Arcane Tradition: The Storyweaver
There are some wizards whose ability to spin tales out of imagination brings them to life. A Storyweaver is one who weaves spells into fairy tales, myths, and legends. Your spells are cleverly encrypted betwixt provocative prose.
Storytellers use a collection of tales as a mnemonic device for remembering spells. They collect them in Storybooks that act as their Spellbooks. Over time, the storyteller begins telling their own tales of adventure as they are living them.
Storytellers are similar to Bards in that they can regale crowds with amazing tales of adventures and cast spells, however, a Storyweaver Wizard specializes in the blend of conjure and illusion. A magical tradition that empowers narrative storytelling with arcane energy.
Figment of Imagination
2nd level, storyweaver feature
As a bonus action, you can pull a small figment of your imagination into your free hand. The figment of your imagination gives you the following benefits.
The pseudomorphic magic of a Figment allows it to be a trinket, object, or any non-sentient organic substance that is not a weapon or a magic item. The object feels solid to you. Examples: quill and ink, an apple, paint brush and paint, paper and pen, toy, ball and glove, coin, stone, candlestick, book, or glob of goo.
- Your Figment can interact with your Storybook as if it were real. Your figment can copy spells into your spellbook. You can use the figment as a backup copy of your storybook of spells if the real one is destroyed.
- The time it takes for writing spells in your storybook is halved.
- The Figment disappears in a tuft of colorful mist if any creature other than you attempts to touch the object.
Storybook of Spells
2nd level, storyweaver feature
You use a Storybook as a spellbook. You have learned to magically encrypt the spells in your Storybook as narrative prose. Your Storybook of Spells gives you the following benefits.
- You can use the Storybook as a spellcasting focus for your Wizard spells.
- You are proficient with the Perform skill.
- The Thaumaturgy cantrip is added to your list of spells .
- Casting spells as rituals take the spell’s normal casting time instead of 10 minutes for a ritual.
Once Upon a Time
6th level, storyweaver feature
As a bonus action, you can utilize a 3rd level spell slot or higher to weave a magical story that benefits yourself in any given situation. You can use this feature twice at 6th level, and at 12th level you can use it as many times as your intelligence modifier before a long rest. This ability recharges after a long rest or spell slots replenished.
- Heroic Legend. You recount the tale of a legendary warrior. For 1 minute, you gain proficiency in martial weapons and gain a +1 bonus to your weapon attack.
- Ghost Story. You tell a horrific, spine-tingling ghost story. For 1 minute you become incorporeal and can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if you end your turn inside an object. Additionally, choose a creature of your choice within 5 feet of you. The creature must make a wisdom saving throw against your spell dc. If they fail they are Frightened.
- Thrilling Mystery. You tell a tale of mystery and suspense. For 1 minute you have advantage on Wisdom (Perception) and Intelligence (Investigation) skill checks. You can also deduce your direction by observation of your surroundings.
- Epic Romance. You tell a tale of enduring romance or companionship. Choose one creature within 5 feet of you. For 1 minute while this creature is within 5 feet, you both have advantage on any charisma skill checks and saving throws.
- Fable and Folklore. You tell the story of a cunning beast. For one 1 minute you have advantage on Intelligence (Nature) and Wisdom (Survival) skill checks. Also, you can impose disadvantage on an attack made against a creature within 5 feet of you.
- Swashbuckling Adventure. You recount a story of daring deeds and adventure. For 1 minute you gain a bonus to your initiative roll equal to your spellcasting modifier as well as advantage on Dexterity (Acrobatic) and Strength (Athletics) checks.
Teller of Tales
10th level, Storyweaver feature
At 10th level, your Storybook spells have become legendary throughout the land. You are able to add your Charisma modifier to your spellcasting ability modifier to strengthen your spells.
There and back again
14th level, Storyweaver feature
You can choose up to 8 willing or non-willing creatures and transport them into a fictional dreamscape that exists within your Storybook. If the creatures are willing, they can stay the duration of a short rest no longer than an hour and gain its benefits. If the creatures aren’t willing, they must make a wisdom saving throw against your spell DC at the beginning of their next turn. On a fail the creature takes 3d8 psychic damage and can attempt a charisma saving throw on their next turn to return. If they fail their charisma saving throw, they still return under the effects of the Fear spell.
If the Storybook is damaged while creatures are in the fictional realm, all creatures are ejected in the nearest spot near the Storybook and they are stunned for one turn.