Daramir Class Features
Daramir Class Art
Daramir
A master spellweaver attuned to the arcane threads that shape reality, blending precise magic and deft control to manipulate the battlefield.
1 - Spellweaving

You gain access to Spellweaving, a refined method of shaping and enhancing magic. You have a number of Weaving Points equal to 4 per tier of play.

At 1st level, you learn two Spellweaving Techniques of your choice from the Standard list. You gain additional techniques as you gain levels in this class. As you progress in your mastery of Spellweaving, you unlock new tiers of techniques:

  • At 6th level, you gain access to Greater Spellweaving Techniques, and gain 2 additional techniques.
  • At 11th level, you gain access to Superior Spellweaving Techniques, and gain 2 additional techniques.
  • At 16th level, you gain access to Mastery Spellweaving Techniques, and gain 2 additional techniques.

You can use your Weaving Points to activate these techniques. You regain all expended Weaving Points when you finish a Short or Long Rest. You can exchange techniques for new ones each time you level.

6 - Arcane Conductor
Your disciplined control over the flow of magic reinforces your spellcasting.

You gain a bonus to Constitution saving throws you make to maintain concentration on a spell. The bonus equals your Wisdom modifier (minimum of +1).

The first time you take damage on each of your turns, you can reduce the damage taken by an amount equal to your proficiency bonus.

11 - Unraveling Step
You react instinctively to danger, slipping through space along the threads of magic.

When a creature targets you with an attack, spell, or magical effect, you can use your reaction to teleport up to 15 feet to an unoccupied space you can see. If this movement removes you from the area or range of the triggering effect, the attack or effect automatically misses or fails to affect you.

You must use this reaction before the attack roll is made or before you make a saving throw against the effect.

If you are still within the effect's range or area after teleporting, you are affected by it as normal.

You can use this feature a number of times equal to your Wisdom modifier (minimum of once), and you regain all expended uses when you finish a Long Rest.

16 - Aetherwalking
You refine your teleportation into a seamless, reflexive motion through the arcane threads.

The range of your Unraveling Step feature increases to 60 feet.

You regain all expended uses of Unraveling Step when you finish a Short or Long Rest.

Daramir Subclasses

Astral Weaver
Astral Weaver
Arcane Unraveling (1st Level)

Your study of the weave teaches you to sense the weak points in a creature’s power. You gain proficiency in Insight and Arcana, and you may use your Wisdom modifier in place of Intelligence for Arcana checks.

As an action, you can spend 1 Weaving Point to unravel a creature’s flow of power. Choose one creature you can see within 60 feet. Until the start of your next turn, the target cannot use its special abilities, reactions, or legendary actions.

Alternatively, when a creature you can see begins casting a spell, you may attempt to disrupt it. If the spell is of 3rd level or lower, it unravels instantly. If it is 4th level or higher, you make an Arcana check using Wisdom against a DC of 10 + the spell’s level. On a success, the spell collapses harmlessly.

Temporal Step (3rd Level)

The threads of space and time bend in answer to your spellcasting. Whenever you cast a spell of 1st level or higher, you fold yourself through the weave, vanishing from one place and emerging in another. You teleport up to 30 feet to an unoccupied space you can see. This movement occurs in the same instant as your casting and does not provoke opportunity attacks.

Spatial Awareness (6th Level)

While you are standing still, you are aware of the location of portals, teleportation effects, or other planar disturbances within 15 feet of you, as well as the location of any creature in that range, even if it is hidden or invisible.

Gravitic Hand (10th Level)

You can move objects and creatures with thought alone. You learn the telekinesis spell if you do not already know it, and you can cast it once without expending a spell slot. You regain the ability to cast it this way when you finish a long rest.

Astral Grip (14th Level)

Your telekinetic reach strengthens. While concentrating on a spell, you may use your action to attempt to restrain one creature you can see within 60 feet. The creature must succeed on a Strength saving throw against your spell save DC or be restrained until the start of your next turn.

Cosmic Dominion (19th Level)

Your command of the weave extends to every thread of space. You can cast telekinesis at will without expending a spell slot. In addition, the range of your Temporal Step increases to 120 feet.

Cataclysm Weaver
Cataclysm Weaver
Cataclysmic Power (1st Level)

Your destructive weaving surges with inevitability. You gain proficiency in one of the following skills: Arcana, Intimidation, Perception, or Insight.

In addition, when you deal damage with a spell, you add damage equal to your proficiency bonus to one damage roll of the spell.

Burning Ground (3rd Level)

When you deal fire, lightning, or radiant damage to a creature, the ground beneath it scorches with unstable energy. At the start of its next turn, it takes damage equal to your proficiency bonus of the same type.

Overchannel (6th Level)

When you cast a spell that deals damage, you may spend 3 Weaving Points to deal the maximum possible result on its damage dice.

Fractured Reality (10th Level)

When you deal damage with a spell of 1st level or higher, you may spend 1 Weaving Point to roll one additional damage die of the spell’s type and add it to the total.

Apocalypse Thread (14th Level)

You channel a fragment of the world’s end into a single strike. As an action, make a spell attack against a creature you can see within 120 feet. On a hit, the target takes 7d8 + 30 fire damage.

You can use this feature once per long rest. Alternatively, you may expend a spell slot of 7th level or higher to use this feature again.

Cataclysmic Surge (19th Level)

Your destructive weaving reaches its final form. Whenever you cast a spell of 3rd level or lower that deals damage, the damage dice are always treated as their maximum value.

Mycelial Weaver
Mycelial Weaver
Networked Mind (1st Level)

You gain proficiency in Nature and Medicine. Whenever you finish a short or long rest, you may link a number of willing creatures equal to your Wisdom modifier (minimum one).

While linked, creatures can sense each other’s emotional state and general wellbeing. A linked creature within 30 feet of another linked creature has advantage on saving throws against being frightened or charmed, and gain 60 feet of darkvision.

Shared Vitality (3rd Level)

Whenever you or a linked creature within 30 feet regains hit points from a spell, potion, or other magical effect, each other linked creature regains hit points equal to your Wisdom modifier.

Fungal Resilience (6th Level)

Allied creatures within 15 feet of you have advantage on saving throws against the restrained condition. In addition, when a creature fails a saving throw against one of your spells that causes the restrained condition, it takes poison damage equal to a number of d6s equal to your proficiency bonus and has disadvantage on saving throws against the restrained condition while restrained by you.

Binding Threads (10th Level)

When you cast a spell of 1st level or higher, you may choose a number of creatures up to your Wisdom modifier within 30 feet. Each must succeed on a Strength saving throw against your spell save DC or be restrained by spectral fungal threads until the start of your next turn.

Mycelial Awareness (14th Level)

Your senses spread through hidden roots and threads of growth. You gain tremorsense out to 60 feet while you are standing on the ground.

Evergrowing (19th Level)

Linked creatures regain hit points equal to your Wisdom modifier at the start of each of their turns while within 30 feet of you. If this healing would raise a creature above its hit point maximum, it is instead gained as temporary hit points. You can spend 1 Weaving Point as a bonus action to heal a linked creature for 6d6 hit points.

Voidflame Weaver
Voidflame Weaver
Battleweaver’s Armament (1st Level)

You gain proficiency in Athletics and Acrobatics checks. You also learn the Battle spellweaving technique, and its duration is extended to 24 hours when you weave it. This does not count against your number of techniques known.

Spectral Smite (3rd Level)

When you hit a creature with a weapon attack, you may expend a spell slot to wreathe the strike in voidflame. The target takes 2d8 fire damage, plus 1d8 for each spell slot level higher than 1st.

If the target is a fiend or undead, the damage increases by 1d8 and ignores fire resistance and immunity.

Extra Attack (6th Level)

You can attack twice, instead of once, whenever you take the Attack action on your turn.

In addition, whenever a creature you can see within 5 feet of you hits you with an attack, it takes fire damage equal to your Wisdom modifier.

Eclipse Armor (10th Level)

As a reaction when you or an ally within 30 feet would take damage, you can spend 1 Weaving Point to conjure a void shield, reducing the damage taken by 2d10 + your Wisdom modifier.

Warded Strikes (14th Level)

Your resilience sharpens your instinct to endure. When you fail a saving throw, you can reroll it, but you must use the new result.

You can use this feature three times, and you regain all expended uses when you finish a long rest.

Survivor (19th Level)

You attain the pinnacle of resilience in battle. At the start of each of your turns, if you have half your hit points or fewer and at least 1 hit point, you regain hit points equal to 5 + your Constitution modifier.