Spellweaver A halfling in official robes confidently strides past a legion of nervous guards and kneels to examine the crater where the lord's house once stood. The crowd silently watches for a minute or more as the halfling, eyes closed, mutters under his breath and practices elaborate hand movements. Suddenly, he smiles widely and stands up, beaming at the crowd before him. "Soon enough, they'll wish they never showed off this power," he says, fire already crackling at his fingertips. Though other sorts of heroes have found ways to wield magic, none have a greater understanding of the source of that magic than the Spellweavers. They are mysterious creatures with an unrivaled connection to the strange force overlaying the universe, known to most folk as "the Fabric". They have learned to identify and recreate spells cast long ago, using invisible remnants of magic that have been etched upon the Fabric like footprints. Attuned to the Fabric The Fabric is a curious entity that is intertwined with every bit of the material universe. Society's knowledge of it is shrouded in mystery, rumor, and legend. Depending on who you ask, one might say that the Fabric is the life which flows through all creatures, the spark that ignites their minds into sentience, the heat that creates fire and the cold that makes ice, the light that illuminates the world, or even the divine power of the gods themselves. Only the Spellweavers can begin to truly understand that to some extent, all of these views are correct, for the Fabric runs strongest through the soul of a Spellweaver. There are many types of mages who know how create fire from thin air, bring the dead back to life, or control the mind of an unsuspecting bystander. But what they do not know is that the Fabric is the force that is creating these effects. They have real power, and they know how to use it, but they do not fully understand it. Spellweavers, however, understand that the Fabric is what drives such magic. They can sense and study the magical anomalies known as Stitches which are left behind in the Fabric whenever a spell is cast. They realize that the incantations and gestures used by spellcasters, though they seem silly, are actually serving to Weave the Fabric itself - twisting it into an arrangement that produces the effect they desire. Spellweaver Level Proficiency Bonus Features Cantrips Known Maximum Spells Known 1st 2nd 3rd 4th 5th 6th 7th 8th 9th 1st +2 Spellcasting, Specialized Weaving 2 2 2 — — — — — — — — 2nd +2 Weavesense 2 4 3 — — — — — — — — 3rd +2 ─ 3 5 4 2 — — — — — — — 4th +2 Ability Score Improvement 3 7 4 3 — — — — — — — 5th +3 ─ 3 8 4 3 2 — — — — — — 6th +3 Specialized Weaving Feature 3 10 4 3 3 — — — — — — 7th +3 ─ 3 11 4 3 3 1 — — — — — 8th +3 Ability Score Improvement 3 13 4 3 3 2 — — — — — 9th +4 ─ 3 14 4 3 3 3 1 — — — — 10th +4 Dual Specialty 3 15 4 3 3 3 2 — — — — 11th +4 ─ 4 17 4 3 3 3 2 1 — — — 12th +4 Ability Score Improvement 4 18 4 3 3 3 2 1 — — — 13th +5 ─ 4 20 4 3 3 3 2 1 1 — — 14th +5 Specialized Weaving Feature 4 21 4 3 3 3 2 1 1 — — 15th +5 ─ 4 23 4 3 3 3 2 1 1 1 — 16th +5 Ability Score Improvement 4 24 4 3 3 3 2 1 1 1 — 17th +6 ─ 4 26 4 3 3 3 2 1 1 1 1 18th +6 Fabric Fuel 4 27 4 3 3 3 3 1 1 1 1 19th +6 Ability Score Improvement 4 28 4 3 3 3 3 2 1 1 1 20th +6 Improved Weavesense 4 29 4 3 3 3 3 2 2 1 1

Seeking Magic Remnants Spellweavers are devoted to understanding the enigmatic Fabric and their connection to it. They yearn to discover its secrets and tap into the immense power it offers - often devoting their lives to finding and understanding the remnants of magic Weaves that lay hidden within the Fabric. By studying the Stitches, Spellweavers can recreate the powerful magic that created them. Through this practice, they aim to expand their repertoire of spells and better understand the Fabric itself, in order to be better able to manipulate it to serve whatever purpose they find worthy. Creating a Spellweaver There are two important things to consider when creating a spellweaver. First, how did they discover their connection to the Fabric? Perhaps they accidentally cast a spell in the heat of a tense moment and found themselves amazed at the power they didn't know they had. Or maybe they had a vague sense something was different, and did what came naturally to them. Or perhaps another more practiced spellweaver could sense the Fabric's presence in the soul of the nascent spellweaver and taught them what it meant and how to use it. Whatever the case, it is a very memorable event to a spellweaver, because it marks the beginning of their journey. The second thing to consider is how your spellweaver views the Fabric (and, by extension, their connection to it)? Is it a tool to use for achieving their goals? A weapon to use against their foes? A resource, meant to be used to help others? A gift from the gods? The types of Weave a spellweaver seeks - as well as how they choose to use their power - are shaped by such views. Quick Build You can make a spellweaver quickly by following these suggestions. First, Wisdom should be your highest ability score, followed by Constitution or Dexterity. Second, choose the Sage background. Third, choose the fire bolt and minor illusion cantrips, along with the 1st-level spells mage armor and witch bolt. Class Features As a spellweaver, you gain the following class features: Hit Points Hit Dice: 1d6 per spellweaver level

1d6 per spellweaver level Hit Points at 1st Level: 6 + your Constitution modifier

6 + your Constitution modifier Hit Points at Higher Levels: 1d6 (or 4) + your Constitution modifier per spellweaver level after 1st. Proficiencies Armor: None.

None. Weapons: Daggers, darts, slings, quarterstaffs, light crossbows.

Daggers, darts, slings, quarterstaffs, light crossbows. Tools: None. Saving Throws: Wisdom, Charisma.

Wisdom, Charisma. Skills: Choose two from Arcana, Insight, Investigation, Nature, Perception, and Religion.



Equipment You start with the following equipment, in addition to the equipment granted by your background: (a) a light crossbow and 20 bolts or (b) any simple weapon

(a) a component pouch or (b) an arcane focus

(a) a dungeoneer's pack or (b) an explorer's pack

Two daggers Spellcasting Your innate connection to the Fabric grants you an inherent talent for manipulating it to produce magical effects. Most spellweavers refer to this as weaving a spell, rather than casting one. Cantrips At first level, you know two cantrips of your choice from any class's spell list. You learn additional cantrips of your choice at higher levels, as shown in the Spellweaver leveling table. Spell Slots The spellweaver table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest. Spells Known of 1st Level or Higher You know two 1st-level spells of your choice from any class's spell list, in addition to the two spells granted by your Specialty at 1st level. The rest of your spells are acquired through use of the Weavesense feature, detailed on the next page. Spellcasting Ability Wisdom is your spellcasting ability for your spellweaver spells. You use your Wisdom whenever a spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a spellweaver spell you cast and when making an attack roll with one.

Spell save DC = 8 + your proficiency bonus +

your Wisdom modifier Spell attack modifier = your proficiency bonus +

your Wisdom modifier Spellcasting Focus You can use an arcane focus - such as an orb, crystal, rod, wand, or some similar item which was designed to channel the power of arcane spells - as a spellcasting focus for your spellweaver spells.

Specialized Weaving You have an innate understanding of a certain type of effect the Fabric can produce when woven. Choose one of the Specializations listed in the table below. Detailed descriptions of each can be found at the end of the class description. Your choice grants you features when you choose it at 1st level and again at 6th and 14th level. Specializations Name Specializes in Spells Which... Alteration Change properties of objects Creation Create objects, creatures, and illusions Decay Hinder enemies, Inflict poison or necrosis Elements Summon fire, cold, lightning, etc. Enhancement Empower allies and equipment Enlightenment Communicate, Improve knowledge/senses Life Heal, grant/restore life Nature Interact w/ plants/animals/terrain/weather Psychology Manipulate thoughts or emotions Spiritual Interact w/ divine or demonic powers Specialty Spells Each weaving specialty has a list of spells that you immediately learn at the spellweaver levels noted in the specialty description. These spells do not count against the number of spells you know (as listed in the spellweaver leveling table). Weavesense Beginning at second level, you are able to tap into the Fabric itself and sense the invisible magical anomalies left behind whenever the Fabric is woven. You can use an action to start perceiving Stitches within a 30 foot radius for the next minute. If you locate any Stitches, you learn the type of spell used to create it (from the list of Specialties below) and a vague description of its effect. The amount of detail present in this description depends on how recently the Stitch was created and how powerful the spell that created it was. When you locate a stitch, you can spend the rest of the duration of this feature to carefully study it in an attempt to reverse engineer the spell that created it. Make a Wisdom check and add your proficiency modifier. On a success, you learn the exact nature of the spell, and may choose to add it to you list of spells known if it is of a level for which you have spell slots. The spellweaver leveling table shows how many spells you can know at a time. Addtionally, when you learn a spell in this way, you may choose one of the spells you already know and replace it with the new one. If you replace a spell in this way, you cannot cast it again until you find a Stitch it created, successfully identify it using this feature, and add it to your reportoire. You may use this feature a number of times equal to your Wisdom modifier (minimum of once). You regain these uses upon finishing a long rest.





Stitches Spell Level Approximate Lifetime Required DC Cantrip 30 - 60 minutes 8 1st 1 - 6 hours 10 2nd 6 - 24 hours 12 3rd 1 - 7 days 14 4th 1 - 12 weeks 16 5th 3 - 6 months 18 6th 6 - 12 months 20 7th 1 - 3 years 22 8th 3 - 10 years 24 9th 10+ years 26 Ability Score Improvement When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature. Alternatively, you can choose a feat if your DM allows it (see Chapter 6 for a list of feats). Secondary Specialty When you reach 10th level, you have enough experience with the types of magic the Fabric can create that you have a lesser degree of mastery in a second type of Weaving. Choose another type of Weave you do not already specialize in. You immediately gain the features offered by that specialty at 1st and 6th level. You can also learn 1 spell from each row of that specialty's Spell Table. These spells do not count against the number of spells you know (as listed in the spellweaver leveling table). When you become a 14th level spellweaver, you do not receive the feature granted by your secondary specialty - only the one granted by the specialty you chose at 1st level. Fabric Fuel Starting at 17th level, you are able to use the Fabric itself to cast your spells. When you cast a spell of 3rd level or lower, you may use a portion of the Fabric itself to power the spell instead of expending a spell slot. When you do so, create an invisible sphere with a 10 foot radius centered on a point within 30 feet of you. the Fabric at this location is consumed by the spell you cast, creating an area of antimagic, as in the antimagic field spell, for 1 minute. When you use this feature, you cannot use it again until you have completed a long rest. Improved Weavesense By 20th level, you have so much practice identifying the source of Stitches in the Fabric that it has become trivially easy. You immediately understand the exact spell which created any Stitches you find, and no longer need to roll a Wisdom check to add it to your repertoire.

Weaving Specialties The Fabric can be Woven to create an astonishing plethora of effects - protective, destructive, restorative, supportive, and many others. Depending on their unique relationship with and views of the Fabric, each spellweaver tends to specialize in one of these areas. Sometimes the spellweaver chooses what type of Weaving to focus their efforts on, but usually they simply stick to something that feels right. Perhaps it is compatible with their personality, morality, goals, or environment. Alteration Weaving Spellweavers who specialize in alteration are interested in the way that subtle changes to the Fabric within an object or entity can drastically change its physical properties. Twisting the Weave one way can make an object suddenly disappear, another way makes it double in size, while yet another turns it into solid stone. This makes them among the most versatile of spellweavers, since they can produce a stunning variety of effects through their subtle manipulation of the Fabric. Some alteration spellweavers see themselves as artists sculpting the world. Others feel like surgeons - carefully plucking the Fabric in just the right way to produce the change they desire. Alteration Spells Spellweaver Level Spells ⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀ 1st disguise self, catapult 3rd enlarge/reduce, magic mouth 5th fly, dispel magic 7th polymorph, greater invisibility 9th seeming, telekinesis Alteration Prodigy Beginning when you select this specialty at 1st level, you gain the following features: Advantage on Wisdom checks to learn an Alteration Weave from a Stitch you found through Weavesense.

Learn the mending cantrip. If you already know this cantrip, choose another cantrip from any class's spell list. Either way, the new cantrip does not count against your number of Cantrips Known as listed in the spellweaver leveling table. Effortless Disguise Beginning at 6th level, you have created so many disguises that it has become a trivially easy exercise of your power. Casting disguise self no longer expends a spell slot. Lasting Alteration By 14th level, you have a better control over the volatility that alteration weaves tend to cause, allowing you to lengthen their effective duration. When you cast an Alteration spell of 5th level or lower with a maximum duration of at least 1 minute, you can set its duration to 8 hours. When you lengthen an Alteration spell using this feature, you cannot do so again until you have completed a long rest.

Creation Weaving While Alteration spellweavers specialize in subtle changes to existing objects, Creation spellweavers prefer creating those objects out of nothing. They have found that the Fabric that makes up thin air is not too different from the Fabric that makes up a wall of stone, illusory images, solid bolts of energy, or even living creatures. And with a lot of practice and careful attention paid to the ways the Fabric constitutes objects, Creation weavers have learned to bend the Fabric to shape whatever they want into existence. From weapons, to tools, to allies, Creation weavers can always get exactly what they need. Creation Spells Spellweaver Level Spells ⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀ 1st find familiar, magic missile 3rd shadow blade, find steed 5th conjure barrage, major image 7th mordenkainen's faithful hound, watery sphere 9th bigby's hand, creation Creation Prodigy Beginning when you select this specialty at 1st level, you gain the following features: Advantage on Wisdom checks to learn a Creation Weave from a Stitch you found through Weavesense.

Learn the mage hand cantrip. If you already know this cantrip, choose another cantrip from any class's spell list. This does not count against your number of Cantrips Known as listed in the spellweaver leveling table. Faithful Companion Starting at 6th level, you have learned to create a companion to aid you in your endeavors. You may spend 10 minutes concentrating on the Fabric, weaving it until a companion appears to serve you. Your companion may take on a form similar to any creature you have seen, including humanoids. The companion does not have free will and is not capable of speech or meaningful communication of any kind beyond grunts and gestures. The companion retains the stats and abilities of the creature you modeled it after, except for its Intelligence score, which is always 3. The maximum CR for the creature you choose as your companion is equal to your spellweaver level divided by 6 (rounded down). Your companion acts simultaneously with you in combat and obeys any command you give it to the best of its ability. When your companion drops to 0 hit points, it disappears, leaving behind no physical form. The companion is immediately dismissed when you begin to create a new one using this feature. You may use an action at any time to immediately dismiss your companion. When you create a companion using this feature, you cannot do so again until you have completed a long rest. Empowered Companion Starting at 14th level, you are able to instill some of your own power into your companion. It gains all your proficiencies and adds your Wisdom modifier to all attack rolls.

Decay Weaving The Fabric is naturally inclined to support life and matter, creating natural structures that are stable and healthy. However, if one has just the right kind of talent, one can twist the Fabric to destabilize that strutcture, inflicting poison, disease, decay, and corruption upon the unfortunate target. Spellweavers who specialize in Decay have that talent - and they delight in using it. Decay Spells Spellweaver Level Spells ⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀ 1st bane, ray of sickness 3rd melf's acid arrow, ray of enfeeblement 5th stinking cloud, bestow curse 7th sickening radiance, vitriolic sphere 9th contagion, enervation Decay Prodigy Beginning when you select this specialty at 1st level, you gain the following features: Advantage on Wisdom checks to learn a Decay Weave from a Stitch you found through Weavesense.

Learn the chill touch cantrip. If you already know this cantrip, choose another cantrip from any class's spell list. Either way, the new cantrip does not count against your number of Cantrips Known as listed in the spellweaver leveling table. Potent Poisons Starting at 6th level, your various methods of decay have become so potent that they are nearly impossible to stop. Your Decay spells that deal poison, necrotic, or acid damage ignore resistance. Contagious Starting at 14th level, the decaying effects of your spells are so potent that they can cause lasting harm to your opponents. Whenever a creature takes acid, poison, or necrotic damage from one of your spells, you may roll percentile dice. If the result is less than your total spellweaver level, treat that creature as if it was just targeted by a contagion spell. The DC for saving throws against this effect are equal to your Spellcasting DC. If the result is greater than or equal to your total spellweaver level, there is no effect, and that creature is immune to the effects of this feature for the next 24 hours.

























Elemental Weaving Elemental weavers are practiced at the Fabric's role in the creation of primal elements such as fire, cold, and lightning. They have learned how to Weave the Fabric into arrangements that create these elements where they otherwise would not occur - and they wield this power to great effect. Elemental Spells Spellweaver Level Spells ⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀ 1st burning hands, ice knife 3rd flame blade, snilloc's snowball storm 5th fireball, lightning bolt 7th fire shield, conjure minor elementals 9th immolation, cone of cold Elemental Prodigy Beginning when you select this specialty at 1st level, you gain the following features: Advantage on Wisdom checks to learn an Elemental Weave from a Stitch you found through Weavesense.

Learn the produce flame cantrip. If you already know this cantrip, choose another cantrip from any class's spell list. Either way, the new cantrip does not count against your number of Cantrips Known as listed in the spellweaver leveling table. Elemental Reflection Starting at 6th level, you can reflect a portion of elemental magic directed at you. You may cast absorb elements at 1st level at will without expending a spell slot. When you cast it using this feature, you may immediately deal the damage to a target of your choice within 10 feet instead of adding it to a future melee attack. The damage dealt by absorb elements cast using this feature increases by 1d6 at 12th and 18th level. Elemental Resistance By 14th level, the elements themselves flow through your body, negating their effect on you. You are immune to fire, cold, and lightning damage.

Enhancement Weaving Spellweavers specializing in Enhancement are masters of unlocking the hidden potential in creatures and equipment. Though they understand the incredible power of the Fabric, they feel that sometimes, something is lacking; all it takes is some clever manipulation of the Fabric to take something good and make it great. Enhancement Spells Spellweaver Level Spells ⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀ 1st thunderous smite, heroism 3rd magic weapon, enhance ability 5th elemental weapon, blinding smite 7th stoneskin, staggering smite 9th circle of power, skill empowerment Enhancement Prodigy Beginning when you select this specialty at 1st level, you gain the following features: Advantage on Wisdom checks to learn an Enhancement Weave from a Stitch you found through Weavesense.

When you cast an Enhancement spell with a range of self that affects your next weapon attack, you can choose to cast it on an ally instead with a range of touch. Bonded Equipment Starting at 6th level, you are able to bond with one piece of equipment at a time to increase its potency. You may spend 10 minutes with a weapon, shield, or piece of armor to imbue it with a powerful form of enhancement. If the item is a weapon, it gains +1 to its attack and damage rolls, and it is considered magical. If it is a shield or piece of armor, it grants +1 AC to whoever is wearing it. You do not need to be the wielder/wearer of the equipment for it to gain the bonus. When you bond with an item in this way, the bond you currently have with another item is broken, and that item loses the bonus you conferred upon it. This bonus increases to +2 at 12th level and +3 at 18th level. Dual Enhancements Starting at 14th level, you can concentrate on two Enhancement spells at once. If an effect occurs that requires you to make a concentration check, make a separate check for each spell you are concentrating on.



























Enlightenment Weaving One of the many incredible effects of the Fabric's influence upon the mortal world is that it even instills the minds of its inhabitants with their knowledge, thoughts, and creativity. Psychological spellweavers understand this and use this knowledge to access and manipulate the thoughts of others. Spellweavers specializing in Enlightenment, however, take a different approach. They see the Fabric as a tool to improve their own understanding of whatever subject they are curious about. Through careful manipulation of the Fabric within their own brains, they can Weave the knowledge they seek directly into their mind. They also excel at communicating information in ways they otherwise would not be able, such as across impossible distances or with creatures and objects not normally capable of speech. Enlightenment Spells Spellweaver Level Spells ⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀ 1st identify, comprehend languages 3rd mind spike, locate object 5th sending, tongues 7th locate creature, divination 9th scrying, legend lore Enlightenment Prodigy Beginning when you select this specialty at 1st level, you gain the following features: Advantage on Wisdom checks to learn an Enlightenment Weave from a Stitch you found through Weavesense.

Gain proficiency in Investigation. If you are already proficient in this skill, choose another skill to gain proficiency in. Heightened Intellect At 6th level, your Intelligence score increases by 2, even if this bonus increases your score past 20. Master of Knowledge At 14th level, you experience an epiphany which bestows a great understanding of new Weaves. You immediately learn 3 spells of 6th level or lower from any spell list. These spells do not count against the number of spells you know (as listed in the spellweaver leveling table).

Life Weaving Some spellweavers view the Fabric as the source of the very life within all creatures. They excel at Weaving the Fabric to reignite a life which had been extinguised and instill life in that which hadn't been alive, as well as reinforcing or restoring the life force of creatures that are still standing. Life Spells Spellweaver Level Spells ⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀ 1st cure wounds, healing word 3rd lesser restoration, prayer of healing 5th revivify, vampiric touch 7th death ward, aura of life 9th raise dead, mass cure wounds Life Prodigy Beginning when you select this specialty at 1st level, you gain the following features: Advantage on Wisdom checks to learn a Life Weave from a Stitch you found through Weavesense.

Learn the spare the dying cantrip. If you already know this cantrip, choose another cantrip from any class's spell list. Either way, the new cantrip does not count against your number of Cantrips Known as listed in the spellweaver leveling table. Invigoration Starting at 6th level, your Life Weaves are so potent that they reinforce the life of your allies. Whenever you cast a Life spell, you may choose one creature affected by the spell and grant them temporary hit points equal to the double the spell's level. Strength of spirit Starting at 14th level, you are so attuned to the Fabric of life that your own life force becomes more difficult to snuff out. Whenever you have to make death saving throws, you only need 2 successes to stabilize.









































Nature Weaving Some spellweavers feel a strong connection to nature itself - they understand the Fabric to have shaped the terrain around them and given life to the plants and animals that inhabit it. They hold a higher reverence for nature than most other folk, since they realize the power that resides within every squirrel, bush, cavern, and raincloud. These spellweavers specialize in manipulating and emulating elements of nature and can produce a variety of useful, protective, or destructive effects. Nature Spells Spellweaver Level Spells ⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀ 1st entangle, speak with animals 3rd maximillian's earthen grasp, warding wind 5th call lightning, conjure animals 7th guardian of nature, storm sphere 9th wrath of nature, transmute rock Nature Prodigy Beginning when you select this specialty at 1st level, you gain the following features: Advantage on Wisdom checks to learn a Nature Weave from a Stitch you found through Weavesense.

Gain proficiency in Nature. If you are already proficient in this skill, choose another skill to gain proficiency in. Empowered Animals By 6th level, the animals you summon to aid you are imbued with some of your power. You may add your Wisdom modifier to any attack rolls made by animals summoned by conjure animals. Nature Spirit Starting at 14th level, you can instill yourself with the power of nature for great periods of time. The duration of guardian of nature is now 1 hour and it no longer requires concentration.