Weaver: Warlock "Patron" v0.02

The wizard gave his new apprentices a tour through the halls of the mages' college. One apprentice asked how he could become as powerful as his new master. "Well," the wizard drew in air as he puffed his chest out, "many study for this talent. Others are born with it." Another apprentice asked about the man in the blue tinted room down the hall he'd seen drawing runes on the ground in chalk. The wizard rolled his eyes and his frown became visible through his thick beard. He raised his nose in the air and looked down it at the apprentice, "Yes, yes... I suppose you could always steal it, like the Weavers."

Expanded Spell List

The Weaver lets you choose from an expanded list of spells when you learn a warlock spell. The following spells are added to the warlock spell list for you.

Weaver Expanded Spells

Spell Level Spells 1st Mage Armor, Magic Missile 2nd Enlarge/Reduce, Enhance Ability 3rd Blink, Clairvoyance 4th Confusion, Fabricate 5th Bigby's Hand, Wall of Force

Arcanist's Tome

A Weaver pulls magic from extraplanar sources but can expand on their abilities by crafting excess energy into spells. These techniques are archived within a tome that you keep on your person at all times. While taking a short or long rest, you may scribe Wizard or Sorcerer spells from scrolls into your tome. At 1st level you select 3 spells from the Wizard or Sorcerer spell list to scribe into your book and gain one spell within your relative spell level every level thereafter. All known Warlock spells and Mystic Arcanum spells are scribed into your tome. If you select Pact of the Tome as your boon, your tome is considered your Book of Shadows.

Borrowed Arcana

At 1st level, a Weaver knows how to pull arcana from beyond the material plane and can link themselves with the astral plane to draw arcane energy. When you finish a short or long rest you may select a spell from your Arcanist's Tome with a maximum spell level equal to the highest spell level you are capable of casting from your Warlock class. You have that spell prepared and it does not count against your spells known or spell slots when cast. You may cast this spell once and are not able to do so again until you finish a short or long rest.

Reconstructed Magic

Beginning at 6th level you always have the spells Counterspell and Dispel Magic learned (these spells may not be exchanged and do not count against your spells known). You may cast one of them once without using a spell slot. You may not do this again until you finish a short or long rest.

When countering or dispelling a spell in this manner you may recover a used spell slot. Once you use this feature you can't use it again until you finish a long rest.

Runic Aura

Beginning at 10th level, you learn how to affect the weave of magic beyond perception of others and are able to redirect magical attacks. Any spell cast on a target within 30 feet of you can be redirected to another target by using your reaction. To overcome the arcane momentum of the spell make Charisma check. The DC is equal to 10 + the spell's level. On a success, the spell is redirected to another point or target within 60 feet.

Once you use this feature, you can't use it again until you finish a short or long rest.

Unstable Arcana

Beginning at 14th level, you can further manipulate spells that you target with Counterspell or Dispel Magic. When you successfully dispel or counter a magical spell, spell-like ability, or magical effect, you may choose to store that spell or effect for later use by sacrificing a spell slot or cause the spell to erupt on its point of origin in a 30' sphere and deal 5d10 or half as much with a successful Dexterity saving throw. Any spell stored this way is lost after a short or long rest.

Once you use this feature, you can't use it again until you finish a long rest.