## Way of the Soul Weaver
All monks are taught the art of using your soul in a practical manner. On the island of Tkaanie, the art of Soulweaving was created as a means of creating noble-class clothing or other products for little-to-no cost. Their practice of Weaving their products has made them valuable to many outside countries. 

## Elemental Spirits 
When a Weaver dies, they become an Elemental Spirit; an intelligent undead that, due to their affinity to elemental energies, can take on the properties of an element. When these spirits first form on the Plane of Elemental Spirits, many  take on an aspect of their personality and embody that to its fullest extent. The most famous Elemental Spirit that has done this was Aegis, the Spirit of Valor. He embodied the role of a protector, defending his allies as well as using a shield as his main form of attack.


Most Elemental Spirits take humanoid shape in the afterlife, resembling their old, living form. However, it is not unheard of for them to exist in other forms, such as those resembling animals or objects.

## Divided

Some Soulweavers diverged from the normal, economical practice of using the art, instead choosing to follow a different path.

These Soulweavers study the art's concepts and teachings for ways to use them for the purposes of combat. They have gained the power to weave with and manipulate the energies of the soul, manifesting in unique arcane abilities. 

Their homeland brands them as "Chaosweavers," although they prefer to keep their original name. To these rogue Soulweavers, however, those who weave with corrupted Elemental Spirits such as Greed and Envy are truly Chaosweavers.


### Weaver Initiate
At 3rd level, you begin your training as a Soulweaver. You gain the following benefits:

<br>

***Spirit-Looms.*** All practitioners of Weaving craft their own gauntlets that aid them in their art, called Spirit-Looms. Each Soulweaver's Spirit-Looms are capable of projecting a symbol that represents the wearer's own depiction of the given element, called Soul-Claws. Soulweavers use these to augment their unarmed attacks. While wearing your Spirit-Looms, you gain the following benefits: 


You become proficient with weaver's tools, and can perform the same techniques without needing a set on-hand. At 6th level, you add double your proficiency bonus when working with weaver's tools. 

Additionally, during short or long rest, you can spend 1 minute attuning your soul to an element via a special Soulweaving ritual. Choose one of the following: acid, poison, cold, fire, lightning, thunder, radiant, or necrotic. Your unarmed attacks now deal damage of the chosen type while wearing your Spirit-Looms. At 11th level, attacks with your Soul-Claws ignore resistances to your attuned element.

<br>


***Soul-Ally.*** Weavers are adept in the art of weaving with Elemental Spirits, to which they are always bound. The Elemental Spirit with whom a Soulweaver weaves is called a Soul-Ally, and their powers are essential in creating the nigh-unbreakable thread known as a Soulthread. When bonded to a Soul-Ally, Soulweavers gain the following benefits:


You are given a Soul-Ally, which is friendly to you and your companions, and they obey your commands. You determine your Soul-Ally's appearance and whether they have two legs or four; your choice has no effect on their game statistics. When you change the element of your Soul-Claws, your Soul-Ally's element changes to reflect it.

In combat, your Soul-Ally shares your initiative count, but they take their turn immediately after yours. They can move and use their reaction on their own, but the only action they takes on their turn is the Dodge action, unless you take a bonus action on your turn to command them to take one of the actions in their stat block or the Dash, Disengage, Help, Hide, or Search action.

When your Soul-Ally drops to 0 hit points, they disappear, leaving behind no physical form. They reappear after you perform the elemental ritual again. Otherwise, you can temporarily dismiss your Soul-Ally using a bonus action, and they disappear into a pocket dimension. There, they await your summons. As an action while they are temporarily dismissed, you can cause them to reappear in any unoccupied space within 30 feet of you.



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### Experienced Weaver
By 6th level, you've mastered the basics of Weaving as well as become experienced with the art of Soulweaving, allowing you to augment your base monk abilities in the following ways:


***Soul Lock.*** When you successfully stun a creature using Stunning Strike, you can choose to spend 1 extra ki point to attempt to stun 1 extra enemy within 30 feet.

***Dissipate Spell.*** Your Deflect Missile feature now works with damaging spells. When you take damage from a spell, you can spend 1 extra ki point per level of the enemy's spell to reduce its damage by 1d10 + your Wisdom modifier + your monk level. If the spell only targets you, and this reduces the damage you take to 0, the spell fails and the slot used is wasted.

<br>
### Synchronize
When you reach 11th level, you have perfected your bond with your Soul-Ally.

As an action, you can use 2 ki points to merge with your Soul-Ally to obliterate your enemies with searing beams of soul energy. Make 4 ranged spell attacks against creatures within 10 feet of each other, at a point you can see within 120 feet. These can be against either one creature or against different ones. You can also choose to attack up to 4 more times, spending 1 ki point per extra beam. On a hit, each beam deals force damage equal to 2d6 + your Wisdom modifier. Once you use this feature, it can't be used until you finish a long rest.

<br>
### Master Soulweaver
At 17th level, you have become an expert at the art of Soulweaving. You have now become able to speed past enemies at breakneck speeds, severely hampering their ability to harm you.

As an action, you can spend 5 ki points to double your movement speed for 1 minute. During this time, any creature you attack cannot make opportunity attacks against you, as your soul has made you like the wind. Additionally, while in this state, attacks with your Soul-Claws treat immunity to your attuned element as resistance to it, and your Flurry of Blows costs nothing to use.


___
> ## Soul-Ally
>*Medium elemental, any alignment*
> ___
> - **Armor Class** 13 (natural armor)
> - **Hit Points** equal the Soul-Ally's Constitution modifier + your Wisdom modifier + five times your monk level (the Soul-Ally has a number of Hit Dice [d6s] equal to your monk level)
> - **Speed** 0 ft., fly 50 ft.(hover)
>___
>|STR|DEX|CON|INT|WIS|CHA|
>|:---:|:---:|:---:|:---:|:---:|:---:|
>|1 (-5)|12 (+1)|12 (+1)|10 (+0)|12 (+1)|10 (0)|
>___
> - **Damage Resistances** bludgeoning, piercing, and slashing from nonmagical attacks
> - **Damage Immunities** the element their Soul Bond is currently attuned to
> - **Condition Immunities** charmed, exhaustion, poisoned
> - **Senses** Darkvision 60 Ft., passive Perception 10
> - **Languages** Common, whatever other language they knew in life
> - **Challenge Rating** 1 (200 XP)
> ___
> ***Bonded Soul.*** The Soul-Ally's attacks' elements are changed depending on the element their Soul Bond is currently attuned to. Also, the following numbers increase by 1 when your proficiency bonus increases by 1: the Soul-Ally's saving throw bonuses, and the bonuses to hit and damage of their attacks.
>
>***Elemental Healing.*** When the Soul Ally is subjected to the same damage type their Soul Bond is currently attuned to, they instead take no damage and regain a number of hit points equal to half the damage dealt.
> ### Actions
> ***Touch.*** *Melee Spell Attack:* +4 to hit, reach 5 ft., one creature. *Hit:*  6 (1d8+2) damage.
>
>***Reach.*** *Ranged Spell Attack:* +2 to hit, reach 30 ft., one creature. *Hit:* 5 (1d6+2) damage.
>### Reactions
***Quickstep.*** If the Soul-Ally is hit by a weapon attack, they can use a reaction to teleport 10 feet to a space they can see.

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## Adapting this subclass to use in your game
The people and locations mentioned on this subclass are from Artix Entertainment's game, Dragonfable. If you want to adapt this subclass and its history to better fit into your game, I would personally recommend basing the art of Weaving off of the ever-present source of magic that spellcasters tap into, the Weave. You can also change the names of characters and/or locations, if you wish.

## Credit
Soulweavers and their lore/history are owned by Artix Entertainment. This was simply an attempt to adapt the class into 5th Edition Dungeons and Dragons. I didn't get the lore *completely* correct, as I did change the Soul-Ally's ways of being a certain element, but I got most of it right at least.