D&D 5e is out only through the (incredibly promising) Starter Set as of now, but I couldn't hold myself anymore, I did it again: I created a custom class!
Actually, I haven't created it yet... I have some notes, a stream-of-consciousness-like thread of facebook comments in the D&D Next group, and many ideas in my head. But possibly, here and now the class is going to take the first gaming-terms form for the first time.
First of all, a little intro as I'm used to do.
Why a new class, and why the Weaver
A mischievous gnome hops around a minotaur, artfully dodging his axe, and suddenly the expression on the minotaur's taurine roster becomes one of nonsensical amusement, and he starts dancing, carelessly dropping his weapon.
A brooding tiefling runs past the beholder with demonic speed, and the aberration starts emitting unspeakable sounds while it bursts into green flames.
An elf with colorful sparks fluctuating inside her eyes dances intricately as if with an invisible companion, then she abruptly soars in the air and a mighty gale blows from her, hitting hard the imps and dropping them to the floor, tens of feet away.
These magic users are rare gifted individuals who can see and manipulate the weave of magic. As such, they are known to a few scholars of cryptic arcana as Weavers. Their unique way of creating magical effects involves only movement, along invisible and ever-changing leylines that only they can see.
Now, from here the Weaver actually starts looking like a quite familiar concept, and you might think that it actually does step on other classes. But look at a common element among these characters and especially their actions: movement. The Weaver is a movement-based spellcaster. To cast spells he/she actually has to move. However, this is not "its shtick", or its source idea.
Here we go with more specific Weaver info...
Seeing the Weave of Magic and knowing how to use it
The original story of the Weaver and the many possible ones.
Of Charms and Seasons: the original "spells" of the Weaver
Weaving. Or how to cast 2 or 3 mini-spells to get a full one.
The Leylines: their randomness and their awesomness
At the start of your turn, and each time you move at least 5 feet, roll 1d6 to determine the direction of the leylines:So basically, from 3 to 6 you will surely be able to do something interesting (that is, casting at least two Charms, if the distances permit it), while 1 and 2 can mean being limited to one Charm, and possibly being better off using weapons, unless you have a Charm of Flutter, roll 1, and use a Charm of Flutter to soar a little, then possibly another one to soar more, and then use a third Charm as a Reaction later, with devastating effects. You will see this is possible only past 5th level, and it's good because it can result basically into a Fireball!
- 1: The leylines go upwards. (You can still use them using a Charm of Flutter or any other ability to jump at least 10 feet up, or fly.)
- 2: The leylines pass exactly in between the two nearest living creatures. (You can circle them only if they are separated by no more than 5 feet.)
- 3: The leylines go through the second nearest creature. (You can circle it.)
- 4: The leylines end into the second nearest creature. (You can circle it, you have Advantage on Charms against it, or it has Disadvantage on Saves against your Charms.)
- 5: The leylines go through the nearest creature. (You can circle it.)
- 6: The leylines end into the nearest creature. (You can circle it, you have Advantage on Charms against it, or it has Disadvantage on Saves against your Charms.)
Note that "circling" is still a placeholder name, and it refers to actually circle around a creature. In the upwards leylines it would actually mean circling in the air. I will think of a standard terms to use, maybe, or keep circle just because it's easily understandable.
That's it! I think the table and the possible cases look as simple as I see them, to everyone.