Fighter
Base Class: Fighter

Some boast that from birth they were destined to hold a weapon, and others say that their spirit Is one of a weapon. Few who make these claims can prove themselves. But for Weave Wardens this is literally the truth.  

They may have the blessing of a warrior god. Perhaps one of their parents wielded a immensely powerful magic weapon or were possessed by one. They may be the reincarnation of a legendary fighter who at the end of their life was almost more weapon than person. Or perhaps their soul is akin to that of a blade. Whatever the case may be these deadly combatants have found that the Weave of Magic resonates with in themselves, manifesting as a deadly instrument of warfare that thrums with innate power.

Weave Wardens have great skill with their Manifest Weapons and know them like an extension of their own flesh.  Each Warden's Manifest Weapon has a unique look that reflects some aspect of themselves.   Many of these Weave Wardens look at other “weapons” as crude and inept mockeries of the pure incarnation of battle and destruction they wield choosing to never wield any other instrument of warfare. 

In addition to thier innate martial skills wardens posses a unique set of abilities called Weavings. Weavings are primarily defensive constructs of pure undistilled magic, used to fend of magical and physical hazards. Some Weavings can be used to create anti-magic fields around a Wardens Manifest Weapon allowing them to bypass magical defenses to strike directly at the source. There are even Weavings to cause destructive effects which when combined with their skill with a weapon makes for a devistating combination.

Due to their skill in combat and familiarity with Magic, though unable to freely cast it at will, Weave Wardens are often recruited by Wizards and others of a Arcane bend as protectors or companions. Religious and Spiritual Orders also attract many who seek purpose for their prowess. No matter where you might meet a Weave Warden know this, there is more going on than you can see, and even more where you cannot.

Manifest Weapon

At 3rd level, The power of the Weave begins to reaonate with your spirit, manifesting as a physical weapon of pure magic in corporeal form. Aside from design, shape and coloration a Manifest Weapon appears as a genuine weapon made from the appropriate materials, although most have a slight glow and thrum of magic and many takes on a design and athstetic that reflects some aspect of thier Warden.

  • When you take this subclass choose a single simple or Martial weapon or two light one handed simple or Martial weapons to become your Manifest Weapon.  Whenever you gain a level in this class you may choose to change your Manifest Weapon into a different simple or Martial weapon or two light one handed simple or Martial weapons. 
  • You may as a bonus action summon or dismis your Manifest Weapon.  A Manifest Weapon disappears if it is more than 5 feet away from you for a minute or more, with the exception of one that has the thrown property, which disappear after a thrown attack has been made with it.  If your Manifest weapon is destroyed you may spend 12 hours in a ritual to reconstitute it. 
  • Your Manifest Weapon is unique but is capable of adapting to your needs by feeding on other Magic Weapons. You can spend an hour in a ritual to have your Manifest Weapon consume a Magic Weapon. When you use the Ritual of Consumption the ritual causes the magic weapon to be destroyed and absorbed into your Manifest Weapon, granting it the magical abilities and visible properties associated with the absorbed weapon. If the magic item requires attunement your bonded weapon now requires attunement. If you attempt to perform this ritual on a new magic weapon the currently assimilated magic weapon fades from your Manifest Weapon, is lost forever, and is replaced with the new weapons magic, losing its old properties and gaining new ones. This feature cannot be used on or to consume and destroy artifacts or Sentient weapons. If the Warden dies the Manifest Weapon breaks into a set of unusable fragments.

Weavings

Starting at 3rd level your innate connection to the Weave allows you to spin together threads of its raw power into Weavings called Wardings and Infusions. Weavings while magical in nature are not spells, rather Weavings are simple constructs of raw magical power that innact a simple if powerful effect.  Wardens create Wardings to defend themselves from both physical and magical hazards as well as combining Infusions with their Manifest Weapons to deal devistating blows or slip past magical defenses. 

You have a starting pool of 3 Weave Points that you can spend to create Weavings. Your maximum number of Weave Points increases by one at 5th, 7th, 9th, 11th, 13th, 15th & 17th Level. You regain any expended Weave Points after a Long Rest. 

 WardingsYou may only have one Warding active at a time.

  • Physical Warding - As a reaction, when you are hit by an attack, you may spend one Weave Point to gain a +2 bonus to your AC until the start of your next turn and against the triggering attack, possibly changing the outcome.
  • Arcane Warding - As a reaction if you fail a saving throw caused by a spell or other magical effect, such as dragon’s breath attack, you may spend one Weave Point to add a +4 to the roll, possibly changing the outcome.
  • Ocular Warding - As a reaction, when you make a Investigation check, you may spend one Weave Point to add +3 to the roll, possibly changing the outcome.

Infusions - You may have multiple separate Infusions active at the same time but not the same Infusion.

  • Keening Infusion - As a bonus action you may spend one Weave Point to give your Manifest Weapon a +1 bonus to attack and damage rolls for one minute.
  • Elemental Infusion - As a bonus action you may spend one Weave Point to change your Manifest Weapon’s damage type for one minute to one of the following, acid, cold, fire, lightning or thunder.  During this time you may use your Charisma instead of Strength or Dexterity for the attack and damage rolls.
  • Diffusing Infusion - As a bonus action you may spend one Weave Point to give your Manifest Weapon the ability to ignore magical defenses such as the spells mage armor & shield or shield of faith.

Arcane Siphon

Starting at 7th Level you learn to be more efficient in combat by absorbing minuscule traces of ambient magic from your enemies with your Manifest Weapon.

When you score a Critical Hit against a hostile creature or deal a Killing Blow with your Manifest Weapon to a creature  you regain 1 Weave Point.

Confirming a critical hit on a helpless creature does not restore any Weave Points. Destroying an unattended object, reducing a helpless creature to 0 or fewer hit points also does not restore any Points. You do not restore any Weave Points from confirming a Critical Hit or Killing Blow on Constructs or Undead creatures.

You can never have more Weave Points than your normal maximum.

Advanced Weaving

Starting at 10th Level your skill with the power of The Weave has grown. Your Weavings are now more powerful and some now have a secondary effect.

Wardings

  • Physical Warding - The bonus to your AC is now +4 instead of +2.
  • Arcane Warding - The bonus to a saving throw is now +5 instead of +4.
  • Ocular Warding - This may now be used as a bonus action, lasts one minute and you benefit from the effects of the spell detect magic.

Infusions

  • Keening Infusion - You temporarily score critical hits on rolls of both 19 & 20 with your Manifest Weapon.
  • Elemental Infusion - When you roll for the elemental damage for your Manifest Weapon you add an additional d6 to the roll. You may also spend an additional 2 Weave Points for every additional d6 of elemental damage you wish to add after rolling to attack but before damage is rolled.
  • Diffusing Infusion - If you hit an enemy that has a defensive magical spell active with your Manifest Weapon you can make a Intelligence check, if you are successful the spell is dispelled. The DC is 10 + the spells level.

Occult Onslaught

The Weave flows freely through you giving you extreme precision and prejudice with your Manifest Weapon. Starting at 15th Level when you make attacks with your Manifest Weapon on your turn, you have advantage on every attack until you hit the target this turn.

Epic Weaving

Starting at 18th Level your skill with the power of The Weave has perfected. Your Weavings are now epically powerful.

Wardings

  • Physical Warding - The Warding last longer and becomes flexible, lasting until the end of your next turn and you gain resistance to the last damage type that damaged you for the duration.
  • Arcane Warding - The Warding gives you a split second warning in advanced now, after you use the Warding you have advantage for the next minute on the next saving throw you make against a magical source.
  • Ocular Warding - The Warding keeps you alert to danger, when you make the Warding you gain a +5 bonus to your passive perception for the next minute.

Infusions

  • Keening Infusion - The bonus to attack and damage rolls increases to +3.
  • Elemental Infusion - Attacks with your Manifest Weapon ignore any resistances to the selected damage type.
  • Diffusing Infusion - Enemies hit with your Manifest Weapon with this Infusion have disadvantage on the next spell attack roll they make.

 

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