Essence Weaver (Class)

“
 Essence Magic affects the very soul of living beings. It is strictly forbidden, student Valen. Nothing good will come of learning more about it.

”
—  Director Esoterum of the Heron School of Arcane

## Essence Weaver Overview

Essence Weavers are a recent development as the very magic of the World of Luctus changed with the death of "The Blasphemous One". After ascending to Godhood...albeit for but mere moments before his destruction at the hands of two unlikely groups of heroes, his very influence burst forth across the globe...forever altering the very essence of Luctus...bringing forth many unforeseen consequences.

Essence Weavers are masters of Soul Magic, harnessing the power of Essence to enhance their allies and supernaturally debilitate their enemies. They do not rely on traditional Spellcasting, instead utilizing "Chakras" to bind magical effects to their allies, as well as themselves. Essence Weavers are spiritual and introspective individuals, seeking harmony between both the body and the soul to wield the full potential of their curious magics.

## Creating an Essence Weaver

Essence Weavers are a new Hybrid Support for Luctus that provide a mix of Buffing, Debuffing and Utility Abilities. While manipulating Essence is an ancestral art, its spread within Luctus is otherwise fairly recent and many people will be afraid of your curious powers and abilities; tread carefully when showing your gifts…or using them on someone. When making an Essence Weaver, your main Ability Score is considered to be Intelligence, which you utilize almost exclusively, however, maintaining your Dexterity or Constitution Scores as your secondary attribute will help ensure your survivability as an otherwise squishy Class. Essence Weavers go against the grain of other 5e Classes, deviating as an almost entirely dedicated Support Role with few methods to strive in combat beyond providing Buffs and Debuffs to allies and enemies alike. Your choice of Subclass as an Essence Weaver defines how specialized you function as a Support Role, with heavy focuses on Buffing a particular ally...with the exception of the Shaman Subclass, which allows an Essence Weaver to function as an Off-Combat Role.

## Essence Weaver Feature Table

Show/Hide Prism
Show/Hide Shaman
Show/Hide Vizir

## Essence Weaver Miscellaneous Features

### Hit Points

```
**Hit Dice:**

1d6

```

```
**Hit Points at 1st Level:**

6 + your Constitution modifier

```

```
**Hit Dice at Higher Levels:**

1d6 (or 4) + your Constitution modifier per Essence Weaver Level after 1st

```

### Proficiencies

```
**Armor:**

Light Armor, Shields

```

```
**Weapons:**

Simple Weapons

```

```
**Tools:**

Weaver's Tools

```

```
**Saving Throws:**

Intelligence, Constitution

```

```
**Skills:**

Choose two from Arcana, Insight, Medicine, Religion, Perception, Investigation, and Nature

```

### Equipment

```
You start with the following equipment, in addition to the equipment granted by your background:

-**(a)** a Light Crossbow or **(b)** a Dagger

-**(a)** Leather Armor or **(b)** Padded Armor

-**(a)** Alchemist's Supplies or **(b)** Weaver's Tools

-20 Crossbow Bolts

```

## 1st Level

### **Chakra Bond**

Starting at 1st level, you gain the ability to forge a mystical bond with your mandated ally's Equipment Slots.

At 1st level, you learn three Chakra Bonds from the Chakra Bond List (*as seen below*) and an additional Chakra Bond for each additional level in Essence Weaver.

After a long rest, you can perform a ritual to bind magical effects to a number of Equipment Slots equal to your Proficiency modifier. You may only utilize a quantity of chakra bonds that does not exceed your Proficiency modifier.

The target doesn’t need an Equipped Item in the corresponding Equipment Slot for you to be able to perform a Chakra Bond as this is considered a separate system using the Equipment Slots.

You may only have one Chakra Bond of a particular Equipment Slot Type bonded to an Equipment Slot at any given time. For example, you may only have one Chakra Bond of the Weapon Type bonded to the Weapon Equipment Slot.

* List of Chakra Bonds

### **Mandate**

Starting at 1st level, after a long rest, you are able to choose up to three allies to utilize Chakra Bonds on. The chosen allies are considered your Mandated Allies until your next long rest. You may choose to Mandate yourself, should you so choose.

## 2nd Level

### **Essence Infusion**

Starting at 2nd level, you gain the ability to directly apply Debuffs to your enemies using Essence Infusion. You learn three Essence Infusions from the Essence Infusion List (*as seen below)* and learn additional Essence Infusions as you gain more levels in Essence Weaver. As an Action, you may choose one hostile creature within 30ft of you and attempt to impose a Debuff on them. The target must then make a Wisdom Saving Throw against your Essence Weaver DC to avoid its effects. On a failed save, they suffer the chosen Debuff for One Minute. You may utilize this ability a number of times equal to (your Proficiency modifier + your Intelligence modifier), with uses of it restored during a long rest.

* List of Essence Infusions

## 3rd Level

### **Subclass Choice**

Starting at 3rd level, you pick a Subclass that represents your specialization within the curious Art of Soul Magic.

* Prism
* Shaman
* Vizir

## 4th Level

### **Ability Score Improvement**

Starting at 4th 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.

If your DM allows the use of Feats, you may instead take a Feat.

## 5th Level

### **Essence Pool**

Starting at 5th level, your mastery of Soul Magic allows you to manipulate Essence to your advantage through your newly mastered ability to pool Essence within you. Whenever you activate an enemy's Debuff, you can choose to heighten its potency by expanding one Essence Point from your **Essence Pool**, of which you possess a number of Essence Points equal to (your Intelligence modifier). Your Essence Pool is restored during a long rest.

### **Prism: Harmonic Bond Proficiency**

At 17th level, in addition to your Chakra Bond's daily allotment (your Proficiency Modifier), you are able to assign up to two additional Chakra Bonds to your chosen companion creature.

### **Shaman: Ancestral Guidance Proficiency**

At 17th level, your Ancestral Guidance can now be applied for up to three active Chakra Bonds.

### **Vizir: Chosen Ruler Proficiency**

At 17th level, in addition to your Chakra Bond's daily allotment (your Proficiency Modifier), you are able to assign up to two additional Chakra Bonds to your Vizir's chosen King.

## 6th Level

### **Thread the Needle**

Starting at 6th level, as an Action, you may choose to switch one of your current Chakra Bonds with another you don't already know. Once you utilize this ability, you must wait until you finish a short rest to utilize this ability again.

## 7th Level

### **Subclass Feature**

Starting at 7th level, you gain an additional feature from your Essence Specialization.

### **Prism: Song of the Soul**

Upon reaching 7th level, the Prism can emanate a melodic Aura that surrounds their companion. As a bonus action on their turn, the Prism can activate the aura, which lasts for 1 minute or until the Prism dismisses it as a bonus action. The Melodic Aura enhances their companion's capabilities and creates captivating displays of essence manipulation:

* **Aura of Agility**
Allies within the aura gain a bonus to their movement speed equal to double the Prism's Intelligence modifier rounded up. The companion creature, in particular, gains the ability to use a bonus action to move up to their speed without provoking opportunity attacks.

* **Aura of Resilience**
The companion gains resistance to a damage type of their choice while the aura is active. The essence-infused energy shields them from harm, granting them adaptability on the battlefield.

* **Aura of Savagery**
Allies within the aura as well as the companion may choose to gain advantage on all of their attacks during their turn. However, enemies now attack those allies at advantage until the beginning of their next turn.

The Prism can use this feature once, and they regain expended uses after finishing a long rest.

### **Shaman: Extra Attack**

Starting at 7th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

At 15 level, you gain another extra attack.

### **Vizir: United Front**

Starting at 7th level, while your Vizir's King is within 30 feet of you, they gain advantage on saving throws against being frightened, charmed, or paralyzed. Furthermore, you both share a permanent telepathic bond you can silence at will.

While the Vizir's King is within range, they gain a bonus to their Armor Class equal to the Vizir's proficiency bonus. The Vizir's mystical presence and counsel enhance their King's defenses, making them an elusive and formidable force on the battlefield.

## 8th Level

### **Ability Score Improvement**

Starting at 8th 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.

If your DM allows the use of Feats, you may instead take a Feat.

## 9th Level

### **Soul Strike**

Starting at 9th level, you learn to focus your essence manipulation into potent Soul Strikes. As an Action, you can make a special attack against a creature you can see within 60ft of you. You are considered Proficient in this special attack and utilize your Intelligence modifier for its Attack Roll. On a successful hit, you may attempt to inflict an essence infusion upon your target for one Minute and takes (2d6 + your Intelligence modifier) Essence Damage. Essence Damage deals Double Damage, therefore you Double the Total Damage; however, due to the unstable nature of Soul Magic, you yourself take Half the Total Essence damage dealt via the Soul Strike. At higher levels, Soul Strike deals additional Essence damage:

Starting at 11th level, Soul Strike deals 3d6 Essence Damage.

Starting at 13th level, Soul Strike deals 4d6 Essence Damage.

Starting at 15th level, Soul Strike deals 5d6 Essence Damage.

### **Prism: Harmonic Bond Advanced**

At 9th level, in addition to your Chakra Bond's daily allotment (your Proficiency Modifier), you are able to assign up to three additional Chakra Bonds to your chosen companion creature.

### **Shaman: Ancestral Guidance Advanced**

At 9th level, your Ancestral Guidance can now be applied for up to four active Chakra Bonds.

### **Vizir: Chosen Ruler Advanced**

At 9th level, in addition to your Chakra Bond's daily allotment (your Proficiency Modifier), you are able to assign up to three additional Chakra Bonds to your Vizir's chosen King.

## 10th Level

### **Subclass Feature**

Starting at 10th level, you gain an additional feature from your Essence Specialization.

### **Prism: Essence Fusion**

At 10th level, the Prism can channel essence energies into a Harmonic Fusion. As an action, they imbue their companion's attacks with harmonious power for 1 minute. During this time, the companion's attacks deal additional damage equal to the Prism's Intelligence modifier plus their proficiency bonus. The essence manipulation harmonizes with their strikes, infusing them with an otherworldly force.

### **Shaman: Spiritual Resilience**

At 10th level, your ancestral spirit is manifested more and more into the material world and is able to protect you. You gain Resistance to a damage type of your choice. You can change this choice whenever you finish a Short or Long Rest.

### **Vizir: Essential Strategy**

At 10th level, the Vizir's King gains advantage on all Initiative rolls. The Vizir's strategic insights and guidance enable their King to anticipate and react swiftly to any situation.

## 11th Level

### **Improved Soul Strike**

Starting at 11th level, your Soul Strike now deals (3d6 + your Intelligence modifier) in Essence damage.

## 12th Level

### **Ability Score Improvement**

Starting at 12th 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.

If your DM allows the use of Feats, you may instead take a Feat.

## 13th Level

### **Greater Soul Strike**

Starting at 13th level, your Soul Strike now deals (4d6 + your Intelligence modifier) in Essence damage.

### **Prism: Harmonic Bond Expertise**

At 13th level, in addition to your Chakra Bond's daily allotment (your Proficiency Modifier), you are able to assign up to four additional Chakra Bonds to your chosen companion creature.

### **Shaman: Ancestral Guidance Expertise**

At 13th level, your Ancestral Guidance can now be applied for up to five active Chakra Bonds.

### **Vizir: Chosen Ruler Expertise**

At 13th level, in addition to your Chakra Bond's daily allotment (your Proficiency Modifier), you are able to assign up to four additional Chakra Bonds to your Vizir's chosen King.

## 14th Level

### **Chakra Mastery**

Starting at 14th level, the number of Equipment Slots you can bond with Chakra Bonds increases to Twice your Proficiency modifier, allowing you to enhance a greater range of equipment for you and your allies.

## 15th Level

### **Mastered Soul Strike**

Starting at 15th level, your Soul Strike now deals (5d6 + your Intelligence modifier) in Essence damage.

## 16th Level

### **Ability Score Improvement**

Starting at 16th 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.

If your DM allows the use of Feats, you may instead take a Feat.

## 17th Level

### **Subclass Feature**

Starting at 17th level, you gain an additional feature from your Essence Specialization.

### **Prism: Soul Convergence**

At 17th level, the Prism's mastery of the essence reaches its apex with the Essence Convergence, an awe-inspiring offensive ability that transforms their companion creature into a gargantuan force of devastation. As an action, the Prism can initiate the Essence Convergence, fusing their essence with that of their companion. During the Essence Convergence, the companion creature undergoes a magnificent transformation, growing to gargantuan proportions and gaining the following benefits:

* **Gargantuan Transformation**
The companion creature's size becomes Gargantuan, towering over the battlefield with immense presence and power.

* **Harmonic Fury**
The companion's attacks deal additional damage equal to twice the Prism's Intelligence modifier plus their proficiency bonus. Each strike resonates with the essence's fury, inflicting devastating blows upon foes.

* **Harmonious Onslaught**
The companion creature can make two additional attacks during its turn, in addition to its regular attack action. The barrage of strikes overwhelms enemies, leaving them defenseless against the onslaught.

* **Resounding Resilience**
The companion gains temporary hit points equal to 5 times the Prism's Intelligence modifier times their level plus their proficiency bonus. This resilient essence energy shields them from harm, fortifying them against incoming attacks.

The Essence Convergence lasts for 1 minute, during which the companion creature becomes a gargantuan instrument of destruction, striking fear into the hearts of their enemies. Once the ability's duration ends, the companion reverts to its regular form, and the Prism must finish a long rest before using the Essence Convergence again.

### **Prism: Harmonic Bond Mastery**

At 17th level, in addition to your Chakra Bond's daily allotment (your Proficiency Modifier), you are able to assign up to five additional Chakra Bonds to your chosen companion creature.

### **Shaman: Soul of a Warrior**

Starting at 17th level, you are able to bind four more chakras than a regular Essence Weaver as long as you bind them to yourself. You can also equip several chakras to the same equipment slot.

### **Shaman: Ancestral Guidance Mastery**

At 17th level, your Ancestral Guidance can now be applied for up to six active Chakra Bonds.

### **Vizir: Sovereign Soul**

Starting at 17th level, the Vizir and their King share an unbreakable bond, even across great distances. As an action, the Vizir can teleport themselves and their King to a location they have visited within the last 24 hours. This mystical bond showcases the Vizir's profound connection with their chosen ruler, allowing them to swiftly come to their King's aid in times of need.

Furthermore, the effects (damage, bonus, duration) of any chakra bond granted to the Vizir’s King are doubled.

### **Vizir: Chosen Ruler Mastery**

At 17th level, in addition to your Chakra Bond's daily allotment (your Proficiency Modifier), you are able to assign up to five additional Chakra Bonds to your Vizir's chosen King.

## 18th Level

### **Essence Overdrive**

Starting at 18th level, you gain the ability to harness an overwhelming surge of Essence, pushing your abilities to their absolute limit. Once per long rest, you may activate Essence Overdrive as a Bonus Action. For One Minute or until you are rendered Unconscious, you gain the following benefits:

***Empowered Essence Infusions***
Your Essence-Infused Debuffs and Enhancements become even more potent. All Debuffs and Enhancements applied during the Essence Overload last for an additional Minute, and all creatures have Disadvantage on Saving Throws against Debuffs you attempt to inflict.

***Aura of Distortion***
An Aura of Unstable Essence forms around you in a 30ft Radius. Enemies within this Aura have Disadvantage on all Attack Rolls, Saving Throws, and Ability Checks.

***Essence Burst***
As an Action, you can release a burst of Raw Essence at a point you can see within 60ft of you. The burst affects all creatures within a 20ft Radius centered on that point. Hostile creatures caught in the Essence Burst must make a Wisdom Saving Throw against your Essence Weaver DC or suffer from three random heightened Essence Infusion Debuffs for One Minute. Allies in the Essence Burst regain Hit Points equal to (The Total Damage dealt by your Last Attack).

***Essence Resilience***
You gain Immunity to all Conditions and your Maximum Hit Points increases by (your Intelligence modifier times your Proficiency modifier) for the duration of Essence Overdrive.

## 19th Level

### **Ability Score Improvement**

Starting at 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.

If your DM allows the use of Feats, you may instead take a Feat.

## 20th Level

### **Essence Ascendancy**

Starting at 20th level, you reach the pinnacle of your Soul Weaving Power, achieving true mastery over the Essence that flows through you. Essence Ascendancy allows you to unleash your full potential, affecting the battlefield in a profound and awe-inspiring manner as you unleash a 40ft Radial Vortex of Swirling Essence. You must use an Action to activate this Vortex after which it lasts for One Minute. Its effects are twofold:

***Aura of Suppression***
Enemies within the Vortex's Radius have all Resistances and Immunities nullified. Additionally, they have Disadvantage on all Saving Throws and Ability Checks.

***Aura of Empowerment***
Allies within the Vortex's Radius gain the benefits of all bound Chakra Enhancements simultaneously. Additionally, their Attacks are universally considered Magical for the purpose of overcoming Resistance and Immunity to Non-Magical Attacks.