Class - Weave Crafter
Weave Crafters are masters of applied arcane magic. While Wizard’s seek to learn all they can about the hidden workings of the Weave and it’s bindings to the multiverse, Weave Crafters mostly focus their efforts on making magic “work”, reliably, in everyday life. They don’t seek out great secrets as much as they focus on building devices which allow themselves and others to use magic every day.
Originally Weave Crafters were simply Wizards. However, as the practices of the early Weave Crafters crossed the traditional definitions of Schools, they became a distinct form of spellcaster. They are not often adventurers, as most Weave Crafters make quite a living off of their craft . Those who do lead an adventurers life are known for using their devices to multiply their magical firepower.
- Hit Points – Hit Dice: 1d6 per Weave Crafter level
- Hit Points at 1st Level: 6 + your Constitution modifier
- Hit Points at Higher Levels: 1d6 (or 4) + your
- Constitution modifier per Weave Crafter level after 1st
Weapons: Light Weapons, darts, slings, quarterstaffs, Rapiers, light crossbows
Tools: Tinker Tools,
Saving Throws: Intelligence, Wisdom
Skills: Choose two from Arcana, History, Insight, Investigation, Medicine, and Religion
You start with the following equipment, in addition to
the equipment granted by your background:
a +1 Magic quarterstaff or (b) a +1 Magic Light Crossbow
a component pouch
a scholar’s pack or (b) Tinker’s Tools
an arcane focus
As a student of arcane magic, you share the Wizard spell list, however you know less spells than Wizards.
Weave Crafters use the same spell-slot table as Wizard’s use and have the same proficiency progression. Weave Crafters use the same Spell-casting saving throw and to-hit formula as Wizards:
Spell save DC = 8 + your proficiency bonus + your Intelligence modifier
Spell attack modifier = your proficiency bonus + your intelligence modifier
You have a spellbook, just like wizards do, only you call your spellbook a “notebook.” You can copy spells from another Weave Crafter’s notebook into your own. You may also copy all Wizard spells except Enchantment, Illusion, and Divination spells. At Level 1, you know 5 spells and 3 cantrips. You can gain two new spells per level, but may not learn Illusion, Divination, and Enchantment spells in this way.
Weave Crafters gain the following abilities:
At level 1, the Weave Crafter learns the Cantrip “Imbue”. Imbue is used to charge magical energy into a device, such as a magic wand. At level 1, the Weave Crafter can use this ability to put charges into a magic device. Unless the DM decides otherwise, the number of charges an Weave Crafter can Imbue is equal to the Weave Crafter character level divided by the level of the spell in the magic item, rounded down. Weave Crafter can also re-charge cantrip-like effects on magic items, with the ability to recharge 3 charges for every 2 levels of the Weave Crafter.
Imbue can be used to make a weapon magical for a 10 minute duration. The character cannot use this ability again until he/she has taken a short rest. However, if the caster spends 2 days in a ritual cast of imbue, the weapon can be made permanently magical.
Imbue can be used only once until the Weave Caster takes a long rest.
Minor Magic Items
At Level 2 the Weave Crafter can create magic items, including magical trinkets, wands, light weapons, and ammunition.
The Crafter can make magic wands which duplicate the effects of a Cantrip spells. This items have as much power as if the spell was cast by a level 1 Wizard and has as many charges as the character’s Imbue ability grants.
The Weave Crafter may create magical +1 light weapons and bow / crossbow ammunition. Doing so requires 10 days and costs 10X the base weapon cost (minimum 100GP per weapon or quiver of bolts / arrows)
Magical Trinkets can fetch a high price, but do not have noticeable in-combat effects.
At level 3, the Weave Crafter has a choice of specialization into either Arcane Tinkerer, or an Artificer.
When you reach 4th level, and again at 8th, 12th, 16th, and 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.
*Create Magic Items
At level 6, Weave Crafters have the ability to make the following items.
• Amulet / Ring of +1 Protection
• +1 armor
• +1 Weapons
• +2 Ammo
• Belt of Mage Armor (always on Mage Armor spell)
• Wand of Magic Missiles
• If the Weave Crafter has the Find Famiar skill, he/she may make a magi-mechanical familiar. Such a familiar would have the same stat block as any other familiar, but would not be affected by gaseous or poison attacks.
Specialization – Artificer
Some Weave Crafters focus most on the the art of imbuing magic into material objects more than others. These are called “Artificers”. Artificers are almost always wealthy, as they craft items of great power, prized by many.
Artificers are able to instantly identify most magic items without needing a roll, except for Legendary or highly unusual items.
Create Meta-Magic Weapons
At level 3, Artificiers can create “Meta-Magic weapons”. These are devices which manipulate raw magic to create an effect. There are two general types of meta-magic weapons – Magic Bombs and Magic Drains.
A Magic bomb releases a stream of un-controlled magic in a 10 ft. radius, causing all in the area affect to receive 5D6 magic damage or half if they make a savings through. The bomb can be triggered with a code-word which anyone can use. Each bomb costs 50gp in component costs. An Artificier can create 2 of these before a long rest.
A Magic Drain device will do 8D6 damage to Construct creatures. It will also dispel any enchantment or spell in the area that had a duration of less than 1 minute. The bomb can be triggered with a code-word which anyone can use. Each bomb costs 50gp in component costs. An Artificier can create 4 of these before a long rest.
Improved Magic Items
By Level 6, Artificers are able to make many more types of Magic Items, up to the DM’s discretion.
• Anything that has charges will have as many charges as the Artificer’s spell slots of the spells base level. Effect of the item will always be at the base-level of the underlying spell.
• Some effects can be permanently imbued into an item (such as the +1 Armor). This includes effects which grant +1 to physical attribute (ie. Strength), effects which grand Darkvision or perception enhancing abilities, effects which increase a physical skill proficiency, and warding effects.
• Only effects from spells the Artificer knows may be used to make a magic item.
• The DM is encouraged to create role-play and adventure requirements to find rare components used to make the magic items.
• All magic items cost 100X the base cost of the non-magic item, or at least 10,000 gp, which ever is higher.
At level 13, the Weave Crafter can learn Illusion and Enchantment spells.
Create Major Magic Items
At level 14, the Artificer is able to create better magic items, including:
• +2 armor and shields,
• +3 ammo
• +2 Ring of Protection
At level 20, the Artificer can create Wondrous Magic Items, such as stable teleportation gates, flying ships, Resurrection Chambers, and many other items. These should be integrated into the story; work with the DM to describe these items and their effects on the game world.
Specialization – Arcane Tinkerer
Arcane Tinkerers are a subset of Weave Casters who specialize in magic-mechanical device creations.
At 3rd level, Arcane Tinkers can build a Guard-Golem that accompanies you on your adventures and is trained to fight alongside you. This creature can have a varied appearance; the player can describe it. The Construct Minion has the exact same stats as a Skeleton. Add your proficiency bonus to the it’s AC, attack rolls, and damage rolls, as well as to any saving throws and skills it is proficient in. Its hit point maximum equals its normal maximum or four times your ranger level, whichever is higher. The construct obeys your commands as best as it can. It is programmable (see Trainable Companions, below) It takes its turn on your initiative, though it doesn’t take an action unless you command it to. On your turn, you can verbally command the beast where to move (no action required by you). You can use your action to verbally command it to take the Attack, Dash, Disengage, Dodge, or Help action. If the Construct Companion dies, you can obtain another one by spending 48 hours and 200 gp to build a new construct .
At 5th level and at 11th level, the Arcane Tinkerer may build one Guard Golem.
At level 9, the Tinkerer can create Animated Armor, which is under the control of the Tinkerer.
At level 17, the Tinkerer can create a Shield Guardian
New Proficiency – Medium Armor
At level 8, the Tinkerer gains proficiency in Medium Armor.
Special Rules on Trainable Companion Actions
Trainable Companion Actions refers to a set of circumstances for which a companion can take an action (for attacking and anything else) independent of the player’s actions. As a matter of language, Animal Companions are said to be trainable, whereas constructs and undead are said to be “programmable”.
Normally, with animal companions, familiars, and construct minions, they can only attack if the player who controls the companion uses his/her action to order the companion. Players may train the companion to take certain actions independently.
All companions can generally be commanded to go to a place that they should know about (like running back to town). Companions which are temperamentally capable of guarding (ie. Dogs, constructs, etc) can be ordered to guard and even patrol in a set pattern without a payer’s intervention. More advanced behaviors need to be trained.
All companions can be trained a number or “rules” equal to their Intelligence score. Once trained in a rule, the companions will independently take actions to follow those rules. These rules must be very specific, detailing the action and the target of the action. Once trained in a rule, it cannot be undone. A companion can be instructed to kill goblins whenever the companion sees a goblin for example. It cannot be instructed to just kill player’s enemies.
These rules include:
- Patrolling a set route.
- Attacking a specific type of creature within a specific area.
- Staying guard on a specific areaIf the DM feels that a rule is too vague, the DM may make an Intelligence ( insight) test to determine if the companion understood it’s training.
It costs time and money to train a companion. Moreover, it will often require the player acquire “training materials” for the training to be successful. Players should work with the DM to determine what that material should be. Any rule which requires a construct or animal to kill a particular creature needs to be paired with a training episode in which the companion previously killed a captive member of that creature. [meta discussion]
Generally speaking, a minion “companions” – which means creature companions such as animal , constructs, and familiars – cannot attack unless the players spends his/her own action to have the minion attack. The exception to this are animated undead. Animated Undead, however, must be “re-animated” every 24 hours or the animator loses control over this minion. Hence, Animate Undead requires and uses a spell-slot, where as familiars and animal companions do not . And here we also see a “cost” array, as follows:
- Familiars – players attack through familiar takes player’s action; familiar has a bonus action to Help players. CR0
- Skeletons – Takes own action, but player must use a (more or less) daily spell slot – CR ¼
- Animal Companion – Takes player’s action. Does not require spell slot. CR ¼ .
The homebrew rules here on “programmable” actions is meant to increase the power of creature companions while at the same time preserving balance and increasing the utility of the companion. This is done by specifying circumstances where in a companion acts on it’s own action, as well as specifying a cost for this ability.