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The Traveler's Guide to Aellorah

Filamentor

  A young Dwarf sat in a comfy chair next to the hearth, winding a spindle as he slowly wound a glowing thread around it, whose other end protruded from the chest of a weary young Elf. "How much longer?", the Elf asked, to which the Dwarf replied that would be another half an hour. The Elf sank into his chair, and after the Dwarf had finished, he brought it over to his workbench, where dozens of spools of glowing thread were neatly stacked. A few days later, the Elf returned, finding a beautiful tunic woven from the thread. As he put it on, he felt an immediate connection to the shirt, and not only did he think it made him look darn good -- but it made him feel a surge of power, a reserve of energy that could be used should his magic be depleted for the day.   The young Human turned the corner and came face to face with a Bugbear. He flashed his knife and sent it sailing through the air directly into the Bugbear's chest. The Bugbear, noticing the man's lack of other offensive options, chortled and called out a taunt, gesturing toward his chest. However, upon looking down, he noticed the knife was no longer there. He looked back to the man, whose knife materialized in his hand. It seems the time spent having his very life essence pulled out of him the past two days had been worth it, he thought, as he felt a pulse from the knife, informing him of its presence. He'd never be caught unarmed again.   The Elf crept up to the corner and peeked around, noticing a guard coming his way. He extended his hand, drawing forth a line of invisible magical thread from the guard's body and manipulating the energy coming from the thread. Suddenly, the guard looked exhausted and stumbled against the wall. He began to fall asleep, and as the snoring began, the Elf silently stepped past him into the corridor beyond.  

Filamentors practice a type of magic known as "Filamancy" which involves the ability to draw out the Flow in a person's body, whether their own or others, in the form of a glowing thread. This thread can be extracted and used to create spools of thread to weave into enchanted clothing, or can be manipulated more directly. This "filament", as it's called, contains the identity of the person it has been extracted from, and can be used as a reagent for a number of rituals specific to Filamancy that allow the Filamentor to target the owner of the filament with spells from any distance. They can draw out filament from enemies during combat and corrupt it, inflicting various conditions, or draw out their own and use it as a lash to tether themselves to other creatures and cast spells directly through this connection, avoiding the need to target the creature by clumsily flinging spells at them like a wizard or sorcerer would.

hit dice: d8
hit points at 1st level: 8 + your Constitution modifier
hit points at higher levels: 1d8 (or 5) + your Constitution modifier per level after 1st
armor proficiencies: Light Armor
weapon proficiencies: Simple Weapons
tools: Weaver's Tools
saving throws: Constitution, Wisdom
skills: Choose two from Arcana, History, Insight, Medicine, Perception, Religion
starting equipment:
spellcasting:

Filamancy

The art of Filamancy involves the manipulation of one's own internal Flow to produce a thin whip-like tendril called a 'Lash', which is used to bond with opponents so that spells can be delivered directly instead of being flung about wildly. It also allows the Filamentor to manipulate their opponent's internal Flow through this bond, allowing them to impose all manner of harmful afflictions, even draining the tethered creature's vitality. The Filamentor focuses on using their Lash, and can only learn spells of up to 5th-level, but they have access to some spells and rituals unique to them that make use of their unique ability to extract filament from other creatures.

 

Cantrips

At 1st level, you know four cantrips of your choice from the Filamentor Spell List. You learn additional Filamentor cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Filamentor table.

 

Spell Slots

The Filamentor table shows how many spell slots you have to cast your Filamentor spells of 1st level and higher. To cast one of these Filamentor spells, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest.

 

Spells Known of 1st Level and Higher

Starting at 1st level, you know two 1st-level spells of your choice from the Filamentor spell list.

The Spells Known column of the Filamentor table shows when you learn more Filamentor spells of your choice. Each of these spells must be of a level for which you have spell slots. For instance, when you reach 5th level in this class, you can learn one new spell of 1st or 2nd level.

 

Spellcasting Ability

Constitution is your spellcasting ability for your Filamentor spells, because the act of manipulating your own internal Flow to use your Lash can be physically taxing. You use your Constitution whenever a spell refers to your spellcasting ability. In addition, you use your Constitution modifier when setting the saving throw DC for a Filamentor spell you cast and when making an attack roll with one.

Spell save DC = 8 + your proficiency bonus + your Constitution modifier

Spell attack modifier = your proficiency bonus + your Constitution modifier

class features:

Lash

At 1st level, you have access to the Lash. The Lash is the Filamentor's most formidable weapon. It manifests itself as a whip-like tendril extending from your palm that is created from the Filamentor's own internal Flow. The Lash can be used as a weapon to attack your enemies, or to tether yourself to your enemies so that you can manipulate their Flow and deliver single target spells directly, rather than clumsily flinging them through the air. As you level up, you will be able to manifest more than one Lash at a time so that you can attack with several simultaneously or tether yourself to multiple creatures.

Attacking with the Lash uses an action and uses your spell attack modifier. The Lash has an attack range of 15 ft. You only roll for one attack regardless of how many of your Lashes you include in the attack. Each Lash does (1d8 + your Constitution modifier) force damage. If you are, for example, level 20 and have five Lashes, and two of them are tethered to creatures already -- you could choose to attack a nearby enemy with the three remaining lashes. If the attack hits, you would do (1d8 + CON) force damage three times.

Tethering yourself to a creature requires a bonus action and the creature you intend to tether must be within your 15 ft. attack range. The creature must make a Constitution saving throw vs. your spell save DC. On a failure, the creature becomes tethered to your Lash and you may target them with your Filamentor abilities and spells. When casting a spell targeting a tethered creature, you do not need to be able to see the tethered creature. Additionally, once tethered, the Lash can extend up to 60 ft. If the creature leaves that 60 ft. range, the Lash will untether itself. The creature can also repeat the Constitution saving throw at the end of each of its turns to attempt to sever the Lash. When casting a spell through the Lash, if the spell requires an attack roll, you instead prompt a Constitution saving throw from the creature to deliver the spell, and the spell is transferred through the Lash. If the spell already requires a saving throw, the creature makes that saving throw at disadvantage. The Lash is not obstructed by physical objects and maintains connection even if there are obstacles between you and the tethered creature. You may only cast single target spells through the Lash. You can be tethered to as many creatures as you have Lashes available.

A Lashed creature can feel the pull of the Lash and will know something is wrong if the Filamentor attempts to do so subtly, though they may not know what. The Lash itself is visible and appears as a thick, glowing thread.

 

Filament Extraction

Beginning at 1st level, you have the ability to extract filament from your own body, as well as others. You may do this using a simple enchanted spindle that costs no more than 25 gp to make. The Filamentor extracts filament from a creature and attaches it to the spindle and then uses the spindle to wind the filament around it, drawing it out of the host. Over the course of two hours, you can extract enough filament for a spool. Each spool's worth of filament that you extract from a creature will cause the creature to incur a level of Exhaustion.

This filament is tied to the identity of the creature it was extracted from. You can use filament to craft various garments as you would with conventional thread which allow you to apply specific enchantments to them that only work for the host the filament was extracted from.

Additionally, you can spend 1 minute extracting a small amount of filament from a creature to use as a reagent in certain Filamentor rituals and for use in simpler enchantments. Using filament in a ritual in this way allows the caster to target the creature the filament was extracted from with the spell regardless of distance. Extracting this small amount of filament does not require a spindle.

 

Filamentory Discipline

At 2nd-level, you will choose your Filamentory discipline, which determines how your subclass abilities will develop.

 

Filament Weaving

At 2nd level, you gain the ability to weave the filament that you extract from yourself and other creatures to craft custom garments using your weavers' tools. You can imbue these custom garments with enchantments specific to the Filamentor. You can also weave filament into an existing enchanted item to add certain properties to that item (see Identity Enchantments table).

As you level up, the number of Identity-based enchantments that you can use your filament for will increase. Initially, you can only bind one Identity-based enchantment per person you extract filament from to their identity. As you level up, the number of enchantments you can bind to each person's identity increases.

 

Stream of Consciousness

At 11th level, while tethered to a creature, you establish a mental link that allows you to access their surface thoughts and emotions as if using the 'Detect Thoughts' spell, but without the ability to probe deeper. This link provides you with heightened insight into their motives and whether they are being honest. You can only focus on the thoughts of one tethered creature at a time. This mental link provides the following benefits:

  • You gain advantage on Insight checks to determine if the tethered creature is lying or to discern their immediate intentions and emotions.
  • You receive a +1 bonus to AC and saving throws against attacks and effects originating from the tethered creature, reflecting your pre-emptive awareness of their actions.
 

Grand Lash

At 18th level, you gain the ability to use all five of your Lashes at once to overwhelm your opponent. Once per short rest, as an action, you can use all five of your Lashes to tether yourself to a single creature. Once you tether yourself to a creature in this way, the next spell you cast through the Lash at this creature automatically succeeds, ignoring the saving throw.

If any of your Lashes are tethered to other creatures when you do this, those tethers are severed and any ongoing effects on those Lashes are ended.

subclass options:

Jinx

The Jinx focuses on corrupting the enemy's internal Flow using their Lash to bestow curses upon them, as well as using rituals to target enemies from afar. They also have the ability to seize control of a creature's body using their Lashes and manipulate them like a puppet.

 

Additional Spells

In addition to the spells available to the Filamentor, the Jinx adds the following spells to their spell list:

 

Curse

At 2nd level, you gain the ability to curse creatures you are tethered to. As an action, you can curse a tethered creature. This curse imparts the following detrimental effects:

  • The creature cannot score a critical hit, and critical attack rolls are treated as normal attacks.
  • The creature becomes vulnerable to a damage type of your choice (except Force).
  • The creature has disadvantage on mental saving throws (Intelligence, Wisdom, Charisma).

This curse lasts for 1 minute or until you switch targets, which requires another action and consumes another charge. You can use this feature a number of times per long rest equal to your proficiency bonus.

 

Shared Misery

At 6th level, you gain the ability to transfer negative conditions away from your allies and to throw them right back at the enemy. Once per short rest, as a bonus action, you can take a negative condition from one of the creatures you are tethered to (including yourself) and move it to another creature you are tethered to. The creature must make a Constitution saving throw. On a failed save, the condition is applied to the target creature. On a successful save, the condition is still cured on your ally, but it is not applied to the target. The conditions that you can transfer in this way are: Blinded, Deafened, Frightened, Paralyzed, Poisoned, Silenced, Weakened.

 

Vexing Lash

At 10th level, your Lash gains the ability to inflict negative conditions on creatures tethered to you. As an action, you can attempt to inflict a negative condition on a tethered creature. The target creature must succeed on a Constitution saving throw or be afflicted with one of the following conditions of your choice: Blinded, Charmed, Deafened, Frightened, Paralyzed, Poisoned, Silenced, Weakened. You can use this feature a number of times per long rest equal to your proficiency bonus.

 

Stray

At 14th level, you gain the ability to use your Lashes like puppet strings, forcibly controlling the movements and actions of a creature you have tethered. Once per long rest, as an action, you may attempt to use four or more Lashes to attempt to seize control of a tethered creature's body. The tethered creature must succeed on a Constitution saving throw, or on a failed save, you gain control of their movement and can force them to make attacks against creatures of your choice. They may repeat this saving throw at the end of each of their turns. If you do not have enough available Lashes, you may choose to sever other tethered connections, ending any ongoing effects on those connections, to perform this ability. You cannot cause the tethered creature to cast spells or use their innate abilities.

 

Innervation

The Innervation Filamentor focuses on creating tethers to their allies in battle and mitigating harmful conditions as well as enhancing their allies' abilities.

 

Additional Spells

In addition to the spells available to the Filamentor, the Innervation Filamentor adds the following spells to their spell list:

 

Siphon

At 2nd level, you have the ability to leech physical attributes away from creatures you are tethered to and transfer those physical attributes to your tethered allies. As an action, you can attempt to siphon away one of the following physical attributes from a creature you are tethered to if they fail on a Constitution saving throw:

  • 2 Strength, Dexterity, or Constitution
  • 10 ft. of Movement Speed
  • Damage Resistance (requires that the creature have a resistance of some kind)

You can then transfer that attribute to yourself or a tethered ally, with the effect lasting for 1 minute, or until the affected creature succeeds on a Constitution saving throw, which can be repeated at the end of each of its turns. Once the effect ends, the enhancement disappears from your ally and the affected creature is restored. You can use this a number of times per long rest equal to your proficiency bonus.

 

Vitalic Tethering

At 6th level, you have the ability to equalize damage taken amongst your willing tethered allies. When you or one of your tethered allies takes damage, as a reaction, you can divide that damage equally amongst all allies that are tethered to you so long as they are willing.

 

Synchronization

At 10th level, you gain the ability to synchronize healing magic that is applied to you and your tethered allies. Once per short rest, when you or one of your tethered allies is healed by a magical effect, you can apply that same healing to yourself or one of your other tethered allies.

 

Invigorating Lash

At 14th level, you gain the ability to give all of your tethered allies a significant temporary boon. Once per long rest, as an action, you can augment all tethered allies and yourself, providing the following enhancements for the next 1 minute:

  • You gain advantage to all mental saving throws (Intelligence, Wisdom, Charisma).
  • Your movement speed increases by 10 ft. and you are not affected by difficult terrain.
  • Your attacks deal an additional 1d8 force damage.
 

Enervation

The Enervation Filamentor focuses on draining their enemy's vitality, causing Exhaustion, and doing more direct damage.

 

Additional Spells

In addition to the spells available to the Filamentor, the Enervation Filamentor adds the following spells to their spell list:

 

Atrophy

At 2nd level, you have the ability to transfer harmful energy through your Lash, allowing you to drain the vitality of those you are tethered to. As an action, you can attempt to drain a tethered target. They must make a Constitution saving throw. On a failed save, they take 1d8 necrotic damage. On subsequent turns after the initial atrophy, you can continue this draining effect using a bonus action, dealing 1d4 necrotic damage on a failed save. You can use this ability a number of times per long rest equal to your proficiency bonus.

The damage die of this ability increases to 2d8 at 5th level, 3d8 at 11th level, and 4d8 at 17th level. The damage for the ongoing atrophy effect also increases at the same progression.

 

Enfeeble

At 6th level, you gain the ability to drain a tethered creature's stamina, making them progressively less effective in combat. As an action, you can attempt to drain a tethered creature. The creature must make a Constitution saving throw. On a failed save, the creature incurs one level of Exhaustion. The maximum number of levels of Exhaustion you can apply to each creature you tether is equal to your proficiency bonus. You can use this ability a number of times per long rest equal to your proficiency bonus.

 

Mass Enfeeble

At 10th level, you gain the ability to draw stamina out of all tethered creatures at once. Once per long rest, as an action, you can use your Enfeeble ability on all creatures you are tethered to at once. You can omit any number of creatures from this effect.

 

Numbing Lash

At 14th level, you gain the ability to infuse your Lash attacks with a powerful necrotic side effect that can paralyze the target. When you hit with an attack with your Lash, you can choose to infuse your Lash with necrotic energy, dealing an additional 3d8 necrotic damage, and healing you for half as much as the damage dealt. Additionally, the targeted creature must make a Constitution saving throw. On a failed save, target creature is paralyzed until the end of your next turn. You can use this ability a number of times per long rest equal to your proficiency bonus.

LevelClass FeaturesCantrips KnownSpells KnownSpellSlotsPerSpellLevel
1st2nd3rd4th5th
1Lash (1), Filament Extraction, Spellcasting (1st-Level)422----
2Filamentory Discipline, Filament Weaving (1)432----
3443----
4Ability Score Increase553----
5Lash (2), Spellcasting (2nd-Level)5642---
6Filamentory Discipline Feature, Filament Weaving5742---
75843---
8Ability Score Increase5943---
9Spellcasting (3rd-Level)510432--
10Lash (3), Filamentory Discipline Feature, Filament Weaving (3)611432--
11Stream of Consciousness612433--
12Ability Score Increase612433--
13Spellcasting (4th-Level)6134331-
14Lash (4), Filamentory Discipline Feature, Filament Weaving (4)6134331-
156144332-
16Ability Score Increase6144332-
17Spellcasting (5th-Level)61543331
18Grand Lash, Filament Weaving (5)61543331
19Lash (5), Ability Score Increase61543332
2061543332

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