The last revamp I planned which was for Aetheric Strider is released with 7.5.0. Details below:
Recreated all Bow spell VFX from Mind Weaver and Arcane Archer without the animations. The Bow Cast, Prepare and Impact VFX turned out amazing
Changed all Bow Spell and Cantrip Icons to reflect the same theme
Added Necroveil Arrow Spells and Cantrips
Necroveil Arrow: Wither - Fire a necrotic arrow that deals Necrotic damage and inflicts Weak Grip. For the next 3 turns, the target's body will wither every turn, taking Psychic damage unless they pass a Constitution saving throw.
Necroveil Arrow: Spellseal - Fire a necrotic arrow that deals Necrotic damage and Psychic damage. For the next 3 turns, if the target attempts to cast a spell, you may React and fire a bow attack against them. On hit, the spell is Blocked.
Necroveil Arrow: Sunder - Fire a necrotic arrow that deals Necrotic damage and Psychic damage. For the next 3 turns, if the target makes a weapon attack, you may React, forcing them to miss and fire a bow attack against them. On hit, they are Disarmed.
Necroveil Arrow: Veilbind - Fire a necrotic arrow that deals Necrotic damage and Psychic damage. For the next 3 turns, if the target moves, you may React and fire a bow attack against them. On hit, the target becomes Restrained until they succeed a Strength Saving Throw.
Necroveil Arrow: Repulse - Fire a necrotic arrow that deals Necrotic damage and Psychic damage. For the next 3 turns, if the target deals weapon damage to an ally, you may React and fire a bow attack against them. On hit, the target is pushed back 5 meters and knocked Prone.
Necroveil Arrow: Chainshot - Loose a potent arrow charged with Necroveil energy, striking an enemy target and rebounding within a distance of 10m to up to 4 nearby foes with alternating damage of Necrotic damage or Psychic damage plus your Spellcasting Ability Modifier. Each impact resonates with Necroveil force, leaving enemies reeling from the chain of assaults.
Frostveil Sage received a summon Rimeclaw which is a covered in ice Arctic Bear with various Frost abilities. It deals low damage, is tanky, freezes ground and inflicts Frostbite with every ability including standard attacks boosting Sage's damage. This summon is meant to be utility based.
Unlike their psionic brethren who manipulate the mind, Soul Scions are Mind Weavers who turned to Animacy, the study of the soul itself. Rejecting the traditional psychic arts of their kind, they sought a deeper understanding of existence. Striking down their foes, they their very Soul Essence, harvesting the remnants of shattered spirits to fuel devastating abilities. This stolen energy allows them to empower themselves, weaken their enemies, and dominate the battlefield with unnatural resilience and control. A Soul Scion does not simply fight; they twist the fabric of existence, siphoning power from adversaries to enhance their own might while crippling the will of those who stand against them.
Masters of buffing, debuffing, and soul domination, they use Soul Essence to turn combat in their favor, whether by bolstering their speed and strength, sapping the will of their enemies, or unleashing devastating spells fueled by the echoes of the fallen. A Soul Scion does not simply break their foes, they unravel them, reshaping their soul and spirit into weapons of war.
This subclass is heavily inspired and based on one of my favorite games and class, Pillars of Eternity, Cipher class. They will not have spell slots but use the Soul Essence resource from damaging enemies which fuels their power for spell casting. Soul scion will deal most damage types including Force, Fire, Lightning, Thunder, Necrotic and Psychic.
Soul Scion quick tips:
You can either start with DEX or STR but absolutely need INT. I would start 16 INT + either DEX or STR at 15/16 depending on what weapons you plan on using
Every weapon proficiency is available and the subclass supports Single or Dual Wield with both Ranged and Melee Weapons. You start with a Longsword and can grab a Longbow from tutorial chest
You can play this subclass fully Ranged or Melee, or do both Ranged/Melee at the same time which is what is always preferred.
Always have both bow/melee weapon around as not being able to use Soul Lash and deal damage to generate soul essence hurts.
Soul Lash mechanic is your main spellcasting builder, you want to always use weapon attacks and never miss. Accuracy > damage
You are NOT a martial class and do NOT deal your main damage from weapon attacks. You are a spellcaster that needs to melee in order to cast spells/skills.
You play this class as a controller, you can mind control, inflict curses/statuses, buff allies and yourself, debuff enemies and deal good damage with spells but are not intended to replace sorcerer/wizard levels of damage.
Scion gains nothing new past level 12 as it's hard to balance Soul Essence and it will be added in the future and once more testing is done with level 12
3 more Scion Invocations will be added in a week or 2
Does Ethereal Beam not scale up? I'm lvl 7 and assumed it would increase in damage at some point, especially since it's been half the damage of everything else for a few levels now. I read it used to be 1d6+1d6, and with the split understand that the +dmg effects are stronger, but I've removed it from my bar at this point, as it's entirely behind every other cantrip, sadly. If that's by design because the past/another iteration of it was too powerful, I'd get that. For now I can just treat it as an early game cantrip that falls off (and maybe gets a redemption arc in later levels? I suppose I'm only 7, might it increase at 8 or 9?) I'm usually casting spells with this class, but I have a combo where I take advantage of an extra effect/condition with both psychic & frost, and it feels great to proc both in an Astral Disintegration/Ethereal Beam (especially after I bleed my spell slots dry, lol).
Also, Astral Seer is a ton of fun, I haven't really had a turn where astral 'wild magic' didn't go off once I got a single stack of anomaly basically. It really feels like my guy is in a pinball machine just ricocheting everywherethrough dimensions! Mad appreciate your work, this feels really good, like what I had originally hoped Wild Magic would be at launch (and more+flavor)!
This mod is SO good. It's hard to articulate, but the Force Blade is somehow the only class I have ever played in a fantasy setting that captures the feel of playing a Darth Vader-like character without feeling like an out-of-universe insert.
Not sure if listed in changelog, if the article for Astral Seer wasn't updated, or if Ethereal Blessing is not working as intended.
Currently, it's a (listed as) 'cantrip' available during 2nd level spell selection as one of the 'spells'. I first noticed it had no spell level symbol, and when I got it there was also 'once per short rest' text. I cast it to confirm it wasn't just the tooltip reading incorrectly, but it neither showed the use of spell slot while it was primed, nor cost me one after casting. So it appears to be a cantrip you can only get with a spell selection, that goes up by like +3 healing per level or so. Wanted to let you know (you're probably aware) that the documentation, tooltip representation, or casted effect in-game are incorrect/not up to date on some level. I think it's awesome as it is, but it feels like the type of thing granted on level-up as a subclass feature - or selectable in cantrips (less so, but moreso than as a spell choice).
PS, whoever does your spell icons (esp. Aetheric Strider) is on fire! The color combination + the iconography is *muah*!
For some odd reason the Mind Weaver custom animations mod completely bugs out the textures for the skin of gnomes in the customization menu. Has anyone else experienced this?
Do void weavers no longer get cantrips at level 1? I saw there was a general overhaul to them but I don't know if something is wrong on my end or if progression was tweaked.
Hello, fantastic mod so far! While using the new soul scion class, I couldn't get the Scion's Claim feature to work properly though. Whenever I killed an enemy i would get 5 essence back from the weapon attack but none for the kill.
Heyy i think there are something wrong with new follow up skill of psyonic echo: arc. I mean convergence,when i use it my char does not start to jump and wait 2-3 sec, and i don't understand the effect...it apply crwon of madness? to all or only to humanoid? Cuz often after i used it i didn't see debuffs or status on enemies even if the log say it fail the saving throw.....
Yes, the dynamic animation seems to only work with Longsword base which means Longswords and Greatswords. I will at some point probably just redo Convergence into something else.
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https://homebrewery.naturalcrit.com/share/x8WLix8g7Sth
https://www.reddit.com/r/DnDHomebrew/comments/1kbxwfo/mind_weaver_10_play_a_customizable_psionic/
Soul Scion
Unlike their psionic brethren who manipulate the mind, Soul Scions are Mind Weavers who turned to Animacy, the study of the soul itself. Rejecting the traditional psychic arts of their kind, they sought a deeper understanding of existence. Striking down their foes, they their very Soul Essence, harvesting the remnants of shattered spirits to fuel devastating abilities. This stolen energy allows them to empower themselves, weaken their enemies, and dominate the battlefield with unnatural resilience and control. A Soul Scion does not simply fight; they twist the fabric of existence, siphoning power from adversaries to enhance their own might while crippling the will of those who stand against them.
Masters of buffing, debuffing, and soul domination, they use Soul Essence to turn combat in their favor, whether by bolstering their speed and strength, sapping the will of their enemies, or unleashing devastating spells fueled by the echoes of the fallen. A Soul Scion does not simply break their foes, they unravel them, reshaping their soul and spirit into weapons of war.
This subclass is heavily inspired and based on one of my favorite games and class, Pillars of Eternity, Cipher class. They will not have spell slots but use the Soul Essence resource from damaging enemies which fuels their power for spell casting. Soul scion will deal most damage types including Force, Fire, Lightning, Thunder, Necrotic and Psychic.
Soul Scion quick tips:
Added 3 last spells in 7.1.0 version
Progression so far is here: Soul Scion progression
Also, Astral Seer is a ton of fun, I haven't really had a turn where astral 'wild magic' didn't go off once I got a single stack of anomaly basically. It really feels like my guy is in a pinball machine just ricocheting
everywherethrough dimensions! Mad appreciate your work, this feels really good, like what I had originally hoped Wild Magic would be at launch (and more+flavor)!Currently, it's a (listed as) 'cantrip' available during 2nd level spell selection as one of the 'spells'. I first noticed it had no spell level symbol, and when I got it there was also 'once per short rest' text. I cast it to confirm it wasn't just the tooltip reading incorrectly, but it neither showed the use of spell slot while it was primed, nor cost me one after casting. So it appears to be a cantrip you can only get with a spell selection, that goes up by like +3 healing per level or so. Wanted to let you know (you're probably aware) that the documentation, tooltip representation, or casted effect in-game are incorrect/not up to date on some level. I think it's awesome as it is, but it feels like the type of thing granted on level-up as a subclass feature - or selectable in cantrips (less so, but moreso than as a spell choice).
PS, whoever does your spell icons (esp. Aetheric Strider) is on fire! The color combination + the iconography is *muah*!
As far iconography goes, I do everything solo on this mod so thanks for the praise
As always ty for ur attention and ur work!
Im sure u will think something cool anyway, ty for reply