TEXT: 5/13/2019
  The Homebrewery - NaturalCrit
  https://homebrewery.naturalcrit.com/print/rkNESMYn7?dialog=true
  1/14
  
  5/13/2019
  The Homebrewery - NaturalCrit
  https://homebrewery.naturalcrit.com/print/rkNESMYn7?dialog=true
  2/14
  Weaver
  a
  small platoon of drow began to approach a
  babbling man they were sent to assassinate; the
  man's eyes began to glow as the drow saw him
  summon a wolf made of pure lightning. An
  orphaned girl lies waiting in the alley when a
  man approaches her attempting to steal her
  flowers. She closes her eyes and in a stroke of
  fear, the girl blasts the man with a bolt of darkness that blinds
  him as she grabs her flowers and makes her escape.  
   
  Unlike sorcerers who are connected to magic through their
  bloodlines, the weaver has turned themselves into pure
  catalysts for magical power through the planes of existence
  and their connection to their Weaver enclaves, and as such,
  can manipulate the fabric of magic, hense the name. Most
  people who become Weavers join an enclave, a group of
  Weavers who harness power through a connection with a
  school of magic and a belief on how to use them.
  Weaving
  The most fascinating trait of Weavers, at least to arcane
  scholars and those who study magic is the Weaver's ability to
  manipulate the fundamental rules of how magic normally
  works. Very well-known and popular spells that are practiced
  often in arcane schools are changed and warped as they
  intake magical energy, allowing Weavers to give them new
  effects. Sometimes, these effects are as simple as changing
  an average Scorching Ray spell to instead fling a glob of acid,
  or as complicated as causing the Ice Storm spell to create a
  well of gravity in the center as to pull foes in. 
   
  However, these magical feats are not known as spells to
  Weaver enclaves due to the fundamental way they differ from
  the practices of other spellcasters, they are known as
  "Weaves". Weaves are made of two main components,
  "Bases" and "Permutations". A Base is the fundamental
  shape of the spell, while a Permutation determines the spell's
  rules.
  Bonds of Magic
  Weavers understand the connections between the powers of
  magic and the natural world. An entire world full of untamed
  magical power that can be manipulated for the good or deficit
  of all life in the multiverse. Because of how magic can be
  manipulated for different ways and for different means,
  Weaver enclaves have conflicting opinions on how magic
  should be used or manipulated. 
   
  The enclaves that Weavers join often sacrifice themselves
  to the morals of their enclaves, whether it be the vigilante
  view of the Abjurers, the militarized Evokers, or the spiritual
  Conjurers.
  
  5/13/2019
  The Homebrewery - NaturalCrit
  https://homebrewery.naturalcrit.com/print/rkNESMYn7?dialog=true
  3/14
  Creating a Weaver
  When creating a Weaver, think about how they came to join
  the enclave you're in. Perhaps your character is a rejected
  wizard student who wished to prove themselves to their
  wizard counterparts or a member of your family
  indoctrinated you into the enclave.
  What is your view on how weaving and arcane power
  should be used, and does it conflict with your enclaves? How
  did your character come to adventure? Were you sent on a
  mission from your enclave to fix a rift in the multiverse? Did
  an enemy of your enclave rear their filthy head? Is a powerful
  wizard threatening to warp the very fabric of magic itself?
  Quick Build
  You can make a Weaver quickly by following these
  suggestions. First, Wisdom should be your highest ability
  score, followed by Constitution. Second, select the Cloistered
  Scholar background. Third, select the bolt and skin
  bases, and the fire permutation.
  Class Features
  As a Weaver, you gain the following class features.
  Hit Points
  Hit Dice: 1d8 per weaver level
  Hit Points at 1st Level: 8 + your Constitution modifier
  Hit Points at Higher Levels: 1d8 (or 5) + your Constitution
  modifier per weaver level
  Proficiencies
  Armor: Light Armor
  Weapons: Simple Weapons
  Tools: None
  Saving Throws: Wisdom, Constitution
  Skills: Choose two from Arcana, Insight, Perception,
  Survival, Religion, or Investigation.
  Equipment
  You start with the following equipment, in addition to the
  equipment granted by your background:
  (a) a light crossbow and 20 bolts or (b) any simple weapon
  (a) an explorer's pack or (b) a dungeoneer's pack
  An arcane focus
  two daggers
  Weaving
  Your connection to the planes of existence and arcane power
  itself grants you the use of weaves. Instead of casting spells
  like a traditional spell caster such as a wizard or sorcerer
  with spell slots and spells that you learn, you instead cast
  spells using "Bases" and "Permutations". The base of a
  weave determines how a spell behaves such as firing a
  powerful bolt or summoning a weapon or ally, and a
  permutation alters the base to give it an effect such as
  changing the damage or forcing a creature to make a saving
  throw against a special effect of the permutation.
  Cantrips
  You know two cantrips of your choice from the Weaver
  cantrip list. You learn additional cantrips of your choice at
  higher levels, as shown in the Cantrips Known column of the
  Weaver table. These cantrips cannot be modified by
  permutations.
  Weave Slots
  The Weaver table shows how many weave slots you have to
  cast weaves of 1st through 5th level. The table also shows
  what the level of those weaves are; all of your weave slots are
  the same level and act as if they are spells. To cast a weave of
  1st level or higher, you must expend a weave slot. You regain
  all expended weave slots when you finish a short or long rest.
  For example, when you are 5th level, you have three 3rd-level
  weave slots. To cast Bolt, you must spend one of those weave
  slots, and you cast it as a 3rd-level weave.
  Weaves of 1st Level and Higher
  At 1st level, you know two bases and one permutation of your
  choice from the Weaver base and permutations list. The
  Bases Known and Permutations Known column of the
  Weaver table shows when you learn more bases and
  permutations. Additionally, when you gain a level in this class,
  you can choose one of the bases and one of the permutations
  you know and replace it with another base or permutation
  from the bases and permutations list.
  Spellcasting Ability
  Wisdom is your spellcasting ability for your weaves and
  cantrips, so you use your Wisdom whenever a base,
  permutation, or cantrip refers to your spellcasting ability. In
  addition, you use your Wisdom modifier when setting the
  saving throw DC for a weave or cantrip you cast and when
  making an attack roll with one.
  Spell save DC = 8 + your proficiency bonus + your
  Wisdom modifier.
  Spell attack modifier = your proficiency bonus + your
  Wisdom modifier.
  Weaving Focus
  You can use a piece of jewlery that you wear as your weaving
  focus as weaves, like spells, require verbal, somatic, and
  sometimes material components to cast. Alternatively, choose
  a focus that you feel would suit your character.
  
  5/13/2019
  The Homebrewery - NaturalCrit
  https://homebrewery.naturalcrit.com/print/rkNESMYn7?dialog=true
  4/14
  The Weaver
  Level
  Proficiency
  Bonus
  Features
  Cantrips
  Known
  Bases
  Known
  Permutations
  Weave
  Slots
  Slot
  Level
  1st
  +2
  Weaving
  2
  2
  1
  1
  1st
  2nd
  +2
  Weaver Enclave
  2
  2
  1
  2
  1st
  3rd
  +2
  Arcane Edict (1)
  2
  2
  1
  2
  2nd
  4th
  +2
  Ability Score Improvement
  3
  3
  2
  2
  2nd
  5th
  +3
  ─
  3
  3
  2
  3
  3rd
  6th
  +3
  Enclave Feature
  3
  3
  2
  3
  3rd
  7th
  +3
  Arcane Edict (2)
  3
  4
  3
  3
  4th
  8th
  +3
  Ability Score Improvement
  3
  4
  3
  4
  4th
  9th
  +4
  ─
  3
  4
  3
  4
  5th
  10th
  +4
  Enclave Feature
  4
  5
  4
  4
  5th
  11th
  +4
  Arcana Base (6th Level) Arcane Edict
  (3)
  4
  5
  4
  5
  5th
  12th
  +4
  Ability Score Improvement
  4
  5
  4
  5
  5th
  13th
  +5
  Arcana Base (7th Level)
  4
  6
  5
  5
  5th
  14th
  +5
  Enclave Feature
  4
  6
  5
  6
  5th
  15th
  +5
  Arcana Base (8th Level) Arcane Edict
  (4)
  4
  7
  5
  6
  5th
  16th
  +5
  Ability Score Improvement
  4
  7
  6
  6
  5th
  17th
  +6
  Arcana Base (9th Level)
  4
  7
  6
  7
  5th
  18th
  +6
  ─
  4
  8
  6
  7
  5th
  19th
  +6
  Ability Score Improvement
  4
  8
  7
  7
  5th
  20th
  +6
  Catalyst
  4
  8
  7
  8
  5th
  Weaving
  Starting at 1st level, you learn to manipulate the very fabric of
  magic to perform Weaves. Weaves are made up of two parts,
  a "Base", which determines how the spell functions and
  "Permutations", which give the spell additional effects.
  Weaves are still considered spells as per the Spellcasting
  rules, so effects such as a monsters Magic Resistance feature
  or effects that occur when spells are mentioned still take
  effect.  
   
  When casting a weave, select a known base and permutation.
  You may choose to forgo using a permutation as part of a
  weave but the weave slot is still expended normally.
  Weaver Enclave
  Starting at 2nd level, you take on the mantle of a weaver
  enclave, a society that has it's own views on how magic
  should be used and what school of magic they prefer. You
  may choose to be an Abjurer, Conjurer, or Evoker.
  Arcane Edict
  Starting at 3rd level, you begin to develop countermeasures
  to certain schools of magic. You have advantage on saving
  throws against spells and magical effects from one school of
  magic of your choice. At levels 7th, 11th, and 15th, you may
  choose an additional school of magic to have advantage
  against saving throws in.
  When you level up, you may replace one of your Arcane
  Edicts with a different one.
  Ability Score Improvement
  When you reach 4th level, and again at 8th, 12th, 16th, and
  19th level, 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.
  Using the optional feats rule, you can forgo taking this
  feature to take a feat of your choice instead.
  
  5/13/2019
  The Homebrewery - NaturalCrit
  https://homebrewery.naturalcrit.com/print/rkNESMYn7?dialog=true
  5/14
  Arcana Base
  Starting at 11th level, when you cast a weave, you can choose
  to super charge it, casting the weave at a higher level. You
  gain one 6th level weave slot which you can use to cast any
  weave as if it were cast at 6th level. At 13th level, you gain one
  7th level weave slot. At 15th level, you gain one 8th level
  weave slot. At 17th level, you gain one 9th level weave slot.
  You may cast one weave at each of these levels once per
  long rest.
  Catalyst
  Starting at 20th level, you become a pure catalyst for arcane
  power. Whenever you are targeted by or dealt damage from a
  spell of 5th level or lower, you may use your reaction to
  absorb the spell. You immediately resist all the spells effects
  and are immune to the spell entirely. Additionally, you regain
  1 weave slot.
  Once you use this feature, you cannot use it again until you
  finish a long rest.
  Bases
  When learning bases, select them from the following list.
  Armor
  School: Abjuration  
  Casting time: 1 Action  
  Range: Touch  
  Components: V,S,M (A piece of cured leather)  
  Duration: 8 Hours  
  You touch a willing creature who isn't wearing armor,
  creating an arcane magical force that surrounds them. The
  target creature's base AC becomes 13+its Dexterity modifier.
  The weave ends if the target dons' armor or if you dismiss the
  weave as an action. If a creature fails to hit a creature's AC
  with a melee attack while it's under the effects of this base,
  you may use your reaction to trigger any permutations
  affecting this base.
  Blast
  School: Evocation  
  Casting time: 1 Action  
  Range: Self (15-foot cone)  
  Components: V,S  
  Duration: Instantaneous  
  An arcane blast occurs from your hands as a cone of arcane
  energy shoots out 15 feet from you. Each creature in the cone
  must succeed a Dexterity saving throw or take 1d10 force
  damage or half as much on a successful one. Any creatures
  that fail this save are affected by any permutations affecting
  this base. You may choose to replace the saving throw of this
  base with the same type of saving throw as a permutation
  affecting it. 
  At Higher Levels  
  When you cast this weave using a weave slot of 2nd level or
  higher, the damage increases by 1d8 for each slot level above
  1st.
  Bolt
  School: Evocation  
  Casting time: 1 Action  
  Range: 120 feet  
  Components: V,S  
  Duration: Instantaneous  
  You fire a bolt from your finger at a target creature of your
  choice within range. Make a ranged spell attack against the
  target. On a hit, the target takes 3d6 force damage and
  triggers any permutations affecting this base.  
  At Higher Levels  
  When you cast this weave using a weave slot of 2nd level or
  higher, the damage increases by 1d6 for each slot level above
  1st.
  
  5/13/2019
  The Homebrewery - NaturalCrit
  https://homebrewery.naturalcrit.com/print/rkNESMYn7?dialog=true
  6/14
  Bomb
  School: Evocation  
  Casting time: 1 Action  
  Range: 120 feet  
  Components: V,S,M (A pinch of gunpowder)  
  Duration: Instantaneous  
   
  An arcane explosion occurs from a point you choose within
  range. Each creature in a 20-foot radius must make a
  Dexterity saving throw or take 1d8 force damage on a failed
  save or have as much on a successful save. Any creatures that
  fail this save are affected by any permutations affecting this
  base. You may choose to replace the saving throw of this base
  with the same type of saving throw as a permutation affecting
  it. 
  At Higher Levels 
  When you cast this weave using a weave slot of 2nd level or
  higher, the damage increases by 1d10 for each slot level
  above 1st.
  Image
  School: Conjuration  
  Casting time: 1 Action  
  Range: 60ft  
  Components: V,S, M (A bit of fleece)  
  Duration: Concentration, up to 10 minutes  
   
  You create the image of an object, a creature, or some other
  visible phenomenon that is no larger than a 10-foot cube. The
  image appears at a spot within range and lasts for the
  duration. The image is not able to make sensory effects such
  as sound or smell unless cast at a higher-level weave slot. You
  can use your action to cause the image to animate, moving to
  any spot within range. As the image changes location, you
  can alter its appearance so that its movements appear
  natural for the image. For example, if you create an image of
  a creature and move it, you can alter the image so that it
  appears to be walking.
  Physical interaction with the image reveals it to be an
  illusion, because things can pass through it. A creature that
  uses its action to examine the image can determine that it is
  an illusion with a successful Intelligence (Investigation) check
  against your spell save DC. If a creature discerns the illusion
  for what it is, the creature can see through the image. As an
  action, you may trigger any permutations effecting this base,
  any creatures that are touching the illusion at the time you
  trigger the permutations are affected. 
  At Higher Levels  
  When you cast this weave using a weave slot of 2nd level, the
  illusion can be as big as a 15-foot cube. When you cast this
  weave using a weave slot of 3rd level or higher, it can be as
  big as a 20-foot cube and can create sensory effects. When
  you cast this weave using a weave slot of 6th level or higher,
  this weave no longer requires concentration and can last until
  dispelled. 
   
   
   
   
   
   
   
  Mark
  School: Abjuration  
  Casting time: 1 Bonus Action  
  Range: 90 feet  
  Components: V,S  
  Duration: Concentration, up to 1 hour  
  You choose a target creature you can see within range and
  apply a marking ward to it. Until the weave ends, you deal an
  additional 1d6 force damage to a marked creature whenever
  you hit it with an attack. When you hit a marked creature
  with an attack, any permutations affecting this base are
  triggered. This base's damage die cannot be increased by
  permutations and any effects of a permutation that apply
  additional damage do not trigger via this mark. 
  At Higher Levels  
  When you cast this weave using a weave slot of 3rd or 4th
  level, you can maintain your concentration on the weave for
  up to 8 hours. When you use a weave slot of 5th level or
  higher, you can maintain your concentration on the weave for
  up to 24 hours.
  Permute Item
  School: Transmutation  
  Casting time: 1 Bonus Action  
  Range: Touch  
  Components: S,M (A Rope)  
  Duration: Concentration, up to 1 hour  
  You enchant a non-magical item with any permutations
  affecting this base. As an action, you may trigger any
  permutations affecting this base. These permutations can
  affect any creature in possession of the item. If you enchant a
  non-magical weapon, any permutations affecting that weapon
  are triggered when that weapon hits a creature. Once the
  item has triggered its permutations, the weave ends. 
  At Higher Levels  
  When you cast this weave using a weave slot of 3rd or 4th
  level, you can maintain your concentration on the weave for
  up to 8 hours. When you use a weave slot of 5th level or
  higher, you can maintain your concentration on the weave for
  up to 24 hours.
  Permute Self
  School: Transmutation  
  Casting time: 1 Action  
  Range: Self  
  Components: S,M (A Rope  
  Duration: Concentration, up to 1 hour  
  This base places any permutations affecting it within yourself
  that can be triggered as a bonus action. The permutation
  lasts until you lose concentration on this weave or until you
  end this weave as a free action. You cannot use this base to
  trigger a permutation multiple times.  
  At Higher Levels  
  When you cast this weave using a weave slot of 3rd or 4th
  level, you can maintain your concentration on the weave for
  up to 8 hours. When you use a weave slot of 5th level or
  higher, you can maintain your concentration on the weave for
  up to 24 hours.
  
  5/13/2019
  The Homebrewery - NaturalCrit
  https://homebrewery.naturalcrit.com/print/rkNESMYn7?dialog=true
  7/14
  Skin
  School: Abjuration  
  Casting time: 1 Action  
  Range: Self  
  Components: V,S,M (A slab of bark)  
  Duration: Concentration, up to 1 hour  
   
  You touch a willing creature. Until the weave ends, the
  target's skin is magically modified, and the target's AC can't
  be less than 15, regardless of what kind of armor it is
  wearing. If a creature hits the target creature with a melee
  attack while under the effects of this base, you may use your
  reaction to trigger any permutations affecting this base. 
  At Higher Levels  
  When you cast this weave using a weave slot of 2nd level or
  higher, the target creature's AC increased by 1 for each slot
  level above the 1st.
  Square
  School: Abjuration  
  Casting time: 1 Action  
  Range: 90ft  
  Components: V,S  
  Duration: Concentration, up to 1 minute  
   
  A magical 10ft square appears centered on a point within
  range. The square remains until dispelled or until you lose
  concentration on it. When a creature starts or ends it's turn
  in the square, it must succeed a Dexterity saving throw or be
  affected by any permutations effecting this base. A creature
  can only be affected by this base once per turn. You may
  choose to replace the saving throw of this base with the same
  type of saving throw as a permutation affecting it. 
  At Higher Levels  
  When you cast this weave using a weave slot of 2nd level or
  higher, the square increases its size by 5ft for each slot above
  1st.
  Summon
  School: Conjuration  
  Casting time: 1 Action  
  Range: 60 feet  
  Components: V,S  
  Duration: Concentration, up to 1 hour  
  You summon a creature of any type that appears in an
  unoccupied space that you can see within range. What you
  can summon is determined by the summoning table below.
  Alternatively, you can summon multiple creatures, dividing
  the challenge rating allowed for a summoned creature by 2
  rounded up for each creature summoned. Whenever a
  creature summoned with this base hits an attack, any
  permutations affecting this base are triggered.
  The summoned creature or creatures are friendly to you
  and your companions. Roll initiative for the summoned
  creatures as a group, which has its own turns. They obey any
  verbal commands that you issue to them (no action required
  by you). If you don’t issue any commands to them, they defend
  themselves from hostile creatures. Summoned creature's
  damage die from attacks cannot be increased by
  permutations and they cannot roll additional damage die
  from permutations.
  Summoning Table
  Slot Level
  Summonable Creatures
  1st
  CR 1/4
  2nd
  CR 1/2
  3rd
  CR 1
  4th
  CR 2
  5th
  CR 3
  6th
  CR 4
  7th
  CR 5
  8th
  CR 6
  9th
  CR 7
  Snare
  School: Conjuration  
  Casting time: 1 Action  
  Range: 90 feet  
  Components: V,S,M (A Rope)  
  Duration: Concentration, up to 1 minute  
  Arcane tendrils attempt to grab a target creature within
  range. That creature must succeed a Strength saving throw
  or be restrained for the bases duration. As an action on each
  of its turns, the target can attempt another saving throw, on a
  success, the weave ends. Whenever a creature fails a saving
  throw as part of this base, that creature triggers any
  permutations affecting this base. You may choose to replace
  the saving throw of this base with the same type of saving
  throw as a permutation affecting it.  
  At Higher Levels  
  When you cast this weave using a weave slot of 2nd level or
  higher, you can target one additional creature for each slot
  level above 1st. The creatures must be within 30 feet of each
  other when you target them.
  
  5/13/2019
  The Homebrewery - NaturalCrit
  https://homebrewery.naturalcrit.com/print/rkNESMYn7?dialog=true
  8/14
  Target With Permutation
  School: Transmutation  
  Casting time: 1 Bonus Action  
  Range: 60ft  
  Components: V,S,M (A Rope  
  Duration: Instantaneous  
   
  A target creature or object within range is immediately
  affected by any permutations affecting this base. An unwilling
  creature must succeed a Dexterity saving throw. You may
  choose to replace the saving throw of this base with the same
  type of saving throw as a permutation affecting it.  
  At Higher Levels  
  When you cast this weave using a weave slot of 2nd level or
  higher, you may target one additional creature for each slot
  above 1st. The creatures or objects must be within 30 feet of
  each other when you target them.
  Weapon
  School: Conjuration  
  Casting time: 1 Bonus Action  
  Range: Self  
  Components: V,S,M (A bit of metal)  
  Duration: Concentration, up to 1 minute  
   
  You conjure a weapon you are proficient with in your hand.
  When this weapon hits a creature, it triggers any
  permutations affecting this base. Ranged weapons
  summoned by this base do not come with ammunition. A
  summoned weapon's damage die cannot be increased from
  permutations and it cannot gain additional damage die. 
  Permutations
  When learning permutations, select them from the following
  list.
  Acid
  Damage Type: Acid 
  Saving Throw: Dexterity  
   
  When this permutation is triggered, any bases affected by it
  roll an additional damage dice if the base does damage. For
  example, if a base deals 2d10 damage, you instead roll 3d10.
  If the base does not deal damage, the damage of the weave
  is 1d8. When a creature is affected by this permutation, at the
  end of their next turn, that creature takes an additional
  damage dice of either this permutation or the base this
  permutation is affecting if the base deals damage to a
  creature.
  Cold
  Damage Type: Cold 
  Saving Throw: Constitution  
   
  When this permutation is triggered, any bases affected by it
  roll an additional damage dice if the base does damage. For
  example, if a base deals 2d10 damage, you instead roll 3d10.
  If the base does not deal damage, the damage of the weave
  is 1d10. This permutation causes any creatures affected by it
  to have disadvantage on grapple checks. This disadvantage
  ends when you lose concentraition on the weave or lasts until
  the end of your next turn if the weave was instantaneous.
  Fire
  Damage Type: Fire 
  Saving Throw: Dexterity  
  When this permutation is triggered, any bases affected by it
  roll 2 additional damage dice if the base does damage. For
  example, if a base deals 2d10 damage, you instead roll 4d10.
  If the base does not deal damage, the damage of the weave
  is 2d6. This permutation causes any flammable objects to
  catch fire when triggered.
  Force
  Damage Type: Force 
  Saving Throw: Strength  
  When this permutation is triggered, any bases affected by it
  roll an additional damage dice if the base does damage. For
  example, if a base deals 2d10 damage, you instead roll 3d10.
  If the base does not deal damage, the damage of the weave
  is 2d8. This permutation increases the damage die of a base.
  For example, if a base normally rolls 1d4, you instead roll
  1d6. The damage die cannot be increased beyond a d12. The
  damage die does not increase if the base does not already
  have a die to increase it.
  Luck
  Damage Type: Psychic 
  Saving Throw: Charisma  
  If this permutation is used on a hostile creature, that creature
  subtracts 1d4 from its next roll. If this permutation is used on
  a friendly creature, it adds 1d4 to its next roll.
  Lift
  Damage Type: Force  
  Saving Throw: Constitution  
  A creature or object affected by this permutation levitates 5ft
  x the level of the weave off the ground as per the rules of the
  Levitate spell. The target must remain in range of the weave
  to be affected and can be moved as an action, but only as high
  as available. If you are affected by this permutation, you may
  change altitude as part of your move action. This levitation
  ends when you lose concentration on the weave or lasts until
  the end of your next turn if the weave was instantaneous.
  Lightning
  Damage Type: Lightning 
  Saving Throw: Dexterity  
  When this permutation is triggered, any bases affected by it
  roll an additional damage dice if the base does damage. For
  example, if a base deals 2d10 damage, you instead roll 3d10.
  
  5/13/2019
  The Homebrewery - NaturalCrit
  https://homebrewery.naturalcrit.com/print/rkNESMYn7?dialog=true
  9/14
  If the base does not deal damage, the damage of the weave is
  1d12. This permutation causes any creatures affected by it to
  be unable to use their reaction until the start of your next
  turn.
  Logic
  Damage Type: Psychic  
  Saving Throw: Intelligence  
   
  When this permutation is triggered, any bases affected by it
  roll an additional damage dice if the base does damage. For
  example, if a base deals 2d10 damage, you instead roll 3d10.
  If the base does not deal damage, the damage of the weave
  is 1d6. This permutation causes any creatures affected by it
  to suffer a reduction to an ability score of your choice equal to
  your proficiency modifier. This permutation does not stack 
  with itself and using this permutation again on a creature
  that is already affected by it ends the first reduction. This
  reduction ends when you lose concentration on the weave or
  lasts until the end of your next turn if the weave was
  instantaneous.
  Magnatize
  Damage Type: Thunder  
  Saving Throw: Strength  
   
  When this permutation is triggered, the target creature or
  object becomes a magnet that pulls or pushes (your choice)
  metal objects to or away from the target in a 5ft radius. Metal
  objects affected cannot weigh more than 5 pounds x the level
  of the weave.
  A creature holding a metal object must succeed a saving
  throw (either this permutation's saving throw or the base's) at
  the end of their turn to hold onto the object or have it pulled
  or pushed away from them. If the weave was instantaneous,
  the creature must instead perform this saving throw on a hit.
  If the base already has a saving throw, failing that saving
  throw instead triggers this permutation.
  This permutation ends when you lose concentration on the
  weave or lasts until the end of your next turn if the weave was
  instantaneous.
  Motion
  Damage Type: Lightning  
  Saving Throw: Wisdom  
   
  When this permutation is triggered, any bases affected by it
  roll an additional damage dice if the base does damage. For
  example, if a base deals 2d10 damage, you instead roll 3d10.
  If the base does not deal damage, the damage of the weave
  is 1d8. A friendly creature affected by this permutation has its
  movement speed increased by 10. A hostile creature affected
  by this permutation has its movement speed reduced by 10.
  This effect ends when you lose concentration on the weave or
  until the end of your next turn if the weave was
  instantaneous. 
   
   
   
   
   
   
   
  Necrotic
  Damage Type: Necrotic  
  Saving Throw: Constitution  
  When this permutation is triggered, any bases affected by it
  roll an additional damage dice if the base does damage. For
  example, if a base deals 2d10 damage, you instead roll 3d10.
  If the base does not deal damage, the damage of the weave
  is 2d4. Any creature affected by this permutation cannot
  regain health through any means until the start of your next
  turn.
  Night
  Damage Type: Necrotic  
  Saving Throw: Intelligence  
  When this permutation is triggered, it creates a 5ft radius of
  magical darkness around the target, or, if the base has an
  area of effect, the darkness takes the form of that base. For
  example, if this permutation is affecting the Square base, the
  darkness instead takes the form of the square's radius. The
  darkness disappears when you lose concentration on the
  weave or until the start of your next turn if the weave was
  instantaneous.
  Precise
  Damage Type: Piercing  
  Saving Throw: Dexterity  
  Weaves made with this permutation have a +1 bonus to their
  attack rolls or, if the base used requires a saving throw,
  creatures making the saving throw have a -1 to their saving
  throws.
  Poison
  Damage Type: Poison  
  Saving Throw: Constitution  
  When this permutation is triggered, any creatures affected by
  it are afflicted with the poisoned condition. If a creature has
  succeeded its saving throw against this permutation already,
  it cannot be poisoned again by the same weave.
  A creature may make a saving throw at the end of each of
  their turns (either this permutation's saving throw or the
  base's) to rid themselves of the poisoned condition. This
  permutation ends if you lose concentration on the weave or
  lasts until the end of your next turn if the weave was
  instantaneous.
  Psychic
  Damage Type: Psychic  
  Saving Throw: Wisdom  
  When this permutation is triggered, any bases affected by it
  roll an additional damage dice if the base does damage. For
  example, if a base deals 2d10 damage, you instead roll 3d10.
  If the base does not deal damage, the damage of the weave
  is 1d12. Any creature affected by this permutation has
  disadvantage on saving throws made to concentrate on spells
  until the end of their next turn.
  
  5/13/2019
  The Homebrewery - NaturalCrit
  https://homebrewery.naturalcrit.com/print/rkNESMYn7?dialog=true
  10/14
  Psycho
  Damage Type: Psychic  
  Saving Throw: Wisdom  
   
  When this permutation is triggered, any bases affected by it
  roll one less damage dice if the base does damage. For
  example, if the base deals 2d10 damage, you instead roll
  1d10 damage. The damage cannot be reduced below rolling
  1 damage dice.
  A creature affected by this permutation must roll on this
  table on the start of their turn.
  Psycho Table
  Roll Result
  1-2 The creature uses all its movement to move in a
  random direction, roll a d8 and assign a direction to
  each die face.
  2-9 The creature can act and move normally.
  10 The creature uses its action to make a melee Attack
  against a randomly determined creature within its
  reach. If there is no creature within its reach, the
  creature does nothing this turn.
   
  A creature may make a saving throw (either this
  permutation's saving throw or the base's) at the end of each of
  their turns to rid themselves of this permutation. This
  permutation ends if you lose concentration on the weave or at
  the end of your next turn if the weave was instantaneous.
  Radiant
  Damage Type: Radiant  
  Saving Throw: Dexterity  
   
  When this permutation is triggered, any bases affected by it
  roll an additional damage dice if the base does damage. For
  example, if a base deals 2d10 damage, you instead roll 3d10.
  If the base does not deal damage, the damage of the weave
  is 1d10. When an undead creature is affected by this
  permutation, roll 1 of the same dice that the base uses for its
  damage and add that to the damage dealt. If the base does
  not deal damage, roll an additional d10 instead.
  Resistance
  Damage Type: Slashing  
  Saving Throw: Strength  
  When this permutation is triggered on a friendly creature,
  they gain resistance to a damage type of your choice. When
  this permutation is triggered on a hostile creature, they lose
  resistance to a damage type of your choice. An affected
  creature may perform a saving throw (either this
  permutation's saving throw or the base's) at the end of each of
  its turns to end this condition. This permutation ends if you
  lose concentration on the weave or at the end of your next
  turn if the weave was instantaneous.
  Sound
  Damage Type: Thunder  
  Saving Throw: Constitution  
  A creature affected by this permutation is deafened. An
  affected creature may perform a saving throw (either this
  permutation's saving throw or the base's) at the end of each of
  its turns to end the deafened condition. This permutation
  ends if you lose concentraition on the weave or at the end of
  your next turn if the weave was instantaneous.
  Speech
  Damage Type: Psychic  
  Saving Throw: Wisdom  
  When this permutation is triggered on a friendly creature,
  they gain the ability to speak one language of your choice.
  When this permutation is triggered on a hostile creature,
  they lose the ability to speak one language of your choice that
  you are aware they speak.
  An affected creature may perform a saving throw (either
  this permutation's saving throw or the base's) at the end of
  each of its turns to end this condition. This permutation ends
  if you lose concentration on the weave or at the end of your
  next turn if the weave was instantaneous.
  Sweep
  Damage Type: Bludgeoning  
  Saving Throw: Dexterity  
  If the base does not deal damage, the damage of the weave is
  1d6. A creature affected by this permutation is knocked prone
  if they fail a saving throw. (either this permutation's saving
  throw or the base's)
  If the base does not have a saving throw normally, the
  creature must roll a Dexterity saving throw or be knocked
  prone.
  Thunder
  Damage Type: Thunder  
  Saving Throw: Dexterity  
  When this permutation is triggered, any bases affected by it
  roll an additional damage dice if the base does damage. For
  example, if a base deals 2d10 damage, you instead roll 3d10.
  If the base does not deal damage, the damage of the weave
  is 1d8. A creature or object affected by this permutation is
  knocked back 10ft.
  
  5/13/2019
  The Homebrewery - NaturalCrit
  https://homebrewery.naturalcrit.com/print/rkNESMYn7?dialog=true
  11/14
  Abjurer
  The Abjurers are the Weavers who follow the idea that magic
  should only be used to protect what otherwise cannot be
  protected. They are considered magical vigilantes that use
  their weaves to protect themselves and others who cannot
  protect themselves from harm regardless of what laws may
  be in place preventing it. They primarily focus on the
  Abjuration school of magic, which allows them to create
  armor for themselves and protect others.
  Magic Buffer
  Starting at 2nd level, you have a number "buffer dice," equal
  to your proficiency modifier. These buffer dice are d12s.
  When you are dealt damage, you may expend one of these
  d12s as a reaction to reduce the damage dealt by a number
  rolled. You regain all buffer dice when you finish a long rest.
  Allied Buffer
  Starting at 6th level, when a creature within 30ft of you that
  you can see takes damage, you may use your reaction to
  expend one of your buffer dice to reduce the damage dealt by
  the number rolled.
  Additionally, when you use this feature or your Magic
  Buffer feature, you may now expend any number of buffer
  dice instead of just one.
  Mana Shield
  Starting at 10th level, as an action, you create a wall of wards
  10ft high, 30ft long, and 5ft thick that blocks magic.
  Creatures and objects pass right through this wall while
  magical items and spells cannot. Your weaves that use a base
  from the Abjuration school can pass through the wall,
  however. This wall lasts for 1 minute or until you dispel it as a
  bonus action.
  Once you use this feature, you cannot use it again until you
  finish a long rest.
  Resort
  Starting at 14th level, you gain the ability to protect under the
  harshest conditions. When you fall unconscious, you regain
  up to 3 of your buffer dice. While unconscious, you may still
  use your Allied Buffer and Magic Buffer features.
  You can only regain buffer dice this way once per long rest.
  Conjurer
  The Conjurers are Weavers that follow the idea that magic
  should be used for self-improvement and to garner a better
  understanding of summoning. They are considered by many
  to be magical monks that use their weaves to seek physical
  and mental enlightenment by cooperating with their
  summoned creatures and creating weapons for themselves
  for training. They primarily focus on the Conjuration school
  of magic, which allows them to create magical weapons,
  summon a wide variety of creatures, and create magical
  objects and effects that interact with the world. Unlike
  Evokers, Conjurer's magic deals more in physical creation.
  Weapon Magic
  Starting at 2nd level, you learn the Weapon base if you did not
  know it already. Additionally, you gain proficiency in Shields,
  Medium Armor, and a Martial Weapon of your choice.
  Arcane Endurance
  Starting at 2nd level, you have advantage on concentration
  saving throws while you are casting a weave using the
  Weapon base.
  Arcana Combo
  Starting at 6th level, when you use your action to attack with
  a weapon created by the Weapon base, you may also cast a
  cantrip as a bonus action.
  Empowered Weapon
  Starting at 10th level, when you cast a weave using the
  Weapon base, you may apply two permutations to the weave
  instead of one.
  Conjuration Rush
  Starting at 14th level, when you cast a weave using a base
  from the Conjuration school, you may teleport to an
  unoccupied space you can see within 30ft.
  Evoker
  The Evokers are Weavers that follow the idea that magic
  should be entirely used for military purposes. Whether it be
  to take over land or to defend themselves, Evokers can be
  found as the Weavers who are fighting wars. They are viewed
  differently from area to area depending on the people's
  outlook on magic and military. They primarily focus on the
  Evocation school of magic which allows them to create
  devastating weaves such as a cloud of poisonous vapors or a
  miniaturized shock wave.
  Wring-Out
  Starting at 2nd level, when you cast a weave using a base
  from the Evocation school that requires a saving throw
  (including the permutation), you may cause each creature
  affected by the weave to have disadvantage on their saving
  throws.
  Once you use this feature, you cannot use it again until you
  finish a short or long rest.
  Black Mage
  Starting at 6th level, as a bonus action, you may end a
  permutation prematurely on a creature you can see within
  60ft to deal damage to that creature equal to your weaver
  level.
  Once you use this feature, you cannot use it again until you
  finish a short or long rest.
  
  5/13/2019
  The Homebrewery - NaturalCrit
  https://homebrewery.naturalcrit.com/print/rkNESMYn7?dialog=true
  12/14
  Weave of the Rooks
  Starting at 10th level, your weaves deal double damage to
  objects and structures.
  Multi-Base
  Starting at 14th level, you may cast a weave that uses two
  bases so long as both of those bases belong to the School of
  Evocation.
  When casting this weave, select two bases and a
  permutation that both bases will use. These bases act as two
  separate weaves. Both bases act as if they are using the same
  weave slot. This feature cannot be used with a weave slot
  above 5th level. Once a creature has been damaged through
  the effects of one base using this feature, it cannot be
  damaged through the second.
  Once you use this feature, you cannot use it again until you
  finish a long rest.
  Transmuter
  The Transmuters are Weavers that use the rules of magic to
  directly manupulate themselves and physical matter. They
  study weaving under the idea that magic is an ever shifting
  and changing force, just like how a chemical reacts to matter
  and as such, should be entirely understood as to protect
  themselves from any possible catastrophic change. Their
  enclave is considered to be one filled with conspiricy
  theorists and lunatics as the idea that magic itself will change
  in such a way that it causes the apocalypse is something that
  the Transmuters dearly believe.
  Permutist
  Starting at 2nd level, you learn an additional permutation
  from the permutation list that you do not already know.
  Alter Weight
  Starting at 2nd level, as an action, you may alter the weight of
  an object you can see within 60ft. You may make the object
  lighter (to a minimum of 0.1 lbs) or heavier.
  The amount the object's weight is increased or reduced is
  equal to your weaver level x 5lbs. You may only use this
  feature on one object at a time and you must maintain
  concentraition on it as if it were a weave. All other properties
  of the object such as sharpness, durability, hit points, or any
  other properties are unchanged. A creature holding an object
  that's weight is increased past it's carry weight becomes
  encumbered.
  Transmute Permutation
  Starting at 6th level, if a creature within 60ft of you is affected
  by a permutation from a weave you are currently
  concentrating on, you may use your bonus action to change
  the permutation that is affecting them to another permutation
  you know.
  Hyper Focus
  Starting at 10th level, you automatically succeed
  concentration checks on Weaves you are concentrating on
  Perminance
  Starting at 14th level, you are constantly under the effects of
  one permutation you know. During a long rest, you may
  change which permutation is constantly affecting you. When
  using this feature on the Precise permutation, the
  permutation is treated as working as normal constantly.
  
  5/13/2019
  The Homebrewery - NaturalCrit
  https://homebrewery.naturalcrit.com/print/rkNESMYn7?dialog=true
  13/14
  Cantrips
  Acid Splash  
  Blade Ward  
  Chill Touch  
  Control Flames  
  Create Bonfire  
  Dancing Lights  
  Fire Bolt  
  Friends  
  Frostbite  
  Green-Flame Blade  
  Gust  
  Light  
  Lightning Lure  
  Mage Hand  
  Mending  
  Message  
  Minor Illusion  
  Mold Earth  
  Poison Spray 
  Pretidigitation  
  Ray of Frost  
  Shape Water  
  Shocking Grasp 
  Sword Burst 
  Thaumaturgy 
  Thunderclap 
  True Strike 
  Word of Radiance
  Bases
  Armor  
  Blast 
  Bolt 
  Bomb 
  Image 
  Mark 
  Permute Item 
  Permute Self 
  Skin 
  Square 
  Summon 
  Snare 
  Target With Permutation 
  Weapon
  Permutations
  Acid 
  Cold 
  Fire 
  Force 
  Luck 
  Lift 
  Lightning 
  Logic 
  Magnatize 
  Motion 
  Necrotic 
  Night 
  Precise 
  Poison 
  Psychic 
  Psycho 
  Radiant 
  Resistance  
  Sound 
  Speech 
  Sweep 
  Thunder
  Subclasses (Enclaves)
  Abjurer 
  Conjurer 
  Evoker
  Credits
  The art and class was created by me, MommyMoke. If you
  would like to support me, you can find my DMsGuild and my
  Twitter below. Dungeons and Dragons was created by
  Wizards of the Coast. This class is unoffical homebrew
  content permitted by the Fan Content Policy. This document
  was created using Homebrewery.
  DMsGuild
  Twitter
  
  5/13/2019
  The Homebrewery - NaturalCrit
  https://homebrewery.naturalcrit.com/print/rkNESMYn7?dialog=true
  14/14
  Update Logs
  Update 1.1
  1. Entire document was spell and grammer checked
  2. Mend permutation was removed for being too powerful to
  balance properly.
  3. The Cold permutation was reworked into forcing a
  creature to have disadvantage on grapple checks.
  4. Motion permutation added.
  5. The Evoker's Multi-Base feature was changed to not allow
  creatures to be hit twice using the same weave.
  6. The Evoker's Black Mage feature was changed to better
  reflect it as a damage dealer. The previous feature was
  instead changed to the Transmuter's Transmute
  Permutation feature.
  7. Transmuter was added.
  8. Abjurerer now specifies that buffer dice are regained on a
  long rest.
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/5th Edition (5e)/3rd Party/DMsGuild/Non-Publisher Titles/The Weaver v1.1.pdf