Additional Skills:
Martial +8
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Race:
Speed
Your speed is not reduced by wearing heavy armor.
Darkvision
Accustomed to life underground, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.
Dwarven Resilience
You have advantage on saving throws against poison, and you have resistance against poison damage.
Dwarven Combat Training
You have proficiency with the battleaxe, handaxe, light hammer, and warhammer.
Tool Proficiency
You gain proficiency with the artisan's tools of your choice: Smith's tools, brewer's supplies, or mason's tools.
Stonecunning
Whenever you make an Intelligence (History) check related to the origin of stonework, you are considered proficient in the History skill and add double your proficiency bonus to the check, instead of your normal proficiency bonus.
Dwarven Toughness
Your hit point maximum increases by 1, and it increases by 1 every time you gain a level.
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Weaver Stick
+1 Weaver Staff
Whenever you cast a spell that heals hit points, you heal an additional 3 hit points
The Gatelord
+2 Adamantine Platemail
At the beginning of combat, choose either hammer or shield.
If Hammer – You gain +2 to your Strength Score and you summon 2 spiritual weapons as per the spell and it functions the same as the spell.
If Shield – You gain a +2 to constitution Score and you gain resistance to physical damage.
The above effects lasts for 1 minute.
Weaver's Wheel
+1 Quarterstaff
+3 healing done
Thundering Warrior
Weapon die increase 1 step
+2d6 thunder damage
Ancient Ring of Regeneration
Artifact Attunement
The wearer of this ring, has fast healing 20, as long as they are conscious
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Class:
Weaving
Starting from 1st level, you can weave braids formed from the weaver Braid List. Weaving is a completely different type of magic and does not mix in any way with other forms of spellcasting. If you take levels in any class that grants spellcasting from a source that is not the Weave, your Weaving class feature ceases to function until the other spellcasting source is gone. Not even racial traits or spells gained from other sources function with the Weave. You can choose to suppress these sources and continue to use Weaving. If you use these other sources to cast a spell, your Weaving class feature ceases to function for 24 hours.
Feats, class features, items, or other abilities that provide additional spellcasting, increase spell save DCs, or otherwise enhance spellcasting, do not function with the Weave. Weaving braids never use a somatic component. However, you must speak each braid with precision or risk it failing. This will be explained further in the Braid List.
Braids
Wisdom is your weaving ability for your braids, since your magic draws upon the Great Weave and the threads of the lifestream. You use your Wisdom whenever a braid refers to your weaving ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a braid you weave and when making an attack roll with one.
Braid save DC = 8 + your proficiency bonus + your Wisdom modifier
Braid attack modifier = your proficiency bonus + your Wisdom modifier
Strands (Lv. 11: 31 Strands)
The Weaver table shows how many strands you have to weave your braids of 1st and higher. Unlike other spellcasters that use spell slots, you weave braids based on the consumption of your strands. The default strand cost of a braid is equal to its level, plus any additional strands spent do use other abilities. You regain expended strands by summoning a lifewell. You gain an additional number of strands based on your Intelligence modifier.
Weaving Focus
You must use a prayer wheel as a focus for your weaver braids.
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Lifewell
Starting from 1st level, you can use a lifewell to regather your strands, similar to how other casters regain expended spell slots. A lifewell is a direct conduit to the lifestream and is the source of the weaver’s power. It is such a powerful force that, if you summon it outside, it can be seen from miles away. It thrums with so much power of life that a constant humming can be heard emanating from it. Creatures are able to hear and feel the lifewell's presence through stone and rock up to 100 feet away. This massive pillar is 20 feet in diameter and it extends into the sky without end.
The lifewell takes 10 minutes to summon and the process to gather spent strands takes 1 hour. Once you summon a lifewell, you must finish a long rest before you can do so again.
The lifewell can also surge with power to produce magical effects when it is summoned. You gain a surge at 4th level and at 7th level. At 10th level, you gain a Lifewell Nova. See [Lifewell Surges] for more details. (Currently N/A)
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Tradition (Hkari)
Mantra:
3rd Level: Ironguard – You gain proficiency with medium and heavy armor and all martial weapons.
6th Level: Battle Focus – It costs 4 Strands to activate this aura, the aura lasts for 1 minute. 20 ft, advantage on concentration, attacks with spells/braids crit +1.
9th Level: Outsider’s Bane – Any weapon you wield has bane against any outsider. In additional you may reroll critical confirmation rolls against such creatures.
12th Level: Wrath of the Black Phoenix – This mantra costs 10 strands. You summon a spectral black phoenix, to rain down fire and death among your enemies. All enemies in a 40ft burst, are assaulted by black flames. All enemies take 2d6 points of fire damage per weaver level. The receive a reflex saving throw for half. You may spend an additional 5 points to deny the saving throw. This fire damage is from a source of pure hatred and therefore cannot harm creatures under the effect of calm emotions or creatures that are immune to emotion based effects, but this fire is not subject to fire resistance or immunity. You must be at least 12th level to select this mantra.
Braid Augments:
3rd: Taut Braid – A braid augmented in this way increases the number of die a braid uses to determine its effects. This augmentation only effects braids that heal or harm hp. It costs 1 strand to add a single die. (Maximum 5) This augmentation is special because it can be used after the braid has been woven and after the original dice have been rolled, but before the target has been harmed or healed.
6th: Thicken – A braid augmented in this way is empowered. Braids effected by this augmentation have their numerical effects increased by 50 percent. This does not effect braids that do not have numerical values nor does the empower effect the ability score or negative level aspect of braids. It costs 2 strands to apply this augmentation to a braid.
9th: Helix Braid – A braid augmented in this manner decreases the weaving time required for a braid. You may only reduce the weaving time by one step with this augmentation and it costs 4 strands to do so. The steps of action economy this augmentation can reduce are shown in the following descending order. Day, Hour, 10 Minutes, 1 minute, One round, Full-Round, Standard, Swift. You may weave only one spell in this manner per round. If you have achieved Nirvana, you may effect double woven braids with this effect. (E.G. casting both as a swift and so on.)
12th: Lengthen – A braid augmented in this way, has its duration increment increased by 1 step. This costs 2 strands per duration increase. This ability cannot be used on instantaneous effects. The duration increments are as follows, all listed are per level. Rounds, Minutes, 10 Minutes, Hours, 2 Hours, Days.
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Meditate
At 2nd level, you possess the ability to meditate upon the various challenges of the world and draw guidance directly from the lifestream in order to guide you.
By spending 1 uninterrupted minute in concentration (as if you were concentrating on a spell), you can choose to gain a +1 bonus to your attack rolls, ability checks, or saving throws for 1 hour. Only one of these bonuses can be active at a time.
At 11th level, your meditation ability has increased in potency. Increase the bonuses provided by 2, to a total of 3.
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Reweave
At 5th level, you are now capable of taking the braids you have weaved to unravel them and get some of your strands back, as there are times when the Weave must be corrected.
You can use an action to choose a single braid that has a duration and that has not expired yet. You can dismiss this braid and regain half the number of strands spent in its weaving back (minimum of one). You must be touching the braid's magic directly, which usually means you must be able to touch the original target of the braid.
You use this ability a number of times equal to your Intelligence modifier, and you regain all spent uses when you finish a long rest.
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Strands of Life
At 8th level, you have spent enough time in the lifestream now that you are able to grab hold of a creature's life essence as it dies and weave it back into its body, restoring it to life.
You can use an action to choose a creature’s corpse within 30 feet, and that creature is returned to life with 1 hit point. You can choose to restore more life into the creature by spending strands. For each strand spent, the creature is restored with 10 additional hit points. You can only use this ability provided the creature has not been dead longer than a number of rounds equal to your Wisdom modifier.
You can use this ability once before finishing a long rest. You gain additional uses of this ability at 12th, 16th and 20th levels before needing to rest.
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The Shattered Realm
At 10th level, Inu’s teaching and service to the shattered realm have imbued you with the ability to travel through the shattered realm.
By spending 1 uninterrupted hour meditating in concentration and spending 1 strand, you are able to weave a break in the fabric of reality that allows you and a number of creatures of your choice up to your Intelligence modifier to teleport up to 100 miles to a location of your choosing. You must have been physically present at the location before in order to teleport to it. You can spend additional strands on this ability before teleporting to either increase the number of creatures you can choose by two or the distance traveled by 100 miles per strand spent.
You can only use this ability once before finishing a long rest.
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Feats:
War Caster
You have practiced casting spells in the midst of combat, learning techniques that grant you the following benefits:
You have advantage on Constitution saving throws that you make to maintain your concentration on a spell when you take damage.
You can perform the somatic components of spells even when you have weapons or a shield in one or both hands.
When a hostile creature's movement provokes an opportunity attack from you, you can use your reaction to cast a spell at the creature, rather than making an opportunity attack. The spell must have a casting time of 1 action and must target only that creature.
Features & Traits
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