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sandmote
2019-09-15, 05:16 PM
This page on the homebrewery (https://homebrewery.naturalcrit.com/share/Sy_FZVhIS)

I rather like the concept of a character that can easily resist magic; someone far more vulnerable to martial classes even at very high levels. As such, I've come up with the Way of the Weavemind, using Ki to resist changes to the weave in their immediate vicinity. I imagine this could have been developed by a Githzeri Zerth to cripple Mindflayer Arcanists and Githyanki Gish. It could also fit with a monk order dedicated to fighting liches, beholders, or other evil magic users.

I've gone for standard 1/3 caster spellcasting, with the Conjuring and Necromancy schools. Intelligence as the spellcasting modifier (see below).


Wise Spellweaver
Your monk training strengthens your spellcasting. You can spend 1 ki point to cast a Weavemold spell with a casting time of one action as a bonus action. Whenever you cast a Weavemold spell, you add a bonus equal to your Wisdom modifier (minimum of +0) to your spellcasting attack bonus and save save DC.

You also gain expertise in the Arcana skill. When exposed to a spell or other magical effect, you can peek directly into the weave, making an Arcana (Wisdom) check contested by the caster's Save DC at time of casting to determine the spell's effect (If the effect doesn't have an associated DC, use a DC of 20).

The subclass can use this to keep up with other casters, without necessarily becoming any more MAD. and if they can get both their WIS and INT high, it should make up for their poor spellcasting.


Deflect Magic
Starting at 6th level, you can use your reaction to deflect or catch magical energy when you are hit by a ranged spell attack or must make a saving throw against a spell that targets you (being caught in the area of effect from a spell doesn't contain enough magical energy for you to use this feature). When you do so, the damage you take from the attack is reduced by 1d10 + your Wisdom modifier + your monk level.

If you reduce the damage to 0, you can catch the energy of the spell if you have at least one hand free and may choose to either unleash or store the energy as part of the same reaction. If you unleash the energy, you may spend 2 ki points to make a ranged spell attack against a creature within 20 feet. On a hit, the target takes damage equal to your martial arts die plus your Wisdom modifier of the same type as the spell. If you store the energy, you instead regain 1 ki point.

Typical expansion of a existing class feature.


Elemental Fists
Starting from 11th level, you can choose one of the following damage types: acid, cold, fire, lightning, or thunder. For the next ten minutes after you choose this, you deal an additional 1d4 damage of the chosen type in addition to the normal damage of your unarmed strike or monk weapon. You regain this ability at the end of a long rest or after spending 3 ki points to regain it.

Master of the Weave
From 17th level, you can spend 5 ki points to cast the Antimagic Field spell, requiring no components. Your monk training grants you superior control over the antimagic field, allowing you to cast spells while inside the field. When you cast the spell you can designate a number of magical items up to your wisdom modifier (minimum of 1) that retain their magical properties within the field. These items do not need to be held or carried by you.



Unlock Arcana
When you choose this archeotype, you gain expertise with the Arcana skill. You may make a Wisdom (Arcana) check to identify a spell after it was cast, rather than an Intelligence (Arcana) check, as you peek into the way the weave was changed to create the spell effect.

You also learn two cantrips of your choice from the bard, cleric, or druid spell lists (they do not need to be from the same list) as well as the guidance cantrip. Wisdom is your spellcasting ability for these cantrips.

You may spend 1 ki point to cast your monk cantrips as a bonus action.

Deflect Magic
Starting at 3rd level, you can use your reaction to deflect or catch magical energy when you are hit by a ranged spell attack or must make a saving throw against a spell that targets you (being caught in the area of effect from a spell dosn't contain enough magical energy for you to use this feature). When you do so, the damage you take from the attack is reduced by 1d10 + your Wisdom modifier + your monk level.

If you reduce the damage to 0, you can catch the energy of the spell if you have at least one hand free and may choose to either unleash or store the energy as part of the same reaction. If you unleash the energy, you may spend 2 ki points to make a ranged spell attack against a creature within 20 feet. On a hit, the target takes damage equal to your martial arts die plus your wisdom modfier of the same type as the spell. If you store the energy, you instead regain 1 ki point.

An ability for flavor and offense, along with a magical knockoff of Deflect Missiles. I'm not 100% sure about the range for attacking with Deflect Magic though (it is currently the short range for Deflect Missiles)


Elemental Fists
You can choose one of the following damage types: acid, cold, fire, lightning, or thunder. For the next ten minutes after you choose this, you deal an additional 1d4 damage of the chosen type in addition to the normal damage of your unarmed strike or monk weapon. You regain this ability at the end of a long rest or after spending 3 ki points to regain it.

I'm wondering if this is a good way of writing a monk ability that refreshes when you spend ki points, but doesn't automatically drain your ki point reserve when used. Given this knockoff of Elemental Weapon is the only consistent damage dealer among the Weavemind's abilities, I'd kind of like to conserve ki points in some situations (such as at tables where the party really only fights once a day).


Weaveshield
At 11th level you gain resistance to all spell damage.

Spellstopper
Starting at 11th level, you may spend 3 ki point to cast Counterspell or Dispel Magic, using Wisdom as your spellcasting modifier.

You can spend additional ki points to cast either spell at a higher level. Each additional ki point you spend increases the spell's level by 1. The maximum number of ki points (3 plus any additional points) that you can spend on the spell equals half your monk level.

Master of the Weave
From 17th level, you can spend 5 ki points to cast the Antimagic Field spell, requiring no components. Your monk training grants you superior control over the antimagic field, allowing you to cast spells while inside the field, and you can choose to maintain magical effects affecting you for the duration of your antimagic field. Additionally, when you cast the spell you can designate a number of magical items up to your wisdom modifier (minimum of 1) that retain their magical properties within the field. These items do not need to be held or carried by you.

A bunch of defensive abilities, most of them draining your ki point reserve. . The main alternative to spellstopper I've thought of would be allowing them to spend ki points to get a buffed version of mage armor that grants an AC calculation of 13 + Dex + Wis. That would conserve ki points, but grant you a benefit against nonmagical foes. Perhaps as follows:


Molded Armor
Starting at 11th level, you can spend 1 ki point to cast mage Armor. When you cast the spell in this way, the duration is reduced to 1 hour, but you can choose to calculate your AC as 13 + your Dexterity modifier + your Wisdom modifier, instead of the normal effects of the spell.

sandmote
2020-01-26, 03:46 PM
I've updated this to a second version, intended to give more abilities that work against non-spellcasters. Primarily by giving 1/3 spellcasting with a high spellcasting modifier.