Weave Whisperer
Whenever a spell fails to cast either from being interrupted, countered, or from it becoming uncontrolled it creates a Whisper that echoes throughout the Weave. Weave Whisperers can hear these Whispers and allow them to take shape again. These Whispers can be heard more clearly in magic fields that contain spells, Wild Magic Zones, near portals, where mages perished, or where prayers were left unanswered. At times mysterious voices called Hauntings can also be heard in similar areas that repeat bits and bobs of information from unknown sources connected to the area. (The DM has full discretion to choose what Whispers and Hauntings are available though it would be appropriate to provide at least one Whisper in and out of combat and one Haunting each session as a minimum.)
Spellcasting: Spells cast by a Magister are changed fundamentally. All of your spells are changed in some way. For instance, Mage Hand becomes five stethoscopes wound together like a hand or similar facsimile of a listening device.
Subclass Features
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 |
|---|---|
| 3 | Borrowed Knowledge, Comprehend Languages, Detect Evil and Good, Guidance, Locate Object |
| 5 | Intellect Fortress, Tongues |
| 7 | Divination, Locate Creature |
| 9 | Commune, Legend Lore |
See Fields
You can locate normally invisible and undetectable Spell Containment Fields within 120 ft of you that occur naturally or by Mystra’s hand as a way to preserve spells that had great importance to the caster. In Spell Containment Fields you can clearly hear and identify Whispers and Hauntings. (A minimum of 2D6 Whispers and 2D4 Hauntings are appropriate for the average Spell Containment Field.)
Weave Whispering
You can focus and listen to any Whispers within an area. You can listen intently for 1 minute and you hear the loudest Whisper present within 300 ft of you. If there are no Whispers in the area the use of the feature is not expended. When you hear a Whisper you can add it to the number of spells you have prepared for the next 24 hours and cast it as if it was an Arcanist spell (You must still have the correct spell slot in order to cast the spell). You can have one spell prepared this way at a time, if you prepare a new spell with this feature you forget the oldest one.
Once you listen to a Whisper with this feature the Whisper is silenced, its purpose having been fulfilled.
You can use this feature a number of times per long rest equal to your Proficiency Bonus + your CHA modifier (Minimum 1).
Recreate Spell
Only in times of combat with the heightened energy of the battlefield charging Whispers, you can sense if a Whisper is near and calling out to you. If a Whisper is within 30 ft of you and is a 1st level or lower spell you can cast the spell using your Weaving feature. Before you Recreate the Spell you can attempt a DC 12 Arcana check and on a success you learn the Whisper’s casting time. As you Recreate the Spell its effects become known to you though you do not know what it will do beforehand. At this point you can cast it using its casting time or dismiss it, silencing the Whisper forever. A Recreated Spell does not require a spell slot or Material Components as it calls upon the energy trapped with the Weave from its Whisper to cast the spell.
Once you listen to a Whisper with this feature the Whisper is silenced, its purpose having been fulfilled.
Recreate Spell
You can listen to and recreate stronger spells from Whispers using your Recreate Spell feature. During combat if a Whisper is within 30 ft of you and is a 2nd level or lower spell you can cast the spell using your Weaving feature.
Words of a Haunt
You can focus and listen to any Haunts within an area. You can listen intently for 1 minute and you hear the loudest Haunt present within 300 ft of you. If there are no Haunts in the area the use of the feature is not expended.
Once you listen to a Haunt with this feature the Haunt is silenced, its purpose having been fulfilled.
You can use this feature a number of times per long rest equal to your Proficiency Bonus + your CHA modifier (Minimum 1).
Examples of Famous Historical Haunts
“Oh, Mystra, that it has come to this! The emerald rod is broken, and the dragon that flies through minds is loosed. They will become what we all feared.”
“The passwords are: 'Three ravens yet seven claws.' But mind, all of those words must be used at separate doors, one at a time, and the right one at each.”
“The Symbol hid it here—I saw her! Four coins in hand opens the portal, but it's guarded by faceless things with claws!”
Recreate Spell
You can listen to and recreate stronger spells from Whispers using your Recreate Spell feature. During combat if a Whisper is within 30 ft of you and is a 3rd level or lower spell you can cast the spell using your Weaving feature.
Weave Whispering
You can retain more information from Whispers. You can prepare one additional spell with this feature (2 total).
Select Whisper
You have gained a keen arcane ear. When you use your Weave Whispering or Recreate Spell feature you gain a passing summary (Usually the level, basic effect and School of the Whisper) of every Whisper within the area and can choose one to listen to.
Recreate Spell
You can listen to and recreate stronger spells from Whispers using your Recreate Spell feature. During combat if a Whisper is within 30 ft of you and is a 4th level or lower spell you can cast the spell using your Weaving feature.
Select Haunt
You have gained a keen arcane ear. When you use your Words of a Haunt feature you gain a passing summary of every Haunt within the area and can choose one to listen to.
Arcane Detonation
As an action you use your Weaving feature to cause a domino effect in a 100 ft area centered on you that has at least one Haunt or Whisper by listening and engaging with each one at once causing an arcane explosion. Depending on the amount of Haunts and Whispers in the area the effect can be quite spectacular. You learn how many Haunts and Whispers are available for this feature when you take the action but not their nature (Some of which might only be able to be accessed using this feature as they are too weak to hear normally).
In addition, you can choose to use this feature or lose the ability to listen to Haunts and Whispers within the area for 24 hours (The action is used regardless). Roll on the correlating table determined by the amount of Haunts and Whispers available. If there are no Haunts or Whispers in the area you do not expend the use of this feature.
Each Haunt and Whisper you listen to this feature the Whisper is silenced, its purpose having been fulfilled.
1 Haunt/Whisper
The arcane explosion is a 10 ft diameter sphere and has a DC of 14.
| 1D6 | Effect |
|---|---|
| 1 | A burst of sticky, glowing magic coats each target who fails a DEX saving throw and every item not being worn or carried in the area. A creature or object coated this way begins to glow and cannot become Invisible and loses Invisibility and cannot take the Hide action. Attacks on targets coated this way have advantage. The coating lasts for one hour or until it is washed away in a process that takes one minute or the coating is Dispelled. |
| 2 | A wave of beguiling energy blasts out forcing each target in the area to make a WIS saving throw and on a failed save the target is Charmed for one minute and can repeat the saving throw at the end of each of its turns, ending it on a success. Each creature Charmed this way is considered Charmed to each other Charmed creature with this feature. |
| 3 | A wave of frightful energy blasts out forcing each target in the area to make a WIS saving throw and on a failed save the target is Frightened for one minute and can repeat the saving throw at the end of each of its turns, ending it on a success. Each creature Frightened this way is considered Frightened of each other creature Frightened with this feature. |
| 4 | A blast of healing energy radiates outward healing each creature within the area 3D10 hit points and granting them 3D10 temporary hit points. |
| 5 | A thick dome of energy explodes outward and lasts for one minute. All sound cannot pass within or through the area. All creatures in the area are Immune to Thunder damage and are Deafened. |
| 6 | A dome of thick clouds appears causing the area to become Heavily Obscured for one minute. When this feature is activated and at the start of each initiative count of 20 (Or every 6 seconds) roll 1D4: 1- Lightning strikes a random target within the area dealing 2D8 Lightning damage. 2- Freezing rain pours forcing each creature in the area to make a CON saving throw taking 2D6 Cold damage on a failed save or half as much on a successful one. 3- Hail hammers down forcing each creature to make a DEX saving throw taking 1D10 Bludgeoning damage on a failed save or half as much on a successful one. 4- A strong gust of wind blows forcing one random target within the area to make a STR saving throw and on a failed save are blown back 20 ft and are knocked Prone. |
2-4 Haunts/Whispers
The arcane explosion is a 10 ft x the number of Haunts and Whispers total diameter sphere and has a DC of 13 + the number of Haunts and Whispers total.
| 1D6 | Effect |
|---|---|
| 1 | An elemental blast detonates forcing each creature to make a DEX saving throw taking 6D6 damage on a failed save or half as much on a successful one. Roll 1D6 to determine the damage type: 1- Acid 2- Cold 3- Fire 4- Lightning 5- Necrotic 6- Thunder |
| 2 | Holy magic radiates out forcing each Evil Aligned creature to make a CON saving throw taking 3D8 Radiant damage on a failed save or half as much on a successful one. If a creature fails the save by 5 or more the target is Stunned until the end of its next turn. Each Good Aligned creature is healed by 3D8 hit points. |
| 3 | Blasphemous magic radiates out forcing each Good Aligned creature to make a CON saving throw taking 3D8 Necrotic damage on a failed save or half as much on a successful one. If a creature fails the save by 5 or more the target is Stunned until the end of its next turn. Each Evil Aligned creature gains 3D8 temporary hit points. |
| 4 | Psychic energy assaults and twists creatures' minds, spawning delusions and provoking uncontrolled action for the next minute. Each creature within the area must succeed on a WIS saving throw or be affected by it. An affected target can't take reactions and must roll a D10 at the start of each of its turns to determine its behavior for that turn. 1- The creature uses all its movement to move in a random direction. To determine the direction, roll a D8 and assign a direction to each die face. The creature doesn't take an action this turn. 2-6- The creature doesn't move or take actions this turn. 7-8- The creature uses its action to make a melee attack against a randomly determined creature within its reach. If there is no creature within its reach, the creature does nothing this turn. 9-10- The creature can act and move normally. At the end of each of its turns, an affected target can make a WIS saving throw. If it succeeds, this effect ends for that target. |
| 5 | A small portal tears open and hangs in the air at the center of the area and releases swarms of creatures. The portal remains for 1 minute and at the start of each initiative count of 20 (Or every 6 seconds) and when it is summoned a swarm of creatures pours out. The creatures are hostile to all creatures within the area and do not leave the area. Roll 1D8 to determine the type of swarm released: 1- Swarm of Bats 2- Swarm of Cranium Rats 3- Swarm of Insects 4- Swarm of Poisonous Snakes 5- Swarm of Quippers 6- Swarm of Rats 7- Swarm of Ravens 8- Swarm of Rot Grubbs |
| 6 | Gas seeps out and fills the area in a haze of hallucinogenic fog. Each living creature must make a CON saving throw and on a failed save the creature begins to hallucinate and cannot tell friend from foe for the next minute. Each creature affected this way must choose a random creature to either attack or cast a spell on as they are filled with manic energy. At the end of each of their turns they can repeat the saving throws, ending it on a success. |
5-8 Haunts/Whispers
The arcane explosion is a 10 ft x the number of Haunts and Whispers total diameter sphere and has a DC of 13 + the number of Haunts and Whispers total.
| 1D6 | Effect |
|---|---|
| 1 | Gravity in the area increases gradually for the next 1D4 turns while a barrier forms around the area. The barrier has an AC of 18 and has 100 hit points and is Immune to Psychic and Poison damage. For the duration, any object that isn't being worn or carried in the area requires a successful STR check against the save DC to pick up or move. Turn 1: Each creature in the area must make a CON saving throw. On a failed save, a creature takes 2D8 Force damage, and its speed is halved until the end of its next turn. On a successful save, a creature takes half as much damage and suffers no reduction to its speed. Turn 2: Each creature in the area must repeat the saving throw with a 1D6 penalty taking an additional 1D8 (3D8) damage on a failed save. Turn 3: Each creature in the area must repeat the saving throw with a 1D8 penalty taking an additional 2D8 (5D8) damage on a failed save. Turn 4: Each creature in the area must repeat the saving throw with a 1D10 penalty taking an additional 3D8 (8D8) damage on a failed save. |
| 2 | A wave of spatial magic flows outward filling the area. Each creature must make a STR saving throw and on a failed save are teleported to a random point within the area. Each object that is not worn or carried is teleported to a random point within the area (As the area continues in a dome in the air is a valid location). |
| 3 | A large portal tears open and hangs in the air at the center of the area and releases violent creatures. The portal remains for 1 minute and at the start of each initiative count of 20 (Or every 6 seconds) and when it is summoned a creature emerges. The creatures are hostile to all creatures within the area and do not leave the area. Roll 1D20 to determine the type of creature released: 1-6- Brass Dragon Wyrmling 5-7- Spined Devil 8-10- Displacer Beast 11-12- Black Pudding 13-14- Fire Elemental 15-16- Annis Hag 17-18- Stone Giant 19-20- Deathlock Mastermind |
| 4 | An invigorating wave of energy fills the area with plants and burgeoning growth. The area is covered in grass, trees, vines, and thorny briars in every unoccupied space. The area has the following effects for one minute: The area is Difficult Terrain as grass and roots snag at all feet. Each creature takes 1D6 Piercing damage at the start of each of its turns and for every 5 ft they move within the area as spikes pierce them. At the start of each creature's turn that is within 10 ft of any tree in the area must succeed on a DEX saving throw or take 4D6 Slashing damage from whipping branches. At the start of each creature's turn that is on the ground in the area must succeed on a STR saving throw or become Restrained until the effect ends. A Restrained creature can use an action to make an Athletics check against the save DC, ending the effect on itself on a success. |
| 5 | Horrid energy permeates the area causing massive and lasting damage in a wave of necrotizing vile. Each creature within the area must make a CON saving throw and depending on the amount the saving throw was failed the following effect occurs. On a successful save the target takes 2D12 Necrotic damage. Failed by 5 or less: The target takes 3D12 Necrotic damage and is Deafened for one minute. Failed by 6-10: The target takes 4D12 Necrotic damage and is Blinded for one minute. Failed by 11+: The target takes 5D12 Necrotic damage and loses the ability to use 1D4 of its limbs for one minute. |
| 6 | Chaotic energy invades every magic item and creature with the spellcasting trait. Each item triggers a Wild Magic Surge and every creature affected must make a CHA saving throw. On a failed save the target triggers a Wild Magic Surge. |
9+ Haunts/Whispers
The arcane explosion is a 10 ft x the number of Haunts and Whispers total diameter sphere and has a DC of 13 + the number of Haunts and Whispers total.
| 1D6 | Effect |
|---|---|
| 1 | Confusing energy swirls, crushes, and reshapes those within the area. Each creature within the area must make a WIS saving throw and on a failed save is Polymorphed into a random creature or object for one minute. A creature affected this way can use an action to repeat the save, ending it on a success. |
| 2 | A sinister void appears within the center of the area and tries to draw all creatures and objects into it and consume them, remaining for 1 minute. Each creature in the area must make a STR saving throw. On a failed save, the creature takes 5D10 Force damage, and is pulled in a straight line toward the center of the void, ending in an unoccupied space as close to the center as possible. On a successful save, the creature takes half as much damage and isn't pulled. Objects less than 500 lbs that are not being worn or carried automatically fly toward the void. If a creature starts their turn at the edge of the void they must repeat the save and on a failed save are drawn inside. Any creature or object within the void takes 6D12 Force damage at the start of each turn of their turns and if it is reduced to 0 hit points is disintegrated. |
| 3 | Animating energy grants movement and will to every object not being worn or carried for the next minute. Objects come to life at your command. The objects are hostile to the creature nearest them when they become animated and have the following stats: Animated Object Statistics Size HP AC Attack Ability Scores Tiny 20 18 +8 to hit, 1D4 + 4 damage STR: 4, DEX: 18 Small 25 16 +6 to hit, 1D8 + 2 damage STR: 6, DEX: 14 Medium 40 13 +5 to hit, 2D6 + 1 damage STR: 10, DEX: 12 Large 50 10 +6 to hit, 2D10 + 2 damage STR: 14, DEX: 10 Huge 80 10 +8 to hit, 2D12 + 4 damage STR: 18, DEX: 6 An animated object’s CON is 10 and its INT and WIS are 3, and its CHA is 1. Its speed is 30 ft; if the objects lack legs or other appendages it can use for locomotion, it instead has a Flying speed of 30 feet and can Hover. If the object is securely attached to a surface or larger object, such as a chain bolted to a wall, its speed is 0. It has Blindsight with a radius of 30 feet and is Blind beyond that distance. When the animated object drops to 0 hit points it is destroyed. |
| 4 | Scintillating rays bombard each creature in the area causing effects that last for one minute. Each creature must make a DEX saving throw and on a failed save are hit by 2D4 rays or 1 ray on a successful save (If a creature is hit by more than one of the same ray no additional effects happen). For each ray a creature is hit by, the creature has the corresponding condition for the duration rolling 1D8 for each ray they were hit with. 1- Blinded 2- Deafened 3- Invisible 4- Petrified 5- Poisoned 6- Gains 1D4 levels of Exhaustion (Does not end after duration) 7- Gains 1D4 levels of Short-Term Madness 8- Gains 1 level of Indefinite Madness (Does not end after duration) |
| 5 | A dome of thick clouds appears causing the area to become Heavily Obscured for one minute. When this feature is activated and at the start of each initiative count of 20 (Or every 6 seconds) roll 1D6: 1- Lightning strikes 1D4 random targets within the area dealing 2D12 Lightning damage to each. 2- Freezing rain and hail pours forcing each creature in the area to make a CON saving throw taking 3D6 Cold damage + 2D10 Bludgeoning on a failed save or half as much on a successful one. 3- A strong gust of wind blows forcing one random target within the area to make a STR saving throw and on a failed save are blown back 1D12 x 10 ft and are knocked Prone, taking 1D6 Bludgeoning damage for every 10 ft it was thrown or that much damage to itself and any creature it collides with. 4- Poisonous fog rolls in forcing each creature in the area to make a CON saving throw taking 5D8 Poison damage on a failed save or half as much on a successful save. If a creature fails the save by 5 or more they are Poisoned for one minute, repeating the saving throw at the end of each of their turns, ending it on a success. A creature Poisoned this way takes 1D10 Poison damage at the start of each of their turns. 5- A storm of fire rolls in forcing each creature in the area to make a DEX saving throw taking 5D12 Fire damage on a failed save or half as much on a successful save. 6- A tornado appears at a random point within the area with a diameter of 20 ft rising 120 ft into the air. Each creature within 30 ft of the tornado must make a STR saving throw and on a failed save are drawn into the tornado taking 3D8 Bludgeoning damage and are thrown straight up 2D6 x 20 ft before falling back to the ground. On a successful save they must stay braced, unable to move or take actions or bonus actions until the end of their next turn. |
| 6 | Intense tremors rip through the ground in a 100-ft-radius circle extending further from the area, shaking creatures and structures in contact with the ground in that area causing the following effects: The ground in the area becomes Difficult Terrain. Each creature on the ground that is Concentrating must make a CON saving throw. On a failed save, the creature's Concentration is broken. Each creature on the ground in the area must make a DEX saving throw. On a failed save, the creature is knocked Prone. It can have additional effects depending on the terrain in the area, as determined by the DM. Fissures open throughout the area. A total of 1D6 such fissures open in locations chosen by the DM. Each is 1D10 × 10 feet deep, 10 feet wide, and extend from one edge of the area to the opposite side. A creature standing on a spot where a fissure opens must succeed on a DEX saving throw or fall in. A creature that successfully saves moves with the fissure's edge as it opens. A fissure that opens beneath a structure causes it to automatically collapse (see below). The tremor deals 50 Bludgeoning damage to any structure in contact with the ground in the area. If a structure drops to 0 hit points, it collapses and potentially damages nearby creatures. A creature within half the distance of a structure's height must make a DEX saving throw. On a failed save, the creature takes 5D6 Bludgeoning damage, is knocked Prone, and is buried in the rubble, requiring a DC 20 Athletics check as an action to escape. The DM can adjust the DC higher or lower, depending on the nature of the rubble. On a successful save, the creature takes half as much damage and doesn't fall Prone or become buried. |
Recreate Spell
You can listen to and recreate stronger spells from Whispers using your Recreate Spell feature. During combat if a Whisper is within 30 ft of you and is a 5th level or lower spell you can cast the spell using your Weaving feature.
Weave Whispering
You can retain more information from Whispers. You can prepare one additional spell with this feature (3 total).
Record Whisper
You can internalize the power and meaning of a Whisper you learn from your Weave Whispering or Recreate Spell feature. You do not prepare the spell or can Recreate it but instead Record it for later use (You still expend the use of the feature). You can cast the Recorded Whisper at a later point using its casting time. You can Record one Whisper at a time, if you Record another Whisper the oldest one is forgotten and silenced.
You can use this feature once per long or short rest.
Recreate Spell
You can listen to and recreate stronger spells from Whispers using your Recreate Spell feature. During combat if a Whisper is within 30 ft of you and is a 6th level or lower spell you can cast the spell using your Weaving feature.
Relive Haunting
After much practice, you can delve into a Haunting and relive it to gain more insight. When you use your Words of a Haunt feature you can choose to relive it. You experience key events that lead up to the actual words of the Haunting through the eyes of the creature that created the Haunting. The experience is intense and no matter how long the events take to relive in your mind the experience lasts one minute in real time. Until the Haunting is Relived you are Incapciated unless you succeed a DC 20 WIS saving throw to leave the Haunting. You can attempt this save twice per Reliving of a Haunting after which you must finish the full experience to its completion.
You can use this feature once per long rest.
Recreate Spell
You can listen to and recreate stronger spells from Whispers using your Recreate Spell feature. During combat if a Whisper is within 30 ft of you and is a 7th level or lower spell you can cast the spell using your Weaving feature.
Weave Whispering
You can retain more information from Whispers. You can prepare one additional spell with this feature (4 total).
Select Arcane Detonation
You can nudge the Hauntings and Whispers you invoke with your Arcane Detonation feature to make a more favorable outcome. You can roll twice on the correlating table and choose one of the effects.
Recreate Spell
You can listen to and recreate stronger spells from Whispers using your Recreate Spell feature. During combat if a Whisper is within 30 ft of you and is a 8th level or lower spell you can cast the spell using your Weaving feature.
Record Whisper
You can internalize one additional Whisper. You can Record two Whispers total with this feature.
Recreate Spell
You can listen to and recreate stronger spells from Whispers using your Recreate Spell feature. During combat if a Whisper is within 30 ft of you and is a 9th level or lower spell you can cast the spell using your Weaving feature.