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Opening the archive
Aspect Codex
Threadweaving (Webweaving) is an imported aspect from the Jericha Aspect Data sheet. Its full lore and named powers can be expanded here as the canon text is added.
On this page
Threadweaving (Webweaving) has 42 powers ready for character sheets, including 39 with VTT hooks.
Power list
42 linked powers can be browsed from this aspect.
Sheet use
42 powers can sit on character sheets.
VTT hooks
39 powers have enough hooks for future VTT actions.
Gaps
No mechanics gaps were found in this aspect.
Power Readiness
Threadweaving (Webweaving) has 42 powers ready for character sheets, including 39 with VTT hooks.
Threadweaving (Webweaving) defines a character's supernatural focus, training profile, resource model, and power family. This page is structured so each separate power can become its own linked entry instead of being buried inside a character sheet.
Create or manipulate a thin strand of webbing, sewing thread, hair, fiber, cord, or binding filament within range. You can pull a Tiny object, stitch a small tear, mark a creature with a visible thread, tie or untie a simple knot, or create a harmless line up to 30 ft. long.
Fling a sharpened thread, web barb, needle, hairpin, or cutting filament at one target within range. Make a ranged power attack. On a hit, the target takes 1d8 piercing or slashing damage, and you may pull a Tiny unattended object on it up to 5 ft.
Choose your primary Threadweaving archetype: Web, Garment, Suture, or Hair. Web creates sticky restraints and movement lines; Garment creates clothing, veils, and textile protections; Suture joins, repairs, binds, and mends bodies or objects; Hair manipulates hair, fine fibers, filaments, and delicate objects.
Launch a sticky webline at one creature or object within range. A creature must make a DEX save or have its speed reduced by 10 ft. for the duration. A creature can use an action to make a STR check against your power DC, ending the web on a success.
Repair, resize, reinforce, disguise, or alter one worn garment, cloak, cloth wrap, costume, pack strap, rope, sail, tent, or leather-soft textile you touch. The change grants advantage on one related disguise, survival, repair, or concealment check before the duration ends.
Manipulate hair, whiskers, eyelashes, fibers, embroidery, loose filaments, or fine threads within range. You can braid, unbraid, tug, lift a Tiny object, operate a simple latch, move a needle, pick a simple knot, or create a brief distraction. Contested or precise work uses Sleight of Hand with WIS.
Stitch a wound, crack, tear, split rope, broken strap, or damaged object together. A willing creature gains temporary hit points equal to 2d8 + your WIS modifier, or an object regains enough integrity to function for 1 hour unless it is missing key parts.
Conjure sticky webbing in a 20-ft. cube centered within range. The area is difficult terrain and lightly obscured. A creature that enters for the first time on a turn or starts there must make a DEX save or become restrained. A restrained creature can use an action to make a STR check against your power DC, ending the restraint on itself on a success. Burning a 5-ft. cube removes it and deals 2d4 fire damage to creatures in that cube.
When a creature within range moves, stands, attacks, or manipulates an object, snap hidden threads around it. The target must make a DEX save or have its speed reduced to 0 until the end of the current turn and subtract 1d6 from the triggering attack or check.
Anchor a strong thread to a point, creature, or object within range. For the duration, you can climb, swing, pull yourself 20 ft., lower a creature safely, or pull an unattended object of up to 100 pounds up to 20 ft. as a bonus action.
Wrap one Large or smaller creature within range in thick webbing. The target must make a STR save or become restrained for the duration. While restrained this way, it has disadvantage on attack rolls using weapons or tools, and it repeats the save at the end of each turn.
Reinforce one willing creature’s clothing, cloak, wrappings, or light armor with hidden threads. For the duration, the target gains temporary hit points equal to 3d8 + your WIS modifier and has advantage on checks to resist being disarmed, exposed, or stripped of worn gear.
Animate your hair, an ally’s willing hair, or loose fibers into a striking lash. Make a melee or ranged power attack within range. On a hit, the target takes 4d8 bludgeoning or slashing damage and must make a STR save or drop one Tiny held object, component, key, vial, or tool.
Bind torn flesh, cracked bone, or ruptured tissue with living thread. A willing creature regains hit points equal to 3d8 + your WIS modifier. This does not replace Healing as a specialty: it cannot cure disease, poison, curses, or restore missing organs without higher-tier powers.
Slash with a monofilament thread, razor web, needle-line, garrote fiber, or severing hair-strand. Make a ranged power attack. On a hit, the target takes 5d10 slashing damage, and a rope, strap, web, garment, or held Tiny object on it may be cut if nonmagical.
When you or a creature within range is hit by an attack, interpose web, cloth, hair, loose fiber, or hanging threads. Reduce the damage by 4d8 + your WIS modifier. If this reduces the damage to 0, the protected target may move 10 ft. without provoking opportunity attacks.
Step through a hanging cloth, web curtain, cloak, banner, tapestry, curtain, garment, thick braid, or dense thread cluster within reach and emerge from another such surface within range that you can see. This is movement through thread, not general teleportation.
Lay a pattern of thread, cloth, web, knots, hair, or stitch-marks across a 30-ft. area. Chosen creatures have advantage on checks to hide, climb, anchor, repair, or resist forced movement in the area. Hostile creatures treat the area as difficult terrain if the pattern is visible.
For the duration, you gain a climbing speed equal to your walking speed, can move across webs without penalty, cannot be restrained by mundane webs or ropes, and know the location of creatures touching your webs within 120 ft.
Weave a cloak, veil, coat, costume, or layered outfit of many hidden folds. For the duration, you have advantage on Stealth and Deception checks using clothing, may conceal or retrieve Tiny objects without a check, and ranged attacks against you from beyond 30 ft. have disadvantage if the cloak can move freely.
Your hair or carried fibers become long, prehensile, and precise. For the duration, you have two extra fine-manipulation limbs with 15-ft. reach. They can hold Tiny objects, use simple tools, pick pockets, retrieve items, open latches, or make one power attack per turn for 3d8 bludgeoning or slashing damage.
When a creature or object within range takes slashing, piercing, force, necrotic, or falling damage, stitch the rupture closed. Reduce the damage by 5d8 + your WIS modifier. If the target is a creature and the damage is reduced to 0, it may end bleeding or one minor wound-based rider.
Your Threadweaving powers ignore mundane penalties from poor thread, bad cloth, broken needles, rain, wind, tangled fibers, or lack of anchoring when the effect is minor. You can sense your active threads, webs, knots, garments, hairs, and stitches within 300 ft.
Fill up to four connected 20-ft. cubes within range with sticky, climbing, hanging, or floor-spread webbing. The area is difficult terrain and lightly obscured. Creatures entering or starting there must make DEX saves or become restrained until they use an action to succeed on a STR check against your power DC.
Animate one willing creature’s clothing, cloak, armor padding, or wrappings. For the duration, the garment can pull, brace, carry small objects, deflect attacks, or assist movement. The target gains +10 ft. speed and may add your WIS modifier to one Acrobatics, Athletics, Stealth, or Sleight of Hand check each round.
Create a field of nearly invisible hairs, fibers, and filaments that perform delicate tasks. Within the emanation, you can manipulate up to six Tiny objects, write, sew, pick simple locks, thread needles, retrieve components, pull pins, braid restraints, or perform tool work as if you had six careful hands.
Draw a cutting thread through a 60-ft. long, 5-ft. wide line within range. Creatures in the line must make a DEX save, taking 8d10 slashing damage on a failed save, or half on a success. Ropes, webs, cloth, hair, leather straps, and mundane restraints in the line are cut automatically.
Attach controlling threads to one Large or smaller creature within range. The target must make a STR save. On a failure, it is restrained, and as a bonus action on later turns you may move it up to 15 ft. or force it to drop one held object. It repeats the save at the end of each turn.
Rejoin a severed limb, broken object, torn document, shattered textile, snapped chain, split wood, cracked stone, or ruptured nonmagical construct component if most pieces are present. A creature must be alive or freshly dead within 1 minute for limb reattachment to function.
When a creature within range uses a Tiny object, component, key, vial, scroll, tool, needle, trigger, focus, or held mechanism, seize it with hairlike filaments. The target must make a DEX save or the object is pulled up to 20 ft., jammed, opened, closed, or dropped.
Weave a vast web structure, shelter, bridge, climbing route, trap maze, curtain-wall, or cocooned camp up to 300 ft. across. Chosen creatures move through it normally. Hostile creatures treat it as difficult terrain and must make DEX saves against restraint when entering key choke points.
Weave a supernatural garment, uniform, veil, mask-cloth, or costume for one willing creature. For the duration, the target can appear as a specific social role, rank, profession, house, cult, or courtly identity. This grants advantage on Deception or Persuasion checks that rely on the garment, but does not alter the body or mind.
A storm of hair, needles, fibers, and delicate filaments fills the emanation. Hostile creatures treat the area as difficult terrain. Once per turn, when a hostile creature starts there or manipulates an object there, it must make a DEX save, taking 8d8 slashing damage and dropping one Tiny held object on a failure, or half damage only on a success.
When a creature within range would drop to 0 hit points or die from a wound, stitch its life-pattern closed. The creature drops to 1 hit point instead, gains temporary hit points equal to 8d8 + your WIS modifier, and ends one bleeding, maimed, or wound-based rider.
Your Threadweaving powers ignore resistance to mundane cutting, burning, unraveling, fraying, poor anchoring, and weather unless the opposing effect is Tier 9 or higher. You can maintain one harmless thread, garment, hair, knot, stitch, or web effect indefinitely while conscious.
A massive web of threads fills the emanation. Chosen creatures move normally. Hostile creatures must make DEX saves when they start their turn there, becoming restrained and taking 8d8 slashing or piercing damage on a failed save, or half damage only on a success. You know the location of creatures touching the web.
Choose one creature, object, restraint, bond, garment enchantment, web, stitch, or active thread effect within range. The target must make a DEX or CON save, as appropriate. On a failure, it takes 14d10 slashing damage, and one bond, restraint, disguise, stitch, or thread-effect on it is severed.
Create a living tapestry, web-map, battle standard, protective cloth, medical shroud, hairwork charm, or thread-chart tied to a place or group. For the duration, up to twelve chosen creatures linked to it gain one 1d10 thread die they may add to an attack, check, save, or damage reduction roll while within 1 mile.
Become a living mass of threads, webbing, cloth, hair, knots, and filaments. For the duration, you can move through spaces as narrow as 1 inch, resist bludgeoning, piercing, and slashing damage, cannot be restrained by mundane bindings, and once per turn one Threadweaving power you use deals or prevents an extra 4d8.
The battlefield becomes a loom. Choose any number of creatures in the emanation. Each unwilling creature must make a DEX save. On a failure, it is restrained by threads of web, garment, suture, or hair and takes 12d10 slashing damage. Chosen allies gain 10d10 temporary hit points and may move 30 ft. without provoking opportunity attacks.
Choose one creature, object, structure section, curse-thread, garment, web, wound-stitch, braid, or delicate mechanism within range. The target must make a DEX save, taking 20d10 slashing damage on a failed save, or half on a success. On a failure, one non-divine thread-like bond, restraint, disguise, repair, or mechanism on the target is undone.
Declare a mythic weave tied to a city, bloodline, marriage, web, shroud, banner, garment, wound, hairline bridge, prison, or escape. Define its principle with the GM: a web no tyrant can cross, a cloak that hides a people, a braid that guides a lost army, a stitch that saves a dying land, or a filament that opens the smallest lock in the world. It can be opposed only by Tier 10 thread magic, divine intervention, or a story condition set when declared.