Shadow Weave

Post/Author/DateTimePost
#1

rettekram

Sep 12, 2014 18:12:25

I'll admit that I am probably not the most experienced in 5E rules to be driving this, but I haven't any other threads on it so here it goes.


I'm considering using 5E for a pre-spell plague forgotten realms campaign. My goal is to represent the Shadow Weave (and associated feats) in the 5E rule set.

 

From perusing the PHB in the stores, I've been able to see that feats seem to be more loaded than their 3E cousins and that mechanics have been simplified at every angle. So with this in mind here is my draft of the Shasow Wave feat that encorporates 3E effects with 5E mechanics. Note: I've left off much of the flavor text since it originally appeared in the 3E forgotten realms campaign setting book.

 

Shadow Weave Adept

 

Prerequisite: Wisdom 15 or patron diety Shar.

 

From now on your spells tap the Shadow Weave instead of the Weave.  

 

You gain the following benefits: 

 

  • Any spell you cast from the schools of Enchantment, Illusion, and Necromamcy gain a +1 bonus to the saving throw DC.
  • You have advantage when attempting to overcome spell resistance of a Weave user.
  • Any Weave user targeting you or one of your spell effects with a divination, dispell, or counterspell effect does so at a disadvantage.

Thoughts?

#2

2Chlorobutanal

Sep 12, 2014 18:34:46

Doesn't seem to fit with 5e feats or spellcasting exactly.

 

First, I wouldn't give a DC bonus.  This mechanic, so far, is absent from the player ruiles.  It's also very powerful.

 

Second, "overcoming spell resistance" is not "a thing" in 5e, Spell Resistance is just a specially named trait that gives advantage on saving throws versus spells (and resistance to spell damage).  You could change this to "Weave-users never have advantage on saving throws against your spells," similar to the Rogue feature that says "Attackers never have advantage on attack rolls against you."

 

Third, this package seems incredibly powerful for a feat, since wouldn't a "Weave-user" be anyone who wasn't a "Shadowweave-user?"  I.e.: the vast majority of spellcasters?

 

Also, a 15 ability score seems uncharacteristic of 5e feats.  I'd lower it to 13.

 

Look at the feats in the PHB- almost none of them are "caster feats."  Some of the ones that are caster feats tend to grant spellcasting abilities (Ritual Caster, Magic Adept), instead of increasing the power of existing spellcasters.  The others: Spell Sniper, War Caster, and Elemental Adept, seem a bit more sedate (both less complicated and less generally powerful) compared to "Shadow Weave Adept" to me.

 

I'm not quite sure at this time how I would create a balanced version of this feat.

#3

rettekram

Sep 15, 2014 13:09:36

So I guess the real question then becomes how to translate older mechanics into 5E rules. Here is a summary of the Shadow Weave feats from 3E:

 

Shadow Weave Magic

  • +1 DC on necromancy, illustion, and enchantment spells
  • +1 CL to overcome Spell Resistance
  • -1 CL to all evocation and transmutation spells
  • Cannot cast spells with light descriptor

The next 3 feats could be taken individually or gained for free with 1 level of the Shadow Adept prestige class.

 

Insidious Magic

  • Weave user targeting you with a divination effect must succeed a caster level check (DC 11 + your caster level)

Tenacious Magic

  • Weave user targeting you with a dispel or counterspell effect must succeed a caster level check (DC 15 + your caster level)

Pernicious Magic

  • +4 bonus to defeat Weaver user spell resistance

The fact that 1 level of a PrC would grant you those three feats lead me to believe that they were not truely game breaking to include with the 5E version of the feat. For instance, doesn't the Sharpshooter feat grant you the equivilent bonus of three 3E feats?

 

Any thoughts on how the 5E rules could accomidate these mechanics?

 

#4

mellored

Sep 15, 2014 13:27:06

Shadow Weave Magic =

 

+1 Int

Treat creatures with advatange to fear or charm as not having advantage.

Treat features with immunity to fear or charm as having advantage instead.

 

 

Insidious Magic:

You gain the minor illusion cantrip.

You can cast nondetect on yourself 1/day.  It last 24 hours instead of 8but still requires concentraion.

 

Tenacious Magic:

+1 Int

When someone cast dispell or counterspell on one of your spells, they have disvantage.

 

Pernicious Magic:

+2 Int.

#5

Ravna13

Sep 15, 2014 13:44:03

Shadow Weave Adept

 

Prerequisite: Wisdom 13 or patron deity Shar.

 

From now on your spells tap the Shadow Weave instead of the Weave.  

 

You gain the following benefits: 

 

  • Any spell you cast from the schools of Enchantment, Illusion, and Necromamcy are treated as though they used a 1 higher level spell slot when they are attempted to be dispelled or counter-spelled.
  • Your Enchantment, Illusion, and Necromancy spells are not affected by spell resistance.
  • You have advantage on saving throws against Divination spells.
  • Evocation and Transmutation spells you know require a 1 higher spell slot than normal to cast. And you cannot cast any spell wich creates illumination.

 

 

 

This is my suggestion. Seems to capture the intent, and has the necessary hindrances too.

(Reply to #5)

rettekram

Ravna13 wrote: