Weaver

## General Info

Once you use up all your spells available entirely you have to make a Con Saving throw or suffer the consequences.

The DM decides if you turn into a Soulless or Kamaula

Soulless:  No change to stats or race, but a complete loss of emotion, no longer a need to eat, drink, produce waste, sleep, and blink. Essentially a complete psychopath. They use the weave itself to cast magic instead of their soul. They use their Wisdom as their spell casting ability now. They lose all unnecessary spells, things like purify food and drink. And would be replaced by another spell. They get access to the entire spell list.

Kamaula race: Feed off the broken weave. Remove your previous racial bonuses and add these. +2 to con, +2 to str. Movement Speed: 60 Has Advantage on perception checks that rely on hearing, and can hear other weavers within a couple miles. And have a want to go towards them for wanting to be reconnected to the weave. You also lose your ability to use magic, unless you use another body as fuel. You become thinner, and spectral looking. Your skin pigment becomes much more extreme than it was previously. Snakes like solid colored eyes, players choice of color. 3 talons instead of 5 fingers. 3 long claws on their feet, which gives a climbing speed of 30ft. Swimming speed of 0.

Lower average weight, They lose the Soul recharge ability.

## The Weaver

**Recommended stats:**

Constitution first, Intelligence second, Wisdom third

Constitution is your Spell casting ability

**Starting equipment**

* 1 pistol with 20 rounds or a bow with 20 rounds

* A short sword or any simple weapon

* Studded leather armor or chain armor

**Starting gold**= 3d4 x 10

Your **background** is either: Sage or Acolyte

Choose 3 **skills** from any

**Additional**

Proficient in con saves and wisdom saves

Hp: 6+con

Hp after first: +1d6 (4)+ con

## Level 1

**Spellcasting, Soul recharging**

**Spellcasting:** you have access to an interesting form of magic that uses your soul and this is your only way to cast magic. Once you use up all your spells available entirely you have to make a Con Saving throw or suffer the consequences. You don't use spell slots, you instead have things known as soul points. You have an amount of soul points equal to your constitution modifier. When casting a spell, you use up an amount of soul points equal to the spells level you cast it at. If you ever hit zero soul points refer to the chart at the end of the class description to see what happens to you. How ever you do not recharge any soul points on a long rest.

**Soul Recharge:** By spending 10 minutes of meditation Without sleeping. You can recharge 1 soul point. By spending 1 hour straight you recharge 10 soul points, instead of the 6 you would've gotten. Once you've used this feature an amount of times equal to your proficiency modifier you cant use it again until after a long rest.

## Level 2

**Soul charges, Infused spells**

**Soul charges:** you have an amount of soul charges equal to your weaver level. You can use them to do a variety of things.

**Soul boost:** you can spend 1 soul charge to gain back 1 soul point.

**Twinned spell:** you can spend an amount of soul charges equal to the spell level you wish to target two people instead of one person.

**Soul shield:** you can spend 3 soul charges as a reaction to become immune to that type of damage hitting you, until the beginning of your next turn.

**Armor of souls:** you can cast Mage armor on yourself at will by spending 1 soul charge.

**Weaver’s sight:** you can cast detect magic at will by spending 1 soul charge.

**Thirsting blade:** Prerequisite: 7th level, Sword of the angel king: you can attack twice with your gift weapon instead of once as an action, or you can attack, and cast a spell. Each time you use this feature expend 1 soul charge.

**Distant spell:** when you casta  spell that has a range of 5ft or greater, you can spend 1 soul charge to double the range of the spell. Or you can spend 1 to make a touch range spell be at 30ft instead.

**Empowered spell:** when you roll damage for a spell you can spend 1 soul charge to reroll a number of damage dice up to your Constitution modifier, you must use the new rolls.

**Infuse spells:** once per long rest you can infuse an amount of soul points equal to the spell of your choice, into an object, and this object will hold onto the spell for 24 hours, allowing you to cast it at any time during those 24 hours without the use of soul points when its cast.

## Level 3

**Nuclear fallout, Split weave**

**Nuclear fallout:** You gain a resistance to necrotic and radiant damage. And when in a barren wasteland (like the Cataclysm) you have advantage on survival checks, perception checks, and on stealth checks.

**Split weave:**

choose one of these 3 this is your subclass. Protector, Hunter, Forge master

**Protector:** :a very streamlined Weaver you are able to see through all magical illusions. And you can summon non magical weapons to you as a bonus action but that doesn’t mean a gun can’t have magical ammo in it as long as you have access to that ammo type.

You can also summon ethereal wings for 1 minute that give you a fly speed of 45 ft.

**Hunter:** you can flavor all your spells and attack to be any damage type you wish. But you have to specify before you roll damage.

You can also choose to use 2 soul charges upon landing a melee attack to choose to make that attack a crit instead. Also when using melee attacks, or ranged attacks against a demon, you can freely add 1d6 radiant to the attacks.

**Forgemaster:** you are adept in making machines and magic work together. You have advantage in making a machine that has magical properties.

You can spend 1 soul charge to make a non magical weapon instead increase in 1d6 of a random elemental damage. Or you can spend 2 to choose what damage type it is increased by.

This effect only lasts 3 rounds.

## Level 6

**Split weave extras, Expertise**

**Protector:** as a reaction you can make yourself glow bright white and attempt to intimidate a creature of your choice. You also can now mentally connect to other protectors within 5 miles of you.

As an action you can turn into pure energy, and while in this form you can move 120 ft, and can move through the air but you cannot stop in the air, you have to be either holding onto or standing on something. You can hold this for 1 minute, and for each round after that 1 minute you wish to hold it you must make a concentration check. Dc starting at 13, and increases by one for each round after that.

**Hunter:** You can sense out demons and fiends within 5 miles of you, and when in combat with a demon or fiend, you gain advantage on initiative

You gain an extra attack during an attack action, and you can make only one of the attacks a spell that takes an action or bonus action to cast.

Also your +1d6 radiant to attacks now increases to +2d6 radiant instead.

**ForgeMaster:** Within 10 minutes after making it, you can infuse one of your own created weapons with an extra d8 of any elemental damage of your choice permanently, this will improve with later levels. Also you can choose up to 2 weapons to be soul bound to you.

Your 1d6 random element now changes to 2d6.

You can also spend 3 soul charges to Modify a weapon of your choice. Refer to the modify table at the bottom of the class description.

## Level 7

**Gifts of the weave**

You gain access to one of these three options

**Book of the Otherworld:** access your every spell from every class.

**Sword of the Angel King:** a sword that can take any shape you wish. Works similarly to the pact of the blade. This sword is magical in terms of overcoming resistances and immunities. This is currently a +1. Becoming a +2 at level 12, and +3 at level 17.

**Weavers Prime Soul:** an upgraded soul that gives you 5 more soul points. At level 12 you gain another additional 5. At level 17 you gain access to another additional 5.

## Level 10

**Split weave upgrades**

**Protector:** You can detect powerful demons within a 1 mile radius of you as long as your focusing. Powerful insists that its CR is higher than your own level.

You also an amount of times equal to your constitution modifier. You can make an attack against a creature within 30 ft of you, including yourself. Be at disadvantage. You have to decide this before you know if its going to hit or not.

**Hunter:** You can add your proficiency to your damage against demons, fiends, and aberrations

Your +2d6 radiant turns into a +3d6 radiant damage.

And as a bonus action you can make 1 creature make a charisma saving throw. On a fail that creature becomes marked. Marked creatures have advantage to be hit by you. And you can detect where ever they are within a 30 mile radius of you until the creature is killed. You can do this once per long rest.

**ForgeMaster:** Your d8 becomes a d10.

You gain 5 additional soul points.

As a bonus action you can switch the place of any two of your inventions. Size, weight, complexity, and gold value do not matter in what is being swapped with what.

An amount of times equal to your proficiency bonus, you can cast down a forges fire, a point within 60ft of you, in an area of 20ft around it all creatures must make a dex save. On a fail the creatures take 4d8 fire damage, and 4d4 radiant damage. And half as much on a successful save. All creatures weather they success or fail are now glowing and for the next attack against them from anyone is done at advantage.

## Level 14

**Improved reaction time**

You have advantage on dexterity saving throws, and you can’t be surprised, you also gain a +5 to your initiative rolls.

## Level 15

**Split weave upgrades**

**Protector:** You can spot a demon even if there in a hidden form, you can even tell if a shape changer is in your presence.

For the first time you hit zero after a long rest you instead are dropped to 1 hp, and the creature that brought you to zero takes 3d8 psychic damage.

**Hunter:** You gain an action surge once per long rest.

You can now mark two creatures per use of mark of the hunted.

You also have the ability to memorize everything you’ve read, or seen.

**ForgeMaster:** You can infuse parts of magical creatures into weapons you already own to make them even better. Doing so means if you ever use these weapons against a creature who shares its species with the creature parts the attacks against them from these weapons automatically become crits.

## Level 20

**Split weave final, and Endless weave**

**Protector:** Your spell reach is increased drastically. So spells that previously would have 60ft of range now have 600ft of range. You also can reroll 1’s and 2’s on any damage dice for your spells for free.

**Hunter:** As a bonus action you can try to banish a demon, fiend, or abjuration you are currently fighting. The creature must make a charisma save equal to your spell save dc. If they fail the creature is freely banished to the abyss. If the target creature is marked they have disadvantage on the save. This feature costs 2 soul charges to attempt.

**ForgeMaster:** Your upgraded damage increases from 1d10 to 2d10.

Your forges fire increases from 4d8 and 4d4 to 6d8 fire and 6d4 radiant.

**Endless weave:**When you run out of spell slots and risk turning yourself into a Kamaula or Soulless, you can instead draw a few spells from the weave. Not much but you get the amount equal to your con mod. You can do this once a long rest.

**Random enchant table:**

1d10

1:fire

2:ice

3:lightning

4:acid

5:poison

6:thunder

7:psychic

8:force

9:radiant

10:Necrotic

**Modify:** A modifier lasts for 1 minute.

1: Flying- you can control this item freely in the air within 60 feet of you. Use your charisma instead of strength or dexterity.

2: Sharp- Gains an additional +1 to hit and damage

3: Small: the weapon allows you to use dex if you couldn't previously, but has a -2 to damage.

4: Large: the weapon Must use your strength, but has a +2 to damage

5:Soul Edge: this weapon damage, but not the enchanted damage, deal damage to the soul

6: Phasing: this weapon has to beat a creature's natural ac. As this weapon can now phase through armor, shields, and other weapons. Their natural ac would be 10+ their dex unless otherwise stated.