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Arcanist

Tainted Weave

Those who meddle with unspeakable things and delve too deep into forbidden knowledge can access the Far Weave or the Tainted Weave. While some spellcasters dabble with the powers of the Great Old Ones, Tainted Weavers bring over pieces of their alien Weave and use it to shape their aberrant magic. Other Arcanists would see their Weaving as nonsensical and evershifting, full of odd symbols that seem to ripple and warp when not being looked upon directly. They tap into an ancient source of power not of this world or any known world.

Spellcasting: Spells cast by a Magister are changed fundamentally. All of your spells are changed in some way. For instance, Mage Hand becomes a tentacle or gaunt hand with an ever changing amount of fingers covered in symbols that are incomprehensible.

Subclass Features

Lv 3

Origin Spells

Your newly discovered origin ensures you always have certain spells prepared. You know the following spells and they do not count towards the number of spells you can prepare.

Level Prepared Spells
3Cause Fear, Dancing Lights, Darkness, Faerie Fire, Web
5Enemies Abound, Fear
7Blight, Dimension Door
9Contagion, Far Step

Madness

Using the Tainted Weave is an act reserved for the insane. You gain one permanent, indefinite level of Madness that can only be undone by any means.

Tainted Tongue

You are versed in the language of the Tainted Weave. You learn Deep Speech.

Tainted Weaving

Working with the Tainted Weave can cause a multitude of effects as it is worked with. You can use your Weaving feature to use the following effects:

Tainted Transformation: As an action, you take in a portion of the Tainted Weave and allow it to transform you for one hour. Your skin grows sickly and pale and your facial features swirl together as moving symbols appear like brands across your body. You gain the following features:

  • You gain a Swimming speed equal to your movement speed.

  • You can breathe air and water.

  • You can move through a space as small as 4 inches without needing to squeeze.

  • One or more of your arms become tentacles that can be used to make an unarmed strike with a reach of 10 ft dealing 1D6 magical Bludgeoning damage.

  • You gain Resistance to Psychic damage as well as Acid or Cold damage.

Warp Spell: You warp spells even further as your power grows. As a reaction, you can wrap a 1st level spell or higher cast by you or a creature within 90 ft of you in the Tainted Weave causing it to change. If you use this feature on your own spell, you roll twice and choose one result. Roll 1D8 to determine the effect:

1D8 Effect
1The spell becomes a random spell from the School of Illusion of the same level.
2The spell becomes a random spell from the School of Enchantment of the same level.
3The spell becomes a random spell from the School of Transmutation of the same level.
4The spell behaves as normal but only deals Psychic damage if it deals damage.
5The spell rebounds dealing 1D6 Psychic damage per spell level to the caster.
6The spell explodes forcing each creature within 15 ft of the caster to make a DEX saving throw DC equal to the caster’s spell save DC taking 2D8 Psychic damage on a failed save or half as much on a successful save.
7The spell forces the caster to make a WIS saving throw DC equal to their own spell save DC and on a failed save are partially transformed change 1D4 of their limbs into a tentacle ending in a mouth. Each tentacle cannot support weight or hold items and makes an unarmed strike at random at a creature within 10 ft of the caster dealing 1D6 magical Piercing damage on a hit (If 1 leg is transformed, the creature’s movement speed is halved and if both are transformed their movement speed becomes 0 ft).
8The spell summons a Choker to a random point within 5 ft of the caster, the Choker is hostile to all creatures and vanishes after 1D4 turns or if its hit points are reduced to 0.
Lv 5

Telepathy

You can communicate with creatures telepathically as long as they are willing and are within 60 ft of you. Unwilling creatures hear murmuring whispers that can be unsettling.

Master of Illusion

Much like the Tainted Weave’s nature, you learned to change the appearance of things. You learn the cantrip Minor Illusion. The spell save DC of spells from the School of Illusion are increased by 1.

Lv 7

Eldritch Insight

You can attempt to tap into the Tainted Weave and gain insights. You can use an action to use your Weaving feature and learn knowledge of things that you should not know. When you use this feature roll 1D4 and you cast one of the correlating spells without expending a spell slot or requiring Material components. When you use this feature you gain 1 temporary level of Madness.

1D4 Spell
1Comprehend Languages or Speak with Animals
2Argury, Detect Thoughts, or Locate Object
3Clairvoyance or Tongues
4Arcane Eye or Locate Creature

Warp Spell

You warp spells even further as your power grows. As a reaction, you can wrap a 1st level spell or higher cast by you or a creature within 90 ft of you in the Tainted Weave causing it to change. If you use this feature on your own spell, you roll twice and choose one result. Roll 1D8 to determine the effect:

1D8 Effect
1The spell becomes a random spell from the School of Illusion of one level higher or lower (Your choice).
2The spell becomes a random spell from the School of Enchantment of one level higher or lower (Your choice).
3The spell becomes a random spell from the School of Transmutation of one level higher or lower (Your choice).
4The spell behaves as normal but only deals Psychic damage if it deals damage.
5The spell rebounds dealing 1D8 Psychic damage per spell level to the caster.
6The spell explodes forcing each creature within 15 ft of the caster to make a DEX saving throw DC equal to the caster’s spell save DC taking 3D8 Psychic damage on a failed save or half as much on a successful save.
7The spell forces the caster to make a WIS saving throw DC equal to their own spell save DC and on a failed save are partially transformed change 1D4 of their limbs into a tentacle ending in a mouth. Each tentacle cannot support weight or hold items and makes an unarmed strike at random at a creature within 10 ft of the caster dealing 1D8 magical Piercing damage on a hit (If 1 leg is transformed, the creature’s movement speed is halved and if both are transformed their movement speed becomes 0 ft).
8The spell summons an Otyugh to a random point within 5 ft of the caster, the Otyugh is hostile to all creatures and vanishes after 1D4 turns or if its hit points are reduced to 0.
Lv 9

Master of the Mind

Much like the Tainted Weave’s nature, you learned to muddle the mind. You learn the cantrip Fast Friends. The spell save DC of spells from the School of Enchantment are increased by 1. In addition, you gain Resistance to saving throws against being Charmed.

Lv 11

Creature Sense

You can lay tendrils of the Tainted Weave to gain information far and wide. You can use an action to use your Weaving feature to gain information on all creatures within 300 ft of you. You learn the following information:

  • The type and number of creatures.

  • The CR of the highest creature.

  • If any creatures are using a shapechanging feature or spell.

  • If any creatures are Bloodied.

Warp Spell

You warp spells even further as your power grows. As a reaction, you can wrap a 1st level spell or higher cast by you or a creature within 120 ft of you in the Tainted Weave causing it to change. If you use this feature on your own spell, you roll twice and choose one result. Roll 1D8 to determine the effect:

1D8 Effect
1The spell becomes a random spell from the School of Illusion of three levels higher or lower (Your choice).
2The spell becomes a random spell from the School of Enchantment of three levels higher or lower (Your choice).
3The spell becomes a random spell from the School of Transmutation of three levels higher or lower (Your choice).
4The spell behaves as normal but only deals Psychic damage if it deals damage.
5The spell rebounds dealing 1D10 Psychic damage per spell level to the caster.
6The spell explodes forcing each creature within 15 ft of the caster to make a DEX saving throw DC equal to the caster’s spell save DC taking 4D8 Psychic damage on a failed save or half as much on a successful save.
7The spell forces the caster to make a WIS saving throw DC equal to their own spell save DC and on a failed save are partially transformed change 1D4 of their limbs into two tentacles each ending in a mouth. Each tentacle cannot support weight or hold items and makes an unarmed strike at random at a creature within 10 ft of the caster dealing 1D10 magical Piercing damage on a hit (If 1 leg is transformed, the creature’s movement speed is halved and if both are transformed their movement speed becomes 0 ft).
8The spell summons a Cloaker to a random point within 5 ft of the caster, the Cloaker is hostile to all creatures and vanishes after 1D4 turns or if its hit points are reduced to 0.
Lv 13

Levitation

You can use your superior mind to levitate yourself. You can cast the spell Levitation a number of times per long rest without expending a spell slot equal to your Proficiency Bonus.

Teleportation

You can warp space with your mind. You can use a bonus action to teleport to an unoccupied space you can see within 90 ft of you. You can use this feature a number of times per long rest equal to your Proficiency Bonus.

Lv 15

Telepathic

Your mind has grown strong enough to affect the world around you on its own. You can use an action to use your Weaving feature to cast the spell Telekinisis without expending a spell slot. When cast this way the spell does not require Concentration.

Warp Spell

You warp spells even further as your power grows. As a reaction, you can wrap a 1st level spell or higher cast by you or a creature within 120 ft of you in the Tainted Weave causing it to change. If you use this feature on your own spell, you roll twice and choose one result. Roll 1D8 to determine the effect:

1D8 Effect
1The spell becomes a random spell from the School of Illusion of three levels higher or lower (Your choice).
2The spell becomes a random spell from the School of Enchantment of three levels higher or lower (Your choice).
3The spell becomes a random spell from the School of Transmutation of three levels higher or lower (Your choice).
4The spell behaves as normal but only deals Psychic damage if it deals damage.
5The spell rebounds dealing 1D12 Psychic damage per spell level to the caster.
6The spell explodes forcing each creature within 15 ft of the caster to make a DEX saving throw DC equal to the caster’s spell save DC taking 5D8 Psychic damage on a failed save or half as much on a successful save.
7The spell forces the caster to make a WIS saving throw DC equal to their own spell save DC and on a failed save are partially transformed change 1D4 of their limbs into two tentacles each ending in a mouth. Each tentacle cannot support weight or hold items and makes an unarmed strike at random at a creature within 10 ft of the caster dealing 1D12 magical Piercing damage on a hit (If 1 leg is transformed, the creature’s movement speed is halved and if both are transformed their movement speed becomes 0 ft).
8The spell summons a Morkoth to a random point within 5 ft of the caster, the Morkoth is hostile to all creatures and vanishes after 1D4 turns or if its hit points are reduced to 0.
Lv 17

Blast the Mind

Your powerful mind that has been melded with and touched by Eldritch powers can unleash a terrifying attack. You can use your action to use your Weaving feature and you magically emit psychic energy in a 60-ft cone. Each creature in that area must succeed on an INT saving throw DC equal to your spell save DC or take 5D8 Psychic damage and be Stunned for 1 minute on a failed save or half as much on a successful save and are not Stunned. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Once a creature ends the Stunned condition on itself, it is Immune to the Stunned condition from this feature for 24 hours.