Wizard: Thread Weaver
Hit Points
Hit Dice: d6 per Wizard: Thread Weaver level
Hit Points at first Level: Same as Wizard
Hit Points at Higher Levels: Same as Wizard
Proficiences
Armor: Same as Wizard
Weapons: Same as Wizard
Tools: Same as Wizard
Saving Throws: Same as Wizard
Skills: Same as Wizard
Subclass Options
Seeing the Threads
2nd-level feature
You gain the Detect Magic spell as an ability. You don't spend a spell slot to use it. Whenever you cast Detect Magic, you have an advantage to checks to spot or recognize the threads of magic. If you have a racial feature granting the Detect Magic spell, you gain the True Strike cantrip.
Thread Attunement
2nd-level feature
Whenever you make a long rest, you attune to one kind of school of magic. Unless you found an ideal spot with your Seeing the Threads ability, you roll randomly (or GM chooses) on the table below. From that point on, if you make a long rest in the same spot, you don't roll again and use the previous result. Whenever you are attuned to that school of magic, for example Necromancy, all spells you cast from the school of Necromancy have a spell DC higher by 1.
d8 |
School |
1 |
Abjuration |
2 |
Conjuration |
3 |
Divination |
4 |
Enchantment |
5 |
Evocation |
6 |
Illusion |
7 |
Necromancy |
8 |
Transmutation |
Tear Fabric
6th-level feature
As an action, you can spend a 2nd level or higher spell slot to tear the magic threads around you. From the place you've made the tear, up to 30 feet from it, all casters that have spells with Concentration must immediately make a check for Concentration with a disadvantage. This effect is immediate and the magic threads repair themselves quickly.
Thread Mastery
10th-level feature
You can now make a short rest, instead of a long rest to attune to a school of magic with your Thread Attunement feature. Also, all spells that are from the attuned school of magic gain additional half your proficiency (rounded down) to checks like spell attacks.
Rip and Thread
14th-level feature
As an action, you can spend a 5th level or higher spell slot to rip the magic threads around you. From the place you've made the rip, up to 30 feet from it, you create a Wild Magic or Dead Magic zone (your choice). This effect lasts for your Intelligence modifier in minutes or after you spend an action to repair the damage you've done.
You can repair Wild Magic or Dead Magic zones, depending on their severity and size, it can take days, weeks and have a cost in Etherite. It is safe to assume that a Wild Magic or Dead Magic zone that is the size of a small room, can take at least one day and 100 gold pieces in Etherite, while a building easily ten times that. You can also make permanent Dead Magic or Wild Magic zones yourself by paying 1/10th of the cost in Etherite (minimum of 2,000 gp) and spending a 9th level spell slot.
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