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Rhun'Zor

Arcanist 3 Class & Level
Background
Race
Alignment

Strength 11
+0
Dexterity 14
+2
constitution 17
+3
intelligence 16
+3
wisdom 10
+0
charisma 14
+2
+0 Acrobatics
+0 Animal Handling
+5 Lore
+0 Athletics
+0 Deception
+0 Insight
+4 Intimidation
+0 Investigation
+0 Medicine
+0 Nature
+1 Perception
+0 Performance
+0 Persuasion
+0 Piloting
+0 Sleight of Hand
+0 Stealth
+0 Survival
+0 Technology
skills
+0 Strength
+2 Dexterity
+3 Constitution
+3 Intelligence
+0 Wisdom
+2 Charisma
saving throws
+2
proficiency bonus

Total Hit Dice
1d6+3
Hit Die
12
Armor Class
34
Hit Points
+2
Initiative
30
Speed

Total Power Points
Attacks

 

Species for the character

Gala Gonian



 

Visual Characteristics

Skin ColorObsidian black, ash-gray, earthen red, jungle green, deep bronze
Eye ColorAmber, Crimson, Gold, Molten Orange (always slitted pupils)
DistinctionsHeat vent ridges along the neck, large talons, scaled skin, elongated limbs, crest or horn growths on head/spine

Physical Characteristics

Height7'0"+2d8"
Weight250 Ib.x(2d4) Ib.

Sociocultural Characteristics

Home RealmAvalon
LanguagesHigh Script, Realm Basic

Biology and Appearance

The Gala Gonians are towering reptilian humanoids with a predatory stance and thickly scaled hides that shimmer faintly under intense heat. Their muscular forms are built for war and endurance, with curved talons adapted for both climbing and combat. Rows of heat-dispersing vents along their necks pulse faintly when agitated, helping them regulate their core temperature during exertion or under duress.   Biologically evolved originally on a volanic world within the Realm of Avalon, their cardiovascular systems can sustain extreme physical exertion, and their bones are dense but flexible. Crest or horn growths often signal maturity, status, or bloodline.

Society and Culture

Gala Gonian culture revolves around conquest, honor, and holy fervor. They are deeply religious, devoted to an ancient martial code known as the Path of Ssa-Tora, which they believe was etched into their essences by the first High Arbitor. Obedience to one's superior, glory in battle, and the sanctity of the ancestral world are central to their belief.   Their society is tiered by warrior caste, with Bladeshouts (Warpriests), Scorchborn (elite zealots), and Stonewrought (ritual builders and architects) among the most respected roles. Disputes are resolved through honor duels, and their cities are both temples and fortresses.

Names

Gala Gonian names are guttural and reverent in tone, often with apostrophes or compound syllables that indicate lineage or divine favor.

Male Names. Kal’thax, Rhun’zor, Shenz’to, Vark’hal

Female Names.Ka’reth, Zhul’nari, Sha’vala, Kor’thesa

Species Traits

As a Gala Gonian, you have the following special traits.

Ability Score Increase. Your Strength increases by 2, and your Constitution or Wisdom increases by1.

Age. Gala Gonians mature by 25 and can live up to 200 years. Their aging is marked by thicker scaling and greater heat emissions.

Size. You are Medium, but count as one size larger when determining carrying capacity and the weight you can push, drag, or lift.

Speed. Your base walking speed is 30 feet.

Heat-Blooded Physiology, Once per short rest, when you take fire or energy damage, you can use your reaction to vent excess heat and gain temporary hit points equal to your level + Constitution modifier.

Divine Fury. When you drop to half your hit points or less, you can enter a zealot’s focus until the end of your next turn:  
  • You gain advantage on melee weapon attacks.
  • You add your proficiency bonus to damage with melee weapon attacks.
  • You may use this feature once per long rest.

    Ritual Weaponry. You are proficient with either Carbblades or warhammers (your choice). In addition, choose one: Intimidation or Lore. You gain proficiency in that skill.

    Taloned Grip. Your claws count as natural melee weapons that deal 1d4 slashing damage. You can use Dexterity or Strength for the attack and damage rolls. While climbing, you have advantage on Strength (Athletics) checks if you’re using your claws.

    Languages. You can speak, read, and write High Script, Realm Basic, and one additional language of your choice.

     

    Starship deployment associated with this character

    The statblocks of your Weapons, armor and other important/magical equipment

    The statblocks of your class features

    Arcanist


    Hit Points

    Hit Dice: d6
    Hit Points at First Level: 6 + your Constitution modifier
    Hit Points at Higher Levels: 1d6 + your Constitution modifier per Arcanist level after 1st

    Proficiencies

    Armor: None
    Weapons: Simple weapons (Weavecasters are not trained for front-line warfare, but may attune to an Etherium weapon for defense and offense.)
    Tools: None
    Saving Throws: INT, WIS
    Skills: Skills: Choose two from Arcana, Insight, Investigation, History, Perception, Deception

    Overview and Creation

    An Arcanist is a master of the Weave, a conduit through which the very threads of reality are bent, reshaped, or annihilated. While others clash with blade and blaster, the Arcanist alters the battlefield itself. Spatial ruptures, elemental storms, illusions—these are the tools of their trade. Whether cloistered in study or forged in conflict, the Arcanist is a scholar of reality, and a threat to those who underestimate the mind over matter.

    Starting Equipment Options

    You start with the following equipment, in addition to the equipment granted by your background: (a) a basic Etherium focus weapon (a) a Scholar's Pack or (b) an explorer's pack   Variant: Starting Wealth In lieu of the equipment granted by your class and background, you can elect to purchase your starting gear. If you do so, you receive no equipment from your class and background, and instead roll for your starting wealth using the criteria below:   Class Funds Arcanist 5d4 x 100 vi

    Spellcasting

    Weavecasting


    Arcanist: 1st level
    In your meditations on the Weave, you have learned powers, fragments of knowledge that imbue you with an abiding magic ability.  

    Weave Powers known

    You learn 8 weave powers of your choice, and you learn more at higher levels, as shown in the Weave Powers Known column of the Arcanist class table. You may not learn a Weave power of a level higher than your Max Power Level, and you may learn a Weave power at the same time you learn its prerequisite.  

    Weave Points

    You have a number of Weave points equal to your Arcanist level x 4, as shown in the Weave Points column of the Arcanist class table, + your intelligence modifier. You use these Weave points to cast Weave powers. You regain all expended Weave points when you finish a long rest.  

    Max Power Level

    Many Weave powers can be overpowered, consuming more Weave points to create a greater effect. You can overpower these abilities to a maximum level, which increases at higher levels, as shown in the Max Power Level column of the Arcanist class table.
    You may only cast Weave powers at 6th, 7th, 8th, and 9th-level once. You regain the ability to do so after a long rest.  

    Weavecasting Ability

    Intelligence is your Weavecasting ability. You use it whenever a power refers to your Weavecasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a Weave power you cast and when making an attack roll with one.
      Weave save DC = 8 + your proficiency bonus +your Intelligence ability modifier
      Weave attack modifier = your proficiency bonus +your Intelligence ability modifier  

    Weave Recovery


    Arcanist: 1st Level
    You have learned to regain some of your energy by briefly meditating. When you finish a short rest, you can regain a number of Weave points equal to half your Arcanist level (rounded down) + your Wisdom or Intelligence modifier (your choice, minimum of one). Once you’ve used this feature, you must complete a long rest before you can use it again.  

    Weave-Empowered Casting


    Arcanist: 2nd level
    You gain the ability to twist your powers to suit your needs. When you cast a Weave power, you can expend additional weave points to modify the power. You gain two Weave-Empowered Casting options, located in the class features section, and you learn more at higher levels, as shown in the Weave-Empowered Casting Options of the Arcanist table.   You can use only one Weave-Empowered Casting option on a power when you cast it, unless otherwise noted.  

    Weave Shield


    Arcanist: 2nd level
    You learn how to defend yourself purely through your strength with the Weave. When you are hit by an attack, you can use your reaction to shroud yourself in Weave energy. Until the start of your next turn, you have a bonus to AC equal to your Wisdom or Intelligence modifier (your choice, a minimum of +1). This includes the triggering attack.
    You can use this feature twice. You gain an additional use at 5th, 11th, and 17th level in this class. You regain all expended uses when you finish a long rest.  

    Hidden Weave


    Arcanist: 3rd Level
    You learn how to conceal the casting of your Weave powers. When you cast a Weave power, you can choose to conceal the presence of that casting from others. A creature that sees you cast the Weave power can make an Investigation (Intelligence) check against your universal Weave save DC. On a success, they can determine that you used the Weave in some way. If a creature has the Weave sight Weave power active, they automatically succeed on this check. A creature that can not see you automatically fails this check.
    You can use this feature a number of times equal to your Wisdom or Intelligence modifier (your choice, a minimum of once). You regain all expended uses when you finish a long rest.
     

    Arcanist Path


    Arcanist: 3rd, 6th, 10th, 14th, and 18th level
    You choose a Arcanist Path, which is detailed Subclass features section.  

    Ability Score Improvement


    Arcanist: 4th, 8th, 12th, 16th, 19th
    You can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature.  

    Master of the Weave


    Arcanist: 20th level
    Your attunement to the Weave is absolute. Your Wisdom or Intelligence score increases by 4, and your maximum for this score increases by 4. Additionally, you gain mastery over a single Weave power, and can cast it with little effort. Choose one 3rd-level Weave power that you know as your signature power. You can cast it once at 3rd level without expending Weave points. When you do so, you can’t do so again until you finish a short or long rest.
    If you want to cast it at a higher level, you must expend Weave points as normal.

    Class Features

    Careful Power When you cast a power that forces other creatures to make a saving throw, you can protect some of those creatures from the power’s full Weave. To do so, you spend 1 additional Weave point and choose a number of those creatures up to your Wisdom or Intelligence modifier (your choice, minimum of one). A chosen creature automatically succeeds on its saving throw against the power.
    Distant Power When you cast a power that has a range of 5 feet or greater, you can spend 1 additional Weave point to double the range of the power.
    When you cast a power that has a range of touch, you can spend 1 additional Weave point to make the range of the power 30 feet.
    Extend Power When you cast a power that has a duration of 1 minute or longer, you can spend 1 additional Weave point to double its duration, to a maximum duration of 24 hours.
    Heightened Power When you cast a power that forces a creature to make a saving throw to resist its effects, you can spend 3 additional Weave points to give one target of the power disadvantage on its first saving throw made against the power.
    Improved Power When you roll damage for a power, you can spend 1 additional Weave point to reroll a number of the damage dice up to your Wisdom or Intelligence modifier (your choice, minimum of one). You must use the new rolls.
    You can use Improved Power even if you have already used a different Empowerment option during the casting of the power.
    Lingering Power When you cast a power that requires concentration to maintain you can choose to spend 3 additional Weave points. If you do, when you lose concentration on the power, the power will not end until the end of your next turn.
    Pinpoint Power When you cast a power that allows you to force creatures in an area to make a saving throw you can instead spend 1 Weave point and make a ranged Weave attack against a single target that would be in the range. On a hit the target suffers the effects as though they failed their saving throw.
    Quickened Power When you cast a power that has a casting time of 1 action, you can spend 2 additional Weave points to change the casting time to 1 bonus action for this casting.
    Refocused Power When you are forced to make a Constitution saving throw to maintain concentration on a power you can use your reaction and spend 2 Weave points to automatically succeed on the saving throw. You can use this option even if you have already used a different Empowerment option during the casting of the power.
    Seeking Power If you miss with a weave power that calls for an attack roll, you can spend 2 weave points to reroll the attack. You must use the new roll. You can use Seeking Power even if you have already used a different Weave-Empowered Casting option during the casting of the power.
    Twinned Power When you cast a power that targets only one creature and doesn’t have a range of self, you can spend a number of additional Weave points equal to the power’s level to target a second creature in range with the same power (1 Weave point if the power is at-will).
    LevelProf. BonusFeaturesPowers KnownPower PointsMax Power Level
    1+2Weavecasting, Weave Recovery641st
    2+2Empowered Casting, Weave Shield881st
    3+2Arcanist Path, Hidden Force10122nd
    4+2Ability Score Improvement12162nd
    5+3-14203rd
    6+3Path Feature16243rd
    7+3-18284th
    8+3Ability Score Improvement20324th
    9+4-22365th
    10+4Path Feature24405th
    11+4-26446th
    12+5Ability Score Improvement28486th
    13+5-30527th
    14+5Path Feature32567th
    15+5-34608th
    16+5Ability Score Improvement36648th
    17+6-38689th
    18+6Path Feature40729th
    19+6Ability Score Improvement42769th
    20+6Master of the Weave45809th
    Subclasses

    Path of the Riftwalker

    The Riftwalker bends the Weave not to burn or blind, but to displace. To a Riftwalker, the battlefield is a puzzle, and space itself is the solution. These Arcanists shape distance, bend positions, and fracture reality to alter engagements on their own terms.

     

    Rift Step


    Riftwalker: 3rd Level


    When you cast a Weave power that targets only yourself, you may choose to instead teleport up to 10 feet in any direction to an unoccupied space you can see before or after casting the power (your choice). This teleportation does not provoke opportunity attacks. You may use this feature a number of times equal to your Intelligence modifier (minimum of once). You regain all expended uses when you finish a long rest.
     

    Rift Lash


    Riftwalker: 3rd Level


    You can conjure a tear in space to strike from unexpected angles. As an action, you can cause a spatial rift to lash out at a creature you can see within 30 feet. Make a ranged Weave attack. On a hit, the target takes 2d6 force damage, and must succeed on a Strength saving throw (Weave save DC) or be pulled 10 feet toward an unoccupied space adjacent to you. You can use this feature a number of times equal to your Intelligence modifier (minimum of once). You regain all expended uses on a long rest.
     

    Displacement Surge


    Riftwalker: 6th Level


    You may delay the movement of others through subtle spatial manipulation. When a creature within 60 feet of you that you can see moves more than 10 feet in a turn, you may use your reaction and expend 2 Weave points to momentarily delay their position. That creature must make a Constitution saving throw. On a failure, they are frozen mid-motion and teleport back to the space they started from at the beginning of their turn. This does not negate the movement cost and does not end their turn. On a successful save, their speed is halved until the end of their current turn.
     

    Gravitic Break


    Riftwalker: 10th Level


    Your powers fracture the immediate space around a target. When you deal damage to a creature with a Weave power, you can cause their gravity to invert or collapse. Once per turn, when you deal force damage to a creature, you may choose to force that creature to make a Strength saving throw. On a failure, the target is knocked prone and cannot take reactions until the end of its next turn. You may use this feature a number of times equal to your Intelligence modifier (minimum of once). You regain all expended uses on a long rest.
     

    Phase Loop


    Riftwalker: 14th Level


    You may slip into a flickering state of presence. As a bonus action, you may spend 3 Weave points to phase yourself out of the current location. Until the start of your next turn:   You become incorporeal and have resistance to all damage except force and psychic.   You may move through objects and creatures as if they were difficult terrain.   If you end your turn inside an object or creature, you are shunted to the nearest unoccupied space and take 1d10 force damage. You may use this feature a number of times equal to your Intelligence modifier. You regain all expended uses when you complete a long rest.
       

    Event Horizon


    Riftwalker: 18th Level


    You create a field of condensed space, exerting immense gravitational pressure on your enemies and bypassing normal distances. As an action, you can create a 30-foot radius Event Horizon centered on you for 1 minute. You gain the following benefits for the duration:   You may teleport up to 30 feet as a bonus action on each of your turns.   When you teleport, enemies adjacent to either your starting or ending position take 2d6 force damage.   Enemy creatures in the area have their speed halved and cannot teleport or be forcibly moved by effects other than your own.   Once per turn, when you cast a Weave power that targets only one creature, you may teleport that creature up to 15 feet in any direction (Weave save negates). Once you use this feature, you must finish a long rest before using it again.

    Path of Mental Influence

    Those who walk the Path of Mental Influence are known as Mindspires—Weavecasters who specialize in mental domination, emotional manipulation, and deceptive presence. Their mastery allows them to control the battlefield without ever raising a hand, weaving thoughts and illusions into powerful weapons of control.  

    Cerebral Chain

    Mindspire: 3rd Level When a creature fails a saving throw against one of your Weave powers that inflicts the Charmed or Frightened condition, you can link their mind to another creature within 30 feet of them. The second creature must make a Wisdom saving throw against your Weave save DC.   On a failure, they suffer the same condition and duration as the original target. If they succeed, they are immune to your Cerebral Chain for the next hour.   You can use this feature a number of times equal to your proficiency bonus per long rest.  

    Veiled Presence

    Mindspire: 6th Level Your presence in the Weave becomes difficult to perceive. You gain advantage on all Charisma (Deception) and Dexterity (Stealth) checks made to conceal your identity, intentions, or position while affected by any of the following:   • You are concentrating on a power • You are under the effect of Invisibility, Cloak the Weave, or similar • You have not dealt damage during your current turn   Additionally, creatures attempting to detect your Weave usage with Sense Weave, Weave Sight, or similar powers must succeed on a forcecasting ability check against your Weave save DC or fail to detect your presence.  

    Dominating Will

    Mindspire: 10th Level You can force a creature's mind to obey your commands. When a creature fails a saving throw against a Weave power that causes the Charmed condition, you can issue a single command (no action required) as if under the Command power. The command is followed on the creature's next turn without requiring a separate save.   This effect ignores immunity to the Charmed condition, but the target has advantage on their initial saving throw if they are normally immune.   You may use this feature a number of times equal to your Wisdom or Charisma modifier (your choice, minimum once) per long rest.  

    Unseen Manipulator

    Mindspire: 14th Level Your ability to subtly manipulate grows more precise. When you cast a Weave power that targets only one creature and does not deal damage, you may choose to make the casting invisible to all other creatures. They are unaware of the casting unless they succeed on a Wisdom (Insight) check against your Weave save DC.   Additionally, you can attempt to maintain your concentration on a second non-damaging Weave power simultaneously. If you do so, at the end of each of your turns you must succeed on a DC 15 Constitution saving throw or lose concentration on one of your choosing.  

    Crown of Influence

    Mindspire: 18th Level Your domination of minds becomes unrivaled. When you cast a Weave power that targets a creature’s mind (such as Dominate Monster, Mass Coerce Mind, or Cloud Mind), and the creature fails its saving throw, you can target a number of additional creatures equal to your Wisdom or Charisma modifier (your choice) within range of the original casting.   Each additional creature makes its own saving throw as normal. You can use this feature once per long rest.
     

    Path of the Conflagrant

    The Conflagrant bends the Weave into raw elemental fury, shaping battlefields with burning ground, rime-slick choke points, crackling arcs, and caustic corrosion. These arcanists don’t merely “blast”—they weaponize terrain and tempo, turning every eruption into control.

     

    Elemental Affinity


    Conflagrant: 3rd Level


    Choose one damage type to attune your Weave to: fire, cold, lightning, or acid. Your choice is your Affinity.
    • When you cast a damaging Weave power, you may have it deal your Affinity’s damage type instead. • When you do so, you may apply your Affinity’s Rider to one creature that took damage from the power (your choice). • You can use this feature twice, regaining all expended uses when you finish a short or long rest. You gain one additional use at 5th, 9th, 13th, and 17th level.
    Affinity RidersFire — Searing Brand: The target takes 1d4 fire damage at the start of its next turn. If it takes any cold damage before then, the brand ends early. • Cold — Numbing Chill: The target’s speed is reduced by 10 feet until the start of your next turn. • Lightning — Shocked: Until the start of your next turn, the target’s first weapon attack is made at disadvantage. • Acid — Corroded Guard: The target’s AC is reduced by 1 until the start of your next turn (minimum AC 10).
    You can change your Affinity when you finish a long rest.
     

    Potent Conduit


    Conflagrant: 6th Level


    Your elemental channeling intensifies.
    • When you deal your Affinity’s damage type with a Weave power, add your Intelligence modifier (minimum +1) to one damage roll of that power if it doesn’t already include it. • Once per turn when you deal your Affinity’s damage type to a creature, you may also push or pull that creature up to 10 feet (no save). Huge or larger creatures instead move 5 feet.
     

    Elemental Reprisal


    Conflagrant: 10th Level


    When a creature within 5 feet of you hits you with an attack, you can use your reaction to lash out with volatile Weave. The attacker must make a Dexterity saving throw against your Weave save DC. On a failed save, it takes 1d10 + your Arcanist level damage of your Affinity’s type and suffers your Affinity’s Rider; on a success, it takes half damage and suffers no Rider.
    You can use this feature four times. You regain all expended uses when you finish a long rest. You gain an additional use at 13th and 17th level.
     

    Elemental Mastery


    Conflagrant: 14th Level


    Your body and Weave resonate with your chosen element.
    • You gain resistance to your Affinity’s damage type. • Your Weave powers ignore resistance to your Affinity’s damage type. (Immunity is treated as resistance instead.) • Whenever you cast a 1st-level or higher Weave power that deals your Affinity’s damage, you can create a Lingering Zone on a 10-foot square you can see within the power’s area. Until the start of your next turn, that square becomes hazardous: – Fire: entering the square or starting a turn there deals 1d6 fire damage. – Cold: the square is difficult terrain; creatures entering must succeed on a DC 10 Dex save or fall prone. – Lightning: ranged weapon attacks made from or into the square have disadvantage. – Acid: nonmagical objects left in the square take 1d6 acid damage; creatures that start there take 1d4 acid damage.
     

    Cataclysm Unleashed


    Conflagrant: 18th Level


    You can overdrive elemental patterns into devastating, battlefield-warping events. When you cast a 1st through 6th-level Weave power that deals your Affinity’s damage type, you can invoke a Cataclysm:
    • The power’s damage is maximized. • All creatures that take damage from the power also suffer your Affinity’s Rider. • You may create up to three Lingering Zones (as in Elemental Mastery) within the power’s area instead of one.
    You can use Cataclysm a number of times equal to your proficiency bonus per long rest. If you use Cataclysm again beyond those uses before finishing a long rest, you take 2d12 true damage for each level of the power immediately after you cast it; each further overuse increases this self-damage by 1d12.

    Path of the Nullmantle

    Nullmantles are feared and respected for their ability to unmake. Rather than shaping the Weave into new forms, they unravel it, tearing down enemy powers and leaving battlefields silent of magic. Where they stand, enchantments falter, barriers collapse, and even master casters find themselves powerless.

     

    Unraveling Touch


    Nullmantle: 3rd Level


    You can disrupt the Weave within a creature or effect at a touch.
    • As an action, you may touch a creature or object and expend a Weave point. The target must succeed on a Constitution saving throw against your Weave save DC or lose concentration on any active Weave powers. • Alternatively, you may target an ongoing Weave effect within 5 feet (such as a summoned creature, barrier, or aura). Make an ability check using your Weavecasting modifier against a DC equal to 10 + the effect’s level. On a success, the effect ends. • You can use this feature a number of times equal to your proficiency bonus, regaining all expended uses when you finish a long rest.
     

    Disruptive Counter


    Nullmantle: 6th Level


    Your mastery of negation allows you to unravel hostile Weave mid-cast.
    • When a creature you can see within 30 feet casts a Weave power, you can use your reaction to expend a number of Weave points equal to the power’s level. The caster must succeed on a Weavecasting ability check contested by your Weave save DC. On a failed check, the power fizzles and is wasted. • On a success, the power is cast normally, but its duration is halved (if applicable).
    You can use this feature a number of times equal to your Wisdom modifier (minimum once). All expended uses refresh on a long rest.
     

    Null Zone


    Nullmantle: 10th Level


    You can create a field where the Weave cannot stabilize.
    • As an action, you may expend 3 Weave points to generate a 10-foot-radius null zone centered on yourself. The zone lasts for 1 minute or until you dismiss it (no action required). • While in the zone: – Creatures attempting to cast a Weave power must first succeed on a Constitution saving throw against your Weave save DC. On a failure, the power fizzles and the points are wasted. – Concentration checks made to maintain powers are made at disadvantage. – Etherium weapons cannot benefit from empowered strikes or channelled abilities. • You can create a null zone twice per long rest.
     

    Weavebreaker


    Nullmantle: 14th Level


    Your negation abilities pierce even the strongest defenses.
    • When you deal damage to a creature concentrating on a Weave power, they make their concentration saving throw at disadvantage. • When you successfully end a Weave effect with Unraveling Touch, you also deal 2d8 force damage to the caster. • You may add your proficiency bonus to any saving throw made against hostile Weave powers.
     

    Sever the Weave


    Nullmantle: 18th Level


    At the height of your power, you can temporarily cut another caster’s connection to the Weave entirely.
    • As an action, choose one creature within 30 feet. That creature must succeed on a Constitution saving throw against your Weave save DC or be Severed for 1 minute. • While Severed, the creature cannot cast Weave powers, cannot regain Weave points, and their Etherium weapons count as mundane. • At the end of each of its turns, the creature can repeat the saving throw. On a success, the effect ends.
    Once you use this feature, you cannot do so again until you finish a long rest.

    Path of the Chronoseer

    Chronoseers bend the currents of time through the Weave, glimpsing futures, delaying foes, and hastening allies. They are not masters of true time travel, but of subtle distortions—stretching moments, anchoring events, and collapsing opportunities before they unfold. At their peak, they stand as arbiters of the battlefield’s tempo, deciding whose turn it is to act and whose time has run out.

     

    Temporal Glimpse


    Chronoseer: 3rd Level


    You can peer a fraction of a moment into the future, using foresight to shape outcomes.
    • When you finish a long rest, roll two d20s and record the numbers rolled. • At any time before a creature within 30 feet makes an attack roll, saving throw, or ability check, you may replace the roll with one of your stored results. • Each foretelling roll can be used only once. Unused rolls vanish at the end of your next long rest.
     

    Staggered Flow


    Chronoseer: 6th Level


    You can briefly shift a foe’s place in the rhythm of battle.
    • As a reaction when a creature within 30 feet you can see begins its turn, you may force it to make a Wisdom saving throw against your Weave save DC. • On a failed save, the creature’s turn is delayed until the end of the round. • On a success, nothing happens and the use is not expended.
    You can use this feature a number of times equal to your proficiency bonus, regaining all expended uses when you finish a long rest.
     

    Lingering Moment


    Chronoseer: 10th Level


    You can cause your powers to echo slightly beyond their normal lifespan.
    • When you cast a Weave power that requires concentration, you may choose to let its effects linger briefly when concentration ends. • The power remains active until the end of your next turn, even if your concentration is broken. • Once you use this feature, you cannot use it again until you finish a short or long rest.
     

    Temporal Anchor


    Chronoseer: 14th Level


    You can “pin” a creature to its moment in time, preventing sudden escapes or accelerations.
    • As an action, choose one creature within 30 feet. That creature must succeed on a Charisma saving throw against your Weave save DC or be Anchored for 1 minute. • While Anchored, the creature cannot benefit from extra movement, bonus actions, or reactions granted by Weave powers or features. Teleportation effects targeting the creature automatically fail. • The creature repeats the saving throw at the end of each of its turns, ending the effect on a success.
    You can use this feature once per long rest.
     

    Collapse Time


    Chronoseer: 18th Level


    You gain the ability to compress a moment into nothing, stealing time itself from your foes.
    • As an action, choose up to three creatures you can see within 30 feet. Each must succeed on a Constitution saving throw against your Weave save DC or be time-locked until the start of your next turn. • While time-locked, a creature cannot move, take actions, bonus actions, or reactions. It perceives no passage of time. • Affected creatures are immune to all damage and conditions while frozen, but ongoing effects (such as poison or bleeding) resume once time resumes.
    Once you use this feature, you cannot do so again until you finish a long rest.

    Path of the Shardweaver

    The Weave, to most, is a smooth current. To a Shardweaver, it is brittle glass waiting to be fractured. These Arcanists specialize in splintering, reflecting, and redirecting Weave energy — chaotic yet elegant, their magic glitters with jagged edges of broken symmetry. They control the battlefield by bending hostile power back onto itself, and by storing fragments of their own spells for later use.

     

    Fractured Affinity


    Shardweaver: 3rd Level


    When you deal damage with a Weave power of 1st level or higher, you can choose to fracture part of its energy. Roll a d4 — one creature of your choice within 10 feet of the original target (other than yourself) takes that much force damage. You can use this feature a number of times equal to your Intelligence modifier (minimum 1), regaining all uses on a long rest.
     

    Refraction


    Shardweaver: 6th Level


    When you are targeted by a Weave power that requires an attack roll or a saving throw, you may use your reaction to refract it. Roll a d20:   On 11 or higher, you take half damage (if any) and redirect the remaining energy to another creature of your choice within 30 feet. That creature takes damage equal to your Intelligence modifier + half your Arcanist level (force damage).   On 10 or lower, the redirection fails but you still take half damage. You can use this feature a number of times equal to your proficiency bonus per long rest.
       

    Fractal Echo


    Shardweaver: 10th Level


    You can splinter your own spells into smaller shards. When you cast a Weave power of 1st level or higher, you may choose to create an echo. The echo stores a fragment of the power, allowing you to re-cast it once at base level without expending Weave Points. The echo must be used within 1 minute, or it shatters harmlessly. You can maintain only one echo at a time.
     

    Mirror Shards


    Shardweaver: 14th Level


    When a creature you can see within 30 feet damages you with an attack or a power, you may use your reaction to conjure jagged mirror shards of Weave energy. The attacker takes psychic damage equal to half the damage they dealt (rounded down). If the attack reduced you to 0 HP, the shards erupt violently, dealing force damage equal to your Arcanist level + your Intelligence modifier to all enemies within 15 feet of you. Once you use the eruption, you must finish a long rest before you can do so again.
     

    Master of Fractured Reality


    Shardweaver: 18th Level


    You become the living embodiment of shattered Weave. For 1 minute, you gain the following benefits:   Whenever you cast a Weave power, you may duplicate it as a shard that targets a different creature within range (the duplicate is cast at base level).   When you succeed on a saving throw against a hostile power, you may immediately reflect it back at the caster, dealing damage equal to half the amount it would have inflicted.   You gain resistance to force and psychic damage.     Once you use this feature, you must finish a long rest before doing so again.

    Path of the Witch

    Not all who study the Weave do so to illuminate. Witches are those who delve into its most corrupted undercurrents — twisting life, warping flesh, and binding spirits. Their magic is feared not only for its raw destructive power, but for the way it lingers: curses that rot resolve, rituals that reshape the body, whispers that bend the will. To walk this path is to invite suspicion — and to wield power others deem forbidden.

     

    Weave Hex


    Witch: 3rd Level


    You learn to bind a fragment of the Weave into a curse. As a bonus action, choose one creature within 60 feet. The target must succeed on a Wisdom saving throw against your Weave save DC or become hexed for 1 minute. While hexed:   The first time you deal damage to the creature each turn, it takes an additional 1d6 necrotic damage.   The target has disadvantage on saving throws against your Weave powers.     You may hex a number of times equal to your Intelligence modifier per long rest.
     

    Bloodletting Rite


    Witch: 6th Level


    You can fuel your casting with sacrifice. When you cast a Weave power of 1st level or higher, you may take damage equal to the spell’s level to reduce its Weave Point cost by half (rounded up). This damage cannot be reduced or prevented.
     

    Fleshcraft


    Witch: 10th Level


    You gain the ability to reshape bodies with jagged Weave threads. As an action, you may force a creature within 30 feet to make a Constitution saving throw. On a failure:   The creature’s speed is halved.   It has disadvantage on Strength and Dexterity checks.   At the start of its turns, it takes 1d8 necrotic damage.     This lasts for 1 minute. The creature may repeat the saving throw at the end of each of its turns. You may use this feature once per short or long rest.
     

    Ritual of Binding


    Witch: 14th Level


    You can anchor hostile Weave inside your enemies. When you deal damage with a Weave power, you can force the target to make a Charisma saving throw. On a failure, you bind the effect: at the start of its next turn, the target automatically takes half the original damage again.   You can use this feature a number of times equal to your proficiency bonus per long rest.
     

    Master of Forbidden Threads


    Witch: 18th Level


    You have become a terror whispered of in shadow. For 1 minute, you gain the following benefits:   When you hex a creature, it is also frightened of you for as long as it remains hexed.   Whenever you reduce a creature to 0 HP with a Weave power, you may immediately hex another creature within 60 feet without expending a use.   At the start of each of your turns, choose one creature within 30 feet. That creature takes necrotic damage equal to your Intelligence modifier (minimum 1).     Once you use this feature, you must finish a long rest before you can do so again.

    Statblocks for companions, followers and other allies.

    Statblocks for your spells.

    Weave Blur

    Tier 2 — Weave Mask



     
    Range: Self
    Casting Time: 1 Action
    Duration: Up to 1 minute
    Concentration: Yes
    Type Universal

     

    Effect

    You use the Weave to weave an illusion that blurs your form, shifting and wavering to all who can see you. For the duration, any creature has disadvantage on attack rolls against you. An attacker is immune to this effect if it doesn’t rely on sight, as with blindsight, or can see through illusions, as with truesight.


     

    Weave Lightning

    Tier 3 — Shock



     
    Range: Self (100-foot line)
    Casting Time: 1 Action
    Duration: Instantaneous
    Concentration: No
    Type Forceful

     

    Effect

    A stroke of lightning forming a line 100 feet long and 5 feet wide blasts out from you in a direction you choose. Each creature in the line must make a Dexterity saving throw. A creature takes 8d6 lightning damage on a failed save, or half as much damage on a successful one.   The lightning ignites flammable objects in the area that aren’t being worn or carried.   Weave Potency. When you cast this power using a Weave slot of 4th level or higher, the damage increases by 1d6 for each slot level above 3rd.


     

    Shock

    Tier At will — -



     
    Range: 120 feet
    Casting Time: 1 Action
    Duration: Instantaneous
    Concentration: No
    Type Forceful

     

    Effect

    You hurl a bolt of lightning at a target within range, making a ranged weave attack. On a hit, the target takes 1d10 lightning damage. The lightning ignites flammable objects in the area that aren’t being worn or carried.   This power’s damage increases by 1d10 when you reach 5th level ( 2d10 ), 11th level ( 3d10 ), and 17th level ( 4d10 ).


     

    Heighten Senses

    Tier 1 — -



     
    Range: Self
    Casting Time: 1 Reaction, which you take when you would roll initiative
    Duration: 1 round
    Concentration: No
    Type Universal

     

    Effect

    Through the Weave, you sense a sudden shift in your environment, and can seize on it with great speed. You gain advantage on your initiative check, and until the end of your first turn in combat, your walking speed increases by 30 feet.


     

    Sense Weave

    Tier 1 — -



     
    Range: Self
    Casting Time: 1 Action
    Duration: Up to 10 Minutes
    Concentration: Yes
    Type Universal

     

    Effect

    For the duration, you sense the use of the Weave, or its presence in an inanimate object within 30 feet of you. If you sense the Weave in this way, you can use your action to determine the direction from which it originates and, if it’s in line of sight, you see a faint aura around the person or object from which the Weave emanates.   Weave Potency. When you cast this power using a 3rd-level Weave slot, the range increases to 60 feet. When you use a 5th-level Weave slot, the range increases to 500 feet. When you use a 7th-level Weave slot, the range increases to 1 mile. When you use a 9th-level Weave slot, the range increases to 10 miles.


     

    Sense Emotion

    Tier 1 — -



     
    Range: Self
    Casting Time: 1 Action
    Duration: Up to 10 minutes
    Concentration: Yes
    Type Universal

     

    Effect

    You attune your senses to pick up the emotions of others for the duration. When you cast the power, and as your action on each turn until the power ends, you can focus your senses on one humanoid you can see within 30 feet of you. You instantly learn the target’s prevailing emotion, whether it’s love, anger, pain, fear, calm, or something else, and you have advantage on Wisdom (Insight) checks against the target. If the target isn’t actually humanoid or it is immune to being charmed, you sense that it is calm.


     

    Weave Mask

    Tier 1 — Mind Trick



     
    Range: Self
    Casting Time: 1 Action
    Duration: 1 Hours
    Concentration: No
    Type Universal

     

    Effect

    Until the power ends or you use an action to dismiss it, you can disguise yourself through use of the Weave in many ways. You can appear to be shorter or taller by about a foot and change the appearance of your body and weight, but you cannot change the basic structure of your body. This effect can include your clothes, weapons, and other belongings on your person.   This effect is only visual, so any sort of physical contact will only interact with the real size and shape of you. A creature that uses its action to examine you can identify this effect with a successful Intelligence (Investigation) check against your weave save DC.


     

    Fear

    Tier 1 — -



     
    Range: 60 feet
    Casting Time: 1 Action
    Duration: Up to 1 minute
    Concentration: Yes
    Type Insightful

     

    Effect

    You awaken the sense of mortality in one creature you can see within range. The target must succeed on a Wisdom saving throw or become frightened for the duration. A target with 25 hit points or fewer makes the saving throw with disadvantage. A frightened creature can repeat this save at the end of each of its turns, ending this effect on a success. This power has no effect on constructs.


     

    Danger Sense

    Tier 2 — -



     
    Range: Self
    Casting Time: 1 Bonus Action
    Duration: Instantaneous
    Concentration: No
    Type Universal

     

    Effect

    You put your faith in the Weave, feeling out the future and seeing whether your actions will lead to fortune or ruin. The GM chooses from the following possible omens:  

    • Peace, for results which are not dangerous
    • Danger, for results which are dangerous but perhaps still worth the danger
    • Ruin, for results which are certain to end in death or tragedy
      The power doesn't take into account any possible circumstances that might change the outcome, such as the use of additional powers or the loss or gain of companion.   If you use this power two or more times before completing your next long rest, there is a cumulative 25 percent chance for each casting after the first that you get a neutral result regardless of the actual outcome.


     

    Choke

    Tier 3 — -



     
    Range: 60 feet
    Casting Time: 1 Action
    Duration: Instantaneous
    Concentration: Yes
    Type Forceful

     

    Effect

    You make a constricting gesture at a creature within range. The target must make a Constitution saving throw. On a failed save target takes 5d8 weave damage and is restrained until the end of your next turn. On a successful save, the target takes half as much damage and is not restrained.   You can use a bonus action while the target is restrained to move the target up to 5 feet in any direction.   Weave Potency. When you cast this power using a weave slot of 4th level or higher, the damage increases by 1d8 for each slot level above 3rd.


     

    Created by

    Samuel Sherraden.

    System

    Star Wars 5e

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