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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.

Yakk
2023-11-23, 10:32 AM
L1: You are a full int-based spellcaster.
L1: You can cast SELF or ALLY spells on max(int, prof bonus) allies at once for no cost.
L5: You can cast multiple concentration spells at once at no cost 1/day.
L18: Make that int+prof bonus allies on L1 feature.

Subclasses:
BattleWeaver
L6: Add +prof without words to prevent it from being exploited to spells. Nuclear magic missile is just the beginning.
L10: At-will mass restoration/dispel G&E/freedom of movement/etc (greater+, but requires a save to happen) and advantage on an attack.
L14: 2 save profs
L20: Almost, but not quite, double damage of entire party at-will (requires an action).

Support Weaver
L6: Zero cost (int+prof) nearly at-will THP on 1 or more allies each turn, or mass advantage.
L10: Convert any healing spell to reaction component-free revivify.
L14: Bonus action mass advantage
L20: All-day perma-advantage on buffed targets.

...

Most of these features would make a class or subclass top-tier or honestly broken. This 'brew has 12 of them; the worst one is adding two save proficiency.

sandmote
2023-11-25, 06:36 PM
On a first pass this has the vibe of someone used to 3.5e moving material to 5e without a solid grasp for how 5e changes up the action economy. I'm going to focus on the spell list, so my specific criticism is at least focusing on the same mechanical theme you seem to be focusing on.

Like the warlock, this class is going to need a butchered spell list to deal with the power of some of its features. But where the warlock needs a close eye on the long lasting spells it can re-cast after a short rest, this needs an eye on anything that can be applied to a bunch of creatures via the tapestry.

On a first pass, the spells I've crossed out below look like terribly balanced options for this class, even on long adventuring days. That doesn't necessarily mean they should be stripped out, but given the number of them I don't think the spell list got the attention it needed. For example, I understand that using Disguise Self through the tapestry isn't actually as strong as casting Seeming on the party, but it does end up allowing the 1st level spell to cover most of what you'd be doing with the 5th level spell. You've got a bunch of similar effects below, letting the class turn a lot of fights into jokes with one action and one spell slot. Other classes have options for this (Levitate can end a fight against a medium enemy if they're alone and lacking ranged weapons) but not nearly so many, not nearly so easily, and requiring quite a few more resources each time.

Having everyone be able to join a single dream or use one scrying sensor is probably fine, and See Invisiblity, Darkvision, and possibly a few of the spells I have crossed out are weak enough that this makes them competitive options for a war weaver, but I'd start by stripping already strong buffing and healing spells off the list.
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

Deepbluediver
2023-11-28, 10:10 PM
L1: You are a full int-based spellcaster.
L1: You can cast SELF or ALLY spells on max(int, prof bonus) allies at once for no cost.
I agree here, mostly.

I think that the ability to cast buff-spells or similar things that would normally only target 1 creature on multiple creatures instead of no extra cost is interesting, especially since a lot of them got indirect nerfs IMO as part of the effort to move away from the 3.5e pre-fight buffing cheese. (i.e. taking several rounds to pre-buff before a fight could shift a hard encounter into cakewalk, or failing to do so might drop an average fight into TPK territory)
As you've written it though the feature does seem a tad imbalanced. Any INT-based caster is likely to have at least a +3 bonus at level 1, and since you can add yourself on top of that, it's going to take an above-average sized party to NOT let you include everyone right from the very beggining. The only way I could see Prof-bonus surpassing INT before level 17 is if you're dipping this as part of a multi-class build, and even then you probably aren't going to make INT a dump-stat.

To nerf it, I would simply make it Prof-bonus creatures, and maybe even require you to include yourself as one of those creatures (subtracting the free include-self bonus part). This means that the ability is still a benefit, particularly for things like healing spells, so it's better to have than not-have, but you will likely need to make some hard choices (that's a good thing IMO). It's not until you get to the mid-levels, like 9 or maybe 13 depending on group-size, that you will reliably be able to include the whole party in a single cast.
And I don't know when I'd need to include INT+Prof creatures all in one casting, unless the GM lets the group have a whole lot of backup NPCs join them.


Edit: After taking a brief pass on the spell list, I'm kinda feeling down on this class. It seems like it's leaning REALLY hard on the "support" theme to the exclusion of anything else, which usually isn't enough to carry an entire 20 levels all on it's own. For example, you don't have "healers" in D&D, instead you have classes that can choose to heal as part of a broader suite of abilities.
This class doesn't get Extra Attack or anything else to boost melee damage (except for some spells I guess), but it also doesn't have a whole lot of direct damage spells outside of cantrips (unless I missed something). So basically, there are very few ways for this class to directly damage the enemy, and instead you just stand in the back line making all the other players on your team be more awesomer, and without a front-line to buff you're kinda up the creek. That's something that's not going to appeal to a whole of people. As written, even taking into account the mass-tapestry ability, I don't think I'd do more than dip this class.

Edit2: I fully admit to not being an expert on 5E balance, so I'd be willing to walk back my initial criticisms if someone else dives into it deeper. My knee-jerk first reaction though is that this class manages to be oddly imbalanced in some ways, but still not terribly appealing despite some interesting ideas.

JNAProductions
2023-11-30, 08:55 PM
Don't know how this got unsubscribed...

Sandmote, I've never been good at doing spell lists. Theme is obviously around support. So I do appreciate the time you took to do a deeper dive.

And honestly, I might do a new crack at this as a half-caster. Less raw power, more tricks and utility.

JNAProductions
2023-11-30, 11:24 PM
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 Bursts 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 Bursts 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.

One Burst
Heal-Action
One target regains 2d6+Intelligence Modifier HP.
For each additional Burst 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.
For each additional Burst spent, you can affect an extra target.

Rescue-Reaction, to a member of the Tapestry dropping to 0 HP
That target regains 1 HP.

Two Bursts
Strike-Bonus Action
One target may use their reaction to make a single attack.
For each additional Burst 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 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 spent, you can affect an extra target.

Three Bursts
Mass Heal-Action
Up to three targets regain 2d6+Intelligence modifier HP.
For each additional Burst spent, you can affect an extra target.

Somewhat WIP.

Needs for sure: Spell List
Could definitely use, but isn't required for playability: More Bursts

sandmote
2023-12-03, 02:28 PM
Okay, taking a closer look at the whole thing.

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.
With the maximum power of the actual tapestry dropped, I think this change fixes at least 90% of the balance problems with the spell list, and also helps differentiate the tapestry from the the Twinned spell metamagic. You can still apply spells with a normal range of "self," to allies, so it is still a powerful effect other casters can't duplicate, but it still has the regular restrictions on novaing and slot efficiency.

There's still a few spells balances around you being the squishy caster I think are a bit strong to be able to drop on whichever party members:

Mirror Image
Contingency, particular as I'm not sure how it'll work when you drop the target from the tapestry.
Antimagic Field
Globe Of Invulnerability
There's a few other spells (like Gift of Gab) that I don't thick would fit well with how this works, but I think the ones above are the only ones that made it to the spell list that pose a balance problem if you can drop them on any one ally.

On the other hand, I think there's two sets of spells missing that might work well with the rebalanced version: the Paladin "Smite" Spells and debuff spells.

The smite spells are all in the player's handbook and I assume they haven't written more because paladin PCs I've seen prefer to spend their slots on the regular smite. I think letting the War Weaver provide these effects to the party Fighter or Barbarian would probably be fine, and a good way to actively contribute to combat. If you want to differentiate the subclasses more, maybe give them to the Battle Weaver as subclass spells.

And given a lot of medicines are poisons given at a lower dose, some debuffs seem like they'd fit well. I really like the idea of giving a weak ally (or the Warlock's familiar) Vampiric Touch or Eyebite. Ray of Sickness, Blindness/Deafness, and Contagion also probably fit the theme, even if they don't synergize with the tapestry.

On the full vs half caster question, I think the determining factor should be the power budget you want with the subclasses. If you keep it a half caster class I'd give the archetypes at least one archtype spell per spell level.

I'd rename the unit consumed to power bursts to "burst points," to avoid language like this:
A Burst is similar to a spell, with the level treated as the number of Bursts it requires. I do like that the bursts don't appear to require spellcasting components, but I'd cost them at least as much as the sorcery points required to make a spell of similar strength.

Invigorate should specify it doesn't apply any negative effects on a failed save.
I'd rename Rescue to Guard and make it a knockoff of the Half-Orc's Relentless Endurance.
30 feet of movement seems a bit much; I'd only let Evade move them up to half their movement speed.

JNAProductions
2023-12-03, 02:50 PM
On the full vs half caster question, I think the determining factor should be the power budget you want with the subclasses. If you keep it a half caster class I'd give the archetypes at least one archtype spell per spell level.

I'd rename the unit consumed to power bursts to "burst points," to avoid language like this: I do like that the bursts don't appear to require spellcasting components, but I'd cost them at least as much as the sorcery points required to make a spell of similar strength.

Invigorate should specify it doesn't apply any negative effects on a failed save.
I'd rename Rescue to Guard and make it a knockoff of the Half-Orc's Relentless Endurance.
30 feet of movement seems a bit much; I'd only let Evade move them up to half their movement speed.


I would love help with the spell list. It's a weak point of mine.

Clarity change made, thank you!

Invigorate changed.
Rescue is currently weaker than Relentless Endurance, since you still fall prone. I want to keep it that way.
Movement still provokes, and I like to encourage PCs to move. I'm not deadset on keeping it full move speed, but I don't think it'd be bad to keep it as such.

sandmote
2023-12-03, 08:00 PM
I've edited in my suggestions to the list below and removed Divine Favor, which is a much more efficient Force burst. As expected, some of what I suggested was already there, so suggest seeing if you can get a third person to look it over.

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
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
Ray of Sickness
Sanctuary
Searing Smite
Shield Of Faith
Sleep
Thunderous Smite
Wrathful SmiteAid
Alter Self
Augury
Barkskin
Blindness/Deafness
Blur
Branding Smite
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
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
Blinding Smite
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
Staggering Smite
StoneskinBanishing Smite
Circle Of Power
Contagion
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 Circle
Arcane Gate
Eyebite
Find The Path
Fizban's Platinum Shield
Forbiddance
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
Glibness
Holy Aura
Mighty Fortress
Mind Blank
TelepathyAstral Projection
Foresight
Invulnerability
Mass Heal
Mass Polymorph
Power Word Heal
Time Stop

And at least a starting point for subclass spells:

Battle Weaver Spells
Starting at 3rd level, you always have certain spells prepared after you reach particular levels in this class, as shown in the Battle Weaver Spells table. These spells count as war weaver spells for you, but they don’t count against the number of war weaver spells you prepare.
3rd: Expeditious Retreat, Thunderous Smite
5th: Blinding Smite, Heat Metal
9th: Lightning Bolt, Thunder Step
13th: Confusion, Staggering Smite
17th: Hallow, Steel Wind Strike

Care Weaver Spells
Starting at 3rd level, you always have certain spells prepared after you reach particular levels in this class, as shown in the Care Weaver Spells table. These spells count as war weaver spells for you, but they don’t count against the number of war weaver spells you prepare.
3rd: Bless, Tenser's Floating Disk
5th: Flame Blade, Protection From Poison
9th: Mass Healing Word, Protection From Energy
13th: Aura Of Purity, Locate Creature
17th: Greater Restoration, Skill Empowerment

JNAProductions
2023-12-03, 08:43 PM
At work, but for now, treat the updated Weaver spell list as Sandmote’s suggestion.

Yakk
2023-12-07, 10:12 AM
So, look at other level 1 PCs with spellcasting.

Artificer, Wizard, Druid, Cleric, Sorcerer, Bard.

Subtract the d6 HD, 2 spell slots and 2 cantrips they all have in common. What is left.

Artificer: d8 HD, Magical Tinkering, medium armor, shields, simple weapons, tool proficiencies
Wizard: 1 cantrip, Arcane Recovery, almost no weapons, no armor
Druid: d8 HD, Herbalism kit, medium armor, shields, ok weapons, druidic language
Cleric: d8 HD, 1 cantrip, Divine Domain, medium armor, shields, simple weapons
Bard: d8 HD, d6 bardic inspiration (cha/day), light armor, simple weapons and a few extra, 3 musical instruments, 1 skill
Sorcerer: 2 cantrips, Sorcerous Origin, no armor, less than simple weapons

Also there is a different number of spells known/prepared.

In comparison:
Weaver: Eldritch Tapestry, Light Armor, Simple Weapons, Weaving Tool proficiency

...

The rewritten Eldrich Tapestry might be in line with the other features. The ones that get a subclass are difficult to compare to, honestly (and if you pick the best subclasses, probably too good; so don't use them as a baseline).

JNAProductions
2023-12-20, 11:29 PM
Note that I'm not SUPER concerned with balance at level one.

The game's INCREDIBLY swingy at that level. The main range I'd be looking for proper balance is late T1, T2, and early T3.

WarrentheHero
2023-12-22, 04:12 PM
I certainly like it conceptually but the subclasses feel a little unfocused to me. For example, Battle Weaver gets armor/weapon proficiency but nothing incentivizes them to use it. They get boosted HP but the rest of the Battle Weaver features afterwards just boost your spellcasting, so on the one hand the subclass tells you "hey get into melee and hit people" but on the other it says "you make a really good rear-line blaster". I suppose you could use Quiescent Weaving to pre-cast a bunch of self-buff spells and be a terror on the battlefield but then you lose the idea that this is a support class.

I imagine that design came about when buffs were shared by the entire Tapestry, so that you could benefit from the buffs as well, since they're already active on everyone. With that change to the core class feature, I think a revisit to the subclasses, especially Battle Weaver, is necessary.

JNAProductions
2024-02-06, 07:36 PM
Re-opening for commentary.

See Sandmote's Post #9 for Spell List-I'd edit in the list, but forum's been acting up too much to do it reliably.

Especially looking for:
-Subclass Suggestions
-More Bursts!

sandmote
2024-02-12, 02:38 PM
Especially looking for:
-Subclass Suggestions
-More Bursts!
For the mechanical effects of the subclasses I'd break War Weaver into two subclasses, one focused on the front line and the other on casting offensive spells. I'd also pick a creature type and make a minionmancy subclass; something weak but which you can include in the weave. Otherwise, someone with a limited ability to add creatures to their weave as an action, for emergencies at low level and to push debuffs on enemies at higher levels.

Thematically, (meaning for the ribbons and to make it more interesting) probably something tied to the upper planes, as they're kind of fitting for a support subclass. Then maybe something musical, treating the weave like a staff?

Ideas for bursts:

Pull an ally (thereby avoiding opportunity attacks) for 1 burst
Give an ally the effects of Haste for a round (without the penalty the spell gives) for 3 bursts
Give an ally 1d4 on certain ability checks, if made in the next round. Not sure about costing this.

JNAProductions
2024-02-12, 06:57 PM
For the mechanical effects of the subclasses I'd break War Weaver into two subclasses, one focused on the front line and the other on casting offensive spells. I'd also pick a creature type and make a minionmancy subclass; something weak but which you can include in the weave. Otherwise, someone with a limited ability to add creatures to their weave as an action, for emergencies at low level and to push debuffs on enemies at higher levels.

Thematically, (meaning for the ribbons and to make it more interesting) probably something tied to the upper planes, as they're kind of fitting for a support subclass. Then maybe something musical, treating the weave like a staff?

Ideas for bursts:

Pull an ally (thereby avoiding opportunity attacks) for 1 burst
Give an ally the effects of Haste for a round (without the penalty the spell gives) for 3 bursts
Give an ally 1d4 on certain ability checks, if made in the next round. Not sure about costing this.


Adding those Bursts.

Move is 10', costs an action and a charge, doesn't provoke.
Alacrity is three bursts, costs an action, and lasts one turn.
Guide costs no Burst Charges but does take an action, but for one can be a BA and for two a Reaction.

Vogie
2024-02-15, 10:34 AM
I think you should separate the "Battle Weaver" with a "Spell Weaver".

The Battle Weaver is the one who is diving into the fray - tougher, more weapons, and more things to do with not only it's weapon, but the weapons of others. It'll also have the listed Defensive Magic ability, because it's going to be right there in there. Add some abilities/bursts that are melee or close-quarter-combat focused (channeling maneuvers? Sharing smite spells?) and it'll be great

The Spell Weaver, on the other hand, would have the Powerful casting and Destruction features, as well as some other features that are all about moving energy around. Give them separate defensive magic features - such as each spell casting increasing your speed or moving you around; and a bit of utility functions. This one is specifically spellcaster focused - maybe they're also able to donate their spell slots to other casters in the tapestry, or other casters in the tapestry can give the spell weaver their slots... or maybe just their spell list?

Remember, an excellent way to make the subclasses feel different from each other is to have each one slightly change the gameplay loop. Think of how the sorcerer is designed in 5e.

The Draconic Sorcerer just made the sorcerer a wizard-plus, more a blaster than a controller/buffer. You're tougher, you have better AC without spending spells, your damage is better the more you focus on a certain damage type. The charisma scaling makes their spells genuinely deadly, as a flat +3 to +5 damage on each cantrip and damaging spell can really make a difference over time.
The Shadow Sorcerer has cheap access to enhanced darkness which they can cast on themselves, giving them an advantage engine mixed with blur, as well as a mobile visual denial thing. The 6th level ability doubles down on this, giving them a way to also have a way to constantly give their boss targets disadvantages on Saving throws.
The Wild Magic Sorcerer is all about trying to cheese the Wild Magic Spell List into doing more spell effects per turn. You hammer the "refresh" option of Tides of chaos so you have advantage on everything, and the 14th level feature makes the Wild Magic list even more useful. The 6th level feature gives you a reason to use your sorcery points blessing your allies only when needed and cursing your enemies at just the right time with a no-save Bane effect.
The Storm Sorcerer is all about being in the middle of things. They're casting while ping-ponging around the battlefield with their bonus action flight, enhancing their thunder and lightning spells by exploding with flat damage on each cast. If someone eventually does get close at 14th level, hitting you equates to electrocution, shocking them and sending them flying backwards.

Similarly to how they changed how Sorcerer subclasses over time, I'd also suggest giving each subclass bonus spells that jive to that subclasses' gameplay loop. It'd make sense if a Battle Weaver can give the party's Rogue a Shadow Blade for the battle, but less sense if a Care Weaver does this. This also frees up your bursts from duplicating existing spells.

Some other subclass ideas -

Blood Weaver - You're moving around health amongst the tapestry, as well as giving your allies a sort of Lifesteal, collecting in a large pile of temp hit points that are moving around the group
Fate Weaver - Doing the same with bonuses and penalties. Someone in the tapestry can impose disadvantage on themselves to give the rogue advantage on that attack, for example, or forgoing advantage on one roll to store it for later.