A Weaver is an Adept in the art of weaving with Elemental Spirits. Using Spirit Looms, which each Weaver must forge by themselves, they are able to weave with an Elemental Spirit partner called a SoulAlly. Together, they can create cloth which never gets dirty, cannot be destroyed by force, and can change color depending on the user’s moods, it will also grow with the wearer.
|Level||Proficiency Bonus||Soul-Claws||Quick Soul||Features|
|1st||+2||1d4||—||Soul Cloth, SoulClaws|
|2nd||+2||1d4||+10 ft.||Soul Threads, Quick Soul|
|3rd||+2||1d4||+10 ft.||Weaving School|
|4th||+2||1d4||+10 ft.||Ability Score Improvement,|
|5th||+3||1d6||+10 ft.||Extra Attack, Enslave|
|6th||+3||1d6||+15 ft.||Soul Slice, Weaving School feature|
|7th||+3||1d6||+15 ft.||Soul Aegis, Purge|
|8th||+3||1d6||+15 ft.||Ability Score Improvement|
|10th||+4||1d6||+20 ft.||Soul Affinity|
|11th||+4||1d8||+20 ft.||Weaving School feature|
|12th||+4||1d8||+20 ft.||Ability Score Improvement|
|13th||+5||1d8||+20 ft.||Soul Speech|
|14th||+5||1d8||+25 ft.||Diamond Soul|
|15th||+5||1d8||+25 ft.||Timelessness of a Soul|
|16th||+5||1d8||+25 ft.||Ability Score Improvement|
|17th||+6||1d10||+25 ft.||Weaving School feature|
|18th||+6||1d10||+30 ft.||Soul Fade|
|19th||+6||1d10||+30 ft.||Ability Score Improvement|
|20th||+6||1d10||+30 ft.||Master Weaver|
You can make a Weaver quickly by following these suggestions. First, Dexterity should be your highest ability score, followed by Intelligence. Second, choose the guild artisan background.
As a Weaver, you gain the following class features
- Hit Dice: 1d8 per Weaver level
- Hit Points at 1st Level: 8 + your Constitution modifier
- Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per Weaver level after 1st
- Armor: None
- Weapons: Simple Weapons, Shortswords
- Tools: Weaver's Tools
- Saving Throws: Strength, Dexterity
- Skills: Choose two from Acrobatics, Athletics, History, Insight, Religion, and Stealth
You start with the following equipment, in addition to the equipment granted by your background:
- (a) a shortswords or (b) any simple weapon
- (a) a dungeoneer's pack or (b) an explorer's pack
- Weaver's Tools
- 10 darts
Beginning at 1st level, you can create SoulCloth armor with your Weaver's kit, only you can wear this armor, while you are wearing your SoulCloth armor and not wielding a shield, your AC equals 10 + your Dexterity modifier + your Intelligence modifier
At 1st level, your knowledge of souls gives you mastery of combat styles that use SoulClaws and Weaver weapons, which are shortswords and any simple melee weapons that don't have the two-handed or heavy property. You gain the folIowing benefits while you are using SoulClaws or wielding only Weaver weapons, you're only wearing SoulCloth armor and not wielding a shield:
- As a bonus action, choose one of the following; acid, cold, fire, lightning, thunder. You manifest SoulClaws on your wrists or an aura around your weapon which deal either this type of nonmagical damage (called SoulClaw damage from now on), or piercing damage with the die size indicated by the SoulClaw column of the Weaver table, also as a bonus action on each of your subsequent turns you can change the element of your SoulClaw to any of the ones listed above or dismiss them.
- You can use Dexterity instead of Strength for the attack and damage rolls of your Weaver weapons and SoulClaws. You can roll a d4 for your SoulClaws and in place of the normal damage of your Weaver weapon. This die changes as you gain Weaver levels, as shown in the SoulClaw column of the Weaver table. When you use the Attack action with a SoulClaw attack or a Weaver weapon on your turn, you can make one SoulClaw attack as a bonus action.
Starting at 2nd level, your training allows you to harness the powers of Souls. you gain a number of Soul Thread Vials equal to your Weaver level. You can empty these Vials to fuel various Soul Techniques. You start knowing three such Techniques: Valor Impact, Soul Shield, and Quick Soul, You learn more Soul Techniques as you gain levels in this class, when you open a Soul Thread Vial, its power is unavailable until you finish a short or long rest, at the end of which your SoulAlly refills all of your expended Vials with Soul Treads. Some of your Soul Techniques require your target to make a saving throw to resist the Technique's effects. The saving throw DC is calculated as follows:
Soul save DC = 8 + your proficiency bonus +
your Intelligence modifier
Immediately after you take the Attack action on your turn, you can empty 1 Soul Thread vial to make two SoulClaw attacks as a bonus action.
You can empty 1 Soul Thread vial to take the Dodge action as a bonus action on your turn.
You can empty 1 Soul Thread vial to take the Dash action as a bonus action on your turn, or you can teleport up to half your speed to a place you can see.
Starting at 2nd level, your speed increases by 10 feet while you are only wearing SoulCloth armor and not wielding a shield. This bonus increases when you reach certain Weaver levels, as shown in the Weaver table
When you reach 3rd level, you learn the specific skills of a specialized Weaving School: the SoulWeaver, the ChaosWeaver, or FleshWeaver, all detailed at the end of the class description. Your tradition grants you features at 3rd level and again at 6th, 11th, and 17th level.
Ability Score Improvement
When you reach 4th level, and again at 8th, 12th, 16th, and 19th leveI.you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
Beginning at 5th level you can create chains out of soul energy that bind others. As an action, you can empty 2 Soul Thread vials to cast Hold Person .
Starting at 6th level, your Soul Claw attacks count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.
At 7th level, your instinctive agility lets you dodge out of the way of certain area effects, such as a blue dragon's lightning breath or a fireball spell. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.
Starting at 7th level, you can use your action to end one effect on yourself that is causing you to be charmed or frightened or you can purge a single disease or poison from yourself.
Beginning at 9th level, you can empty 4 Soul Thread Vials and use an action, if you do so, the target must make a dexterity saving throw. It takes 6d6 SoulClaw damage, at the end of each of its turns the target repeats its saving throw. it takes 2d6 damage on a failed save and the effect ends on a successful one.
Beginning at 10th level choose one of the following; acid, cold, fire, lightning or thunder, you gain a special affinity with this element; making you resistant to it. Also, your melee attacks with this element ignore resistance.
Starting at 13th level you learn to speak to living souls directly so you can understand all spoken languages
Moreover, any creature that can understand a language can understand what you say.
Beginning at 14th level more of your soul's power starts leaking into your body, granting you proficiency in all saving throws
Additionally, whenever you make a saving throw and fail, you can empty 1 Soul Thread vial to reroll it and take the second result.
At 15th level, you can see the souls of living creatures and identify them, as such, you know the true form of a creature concealed by illusion or transmutation magic while the creature is within 30 feet of you and within line of sight.
Additionally, invisible creatures cannot benefit from being invisible. this feature has no effect on undead or constructs.
Beginning at 18th level, you can use your action to empty 4 Soul Thread vials to become invisible for 1 minute. During that time, you also have resistance to all damage but force damage.
Additionally, you can empty 8 Soul Thread vials to cast the astral projection spell, without needing material components. When you do so, you can't take any other creatures with you.
At 20th level, when you roll for initiative and have less than 4 Soul Threads remaining, you instead have 4 Soul Thread vials
SoulWeavers are in perfect harmony with their SoulAlly, working together as a seamless unit
Starting at 3rd level your SoulAlly parially manifests into the material plane. You decide their name, appearance, gender, color and alignment. You also choose a large or smaller creature for it to resemble and a virtue or vice for it to represent, all this has no effect on its abilities.
- Its size is medium. It has darkvision up to 120 feet. It has a Flying speed of 30 feet and can hover. You can communicate with your SoulAlly telepathically, additionally as an action while it is on the same plane of existence as you, you can see through the eyes of your SoulAlly and hear what it hears until the start of your next turn, gaining the benefits of any special senses your SoulAlly has during this time, you are blind and deaf with regard to your own senses.
- Your SoulAlly acts before your turn in combat and is immune to all damage, it will however still suffer any additional effects .
- When you take the Attack action, you can forgo one of your own attacks to allow your SoulAlly to make one attack equal to your SoulClaw attack using its reaction.
- Your SoulAlly can use their action to become invisible for 1 minute or until it attacks. Additionally, also as an action, it can enter the plane of elemental spirits from your current plane of existence or appear in an unoccupied space within 30ft of you.
- When you fall unconcious your SoulAlly is forced back into the plane of elemental spirits until you regain conciousness at which point it returns in an unoccupied space within 30 feet of you. Your SoulAlly cannot die, instead, when you do, it's sent back to the plane of elemental spirits awaiting a new SoulWeaver to aid.
Staring at 6th level you can use your action to create 3 beams of energy to fall onto enemies you can see within range, each beam does 1d8 + 1 damage, the beams all strike at once and each must target a different Creature
At 11th level, your SoulAlly can attack twice instead of once whenever it uses its reaction to do so.
At 17th level , You gain the ability to tug at the threads of someones soul. When you hit a creature with a SoulClaw attack, you can empty 3 Soul Thread vials to create a psychic tether to a single thread of their soul which last for a number of days equal to your SoulWeaver level. The tether is harmless unless you use your action to pull at it. To do so, you and the target must be on the same plane of existence. When you use this action, the creature must make a Constitution saving throw. If it fails. it is reduced to 0 hit points. If it succeeds, it takes 10d10 necrotic damage.
You can have only one creature under the effect of this feature at a time. You can choose to let go of the tether harmlessly without using an action.
Technically all Weavers who use the arts for combat are considered Chaosweaver by their community, however the following techniques are more aggressive and considered "true" ChaosWeaving.
When you choose this school at 3rd level, you learn to attack at a distance. You can make a single ranged attack with your SoulClaws against a creature within 30 feet. You can then choose to either pull the creature up to 10 feet in a straight line to you or pull yourself up to 10 feet in a straight line closer to the creature.
Starting at 6th level, you can use an action to gamble your Soul to gain power for 1 minute. 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 hit you, and you automatically fail all Saving Throws.
Additionally you can use 2 Soul Threads, if you do you don't need to spend an action to use this feature.
Starting at 11th level, you can seal an opponent's power away for a while. As an action, When you hit another creature with a melee weapon attack. you can spend 3 Soul Thread to attempt Sealing Slash. The target must succeed on a Constitution saving throw or have disadvantage on attack rolls and saving throws until the end of your next turn.
At 17th level, your SoulCloth is enhanced by your prowess in martial ChaosWeaving. You gain resistance to bludgeoning, piercing, and slashing damage from nonmagical attacks.
FleshWeavers or Murks are dispicable beings which manipulate their own flesh and consume Souls and even their own SoulAlly to increase their own power.
When you choose this School at 3rd level, you consume your SoulAlly and learn to consume other souls as well and with this stolen power, alter your body, granting you the following benefits;
- You gain darkvision up to 120 feet and a flying speed of up to your Quick Soul modifier
- You can use 1 Soul Thread and an action to become invisible for 1 minute. This invisibility ends when you attack or cast a spell
- When a creature within 10 feet of you dies you can use a reaction to consume its soul, regaining Soul Threads equal to your Intelligence modifier (minimum of 1)
At 6th level, you gain the ability to magically stitch together your own flesh, healing yourself. As an action, you can regain hit points equal to three times your weaver level. you must finish a long rest before you can use this feature again
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. This whole process is quite painful for all those affected by it.
Tanislav's Last Will
Starting at 17th level, you learn the final of your forbidden magics. You can spend 8 Soul Thread vials, each creature in a 60-foot-radius sphere from a point within 150 feet must make a Constitution saving throw, taking 12d6 necrotic damage on a failed save, or half as much on a success.
You then get a potion that, when drunk by or fed to a creature as an action. causes that creature to regain hit points up to half the total damage dealt and cure a single disease affecting it. Any creatures killed in this way have their souls utterly destroyed, so you cannot consume them.
dexterity 13 and Intelligence 13
simple weapons, shortswords, weaving tools
as well as