Eldritch Weaver Class

Scholars and sages have many theories attempting to explain the true nature and inner workings of arcane magic, and while none fully explain this complex and mysterious art, many prove sufficient to allow their users to tap at least some small amount of arcane power. Eldritch weavers base their understanding of magic on the theory of arcane threads—the notion that spells which produce similar results operate in similar ways and share fundamental magical characteristics. Once identified and mastered, these characteristics (or threads) form a basis not only for more spells, but also as a means of tapping supernatural power transcending mere spells. An eldritch weaver’s esoteric approach to magic allows him to prepare and cast arcane spells much as a wizard does, albeit with less frequency, and though eldritch weavers accept the concept of spell schools, they contend such distinctions of spell power are simply an artificial construction mortals use to make sense of magical forces. True understanding, they contend, requires the study of threads.

Adventures

Like wizards, eldritch weavers carefully prepare for their adventures, trying to anticipate challenges and opportunities as they attempt to prepare the precise mix of arcane spells that might make the difference between failure and success. Eldritch weavers aren’t above the common motivations for adventuring (such as acquiring wealth, power, and status), but they also relish adventures as opportunities to put their magical theories to the test and to hone their knowledge of all things arcane.

Characteristics

As well as relying on their spells, eldritch weavers develop supernatural abilities that grant them power beyond that of other spellcasters. The abilities that any particular eldritch weaver employs depend largely on the threads he studies. Like a sorcerer or wizard, an eldritch weaver can summon a familiar—a small magical animal companion that serves him.

Alignment

The study of arcane threads requires self-discipline and considerable dedication, but though most tend toward law, chaotic eldritch weavers aren’t unknown. Some chaotic eldritch weavers enjoy following what they consider an alternate path to magical power, while some simply embrace threads that naturally promote chaos. Good and evil eldritch weavers exist in equal numbers, though certain threads may attract more of one character type than others. True neutral eldritch weavers are largely unconcerned with anything except their magical studies.

Religion

Like wizards and sorcerers, many eldritch weavers revere deities of knowledge or magic, though some choose deities more closely related to the threads they study. More so than many other classes, though, a signifi cant number of eldritch weavers eschew religion altogether and devote themselves entirely to arcane power.

Background

Eldritch weavers spend years studying magic and usually choose their path while still young. More than a few eldritch weavers begin their training as wizards, undertaking a few years of traditional apprenticeship or schooling before being drawn into the theory and study of threads.

Races

Most eldritch weavers are humans who regard the theory of threads as a highly practical and useful magical innovation, though some elves are drawn to the eldritch weaver path from a desire to seek refinement of the magical arts. For its orderliness and structure, the eldritch weaver’s art tends to attract more dwarves than the other arcane spellcasting classes.

Other Classes

Most eldritch weavers think of themselves as part of a vast web of arcane spellcasters including wizards, sorcerers, bards, and spellmasters (see page 29), though members of those classes don’t always share that thought. Eldritch weavers tend to respect spellcasting ability wherever they find it, and consider clerics, druids, and even minor spellcasting classes such as rangers and paladins their magical peers. Barbarians, fighters, and rogues tend to be viewed as crude and overly materialistic, but many eldritch weavers develop a feeling of comradeship even with members of these classes.

Role

Most eldritch weavers tend to emphasize magical offense, just as sorcerers and many wizards do. Like a wizard’s school specialization, an eldritch weaver’s selection of threads can alter his role, though, with some eldritch weavers making very effective scouts or investigators. Other eldritch weavers can serve admirably as traditional combatants, though few can withstand the rigors of front-line melee for long.

Game Rule Information

Eldritch weavers have the following game statistics.

Abilities: Intelligence governs an eldritch weaver’s spellcasting ability (as noted in the table below under Spells, following), but high Wisdom increases the use of his minor and major thread powers. The Armor Class bonus from a high Dexterity score is useful for an eldritch weaver, who (like a wizard or sorcerer) seldom wears armor. As well, a good Constitution helps increases an eldritch weaver’s normally low hit point total.

Alignment: Any.

Hit Die: d4.

Class Skills

The eldritch weaver’s class skills (and the key ability for each skill) are Concentration (Con), Craft (Int), Decipher Script (Int), Diplomacy (Cha), Knowledge (all skills, taken individually) (Int), Profession (Wis), Spellcraft (Int), and Use Magic Device (Cha). See Chapter Four: Skills
in the PHB for skill descriptions.

Skill Points at 1st Level: (4 + Int modifier) × 4.

Skill Points at Each Additional Level: 4 + Int modifier.

Level BAB Fort Ref Will Special 0 1 2 3 4 5 6 7 8 9
1

+0

+0

+0

+2

Summon familiar

5

1

2

+1

+0

+0

+3

6

2

3

+1

+1

+1

+3

Eldritch weaving – caster level increase

6

2

0

4

+2

+1

+1

+4

Minor thread power

6

2

1

5

+2

+1

+1

+4

6

3

2

0

6

+3

+2

+2

+5

6

3

2

1

7

+3

+2

+2

+5

Eldritch weaving – spontaneous casting

6

3

2

2

0

8

+4

+2

+2

+6

6

4

3

2

1

9

+4

+3

+3

+6

6

4

3

2

2

0

10

+5

+3

+3

+7

6

4

3

3

2

1

11

+5

+3

+3

+7

Eldritch weaving – save DC increase

6

4

4

3

2

2

0

12

+6

+4

+4

+8

Major thread power

6

4

4

3

3

2

1

13

+6

+4

+4

+8

6

4

4

4

3

3

2

0

14

+7

+4

+4

+9

6

4

4

4

3

3

2

1

15

+7

+5

+5

+9

Eldritch weaving – minor metamagic

6

4

4

4

4

3

3

2

0

16

+8

+5

+5

+10

6

4

4

4

4

4

3

3

1

17

+8

+5

+5

+10

6

4

4

4

4

4

3

3

2

0

18

+9

+6

+6

+11

6

4

4

4

4

4

4

4

3

1

19

+9

+6

+6

+11

Eldritch weaving – major metamagic

6

4

4

4

4

4

4

4

3

2

20

+10

+6

+6

+12

6

4

4

4

4

4

4

4

4

3

Class Features

All of the following are class features of the eldritch weaver.

Weapon and Armor Proficiency

An eldritch weaver is proficient with all simple weapons, but not with any type of armor or shield. Armor of any type interferes with an eldritch weaver’s movements, which can cause spells with somatic components to fail.

Spells

An eldritch weaver casts arcane spells drawn from the eldritch weaver spell list (see Eldritch Weaver Threads for the complete list). To cast a spell, the eldritch weaver must have an Intelligence score of at least 10 + the spell’s level, and saving throws against the eldritch weaver’s spells have a DC of 10 + spell level + the eldritch weaver’s Intelligence modifier.

In addition to the base daily spell allotment given in the table above, an eldritch weaver receives bonus spells each day based on Intelligence (see Abilities and Spellcasters in Chapter One of the PHB). When the table above
indicates that the eldritch weaver gets 0 spells per day of a given level (such as 0 2nd-level spells at 3rd level), he gains only bonus spells for that level.

Like a wizard, an eldritch weaver may know any number of spells, but must choose and prepare his spells ahead of time by getting a good night’s sleep and spending 1 hour studying his spellbook. While studying, the eldritch weaver decides which spells to prepare.

All eldritch weaver spells of 1st level or higher fall into groups of related spells called threads (see Threads and Spellbooks), and an eldritch weaver can use only spells that are part of the threads he has chosen to study. However, cantrips (0-level spells) are considered to be a thread unto themselves to which all eldritch weavers have automatic access, so an eldritch weaver can learn any of the cantrips on the class spell list.

Threads and Spellbooks

A thread is a group of related spells similar to those in a specific school of magic, but much smaller. Unlike the spells in a school, the spells in a thread are connected by their function or results rather than by underlying magical principles. Each thread represents magical study of common precepts serving as the foundations for further study (so that cantrips, for example, are considered to represent a basic level of arcane knowledge that cuts across various spell types and effects).

An eldritch weaver selects and follows a number of threads equal to his Intelligence modifier + 1, and while he doesn’t have to follow all the threads he’s entitled to follow, any spell an eldritch weaver knows must belong to at least one of the threads he’s chosen to study. If an eldritch weaver’s Intelligence score permanently increases, he may fill in the number of threads to meet his normal allotment of threads. For example, an eldritch weaver with a 17 Intelligence follows four threads (3 for Intelligence +1). At 4th level, he increases his Intelligence score to 18, and may add an additional thread to those already followed.

Like wizards, eldritch weavers must study their spellbooks each day to prepare their spells, and cannot prepare any spell not recorded in their spellbooks (except for read magic, which all eldritch weavers can prepare from memory). An eldritch weaver begins play with a spellbook containing read magic plus any six cantrips and three 1st-level spells of the player’s choice from a thread the eldritch weaver has chosen to study. For each point of Intelligence bonus the eldritch weaver has, his starting spellbook can hold one additional cantrip or one 1st-level spell from one of his chosen threads.

Each time a character achieves a new eldritch weaver level, he can add two new spells to his spellbook of any level he can cast from one of his chosen threads. However, the eldritch weaver cannot add a spell of 2nd level or higher unless he already knows at least one spell in the same thread at the spell level below. For example, a 4th-level eldritch weaver with Intelligence 16 would like to add dispel magic (3rd level, Thread of the Mage) and tongues (3rd level, Thread of Knowledge) to his spellbook, but doesn’t already know any 2nd-level spells from the Thread of the Mage. However, if the character adds locate object instead of tongues, he gains the 2nd-level Thread of the Mage prerequisite that dispel magic requires.

Threads and Magic Items

For purposes of activating spell trigger and spell completion items, a spell is considered part of an eldritch weaver’s class spell list only if it’s in one of the eldritch weaver’s chosen threads.

Warp Spells

A spell belonging to multiple threads is called a warp spell, so named because they represent points where threads of arcane knowledge cross. Eldritch weavers can use these crossing points to jump from one thread of spell knowledge to another.

When an eldritch weaver knows a warp spell, he can treat it as a spell from any or all of the threads to which it belongs, provided the eldritch weaver has chosen those threads. For instance, an eldritch weaver could treat locate object (2nd level) as part of either the Thread of Knowledge or the Thread of the Mage (so long as he has chosen to study both those threads), with the spell acting as a prerequisite to learn 3rd-level spells from either thread.

If an eldritch weaver knows only one of the threads to which a warp spell belongs, he can add the new thread to his list of threads studied, provided he has threads available. In essence, the eldritch weaver uses the arcane knowledge inherent in the warp spell as a basis for learning more spells in the new thread without having to have lower-level spells of the same thread in his spellbook. Once the new thread is added, the warp spell can serve as the prerequisite for adding higher-level spells of the same thread, or the eldritch weaver can work backward along the thread, adding spells from the same or lower levels without restriction.

For example, an 8th-level eldritch weaver with Intelligence 18 is allowed to choose a new thread. Because the character already studies the Thread of Smiting and knows bull’s strength (2nd level, also on the Thread of the Cavalier), he can add the thread of the Cavalier to his list of threads studied, then add any 1st-, 2nd-, or 3rd-level thread of the Cavalier spell to his spellbook.

Adding Additional Spells to a Spellbook

An eldritch weaver can attempt to add spells to his spellbook beyond the two free spells he gains at each class level, using a process similar to the one wizards use to add spells to their spellbooks (see Arcane Magical Writings in Chapter Ten: Magic of the PHB). Because an eldritch weaver’s arcane knowledge is more thorough and painstaking than a wizard’s, though, adding extra spells to his spellbook is a costlier and more difficult process. To successfully write the new spell into his spellbook, the eldritch weaver must pay the cost for adding the spell (100 gp per spell level, minimum 100 gp) before attempting a Spellcraft check (DC 20 + twice the spell’s level). If the check fails, the money and time (one day) spent in the attempt are wasted. The eldritch weaver can attempt to write the failed spell into his book again, but must wait one week before doing so.

Any spell the eldritch weaver adds to his spellbook must be from one of his chosen threads and must be one that the eldritch weaver would normally be able to learn (see Threads and Spellbooks
and Warp Spells).

Summon Familiar

An eldritch weaver can gain a familiar in exactly the same manner as a sorcerer or wizard. See the Sorcerer class description and the accompanying Familiars
sidebar in the PHB for details.

Minor Thread Power (Su)

Starting at 4th level, the eldritch weaver achieves a special insight into the threads he knows, gaining access to special powers. The eldritch weaver can use one minor thread power for every thread from which he knows at least one spell of 2nd level or higher. The eldritch weaver spell list includes descriptions of all minor thread powers, most of which are supernatural abilities. When a thread power affects the eldritch weaver himself and has a variable duration, the eldritch weaver knows how long the effect will last when invoked. Unless otherwise noted in its description, using a minor thread power requires a standard action that does not provoke an attack of opportunity.

The eldritch weaver can select and use one of minor thread powers a number of times per day equal to his Wisdom modifier (minimum once per day), choosing from among the available minor powers for each use. An eldritch weaver can use the same minor thread power multiple times per day, or several different minor powers once per day, up to his daily maximum.

Eldritch Weaving

At 3rd, 7th, 11th, 15th, and 19th level, an eldritch weaver develops a special knack for casting spells from one of his chosen threads. Each time an eldritch weaver gains an eldritch weaving ability, he decides which thread to apply the ability to (applying multiple abilities to the same thread if desired), but once made, that assignment cannot be changed or undone.

At 3rd level, the eldritch weaver selects one of his chosen threads, with spells from that thread becoming more potent. Whenever the eldritch weaver casts a spell from the selected thread, its effective caster level increases by +1 for purposes of determining level-dependent variables such as damage dice, range, and caster level checks.

At 7th level, the eldritch weaver selects one of his chosen threads for which he knows at least one 3rd-level spell, gaining the ability to spontaneously cast spells from that thread. The eldritch weaver can “lose” any spell he has prepared in order to cast any spell he knows of a lower level from the selected thread.

At 11th level, the eldritch weaver selects one of his chosen threads, with spells from that thread becoming more potent. Whenever the eldritch weaver casts a spell from the selected thread, add +1 to the spell’s saving throw DC. This bonus does not stack with the Spell Focus feat, and Greater Spell Focus supercedes this ability.

At 15th level, the eldritch weaver selects one of his chosen threads, gaining the ability to freely apply the effects of any of the following metamagic feats that he has taken to any spell in the thread of 3rd level or lower: Enlarge Spell, Extend Spell, Silent Spell, or Still Spell. The affected spell does not require a higher-level spell slot, and this power can be used a number of times per day equal to the eldritch weaver’s Wisdom modifier (minimum once per day).

If the eldritch weaver has assigned both this power and the spontaneous casting power gained at 7th level to the same thread, he can apply the metamagic effects to a spontaneously cast spell. As well, an eldritch weaver can apply this ability multiple times to the same casting (subject to his daily use limit), but cannot apply the same metamagic effect more than once to the same spell. For example, by expending two uses of this power, an eldritch weaver could cast an enlarged extended spell in its regular spell slot, but could not enlarge the same spell twice.

At 19th level, the eldritch weaver selects one of his chosen threads, gaining the ability to freely apply the effects of any of the following metamagic feats he has taken to any spell in the thread of 6th level or lower: Enlarge Spell, Empower Spell, Extend Spell, Silent Spell, Still Spell, or Widen Spell. The affected spell does not require a higher-level spell slot, and this power can be used a number of times per day equal to the eldritch weaver’s Wisdom modifier (minimum once per day).

If the eldritch weaver has assigned both this power and the spontaneous casting power gained at 11th level to the same thread, he can apply the metamagic effects to a spontaneously cast spell. As well, an eldritch weaver can apply this ability multiple times to the same casting (subject to his daily use limit), but cannot apply the same metamagic effect more than once to the same spell.

If the eldritch weaver has applied both this ability and the minor metamagic ability gained at 15th level to the same thread, the daily uses of both abilities stack. In cases in which a metamagic effect could be applied to a spell by either ability, the eldritch weaver chooses which ability is being used.

Major Thread Power

At 12th level, an eldritch weaver achieves additional insight into the threads he knows, and so gains access to special powers. The eldritch weaver can use his major thread power with a thread of his choice from which he knows at least one spell of 4th level or higher.

The eldritch weaver spell list includes descriptions of all major thread powers, most of which are supernatural abilities. When a thread power affects the eldritch weaver himself and has a variable duration, the eldritch weaver knows how long the effect will last when invoked. Unless otherwise noted in its description, using a major thread power requires a standard action that does not provoke an attack of opportunity.

The eldritch weaver can use his major thread power a total number of times per day equal to his Wisdom modifier (minimum once per day), choosing from among the available major powers for each use. An eldritch weaver can use the same major thread power multiple times per day, or several different major powers once per day, up to his daily maximum.

The eldritch weaver keeps separate track of his major and minor power use each day, and his use of one does not affect the other.

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