Faerûnian Prestige Class : Dweomerkeeper

The Lady of Mysteries is the Weave, the conduit that allows mortal spellcasters to employ the raw force that is magic, and she encourages all creatures to explore its mysteries. Dweomerkeepers are Mystra's shepherds, safeguarding the Weave against threats to its integrity. They arc also skilled practitioners of the Art, who seek to explore magical theory and create new spells and magic items.

Most dweomerkeepers are cleric/wizards or cleric/sorcerers, although other class combinations, particularly those including specialist wizard, bard, and ranger, are not unknown.

Dweomerkeepers are found throughout Faerûn. Some dwell in lonely, isolated towers, wholly consumed with their magical studies. Others dwell in huge cities, where all manner of magic is brought together and shared (willingly or not).

Requirements

To qualify to become a Dweomerkeeper, a character must fulfill all the following criteria:

Class Skills

The dweomerkeeper's class skills are Concentration, Craft, Diplomacy, Heal, Knowledge (all skills taken individually), Profession, and Spellcraft.

Skill Points at Each Level: 2 + Int modifier.

Class Features

The following are class features of the dweomerkeeper prestige class.

Weapon and Armor Proficiency: A dweomerkeeper gains no weapon or armor proficiencies.

Spells per Day/Spells Known: At each dweomerkeeper level, the character gains new spells per day (and spells known, if applicable) as if he had also gained a level in a spellcasting class to which he belonged before adding the prestige class level. He does not, however, gain any other benefit a character of that class would have gained (improved chance of turning or destroying undead, metamagic or item creation feats, and so on). If the character had more than one spellcasting class before becoming a dweomerkeeper, the player must decide to which class to add each dweomerkeeper level for the purpose of determining spells per day and spells known.

Bonus Feats: At the indicated levels, dweomerkeepers can take a bonus feat, drawn from the following list: any item creation feat, any metamagic feat, Combat Casting, Innate Spell, Greater Spell Focus, Greater Spell Penetration, Improved Familiar, Magical Artisan, Skill Focus (Knowledge [arcana]), Skill Focus (Spellcraft), Spell Focus, Spell Mastery, Spell Penetration, or Weapon Focus (ray, energy missile, or touch spell). The dweomerkeeper must meet all prerequisites for the chosen feat.

Weave Focus: Upon adopting this prestige class, dweomerkeepers are forever barred from ever taking the Shadow Weave Magic feat. Even if the character chooses to renounce the Lady of Mysteries is favor of her dark rival, Shar, he is so attuned to the Weave that he can never fully renounce its ties.

In addition, dweomerkeepers gains a +5 bonus on caster level checks to cast their spells normally within a wild magic zone.

Darkvision (Ex): At 2nd level, a dweomerkeeper gains darkvision (60 ft. range) if he doesn't already have it, so as to better perceive the treacheries of Shar and the lies embodied by the Shadow Weave.

Nystul's Magic Aura (Sp): At 2nd level, a dweomerkeeper can cast Nystul's magic aura (often referred to as Mystra's lingering touch) once per day.

Mantle of Spells (Su): At 4th level, a dweomerkeeper begins creating a personal mantle of arcane and/or divine spells. He chooses one arcane or divine spell he can cast, and thereafter can convert prepared spells of that spell's type (arcane or divine) of that spell's level or higher into that spell just as a good cleric spontaneously casts prepared spells as cure spells. This ability is similar to the Signature Spell feat except that the dweomerkeeper is not required to have mastered the spell with Spell Mastery. Each time this ability is gained, the dweomerkeeper chooses another spell to become a part of his mantle.

Cloak of Mysteries (Su): At 10th level, a dweomerkeeper becomes wrapped in a mantle of ever-flowing magic. All metamagic feats he currently knows or learns in the future are easier to use, reducing the level increase defined in the feat by -1 level. A metamagic feat's spell slot modifier cannot be reduced below +1 spell level unless its level modifier is already +0. For example, a quickened fireball only uses a 6th-level slot (+3 levels) instead of a 7th-level slot (+4 levels), but a silent fireball still uses a 4th-level slot (+1 level). Heighten Spell is unaffected.

DweomerkeeperHit Die: d4
CLBABFortRefWillSpecialSpells per Day
1st+0+0+0+2 Bonus feat, Weave focus+1 level of existing class
2nd+1+0+0+3Darkvision, Nystul's magic aura+1 level of existing class
3rd+1+1+1+3 +1 level of existing class
4th+2+1+1+4Mantle of spells+1 level of existing class
5th+2+1+1+4Bonus feat+1 level of existing class
6th+3+2+2+5Mantle of spells+1 level of existing class
7th+3+2+2+5 +1 level of existing class
8th+4+2+2+6Mantle of spells+1 level of existing class
9th+4+3+3+6Bonus feat+1 level of existing class
10th+5+3+3+7Cloak of mysteries+1 level of existing class

Epic Dweomerkeeper

The epic dweomerkeeper serves as one of Mystra's most trusted and powerful safeguards of the Weave. Few living creatures exceed the epic dweomerkeeper's knowledge of arcane mysteries.

Most epic dweomerkeepers continue their training in metamagic and/or item creation with such feats as Improved Metamagic, Improved Heighten Spell, Craft Epic Staff, or Craft Epic Wondrous Item.

As with most epic spellcasters, ability increases should go to improving the character's spellcasting capability. Regardless, Intelligence is a good second choice since it boosts many of the dweomerkeeper's signature skills.

Other Options: Though most dweomerkeepers focus on spellcasting pursuits over more mundane clerical capabilities, feats such as Positive Energy Aura or Negative Energy Burst can come in handy.

Hit Die: d4.

Skill Points at Each Additional Level: 2 + Int modifier.

Spells: The epic dweomerkeeper's caster level increases by 1 per level gained above 10th. In addition, at every level the epic dweomerkeeper gains new spells per day as if he had also gained a level in whatever spellcasting class he belonged to before he added the prestige class, up to the number of spells per day possessed by a 20th-level character of that class.

Mantle of Spells (Su): At 12th level, and every 2 levels thereafter (14th, 16th, and so on), the epic dweomerkeeper adds one arcane or divine spell to the list of spells which he can spontaneously convert from other spells. The number in parentheses indicates the total number of spells into which the epic dweomerkeeper can spontaneously convert other spells.

Bonus Feats: The epic dweomerkeeper gains a bonus feat (selected from the list of epic dweomerkeeper feats) every 4 levels after 9th.

Epic Dweomerkeeper Bonus Feat List: Automatic Quicken Spell, Automatic Silent Spell, Automatic Still Spell, Bonus Domain, Craft Epic Magic Arms and Armor, Craft Epic Rod, Craft Epic Staff, Craft Epic Wondrous Item, Efficient Item Creation, Enhance Spell, Epic Skill Focus (Knowledge [arcana] or Spellcraft), Epic Spell Focus, Epic Spell Penetration, Epic Spellcasting, Epic Weapon Focus (ray, energy missile, or touch spell), Familiar Spell, Forge Epic Ring, Ignore Material Components, Improved Alignment-Based Casting, Improved Combat Casting, Improved Darkvision, Improved Heighten Spell, Improved Metamagic, Improved Spell Capacity, Intensify Spell, Master Staff, Master Wand, Multispell, Permanent Emanation, Scribe Epic Scroll, Spell Knowledge, Spell Opportunity, Spell Stowaway, Spontaneous Domain Access, Spontaneous Spell, Tenacious Magic.

Epic Dweomerkeeper
CLSpecial
11th 
12thMantle of spells (4)
13thBonus feat
14thMantle of spells (5)
15th 
16thMantle of spells (6)
17thBonus feat
18thMantle of spells (7)
19th 
20thMantle of spells (8)

Source: Faiths & Pantheons


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