Lifeweavers Looking across a vast number of beaten and bloodied men and women, a young human man wipes his brow of blood and sweat. His hands glow with a dim light as he turns to his first patient, providing them with as much care and comfort as he can. He knows that there will be little rest tonight. Running franticly across the battlefield, an ashen and harrowed looking drow darts from ally to ally, desperately closing wounds and bandaging them as fast as she is able. Pulling out small containers of salve and passing them to those who are still standing, before moving on to her next who need her aid. In a far away city, with a cruel bemused look, a dark and shrouded figure drains the last bit of vitality from their victim, a mechanical arm pulling the life energy in to their body adding it to the growing reserve within them. The bloodthirsty warforged lets out a dark chuckle. This is the only way they can truly feel alive. Lifeweavers, whether they take a path of good or evil, spiritual or practical, altruism or profit, all share one common fact. They have through the dedication to the preservation of life, be it others or their own, tapped into the primal force contained in living creatures. Now wielding it as a tool to save lives or, in some cases take them. Preservation of Life Most lifeweavers often get refered to by the term priests, implying a religious background. While this may be true of the origins of many lifeweavers, the call to study of living energy may come from several paths. Scientists, battlefield medics, and even dark cultists or more have tapped into the the gift of manipulating vitality. The shared trait of those who tap into this magic is the driving desire for understanding, providing, taking, or maniplulating life force. Because of this, many Lifeweavers choose to take different names for themselves that describe them individually; Healer, Blesser, Medic, Siphoner, and Priest are all names for individuals who wield the gift. Many walks of life The desire to control life and death does not come from only one background. While some come from monasteries, others have been found in thieves guilds as the local medic, or in laboratories concocting new medicines. Others still have been known as back ally killers, the greatest murderers to walk the land. The common trait between them all is being able to store excess vitality within themselves and bestow it to those those in need. Even the most bloodthirsty lifeweaver still has the ability to restore life essence to themselves and others when needed. Quick build You can make a lifeweaver quickly by following these suggestions. First make intelligence your highest ability score followed by constitution, then select the acolyte background. Placeholder image 1

The Lifeweaver Level Proficiency Bonus Features Blessings Known Healing Limit Healing Well Total 1st +2 Unarmored Defense, Healing Well ─ 5 20 2nd +2 Power Transference, Blessings 2 8 40 3rd +2 Well Recovery, Path Feature 2 11 60 4th +2 Ability Score Improvement 2 14 80 5th +3 Restore Spirit 3 17 100 6th +3 Path Feature 3 20 120 7th +3 Strong Willed Mind 4 23 140 8th +3 Ability Score Improvement 4 26 160 9th +4 ─ 5 30 180 10th +4 Divided Spirit, Well Increase 5 34 300 11th +4 Path Feature 6 38 330 12th +4 Ability Score Improvement 6 42 360 13th +5 Restore Spirit improvement 6 46 390 14th +5 Divided Spirit Improvement 7 50 420 15th +5 Path Feature 7 55 450 16th +5 Ability Score Improvement 7 60 480 17th +6 Restore Spirit Improvement 7 60 510 18th +6 ─ 8 60 540 19th +6 Ability Score Improvement 8 60 570 20th +6 Radiate Energy 8 60 600 Class Features As a Lifeweaver you gain the following class features. Hit Points Hit Dice: 1d6 per Lifeweaver level

Hit Points at 1st Level: 6 + your Constitution modifier

Hit Points at Higher Levels: 1d6 (or 4) + your constitution modifier per Lifeweaver level after 1st Proficiencies Armor: None

Weapons: Quarterstaffs, light crossbows, daggers, slings, sickles, clubs

Tools: Healers Kit

Saving Throws: Intelligence, Constitution

Skills: Choose 3 from Animal Handling, History, Insight, Investigation, Medicine, Persuasion, Perception, and Religion Equipment You start with the following equipment, in addition to the equipment granted by your background: (a) a club and dagger, or a quarterstaff

(b) a light crossbow and 20 bolts or a sling

(c) priests pack or scholars pack Unarmored defense Beginning at first level, you are surrounded by an aura created by the energy you have stored within you that wards away mortal blows. When not wearing armor or using a shield and your healing well is not empty, your AC equals 10 + your Dexterity modifier + your Intelligence modifier Healing Well As a Lifeweaver you have a pool of healing energy to call on collected from the world around you. This pool is equal to 20x your Lifeweaver level. You can as a bonus action touch a creature and restore a number of hit points from your pool up to the amount indicated on the Lifeweaver table 'healing limit'. Alternatively you may restore this health as an action from a distance up to 30ft away. You regain all points in your well after a long rest. Your pool amount increases to 30x your Lifeweaver level at level 10. A total amount is shown on the table under Healing Well Total. 2

Power Transference Starting at 2nd level, you learn to alter agressive energies to your allies favor. As an action, choose an enemy you can see within 60ft, they must make an intelligence saving throw DC (8 + your Intelligence modifier + proficiency modifier). On a failed save, they have disadvantage on their next attack, and you may give one ally you can see advantage on their next attack. You may do this a number of times equal to your intelligence modifier, refreshing on a long rest. Blessings As a Lifeweaver, you have gained a number of blessings at your disposal. Either boons granted from a deity, or breakthroughs of your own discovery as you test the limits of your power. At 2nd level you gain two blessings of your choice, detailed at the end of the class description, and gaining additional blessing as you gain Lifeweaver levels, as shown on the Class table. Additionally, when you gain a level in the this class, you may choose one of the blessings you have and replace it with another that you meet the requirements for. Well Recovery At 3rd level you have learned to restore a portion of your Healing Well at will. You may restore up to half of your Healing Well during a short rest, but you must finish a long rest before doing so again. Following a Path At 3rd level you come to terms with the idea of where your gift truly comes from. Choose from one of the three paths detailed at the end of the class description: Path of the Gods, Path of the Combat Medic, or Path of the Twisted. Your path grants you features at 3rd, 6th, 11th, and 15th level. Ability Score Improvement When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one of your ability scores of your choice by 2, or increase two ability scores of your choice by 1. As normal you can't increase an ability score above 20 using this feature. Restore Spirit At 5th level you gain the ability to restore the dead to life. This requires your own life essence however, consuming 2 hit die from your pool and functioning as the revivify spell. This feature increases as you level in cost and power. At 9th level you may use the effect of the raise dead spell for 3 hit die, at 13th level you may use the effect of resurrection for 4 hit die, and at 17th level you may use the effect of true resurrection for 5 hit die. You must still provide the costs of the material components for these effects, however you may tithe the gold directly, use it to replenish your resources, or consume its essence, depending on your path. Regardless of which path, this consumes the gold with no added effect. Strong Willed Mind At 7th level your mind becomes resistant to tampering. You have advantage on wisdom saving throws and resistance to psychic damage. Divided Spirit At 10th level you are able to divide your life essence among several allies at once. You can heal a number of targets equal to your Intelligence modifier, with each target consuming your Well healing as normal, but each allowed your Healing Limit individually. You may do this once per short or long rest, or twice at 14th level. Radiate Energy At 20th level you are able to channel pure life energy in its most primal form. As an action you can enter a trance that restores 2d10+10 hit points to yourself and all allies you can see at the end of each of your turns. This healing increases by 1d10 each turn you focus. Any allies healed by this effect may immediately do a saving throw against any one poison, charm, fear, disease, or stun effect. This effect requires concentration as a spell and your action each round to maintain, during which your movement becomes 10ft per round, regardless of its usual amount. This effect ends after 3 rounds of channeling or you end it as a bonus action. Due to the stress this puts on the mind, you may not Radiate Energy again for 1d4 days. Lifeweaver Paths Lifeweavers are widely varied in their beliefs and behavior, sharing only one thing truly in common; the ability to interact with living energy. There are however, three general archetypes they will fall into: Path of the Gods The most commonly thought of when one thinks of a healer, The Path of the Gods follow in service to a deity and are gifted their powers through them. The greatest difference between these individuals and clerics is that no matter what deity they serve, they are devoted to the care and restoration of those who seek their churches aid. It is this focus on healing and renewal that cause the manifestation of the ability to weave life essence within them, helped along by their deities guidance. Shield of the Gods At 3rd level you gain the ability to protect those in your care before they are even harmed. When healing a target at full health, or applying excess healing, you may apply up to your Healing Limit (including any points needed to maximize the creature hit points) as a shield of temporary hit points. The temporary hit points given from this feature, as well as those from any Path of the Gods blessings, stack with themselves, and only themselves on one creature, up to a maximum of 10% of your Healing Well Total. These temporary hit points last until removed or until the creatures next long rest. 3

Gift of Renewal At 6th level your god gifts you with a constant stream of healing energy when neccesary. During combat (any time when initiative is in effect, at the GM's discretion) You restore points in your Healing Well equal to half your character level (rounded down) at the start of each of your turns. Retributive Shields At 11th level, your shield strikes back at foes. Whenever your shield is depleated by a weapon attack or spell within 30ft of the shielded creature, you may cause the attacker to take radiant damage equal to the amount of temporary hit points removed by that attack as a reaction. Note this only applies to the singular source of damage that reduced the temporary hit points to 0 in the case of multiple strikes. Life Returns At 15th level, you master your connection to the sprits of the deceased. You no longer need to pay material costs for your Restore Spirit effects, and the time period to revive the deceased within doubles for all spells. Path of the Combat Medic Lone Scientists working on new salves and treatments for the ill and dying, doctors who refuse to give up on patients until the very last moment, or even within thieves guilds, the rare Combat Medic can be found, patching up the injured from their last job. The pursuit of science and drive to save lives awakens a spark of magic within the skilled hands of these practical individuals. Many Combat Medics will struggle with the idea of their magical abilities at times prefering to work with their physical skills, but find themselves unable to turn away from it. The benefit is too great to ignore. Field Dressing At 3rd level you can patch your allies up during a short or long rest. During a short rest you can offer yourself and up to three allies 1 free hit die of healing, based on their highest hit die. This amount increases as you level, 2 hit die at 6th, 3 hit die at 10th, and 4 hit die at 16th. In addition, during a long rest you may cure 1 ongoing condition, such as poison, exhaustion, petrifaction, etc. Effecting one ally. Concoct Salve At 6th level you create useful balms during your downtime. During a short or long rest you can craft up to 2 salves, increasing to 4 salves at level 14. These can be applied by any creature to themselves or another creature as a bonus action for themselves, or an action on another. Your salves are: Hardening Salve: Grants target +2 AC for 1 minute

Rage Salve: Grants 2 extra damage die on next attack that hits

Healing Salve: Restores 3d4 + your Priest level Hit points Each Salve is consumed on use. Fast Hands At 11th level your skills as a field medic are top notch. You can now stabilize a creature as a free action, once per round, without a medical kit. In addition, when you heal a creature up from 0 hit points they immediately recover an additional amount of hit points equal to your character level Adrenaline Shot At 15th level you have perfected a serum that can be applied to one willing creature within 5ft as an action. This creature gains an additional turn on your initiative. This effect lasts three rounds starting immediately when applied. When this effect wears off however, the creature suffers three points of exhaustion and is stunned for one round. You may not use this ability again until after a long rest. Path of the Twisted Among those who have gained the ability to weave the thread of life, there are a number of grim individuals who have gained it through pain, suffering, and force. These individuals are among the most feared killers, darkest cultists, and cruel torturers. Able to rip life essence out of other directly, these twisted weavers then use the stolen essence for their own gain, or for the benefit of those they would side wit. Twisted weavers of great strength can even channel their energy into an explosive feedback that turns their victems body against itself. Drain Life At 3rd level you gain the ability for drain the health from your foes as an action. You can attempt to drain a creature you can see within 30ft, making a ranged spell attack using your intelligence and proficiency modifier. If your hit, deal 1d6 + your intelligence modifier as necrotic damage, and add the damage dealt to your Healing Well. The damage die increases to 1d8 at 6th level, 1d10 at 10th level, and 1d12 at 14th level. Burst Blood At 6th level you gain the ability to apply your Healing Well ability, up to your healing limit (rounded down), to a foe as force damage. The creature makes a constitution saving throw against your spell save DC (8 + your Intelligence modifier + your Proficiency bonus) taking half damage on a success. You must choose the amount applied before knowing if they succeed or fail. This does not benefit from your divided sprit ability. Cause Blight At 11th level you learn to cripple foes by severing the flow of essence in their body. As an bonus action you can produce one of the following effects on a creature you can see: Blind and deafen a foe for one minute

Stun a foe for one round

Deal 8d6 poison damage and poison a foe for 1 minute Regardless of your choice the target makes a constitution saving throw against your Burst Blood save DC, with no effect taking place on a success. You may do this once per short rest. 4

Soul Siphon At 15th level, You gain the ability to devour a creature's being into your own. Once per long rest, as an action, you can target a creature up to 30ft away with the Soul Siphon. The creature makes a charisma saving throw against your Burst Blood save DC, with no effect on a success. On a failure the creature immediately loses 5 current and max hit points, and you immeditely gain these hit points. This effect continues at the start of each of your turns, until the creature can make three successful charisma saves at the end of its turn, or it dies. Regardless of if or when it saves, the hit point changes are permanent on you and the creature until the creatures next long rest, or 24 hours after its death, and Soul Siphon may not be used again untill the the first long rest after the effects have worn off. You may end the effect early at any time as a bonus action. Blessings If a Blessing has prerequisites, you must meet them to gain it. You may learn the blessing at the same time you meet the prerequisite. A level prerequisite refers to your level in this class. Blessings creating spell effects do not require reagents unless they have a material cost. You may pay these costs directly, as in your Restore Spirit feature. If a blessing requires a saving throw the DC is 8 + your intelligence modifier + your proficiency modifier. If it requires a spell attack the attack bonus is your intelligence modifier + your proficiency modifier Blessing of the Cure You may 5 points of your Healing Well to remove any disease or poison from 1 creature you touch as an action. Blessing of the Greater Cure Prerequisite: 8th level, blessing of the cure

You may spend 15 points from your Healing Well to cure a Paralyzed or Petrified effect from 1 creature you touch as an action Blessing of Energy Prerequisite: 7th level

After one minute of channeling, you can remove one exhausted effect from a willing creature. You may do this up to 3 times a day. Blessing of Movement As an action, you may move one willing ally up to half their movement speed towards you without provoking attacks of opportunity Blessing of Lift As a bonus action, you may give up to 4 creatures resistance to falling damage for one minute. Alternatively, you may use this blessing on a single target to remove to prone condition. Blessing of the Sky Prerequisite: 7th level

You may cast the Fly spell, by spending 15 points from your healing well. You can spend an additional 10 points per level to increase the spells level. This spells level may not exceed half of your character level. Blessing of Senses You and creatures within 15 feet of you are immune to the blinded condition. This aura increases to 30ft at level 16. Blessing of Reach Prerequisite: 10th level

You can heal with your Healing Well up to 15ft as a bonus action, or up to 45ft as an action. Blessing of the Bright As a bonus action you may shed bright light for 30ft, and dim light for another 30ft. In addition, you may cast blindness/deafness by spending 5 points from your Healing Well, choosing only the blinded condition. Blessing of Magic Warding Prerequisite: 14th level

As an action you can touch an ally giving them magic resistance for 30 seconds. You may do this a number of times equal to your intelligence modifier, refreshing on a long rest. Blessing of Devouring Prerequisite: 10th level, Path of the Twisted

As an action, you can your or another creature's weapon necrotic damage equal to your life drain damage die without the intelligence modifier on the first attack each round. This replenishes your pool equal to the damage dealt from this ability as normal, but you may not drain life while it is active. You may end this effect as a bonus action. Blessing of Physician Prerequisite: 8th level, Path of the Combat Medic

The hit dice granted from your Field Dressing ability are maximized Blessing of the Healthspawn As a bonus action you may spend 5 well points to instantly cast Find Familiar with no component cost. This familiar only lasts one minute, and takes the form of a ball of light, using the stats of a Faerie Dragon, with no bonus actions, or actions except dash, dodge, disengage, and aid, and no languages. You may apply your Healing Well touch effects, including those from blessings and your Path, through the Healthspawn as long as it is within 100ft of you. Blessing of the Preserver Prerequisite: 3rd level, Path of the Gods

As a reaction when a friendly creature you can see is reduced to 0 hit points, you may immediately grant them temporary hit points from your healing well up to your Shield of the Gods limit. This does not revive the creature but will protect them from failed death saving throws if it blocks all damage. 5

Blessing of Tricks You gain 3 cleric cantrips of your choosing. You gain 1 additional cantrip at level 8 from the cleric, druid, or bard spell lists, and 1 additional cantrip at level 14 from any class spell list of your choosing. These cantrips cannot be changed after selection. Blessing of the Haunting Prerequisite: 6th level, Path of the Twisted

Any creature affected by your Cause Blight effect is also afraid of you for 1 minute Blessing of Rebirth Prerequisite 5th level

Any creature brought back to life by you suffers one less exhaustion, and heals twice their character level on revival Blessing of Ascension Prerequisite: 11th level

You live off pure life essence, no longer needing to eat, drink, sleep, or breathe. You must still take or 6-8 hours of light activity in order to gain the benefit of a long rest. Blessing of Soul Armor You may cast shield of faith by spending 5 points from your Healing Well Blessing of Ease Prerequisite: 9th Level

When you revive a target with your restore spirit, it requires 1 less hit die, and the casting time is halved, with the revivify effect becoming a bonus action. Blessing of Soulsight Prerequisite: 14th level

You are able to see the true form of any living being. You gain truesight, functioning only on living creatures. This means it does not function on your surroundings, constructs, or undead. However, using this ability you can identify constructs and undead under illusion spells as non-living creatures. Blessing of the Comatose You may cast the Sleep spell as an action, by spending 7 points from your Healing Well for each level of the spell used. This spell level may not exceed half your character level. Blessing of Creation You can cast Chromatic Orb creating elements our of your own life energy by spending 7 points from your Healing Well per spell level. This spell level may not exceed half your character level. Blessing of the Moon Prerequisite: 3rd level

You may cast Moonbeam by spending 10 points from your Healing Well per spell level. This spell level may not exceed half your character level. Blessing of the Mind You may read a creatures surface thoughts as a bonus action. As an action, you may probe deeper, the target makes an intelligence saving throw. On a success the creature knows you were probing at its mind. On a failure, you gain the truthful answer to 1 question that the creature would share with its closest friend without the creature knowing. If the creature fails the DC by 10 or more, you can get the answer to 1 question it considers its deepest secrets. You may only probe this way three times per long rest. Blessing of Equilibrium Prerequisite: 12th level, Path of the Twisted

As an action, you may touch a willing creature and link your life to theirs. The targets and your health pools are combined for up to 8 hours, up to 500ft away from each other, or until you sever it as an action. If damage would bring the shared pool to 0, the link is severed and the other creature drops unconscious, leaving you with 1 hit point. When severed with health remaining, health is divided equally until gone or one pools maximum health is reached, at which point the rest is given to the other. You may do this once per long rest. Blessing of Alchemy Prerequisite: 6th level, Path of the Combat Medic

You create 1 additional salve on a short rest, and gain two additional salves to choose from: Salve of Compitance: Your next skill check or saving throw has a bonus equal to the Priests Spell attack bonus.

Salve of Seeing: give a creature darkvision for 8 hours, or truesight for 1 minute. Blessing of Renewal Prerequisite: 3rd level, Path of the Gods

Any concious creature with the temporary hit points from your Shield of the Gods feature you are concentrating on restores hit points equal to half your character level at the start of their turn. Blessing of the Unspoken You gain the ability to speak to any living creature that does not have a listed spoken language, in simplistic terms. You have advantage on charisma checks when speaking with them, though they may still not ignore basic instinct, depending on the situation. Blessing of Depth Your Healing Well Total increases by 5 times your current Lifeweaver level, and by an additional 5 with every level you take in this class. You may take this blessing twice. Blessing of the Luck Giver If an ally within 60ft of you rolls a 1 on the die, you may use your reaction to give them advantage on the roll. You may do this a number of times equal to your intelligence modifier, refreshing on a long rest. Blessing of the Energetic Prerequisite: 8th level

You ignore the effects of exhaustion, except death. 6