Failure The target takes 2d8 fire damage, and it gains cold weakness 2 for 1 round. If the target already has a cold weakness value, increase it by 2 instead for 1 round. Critical Failure As a failure, except the fire damage increases to 3d8 and the duration for the cold weakness increases to 1 minute. Weavverr Feats At every level that you gain a weaver feat, you can select one of the following. You must satisfy any prerequisites before taking the feat. 1ST LEVEL COUNTERSPELL Trigger A creature Casts a Spell that you have prepared.; Requirements You have an unexpended spell slot you could use to cast the triggering spell. You expend one of your spell slots to counter the triggering creature’s casting of a spell that you have in your repertoire. You lose your spell slot as if you had cast the triggering spell. You then attempt to counteract the triggering spell. REACH SPELL You can extend the range of your spells. If the next action you use is to Cast a Spell that has a range, increase that spell’s range by 30 feet. As is standard for increasing spell ranges, if the spell normally has a range of touch, you extend its range to 30 feet. TIDYNESS Requirements You have severed at least 1 thread this turn. You are embolden by trimming excess threads. You gain a number of temporary hit points equal to the number of threads you severed this turn. TUG Requirements A thread you created is on a creature or object. You tug on a thread to pull the target closer to you. A non-sentinent object is pulled 15 feet towards you. A creature or sentinent object must make a basic Reflex save. Critical Success The target isn't pulled, the thread on that target is severed, and you take 1d4 mental damage from the sudden lost of connection. Success As a critical success, but you don't take mental damage. Failure You pull the target 10 feet towards you. Critical Failure As a failure, but the distance pulled is doubled. 110


FEAT 1 CONCENTRATE METAMAGIC WEAVER FEAT 2 ENCHANTMENT OCCULT WEAVER FEAT 2 WEAVER FEAT 2 WEAVER FEAT 2 WEAVER FEAT 2 FLOURISH WEAVER FEAT 2 CONCENTRATE METAMAGIC WEAVER FEAT 4 WEAVER FEAT 4 AURA WEAVER FEAT 4 AURA WEAVER FEAT 4 AURA WEAVER WIDEN SPELL You manipulate the energy of your spell, causing it to spread out and affect a wider area. If the next action you use is to Cast a Spell that has an area of a burst, cone, or line and does not have a duration, increase the area of that spell. Add 5 feet to the radius of a burst that normally has a radius of at least 10 feet (a burst with a smaller radius is not affected). Add 5 feet to the length of a cone or line that is normally 15 feet long or smaller, and add 10 feet to the length of a larger cone or line. 2ND LEVEL BACKSTITCH Requirements You have prepared to help another creature within 60 feet of you. Trigger An ally is using an action that requires a spell attack roll.; You try to reinforce the spell of your ally to weave a greater effect. To use this reaction, you must first prepare to help and explain to the GM you plan to use this reaction. Your GM will determine whether or not you are able to Backstitch your ally's spell. When you use this reaction, attempt a skill check or spell attack roll of a type decided by the GM to Aid your ally. Critical Success You grant your ally a +2 circumstance bonus to the spell attack roll. Success You grant your ally a +1 circumstance bonus to the spell attack roll. Failure You grant no bonus to the spell attack roll. Critical Failure Your ally takes a –1 circumstance penalty to the spell attack roll. CANTRIP EXPANSION A greater understanding of your supernatural capabilities broadens your range of simple knacks. Add two additional cantrips from your spell list to your repertoire. ECHO CHAMBER Prerequisites Sound Conduit You learn to enforce an echoing rattle into creatures and objects that could shatter them. You gain a focus point and learn the echo chamber focus spell. HARDENED CIRCULATION Prerequisites Blood Conduit You learn to shape your blood to become sharp thimble-like claws. You gain a focus point and learn the hardened circulation focus spell. SHARED SKILL Requirements A creature or sentient object has a thread on it other than you. You sever the thread to leave them with lingering aid. You declare a skill in which you are trained. The thread on the target is severed, and it can add a +2 status bonus to the next roll for that skill until the start of your next turn. THREAD SPELL You weave your next spell to be threaded. If the next action you use is to Cast a Spell that targets creatures or objects but isn't an area of effect, that spell gains the Thread trait, allowing you to sew one thread into a creature effected by the spell. 4TH LEVEL BASTE Prerequisites Tug You quickly pull upon nearby loose threads. You gain a focus point and learn the Baste focus spell. ECHOING AURA Prerequisites Sound Conduit Your presence seems to leave a slightly delayed echo in the sounds of others. This 20-foot aura causes enemies to take a -1 status penalty to concentrate and substain checks while within the aura. FLOWING AURA Prerequisites Blood Conduit You soak the air with the blood of your enemies. This 20-foot aura causes enemies to increase any persistent bleed damage they take by 1 and the DC for persistent bleed recovery checks and Treat Wounds on those creatures increases by 1 while within the aura. PENUMBRA AURA Prerequisites Shadow Conduit You are encompassed by a veil of shade. This 20-foot aura causes enemies to take a -1 status penalty on saving throws against darkness. 1111


FEAT 4 AURA WEAVER FEAT 4 MANIPULATE THREAD WEAVER FEAT 4 WEAVER FEAT 6 WEAVER FEAT 6 CONCENTRATE MANIPULATE METAMAGIC WEAVER FEAT 6 THREAD WEAVER TEMPERED AURA Prerequisites Thermal Conduit You exude an aura of thermal energy that saps the heat of others. This 20-foot aura causes enemies to reduce cold resistance and fire resistance by 1. If the creature does not have cold resistance or fire resistance, they gain cold weakness 1 or fire weakness 1. They gain both weaknesses if they don't have either. TETHER WEAPON Requirements You are wielding a one-handed melee weapon. You draw upon the forces you weave to sew a thread in a weapon you are wielding. The weapon temporarily gains the tethered trait until the end of your next turn; when the thread severs. If you critically fail the attack roll, the thread is immediately severed and the weapon loses the tethered trait. WARP-AND-WEFT Prerequisites Tug When you use the Tug action and the target roll a failure or critical failure, you can push or pull them 10 feet in any direction instead. Should that direction be the ground, unless the target rolled a critical failure or is willing, the target must make a basic Fortitude save against your spell save DC or be knocked prone. 6TH LEVEL FLASH FEVER Prerequisites Thermal Conduit You learn to conduct a vast amount of thermal energy in an instant. You gain a focus point and learn the flash fever focus spell. HIDDEN SPELL Prerequisites Shadow Conduit You weave a mask for the spell your preparing. If the next action you use is to Cast a Spell, that spell loses the visual trait as its visual manifestations are hidden. If the spell would have the light trait, it lose that trait and gains the darkness trait. KEEP CONNECTED Trigger You severed a thread on an ally as part of your last action.; Frequency twice per day You sew a thread to an ally within 30 feet of you. That ally had to have a thread on them during your last action. SAMPLE WEAVER THERMAL WEAVER Image: Crackle with Power by Micah Eipstein ABILITY SCORES Prioritize Dexterity for defense and Constitution for your weaver abilities and various spells SKILLS Acrobatics, Diplomacy, Nature, Occultism, Survival CONDUIT Thermal FEATS Cantrip Expansion (2nd), Flash Fever (6th), Quickened Casting (10th), Safe Haven (10th), Tempered Aura (4th), Tug (1st), Widen Spell (1st) 112


FEAT 6 WEAVER FEAT 6 WEAVER FEAT 6 WEAVER FEAT 6 WEAVER FEAT 8 CONCENTRATE CONTROLLED WEAVER FEAT 8 WEAVER FEAT 8 CONCENTRATE MANIPULATE METAMAGIC WEAVER FEAT 8 WEAVER FEAT 10 THREAD WEAVER FEAT 10 CONCENTRATE METAMAGIC WEAVER FEAT 10 CONCENTRATE WEAVER OPPORTUNISTIC TEAR Trigger A creature with a thread attempts to Cast a Spell.; You quickly sever a thread on the creature to throw them off balance. The thread is severed on that creature, and the creature must immediately make a basic Will save or take a circumstance penalty to that spell attack or spell save DC equal to half your level, rounded down. If the creature rolls a critical failure on the save, the spell is countered. SACRIFICIAL RESTITUTION Prerequisites Weaver's Conduit class feature You are on the path of mending the sacrifice made to become the conduit you are. You gain the benefits of your Sacrificial Binding's restitution. STEADY SPELLCASTING Confident in your technique, you don’t easily lose your concentration when you Cast a Spell. If a reaction would disrupt your spellcasting action, attempt a DC 15 flat check. If you succeed, your action isn’t disrupted. TRIP WIRE You utilize a thread in a sudden trap-like manner. You gain a focus point and learn the trip wire focus spell. 8TH LEVEL PUPPETRY Requirements A creature with a thread sewn into it by you or another weaver. Thr threads are sewn deeper into their body as you attempt to puppeteer the creature. The target must make a basic Will save. If the creature is willing, it automatically results in a critical failure. Then, at the end of this action, all threads on the creature are severed and treated as only one thread was severed. Critical Success The creature is not effected, and you take a -1 circumstance penalty to actions, abilities, and spells with the controlled trait until the start of your next turn. Success As a critical success, but you don't take the related penalty. Failure The creature immediately perform one action of your choice. The action can only be one of the following: Crawl, Shove, Release, Stand, or Step. Critical Failure As a failure, except the creature performs two actions of your choice from the list above as well as being able to choose the following: Drop Prone, Leap, or Strike. REINFORCED THREADS You channel greater focus with your threads to ensure their connections are strong. Threads you created gain a bonus to AC equal to your training in your spell save DC. You can also now sew threads onto objects up to 10 cubic feet in size. RELAY SPELL Prerequisites Sound Conduit, thread spell Resonating creatures and objects can relay your spells. Choose a creature or object with the resonate trait within 15 feet of you. The range is doubled for any target that currently has a thread sewn into it by you. The target become the origin point of your next spell you cast. SUPERIOR SEVERING Prerequisites You have the Sever action. Your dedicated severing provides stronger effects. Whenever you use the Sever action, you can have the target gains a circumstance bonus (when granting mental resist) or circumstance penalty (when granting mental weakness) to saves against mental equal to onethird of your weaver level. 10TH LEVEL DOUBLE STITCH Your weaves are finer and come easier to you when sewing them into things. You can now sew up to two threads into a creature or object at a given time. QUICKENED CASTING Frequency once per day If your next action is to cast a cantrip or a spell that is at least 2 levels lower than the highest level spell slot you have, reduce the number of actions to cast it by 1 (minimum 1 action). Special This can only be used on a cantrip or spell from the class matching the one you gained this feat from SAFE HAVEN Prerequisites Thermal Conduit Frequency once per day Craft a protective area for you and your friends. Choose any number of creatures with threads sewn into them by you, then all their threads are severed. For the next hour, you and the chosen creatures treat environmental cold and heat effects as mild, and any creature that makes a melee Strike against you or the chosen creatures takes 2d6 cold damage and 2d6 fire damage on a hit. 113


FEAT 12 MANIPULATE METAMAGIC WEAVER FEAT 12 WEAVER FEAT 12 WEAVER FEAT 12 CONCENTRATE WEAVER FEAT 14 THREAD WEAVER WEAVER FEAT 16 FEAT 16 MANIPULATE MENTAL METAMAGIC VISUAL WEAVER FEAT 18 THREAD WEAVER FEAT 20 THREAD WEAVER FEAT 20 WEAVER 12TH LEVEL FORCIBLE ENERGY You perform complex manipulations to make the energy from your spells so powerful that your enemies remain vulnerable to it afterward. If your next action is to Cast a Spell that deals acid, electricity, fire, or sonic damage, you can select one target that was damaged to gain weakness 5 to that damage type until the end of your next turn. If a spell deals multiple types of energy damage, choose one that the target gains weakness to. This has no effect on creatures with resistance or immunity to the energy type you choose. LOOSE ENDS Your threads now yield a longer but loosen tie. Your threads can be up to 500 feet away before they are severed, but you must make a DC 10 flat check when attempting to use a thread you created that is greater than 100 feet away from you for any action, ability, or spell. This flat check gains the concentrate trait when you roll it. If you fail that check, the thread is severed, no benefits gained. SACRIFICIAL UNIFICATION Prerequisites Sacrificial Restitution You have mended the pain of your sacrifice; becoming unified with the force you wield. You gain the benefits of your Sacrificial Binding's unification. TAPER THREADS Frequency once per day You narrow the pool of threads to focus. All threads you created are immediately severed, and you Refocus. 14TH LEVEL INNER WEB Prerequisites Keep Connected Trigger You severed a thread on one or more allies during your last action; Frequency once per day You sew threads to an any number of allies within 30 feet of you. Each ally had to have a thread on them during your last action. 16TH LEVEL EFFORTLESS CONCENTRATION Trigger Your turn begins; You maintain a spell with hardly a thought. You immediately gain the effects of the Sustain a Spell action, allowing you to extend the duration of one of your active class spells. PORTENTOUS SPELL Your spellcasting is rife with strange lights, esoteric gestures, and other captivating effects that befuddle your foes. If the next action you use is to Cast a Spell, any creature that attempts to use a reaction triggered by your Cast a Spell activity takes a –2 circumstance penalty to attack rolls and skill checks rolled as part of the reaction. In addition, if the spell includes a spell attack roll or requires a saving throw, creatures you hit or that fail their saves are fascinated with you until the start of your next turn. 18TH LEVEL MULTITHREADING Prerequisites Double Stitch Your weaves entangle your targets as more-and-more stitching are made. You can now sew up to three threads into a creature or object at a given time. If three threads are on a creature or object when you would sever a thread to cause a save to be rolled, you may sever three threads instead to have the creature roll two d20s and take the lower result. 20TH LEVEL JACK LOOM Trigger You roll for initiative.; You can choose up to three creatures or objects within 30 feet of you to immediately gain a thread. At the start of each of your turns during this encounter, you can choose one creature or object within 30 feet of you to have a thread sewn into them as a free action. SARTORIAL WARPING Your conduit grants your an eloquence to warping the realm to a magnificent work of art. You gain an additional 10th-level spell slot. 114


FEAT 2 UNCOMMON ARCHETYPE DEDICATION MULTICLASS FEAT 4 ARCHETYPE FEAT 4 ARCHETYPE FEAT 4 ARCHETYPE FEAT 6 ARCHETYPE FEAT 12 ARCHETYPE FEAT 18 ARCHETYPE Weavverr You've taken the leap into becoming an estranged being known as a weaver. The ritualistic sacrifice to form yourself as a conduit must be taken first. MULTICLASSWEAVER CHARACTERS The weaver archetype grants you access to a weaver conduit, but you must perform a ritual that would serve as a sacrifice necessary to be dedicated and being weaving (GM's discretion). It's a particularly unique multiclass for characters who want a challenge or willing to delve into the esoteric arts. Alchemist weavers may believe the sacrifice in becoming a conduit is a necessary step in their research. Threads can assist with quick item retrieval and combine well with the use of mutagens and poisons. Champion weavers can use their threads to enhance their spellcasting and may associate their sacrifice to join the higher ranks of a sect or cult. Druid weavers may form links with the forces of nature in more ways than previously available. Forming threads that act as roots and vines to the chaotic battlefield. Akin to a spider, weaving threads frequently and knowing when to strike. Oracle weavers may be troubled by their curse and sacrifice, yet it is all the more rewarding in the end. Wizard weavers will find the sacrifice worth the greater control and sway in duels. They could weave threads to reposition allies and enemies into favorable situations. WEAVER DEDICATION Prerequisites WIS 14 You undergo the supernatural binding ritual to become a conduit for weaving. Choose a Weaver's Conduit. You become trained in that conduit's Lore skill; for this skill in which you were already trained, you instead become trained in a Lore skill with a subcategory of your choice. In addition, you gain only your conduit's initial sacrifice as part of the binding. You also cast spells like a weaver. You gain access to the Cast a Spell activity. You gain a spell repertoire with two common cantrips from the Occult spell list, from the spells granted by your conduit, or any other occult cantrips you learn or discover. You're trained in spell attack rolls and spell DCs for occult spells. Your key spellcasting ability for weaver archetype spells is Wisdom. You don't gain any other abilities from your choice of conduit. Special You cannot select another dedication feat until you have gained two other feats from the weaver archetype. BASIC INLAY Prerequisites Weaver Dedication Your bond as a conduit is increasing. You gain a 1st- or 2nd-level weaver feat of your choice. BASIC WEAVER SPELLCASTING Prerequisites Weaver Dedication You gain the basic spellcasting benefits for weaver spells. THREADING Prerequisites Weaver Dedication You gain access to the Sever and Sew Thread actions, and you can create threads from spells gained from this archetype. You can create only one thread per spell of 1st level or higher. ADVANCED INLAY Prerequisites Basic Inlay Sewing the path forward, you gain one weaver feat. For the purpose of meeting its prerequisites, your weaver level is equal to half your character level. Special You can select this feat more than once. Each time you select it, you gain another weaver feat. EXPERT WEAVER SPELLCASTING Prerequisites Basic Weaving; master in Occultism You have become an expert with weaving your spells. You gain expert spellcasting benefits for weaver spells. MASTER WEAVER SPELLCASTING Prerequisites Expert Weaving; legendary in Occultism You are mastering this dippage into what it means to be a weaver. You gain master spellcasting benefits for weaver spells. 111155


CANTRIP 1 CANTRIP DIVINATION OCCULT Range touch; CANTRIP 1 CANTRIP EVOCATION OCCULT Range 10 feet (burst); CANTRIP 1 ATTACK CANTRIP OCCULT SONIC Range 30 feet; CANTRIP 1 CANTRIP DARKNESS OCCULT TRANSMUTATION Range 15 feet ; Spells BLOOD TRAIL Cast somatic, verbal Targets Blood of a creature or tracks of a creature Duration 10 minutes You gain a +1 circumstance bonus when using a Survival check to track creatures that have been injured by you or another creature. Make a Survival check to track a creature. The creature must be able to bleed to track it, and the blood or tracks are to track only that creature. Heightened (3rd) The duration increases to 30 minutes. Heightened (5th) The duration increases to 1 hour and the bonus increases to +2. Heightened (7th) The duration increases to 4 hours and the bonus increases to +3. Heightened (9th) The duration increases to 8 hours and the bonus increases to +4. When you are within 30 feet of that creature, you automatically sew a thread into that creature. RADIATE Cast somatic, verbal Targets Self You emit a wave of your inner heat to transfer into and burn other creatures. Each creature within 10 feet of you, except you, makes a basic Reflex save. Your cold weakness increases by 1 for 1 round. Success The creature does not gain the persistant fire damage. Failure A creature gain 1d4 persistent fire damage for 1 round. Critical Failure As a failure, but the creature also increases its fire weakness by 1 for 1 round. Heightened (3rd) The persistent damage increases to 1d4 + your spellcasting ability modifier. Heightened (5th) The persistent damage increases to 2d4 + your spellcasting ability modifier. Heightened (7th) The persistent damage increases to 3d4 + your spellcasting ability modifier. Heightened (9th) The persistent damage increases to 4d4 + your spellcasting ability modifier. On a critical failure, a creature automatically has a thread sewn into them. RESONATING STRIKE Cast somatic Targets 1 Creature or object You gather the sounds around you to concentrate into a directed force. Make a spell attack. If you hit, you deal 1d6 sonic damage plus 1 splash sonic damage. On a critical success, the target also gains the resonate trait for 1 round. Heightened (3rd) The initial damage increases to 1d6 + your spellcasting ability modifier, and the splash damage increases to 2. Heightened (5th) The initial damage increases to 2d6 + your spellcasting ability modifier, and the splash damage increases to 3. Heightened (7th) The initial damage increases to 3d6 + your spellcasting ability modifier, and the splash damage increases to 4. Heightened (9th) The initial damage increases to 4d6 + your spellcasting ability modifier, and the splash damage increases to 5. On a critical success, you also automatically sew a thread into the target. SNUFF Cast somatic, material Targets One nonmagical object emitting light You snuff out a light source to have darkness envelope its surroundings. You extinguish one source of light on the object. Heightened (3rd) The number of objects or sources of light on an object you can target increases to 2, and the range increases to 30 feet. Heightened (5th) The number of objects or sources of light on an object you can target increases to 3. Heightened (7th) The number of objects or sources of light on an object you can target increases to 4, and you can sew a thread into one of your targets. Heightened (9th) The number of objects or sources of light on an object you can target increases to 5, the range increases to 60 feet, and you can sew a thread into two of your targets. 116


SPELL 2 CONCENTRATE TRANSMUTATION WEAVER Range 60 feet ; SPELL 1 CONCENTRATE THREAD TRANSMUTATION WEAVER Range Touch ; SPELL 1 CONCENTRATE THREAD TRANSMUTATION WEAVER Range 30 feet ; SPELL 4 CONCENTRATE DARKNESS TRANSMUTATION WEAVER Range 20 feet (aura); SPELL 1 CONCENTRATE TRANSMUTATION WEAVER Range Self; SPELL 3 CONCENTRATE THREAD TRANSMUTATION WEAVER Range 60 feet ; Focus Spells BASTE Cast somatic, verbal Targets Up to 4 creatures or objects with threads sewn into them Each chosen creature or sentient object must make a basic Reflex save. Any willing creature or non-sentient object of 1 cubic foot or less automatically fail the save. Non-sentient objects that are larger than 1 cubic foot automatically succeed the save. Critical Success The creature or object isn't pulled, the thread is severed, and you take 1d4 mental damage. Success As a critical success, but you don't take mental damage. Failure The creature or object is pulled up to 15 feet towards you. Critical Failure The creature or object will be moved around obstacles between the you and them until they are within 5 feet of you. ECHO CHAMBER Cast somatic Targets 1 unattended object or a creature A high-frequency sonic attack that rattles and possible shatters a creature or object you touch. You deal 2d10 sonic damage to the target. If the target is an object, you ignore the object's Hardness if it is 4 or lower. On a critical success, the target gains the resonate trait. Heightened (3rd) Until the start of your next turn, any noises the target makes can be clearly heard at distances of up to 300 feet regardless of ambient sound, although your voice doesn't penetrate a magical silence effect. Heightened (7th) The sonic damage increases to 3d10. For 1 minute, any noises the target makes can be clearly heard at distances of up to 300 feet regardless of ambient sound, although your voice doesn't penetrate a magical silence effect. FLASH FEVER Cast somatic, verbal Targets One creature You point and suddenly conduct a vast amount of thermal energy into a creature; throwing off their homeostasis. The target must make a basic Fortitude save. Critical Success The creature takes no damage and gain no other effects. The target is immune to this spell for the next hour. Success The creature treats environmental cold and heat as one step higher. Failure The creature takes 1d6 persistent fire damage for 1 round and treats environmental cold and heat as two steps higher. Critical Failure As a failure, except the persistent fire damage increases to 2d6. Heightened (3rd) The persistent fire damage increases to 1d6 + your spellcasting modifier, or 2d6 + your spellcasting modifier on a critical failure. Heightened (7th) The duration of the persistent fire damage increases to 4 rounds on a critical failure. GLOOMY UNDERLAY Cast somatic Targets Self Duration Sustain up to 1 minute You bring forth a gloomy atmosphere about you. Each creature within 20 feet of you, except you, gains greater darkvision for the affected area. You gain precise tremorsense for 20 feet while sustaining this spell. Creatures with threads sewn into them have greater darkvision 60 feet until this spell ends or all threads on them are severed. Heightened (7th) The range of this spell increases to 30 feet. HARDENED CIRCULATION Cast somatic Targets Self Duration 1 minute Your blood hardens like sharp thimbles on your fingertips. Unless your current hit points is equal to your maximum hit points, you first take 1d4 bleed damage. You gain the Blood Thimbles simple brawling weapon with the agile, modular (b, p, s), finesse, and free-hand traits and deals 1d6 damage on hit. Heightened (3rd) Damage you deal with Blood Thimbles increases to 1d6 + your spellcasting ability modifier. Heightened (7th) Damage you deal with Blood Thimbles increases to 2d6 + your spellcasting ability modifier, and targets of Strikes made with Blood Thimbles gain 1 persistent bleed damage on a critical success. Heightened (9th) Damage you deal with Blood Thimbles increases to 3d6 + your spellcasting ability modifier, and targets of Strikes made with Blood Thimbles gain 1d4 persistent bleed damage on a critical success. TRIP WIRE Cast somatic, verbal Targets One thread you created Each creature in-between your thread must make a basic Reflex save as the thread becomes tangible momentarily like a thin wire. Critical Success As a success but the creature also isn't clumsy 1. Success The creature isn't knocked prone and don't gain a thread. They gain clumsy 1 for 1 round. Failure The creature is knocked prone and takes 2d6 bludgeoning damage. Critical Failure As a failure, except the creature also is stunned 1 and gains a thread. 117


Updates Last Update- October 16,2022 With each playtest of this class, I hope to bring it to a balanced and enjoyable experience. It may prove challenging to some players with the initial sacrifice as part of a Weaver's Conduit, but it is worth persevering in spite of that. Even so, feedback is always appreciated via message to my Reddit account (u/FrontB). Version1.2 Added Superior Severing and Tidyness as new class feats. Updated Threads description and added Sever action. Threading archetype feat also grants Sever action. Weaver's Conduit class feature now states the granted Lore skill causes skill check rolls with that skill go from critical failures to be normal failures instead. Weaver Multiclass Archetype now grants spellcasting in its dedication feat. Basic Weaving, Expert Weaving, and Master Weaving have been updated to grant the appropriate weaver spellcasting benefits. All weaver conduits have been rebalanced and improved transparency of their benefits and sacrificial binding tiers. Fixed some Trigger events to be Requirements on some class feats for proper rulings. Moved Updates to separate page. Version1.1 Key Ability has been changed from Constitution to Wisdom after balancing concerns and lack of use for Constitution as a resource. Weaver multiclass archetype added and requires WIS 14. Fixed various typos Version1.0 Initial release of the Weaver class 118


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