Weave Domain

Weaving is a crux of civilization, work that constantly needs doing either in the home or in industry, be it in the form of fabric and spinning or in the form of baskets and other objects. Gods of Weaving are thus the backbone of a civilization, and are often associated with beauty and femininity, or with strength.

Some well known gods associated with spinning and weaving are Hera, Arachne, Lolth, Istus, the fates, Frigg, and a great many patron saints in christian mythology.

Weft is a rare call for adventurers, but often harkens to the fundamental nature of the universe. Weaving clerics' abilities are intimately intertwined with fate and magic alike.

Weave Domain Spells Cleric Level Spells 1st Absorb Elements, Identify 3rd Rope Trick, Web 5th Counterspell, Slow 7th Fabricate, Greater Invisibility 9th Hold Monster, Reincarnate

Spinner's Lore You gain proficiency in either Weaver's Tools or Leatherworker's tools. Additionally, you learn one of the following cantrips: Blade Ward, Mending, or Prestidigitation.

Armor of Faith Any clothes you wear count as magical light armor which grants AC equal to 12 + your Wisdom Modifier. When only armored thus (not counting a shield), you can cast the cantrip you gained from Spinner's Lore as a bonus action.

Channel Divinity: Spinner's Command Starting at 2nd level, you can use your channel divinity to magically infuse a spun or woven object. As an action, you present your holy symbol to a whip, length of rope, or article of clothing. Rope: Rope you target acts as one of the following of your choice for ten minutes: Rope of Mending, Rope of Climbing, or Rope of Entanglement.

Rope you target acts as one of the following of your choice for ten minutes: Rope of Mending, Rope of Climbing, or Rope of Entanglement. Clothing: Clothing you target grants the same AC as your Armor of Faith feature for one hour.

Clothing you target grants the same AC as your Armor of Faith feature for one hour. Whip: A whip you target becomes a +1 whip for one hour.

Strings of Fate Starting at 6th level, when a creature you can see would move, you can use your reaction to pull on its string of fate, dropping its speed to 0 until the start of its next turn. You can use this feature a number of times equal to your wisdom modifier, regaining all expended uses when you finish a long rest.

Potent Spellcasting Starting at 8th level, you add your wisdom modifier to the damage you deal with any cleric cantrip.