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The Weaver: A Class That Creates its Own Spells! [Over 300 Possible Spells!]  (Version 1.3)Click to magnify
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The Weaver: A Class That Creates its Own Spells! [Over 300 Possible Spells!] (Version 1.3)

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The Weaver (Version 1.3)

The Weaver is a Wisdom based spellcaster that creates its own spells using its unique "weave" system! This system allows the Weaver to select a "Base" to determine how the spell works, and a "Permutation" which determines the spell's effects! With 15 different bases and 22 different permutations, you have 308 possible spells you can create! 

Currently, there are 6 subclasses, the Abjurer, the Conjurer, the Evoker, Transmuter, Illusionist, and Necroweaver! More subclasses, bases, and permutations will be added in future updates! All artwork in this book is original and created by me! I hope you guys enjoy!

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Discussions (18)
Customer avatar
andrea P September 01, 2022 1:23 am UTC
PURCHASER
I don't understand the summon base and how permutations work with it
Customer avatar
Gage R January 15, 2020 5:22 am UTC
PURCHASER
I noticed your class has two strong save proficiencies (Constitution and Wisdom). No official class has that. General class rules is that each class has one strong save and one weak one.
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Customer avatar
Jordan A January 15, 2020 5:42 am UTC
CREATOR
Yeah, this class is horribly out of date, not necissarily horribly out of balance but I'm currently planning an entire rework of this class that's not as confusing but it's still long due to the nature of the rework (which is why it's taking me forever) and still decently balanced. I'd recommend just ignoring this class and checking out my Toon class which is something I put a lot more effort into.
Customer avatar
Philip W October 11, 2019 10:46 am UTC
PURCHASER
During playtesting, a question came up regarding the Logic permutation: What happens if the target's ability score is reduced to 0?

There are two effects that can reduce a creatures ability score to 0 in the base game: Strength Drain, which says that the target dies when its Strength is reduced to 0, and Devour Intellect, which says the target is stunned while its Intelligence is at 0.

Going from this, I feel like there are three options:
1. Death (or something less OP, such as max hit point reduction) when physical ability scores are reduced to 0, stunned when mental ability scores are reduced to 0
2. Different effects for each ability score
3. The one I feel works best, not allowing Logic to reduce ability scores below 1
You could also say option 3 for a low-level weave (lvl 1 to 5) and option 1 for a high-level one (lvl 6 to 9).

What do you think?
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Customer avatar
Jordan A October 11, 2019 7:44 pm UTC
CREATOR
I would personally rule that no matter what, the Logic permutation can not reduce a creature's ability score below 1.
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Philip W October 13, 2019 6:55 pm UTC
PURCHASER
Fair
Customer avatar
Philip W October 01, 2019 8:04 am UTC
PURCHASER
Base Suggestion:

Rebuke
1st-level evocation
Casting Time: 1 reaction, which you take in response to being damaged by something within 60 feet of you that you can see
Range: 60 feet
Components: V, S
Duration: Instantaneous
If you were damaged by a creatureh, it must make a Dexterity saving throw. It takes 2d8 force damage on a failed save, or half as much damage on a successful one. In either case, it is affected by the permutation this weave was cast with.
If you were damaged by an object, such as the ground or falling rocks, the permutation is instead applied to you.
At Higher Levels:
When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st.
Customer avatar
Jonathon B September 18, 2019 11:28 pm UTC
PURCHASER
Okay. I love the look of this class. It's modular, and very well put together.
However.
I have a few questions on how certain aspects of it work.

1.) Do permutations always replace the damage of their base? How does this work when there are two on one base (via a Conjurer's Empowered Weapon for example).

2.) There's a few bases where I'm not entirely certain what exactly is targeted when permutations are triggered.
- Armor: Is it the attacking creature, or the enchanted creature that is affected? Both? Is it meant to be the caster's choice?
- Permute Self: If I apply a damaging permutation, such as Cold, do I take the damage from the permutation? What happens if I weave Permute Self with Port?
- Skin: When I use the reaction to trigger the permutations. Who gets affected? The creature that hit? Or the creature wearing the skin?

Other than those, this looks to be a very well built class from what I've seen. I'm looking forward to playing with...See more
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Customer avatar
Jordan A September 19, 2019 12:03 am UTC
CREATOR
1. Permutations always change the base's damage as stated, if there are two on a base such as the case for the Empowered Weapon, both damage changes apply except for the changes that increase the weapon's damage or increase it's damage dice. The purpose of this essentially is to make it so you can't just have a weapon that deals an absurd amount of damage, but you can still use the permutation's effects.

2. In the case with Armor or Skin, the creature that attacked is the creature affected. As for Permute Self, applying a damaging permutation to yourself does damage you as per the rules listed. As for Port, Port teleports you to the center of the base, which in this case would be you, so, rules as written, you would simply teleport in place.
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Customer avatar
Jonathon B September 19, 2019 3:57 am UTC
PURCHASER
Thank you for the clarifications! I'll be sure to mark these down in my notes.

Slightly off-topic: There's a character in a game series I like that flies by constantly teleporting in place, though this is more due to a natural ability that she isn't fully aware of.
Customer avatar
Philip W September 15, 2019 11:26 am UTC
PURCHASER
When multiclassing the weaver with another spellcasting class, are spell slots and weave slots used interchangeably, or kept seperately? That is, could you use a spell slot to cast a weave and vice versa?

More specifically, how do weaves interact with the sorcerer's Font of Magic and Metamagic abilities?
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Customer avatar
Jordan A September 15, 2019 1:36 pm UTC
CREATOR
When multiclassing with another spellcasting class, I would rule that it works pretty much the same way as multiclassing another spellcasting class with Warlock in that you can use Weave Slots to cast spells but can't add permutations to regular spells because permutations can only apply to Bases.

As for Font of Magic and Metamagic, both can be used to restore Weave Slots or alter Weaves since they functionally work the same when interacting with anything that dictates a spell.
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Customer avatar
Philip W September 16, 2019 5:47 pm UTC
PURCHASER
That makes sense, thank you.
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Customer avatar
Jordan A September 16, 2019 7:29 pm UTC
CREATOR
No problem
Customer avatar
Philip W September 04, 2019 1:05 pm UTC
PURCHASER
I've got a suggestion for a new Enclave, if you take those:

Fractalist Enclave
Instead of focusing on the threads associated with a specific school of magic, as the other enclaves do, the Fractalists study the parts of the weave that have become so tangled and warped that using them yields unpredictable results, the phenomenon known as Wild Magic.
The members of this enclave are generally seen as lovers of risk and chance, storm chasers who gather anywhere magic runs wild.

Magic Manipulation
Starting at 2nd level, you gain the following unique permutation:

Wild
Damage Type: Roll from the table used in the Chaos Bolt spell when the permutation is triggered.
Saving Throw: Roll a d6 when the permutation is triggered (1: Strength, 2: Dexterity, 3: Constitution, 4: Intelligence, 5: Wisdom, 6: Charisma)
When you apply this permutation to a weave, you must roll a d20 when you cast it. On a 1, you must roll on the Wild Magic Surge table for sorcerers...See more
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Customer avatar
Jordan A September 04, 2019 2:21 pm UTC
CREATOR
Neat suggestion!
Customer avatar
Philip W September 04, 2019 11:38 am UTC
PURCHASER
So, I'm currently playing a Weaver (Transmuter Enclave), and both me and my GM found the Transmuter 10th level feature way to strong, so we settled on the following as a less OP alternative:
"Hyper Focus: Starting at 10th level, you get a number of Focus Dice equal to a third of your level, rounded down. When you have to make a concentration check on a Weave you are concentrating on, you can use your reaction to add a number of your focus dice to the check. The Focus Dice are 1d4 and spent Focus Dice regenerate when you finish a long rest."
Bit more complicated, but by just reducing the risk of losing concentration, it increases the tension of a fight instead of decreasing it, as just removing that risk althogether does.

Likewise, the Illusionist 10th level feature would be frustrating for any GM planning to use Illusions in their campaign, so we decided to change it to this:
"Eyes of Reality. Starting at 10th level, you can feel the threads of illusion in the air,...See more
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Customer avatar
Jordan A September 04, 2019 2:21 pm UTC
CREATOR
Thanks for the suggestions! I'm currently not planning an update for the class cause I kinda bounce from what I like to work on but I'll take these into account.
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Customer avatar
Philip W September 13, 2019 12:43 pm UTC
PURCHASER
That's fine, good luck with your other projects! Should I keep posting the experiences I have with my own weaver and any suggestions I think of anyway, in case you decide to do an update two years from now or so?

One thing I noticed as I was looking at the transmuter is that the alter weight ability appears to say that you can only change the weight of objects by a fixed amount, which increases by level (so when you're level 4, you can only make the object 20lbs heavier or lighter, but not, say, 10lbs). Is it meant to be like that, or should I take it as the maximum amount of weight you can add/remove?

Edit: One more thing. How does the Port permutation interact with the Blast base? Where is the center of a cone? The middle of the far rim, maybe?
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Customer avatar
Jordan A September 13, 2019 1:37 pm UTC
CREATOR
Sure, go ahead and ask me any questions, tell me any of the experiences you have, and give me any suggesions. I read all comments on all my homebrew, artwork, and animations, and I take everything into account and try my best to respond to it all.

Thanks for bringing up the Alter Weight thing, it's actually a typo that I have not gotten around to fixing because I like to have each update to my classes be substantial such as balance changes all around the board or new subclasses. You're meant to be able to choose UP to the amount listed, so you're not just fixed to the maximum of the formula.

As for the Port/Blast interaction, the source is technically the Weaver itself, so rules as written, the Weaver would just teleport in place unfortunately.
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Customer avatar
Philip W September 13, 2019 3:13 pm UTC
PURCHASER
Thanks! But Port can't teleport you into a space that's already occupied, right? So maybe when the Weaver ports to the space they're already in, they would overlap with themselves for a moment, shunting themselves to a space adjacent to their original position?
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Customer avatar
Philip W September 13, 2019 4:36 pm UTC
PURCHASER
Base suggestion:

Burst
School: Conjuration
Casting Time: 1 action
Range: 5 feet
Components: V
Duration: Instantaneous

The air around you crackles as you shake the weave. Each creature within range, other than you, must succeed on a Dexterity saving throw or take 1d6 force damage, triggering any permutation affecting this base.
At Higher Levels: When you cast this weave using a weave slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st.


Permutation suggestion:

Sensor
Damage Type: Psychic
Saving Throw: Charisma
While this permutation affects a creature, you can use that creature's senses, using the rules of the Beast Sense spell. If multiple creatures are affected, you can use a bonus action to switch between them.
When this permutation is used on a hostile creature, it can make a saving throw (either the one from the base or the permutation) to end this...See more
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Customer avatar
Philip W September 13, 2019 5:54 pm UTC
PURCHASER
Another Permutation suggestion:

Bolster
Damage Type: Radiant
Saving Throw: Constitution
When this permutation is triggered, any bases affected by it roll a lower damage diie if the base does damage. For example, if a base deals 1d10 damage, you instead roll 1d8.
Affected allied creatures gain temporary hit points equal to 1d4 + your constitution modifier + the weave slot's level. Hostile creatures lose that amount of temporary hit points, if they have any.
This lasts for the duration of the weaves, or, if it is instantanous, until the end of your next turn.
Customer avatar
JONATHON B June 18, 2019 3:27 am UTC
PURCHASER
I have a quick question about the "Weapon" base, the base says that "A summoned
weapon's damage die cannot be increased from permutations
and it cannot gain additional damage die." does this mean that there is no way to increase a weapon weave's damage at all? in that case, what is the point of it,or more importantly, the point of the conjurer feature "Empowered Weapon"
I would like to know about the interaction between the weapon base and permutations, as the RAW does not seem to be matching up with the RAI
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Customer avatar
Jordan A June 18, 2019 3:39 am UTC
CREATOR
The intended meaning of this is that permutations that you cannot increase its damage die (for example, a club is 1d4, a permutation cannot change a summoned club to 1d6) and a permutation cannot make a weapon gain additional damage die (for example, a club is 1d4, a permutation cannot change a summoned club to 2d4)

The purpose of the weapon is simply to create a weapon option that allows you to pass on Permutations. You can still use permutations that apply additional damage without affecting the dice of the weapon, for example, if you used a summoned weapon in conjunction with the Acid permutation, the Acid permutation's ability to deal damage to a creature at the end of their turn would still be in affect.

A permutation does not directly increase the damage dice or the amount of damage dice you are rolling with the summoned weapon, but permutations that apply damaging effects without affecting the dice of the weapon such as the Acid permutation still trigger, just without the ability...See more
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Customer avatar
JONATHON B June 18, 2019 9:01 am UTC
PURCHASER
So to be clear does that mean that the
"If the base does not deal damage, the damage of the weave
is 1d12." thus increasing the damage of the weapon? or do only the peripheral effects, (including the ones that do damage) apply?
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Customer avatar
Jordan A June 18, 2019 3:07 pm UTC
CREATOR
Only the peripheral effect (including ones that deal damage) apply, any effects that directly affect the damage dice of the weapon do not.
Customer avatar
Jake K June 13, 2019 3:51 am UTC
PURCHASER
The new update looks cool. The Illusionist looks like it will be fun. The only possible issue is with its level 14 ability. So in using this ability the player could summon a CR 7 creature that is medium or smaller. While this doesn't seem like much when you take into account that in order to summon the same CR creature using the Summon base you need to use a 9th level weave which you can't get until level 17. So if players use this subclass they could summon some really strong creatures. While it does take their action to command the creature some get multiattack or can use multiple actions. This is one of those abilities that is right on the verge of being broken. Depending on the creature the player decides to create they could have something that let's them use high gold cost spells for nothing at all (Using the Deva and its once a day Raise Dead). I'm not entirely sure how this one could be balanced cause like I said it's on the edge of being broken.

On a different note looking at the Conjurer...See more
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Customer avatar
Jordan A June 13, 2019 1:47 pm UTC
CREATOR
Thanks for your long post and all your critique!

You're totally right, after considering it, I should have made the Illusionist's level 14 ability weaker as to not cause illusions to become broken. I'll be sure to fix that for the next update. Although, the next update won't come out until I finish another subclass for The Weaver such as the Diviner, which is the one I'm currently working on.

Currently however, my focus is not on the Conjurer, its abilities, or other bases, and after play testing it, I'm decently happy with how the Conjurer turned out, (my Conjurer just turned 15th level and we're having a lot of fun with her! :D) I do appreciate the feedback and the base idea though! Perhaps I'll use it in another update, if I do, you'll get credit for the idea of course.

A future update for this class might take a little while though because I'm currently focusing on three other projects right now, a new class, a paired together race and subclass book similar to my Book...See more
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Customer avatar
Jake K June 14, 2019 7:02 pm UTC
PURCHASER
Okay. I'm totally fine with you taking your time between updates. Also looking forward to the subclass book the archetypes for weirdos book had a lot of cool subclasses in there so I'm excited to see what the new book will have.
Customer avatar
Jake K May 22, 2019 8:52 pm UTC
PURCHASER
Separate from my previous post seeing as how the class is leaning more towards a damage/utility aspect a possible idea for a base or permutation to give the player some healing aspect could maybe be something along the lines of a necrotic ability that drains health. Like maybe as a base the damage is 2d6, it's a touch spell, and the player gains hp or temp hp equal to half the damage they deal. For a permutation it could be a necrotic permutation with a Con saving throw and maybe add 1 extra damage die. I would say only give them temp hp if it was a permutation mostly cause if they put it on an aoe base they could recover hp really quickly. You could even add in a cap for how much temp hp they can recover with the spell. That is just my two cents on a possible thing for the class if you want to give it a read.
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Customer avatar
Jordan A May 22, 2019 8:58 pm UTC
CREATOR
Cool idea, I actually had a healing permutation in the first version of the class called the Mend permutation, but it was removed due to the overpowered possibility of using bases such as the Square base to constantly heal in an area of effect. I found that people looking to minmax or break the game would take this at level 1 and just use it as an alternative to short resting.

However, a drain base or permutation would possibly work out well with some tweaking, especially with the inclusion of the new necroweaver subclass. If I end up using this idea, I will of course credit you in the new update.
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Customer avatar
Jake K May 22, 2019 9:11 pm UTC
PURCHASER
Speaking of the Necroweaver subclass the level 14 Miasma of Souls seems a little under powered when compared to the other level 14 features. Mostly cause the feature only focuses on the explosion attack of the Volatile Soul which is fairly weak even with a character with a 20 in Wisdom. That comes out to a possible max of 13 damage which by that level is not very good. Of course I'm viewing the feature just as it stands with the subclass and not if they use the Raise base with an added permutation. Now if the subclass could increase the damage further or summon multiple Volatile Souls within the Miasma I feel it could be a bit better. Like maybe they can summon a Volatile Soul in the Miasma as a bonus action but they can't go over a certain amount. And the Souls have to stay in the Miasma otherwise they go away. Also there doesn't seem to be a time limit for the feature.
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Customer avatar
Jordan A May 22, 2019 9:29 pm UTC
CREATOR
Not that bad of an idea actually. I was trying to think in terms of how it would affect the fight in the longer term considering that you're likely to have 4 or so undead in addition to the souls you create during the fight using the Soul Craft feature, but in hindsight, creatures that you would fight be the 14th level range would be pretty strong, so having the ability to summon souls as a bonus action would not be too far out of balance plausibility considering how weak they are.
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Customer avatar
Jake K May 22, 2019 9:43 pm UTC
PURCHASER
Yeah plus when you look at the Soul Craft feature the creature has to be within 10ft of you or an undead you control. If the player doesn't take the Raise base or if they decide to stick to ranged combat then they would never actually get any Volatile Souls at all. Since most spellcasters tend to stay away from the actual combat in order to better cast spells. And unlike the Conjurer subclass the Necroweaver isn't set up to better help with up close fighting so chances are the player would keep to a ranged build that stays away from combat. If that becomes the case then pretty much the entire subclass becomes useless to the player. That means then that they get railroaded into getting the Raise base in order to properly use the subclass. A possible fix to this is copy the Conjurer subclass and give the player the Raise base right off the bat. I would say get rid of Weave to Evil cause the only benefit you get from that is just changing the damage type. It does allow the player to change up how some Weaves work...See more
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Customer avatar
Jordan A May 22, 2019 10:34 pm UTC
CREATOR
This is all really great feedback! Thanks for all the help! I'll be sure to keep it all in mind!
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Jake K May 23, 2019 2:38 am UTC
PURCHASER
You're welcome. If you need anyone to help with design stuff or balancing let me know. I'm technically a Game Designer. I say technically cause I have the degree but no job yet.
Customer avatar
Jake K May 22, 2019 8:36 pm UTC
PURCHASER
For the Bomb base you made it 1d18 instead of 1d8 for the higher level casting. Figured I'd bring this to your attention.
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Jordan A May 22, 2019 8:54 pm UTC
CREATOR
Welp...that's embarrassing, I even set out to fix it in this update and somehow made it worse xD. Luckily, I'm working on a new update now and I'll make sure to SPECIFICALLY fix it this time.
Customer avatar
Jordan A May 18, 2019 7:36 pm UTC
CREATOR
Hi, this is the creator of the class here. The next update might take a little bit cause I'm currently working on something to help make the class easier to play when playing in person. I'm creating printer friendly cards for the bases and permutations that you at home can print yourself. I want to get the design and imposition of the cards perfect so you at home can better and more easily enjoy this class!
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Customer avatar
Philip W September 04, 2019 11:29 am UTC
PURCHASER
Sounds amazing! Looking forward to it.
Customer avatar
Rowan A May 16, 2019 9:42 pm UTC
PURCHASER
I am quite confused as to how the 20th level ability "Catalyst" is supposed to work.

Firstly, if you spend your reaction to do this, do you have to make a saving throw at all, or do you automatically succeed your save?

Secondly, assuming that it is meant to let you automatically succeed your save, are you meant to take NO damage from the spell, or still only HALF damage?

Thirdly, in regards to the line, "and are immune to the spell entirely." is this immunity permanent, or does it end after your next long rest?

Finally, is this "immunity" truly meant to make it such that if someone tries to cast whichever spell triggered this effect on you again, this ability basically works again (except that you don't get another spell slot)?

Let it be known that I do not mean any offense against you as a creator if I come across as doing so, I only wish to give constructive criticism to an otherwise great piece of work.
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Customer avatar
Jordan A May 16, 2019 10:26 pm UTC
CREATOR
Thanks for your questions, let me go ahead and answer them for you! (Also, don't worry about offending me, I have thick skin and I love to hear feedback and questions so I can make my stuff the best it can be.

The intention of the spell is to make you immune to that ONE instance of the spell, meaning no saving throws are required and you take no damage or any effects of the spell at all. If the effect of the spell you absorbed is triggered on you again, the feature does not work anymore. The feature also only works in the instance that the spell was cast on you and not on any future turns that you are affected by it, but you are also still affected by any ill effects the spell leaves behind such as the Entangle spell's difficult terrain.

For example, if a monster casts Confusion on you and you are in it's radius, you can use the feature to just ignore the spell entirely, but if you are already affected by the spell and make a saving throw against it, Catalyst can not be used.
...See more
Customer avatar
Rowan A May 16, 2019 9:19 pm UTC
PURCHASER
I notice that when you added the Transmuter as a subclass option, you did not include it in the list described in the Arcane Edict section.
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Jordan A May 16, 2019 10:26 pm UTC
CREATOR
Thanks for bringing this up, I'll be sure to fix this in the next update!
Customer avatar
Jake K May 15, 2019 3:30 am UTC
PURCHASER
For the Bomb base it says that the starting damage is 1d8 but if casted at a higher level the damage increases by 1d10 for each level higher than 1. Is this intended or a misprint?
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Customer avatar
Jordan A May 15, 2019 4:08 am UTC
CREATOR
This is a misprint. It's meant to be 1d8, thanks for catching this mistake, it will be fixed next update.
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This title was added to our catalog on May 04, 2019.