September 19, 2016

The Spellweaver

Otherworldly Patron
Comments from the Finger: This warlock makes use of one of the best forgotten monsters from D&D past. Special thanks to Jaridase Zasmyocl for making this one happen!

The Spellweaver

Your patron is a spellweaver, one of a race of powerful creatures from an alternate Material Plane. Only vaguely humanoid in appearance, spellweavers have a combination of mammalian, reptilian, and insectoid features, and three pairs of arms. As strange as your patron's appearance is, his motivations are twice as mysterious. Spellweavers only reveal themselves in area of great magical activity, but can weave powerful, exotic spells using their six arms. If your patron offers you directive, it is a subtle voice in your mind, and it often commands you to acquire powerful magic items and long lost spells.

Spellweaver Expanded Spells
Level Spells
1stdetect magic, magic missile
2ndalter self, locate object
3rdglyph of warding, lightning bolt
4tharcane eye, ice storm
5thcreation, telekinesis

Weaver's Knots
At 1st level, your patron shows you the knots in the Weave of magic. You have a number of knots equal to your Charisma modifier, which you can expend to gain a variety of benefits. You regain 1 Weaver's Knot when you expend a spell slot of level 1 or higher, and you recover all of your knots when you complete a short or long rest.
     You can expend 1 knot to use one of the following abilities:
  • As a reaction, you gain advantage on a single Constitution check.
  • As a bonus action, you recover expended hit points equal to you Charisma modifier.
  • When you cast a cantrip, you can increase the damage against 1 target by your Charisma modifier.

Warp Arcana
Starting at 6th level, you can use your action to reverse the polarity of magic around you. Until the end of your next turn, you take no damage from spells. Rather, you regain expended hit points equal to half the damage you would have taken, to a maximum of your warlock level. After using this ability, you must finish a short or long rest before you can do so again.

Arcane Backstitching
At 10th level, when you take damage from an attack or spell, you can use your reaction and expend 1 weaver's knot to halve the damage you take.

Arcane Appendages
At 14th level, your patron grants you the form of a spellweaver. As an action, you can transform yourself, sprouting a pair of arms and draining your skin of color. For the next minute, your warlock spell slots are of 2nd level and you can only cast spells of 2nd level or lower. However, you can use your action to cast two warlock spells that have a casting time of 1 action, or to take the Attack action and cast a warlock spell. You also have advantage on Athletics, Acrobatics, or Sleight of Hand checks.
     After using this ability, you cannot use it again until you finish a long rest.

Eldritch Invocations

Chromatic Disk
Prerequisite: Pact of the Tome feature
Your Book of Shadows transforms into a chromatic disk, a small, flat, circular rock that refracts different colors depending on the light. The chromatic disk is indestructible, and cannot be read by anyone except for you. When you deal damage with a warlock cantrip while holding your chromatic disk, you can add 1d4 damage to one of the cantrip's targets. Its type is your choice of acid, cold, fire, lightning, poison, or thunder damage.

Changelog: 9/19/16: Weaver's Knot: You regain knots when you expend a spell slot of 1st level or higher, not when you just cast a spell
Warp Arcana: Should read, when you take damage from spells, not magic
Arcane Backstitching: Rather than being able to get advantage on a saving throw using this feature, you can now use it to halve damage against attacks.
Chromatic Disk: Bonus damage only against one target


  1. Does the added damage from the weaver's knots and disc add to each damage done like in the case of erditch blast or scorching ray?

    1. I am probably wrong, but I assume so - otherwise this subclass is grossly underpowered and alkward to use.

    2. Weaver's Knots specifies that the damage is against 1 target. As for Chromatic Disc, let's wait and see what the Finger says.

    3. It would appear that I need to rewrite this to specify that you only get the damage against one target.

    4. Just for confirmation, if I hit that one target with 3 Eldritch blasts in 1 casting while using the weavers knot ability, are they taking the extra damage once or thrice?

  2. The spells given by the patron as really neat and utility for a warlock, that's nice.
    The 1st level thing is really good for making eldritch blast do way more damage and out of combat healing, and I guess making concentration checks, seems good enough to compete with other patron 1st level options.
    6th level thing is only good in a campaign with tons of magic casting monsters, or if you're next to 6 guys and your wizard wants to cast meteor swarm. It's okay I guess
    10th level thing is only good if tons of magic casting enemies, so it can be completely useless if the DM doesn't throw magic casting enemies, which he might not considering the previous option allowing immunity to magic for a turn.
    The last feature is really good, because it turns you into eldritch blast spammer, spamming 8 blasts a turn, and if the wording means you can't eldritch blast it's worthless then.
    The invocation makes the tome option the best purely because that's 1d4 to 4d4 extra damage everytime you eldritch blast, everything else is worthless when you can do more damage.

  3. Is the knot's last option (increase damage) usable only once per turn? Also, do you activate it on hit or on attack?

    Warp Arcana: Do magic weapons count? What about spell-weapons like Flame Blade or Shillelagh? Or a balor's fire whip? This ability should probably specify damage from spells, not magic.

    1. Yeah, I'm going to rewrite it this evening to clarify a lot of that.

  4. As the person above notes, the last feature is going to be a whole lot of lasers. I think it would be much more interesting if the limitations of spell slots were also lifted, so that the Warlock can really go to town, as the feature as written would have them draining all of their spell slots in a mere two turns before relying on Arcanum currently. If that's too much you could even reduce the duration to the Warlocks Charisma modifier in rounds.

    1. Or limit to one spell (any level) and one cantrip/attack

    2. As is stands now, you can use the last feature with cantrips as well, which means you don't have to burn all your spell slots unless you feel compelled to. Removing the spell cap would absolutely break the game in terms of DPR, since we're right on the edge with a 2nd level cap.

  5. My honest opinion on this class option is of two minds.
    On the one hand, it's grossly overpowered, on the other, it's dead from levels 2-13.
    I say this because, unless you have a really experienced and well practiced gm, this patron option will be too damn good at what it does and simply unusable in every other scenario.

    On my opinion as to why it can be too strong; if there's any type of encounter that revolves around magical damage, this option laughs at it's face and dispatches it with ease using warp arcana for one turn, and then the next performing an action as normal. For the one turn they are vulnerable, they burn a knot and reaction to probably avoid taking damage. If they did take damage, they use a knot on their next turn as a bonus action on top of using Warp Arcana again. Rinse and repeat until the encounter is beaten. You can eventually whittle them down in a dungeon setting with multiple encounters, but then they start to short rest crawl, and that'll just slow down the game. Really the only way to fix this is to throw both casters and physicals simultaneously at them. But even so, with the amount of sustain they have, as long as they pick up a rather tanky selection of spells, they're not going to die that easily.

    On my opinion as to why it can be weak; if all the gm does is send physicals at the party, this patron is useless between levels 2-13 because both Warp Arcana and Arcane Backstitching require spells to be effectively used. Now, it can be considered entirely the gm's fault if they aren't sprinkling in the the spare caster or two, but having a dependency on enemies spells for twelve levels is a bit too much of a dependency in my opinion. However, this can be mitigated if you build a melee warlock, which this supports heavily and then some, considering that you sprout an extra pair of arms with Arcane Appendages (which would honestly make more sense with this line of thought if it also gave an extra attack when taking the attack action. Just a thought.)

    So final thoughts on this patron. It supports a tanky, anti-mage, melee build for the class. You can choose to focus more on one of these aspects over the others, but overall, can cover all basis with an experienced player at the helm. It requires a seasoned gm to allow it to perform optimally while still not feeling over powered.
    Even though it is balanced, it is only balanced situationally.

    My recommendation for those of you who are interested in either using this patron option or allowing their players to use this patron option is rather simple. Think very carefully before making that decision, because it requires both an experienced player and gm to work properly.
    This is best suited for those that have had at least a years worth experience with this system at a minimum.

    Is my opinion a final decision for everyone looking to use this? No. It's my opinion, take it as you wish. It is neither absolute, nor entirely accurate. This is just my first impressions on this, and you can completely ignore me if you feel otherwise. I don't mind either way. I'm just here giving my two cents.

    1. I agree with most of that analysis- having two features in a row that function only against magic is a big problem, but I wouldn't say it supports a melee warlock, when the knot's damage-increasing ability is a buff to eldritch blast (and so is the invocation released with the class). It gains a melee improvement only at 14th level, and before that it is way better as an eldritch blaster.

    2. I think that's about right. This class might be better served if I give it some other type of benefit at 6th level, so it can feel a little more well-rounded for most of the time. Let me know if you have any ideas.

    3. Backstitching has been changed a little bit. Hopefully, it works a little better.

  6. Can't wait to play this. About a year and a half ago I made a prestige class based on being able to cast like a spell weaver. My only complaint is the level restriction with the Arcane Appendages. Im not sure how to make it more like the old spell weaver while maintaining balance. Granted, the old spell weaver was in play when you could haste and quicken yourself into 3spells per round. Maybe either one spell up to 5th and the other up to 2nd, or an attack and up to a 2nd level spell? Either way I'm playing this. Great Job!

    1. Unfortunately, the action economy is 5th edition is a lot more stringently enforced. I could only get away with arcane appendages with a harsh level cap, or the damage would have gotten too far away from us.

    2. This comment has been removed by the author.

  7. How does the knot recovery work with invocations that let you cast a level one spell at will, such as Mage armor? wouldn't that just be unlimited healing?

    1. This is an easy wording fix, but thank you for pointing it out. We should say that you regain a knot when you expend a spell slot of 1st level or higher.