The Universe Weaver For those that peer beyond the veil

The Universe Weaver Heralds of the Universe, the Weavers bend the fabric of reality to their will. No one but the Weavers themselves can truly describe where their power comes from, but one thing is for certain: By chance or by their own research, these beings have learned the secrets of cosmos and their many uses. Base Class Features Hit Dice: 1d10 per Weaver level Hit Points at 1st Level: 10 + Consitution modifier Hit Points at Higher Levels: 1d10 (or 6) + your Constiution modifier per Weaver level after 1st Proficencies Armor: Light Armor, Medium Armor, Shields Weapons: Simple Weapons, Martial Weapons Tools: None Saving Throws: Dexterity and Strength Skills: Choose three from Investigation, Stealth, Acrobatics, History, Insight, Athletics, and Perception Starting Equipment You start with the following items, plus anything provided by your background.: (a) Scale Mail or (b) Leather armor

(a) Martial Weapon and Shield or (b) Two Martial Weapons

(a) Light Crossbow and 20 bolts or (b) Two Handaxes

(a) Explorer's Pack or (b) Scholar's Pack Reality Hop Starting at 1st level, whenever a creature within 30 feet of you rolls a natural 1 or natural 20 on an ability check, you may use your reaction to shift to a new dimension. The die is rerolled, and the roller must take the result of the new roll. You can use this ability a number of times equal to your Intelligence or Wisdom modifier (minimum of 1) but not both, regaining expended uses after a long rest. Spellcasting The touch of the cosmos has given you more than insight to the inner workings of the universe, but has infused you with mysterious and to the inexperienced, unpredicatable power. Weaver spells may be casted using either Intelligence or Wisdom, based on how your character came about the cosmic secrets. Once decided, this cannot be changed. In addition, you use your Spellcasting ability modifier when setting the saving throw DC for a weaver spell you cast. Spell save DC = 8 + your proficiency bonus + your spellcasting modifier Spell Attack modifier = your proficiency bonus + your spellcasting modifier Choosing Spellcasting Ability The choice between Intelligence and Widsom for a spellcasting ability is meant to allow for the player to choose if they made their universal discovery through research or through happenstance. This choice is made at 1st level and once chosen cannot be changed unless otherwise stated by the DM. Cantrips At 2nd level, you know three Cantrips of your choice from the Weaver spell list. You learn additional Weaver Cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Weaver table Preparing and Casting Spells The Weaver 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. You prepare the list of weaver Spells that are available for you to cast, choosing from the Wevaer spell list. When you do so, choose a number of weaver Spells equal to your spellcasting modifier + half your weaver level (minimum of one spell). The Spells must be of a level for which you have Spell Slots. You can change your list of prepared Spells when you finish a Long Rest. Preparing a new list of weaver Spells requires time spent in a trance-like state: at least 1 minute per Spell Level for each spell on your list. Conduit Paths Upon reaching 3rd level, you have begun to spin an image of how the universe works and identify one of its core aspects to personify: Time, Space, or Gravity. Each path provides a different outlook on the universe, and gives you the opportunity to master, and occasionly break, the rules of reality. Your choice grants you different spells and abilties and heavily affects how you handle different problems and scenarios. Ability Score Increase 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.

The Weaver Level Proficiency Bonus Features Cantrips Known 1st 2nd 3rd 4th 5th 1st +2 Reality Hop - - — — — — 2nd +2 Spellcasting, Fighting Style 2 2 — — — 3rd +2 Conduit Path 2 3 — — — — 4th +2 Ability Score Improvement 3 3 — — — — 5th +3 Conduit Path Feature 3 4 2 — — — 6th +3 Greater Hop 3 4 2 — — — 7th +3 Conduit Path Feature 3 4 3 — — — 8th +3 Ability Score Improvement 3 4 3 — — — 9th +4 --- 4 4 3 2 — — 10th +4 Tear the Fabric 4 4 3 2 — — 11th +4 Conduit Path Feature 4 4 3 3 — — 12th +4 Ability Score Improvement, Conduit Path Feature 4 4 3 3 — — 13th +5 --- 4 4 3 3 1 — 14th +5 Reveal the Cosmos 4 4 3 3 1 — 15th +5 Conduit Path Feature 5 4 3 3 2 — 16th +5 Ability Score Improvement 5 4 3 3 2 — 17th +6 --- 5 4 3 3 3 1 18th +6 /// 5 4 3 3 3 1 19th +6 Ability Score Improvement 5 4 3 3 3 2 20th +6 /// 5 4 3 3 3 2 Extra Attack Starting at 5th level, when you take the action on your turn, you can make a second attack as part of that action. Greater Hop Starting at 6th level, you can now use reality hop when the result of the die roll is a 2 or 19, in additon to critcal successes and failures. Centered Mind Starting at 10th level, seeing into the cosmos has revealed to you things far more wonderous and horrifying than anything you can find on the material plane. You have advantadge on rolls to resist to charmed and frigthened effects. Additonally, you gain resistance to psychic damage. Reveal the Cosmos Starting at 14th level, when you hit a creature with an attack, you can expend a weaver spell slot to force the target to make a Wisdom saving throw. On a failed save the creature gazes into the abyss, and the character becomes Incapacitated and spends the duration screaming, laughing, or weeping. The effect lasts for a number of rounds equal to the level of the slot expended, but a creature may repeat the saving throw at the end of its turn or when it takes damage. A creature that succeeds on the saving throw is immune to the effects of Reveal the Cosmos for 24 hours. Tear the Fabric Starting at 18th level, you can create a tear in reality. As an action you may choose an unoccupied point within 60 feet of you that you can see. A portal opens at that point occupying a 5 foot space. A similar portal opens in an unnocupied space within 5 feet of you. When a creature enters the space of either portal they appear within 5 feet of the other at a point they choose. A creature can be forced into the portal if they fail an athletics check against another creature to avoid being pushed in. The portals last for 1 minute or until you dismiss it as an action. You may only open portals three times per long rest, and may not have more than one open at any time. Break Starting at 20th level, you can cast the Gate spell once per long rest without material componets.

Time The unyeileding passage that defines all things, Conduits of Time seek to explore where things come from and where they are going. In combat they are fromidable adversaries for those unprepared. Some believe these strange weavers can change fate and move through time, however the real secret these individuals has learned is the ability to jump between timelines and interact with what the future could be. Back to the Future Beginning at 3rd level, you learn how to jump between the timelines. When you end your turn, you may call for aid from another timeline. Your alternate self appears within 5' feet of you and has all the same statistics and ability as you do, and takes its turn after you end yours. You control all actions it takes during its turn, however at the end of its turn your original self vanishes from existence. Your alternate self continues to exist as normal. If for any reason this loop cannot be completed, your alternate self suffers 4d6 points of physic damage and is inflicted with a form of short term madness. You can only distort the timeline once per long rest before rebalancing the universe. Borrowed Time Starting at 5th level, whenever you use your Reality Hop, you may reduce the speed of a target within 60 feet of you that you can see by 15 feet. Another target creature of your choice within the same range has their speed increased by 15 feet until the end of your next turn. Distort Beginning at 7th level, you advantadge on Dexterity saving throws and opportuinity attacks against you are made at disadvantadge. Like Fine Wine Starting at 11th level, your borrowed time ability now reduces and increases speed by 20 feet. Additonally, you begin to age at a slower pace than those around you. You age at half the speed you normally would, and your life expentancy is doubled. For example, a normal human at age 80 would look and have the physicality of a 40 year old, and be expected to live to 200. Foresight Starting at 15th level, you have learned to keep your mind intact between jumps and anticipate the future. When you summon your alternate self, your alternate self has advantadge on all ability checks, attack rolls, and saving throws until the end of its first turn. Additonally, you can no longer be aged magically and you are immune to the effects of the Slow and Time Stop spells

Space The mystery that puzzles the greatest minds, Conduits of Space seek to find their place in the universe and how each piece fits together in the grand scheme of things. Able to bend reality, these conduits are a force to be reckoned with. Cosmic Chaos Starting at 3rd level, whenever you finish preparing your spells, choose two spells from any spell list if levels you can prepare and for which you hace spell slots available. IF the spell would not normally be considered a Weaver spell, it is for you. These spells are considered "Cosmic Spells" and you can cast them once each without expending a spell slot. Any un-cast Cosmic spells are lost when you finsihs a long rest. You may prepare one additonal Cosmic Spell at 5th, 9th, 13th, 17th, and 20th level. Pocket Dimension Starting at 5th level, you can open a pocket dimension in which to store objects. Each object cannot take up a space larger than a three foot cube, however any number of objects may be stored. As a bonus action, you may retreive or store an object in the pocket dimension. The object appears to vanish from existence and is not accesible to any creature besides yourself. If you die, all objects stored in the pocket dimension appear in an unnocupied space within 5 feet of your body. Unstable Starting at 7th level, spells casted using your Cosmic Chaos ability are casted one level higher. Additonally you may choose one of the following effects after you cast the spell: Wormhole: Teleport to an unnocupied location within 20 feet of you that you can see.

Teleport to an unnocupied location within 20 feet of you that you can see. Morph: If the spell does damage, you may change its damage type to force damage for its duration.

If the spell does damage, you may change its damage type to force damage for its duration. Phase: Increase the range of the spell by 30 feet. Infinite Energy Starting at 11th level, after taking a short rest, you may choose to regain two cosmic spells. You must take a long rest before being able to benefit from this ability again. Lightspeed Starting at 15th level, you can bend reality around you to your advantadge. As an action, you can enter a new state. While in this state, your movement speed is doubled. While in this form, you may cast each of your cosmic spells an additonal time without expending a spell slot. This change lasts for 1 minute or until dismissed as a free action.

Gravity The force that pulls and pushes realms together and apart, Conduits of Gravity break the laws of the universe as easily as one would break a twig. Clever tricksters and heavy hitters, these conduits carry immense power. Magnetism Starting at 3rd level, choose two weapons that lack the heavy or special property and are made with any type of metal. These weapons gain the thrown property with a range of 20/60 feet while you wield them. If you are within 30 feet of the weapon, you may use a bonus action to cause the weapon to return to your hand given you have a hand free to catch it. If you lose or wish to replace either weapon, you may spend one hour charging a new weapon. Weightless Starting at 5th level, you no longer trigger pressure plates and you do not have disadvantage on stealth checks while wearing medium armor. YOu may now add your whole dexterity modifier to your armor class when wearing medium armor, rather than the standard maximum of 2. Unstoppable Force Starting at 7th level, you gain a standing jump speed equal to your walking speed, and can no longer take falling damage. You can use this ability to bounce off walls, however at the end of any turn, if you are not touching a surface, you beginning falling to the ground at a rate of 60 feet a second. Mass Shift Starting at 11th level, your walking speed increases by 10 feet and you count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift. Additonally, the maximum thrown range of your magnetized weapons increases to 40/80 feet. Crush Starting at 15th level, you gain a flying speed equal to your walking speed. Additionally, you may now have three magnetized weapons charged, and they are considered to have the light property while you wield them.