Possible Alternative Weaver Features

Main

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Beginning at 18th level, you learn to safely travel to the Plane of Elemental Spirits. You can use 4 Soul Threads to cast the astral projection spell with the following changes;

  • You don't need material components.
  • You don't travel to the astral plane, but to the Plane of Elemental Spirits.
  • You can only take one creature with you
  • If the other creature is not yet a Weaver, and you stay for at least 1 minute, it gains the SoulThreads Feature with 2 SoulThreads using a d4 for its SoulClaw damage rolls until its next long rest.

Emanation weapon

Beginning at 1st level, you learn to create a physical manifestation of your soul in the form of a weapon. You can use a bonus action to create either a claw, a spear, or a shield, all of which give the following benefits;

  • you can use it to attack, dealing 1d4 damage on a hit (this die increases as you gain levels in this class as shown in the emanation column of the Weaver table),
  • it uses your Dexterity modifier for the attack and damage rolls.
  • when you take the attack action with this weapon, you can use a bonus action to attack again
  • it lasts until you go unconscious or dismiss it, (no action required)

Additionally, each weapon deals its own damage type and has an additional effect

  • the claw deals slashing damage and gives a +1 to attack and damage rolls
  • the shield deals bludgeoning damage and gives +1 to AC
  • the needle deals piercing damage. Once on each of your turns when you damage a creature with this weapon, you gain a number of temporary hit points equal to your proficiency bonus.

The names of the emanation weapons are just suggestions, you can flavor them however you want, for example, the claw might instead manifest as a sword, or the shield might be an armored gauntlet

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9th level Create objects made of soulthread

ChaosWeaver

Hexing wheel 2

Starting when you choose this school at 3rd level, your SoulClaws and any Weaver weapons you wield have the thrown (range 30/120) property if they do not already, and it returns to your hand immediately after it is used to make a ranged attack.

Additionally, once on each of your turns when you hit with a thrown weapon attack you can pull the target 10 feet to you or yourself 10 feet closer to the target.

Hexing Wheel

Starting when you choose this school at 3rd level, any weapon you wield has the thrown (range 30/120) property if it does not already, and it returns to the your hand immediately after it is used to make a ranged attack.

Soul Swap

Starting at 6th level, you can use an action and spend 1 Soul Thread to attempt to teleport to the space of a creature within 30 feet, swapping places with them. If they are unwilling, they can make a dexterity saving throw to avoid the effect, and if you use 1 additional Soul Thread, you can force them to also make a constitution saving throw or take 2d6 + your intelligence modifier psychic damage.

Starting at 6th level, when you teleport using the Soul Swap or Soul Blinking features, you can choose 1 creature within 5 feet of you and teleport them to an unoccupied space of your choice within 5 feet of your destination. If they are unwilling, they can make a dexterity saving throw to avoid the effect.

Advanced Soul Blinking

staring at 6th level, when you teleport using the Soul Blinking feature you can spend 1 additional SoulThread to make a creature within 5 feet of your destination teleport to the space you just left, if they are unwilling, they can make a dexterity saving throw to avoid the effect,

Additionally, you can choose 1 creature within 5 feet of you, spend an additional SoulThread, and teleport them to an unoccupied space of your choice within 5 feet of your destination. If they are unwilling, they can make a dexterity saving throw to avoid the effect.

Soul Gambit

Starting at 6th level, you can use an action to gamble your Soul to gain power for 1 minute or until the end of the next turn after you take damage. If you do so, you guarantee your attacks to hit and double all damage dice and, when you score a critical hit, triple them. However, during this time all attacks that target you hit you, you automatically fail all Saving Throws and, you treat any dice rolled to determine the damage you take as having rolled their maximum value for you.

Additionally you can use 2 Soul Threads, if you do you don't need to spend an action to use this feature.

FleshWeaver

Fortify Flesh

Starting at 11th level, you gain temporary hit points whenever you finish a short or long rest. These temporary hit points equal your weaver level + your Intelligence modifier. Additionally, choose up to five creatures you can see at the end of the rest. Those creatures each gain temporary hit points equal to half your weaver level + your Intelligence modifier.

SoulWeaver