1 Weave Artist He was finishing his draft inside his tent, it was a drawing of a man holding a shining sword, when he noticed, he was surrounded by orcs, before they made their move, he ripped his drawing, giving him a powerful shining sword, the orcs confused begun the assault, but without further notice, they already were defeated by the artist. Weaving the world The Weave artists are magical people who couldn't find a way to manifest their magic with or without an arcane focus, forcing them to rely on their best ability, art. They learned to weave their magic into special parchments and inks, and with those shape the magic within it at their will. From paper to reality Typically, a weave artist focuses into an art style of their like, resulting on becoming more proficient in a certain school of magic, they have the ease to imagine many of their teachings without the need to expend years learning it. The art pieces he makes are unique, and have the ability to be turned into what they represent upon letting free the magic, destroying the piece in the process. Credits Author: Miguelink 64 Twitter: @xMiguelink64x Reddit: u/miguelink64 Art: Page 1: Art by Chase Stone Page 5: Art by Jason Chan

2 The Weave Artist Level Proficiency Bonus Features (Short rest) Creativity points (Long rest) Creativity points Spells known Maximum parchment level 1st +2 Magical approach, Weave manipulation 1 5 + Wis Mod 7 1 2nd +2 Air doodling 1 5 + Wis Mod 8 1 3rd +2 Artistic movement 1 5 + Wis Mod 8 2 4th +2 Ability Score Improvement 2 7 + Wis Mod 9 2 5th +3 Survivalist diet 2 7 + Wis Mod 9 3 6th +3 Weave manipulation 2 7 + Wis Mod 10 3 7th +3 – 2 7 + Wis Mod 10 4 8th +3 Ability Score Improvement, Artistic movement feature 3 9 + Wis Mod 11 4 9th +4 – 3 9 + Wis Mod 11 5 10th +4 Lasting creativity 3 9 + Wis Mod 12 5 11th +4 Weave manipulation 3 9 + Wis Mod 13 5 12th +4 Ability Score Improvement 4 11 + Wis Mod 13 6 13th +5 Survivalist diet, Artistic movement feature 4 11 + Wis Mod 14 6 14th +5 School of magic 4 11 + Wis Mod 15 6 15th +5 – 4 11 + Wis Mod 15 7 16th +5 Ability Score Improvement, Weave manipulation 5 13 + Wis Mod 16 7 17th +6 Artistic movement feature 5 13 + Wis Mod 17 7 18th +6 – 5 13 + Wis Mod 17 8 19th +6 Ability Score Improvement 6 15 + Wis Mod 18 8 20th +6 Creativity spark 7 18 + Wis Mod 18 9 Creating a Weave artist Since you weren't able to manifest the magic, you became an expert manipulating the weave, the parchments you make are actually a manifestation of the weave, but unwoven, the ink you make is your tool to shape the weave within the parchment, forcing it to turn into whatever you want. You were a wannabe sorcerer of a great mage, but instead of becoming one, you learned how the weave changed at the will of your masters. Since the magic follows the same principles for each school, it isn't difficult for you learn how it works, making you able to imagine every possible outcome of it. Quick build You can make a Weave artist by following these suggestions. First make Dexterity your highest ability, followed by Wisdom. Second, choose the Hermit background. Third choose the sorcerer spell list and for 1st level spells choose Burning hands, Disguise self, False life, Magic missile, Shield, Thunderwave and Witch bolt. Class Features As a Weave artist, you gain the following class features Hit Points Hit Dice: 1d6 per weave artist level

1d6 per weave artist 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 weave artist level after 1st. Proficiencies Armor: Light armor.

Light armor. Weapons: Simple weapons, Rapiers.

Tools: Painter's supplies Saving Throws: Wisdom, Charisma

Wisdom, Charisma Skills: Choose three from arcana, deception, insight, investigaton, nature, persuation or sleight of hand. Equipment You start with the following equipment, in addition to the equipment granted by your background: (a) Two daggers or (b) a rapier

(a) A light crossbow with a quiver with 20 bolts or (b) a dagger

A schoolar's pack 3 Magical approach You were a former apprentice of a spellcaster, but you weren't able to channel the magic within you with enough ease to be worth becoming a proper spellcaster. You learned everything you could from that mage, rendering you able to learn any spell of tha mage's class. Choose one spell list of the classes cleric, druid, sorcerer, wizard or warlock, you can learn any spell of that spell list if it's equal or lower than your maximum parchment leve. At level 14 you can choose a second spell list of the classes bard, cleric, druid, paladin, ranger, sorcerer, wizard or warlock. Weave manipulation Your studies took you into uncovering the secrets of the weave, letting you to understand it's principles and how it works, to the point where you are able to turn it into a magical fabric manifesting into a magical parchment and ink. Making and casting parchments Every short rest and long rest you get Creativity points to spend (Shown on features table), which you can spend to: Make a blank parchment.

Draw a spell in a blank parchment.

Make a parchment with a copy of another drawing(must be able to see the drawing, it copies the parchment level too).

Upgrade a parchment 1 level.

Turn one normal parchment into a magical blank parchment The Creativity points you have to spend are: Creativity points costs Cost Action 1 Draw 1 Upgrade 1 Turn 2 Copy 2 Make a blank parchment Any unspent creativity point will be lost after the rest ends. When you cast the spell of a drawing, it consumes the parchment and dissapears. When you end a long rest or every 24 hours since your last long rest, every parchment you have decreases by 1 level, if it was a blank 1st level parchment, it dissapears, if the level of the parchment is lower than the level of the spell it has, it can't handle it anymore and dissapears. The parchments you make act as spell slots, the level of your parchments are equal to a spell slot level (i.e. 1st level parchments acts like 1st level spell slots, 3rd level parchments acts like 3rd level spell slots, etc.). Every new blank parchment you make is at 1st level, you only can upgrade it if it hasn't reached your maximum parchment level (Shown on features table). You can make new blank parchments at 1st and 2nd level when you reach 6th class level; 1st, 2nd and 3rd at 11th class level and 1st, 2nd, 3rd and 4rt level at 16th class level. Spells known of 1st level or higher You know seven 1st-level spells of your choice from the spell list you have choosen. The Spells Known column of the Weave Artist table shows when you learn more spells of your choice. Each of these spells must be of a level as the maximum parchment level let's you cast them. Additionally, when you gain a level in this class, you can choose one of the spells you know and replace it with another spell from the spell list you have chosen, which also must be of a level as the maximum parchment level let's you cast them. Spellcasting ability The most notable factor when you draw, is you dexterity you have using the pen and inks. When a spell uses your spellcasting ability, you use the your Dexterity modifier. In addition, you use your Dexterity modifier when setting the saving throw DC for the spell you cast and when making an attack roll with one. Spell save DC = 8 + your proficiency bonus + your Dexterity modifier. Spell attack modifier = your proficiency bonus + Dexterity modifier. Air doodling At 2nd level, you become capable to quickly shift the weave strands in your surroundings to make a small doodle in the air and do a magical force wave . You can use your fingers to do a quick doodle in the air of at least 6 inches bigger, making the doodle takes an action, when you finish it, it turns into a force wave that travels in a straight line in front of you and dissapears after traveling 60 feet. It acts as a ranged spell attack that deals 1d6 + your spell attack modifier force damage. The damage increases by 1d6 when you reach levels 5th (2d6), 11th (3d6) and 17th (4d6).

Artistic movement Inspired by the greatest artists, you become capable to unveil the secrets of the ancient art techniques. At 3rd level you can choose one of the following artistic movements: Renaissance, Surrealism, Realism. The Artistic movements are detailed after the class features. Your movement choose grants you features at 3rd level, and then again at 8th, 13th and 17th level. 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. Survivalist Diet From the time you were just an artist, there was times you didn't got enough money to eat, forcing you to adapt to this lifestyle. You managed to fool yourself and avoid feeling hungry, some people may think this as a blessing, but is more like a curse. At 5th level, once per week you don't get any penalty from not eating a food ration for 24 hours, at 13th level you can do this twice a week, but not in consecutive days. Lasting creativity At 10th level, you become capable to retain some creative thoughts you get between rests. Any unspent creativity point now can be stored for the next short or long rest. You can't store more points than your Wisdom modifier. Additionaly, when you use the Air Doodling feature, you can spend any creativity points stored to increase the damage by 1d6 for every creativity point spent. 4 Creativity spark At 20th level, your imagination is at it's peak, and your artistic desires are strong enough to let you create within minutes masterful works. You can spend the stored creativity points without needing to take a short or long rest, it takes you 10 minutes per creativity point spent this way to make what you have choosen to make. In addition, you may also spend one stored creativity point as a bonus action to get or give to a creature within 20 feet advantage or disadvantage on the next ability check, saving throw or attack roll. Artistic movements The art is in constant change, always evolving, to the point where it turns into a movement by it's own, bringing new ways to explore the artistic potential of the world and with it, a new philosophycal point of view. Your artistic movement choose is like a guide for your artisctic focus, not necessarily influences how you think or your art style. Renaissance The Renacentists changed the conception of art and human, diversifiying into many more movements later on, removing the taboos the church and government thought on art, renacentists took a step further and took the human body as a study object. Those who seek illumination in Renaissance find themselves focusing in the research of the anathomy of your study object. Study object When you choose this movement at 3rd level, you become fascinated with the creatures around you, and want to know more about them. You have to choose a type os study object: aberrations, beasts, celestiais, constructs, dragons, elementals, fey, fiends, giants, monstrosities, oozes, plants, or undead. Alternatively, you can select two races of humanoid (such as gnolls and orcs) as study objects. When you target your study object with a spell, if the spells asks for your spell save DC or your spell attack modifier, you can add your Wisdom modifier to the spell save DC or your spell attack modifier Additionaly, you have advantage with Intelligence checks to recall information about your study object. Anatomic Precision At 8th level, your research has taken you to identify the vital parts your study object has in common. Whenever you attack with advantage your study object with a melee or ranged attack, you may add 1d4 to your damage roll. The damage increases by 1d4 when you reach levels 11th (2d4), 14th (3d4), 17th (4d4) and 20th(5d4) If the attack is a spell, the d4 you add to your damage roll is equal to the parchment level of the spell (i.e. if you cast burning hands with a level 1 parchment, you may add up to 1d4, if you cast burning hands with a level 5 parchment, you may add up to 5d4). Performance At 13th level, your body is conected to the weave and to the simple structure of it, with dances and performances you make the weave shape to your will and cast the simplest of spells.

You now can learn and cast cantrips of the spell list choosen. Any cantrip that doesn't has a semantic (S) component now has it. You don't need to draw it on a parchment. Cantrips known Level Known 13th to 15th 2 16th to 18th 3 19th to 20th 4 Epochal revolutionary At 17th level, your understandings of the weave have reached it's peak, letting you to maximise your efficiency when you are weaving it. Whenever you make a new blank parchment, you can draw on it without spending creativity points. 5 Surrealism The surrealists have surpased the boundaries of the normal weave mechanics, and found how to bend it to make new forms and spells without making it turn into an unstable force of wild magic, this also affects your understanding of how normal things can be turned into fantastic things without losing it's coherence. Condition manipulation When you choose this movemet at 3rd level, you realize how the spells work to a conditional level and become capable to change it with ease. When you are drawing a new spell, you can spend 1 extra creativity point to change one of the next spell aspects: Components: You can choose to remove or add a semantic (S) component or Verbal (V) component, if a component is added this way, you can decide how it must be performed.

Casting time: You can change the spell's casting time, action can be turned into a bonus action or 12 seconds (2 actions) to cast, bonus action can be turned into a reaction or an action, or you can double or divide by the half the maximum casting time.

Range: You can change the spell range maximum to it´s double or the half. Touch spells can have a maximum of 10 feet.

Duration: You can extend or reduce any spell maximun duration to the double or the half. Concept merging At 8th level, your understandings of the weave made you capable of merging the concepts of two spells into a more powerfull one. You now can learn spells from the merged spell appendix following the same rules as normal spells. To learn them you must know the spells that are about to merge from beforehand. Merged spells doesn't use the same spells known maximum, you can learn as many of this spells as the next table lets you: Level Merged spells known 8th 3 9th 3 10th 3 11th 4 12th 4 13th 4 14th 5 15th 5 16th 5 17th 6 18th 6 19th 6 20th 7 Advanced Condition manipulation At 13th level, you have deeper understandings on the conditions of the spells, letting you to shape them even further at your will. When you draw a new spell, you can spend 2 extra creativity point to change one of the next spell aspects (If they have it or specify it): Number of targets: You can add up to 1 additional target to the spell.

Effect size: You can double or half the size of one of the spell's effects (i.e, the 60 feet cone made by Conjure Barrage spell can be doubled to 120 feet or halved to 30 feet).

Effect time: You can double or half the time of one of the spell's effects.

Spell save: You can choose if one of the spell's saves is with advantage or disadvantage. Transcendental Power At 17th level, the weave around you reacts strongly to you and your drawings, showing it's true nature. Whenever you make a melee or ranged attack, if you get a critical attack roll, you may perform a second attack. If it's with a spell, you may cast it again without spending another drawing. Whenever you use Transcendental Power, a sketchy version of you gets out of you imitating the action you were going to do and dissapears afterwards.

6 Realism The realism focuses on imitating people or things as they actually look on reality, always making accurate drawings in comparison to other styles. When an weave artist want's to master the realism, they get to polish their weave manipulation to perform perfected spells and simulate life. Living portrait When you choose this movement at 3rd level, you get to perfectionate your drawings of living things to a point where the weave can simulate a life being. You can now make a portrait of a beast you have seen before, you can cast it as a familiar, it shares your iniciative, it's friendly towards you and will follow your orders. It dissapears after 24 hours, reaching 0 hit points, or a long rest. The cost of making a portrait changes on the beast CR, as shown on the next table. Cost Beast CR 1 0 to 1/2 2 1 3 2 4 3 5 4 6 5 The CR maximum changes on the level of the parchment used, as shown on the table. Parchment level Maximum CR 1st 1/8 2nd or 3rd 1/2 4th 1 5th 2 6th 3 7th or 8th 4 9th 5 If the familiar is going to dissapear from a long rest, you can spend creativity points to extend it's duration to the next long rest or 24 hours. The cost is equal to the half of it's portrait making cost (rounded up). Portraits parchments' level also decreases by 1 at the end of a long rest or every 24 hours after your last long rest. If the parchment level of a portrait can't support the CR of the beast, it dissapears. Objectivity of reality At 8th level, your eyes become capable to detect when something isn't real and pierce through illusions, unveiling it's true self. As a bonus action, you can activate or deactivate this ability to be able to see if something is an illusion or not, if it is, you can see its real appeareance. You can have it activated up to 1 minute and it deactivates afterwards. You can use this feature 3 times between long rests. Additionaly, at level 15th you can also see the ethereal plane and the material plane at the same time. Alternate Reality At 13th level, you become capable to travel to the worlds within your drawings. As an action you can use a blank parchment to draw a safe place in it spending creativity points. When you use this drawing, you and as many creativity points spent of creatures of your choice within 30 feet of you, travel to a pocket dimension that looks like the drawing (i.e. If you spend 2 creativity points, only you and up to 2 creatures can travel, if you spend 5, you and up to 5 creatures can travel). If it was made with a level 4 parchment or lower, the pocket dimension dissapears after 1 hour, if it was made with a level 8 parchment or lower, after 8 hours, and if it was made with a level 9 parchment, after 24 hours. As a bonus action you can make dissapear the pocket dimension before the time runs out. When the pocket dimension dissapears, all the creatures within it return to where they where before traveling to the pocket dimension. Attempting to open a new pocket dimension while inside your pocket dimension makes your pocket dimension dissapear and the new pocket dimension takes its place. Doppelganger At 17th level, the weave and your mind can conect, making you able to make copies of yourself and being able to control them as if they where you. Spending 5 creativity points you can use a blank parchment to draw yourself. When you use this drawing, an exact copy of you appears on an empty space within 20 feet of you. This copy has the same abilities and caracteristics of you, it's Hit Points maximum is half of your Hit Points maximum + 1d6 per parchment level used. The copy and you share the same iniciative, and you can decide who acts first, you have complete control over the copy. The copy only has the same equipment as you (Armor/clothes, shield and weapon(s)) and you can lend him your drawings for him to use. When the copy's hp reaches 0 or has been alive for 12 hours, it dissapears instantly, any object it had before dissapearing (excluding the equipment it had when it appeared) are droped in it's place, if he had drawings with him, the drawings dissapear.

7 Appendix A: Merged Spells Merged spells are the result of mixing the concept of two spells into one, without making it to explode into a burst of wild magic. The surrealist Weave Artists are the only ones capable to understand how to make this misterious spells. The spells listed below actually are only examples of what kind of things can be merged, if you have an idea of a cool or whaky merged spell, you are welcome to send me (the autor of this) your idea, and add it to the list for everyone to see and use it. If you don't have the time to wait until I add it to the list or just don't want to share it (Why :c?), ask your DM (if you are a player) if you can use that merged spell (Good luck!). Also, feel free to modify these if you feel them too powerful or too useless. The "spells known" part of the spell means that you must know those two spells if you want to learn that spell. If for some reason you forget one or both of those spells, you also forget the merged spell. When you level up, you may learn a new merged spell if you can. So, without further ado, the list so far of merged spells: Aura of vital life 5th-level abjuration-evocation Casting Time: 1 action

1 action Range: Self (30-foot radius)

Self (30-foot radius) Components: V

V Spells known: Aura of Life and Aura of Vitality

Aura of Life and Aura of Vitality Duration: Concentration, up to 10 minutes A 30-foot radius aura emanates from you. Nonhostile creatures within aura get resistance against necrotic damage and cannot have their HP Max reduced. Any living creature who has 0 HP gains 1 HP within aura. Additionaly, you can use a bonus action to heal one creature within range, including yourself, to regain 2d6 hit points. This can be done each round during the duration. Blessed healing word 2nd-level evocation-enchantment Casting Time: 1 bonus action

1 bonus action Range: 60 feet

60 feet Components: V, S, M (a sprinkle of blessed water)

V, S, M (a sprinkle of blessed water) Spells known: Bless and Healing word

Bless and Healing word Duration: Concentration, up to 1 minute Up to 3 creatures of your choice that you can see within range is healed 1d4 + your spellcasting ability modifier hit points (This has no effect on unded or constructs), those creatures are blessed for the duration od the spell, whenever a target makes an attack roll or a saving throw before the spell ends, the target can roll a d4 and add the number rolled to the attack roll or saving throw. You can target one additional creature and heal an additional 1d4 for every slot level above 2nd used to cast this spell. Cordon of fireballs 4th-level transmutation-evocation Casting Time: 1 action

1 action Range: 5 feet

5 feet Components: V, S, M (four or more tiny balls of bat guano and sulfur)

V, S, M (four or more tiny balls of bat guano and sulfur) Spells known: Cordon of Arrows and Fireball.

Cordon of Arrows and Fireball. Duration: 8 hours You throw four tiny balls of bat guano and sulfur in the ground near you when you cast this spell. Whenever a creature other than you comes within 50 feet of one of the tiny balls, it bursts into a fireball and flies at it and attacks. That creature must make a Dexterity saving throw, on a fail the fireball makes a 20-foot explosion on the creature, dealing 8d6 fire damage to all creatures within the area. Creatures make a Dexterity saving throw for half damage. Unattended flammable objects catch fire. An additional 1d6 damage is dealt for each slot level above 4th used to cast this spell. Guardian alarm 2nd-level abjuration-evocation ritual Casting Time: 1 minute

1 minute Range: 30 feet

30 feet Components: V, S, M (a tiny bell and a piece of fine silver wire)

V, S, M (a tiny bell and a piece of fine silver wire) Spells known: Alarm and Magic missile

Alarm and Magic missile Duration: 8 hours Choose a door, window, or an area within range that is no larger than a 20-foot cube. Until the spell ends, an alarm alerts you whenever a Tiny or larger creature touches or enters the warded area, additionaly a glowing dart of force strikes the creature that activated the alarm, dealing 1d4 + 1 force damage. You can designate creatures to not trigger the alarm. A mental alarm alerts you if you are within 1 mile and wakes you if sleeping. An audible alarm produces a bell sound for 10 seconds within 60 feet. One more dart targeting the same or another creature within the alarm area is created for each spell slot level above 2nd used to cast this spell. Guiding missiles 2nd-level evocation Casting Time: 1 action

1 action Range: 120 feet

120 feet Components: V, S

V, S Spells known: Magic missiles and Guiding Bolt

Magic missiles and Guiding Bolt Duration: 1 round Three glowing darts of radiance each stricke a creature of your choosing, this targets takes 3d4 radiant damage each and the next attack made against it before the end of your next turn has advantage. You can direct the darts at separate targets or all at one, as you wish.

One more dart is created for each slot level above 2nd used to cast this spell. Hail of thorny vines 5th-level conjuration Casting Time: 1 bonus action

1 bonus action Range: Self

Self Components: V, S

V, S Spells known: Grasping vine and Hail of thorns.

Grasping vine and Hail of thorns. Duration: Concentration, up to 1 minute. When your next ranged attack against a creature hits before the spell ends, thorny vines sprout from the weapon or piece of ammunition. The target of the attack and each creature within 10 feet take 1d10 piercing damage or the half on a succesful Dexterity save. A vine seed falls from the target, sprouting when reaching the ground. The thorny vine grabs at a creature up to 30 feet away from it that you can see. That creature must make a Dexterity saving throw, on a fail it takes 1d10 piercing damage and is pulled 20 feet toward the vine. Until the spell ends, the vine can lash out ar the same creature or another as a bonus action on your turn. Re-exploding fire ball 8st-level evocation Casting Time: 1 action

1 action Range: 150 feet

150 feet Components: V, S, M (a tiny ball of bat guano and sulfur)

V, S, M (a tiny ball of bat guano and sulfur) Spells known: Fire ball and Delayed blast fireball

Fire ball and Delayed blast fireball Duration: Instantaneous, concentration, up to 1 minute. A 20-foot explosion of fire erupts from the target point, dealing 10d6 fire damage to all creatures within area and a tiny yellow light appears on the target point as long as you concentrate or release the effect. Creatures make a Dexterity save for half damage. 8 When the effect ends, the bead detonates out to a 20-foot radious damaging all creatures in range, dealing another 10d6 fire damage, increasing by 1d6 for each round the bead remains undetonated or half on a succesful Dexterity saving throw. The damage increases by 1d6 for each slot level above 8th used to cast this spell. Stone mage armor 5th-level abjuration Casting Time: 1 action

1 action Range: Touch

Touch Components: V, S, M (a piece of cured leather and diamond dust worth 100gp)

V, S, M (a piece of cured leather and diamond dust worth 100gp) Spells known: Stoneskin and Mage armor

Stoneskin and Mage armor Duration: 4 hours Touched creature gains a protective magical force that is hard as stone, granting it an AC of 13 + Dexterity modifier and has resistance to nonmagical bludgeoning, piercing and slashing damage. The spell ends if the target dons armor or if you dismiss the effect as an action.