WorldAdventurer
2018-10-07, 11:55 PM
The Red Adherent
A human garbed in the red cloak of his cabal over his chain shirt holds his rapier in front of him with confidence as, by using the power of the Arcane Weave within him, his rapier begins to crackle with electricity.
Wearing a headband and the dull grey half-plate from her time in service, this half elf strikes the hobgolin with her mace, undercutting the fabric of his Weaves, before channeling a firebolt through her shield to neutralize the threat.
Holding a staff and the holy symbol of the Red Way in his hands, an old dwarf channels a healing spell to soothe his ally's wounds while also summoning for an acid orb to agitate his foes.
Utilizing the powers of the Weaves within her, a little unarmored halfling strikes a burly man several times with fire-infused fists in a flash.
The Red Adherents, named so because of the red attire used at most formal academies, utilize the knowledge that making up the foundation of everything there are two weaves, one Arcane and one Divine, in order to augment themselves and manipulate the world around them through their will. A tradition rumored to have been started by ancient half-elves, most Red Adherents are found in obscure academies that begin training young, as to even use their powers requires intense research, introspection, and some martial training. They learn both the arcane theories and the philosophical, often borderline religious, aspects of the Weaves. While the Weaves allows them to be very versatile, most red adherents are also at their mercy. Their spells do not come to them by choice and they must learn how to make use of what they have available to them.
https://pbs.twimg.com/profile_images/782647676802301952/QEczeQSS_400x400.jpg
https://static.tvtropes.org/pmwiki/pub/images/heroes_of_camelot_3.jpg
Level
Proficiency Bonus
Features
Cantrips Received
1st
2nd
3rd
4th
5th
1
+2
Sense the Weaves, Weapon Bond, Spellcasting
4
2
+2
Fighting Style, Weapon of the Weaves
4
2
3
+2
Red Way Lore, Road of Red
4
3
4
+2
Ability Score Improvement
5
3
5
+3
Extra Attack
5
4
2
6
+3
Flow of the Weaves
5
4
2
7
+3
Road of Red feature
5
4
3
8
+3
Ability Score Improvement
5
4
3
9
+4
5
4
3
2
10
+4
Slicing the Weaves
6
4
3
2
11
+4
True Weapon of the Weaves, Weapon of the Weaves improvement
6
4
3
3
12
+4
Ability Score Improvement
6
4
3
3
13
+5
6
4
3
3
1
14
+5
Undo the Weaves
6
4
3
3
1
15
+5
Road of Red feature, Weapon of the Weaves improvement
6
4
3
3
2
16
+5
Ability Score Improvement
6
4
3
3
2
17
+6
6
4
3
3
3
1
18
+6
Rhythm of the Weaves
6
4
3
3
3
1
19
+6
Ability Score Improvement
6
4
3
3
3
2
20
+6
Road of Red feature
6
4
3
3
3
2
Hit Points:
Hit Die: 1d8 per red adherent level
Hit Points at 1st Level: 8 + your Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per red adherent level after 1st
Proficiencies:
Armor: Light and medium armor
Weapons: Simple weapons, martial melee weapons
Tools: None
Saving Throws: Dexterity, Charisma
Skills: Choose three from Arcane, Acrobatics, Athletics, History, Insight, Medicine, and Religion
Equipment:
You start with the following equipment, in addition to the equipment granted by your background:
(a) two martial weapons, (b) a martial weapon and two simple weapons, or (c) a martial weapon and a light crossbow with 20 bolts.
(a) a dungeoneer's pack or (b) an explorer's pack
(a) a component pouch and arcane focus, (b) a arcane focus and holy symbol, (c) a component pouch and holy symbol, or (d) a component pouch and a simple weapon
(a) chain shirt or (b) scale mail
Sense the Weaves:
As a adherent of the Way of Red, you are naturally attuned to the Weaves within objects and can practically taste their presence, additionally, you can tell from which Weave it has come from. As an action, you can cast detect magic at will. You can expend 2 uses of this ability to also tell whether the magic is divine, arcane, or neither in origin.
You can use this feature a number of times equal to 1 + your Charisma modifier. When you finish a long rest,
you regain all expended uses.
Weapon Bond:
At 1st level, you learn a ritual that creates a magical bond between yourself and one weapon. You perform the ritual over the course of 1 hour, which can be done during a short rest. The weapon must be within your reach throughout the ritual, at the conclusion of which you touch the weapon and forge the bond.
Once you have bonded a weapon to yourself, you can’t be disarmed of that weapon unless you are incapacitated. If it is on the same plane of existence,you can summon that weapon as a bonus action on your turn, causing it to teleport instantly to your hand.
You can have up to two bonded weapons, but can summon only one at a time with your bonus action.If you attempt to bond with a third weapon, you must break the bond with one of the other two
Spellcasting:
Receiving and Casting Spells: The Red Adherent table shows you how many spell slots you have to cast your spells. To cast one of your red adherent spells of 1st level of higher, you must expend a spell slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.
You receive a number of spells from your Divine Weave and Arcane Weave spell lists at random when you meditate for your spells of the day. You receive a number of spells prepared from both the Divine Weave and Arcane Weave spell list equal to 1 + 1/2 your charisma modifier (minimum 2) for each spell level you can prepare. If a spell would be prepared twice, you must receive another random spell from it's weave. Receiving spells requires the red adherent to spend 1 minute per spell level for each spell received in introspective meditation.
Cantrips: At 1st level, you receive four cantrips from the red adherent spell list. You can receive additional red adherent cantrips of your choice at higher levels, as shown in the Cantrips Received column of the Red Adherent table. You receive half of your cantrips at random from the Divine Weave and Arcane Weave spell lists when you meditate for your spells of the day. If you the number of cantrips you receive from this class is odd, then you may choose which weave obtains the extra received cantrip when you meditate for your spells. If a cantrip would be prepared twice, you must receive another random cantrip from it's weave.
Spellcasting Ability: Charisma is your spellcasting ability for your red adherent spells, since their power derives from their control over their innate magical potential. You use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a red adherent spells you cast and when making an attack roll with one.
Spell save DC = 8 + your proficiency bonus + your Charisma modifier
Spell attack modifier = your proficiency bonus + your Charisma modifier
Spellcasting Focus: You can use a holy symbol as a spellcasting focus for your red adherent spells that are also on the Divine Weave spell list. You can use a arcane focus as a spellcasting focus for your red adherent spells that are also on the Arcane Weave spell list.
Fighting Style:
At 2nd level, you adopt a style of fighting as your specialty. Choose one of the following options. You can’t take a Fighting Style option more than once, even if you later get to choose again.
Defense:
While you are wearing armor, you gain a +1 bonus to AC.
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. The weapon must have the two-handed or versatile property for you to gain this benefit.
Two-Weapon Fighting:
When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.
Weapon of the Weaves:
Starting at 2nd level, when you hit a creature with a bonded melee weapon attack, you can expend one red adherent spellslot, and remove one received red adherent spell that is in the Arcane Weave spell list from your received spells to deal fire, cold, lightning, or acid damage to the target, in addition to the weapon’s damage. The extra damage is 2d8 for a 1st-level spell slot, plus 1d8 for each spell level higher than 1st, to a maximum of 5d8. You can instead remove one received red adherent spell that is in the Divine Weave spell list from your received spells to deal radiant or necrotic damage instead.
Starting at level 11, you can choose to expend one red adherent spell slot and remove one received red adherent spell that is in the Arcane Weave spell list and one received red adherent spell that is in your Divine Weave spell list to deal thunder or psychic damage instead.
Starting at level 15, you can now choose to remove any received red adherent spell from any Weave's spell list to use fire, cold, lightning, acid, radiant, necrotic, thunder, or psychic damage.
Red Way Lore:
At 3rd level, you become trained in Arcana and Religion. If you where already trained in one or both of these skills, you instead become trained in Acrobatics, Athletics, History, Insight, or Medicine instead of the redundant skill.
Road of Red:
When you reach 3rd level, you must decide which of the Roads of Red you will follow. Up until now you have been learning how to find the Weaves within yourself and how to attune themselves to you and you to them. Now you must choose how you will use the Weaves.
Your choice grants you features at 3rd level and again at 7th, 15th, and 20th level. These features include Bend the Weaves features.
You may choose the Road of the Sage, the Road of Steel, or the Road of the Catalyst.
Bend the Weaves:
Your understanding of the Weaves through yourself allows you to bend them to your will. Each Bend the Weaves option provided by your Road explains how to use it.
When you use your Bend the Weaves, you choose which option to use. You must then finish a short or long rest to use your Bend the Weaves again.
Some Bend the Weaves effects require saving throws.When you use such an effect from this class, the DC equals your red adherent spell save DC.
Ability Score Improvement:
When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, 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.
Extra Attack:
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
Flow of the Weaves:
Beginning at 6th level, when you use your action to cast a cantrip, you can make one weapon attack as a
bonus action.
Slicing the Weaves:
At 10th level, you learn how to make your weapon strikes undercut a creature’s attunement with their Weaves and thus their resistance to your spells.When you hit a creature with a weapon attack, that creature has disadvantage on the next saving throw it makes against a spell you cast before the end of your next turn.
True Weapon of the Weaves:
At 11th level, you are so in tune with the influence of your inner Weaves, that they constantly pulse around your weapon. Whenever you hit a creature with a bonded melee weapon you roll 1d8 and consult the chart below. The creature takes 1d8 damage of whatever type you rolled.
If you also use your Weapon of the Weaves attack, you instead deal an extra 1d8 damage of whatever damage type you are using.
Roll
Damage Type
1
Fire
2
Cold
3
Lightning
4
Acid
5
Radiant
6
Necrotic
7
Thunder
8
Psychic
Undo the Weaves:
Beginning at 14th level, you can use your action to end one spell on yourself or on one creature that you touch or hit with your melee weapon. You must make a successful touch attack to use this on a unwilling creature.
You can use this feature a number of times equal to your Charisma modifier (a minimum of once). You regain expended uses when you finish a long rest.
Rhythm of the Weaves:
Starting at 18th level, when you use your action to cast a spell, you can make one weapon attack as a
bonus action.
The Roads of Red
https://orig00.deviantart.net/9661/f/2010/351/1/5/red_mage_by_1_kilometer-d353egc.png
Becoming a red adherents takes years of attuning oneself to their dual inner powers, the Weave of the Arcane and the Weave of the Divine and, with martial training, they become able to channel these Weaves within themselves into the outside world. But at this level of understanding, the red adherent no longer simply channels these Weaves, but can bend them to their will. There are three main paths of doing so, and a red adherent must decide between them.
Road of the Sage:
The adherents of the Road of the Sage seek to control and understand the spells granted to them by their Weaves. They seek to be able to choose what the Weaves grants rather than be beholden to their whims. Sometimes called Sages, Magi, or Occultists, these red adherents are more likely to be lawful than most as it takes intense discipline to get the Weaves to bow to one's will in the manner in which they do so. They aim to free themselves from the divisions of Arcane and Divine even more so than other Red Adherents, and can develop several tricks to do so.
Bend the Weaves:
When you choose this road at 3rd level, you gain the following two Bend the Weaves options.
Entwine the Weaves. As an action, you can use both a holy symbol and an arcane implement in order to entwine the weaves between your implements. Until the end of the 2nd turn after this feature is activated, If you cast a spell with a arcane implement, you can cast a cantrip that is on the Divine Weave spell list as a bonus action. If you cast a spell with a holy symbol, you can cast a cantrip that is on the Arcane Weave spell list as a bonus action.
Synthesize the Weaves. As an action, you can use both a holy symbol and an arcane implement in order to temporarily break down the barriers between the weaves within yourself. For 1 minute after activation, all of your red adherent spells are considered to be on both the Arcane Weave and Divine Weave spell lists.
Staff Sage:When you choose this road at 3rd level, you gain the ability to treat the quarterstaff as a finesse weapon.
Additionally, you may use any arcane implement staff as a quarterstaff and you can cast all red adherent spells you have received or prepared as a ritual as long as it has the ritual tag.
Stabilized Weaves:
Starting at level 7, instead of receiving all of your red adherent spells, you may now choose to prepare half of them (rounded down) that you would have received for each Weave. You know may choose half of your cantrips for each weave (rounded down) to know rather than be received.
Additionally, your arcane implements now count as holy symbols and your holy symbols now count as arcane implements for the purposes of casting red adherent spells or using red adherent features.
[U]Sage of the Weaves:
Starting at level 15, you now choose all of your red adherent cantrips to be known rather than received, they still must follow the rules of choosing half from each weave. You now prepare your red adherent spells for the day from each weave from your spell list instead of receiving them randomly.
The Weaves Become One:
At level 20, all of your spells known are considered to be on the red adherent spell list and are considered to be both on the Divine Weave and Arcane Weave spell lists.
Additionally, choose one level 1 spell from the wizard or sorcerer spell list and one level 1 spell from the cleric, druid, or paladin spell list, you can cast them at will as red adherent spells as if cast from a level 1 spell slot.
Road of Steel:
Those who walk the Road of Steel seek to use the Weaves in order to facilitate martial perfection. They are masters of arms and armor, and can use the Weaves in order to imbue them with strength far beyond that of other roads and with far better control. The adherents of this road are typically less concerned with the ultimate nature of the Weaves and far more concerned with their practical applications.
Bend the Weaves:
When you choose this road at 3rd level, you gain the following two Bend the Weaves options.
Beckon the Weaves. As a bonus action, you can use your power over the weaves within others to have them aid you in your attacks. You target one creature within 10 feet of you, you gain advantageon attack rolls against the creature for 1 minute or untilit drops to 0 hit points or falls unconscious.
Project the Weave. Using the weave within yourself and your bonded weapon, you can manifest this as a surge of power to strike your enemies from afar. As an action, you can expend two spell slots in order to perform an attack against one unobstructed creature within 40 feet of you. The attack roll and damage are calculated as if it was made by a bonded weapon currently being wielded by the red adherent except the damage is force. This feature may be used in conjunction with the Weapon of the Weave feature but if it is, then the damage dealt by Project the Weave is converted into the damage type added by Weapon of the Weave. This feature is not affected by True Weapon of the Weave.
Steel Warrior:When you choose this road at 3rd level, you gain proficiency in heavy armor and shields. Additionally, your bonded weapons are always considered magic for the purposes of overcoming damage reduction.
True Bonds:
Starting at level 7, your weapon bond feature now extends to shields. You may now, as a reaction, expend a spell slot to grant yourself a +2 bonus to AC or your saving throw if you are using a bonded shield. This can only be done 1 + your charisma modifier times per long rest.
Additionally, one of your bonded items counts as an arcane implement and the other as a holy symbol for the purposes of casting red adherent spells, these are chosen upon reaching level 7 and whenever you bond a new item.
Masterful Weapon of the Weave:
Starting at level 15, you can now choose what damage type is added to your weapon attacks by True Weapon of the Weave. Additionally, you may now choose force damage as one of your options for Weapon of the Weave and True Weapon of the Weave.
Move With the Weave:
At level 20, you can as an action, cast Haste at-will, as a level 5 caster, on yourself an amount of times per day equal to your charisma modifier +1. When the spell wears off you can still move and take actions.
Road of the Catalyst:
The adherents of the Road of the Catalyst seek to control the Weaves yes, but they only do so in order to make themselves even more powerful catalysts for the Weaves. Some of the more fanatical Catalysts see the Weaves as actual deities rather than just revered concepts. They are far more likely to be chaotic than most red adherents as their path puts a great strain on the mind and embraces the chaos that the mixing the weaves can create. The eschew weapons and implements in order to make themselves into a perfect blend of both.
Bend the Weaves:
When you choose this road at 3rd level, you gain the following two Bend the Weaves options.
Reasorb into the Weaves. As an action, you can expend any amount of spell slots in order to gain catalyst points equal to the total value of the spell slots expended (level 3 spell slots having a value of 3 for instance). This cannot bring your catalyst points above their maximum value.
Channel the Weaves. After using your action to attack or cast a spell, as a bonus action, you can expend 1 catalyst point in order to make 2 unarmed attacks.
Spell Catalyst:When you choose this road at 3rd level, you gain 2 + 1/4 your red adherent level catalysts points which renew every long rest. You can only ever have an amount of catalyst points equal to your charisma modifier + your proficiency bonus. Catalyst points can be used as sorcery points and ki points and vice versa. You may expend a catalyst point instead of a spell slot and prepared spell in order to use Weapon of the Weave, using it for thunder or psychic damage costs 2 catalyst points instead of 1.
One of your hands counts as an arcane implement and the other as a divine implement for the purposes of casting red adherent spells. You can now use your dexterity instead of strength for unarmed strike rolls and damage rolls and you roll 1d4 for damage for your unarmed strikes. This damage increases to 1d6 at level 8 and to 1d8 at level 15. Your unarmed strikes are now considered to be bonded melee weapon attacks for all red adherent features.
Overflowing Weaves:
Starting at level 7, you can gain 10 feet of movement speed when you are wearing no armor and carrying no shield and can cast mage armor on yourself at-will.
When you cast a spell that has a casting time of 1 action,you can spend 2 catalyst points to change the castingtime to 1 bonus action for this casting.
Inseparable From the Weaves:
Starting at level 15, When you cast a spell that forces a creature to make asaving throw to resist its effects, you can spend 3 catalyst points to give one target of the spell disadvantage on itsfirst saving throw made against the spell.
Additionally: When you roll damage for a spell, you can spend 1 catalyst point to reroll a number of the damage dice upto your Charisma modifier (minimum of one). You mustuse the new rolls.
Perfect Catalyst:
Your entire body counts as both an arcane implement and holy symbol for all red adherent spells.
When you cast any spell, you can expend 2 catalyst points in order to to cast the same spell again as a bonus action.
Red Adherent Spell Lists
*Spell is in Sword Coast Adventurer Guide **Spell is in Xanathar's Guide to Everything
Divine Weave Spell List:
Cantrips (0 Level)
Guidance
Gust**
Light
Magic Stone**
Mold Earth**
Resistance
Sacred Flame
Shape Water**
Spare the Dying
Thaumaturgy
Toll the Dead**
Word of Radiance**
1st Level
Absorb Elements**
Bane
Bless
Command
Compelled Duel
Create or Destroy Water
Cure Wounds
Earth Tremor**
Feather Fall
Fog Cloud
Guiding Bolt
Healing Word
Heroism
Inflict Wounds
Protection from Evil and Good
Sanctuary
Shield of Faith
Wrathful Smite
Zephyr Strike**
2nd Level
Aid
Blur
Branding Strike
Darkness
Dust Devil**
Earthbind**
Enhance Ability
Healing Spirit**
Gust of Wind
Lesser Restoration
Maximilian's Earthen Grasp**
Prayer of Healing
Silence
Skywrite**
Spiritual Weapon
Warding Bond
Warding Wind**
3rd Level
Beacon of Hope
Bestow Curse
Blinding Smite
Daylight
Erupting Earth**
Fly
Glyph of Warding
Life Transference**
Mass Healing Word
Meld Into Stone
Protection from Energy
Remove Curse
Revivify
Spirit Guardians
Tidal Wave**
Vampiric Touch
Water Breathing
Water Walk
Wall of Sand**
Wall of Water**
Wind Wall
4th Level
Aura of Life
Banishment
Control Water
Death Ward
Freedom of Movement
Guardian of Faith
Otiluke’s Resilient Sphere
Sickening Radiance**
Staggering Smite
Stone Shape
Stoneskin
Storm Sphere**
Watery Sphere**
5th Level
Antilife Shell
Banishing Smite
Circle of Power
Commune
Contact Other Plane
Contagion
Control Winds**
Dawn**
Destructive Wave
Enervation**
Dispel Evil and Good
Geas
Greater Restoration
Hallow
Hold Monster
Holy Weapon**
Maelstorm**
Mass Cure Wounds
Negative Energy Flood**
Planar Binding
Steel Wind Strike**
Transmute Rock**
Wall of Light**
Wall of Stone
Arcane Weave Spell List:
Cantrips (0 Level)
Acid Spash
Blade Ward
Booming Blade*
Chill Touch
Control Flames**
Create Bonfire**
Dancing Lights
Firebolt
Frostbite**
Green-Flame Blade*
Mage Hand
Prestidigitation
Produce Flames
Ray of Frost
Shocking Grasp
Swordburst
Thunderclap**
True Strike
1st Level
Burning Hands
Catapult**
Chaos Bolt**
Chromatic Orb
Expeditious Retreat
Ice Knife**
Jump
Longstrider
Mage Armor
Magic Missile
Searing Smite
Shield
Thunderous Smite
Thunderwave
Witch Bolt
2nd Level
Aganazzar's Scorcher**
Alter Self
Cloud of Daggers
Dragon's Breath**
Flame Blade
Flaming Sphere
Heat Metal
Magic Weapon
Melf’s Acid Arrow
Mirror Image
Misty Step
Pyrotechnics**
Scorching Ray
Shadow Blade**
Shatter
Sleet Storm
Snilloc's Snowball Stream**
Spider Climb
3rd Level
Blink
Call Lightning
Counterspell
Dispel Magic
Elemental Weapon
Fireball
Haste
Leomund’s Tiny Hut
Lightning Bolt
Magic Circle
Melf's Minute Meteors
Slow
4th Level
Conjure Minor Elementals
Dimension Door
Elemental Bane**
Fire Shield
Icestorm
Wall of Fire
Polymorph
Vitriolic Sphere**
5th Level
Cloud Kill
Conjure Elemental
Far Step**
Flame Strike
Immolation**
Legend Lore
Passwall
Rary's Telepathic Bond
Skill Empowerment**
Synaptic Static**
Telekinesis
Teleportation Circle
Wall of Force
Received Spells Charts
Divine Weave Cantrips
Roll 1d12
1
Guidance
2
Gust
3
Light
4
Magic Stone
5
Mold Earth
6
Resistant
7
Sacred Fire
8
Shape Water
9
Spare the Dying
10
Thaumaturgy
11
Toll the Dead
12
Word of Radiance
Divine Weave 1st Level
Roll 1d20
Or Roll 1d19 Digitally
1
Absorb Elements
2
Bane
3
Bless
4
Command
5
Compelled Duel
6
Create or Destroy Water
7
Cure Wounds
8
Earth Tremor
9
Feather Fall
10
Fog Cloud
11
Guiding Bolt
12
Healing Word
13
Heroism
14
Inflict Wounds
15
Protection from Evil and Good
16
Sanctuary
17
Shield of Faith
18
Wrathful Smite
19
Zephyr Strike
20
Re-Roll
Divine Weave 2nd Level
Roll 1d20
Or Roll 1d17 Digitally
1
Aid
2
Blur
3
Branding Strike
4
Darkness
5
Dust Devil
6
Earthbind
7
Enhance Ability
8
Healing Spirit
9
Gust of Wind
10
Lesser Restoration
11
Maximilian's Earthen Grasp
12
Prayer of Healing
13
Silence
14
Skywrite
15
Spiritual Weapon
16
Warding Bond
17
Warding Wind
18-20
Re-Roll
Divine Weave 3rd Level
Roll 1d100
Or Roll 1d21 Digitally
1
Beacon of Hope
2
Bestow Curse
3
Blinding Smite
4
Daylight
5
Erupting Earth
6
Fly
7
Glyph of Warding
8
Life Transference
9
Mass Healing Word
10
Meld Into Stone
11
Protection from Energy
12
Remove Curse
13
Revivify
14
Spirit Guardians
15
Tidal Wave
16
Vampiric Touch
17
Water Breathing
18
Water Walk
19
Wall of Sand
20
Wall of Water
21
Wind Wall
22-100
Re-Roll
Divine Weave 4th Level
Roll 1d20
Or Roll 1d13 Digitally
1
Aura of Life
2
Banishment
3
Control Water
4
Death Ward
5
Freedom of Movement
6
Guardian of Faith
7
Otiluke's Resilient Sphere
8
Sickening Radiance
9
Staggering Smite
10
Stone Shape
11
Stoneskin
12
Storm Sphere
13
Watery Sphere
14-20
Re-Roll
Divine Weave 5th Level
Roll 1d100
Or Roll 1d24 Digitally
1
Antilife Shell
2
Banishing Smite
3
Circle of Power
4
Commune
5
Contact Other Plane
6
Contagion
7
Control Winds
8
Dawn
9
Destructive Wave
10
Enervation
11
Dispel Evil and Good
12
Geas
13
Greater Restoration
14
Hallow
15
Hold Monster
16
Holy Weapon
17
Maelstorm
18
Mass Cure Wounds
19
Negative Energy Flood
20
Planar Binding
21
Steel Wind Strike
22
Transmute Rock
23
Wall of Light
24
Wall of Stone
25-100
Re-Roll
Arcane Weave Cantrips
Roll 1d20
Or Roll 1d18 Digitally
1
Acid Splash
2
Blade Ward
3
Booming Blade
4
Chill Touch
5
Control Flames
6
Create Bonfire
7
Dancing Lights
8
Firebolt
9
Frostbite
10
Green-Flame Blade
11
Mage Hand
12
Prestidigitation
13
Produce Flames
14
Ray of Frost
15
Shocking Grasp
16
Swordburst
17
Thunderclap
18
True Strike
19-20
Re-Roll
Arcane Weave 1st Level
Roll 1d20
Or Roll 1d15 Digitally
1
Burning Hands
2
Catapult
3
Chaos Bolt
4
Chromatic Orb
5
Expeditious Retreat
6
Ice Knife
7
Jump
8
Longstrider
9
Mage Armor
10
Magic Missile
11
Searing Smite
12
Shield
13
Thunderous Smite
14
Thunderwave
15
Witchbolt
16-20
Re-Roll
Arcane Weave 2nd Level
Roll 1d20
Or Roll 1d18 Digitally
1
Aganazzar's Scorcher
2
Alter Self
3
Cloud of Daggers
4
Dragon's Breath
5
Flame Blade
6
Flaming Sphere
7
Heat Metal
8
Magic Weapon
9
Melf's Acid Arrow
10
Mirror Image
11
Misty Step
12
Pyrotechnics
13
Scorching Ray
14
Shadow Blade
15
Shatter
16
Sleet Storm
17
Snilloc's Snowball Stream
18
Spider Climb
19-20
Re-Roll
Arcane Weave 3rd Level
Roll 1d12
1
Blink
2
Call Lightning
3
Counterspell
4
Dispel Magic
5
Elemental Weapon
6
Fireball
7
Haste
8
Leomund's Tiny Hut
9
Lightning Bolt
10
Magic Circle
11
Melf's Minute Meteors
12
Slow
Arcane Weave 4th Level
Roll 1d8
1
Conjure Minor Elementals
2
Dimension Door
3
Elemental Bane
4
Fire Shield
5
Icestorm
6
Wall of Fire
7
Polymorph
8
Vitriolic Sphere
Arcane Weave 5th Level
Roll 1d20
Or Digitally Roll 1d13
1
Cloud Kill
2
Conjure Elemental
3
Far Step
4
Flame Strike
5
Immolation
6
Legend Lore
7
Passwall
8
Rary's Telepathic Bond
9
Skill Empowerment
10
Synaptic Static
11
Telekinesis
12
Teleportation Circle
13
Wall of Force
14-20
Re-Roll
The Way of Red
https://i.postimg.cc/fyVLZ9tt/Way_of_Red.png
Favored Weapon: Rapier
Domains: Arcana, Knowledge, War, Death, and Light
Alignment: True Neutral
A human garbed in the red cloak of his cabal over his chain shirt holds his rapier in front of him with confidence as, by using the power of the Arcane Weave within him, his rapier begins to crackle with electricity.
Wearing a headband and the dull grey half-plate from her time in service, this half elf strikes the hobgolin with her mace, undercutting the fabric of his Weaves, before channeling a firebolt through her shield to neutralize the threat.
Holding a staff and the holy symbol of the Red Way in his hands, an old dwarf channels a healing spell to soothe his ally's wounds while also summoning for an acid orb to agitate his foes.
Utilizing the powers of the Weaves within her, a little unarmored halfling strikes a burly man several times with fire-infused fists in a flash.
The Red Adherents, named so because of the red attire used at most formal academies, utilize the knowledge that making up the foundation of everything there are two weaves, one Arcane and one Divine, in order to augment themselves and manipulate the world around them through their will. A tradition rumored to have been started by ancient half-elves, most Red Adherents are found in obscure academies that begin training young, as to even use their powers requires intense research, introspection, and some martial training. They learn both the arcane theories and the philosophical, often borderline religious, aspects of the Weaves. While the Weaves allows them to be very versatile, most red adherents are also at their mercy. Their spells do not come to them by choice and they must learn how to make use of what they have available to them.
https://pbs.twimg.com/profile_images/782647676802301952/QEczeQSS_400x400.jpg
https://static.tvtropes.org/pmwiki/pub/images/heroes_of_camelot_3.jpg
Level
Proficiency Bonus
Features
Cantrips Received
1st
2nd
3rd
4th
5th
1
+2
Sense the Weaves, Weapon Bond, Spellcasting
4
2
+2
Fighting Style, Weapon of the Weaves
4
2
3
+2
Red Way Lore, Road of Red
4
3
4
+2
Ability Score Improvement
5
3
5
+3
Extra Attack
5
4
2
6
+3
Flow of the Weaves
5
4
2
7
+3
Road of Red feature
5
4
3
8
+3
Ability Score Improvement
5
4
3
9
+4
5
4
3
2
10
+4
Slicing the Weaves
6
4
3
2
11
+4
True Weapon of the Weaves, Weapon of the Weaves improvement
6
4
3
3
12
+4
Ability Score Improvement
6
4
3
3
13
+5
6
4
3
3
1
14
+5
Undo the Weaves
6
4
3
3
1
15
+5
Road of Red feature, Weapon of the Weaves improvement
6
4
3
3
2
16
+5
Ability Score Improvement
6
4
3
3
2
17
+6
6
4
3
3
3
1
18
+6
Rhythm of the Weaves
6
4
3
3
3
1
19
+6
Ability Score Improvement
6
4
3
3
3
2
20
+6
Road of Red feature
6
4
3
3
3
2
Hit Points:
Hit Die: 1d8 per red adherent level
Hit Points at 1st Level: 8 + your Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per red adherent level after 1st
Proficiencies:
Armor: Light and medium armor
Weapons: Simple weapons, martial melee weapons
Tools: None
Saving Throws: Dexterity, Charisma
Skills: Choose three from Arcane, Acrobatics, Athletics, History, Insight, Medicine, and Religion
Equipment:
You start with the following equipment, in addition to the equipment granted by your background:
(a) two martial weapons, (b) a martial weapon and two simple weapons, or (c) a martial weapon and a light crossbow with 20 bolts.
(a) a dungeoneer's pack or (b) an explorer's pack
(a) a component pouch and arcane focus, (b) a arcane focus and holy symbol, (c) a component pouch and holy symbol, or (d) a component pouch and a simple weapon
(a) chain shirt or (b) scale mail
Sense the Weaves:
As a adherent of the Way of Red, you are naturally attuned to the Weaves within objects and can practically taste their presence, additionally, you can tell from which Weave it has come from. As an action, you can cast detect magic at will. You can expend 2 uses of this ability to also tell whether the magic is divine, arcane, or neither in origin.
You can use this feature a number of times equal to 1 + your Charisma modifier. When you finish a long rest,
you regain all expended uses.
Weapon Bond:
At 1st level, you learn a ritual that creates a magical bond between yourself and one weapon. You perform the ritual over the course of 1 hour, which can be done during a short rest. The weapon must be within your reach throughout the ritual, at the conclusion of which you touch the weapon and forge the bond.
Once you have bonded a weapon to yourself, you can’t be disarmed of that weapon unless you are incapacitated. If it is on the same plane of existence,you can summon that weapon as a bonus action on your turn, causing it to teleport instantly to your hand.
You can have up to two bonded weapons, but can summon only one at a time with your bonus action.If you attempt to bond with a third weapon, you must break the bond with one of the other two
Spellcasting:
Receiving and Casting Spells: The Red Adherent table shows you how many spell slots you have to cast your spells. To cast one of your red adherent spells of 1st level of higher, you must expend a spell slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.
You receive a number of spells from your Divine Weave and Arcane Weave spell lists at random when you meditate for your spells of the day. You receive a number of spells prepared from both the Divine Weave and Arcane Weave spell list equal to 1 + 1/2 your charisma modifier (minimum 2) for each spell level you can prepare. If a spell would be prepared twice, you must receive another random spell from it's weave. Receiving spells requires the red adherent to spend 1 minute per spell level for each spell received in introspective meditation.
Cantrips: At 1st level, you receive four cantrips from the red adherent spell list. You can receive additional red adherent cantrips of your choice at higher levels, as shown in the Cantrips Received column of the Red Adherent table. You receive half of your cantrips at random from the Divine Weave and Arcane Weave spell lists when you meditate for your spells of the day. If you the number of cantrips you receive from this class is odd, then you may choose which weave obtains the extra received cantrip when you meditate for your spells. If a cantrip would be prepared twice, you must receive another random cantrip from it's weave.
Spellcasting Ability: Charisma is your spellcasting ability for your red adherent spells, since their power derives from their control over their innate magical potential. You use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a red adherent spells you cast and when making an attack roll with one.
Spell save DC = 8 + your proficiency bonus + your Charisma modifier
Spell attack modifier = your proficiency bonus + your Charisma modifier
Spellcasting Focus: You can use a holy symbol as a spellcasting focus for your red adherent spells that are also on the Divine Weave spell list. You can use a arcane focus as a spellcasting focus for your red adherent spells that are also on the Arcane Weave spell list.
Fighting Style:
At 2nd level, you adopt a style of fighting as your specialty. Choose one of the following options. You can’t take a Fighting Style option more than once, even if you later get to choose again.
Defense:
While you are wearing armor, you gain a +1 bonus to AC.
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. The weapon must have the two-handed or versatile property for you to gain this benefit.
Two-Weapon Fighting:
When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.
Weapon of the Weaves:
Starting at 2nd level, when you hit a creature with a bonded melee weapon attack, you can expend one red adherent spellslot, and remove one received red adherent spell that is in the Arcane Weave spell list from your received spells to deal fire, cold, lightning, or acid damage to the target, in addition to the weapon’s damage. The extra damage is 2d8 for a 1st-level spell slot, plus 1d8 for each spell level higher than 1st, to a maximum of 5d8. You can instead remove one received red adherent spell that is in the Divine Weave spell list from your received spells to deal radiant or necrotic damage instead.
Starting at level 11, you can choose to expend one red adherent spell slot and remove one received red adherent spell that is in the Arcane Weave spell list and one received red adherent spell that is in your Divine Weave spell list to deal thunder or psychic damage instead.
Starting at level 15, you can now choose to remove any received red adherent spell from any Weave's spell list to use fire, cold, lightning, acid, radiant, necrotic, thunder, or psychic damage.
Red Way Lore:
At 3rd level, you become trained in Arcana and Religion. If you where already trained in one or both of these skills, you instead become trained in Acrobatics, Athletics, History, Insight, or Medicine instead of the redundant skill.
Road of Red:
When you reach 3rd level, you must decide which of the Roads of Red you will follow. Up until now you have been learning how to find the Weaves within yourself and how to attune themselves to you and you to them. Now you must choose how you will use the Weaves.
Your choice grants you features at 3rd level and again at 7th, 15th, and 20th level. These features include Bend the Weaves features.
You may choose the Road of the Sage, the Road of Steel, or the Road of the Catalyst.
Bend the Weaves:
Your understanding of the Weaves through yourself allows you to bend them to your will. Each Bend the Weaves option provided by your Road explains how to use it.
When you use your Bend the Weaves, you choose which option to use. You must then finish a short or long rest to use your Bend the Weaves again.
Some Bend the Weaves effects require saving throws.When you use such an effect from this class, the DC equals your red adherent spell save DC.
Ability Score Improvement:
When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, 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.
Extra Attack:
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
Flow of the Weaves:
Beginning at 6th level, when you use your action to cast a cantrip, you can make one weapon attack as a
bonus action.
Slicing the Weaves:
At 10th level, you learn how to make your weapon strikes undercut a creature’s attunement with their Weaves and thus their resistance to your spells.When you hit a creature with a weapon attack, that creature has disadvantage on the next saving throw it makes against a spell you cast before the end of your next turn.
True Weapon of the Weaves:
At 11th level, you are so in tune with the influence of your inner Weaves, that they constantly pulse around your weapon. Whenever you hit a creature with a bonded melee weapon you roll 1d8 and consult the chart below. The creature takes 1d8 damage of whatever type you rolled.
If you also use your Weapon of the Weaves attack, you instead deal an extra 1d8 damage of whatever damage type you are using.
Roll
Damage Type
1
Fire
2
Cold
3
Lightning
4
Acid
5
Radiant
6
Necrotic
7
Thunder
8
Psychic
Undo the Weaves:
Beginning at 14th level, you can use your action to end one spell on yourself or on one creature that you touch or hit with your melee weapon. You must make a successful touch attack to use this on a unwilling creature.
You can use this feature a number of times equal to your Charisma modifier (a minimum of once). You regain expended uses when you finish a long rest.
Rhythm of the Weaves:
Starting at 18th level, when you use your action to cast a spell, you can make one weapon attack as a
bonus action.
The Roads of Red
https://orig00.deviantart.net/9661/f/2010/351/1/5/red_mage_by_1_kilometer-d353egc.png
Becoming a red adherents takes years of attuning oneself to their dual inner powers, the Weave of the Arcane and the Weave of the Divine and, with martial training, they become able to channel these Weaves within themselves into the outside world. But at this level of understanding, the red adherent no longer simply channels these Weaves, but can bend them to their will. There are three main paths of doing so, and a red adherent must decide between them.
Road of the Sage:
The adherents of the Road of the Sage seek to control and understand the spells granted to them by their Weaves. They seek to be able to choose what the Weaves grants rather than be beholden to their whims. Sometimes called Sages, Magi, or Occultists, these red adherents are more likely to be lawful than most as it takes intense discipline to get the Weaves to bow to one's will in the manner in which they do so. They aim to free themselves from the divisions of Arcane and Divine even more so than other Red Adherents, and can develop several tricks to do so.
Bend the Weaves:
When you choose this road at 3rd level, you gain the following two Bend the Weaves options.
Entwine the Weaves. As an action, you can use both a holy symbol and an arcane implement in order to entwine the weaves between your implements. Until the end of the 2nd turn after this feature is activated, If you cast a spell with a arcane implement, you can cast a cantrip that is on the Divine Weave spell list as a bonus action. If you cast a spell with a holy symbol, you can cast a cantrip that is on the Arcane Weave spell list as a bonus action.
Synthesize the Weaves. As an action, you can use both a holy symbol and an arcane implement in order to temporarily break down the barriers between the weaves within yourself. For 1 minute after activation, all of your red adherent spells are considered to be on both the Arcane Weave and Divine Weave spell lists.
Staff Sage:When you choose this road at 3rd level, you gain the ability to treat the quarterstaff as a finesse weapon.
Additionally, you may use any arcane implement staff as a quarterstaff and you can cast all red adherent spells you have received or prepared as a ritual as long as it has the ritual tag.
Stabilized Weaves:
Starting at level 7, instead of receiving all of your red adherent spells, you may now choose to prepare half of them (rounded down) that you would have received for each Weave. You know may choose half of your cantrips for each weave (rounded down) to know rather than be received.
Additionally, your arcane implements now count as holy symbols and your holy symbols now count as arcane implements for the purposes of casting red adherent spells or using red adherent features.
[U]Sage of the Weaves:
Starting at level 15, you now choose all of your red adherent cantrips to be known rather than received, they still must follow the rules of choosing half from each weave. You now prepare your red adherent spells for the day from each weave from your spell list instead of receiving them randomly.
The Weaves Become One:
At level 20, all of your spells known are considered to be on the red adherent spell list and are considered to be both on the Divine Weave and Arcane Weave spell lists.
Additionally, choose one level 1 spell from the wizard or sorcerer spell list and one level 1 spell from the cleric, druid, or paladin spell list, you can cast them at will as red adherent spells as if cast from a level 1 spell slot.
Road of Steel:
Those who walk the Road of Steel seek to use the Weaves in order to facilitate martial perfection. They are masters of arms and armor, and can use the Weaves in order to imbue them with strength far beyond that of other roads and with far better control. The adherents of this road are typically less concerned with the ultimate nature of the Weaves and far more concerned with their practical applications.
Bend the Weaves:
When you choose this road at 3rd level, you gain the following two Bend the Weaves options.
Beckon the Weaves. As a bonus action, you can use your power over the weaves within others to have them aid you in your attacks. You target one creature within 10 feet of you, you gain advantageon attack rolls against the creature for 1 minute or untilit drops to 0 hit points or falls unconscious.
Project the Weave. Using the weave within yourself and your bonded weapon, you can manifest this as a surge of power to strike your enemies from afar. As an action, you can expend two spell slots in order to perform an attack against one unobstructed creature within 40 feet of you. The attack roll and damage are calculated as if it was made by a bonded weapon currently being wielded by the red adherent except the damage is force. This feature may be used in conjunction with the Weapon of the Weave feature but if it is, then the damage dealt by Project the Weave is converted into the damage type added by Weapon of the Weave. This feature is not affected by True Weapon of the Weave.
Steel Warrior:When you choose this road at 3rd level, you gain proficiency in heavy armor and shields. Additionally, your bonded weapons are always considered magic for the purposes of overcoming damage reduction.
True Bonds:
Starting at level 7, your weapon bond feature now extends to shields. You may now, as a reaction, expend a spell slot to grant yourself a +2 bonus to AC or your saving throw if you are using a bonded shield. This can only be done 1 + your charisma modifier times per long rest.
Additionally, one of your bonded items counts as an arcane implement and the other as a holy symbol for the purposes of casting red adherent spells, these are chosen upon reaching level 7 and whenever you bond a new item.
Masterful Weapon of the Weave:
Starting at level 15, you can now choose what damage type is added to your weapon attacks by True Weapon of the Weave. Additionally, you may now choose force damage as one of your options for Weapon of the Weave and True Weapon of the Weave.
Move With the Weave:
At level 20, you can as an action, cast Haste at-will, as a level 5 caster, on yourself an amount of times per day equal to your charisma modifier +1. When the spell wears off you can still move and take actions.
Road of the Catalyst:
The adherents of the Road of the Catalyst seek to control the Weaves yes, but they only do so in order to make themselves even more powerful catalysts for the Weaves. Some of the more fanatical Catalysts see the Weaves as actual deities rather than just revered concepts. They are far more likely to be chaotic than most red adherents as their path puts a great strain on the mind and embraces the chaos that the mixing the weaves can create. The eschew weapons and implements in order to make themselves into a perfect blend of both.
Bend the Weaves:
When you choose this road at 3rd level, you gain the following two Bend the Weaves options.
Reasorb into the Weaves. As an action, you can expend any amount of spell slots in order to gain catalyst points equal to the total value of the spell slots expended (level 3 spell slots having a value of 3 for instance). This cannot bring your catalyst points above their maximum value.
Channel the Weaves. After using your action to attack or cast a spell, as a bonus action, you can expend 1 catalyst point in order to make 2 unarmed attacks.
Spell Catalyst:When you choose this road at 3rd level, you gain 2 + 1/4 your red adherent level catalysts points which renew every long rest. You can only ever have an amount of catalyst points equal to your charisma modifier + your proficiency bonus. Catalyst points can be used as sorcery points and ki points and vice versa. You may expend a catalyst point instead of a spell slot and prepared spell in order to use Weapon of the Weave, using it for thunder or psychic damage costs 2 catalyst points instead of 1.
One of your hands counts as an arcane implement and the other as a divine implement for the purposes of casting red adherent spells. You can now use your dexterity instead of strength for unarmed strike rolls and damage rolls and you roll 1d4 for damage for your unarmed strikes. This damage increases to 1d6 at level 8 and to 1d8 at level 15. Your unarmed strikes are now considered to be bonded melee weapon attacks for all red adherent features.
Overflowing Weaves:
Starting at level 7, you can gain 10 feet of movement speed when you are wearing no armor and carrying no shield and can cast mage armor on yourself at-will.
When you cast a spell that has a casting time of 1 action,you can spend 2 catalyst points to change the castingtime to 1 bonus action for this casting.
Inseparable From the Weaves:
Starting at level 15, When you cast a spell that forces a creature to make asaving throw to resist its effects, you can spend 3 catalyst points to give one target of the spell disadvantage on itsfirst saving throw made against the spell.
Additionally: When you roll damage for a spell, you can spend 1 catalyst point to reroll a number of the damage dice upto your Charisma modifier (minimum of one). You mustuse the new rolls.
Perfect Catalyst:
Your entire body counts as both an arcane implement and holy symbol for all red adherent spells.
When you cast any spell, you can expend 2 catalyst points in order to to cast the same spell again as a bonus action.
Red Adherent Spell Lists
*Spell is in Sword Coast Adventurer Guide **Spell is in Xanathar's Guide to Everything
Divine Weave Spell List:
Cantrips (0 Level)
Guidance
Gust**
Light
Magic Stone**
Mold Earth**
Resistance
Sacred Flame
Shape Water**
Spare the Dying
Thaumaturgy
Toll the Dead**
Word of Radiance**
1st Level
Absorb Elements**
Bane
Bless
Command
Compelled Duel
Create or Destroy Water
Cure Wounds
Earth Tremor**
Feather Fall
Fog Cloud
Guiding Bolt
Healing Word
Heroism
Inflict Wounds
Protection from Evil and Good
Sanctuary
Shield of Faith
Wrathful Smite
Zephyr Strike**
2nd Level
Aid
Blur
Branding Strike
Darkness
Dust Devil**
Earthbind**
Enhance Ability
Healing Spirit**
Gust of Wind
Lesser Restoration
Maximilian's Earthen Grasp**
Prayer of Healing
Silence
Skywrite**
Spiritual Weapon
Warding Bond
Warding Wind**
3rd Level
Beacon of Hope
Bestow Curse
Blinding Smite
Daylight
Erupting Earth**
Fly
Glyph of Warding
Life Transference**
Mass Healing Word
Meld Into Stone
Protection from Energy
Remove Curse
Revivify
Spirit Guardians
Tidal Wave**
Vampiric Touch
Water Breathing
Water Walk
Wall of Sand**
Wall of Water**
Wind Wall
4th Level
Aura of Life
Banishment
Control Water
Death Ward
Freedom of Movement
Guardian of Faith
Otiluke’s Resilient Sphere
Sickening Radiance**
Staggering Smite
Stone Shape
Stoneskin
Storm Sphere**
Watery Sphere**
5th Level
Antilife Shell
Banishing Smite
Circle of Power
Commune
Contact Other Plane
Contagion
Control Winds**
Dawn**
Destructive Wave
Enervation**
Dispel Evil and Good
Geas
Greater Restoration
Hallow
Hold Monster
Holy Weapon**
Maelstorm**
Mass Cure Wounds
Negative Energy Flood**
Planar Binding
Steel Wind Strike**
Transmute Rock**
Wall of Light**
Wall of Stone
Arcane Weave Spell List:
Cantrips (0 Level)
Acid Spash
Blade Ward
Booming Blade*
Chill Touch
Control Flames**
Create Bonfire**
Dancing Lights
Firebolt
Frostbite**
Green-Flame Blade*
Mage Hand
Prestidigitation
Produce Flames
Ray of Frost
Shocking Grasp
Swordburst
Thunderclap**
True Strike
1st Level
Burning Hands
Catapult**
Chaos Bolt**
Chromatic Orb
Expeditious Retreat
Ice Knife**
Jump
Longstrider
Mage Armor
Magic Missile
Searing Smite
Shield
Thunderous Smite
Thunderwave
Witch Bolt
2nd Level
Aganazzar's Scorcher**
Alter Self
Cloud of Daggers
Dragon's Breath**
Flame Blade
Flaming Sphere
Heat Metal
Magic Weapon
Melf’s Acid Arrow
Mirror Image
Misty Step
Pyrotechnics**
Scorching Ray
Shadow Blade**
Shatter
Sleet Storm
Snilloc's Snowball Stream**
Spider Climb
3rd Level
Blink
Call Lightning
Counterspell
Dispel Magic
Elemental Weapon
Fireball
Haste
Leomund’s Tiny Hut
Lightning Bolt
Magic Circle
Melf's Minute Meteors
Slow
4th Level
Conjure Minor Elementals
Dimension Door
Elemental Bane**
Fire Shield
Icestorm
Wall of Fire
Polymorph
Vitriolic Sphere**
5th Level
Cloud Kill
Conjure Elemental
Far Step**
Flame Strike
Immolation**
Legend Lore
Passwall
Rary's Telepathic Bond
Skill Empowerment**
Synaptic Static**
Telekinesis
Teleportation Circle
Wall of Force
Received Spells Charts
Divine Weave Cantrips
Roll 1d12
1
Guidance
2
Gust
3
Light
4
Magic Stone
5
Mold Earth
6
Resistant
7
Sacred Fire
8
Shape Water
9
Spare the Dying
10
Thaumaturgy
11
Toll the Dead
12
Word of Radiance
Divine Weave 1st Level
Roll 1d20
Or Roll 1d19 Digitally
1
Absorb Elements
2
Bane
3
Bless
4
Command
5
Compelled Duel
6
Create or Destroy Water
7
Cure Wounds
8
Earth Tremor
9
Feather Fall
10
Fog Cloud
11
Guiding Bolt
12
Healing Word
13
Heroism
14
Inflict Wounds
15
Protection from Evil and Good
16
Sanctuary
17
Shield of Faith
18
Wrathful Smite
19
Zephyr Strike
20
Re-Roll
Divine Weave 2nd Level
Roll 1d20
Or Roll 1d17 Digitally
1
Aid
2
Blur
3
Branding Strike
4
Darkness
5
Dust Devil
6
Earthbind
7
Enhance Ability
8
Healing Spirit
9
Gust of Wind
10
Lesser Restoration
11
Maximilian's Earthen Grasp
12
Prayer of Healing
13
Silence
14
Skywrite
15
Spiritual Weapon
16
Warding Bond
17
Warding Wind
18-20
Re-Roll
Divine Weave 3rd Level
Roll 1d100
Or Roll 1d21 Digitally
1
Beacon of Hope
2
Bestow Curse
3
Blinding Smite
4
Daylight
5
Erupting Earth
6
Fly
7
Glyph of Warding
8
Life Transference
9
Mass Healing Word
10
Meld Into Stone
11
Protection from Energy
12
Remove Curse
13
Revivify
14
Spirit Guardians
15
Tidal Wave
16
Vampiric Touch
17
Water Breathing
18
Water Walk
19
Wall of Sand
20
Wall of Water
21
Wind Wall
22-100
Re-Roll
Divine Weave 4th Level
Roll 1d20
Or Roll 1d13 Digitally
1
Aura of Life
2
Banishment
3
Control Water
4
Death Ward
5
Freedom of Movement
6
Guardian of Faith
7
Otiluke's Resilient Sphere
8
Sickening Radiance
9
Staggering Smite
10
Stone Shape
11
Stoneskin
12
Storm Sphere
13
Watery Sphere
14-20
Re-Roll
Divine Weave 5th Level
Roll 1d100
Or Roll 1d24 Digitally
1
Antilife Shell
2
Banishing Smite
3
Circle of Power
4
Commune
5
Contact Other Plane
6
Contagion
7
Control Winds
8
Dawn
9
Destructive Wave
10
Enervation
11
Dispel Evil and Good
12
Geas
13
Greater Restoration
14
Hallow
15
Hold Monster
16
Holy Weapon
17
Maelstorm
18
Mass Cure Wounds
19
Negative Energy Flood
20
Planar Binding
21
Steel Wind Strike
22
Transmute Rock
23
Wall of Light
24
Wall of Stone
25-100
Re-Roll
Arcane Weave Cantrips
Roll 1d20
Or Roll 1d18 Digitally
1
Acid Splash
2
Blade Ward
3
Booming Blade
4
Chill Touch
5
Control Flames
6
Create Bonfire
7
Dancing Lights
8
Firebolt
9
Frostbite
10
Green-Flame Blade
11
Mage Hand
12
Prestidigitation
13
Produce Flames
14
Ray of Frost
15
Shocking Grasp
16
Swordburst
17
Thunderclap
18
True Strike
19-20
Re-Roll
Arcane Weave 1st Level
Roll 1d20
Or Roll 1d15 Digitally
1
Burning Hands
2
Catapult
3
Chaos Bolt
4
Chromatic Orb
5
Expeditious Retreat
6
Ice Knife
7
Jump
8
Longstrider
9
Mage Armor
10
Magic Missile
11
Searing Smite
12
Shield
13
Thunderous Smite
14
Thunderwave
15
Witchbolt
16-20
Re-Roll
Arcane Weave 2nd Level
Roll 1d20
Or Roll 1d18 Digitally
1
Aganazzar's Scorcher
2
Alter Self
3
Cloud of Daggers
4
Dragon's Breath
5
Flame Blade
6
Flaming Sphere
7
Heat Metal
8
Magic Weapon
9
Melf's Acid Arrow
10
Mirror Image
11
Misty Step
12
Pyrotechnics
13
Scorching Ray
14
Shadow Blade
15
Shatter
16
Sleet Storm
17
Snilloc's Snowball Stream
18
Spider Climb
19-20
Re-Roll
Arcane Weave 3rd Level
Roll 1d12
1
Blink
2
Call Lightning
3
Counterspell
4
Dispel Magic
5
Elemental Weapon
6
Fireball
7
Haste
8
Leomund's Tiny Hut
9
Lightning Bolt
10
Magic Circle
11
Melf's Minute Meteors
12
Slow
Arcane Weave 4th Level
Roll 1d8
1
Conjure Minor Elementals
2
Dimension Door
3
Elemental Bane
4
Fire Shield
5
Icestorm
6
Wall of Fire
7
Polymorph
8
Vitriolic Sphere
Arcane Weave 5th Level
Roll 1d20
Or Digitally Roll 1d13
1
Cloud Kill
2
Conjure Elemental
3
Far Step
4
Flame Strike
5
Immolation
6
Legend Lore
7
Passwall
8
Rary's Telepathic Bond
9
Skill Empowerment
10
Synaptic Static
11
Telekinesis
12
Teleportation Circle
13
Wall of Force
14-20
Re-Roll
The Way of Red
https://i.postimg.cc/fyVLZ9tt/Way_of_Red.png
Favored Weapon: Rapier
Domains: Arcana, Knowledge, War, Death, and Light
Alignment: True Neutral