SIGNING IN

Puntos de Golpe

Dados de Golpe 1d6 por nivel

Competencias

DEX , INT

Weaver

Nivel Bonificador de Competencia Características Silk Points
1 + 2 Needle Silk Bind 9
2 + 2 Needle Silk Bind 9
3 + 2 Needle Silk Bind 10
4 + 2 Needle Silk Bind 10
5 + 3 Needle Silk Bind 11
6 + 3 Needle Silk Bind 11
7 + 3 Needle Silk Bind 12
8 + 3 Needle Silk Bind 12
9 + 4 Needle Silk Bind 13
10 + 4 Needle Silk Bind 13
11 + 4 Needle Silk Bind 14
12 + 4 Needle Silk Bind 14
13 + 5 Needle Silk Bind 15
14 + 5 Needle Silk Bind 15
15 + 5 Needle Silk Bind 16
16 + 5 Needle Silk Bind 16
17 + 6 Needle Silk Bind 17
18 + 6 Needle Silk Bind 17
19 + 6 Needle Silk Bind 18
20 + 6 Needle Silk Bind 18
Nivel Bonificador de Competencia Características Silk Dice
1 + 2 Needle Silk Bind {@damage 2d8}
2 + 2 Needle Silk Bind {@damage 2d8}
3 + 2 Needle Silk Bind {@damage 3d8}
4 + 2 Needle Silk Bind {@damage 3d8}
5 + 3 Needle Silk Bind {@damage 4d8}
6 + 3 Needle Silk Bind {@damage 4d8}
7 + 3 Needle Silk Bind {@damage 5d8}
8 + 3 Needle Silk Bind {@damage 5d8}
9 + 4 Needle Silk Bind {@damage 6d8}
10 + 4 Needle Silk Bind {@damage 6d8}
11 + 4 Needle Silk Bind {@damage 7d8}
12 + 4 Needle Silk Bind {@damage 7d8}
13 + 5 Needle Silk Bind {@damage 8d8}
14 + 5 Needle Silk Bind {@damage 8d8}
15 + 5 Needle Silk Bind {@damage 9d8}
16 + 5 Needle Silk Bind {@damage 9d8}
17 + 6 Needle Silk Bind {@damage 10d8}
18 + 6 Needle Silk Bind {@damage 10d8}
19 + 6 Needle Silk Bind {@damage 11d8}
20 + 6 Needle Silk Bind {@damage 12d8}

Características de Clase

Nivel 1

Needle
Silk
Bind

Nivel 10

Faydown Cloak
Silk Hearts

Nivel 11

Beastling Call
Crest Feature

Nivel 12

Ability Score Improvement

Nivel 13

Silk Hearts

Nivel 14

Ability Score Improvement

Nivel 15

Silk Soar

Nivel 16

Ability Score Improvement

Nivel 17

Sylphsong

Nivel 18

Elegy of the Deep

Nivel 19

Epic Boon

Nivel 2

Silk Heart

Nivel 20

Everbloom

Nivel 3

Weaver Crest
Tools

Nivel 4

Ability Score Improvement

Nivel 5

Extra Attack

Nivel 6

Drifter's Cloak

Nivel 7

Cling Grip
Evasion
Needolin

Nivel 8

Ability Score Improvement

Nivel 9

Clawline

Competencias

Armor

light

Weapons

simple

longswords

Skills

Características de Clase

Needle (Level 1)

When you wield your longsword, it gains the Finesse property. Your longsword (or alternatively any two-handed melee weapon you wield that you are proficient in) is referred to as your Needle in other class features.

Relentless Strikes

When you miss a melee attack roll with your Needle, you can immediately make another attack, and your Proficiency Bonus is doubled for the attack roll. Once you use this feature, you can't use it again until the start of your next turn.

Perfect Parry

As a reaction when another creature hits you with an attack, you can make an attack roll with your Needle. If it matches or exceeds their attack roll, you take no damage from the attack.

A Critical Hit on a parry attack roll is a guaranteed success, and only a Critical Hit can counter an attacker's Critical Hit.

Silk (Level 1)

You have a natural ability to create Silk, a manifestation of the Weave's magical power. Your ability to gather and make use of it is represented by a number of Silk points. Your Weaver level determines the maximum number of Silk points you can have, as shown in the Weaver table.

Gaining Silk

You gain Silk by damaging a hostile creature with your Needle. (Whether a creature is "hostile" is determined by your DM.) Doing so restores 1 Silk point. You recover an extra Silk point when you score a Critical Hit, and all of your Silk points are restored when your character level increases.

While you are taking a warm bath, you recover 2 Silk points at the start of each of your turns. This can happen in a bath house or a hot spring in the wilderness. Alternatively, an adventuring party can create a bath, e.g. with Create or Destroy Water along with Prestidigitation to heat it up.

Silk and Shadow

When you take Necrotic damage, you lose 2 Silk points.

Silk Skills

Silk Skills allow you to channel your Silk into offensive power. At 1st level, you can use one such skill: Silkspear.

Using a Silk Skill costs 4 Silk points. The skills you have access to will evolve as you gain levels in this class, but you can only have one Silk Skill prepared at a time. You can switch to a different skill at the end of a short or long rest.

Silk Dice

Your Silk Dice are a number of d8s that increase as you gain levels in this class, as shown in the Weaver table. These dice determine the Hit Points restored by Bind and the damage of your Silk Skills.

Silk Ability

Intelligence is your Silk attack ability, since your power stems from your mind's ability to bind itself to techniques held by other Weavers. You use your Intelligence modifier whenever a feature refers to your Silk modifier.

Silk

Silk

Bind (Level 1)

As an action, you can spend 9 Silk points to rapidly heal your wounds. When you do so, any other creature can use its reaction to make a single meelee attack against you if it is close enough to reach you. (This is similar to an Opportunity Attack, but it can take place even if an effect such as the Disengage action would normally prevent such an attack.)

If you use Bind while airborne, you hover in place until it completes.

If you take damage during this action, you immediately lose all your Silk points and fail to recover any Hit Points. Otherwise, roll your Silk Dice and recover Hit Points equal to the result.

This is similar to spending Hit Dice during a short rest, but your Hit Dice are not consumed. For example, if a level 7 Weaver with a +2 Constitution modifier uses Bind successfully, they will recover 4d6 + 8 Hit Points.

Silk Heart (Level 2)

You gain the power to generate Silk within your body. If at the start of your turn you have zero Silk points, you regain one Silk point.

Weaver Crest (Level 3)

You gain a Crest to define your Weaver subclass.

A subclass is a specialization that grants you features at certain Weaver levels. For the rest of your career, you gain each of your Crest's features that are of your Weaver level or lower.

Tools (Level 3)

You can augment your power by equipping various tools. The tools you can use depend on your Weaver level and the Crest you choose.

You can equip and unequip tools when you take a short or long rest.

Red Tools

You may use up to two different Red Tools with a single action (or bonus action, if both have the Quick property).

Unless stated otherwise, a tool's DC for checks or saving throws is calculated as 8 + your Proficiency Bonus + your Strength or Dexterity modifier (whichever is higher).

Optional: Gathering Tools

Your DM may require some or all of your tools to be found somewhere in the world before you can equip them. If you find a tool this way, you do not need to meet its level requirement to equip it.

Ability Score Improvement (Level 4)

You gain the Ability Score Improvement feat or another feat of your choice for which you qualify. You gain this feature again at Weaver levels 8, 12, 14, and 16.

Extra Attack (Level 5)

You can attack twice instead of once whenever you take the Attack action on your turn.

This also applies to Perfect Parry, allowing you to parry up to 2 attacks before the start of your next turn.

Drifter's Cloak (Level 6)

You master the Drifter's Cloak.

Cling Grip (Level 7)

You gain a climbing speed equal to your walking speed. (The Dash action does not increase your climbing speed.)

Evasion (Level 7)

When you're subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw and only half damage if you fail.

You don't benefit from this feature if you have the Incapacitated condition.

Needolin (Level 7)

You gain the ability to string your Needle with Silk and play it as a musical instrument. When you do so, you lose 1 Silk point for every 6 seconds that pass. This lasts until you dismiss the Needolin (no action required), when you are reduced to zero Silk points, or when you take damage.

When making a Charisma (Performance) check to perform with your Needolin, you can treat a d20 roll of 14 or lower as a 15.

Additionally, while the Needolin is playing, it has the following effects within a 15-foot radius:

  • You gain the effects of Detect Magic within this radius: you see a faint aura around any visible creature or object in the area that bears any magical effects, and if an effect was created by a spell, you learn the spell's school of magic.

  • The Needolin might open certain doors or activate other magical effects, at your DM's discretion.

  • Other creatures feel an urge to sing along.

If nothing useful can be achieved at your current location, you are made aware of this and can dismiss the Needolin before any Silk points are lost.

Ability Score Improvement (Level 8)

You gain the Ability Score Improvement feat or another feat of your choice for which you qualify.

Clawline (Level 9)

You can throw the Silk-strung needle like a harpoon and charge towards it. As a Bonus Action, you can spend 1 Silk point to throw the Needle at any target you can see within 25 feet of you. If the target is a climbable surface, you immediately launch toward it and can start climbing.

Otherwise, make a ranged attack roll with your Needle. If the attack hits, you roll damage for your Needle, but you don't add your ability modifier or regain any Silk. Whether it hits or misses, you immediately charge to the target and can perform a melee Needle attack as part of the same bonus action.

Faydown Cloak (Level 10)

You master the Faydown Cloak.

Silk Hearts (Level 10)

You can regain 1 Silk point at the start of your turn, up to a maximum of 2 Silk points.

Beastling Call (Level 11)

You learn a new melody that can be played with your Needolin.

Choose one willing non-humanoid creature (or a family of creatures) to form a deep bond with, and spend 30 seconds and 5 Silk points playing the Beastling Call.

From then on, as an action you can spend 1 Silk point to play the Beastling Call, and the creature(s) will come to your aid, whether by helping you in combat, acting as a mount, or assisting you and your companions in other ways.

The Beastling Call grants the creature(s) a capability to rapidly traverse great distances to reach you, though your DM may rule that some locations are unreachable.

Additionally, you gain proficiency in the Animal Handling skill. If you are already proficient, you instead add double your proficiency bonus to these checks.

Crest Feature (Level 11)

You are granted an improvement by your Weaver Crest.

Ability Score Improvement (Level 12)

You gain the Ability Score Improvement feat or another feat of your choice for which you qualify.

Silk Hearts (Level 13)

You can regain 1 Silk point at the start of your turn, up to a maximum of 3 Silk points.

Ability Score Improvement (Level 14)

You gain the Ability Score Improvement feat or another feat of your choice for which you qualify.

Silk Soar (Level 15)

You can launch to tremendous heights.

You can use Silk Soar anytime there is a ceiling, overhang, or other object directly above you. As an action, you spend 1 Silk point and throw the Needle to the ceiling. You then launch vertically at a speed of 80 feet per round until you hit the ceiling, take damage, or dismiss the Silk Soar (no action required). You resume holding your Needle when the Silk Soar ends.

Ability Score Improvement (Level 16)

You gain the Ability Score Improvement feat or another feat of your choice for which you qualify.

Sylphsong (Level 17)

You regain all expended Silk points whenever you complete a short or long rest.

Elegy of the Deep (Level 18)

You gain the ability to travel back in time and steal powerful relics.

As an action, you can spend 1 Silk point to play a unique melody with your Needolin. This cannot be performed while engaged in combat with hostile creatures.

You, and a number of companions up to your Silk modifier, are transported to a dream of the past. You choose the amount of time to travel back; it must be at least 1 year. Actions you perform within the dream have no effect on the real world. If you or a companion is reduced to zero hit points, you are returned to the present, with your bodies in the same condition they were in before the dream started.

At any point, you can choose to leave the dream (no action required). When you do, any objects from the dream that you or your companions are wearing or carrying return with you. Upon your return, these items immediately vanish from their present location and are in your possession in the same condition they were in within the dream.

Note to the Player

Elegy of the Deep can create a lot of work for the DM—make sure to discuss with them prior to using this feature.

Epic Boon (Level 19)

You gain an Epic Boon feat or another feat of your choice for which you qualify. Boon of Irresistible Offense is recommended.

Everbloom (Level 20)

Necrotic damage no longer causes you to lose Silk points.

You can manifest the Everbloom's power once on each of your turns (no action required), and each Fiend and Undead of your choice within 30 feet of you becomes frightened and incapacitated for 1 minute. During that time, it tries to move as far from you as it can on its turns.

A creature with the Legendary Resistance trait can use it to ignore the Everbloom's effect; after doing so, the creature cannot be affected for the next 24 hours.

Multiclase

Requisitos de Multiclase

{"dex":13,"int":13}

Subclases

Architect Crest
Weaver
Beast Crest
Weaver
Hunter Crest
Weaver
Reaper Crest
Weaver
Shaman Crest
Weaver
Wanderer Crest
Weaver
Witch Crest
Weaver

Características de Subclase

Architect Crest

Architect Crest (Level 3)

The Architect Crest grants the following tool slots as you gain levels in this class:

LevelRed ToolsBlue ToolsYellow Tools

3rd

3

1

6th

3

1

1

7th

3

2

1

10th

3

2

2

13th

3

2

3

15th

3

3

3

Artisan

You gain proficiency with Tinker's Tools. If you already have this proficiency, you gain proficiency with one other type of Artisan's Tools of your choice.

Craft Bind

You no longer have an ability to use Silk Skills; instead, you channel your Silk into crafting extra Red Tools and magically granting proficiency to your travel companions.

As an action, you can spend 9 Silk points to craft extra copies of your Red Tools. These copies can be given to other friendly humanoid creatures, and they can use the Red Tools in the same manner that you do. Additionally, any of your Red Tools with the Limited property have all of their uses restored.

Craft Bind can be interrupted by attacks in the same way that your normal Bind can.

Each Red Tool is copied once, and each copy can be given to a single ally. The copies are usable until you complete a long rest or until you use Craft Bind again.

You use your own character level when determining a tool's damage dice and your Proficiency Bonus for a Limited tool's number of uses. Cogfly functions using your abilities, but for all other tools, the saving throw DC or bonus to attack/damage rolls is determined by whoever is wielding it.

Craft Bind Improvement (Level 11)

When you use Craft Bind, Choose a number of creatures up to your Silk modifier who are within 10 feet of you, and each of them receives copies of all three of your Red Tools.

Beast Crest

Beast Crest (Level 3)

The Beast Crest grants the following tool slots as you gain levels in this class:

LevelRed ToolsBlue ToolsYellow Tools

3rd

2

7th

2

1

10th

2

2

13th

2

3

15th

2

1

3

Honed Mind

You gain a bonus to Initiative rolls equal to your Silk modifier.

Beast Bind

You can spend 9 Silk points to begin a Beast Bind during your turn (no action required). This applies the following effects to your melee Needle attacks:

  • Your attack rolls are made with advantage.

  • You can make a single attack as a Bonus Action.

  • When you deal damage, you can recover 1d8 Hit Points. This recovery increases to 2d8 at 5th level, 3d8 at 11th level, and 4d8 at 17th level. Similar to damage dice, these recovery dice are doubled when you land a Critical Hit.

These effects last for 1 minute or until you take damage.

This feature replaces your Bind feature. Unlike the original feature, the Beast Bind does not trigger enemy attacks and will still function if you are raging.

Ferocious Bind (Level 11)

When you roll a D20 Test with advantage during your Beast Bind, roll three d20s instead of two and use the highest result.

Hunter Crest

Hunter Crest (Level 3)

The Hunter Crest grants the following tool slots as you gain levels in this class:

LevelRed ToolsBlue ToolsYellow Tools

3rd

1

1

1

6th

2

1

1

7th

2

2

1

10th

2

2

2

13th

2

2

3

15th

2

3

3

Lurk

When you use one or more Red Tools, you can Hide as part of that same action or bonus action.

Focus

Your Focus is represented by a numerical value that starts at zero and increases by one each time you successfully land a Needle attack on a hostile creature. When you take damage or complete a long rest your Focus value resets to zero.

If your Focus value is 4 or greater, you deal an extra 1d4 damage with your Needle attacks. (This also applies to the attack that increases the Focus value to 4.)

Improved Focus (Level 11)

Your Focus improves when you reach 11th level. You can use the largest die size less than or equal to your current Focus value, up to a maximum of 1d12.

For example, if your Focus value is 6 or 7, your Needle attacks deal an extra 1d6 damage, and a value of 12 or more gives an extra 1d12 damage.

Reaper Crest

Reaper Crest (Level 3)

The Reaper Crest grants the following tool slots as you gain levels in this class:

LevelRed ToolsBlue ToolsYellow Tools

3rd

1

1

1

6th

2

1

1

7th

2

2

1

10th

2

2

2

13th

2

2

3

15th

2

3

3

Reaper Bind

Recovering Hit Points using your Bind allows you to reap additional Silk from enemies.

When you damage a hostile creature with your Needle, you can attempt to gather additional Silk by making an Acrobatics check. If the check's result matches or exceeds the target's AC, then you regain an extra Silk point from that attack, and from every other melee Needle attack you make that damages this creature until the start of your next turn.

If the Acrobatics check does not meet the target's AC, you cannot attempt this check against that creature until the start of your next turn.

Your ability to reap additional Silk begins when your Bind completes and lasts for 1 minute or until you take damage.

Cleave (Level 11)

If there are two or more targets within your Needle's reach, you can damage each of them with a single attack. Your attack and damage rolls apply to all targets, and you recover Silk as though you had landed multiple separate attacks.

If your Reaper Bind is active, you can make a single Acrobatics check against all of your targets to potentially reap extra Silk from each of them.

Shaman Crest

Shaman Crest (Level 3)

The Shaman Crest grants the following tool slots as you gain levels in this class:

LevelRed ToolsBlue ToolsYellow Tools

3rd

7th

1

10th

1

1

13th

2

1

15th

3

1

Blade Cast

Your Needle's reach increases by 10 feet.

Shaman's Silk

You can have up to three Silk Skills prepared at a time, and your Silk Dice are d10s rather than d8s.

Shaman Bind

If you use Bind while airborne, you immediately plummet to the ground at a speed of 100 feet per round. You take no fall damage, and the Bind begins when you touch the ground.

When you complete a Bind, you can choose one of the following effects:

  • Choose a number of creatures up to your Silk modifier within 15 feet of you. They regain Hit Points equal to half of your total restored Hit Points.

  • One creature of your choice that you can touch regains Hit Points equal to the full amount that you recover.

Improved Blade Cast (Level 11)

You have refined your Needle technique so it becomes nearly impossible to avoid. When you use your Relentless Strikes feature, the attack you missed still deals damage to the target equal to your Dexterity modifier, and you recover a Silk point as normal.

This feature cannot be used if the attack roll's result was a natural 1.

Wanderer Crest

Wanderer Crest (Level 3)

The Wanderer Crest grants the following tool slots as you gain levels in this class:

LevelRed ToolsBlue ToolsYellow Tools

3rd

1

2

6th

1

1

2

7th

1

2

2

10th

1

2

3

13th

1

2

4

15th

1

3

4

Strike of Luck

When you have 9 or more Silk points, your attacks score a Critical Hit on a d20 roll of 19 or 20.

You can activate your Relentless Strikes feature when you miss a melee Needle attack or when you score a Critical Hit with one.

Wanderer's Approach

When you Dash and move at least 10 feet toward a hostile creature, you can make one melee Needle attack against them as part of same action (or bonus action) you used to Dash.

Two Extra Attacks (Level 11)

You can attack three times instead of once when you take the Attack action on your turn.

This also applies to Perfect Parry, allowing you to parry up to 2 attacks before the start of your next turn.

Witch Crest

Witch Crest (Level 3)

The Witch Crest grants the following tool slots as you gain levels in this class:

LevelRed ToolsBlue ToolsYellow Tools

3rd

1

1

6th

2

1

7th

2

2

10th

2

2

1

13th

2

3

1

15th

2

4

1

Witch's Curse

When you choose this subclass, the DM determines whether you are cursed by secretly rolling a d20 (they choose how to interpret the result).

If you are cursed, your Silk point maximum is reduced to 3, and you cannot equip any Tools. This can be cured with a Remove Curse spell or by receiving an operation from a skilled surgeon.

Lash

When you Dash and move at least 10 feet toward a hostile creature, you can make two melee Needle attacks against them as part of same action (or bonus action) you used to Dash. You do not add your ability modifier to the damage of these attacks, unless that modifier is negative, but you recover Silk for each hit as normal.

Witch Bind

If your Bind completes and no creatures are within 15 feet, you don't regain any Hit Points. Otherwise, sinister tendrils strike all hostile creatures in that range; the Bind die result determines both the HP you recover and the damage dealt. Targets make a Constitution saving throw, taking Force damage equal to the result on a failed save or half as much damage on a success.

Wicked Bind (Level 11)

When you use Witch Bind, other creatures do not make a saving throw and always take full damage from the feature.