Remove these ads. Join the Worldbuilders Guild

Weaveknight


Hit Points

Hit Dice: d8 per Weaveknight level
Hit Points at first Level: 8 + Constitution Modifier
Hit Points at Higher Levels: 1d8 + Constitution Modifier

Proficiences

Armor: Light armor, medium armor, shields
Weapons: Simple weapons, martial weapons
Tools:
Saving Throws: Constitution, Intelligence
Skills: Choose two from Acrobatics, Arcana, Athletics, History, Investigation, Nature, Perception and Religion

Overview & Creation

Surrounded by undead creations, an elf clad in plate armor that reflects the crimson flames that frame the walls of the unholy sanctum readies her mighty blade, eyeing the evil necromancer about to complete the ritual. As the creatures charge her, she vanishes in a flash of blue light and reappears above the mage, weapon bathed in arcane energy, felling her foe with a mighty warcry. A dragonborn dressed in silver and blue robes waves his torch, shedding light in the ancient texts carved upon the ruin's walls. As he begins to decrypt the message, the growling of two large beasts emerging from the shadows draws his attention. Smiling, the scholar draws his longsword and assumes a martial stance, sword held high above his head and crackling with lighting. A human carefully stretches the string of her bow, waiting for her allies to give her an opening against the demon. As soon as she sees it, she releases the arrow, muttering incantations and imbuing it with power. As the arrow travels, it is engulfed in a brilliant light, and the demon roars loudly before it explodes in a blast of radiance. Despite their unique styles, all weaveknights expertly weave powerful spells and strikes alike in a deadly combination. Whether lone warriors defending the realms, teachers and scholars, or adventurers seeking new wonders, weaveknights are united by the dedication in their art and their pursuit of excellence.


Class Features

Combat Caster   Your training with sword and spell alike has granted you the experience to expertly combine the two, even in the midst of combat. You can perform the somatic components of spells even when you have weapons or a shield in one or both hands. Additionaly, at the beginning of a long rest, you can initiate a 10 minute ritual with a weapon. After the ritual is completed, you can use that weapon as an arcane focus. If it is in the same plane of existence, you can summon that weapon as a bonus action on your turn, causing it to teleport instantly to your hand. Only one weapon can benefit from this feature at a time. If you attempt this ritual with a second weapon, the first one loses the benefits of this feature.   Arcane Strike   Starting at 2nd level, you learn how to imbue your weapons with arcane power. Once per turn, when you hit a creature with a weapon attack, you can expend one spell slot to add an additional effect to your attack. Choose one of the following effects, and the target is subjected to it.

  • Dispelling Spellstrike. You cut through magic. Choose a spell affecting the target that you are aware of. If it is of a level equal to or lower than the level of the spell slot you expended, it ends.
  • Mystic Spellstrike. Immense arcane force envelops your strike. The target takes force damage, in addition to the weapon's damage. The extra damage is equal to your weaveknight level, plus 1d6 per level of the spell slot.
  Fighting Style   At 2nd level, you adopt a style of fighting as your specialty. Choose one of the following options. You can’t take a Fighting Style option more than once, even if you later get to choose again.
  • Arcane Warrior. You learn two cantrips of your choice from the wizard spell list. They count as weaveknight spells for you, and Intelligence is your spellcasting ability for them. Whenever you gain a level in this class, you can replace one of these cantrips with another cantrip from the wizard spell list.
  • Archery. You gain a +2 bonus to attack rolls you make with ranged weapons.
  • Defense. While you are wearing armor, you gain a +1 bonus to AC.
  • Dueling. When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.
  • Great Weapon Fighting. When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two- handed or versatile property for you to gain this benefit.
  Secret Arts   Dedicating yourself to the study of martial combat and arcane lore, you have unearthed knowledge about special techniques usable only by ones who have trained rigorously as weaveknights. At 2nd level, you learn two secret arts of your choice. Your secret arts options are detailed at the end of the class description. When you gain certain weaveknight levels, you gain additional secret arts of your choice, as shown in the Secret Arts column of the Weaveknight Table. Additionally, when you gain a level in this class, you can choose one of the secret arts you know and replace it with another secret art that you could learn at that level. Some secret arts are combat stances, amplifying specific ways of fighting and granting additional options to your arcane strike feature. You can enter a stance that you know when you roll initiative or as a bonus action, gaining its benefits for 1 minute. You can only maintain one stance at a time, and you lose any of its benefits while incapacitated or if you enter a new stance. After entering a stance, you can't enter the same stance again until you finish a short or long rest. You can only learn a secret art once. If you replace a secret art with another one, you can never learn that secret art again, even if you meet its prerequisites.   Weaveknight Discipline   At 3rd level, you choose a discipline that you strive to perfect. Choose between the Spellwarden, the Magehunter, the Initiate of Arcana Mystara, the Spellbow or the Magus, all described at the end of the class description. The archetype you choose grants you features at 3rd level and again at 7th, 11th, 15th and 20th level.   Ability Score Improvement   When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature.   Extra Attack   Beginning at 5th Level, you can attack twice, instead of once, whenever you take the Attack action on your turn.   Quick Cast   At 6th level, you gain the ability to increase the speed with which you weave spells. When you cast a spell with a casting time of 1 action, you can use your Quick Cast to change the casting time to 1 bonus action for this casting. You must then finish a short or long rest to use your Quick Cast again. Beginning at 14th level, you can use your Quick Cast twice between rests.   Student of Magic and War   At 10th level, you have honed the craft of masterfully weaving spells even amidst the most dire of situations, steeling your focus. When you fail a Constitution saving throw that you make to maintain your concentration on a spell when you take damage, you can use your reaction to reroll the save. If you do so, you must use the new roll. You can use this feature a number of times equal to your Intelligence modifier (minimum of once). You regain all expended uses of this feature when you finish a long rest.   Versatile Spellcaster   At 14th level, your grasp over magic allows you to manipulate the arcane energies to your will depending on your needs. As a bonus action you can expend 2 spell slots of the same level to create 1 spell slot of one level higher, or expend a higher level spell slot to create 2 spell slots of 1 level lower than the one expended. For example, you can expend two 1-st level spell slots to create one 2-nd level spell slot or one 2-nd level spell slot to create two 1-st level spell slots. You can create or expend spell slots of a level no higher than 5th with this feature. Any spell slots you create with this feature vanish when you finish a long rest.   True War Magic   At 18th level, you have mastered the art of weaving spells while performing your deadly martial strikes. When you take the attack action on your turn, you can forgo one of your attacks and cast a spell with a casting time of 1 action in its place.  
Secret Arts
If a secret art has prerequisites, you must meet them to learn it. You can learn the secret art at the same time that you meet its prerequisites. A level prerequisite refers to your level in this class.
  • Arcane Armament. A weapon that benefits from your combat caster feature is considered magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage. In addition, it gains a +1 bonus on its attacks and damage rolls, unless it is a magic weapon that already has a bonus to those rolls. At 10th level, the bonus to attack and damage rolls increases to +2 , and at 14th level it increases to +3 .
  • Arcane Disciple. You learn one spell of your choice from the weaveknight spell list. The spell must be of a level for which you have spell slots.
  • Arcane Sight. You can cast detect magic without expending a spell slot or material components. You can use this secret art a number of times equal to your Intelligence modifier (a minimum of once). You regain all expended uses of this secret art when you finish a long rest.
  • Arcane Thesis. Prerequisite: 6th level. Choose one 1-st level weaveknight spell that you know. You can cast it once without expending a spell slot. You regain the ability to do so once you finish a long rest.
  • Arcanist's Insight. You can cast comprehend languages without expending a spell slot. You regain the ability to do so once you finish a long rest.
  • Arcing Strike. Prerequisite: 6th level, Spellbow Weaveknight Discipline. When you miss a creature with a ranged attack, you can use your reaction to reroll the attack roll against a different target within 30 feet of the original target. Using this secret art expends one use of your Arcane Accuracy.
  • Battle Ready. As an action, you can touch a suit of armor that isn’t being worn or carried by anyone and that you are proficient in and instantly don it, provided you aren’t wearing armor already. Alternatively, as an action you can insantly doff a suit of armor that you are wearing, provided there is an unoccupied space within 5 feet of you for the armor to appear.
  • Battlemage's Shield. Prerequisite: shield spell. When you cast the shield spell, you also gain resistance to one of the damage types of the triggering attack (your choice) until the start of your next turn.
  • Channel Spell. When you use your action to cast a weaveknight spell that requires a spell attack against a target within the reach of a weapon that benefits from your combat caster feature, you can replace the spell attack with a single attack using that weapon. On a hit, the target is affected by the spell and takes weapon damage as normal. You must choose to replace the spell attack before you roll it. You can't use your arcane strike feature when you hit a creature with a weapon attack using this secret art.
  • Dedicated Scholar. Prerequisite: 6th level, Initiate of Arcana Mystara Weaveknight Discipline. You learn how to create scrolls imbued with magic. You can transcribe any weaveknight spell that you know into a scroll, by expending a spell slot with a level equal to the spell's level, as well as 2 hours and 50 gp for each level of the spell, in addition to any material components the spell already has. Once you have created a scroll with this secret art, it retains its magical potency for a number of days equal to your Intelligence modifier (a minimum of one). After this time has passed, the scroll loses its potency and becomes non-magical as the spell is lost.
  • Hardened Battlemage. Prerequisite: 14th level. By sheer will, you hold on to your magic even in the most dire situations. When you fail a Constitution saving throw that you make to maintain concentration on a spell, you can choose to succeed instead. Once you use this secret art, you can't use it again until you finish a long rest.
  • Improved Arcane Strike. Prerequisite: 10th level. When you use your arcane strike feature, the spell slot you expend to activate it counts as one level higher than the spell slot's original level.
  • Loremaster Arcanist. You can cast the identify spell at will, without expending a spell slot, but you must choose a weapon or a suit of armor that you are proficient with as the target. In addition to any magical properties, you learn the the target's original creator, its intended purpose and the name of the last person to wield it.
  • Magical Reserves. Prerequisite: 14th level. Attuning to the magical energies coursing through the world, you are able to regain some of your own. Once per day when you finish a short rest, you can choose expended spell slots to recover. The spell slots can have a combined level that is equal to or less than your Intelligence modifier, and none of the slots can be 4th level or higher.
  • Projected Abjuration. Prerequisite: 6th level, Spellwarden Weaveknight Discipline. When a friendly creature within 30 feet of you makes a saving throw against a spell or magical effect, you can use your reaction to grant that creature a bonus to its saving throw equal to your Intelligence modifier (a minimum of +1). You can choose to do so after the roll, but before the GM says wether the roll succeeds or fails. Using this secret art expends one use of your Arcane Boost.
  • Rebuking Strike. Prerequisite: 6th level, Magus Weaveknight Discipline. When a creature hits you with a melee attack, you can use your reaction to make a melee weapon attack against that creature, provided the creature is within your reach. Using this secret art expends one use of your Arcane Surge.
  • Relentless Pursuit. Prerequisite: 6th level, Magehunter Weaveknight Discipline. When you use your action to cast a spell that targets only a creature marked by your magehunter's brand feature, you can make one weapon attack against that creature as a bonus action.
  • Sense Magic. As an action, you focus and extend your senses to search for other creatures that can manipulate magic. Until the end of your next turn, you know if each creature that you can see within 60 feet of you has the Spellcasting or Innate Spellcasting feature or trait. In addition, you learn each of those creatures' spellcasting ability, if they have one. You can use this secret art a number of times equal to 1 + your Intelligence modifier. You regain all expended uses of this secret art when you finish a long rest.
  • Skilled Practicioner. You gain proficiency in two skills of your choice from the weaveknight class skill list.
  • Stance of the Cleansed Mind. Prerequisite: 6th level. While maintaining this stance, you can't be charmed and you gain a bonus to Wisdom saving throws equal to your Intelligence modifier. In addition, while maintaining this stance, add the following option to the effects of your arcane strike feature: Mindshattering Spellstrike. You envelop your blade with psychic energy. The target takes psychic damage, in addition to the weapon's damage. The extra damage is equal to 1d6 per level of the spell slot. Furthermore, the target must succeed on a Wisdom saving throw against your weaveknight spell save DC or become frightened until the end of its next turn.
  • Stance of the Coiling Viper. While maintaining this stance, the reach of your melee attacks increases by 5 feet and the reach of your ranged attacks is doubled. In addition, while maintaining this stance, add the following option to the effects of your arcane strike feature: Venomous Spellstrike. You envelop your blade with poison. The target takes poison damage, in addition to the weapon's damage. The extra damage is equal to 1d6 per level of the spell slot. Furthermore, the target must succeed on a Constitution saving throw against your weaveknight spell save DC or be poisoned until the end of its next turn.
  • Stance of the Crimson Moon. Prerequisite: 10th level. While maintaining this stance, magic can't put you to sleep and your hit point maximum cannot be reduced. In addition, while maintaining this stance, add the following option to the effects of your arcane strike feature: Vampiric Spellstrike. You envelop your blade with crimson energy. The target takes necrotic damage, in addition to the weapon's damage. The extra damage is equal to 1d6 per level of the spell slot. Furthermore, you regain hit points equal to half the amount of necrotic damage dealt.
  • Stance of the Radiant Sun. Prerequisite: 10th level. While maintaining this stance, you and friendly creatures within 10 feet of you have advantage on saving throws against being frightened. In addition, while maintaining this stance, add the following option to the effects of your arcane strike feature: Radiant Spellstrike. You envelop your blade with bright light. The target takes radiant damage, in addition to the weapon's damage. The extra damage is equal to 1d6 per level of the spell slot. Furthermore, the target must succeed on a Constitution saving throw against your weaveknight spell save DC or be blinded until the end of its next turn.
  • Stance of the Rising Phoenix. While maintaining this stance, moving through difficult terrain costs you no extra movement. In addition, while maintaining this stance, add the following option to the effects of your arcane strike feature: Ignited Spellstrike. You envelop your blade with scorching heat. The target takes fire damage, in addition to the weapon's damage. The extra damage is equal to 1d6 per level of the spell slot. Furthermore, the target must succeed on a Dexterity saving throw against your weaveknight spell save DC or catch on fire for as long as you maintain this stance. At the end of each of its turn, the target takes fire damage equal to your Intelligence modifier unless it or another creature within 5 feet of it uses an action to put out the flames.
  • Stance of the Roaring Lion. Prerequisite: 6th level. While maintaining this stance, you have advantage on Strength saving throws. In addition, while maintaining this stance, add the following option to the effects of your arcane strike feature: Thundering Spellstrike. You envelop your blade with sonic energy. The target takes thunder damage, in addition to the weapon's damage. The extra damage is equal to 1d6 per level of the spell slot. Furthermore, the target must succeed on a Strength saving throw against your weaveknight spell save DC or be pushed 10 feet away from youin a straight line. If a Large or smaller creature fails this saving throw, it is also knocked prone. This spellstrike creates a loud noise audible up to 300 feet away.
  • Stance of the Sky's Veins. While maintaining this stance, you can take the Dash action as a bonus action on your turn. In addition, while maintaining this stance, add the following option to the effects of your arcane strike feature: Shocking Spellstrike. You envelop your blade with static energy. The target takes lightning damage, in addition to the weapon's damage. The extra damage is equal to 1d6 per level of the spell slot. Furthermore, the target must succeed on a Constitution saving throw against your weaveknight spell save DC or become unable to take reactions until the end of its next turn.
  • Stance of the Warsage. Prerequisite: 10th level. While maintaining this stance, you have advantage on Constitution saving throws that you make to maintain concentration on a spell. In addition, while maintaining this stance, add the following option to the effects of your arcane strike feature: Disjuncting Spellstrike. You weaken the target's connection to magic. The next time the target casts a spell within 1 minute, it must succeed on a Concentration check with a DC equal to your spell save DC plus the level of the spell slot you expended, or the spell fails and is lost. Multiple uses of Disjuncting Spellstrike on the same target do not stack.
  • Stance of the Winter Wolf. While maintaining this stance, you have advantage on the first melee attack roll that you make on your turn against a creature if at least one of your allies is within 5 feet of the creature and the ally isn't incapacitated. In addition, while maintaining this stance, add the following option to the effects of your arcane strike feature: Frigid Spellstrike. You envelop your blade with frost. The target takes cold damage, in addition to the weapon's damage. The extra damage is equal to 1d6 per level of the spell slot. Furthermore, the target must succeed on a Constitution saving throw against your weaveknight spell save DC or have its speed reduced to 0 until the end of its next turn.

 


Starting Equipment

You start with the following equipment, in addition to the equipment granted by your background:

  • (a) scale mail or (b) leather armor
  • (a) a martial weapon and a shield (b) two martial weapons or (c) a longbow and quiver of 20 arrows
  • (a) a scholar's pack or (b) an explorer's pack
  • (a) a component pouch or (b) an arcane focus
  Alternatively, you may start with 5d4x10 gp to buy your own equipment.


Spellcasting

You have split your time learning to hone your martial prowess as well as your arcane ability. You focused your study of magic on only those spells best suited to enhance your abilities when wading into combat. As a result, you learn a comparatively small number of spells, committing them to memory instead of keeping them in a spellbook.   Spell Slots   The Weaveknight table shows you how many spell slots you have to cast your spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.   Spells Known of 1st Level and Higher   You know two 1st-level weaveknight spells of your choice from the weaveknight spell list. The Spells Known column of the Weaveknight table shows when you learn more weaveknight spells of 1st level or higher. Additionaly, when you gain a level in this class, you can choose one of the weaveknight spells you know and replace it with another spell from the weaveknight spell list, which The new spell must be of a level for which you have spell slots.   Spellcasting Ability   Intelligence is your spellcasting ability for your weaveknight spells, since you learn your spells through study and memorization. You use your Intelligence whenever a spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a weaveknight spell you cast and when making an attack roll with one.   Spell save DC = 8 + your proficiency bonus + your Intelligence modifier   Spell attack modifier = your proficiency bonus + your Intelligence modifier   Spellcasting Focus   You can use an arcane focus as your spellcasting focus for your weaveknight spells.    

Weaveknight Spells
 
1st level
Absorb Elements, Burning Hands, Chromatic Orb, Detect Magic, Expeditious Retreat, Faerie Fire, Feather Fall, Ice Knife, Identify, Jump, Longstrider, Magic Missile, Protection from Evil and Good, Shield, Sleep, Thunderwave, Witch Bolt, Zephyr Strike
2nd Level
Aganazzar's Scorcher, Blindness/Deafness, Darkness, Darkvision, Enlarge/Reduce, Enhance Ability, Hold Person, Invisibility, Levitate, Locate Object, Magic Weapon, Melf's Acid Arrow, Mirror Image, Misty Step, Scorching Ray, See Invisibility, Spider Climb, Web
3rd Level
Counterspell, Dispel Magic, Elemental Weapon, Fear, Fireball, Fly, Glyph of Warding, Haste, Lightning Bolt, Magic Circle, Protection from Energy, Sending, Slow, Vampiric Touch
4th Level
Banishment, Blight, Dimension Door, Elemental Bane, Fire Shield, Freedom of Movement, Greater Invisibility, Ice Storm, Locate Creature, Polymorph, Stoneskin, Vitriolic Sphere
5th Level
Bigby's Hnad, Cone of Cold, Dominate Person, Geas, Hold Monster, Immolation, Scrying, Teleportation Circle
Wall of Force


Subclass Options

The Magus
The discipline of the Magus, perhaps the most knightly order of the weaveknights, is a path of flashing steel and arcane might. Fit for those who wish to fight in the frontlines with bravery, these weaveknights teleport around the battlefield and channel magic to devastate their enemies in fearsome shows of superiority. Never one to back down from a challenge, a Magus pursuits his goals in the most direct way: cut down anything that stands in between.   Magus Magic   You learn an additional spell when you reach certain levels in this class, as shown in the Magus Spells table. The spell counts as a weaveknight spell for you, but it doesn't count against the number of weaveknight spells you know.
Magus Spells
Weaveknight Level | Spells
3rd | heroism
5th | branding smite
9th | haste
13th | blink
17th | banishing smite
  Armored Mage   At 3rd level, you have learnt how to be more effective in the frontlines. You gain proficiency with heavy armor.   Arcane Surge   Also at 3rd level, you learn how to turn magical energy into tactical advantage in combat. As a bonus action, you can activate one of the following effects:
  • You teleport to an unoccupied space you can see within a certain radius around you. The radius is equal to your Intelligence modifier x 5 feet.
  • Once before the end of your turn when you hit a creature with a melee weapon attack, you can deal extra force damage to up to two creatures within 5 feet of the attack's target, except the target. The extra damage is equal to twice your Intelligence modifier.
  • All creatures within 5 feet of you must succeed on a Strength saving throw against your weaveknight spell save DC or be pushed a certain distance away from you in a straight line. The distance is your Intelligence modifier x 5 feet.
You can use this feature a number of times equal to your Intelligene modifier (minimum of once). You regain all expended uses of this feature when you finish a long rest.   Reaving Strike   At 7th level, you learn how to take advantage of any weak point in the defences of your opponents to deliver your spells more accurately. When you hit a creature with a weapon attack, that creature has disadvantage on the next saving throw it makes against a spell before the end of your next turn.   Enspelled Strikes   At 11th level, your magical energies are constantly imbuing your strikes with power. Whenever you hit a creature with a weapon attack, the creature takes an extra 1d6 force damage.   Steel Focus   At 15th level, you have acquired greater mental fortitude. You gain proficiency in Wisdom saving throws.   Arcane Flurry   At 20th level, you have mastered the art of turning arcane power into physical agility. When you take the attack action on your turn, you can expend a spell slot to make additional attacks as part of that action equal to half the spell slot's level (rounded down). You can use this feature once during each of your turns.  
The Spellwarden
Spellwardens are abjuration specialists. However, these weaveknights are able to touch they very essence of abjuration magic and learn how to empower their physical and mental abilties with arcane energies. The Spellwarden discipline requires the practicioner to be brave and face the terrors of the world with conviction, as well as develop innate endurance towards magic. Spellwardens are team players, leading fights as unyielding rocks their allies can always depend on.   Spellwarden Magic   You learn an additional spell when you reach certain levels in this class, as shown in the Spellwarden Spells table. The spell counts as a weaveknight spell for you, but it doesn't count against the number of weaveknight spells you know.
Spellwarden Spells
Weaveknight Level | Spells
3rd | mage armor
5th | aid
9th | dispel magic
13th | death ward
17th | antilife shell
Abjurant Armor   Beginning at 3rd level, you learn how to improve the efficiency of abjuration spells that you cast to better protect yourself in combat. When you gain the benefits of a Mage Armor spell, your AC becomes 13 + your Dexterity modifier + your Intelligence modifier for its duration.   Arcane Boost   Also at 3rd level, you learn how to burn arcane energy to empower your martial abilities. As a bonus action, you can activate one of the following effects:
  • You have advantage on all Acrobatics and Athletics checks.
  • You gain a bonus to all saving throws equal to your Intelligence modifier.
  • You gain gain temporary hit points equal to five times your Intelligence modifier.
The duration of these effects is 1 minute. You can only have one of the effects of Arcane Boost active at a time. If you use your bonus action to activate an effect of Arcane Boost while one is already active, the previous effect ends. You can use this feature a number of times equal to your Intelligence modifier (minimum of once). You regain all expended uses of this feature when you finish a long rest.   Extended Abjuration   At 7th level, you become more adept in channeling arcane energy for abjuration spells. When you cast an abjuration spell with a duration of 1 minute or longer, double its duration.   Abjurant Strikes   At 11th level, you learn how to read enemies while simultaneously channeling magic. When a creature is subjected to an effect from your arcane strike feature, that creature has disadvantage on any attack roll that doesn't target you until the start of your next turn.   Spell Resistance   At 15th level, you have advantage on saving throws against spells.   Swift Abjuration   At 20th level, you have mastered the quick use of abjuration spells. When you use your Quick Cast feature to cast an abjuration spell, you do not expend any of its uses.  
The Spellbow
Incorporating ancient elven techniques that amplify their ranged spells and arrows, the Spellbows are the tacticians of the weaveknights. Observing and tactically handpicking targets, it was once said that a single company of master Spellbows felled an entire army of demons. This discipline involves patience, self reflection and quick thinking. To achieve the perfect shot, to never miss and to always feel flow like the weave of magic they swore to protect, the Spellbows never accept failure.   Spellbow Magic   You learn an additional spell when you reach certain levels in this class, as shown in the Spellbow Spells table. The spell counts as a weaveknight spell for you, but it doesn't count against the number of weaveknight spells you know.
Spellbow Spells
Weaveknight Level | Spells
3rd | ray of sickness
5th | acid arrow
9th | conjure barrage
13th | freedom of movement
17th | swift quiver
Mind's Eye   At 3rd level, your training allows you to fire shots based on predictions rather than natural precision. When you attack with a ranged weapon that benefits from your Combat Caster feature, you can use your Intelligence modifier, instead of Strength or Dexterity modifier, for the attack and damage rolls.   Arcane Accuracy   Also at 3rd level, you learn how to enhance your shots with magic. As a bonus action, you can apply one of the following benefits to the next ranged attack you make before the end of your turn:
  • You have advantage on the attack roll.
  • The attack ignores half and three-quarters cover.
  • When you roll damage for the attack, treat any rolled 1's as being a 2. You can use this feature a number of times equal to your Intelligence modifier (minimum of once).
You regain all expended uses of this feature when you finish a long rest.   Rapid Shot   At 7th level, you can weave a quick shot in combination with your spells. When you use your action to cast a spell that requires a ranged spell attack, you can make a ranged weapon attack as a bonus action.   Close Quarters Shot   At 11th level, your training unveils additional ways to use your magics in combat. You no longer have disadvantage on ranged attacks due to being within 5 feet of a hostile creature who can see you and isn't incapacitated. You also add the options to your arcane strike feature:
  • Bursting Spellstrike Your strike detonates with arcane energy. The target and all creatures within 10 feet of it must make a Dexterity saving throw against your weaveknight spell save DC, taking 1d6 force damage per level of the spell slot on a failed save, or half as much damage on a successful one.
  • Pinning Spellstrike You imbue your strike with abjuration magic. The target takes force damage, in addition to the weapon's damage. The extra damage is equal to 1d6 per level of the spell slot. Furthermore, the target must succeed on a Constitution saving throw against your weaveknight spell save DC or become restrained until the end of its next turn.
  Penetrating Shot   At 15th level, your shots weaken the defenses of your enemies. As a reaction when you hit a creature with a ranged attack, you ignore all damage resistances of that creature until the end of your turn. You can use this feature a number of times equal to your Intelligence modifier (minimum of once). You regain all expended uses of this feature when you finish a long rest.   Devastasting Shot   At 20th level, your arcane prowess allows you to empower your shots with devastating effects. As a bonus action, you can declare a Devastating Shot. If your next ranged attack hits, you automatically score a critical hit. Once you use this feature, you must finish a short or long rest before you use it again.  
The Magehunter
Of all the weaveknights, the Magehunters understand the importance of balance most. This discipline enforces the practicioner to endure excruciating mental pain, as learning how to bend the arcane energy around other creatures, partially severing their connection to the weave of magic is a dreadful task. Many Magehunters have lost loved ones or witnessed destruction in the face of untamed magicians, and have sworn themselves their eternal enemies. If the most powerful of spellcasters can be called demi-gods, then the Magehunters are one of the few reminders of their mortality.   Magehunter Magic   You learn an additional spell when you reach certain levels in this class, as shown in the Magehunter Spells table. The spell counts as a weaveknight spell for you, but it doesn't count against the number of weaveknight spells you know.
Magehunter Spells
Weaveknight Level | Spells
3rd | hunter's mark
5th | silence
9th | counterspell
13th | greater invisibility
17th | scrying
Hunter's Vigilance   At 3rd level, your studies have taught you to be always ready to strike. Whenever you roll for Initiative, you add your Intelligence modifier to the roll.   Magehunter's Brand   Also at 3rd level, you learn how to more efficiently hunt your prey. As a bonus action, you can mark a creature and gain the following benefits for the next minute:
  • You have advantage on Wisdom (Perception) and Wisdom (Survival) checks made to track or find the marked creature.
  • Your first attack against the marked creature during each of your turns deals extra psychic damage. The extra damage is equal to your weaveknight level.
  • When you damage the marked creature with a weapon attack and it is concentrating on a spell, it must subtract your Intelligence modifier from the number rolled for the saving throw it makes to maintain concentration.
Once you use this feature, you must finish a short or long rest before you can use it again.   Spell Mettle   At 7th level, your training allows you to completely resist spells that would affect you normally. When you succeed on a saving throw against a spell that targets only you and would still affect you on a successful save, the spell instead has no effect on you.   Spellbane Strikes   At 11th level, your empowered strikes allow you to pierce an enemy's connection with their magical resistances. When a creature is subjected to an effect from your arcane strike feature, it can't have advantage on saving throws against any spell you cast until the end of your next turn.   Siphon Magic   At 15th level, you learn how to siphon magic from your enemies when they are at their weakest. When you score a critical hit with a weapon attack, the target loses its highest level spell slot and you regain an expended spell slot with a level equal to half of the spell slot's level that the creature lost. If a creature does not have spell slots, this feature has no effect against it.   Anti-Magic Aura   At 20th level, your prowess over hunting mages manifests fully. As an action, you emit an anti-magical aura, causing violent arcane energies to surround you in a 60-foot radius, gaining the following benefits for 1 minute: You gain a bonus on saving throws against spells and magical effects equal to your Intelligence modifier (a minimum of +1). All hostile creatures that start their turn within the aura's radius must succeed on a Wisdom saving throw against your weaveknight spell save DC or be unable to cast spells until the start of their next turn. You add your proficiency bonus to any spellcasting ability check you make when casting Counterspell and Dispel Magic. Once you use this feature, you can't use it again until you finish a long rest.  
The Initiate of Arcana Mystara
The search for knowledge and secrets is inherent to all weaveknights, but the Initiates of Arcana Mystara value only the truths of the world and thus are rewarded with extraordinary mastery over the weave. This discipline requires incredible dedication and study, as master Initiates are able to match the most powerful of wizards toe to toe in spellcasting as well as channel magic into their weapons to divine their enemies' weakness with each blow. As revered arcane acolytes, they command respect even amongst the most seasoned weaveknights, often becoming spiritual guides in dark times.   Initiate of Arcana Mystara Magic   You learn an additional spell when you reach certain levels in this class, as shown in the Initiate of Arcana Mystara Spells table. The spell counts as a weaveknight spell for you, but it doesn't count against the number of weaveknight spells you know.
Initiate of Arcana Mystara Spells
Weaveknight Level | Spells
3rd | detect magic
5th | nystul's magic aura
9th | tongues
13th | arcane eye
17th | legend lore
Knowledge Devotion   At 3rd level, your devoted studies grant you intricate knowledge. You become proficient in your choice of two of the following skills: Arcana, History, Nature, or Religion. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen skills.   Arcana Esoterica   Also at 3rd level, your focus on the sorcery side of sword and sorcery grants you an extra edge over other weaveknights. Choose a spell from any class, including this one. A spell you choose must be of a level you can cast, as shown on the Weaveknight Table. You learn that spell and it counts as a weaveknight spell for you but it doesn't count against the number of weaveknight spells you know. You learn one additional spell from any class at 5th, 9th, 13th and 17th level.   Calculating Mind   At 7th level, you find ways to solve problems through the power of your mind. You add half your Intelligence modifier (a minimum of +1) to any Charisma (Deception), Charisma (Persuasion), Wisdom (Insight) and Wisdom (Perception) checks you make. In addition, you gain a bonus on Constitution saving throws that you make to maintain concentration on spells equal to your Intelligence modifier (a minimum of +1).   Knowledge of the Scholar   At 11th level, you learn how to extract knowledge out of every strike. When a creature is subject to an effect from your arcane strike feature, you immediately learn one of the following (your choice):
  • The creature's bonus to one saving throw of your choice.
  • All of the creature's damage resistances.
  • All of the creature's damage immunities.
  • All of the creature's condition immunities.
  Arcane Retaliation   At 15th level, your manipulation of the weave enables you to reflect incoming spells. When a creature that you can see casts a spell that targets only you or an allied creature within 5 feet of you, you can use your reaction to make an Intelligence (Arcana) check contested by the creature's Intelligence (Arcana) check. If the result of your roll is higher than the opposing roll, the spell has no effect on you or your ally and instead targets the caster, using the slot level of the caster, but your spell save DC, attack bonus and spellcasting ability. You can use this feature a number of times equal to your Intelligence modifier (minimum of once). You regain all expended uses of this feature when you finish a long rest.   Grand Arcana Esoterica   At 20th level, your mastery over the arcane arts manifests fully. Choose a 6th, 7th, 8th and 9th-level spell from the wizard spell list. You can cast each of these spells once without expending a spell slots. You must finish a long rest before you do so again.


LevelProficiency BonusFeaturesSecret ArtsSpells Known1st2nd3rd4th5th
1st+2Combat Caster, Spellcasting22
2nd+2Arcane Strike, Fighting Style, Secret Arts322
3rd+2Weaveknight Discipline333
4th+2Ability Score Improvement333
5th+3Extra Attack3442
6th+3Quick Cast (1/rest)4442
7th+3Discipline Feature4543
8th+3Ability Score Improvement4543
9th+446432
10th+4Student of Magic and War56432
11th+4Discipline Feature57433
12th+4Ability Score Improvement57433
13th+5584331
14th+5Quick Cast (2/rest), Versatile Spellcaster684331
15th+5Discipline Feature694332
16th+5Ability Score Improvement694332
17th+671043331
18th+6True War Magic71043331
19th+6Ability Score Improvement81143332
20th+6Discipline Feature81143332

Created by

USNHawser113.

Statblock Type

Class Features

Link/Embed