You are on page 1of 37

Fifth Edition Homebrew

In an age of war and conquest the Weavers were the greatest warriors of the ancient
Urukan Empire.

Public Version 1 V4.6 HOST


Variant Rules 33
3 Falling & Flying Variant .................................. 33
Weavers Full Lashing Manoeuvrability ...................34
Weavers of Uruk ..........................................................3 Honour & Dishonour ...........................................35
Powers of the World ...............................................3 Alternate Alignment ........................................... 36
Doomed to Sacrifice ...............................................3
Orders of Weaver .......................................................3
Weaver Class Features 4
1st - 2nd Level ...............................................................5
3rd - 7th Level .............................................................. 6
8th - 20th Level ........................................................... 7
Weaver Orders ...............................................................8
Companion Information ...................................8
1 - Skysoul ....................................................................... 9
2 - Aeon ............................................................................ 10
3 - Dragoon ................................................................. 12
4 - Luxen .......................................................................... 13
5 - Shunter ....................................................................16
6 - Re;Moire .................................................................. 17
7 - Traumer ....................................................................18
8 - Brightsmith .........................................................19
9 - Null .............................................................................20
10 - Threadbinder ................................................... 21
Spell List & Expanded Spells 22
Order Familiars 24
Firestar .............................................................................. 24
Kaia ........................................................................................24
Raken ................................................................................... 25
Light .....................................................................................25
Chwinga ............................................................................ 26
List Imp ............................................................................... 26
Paralisid ............................................................................27
Anubian ..............................................................................27
Killmoulis ...................................................................... 28
Mol'Gol .............................................................................28
The Weavers Essence Table 29
Multiclassing ..............................................................29
Weaver Items 30
Spell Gem ..........................................................................30
The Darker Side 31
The Void ............................................................................31
Corruption .................................................................... 32

WEAVER | TABLE OF CONTENTS


2
Weavers

A
Tiefling projects a barrier woven from thin air
as a volley of arrows are launched at his party, Orders of Weaver
dropping it a second later and launching The weavers way of of drawing power directly from the
three lances of raw destruction that reduce weave leads to that power being much rawer than other
the bandits to ash. A Half-elf dashes into a forms, which leads to many variations and types. As such,
darkened room, slams the door behind her while the world was in chaos they forged alliances as a unit
and suddenly infuses the entryway with raw to establish order. Those with similar powers formed
magic. The slams of the chasing guards can be heard Weaver Orders, that could teach other weavers and protect
behind the entry way, unable to break in as she flees into their lands.
the night and a Human flies through the air, the threads of
the weave carrying him. The feeling in his gut doesn’t tell
him he is flying however; it says he is falling. As if the very Doomed to Sacrifice
force of gravity was shifted away from where down After the death of Mystral not only the weavers but all
normally is. magic users lost their powers. This sent the Final battle of
All of these people have descendants that lead back to the the Great Hunt massively in the favour of Malar. To prevent
people of Uruk, more specifically those that kept the power a great loss the bulk of the Weavers sacrificed their power
they were granted. The Weavers, that fought against Malar to let Mystral reform as a new god, Mystra. After, a select
in the Great Hunt. few were chosen by Mystra to gain back their powers to
help them defend the defenceless. However this left the
Orders in shambles and after a thousands years they have
Weavers of Uruk yet to recover.
The Weavers were once plentiful in the city of Urukanium.
Given their power from raw magical energy flowing Creating a Weaver
through a tear in reality. The weavers of Uruk were some of
the most capable fighters it the Urukan army, and so When creating a Weaver, think about your characters ideals
earned prestige and renown during their time as a military and drive for adventure. Does the character want to
force. protect? Do they know something about their family history
and want to uncover it? What drives them to become a
more powerful Weaver? Is it a need for power or something
Powers of the World more altruistic? Was someone in your family able to train
Weavers harness power from many aspects of the world. All you, or did you find out your powers on your own?
seeding from the weave itself which means they could also Consider how your character interacts with the world, and
receive information along the strands of the weave and what they represent. Consult with your DM regarding
create things from those same strands. The most powerful guilds or societies your character might belong to.
weavers could feel the strands of the weave negating the
need to see at all.

WEAVER | INFORMATION
3
Quick Build Proficiencies
Armor: Light Armor, Medium Armor and Shields
You can make a Weaver quickly by following the following Weapons: Simple Weapons, Martial Weapons
suggestions. For most weavers you'll want to start with Tools: None
Dexterity or Strength as your highest attribute and then Saving Throws: Dexterity and Constitution
your subclasses modifier next, Charisma for Skysoul, Skills: Choose two Skills from Acrobatics, Athletics,
Dragoon or Re;Moire, Wisdom for Aeon, Luxen or Arcana, Deception, Intimidation, Investigation, Persuasion
Brightsmith. Intelligence for Null, Shunter or Traumer, and and Religion
Honour for Threadbinder. Then choose the Soldier
background. Equipment
You start with the following equipment, in addition to the
Class Features equipment granted by your background:
As a Weaver, you gain the following class features: (a) Leather Armor or (b) Scale Mail (c) Chain mail (if
proficient)
Hit Points (a) A spear or (b) A halberd
Hit Dice: 1d8 per Weaver level. (a) A shortsword or (b) A longsword
Hit Points at 1st Level: 8 + Constitution Modifier. (a) a Dungeoneer's Pack or (b) an Explorer's Pack
Hit Points at Higher Levels: 1d8 (or 5) + your
Constitution modifier per Weaver level after 1st.

The Weaver
Proficiency Woven Art Mana Spells
Level Bonus Features Die Capacity Known 1st 2nd 3rd 4th 5th
1st +2 Order Companion, Weaver Order, — — — — — — — —
Weapon Weaving
2nd +2 Spellcasting, Fighting Style — — 2 2 — — — —
3rd +2 Mana Absorption, Weaver Order feature 1d4 15 3 3 — — — —
4th +2 Ability Score Improvement, Manipulating 1d4 20 3 3 — — — —
Magic
5th +3 Extra Attack 1d6 25 4 4 2 — — —
6th +3 Weaver Order feature 1d6 30 4 4 2 — — —
7th +3 Empowered Magic 1d6 35 5 4 3 — — —
8th +3 Ability Score Improvement, Background 1d6 40 5 4 3 — — —
Strands
9th +4 - 1d6 45 6 4 3 2 — —
10th +4 Weaver Order feature 1d6 50 6 4 3 2 — —
11th +4 Adept Manipulation 1d8 55 7 4 3 3 — —
12th +4 Ability Score Improvement 1d8 60 7 4 3 3 — —
13th +5 - 1d8 65 8 4 3 3 1 —
14th +5 Weaver Order feature, Strand Sensitive 1d8 70 8 4 3 3 1 —
15th +5 Extended Absorption 1d8 75 9 4 3 3 2 —
16th +5 Ability Score Improvement 1d10 80 9 4 3 3 2 —
17th +6 - 1d10 85 10 4 3 3 3 1
18th +6 Strand Barrier 1d10 90 10 4 3 3 3 1
19th +6 Ability Score Improvement 1d10 95 11 4 3 3 3 2
20th +6 Weave Mastery 1d10 100 11 4 3 3 3 2

WEAVER | CLASS
4
Order Companion Spellcasting
At 1st level, you gain the service of a companion specific to By the time you reach 2nd level, you have a stronger
your Weaver Order. connection to the weave allowing you to pull from it more
If you are a Skysoul it is a Firestar. If you are an Aeon it readily.
is a Kaia. If you are a Dragoon it is a Raken. If you are a
Luxen it is a Light. If you are a Shunter it is a Chwinga. If Spell Slots
you are a Re;Moire it is a List Imp. If you are a Traumer it The Weaver table shows how many Spell Slots you have to
is a Paralisid. If you are a Brightsmith it is a Living Wick. cast your Spells of 1st level and higher. To cast one of these
If you are a Null it is a Killmoulis and if you are a Spells, you must expend a slot of the spell's level or higher.
Threadbinder it is a Mol'Gol. You regain all expended Spell Slots when you finish a Long
Your companion understands any languages you speak Rest.
and can communicate with you if it has the capabilities to For example, if you know the 1st-level spell False Life
do so. It can become invisible and intangible to creatures and have a 1st-level and a 2nd-level spell slot available, you
that is chooses other than yourself. Your companion acts can cast False Life using either slot.
independently of you. In Combat, it acts on your Initiative. Spells Known of 1st Level and Higher
Weaver Order You know two 1st-level spells of your choice from the
Weaver spell list. The Spells Known column of the Weaver
At 1st level, you choose your Weaver Order that informs table shows when you learn more Weaver spells of your
how you will progress as a Weaver, becoming a: Skysoul, choice. Each of these spells must be of a level for which you
Aeon, Dragoon, Luxen, Shunter, Re;Moire, Traumer, have spell slots. For instance, when you reach 5th level in
Brightsmith, Null, or Threadbinder, all detailed at the end this class, you can learn one new spell of 1st or 2nd level.
of the class description. Your Weaver Order choice grants
you features at 1st level, and then again at 3rd, 6th, 10th, Additionally, when you gain a level in this class, you can
and 14th level. choose one of the weaver spells you know and replace it
with another spell from the weaver spell list, which also
Weapon Weaving must be of a level for which you have spell slots.
At 1st level, as an action you can create a magical weapon Spellcasting Ability
from your companion, forming in your empty hand. You can You spellcasting ability is the same as your Order modifier;
choose the form that this melee weapon takes each time Your innate connection to magic allows you to wield these
you create it. spells. You use your Order modifier whenever an weaver
You can bond one Magic Weapon by performing a spell refers to your spellcasting ability. In addition, you use
Special ritual while you hold the weapon. You perform the your Order modifier when setting the saving throw DC for
ritual over the course of 1 hour, which can be done during a an weaver spell you cast and when making an attack roll
short rest. You can then dismiss the weapon, letting you with one.
companion absorb it. Artifacts and Sentient Weapons need
to form a full strength Lihovin Bond before they can be Spell save DC = 8 + your proficiency bonus + your Order
affected. modifier
Once you have bonded a weapon to yourself, you can Spell attack modifier = your proficiency bonus + your
summon that weapon as an action on your turn instead of Order modifier
weaving a new one.
Spellcasting Focus
You can use an arcane focus as a spellcasting focus for your
Weaver spells.
Woven Weapons Fighting Style
As the bond is made between yourself, your
companion and the weapon. The resulting
At 2nd level, You adopt a particular style of fighting as your
summoned weapon has features distinct to your specialty. Choose a Fighting Style from the list of optional
companion. Such as a Crystaline look from a features. You can't take the same Fighting Style option
Raken, or having a multitude of eyes and tendrils more than once, even if you get to choose again.
embedded from a Kaia.
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.

WEAVER | CLASS
5
Two-Weapon Fighting
When you engage in two-weapon fighting, you can add your
ability modifier to the damage of the second Attack.
Manipulating Magic
Interception At 4th level, You can feel the flow of the Weave and can use
When a creature you can see hits a target that is within 5 your own latent magic to fuel your Mana reserves and store
feet of you with an attack, you can use your reaction to or transfer Mana.
reduce the damage the target takes by 1d10 + your Mana Infusion. As an action on your turn while you have
proficiency bonus (to a minimum of 0 damage). You must at least 1 Mana point, you can infuse a Spell Gem with a
be wielding a shield or a simple or martial weapon to use number of Mana points up to that gems maximum.
this reaction. Converting a Spell Slot to Mana. As a bonus action on
Blind Fighting your turn while you have at least 1 Mana point, you can
Being unable to see a creature doesn’t impose expend one spell slot and gain a number of Mana points
disadvantage on your attack rolls against it, provided the equal to the slot's level, this does not extend the duration of
creature isn’t hidden from you. your absorption. You can convert spell slots no higher in
level than 3rd.
Mana Absorption Breaking Down Spell Slots
Starting at 3rd level, you can absorb the Mana from the Spell Slot Level Mana Point Gain
weave around you as a bonus action. Until the end of your 1st 5
current turn the area within a 5-foot-radius of where you
absorbed magic is under the effects of an Antimagic Field. 2nd 10
You gain Mana points up to the maximum that is listed in 3rd 15
the Mana Capacity Column equal to your level. While you
have Mana absorbed you eminate a glowing mist from your Extra Attack
skin and you have advantage on either Strength or
Dexterity checks, chosen at the time the Mana is Absorbed. Beginning at 5th level, you can attack twice, instead of
In addition, attacks you make while holding Mana deal once, whenever you take the Attack action on your turn.
an additional 1d4 damage. This damage increases as you
gain levels as a Weaver, as shown in the Woven Art Die Empowered Magic
column of the Weaver table. At 7th level, weapon attacks made from your Weapon
You can use this feature twice, regaining all expended uses Weaving ability count as magical for the purpose of
when you finish a short or long rest. You can hold absorped overcoming resistance and immunity to nonmagical
Mana for a number of hours equal to half your Order attacks and damage.
Modifier. In addition, while holding Mana you can empower your
strikes to roll one additional Woven Art die when you hit a
creature with a melee weapon attack.
Ability Score Improvement You can use this feature a number of times equal to half
When you reach 4th level, and again at 8th, 12th, 16th, and your proficiency bonus (rounded up). You regain all
19th level, you can increase one ability score of your choice expended uses when you finish a long rest.
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.

WEAVER | CLASS
6
Background Strands Weave Mastery
At 8th level, you can receive informaion along the strands of At 20th level, you embody the power of the Weave. Your
the weave. You can use an action to spend 15 Mana points Charisma, Wisdom or Intelligence Increases by 4, as does
to to instantly learn something about a creature or object your maximum for that score.
within 60ft of you.
If you target a creature you can learn certain information
about its capabilities compared to your own. The DM tells
you if the creature is your equal, superior, or inferior in
regard to two of the following characteristics of your
choice:
Spirit score
Intelligence score
Wisdom score
Charisma score
Otherwise you learn the composition of an object, if it is
magical or not and what that material, magical or
otherwise is capable of.
Weaving Adept
At 11th level, your ability to weave and bond weapons
extends to the armour you wear. You may perform a
Special ritual while you touch the armour over the course
of 1 hour, which can be done during a short rest. Like
bonded weapons you may then dismiss the armour letting
you companion absorb it. Artifacts and Sentient armour
need to form a full strength Lihovin Bond before they can
be affected.
Once you have bonded a suit of armour to yourself, you
can don or doff the armour as an action or smaller sections
such as a helm or gauntlet requiring no action dispelling
the armour into strands of the weave that rest within your
companion.
Strand Sensitive
At 14th level, you can spend 20 Mana points and touch a
surface to feel the vibrations of energy along their strands.
While in contact with that surface, you know the exact
location of any other creature in contact with the same
surface within 500ft.
In addition, you can cast Alarm without expending a spell
slot or providing material components.
Controlled Expenditure
Beginning at 15th level, your body has become a better
vessel for raw magic and while it is being released you can
extend strands to see without your eyes. You can hold
Mana for a number of hours equal to your Order Modifier.
In addition, while holding Mana you gain blindsight for
up to 10 feet.
Strand Barrier
At 18th level, you can project a barrier from the weave in
front of you. As an action you may spend 50 Mana points to
cast Wall of Force.
Once you use this ability you cannot use it again until you
finish a short or long rest.

WEAVER | CLASS
7
Weaver Orders

W
eavers come from their connection to the Chwinga
weave, and by extention goddess Mystra but Intensly curious and subtly childlike, the Chwinga tend to
don't nessicarily follow in her domains as get along with all other companions, even the Kaia to a
they have access to more raw uncontained degree because of their defusing nature. Even the Mol'gol,
power that they use to then bond them or their apparent opposites, are fond of the Chwinga. They
shape themeselves in various ways. Some of seek excitement in life through discovery and inspection.
the known orders of weavers are the All chwinga are playful and seem to be attracted to and
Skysoul, Aeon, Dragoon, Luxen, Shunter, Re;Moire, encourage creativity.
Traumer, Brightsmith, Null and Threadbinder. They are the most innocent of the Companions but also
Detailed below are each orders companions. the most in touch with the emotions of their companion
weaver.
The Companions
Firestar List Imp
The Firestars are often looking to be helpful, they foster Very organised, and diligent to a fault. Many List Imp get
strong bonds and can feel intense betrayal in the event that annoyed at the chaotic nature of the world as they like
they are cheated. Though they have a tendancy for wishing stability. The Raken and Living Wicks embody the change
themselves to be the ones that experience a betrayal, that they dislike so much but they still respect them for the
seeking to protect those around them in mind and body. role the Raken play in the cycle of dragons and the effort
Firestars are connected with the people around them the Wicks put into everything.
like none other, and seek true friendships, honesty and A list Imp is drawn to power, in many forms, and the
loyalty with those they interact with. They tend to not get stability of that power. The Re;Moire are able to gain power
along well with Kaia. over the mind and perception, which is why the List Imps
become bound to those sorts of Weavers.
Kaia
The Kaia are ambitious and more often than not seek out Paralisid
those that would be consider "hyper-capable". Kaia They live for a tasty dream above all else. They, like the
opperate through a system of personal success showing Kaia, are not liked as much as the other companion types
competence and that competence indicating how important but they are generally independent and so don't invoke the
someone is. Through this they align with those that have same active dislike from Firestars but Lights still dislike
high social power, authority and social recognition. them.
Though they themselves don't need it, they are drawn to A Paralisid are considered "quiet" as they keep to
those that have control or dominance over people or themselves and their Weaver. Encouraging them to enjoy
resources. The Kaia aren't liked by most of the other life through the small, and large, plesures of life.
companion types, but only the Firestars and Lights activly
dislike them. Living Wick
Living wicks favour novelty and can become bored with a
Raken Weaver that doesn't create regularly or doesn't try new
The Raken could vary in methods though most often found things. They, much like Chwinga, are curious by nature and
themselves following similar ideals, that of being they have a great respect for those with personal goals.
independent and seeking to protect the welfare of people
and nature. They like their cousins the firestars, are drawn Killmoulis
to those that seek to do good, advance equality and bring Shy, so incredibly shy that they rarely show themselves too
about peace. However, they also value freedom heavily. quickly and even when they do they normally drop hints of
A perfect companion for a Raken is a person that follows their presence rather than fully showing themselves. The
their own goals to help others while also fostering a high Killmoulis are a wild bunch in terms of values, they can be
level of self independance. Its because of their sometimes aligned with many different views and they are as varied as
chaotic nature that makes List Imps annoyed at them often, humans.
and Rakens tend to dislike the overly orderly stule of List Each Killmoulis is just a little bit different from the last,
Imps all the same. and more often than not they will have closely aligned
views as their bonded Weaver but hold a few views in stark
Light contrast to the others they hold. As an example, they could
Many of the other Order Companions would call a light value doing good at every opportunity, being selfless and
'stuffy', they often find themselve in regimented social the need to keep close bonds with those around them but
structures with one another, remaining fiercly loyal to also value agressive self improvement alongside hedonistic
elders and parents. They are commited to traditions of not tendencies.
just their own culture but the culture of whatever land they
find themselves in. They also are honest, loyal and Mol'Gol
responsible to a fault. They then dislike the tendancy of a The Mol'Gol are steadfast and dependable, favouring
Paralisid to be so intently focused on souly self satisfaction. values of obedience, self dicipline, saftey and harmony.
Often this all results in a Light being one of the most They are sometimes at odds with Living wicks, and find
devout, understanding and dependable companions of a Kaia odd but find themselves able to understand the
weaver's life. motivations of anything from List Imps to Lights.

WEAVER | ORDERS
8
Skysoul
Weavers that are more attuned to Mystra's control over
gravity tend to become Skysoul Weavers. Weavers of this
inclination have their body evolve to allow them the ability
to influence the very gravity of the material world, allowing
the weaver to perform feats such as using gravity in a
manner similar to flight and changing another person's Strands of Gravity
gravity with only a touch. At 10th level, Weavers are able to twist the strands of the
weave to alter the gravitational attraction of themselves and
Order Modifier others to be able to accelerate themselves as if they were
Skysoul Weavers impart their own force of character onto falling.
the world around them, because of this your Order You can spend 5 Mana points to lash yourself in any
modifier is Charisma. direction, requiring no action. You can perform a quarter,
half or full lash. For the duration of a lashing (10 Minutes)
Adept of Wind and Gravity you can change the direction for no additional cost however
At 1st level, you learn the Gust cantrip, which is a Weaver cannot change the type of Lash.
spell for you. You can also use a bonus action to Lash a number of
In addition, your control over gravity allows you to willing creatures up to your Charisma Modifier within 20ft
choose from an expanded list of spells when you learn a of you. They count as one entity and cannot be moved
weaver spell. The following spells are added to the weaver individually. The cost of a Lash is the same for the entire
spell list for you (Each are detailed after the Weaver spell group.
list).
Quarter Lash
Expanded Spell List A quarter of gravity is shifted to your control
Spell Level Spells Upwards. This halves your weight and you are able to
1st Magnify Gravity jump two times higher.
2nd Immovable Object
Horizontally. This will let you long jump twice as far and
increase your speed by 10ft, in that direction.
3rd Pulse Wave Downwards. This has no effect.
4th Gravity Sinkhole Half Lash
5th Force Step Half down, the other half is yours to command.
Upwards. This makes you weightless causing you to
Weavers Landing float.
Starting at 3rd level, when you fall you don't take damage Horizontally. In a particular direction, your speed
from falling an number of feet equal to your Charisma increases by 20ft and your long jump distance is tripled.
modifier times 10 or less, so long as you aren't Downwards. This has no effect.
incapacitated. Full Lash
In addition, when you would take damage from falling You choose where gravity sends you.
beyond that distance you can use your reaction to reduce Lashing yourself in any direction will make you fall in
the damage to 0 by expending Mana points equal to your that direction in a manner similar to flight. You gain a flying
Weaver level. speed of 90 feet. You can dash as a bonus action while
under the effects of a Full Lash.
Push of Mystra Additonaly, you can Lash in the same direction a number
Starting at 6th level you gain the ability to temporarily alter of times equal to your weaver level divided by 4, rounded
the gravity of objects around you. As a bonus action you can up. Each Full Lash past the first requires 3 additional
touch a large or smaller object and spend 15 Mana points Mana points and increases your fly speed by 15ft.
to imbue it with magic. The maneuverability of a full lash is described in "Falling
The object 'falls' 500 feet in a direction you choose over and Flying" section, at the end of the document.
the course of 6 seconds.
If the object would strike a creature, that creature must Sky Master
make a Dexterity saving throw. On a failed save, the object At 14th level, the weave allows you to tangle missiles as
strikes the target and propells them the remaining distance they streak towards you. when you are hit by a weapon
where upon it drops back to the ground under the normal attack you can use your reaction to spend 10 Mana points.
effects of gravity. When the object strikes something, the When you do so, the damage you take from the attack is
object and what it strikes each take 4d8 bludgeoning reduced by 1d8 + your Chaisma modifier. If the damage is
damage. reduced to zero in this way you may use this ability again
You may spend more Mana points when using this ability, requiring no reaction until the start of your next turn or if
increasing the distance traveled by 100ft and dealing an you are hit with an attack.
additional 2d8 bludgeoning damage for every 15 Mana You can use this feature a number of times equal to your
points spent beyond 15. Charisma modifier (a minimum of once). You regain all
expended uses when you finish a long rest.
At 10th level, you can now touch a huge or smaller object.
Alternativly, you may target a large section of an object and
subject it to the same bludgeoning damage possibly tearing
it from the rest of the structure.
WEAVER | ORDERS
9
Aeon Augmented Destruction
The Destruction's Gift feature lets you choose options for it
Weavers that lean towards the more destructive aspects of at certain levels. The options are presented here in
the world and weave around them, find themselves forming alphabetical order. If an option requires a saving throw, you
a connection to the very concept of destruction and entropy. use your Weaving Save DC.
From this they all gain an innate understanding of taking
things apart, from objects to battle plans and have the Aura
abilities to reduce large sections of land to dust. You can spend an additional 20 Mana points to activate a
deconstructive aura. You project an aura 10 feet in every
Order Modifier direction, but not through total cover for 1 minute. All other
Aeon Weavers are perceptive and concerned more with the creatures in your aura must succeed a Constitution saving
workings of things on a base level, because of this your throw or take 1d6 necrotic damage or half on a success,
Order modifier is Wisdom. when the aura is activated and when they start their turn in
the aura. This effect persists if you lose concentration on
Bonus Proficiencies Ash.
When you join this order at 1st level, you gain proficiency in The damage increases to 2d6 at 10th level.
the Insight and Investigation skills. You also have
advantage on investigation and insight checks to find weak Banish
spots or to figure out how to dismantle something. Prerequisite: 14th level restriction
You can temporarily disrupt the magic that keeps creatures
Destruction's Gift on this plane of existance. When you cast Ash, instead of
Starting when you reach 3rd level, you are so proficient destroying material you can target a creature within 30ft of
with understanding how things break apart that you are you and expend an additional 30 Mana points to force them
able to project energy to break matter down. You learn the to make a Charisma saving throw or be banished. While
Ash spell and can cast it without material components by banished in this way, its speed is 0, and it is incapacitated.
expending 10 Mana points. At the end of its next turn, the target reappears in the space
it vacated or in the nearest unoccupied space if that space
When you gain this feature, you learn 2 Augmentations of is occupied. This effect persists if you lose concentration on
your choice (see "Augmented Destruction" below). Allowing Ash.
you to apply the Ash spell in a number of different ways.
When you cast the Ash spell or while you have the Ash Breakdown Perception
spell cast, you can apply one of your Augmented You learn to utilise your powers in destruction to
Destruction features. breakdown the outward appearance of someone else. You
You gain an additional Augmented Destruction option of can spend an additional 10 Mana points when you cast
your choice when you reach certain levels in this class: 6th, Ash, to instead cast Disguise Self, when you cast it in this
10th, 14th and 18th level. way you can only change the appearance of another willing
creature and the duration is 10 minutes. This effect
Ash persists if you lose concentration on Ash.
1st Level Transmutation Defensive
Casting Time: 1 action Prerequisite: 6th level restriction
Range: 5 feet You can spend an additional 15 Mana points and cause an
Components: S, M (A piece of coal) invisible aura to surround another creature of your choice
Duration: Concentration, Up to 10 minutes within 60ft. This aura grants a +2 bonus to AC for as long
When you cast the spell and as an action on subsequent as you are concentrating on the Ash spell.
turns you can turn a 5-foot cube of nonmagical material
into small fragments of itself. Rock pieces, metal dust etc.
If the matter is magically enchanted with a spell, such as
a Hallow or Forbiddance make an ability check using your
spellcasting ability, the DC equals 10 + the spell’s level. On
a successful check, the material is destroyed. If it is innately
magical, the material needs to be in an anti-magic field to
be turned to ash.

On Ash and Weavers


Asside from Magically infused items there are
two materials that seem completly resistant to
the Ash spell and other forms of Weaver powers.
Brass, as well as aluminium, seems to be
impervious to being broken down by Ash, it also
seems to be resistant to other forms such as a
Skysoul's Push of Mystra or a Shunter's shunting.

WEAVER | ORDERS
10
Destructive Armour Ash Mastery
When you cast Ash, you can expend an additional 5 mana Starting at 6th level, you gain additional control and power
point to create an invisible barrier around yourself for up to with the Ash spell. Whenever you destroy a section of
an hour, your AC equals 13 + your Dexterity modifier while matter you can exert fine control over the area, creating
you aren’t wearing armor. This effect persists if you lose stairs or simple items, such as a sword or shield from the
concentration on Ash. material. Though you cannot move material and there must
Ignite be enough space within the material to facilitate what you
When you cast Ash, you can instantaneously light or snuff wish to create.
out a several Candles, a torchs, campfires, or other similar In addition, you can increase the cost of the ash spell by
objects. If you light something in this way you can effect it 5 Mana point. For every extra 5 Mana points spent you can
in a number of different ways, you can: effect an additional 5-foot cube, to a maximum of 5 5-foot
cubes each connected to one another within range or the
Double or halve the area of bright light and dim light range increases by 5 feet, to a maximum of 30ft.
that would be cast by the flame, change its color, or Once you increase the cost of Ash in this way you cannot
both. The change lasts for 1 hour. do so again until you finish a short or long rest.
Use an action to expend 5 points of magic to make the
flame burn continuously. It cannot be larger than a 5- Destructive Protection
foot cube and if you use this ability again any previous Starting at 10th level, when you are subject to a saving
continuous flames burn out. It creates no heat and throw against an attack, such as a red dragon's fiery breath
doesn't use oxygen. A continual flame can be covered or or a giants thrown boulder. You can use your reaction to
hidden but not smothered or quenched. gain advantage on the saving throw, as you destroy the
essence of the attack.
Precise Disintegration If your saving throw is successful after using this ability,
When you cast Ash, you can spend an additional 15 Mana you and anyone in a 15 foot cone behind you is shielded
points to insead create a spear of shimmering energy and from the attack and takes no damage.
propel it at a target within 120 feet. The spear hits a You regain the use of this ability after a short or long rest.
creature of your choice that you can see within range and
deals 2d4 necrotic damage. Ashes to Ashes
Starting at 14th level, you can channel your magical power
Ray of Disintegration into raw your destructive power. You can spend 60 Mana
Prerequisite: 6th level restriction points to cast the Disintegrate spell.
When you cast Ash, you can use an action to spend an After you cast the spell with this feature, you can’t do so
additional 20 Mana points to create three rays of again until you finish a long rest.
shimmering energy and hurl them at Targets within 60 feet,
instead of destroying matter. You can hurl them at one
target or several. Make a ranged spell Attack for each ray.
On a hit, the target takes 1d12 necrotic damage. If you miss
the rays can destroy 5ft of material each, as in the Ash
spell.
Teleport
Prerequisite: 6th level restriction
When you cast Ash, you can spend an additional 20 Mana
points to instead cast Misty Step.
Tensor Overdrive
Prerequisite: 14th level restriction
You can spend an addition 50 Mana points to push yourself
and project an invisible bubble to destroy incoming attacks
and enhance your own. This augmentation lasts for as long
as you are concentrating on the Ash spell. During this time
you gain the following benefits:
Unarmed Strikes ignore AC granted by nonmagical
armour.
On a successful attack nonmagical armour worn by the
target is partly dissolved and takes a permanent and
cumulative -1 penalty to the AC it offers. The armour is
destroyed if the penalty reduces its AC to 10.
As a reaction to an incoming attack made with a
nonmagical weapon, you can use a reaction and spend
10 Mana points to reduce the weapon to dust resulting
in the attack missing.

WEAVER | ORDERS
11
Dragoon Royal Aura
Weavers that begin to attract the attention of a Raken Starting at 6th level, you have an unnaturally charming and
become a Dragoon. Raken are the spirits that give composed, yet fierce aura around you. You can add half
sentience to dragons but when boneded with a humanoid your proficiency bonus any Charisma checks you make.
will empart great physical power upon them. Dragoons can In addition, when you speak you can amplify your voice
be supremely confident of their own abilities and become so that all creatures within 600 feet can hear you, this
prone to making snap decisions if their Raken was from a increases to 1000ft when you have your bonded armour on.
Red Dragon, or they could become even-tempered and Elemental Takeoff
sociable, playing pranks and telling jokes and riddles if it Starting at 10th level, Whenever you jump, you can spend
came from a Copper Dragon. 30 Mana points to release a shock-wave of flames. Each
creature within 15 feet of you must succeed on a Dexterity
Order Modifier saving throw or take 5d6 fire damage, and be knocked
Dragoon Weavers channel the natural charisma of Dragons prone. On a success, the creature takes half damage and is
and Raken, because of this your Order modifier is not knocked prone.
Charisma. You have two uses of this ability, and you regain all
expended uses of it when you finish a short or long rest.
Bonus Proficiencies
When you join this order at 1st level, you gain proficiency Dragoon Hide
with Heavy Armor as well as the Persuasion skill. Starting at 14th level, when you bond a suit of armour, if it
is a set of heavy armour you may turn it into your Dragoon
Dragons Leap Hide during the same special ritual. While you are wearing
Beginning at 3rd level, you can now can leap with your Dragoon Hide, you gain resistance to fire damage and
tremendous power and immediate force. You do not need a you may jump a second time in midair.
running start to perform a full high or long jump and the In addition, you can spend 20 Mana points to quintuple
distance you cover increases by a number of feet equal to your jump distance for one round.
twice your Strength modifier. Moreover, you may expend 40 mana points to activate
When you fall you take 1 bludgeoning damage for each your armour as a bonus action for 1 minute. While active
10 feet fallen in place of normal damage. you may add half your Charisma modifier (rounded down)
In addition, the magical energy coursing through your to your AC and once per turn while active you may briefly
veins can now be directed to propel yourself further than surround yourself with raging flames, shifting you up to 10
you normally would. You can spend 5 Mana points as a feet to an unoccupied space that you can see.
bonus action to cover the full distance of your jump even if
you lack the movement necessary so long as you have not
moved before the jump and you cannot move for that turn
after the jump.
Armour of Drakul
Also at 3rd level, you learn to bond with a suit of armour as
a special ritual. You perform the ritual over the course of 1
hour, which can be done during a short rest.
You can create and don your armour as an action, or as a
bonus action when surrounded by flames. You can remove
sections of the armour requiring no action, such as the
gauntlets or helm.
You can dismiss the armour as a bonus action, shunting
it into an extradimensional space. The armour ceases
being bonded if you die, if you perform the 1-hour ritual on
a different set of armour, or if you use an action to break
your bond to it. The armour appears at your feet if it is in
the extradimensional space when the bond breaks.

WEAVER | ORDERS
12
Luxen Light Strands
Weavers of this order feel a particular connection to the Starting at 10th level, You have learned to bend light to
strands present within light of all kinds, and can bend them your will.
to their will to aid their allies and hinder their foes. Light Binding. As an action you can expend 15 points of
magic to cause stands from the weave to bind them.
Choose a creature or object that is large or smaller within
Order Modifier 30ft. The target must succeed on a Strength saving throw
Luxen are based upon their connection to radiant energy, or be Locked for 1 minute. While the creature is Locked it
and seek to bring light to where there is darkness in the feels an overwhelming amount of emotion associated with
world, because of this your Order Modifier is Wisdom. current Chromatic Persona.
At the end of each of its turns, the target can make
Chromatic Persona another Strength saving throw. On a success, the effect
Starting at 1st level, your emotions affect which Chromatic ends on the target.
Persona you currently occupy as shown in the table below.
Your Chromatic Persona is chosen by your current mood, Locked
this last for as long as your mood does. Your eye colour A locked creature’s speed becomes 0, and it can’t benefit
changes to represent your current Chromatic Persona. from any bonus to its speed.
A locked creature is held aloft if it was in the air.
Radiant Absorption Attack rolls against the creature have advantage, and
Starting at 3rd level, you have focussed on absorbing light the creature’s Attack rolls have disadvantage.
as well as magic. When you use your Mana Absorption The creature automatically fails Dexterity Saving
ability, you absorb the light within 10 feet of you. Within Throws.
that area bright light becomes dim light and dim light
becomes darkness until the start of your next turn. Dome of Brightness. As an action you can spend 20
Once the dim light or darkness fades and while you have Mana points to create a 10-foot-radius translucent dome of
Mana absorbed, your skin and eyes glow with bright light hardlight centered on yourself. The creature can't willingly
out to a radius of 5ft, and with dim light a further 5ft. enter the Dome by nonmagical means. If the creature tries
While you eminate light, your Woven Art die is radiant to use teleportation or interplanar Travel to do so, it must
and you can use a bonus action to spend 10 Mana points first succeed on a Charisma saving throw and spells cannot
and force creatures within 10ft of you to make a pass through the dome.
Constitution Saving Throw against your Spellcasting DC. While the Dome of Brightness is active, you are
On a failure, the creature has disadvantage on its next considered concentrating. The Dome has an AC of 10 and
attack. a number of hitpoints equal to twice your hit point
maximum. The Dome lasts for 1 minute before collapsing.
Radiant Flash. Starting at 6th level, as an action you may
amplify your radiant absorption to become blinding. By
expending an amount of stored Mana into light, you can
subject all creatures within a certain radius that can see
you to a Consitution Saving Throw against your
Spellcasting DC.
On a failure, the creature is blinded until the end of your
next turn. The radius of your blinding flash increases with
the amount of Mana expended, for every 10 Mana you
expend, the range increases by 5ft to a maximum of 50ft.
You regain the use of this ability after a short or long rest.
Chromatic Shift
Starting at 6th level, you have gained a greater control over
your emotions. As a bonus action, you may expend 10
Mana points and touch a coloured object tiny or larger. You
drain one colour you can see, that matches a Chromatic
Persona, out of the object leaving it dull and grey.
Your Chromatic Persona shifts to that match the drained
colour. Your current colours effects lasts until you use this
ability again or until you finish a short or long rest. Your
Chromatic Shift remains even if you have no Mana
absorbed, though you cannot switch if this is the case.
After a colour has been drained you cannot see that
colour until your next short or long rest.

WEAVER | ORDERS | BOMB DM


13
Glint of the Gap. As an action you can spend 10 Mana
points to create a line of radiant light up to a range of 120ft.
You select two points that you can see. Creatures of size
medium or smaller can move across your Light Line with a
climb speed equal to half their walking speed.
This Line lasts for 1 minute. You may have only one Line
active at a time, creating a new line immediately destroys
the previous one. If one of the points is yourself, you move
at a speed of 60ft towards the other point.
Selective Refraction. As an action you can expend 25
Mana Points to bend light away from your allies. You may
choose one creature that you can see within 30ft of you.
The target creature is under the effect of the spell
Invisibility for an amount of rounds equal to half your
Wisdom Modifier.
Glowing Trap. As an action you can expend 40 Mana
Points to create up to four torch-sized glowing orbs within
15 feet of you, that stick to a surface for 1 minute. Each
light sheds dim light in a 10-foot radius in a colour
matching your current Chromatic Persona. You decide
what triggers the orbs when you make them. The most
typical triggers include touching the orbs, approaching
within a certain distance of the orb, or manipulating an
object on which the orbs is stuck.
When triggered, the orb erupts with magical energy in a
10-foot-radius Sphere centered on the orb. The Sphere
spreads around corners. Each creature in the aura must
make a Dexterity saving throw. A creature takes 3d8
radiant damage on a failed saving throw, or half as much
damage on a successful one.
Prismatic Split
Starting at 14th level, you have mastered your chromatic
powers. You can spend 8 hours and 50gp to create a tiny
quartz prism. Which has an AC of 13 and 10 hit points.
While the prism is on your person, as an action you can
perform a Prismatic split.
Your personality splits into its 8 Chromatic Personas,
with your main body controlling the White Chromatic
Persona. Each Persona has only one action on each of its
turns and no reactions. That action can be used only to
take the Attack (one weapon Attack only), Dash, Disengage,
Hide, or Use an Object action. Each has a number of hit
points equal to two times your Wisdom score plus your
proficiency modifier. The Chromatic Personas act on your
initiative and each Persona possesses the benefits
associated with its Chromatic Persona.
This effect lasts for 1 minute, until the prism is destroyed
or if it is ever more than 5ft away from you. Once you use
this ability you become completely colourblind until your
next short or long rest. You regain the use of this ability
after a long rest.
Dissipate
As a bonus action you can spend 10 Mana points to fuse
one of your split chromatic Personas with an willing
creature for 1 minute or as long as the split has remaining.
The Chromatic Persona fuses with the allied creature, its
hardlight body disappearing. The creature is overwhelmed
with the emotion associated with the Chromatic Persona,
and the colour of their eyes shifts to match the Persona.
While fused, the creature gains the benefits associated with
that Chromatic Persona.

WEAVER | ORDERS | BOMB DM


14
Chromatic Persona Table
Colour Mood Ability
Yellow Joyous, cheerful. You gain the ability to see the flow and transfer of magical energy. As an action, you can
analyse a creature that you can see within 30 feet. You learn the amount of spell slots, if any,
that the target creature currently has.
Red Angry or Your sight becomes bathed in red, and you feel the urge to charge your enemies to fight face
irritable. to face. As a bonus action, you move up to your walking speed towards a hostile creature you
can see.
Green Resolute and You gain advantage against effects that would move you, or knock you prone. In addition
unflinching. When you are prone, standing up uses only 10 feet of your movement.
White Serene, at peace While active, your thoughts when read appear to be random noise or incoherent babble.
with the world Whenever a creature deals psychic damage to you, that creature takes half the amount of
and yourself. damage that you do.
Pale Shy, You gain the ability to see minute details and extreme distances with clarity. In addition, you
Violet embarrassed or have advantage on sight based Wisdom (Perception) checks.
self conscious.
Dark Deep sorrow or You are able to see the emotional auras of other creatures around. As an action you can learn
Blue grief. the current emotional state of a creature that you can see.
Purple Pride and While looking another creature in the eyes, you have advantage on Charisma checks made to
confidence. influence them.
Orange Sense of honour As an action, you can activate a special sight for 1 minute. While active, when a creature within
and fair play. 20ft of you lies it begins to produce an orange aura. In addition, the words of the lie remain
floating around them. You are unable to lie during this time.
Light Thoughtful and You gain a near photographic memeory until you switch Chromatic Personas and you have
Blue curious. advantange on recalling information before you selected this Persona.

WEAVER | ORDERS | BOMB DM


15
Shunter
Weavers that begin to feel the pull of the Void, a realm of Object DC
stagnation and holding become Shunters. People of The DC for an object is determined by the DM.
change to compliment the Void's unchanging nature. They Objects that are older are usually harder to
can effect the physical material world and travel to the Void, convince to change than younger objects and
a feat that few have ever accomplished. those that have a definite sense of self are much
harder to convince. What the object is and what
Order Modifier you would like it to turn into can also be a factor,
Shunters are based upon their understanding of the Air to Stone being an example of a difficult
composition and essences around them they cannot transition to make.
change what they do not understand, because of this your
Order modifier is Intelligence.
Focused Shunting
Minor Shunt At 6th level, you learn how to effect a limited amount of a
When you join this order at 1st level, you begin to feel the material. When you are shunting a material you can now
pull of the void and can use this realm to alter the materials effect as much or as little of a 10-foot cube as you wish. For
of the physical world. As an action you can touch and alter a example, you could effect the full 10-foot cube of a larger
5-foot cube of material, changing its composition, but structure, or a smaller 1-foot area of a 10-foot section.
retaining its essence. The change lasts for a number of In addition, you can spend an additional 10 Mana points
minutes equal to half your Intelligence modifier. Essences to increase the effected area by an additional 5-foot cube, to
and their compositions are detailed below. a maximum of a 20-foot cube.
The Essences In addition, the changes made by your shunting now
Number Essence Compositions lasts for a number of minutes equal to twice your
Intelligence modifier.
1 Zephyr Translucent gas, air
2 Vapor Opaque gas, smoke, fog Void Skipping
Starting at 10th level, you are able to fully enter the Void. As
3 Spark Fire, Quintessence, potential an action, you can spend 10 Mana points to drop into the
4 Lucentia Quartz, glass, crystal Void. While in the Void, you can only affect and be affected
5 Pulp Wood, plants, moss by other creatures in the void. Creatures that aren’t in the
void can’t perceive you and can’t interact with you, unless a
6 Blood Blood, all non-oil liquid special ability or magic has given them the ability to do so.
7 Tallow All kinds of oil
While in the void, you can hold Mana for hours equal to
8 Foil Metals your weaver level however for every hour that you spend in
9 Talus Rock and stone the Void you half your remaining Mana points. Holding
Mana makes you immune to negative effects of the Void
10 Sinew Meat, flesh environment.
Shunting Void Guide
Beginning at 3rd level, As an action, you can spend 5 Mana Beginning at 14th level, you are able to bring others with
points to partially enter the Void and attempt to alter the you when you drop into the Void. When Void Skipping you
essence of the world around you. While partially in the can bring a number of willing creatures up to your
Void, you can touch a non-magical object no larger than a Intelligence modifier within 20ft of you, spending 10 Mana
10-foot cube, this connects you to its Quintessence. points per person.
Make a persuasion check against the objects DC. On a
succeess you can change one of its essences to a different
essence, however for every step away from the materials
initial essence you must spend 10 points of magic.
Shunting an essence to a minor magical variant, such as
adamantine or mithril increases the DC by 7.
For example, you can turn the trunk of a tree into crystal
by expending 10 Mana points. In addition the changes
made by your shunting lasts for a number of minutes equal
to your Intelligence modifier.

WEAVER | ORDERS
16
Re;Moire The Other
Weavers that focus on the strands of the past, they At 6th level, your powers over thoughts and the mind
remember the names of the fallen, the layman's troubles become more tangible, you may use a thought strand of a
and the words of the troubled. They can peer into the creatures apperance to project that apperance into the
memories and minds of others, and search their own with minds of others around you, thereby disguising yourself.
perfect clarity. The Re;Moire often find themselve focusing You can spend 10 Mana points to consume a thought
on the intricate details instead of the big picture. strand as an action, when you do so the perception of your
physical apperance shifts into a perfect image of person as
they are within that thought strand. You may spend an
Order Modifier additional 5 Mana points to also alter your voice for those
Re;Moire Weavers are the peoples order, focused on the that hear you.
little aspects of life, because of this your Order modifier is To discern that you are disguised, a creature can use its
Charisma. action to inspect your appearance and must succeed on an
Intelligence (Investigation) check against your spell save
Beginnings of Mind DC. If the check succeeds, the target realizes your true
When you join this order at 1st level, your mind for people appearance and see's through the false memory you are
is honed and allows you to always remember the people projecting.
around you. You can perfectly recall a person and anything While a creature is affected, the creature treats the
they have told you, that persons work and its contents or or change as if it were real, but ultimatly fail to hold up to
something someone has shared with you, such as a secret physical inspection. However, creatures rationalizes any
path or a old secret recipe. illogical outcomes from interacting with you.
In addition, if you spend at least 1 minute observing and
commiting something inpersonal, such as the lay of the Protective Mind
land or a person's secret diary they haven't shared with you, Starting at 10th level, you can shield yourself and others
you instead gain a bonus to intelligence checks to recall from outside influence. As a bonus action, you can expend
information equal to twice your Charisma modifier. 20 Mana points and choose up to a number of creatures
Moreover, you learn the Encode Thoughts cantrip, which equal to your Charisma modifier (minimum of one
is a Weaver spell for you. creature), which can include you, that you can see within
30 feet of you. Each of the chosen creatures is immune to
Enchantment Enhancment being charmed and their thoughts can't be read by
Beginning at 3rd level, you learn the spell Gift of Gab, telepathy or other means unless that creture allows it.
which is a Weaver spell for you but doesn't count against This effect lasts for 1 hour. You regain the use of this
your number of weaver spells known. You can cast it ability wheny you complete a long rest.
without material components by expending 10 Mana
points. Mercy from Memory
In addition, the duration for your Encode Thoughts Beginning at 14th level, you begin to cut and shape the
cantrip becomes "Untill Dispelled" and you may have a minds of others. You can spend 100 Mana points to cast
number of thought strands equal to your Charisma Score the False Identity spell (detailed after the Weaver spell list).
and you can share a memory with another creature, by After you cast the spell with this feature, you can’t do so
touching the strand to their head. This does not consume again until you finish a long rest.
the strand.

WEAVER | ORDERS
17
Traumer
Sometimes called the Sleepless, Traumers are Weavers
that find themselves able to control and utilise the strands Dream Caster
that someone uses when dreaming. They often find At 6th level, as an action you can spend 20 Mana points to
themselves mentally fatuigued due to their powers but target a creature you can see within 60 feet and have its
most often remain high spirited and imaginative. Dreams projected from it. Alternativly, the target must
succeed a Charisma Saving Throw as you pull its
Order Modifier nightmares into the real world. This lasts for 1 minute, or
Traumers are imaginative and thoughtful but also often until you lose your concentration (as if you were
disconnected from the larger world because of this your concentrating on a spell).
subclass modifier is Intelligence. Dreams. The creature has its dreams projected around
them, they give comfort and clarity to the situation. The
Crystal Clarity creature gains the following benefits:
When you join this order at 1st level, you do not need to
sleep instead entering into a trace for 8 hours where you At the start of each of their turns the creature gains
can experience dreams with crystal clarity. You have full temporary hit points equal to 1d6 + your Charisma
control over your surroundings. Allowing you to modifier.
reexperience past events, discovering minute details and They have advantage against spells that would charm or
examining your own subconsious. put them to sleep.
They gain a bonus to their attack rolls equal to your
Focused Kip proficiecy bonus.
Beginning at 3rd level, you are able to focus your sleep Nightmares. The creature has its nightmares pulled
based magic better. You learn the Sleep spell and can cast from within and scattered around them. The creature
it without material components by expending 5 Mana suffers one of the following effects, at the end of each of its
points. When you cast Sleep you don't have to start with turns, the target can make another Wisdom saving throw.
the weakest creature and instead you can subtract the Ending the effect on a success.
desired amount from a creature within range.
When you cast Sleep with Mana points a creature that Choose one ability score. While effected, the target has
has at least half of its hit points effected becomes drowsy disadvantage on Ability Checks and Saving Throws
but remains awake. The creature has disadvantage on made with that ability score.
Intelligence or Wisdom checks (your choice) and The target drops whatever it is holding and becomes
concentration saving throws until the end of their next turn. Frightened of you for the Duration.
In addition, you may enter a willing creatures dreams for The targets movement is reduced by 10ft and it takes
up to 8 hours. Yourself and the creature may experience 1d8 psychic damage at the start of each of its turns.
the dream with crystal clarity as you would your own. The
creature gains full control over their dream while you are Tired and Tireless
present. Starting at 10th level, your skills with sleep and dreams
increases. As an action, you can give yourself or another
creature you touch a number of temporary hit points equal
to 1d10 + your Weaver Level. You can use this special
action a number of times equal to your Intelligence
modifier (a minimum of once), and you regain all expended
uses when you finish a long rest.
In addition, you can bring willing creatures into your
dreams to converse. When you enter into your trance you
may spend 10 Mana points to bring another willing
creature in with you, to a maximum of 10 creatures. You
must be familiar with the creature and it must be on the
same plane of existence as you. When you use this ability,
your Mana remains held within until you leave your trance.
Dreamer
At 14th level, you feel the power of dreams coursing
through the weave around you. You gain access to a more
focused and possibly nightmarish magic. You can spend 40
Mana points to cast the Dream spell. When you cast Dream
in this way, you are not bound by a word limit when
assuming a monsterous form.
After you cast the spell with this feature, you can’t do so
again until you finish a long rest.

WEAVER | ORDERS
18
Brightsmith Healing Shard
A Brightsmith finds themselves pulled ot the creative and At 6th level, instead of healing a creature directly you can
restorative aspects of the weave. They can heal others, grant them a shard of healing potential that can be used at
create objects from the weave forming them into masses of a later time. When you use your Metallic Healing, instead
metal and combine their weapons into great creations, all of healing a creature you can expend 5 Mana points to gift
in an effort to aid their brothers and sisters in arms. that creature one Healing Shard, up to a maximum of 3
Healing Shards.
A Healing Shard orbits your head at a distance of 1d3
Order Modifier feet, for 10 minutes. While this metallic shard orbits your
Brightsmith Weavers are down to earth and grounded head, you can use your bonus action to grasp and touch any
thanks to their powers, because of this your Order modifier number of Healing Shards to a creature.
is Wisdom. That creature regains a number of hit points equal to a
roll of your Woven Art die + your Wisdom modifier per
Bonus Proficiencies Healing Shard.
When you join this order at 1st level, you gain proficiency in
the Medicine skill and Smiths Tools. You can also intuitivly Compound Weapons
see the cause of physical and mental ailments, and gain Starting from 10th level, you can use your powers to
advantage on Medicine checks if the patient is willing to combine aspects of weapons. As a bonus action you can
your treatment. spend 15 Mana points to choose two weapons and
combine them into one compound weapon for 1 minute.
Metallic Healing The new compound weapon has properties from one or
Beginning at 3rd level, you can use metallic strands of the both of your chosen weapons. If one of the weapons has a
weave to heal wounds. As an action, you can touch a larger damage die you can add half the maximum of the
creature and can expend Mana points to restore a number smaller damage die to the weapon. e.g. A scimitar and a
of hit points to that creature, up to the maximum amount dagger would combine to be 1d6+2 slashing damage. If a
you currently have absorbed. weapon would roll two damage dice, it is treated like it is a
Instead of healing the creature, you can expend 10 Mana larger die of the same value, such as 2d6 being considered
points to cure the target of one disease or neutralize one 1d12.
poison affecting it. Discuss with your DM how else you would like to
You can cure multiple diseases and neutralize multiple combine the weapons to create unique effects and uses.
poisons with a single use of Metallic Healing, expending
Mana points separately for each one. This feature can heal Combat Shard
constructs and objects but has no effect on undead. At 14th level, you can create a much larger shard used to
empower your allies. You can spend 25 Mana points to
Metallurgic Fabrication construct a shard of combat within 20ft and lasts for the 1
At 3rd level, you can harden the strands around you to minute, until you lose your concentration (as if you were
construct objects directly from the weave. As an action you concentrating on a spell) or until the object is reduced to 0
can spend 5 Mana points to create an object that is no hit points. The shard has hit points equal to twice your
larger than a 15-foot cube out of metal. weaver level and has an AC of 20. This shard connects to
The object has hit points equal to twice your weaver level any number of creatures of your choice within 60ft of it.
and has an AC depending on the material of the object. The A connected creature gains the following benefits:
object appears at a spot within 60ft and lasts for the 1
minute, until you lose your concentration (as if you were A connected creature gains 1d4 temporary hit points at
concentrating on a spell) or until the object is reduced to 0 the start of each of its turns.
hit points. A connected creature can gain advantage on one attack
The metal you can create object out of changes as you roll on each of its turns.
level into the Weaver class. Connected creatures can communicate telepathically.
Object Metal Types Once you use this feature, you can't use it again until you
Weaver Level AC Metal finish a short or long rest.
3rd 17 Silver
6th 19 Steel
12th 21 Mithral
16th 23 Adamantine

WEAVER | ORDERS
19
Null
Null Weavers learn intuitively the interactions between
strands of the weave change to better resonate the inverse
of magic being cast. This allows them to interupt, destroy
and suppress magic around them and others and in items.
Order Modifier
Null weavers build their ability upon understanding, to
know spells and how to nullify them, because of this your
Order modifier is Intelligence.
Bonus Proficiencies
When you join this order at 1st level, you gain proficiency in
Arcana and gain advantage on checks to decern the nature
or deactivate spell or spell like effects.
Interupt Casting
Beginning at 3rd level, when a creature within 60ft casts a
spell you can expend Mana points equal to 5 times its spell
level to attempt to disrupt the channeling of their spell. You
make a Intelligence check contested by the target’s Spell
casting ability.
If you succeed the contest, you can stop the spell from
being cast but they do not lose a spell slot.
Nullify
At 6th level, you learn the Counterspell and Dispel Magic
spells, they count as a Weaver spell for you, but it doesn’t
count against the number of Weaver spells you know. You
can cast these spells using 20 Mana points. In addition if
you know the spell, you gain advantage on checks to dispel
or counter it.
These can't be replaced when you gain a weaver level.
Rend and Repurpose
Beginning from 10th level, you can destroy the magic
around you and use it for your own means. When you cast
either dispel magic or counterspell you can instantly
produce one of the following effects or as a bonus action on
your next turn.
You gain temporary hit points equal to twice level of the
spell.
You can empower the next spell you make dealing
additional force damage equal to the level of the spell
plus half your weaver level (rounded down).
You can increase your AC by an amount equal to the
level of the spell until the start of your next turn.
Remove Spell
At 14th level, you gain the ability to remove the knowledge
of how to cast a spell from another spellcaster.
Immediately after a creature casts a spell that targets you
or includes you in its area of effect, you can use your
reaction to force the creature to make a saving throw with
its spellcasting ability modifier. The DC equals your spell Note on the Null
save DC. On a failed save, you negate the spell's effect
against you, and you remove the knowledge of the spell if it A Null are to magic as an Aeon is to physical
matter. They may not be familiar with all aspects
is at least 1st level. The creature can't cast that spell for of magic but they do gain an innate
minutes equal to your Intelligence modifier. understanding of spell activation and sequencing
Once you use this feature, you can't use it again until you of magical power into spell manifestations.
finish a long rest.

WEAVER | ORDERS
20
Threadbinder Binding Spirit
Weavers that themselves become capable for forging At 6th level, you can become connected to items in an
connections. Utilising the strands of the weave to bind the instant and can forge connections to even the world around
words of men to their honour made manifest. Their word you.
remains unbroken and their promises are sacred, Weavers You can entrench your spiritual connection to the world
of this Order are true to themselves and others. around you. As an action you can spend 15 Mana points to
become connected to your current location. You gain the
following benefits while you have Mana Absorbed:
Order Modifier
Threadbinder's are created to give oaths and forge You speak the most prominent language of the area,
connections because of this your subclass modifier is indistiguishable from a native.
Honour. You can't become lost in this area except by magical
means.
Bonus Proficiencies You have advantage on saving throws against being
When you join this order at 1st level, you gain proficiency in Frightened or Charmed while in the area.
the Persuasion and Insight skills. You gain insight into the area's past and its current
perception by the people that inhabit it.
Forge Connection
Beginning at 3rd level, you can forge connections with The DM determines the scope of an area based on its
people around you with ease. As an action you can touch a inhabitants perception. This can be as small as a city
creature and expend 5 mana points, you learn all the section to as large as a continent depending on your
languages that creature speaks as well as gain an perception of the power and the inhabitants views.
understanding for where that person is from and what they In addition, when you attempt to attune to an item, you
have been through. The creature and yourself feel can expend 10 Mana points to attune to the item as an
connected in a way similar to good friends, this effect action. While you have Mana absorbed you ignore class
persists while you are within 40ft of the creature and have based restrictions on magic items.
Mana absorbed. When you run out of Mana your attunement to an item
While you have forged a connection in this way, you can stops if you do not meet its requirements.
as an action activate the strands that connect you. You gain
advantage on Charisma checks against that creature while Universal Bond
you have Mana Absorbed. The target can use its action to Starting from 10th level, you can bind yourself to artifacts
examine you with an Intelligence (Investigation) check and sentient items without forming a full strength Lehovin
against your spell save DC. If the check succeeds, the bond. When you attune to an item with an aspect or
target realizes that the connection they have to you is sentience you can spend 30 mana points to form a false
forged. bond. Doing so causes the aspect or sentience within to
become dormant for a time, locked away within the item.
In addition, you can summon any item you are attuned to
as a bonus action, so long as it is within 30ft.
Sworn Oath
At 14th level, you can offer and then swear an oath that
becomes binding. As a bonus action you spend 30 mana
points to offer a creature within 30 feet of you a binding
oath. So long as both agree to the oath it becomes binding.
You can break the oath but the other creature is magically
compelled to adhere to it. If you break the oath the other
creature is released and you take psychic damage equal to
twice your weaver level.
You cannot lie in your oath and you cannot swear to
something you cannot uphold. If you do either the oath is
considered broken.

Honour vs Wisdom
The Threadbinder Order uses the variant ability
score of Honour, if your game doesn't allow this
variant rule Wisdom is the recommended ability
score.

WEAVER | ORDERS
21
Spell List Magnify Gravity
1st-level transmutation
1st Level 3rd Level
Casting Time: 1 action
Absorb Elements Clairvoyance Range: 60 feet
Armour of Agathys Daylight Components: V, S
Burning Hands Fear Duration: 1 round
Charm Person Fireball
Command Haste The gravity in a 10-foot-radius sphere centered on a point
Comprehend Languages Hypnotic Pattern you can see within range increases for a moment. Each
Detect Evil and Good Lightning Bolt creature in the sphere on the turn when you cast the spell
Detect Magic Major Image must make a Constitution saving throw. On a failed save, a
Expeditious Retreat Motivational Speech creature takes 2d8 force damage, and its speed is halved
False Life Protection from Energy until the end of its next turn. On a successful save, a
Fog Cloud Sending creature takes half as much damage and suffers no
Heroism Slow reduction to its speed.
Magic Missile Tongues Until the start of your next turn, any object that isn't
Shield Wind Wall being worn or carried in the sphere requires a successful
Silent Image Strength check against your spell save DC to pick up or
Sleep 4th Level move.
Thunderwave At Higher Levels. When you cast this spell using a spell
Zephyr Strike
Arcane Eye
slot of 2nd level or higher, the damage increases by 1d8 for
Confusion
Dimension Door
each slot level above 1st.
2nd Level Dominate Beast
Immovable Object
Arcane Lock
Alter Self
Fire Shield
Ice Storm
2nd-level transmutation
Blindness/Deafness Leomund's Secret Chest Casting Time: 1 action
Blur Locate Creature Range: Touch
Calm Emotions Stone Shape Components: V, S, M (gold dust worth at least 25 gp,
Darkness Wall of Fire which the spell consumes)
Darkvision Duration: 1 hour
Detect Thoughts 5th Level You touch an object that weighs no more than 10 pounds
Earthbind Cone of Cold and cause it to become magically fixed in place. You and
Enhance Ability Contact Other Plane the creatures you designate when you cast this spell can
Enlarge/Reduce Creation move the object normally. You can also set a password that,
Gust of Wind Dispel Evil and Good when spoken within 5 feet of the object, suppresses this
Heat Metal Dominate Person spell for 1 minute.
Hold Person Geas If the object is fixed in the air, it can hold up to 4,000
Immovable Object Hold Monster pounds of weight. More weight causes the object to fall.
Knock Immolation Otherwise, a creature can use an action to make a Strength
Levitate Legend Lore check against your spell save DC. On a success, the
Pass without Trace Steel Wind Strike creature can move the object up to 10 feet.
See Invisibility Telekinesis At Higher Levels. If you cast this spell using a spell slot
Shatter Teleportation Circle of 4th or 5th level, the DC to move the object increases by
Spider Climb Wall of Stone 5, it can carry up to 8,000 pounds of weight, and the
Suggestion duration increases to 24 hours. If you cast this spell using a
Warding Bond spell slot of 6th level or higher, the DC to move the object
Warding Wind increases by 10, it can carry up to 20,000 pounds of weight,
Wristpocket and the effect is permanent until dispelled.

WEAVER | SPELL LIST & ADDITIONAL


SPELLS
22
Pulse Wave False Identity
3rd-level evocation 9th-level Enchantment
Casting Time: 1 action Casting Time: 1 action
Range: Self Range: 30 feet
Components: V, S Components: V, S, M (a blank sheet of paper, stone, or
Duration: Instantaneous metal)
You create intense pressure, unleash it in a 30-foot cone, Duration: Concentration, up to 10 minutes
and decide whether the pressure pulls or pushes creatures You blanket a glamour over the mind of a creature you
and objects. Each creature in that cone must make a can see within range, forcing them to make an Intelligence
Constitution saving throw. A creature takes 6d6 force saving throw. On a failed save, the target is stunned for the
damage on a failed save, or half as much damage on a duration. The stunned target is unaware of its
successful one, and every creature that fails the save is surroundings. If it takes any damage or is targeted by
either pulled 15 feet toward you or pushed 15 feet away another spell, this spell ends.
from you, depending on the choice you made for the spell. If you concentrate on this spell for its full duration, you
In addition, unsecured objects that are completely within can weave the glamour into a new identity. The creature
the cone are likewise pulled or pushed 15 feet. loses all memory of its former self. You decide which
At Higher Levels. When you cast this spell using a spell proficiencies and langauges the creature retains, if any, and
slot of 4th level or higher, the damage increases by 1d6 and if it can use any of its class features, if it has them. You can
the distance pulled or pushed increases by 5 feet for each also reduce the target's Intelligence, Wisdom, and
slot level above 3rd. Charisma scores to a minimum of 8 and you may shift a
creature's alignment to an adjacent alignment. Such as
Gravity Sinkhole Righteous shifting to Humane or Orthodox.
4th-level evocation You decide the new identity's past and personality,
Casting Time: 1 action creating memories, beliefs, and desires as you choose. The
Range: 120 feet creature's mind fills in any gaps in the identity's details. If
Components: V, S, M (a black marble) the creature's alignment conflicts with its new identity, it
Duration: Instantaneous justifies it as best as it can, dismissing it as a sense of
unease or discomfort.
A 20-foot-radius sphere of crushing force forms at a point You can also weave the glamour into a new appearance.
you can see within range and tugs at the creatures there. You decide what the target's new identity looks like, though
Each creature in the sphere must make a Constitution your choice doesn't affect its statistics. You can't weave the
saving throw. On a failed save, the creature takes 5d10 glamour to change the target's size or its basic shape. The
force damage and is pulled in a straight line toward the glamour is deep enough to be tangible: physical interaction
center of the sphere, ending in an unoccupied space as with the glamour doesn't reveal it to be an illusion.
close to the center as possible (even if that space is in the A greater restoration, or wish spell cast on the target can
air). On a successful save, the creature takes half as much restore the creature's true identity.
damage and isn't pulled.
At Higher Levels. When you cast this spell using a spell
slot of 5th level or higher, the damage increases by 1d10 for
each slot level above 4th.
Force Step
5th-level evocation
Casting Time: 1 action
Range: 60 feet
Components: V, S, M (Small Glass Lens)
Duration: Instantaneous
Compressing the space between you and a location you
have direct line of sight on, you can step into the new
location and release the compressed space with a bang.
Everything in line between you and your final space of
travel must make a constitution saving throw against your
spell save DC or take 6d8 force damage or half as much on
a success.

WEAVER | ADDITIONAL SPELLS


23
Firestar
Tiny Elemental, Humane

Armor Class 11
Hit Points 25 (5d4 + 15)
Speed 0 ft., fly 80 ft. (hover)

STR DEX CON INT WIS CHA


5 (-3) 13 (+1) 16 (+3) 12 (+1) 9 (-1) 17 (+3)

Condition Immunities Exhaustion.


Senses passive Perception 9
Languages Primordial
Challenge 0 (10 XP)

Magical Immunity. The Firestar is immune to


magical detection, spells that deal cold damage,
and magic missile.
Variable Illumination. The Firestar sheds bright
light in a 0- to 20-foot radius and dim light for an
additional number of feet equal to the chosen
radius. The Firestar can alter the radius as a Bonus
Action.

Actions
Shock. Ranged Spell Attack: +3 to hit, range 30
ft., one target. Hit 1 (1d1) lightning damage and
the target can't take Reactions until the start of
its next turn.

Kaia
Small Abberation, Ambitious

Armor Class 12
Hit Points 65 (10d8+20)
Speed 0 ft., fly 20 ft. (hover)

STR DEX CON INT WIS CHA


5 (-2) 10 (+0) 15 (+2) 13 (+1) 18 (+4) 6 (-2)

Condition Immunities Exhaustion.


Senses Darkvision 60 ft. Tremorsense 20 ft.
Passive Perception 14
Languages Abyssal
Challenge 0 (10 XP)

Sunlight Sensitivity. While in sunlight, the Kaia has


disadvantage on attack rolls, as well as on
Wisdom (Perception) checks that rely on sight.

Actions
Death Sight. As an action the Kaia can see how a
creature died by looking in the past up to 6
seconds before a creature died.

WEAVER | COMPANIONS
24
Raken
Tiny Dragon, Transcendent

Armor Class 18 (natural armor)


Hit Points 22 (5d8)
Speed 0 ft., burrow 40 ft., fly 40 ft. (hover)

STR DEX CON INT WIS CHA


5 (-3) 1 (-5) 10 (+0) 12 (+1) 12 (+1) 21 (+5)

Condition Immunities Charmed, Frightened,


Grappled, Paralyzed, Petrified, Prone,
Restrained, Stunned
Senses Blindsight 10 Ft., passive Perception 11
Languages -
Challenge 1/2 (100 XP)

Crystal Form. The Raken can’t wear or carry


anything.
Tunneler. The Raken can burrow through solid
rock at half its burrow speed and leaves a 1-foot-
diameter tunnel in its wake.

Actions
Frightful Presence. Each creature of the Raken's
choice that is within 20 ft. of the Raken and
aware of it must succeed on a DC 13 Wisdom
saving throw or become frightened for 1 minute.
A creature can repeat the saving throw at the end
of each of its turns, ending the effect on itself on
a success. If a creature's saving throw is
successful or the effect ends for it, the creature is
immune to the Raken's Frightful Presence for the
Light
Tiny Celestial, Righteous
next 24 hours.
Armor Class 11
Hit Points 45 (10d8)
Speed 0 ft., fly 90 ft. (hover)

STR DEX CON INT WIS CHA


6 (-2) 14 (+2) 10 (+0) 10 (+0) 12 (+1) 16 (+3)

Condition Immunities Exhaustion.


Senses Passive Perception 11
Languages Celestial
Challenge 0 (10 XP)

Ephemeral. The Light can’t wear or carry anything.


Incorporeal Movement. The Light can move
through other creatures and Objects as if they
were Difficult Terrain. It takes 5 (1d10) force
damage if it ends its turn inside an object.
Variable Illumination. The Light sheds bright light
in a 5- to 20-foot radius and dim light for an
additional number of feet equal to the chosen
radius. The Light can alter the radius as a Bonus
Action.

Actions
Zap. Melee Spell Attack: +4 to hit, reach 0 ft., one
creature. Hit: 1 (1d1) lightning damage.

WEAVER | COMPANIONS
25
List Imp
Tiny fiend (devil), Ascendent

Armor Class 13
Hit Points 10 (3d4 + 3)
Speed 20 ft., fly 40 ft.

STR DEX CON INT WIS CHA


6 (-2) 15 (+2) 13 (+1) 11 (+0) 12 (+1) 17 (+3)

Skills Deception +4, Insight +3, Persuasion +4,


Stealth +5
Damage Resistances Cold; Bludgeoning, Piercing,
and Slashing from Nonmagical Attacks that
Chwinga aren't Silvered
Damage Immunities Fire, Poison
Tiny Fey, Autonomous
Condition Immunities Poisoned
Armor Class 11 Senses Darkvision 120 ft., Passive Perception 11
Hit Points 5 (2d4) Languages Infernal
Speed 20 ft., climb 20 ft., swim 20 ft. Challenge 1 (200 XP)

Shapechanger. The list imp can use its action to


STR DEX CON INT WIS CHA polymorph into a beast form that resembles a rat
(speed 20 ft.), a raven (20 ft., fly 60 ft.), or a
1 (-5) 20 (+5) 10 (+0) 14 (+2) 16 (+3) 16(+3) spider (20 ft., climb 20 ft.), or back into its true
form. Its statistics are the same in each form,
Condition Immunities Exhaustion except for the speed changes noted. Any
Senses blindsight 60 ft., passive Perception 17 equipment it is wearing or carrying isn't
Languages - transformed. It reverts to its true form if it dies.
Challenge 0 (10 XP)
Devil's Sight. Magical darkness doesn't impede
Curious Silence. The chwinga cannot talk by any the list imp's darkvision.
means. However, it can convey feelings and basic Magic Resistance. The list imp has advantage on
ideas, such as danger or happiness. saving throws against spells and other magical
effects.
Unusual Nature. The chwinga doesn't require air,
food, or drink.
Actions
Actions Add to the List. The list imp can add a creature to
its list, granting you a +3 bonus to attack rolls
Magical Gift (1/Day). The chwinga targets a and charisma (Intimidation) checks against the
humanoid it can see within 5 feet of it. The target creature. The List imp can have onlygrant this
gains a supernatural charm of the DM's choice. effect to one name on its list, switching it with a
bonus action.
Invisibility. The list imp magically turns invisible
until it attacks or until its concentration ends (as
if concentrating on a spell). Any equipment the
imp wears or carries is invisible with it.

WEAVER | COMPANIONS
26
Paralisid
Tiny Plant, Sybaritic

Armor Class 11
Hit Points 16 (8d4)
Speed 0 ft., fly 0 ft. (hover)

STR DEX CON INT WIS CHA


5 (-3) 1 (-5) 10 (+0) 9 (-1) 1 (-5) 14 (+2)

Condition Immunities blinded, deafened,


frightened, paralyzed, poisoned, prone
Senses Blindsight 60 ft. (blind beyond this radius)
Languages -
Challenge 1/2 (100 XP)

Observational Teleportation. While the Paralisid is


being observed it becomes locked in place,
ungilating and contorting but remaining still
otherwise. While not being observed the Paralisid
can teleport anywhere within 120ft.
Dream Explorer. The Paralisid can appear in a
creatures dreams, while it is in a creatures dreams
it does not exist in the material world.
Extract Dream. As an action the Paralisid can peer
into a sleeping creatures dreams, the creatures
current dream is extracted from their mind and
learned by the Paralisid. The Paralisid can know Living Wick
hundreds of dreams before forgetting one. Medium Construct, Autonomous

Actions Armor Class 13 (natural armor)


Hit Points 28 (8d6)
Force Dream. As an action the Paralisid can Speed 20 ft.
implant a known dream into a sleeping creature.
That creature then relives whatever the known
dream is as if they were the subject of that STR DEX CON INT WIS CHA
dream.
10 (+0) 16 (+3) 10 (+0) 8 (-1) 5 (-3) 5 (-3)

Damage Vulnerabilities fire


Damage Immunities poison, psychic
Condition Immunities blinded, charmed, deafened,
exhaustion, frightened, paralyzed, petrified,
poisoned, unconsious
Senses sight 20 ft. (blind beyond the radius of its
own light), passive Perception 10
Languages Understands Ignan But Can't Speak
Challenge 1/4 (50 XP)

Light. Living wicks sheds bright light in a 20-foot


radius and dim light for an additional 20-feet.

Actions
Enhance Senses. As an action the Living Wick
enhances its senses to hyper sensitivity. It has
advantage on Wisdom (Perception) checks and
Wisdom (Survival) Checks to track creatures.
Shifting Size. As an action the Living wick can
alter its size to be as large as a person or as small
as a spec of dirt. The amount of light is reduced
by 10ft per size smaller than medium, becoming
a spec of light when they are tiny.

WEAVER | COMPANIONS
27
Killmoulis
Tiny Monstrosity, Neutral

Armor Class 14
Hit Points 7 (2d4 + 2)
Speed 30 ft., climb 30 ft

STR DEX CON INT WIS CHA


4 (-3) 19 (+4) 13 (+1) 12 (+1) 14 (+2) 13 (+1)

Condition Immunities Exhaustion


Senses Darkvision 30 ft.; Passive Perception 14
Languages Sylvan
Challenge 0 (10 XP)

Actions
Blessing of Bountiful Generosity (1/day). The
killmoulis targets up to eight creatures within
100 feet of it that it can see. The next time a
target finishes a long rest, it regains all spent Hit
Dice and gains 10 temporary hit points.
Curse of Poor Hospitality (1/day). The killmoulis
targets up to eight creatures within 100 feet of it
that it can see. The next time a target completes
a long rest, it does not regain spent Hit Dice.

Mol'Gol
Tiny Ooze, Orthodox

Armor Class 17
Hit Points 76 (8d12+24)
Speed 20 ft., climb 20 ft

STR DEX CON INT WIS CHA


15 (+3) 9 (-1) 17 (+3) 10 (+0) 13 (+1) 14 (+2)

Condition Immunities Exhaustion.


Damage Immunities Fire, Poison
Senses Blindsight 60 ft. (blind beyond this
radius), passive Perception 11
Languages Terran, Ignan
Challenge 0 (10 XP)

Glowing Heat. The Mol'Gol radiates heat within


10ft of it. Enough to grant creatures within range
to advantage against extreme cold.
Water Susceptibility: For every 5 ft. the Mol'Gol
moves in water, or for every gallon of water
splashed on it, it takes 1 cold damage.

Actions
Quick Forge. As an action the Mol'Gol can cast
the mending cantrip using itself to bind an object
together. It cannot be seperated by mundane
means. It may end this effect on its turn as a
bonus action.

WEAVER | COMPANIONS
28
The Weavers Essence Table
Number Essence Compositions Gem Order Colour Linked School
1 Zephyr Translucent gas, air Algor (Aquamarine) Skysoul Light Blue Graviturgy
2 Vapor Opaque gas, smoke, fog Forta (Amethyst) Aeon Purple Conjuration
3 Spark Fire, Quintessence, potential Luteus (Sunstone) Dragoon Orange Evocation
4 Lucentia Quartz, glass, crystal Caerul (Diamond) Luxen White Chronurgy
5 Pulp Wood, plants, moss Arbor (Emerald) Shunter Green Transmutation
6 Blood Blood, all non-oil liquid Ardor (Garnet) Re;Moire Red Enchantment
7 Tallow All kinds of oil Teres (Spinel) Traumer Pale Violet Illusion
8 Foil Metals Caerula (Sapphire) Brightsmith Dark Blue Abjuration
9 Talus Rock and stone Bruma (Jet) Null Black Necromancy
10 Sinew Meat, flesh Aestiva (Citrine) Threadbinder Yellow Divination

Weaver Multiclassing
Should you wish to multiclass into a weaver, the
prerequisites and proficiencies gained are listed below.
Weaver Multiclassing Prerequisites
Ability Score Minimum
Wisdom 13, Intelligence 13 or Charisma 13
Spirit Hollow
You must have a section of your soul open to hold the
power of the weaver. Generally this comes in the form of a
physical, emotional or mental disorder. However, you can
work with your DM to come up with an idea that suits your
game.
Weaver Multiclassing Proficiencies
Proficiencies Gained
Light armor, medium armor, shields, simple weapons,
martial weapons.
Weaver Multiclassing and spell slots
You add half of your weaver levels (rounded down) to your
total spell caster level. As with Ranger or Paladin.

WEAVER | ESSENCE TABLE &


MULTICLASSING
29
Items and Mechanisms
Spell Gem
Wonderous Item, varies (attunement optional)
A spell gem can contain one spells worth of magic. While the gem is on your person, you can use an action to speak its
Command Word and regain one expended spell slot. The spell slot gained corresponds to the type of gem. Once you have used
the gem, the magic within disappears from the gem.
You can imbue the gem with a spell slot if you're attuned to it and it's empty as an action. You can only store the correct size
spell slot into a particular gem. E.g. you cannot store a 3rd level spell slot into a Teres (Spinel) only 6th level.
Once imbued with a spell slot, the gem can't be imbued again until the next dawn. While imbued the gem sheds bright light
in a 5-foot radius and dim light for an additional 5 feet, the gems brightness increases by 5-feet for both bright and dim light
when within 15 feet of a spell, item or creature that radiates that Gems particular Linked School.
Weavers
Weavers are able to absorb stored magic from these gems in much the same way they would absorb magic from the weave
around them, though in a less destructive way.
As an action a weaver can absorb the magic within any number of gems within 5ft of them rendering them dun, when a
weaver does this they do not expend one of their uses of their Mana Absorption ability and the area around them does not
become an antimagic field.
The Weaver gains 5 Mana points per spell level stored in the gem. E.g. Caerul (Diamond) provides 20 Mana points.
Spell Gem Types
Type Rarity Spell Level Colour Linked School
Algor (Aquamarine) Common 1st Light Blue Graviturgy
Forta (Amethyst) Common 2nd Purple Conjuration
Luteus (Sunstone) Uncommon 3rd Orange Evocation
Caerul (Diamond) Uncommon 4th White Chronurgy
Arbor (Emerald) Rare 5th Green Transmutation
Teres (Spinel) Rare 6th Pale Violet Illusion
Ardor (Garnet) Very Rare 7th Red Enchantment
Caerula (Sapphire) Very Rare 8th Dark Blue Abjuration
Bruma (Jet) Legendary 9th Black Necromancy
Aestiva (Citrine) Legendary Any Yellow Divination

WEAVER | ITEMS
30
The Void
A grey wasteland with a sky that remains lit in a diffused sun through clouds sort of way. The ground is formed from shards of
obsidian, rock, and glass that create long static floating road ways.
There isa connection between the Void and the Material Plane as large congregations of people in the material world are
displayed within the void as a glowing red light that seems to eminate out of thin air. The more people there are the stronger
the light appears to be. With small groups of travellers sometimes being invisible and other times being faint whisps of red
light, streaking across the landscape.
Travel in the Void is noticiably quicker, covering long distances in a much shorter time dispite your speed and the distance
remaining the same. The reason for this is unknown but those that live, or come from the void seem to have a difficulty with
conveying distance or time in any reasonable manner.
One of the prime markers that inhabitants use to orient themselves within the Void, is the Ley Nodes and their lines. The
nodes, large pillars of brilliant blue light that extend high into the sky and the lines that stream off it like more condensed
auroras that bend a flow all around the Void, flowing like rivers of magic.
The largest, but not only danger, within the Void is getting stuck as this exposes you to the other dangers. Normally travel to
and from the void can only be done though one of few entry and exit points and doing so requires the expenditure of raw
magic. These conjunctions between the void, and all other realms appear as vast green glowing sigils just below a dark glassy
surface. Large expenditure of magical energy will open these conjunctions to other realms. However some Voidlings are able
to transfer at any point but this is an ability that is rare even to them.
Falling from one of the many floating shards within the Void would also be detrimental to ones health. What happens to a
soul after they fall is unknown but what is known is that they do not pass on to the next life.
Other dangers include many travelling presessions of creature that find reverence in Worms that consume the potential of
other creature. These worms themselves are quite weak but they always travel with a handful of attendants to help catch food
when they come across it.

WEAVER | VOID INFORMATION


31
Corruption
The Weave, controlled by Mystra, is the way through which raw magic is accessed, tapped into and used by casters of magic
and weavers alike. The Weave was the way in which magic presented itself to beings for their use, and it flowed throughout
the world, touching almost every corner of existence.
However, it is between the strands of the weave that you find something else. A dark distortion of the majesty of the weave.
This Shadow Weave is a force of magic similar to the Weave. Though the Shadow Weave originates completely outside of
Mystra and lies between her influence.
Weavers that have been corrupted draw their mana from the Shadow Weave instead of the Weave. The mist they eminate
when while holding mana becomes a dark, nearly black vapour, glowing red. The Weavers Order Modifier also becomes either
Dishonour or Constitution.
This also changes their Order Companion in some way. Such as the Anitha swarm trailing red light, a Chwinga's mask
becoming blood red, or a Mol'Gol radiating a frigid cold that provides protection from extreme heat instead.
Corrupted Weavers also bear a mark tha distinguishes them from others. A mark that cannot be removed, but that is more
often than not able to be hidden from view.

WEAVER | CORRUPTION
32
Minimum Forward Speed
Falling & Flying Variant If a flying creature fails to maintain its minimum forward
Falling speed, it must land at the end of its movement. If it is too
high above the ground to land, it falls. If the fall doesn’t
A fall from a great height is one of the most common bring the creature to the ground, it must spend its next turn
hazards facing an adventurer. At the end of a fall, a creature recovering from the stall. It must succeed on a DC 20
takes Xd6 bludgeoning damage. Dexterity Saving throw to recover.
X = (f)(f + 1) ÷ 2, where f is the distance fallen ÷ 10.
The creature lands prone, unless it reduced the damage Hover
from the fall. E.g. a 30ft fall is 6d6 bludgeoning damage. The ability to stay in one place while airborne.
Jumping Move Backward
If a character deliberately jumps instead of merely slipping The ability to move backward without turning around.
or falling, the character receives no damage for the first 10 Reverse
feet and lands on thier feet.
A creature with good maneuverability uses up 5 feet of its
Gravity speed to start flying backwards.
Brunsva has a gravitational pull of 8.56 m/s² Turn
Distance per second How much the creature can turn after covering the stated
Time (Seconds) Distance distance.
1 15ft Turn in Place
2 55ft A creature with good or average maneuverability can use
3 125ft
some of its speed to turn in place.
4 225ft Maximum Turn
5 350ft
How much the creature can turn in any one space.
6 500ft Up Angle
The angle at which the creature can ascend.
Flying Up Speed
The following are the terms and rules for flying including How fast the creature can ascend.
skill checks and increasing bonuses for flying.
Down Angle
Manoeuvrability Standards The angle at which the creature can descend.
Down Speed
A flying creature can fly down at twice its normal flying
speed.
Between Down and Up
An average, poor, or clumsy flier must fly level for a
minimum distance after descending and before ascending.
Any flier can begin descending after a climb without an
intervening distance of level flight.

WEAVER | FLYING & FALLING


33
Flight and Skill checks Full Lashing Manoeuvrability
A a fling creature receives a bonus (or penalty) on skill Minimum Forward Speed Full
checks when flying depending on its manoeuvrability:
Hover No
Manoeuvrability Table
Move Backward Yes
Manoeuvrability Bonus or Penalty Level Range
Reverse -10 ft.
Clumsy -8 1-4
Turn 45°/10 ft.
Poor -4 5-8
Turn in Place No
Average +0 9-12
Maximum Turn 45°
Good +4 13-16
Up Angle Any
Perfect +8 17-20
Up Speed Any
Creatures without a listed manoeuvrability rating are Down Angle Any
assumed to have average manoeuvrability. Checks include, Down Speed Full
staying in the air, orienting themselves, out running or out
performing another flying creature or other skill checks Between Down and Up 15ft
that relate to the creatures movement.
Improving Manoeuvrability Bonus
A creature can increase its manoeuvrability bonus by one
step, but not its manoeuvrability on a level up after both the
player and DM agree that the character has become more
skilled in flying. This doesn't nessicarily have to line up
with the "Level Range" column of the Manoeuvrability
Table.
Turning Chart

Key
Black arrows are forwards movement combined with a
free turn.
Red arrows are turns in place.
Numbers give the movement cost of the adjacent arrow.
Asterisks mark diagonal movements.
Circled letters give the manoeuvrability shown by each
loop: Clumsy, Poor, Average, or Good (with and without
turns in place).
For Perfect manoeuvrability, just picture a whirlwind of
red arrows.

WEAVER | FLYING & FALLING


34
Honour & Dishonour Checks
These two optional ability scores are linked, each character Honour Checks. Honour checks can be used in social
can roll for an additional ability score during character situations, much as Charisma would, when a character’s
creation and assign their desired score to Honour or understanding of a code of conduct is the most defining
Dishnour. factor in the way a social interaction will play out. You
Unlike other abilities, Honour and Dishonour can’t be might also call for an Honour check when a character is in
raised with normal ability score increases. Instead, you can one of the following situations:
award increases to Honour-or impose reductions-based on Being unsure how to act with Honour.
a character’s actions. If you think a character’s actions in Surrendering while trying to save face.
the adventure reflected well or poorly on his or her Trying to determine another character’s Honour score.
understanding of the code, you can increase or decrease Trying to use the proper etiquette in a delicate social
the character’s Honour or Dishonour by 1. As with other situation.
ability scores, a character’s Honour and Dishonour can’t Using his or her honourable reputation to influence
exceed 20 but if a characters honour score is reduced past someone else.
10 it instead flips and becomes Dishonour, and vice versa. Citing their Honour as a steadfast form of power. Such
as swearing an Oath.
Dishonour Checks. Dishonour checks can be used in
many of the same situations as Honour. You might also call
for an Dishonour check when a character is in one of the
following situations:
Being unsure how to undermine the Honourable.
Trying to determine another character’s Dishonour
score.
Trying to enhance your intimidating presence over
someone.
Using his or her Dishonourable reputation to influence
someone else.
Citing their Dishonour as a steadfast form of power.
Such as swearing an Oath.
Saves
Honour Saving Throws. An Honour saving throw comes
into play when you want to determine whether a character
might inadvertently do something dishonouable. You might
call for an Honour saving throw in the following situations:
Avoiding an accidental breach of Honour or etiquette.
Resisting the urge to respond to goading or insults from
an enemy.
Recognizing when an enemy attempts to trick a
character into a breach of Honour.
Dishonour Saving Throws. An Dishonour saving throw
comes into play when you want to determine whether a
character might inadvertently do something Honouable.
You might call for an Dishonour saving throw in the
following situations:
Avoiding an accidental breach of Honour or etiquette.
Resisting the urge to respond to goading or insults from
an enemy.
Recognizing when an enemy attempts to trick a
character into a breach of Honour.

WEAVER | HONOUR & DISHONOUR


35
Alternate Alignment Values
The old alignment names just won't do anymore. A Conformity
pleasure-loving thrill-seeker cannot be called "chaotic evil." Restraint of actions, inclinations, and impulses likely to
There's just too much baggage associated with that upset or harm others and violate social expectations or
description and it really doesn't apply. Suggested are the norms. Associated single values are: being obedient, having
one-word names for the new "positive" alignments. self-discipline, being polite, honoring parents and elders.
Alternate Alignment Table Tradition
Respect, commitment, and acceptance of the customs and
Lawful Good
(Righteous)
Neutral Good
(Humane)
Chaotic Good
(Transcendent)
ideas that traditional culture or religion provide the self.
Associated single values are: respecting tradition, being
Lawful Neutral True Neutral Chaotic Neutral devout, accepting one's own portion in life, being humble,
(Orthodox) (Pragmatic) (Autonomous) and taking life in moderation.
Lawful Evil Neutral Evil Chaotic Evil
(Ascendent) (Ambitious) (Sybaritic) Benevolence
Preserving and enhancing the welfare of those with whom
Overview one is in frequent personal contact (the "in-group").
Associated single values are: being helpful, responsible,
The various alignments have as their primary motivations forgiving, honest loyal, and having mature love for others
the following values: and true friendships.
Righteous (Lawful Good)
Universalism
Conformity/Tradition and Benevolence. Understanding, appreciation, tolerance, and protection for
Humane (Neutral Good) the welfare of all people and for nature. Associated single
Benevolence and Universalism. values are: advancing equality, being one with nature,
having wisdom, filling the world with beauty, advancing
Transcendent (Chaotic Good) social justice, being broad-minded, protecting the
Universalism and Self-Direction. environment, and see the world at peace.
Orthodox (Lawful Neutral) Self-Direction
Security and Conformity/Tradition. Independent thought and action; choosing, creating,
exploring. Associated single values are: freedom, creativity,
Pragmatic (True Neutral) independence, choosing one's own goals, being curious,
Any Values. having self-respect.
Autonomous (Chaotic Neutral) Security
Self-Direction and Stimulation. Safety, harmony, and stability of society, of relationships,
and of self. Associate single values are: ensuring national
Ascendent (Lawful Evil) security, reciprocation of favors, ensuring family security,
Power and Security. having a sense of belonging, preserving the social order,
Ambitious (Neutral Evil) being healthy and clean.
Achievement and Power. Stimulation
Sybaritic (Chaotic Evil) Excitement, novelty, and challenge in life. Associate single
Hedonism. values are: having an exciting and varied life, being daring.
Power
Social status and prestige, control or dominance over
people and resources. Associate single values are: having
social power, wealth, and authority, preserving one's own
public image, and having social recognition.
Achievement
Personal success through demonstrating competence
according to social standards. Associated single values are:
being ambitious, influential, capable, successful,
intelligence, and having self-respect.
Hedonism
Pleasure and sensuous gratification for oneself. Associated
single values are: experiencing pleasure and enjoying life.

WEAVER | ALTERNATE ALIGNMENT


36
Page 20
Art Credit Z eD - “Elf” (https://www.artstation.com/artwork/9edwZN)
Page 1
pbfanart - Urithiru Background Page 21
(https://pbfanart.tumblr.com/image/188274007602) Lorenz Basuki – “Archangel”
HOST - Bottom Left Rose Symbol (https://www.artstation.com/artwork/JkP4Z)
Page 2 Page 24
Rodrigorizo - "Resolute Pilgrim" James P. Davis - “A kaia”
(https://rodrigorizo.com/post/173272521979/peregrino- (https://forgottenrealms.fandom.com/wiki/Kaia?
resoluto-reduzido-%C3%A0-cinzas-das-cinzas) file=Kaia.jpg)
PNGItem – Glowing Orb PNG 10
Page 3 (https://www.pngitem.com/middle/ThJomhw_glowing-orb-
Rodrigorizo - "once a holy warrior, with an unbendable will" png-10-electricity-ball-png-transparent/)
(https://www.artstation.com/artwork/DzKW9)
Page 25
Page 4 Marie-Michelle Pepin – “Final Fantasy Inspired Crystal
ASHLEY COAD – “Windrunner” (https://www.artstation.com/artwork/ZoZvX)
(http://www.ashleycoadart.com/2018/9/25/windrunner) Tony DiTerlizzi – “An image of a light aasimon.”
(https://forgottenrealms.fandom.com/wiki/Light_(angel)?
Page 6 file=Light2eA.gif)
WLOP – “Waterlight City”
(https://www.artstation.com/artwork/gZBvx) Page 26
Andrew Olson - “An imp familiar.”
Page 7 (https://pathfinderwiki.com/wiki/File:Imp_familiar.jpg)
Ekaterina Prokopchik – “weaving spells” Shawn Wood - “A pair of chwingas from Tomb of
(https://katalean.artstation.com/projects/4bDmoW) Annihilation.”
(https://forgottenrealms.fandom.com/wiki/Chwinga?
Page 10 file=Chwinga-5e.png)
botanicaxu – “Szeth Gasping at the Black Vines”
(https://www.17thshard.com/forum/gallery/image/1708- Page 27
oathbringer-character-faceshot-no3-szeth-gasping-at-the- Cory Trego-Erdner – “Hashalaq Quori”
black-vines/) (https://www.artstation.com/corytregoerdner/albums/1363986)
Bryan Syme – “Living Wick”
Page 11 (https://www.artstation.com/bryansyme)
Camila Vielmond – “Mauve”
(https://www.artstation.com/artwork/AAGW) Page 28
Richard Whitters - “An image of a killmoulis”
Page 12 (https://forgottenrealms.fandom.com/wiki/Killmoulis?
Final Fantasy Square Enix – “Dragoon” file=Killmoulis5e.jpeg)
Wizards of the Coast - “Ochre jelly from the Monster
Page 13 Manual 5th edition”
Kieran Yanner – "Artwork by Kieran Yanner" (https://forgottenrealms.fandom.com/wiki/Ochre_jelly?
https://www.artstation.com/artwork/58Zlwz file=Ochrejelly5e.png)
Page 14 Page 31
Arhiee - Firecaster Bellamina MapleFoxArt – “The Void”
(https://www.deviantart.com/arhiee/art/Firecaster- (https://www.reddit.com/r/dishonored/comments/jx8qz3/the_void_one_
Bellamina-781631914)
Page 15
Grafit Studio | Wizards of the Coast - MTG: Prismatic
Strands (https://www.artstation.com/artwork/dOYz0W)
Page 16
Guweiz – “Mage”
(https://www.artstation.com/artwork/lVkLvY)
Page 17
u/ GabrielcM94 – Mind Flayer Portrait
(https://www.reddit.com/r/DnD/comments/kat4hm/oc_art_mind_flayer_portrait_i_did_about_a_year_ago/)
Page 18
Marta Nael | Blizzard – “World of Warcraft Legion: Undead
Mage” (https://www.artstation.com/artwork/1VdR3)

You might also like