Scriptweaver Bard

The Scriptweaver Bard is a master of magical writing, blending the art of language with arcane power to create tangible, animated words. These bards utilize a unique form of Letter Magic, allowing them to generate and manipulate words that become physical constructs with various effects.๏ปฟ


By inscribing glyphs, runes, and enchanting scripts, Scriptweavers can inspire allies, deceive foes, and shape the battlefield to their advantage. Their magic is both versatile and creative, enabling them to cast spells by writing them down, create protective barriers, or unleash elemental attacks through simple written words.


Whether inscribing a powerful spell into a scroll or crafting a magical word that transforms into a weapon, the Scriptweaver Bard's abilities make them a formidable and unpredictable force in any encounter.

Scriptweaver Bard Features By Level

Solid Script

At 1st level, As an action,  you can conjure a solid, tangible word in the air that manifests a magical effect. The effect of the word depends on its meaning and context a creature you can see within a 30 foot range.


You might issue a command such as grovel. If you do so, the DM determines how the target behaves. If the target can’t follow your command, the effect ends. The target must succeed on a Fortitude saving throw or follow the command until the start of it's next turn. Some effects are below:


Crowd Control: A failed save could lead to a chosen crowd control on the creature.
Damage: Any damaging effect will deal (PM)d8 + SM.
Utility: Creating an arcane bridge, rope, or spectral hand only has a reach of up to 30 feet, and can only support one creature or object at a time.
Defensive: If you heal or grant temp HP it is equal to (PM)d4 + SM. If you grant a creature armor or a bonus to saves it equals your SM.

Enchanted Script

At 3rd level, You can ignore Somatic and Material components, and you can read any book as an action. You know all languages.

Create Object

At 7th level, You can create an object that the DM approves as an action. The object can last until you finish a long rest. You can change the form of the object as an action. You can have a number of objects equal to your Proficiency Modifier.

Creation of an object or a consumable requires a spell point for each pound the object weighs. If the object is taken or thrown, you can use a bonus action to make it reappear in your hand.

Create Limb

At 9th level, When you heal a creature, you can restore one missing limb. The limb must be within 5 feet of the creature upon restoration.

Mote of Potential

At 12th level, When a creature uses your bardic inspiration to roll an attack or damage roll they deal additional Ethereal damage equal to your Spellcasting Modifier + (PM).


When they succeed on a saving throw you grant them SM temp HP, and when they use it for a skill check you can let them roll one additional die.

Create Food & Life

At 14th level, As an action, You can create an entire buffet of food or water. In addition, you can create (PM) small animals that can scout for you. These animals appear to be normal creatures and cannot be detected by Divination.

If an ally has died in the last round, you can remove one level of exhaustion from them. You can do this a number of times per long rest equal to your SM.

Create Shelter

At 17th level, You can perform a 10 round ritual. At the end,

You create an extradimensional dwelling with a shimmering entrance (5 feet wide, 10 feet tall) that lasts for 24 hours. You decide where the entrance is located and who can enter. The portal can be opened or closed within 30 feet, becoming invisible when closed.


Inside, a magnificent foyer leads to numerous chambers. The clean, warm atmosphere complements the space, which you design up to 50 ten-foot cubes. It includes furnishings of your choice and enough food for a nine-course banquet for 100 people.


A staff of 100 ethereal servants obey your commands, performing tasks like fetching, cleaning, mending, and serving food, but they can't attack or harm anyone. They can move anywhere within the mansion but can't leave it.


Objects and furnishings vanish if taken out of the mansion. When the spell ends, all inside are expelled to the nearest open space outside the entrance.

Haiku

At 19th level, As an action, you can conjure a short, poetic phrase that manifests a magical effect. The haiku consists of three lines, with each line representing a different aspect of the effect.


Mechanics: (DM chooses the effect)

First Line (Element): Determines the primary effect.

Second Line (Action): Describes the action or impact (burns, shields, heals, etc.).

Third Line (Duration/Range): Specifies the duration or range of the effect (instant, prolonged, area, etc.).


Example Haikus:

Blazing flame ignites (Element: Fire)

Enemies' defenses fall (Action: Burns)

In a flash of light (Duration/Range: Instant)


Effect: Creates an AoE Fire damage.


Gentle breeze whispers (Element: Wind)

Wounds mend with nature's breath (Action: Heals)

Spreads through the forest (Duration/Range: Area)


Effect: Creates a healing effect that heals all allies.

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