D&D Homebrew: Traskoria | Volume 37 - Traxt Weavers

Volume 37: Traxt Weavers

Traxt Weavers

“And one to make them glow.”

Character Class

RPS: 7/10

At a glance: Traxt Weavers provide support to comrades and hindrance to their enemies with shields, barriers, buffs and more. 

In-depth: Traxt Weavers provide the final step needed to turn regular Traxts into a Motherstones. Though unlike the Smiths and Jewelers, their process to do this is much less…direct. After receiving a 2nd stage T-Traxt from a Jeweler, the process can begin. In general, it takes about a full days work (8 hours) for a Weaver to complete the stone, however this timeframe can be greatly shortened as they level up. The process for creating a true T-Traxt for the Smiths and Jewelers is very much hands on, for the Weavers completing the final stage is much more mental. To do this a Weaver draws a simple magic circle, sits in its center with the stone, and enters a trance. During this trance the stone will hover in front of the Weaver, slowly gaining a glow. As the trance continues the glow will increase and it is not uncommon for the Traxt to circle around the weaver, doing crazy acrobatics, flips, curves, and spins. When the trance is complete the stone will also be complete. A fully realized Motherstone will remain. It will look very much like its original state before the process began but it will glow much more intensely. This is it. This stone can now be used by the Trinity to produce their magics and by other magic users and psionic users as batteries (to be discussed in the next post) If the trance is broken the Traxt can become “flawed.” The Traxt will eventually heal but it can take 1d4 years for this to occur. 

A new Weaver will start with 2 fully realized T-Traxts and can gain 1 more every 2 levels to a maximum of 10. Unlike the Smiths who embed their stones into their Cosmic Hammers, or the Jewelers who wear their gems, Weavers usually simply carry their gems in a pouch on their side. When they need to use their magic the gems effortlessly rise from the pouch and begin to circle around the Weaver allowing them to cast their spells in their own unique way. Weavers cast spells by “weaving” lines of energy between the Traxts that float around them to form shapes. For example, 2 Traxts can be used to create a line, 3 a triangle, 4 a square, 8 a cube and so many more. Weaver spells are designated by the shape needed to produce them: Line spells, Triangle Spells, Square spells, etc. Once a shape is weaved the Weaver can cast spells from that shape until they decide to make a new one. For example, a Weaver with 6 T-Traxts could weave a line and a square. These would then float around them and the Weaver could cast any line or square spell in their inventory, mana pending of course. One of the Weavers coolest abilities however comes into play when they decide to, “Break the Shape” 

Let’s continue with our example of a Weaver with 6 T-Traxts. They have entered battle and have weaved a line shape and a square shape and have begun casting spells. But then the Weaver sees they need to cast a Pentagon spell. With no motherstones left to work with they must “Break the Shape” of both their existing weaves to achieve this. On their next action they do this. 

When a shape is broken it releases a huge amount of magical energy. This energy is gathered into a ball of power that floats around the Weaver as well. This ball will exist for 1 round per 2 levels of the Weaver. The weaver can maintain one T- Orb (which is what they are called) per 3 levels. These orbs can be used for 1 of 3 effects. The effect must be designated by the Weaver when it is created. It can then be used by the Weaver anytime as an action for as long as the T-Orb persists. 

Firstly, they can be used to attack. The Weaver can hurl the ball at any enemy within 40’ + 1’ per level. If it hits it will deal 1d4 damage per level of the Weaver and there is a 20% chance + 2% per level that the T-Orb will persist on the enemy and do ½ the original damage at the beginning of the next round! After this the T-Orb fades. (These T-Orbs are golden in color)

Second it can be used to defend. It can be placed on the Weaver themselves or a target of their choosing. These T-Orbs will then intercept incoming damage absorbing 1d4 damage per level of the Weaver. When the T-Orb runs out of protective energy there is a 20% chance +2% chance per level the T-orb will “pop” and heal the target for 1d4 +1hp per 2 levels of the Weaver! (These T-Orbs are green in color)

Lastly, and most used by Weavers are Weaving Orbs. These T-Orbs can be used to help them create more and larger shapes! Going back to our Weaver with 6 T-Traxts, having just broken 2 shapes (The Line and Square) they now have 2 T-Orbs. They designate one as “defend” and send it to a friend, but the other they designate for “weaving” and set it into space around them. The Weaver now affectively has 7 T-Traxts to use to make shapes! The great thing about these T-Orbs is once they are used to make a shape, they persist until the shape is broken! However, when a shape is broken that is using a T-Orb a new T-orb is not produced. (These T-Orbs are silver in color)

One of the reasons for this classes higher RPS is the player of this class needs to be very organized and strategic. Keeping track of all their existing shapes, extra orbs, mana, spell slots and etc., can be daunting to many players. However, players up to the task will find themselves playing and incredibly nimble and diverse class with a gigantic mana pool at their disposal. 

At the height of battle a high-level Weaver makes apparent how they got their name. They stand amidst a swirling glowing mass of T-Traxts and T-orbs, weaving shapes, casting spells, breaking shapes, and sending out T-orbs tor friends and foes alike. Making shapes, breaking shapes, and using T-orbs can be done with physical actions. Using Shape Spells take spell actions. 

On a quick aside Weavers can even use single T-Traxts to make spells. Single T-Traxts spells are also called “Point Spells” and are similar to level 1 spells but are MOSTLY used as Cantrip spells. Weavers take great delight in creating imaginative Cantrips and will often display them to friends and each other in friendly competitions, usually to see whose are most unique. For those unaware of what a Cantrip is:





noun: cantrip; plural noun: cantrips

1. a mischievous or playful act; a trick.

Besides “Point Spells” each “shape” only has about 10 spells each available for it. Weavers can only pic 2 spells per level so you must choose wisely. However this helps lead to diversity among the Weavers which is a good thing for the most part. (Point Spells cannot be “broken” to receive T-Orbs) Weavers also gain 1 spell for each new shape they make. For example, the first time a weaver makes a Cube they may pick a spell from the Cube spell list to add to their inventory. 

At Level 20 Weavers gain their Ultimate Ability. At this level once a day the Weaver can summon a T-Orb of each color at no cost! Also, now shapes made with T-Orbs will still produce T-Orbs when they are broken! 

Weavers are contemplative and often introverts. They tend to think a long time before speaking. They are lovers of philosophy and art. They have a larger than average mana pool allowing them to last longer in battle. 

Here we will list a few examples of shapes and the spells they produce.

Line –  

Displacement: The Weaver weaves a line with 2 gems. After picking a target the Weaver swipes the line sending the target back to wherever they physically were 15 seconds ago. This is ONLY a physical relocation; the target DOES NOT move thru time. However, this spell can be very useful even on friendly targets and has many possible uses. 


Triple Binding: After weaving the Triangle the Weaver can pick 3 targets (they may target themselves) and unleashes the spell. For the next 5 mins + 1 min per level these 3 targets can use any skill any of the 3 of them possess! The skill will be at the proficiency of the most proficient target. They will all 3 have access to ANY skill any of the others possess. When the time has ended however the skill will fade absolutely from their minds and will be unable to remember any aspect of it. 


True Protection: This spell marks a friendly targets chest with a Black Pentagon. It lasts for 1d4 mins. At anytime the target may slap the pentagon on their chest turning it white. For the next 30 seconds they take ½ damage from all sources! At the end of 30 seconds they also receive 1d8 healing and are +2 to initiative for the next round!


Cursed Halo: This spell places a 10-pointed halo over a targets head. The crown can only be removed by a curse removal or after it has expended all of its charges. Once a round for the next 10 rounds the target will suffer a debuff that lasts that entire round. When the round fades so will the debuff but a new one immediately replaces it. The target mat roll a D10 to see which debuff they get each round but can only receive the same debuff once. If the target rolls a number that has already been used, they will instead receive the next closest number as a debuff. When all the debuffs are expended the halo will fade. 

The debuffs are:

1) Slow

2) Blind

3) Deaf

4) Confusion

5) Fear

6) Knocked Prone

7) Dropped Weapon

8) 1d8 damage

9) # of attacks reduced by ½

10) All attack damage reduced by ½

There are of course many more shapes and many more spells. Weaver spells are mostly defensive in nature applying buffs, debuffs, shields, barriers, and more. 

So a couple of notes before we move on. I have included a random illustration this time of an Adventurer standing with a Trementian. This is because I have illustrations of the entire Trinity I wish to share with you in a separate post. I will do this in one of the next 2 posts. The next post following this one will be a few more odds and ends about Traxts and Traxt magic but then we will leave this subject for a time and move on to newer things. 

One final faux pas is that I forget to give the Jewelers level 20 ability in their post so with my apologies I’ll give it here.

Jewelers Level 20 Ability:

At level 20 the Jeweler can produce 2 more pieces of Jewelry for themselves and gain the permanent bonuses associated with both when they are completed and wearing them! Also, they gain the ability to give “The Gift.” Once in a lifetime a Jeweler can make a piece of T-Traxt jewelry not for themselves but for someone of their choice. This piece of Jewelry will give the receiver whatever bonus the Jeweler would receive from it whenever they wear it! Additionally it will give the Jeweler to know the general direction and location of the recipient as long as they are within 100 miles of them! As mentioned, this is a once in a lifetime gift so a lot of thought and discussion usually goes into who the Jeweler chooses for this amazing gift!


-Random Psionic



Hey, Adventurer! Eric the DM here, thanks so much for checking out this blog! I try to create a lot of unique content, but also love fan submitted work. Do you have any D&D content you’d like to share with the community? Send me your work on social media or by email and if it passes guild approval, I’ll get it on our social media channels & website! Email me at info@thetabletopgameshop.com or message me on Instagram, @TheTabletopGameShop


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