Fighter
Base Class: Fighter

The Holy Knight of the Unwoven Dream

To become a Holy Knight is not to answer a call, but to awaken from a dream that the world has forgotten. Their order does not gather in sun-drenched cathedrals or gleaming citadels. Their chapel is a memory, their scripture is a lament, and their power is drawn from the ghost of a timeline that never came to pass: the Unwoven Dream.

"A pious knight clad in pure white armor. His untarnished soul enables him to wield a Holy Sword to smite enemies." - Unattributed

 

The Ghost of a Better World
The Unwoven Dream is a metaphysical echo, a perfect, shimmering tapestry of "what if." It is the cumulative potential of every selfless sacrifice that went unseen, every act of courage that failed by a single breath, every timeline where peace was secured but then unraveled by a capricious turn of fate. It is a world of sublime beauty and profound sorrow, a paradise that exists only as a phantom limb on the body of reality. Most are blissfully unaware of it, but a rare few—those haunted by a sense of profound, inexplicable loss—can sometimes feel its absence like a chill wind.

The Vigil at the Ruined Loom
The first Holy Knights were the last guardians of a celestial event known as the Weaving, a moment when this perfect world almost became real. When it collapsed, their souls, already bound to that potential reality, were not severed. Instead, they became anchors, eternally standing vigil at the "Ruined Loom," the conceptual site of the Dream's unraveling. There, they learned that while the tapestry was torn, the threads remained. These threads are not light or magic as mortals understand it, but the raw substance of lost chances and unmade futures.

A Covenant of Sorrow and Steel
A warrior does not join this order; they remember it. A prospective knight is often a soldier plagued by a sense of déjà vu for a battle they never fought, or a paladin who feels their oath resonates with a power source older than their god. They are drawn to places of great, unrealized potential—a battlefield where a hero's mercy sparked a lasting peace, or a ruined castle where a dynasty could have been just. In a trance or a near-death experience, their consciousness slips into the Unwoven Dream.

There, they walk through cities of opalescent light that have no citizens, and libraries filled with books of blank pages—stories that were never written. They meet the spectral forms of the other knights, who offer a single, solemn choice: to bear the weight of this beautiful, dead world, and to use its lingering power to protect the living one from suffering a similar fate. To accept is to bind one's very life force to the echo. From that moment, the knight carries a deep, quiet melancholy, for they have seen heaven and know it is a ghost.

The Price of Power
The arts of the Holy Knight are known as Sacrificial Arts for a reason. Their might does not come from faith or study, but from a willing hemorrhage of their own vitality. To invoke a technique is to reach into the Unwoven Dream and pull a thread of its unrealized power into reality. This act is agonizing, for it forces a "might-have-been" to manifest in a world that rejected it. The knight pays the metaphysical cost with their own life energy, literally trading their hours and their breath to grant a fallen ideal one last, devastating moment in the sun.

To look upon a Holy Knight in battle is to see a paradox: a warrior wreathed in sublime, almost divine light, their eyes filled with an ancient and bottomless grief. They are not crusaders seeking to impose a new order. They are mourners, guardians of the grave of a perfect yesterday, fighting to ensure that the flawed, living world of today is worthy of the paradise that was sacrificed for its continued existence. They fight so that others may never know the beauty of the Dream they are sworn to protect, for to know it is to love a ghost, and to feel its absence forever.

Holy Knight Artes

 
Fighter Level Arte Name
3rd Judgment Blade
3rd Hallowed Bolt
7th Cleansing Strike
15th Northswain's Strike
18th Divine Ruination
18th Excalipur

Sacrificial Artes

3rd-level class feature

 When you choose this archetype at 3rd level, you gain a reservoir of mystical stamina drawn from your bond with the Unwoven Dream, represented by a number of Heart Points equal to your fighter level + your proficiency bonus. You regain all expended Heart Points when you finish a long rest.

You learn to channel these points to fuel techniques known as Sacrificial Artes. When you take the Attack action on your turn, you can replace one of your attacks with a sacrificial arte. The save DC for these artes, and the bonus for any spell attack rolls you make with them, is calculated as follows: Sacrificial Save DC = 8 + your proficiency bonus + your Intelligence modifier
Sacrificial Spell Attack Bonus = your proficiency bonus + your Intelligence modifier

At 3rd level, you learn the following artes: Judgment Blade and Hallowed Bolt. You learn more artes as you gain levels in this class, as shown in the Holy Knight Artes table.

 Judgement Blade 3rd Level


Sacrificial Arte: Cost 2 Heart Points
You channel the frigid, unmade majesty of the Unwoven Dream. You extend your weapon and summon a wave of spectral, crystalline shards that erupt in a 30-foot cone originating from you. Each creature of your choice in that area must make a Dexterity saving throw against your Sacrificial Save DC. A creature takes 2d6 cold damage on a failed save, or half as much damage on a successful one. If a creature fails this saving throw by 5 or more, it is also stunned until the end of your next turn. This arte's damage increases by 1d6 when you reach 5th level (3d6), 11th level (4d6), and 17th level (5d6).

Hallowed Bolt 3rd Level

Sacrificial Artes: Cost 2 Heart Points

You become a living conduit for the Unwoven Dream's raw power. You can move up to your walking speed in a straight line. This movement does not provoke opportunity attacks.

A crackling arc of lightning erupts from you, affecting a path 5 feet wide along your trajectory. Any number of creatures within that path must make a Dexterity saving throw against your Sacrificial Save DC. A creature takes 2d6 lightning damage on a failed save, or half as much on a successful one. If a creature fails this saving throw by 5 or more, it is also unable to speak, cast spells with a verbal component, or produce any sound until the end of your next turn. This arte's damage increases by 1d6 when you reach 5th level (3d6), 11th level (4d6), and 17th level (5d6).

Cleansing Strike 7th Level

Sacrificial artes: cost 4 heart points

You unleash a wave of purifying, yet enervating, energy. You create a translucent wall of force, 5 feet wide and a number of feet long equal to 5 times your proficiency bonus. The wall launches from you in a straight line up to 60 feet, stopping early if it hits a creature or a solid, immovable object (such as a wall, a thick tree trunk, or a large boulder).

When the wall stops, each creature that it passed through must make a Constitution saving throw against your Sacrificial Save DC. On a failed save, a creature takes 2d8 radiant damage and gains one stack of Torpor. On a successful save, a creature takes half as much damage and does not gain Torpor. This arte's damage increases by 1d8 when you reach 11th level (3d8) and 17th level (4d8).

Northswain’s Strike 15th level

Sacrificial artes: 5 heart points
You perform a strike that severs a foe's connection to the material plane, casting them into the bleak silence of the Unwoven Dream, manifesting as a 30-foot line.

Make a ranged spell attack against each creature of your choice within the line. On a hit, a target takes 3d10 radiant damage. Your attack roll with this arte scores a critical hit on a roll of 19 or 20.

When the wave hits the last creature in the line, that creature must also make a Charisma saving throw against your Sacrificial Save DC. On a failure, the target is banished to a harmless demiplane of sorrowful silence. This effect requires your concentration, as if you were concentrating on a spell, and it lasts for a number of rounds equal to your proficiency bonus. A banished target can repeat the Charisma saving throw at the end of each of its turns, ending the effect on itself on a success. When the effect ends, the target reappears in the space it left, or in the nearest unoccupied space if that space is occupied. This arte's damage increases to 4d10 when you reach 17th level.

Divine Ruination 18th level

Sacrificial Arte Cost: 5 Heart Points

You project a scar of psychic despair. Choose an intersection within 60 feet. Two 60-foot-long, 5-foot-wide lines of energy extend diagonally from that point, forming an 'X' shape.

Each creature of your choice in the area must make a Wisdom saving throw against your Sacrificial Save DC. A creature takes 4d12 psychic damage on a failed save, or half as much on a successful one. A creature that fails its save also gains one stack of the Ruined condition.

Excalipur 18th Level

 

Sacrificial Arte Cost: 5 Heart Points

You cause the potential of the Unwoven Dream to bloom. Choose an intersection you can see within 60 feet. Two 15-foot-long, 5-foot-wide lines of light extend diagonally from that point, forming an 'X' shape.

Each creature of your choice in the area is mystically healed for 4d8 hit points. In addition, choose one of the healed creatures. That creature gains one stack of the Rewarded condition.

You can only maintain a limited number of these potent conditions. The total number of Ruined and Rewarded stacks you can have active across all creatures at one time is equal to your proficiency bonus.

Ruined. This condition lasts for 1 hour. A creature with one or more stacks of Ruined has disadvantage on attack rolls and ability checks. As a bonus action, you can end the Ruined condition on all creatures, forcing each one to make a Wisdom saving throw against your Sacrificial Save DC. On a failure, a creature is stunned for a number of rounds equal to the number of Ruined stacks it had.

Rewarded. This condition lasts for 1 hour. As a bonus action, you can end the Rewarded condition on all creatures. For each stack of Rewarded a creature had, it can roll a d4 and add the result to one attack roll, ability check, or saving throw it makes within the next minute. A creature can add only one of these bonus dice to any single roll.

 

 

Dreamer’s Burden

At 7th level, your connection to the sorrowful stillness of the Unwoven Dream deepens, allowing you to inflict a state of profound lethargy on your foes. You learn the Cleansing Strike arte, and your sacrificial artes can now burden enemies with Torpor. When you use an arte that costs 4 or fewer heart points to use, it additionally inflicts torpor on a failed save.

Torpor. This condition lasts for 1 minute. A creature can have a number of Torpor stacks equal to your level.

As a reaction, you can expend Torpor stacks on a creature you can see within 60 feet to create one of the following effects:

  • Lethargic Burden. You expend any amount of torpor, the target's speed is halved for a number of rounds equal to the amount of torpor expended. At the end of its turn, the target can repeat this saving throw, ending the effect on itself on a success.

  • Stunning Sorrow. You expend 5 stacks. The target must succeed on a Wisdom saving throw against your Sacrificial Save DC or fall unconscious until the start of their next turn, or after the creature next takes damage. 

 Additionally, you can call upon the spectral remnants of the Unwoven Dream to provide a fleeting moment of guidance or aid. As an action, you can perform one of the following effects:

  • Echo of the Pathfinder: You gain the benefits of the commune with nature spell, but the information comes to you as fleeting, ghostly visions and whispers from the land's unrealized past.

  • Phantom Fetch: You conjure a single, non-magical object into your hand. The object must be worth no more than 25 gp. The object shimmers with a faint, ethereal light and disappears after 1 hour.

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.

Fading Vigil

By 10th level, your bond to the Unwoven Dream is so intrinsic that you can draw upon its fading echoes to replenish your strength. Additionally, your tie to the power of the Weaving has manifested more strongly. When you use your artes, you deal additional damage equal to your Intelligence modifier.

As a bonus action, you can touch the frayed edges of the lost Dream. You can choose to regain a number of expended Heart Points equal to your proficiency bonus. 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.

Dream's Bargain. When you use this feature, you can choose to draw more deeply from the Dream. If you do, you regain Heart Points equal to your proficiency bonus + your Intelligence modifier, you then make a constitution saving throw DC equal to 10 + your intelligence modifier on a failure you suffer the Slowed condition until the end of your next turn. On a success you suffer no ill effects.

 

Echos of the Ruined Loom

 15th-level feature


By 15th level, your vigil has made you a conduit for the deeper, more fundamental sorrows of the Unwoven Dream. You no longer merely borrow its power; you can now enforce its desolate truth upon reality, temporarily rewriting a foe's existence. Your mastery over lethargy allows you to lull a creature into a suggestible, dream-like state. As an action, you can touch a Humanoid that has at least one stack of Torpor. The target must make a Wisdom saving throw against your Sacrificial Save DC. On a failure, the target falls into a trance for 10 minutes. During this trance, the target is incapacitated, its speed is 0, and it is unaware of its surroundings. It can, however, still hear and respond to questions you ask. The target will answer any question you pose truthfully and to the best of its knowledge, compelled by the sorrowful weight of the Unwoven Dream. It is not aware it is being interrogated and will have no memory of the trance or its answers once the effect ends. A creature that succeeds on its saving throw is immune to this feature for the next 24 hours.

Legacy of the Dream

18th level feature

You have reached the pinnacle of control of the Unwoven Dream, and can now tear open temporary rifts to its sorrowful landscape, overlaying its echoes onto reality.

Echoing Vigil. Your spirit is now so deeply entwined with the Unwoven Dream that you no longer require sleep. To gain the benefits of a long rest, you can spend 4 hours in a quiet, trance-like vigil, contemplating the Dream. While in this vigil, you are fully aware of your surroundings. Additionally, you can cast the dream spell without using a spell slot or material components, targeting any creature with which you are familiar. When you cast the spell this way, the messenger is a spectral echo of yourself. Once you use this feature to cast the dream spell, you can't do so again until you finish a long rest.

Manifest Dreamscape. As an action, you can manifest a piece of the Unwoven Dream onto the physical world. You create a 30-foot cube of haunting, spectral terrain centered on a point you can see within 120 feet. The area is filled with difficult terrain and faint, whispering phantasms. It lasts for 1 minute and does not require your concentration.

When you create this Dreamscape, choose one of the following effects to apply within it:

· Sorrowful Lethargy: The will to fight fades. Creatures of your choice in the area have disadvantage on Dexterity saving throws.
· Feverish Visions: Foes are tormented by spectral images. Creatures of your choice in the area have disadvantage on attack rolls against any target that isn't you.

Once you use this Manifest Dreamscape feature, you can't use it again until you finish a long rest.

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