JNAProductions
2023-11-21, 09:15 PM
HIT POINTS
Hit Dice: 1d6
Hit Points at 1st Level: 6+Constitution Modifier
Hit Points at Higher Levels: 1d6 (4)+Constitution Modifier
PROFICIENCIES
Armor: Light Armor
Weapons: All Simple Weapons
Tools: Weaver's Utensils
Saving Throws: Intelligence and Constitution
Skills: Choose two from Arcana, History, Investigation, Nature, Religion, Insight, Medicine, Perception, Deception, and Persuasion
EQUIPMENT
You start with the following equipment, in addition to the equipment granted by your background:
-Any weapon you are proficient with. If it is thrown, you also have two extra copies. If it uses ammo, you have 20 pieces of ammo.
-Any simple weapon
-Any one pack
-Leather Armor and an Arcane Focus
War Weaver
Spell Slots per Spell Level
Level
Proficiency Bonus
Features
Cantrips
Known
1st
2nd
3rd
4th
5th
6th
7th
8th
9th
1st
+2
Spellcasting, Eldritch Tapestry
3
2
2nd
+2
Archetype
3
3
3rd
+2
3
4
2
4th
+2
Ability Score Improvement
4
4
3
5th
+3
Quiescent Weaving
4
4
3
2
6th
+3
Archetype Feature
4
4
3
3
7th
+3
4
4
3
3
1
8th
+3
Ability Score Improvement
4
4
3
3
2
9th
+4
4
4
3
3
3
1
10th
+4
Archetype Feature
5
4
3
3
3
2
11th
+4
5
4
3
3
3
2
1
12th
+4
Ability Score Improvement
5
4
3
3
3
2
1
13th
+5
5
4
3
3
3
2
1
1
14th
+5
Archetype Feature
5
4
3
3
3
2
1
1
15th
+5
5
4
3
3
3
2
1
1
1
16th
+5
Ability Score Improvement
5
4
3
3
3
2
1
1
1
17th
+6
5
4
3
3
3
2
1
1
1
1
18th
+6
Supreme Tapestry
5
4
3
3
3
3
1
1
1
1
19th
+6
Ability Score Improvement
5
4
3
3
3
3
2
1
1
1
20th
+6
Archetype Feature
5
4
3
3
3
3
2
2
1
1
Spellcasting
At level one, you learn to cast spells. You being play with three cantrips known, and learn more as you level up as indicated on the table. You know all spells on the War Weaver list, and may prepare a number after completing a long rest equal to your level plus your Intelligence modifier.
Your spellcasting ability is Intelligence.
You may Ritual Cast any prepared spell, if it has the ritual tag.
You may use an Arcane Focus or any set of tools you are proficient in to cast your spells.
Eldritch Tapestry
Also at level one, you learn to weave the life of you and your allies together, into a spell-ready tapestry. You are always considered part of your own Eldritch Tapestry, and may include a number of additional allies equal to the higher of your Intelligence modifier or your proficiency modifier. To add an ally to the Tapestry, you must spend ten minutes performing a complex, arcane weaving procedure on them. This is usually done over a rest, short or long. If you add someone to the Tapestry that exceeds your current maximum, you choose who is no longer connected.
When you cast a spell that targets only yourself and/or allies, you may have it apply to all creatures that are part of the Eldritch Tapestry and within 60' of you.
Archetype
At level two, choose whether you wish to be a Battle Weaver or Support Weaver. This grants you features at levels two, six, ten, fourteen, and twenty.
Quiescent Weaving
At level five, you may store multiple spells in the Tapestry. When you prepare spells for the day, you may select a number of spells who's total levels do not exceed the maximum spell level you can cast and who's original casting time is no longer than one action. (For example, at level five when you get this ability, you may choose to use Bless and Aid in the weaving, or Haste, but not Haste and Bless, as that totals to four levels.) You may choose to include a spell at a higher level than its lowest slot level, in which case it takes up space as appropriate to the higher level.
As a bonus action, you may cast all the spells in the Quiescent Weaving, using slots as normal. You may use a slot of higher level than what any spell in the Weaving would normally use, but when doing so, you gain no additional benefits. Casting these spells is treated as a single spell of the combined levels of all spells in the Weaving. If any spells require Concentration, they all do.
Supreme Tapestry
At level eighteen, the range of your Tapestry increases to 120', and the number of allies you include increases to yourself plus a number of allies equal to your proficiency bonus plus your Intelligence modifier.
Battle Weaver
Bonus Proficiencies
At level two, you gain proficiency in martial weapons, medium armor, and shields.
Tougher
Also at level two, you gain two additional HP. For each level you take past two, you gain one additional HP.
Wrathful Casting
At level six, whenever you cast a spell that targets one or more enemies, you may deal additional damage equal to your proficiency bonus. The damage is the type of damage dealt by the spell, or force damage if the spell does not deal damage normally. Whenever you cast a spell that targets one or more allies, the next time they damage someone before the end of your next turn, they deal additional damage equal to your proficiency bonus.
War Tapestry
At level ten, you may use an action to empower those in your Tapestry. When you do this, any ally in the tapestry currently affected by any condition that allows a save to free themselves may make an immediate save to shake it off, and all creatures affected make their next attack roll with Advantage.
Unstoppable
At level fourteen, you gain proficiency in Wisdom and Charisma saves.
Paragon Of Destruction
At level twenty, when you empower your Tapestry, all creatures affected do not roll for damage until the end of your next turn. Instead, they automatically deal maximum damage with any attack or ability they use, without rolling.
Support Weaver
Skillful
At level two, you gain proficiency in two additional skills of your choice.
Expertise
Also at level two, you gain Expertise in one skill of your choice.
Bolstering Casting
At level six, whenever you cast a spell that targets one or more enemies, choose an equal or lesser number of allies in your Tapestry. They gain THP equal to your proficiency bonus plus your Intelligence modifier. Whenever you cast a spell that targets one or more allies, they make their next d20 roll made before the end of your next turn with advantage.
Savior's Tapestry
At level ten, you may use a reaction to cast a spell that heals HP in response to a creature in your Tapestry being reduced to 0 HP but not killed.
Helpful
At level fourteen, you may take the Help action as a bonus action. When you do so, all allies in the Tapestry gain the benefits. Furthermore, any ally in the Tapestry may take the Help action to aid any other member of the Tapestry, provided both the Helper and the Helped are within range of your Tapestry.
Paragon Of Support
At level twenty, whenever someone is affected by a spell you have cast, you may have them gain advantage on all d20 rolls they make either until the end of your next turn, or until the duration of the spell runs out, your choice.
Blade Ward
Chill Touch
Dancing Lights
Fire Bolt
Frostbite
Guidance
Light
Mage Hand
Mending
Message
Minor Illusion
Mold Earth
Prestidigitation
Ray Of Frost
Resistance
Shape Water
Spare The Dying
Thaumaturgy
True StrikeAbsorb Elements
Alarm
Armor Of Agathys
Bless
Cause Fear
Ceremony
Command
Comprehend Languages
Cure Wounds
Detect Evil And Good
Detect Magic
Disguise Self
Dissonant Whispers
Divine Favor
Expeditious Retreat
Faerie Fire
False Life
Feather Fall
Fog Cloud
Grease
Guiding Bolt
Healing Word
Heroism
Identify
Jump
Longstrider
Mage Armor
Protection From Evil And Good
Sanctuary
Shield Of Faith
SleepAid
Alter Self
Augury
Barkskin
Blindness/Deafness
Blur
Calm Emotions
Darkvision
Detect Thoughts
Earthbind
Enhance Ability
Enlarge/Reduce
Enthrall
Gentle Repose
Gust Of Wind
Healing Spirit
Hold Person
Invisibility
Kinetic Jaunt
Lesser Restoration
Levitate
Magic Weapon
Mirror Image
Misty Step
Protection From Poison
See Invisibility
Silence
Spider Climb
Suggestion
Tasha's Mind Whip
Vortex Warp
Warding Bond
Warding Wind
Web
Zone Of TruthAshardalon's Stride
Aura Of Vitality
Beacon Of Hope
Blink
Catnap
Counterspell
Crusader's Mantle
Daylight
Dispel Magic
Elemental Weapon
Fear
Fly
Gaseous Form
Haste
Intellect Fortress
Magic Circle
Major Image
Mass Healing Word
Nondetection
Protection From Energy
Remove Curse
Revivify
Sleet Storm
Slow
Thunder Step
Vampiric Touch
Water Breathing
Water Walk
Wind WallArcane Eye
Aura Of Life
Aura Of Purity
Banishment
Confusion
Control Water
Death Ward
Dimension Door
Elemental Bane
Fabricate
Fire Shield
Freedom Of Movement
Greater Invisibility
Guardian Of Nature
Otiluke's Resilient Sphere
Polymorph
StoneskinCircle Of Power
Control Winds
Creation
Dispel Evil And Good
Dream
Far Step
Greater Restoration
Hallow
Hold Monster
Holy Weapon
Legend Lore
Mass Cure Wounds
Passwall
Rary's Telepathic Bond
Scrying
Seeming
Skill Empowerment
Steel Wind Strike
Swift Quiver
Synaptic Static
Teleportation CircleArcane Gate
Contingency
Find The Path
Fizban's Platinum Shield
Forbiddance
Globe Of Invulnerability
Guards And Wards
Heal
Heroes' Feast
Investiture Of Flame
Investiture Of Ice
Investiture Of Stone
Investiture Of Wind
Mass Suggestion
Move Earth
Otto's Irresistible Dance
Primordial Ward
True Seeing
Wind Walk
Word Of RecallDraconic Transformation
Etherealness
Plane Shift
Project Image
Regenerate
TeleportAnimal Shapes
Antimagic Field
Glibness
Holy Aura
Mighty Fortress
Mind Blank
TelepathyAstral Projection
Foresight
Invulnerability
Mass Heal
Mass Polymorph
Power Word Heal
Time Stop
HIT POINTS
Hit Dice: 1d8
Hit Points at 1st Level: 8+Constitution Modifier
Hit Points at Higher Levels: 1d8 (5)+Constitution Modifier
PROFICIENCIES
Armor: Light Armor
Weapons: All Simple Weapons
Tools: Weaver's Tools
Saving Throws: Intelligence and Constitution
Skills: Choose three from Arcana, History, Investigation, Nature, Religion, Insight, Medicine, Perception, Deception, and Persuasion
EQUIPMENT
You start with the following equipment, in addition to the equipment granted by your background:
-Any weapon you are proficient with. If it is thrown, you also have two extra copies. If it uses ammo, you have 20 pieces of ammo.
-Any simple weapon
-Any one pack
-Leather Armor and an Arcane Focus
War Weaver
Spell Slots per Spell Level
Level
Proficiency Bonus
Features
Bursts
Cantrips
1st
2nd
3rd
4th
5th
1st
+2
Spellcasting, Eldritch Tapestry
3
2
2nd
+2
Bursts, Expertise
2
3
2
3rd
+2
Archetype
2
3
3
4th
+2
Ability Score Improvement
3
3
3
5th
+3
Archetype Feature
3
4
4
2
6th
+3
Expertise
4
4
4
2
7th
+3
Quiescent Weaving
4
4
4
3
8th
+3
Ability Score Improvement
5
4
4
3
9th
+4
Archetype Feature
5
4
4
3
2
10th
+4
Improved Tapestry
6
4
4
3
2
11th
+4
Improved Bursts
6
5
4
3
3
12th
+4
Ability Score Improvement
7
5
4
3
3
13th
+5
7
5
4
3
3
1
14th
+5
Shared Concentration
8
5
4
3
3
1
15th
+5
Archetype Feature
8
5
4
3
3
2
16th
+5
Ability Score Improvement
9
5
4
3
3
2
17th
+6
9
6
4
3
3
3
1
18th
+6
Burst Recovery
10
6
4
3
3
3
1
19th
+6
Ability Score Improvement
10
6
4
3
3
3
2
20th
+6
Supreme Tapestry
11
6
4
3
3
3
2
Spellcasting
At level one, you learn to cast spells. You being play with three cantrips known, and learn more as you level up as indicated on the table. You know all spells on the War Weaver list, and may prepare a number after completing a long rest equal to your half your level (rounded up) plus your Intelligence modifier, to a minimum of one spell.
Your spellcasting ability is Intelligence.
You may Ritual Cast any prepared spell, if it has the ritual tag.
You may use an Arcane Focus or any set of tools you are proficient in to cast your spells.
Eldritch Tapestry
Also at level one, you learn to weave the life of you and your allies together, into a spell-ready tapestry. You are always considered part of your own Eldritch Tapestry, and may include a number of additional allies equal to your proficiency modifier. To add an ally to the Tapestry, you must spend ten minutes performing a complex, arcane weaving procedure on them. This is usually done over a rest, short or long. If you add someone to the Tapestry that exceeds your current maximum, you choose who is no longer connected.
You may target anyone who is part of your Tapestry with a spell if they are within the range of the Tapestry, regardless of normal range restrictions or line of sight requirements. Furthermore, whenever you cast a spell or Burst that causes someone to regain HP, if that creature is part of the tapestry, they regain additional HP equal to your proficiency Bonus.
Expertise
At level two, gain Expertise in any two skills you already have proficiency in. You gain two more at level six.
Bursts
Also at level two, you gain the ability to use small, not quite spells on people that are part of your Tapestry. At level two, you may use up to two Bursts before having to recharge them. Your Burst total resets to its maximum whenever you complete a short or long rest. Using a Burst is treated as casting a spell, with the normal restrictions.
See the below section on Bursts for what they can do.
Archetype
At level three, choose what path to follow. This grants you features at levels three, five, nine, and fifteen.
Ability Score Improvement
At levels four, eight , twelve, sixteen, and nineteen, you improve any one ability score by two, or any two by one. As usual, you may not raise an ability score above twenty with this.
Quiescent Weaving
At level seven, you can store multiple spells in the Tapestry. While you prepare spells for the day, you may precast a number of spells who's total slots do not exceed your proficiency bonus, deducting those slots just as if the spells had already been cast. At any time during the day, you may use an action to cast them all simultaneously. You may not Concentrate on any additional spells in this manner.
Improved Tapestry
At level ten, your Tapestry range increases to 120'. Additionally, add your Intelligence modifier to the number of allies you can include. Finally, whenever a spell or Burst affects a creature in the Tapestry, they gain THP equal to your proficiency bonus.
Improved Bursts
At level eleven, your Bursts are so second nature, they no longer count as casting a spell. This means you can use a Burst as a bonus action and still cast a spell with your action. Additionally, if someone attempts to use Counterspell, Dispel Magic, or similar on any of your Bursts, they must always succeed on a casting check against the appropriate DC. It is never automatically dispelled or countered.
Shared Concentration
At level fourteen, you may Concentrate on multiple spells by sharing it with your allies. You may Concentrate on one spell for every member of the Tapestry-however, when you are Concentrating on more than one spell at once, you must select a member of the Tapestry to share the Concentration for each additional spell. Whenever either of you take damage or are otherwise forced to make a Concentration save, you both must make a save at the same DC or the spell is lost. Furthermore, the ally who is sharing the Concentration cannot also Concentrate on their own spell.
Burst Recovery
At level eighteen, at the start of your turn, if you have less than three Burst Charges remaining, you regain one.
Supreme Tapestry
At level twenty, your Tapestry range increases to 300'. Additionally, whenever a creature is affected by a spell or Burst while part of the Tapestry, they gain advantage on all d20 rolls made until the start of your next turn.
Battle Weaver
Tougher
At level three, you gain three additional HP. Whenever you take another level in this class, you gain one extra HP.
Bonus Proficiencies
Also at level three, you gain proficiency in Medium Armor, Shields, and Martial Weapons.
Powerful Casting
At level five, whenever you deal damage with a spell, you deal additional damage equal to your proficiency bonus.
Defensive Magic
At level nine, whenever you cast a spell or use a Burst, you gain +2 AC until the start of your next turn.
Destruction
At level fifteen, you may choose to deal maximum damage with a spell, rather than rolling. You may do so once, and regain the ability to do so upon completing a long rest.
Care Weaver
Helpful
At level three, you may use the Help action as a bonus action.
Uncanny Dodge
At level five, you may use your reaction to halve the damage you take from an attack.
Conservation Healing
At level nine, whenever you cast a spell that restores HP, you may regain an expended slot of a lower level.
Lifegiver
At level fifteen, whenever you roll dice to restore HP, you may roll twice and take the better result.
Bursts
A Burst is similar to a spell, with the level treated as the number of Burst Charges it requires. A War Weaver knows all the Bursts available to them, and some Bursts may use additional charges to increase their effect. A Burst may only be used to affect someone who is part of the Eldritch Tapestry.
No Burst Charges
Guide-Action
The target adds 1d4 to their next Ability Check made before the end of your next turn.
For one Burst Charge, you may do this as a Bonus Action.
For two Burst Charges, you may do this as a Reaction.
One Burst Charge
Heal-Action
One target regains 2d6+Intelligence Modifier HP.
For each additional Burst Charge spent, regain an extra 1d6 HP.
Invigorate-Action
One target may immediately make a saving throw to shake off a condition afflicting them that a save can end. If the effect normally worsens upon failing a save, this additional save cannot cause the effect to worsen.
For each additional Burst Charge spent, you can affect an extra target.
Rescue-Reaction, to a member of the Tapestry dropping to 0 HP
That target regains 1 HP.
Move-Bonus Action
The target may move up to 10' as a reaction without provoking Attacks of Opportunity
Two Burst Charges
Strike-Bonus Action
One target may use their reaction to make a single attack.
For each additional Burst Charge spent, you can affect an extra target.
Force-Action
One target adds your proficiency bonus to their damage rolls until the start of your next turn.
For each additional Burst Charge spent, you can affect an extra target.
Evade-Bonus Action
One target may use their reaction to move up to their speed.
For each additional Burst Charge spent, you can affect an extra target.
Three Burst Charges
Mass Heal-Action
Up to three targets regain 2d6+Intelligence modifier HP.
For each additional Burst Charge spent, you can affect an extra target.
Alacrity-Action
Until the end of your next turn, the target's speed is doubled, they gain +2 to AC, they have advantage on Dexterity saving throws, and they gain an additional action. This action may only be used to make a single attack, Dash, Disengage, Hide, or Use An Object.
Hit Dice: 1d6
Hit Points at 1st Level: 6+Constitution Modifier
Hit Points at Higher Levels: 1d6 (4)+Constitution Modifier
PROFICIENCIES
Armor: Light Armor
Weapons: All Simple Weapons
Tools: Weaver's Utensils
Saving Throws: Intelligence and Constitution
Skills: Choose two from Arcana, History, Investigation, Nature, Religion, Insight, Medicine, Perception, Deception, and Persuasion
EQUIPMENT
You start with the following equipment, in addition to the equipment granted by your background:
-Any weapon you are proficient with. If it is thrown, you also have two extra copies. If it uses ammo, you have 20 pieces of ammo.
-Any simple weapon
-Any one pack
-Leather Armor and an Arcane Focus
War Weaver
Spell Slots per Spell Level
Level
Proficiency Bonus
Features
Cantrips
Known
1st
2nd
3rd
4th
5th
6th
7th
8th
9th
1st
+2
Spellcasting, Eldritch Tapestry
3
2
2nd
+2
Archetype
3
3
3rd
+2
3
4
2
4th
+2
Ability Score Improvement
4
4
3
5th
+3
Quiescent Weaving
4
4
3
2
6th
+3
Archetype Feature
4
4
3
3
7th
+3
4
4
3
3
1
8th
+3
Ability Score Improvement
4
4
3
3
2
9th
+4
4
4
3
3
3
1
10th
+4
Archetype Feature
5
4
3
3
3
2
11th
+4
5
4
3
3
3
2
1
12th
+4
Ability Score Improvement
5
4
3
3
3
2
1
13th
+5
5
4
3
3
3
2
1
1
14th
+5
Archetype Feature
5
4
3
3
3
2
1
1
15th
+5
5
4
3
3
3
2
1
1
1
16th
+5
Ability Score Improvement
5
4
3
3
3
2
1
1
1
17th
+6
5
4
3
3
3
2
1
1
1
1
18th
+6
Supreme Tapestry
5
4
3
3
3
3
1
1
1
1
19th
+6
Ability Score Improvement
5
4
3
3
3
3
2
1
1
1
20th
+6
Archetype Feature
5
4
3
3
3
3
2
2
1
1
Spellcasting
At level one, you learn to cast spells. You being play with three cantrips known, and learn more as you level up as indicated on the table. You know all spells on the War Weaver list, and may prepare a number after completing a long rest equal to your level plus your Intelligence modifier.
Your spellcasting ability is Intelligence.
You may Ritual Cast any prepared spell, if it has the ritual tag.
You may use an Arcane Focus or any set of tools you are proficient in to cast your spells.
Eldritch Tapestry
Also at level one, you learn to weave the life of you and your allies together, into a spell-ready tapestry. You are always considered part of your own Eldritch Tapestry, and may include a number of additional allies equal to the higher of your Intelligence modifier or your proficiency modifier. To add an ally to the Tapestry, you must spend ten minutes performing a complex, arcane weaving procedure on them. This is usually done over a rest, short or long. If you add someone to the Tapestry that exceeds your current maximum, you choose who is no longer connected.
When you cast a spell that targets only yourself and/or allies, you may have it apply to all creatures that are part of the Eldritch Tapestry and within 60' of you.
Archetype
At level two, choose whether you wish to be a Battle Weaver or Support Weaver. This grants you features at levels two, six, ten, fourteen, and twenty.
Quiescent Weaving
At level five, you may store multiple spells in the Tapestry. When you prepare spells for the day, you may select a number of spells who's total levels do not exceed the maximum spell level you can cast and who's original casting time is no longer than one action. (For example, at level five when you get this ability, you may choose to use Bless and Aid in the weaving, or Haste, but not Haste and Bless, as that totals to four levels.) You may choose to include a spell at a higher level than its lowest slot level, in which case it takes up space as appropriate to the higher level.
As a bonus action, you may cast all the spells in the Quiescent Weaving, using slots as normal. You may use a slot of higher level than what any spell in the Weaving would normally use, but when doing so, you gain no additional benefits. Casting these spells is treated as a single spell of the combined levels of all spells in the Weaving. If any spells require Concentration, they all do.
Supreme Tapestry
At level eighteen, the range of your Tapestry increases to 120', and the number of allies you include increases to yourself plus a number of allies equal to your proficiency bonus plus your Intelligence modifier.
Battle Weaver
Bonus Proficiencies
At level two, you gain proficiency in martial weapons, medium armor, and shields.
Tougher
Also at level two, you gain two additional HP. For each level you take past two, you gain one additional HP.
Wrathful Casting
At level six, whenever you cast a spell that targets one or more enemies, you may deal additional damage equal to your proficiency bonus. The damage is the type of damage dealt by the spell, or force damage if the spell does not deal damage normally. Whenever you cast a spell that targets one or more allies, the next time they damage someone before the end of your next turn, they deal additional damage equal to your proficiency bonus.
War Tapestry
At level ten, you may use an action to empower those in your Tapestry. When you do this, any ally in the tapestry currently affected by any condition that allows a save to free themselves may make an immediate save to shake it off, and all creatures affected make their next attack roll with Advantage.
Unstoppable
At level fourteen, you gain proficiency in Wisdom and Charisma saves.
Paragon Of Destruction
At level twenty, when you empower your Tapestry, all creatures affected do not roll for damage until the end of your next turn. Instead, they automatically deal maximum damage with any attack or ability they use, without rolling.
Support Weaver
Skillful
At level two, you gain proficiency in two additional skills of your choice.
Expertise
Also at level two, you gain Expertise in one skill of your choice.
Bolstering Casting
At level six, whenever you cast a spell that targets one or more enemies, choose an equal or lesser number of allies in your Tapestry. They gain THP equal to your proficiency bonus plus your Intelligence modifier. Whenever you cast a spell that targets one or more allies, they make their next d20 roll made before the end of your next turn with advantage.
Savior's Tapestry
At level ten, you may use a reaction to cast a spell that heals HP in response to a creature in your Tapestry being reduced to 0 HP but not killed.
Helpful
At level fourteen, you may take the Help action as a bonus action. When you do so, all allies in the Tapestry gain the benefits. Furthermore, any ally in the Tapestry may take the Help action to aid any other member of the Tapestry, provided both the Helper and the Helped are within range of your Tapestry.
Paragon Of Support
At level twenty, whenever someone is affected by a spell you have cast, you may have them gain advantage on all d20 rolls they make either until the end of your next turn, or until the duration of the spell runs out, your choice.
Blade Ward
Chill Touch
Dancing Lights
Fire Bolt
Frostbite
Guidance
Light
Mage Hand
Mending
Message
Minor Illusion
Mold Earth
Prestidigitation
Ray Of Frost
Resistance
Shape Water
Spare The Dying
Thaumaturgy
True StrikeAbsorb Elements
Alarm
Armor Of Agathys
Bless
Cause Fear
Ceremony
Command
Comprehend Languages
Cure Wounds
Detect Evil And Good
Detect Magic
Disguise Self
Dissonant Whispers
Divine Favor
Expeditious Retreat
Faerie Fire
False Life
Feather Fall
Fog Cloud
Grease
Guiding Bolt
Healing Word
Heroism
Identify
Jump
Longstrider
Mage Armor
Protection From Evil And Good
Sanctuary
Shield Of Faith
SleepAid
Alter Self
Augury
Barkskin
Blindness/Deafness
Blur
Calm Emotions
Darkvision
Detect Thoughts
Earthbind
Enhance Ability
Enlarge/Reduce
Enthrall
Gentle Repose
Gust Of Wind
Healing Spirit
Hold Person
Invisibility
Kinetic Jaunt
Lesser Restoration
Levitate
Magic Weapon
Mirror Image
Misty Step
Protection From Poison
See Invisibility
Silence
Spider Climb
Suggestion
Tasha's Mind Whip
Vortex Warp
Warding Bond
Warding Wind
Web
Zone Of TruthAshardalon's Stride
Aura Of Vitality
Beacon Of Hope
Blink
Catnap
Counterspell
Crusader's Mantle
Daylight
Dispel Magic
Elemental Weapon
Fear
Fly
Gaseous Form
Haste
Intellect Fortress
Magic Circle
Major Image
Mass Healing Word
Nondetection
Protection From Energy
Remove Curse
Revivify
Sleet Storm
Slow
Thunder Step
Vampiric Touch
Water Breathing
Water Walk
Wind WallArcane Eye
Aura Of Life
Aura Of Purity
Banishment
Confusion
Control Water
Death Ward
Dimension Door
Elemental Bane
Fabricate
Fire Shield
Freedom Of Movement
Greater Invisibility
Guardian Of Nature
Otiluke's Resilient Sphere
Polymorph
StoneskinCircle Of Power
Control Winds
Creation
Dispel Evil And Good
Dream
Far Step
Greater Restoration
Hallow
Hold Monster
Holy Weapon
Legend Lore
Mass Cure Wounds
Passwall
Rary's Telepathic Bond
Scrying
Seeming
Skill Empowerment
Steel Wind Strike
Swift Quiver
Synaptic Static
Teleportation CircleArcane Gate
Contingency
Find The Path
Fizban's Platinum Shield
Forbiddance
Globe Of Invulnerability
Guards And Wards
Heal
Heroes' Feast
Investiture Of Flame
Investiture Of Ice
Investiture Of Stone
Investiture Of Wind
Mass Suggestion
Move Earth
Otto's Irresistible Dance
Primordial Ward
True Seeing
Wind Walk
Word Of RecallDraconic Transformation
Etherealness
Plane Shift
Project Image
Regenerate
TeleportAnimal Shapes
Antimagic Field
Glibness
Holy Aura
Mighty Fortress
Mind Blank
TelepathyAstral Projection
Foresight
Invulnerability
Mass Heal
Mass Polymorph
Power Word Heal
Time Stop
HIT POINTS
Hit Dice: 1d8
Hit Points at 1st Level: 8+Constitution Modifier
Hit Points at Higher Levels: 1d8 (5)+Constitution Modifier
PROFICIENCIES
Armor: Light Armor
Weapons: All Simple Weapons
Tools: Weaver's Tools
Saving Throws: Intelligence and Constitution
Skills: Choose three from Arcana, History, Investigation, Nature, Religion, Insight, Medicine, Perception, Deception, and Persuasion
EQUIPMENT
You start with the following equipment, in addition to the equipment granted by your background:
-Any weapon you are proficient with. If it is thrown, you also have two extra copies. If it uses ammo, you have 20 pieces of ammo.
-Any simple weapon
-Any one pack
-Leather Armor and an Arcane Focus
War Weaver
Spell Slots per Spell Level
Level
Proficiency Bonus
Features
Bursts
Cantrips
1st
2nd
3rd
4th
5th
1st
+2
Spellcasting, Eldritch Tapestry
3
2
2nd
+2
Bursts, Expertise
2
3
2
3rd
+2
Archetype
2
3
3
4th
+2
Ability Score Improvement
3
3
3
5th
+3
Archetype Feature
3
4
4
2
6th
+3
Expertise
4
4
4
2
7th
+3
Quiescent Weaving
4
4
4
3
8th
+3
Ability Score Improvement
5
4
4
3
9th
+4
Archetype Feature
5
4
4
3
2
10th
+4
Improved Tapestry
6
4
4
3
2
11th
+4
Improved Bursts
6
5
4
3
3
12th
+4
Ability Score Improvement
7
5
4
3
3
13th
+5
7
5
4
3
3
1
14th
+5
Shared Concentration
8
5
4
3
3
1
15th
+5
Archetype Feature
8
5
4
3
3
2
16th
+5
Ability Score Improvement
9
5
4
3
3
2
17th
+6
9
6
4
3
3
3
1
18th
+6
Burst Recovery
10
6
4
3
3
3
1
19th
+6
Ability Score Improvement
10
6
4
3
3
3
2
20th
+6
Supreme Tapestry
11
6
4
3
3
3
2
Spellcasting
At level one, you learn to cast spells. You being play with three cantrips known, and learn more as you level up as indicated on the table. You know all spells on the War Weaver list, and may prepare a number after completing a long rest equal to your half your level (rounded up) plus your Intelligence modifier, to a minimum of one spell.
Your spellcasting ability is Intelligence.
You may Ritual Cast any prepared spell, if it has the ritual tag.
You may use an Arcane Focus or any set of tools you are proficient in to cast your spells.
Eldritch Tapestry
Also at level one, you learn to weave the life of you and your allies together, into a spell-ready tapestry. You are always considered part of your own Eldritch Tapestry, and may include a number of additional allies equal to your proficiency modifier. To add an ally to the Tapestry, you must spend ten minutes performing a complex, arcane weaving procedure on them. This is usually done over a rest, short or long. If you add someone to the Tapestry that exceeds your current maximum, you choose who is no longer connected.
You may target anyone who is part of your Tapestry with a spell if they are within the range of the Tapestry, regardless of normal range restrictions or line of sight requirements. Furthermore, whenever you cast a spell or Burst that causes someone to regain HP, if that creature is part of the tapestry, they regain additional HP equal to your proficiency Bonus.
Expertise
At level two, gain Expertise in any two skills you already have proficiency in. You gain two more at level six.
Bursts
Also at level two, you gain the ability to use small, not quite spells on people that are part of your Tapestry. At level two, you may use up to two Bursts before having to recharge them. Your Burst total resets to its maximum whenever you complete a short or long rest. Using a Burst is treated as casting a spell, with the normal restrictions.
See the below section on Bursts for what they can do.
Archetype
At level three, choose what path to follow. This grants you features at levels three, five, nine, and fifteen.
Ability Score Improvement
At levels four, eight , twelve, sixteen, and nineteen, you improve any one ability score by two, or any two by one. As usual, you may not raise an ability score above twenty with this.
Quiescent Weaving
At level seven, you can store multiple spells in the Tapestry. While you prepare spells for the day, you may precast a number of spells who's total slots do not exceed your proficiency bonus, deducting those slots just as if the spells had already been cast. At any time during the day, you may use an action to cast them all simultaneously. You may not Concentrate on any additional spells in this manner.
Improved Tapestry
At level ten, your Tapestry range increases to 120'. Additionally, add your Intelligence modifier to the number of allies you can include. Finally, whenever a spell or Burst affects a creature in the Tapestry, they gain THP equal to your proficiency bonus.
Improved Bursts
At level eleven, your Bursts are so second nature, they no longer count as casting a spell. This means you can use a Burst as a bonus action and still cast a spell with your action. Additionally, if someone attempts to use Counterspell, Dispel Magic, or similar on any of your Bursts, they must always succeed on a casting check against the appropriate DC. It is never automatically dispelled or countered.
Shared Concentration
At level fourteen, you may Concentrate on multiple spells by sharing it with your allies. You may Concentrate on one spell for every member of the Tapestry-however, when you are Concentrating on more than one spell at once, you must select a member of the Tapestry to share the Concentration for each additional spell. Whenever either of you take damage or are otherwise forced to make a Concentration save, you both must make a save at the same DC or the spell is lost. Furthermore, the ally who is sharing the Concentration cannot also Concentrate on their own spell.
Burst Recovery
At level eighteen, at the start of your turn, if you have less than three Burst Charges remaining, you regain one.
Supreme Tapestry
At level twenty, your Tapestry range increases to 300'. Additionally, whenever a creature is affected by a spell or Burst while part of the Tapestry, they gain advantage on all d20 rolls made until the start of your next turn.
Battle Weaver
Tougher
At level three, you gain three additional HP. Whenever you take another level in this class, you gain one extra HP.
Bonus Proficiencies
Also at level three, you gain proficiency in Medium Armor, Shields, and Martial Weapons.
Powerful Casting
At level five, whenever you deal damage with a spell, you deal additional damage equal to your proficiency bonus.
Defensive Magic
At level nine, whenever you cast a spell or use a Burst, you gain +2 AC until the start of your next turn.
Destruction
At level fifteen, you may choose to deal maximum damage with a spell, rather than rolling. You may do so once, and regain the ability to do so upon completing a long rest.
Care Weaver
Helpful
At level three, you may use the Help action as a bonus action.
Uncanny Dodge
At level five, you may use your reaction to halve the damage you take from an attack.
Conservation Healing
At level nine, whenever you cast a spell that restores HP, you may regain an expended slot of a lower level.
Lifegiver
At level fifteen, whenever you roll dice to restore HP, you may roll twice and take the better result.
Bursts
A Burst is similar to a spell, with the level treated as the number of Burst Charges it requires. A War Weaver knows all the Bursts available to them, and some Bursts may use additional charges to increase their effect. A Burst may only be used to affect someone who is part of the Eldritch Tapestry.
No Burst Charges
Guide-Action
The target adds 1d4 to their next Ability Check made before the end of your next turn.
For one Burst Charge, you may do this as a Bonus Action.
For two Burst Charges, you may do this as a Reaction.
One Burst Charge
Heal-Action
One target regains 2d6+Intelligence Modifier HP.
For each additional Burst Charge spent, regain an extra 1d6 HP.
Invigorate-Action
One target may immediately make a saving throw to shake off a condition afflicting them that a save can end. If the effect normally worsens upon failing a save, this additional save cannot cause the effect to worsen.
For each additional Burst Charge spent, you can affect an extra target.
Rescue-Reaction, to a member of the Tapestry dropping to 0 HP
That target regains 1 HP.
Move-Bonus Action
The target may move up to 10' as a reaction without provoking Attacks of Opportunity
Two Burst Charges
Strike-Bonus Action
One target may use their reaction to make a single attack.
For each additional Burst Charge spent, you can affect an extra target.
Force-Action
One target adds your proficiency bonus to their damage rolls until the start of your next turn.
For each additional Burst Charge spent, you can affect an extra target.
Evade-Bonus Action
One target may use their reaction to move up to their speed.
For each additional Burst Charge spent, you can affect an extra target.
Three Burst Charges
Mass Heal-Action
Up to three targets regain 2d6+Intelligence modifier HP.
For each additional Burst Charge spent, you can affect an extra target.
Alacrity-Action
Until the end of your next turn, the target's speed is doubled, they gain +2 to AC, they have advantage on Dexterity saving throws, and they gain an additional action. This action may only be used to make a single attack, Dash, Disengage, Hide, or Use An Object.