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Weavespinner

Weavespinners are secret agents of Mystra that often work in conjunction with Magisters though they serve different rolls and have different abilities. Their main task is to contain Dead Magic Zones and Wild Magic Zones. Their other tasks include but are not limited to: recharging magic items that have become dormant, hiding magic items so they can be rediscovered, and slaying various foes. The usual targets of a Weavespinner hunt are mage hunters, magic eating monsters, and magic item hoarders. As they become more trusted by Mystra they can even host Magefairs for others chosen by Mystra or aid the goddess in solving mysteries.

Terms:

Weavespinners are given great latitude and freedom and are not organized but act as elite agents that are independent. They are not to worship other greater powers and must attend Magefairs they are invited to as well as fulfill tasks as they are assigned. Failing to do so may involve a loss of one or more abilities for a time or an expulsion from the Weavespinners. (If expelled, work with the DM to choose a new subclass or class.)

Spellcasting: Spells cast by a Magister are changed fundamentally. All of your spells are changed in some way. For instance, Mage Hand becomes a warrior’s hand covered in scars or a gauntlet.

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
3Find Familiar, Mage Armor, Mage Hand, Magic Weapon, Misty Step
5Haste, Phantom Steed
7Dimension Door, Fire Shield
9Bigby’s Hand, Steel Wind Strike

Secret Sign

Like Magisters the Weavespinners have a similar way to identify themselves as true Weavespinners. You can use a free action to cause your dominant hand’s palm to shine with the symbol of Mystra, a blue-white star. The sign is unfakable, being unable to be replicated by any means other than another Weavespinner.

Combat Training

A Weavespinner cannot rely only on the strength of magic for their foes often feast on magic. You are trained in the ways of nonmagical combat. You are proficient with Light and Medium armor and shields as well as Simple and Martial weapons.

Revelation from the Goddess

Mystra herself governs Weavespinners. She will inform you from time to time of tasks she would like you to perform or of a creature you must hunt or an impending Magefair. Roll on the Revelation Table to determine your first task (Tasks given by Mystra are extremely challenging and can take many years and great power to succeed depending on the task):

Revelation Table

1D12 Task
1Slay the Vil Sword: You are to destroy a Magebane, a sentient blade that takes over its wielder and hunts spellcasters indiscriminately.
2Disperse the Crimson Cloud: You are to slay a Nishruu, an aberrant creature that feeds on magic.
3Manage the Sacred Magefair: You are the host of a Magefair, you are given a timeframe to gather supplies and prepare a venue and theme for a gathering of Mystra’s chosen.
4Solve the Mystery: You are to solve a mystery presented by Mystra herself, usually involving the disappearance of a fellow member of Mystra’s chosen.
5Crust the Hoarder: You are to find and liberate the hoard of a magic item hoarder designated by Mystra for disposal.
6Silence the Maddenning Mouths: You are to slay a Hakeashar, a variant of a Nishruu that also feeds on magic.
7Slaughter the Disenchanter: You are to slay a Disenchanter, a camel-like beast that devourers magic items.
8Lay the Magedoom to Rest: You are to slay a Magedoom, an Undead created to kill Wizards.
9Revive the Dormant Item: You are to restore an item important to Mystra to its active state after it ran out of power or was otherwise forced into disuse.
10-12Restore the Weave: You are to seek out a particular Dead Magic Zone or Wild Magic Zone and restore it.
Lv 5

Extra Attack

You can attack twice, instead of once, whenever you take the Attack action on your turn as you continue to keep honing your skills.

Mystra’s Augmentation/Inhibition

Much like how a Sorcerer can mold magic with their Metmagic feature, a Weavespinner can use their Weaving feature to modify spells they cast or existing spells. The limits of a Mystra’s Augmentation/Inhibition is more nebulous than Metamagic being much more radical and creative. The more extreme the change the more likely the modification will fail. In general a change to a spell you cast requires an Arcana check DC 8 + the spell’s level or a DC of 12 + the spell’s level if cast from another source. If the spell is of a higher level than you can cast normally the change is rejected but you do not lose the use of this feature.

You can use this feature once per long rest.

  • Example: A modification that is highly likely to succeed is molding the shape of an existing magical barrier such as extending a portion of an Antimagic Field like a hand extends a finger.

  • Example: A modification that is highly likely to fail is forcing a spell to perform a task not suited to its School of Magic such as making a Firewall into a spell to summon a creature or raise the dead.

Lv 7

Enchanted Eyes

Your eyes are blessed by Mystra to see many things that others cannot. You gain the following features:

  • If you are tasked with finding a creature or object you can see a blue-white line leading in its general direction.

  • You can see how long spells with a duration have left as you see a blue-white hourglass showing how long they have left. If the spell has no duration, you see the date the spell was cast in glowing blue-white characters.

  • You have advantage on Perception and Arcana checks to spot untriggered magical effects.

Weapon/Armor Mastery

Your training has allowed you to make the most of your equipment. You can use the Weapon Mastery properties of one weapon or the Armor Mastery properties of one armor.

Lv 9

Mystra’s Secret Cache

Mystra gives you access to a unique space in which you can store items as well as place recovered items for Mystra to take and hide so they can be rediscovered. You can use an action to open a pocket dimension only you can see within 5 ft of you in an unoccupied space and the space can remain open for up to 10 minutes at a time. You can close the pocket dimension as a free action. The Cache has the following properties:

  • Only you and Mystra can access the Cache.

  • The opening is as wide as the largest item you desire to store up to a Large item.

  • The Cache can only hold magic items and the opening cannot interact with creatures or attacks.

  • You can store up to three items of your choice within it.

  • The Cache can store an unlimited amount of items designated by Mystra for retrieval. Items stored this way vanish after one minute or the next time the Cache is used.

Lv 11

Heal the Weave

You can spend 24 hours using your Weaving feature as a ritual and at the end of the ritual you end one Wild Magic Zone or Dead Magic Zone. You can only use this feature if directed by Mystra, otherwise nothing happens.

Mystra’s Augmentation/Inhibition

You can modify more spells as your power and influence grows. You can use this feature twice per long rest.

Lv 13

Mystra’s Permit

You are given permission to pass through most magical barriers by the goddess herself. In most cases you can walk through magical barriers such as a Wall of Force as if it was Difficult Terrain. This feature is governed by Mystra and is often the first to be taken away if you earn her displeasure (The DM has full discretion on if a barrier is covered by the Permit but as a general rule most if not barriers are covered).

Lv 15

Recharge Magic Item

You can awaken magic items that have become dormant or grant charges to magic items that use charges at a cost to your body. You can use an action and expend multiples of the hit point value to grant charges equal to the amount of times you expended the required hit points.

Rarity Hit Point Value to Charges
Uncommon10 hit points per 1 charge
Rare20 hit points per 1 charge
Very Rare30 hit points per 1 charge
Legendary40 hit points per 1 charge
Artifact50 hit points per 1 charge

Mystra’s Augmentation/Inhibition

You can modify more spells as your power and influence grows. You can use this feature three times per long rest.

Lv 17

Select Magic Immunity

Mystra guards her faithful secret agents. You have advantage on saving throws against spells and other magic effects. You choose three spells and gain Immunity to their effects. You can spend one hour in prayer to change one spell with another one.