Weaver (DND 5e)
Weaver (DND 5e)
STRANDS OF FATE
CLASS FEATURES Beginning at 1st level, you have received
As a weaver, you gain the following the extensive training required to observe
class features. the Eternal Tapestry of the Loom of
Destiny.
HIT POINTS Your initiate training grants a brief
insight into the future of your life strand,
Hit Dice: 1d6 per weaver level.
allowing you to use your Charisma
Hit Points at 1st Level: 6 + your modifier in place of Dexterity on
Constitution modifier. initiative rolls.
Hit Points at Higher Levels: 1d6 (or 5) Starting at 10th level, your time spent
+ your Constitution modifier per weaver observing the Tapestry has allowed them
level after 1st. to see your life stand closer to its creation
on the Loom. You may add your
PROFICIENCIES proficiency bonus to initiative rolls.
Armor: Light armor, medium armor
Weapons: Simple weapons, longswords, PATTERN SIGHT
rapiers, short swords
Starting at 2nd level, your training with
Tools: Weaver’s tools the Tapestry has allowed them to see the
Saving Throws: Wisdom, Charisma strands of the objects and entities around
you. You may cast Detect Magic as if
using the Ritual Caster feat however you
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may do so without the use of a ritual Spell attack modifier = your proficiency
book, nor do you require any bonus +
components. If you already possess the your Charisma modifier
Ritual Caster feat, you may add Detect
Magic to your ritual book, regardless of
class chosen, at no cost. ABILITY SCORE
Starting at 13th level, your sight IMPROVEMENT
expands allowing you to add the effects
When you reach 4th level, and again at
of True Seeing when casting Detect
8th, 12th, 16th, and 19th level, you can
Magic as mentioned above at no
increase one ability score of your choice
additional cost. You must complete a
by 2, or you can increase two ability
long rest before you are able to use this
scores of your choice by 1. As normal,
effect again.
you cannot increase an ability score
Once the weaver’s soul has been above 20 using this feature.
awoken to the ultimate power of the
Tapestry, the spells granted by this
feature no longer require concentration GRASP THE STRAND
and can be extended in duration up to 24 Starting at 5th level, your interactions
hours. with the strands on the Tapestry has
allowed them to grasp the strands of
other objects and entities nearby. While
WEAVING SPECIALIZATION under the effects of Pattern Sight class
Starting at 3rd level, you enter into a feature, as a bonus action you may shift
specialization of your weaving abilities your focus to a single strand allowing
to provide more focus in your studies of them to gain the benefits of the Locate
the Tapestry. Choose Pact Weaving, Soul Object spell. Doing so ends the effect of
Weaving, or Gate Weaving, all detailed Detect Magic and shifts your
at the end of the class description. The concentration to the Locate Object spell.
specialization you choose grants you Once you use this feature, you must
features at 3rd level and again at 6th, 9th, finish a short or long rest before you can
11th, 15th, and 18th level. Features from use it again.
your specialization or weaver class that Starting at 10th level, you may use this
require a spell attack or a creature to feature to gain the benefits of the Locate
make a save DC do so at the following Creature spell instead of Locate Object.
amounts: Starting at 14th level, your familiarity
at holding the strands of others allows
Weaving save DC = 8 + your them to gain the benefits of the Scrying
proficiency bonus + spell over the target of your Locate
your Charisma modifier Object, Locate Creature, or Find the Path
spell when using this feature.
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Starting at 17th level, you may use this Gain a mastery over the focus of
feature to gain the benefits of the Find your studies as described in the
the Path spell instead of Locate Object. respective weaving specializations.
Additionally, you may use this class
feature an additional time before
requiring a short or long rest. WEAVING
Once the weaver’s soul has been
awoken to the ultimate power of the
SPECIALIZATIONS
Tapestry, the spells granted by this Weavers specialize in three different
feature no longer require concentration fields: pacts, souls, and gates. Pact
and can be extended in duration up to 24 weavers seek to empower themselves
hours. through granted abilities of powerful
entities. Soul weavers seek to embolden
weary souls and remove those considered
EXTRA ATTACK too dangerous to the Tapestry using their
Beginning at 7th level, you can attack own energy. Gate weavers seek to
twice, instead of once, whenever you explore the Tapestry by creating
take the Attack action on your turn. connecting portals between two spaces.
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vestiges so opposed that you are avoided
at all costs. When a weak pact is formed roll 1d8.
On a result of 2, 4, or 6 your morality
PACT KNOWLEDGE (good, evil, or neutral) shifts one step
towards the morality of the vestige (good
Starting at 3rd level, you are given
to neutral, neutral to evil, or vis versa).
knowledge of the vestiges found by
On a result of 3, 5, or 7 your attitude
others in your field that are within your
toward society and order (lawful, chaotic,
soul binding abilities as an initiate pact
or neutral) shifts one step towards the
weaver. You gain knowledge of first
attitude of the vestige (lawful to neutral,
level vestiges as described in the vestiges
neutral to chaos, or vis versa). On a result
section of the class.
of 1 or 8 both your morality and attitude
Starting at 6th level and again at shift one step towards that of the vestige.
11th and 15th level, the level of vestiges If a change in morality or attitude would
within your knowledge increases by one. shift towards an alignment you are
For example, an 11th level pact weaver currently, it has no effect.
would have knowledge of first, second,
and third level vestiges.
Once the pact is formed, the
vestige grants you some of its power.
FORM PACT You gain the following powers according
Starting at 3rd level, your training as a to the vestige’s description:
pact weaver provides them the ability to
form pacts with the vestiges you bind Shared Power: A shared power
granting them the respective powers, creates a temporary direct link to
signs, and influence. At the end of a long the vestige themselves to aid you.
rest, you may create or renew a bridge See the vestige’s description for
between your own life strand and that of the benefits of their power. Using a
one vestige (or more as described below) shared power strains the pact
within your knowledge to form a pact. between the weaver and the
Roll a Charisma saving throw against the vestige, allowing a weaver to only
Difficult Class for each vestige you wish use the shared power once every
to form a pact with. The DC for each number of rounds as indicated in
vestige is equal to 10 + twice the level of the shared power’s description.
the vestige. Success inhibits the influence You may use a shared power in
of the vestige and creates a strong pact, any round following its previous
while failure opens your soul to the use, however, if used before the
influences of the vestige (for better or minimum number of rounds have
worse) and creates a weak pact. You passed the pact ends immediately
made elect before rolling the dice to after the power resolves. Creating
forgo the roll in order to form a weak a pact with a vestige previously
pact.
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ended in such a manner results in your bound vestiges. If a strong pact was
an immediate weak pact, formed with the related vestige, as a
regardless of the Form Pact roll. bonus action you may elect to suppress
or show the signs (and in effect the
Granted Power: A granted power influence) of the related vestige. If a
is the result of the residual energy weak pact was formed with the related
of the pact, granting the weaver vestige, you may show or suppress the
unique knowledge or insight signs (and related influence) as an action
regarding the Tapestry. These and must finish a short or long rest
abilities remain in effect as long as before you may show or suppress the
the pact remains. sign again.
While a sign is suppressed you
may not use the Shared Power of the
Starting at 9th level, and again at 18th
vestige. However, as part of the action to
and 20th level, you may reach out to an
use the Shared Power you may reveal the
additional vestige at the end of each long
sign.
rest to form an additional pact.
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gate weaver occupied facing them large enough to accommodate the
and the projected gate would open entire opening of the gate
on the targeted space at the edge otherwise the weave will either fail
opposite of the origin gate. If in or, in extremely rare and
the example in Rule 1 the potentially disastrous cases, the
distances of forward and up were gate will open to a new plane with
switched, the origin gate would a similar material in the designated
open immediately above the gate location. This is an important
weaver while the projected gate consideration due to Rule 3.
would open on the floor of the Examples of similar materials
targeted space. could be pine tree to oak tree,
This is important for a gate water to beer, dirt to rock, or
weaver to consider when weaving smoke to air. However, while these
a gate downward. If the gate materials may be similar different
weaver wishes to create a gate in states such as ice to water, water to
their space that weaves downward steam, or rock to lava create
instead of at a space that is enough of a difference on the
adjacent, once the weave was Tapestry that gates cannot be
complete the gate weaver would opened between these surfaces.
immediately fall through the It is important to note that
opening of the origin gate. materials will not move through
Using this to weave a gate gates except through the will and
below an enemy allows the enemy effort of a creature. Looking at an
to roll a reflex save with a DC example, a gate weaver stands in a
equal to the gate weaver’s spell tunnel below a treasury and
save DC to avoid falling through. weaves a gate on the ceiling of
A creature that is larger than the their tunnel up to the floor of a
gate created in this way that fails treasury. By luck or destiny, the
their saving throw is only opening of the projected gate is
considered prone instead of falling immediately below a chest. In this
through the gate. instance, the chest will not move
until a creature pushes or pulls the
Rule 4: chest down through the gate.
Gates many only be formed on
similar materials. Rule 5:
In order for a projected gate to be Gates will not move.
opened in water, the gate weaver Gate openings are locked on their
must designate a surface of water related point in space. If a gate is
for the origin gate. The surface of created on a movable object within
the material on both ends must be the plane and the object moves
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from the designated point both 1) before requiring a short or long rest,
gates will immediately close. however only one gate may be woven
Though materials such as air and and concentrated on at a time.
water are in constant motion, Starting at 6th and 9th level, the
portals on these surfaces remained distance a gate weaver may weave a gate
fixed so long as the material the increase to 20 feet per weaver level and
portal is created on does not 100 feet per weaver level, respectively.
change. Starting at 15th level, gate weavers
If a projected gate opens inside learn to purposefully project a gate onto
an object, such as a large boulder another plane. By expending four uses of
or wooden wall, the project gate your create gate feature, you may create a
opens up to a solid surface of the gate as normal with the exception that the
material. This material may still be projected gate is on another plane of your
damaged or destroyed as might choosing. Once you have used the feature
occur in any normal attempt to in this way, you must complete a long
break through or sabotage. rest before using the feature again.
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and projected gate when weaving. Your advanced knowledge of the
The orientation for the origin gate gates has greatly increased the
and projected gate does not need to efficiency of your gate weaving.
match. By expending 2 additional uses of
Additionally, by expending an your create gate feature, you may
additional use of your create gate weave a second gate with an origin
feature you can cause the origin gate and projected gate designated
and projects gets to orient at any as normal to your abilities under
angle. When using the talent is this the same concentration. You may
way, you may also weave the two use this talent at the time the first
gates across elements in different gate is woven or in subsequent
states of the same element such as rounds during which concentration
water to ice. is maintained. Losing
concentration while a second gate
is active causes both gates to close.
Stealth Gates As a reaction, you may close either
Requires level 6 of the gates to free up your
Your study of the gates has taught concentration at the start of your
you to minimize the touch of the next turn to weave a second gate
strands. As a result, the sound using this talent again.
when opening a gate is reduced to
a 15-foot radius and requires those
Reaching Gates
within that radius to roll a
Perception check against your Requires level 11
spell save DC to hear. Your advanced knowledge of the
Additionally, by expending an gates has greatly extended the
additional use of your create gate reach of your weaves. By
feature you can shrink the opening expending 6 uses of your create
of the gates to a minimum of a 6- gate feature, you may weave a gate
inch by 6-inch opening (roughly with an opening twice the size
half the size of a buckler) and your normally could and with a
shroud it from sight, requiring weaving range measured in miles
those within sight of the gate to rather than feet. Upon using this
make a Perception check against talent, you must complete a short
your spell save DC to notice the or long rest before using it again.
gate.
EXPAND GATE
Multi-Gate Starting at 9th level, the gate weaver is
Requires level 11 able to expand the space strands touch
and may at the time of weaving increase
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the opening of their gates to a 10-foot by
10-foot square.
Starting at 11th level the maximum
size increases to a 20-foot by 20-foot
square.
DISSOLVE GATE
Starting at 11th level, your proficiency
with the gates has taught you to unwind
the weaves of others. As a reaction you
may expend a use of your create gate
feature to attempt to close a gate made by
another gate weaver. Make a Charisma
ability check against the spell save DC of
the opposing gate weaver and close the
targeted gate on a success.
GATE MASTERY
When your soul awakens to the ultimate
power of the Tapestry at 20th level, you
gain any remaining talents from the Gate
Talent feature and may weave gates
between any surfaces. Additionally, your
body’s absorption of the energies of the
stands prevents it from aging and grants
you the energy to make any number of
gates without resting when using your
create gate feature. However, you must
still rest if a talent requires you to do so.
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Shared Power:
VESTIGES Unyielding Grasp [2]: Whenever
Vestiges are beings of near deific you hit with an unarmed attack,
powers, whether it be on the path to or you may make a special attack to
diminishment from godhood, and still in grapple as a bonus action. You
need of mortal energies. To further their may maintain the grapple as long
purpose or to join those that share ideals, as you are able, but once the
vestiges willingly grant temporary grapple has ended you must go
portions of their power, heedless of the two rounds without using this
intended use, in exchange for access to power to maintain the pact and be
the life energy or worship the recipient able to use this power again.
provides. As their origins range from all
strands in the Tapestry however, their
Granted Powers:
influence can sometimes twist the minds
of those in search of their power. Peak Physique: You gain the
Martial Arts class feature as if you
were a monk of your weaver level.
VESTIGES (LEVEL 1) You only gain the benefits to
A’LOUIS, PINNACLE OF STRENGTH unarmed strikes from this feature.
When you learn to form 2nd level
Descended from a family with an pacts, your unarmed strikes count
emphasis on strength and physique, as magical for the purpose of
A’louis was considered to be the limit of overcoming Resistance and
such desires. Jealous of the attention, a immunity to nonmagical attacks
primal god of the earth challenged and damage.
A’louis offering his own deific strength
if A’louis could move the mountain in Built like Iron: You gain
which the god dwelled. A’louis of strong advantage on strength checks to
mind and strong body set forth beneath resist grapple and shove attacks as
the mountain, digging day and night well as any strength saving throws
endlessly until at last the mountain sank
against effects that would cause
with him beneath. It was unclear whether
you to fall prone.
the challenge was won or that the god
rewarded his ambition, as when A’louis
returned the challenge was never spoken HIPPARCHUS, FOUNDER OF
of again. TRIGONOMETRY
Vestige Sign: Your body appears to be Founder of the principles of the sacred
marbled with strands of iron. trigonometry, a method of taping into the
Vestige Alignment: N arcane energies emitted by the Tapestry.
Skill: Athletics He was devoured by an addiction to
Saving Throw: Strength research he claimed would allow him to
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create a Tapestry of Fate in his own Trigonometric Translation: You
design. After weeks without contact, may read and use a scroll from the
concerned students found his study wizard’s spell list once per long
covered in an eruption of blood that had rest. The spell level of the scroll
burned through his writings as if made of must be no higher than a third of
acid. The only item remaining was his your weaver level.
favored robe in the center of the room.
The incident cause all to flee from his
teachings. LEVARUS, THE ETERNAL
Vestige Sign: Tattoos of mathematical QUESTOR
symbols and formula in a grey-blue color After the early loss of his only child,
from a foreign language appear on your Levarus began the search for the
body. meaning of life and if all paths through
Vestige Alignment: LN bring someone to its fulfillment. His
journeys to various places of power,
Skill: Arcana
spirits, and deities set the foundations to
Saving Throw: Intelligence many pilgrimages known today.
Shared Power: Unrelenting in his quest and fueled by
Force Missiles [4]: You may as an the power of the places and entities he
Action release several missiles of visited his journey continues to this day.
force as the spell Magic Missile, at Vestige Sign: A small fog emits from
a spell level equal to the highest your mouth or nose when you speak or
level pact you may form. You exhale, disputing before reaching the
must go at least four rounds floor.
without using this power to Vestige Alignment: NG
maintain the pact and be able to Skill: Investigation
use this power again.
Saving Throw: Wisdom
Granted Powers: Shared Power:
Sacred Trigonometry: When this Walk of the Dead [2]: As an
pact is formed, choose a number of Action, you may shift your
cantrips equal to the highest level physical form to the ethereal
pact you may form from the realm. When shifted in this manner
evocation, abjuration, or your movement speed is reduced
transmutation schools. You may to 5ft, however you may move
use these cantrips but are treated as through solid objects. You may
three levels lower than your remain shifted for a number of
current weaver level (minimum 1). rounds equal to your proficiency
bonus. If the effect ends while you
are inside a solid object, you suffer
1d6 for every 5ft of space between
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you and where you entered. After willingly grants power in his pacts in
the damage is resolved you return exchange for knowledge from the
to the open space where you weaver.
entered. You must go at least two Vestige Sign: Your tongue as well as
rounds without using this power to your nails, talons, or claws gain the
maintain the pact and be able to appearance of silver.
use this power again. Vestige Alignment: NE
Skill: Persuasion, Performance
Granted Powers:
Saving Throw: Charisma
Unending Search: You gain
Shared Power:
advantage on Investigation checks
to search. Eternal Ridicule [2]: As an Action
you rile up a target creature within
Wisdom of the Dead: You gain the 30 ft as well as any creature within
ability to communicate with dead a radius of the target equal to 5
creatures that you share a language times the highest level pact you
with. As an action, you reach out may form. Creatures affected must
to the creature with a 50% chance make a Charisma saving throw or
to fail. On success the creature will be considered flanked until the
answer up to a number of yes or no start of the weaver’s next turn.
questions equal to the highest level You must go at least two rounds
pact you can form. If a creature without using this power to
does not know the answer to your maintain the pact and be able to
question, it will say so and then use this power again.
cannot be questioned further
without reaching out again. On Granted Powers:
failure, the creature will be unable Salvage Anything: When someone
to be questioned by you for a year other than yourself fails a charisma
and a day. You may use this power skill check for which you are
a number of times equal to twice involved, you may roll the same
your proficiency bonus before check with advantage and replace
needing a long rest. the original result with yours.
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Granted Powers: this ability is a line 40ft in length
Petty Thief: You may use a Bonus with a height and width of 15ft. the
Action to perform the Disengage You must go three rounds without
or Hide action. using this power to maintain the
pact and be able to use this power
Clever Strike: Gain the ability to again.
Sneak Attack as if you were a
rogue, however the extra damage Granted Powers:
you deal begins at 1d6 at 3rd level, Imbue Equipment: You may infuse
increasing by an additional 1d6 equipment as if you were an
every 3 levels thereafter. Artificer of the same level as your
weaver level, however the number
of infusions known and items you
ROOK, THE ENDLESS FORGE are able to infuse is reduced by
As a Kobold born a prodigy smith, Rook half, rounded down.
was passed from enslaving master to
enslaving master as his skill at the forge Something from Nothing: You gain
was unsurpassable. Rook cared little the Channel Divinity ability of the
about who he served, for his only Forge Domain.
dedication was to the craft. His
craftmanship drove many of the entities
that claimed him to grant him a portion VESTIGES (LEVEL 2)
of their power to continue ceaselessly.
Not wanting it any other way, he uses the
ANDROMALIUS, THE ONE
boundless energy and life to continue his BETWEEN
work. Stalker of the planes, Andromalius
Vestige Sign: Your arms and face appear erratically travels the planes in search for
covered in soot. lives to claim. The common rumors of
his origins claim him to be one of the
Vestige Alignment: LN
first test subjects of magic to manipulate
Skill: History the mind, resulting in an insanity beyond
Saving Throw: Intelligence the comprehension of any. Andromalius
Shared Power: appears to entrap and feed on the souls of
Armory of Rook [4]: As an Action, his slain, fueling his continued hunt
you may open magic portals that across the strands.
release salvos of weapons as if it Vestige Sign: When turning your head,
were the Conjure Barrage spell. moving your arms, or moving faster than
The damage dealt with this ability a walk, the related limbs occasionally
is equal to 1d8 for each level of the appear to be in blurred parts of the
highest level pact you can form. movement at the same time.
Additionally, the area affected by Vestige Alignment: CE
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Skill: Perception BRELKA, QUEEN OF THE
Saving Throw: Intelligence ANCIENTS
Shared Power: Brelka, abandoned at an early age,
Warp Dive [2]: You may use a learned to survive through her own might
Bonus Action to teleport to an in a jungle of ancient beasts. Her
unoccupied space within 10 ft per maturity differed from any other as she
level of the highest pact you can gained the loyalty of the beast tribes,
form. This functions similar to the through deep respect or total dominance,
Misty Step spell, although you do earning her queenship among over them.
not need sight to your target Brelka, like many monarchs, is ever
location in which case you must searching to expand the reach of her
specify a distance and direction. If territory and crush the few that dare to
the space you are attempting to gather.
teleport to is occupied, the teleport Vestige Sign: You grow the tusks of the
fails causing you to suffer 1d6 per boar while your tongue takes the shape of
10 ft of attempted travel and be that of a snake.
stunned for 1 round. You must go Vestige Alignment: N
two rounds without using this Skill: Acrobatics
power to maintain the pact and be
able to use this power again. Saving Throw: Wisdom
Shared Power:
Granted Powers: Wild Companion [2]: When the
Warp Strike: After teleporting pact is formed choose from a boar,
adjacent to a creature, you may use snake, or spider. As an Action, you
your reaction to make a single may summon a giant animal of the
melee attack against the creature. same name. This companion will
serve only as a means of
transportation unless you use a
Watcher’s Eye: When a creature
Bonus Action to direct the
within 30 ft of you teleports, you
companion to attack a target within
may roll an intelligence save with
reach. The companion makes a
a DC equal to the creature’s spell
single bite or tusk attack using
save DC. If the creature does not
your melee attack roll and deals
cast spells, the DC is equal to 8 +
damage equal to 1d6 plus 1d6 per
the creature’s proficiency bonus +
level of the highest pact you can
the creature’s intelligence
form. You must go two rounds
modifier. Success gives you the
without directing the companion to
direction, distance, and a brief
attack to maintain the pact and be
view of the location the creature
able to use this power again.
teleported too. Failure only
provides you with the direction.
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Granted Powers: twice the highest level pact you
Only Good Company: Gain the can form. Once your fury has
ability to speak with animals as ended, you must go four rounds
well as advantage on skills checks without using this power to
interacting with animals. maintain the pact and be able to
use this power again.
Raised by Wolves: You gain the
Keen Hearing and Smell ability of Granted Powers:
wolves, granting you advantage on Waste Not: You may add your
Perception checks that rely on Charisma modifier to your Armor
hearing or smell. Class while not using a shield.
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MEL’ALA, NATURE’S MOTGORN, FAMINE REVELER
HEARTHSTONE In every plague there are those who
Acting as a comfort to the lost and actively choose to share the illness. The
weary, Mel’ala’s campfire was open to bodies and enervation left behind from
all. Believed to be a spirit of the fey to these mass pandemics serve as the
soothe the sick and the fearful in the playground for Motgorn. In the villages
forest realms, Mel’ala strove to combat forsaken by all, the pyres of bodies
any dark perceptions of nature and share burned to ash, and the rotted fields of the
the peace and healing it can provide. buried dead you can always find the one
Vestige Sign: Your skin turns green and who dances.
leaves begin to slowly sprout out of your Vestige Sign: Boils and dark rashes
neck. appear on your body.
Vestige Alignment: NG Vestige Alignment: NE
Skill: Medicine Skill: Stealth
Saving Throw: Constitution Saving Throw: Dexterity
Shared Power: Shared Power:
Warmth of the Heart [1]: As an Profane Pestilence [4]: As an
Action, you may touch a creature Action, you may expel a noxious
and heal the target for 1d6 plus an gas in a 15 foot cone that deals
additional 1d6 per level of the acid damage equal to 1d6 + 1d6
highest level pact you can form. per level of the highest level pact
Creatures healed in this manner you can form. Creatures in the area
cannot be healed above half their may make a Constitution saving
maximum heal. You must go one throw for half damage.
round without using this power to Additionally, if an affected
maintain the pact and be able to creature dies within 1d4 rounds
use this power again. they rise as a zombie after an
additional 1d4 rounds. You must
Granted Powers: go four rounds without using this
power to maintain the pact and be
Fey Touch: You gain the benefits able to use this power again.
of the Archery Fighting Style as if
you were a Fighter.
Granted Powers:
Bane to Pestilence: You gain Sacred Carrier: When struck in
advantage on saves against poison combat by a melee weapon, the
and disease. attacking creature must make a
Constitution saving throw or be
poisoned for 1d4 rounds. If the
attacker saves or once the poisoned
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has ended, the attacker becomes Shared Power:
immune to this effect for the Creeping Chill [1]: As an Action,
remaining duration of the pact. you can cause a number of target
creatures within 30 ft to suffer the
Mindless Obedience: While the effects as if you had cast the Slow
pact is maintained, when a zombie spell. The number of creatures you
rises as a result of your Profane are able to effect is equal to the
Pestilence you may exert control highest-level pact you can form.
over the zombie. These zombies Once your concentration ends, you
function as if raised by the must go one round without using
Animate Dead spell, however you this power to maintain the pact and
may control a number of zombies be able to use this power again.
created by this power equal to
twice the highest level pact you Granted Powers:
may form. If a zombie rises under
this effect when you already Born to the Water: You gain a
control the maximum amount for swim speed equal to twice your
this power, you can as a free action land speed as well as the ability to
choose to release a zombie under breath under water.
your control to control the new
zombie. Zombies not under any Temperature Regulation: You gain
control act at their own discretion. Resistance to fire and cold as well
as being protected as if affected by
the Endure Elements spell.
VESTIGES (LEVEL 3)
ELVA, SPIRIT OF WATER Ice Storm: As an Action, you may
Elva turned her cult against the land, cast the Ice Knife spell. The spell
seeking to consume the aspects of nature. level of this power is equal to the
The spirits in their cunning secretly highest-level pact you can form.
guided Elva into absorbing the aspect of
water and ice. When she assumed the HOMMOR, SPIRIT OF FIRE
form of water for the first time, she found
Hommor was a mortal who found
she was unable to hold herself together
himself in the worst place at the worst
and became scattered into the oceans.
time. He came into direct contact with
Vestige Sign: Your eyes become globes the heart of fire whose endless flame
of water and patches of frost appear causing it to cling to him with never-
along your skin. ending ire. While the flame continued to
Vestige Alignment: LE fuel his life, it also fuels his terror and
Skill: Sleight of Hand, Medicine pain that to this day Hommor spreads to
Saving Throw: Wisdom others seeking to alleviate his own.
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Vestige Sign: Your hands and feet MAGGINA, THE ANTI-MAGE
become encased in a harmless flame. Family can leave the deepest of scars.
Vestige Alignment: CE Youngest of three, Maggina’s siblings
Skill: Performance, Intimidation were natural talents who succumbed to
Saving Throw: Charisma the temptations of magics greatest
Shared Power: powers. After his siblings murdered the
rest of their family, Maggina swore an
Burning Man [2]: As an Action, undying vengeance to end his siblings
you may ignite yourself for a existence along with the power they
number of rounds equal to your represent.
weaver level. While ignited, your
Vestige Sign: Uncountable scars appear
movement leaves behind a Wall of
along your body.
Fire like the spell, with a spell
level equal to half your binder Vestige Alignment: LG
level. Once the spell ends, any fire Skill: Arcana, Acrobatics
created as a result of this spell is Saving Throw: Wisdom
immediately extinguished. You Shared Power:
must go two rounds after the effect
Deny the Witch [2]: As a Reaction,
ends without using this power to
you may attempt to Counterspell a
maintain the pact and be able to
creature within 30 ft of you as if
use this power again.
using the spell. The spell level of
the Counterspell equals the
Granted Powers: highest-level pact you can form.
Energy Conduit: You gain You must go two rounds without
Resistance to fire and electricity. using this power to maintain the
pact and be able to use this power
Fire Core: You may add charisma again.
to damage rolls for fire spell and
abilities. Granted Powers:
Ignore the Lies: You gain
Arsonist: You gain the ability to Resistance to damaging effects of
cast the cantrips Create Bonfire spells and advantage on saves
and Produce Flame. Additionally, against spells. You cannot
as an Action you may cast the willingly be the target of a spell.
Burning Hands spell with a spell
level equal to the highest-level Abhor the Witch: You gain your
pact you can form less one. Charisma modifier to damage rolls
against creatures that have the
ability to cast spells.
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Silence the Evil: If a creature gaining advantage on Dexterity
attempts to cast a spell within your saving throws.
reach, you may as a Reaction
strike the creature with a single Sting Like a Bee: When making a
melee attack. melee attack, you may attack up to
a distance of 15 ft. Additionally,
the distance you may make a
MOHALI, SPIRIT OF AIR ranged attack doubles.
Mohali’s story remains untold as he
wanders here and there, difficult to
behold. In search of balance, in search of RONAMANDE, SON OF DARKNESS
peace Mohali sings his song ever seeking A being from the plane of Shadow,
his release. Ronamande sought to become master of
Vestige Sign: Patches move about your this domain. Forming pacts with greater
body, making various pieces appear beings of the realm and dominating the
partially translucent. lesser, he was one of the few to carve a
Vestige Alignment: CN kingdom in this near untamable land.
Though bound to his throne, he seeks to
Skill: Deception, Animal Handling
expand his influence on the remaining
Saving Throw: Dexterity planes of existence.
Shared Power: Vestige Sign: Your shadows multiply
Awaken the Wind Spirit [2]: As a with each becoming animated bearing
Bonus Action, you may double the unique personalities.
range of your melee attacks and do Vestige Alignment: NE
not suffer disadvantage for ranged Skill: Insight, Religion
attacks over distance. Ranged
Saving Throw: Constitution
attacks made while under this
effect gain a bonus on the damage Shared Power:
roll equal to your Charisma Shadow Hounds [1]: When the
modifier. This effect lasts for a pact is formed, two hell hounds
number of rounds equal to the appear at your side, ready for your
highest-level pact you can form. command. These hell hounds
You must go two rounds without function as if created by the Find
using this power to maintain the Familiar spell, however they
pact and be able to use this power cannot perform any Actions unless
again. you issue the command with a
bonus action. The hell hounds will
Granted Powers: follow your last command until a
Float like a Butterfly: Your land new one is issued, or they
and jump speed doubles while also complete the command at which
point they return to your side.
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Should a hell hound be destroyed, Shared Power:
it returns back to the abyss along Explosive Arrow [2]: As an
with any items it may have been Action, you can launch an arrow
holding. You must go one rounds pack with energy to a point you
without issuing a command with choose within range of your bow.
this power to maintain the pact and Upon reacting its destination, the
be able to issue a command again. arrow explodes as if using a
Fireball spell at that location. The
Granted Powers: Fireball spell is cast at a level
Shadow Sees All: Gain advantage equal to the highest pact you can
on skill checks involving form. You must go two rounds
Celestials, Fiends, and without using this power to
Aberrations. maintain the pact and be able to
use this power again.
Reborn from Shadow: If one or
both hell hounds have been Granted Powers:
destroyed, you may summon one Know Your Target: Gain
or two hell hounds by performing advantage on Perception skill
a ritual requiring a full minute of checks.
concentration.
Be the Arrow: Arrows you fire
SHEN YI, SLAYER OF SUNS may make a ninety degree turn
once during flight. The turn must
In the early ages of dawn, Light
be made while within your sight.
dominated all. Countless suns stopped all
but the strongest of life from surviving
under their scorching heat. However, TOFF, SPIRIT OF STONE
such times of tribulation give rise to Toff found more friends among the stone
heroes. From there emerged Shen Yi, than in those that walked upon it. When
who sought to bring life by destroying local merchants sought to scourge a
the Light. Using his mighty bow, he mountain holding the heart of earth, Toff
smote those countless suns until but a gave her life in its defense.
single one remained. In this moment he
could not bring extinguish the life of The heart witnessed her selfless act and
Light and thus let one remain. restored her soul with its strength,
granting her the power to defend what
Vestige Sign: Skin grows leathery and mattered to her most.
your pupils disappear.
Vestige Sign: Your eyes and tongue
Vestige Alignment: CG appear to be made of rock.
Skill: Perception, Deception Vestige Alignment: NG
Saving Throw: Charisma Skill: Religion, Nature
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Saving Throw: Strength Skill: Acrobatics, Nature
Shared Power: Saving Throw: Dexterity
Heed My Call [2]: As an Action, Shared Power:
you may create the effect of Wall Unbound [2]: As an Action, you
of Stone as if casting the same may cast the Reverse Gravity spell
spell. The maximum amount of centered on yourself, however the
time you may concentrate on the radius is limited to 15ft and has a
spell is reduced to one minute, height of 60ft. When cast, you may
preventing you from creating choose if you wish to be affected
permanent structures. After your by the spell. You must go two
concentration ends, you must go rounds without using this power to
two rounds without using this maintain the pact and be able to
power to maintain the pact and be use this power again.
able to use this power again.
Granted Powers:
Granted Powers: Untethered: As an Action, you
Read the Tremors: You gain may cast the Levitate spell.
Tremorsense out to 30 ft.
Unchained: Once per short rest,
The Art Inside: As an Action, you you may as a Reaction cause
may use the Stone Shape spell. yourself to gain the effects of the
You may use this power twice Freedom of Movement spell.
before needing a short rest.
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Shared Power: your broken, your sick and your weary,
Bathe in Blood [2]: As an Action, knowing that Morgrul’s gentle whispers
you may target a creature affected drive them.
by your Streams of Blood power Vestige Sign: Your footprints leave
within 30ft. Creatures you behind puddles of vile liquid and you
designate within a 15ft radius of periodically drip the same liquid.
the target become affected by the Vestige Alignment: CE
same number of Rivers of Blood Skill: Stealth, Religion
as the target creature. Additionally,
Saving Throw: Constitution
you may designate creatures
within the same radius to gain fast Shared Power:
healing equal the number of Rivers Spreading Rot [2]: As an Action,
of Blood on the target. The you may cast Contagion using a
duration of both effects is two range of 30ft instead of touch
rounds. You must go two rounds using a ranged spell attack. If the
without using this power to target creature fails their saving
maintain the pact and be able to throw, you may immediately have
use this power again. it target another creature within
15ft of the previous target. A
Granted Powers: maximum of four creatures may be
affected in this manner. You must
Rivers of Blood: When you
go two rounds without using this
successfully strike a creature with
power to maintain the pact and be
a melee weapon, they suffer an
able to use this power again.
unnatural laceration. This effect
deals damage at the start of your
next two turns equal to your
proficiency bonus. Damage from Granted Powers:
this effect is cumulative, however Fever Dreams: When adjacent to a
the duration is not. zombie under your control, you
may use the Hide Action even
Daemon Wings: You may use the while under the perception of other
wings granted by the vestige sign creatures.
gain a fly speed equal to twice
your base speed. Sacred Forbearers: Zombies
under your control may instead
deal necrotic damage in place of
MORGRUL, THE UNCLEAN their normal damage type. In
All are welcome within Morgrul’s caring addition, they gain a bonus on
embrace. Those of any mind, manner, or attacks equal to your proficiency
make are not turned away from his bonus.
spreading warmth. Look to your bent and
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Banshee Wail [2]: As a Bonus
From the Plague They Rise: If one Action, creatures within a 15ft
or more creatures died while under radius must make a Charisma
the effect of your Spreading Rot saving throw or be stunned until
shared power, you may as an the start of your next turn. You
Action cause them to rise as must go two rounds without using
zombie under your control. These this power to maintain the pact and
zombies function as if raised by be able to use this power again.
the Animate Dead spell, however
you may control a number of Granted Powers:
zombies created by this power No Distance to Far: While you
equal to twice the highest level maintain this pact, you are immune
pact you may form. If a zombie to fall damage.
rises under this effect when you
already control the maximum Wraith Walk: While moving, you
amount for this power, you can as are invisible and can walk through
a free action choose to release a solid objects except those made of
zombie under your control to iron. As a result, creatures who
control the new zombie. Zombies threaten you may not use a
not under any control act at their Reaction to make an Opportunity
own discretion. Attack as a result of your
movement unless they can see
STREGA, BARROW QUEEN invisible creatures.
Strega was regarded as the most beloved
queen in her kingdoms history. She TRAZEK, MAW OF DESTINY
restored the kingdom in a time of despair Destiny is for the weak. Those who learn
and defended against every would be to seek the future learn to control their
conquerors. When the world became own fates. Always know, always be
shadowed and turned against her golden watching. For it is in the briefest of
empire, she led her people into the moments that the Tapestry will whisper
afterlife as a means to protect them even its secrets to you and grant you that
in death. which you desire the most. Learn to
Vestige Sign: Your hair, fur, or feathers cheat life and you can learn to cheat
turn bone white and a fine mist covers destiny.
your skin. Vestige Sign: You grow a beak and a
Vestige Alignment: LG feathery crest of deep black that shimmer
Skill: History, Religion with celestial bodies.
Saving Throw: Wisdom Vestige Alignment: CE
Shared Power: Skill: Arcana, Insight
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Saving Throw: Intelligence Vestige Sign: Your tongue stretches to
Shared Power: just above the floor and your teeth
become serrated.
Astral Manipulation [2]: As an
Action, you may cast the Vestige Alignment: CE
Telekinesis spell, however you Skill: Deception, Sleight of Hand
may affect up to three creatures. Saving Throw: Charisma
You must go two rounds without Shared Power:
using this power to maintain the
Unholy Lust [2]: As an Action,
pact and be able to use this power
you may cause a target creature
again.
within 30ft to suffer the effects of
the Dominate Monster spell. A
Granted Powers: creature who succeeds their save
Astral Powers: You may prepare or has previously been affected
and cast spells as a wizard of a gains advantage on further saves
level equal to one third of your against this ability until your next
own. long rest. You must go two rounds
without using this power to
Astral Dilation: Once per round, maintain the pact and be able to
you may use a Bonus Action or use this power again.
Reaction to grant a target willing
creature within 30ft an extra Granted Powers:
Action or Bonus Action,
Pleasure from Pain: You gain a
respectively. Creatures affected by
bonus to your armor class as well
this ability must go at least one
as fast healing equal to your
round without being affected by
Charisma modifier for two rounds
this ability or be stunned until the
after another creature deals
start of the weaver’s next turn.
damage to you.
Granted Powers:
Demipresent: You always know
which direction is north, your
general elevation, the time of day,
and gain the Labyrinthine Recall
ability of a minotaur.
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