Chronicler of Aanaatoth

Chroniclers of Aanaatoth/Adara are masters of lore, knowledge, information gatherers, who usually dedicate their lives to learning all that they can about the multiverse and sharing knowledge, experiences and lore with those who need it. The paths which a Chronicler can take any many and varied, some choose to embrace the weave and learn all that they can about the fabric of magic and reality while others are guided by the martial arts, mixing their innate talents for magic with long hours of practice with a myriad of weapons.

**Role**: Information gathering, stealth, magic support, and entertaining.

**Requirements**: Intelligence 14 or higher and Charisma 12 or higher

**Hit Die**: D6

**Alignment**: any

**Class skills**: Apprise, Bluff, Diplomacy, Disguise self, Craft, Profession, Knowledge (all), Linguistics, Intimidate, Perform (all), Sense motive, Stealth, Sleight of hand, Use magic device, Spellcraft

**Skill ranks per level**: 6 + intelligence modifier

**Starting wealth**: 2d6 x 10 (average 70) plus one standard outfit worth up to 10 gp and a disguise kit (make up etc) worth 10 gp. 1 instrument worth up to 10gp.

## Level progression chart

### Bonus spell points per day

You gain bonus spell points per day based on your total intelligence and the highest spell level which you can cast.

### Spell points cost per spell level

 2nd
 3rd
 4th
 5th
 6th
 7th
 8th
 9th

## Abilities

### Cantrips

At 1st level a chronicler of Aanaatoth learns the arcane mark, detect magic, ghost sound, Prestidigitation, read magic, mage hand, mending and message cantrips. You can memorise a number of cantrips per day equal to your intelligence modifier + 1 (minimum 1), at levels 5, 10, 15, and 20 you can memorise an extra cantrip. Cantrips do not count against your total number of spells known per day.

### Spell casting

Chroniclers of Aanaatoth carry spell books / similar items and learn spells in the same manor as a wizard does. At 1st level you start with 4 + your intelligence modifier spells in your spell book and gain 2 free spells each time you gain a new level in Chronicler of Aanaatoth, these spells can be no higher than the maximum spell level you are capable of casting and must come from the Chroniclers of Aanaatoths spell list or your major/minor domain extended spell lists.

Copying a spell into your spell book takes 1 hour per spell level and costs 50 gold pieces per spell level in inks and special materials.

* **Spell save DC**: 10 + spell level + intelligence modifier

After a long rest a chronicler of Aanaatoth can memorise a number of spells from their spell book equal to your total known spells per day (see level progression chart), these spells can be of any level up to the highest spell level you are capable of casting.

### Knowledge of Aanaatoth

All knowledge skills become class skills for chroniclers of Aanaatoth. You also receive two bonus skill point(s) every time you take a level in chronicler of Aanaatoth, these bonus skill points must be spent in a knowledge skill. At level 5 you may take 10 on knowledge checks in which you have spent skill points, at level 15 you can take 20 on knowledge checks in which you have spent skill points **(todo: balance take 10/20 levels)**.

### Weave blast

You unleash a ray of energy (damage type is based upon your current weave focus) which deals 1d4 damage on a successful ranged touch attack (max 30-ft range).

* **3rd level** - Range increases to close.
* **5th level** - Weave blast damage becomes 1d6
* **7th level** - Weave blast damage becomes 1d6 + 1/2 your intelligence modifier.

### Weave focus

While pre-paring your spells for the day you also attune your connection to the weave to two of the elemental planes (Fire, Acid [Earth], Lightning [Air], Cold [Water]), after attuning your energy you focus on one element and become attuned to that element. As a standard action you may switch between your current element focus.

~~As a standard action a chronicler of Aanaatoth can attune the arcane forces within their bodies to one of the elemental planes (Fire, Acid [Earth], Lightning [Air], Cold [Water])~~

### Master of tales

Chroniclers of Aanaatoth believe in sharing their knowledge, wisdom and experiences often threw the medium of plays, performances or song, as such you may choose 3 performance types to specialise in (dance, singing, a type of instrument, performance) at 1st level. Each chosen performance skill becomes a class skill and you receive a free skill point in each chosen performance skill. At 3rd level you receive a +2 competence bonus to each performance skill in which you have not spent skill points and a +4 competence bonus to each performance skill in which you have spent skill points.

## Chronicler domains

At 1st level a Chroniclers of Aanaatoth specialises in one of the following domains, at 3rd level they receive access to the minor benefits from a second domain, the domains and types are listed in the table bellow. You may not select the same domain multiple times.

When selecting weave master, acolyte of Aanaatoth of weapon master as a major domain you only gain the features marked as major, selecting them as minor domains at 3rd level grants you the features marked as minor only.

### Acolyte of Aanaatoth (Major chronicler domain)

**Extra cantrips (1st level)**: You learn stabilise, virtue, Guidance, Purify food and drink and create water as bonus cantrips, these cantrips do not count towards your total number of spells known per day.

**Extended spell list (1st level)**: You learn bonus spells taken form the cleric and druid lists. Cleric/Druid spells whish use wisdom as their primary casting ability are changed to intelligence to determine DC, damage and other effects which previously relied on wisdom.

*Extra spell memorisation: You can also memorise 1 extra spell per day per level (up to level 13), these spells must be drawn from the Acolyte of Aanaatoth bonus spells.*

**x (2nd level)**:

**Radiant weave blast (3rd level):** 3 times per day you can change your weave blast into a ray of positive energy which deals 1d8 per 2 caster levels after delivering a successful touch attack (up to a maximum of 10d8 damage). You can choose to heal someone with this attack, or skip the attack roll by laying your hands on a willing target.

**x (8th level)**: TODO

**Divine intervention (10th level)**: Agents of the gods watch over you and will prevent you from dying. You automatically return to 0 HP and receive the benefits of a cure moderate wounds spell (caster level 10) when any effect would reduce to 0 or lower HP, you can not benefit from this effect again until after a long rest. If the damage you took would have instantly killed you (reduced to minus your total HP) or was an instant kill effect then you must make a fortitude save DC 15 (**todo DC check**), if you fail you still die.

**Spell like abilities (13th level)**: Once you reach level 13 in Chronicler of Aanaatoth you can choose one ability (so long as you meet the requirements) from the Acolyte of Aanaatoth ability's list, you can cast the chosen spell once per day as a spell like ability. You may choose a new ability each level past 13th, if you choose the same spell again, then you gain an extra use the selected ability per day.

**x (15th level)**: TODO

**Chosen of the gods (20th level)**: (20th Acolyte of Aanaatoth major domain feature): At level 20 your connection to the divine transforms you into a celestial being, your type becomes celestial but you can still be resurrected / returned to life through divine spells/wish. You can DR 10/-, spell resistance equal to your Chronicler of Aanaatoth level and resistance 15 to fire, acid, cold and lightning.

 Bane
 Bless
 Bless Water
 Detect Demon
 Detect Undead
 Magic Weapon
 Hedging weapons
 Remove fear
 Remove sickness

### Weave master (Major chronicler domain)

**Extra cantrips (1st level)**: Resistance, Spark, Read magic, Daze, Light, Flare, Dancing lights.

**Expanded spell list (1st level)**: Weave masters receive an extended list of spells taken from the wizard/sorcerer lists, when selecting new spells at each new Chronicler of Aanaatoth level you may pick spells from either the standard Chronicler spell like or the weave master extended spell list(s).

**Empowered weave blast (1st level)**: At specified levels you can manipulate the weave to alter your weave blast in various ways. You can augment weave blasts by spending extra spell points above the base casting cost (details on each augment are located in the "*[Augment: x]*" section of each spell, the total spell point cost (including initial casting cost) can never exceed your total caster level. Each weave blast variant has a spell level listed, your weave blasts work as per the listed spell level for resistances, spell turning, immunities etc.

*Example: Imoen is a 5th level Chronicler of Aanaatoth, they cast Weave blast spending 1 spell point and deal 1d6 damage, next turn they cast weave blast again spending 5 spell points and deals 5d6 damage.*

*Example 2: Imoen gets to 10th level and acquires Quicken spell for free. They cast Shape weave blast (fireball) the total cost is 4 spell points (quicken spell) + 5 spell points (3rd level spell) making it a total of 9 spell points, as they are 10th level Iomen could use an extra spell point to add an extra 1d6 damage.*

\* **Weave blast (ray, 1st level spell)**: By spending 1 spell point your weave blast becomes a ray attack which deals 1d6 damage. **[Costs: 1 spell point to cast]**

*Casting time*: 1 standard action; *Range*: close; *Save*: none; *Spell resistance*: Yes;

*[Augment: +1D6 bonus damage per extra spell point spent, up to an extra 4d6 damage at level 5]*

\* **Weave blast (ray, 2nd level spell)**: By spending 3 spell points your weave blast becomes a ray attack which deals 4d6 damage (This attack is treated as a second level spell) **[Costs: 3 spell points to cast]**.

* At 7th level you can spend 5 spell points to fire two beams each doing 4d6 damage, beams can target different targets but each beam does require a separate hit roll.
* At 11th level you can spend 7 spell points to fire 4 rays each dealing 4d6,beans can target different targets but each beam does require a separate hit roll.

*Casting time*: 1 standard action; *Range*: close; *Save*: None; *Spell resistance*: yes;

\* **Shape weave blast** **(3rd level spell)**: By spending 5 spell points you alter your weave blast into either a line (100-ft long, 5-ft wide) or ball (20-ft radius) of elemental (must match your current weave focus) which deals 5d6 damage, targets caught within the blast get a reflex save for half damage.

*Casting time*: 1 standard action; *Range*: varies; *Save*: Reflex (half); *Spell resistance*: yes;

*[Augment: +1D6 bonus damage per extra spell point spent, to a maximum of +5d6 bonus damage at level 10.]*

\* **Weave wall** **(4th level spell)**: By spending 7 spell points you alter your weave blast to create a wall of elemental force (based on your current weave focus), this functions as per the wizard wall of fire (for fire, acid and lightning) or wall of ice (for cold attunement).

\* **Weave cone (5th level spell)**: You alter your weave blast into a 60-ft cone which deals 9d6 elemental damage (based on your current weave focus). Targets caught within the cone get a reflex save for half damage and your weave blast is treated as a 5th level spell **[costs: 9 spell points]**.

*Casting time*: 1 standard action; *Range*: 0ft; *Area*: 60-ft cone; *Save*: Reflex (half); *Spell resistance*: yes;

*[Augment: Add an extra D6 damage per extra spell point spent, up to a maximum of +6D6 at 6 extra spell points]*

\* **Weave disintegration** **(ray, 6th level spell)**: By spending 11 spell points your weave blast is transformed into a ray which functions as per the disintegrate spell.

\* **Weave ray (ray, 7th level spell)**: By spending 13 spell points your weave blast becomes an elemental ray which deals 13d6 damage, this attack is treated as a 7th level spell **[costs: 13 spell points to cast]**.

*Casting time*: 1 standard action; *Range*: medium; *Save*: none; *Spell resistance*: yes;

*[Augment: Add an extra D6 damage per extra spell point spent, up to a maximum of +7D6 bonus damage at level 20].*

\* **Weave blast (line, 8th level spell)**: By spending 15 spell points your weave blast becomes a line of elemental force 60-ft long and 10-ft wide which deals 15d6 damage to all targets caught in the line (reflex save for half damage).

*Casting time*: 1 standard action; *Range*: 0-ft; *Area*: 60-ft line which is 10-ft wide; *Save*: reflex (half); *Spell resistance*: yes;

*[Augment: Add an extra 1D6 damage per extra spell point spent up to a maximum of +5d6 bonus damage at level 20]*

\* **Krdriels elemental ray (ray, 9th level spell)**: By spending 17 spell points your weave blast becomes a ray which deals 5d6 force damage plus 17d6 elemental damage.

By spending 17 spell points +1 extra spell point per die you can change the damage to 5d6 +xd6 (up to a maximum of +25d6) where x is the number of extra spell points you spend).

*Casting time*: 1 action; *Range*: Long; *Save*: none; *Spell resistance*: yes;

*[Augment: Extra 1D6 damage per extra PP spent up to a maximum of +8d6 bonus damage at level 25]*

**Improved weave focus (3rd level)**: While dealing spell damage of your currently attuned type, you deal bonus damage equal to half your Chronicler of Aanaatoth level (rounded down, minimum 1).

**Extra spell memorisation (5th level)**: Starting at level 5 you can memorise an extra spell per day, each level after 5th you can memorise an additional spell per day. These spells can be drawn from the Chronicler spell list or the Weave master extended spell list.

**Quicken spell (10th level)**: You may cast a spell as a swift action once per turn by spending powerpoints equal to the spells level plus 2 (so a quickened first level spell will cost 9 spell points). You can not spend more spell points on a single spell higher than the highest spell level you know. You can also quicken your weave blast empowerments, for example if you tried to quicken a 3rd level weave blast (ray) it would cost 11 spell points.

**Enhanced spell points (13th level)**: Your total number of spell points per day increases by 11 every time you gain a new level in Chronicler of Aanaatoth (todo balance the spell point numbers).

**Spell like abilities (13th level)**: Starting at level 13 you can learn 1 spell like ability from the Weave master abilities list, each ability is useable once per day. Each Chronicler of Aanaatoth level after 13 you can pick a new ability or choose the same ability to gain more uses.

**Improved quicken spell (15th level)**: The spell point cost to quicken a spell is reduced to 3 spell levels higher than the spell to cast.

**Heart of the weave (20th level)**: At 20th level you learn secrets of the weave known only to the gods themselves. You can perform a ritual which takes 8 hours to complete and consumes gems worth 5,000 gold pieces. After you complete this ritual your soul merges with the weave protecting you from death, level drain, ability drain, poison, disease and similar effects. If you die while your soul is stored you will be resurrected with a new body within 1d4 days, your new body can appear anywhere within 1 mile of the site at which you enacted the ritual.

 Chill touch
 Summon Monster I
 Enlarge person

 Fly
 Sheet lightning
 Summon Monster III
 Invisibility Sphere
 Animate Dead, Lesser
 Vampiric touch

 Flesh to stone
 Antimagic field

### Weapon master (Major chronicler domain)

Some chroniclers of Aanaatoth master the use of weapons to achieve their goals of securing knowledge and protecting those from people who misuse dangerous knowledge. AS such you have learnt to manipulate weapons by using your mage hand spell. You gain the base attack bonus (BAB) of a paladin and can use this new BAB to quality for feats, extra attacks and similar benefits.

**Expanded proficiencies** (1st level): You gain proficiency in all light and martial weapons along with proficiency in small shields and bucklers. Wielding a light shield or buckler does not impose any arcane spell casting failure.

**Telekinetic weapons (1st level)**: Weapon masters can use mage hand to wield a single melee weapon with a reach of up to 5-ft or to use ranged weapons. While wielding a weapon in this manor you use your intelligence bonus to determine your to hit and damage bonus.

As a swift action you may expend a spell slot of increase your weapons reach by 5-ft for rounds (your reach becomes 10-ft and you are classified as treating squares according to your new reach) equal to 1 + the level of the spell slot sacrificed.

At the start of the day you must meditate for 10 minutes and spend power points equal to the highest spell slot you can cast in order to gain any benefits from the telekinetic weapons feature.

* You can dual wield while using telekinetic weapons.
* Stowing or drawing a weapon using mage hand remains a standard action.
* While wielding a telekinetic weapon you and your eyes glow with a faint blue aura which sheds dim light within a 5ft radius and grants you a -5 penalty to stealth checks until you sheath your weapon(s). You can supress this illumination for 1 minute per caster level by spending 1 spell point.

At 5th level you gain a weapon focus feat after you finish meditating, until your next long rest.

At 7th level you gain the improved critical feat for the weapon(s) appropriate to your weapon focus feat after meditating until your next long rest.

**Extended spell book (1st level)**: You gain the following bonus spells added to your spell book at the appropriate level.

Jolt (cantrip), Shocking touch (1st level), Chill touch (1st level), Elemental touch (2nd level, the element used must match your current weave focus), Vampiric touch (3rd level), Touch of slime (4th level).

**Arcane fortitude (1st level)**: By harnessing energy from the weave you can bolster your physical prowess.

* **Arcane armour (1st level)**: Arcane armour: You can cast mage armour on yourself for 1 spell points, the spells duration changes to until your next long rest and gains a +4 bonus to dispel checks. At 5th level the armour bonus increase to +6.
* **Arcane health (1st level)**: You gain 2 + 1 per caster level (max +10) temporary hit points by spending 1 spell point (you can spend 2 spell points to use this as a reaction. Temporary hit points do not stack).
* **Enhance saves(2nd level)**: You gain a +2 bonus on fortitude or reflex (pick one) saves for 1 minute per caster level, costs 2 power points to cast as a standard action or 4 to cast as a reaction. The bonus increase to +4 at 5th level.
* **Arcane shield (3rd level)**: Gain damage reduction 2/- by spending 1 spell point, this lasts for 2 round per caster level. At level 5 the damage reduction increases to 4, 10th level 6, 15th level 8 and damage reduction10 at level 20. If you spend 5 extra spell points then you can activate this as a swift or reaction.

**Resilient body (2nd level)**: You gain 3 bonus HP's along with 1 extra HP every time you gain another level in Chronicler of Aanaatoth.

**Weave strikes (3rd level):** Once per day plus 1 time per 2 caster levels above 3rd you can channel arcane energy through your melee or ranged weapon attacks. You sacrifice spell points and deal damage equal to 1d6 per 3 caster levels +Xd6 (where x is the spell level you spent) of your currently attuned damage type (see weave focus) (damage is reduced to d4's if you are attuned to force damage).

*Example: Imoen is a 10th level Weapon master, they hit a target using a great sword with an intelligence of 18 and unleash a fire weave strike spending 5 spell points. The total damage would be 2d6 + 4 (great sword + intelligence modifier) + 8d6 (a base of 3 dice (from 1 dice per 3 caster levels, levels 3, 6 and 9) and another +5 dice from spending 5 spell points) fire damage, dealing an average of 39 damage.*

* **Fire attunement** (Weave blast effect): No change.
* **Cold attunmen**t (Weave blast effect): -1 damage per die and targets movement is slowed by 10-ft after being hit by cold weave blast for 1 round per caster level.
* **Lightning attunment** (Weave blast effect): -1 damage per die, but metal weapons have a +2 circumstance bonus to strike the target for 2 rounds after being hot by lightning weave blast.
* **Acid attunement** (Wave blast effect): -1 damage per die and the target suffers 1d4 acid damage for 1 round per 2 spell points used.
* **Force attunement** (Weave blast effect): can hit ghosts and ethereal targets for full weapon damage regardless of enchantments and your weapon ignores half cover.

At 5th level you can also delivery touch spells through a weapon you are wielding via telekinetic weapons as part of a standard action. As part of casting your touch spell you also make a melee/ranged attack, if you hit your touch spell is discharged doing your regular weapon damage along side the touch spell effect. If you miss then the touch spell is held in your weapon for 1 round per 2 caster levels or until you strike a target. *Note: you can not unleash a weave strike at the same time you deliver a touch spell.*

**Bonus feat(s)**: At levels 5, 10, 15 and 20 you may choose a bonus feat from the fighter list.

**Defensive telekinetic weapons (6th level)**: You may set your weapons into a defensive posture during rounds in which you cast a spell, granting you a +2 shield bonus to AC until the start of your next turn (this bonus increases to +4 at level 5, +6 at level 10 and +8 at level 15). This bonus does not stack with any buckler/shield which you are currently wearing.

**Whirlwind (7th level)**: You spin your telekinetic weapon around your body striking all enemies within 5-ft, make a standard melee attack using your highest base attack bonus (BAB) with a +2 circumstance bonus per 4 caster levels above 1st. each target you hit takes your regular weapon damage along with 1d6 psychic damage.

**Agility (10th level)**: You move with the grace and speed of water allowing you to dodge attacks with preternatural speed, gain the evasion class feature (see rogues), if you already have evasion you gain improved evasion **(todo: rename)**.

**Phantasmal weapon (13th level)**: Your skills with weapons, dance and illusions have advanced enough that you can summon an illusionary weapon (which matches a +1 enchanted version of the current weapon you are wielding). Every time you attack you can also direct the illusionary weapon to attack another target within 30-ft of you. This lasts for 4 rounds at level 13 and another 1 round per 3 caster levels above 13th.

**Dagger storm (15th level)**: After making a successful melee attack at your highest base attack bonus (BAB) and spending 9 spell points you unleash a storm of daggers made from pure force which deals your initial weapon damage (0 if you missed with your initial attack) plus 10d6 damage in a line 30-ft long and 10-ft wide. All targets caught in the path must make a reflex save, a successful save reduce the damage in half. You may use this ability once per long rest at level 15, gaining an additional use per day at levels 17 and 19.

**Blade master (20th level)**: TODO

### Shadow master (minor chronicler domain)

* **Disguise self** (3rd level feature): Once per day you may use disguise self as a spell like ability, you gain additional uses of disguise self at every odd level.
* **Trapfinding & making** (3rd level feature): You gain proficiency in disarming, finding and making traps. Disable device becomes a class skill and you gain 1 free rank in disable device at level 3 along with 1 extra skill rank in disable device every 2 levels past 3rd.
* **Master of stealth** (5th level feature): You gain a +4 inherent bonus to stealth checks, this bonus increases to +6 at 10th level, +10 at 15th level and +15 at 20th level.
* **Fade into shadow** (7th level feature): You can attempt to stealth while being observed so long as you are in an area of shadow.
* **Shadow step** (10th level feature): You can teleport between patches of shadow once per day (up to a range of 100-ft), you gain one extra use of this ability at levels 15 and 20.
* **Spell like abilities**: at level 15 you can pick one ability from the minor shadow domain, you gain this ability as a spell like ability useable once per day.

 Shadow Conjuration, Greater
 Phase Door
 Plane shift
 Project Image
 Ethereal Jaunt

### Lore master (minor chronicler domain)

* **Identify** (3rd level feature): You learn the identity spell as spell like ability, which is useable 3 times per day
* **Keeper of knowledge** (3rd level feature): By spending 1 spell point and spending 1 minute in meditation you can re-try a failed knowledge check with a +4 bonus after petitioning the keepers of knowledge for guidance.
* **Master augur** (5th level lore master feature): Three times per day you can cast Augury as a spell like ability
* **Master of knowledge** (5th level lore master feature): Your studies into a myriad of subjects have given you knowledge which surpasses most people, you gain 10 free skill points to spent in your knowledge subjects, you an not spent more than 5 points in any one skill.
* **Master tactician** (7th level lore master feature): Your study of combat allows you to predict an opponents attack, once per day you can force an opponent to re-roll all attacks (made with melee or ranged weapons, not spells) made against yourself in a single round.
* **x** (10th level lore master feature):
* **x** (15th level lore master feature):
* **Ubiquitous vision** (20th level lore master feature): Years of studying divination has allowed you to see through illusions, deception and secrets to reveal the truth of existence. Three times per day you can cast true seeing as a spell like ability this can be invoked as a reaction or swift action with a duration of 1 hour. While this ability is active you also have greater darkvision which is capable of piercing all forms of magical darkness.

### Master of performance (minor chronicler domain)

* **Subtle spells** **(3rd level)**: You have learnt to disguise verbal and somatic spell components into mundane actions/sounds. You make a bluff check opposed by a targets perception or spell craft, any target who fails to beat your bluff check does not notice your casting (targets will notice fireballs and similar effects after they have been cast of course! but spells like charm person or anything out of visual range wont be noticed). If you use 50% more spell points to cast the spell then you gain a +20 bonus to your bluff check.
* **Artistic mystic** **(3rd level)**: Your artistic flourishes while casting make it harder for people to identity spells which you are casting, a such the DC to identity spells you cast increase by 5.
* **Dance master** **(5th level)**: You gain a +4 competence bonus on any feint or steal combat maneuver, rising to +8 at 10th level and +12 at 15th level..
* **Mystic performance** **(5th level)**: You have learnt to entwine energy from the weave into your performances, creating preternatural works of art. By spending 1 spell point you gain a +10 enchantment bonus on a single performance check, anyone using detect magic of similar will notice the arcane nature of your performance.
	+ At level 7 you can spend an extra spell point to hide the arcane aura from your performance, this will fool spells such as detect magic, but wont work against more powerful detection methods.
* **1,000 faces of the knowledge seeker (8th level)**: You can cast disguise self at will, as a spell like ability, you also gain a +5 competence bonus to disguise checks while using disguise self to imitate a specific person.
* **Arcane maneuver** **(10th level)**: By spending 1 spell point you create minor illusions and distortions while making a combat maneuver, these distractions grant you a +4 circumstance bonus (with an extra +2 bonus per 4 caster levels above 10th) on a single combat maneuver (true sight and similar abilities nullify this bonus).
	+ You can also spend 1 spell point as a reaction action to create a minor illusion over yourself which grants you a +4 bonus (with an extra +2 bonus per 4 caster levels above 10th) to your combat maneuver defence against a single maneuver (true sight and similar abilities nullify this bonus).
* **Veil (15th level)**: You may cast the 6th level spell Veil as a spell like ability, after casting veil you must take a long rest before you can use this ability again.

### Weaver tinkerer (minor domain)

**Bonus cantrips (3rd level)**: At 3rd level the following cantrips are automatically added to your spellbook Resistance, Spark, Read magic, Daze, Light, Flare, Dancing lights.

**Expanded spell list (3rd level)**: Weave masters receive an extended list of spells taken from the wizard/sorcerer lists, when selecting new spells at each new Chronicler of Aanaatoth level you may pick spells from either the standard Chronicler spell like or the weave master extended spell list(s).

**Empowered weave blast (5th level)**: At specified levels you can manipulate the weave to alter your weave blast in various ways.

* **Weave blast (ray, 1st level)**: By spending 1 spell points your weave blast becomes a ray attack which deals 1d6 damage per caster level (max 5d6). (This spell is classed as a 1st level spell).
* **Weave blast (ray, 3rd level)**: By spending 3 spell points your weave blast becomes a ray attack which deals 4d6 damage + 4d6 per 4 levels past 3rd. (This spell is treated as a 2nd level spell).

**Empowered weave blast, extended options (10th level)**: You may add shape weave blast to your list of actions available for empowered weave blast.

**Shape weave blast** **(5th level major domain feature, 10th level minor domain feature)**: By spending 5 spell points you alter your weave blast into either a line (100-ft long, 5-ft wide) or ball (20-ft radius) of elemental (must match your current weave focus) which deals 1d6 points of damage per Chronicler of Aanaatoth level, targets caught within the blast get a reflex save for half damage and your weave blast is treated as a 3rd level spell. At 10th level you can spend an extra 1 spell point per target who you wish to protect from your spell.

**Spell like ability (15th level)**: You can pick one ability from the weave master spell like ability list to learn, this ability becomes useable once per long rest (you must meet the level and any other requirements listed for the spell like ability).

### Weapon initiate (minor domain)

**Extended proficiencies (3rd level domain feature)**: You gain proficiency in all simple and martial weapons along with bucklers (wearing a buckler does not cause any spell failure).

**Telekinetic weapons (3rd level domain feature)**: You can wield weapons using a modified version of mage hand, you use your intelligence modifier in place of your strength/dexterity for both to hit bonus and damage bonus.

At the start of the day you must meditate for 10 minutes and spend power points equal to the highest spell slot you can cast in order to gain any benefits from the telekinetic weapons feature.

* You are not able to dual wield when using telekinetic weapons.
* Stowing or drawing a weapon using mage hand remains a standard action.
* While your telekinetic weapons are drawn you and your eyes glow with a faint blue aura which sheds dim light within a 5ft radius and grants you a -5 penalty to stealth checks until you sheath your weapon. You can mute this light for 1 minute per level by spending 1 spell point as a swift action.

At 7th level you gain the ability to deal touch attacks through your telekinetic weapon as part of a standard attack.

At 10th level after meditating you gain the weapon focus feat for one weapon type of your choosing until your next rest.

**Arcane fortitude (5th level)**: You gain the ability to case a few supernatural abilities by spending spell points.

* **Arcane armour (5th level)**: By spending 1 spell point you can cast mage armour on yourself with a duration of 8 hours, at 10th level the armour bonus from mage armour increase to +6.
* **Arcane shield (15th level)**: By spending x spell points gain DR x until the start of your next turn (use as a swift or reaction action).

**Weave strike (10th level)**: Once per day plus 1 time per 2 caster levels above 10th you can channel arcane energy through your melee or ranged weapon attacks. You sacrifice spell points and deal damage equal to 1d6 per 3 caster levels + Xd6 (where x is the spell level you spent) of your currently attuned damage type (see weave focus) (damage is reduced to d4's if you are attuned to force damage).

* **Fire attunement (Weave strike effect):** +1 damage per die/dice
* **Cold attunment (Weave strike effect):** -1 damage per die/dice and targets movement is slowed by 10-ft after being hit by cold weave blast for 1 round per caster level.
* **Lightning attunment (Weave strike effect):** -1 damage per die/dice, but metal weapons have a +2 circumstance bonus to strike the target for 2 rounds after being hot by lightning weave blast.
* **Acid attunement (Weave strike effect):** -1 damage per die/dice and the target suffers 1d4 acid damage for 1 round per spell level used.
* **Force attunement (Weave strike effect):** can hit ghosts and ethereal targets for full weapon damage regardless of enchantments and your weapon ignores half cover.

**x (15th level domain feature)**: TODO

### Devotee of Aanaatoth

**Bonus cantrips (3rdlevel)**: you gain the same bonus cantrips as the Acolyte of Aanaatoth major domain.

**Extended spell list (3rd level)**: When memorising spells you can pick spells from the Acolyte of Aanaatoth extended spell list, up till 4th level spells.

X (5th level domain feature)

x (10th level domain feature)

x (15th level domain feature)

## Chroniclers of Aanaatoth spell list

### 1st Level

* Alarm
* Endure elements
* Sleep
* Mage armour
* Shield
* Protection from evil/chaos/law/good
* Mount
* Obsuring Mist
* Snowball
* Unseen servant
* Comprehend languages
* Detect secret doors
* Mindlink
* See alignment
* Charm person
* Hypnotism
* Sleep
* Floating disk
* Color spray
* Dazzling blade
* Disguise self
* Magic aura
* Silent image
* Vanish
* Animate rope
* Enlarge/reduce person
* Erase
* Expeditious retreat
* Feather fall
* Jump
* Command

### 2nd Level

* Arcane lock
* Book ward
* Endure elements, communal
* Obscure object
* Protection from arrows
* Protection from chaos, law, good, evil (communal)
* Resist energy
* Glitterdust
* Mount, communal
* Detect magic, Greater
* Locate object
* Share memory
* See invisibility
* Daze monster
* Continual flame
* Darkness
* Flaming sphere
* Gust of wind
* Invisibility
* Minor image
* Mirror image
* Misdirection
* Blindness/deafness
* Air step,
* Alter self
* Darkvision
* Knock
* Levitate
* Spider climb
* Ancestral communion (cleric)
* Grace (cleric)
* Make while (cleric)
* Restoration, lesser (cleric)
* Spiritual weapon (cleric)
* Zone of truth (cleric)

### 3rd Level

* Dispel magic
* Explosive runes
* Magic circle against law/chaos/evil/good
* Nondetection
* Protection from arrows, communal
* Protection from energy