You gain proficiency in the Arcana skill. When you make an Intelligence (Arcana) check, you can roll a d4 and add the number rolled to the ability check.
You gain access to Spellweaving, a refined method of shaping and enhancing magic. You have a number of Weaving Points equal to 4 per tier of play.
At 1st level, you learn two Spellweaving Techniques of your choice from the Standard list. You gain additional techniques as you gain levels in this class. As you progress in your mastery of Spellweaving, you unlock new tiers of techniques:
- At 6th level, you gain access to Greater Spellweaving Techniques, and gain 2 additional techniques.
- At 11th level, you gain access to Superior Spellweaving Techniques, and gain 2 additional techniques.
- At 16th level, you gain access to Mastery Spellweaving Techniques, and gain 2 additional techniques.
You can use your Weaving Points to activate these techniques. You regain all expended Weaving Points when you finish a Short or Long Rest. You can exchange techniques for new ones each time you level.
Once you recover spell slots with this feature, you can’t do so again until you finish a Long Rest.
You can use this feature a number of times equal to your Proficiency Bonus, and you regain all expended uses when you finish a Long Rest.
You gain a bonus to Constitution saving throws you make to maintain concentration on a spell. The bonus equals your Intelligence modifier (minimum of +1).
The first time you take damage on each of your turns, you can reduce the damage taken by an amount equal to your proficiency bonus.
When you cast a spell that deals acid, cold, fire, lightning, or thunder damage, you can expend 1 Weaving Point to attune your magic to that element. For 1 minute, your spells ignore resistance to the chosen damage type. If a creature has immunity to that damage type, it is treated as having resistance instead.
If you have the Elemental Adept feat for the chosen damage type, your spells ignore immunity to that damage type.
When you cast a spell of 1st level or higher, you can choose to store its arcane pattern. Until the end of your next turn, you can cast that same spell again without expending a spell slot.
The spell must have a casting time of 1 action and must be of a level equal to or less than half your Daramir level (rounded down).
You can use this feature a number of times equal to your Intelligence modifier (minimum of once), and you regain all expended uses when you finish a Long Rest.
When a creature targets you with an attack, spell, or magical effect, you can use your reaction to teleport up to 15 feet to an unoccupied space you can see. If this movement removes you from the area or range of the triggering effect, the attack or effect automatically misses or fails to affect you.
You must use this reaction before the attack roll is made or before you make a saving throw against the effect.
If you are still within the effect's range or area after teleporting, you are affected by it as normal.
You can use this feature a number of times equal to your Intelligence modifier (minimum of once), and you regain all expended uses when you finish a Long Rest.
Choose one 1st-level spell from the Daramir spell list that you know. You can cast that spell without expending a spell slot.
You can cast that spell this way a number of times equal to your Intelligence modifier (minimum of once), and you regain all expended uses when you finish a Short or Long Rest.
You can change the selected spell whenever you finish a Long Rest.
When you are concentrating on a spell and a creature within 120 feet of you hits you with an attack or forces you to make a saving throw, you can expend 1 to 4 Weaving Points as a reaction to release a burst of prismatic force.
The creature must succeed on a Dexterity saving throw against your Daramir spell save DC or take 2d8 force damage per point spent. On a failed save, the creature also has disadvantage on the next attack roll or saving throw it makes before the end of its next turn.
The range of your Unraveling Step feature increases to 60 feet.
You regain all expended uses of Unraveling Step when you finish a Short or Long Rest.
When you begin concentrating on a second spell, you can expend 2 Weaving Points to form a lattice of magical structure that allows you to maintain both spells simultaneously for 1 minute.
If you fail a Constitution saving throw to maintain concentration on either spell, both spells end.
You can’t concentrate on more than two spells at a time.
You gain 8 additional Weaving Points.
Once per turn when you cast a spell of 1st level or higher, you regain a number of expended Weaving Points equal to the level of the spell cast.