
Spell Weaver
TR 4Humanoid · Medium·Recommended levels: 6-12
Abilities
Saves
- WIS +8
- CON +6
Skills
- Use the Force +12
- Insight +8
- Stealth +6
Languages
- Paecian
- Galactic Basic
Equipment
Traits
The Spell Weaver has Advantage on saving throws against Force powers and other magickal effects.
The Spell Weaver is the coven's dedicated caster (the Dathomir Witchcraft trait). She knows the Nightsister Magick powers listed below and casts them with a save DC of 16 (Use the Force +12).
The Spell Weaver has Advantage on Constitution saving throws made to maintain concentration on a Nightsister Magick power.
Her toxins ignore Resistance to chem-toxic damage. A creature that is Poisoned by the Spell Weaver, or that failed a saving throw against her Toxic Ichor since her last turn, has Disadvantage on saving throws against her Nightsister Magick.
While the Spell Weaver is lightly or heavily obscured (including within her own Shroud of Dathomir, or in dim light or darkness), she can take the Hide action as a Bonus Action and attack rolls against her have Disadvantage.
Force Powers
+8 to hit, range 60 ft, one target. Hit: 13 (3d8) energy damage.
One creature within 30 ft makes a DC 16 Wisdom saving throw or has Disadvantage on attack rolls and ability checks for 1 minute (save ends at the end of each of its turns).
One creature within 30 ft makes a DC 16 Constitution saving throw, taking 10 (3d6) chem-toxic damage and being Poisoned for 1 minute on a failure, or half damage on a success.
The Spell Weaver conjures a 10-ft-radius shroud of mist around herself for up to 1 minute. She and allies within it are concealed — attack rolls against them have Disadvantage.
One creature within 30 ft makes a DC 16 Constitution saving throw, taking 18 (4d8) energy damage and being Incapacitated until the end of its next turn on a failure, or half damage on a success.
Actions
The Spell Weaver casts Ichor Bolt twice, or casts Ichor Bolt and one other Nightsister Magick power.
Lore
The Spell Weaver is the coven's dedicated caster — a Witch who has set aside the blade for the deeper arts of ichor and incantation. Where the Clan Mother leads and the elder shamans raise the dead, the Spell Weaver is the workhorse battle-mage: green bolts of ichor, withering hexes, choking toxins, and shrouds of concealing mist. Old Daka, eldest of Talzin's clan, and the survivor Merrin both embody the tradition's depth.
A Spell Weaver is artillery. She sits behind the coven's melee line and rains Ichor Bolts, softens the party with hexes, and uses Shroud of Dathomir to protect herself and her sisters from return fire. Two or three Spell Weavers turn a coven encounter from a brawl into a grinding war of attrition — close the distance and break their concentration, or be whittled down.
In Play
The Spell Weaver wants range and a screen of allies. She leads with Hex on whoever hits hardest, then settles into Ichor Bolt fire, dropping Toxic Ichor on clustered targets to stack poison. If pressured, she raises Shroud of Dathomir and falls back into her own mist. Her concentration on the Shroud is the pressure point — a single solid hit that forces a Constitution save can strip the coven's cover. Run her in pairs so one can re-establish the Shroud when the other's drops.
Adventure Hooks
- The Withering — A village's crops, livestock, and elders are sickening with a green rot no medic can cure. A Spell Weaver has hexed the whole valley over an old grievance, and only her death — or her satisfaction — will lift it.
- The Mist Road — An impassable shroud has swallowed a mountain pass the party must cross, and travelers who enter don't come out. Within, a Spell Weaver guards something — or someone — and the mist is both her weapon and her warning.
- Apprentice of Daka — A young Spell Weaver seeks the lost Chant of Resurrection and is gathering the bodies — and the living tutors — she needs to learn it. The party can stop her now as a battle-mage, or face what she becomes if she succeeds.