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Willoh

5 Level (1000/14000 XP for level-up) Exile Background Shelled Race / Species / Heritage Neutral Good Alignment
Weaver
Level 5
Hit Dice: 4/5
1d8+2 Class 1

STR 8

-1

DEX 18

+4

CON 14

+2

INT 16

+3

WIS 10

+0

CHA 8

-1

42
Hit Points
+7
Initiative (DEX)
17
Armor Class (AC)
+3
Prof. Bonus
35
Speed (walk/run/fly)
13
Passive Perception
11 / 11
Silk Spools
Spellcasting ...
+6 Attack mod
INT Ability
+3 Abi Mod
14 Save DC
+6 Expertise Bonus
+3 Proficiency Bonus
-1 Strength
+7 Dexterity
+2 Constitution
+6 Intelligence
+0 Wisdom
-1 Charisma
saving throws
+7 Acrobatics DEX
+0 Animal Handling WIS
+3 Arcana INT
-1 Athletics STR
-1 Deception CHA
+6 History INT
+0 Insight WIS
-1 Intimidation CHA
+6 Investigation INT
skills
+3 Medicine WIS
+3 Nature INT
+3 Perception WIS
-1 Performance CHA
-1 Persuasion CHA
+3 Religion INT
+4 Sleight of Hand DEX
+4 Stealth DEX
+0 Survival WIS
Skills
  Weapon / Attack AB Abi Dmg Dmg Type
Needle (Sword-Spear) +7 DEX 1d8+4 Slashing/Piercing
 Finesse, Vex, Reach (10ft)
Longpin +7 DEX 1d8+4 Piercing
 Finesse, thrown (Range 40/120 ft.), 12 uses, This Tool ignores resistance to Piercing damage.
Attacks

Spell Book

Cantrips

NAME AB CAST RNG DUR DMG CMP #
Cross Stitch +6 Instant Touch 3d10
 Notes:As a Reaction when an enemy attacks you with a Melee attack, you can add your Silk modifier to your Armor Class for that attack, potentially causing the attack to miss. If the attack misses you, you can make a counterattack using your Silk modifier. On a hit, you deal 3d10 of your Needle’s damage type to the attacking creature. / Costs 4 Silk Spools
Sword-Spear (Needle)
Weaver's Tools
Cartographer's Tools
Cloak & Horn-Hat
Pouch

Equipment Copper: 0, Silver: 0, Electrum: 0, Gold: 104, Platinum: 0 Money
Common, Elvish, Dwarvish, and The Shelled

Languages & Proficiencies
===TOOLS===

===EQUIPPED TOOLS MARKED WITH [E]===
You have mastered the ability to craft Tools for offense
and defense. You can now equip Tools as listed in the
table for each respective Crest. You can swap your
equipped Tools during a Long Rest, and all Tool uses
are restored at the end of a Long Rest.

===RED TOOLS===
  • Longpin: You can replace one of your attacks as part of the Attack action to make an attack with a Longpin. This Tool ignores resistance to Piercing damage.



  • Curveclaw: You can replace one of your attacks as part of the Attack action to throw a Curveclaw. You throw the Curveclaw 15 feet forward before it rises 5 feet and travels 15 feet towards you. Creatures in the Curveclaw’s path must succeed on a Dexterity saving throw against your Silk save DC or take 2d4 Slashing damage for every 5 feet the Curveclaw travels over their current position.



  • Stingshard: Once per turn, you can replace one of your attacks as part of the Attack action to throw a Sting Shard up to 20 feet. Sting Shards last until the end of your next turn. Any enemy creature that moves within or is within 5 feet of a Sting Shard when it lands must make a Dexterity saving throw against your Silk save DC or take 2d8 Piercing damage. A creature only takes half damage on a successful save.



  • Straight Pin: You can replace one of your attacks as part of the Attack action to make an attack with a Straight Pin.


  • [E] Flea Brew: As a Bonus Action, you can drink a special concoction called Flea Brew. Drinking Flea Brew increases your movement speed by 5 feet and allows you to make one additional attack as part of the Attack action. This effect
  • lasts for 2 turns. This effect does not stack with the Beast’s Fury feature.
    Uses per Long Rest: 4 uses. Increases at Level 11 (5), and Level 17 (6)

    ===BLUE TOOL===
  • Druid's Eyes: When you take damage from a hostile creature or spell, you can use your Reaction to gain 1 Silk Spool.


  • You can use the Memory Crystal with the same Reaction.

  • Magma Bell: You gain resistance to Fire damage. You are also immune to the Heat Metal spell.



  • Warding Bell: After Binding, you gain a protective ward that lasts until the start of your next turn or until you take


  • damage. The first time you take damage with this ward active, you can reduce the incoming damage by 1d10 + your Weaver level. The ward is then destroyed. If the enemy that hit your ward is within 5 feet of you, that enemy also takes Radiant damage equal to your Silk modifier. You can still use the Memory Crystal and Druid’s Eyes even if you reduce the damage to 0.

  • Fractured Mask: The first time you take damage and would be reduced to 0 Hit Points but not killed outright, the mask is damaged and you are reduced to 1 hitpoint instead. This feature cannot be used again until the mask is repaired during a Long Rest.


  • [E] Pollip Pouch: When you damage a creature with a Red Tool, they take an additional 1d4 Poison damage and must make a Constitution saving throw against your Silk Save DC. On a failed save, the creature has the Poisoned
  • condition for 1 minute. While Poisoned this way, the target takes 1d4 Poison damage at the start of their
    turn. At the end of each of its turns, the Poisoned target repeats the save, ending the effect on itself on a success.

    ===YELLOW TOOL===
  • Compass: You cannot become lost by non-magical means. You always know which way is North and the time of day. You can pinpoint your exact location if it is represented on a map you are viewing.



  • Shard Pendant: During a Short Rest, you can restore 50% of the uses of your currently equipped Red Tools (round down). Once you use this ability, you cannot use it again until you take a Long Rest.



  • Magnetite Brooch: Any time you encounter a dead creature, you are immediately aware of anything of value they have on their corpse. You also have advantage on Dexterity (Sleight of Hand) checks to pickpocket others.



  • Weighted Belt: As long as you are not Incapacitated, you cannot be forcibly moved or knocked prone against your will.


  • Dead Bug's Purse: You can craft a Bag of Holding. Your carrying capacity also increases by 50%

  • [E] Shell Satchel: Your maximum number of Red Tool uses increases by 25% (minimum of 1, round down). Does not apply to Rosary Cannon.

  • Notes
    - Alert
    Initiative Proficiency. When you roll Initiative, you can add your Proficiency Bonus to the roll.
    Initiative Swap.
    Immediately after you roll Initiative, you can swap your Initiative with the Initiative of one willing ally in the same combat. You can't make this swap if you or the ally has the Incapacitated condition.

  • Mage Slayer
  • Ability Score Increase. Increase your Strength or Dexterity score by 1, to a maximum of 20.
    Concentration Breaker. When you damage a creature that is concentrating, it has Disadvantage on the saving throw it makes to maintain Concentration.
    Guarded Mind. If you fail an Intelligence, a Wisdom, or a Charisma saving throw, you can cause yourself to succeed instead. Once you use this benefit, you can't use it again until you finish a Short or Long Rest.

    Feats
    - Eye of the Needle. You have a knack for striking an
    enemy’s weak points. The first time you land an attack
    with your Needle on your turn, you deal an additional
    1d4 damage of the weapon’s damage type.

  • Perfect Parry. You can use your Needle defensively.
  • When an enemy hits you with an attack, you can use
    your Reaction to make an attack roll using your Needle.
    If you tie or exceed enemy’s attack roll, you negate the
    incoming attack, though you deal no damage in return.
    You cannot parry a Critical Hit with this feature.

  • Silk Heart
  • You learn how to produce Silk on your own. When you
    start your turn with fewer Silk Spools than Silk Hearts,
    you can add 1 Silk Spool to a maximum of 1 (no action
    required). You gain an additional Silk Heart at Weaver
    level 8 and 12. You can also see your maximum Silk
    Hearts in the Silk Heart column of the Weaver Features
    table.

  • Swift Step.
  • You gain the following benefits if you aren’t wearing
    Medium or Heavy Armor or using a Shield:
  • Your movement speed increases by 5 feet.
  • Additionally, you can use a Bonus Action to rush up
    to 10 feet in any direction without taking Opportunity
    Attacks.
  • When you are subjected to an effect that allows you
  • to make a Dexterity saving throw, you can use your
    Reaction to take no damage on a success rather than
    half damage.
  • You can determine your jump distance using your
  • Dexterity rather than your Strength.

  • Extra Attack
  • You can attack twice instead of once whenever you take
    the Attack action on your turn.

  • Drifter's Cloak
  • You have modified your clothing to improve your
    mobility. When you make a standing or running long
    jump, you can double the distance.
    As a Reaction, you can gain the effects of the Feather
    Fall spell, but only on yourself. You can choose to cancel
    these effects at any time (no action required) rather than
    waiting the full duration of the spell.

    Class Features


    ™ & © Wizards of the Coast - D & D 5e Character Sheet v2.10, made by Tillerz - Updated: 2026-05-13
    To print this sheet: Expand the spell book (if you have any entries there), then click "Print Sheet" at the top, select "Print to PDF" and format A3. Then print the resulting PDF to whichever format you need with "fit to page" selected.

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