Loreweaver
About this class
Loreweavers are scholars of the hidden patterns that shape the natural and magical worlds. Through careful study, experimentation, and practiced ritual, they learn to manipulate those patterns to create powerful effects others might mistake for impossible magic. Some Loreweavers call creatures across the boundaries of reality, while others distill their knowledge into strange compounds, mutagens, and alchemical wonders.
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The Loreweaver blends arcane scholarship with the forces of nature. Their magic is deliberate and learned, built from diagrams, formulas, ancient texts, magical circles, rare ingredients, and accumulated knowledge. A Loreweaver might carry a weathered spellbook, an alchemical journal, bundles of strange reagents, or pages filled with sketches of creatures and occult symbols.
Loreweavers are versatile Knowledge-based spellcasters who support their allies through preparation, control, and clever use of resources. Their Circle of Power creates a temporary safe point where the group can draw upon shared Hope or Stress, rewarding careful positioning and teamwork. Their ability to Recall the Lore can expose an adversary’s weakness, creating an opening for the entire party to exploit. Their subclass determines how they apply their studies, whether through powerful conjured companions or magical alchemy.
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When playing a Loreweaver, describe how your character understands and performs their magic. Consider what their studies look like: summoning diagrams traced across the floor, handwritten notes packed into a spellbook, carefully measured reagents, whispered formulae, or glowing runes unfolding through the air. Look for opportunities to share what your character knows with the rest of the group rather than keeping that expertise isolated. The Loreweaver works especially well when their magic becomes something the whole party can interact with—standing together inside a Circle of Power, acting on a discovered weakness, or relying on something the Loreweaver has prepared in advance.
Included subclasses
Domains
Codex
Sage
Starting stats
Hope feature
Class features
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Circle of Power
Once per long rest, you can either spend 1 Hope or mark 1 Stress to create a glowing magical sigil beneath your feet. The circle extends to Very Close range around you. If you spent Hope to create the circle, place 3 Hope on it. If you marked Stress to create it, place 3 Stress on it. While you or an ally are within the circle:
When they would spend Hope, they may spend Hope from the circle instead.
When they would mark Stress, they may mark Stress on the circle instead.Whenever a point is used this way, remove it from the circle. When all 3 points have been removed, or when you leave the circle, the sigil disappears.
Class items
- A collection of herbs stored in small glass bottles, or an insect made of arcane energy that must remain within arm's reach of you.
Character questions
Background prompts
- What discovery first convinced you that the world was governed by patterns others could learn to manipulate?
- Who taught you the foundations of your craft, and what part of their teachings have you rejected or changed?
- What piece of forbidden, lost, or unfinished lore are you still trying to understand—and what might happen if you succeed?
Connection prompts
- Which party member has seen you fail spectacularly in your studies or experiments, and why do you trust them with that memory?
- Which party member once helped you acquire a rare piece of lore, creature, or ingredient—and what do you still owe them for it?
- Which party member challenges the way you understand magic, nature, or the world, and what have they made you reconsider?
Subclass cards
Printable via header menu
Conjuror
Foundation
SPELLCAST TRAIT: Knowledge
Summoned Arcbeast: You can summon an Arcane Beast of your choice (at the GM’s discretion), manifesting it through a magical rite, sigil, or other expression of your craft. They stay by your side until you dismiss them. Take the Ranger Companion sheet. When you level up your character, choose a level-up option for your companion from that sheet as well.
Conjuror
Specialization
Enhanced Summon: Choose an additional level-up option for your Arcbeast. Your Arcbeast can now return on a short rest.
Arcane Protector: Gain a +1 bonus to your Evasion while your Arcbeast is within Close range of you.
Conjuror
Mastery
Empowered Summon: Choose two additional level-up options for your Arcbeast.
Energize: Once per long rest, choose one of the following:
Reconstitute: When your Arcbeast marks its last Stress, you can react to have it clear all Stress instead.
Double Conjuration: Summon a second Arcbeast with the same statistics and level-up options as your original Arcbeast. It acts when the original acts, and remains until the end of the scene.
Alchemist
Foundation
SPELLCAST TRAIT: Knowledge
Alchemist's Flask: When you take a short rest, you can create an Alchemist's Flask in addition to your normal downtime moves. Choose whether it functions as a Minor Health Potion or Minor Stamina Potion. You or an ally can use the flask as the chosen potion.
You can have a number of Alchemist's Flasks equal to your Proficiency. During a long rest, you can create enough flasks to reach this maximum.
Alchemist
Specialization
Combat Alchemy: Your Alchemist’s Flasks can now also be prepared as Poison or Alchemical Fire. You can throw one of these flasks at a target within Close range as an action
Poison: Deals d8s equal to your Proficiency in magic damage and the target becomes Vulnerable.
Alchemical Fire: Deals d8s equal to your Proficiency in magic damage and the target becomes Aflame. An Aflame target takes the same damage again whenever they take an action, including an action used to end the condition.
Alchemist
Mastery
Potion Master: Your Alchemist’s Flasks prepared as Health or Stamina Potions now function as their Major varieties. Your Poison and Alchemical Fire flasks now deal d12s equal to your Proficiency.
Experimental Formula: Once per long rest, roll 5d12 and total the result. Choose a potion from the Consumables table with a value equal to or lower than the result and create it as one of your Alchemist’s Flasks.
Loreweaver
Loreweavers are scholars of the hidden patterns that shape the natural and magical worlds. Through careful study, experimentation, and practiced ritual, they learn to manipulate those patterns to create powerful effects others might mistake for impossible magic. Some Loreweavers call creatures across the boundaries of reality, while others distill their knowledge into strange compounds, mutagens, and alchemical wonders.
.
The Loreweaver blends arcane scholarship with the forces of nature. Their magic is deliberate and learned, built from diagrams, formulas, ancient texts, magical circles, rare ingredients, and accumulated knowledge. A Loreweaver might carry a weathered spellbook, an alchemical journal, bundles of strange reagents, or pages filled with sketches of creatures and occult symbols.
Loreweavers are versatile Knowledge-based spellcasters who support their allies through preparation, control, and clever use of resources. Their Circle of Power creates a temporary safe point where the group can draw upon shared Hope or Stress, rewarding careful positioning and teamwork. Their ability to Recall the Lore can expose an adversary’s weakness, creating an opening for the entire party to exploit. Their subclass determines how they apply their studies, whether through powerful conjured companions or magical alchemy.
.
When playing a Loreweaver, describe how your character understands and performs their magic. Consider what their studies look like: summoning diagrams traced across the floor, handwritten notes packed into a spellbook, carefully measured reagents, whispered formulae, or glowing runes unfolding through the air. Look for opportunities to share what your character knows with the rest of the group rather than keeping that expertise isolated. The Loreweaver works especially well when their magic becomes something the whole party can interact with—standing together inside a Circle of Power, acting on a discovered weakness, or relying on something the Loreweaver has prepared in advance.
Domains
Codex + Sage
Starting Evasion
11
Starting Hit Points
5
Class Items
- • A collection of herbs stored in small glass bottles, or an insect made of arcane energy that must remain within arm's reach of you.
Loreweaver’s Hope Feature
Recall the Lore : Spend 3 Hope and choose an adversary within Far range. You recall a crucial piece of lore about its weaknesses, defenses, or nature. The target becomes Vulnerable until it takes Major or Severe damage. Once it does, the effect ends.
Class Features
Circle of Power
Once per long rest, you can either spend 1 Hope or mark 1 Stress to create a glowing magical sigil beneath your feet. The circle extends to Very Close range around you. If you spent Hope to create the circle, place 3 Hope on it. If you marked Stress to create it, place 3 Stress on it. While you or an ally are within the circle: When they would spend Hope, they may spend Hope from the circle instead. When they would mark Stress, they may mark Stress on the circle instead. Whenever a point is used this way, remove it from the circle. When all 3 points have been removed, or when you leave the circle, the sigil disappears.
Loreweaver Subclasses
Choose either the Conjuror or Alchemist subclass.
Conjuror
Summons a powerful ally to fight on your behalf
Spellcast Trait
Knowledge
Foundation Features
Summoned Arcbeast: You can summon an Arcane Beast of your choice (at the GM’s discretion), manifesting it through a magical rite, sigil, or other expression of your craft. They stay by your side until you dismiss them. Take the Ranger Companion sheet. When you level up your character, choose a level-up option for your companion from that sheet as well.
Specialization Feature
Enhanced Summon: Choose an additional level-up option for your Arcbeast. Your Arcbeast can now return on a short rest.
Arcane Protector: Gain a +1 bonus to your Evasion while your Arcbeast is within Close range of you.
Mastery Feature
Empowered Summon: Choose two additional level-up options for your Arcbeast.
Energize: Once per long rest, choose one of the following:
Reconstitute: When your Arcbeast marks its last Stress, you can react to have it clear all Stress instead.
Double Conjuration: Summon a second Arcbeast with the same statistics and level-up options as your original Arcbeast. It acts when the original acts, and remains until the end of the scene.
Alchemist
Make, and wield, powerful potions
Spellcast Trait
Knowledge
Foundation Features
Alchemist's Flask: When you take a short rest, you can create an Alchemist's Flask in addition to your normal downtime moves. Choose whether it functions as a Minor Health Potion or Minor Stamina Potion. You or an ally can use the flask as the chosen potion.
You can have a number of Alchemist's Flasks equal to your Proficiency. During a long rest, you can create enough flasks to reach this maximum.
Specialization Feature
Combat Alchemy: Your Alchemist’s Flasks can now also be prepared as Poison or Alchemical Fire. You can throw one of these flasks at a target within Close range as an action
Poison: Deals d8s equal to your Proficiency in magic damage and the target becomes Vulnerable.
Alchemical Fire: Deals d8s equal to your Proficiency in magic damage and the target becomes Aflame. An Aflame target takes the same damage again whenever they take an action, including an action used to end the condition.
Mastery Feature
Potion Master: Your Alchemist’s Flasks prepared as Health or Stamina Potions now function as their Major varieties. Your Poison and Alchemical Fire flasks now deal d12s equal to your Proficiency.
Experimental Formula: Once per long rest, roll 5d12 and total the result. Choose a potion from the Consumables table with a value equal to or lower than the result and create it as one of your Alchemist’s Flasks.
Background Questions
Answer any of the following, or create your own.
- • What discovery first convinced you that the world was governed by patterns others could learn to manipulate?
- • Who taught you the foundations of your craft, and what part of their teachings have you rejected or changed?
- • What piece of forbidden, lost, or unfinished lore are you still trying to understand—and what might happen if you succeed?
Connections
Ask one of the following, or improvise.
- • Which party member has seen you fail spectacularly in your studies or experiments, and why do you trust them with that memory?
- • Which party member once helped you acquire a rare piece of lore, creature, or ingredient—and what do you still owe them for it?
- • Which party member challenges the way you understand magic, nature, or the world, and what have they made you reconsider?
Discussion
Be thoughtful and kind.
Remember to be respectful. Comments are moderated and should add to the discussion.