Inspired by a force wielder from Star Wars. Narratively changed to not infringe on that IP.
Come up with some useful lore here.
Something about using your mind to control objects and creatures.
Weaveblade Spells
You always have certain spells prepared after you reach particular levels in this class, as shown in the Weaveblade Spells table. These spells count as artificer spells for you, but they don’t count against the number of artificer spells you prepare.
At 3rd level, you learn an attunement ritual that transforms a one-handed melee weapon into a weaveblade. You perform the ritual over 1 hour, which can be done during a short rest. The weapon must be within your reach throughout the ritual. If the weaveblade was made from a weapon with magical properties, those properties persist.
The weaveblade is a martial melee weapon with the Finesse and Light properties and sheds dim light in a 15-foot radius. The weapon is comprised of a hilt that, while held in your hand, can emit a blade of pure radiant energy without requiring an action. When you attack with a weaveblade , you can use your Intelligence modifier, instead of Strength or Dexterity modifier, for the attack and damage rolls. The blade’s damage is radiant, and its damage die is a d6. The damage die becomes a d8 at 5th level, a d10 at 9th level, and a d12 at 15th level. You are proficient with a weaveblade.
You can have up to two weaveblades created this way. If you attempt to create a third weaveblade , you must break your attunement with one of the other two weaveblades, which reverts the transformation back into the weapon it was previously.
Unarmored Defense
Beginning at 3rd level, while you are wearing no armor, wielding at least one weaveblade, and not wielding a shield, your AC equals 10 + your Dexterity modifier + your Intelligence modifier.
Telekinetic
At 3rd level, you learn the mage hand cantrip. You can cast it without verbal or somatic components, and you can make the spectral hand invisible. If you already know this spell, its range increases by 30 feet when you cast it. Its spellcasting ability is Intelligence.
As a bonus action, you can try to telekinetically shove one creature you can see within 30 feet of you. When you do so, the target must succeed on a Strength saving throw (DC 8 + your proficiency bonus + Intelligence) or be moved 5 feet toward you or away from you. A creature can willingly fail this save. At level 9 this movement increases to 10 feet and at 15th level it increases to 15 feet.
Extra Attack
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
Telepathic
At 9th level, you can speak telepathically to any creature you can see within 60 feet of you. Your telepathic utterances are in a language you know, and the creature understands you only if it knows that language. Your communication doesn’t give the creature the ability to respond to you telepathically.
You can cast the detect thoughts spell, requiring no spell slot or components, and you must finish a long rest before you can cast it this way again. Intelligence is your spellcasting ability for this spell. If you have spell slots of 2nd level or higher, you can cast this spell with them.
Evasion
At 15th level, your instinctive agility lets you dodge out of the way of certain area effects, such as a blue dragon’s lightning breath or a fireball spell. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.
I like a lot of this. My main criticism is that it falls off at later levels. When you look at Artificer subclasses, they grant quite a bit of firepower compared to other subclasses.
Battlesmith gets the Steel Defender Attack, Arcane Jolt, and eventually the Steel Defender Reaction does damage as well.
Artillerist similarly has a significant increase in action-economy-friendly damage.
Armorer leans more towards enemy control and buffing/debuffing, but also lacks a bit at high levels.
We don't talk about Alchemist.
As a true hybrid class, Artificer is in a weird spot and needs a little help to keep up at higher levels. In the subclasses I made, I broke down the existing subclasses simulated damage output and when I factored in other significant factors like damage sinks, buffs/debuffs, etc. I realized they rely on their subclass features quite a bit to keep up.
Certainly this has some significant control, but I still think it needs a bit more juice. The other thing that stood out to me was that you need to address the weaveblade's effect on objects because someone is definitely going to try the melting-the-blast-doors trick on locked doors.
I know what you mean about getting more bang at higher levels on artificer. I thought that scaling the weaveblade's damage die from d6 up to d12 would give it that though. Plus the progressive increase to INT from probably starting out +3 up to +5 when someone maxes out their INT. Add onto that the enhanced weapon infusion for an additional +1 (+2 at level 10) and of course extra attack. So by level 15 we're swinging twice with a potential damage of 1d12+7 on each hit. Go two weapons and get another 1d12+2 (provided your second blade is also +2) for a 3rd hit, +7 if they take a fighting style from fighting initiate or a dip in fighter to grab the two handed fighting style.
I hadn't thought about object interaction. I don't think it necessarily needs anything special there, like any other weapon attacking an object as long as it's not resistant or immune from radiant damage. Narratively, you wouldn't have to worry about an object dulling your blade.
My bigger concern is the spell list. I tried to aim for spells that match the theme but also were not already on the artificer's spell list. Like Beacon of Hope and Confusion were my last two in. I know this build isn't designed to be a blaster of any sort, but those two just feel so meh compared to the rest. Pulse Wave and Charm Monster aren't SRD spells though.
Also Evasion as the capstone? It's a great feature, yeah it's late in the game, but I'm thinking this subclass is front loaded so I needed something that just goes "yeah, that makes sense". I really am open to suggestions that for the theme for a good capstone.
I know what you mean about getting more bang at higher levels on artificer. I thought that scaling the weaveblade's damage die from d6 up to d12 would give it that though. Plus the progressive increase to INT from probably starting out +3 up to +5 when someone maxes out their INT. Add onto that the enhanced weapon infusion for an additional +1 (+2 at level 10) and of course extra attack. So by level 15 we're swinging twice with a potential damage of 1d12+7 on each hit. Go two weapons and get another 1d12+2 (provided your second blade is also +2) for a 3rd hit, +7 if they take a fighting style from fighting initiate or a dip in fighter to grab the two handed fighting style.
Sure, but all of this is something the Battlemaster can also do, but they also get:
a bonus action attack from their steel defender every round
the reaction from the steel defender also does damage and is fairly trivial to trigger every round
plus an additional 20d6 damage per day through Arcane Jolt.
That's what I meant by Artificers getting more. Artillerists likewise get a pretty big boost when they get a second turret. You do have the option of dual wielding, but then you're fairly fragile. I just think this needs a bit more to be relevant in melee at higher levels.
Got any suggestions? I don't see giving them a blasting ability or something out of the blue. I want to build on the strengths. It's too late in progression to say add your modifier to bonus action two handed attack damage. Some free higher level spell once per day? Possibly.
I'm not opposed to moving telepathic up to 5 and evasion at 9. But that leaves open 15 and I just can't think of what can top this.
Telekinetic & Telepathic: I was actually looking at something similar for a "psionic" Sorcerer sub-class, and I decided to add a line to the effect of "If you already have the Telekinetic feat, you may swap it for another when you gain this feature"; basically the idea is to avoid discouraging players from taking the feats that these features reproduce, so a variant human can still go telekinetic at 1st-level, anyone can go telepathic at 4th etc.
Evasion: I'd make this a secondary feature alongside Telepathic at 9th-level; telepathy is a mostly non-combat feature after all. I know Ranger Hunters don't get Evasion or Uncanny Dodge until 15th but IMO that's not a good reason to do the same (it's far too late for that sub-class as well).
Hold Person/Hold Monster: I'd consider swapping hold monster for passwall (cutting through walls/doors etc. with your lightsaber weaveblade, yes please!) but add an asterisk and a note allowing the player to swap hold person for hold monster when when they level up (starting with 17th-level). In the Homebrew editor you'll want to add both to the 5th-level spell entry, and put in the correct character level divisor so hold monster won't become an option until later; I've done something like this for my blood mage homebrew and I think it works well, as otherwise you're losing two spots on the list for different levels of the same effect.
If you're looking for additional features adding to the Jedi flavour, then I'd strongly recommend some kind of ranged attack deflection using the weaveblade; the obvious feature to look at would be a Monk's Deflect Missiles. Since it would be a core sub-class feature you don't need to worry too much about stepping on Monk's toes, and could have it scale up to include more types of ranged attack (i.e- not just projectiles) and/or the ability to cover nearby allies (more opportunities to use it).
If you've seen my Way of the Keen Edge alternative to Kensei, it does the levelling up (more valid attacks) idea for Agile Parry and IMO it works well; it can be strong, but it can be quickly overwhelmed by multiple attacks. Instead of Ki points for deflection, you could either use a limited resource, or maybe spell slots (or both)? Basically the idea is to give a further defensive boost, that can also become a semi-reliable reaction attack.
You might also consider somekind of "weaveblade throw" ability; simplest way would be to also add the thrown property, and a bonus action to recall the blade. You could also make it scale off telekinesis, e.g- if you have telekinesis the range of both will increase?
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I think, instead of giving the player quite literally the Telekinetic and Telepathic feats as class features, I would just add the Mage Hand and Message cantrips to the list of Weaveblade spells, and add language that Weaveblade Spells can be cast without Vocal components (since Jedi powers still largely require some kind of hand motion as part of using them). This frees you up to design more impactful class features at later levels, and if someone does take the Telekinetic or Telepathic feats there's still some benefit to them, since the feats function differently enough to still have value compared to the cantrips.
I'm not sure what level this would be best for, but one feature I'd also like to see is Weaveblade weapons gaining a Thrown Weapon range, with some way to have the weapon return to your hand (whether it returns automatically, or if you can pull it back with a bonus action).
Telekinetic & Telepathic: I was actually looking at something similar for a "psionic" Sorcerer sub-class, and I decided to add a line to the effect of "If you already have the Telekinetic feat, you may swap it for another when you gain this feature"; basically the idea is to avoid discouraging players from taking the feats that these features reproduce, so a variant human can still go telekinetic at 1st-level, anyone can go telepathic at 4th etc.
Evasion: I'd make this a secondary feature alongside Telepathic at 9th-level; telepathy is a mostly non-combat feature after all. I know Ranger Hunters don't get Evasion or Uncanny Dodge until 15th but IMO that's not a good reason to do the same (it's far too late for that sub-class as well).
Hold Person/Hold Monster: I'd consider swapping hold monster for passwall (cutting through walls/doors etc. with your lightsaber weaveblade, yes please!) but add an asterisk and a note allowing the player to swap hold person for hold monster when when they level up (starting with 17th-level). In the Homebrew editor you'll want to add both to the 5th-level spell entry, and put in the correct character level divisor so hold monster won't become an option until later; I've done something like this for my blood mage homebrew and I think it works well, as otherwise you're losing two spots on the list for different levels of the same effect.
If you're looking for additional features adding to the Jedi flavour, then I'd strongly recommend some kind of ranged attack deflection using the weaveblade; the obvious feature to look at would be a Monk's Deflect Missiles. Since it would be a core sub-class feature you don't need to worry too much about stepping on Monk's toes, and could have it scale up to include more types of ranged attack (i.e- not just projectiles) and/or the ability to cover nearby allies (more opportunities to use it).
If you've seen my Way of the Keen Edge alternative to Kensei, it does the levelling up (more valid attacks) idea for Agile Parry and IMO it works well; it can be strong, but it can be quickly overwhelmed by multiple attacks. Instead of Ki points for deflection, you could either use a limited resource, or maybe spell slots (or both)? Basically the idea is to give a further defensive boost, that can also become a semi-reliable reaction attack.
You might also consider somekind of "weaveblade throw" ability; simplest way would be to also add the thrown property, and a bonus action to recall the blade. You could also make it scale off telekinesis, e.g- if you have telekinesis the range of both will increase?
I don't know about any verbiage about if you already have the similar feats, pick another feat. It could get complicated with those being half feats and then you're only limited to picking other half feats or screwing up your ability scores you had from earlier.
In the next version, I am moving Telepathic down to level 5 since Detect Thoughts is a L2 spell and that's when artificers get L2 spells so it only makes sense. I'm also moving Evasion down to 9 to get closer to when rogues and monks get the feature.
I'll have to line it out later today after work, but I'm thinking about some kind of Improved Weaveblade at 15. That thrown weapon/return to your hand idea sounds good. Something like Deflect Missiles or an enchantment wizard's Instinctive Charm would be a good defensive buff and could easily be flavored.
I think, instead of giving the player quite literally the Telekinetic and Telepathic feats as class features, I would just add the Mage Hand and Message cantrips to the list of Weaveblade spells, and add language that Weaveblade Spells can be cast without Vocal components (since Jedi powers still largely require some kind of hand motion as part of using them). This frees you up to design more impactful class features at later levels, and if someone does take the Telekinetic or Telepathic feats there's still some benefit to them, since the feats function differently enough to still have value compared to the cantrips.
I'm not sure what level this would be best for, but one feature I'd also like to see is Weaveblade weapons gaining a Thrown Weapon range, with some way to have the weapon return to your hand (whether it returns automatically, or if you can pull it back with a bonus action).
I think the supplemental texts of those feats is more fitting of the theme than some actual spells. Telekentic Shove isn't a mage hand thing, it's in addition to an invisible mage hand. Detect Thoughts fits in more than just telepathic messages.
I do like the thrown weapon/return to your hand idea though for an Improved Weaveblade. I'll need to flesh out some more details later today after work.
I don't know about any verbiage about if you already have the similar feats, pick another feat. It could get complicated with those being half feats and then you're only limited to picking other half feats or screwing up your ability scores you had from earlier.
While I get where you're coming from, you're ultimately only offering them the option of switching; that said, there are pretty much always other half feats you can take, including things like Resilient and Skill Expert, and if the player's happy swapping for something that isn't a half feat and losing a point in an ability score, then that's for them to decide.
I just don't think it's good to have a situation where you could end up playing several levels of the game where every character except the "Jedi" has had the option of telepathy earlier, but the "Jedi" can't take it because it'll be a waste. Plus I'm pretty sure most DM's let players swap out anything that becomes redundant anyway, and would do so in this case, so it might as well be officially supported by the sub-class. This was basically my thinking for my own.
Former D&D Beyond Customer of six years: With the axing of piecemeal purchasing, lack of meaningful development, and toxic moderation the site isn't worth paying for anymore. I remain a free user only until my groups are done migrating from DDB, and if necessary D&D, after which I'm done. There are better systems owned by better companies out there.
I have unsubscribed from all topics and will not reply to messages. My homebrew is now 100% unsupported.
I think it makes sense to include Detect Thoughts as a spell that this class gets access to, I just don't think it necessarily makes sense for it to be intrinsically tied to telepathy.
I think instead of just giving this subclass the exact same telekinetic shove that you get from the Telekinetic feat, it would make sense to give this class it's own feature, similar to how the Psi Warrior Fighter gets "Telekinetic Movement" as a class feature, which functions differently than the shove and is basically a wholly new feature unto itself. I get the impression that Thunderwave is included with the Weaveblade Spells because it largely functions as a "force shove" analogue for the subclass. I think it'd be more fun if this subclass had its own unique version of telekinesis, although I have to admit I'm not sure how, exactly, to do it without just giving out functionally the Telekinetic feat or the Telekinesis spell.
Some of the features of a weaveblade artificer are very similar to, if not duplications of parts of some feats. If you take the Telekinetic feat or the Telepathic feat at level 1 with a variant human, custom lineage, or homebrew rule allowing a starting feat, ask your GM if you can swap that feat out when these features are provided by the weaveblade’s progression (levels 3 and 5). Keep in mind these feats do give a +1 to an ability score and this specialist’s features do not. You’ll need to take that into account when choosing a replacement feat.
Moved Telepathic up to 5, Evasion up to 9 and added Improved Weaveblade:
Improved Weaveblade
At 15th level, you have learned the weaveblade to be a valuable weapon and that this weapon is your life. You have mastered techniques of the weaveblade only known to a few:
Thrown Weapon Your weaveblade gains the Thrown property, the range of which is determined by your Telekinetic feature. If your mage hand is 30 feet, the weaveblade will have a range of 30/60 feet. If you selected mage hand as a cantrip, your range with the weaveblade is 60/120 feet.
Weave Pull As a bonus action, you can recall a thrown weaveblade to your hand. The range of this is also determined by the range of your mage hand. You can only recall one weaveblade, a single time as bonus action.
Lightning Absorber While wielding at least 1 weaveblade, you can use your reaction to become immune to Lightning damage as the weaveblade absorbs and disperses this energy.
Deflect Missiles Also while wielding a weaveblade, you can use your reaction to deflect an incoming hit by a ranged weapon attack. When you do so, the damage you take from the attack is reduced by 1d10 + your Intelligence modifier. If you reduce the damage to 0, you can deflect the missile. You can make a ranged attack with the piece of ammunition you just deflected , as part of the same reaction. You make this attack with your spell attack modifier and has a normal range based on you mage hand range.
Weave Shield If you take the Dodge action while wielding at least one weaveblade, you and any creature of your choice within 5 feet of you is protected by half cover until the start of your next turn. If any creature you select is targeted for an attack, you expend your reaction for this turn. If any creature you have selected to benefit from this moves further than 5 feet away from you, they lose this benefit. You can use this feature a number of times equal to your Intelligence modifier, and you regain all expended uses of it when you finish a long rest.
Weaveblade artificers have discovered their ability to use the weave to interact with the world around them. Using their mind to manipulate the objects and creatures around them, weaveblade artificers hone their mystical powers over years of dedication and training. These artificers have unlocked a connection to the weave and have constructed a blade of energy to as their primary tool. For good or ill, a weaveblade artificer's power and ability should never be underestimated.
Spells, not features
The weaveblade artificer is inspired by a particular archetype made famous by modern day cinema. Known skills of this archetype include exceptional jumping and speed as well as the ability to control objects or creatures using their mind and connection to the universe. These skills can be recreated using several artificer spells that are not included in the weaveblade's current spells list but are available for any artificer to prepare.
You always have certain spells prepared after you reach particular levels in this class, as shown in the Weaveblade Spells table. These spells count as artificer spells for you, but they don't count against the number of artificer spells you prepare.
When you choose this specialist at 3rd level, you gain proficiency in the Persuasion skill. You also gain proficiency with a new weapon called the weaveblade.
Weaveblade
At 3rd level, you learn an attunement ritual that transforms a one-handed melee weapon into a weaveblade. You perform the ritual over 1 hour, which can be done during a short rest. The weapon must be within your reach throughout the ritual. If the weaveblade was made from a weapon with magical properties, those properties persist.
The weaveblade is a martial melee weapon with the Finesse and Light properties and sheds dim light in a 15-foot radius. The weapon is composed of a hilt that, while held in your hand, can emit a blade of pure radiant energy without requiring an action. When you attack with a weaveblade, you can use your Intelligence modifier, instead of Strength or Dexterity modifier, for the attack and damage rolls. The blade deals radiant damage and its damage die is a d6. The damage die becomes a d8 at 5th level, a d10 at 9th level, and a d12 at 15th level. You can use the weaveblade as your spell casting focus.
You can have up to two weaveblades created this way. If you attempt to create a third weaveblade, you must break your attunement with one of the other two weaveblades, which reverts the transformation back into the weapon it was previously.
Dual Wielding on Dndbeyond
It is currently not possible to add a bonus action weaveblade attack through this subclass. I have created homebrew weapons that can be used instead. Instructions for how to implement them will be included in their description as they do require some customizations of your character sheet and you'll have to remember to update these manual changes when your abilities change.
Unarmored Defense
Beginning at 3rd level, while you are wearing no armor, wielding at least one weaveblade, and not wielding a shield, your AC equals 10 + your Dexterity modifier + your Intelligence modifier.
Weavehand
At 3rd level, you learn the mage hand cantrip and your mage hand range is 30 feet. You can cast it without verbal or somatic components, and you can make the spectral hand invisible. If you already know this spell from another source, your mage hand range increases to 60 feet. Its spellcasting ability is Intelligence.
As a bonus action, you can try to telekinetically shove one creature you can see within your mage hand range. When you do so, the target must succeed on a Strength saving throw (DC 8 + your proficiency bonus + Intelligence) or be moved 5 feet in any direction. A creature can willingly fail this save. At 5th level this movement increases to 10 feet, at 9th level it increases to 15 feet, and at 15th level it increases to 20 feet.
Feats at 1st level
Some of the features of a weaveblade artificer are very similar to, if not duplications of parts of some feats. If you take the Telekinetic feat or the Telepathic feat at level 1 with a variant human, custom lineage, or homebrew rule allowing a starting feat, ask your GM if you can swap that feat out when these features are provided by the weaveblade’s progression (levels 3 and 5). Keep in mind these feats do give a +1 to an ability score and this specialist's features do not. You'll need to take that into account when choosing a replacement feat.
Extra Attack
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
Weavespeak
At 5th level, you can speak telepathically to any creature you can see within double your mage hand range, either 60 or 120, feet from you. Your telepathic utterances are in a language you know, and the creature understands you only if it knows that language. Your communication doesn't give the creature the ability to respond to you telepathically.
You can cast the detect thoughts spell, it's range is determined by your mage hand range, and requires no spell slot or components, and you must finish a long rest before you can cast it this way again. Intelligence is your spellcasting ability for this spell. If you have spell slots of 2nd level or higher, you can cast this spell with them.
Evasion
At 9th level, your instinctive agility lets you dodge out of the way of certain area effects, such as a blue dragon's lightning breath or a fireball spell. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.
Improved Weaveblade
At 15th level, you have learned the weaveblade to be a valuable weapon and that this weapon is your life. You have mastered techniques of the weaveblade only known to a few. Some of the features below rely on your mage hand range. If you learned the mage hand cantrip from something other than the Telekinetic feature you gain at 3rd level, your mage hand range will be 60 feet. Otherwise your mage hand range is 30 feet:
Thrown Weapon Your weaveblade gains the Thrown property. Your range when throwing the weaveblade is 30/60 or 60/120, depending on your mage hand range.
Weavepull As a bonus action, you can recall a thrown weaveblade to your hand. You can recall a weaveblade that is 30 or 60 feet away, depending on your mage hand range. You can only recall one weaveblade, a single time as bonus action.
Weavecatch While wielding at least 1 weaveblade, you can use your reaction to become immune to lightning damage until the start of your next turn as the weaveblade absorbs and disperses this energy.
Weavedeflect Also while wielding a weaveblade, you can use your reaction to deflect an incoming hit by a ranged weapon attack. When you do so, the damage you take from the attack is reduced by 1d10 + your Intelligence modifier. If you reduce the damage to 0, you can deflect the missile. You can make a ranged attack with the piece of ammunition you just deflected, as part of the same reaction. You make this attack with your spell attack modifier and has a normal range of 30 or 60 feet away, depending on your mage hand range. The damage is whatever was originally rolled as damage for the attack.
Weaveshield If you take the Dodge action while wielding at least one weaveblade, you and any creature of your choice within 5 feet of you is protected with half cover until the start of your next turn. If any creature you select is targeted for an attack, you expend your reaction for this round. If any creature you have selected to benefit from this moves further than 5 feet away from you, they lose this benefit. You can use this feature a number of times equal to your Intelligence modifier, and you regain all expended uses of it when you finish a long rest.
Weaveblade (d6):
Weapon (shortsword), common (requires attunement by a artificer)
At 3rd level, you learn an attunement ritual that transforms a one-handed melee weapon into a weaveblade. You perform the ritual over 1 hour, which can be done during a short rest. The weapon must be within your reach throughout the ritual. If the weaveblade was made from a weapon with magical properties, those properties persist.
The weaveblade is a martial melee weapon with the Finesse and Light properties and sheds dim light in a 15-foot radius. The weapon is composed of a hilt that, while held in your hand, can emit a blade of pure radiant energy without requiring an action. When you attack with a weaveblade, you can use your Intelligence modifier, instead of Strength or Dexterity modifier, for the attack and damage rolls. The blade deals radiant damage and its damage die is a d6. The damage die becomes a d8 at 5th level, a d10 at 9th level, and a d12 at 15th level. You can use the weaveblade as your spell casting focus.
You can have up to two weaveblades created this way. If you attempt to create a third weaveblade, you must break your attunement with one of the other two weaveblades, which reverts the transformation back into the weapon it was previously.
How to add proficiency with this weaveblade
If you already have proficiency with a shortsword or all martial weapons, you do not need to follow this section.
Click on the PROFICIENCIES & LANGUAGES box, opening the sidebar.
In the Proficiencies & Languages sidebar, you're going to ADD NEW PROFICIENCY. Under Existing, select Weapon.
In the dropdown that appears, under Martial, select Shortsword.
The sidebar now displays a proficiency in Shortsword with a box that says "Enter Source Note...". Type "Weaveblade" in this box.
You will now have proficiency with a shortsowrd. This is specifically for the weaveblade and does not not apply to other shortswords.
How to adjust your To Hit and Damage
Dndbeyond does not have a way to change the ability modifier associated with a weapon. You will have to manually change these values for the correct bonuses are applied to your To Hit and Damage rolls. You will have to do this anytime your INT and/or your DEX modifier change through your progression or while affected by a spell or a magic item.
In MANAGE INVENTORY, Filter by weaveblade.
Add two of the Weaveblade (d6).
One will be your regular attack, the other can be your bonus action off-hand attack.
The best place to visualize the next adjustments is on the ACTIONS tab, ATTACK subtab. In the ACTIONS section should be all of your weapon or spell attacks as well as two Weaveblade (d6) actions and one Weaveblade action.
This one Weaveblade action is the default action if you are not going to dual wield.
Click on the first Weaveblade (d6) to open it in the sidebar. Click on Customize in the sidebar.
You can either fill out To Hit Override or To Hit Bonus.
In To Hit Override: put whatever value is the current To Hit for the default Weaveblade action.
In To Hit Bonus: put whatever the difference is between your INT and DEX modifiers. For example:
If your INT is +4 and your DEX is +2 (4-2=2), put a 2 in To Hit Bonus
If your INT is +3 and your DEX is +2 (3-2=1), put a 1 in To Hit Bonus
If your INT is +3 and your DEX is +3 (3-3=0), don't put anything in To Hit Bonus
If your DEX is higher than your INT, then you don't have to benefit from this and why are you even playing an Artificer?
In Damage Bonus: put whatever the difference is between your INT and DEX modifiers. For example:
If your INT is +4 and your DEX is +2 (4-2=2), put a 2 in Damage Bonus
If your INT is +3 and your DEX is +2 (3-2=1), put a 1 in Damage Bonus
If your INT is +3 and your DEX is +3 (3-3=0), don't put anything in Damage Bonus
If your DEX is higher than your INT, then you don't have to benefit from this and why are you even playing an Artificer?
In Name: put Weaveblade.
Click on the remaining Weaveblade (d6) to open it in the sidebar. Click on Customize in the sidebar.
You can either fill out To Hit Override or To Hit Bonus.
In To Hit Override: put whatever value is the current To Hit for the default Weaveblade action.
In To Hit Bonus: put whatever the difference is between your INT and DEX modifiers. For example:
If your INT is +4 and your DEX is +2 (4-2=2), put a 2 in To Hit Bonus
If your INT is +3 and your DEX is +2 (3-2=1), put a 1 in To Hit Bonus
If your INT is +3 and your DEX is +3 (3-3=0), don't put anything in To Hit Bonus
If your DEX is higher than your INT, then you don't have to benefit from this and why are you even playing an Artificer?
Click the Duel Wield box.
In Name: put Weaveblade offhand.
Click on the default Weaveblade action to open it in the sidebar. It has the 🤛 icon instead of the ⚔ icon and does not have a note. Click Customize.
Uncheck Display as Attack.
How to add the Enhanced Weapon infusion
Dndbeyond does not allow you to add infusions to homebrew items. You will have to add another weapon to your inventory to make use of this function and display it correctly.
On the INVENTORY tab, INFUSIONS subtab, click on "No item infused" to open Infusion: Enhanced Weapon in the sidebar.
Next to Item to be infused is a button, CHOOSE.
You can select an existing weapon you have, but I would encourage you to Choose a new item and select a Dagger.
The CREATE INFUSION button should be enabled. Click it.
Back on your INVENTORY tab, EQUIPMENT subtab, should be a new Dagger with the note added "Infusion: Enhanced Weapon". Click on that Dagger to open it in the sidebar. Click Customize.
In Weight Override: put 0.
In Name: put Weaveblade Enhanced Weapon.
In Notes: put Applied to primary weapon or Applied to offhand weapon.
Click on either Weaveblade or Weaveblade offhand and open it in the sidebar. Click Customize.
Add 1 to whatever is in To Hit Bonus. If this is empty because your INT is the same as your DEX or you are using To Hit Override, enter a 1 in To Hit Bonus.
Add 1 to whatever is in Damage Bonus.
If you create this infusion at 10th level or after, add a 2 to each of these fields instead.
In Notes: add Infusion, Enhanced Weapon
Proficiency with a shortsword allows you to add your proficiency bonus to the attack roll for any attack you make with it.
Weapon (rapier), common (requires attunement by a artificer)
At 3rd level, you learn an attunement ritual that transforms a one-handed melee weapon into a weaveblade. You perform the ritual over 1 hour, which can be done during a short rest. The weapon must be within your reach throughout the ritual. If the weaveblade was made from a weapon with magical properties, those properties persist.
The weaveblade is a martial melee weapon with the Finesse and Light properties and sheds dim light in a 15-foot radius. The weapon is composed of a hilt that, while held in your hand, can emit a blade of pure radiant energy without requiring an action. When you attack with a weaveblade, you can use your Intelligence modifier, instead of Strength or Dexterity modifier, for the attack and damage rolls. The blade deals radiant damage and its damage die is a d6. The damage die becomes a d8 at 5th level, a d10 at 9th level, and a d12 at 15th level. You can use the weaveblade as your spell casting focus.
You can have up to two weaveblades created this way. If you attempt to create a third weaveblade, you must break your attunement with one of the other two weaveblades, which reverts the transformation back into the weapon it was previously.
How to add proficiency with this weaveblade
If you already have proficiency with a rapier or all martial weapons, you do not need to follow this section.
Click on the PROFICIENCIES & LANGUAGES box, opening the sidebar.
In the Proficiencies & Languages sidebar, you're going to ADD NEW PROFICIENCY. Under Existing, select Weapon.
In the dropdown that appears, under Martial, select Rapier.
The sidebar now displays a proficiency in Rapier with a box that says "Enter Source Note...". Type "Weaveblade" in this box.
If there is a proficiency for Shortsword listed, click the REMOVE PROFICIENCY next to Shortsword.
You will now have proficiency with a rapier. This is specifically for the weaveblade and does not not apply to other rapiers.
How to adjust your To Hit and Damage
Dndbeyond does not have a way to change the ability modifier associated with a weapon. You will have to manually change these values for the correct bonuses are applied to your To Hit and Damage rolls. You will have to do this anytime your INT and/or your DEX modifier change through your progression or while affected by a spell or a magic item.
In MANAGE INVENTORY, Filter by weaveblade.
Add two of the Weaveblade (d8).
One will be your regular attack, the other can be your bonus action off-hand attack.
The best place to visualize the next adjustments is on the ACTIONS tab, ATTACK subtab. In the ACTIONS section should be all of your weapon or spell attacks as well as two Weaveblade (d8) actions.
Click on the first Weaveblade (d8) to open it in the sidebar. Click on Customize in the sidebar.
You can either fill out To Hit Override or To Hit Bonus.
In To Hit Override: put whatever value is the current To Hit for the default Weaveblade action.
To turn the default action back on as a reference, go to the ACTIONS tab, ACTION subtab, click on Weaveblade top open it in the sidebar. Click Customize. Check Display As Attack.
In To Hit Bonus: put whatever the difference is between your INT and DEX modifiers. For example:
If your INT is +4 and your DEX is +2 (4-2=2), put a 2 in To Hit Bonus
If your INT is +3 and your DEX is +2 (3-2=1), put a 1 in To Hit Bonus
If your INT is +3 and your DEX is +3 (3-3=0), don't put anything in To Hit Bonus
If your DEX is higher than your INT, then you don't have to benefit from this and why are you even playing an Artificer?
In Damage Bonus: put whatever the difference is between your INT and DEX modifiers. For example:
If your INT is +4 and your DEX is +2 (4-2=2), put a 2 in Damage Bonus
If your INT is +3 and your DEX is +2 (3-2=1), put a 1 in Damage Bonus
If your INT is +3 and your DEX is +3 (3-3=0), don't put anything in Damage Bonus
If your DEX is higher than your INT, then you don't have to benefit from this and why are you even playing an Artificer?
In Name: put Weaveblade.
Click on the remaining Weaveblade (d8) to open it in the sidebar. Click on Customize in the sidebar.
You can either fill out To Hit Override or To Hit Bonus.
In To Hit Override: put whatever value is the current To Hit for the default Weaveblade action.
In To Hit Bonus: put whatever the difference is between your INT and DEX modifiers. For example:
If your INT is +4 and your DEX is +2 (4-2=2), put a 2 in To Hit Bonus
If your INT is +3 and your DEX is +2 (3-2=1), put a 1 in To Hit Bonus
If your INT is +3 and your DEX is +3 (3-3=0), don't put anything in To Hit Bonus
If your DEX is higher than your INT, then you don't have to benefit from this and why are you even playing an Artificer?
Click the Duel Wield box.
In Name: put Weaveblade offhand.
If the default Weaveblade action is displayed, it has the 🤛 icon instead of the ⚔ icon and does not have a note.
Click on the default Weaveblade action to open it in the sidebar. Click Customize.
Uncheck Display as Attack.
How to add the Enhanced Weapon infusion
Dndbeyond does not allow you to add infusions to homebrew items. You will have to add another weapon to your inventory to make use of this function and display it correctly.
On the INVENTORY tab, INFUSIONS subtab, click on "No item infused" to open Infusion: Enhanced Weapon in the sidebar.
Next to Item to be infused is a button, CHOOSE.
You can select an existing weapon you have, but I would encourage you to Choose a new item and select a Dagger.
The CREATE INFUSION button should be enabled. Click it.
Back on your INVENTORY tab, EQUIPMENT subtab, should be a new Dagger with the note added "Infusion: Enhanced Weapon". Click on that Dagger to open it in the sidebar. Click Customize.
In Weight Override: put 0.
In Name: put Weaveblade Enhanced Weapon.
In Notes: put Applied to primary weapon or Applied to offhand weapon.
Click on either Weaveblade or Weaveblade offhand and open it in the sidebar. Click Customize.
Add 1 to whatever is in To Hit Bonus. If this is empty because your INT is the same as your DEX or you are using To Hit Override, enter a 1 in To Hit Bonus.
Add 1 to whatever is in Damage Bonus.
If you create this infusion at 10th level or after, add a 2 to each of these fields instead.
In Notes: add Infusion, Enhanced Weapon
Proficiency with a rapier allows you to add your proficiency bonus to the attack roll for any attack you make with it.
Weapon (glaive), common (requires attunement by a artificer)
At 3rd level, you learn an attunement ritual that transforms a one-handed melee weapon into a weaveblade. You perform the ritual over 1 hour, which can be done during a short rest. The weapon must be within your reach throughout the ritual. If the weaveblade was made from a weapon with magical properties, those properties persist.
The weaveblade is a martial melee weapon with the Finesse and Light properties and sheds dim light in a 15-foot radius. The weapon is composed of a hilt that, while held in your hand, can emit a blade of pure radiant energy without requiring an action. When you attack with a weaveblade, you can use your Intelligence modifier, instead of Strength or Dexterity modifier, for the attack and damage rolls. The blade deals radiant damage and its damage die is a d6. The damage die becomes a d8 at 5th level, a d10 at 9th level, and a d12 at 15th level. You can use the weaveblade as your spell casting focus.
You can have up to two weaveblades created this way. If you attempt to create a third weaveblade, you must break your attunement with one of the other two weaveblades, which reverts the transformation back into the weapon it was previously.
How to add proficiency with this weaveblade
If you already have proficiency with a glaive or all martial weapons, you do not need to follow this section.
Click on the PROFICIENCIES & LANGUAGES box, opening the sidebar.
In the Proficiencies & Languages sidebar, you're going to ADD NEW PROFICIENCY. Under Existing, select Weapon.
In the dropdown that appears, under Martial, select Glaive.
The sidebar now displays a proficiency in Glaive with a box that says "Enter Source Note...". Type "Weaveblade" in this box.
If there is a proficiency for Rapier listed, click the REMOVE PROFICIENCY next to Rapier.
You will now have proficiency with a glaive. This is specifically for the weaveblade and does not not apply to other glaives.
How to adjust your To Hit and Damage
Dndbeyond does not have a way to change the ability modifier associated with a weapon. You will have to manually change these values for the correct bonuses are applied to your To Hit and Damage rolls. You will have to do this anytime your INT and/or your DEX modifier change through your progression or while affected by a spell or a magic item.
In MANAGE INVENTORY, Filter by weaveblade.
Add two of the Weaveblade (d10).
One will be your regular attack, the other can be your bonus action off-hand attack.
The best place to visualize the next adjustments is on the ACTIONS tab, ATTACK subtab. In the ACTIONS section should be all of your weapon or spell attacks as well as two Weaveblade (d10) actions.
Click on the first Weaveblade (d10) to open it in the sidebar. Click on Customize in the sidebar.
You can either fill out To Hit Override or To Hit Bonus.
In To Hit Override: put whatever value is the current To Hit for the default Weaveblade action.
To turn the default action back on as a reference, go to the ACTIONS tab, ACTION subtab, click on Weaveblade top open it in the sidebar. Click Customize. Check Display As Attack.
In To Hit Bonus: put whatever the difference is between your INT and DEX modifiers. For example:
If your INT is +4 and your DEX is +2 (4-2=2), put a 2 in To Hit Bonus
If your INT is +3 and your DEX is +2 (3-2=1), put a 1 in To Hit Bonus
If your INT is +3 and your DEX is +3 (3-3=0), don't put anything in To Hit Bonus
If your DEX is higher than your INT, then you don't have to benefit from this and why are you even playing an Artificer?
In Damage Bonus: put whatever the difference is between your INT and DEX modifiers. For example:
If your INT is +4 and your DEX is +2 (4-2=2), put a 2 in Damage Bonus
If your INT is +3 and your DEX is +2 (3-2=1), put a 1 in Damage Bonus
If your INT is +3 and your DEX is +3 (3-3=0), don't put anything in Damage Bonus
If your DEX is higher than your INT, then you don't have to benefit from this and why are you even playing an Artificer?
In Name: put Weaveblade.
Click on the remaining Weaveblade (d10) to open it in the sidebar. Click on Customize in the sidebar.
You can either fill out To Hit Override or To Hit Bonus.
In To Hit Override: put whatever value is the current To Hit for the default Weaveblade action.
In To Hit Bonus: put whatever the difference is between your INT and DEX modifiers. For example:
If your INT is +4 and your DEX is +2 (4-2=2), put a 2 in To Hit Bonus
If your INT is +3 and your DEX is +2 (3-2=1), put a 1 in To Hit Bonus
If your INT is +3 and your DEX is +3 (3-3=0), don't put anything in To Hit Bonus
If your DEX is higher than your INT, then you don't have to benefit from this and why are you even playing an Artificer?
Click the Duel Wield box.
In Name: put Weaveblade offhand.
If the default Weaveblade action is displayed, it has the 🤛 icon instead of the ⚔ icon and does not have a note.
Click on the default Weaveblade action to open it in the sidebar. Click Customize.
Uncheck Display as Attack.
How to add the Enhanced Weapon infusion
Dndbeyond does not allow you to add infusions to homebrew items. You will have to add another weapon to your inventory to make use of this function and display it correctly.
On the INVENTORY tab, INFUSIONS subtab, click on "No item infused" to open Infusion: Enhanced Weapon in the sidebar.
Next to Item to be infused is a button, CHOOSE.
You can select an existing weapon you have, but I would encourage you to Choose a new item and select a Dagger.
The CREATE INFUSION button should be enabled. Click it.
Back on your INVENTORY tab, EQUIPMENT subtab, should be a new Dagger with the note added "Infusion: Enhanced Weapon". Click on that Dagger to open it in the sidebar. Click Customize.
In Weight Override: put 0.
In Name: put Weaveblade Enhanced Weapon.
In Notes: put Applied to primary weapon or Applied to offhand weapon.
Click on either Weaveblade or Weaveblade offhand and open it in the sidebar. Click Customize.
Add 1 to whatever is in To Hit Bonus. If this is empty because your INT is the same as your DEX or you are using To Hit Override, enter a 1 in To Hit Bonus.
Add 1 to whatever is in Damage Bonus.
If you create this infusion at 10th level or after, add a 2 to each of these fields instead.
In Notes: add Infusion, Enhanced Weapon
Proficiency with a glaive allows you to add your proficiency bonus to the attack roll for any attack you make with it.
Weapon (greataxe), common (requires attunement by a artificer)
At 3rd level, you learn an attunement ritual that transforms a one-handed melee weapon into a weaveblade. You perform the ritual over 1 hour, which can be done during a short rest. The weapon must be within your reach throughout the ritual. If the weaveblade was made from a weapon with magical properties, those properties persist.
The weaveblade is a martial melee weapon with the Finesse and Light properties and sheds dim light in a 15-foot radius. The weapon is composed of a hilt that, while held in your hand, can emit a blade of pure radiant energy without requiring an action. When you attack with a weaveblade, you can use your Intelligence modifier, instead of Strength or Dexterity modifier, for the attack and damage rolls. The blade deals radiant damage and its damage die is a d6. The damage die becomes a d8 at 5th level, a d10 at 9th level, and a d12 at 15th level. You can use the weaveblade as your spell casting focus.
You can have up to two weaveblades created this way. If you attempt to create a third weaveblade, you must break your attunement with one of the other two weaveblades, which reverts the transformation back into the weapon it was previously.
How to add proficiency with this weaveblade
If you already have proficiency with a greataxe or all martial weapons, you do not need to follow this section.
Click on the PROFICIENCIES & LANGUAGES box, opening the sidebar.
In the Proficiencies & Languages sidebar, you're going to ADD NEW PROFICIENCY. Under Existing, select Weapon.
In the dropdown that appears, under Martial, select Greataxe.
The sidebar now displays a proficiency in Greataxe with a box that says "Enter Source Note...". Type "Weaveblade" in this box.
If there is a proficiency for Glaive listed, click the REMOVE PROFICIENCY next to Glaive.
You will now have proficiency with a greataxe. This is specifically for the weaveblade and does not not apply to other greataxes.
How to adjust your To Hit and Damage
Dndbeyond does not have a way to change the ability modifier associated with a weapon. You will have to manually change these values for the correct bonuses are applied to your To Hit and Damage rolls. You will have to do this anytime your INT and/or your DEX modifier change through your progression or while affected by a spell or a magic item.
In MANAGE INVENTORY, Filter by weaveblade.
Add two of the Weaveblade (d12).
One will be your regular attack, the other can be your bonus action off-hand attack.
The best place to visualize the next adjustments is on the ACTIONS tab, ATTACK subtab. In the ACTIONS section should be all of your weapon or spell attacks as well as two Weaveblade (d12) actions.
Click on the first Weaveblade (d12) to open it in the sidebar. Click on Customize in the sidebar.
You can either fill out To Hit Override or To Hit Bonus.
In To Hit Override: put whatever value is the current To Hit for the default Weaveblade action.
To turn the default action back on as a reference, go to the ACTIONS tab, ACTION subtab, click on Weaveblade top open it in the sidebar. Click Customize. Check Display As Attack.
In To Hit Bonus: put whatever the difference is between your INT and DEX modifiers. For example:
If your INT is +4 and your DEX is +2 (4-2=2), put a 2 in To Hit Bonus
If your INT is +3 and your DEX is +2 (3-2=1), put a 1 in To Hit Bonus
If your INT is +3 and your DEX is +3 (3-3=0), don't put anything in To Hit Bonus
If your DEX is higher than your INT, then you don't have to benefit from this and why are you even playing an Artificer?
In Damage Bonus: put whatever the difference is between your INT and DEX modifiers. For example:
If your INT is +4 and your DEX is +2 (4-2=2), put a 2 in Damage Bonus
If your INT is +3 and your DEX is +2 (3-2=1), put a 1 in Damage Bonus
If your INT is +3 and your DEX is +3 (3-3=0), don't put anything in Damage Bonus
If your DEX is higher than your INT, then you don't have to benefit from this and why are you even playing an Artificer?
In Name: put Weaveblade.
In Notes:
If your mage hand range is 30 feet, add Thrown (30/60).
If your mage hand range is 60 feet, add Thrown (60/120).
Click on the remaining Weaveblade (d12) to open it in the sidebar. Click on Customize in the sidebar.
You can either fill out To Hit Override or To Hit Bonus.
In To Hit Override: put whatever value is the current To Hit for the default Weaveblade action.
In To Hit Bonus: put whatever the difference is between your INT and DEX modifiers. For example:
If your INT is +4 and your DEX is +2 (4-2=2), put a 2 in To Hit Bonus
If your INT is +3 and your DEX is +2 (3-2=1), put a 1 in To Hit Bonus
If your INT is +3 and your DEX is +3 (3-3=0), don't put anything in To Hit Bonus
If your DEX is higher than your INT, then you don't have to benefit from this and why are you even playing an Artificer?
Click the Duel Wield box.
In Name: put Weaveblade offhand.
In Notes:
If your mage hand range is 30 feet, add Thrown (30/60).
If your mage hand range is 60 feet, add Thrown (60/120).
If the default Weaveblade action is displayed, it has the 🤛 icon instead of the ⚔ icon and does not have a note.
Click on the default Weaveblade action to open it in the sidebar. Click Customize.
Uncheck Display as Attack.
How to add the Enhanced Weapon infusion
Dndbeyond does not allow you to add infusions to homebrew items. You will have to add another weapon to your inventory to make use of this function and display it correctly.
On the INVENTORY tab, INFUSIONS subtab, click on "No item infused" to open Infusion: Enhanced Weapon in the sidebar.
Next to Item to be infused is a button, CHOOSE.
You can select an existing weapon you have, but I would encourage you to Choose a new item and select a Dagger.
The CREATE INFUSION button should be enabled. Click it.
Back on your INVENTORY tab, EQUIPMENT subtab, should be a new Dagger with the note added "Infusion: Enhanced Weapon". Click on that Dagger to open it in the sidebar. Click Customize.
In Weight Override: put 0.
In Name: put Weaveblade Enhanced Weapon.
In Notes: put Applied to primary weapon or Applied to offhand weapon.
Click on either Weaveblade or Weaveblade offhand and open it in the sidebar. Click Customize.
Add 1 to whatever is in To Hit Bonus. If this is empty because your INT is the same as your DEX or you are using To Hit Override, enter a 1 in To Hit Bonus.
Add 1 to whatever is in Damage Bonus.
If you create this infusion at 10th level or after, add a 2 to each of these fields instead.
In Notes: add Infusion, Enhanced Weapon
Proficiency with a greataxe allows you to add your proficiency bonus to the attack roll for any attack you make with it.
Inspired by a force wielder from Star Wars. Narratively changed to not infringe on that IP.
Come up with some useful lore here.
Something about using your mind to control objects and creatures.
Weaveblade Spells
You always have certain spells prepared after you reach particular levels in this class, as shown in the Weaveblade Spells table. These spells count as artificer spells for you, but they don’t count against the number of artificer spells you prepare.
Weaveblade Spells
3rd
charm person, thunderwave
5th
hold person, suggestion
9th
beacon of hope, sending
13th
confusion, dominate beast
17th
hold monster, telekinesis
Weaveblade
At 3rd level, you learn an attunement ritual that transforms a one-handed melee weapon into a weaveblade. You perform the ritual over 1 hour, which can be done during a short rest. The weapon must be within your reach throughout the ritual. If the weaveblade was made from a weapon with magical properties, those properties persist.
The weaveblade is a martial melee weapon with the Finesse and Light properties and sheds dim light in a 15-foot radius. The weapon is comprised of a hilt that, while held in your hand, can emit a blade of pure radiant energy without requiring an action. When you attack with a weaveblade , you can use your Intelligence modifier, instead of Strength or Dexterity modifier, for the attack and damage rolls. The blade’s damage is radiant, and its damage die is a d6. The damage die becomes a d8 at 5th level, a d10 at 9th level, and a d12 at 15th level. You are proficient with a weaveblade.
You can have up to two weaveblades created this way. If you attempt to create a third weaveblade , you must break your attunement with one of the other two weaveblades, which reverts the transformation back into the weapon it was previously.
Unarmored Defense
Beginning at 3rd level, while you are wearing no armor, wielding at least one weaveblade, and not wielding a shield, your AC equals 10 + your Dexterity modifier + your Intelligence modifier.
Telekinetic
At 3rd level, you learn the mage hand cantrip. You can cast it without verbal or somatic components, and you can make the spectral hand invisible. If you already know this spell, its range increases by 30 feet when you cast it. Its spellcasting ability is Intelligence.
As a bonus action, you can try to telekinetically shove one creature you can see within 30 feet of you. When you do so, the target must succeed on a Strength saving throw (DC 8 + your proficiency bonus + Intelligence) or be moved 5 feet toward you or away from you. A creature can willingly fail this save. At level 9 this movement increases to 10 feet and at 15th level it increases to 15 feet.
Extra Attack
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
Telepathic
At 9th level, you can speak telepathically to any creature you can see within 60 feet of you. Your telepathic utterances are in a language you know, and the creature understands you only if it knows that language. Your communication doesn’t give the creature the ability to respond to you telepathically.
You can cast the detect thoughts spell, requiring no spell slot or components, and you must finish a long rest before you can cast it this way again. Intelligence is your spellcasting ability for this spell. If you have spell slots of 2nd level or higher, you can cast this spell with them.
Evasion
At 15th level, your instinctive agility lets you dodge out of the way of certain area effects, such as a blue dragon’s lightning breath or a fireball spell. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.
How to: Replace DEX in AC | Jump & Suffocation stats | Spell & class effect buff system | Wild Shape effect system | Tool Proficiencies as Custom Skills | Spells at higher levels explained | Superior Fighting/Martial Adept Fix | Snippet Codes Explored - Subclasses | Snippet Math Theory | Homebrew Weapons Explained
My: FEATS | MAGIC ITEMS | MONSTERS | SUBCLASSES Artificer Specialist: Weaveblade
Dndbeyond images not loading WORKAROUND FIXED!!! (TY Jay_Lane for original instructions)
I like a lot of this. My main criticism is that it falls off at later levels. When you look at Artificer subclasses, they grant quite a bit of firepower compared to other subclasses.
As a true hybrid class, Artificer is in a weird spot and needs a little help to keep up at higher levels. In the subclasses I made, I broke down the existing subclasses simulated damage output and when I factored in other significant factors like damage sinks, buffs/debuffs, etc. I realized they rely on their subclass features quite a bit to keep up.
Certainly this has some significant control, but I still think it needs a bit more juice. The other thing that stood out to me was that you need to address the weaveblade's effect on objects because someone is definitely going to try the melting-the-blast-doors trick on locked doors.
My homebrew subclasses (full list here)
(Artificer) Swordmage | Glasswright | (Barbarian) Path of the Savage Embrace
(Bard) College of Dance | (Fighter) Warlord | Cannoneer
(Monk) Way of the Elements | (Ranger) Blade Dancer
(Rogue) DaggerMaster | Inquisitor | (Sorcerer) Riftwalker | Spellfist
(Warlock) The Swarm
I know what you mean about getting more bang at higher levels on artificer. I thought that scaling the weaveblade's damage die from d6 up to d12 would give it that though. Plus the progressive increase to INT from probably starting out +3 up to +5 when someone maxes out their INT. Add onto that the enhanced weapon infusion for an additional +1 (+2 at level 10) and of course extra attack. So by level 15 we're swinging twice with a potential damage of 1d12+7 on each hit. Go two weapons and get another 1d12+2 (provided your second blade is also +2) for a 3rd hit, +7 if they take a fighting style from fighting initiate or a dip in fighter to grab the two handed fighting style.
I hadn't thought about object interaction. I don't think it necessarily needs anything special there, like any other weapon attacking an object as long as it's not resistant or immune from radiant damage. Narratively, you wouldn't have to worry about an object dulling your blade.
My bigger concern is the spell list. I tried to aim for spells that match the theme but also were not already on the artificer's spell list. Like Beacon of Hope and Confusion were my last two in. I know this build isn't designed to be a blaster of any sort, but those two just feel so meh compared to the rest. Pulse Wave and Charm Monster aren't SRD spells though.
Also Evasion as the capstone? It's a great feature, yeah it's late in the game, but I'm thinking this subclass is front loaded so I needed something that just goes "yeah, that makes sense". I really am open to suggestions that for the theme for a good capstone.
How to: Replace DEX in AC | Jump & Suffocation stats | Spell & class effect buff system | Wild Shape effect system | Tool Proficiencies as Custom Skills | Spells at higher levels explained | Superior Fighting/Martial Adept Fix | Snippet Codes Explored - Subclasses | Snippet Math Theory | Homebrew Weapons Explained
My: FEATS | MAGIC ITEMS | MONSTERS | SUBCLASSES Artificer Specialist: Weaveblade
Dndbeyond images not loading WORKAROUND FIXED!!! (TY Jay_Lane for original instructions)
Sure, but all of this is something the Battlemaster can also do, but they also get:
That's what I meant by Artificers getting more. Artillerists likewise get a pretty big boost when they get a second turret. You do have the option of dual wielding, but then you're fairly fragile. I just think this needs a bit more to be relevant in melee at higher levels.
My homebrew subclasses (full list here)
(Artificer) Swordmage | Glasswright | (Barbarian) Path of the Savage Embrace
(Bard) College of Dance | (Fighter) Warlord | Cannoneer
(Monk) Way of the Elements | (Ranger) Blade Dancer
(Rogue) DaggerMaster | Inquisitor | (Sorcerer) Riftwalker | Spellfist
(Warlock) The Swarm
Got any suggestions? I don't see giving them a blasting ability or something out of the blue. I want to build on the strengths. It's too late in progression to say add your modifier to bonus action two handed attack damage. Some free higher level spell once per day? Possibly.
I'm not opposed to moving telepathic up to 5 and evasion at 9. But that leaves open 15 and I just can't think of what can top this.
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My: FEATS | MAGIC ITEMS | MONSTERS | SUBCLASSES Artificer Specialist: Weaveblade
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I like this a lot, but I've a few suggestions:
lightsaberweaveblade, yes please!) but add an asterisk and a note allowing the player to swap hold person for hold monster when when they level up (starting with 17th-level). In the Homebrew editor you'll want to add both to the 5th-level spell entry, and put in the correct character level divisor so hold monster won't become an option until later; I've done something like this for my blood mage homebrew and I think it works well, as otherwise you're losing two spots on the list for different levels of the same effect.If you're looking for additional features adding to the Jedi flavour, then I'd strongly recommend some kind of ranged attack deflection using the weaveblade; the obvious feature to look at would be a Monk's Deflect Missiles. Since it would be a core sub-class feature you don't need to worry too much about stepping on Monk's toes, and could have it scale up to include more types of ranged attack (i.e- not just projectiles) and/or the ability to cover nearby allies (more opportunities to use it).
If you've seen my Way of the Keen Edge alternative to Kensei, it does the levelling up (more valid attacks) idea for Agile Parry and IMO it works well; it can be strong, but it can be quickly overwhelmed by multiple attacks. Instead of Ki points for deflection, you could either use a limited resource, or maybe spell slots (or both)? Basically the idea is to give a further defensive boost, that can also become a semi-reliable reaction attack.
You might also consider somekind of "weaveblade throw" ability; simplest way would be to also add the thrown property, and a bonus action to recall the blade. You could also make it scale off telekinesis, e.g- if you have telekinesis the range of both will increase?
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I think, instead of giving the player quite literally the Telekinetic and Telepathic feats as class features, I would just add the Mage Hand and Message cantrips to the list of Weaveblade spells, and add language that Weaveblade Spells can be cast without Vocal components (since Jedi powers still largely require some kind of hand motion as part of using them). This frees you up to design more impactful class features at later levels, and if someone does take the Telekinetic or Telepathic feats there's still some benefit to them, since the feats function differently enough to still have value compared to the cantrips.
I'm not sure what level this would be best for, but one feature I'd also like to see is Weaveblade weapons gaining a Thrown Weapon range, with some way to have the weapon return to your hand (whether it returns automatically, or if you can pull it back with a bonus action).
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I don't know about any verbiage about if you already have the similar feats, pick another feat. It could get complicated with those being half feats and then you're only limited to picking other half feats or screwing up your ability scores you had from earlier.
In the next version, I am moving Telepathic down to level 5 since Detect Thoughts is a L2 spell and that's when artificers get L2 spells so it only makes sense. I'm also moving Evasion down to 9 to get closer to when rogues and monks get the feature.
I'll have to line it out later today after work, but I'm thinking about some kind of Improved Weaveblade at 15. That thrown weapon/return to your hand idea sounds good. Something like Deflect Missiles or an enchantment wizard's Instinctive Charm would be a good defensive buff and could easily be flavored.
How to: Replace DEX in AC | Jump & Suffocation stats | Spell & class effect buff system | Wild Shape effect system | Tool Proficiencies as Custom Skills | Spells at higher levels explained | Superior Fighting/Martial Adept Fix | Snippet Codes Explored - Subclasses | Snippet Math Theory | Homebrew Weapons Explained
My: FEATS | MAGIC ITEMS | MONSTERS | SUBCLASSES Artificer Specialist: Weaveblade
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I think the supplemental texts of those feats is more fitting of the theme than some actual spells. Telekentic Shove isn't a mage hand thing, it's in addition to an invisible mage hand. Detect Thoughts fits in more than just telepathic messages.
I do like the thrown weapon/return to your hand idea though for an Improved Weaveblade. I'll need to flesh out some more details later today after work.
How to: Replace DEX in AC | Jump & Suffocation stats | Spell & class effect buff system | Wild Shape effect system | Tool Proficiencies as Custom Skills | Spells at higher levels explained | Superior Fighting/Martial Adept Fix | Snippet Codes Explored - Subclasses | Snippet Math Theory | Homebrew Weapons Explained
My: FEATS | MAGIC ITEMS | MONSTERS | SUBCLASSES Artificer Specialist: Weaveblade
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While I get where you're coming from, you're ultimately only offering them the option of switching; that said, there are pretty much always other half feats you can take, including things like Resilient and Skill Expert, and if the player's happy swapping for something that isn't a half feat and losing a point in an ability score, then that's for them to decide.
I just don't think it's good to have a situation where you could end up playing several levels of the game where every character except the "Jedi" has had the option of telepathy earlier, but the "Jedi" can't take it because it'll be a waste. Plus I'm pretty sure most DM's let players swap out anything that becomes redundant anyway, and would do so in this case, so it might as well be officially supported by the sub-class. This was basically my thinking for my own.
Former D&D Beyond Customer of six years: With the axing of piecemeal purchasing, lack of meaningful development, and toxic moderation the site isn't worth paying for anymore. I remain a free user only until my groups are done migrating from DDB, and if necessary D&D, after which I'm done. There are better systems owned by better companies out there.
I have unsubscribed from all topics and will not reply to messages. My homebrew is now 100% unsupported.
I think it makes sense to include Detect Thoughts as a spell that this class gets access to, I just don't think it necessarily makes sense for it to be intrinsically tied to telepathy.
I think instead of just giving this subclass the exact same telekinetic shove that you get from the Telekinetic feat, it would make sense to give this class it's own feature, similar to how the Psi Warrior Fighter gets "Telekinetic Movement" as a class feature, which functions differently than the shove and is basically a wholly new feature unto itself. I get the impression that Thunderwave is included with the Weaveblade Spells because it largely functions as a "force shove" analogue for the subclass. I think it'd be more fun if this subclass had its own unique version of telekinesis, although I have to admit I'm not sure how, exactly, to do it without just giving out functionally the Telekinetic feat or the Telekinesis spell.
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I added the following note
Moved Telepathic up to 5, Evasion up to 9 and added Improved Weaveblade:
How to: Replace DEX in AC | Jump & Suffocation stats | Spell & class effect buff system | Wild Shape effect system | Tool Proficiencies as Custom Skills | Spells at higher levels explained | Superior Fighting/Martial Adept Fix | Snippet Codes Explored - Subclasses | Snippet Math Theory | Homebrew Weapons Explained
My: FEATS | MAGIC ITEMS | MONSTERS | SUBCLASSES Artificer Specialist: Weaveblade
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Got some play testing in and I have some changes I want to make to my Artificer Specialist: Weaveblade. These changes are:
Subclass:
Weaveblade artificers have discovered their ability to use the weave to interact with the world around them. Using their mind to manipulate the objects and creatures around them, weaveblade artificers hone their mystical powers over years of dedication and training. These artificers have unlocked a connection to the weave and have constructed a blade of energy to as their primary tool. For good or ill, a weaveblade artificer's power and ability should never be underestimated.
Weaveblade Spells
You always have certain spells prepared after you reach particular levels in this class, as shown in the Weaveblade Spells table. These spells count as artificer spells for you, but they don't count against the number of artificer spells you prepare.
Weaveblade Spells
3rd
charm person, thunderwave
5th
hold person, suggestion
9th
beacon of hope, sending
13th
confusion, dominate beast
17th
hold monster, telekinesis
Bonus Proficiencies
When you choose this specialist at 3rd level, you gain proficiency in the Persuasion skill. You also gain proficiency with a new weapon called the weaveblade.
Weaveblade
At 3rd level, you learn an attunement ritual that transforms a one-handed melee weapon into a weaveblade. You perform the ritual over 1 hour, which can be done during a short rest. The weapon must be within your reach throughout the ritual. If the weaveblade was made from a weapon with magical properties, those properties persist.
The weaveblade is a martial melee weapon with the Finesse and Light properties and sheds dim light in a 15-foot radius. The weapon is composed of a hilt that, while held in your hand, can emit a blade of pure radiant energy without requiring an action. When you attack with a weaveblade, you can use your Intelligence modifier, instead of Strength or Dexterity modifier, for the attack and damage rolls. The blade deals radiant damage and its damage die is a d6. The damage die becomes a d8 at 5th level, a d10 at 9th level, and a d12 at 15th level. You can use the weaveblade as your spell casting focus.
You can have up to two weaveblades created this way. If you attempt to create a third weaveblade, you must break your attunement with one of the other two weaveblades, which reverts the transformation back into the weapon it was previously.
Unarmored Defense
Beginning at 3rd level, while you are wearing no armor, wielding at least one weaveblade, and not wielding a shield, your AC equals 10 + your Dexterity modifier + your Intelligence modifier.
Weavehand
At 3rd level, you learn the mage hand cantrip and your mage hand range is 30 feet. You can cast it without verbal or somatic components, and you can make the spectral hand invisible. If you already know this spell from another source, your mage hand range increases to 60 feet. Its spellcasting ability is Intelligence.
As a bonus action, you can try to telekinetically shove one creature you can see within your mage hand range. When you do so, the target must succeed on a Strength saving throw (DC 8 + your proficiency bonus + Intelligence) or be moved 5 feet in any direction. A creature can willingly fail this save. At 5th level this movement increases to 10 feet, at 9th level it increases to 15 feet, and at 15th level it increases to 20 feet.
Extra Attack
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
Weavespeak
At 5th level, you can speak telepathically to any creature you can see within double your mage hand range, either 60 or 120, feet from you. Your telepathic utterances are in a language you know, and the creature understands you only if it knows that language. Your communication doesn't give the creature the ability to respond to you telepathically.
You can cast the detect thoughts spell, it's range is determined by your mage hand range, and requires no spell slot or components, and you must finish a long rest before you can cast it this way again. Intelligence is your spellcasting ability for this spell. If you have spell slots of 2nd level or higher, you can cast this spell with them.
Evasion
At 9th level, your instinctive agility lets you dodge out of the way of certain area effects, such as a blue dragon's lightning breath or a fireball spell. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.
Improved Weaveblade
At 15th level, you have learned the weaveblade to be a valuable weapon and that this weapon is your life. You have mastered techniques of the weaveblade only known to a few. Some of the features below rely on your mage hand range. If you learned the mage hand cantrip from something other than the Telekinetic feature you gain at 3rd level, your mage hand range will be 60 feet. Otherwise your mage hand range is 30 feet:
Thrown Weapon Your weaveblade gains the Thrown property. Your range when throwing the weaveblade is 30/60 or 60/120, depending on your mage hand range.
Weavepull As a bonus action, you can recall a thrown weaveblade to your hand. You can recall a weaveblade that is 30 or 60 feet away, depending on your mage hand range. You can only recall one weaveblade, a single time as bonus action.
Weavecatch While wielding at least 1 weaveblade, you can use your reaction to become immune to lightning damage until the start of your next turn as the weaveblade absorbs and disperses this energy.
Weavedeflect Also while wielding a weaveblade, you can use your reaction to deflect an incoming hit by a ranged weapon attack. When you do so, the damage you take from the attack is reduced by 1d10 + your Intelligence modifier. If you reduce the damage to 0, you can deflect the missile. You can make a ranged attack with the piece of ammunition you just deflected, as part of the same reaction. You make this attack with your spell attack modifier and has a normal range of 30 or 60 feet away, depending on your mage hand range. The damage is whatever was originally rolled as damage for the attack.
Weaveshield If you take the Dodge action while wielding at least one weaveblade, you and any creature of your choice within 5 feet of you is protected with half cover until the start of your next turn. If any creature you select is targeted for an attack, you expend your reaction for this round. If any creature you have selected to benefit from this moves further than 5 feet away from you, they lose this benefit. You can use this feature a number of times equal to your Intelligence modifier, and you regain all expended uses of it when you finish a long rest.
Weaveblade (d6):
At 3rd level, you learn an attunement ritual that transforms a one-handed melee weapon into a weaveblade. You perform the ritual over 1 hour, which can be done during a short rest. The weapon must be within your reach throughout the ritual. If the weaveblade was made from a weapon with magical properties, those properties persist.
The weaveblade is a martial melee weapon with the Finesse and Light properties and sheds dim light in a 15-foot radius. The weapon is composed of a hilt that, while held in your hand, can emit a blade of pure radiant energy without requiring an action. When you attack with a weaveblade, you can use your Intelligence modifier, instead of Strength or Dexterity modifier, for the attack and damage rolls. The blade deals radiant damage and its damage die is a d6. The damage die becomes a d8 at 5th level, a d10 at 9th level, and a d12 at 15th level. You can use the weaveblade as your spell casting focus.
You can have up to two weaveblades created this way. If you attempt to create a third weaveblade, you must break your attunement with one of the other two weaveblades, which reverts the transformation back into the weapon it was previously.
Proficiency with a shortsword allows you to add your proficiency bonus to the attack roll for any attack you make with it.
Notes: Replace Damage Type: Radiant, artificer, Finesse, Light
Weaveblade (d8):
At 3rd level, you learn an attunement ritual that transforms a one-handed melee weapon into a weaveblade. You perform the ritual over 1 hour, which can be done during a short rest. The weapon must be within your reach throughout the ritual. If the weaveblade was made from a weapon with magical properties, those properties persist.
The weaveblade is a martial melee weapon with the Finesse and Light properties and sheds dim light in a 15-foot radius. The weapon is composed of a hilt that, while held in your hand, can emit a blade of pure radiant energy without requiring an action. When you attack with a weaveblade, you can use your Intelligence modifier, instead of Strength or Dexterity modifier, for the attack and damage rolls. The blade deals radiant damage and its damage die is a d6. The damage die becomes a d8 at 5th level, a d10 at 9th level, and a d12 at 15th level. You can use the weaveblade as your spell casting focus.
You can have up to two weaveblades created this way. If you attempt to create a third weaveblade, you must break your attunement with one of the other two weaveblades, which reverts the transformation back into the weapon it was previously.
Proficiency with a rapier allows you to add your proficiency bonus to the attack roll for any attack you make with it.
Notes: Replace Damage Type: Radiant, Weapon Property: Light, artificer, Finesse
Weaveblade (d10):
At 3rd level, you learn an attunement ritual that transforms a one-handed melee weapon into a weaveblade. You perform the ritual over 1 hour, which can be done during a short rest. The weapon must be within your reach throughout the ritual. If the weaveblade was made from a weapon with magical properties, those properties persist.
The weaveblade is a martial melee weapon with the Finesse and Light properties and sheds dim light in a 15-foot radius. The weapon is composed of a hilt that, while held in your hand, can emit a blade of pure radiant energy without requiring an action. When you attack with a weaveblade, you can use your Intelligence modifier, instead of Strength or Dexterity modifier, for the attack and damage rolls. The blade deals radiant damage and its damage die is a d6. The damage die becomes a d8 at 5th level, a d10 at 9th level, and a d12 at 15th level. You can use the weaveblade as your spell casting focus.
You can have up to two weaveblades created this way. If you attempt to create a third weaveblade, you must break your attunement with one of the other two weaveblades, which reverts the transformation back into the weapon it was previously.
Proficiency with a glaive allows you to add your proficiency bonus to the attack roll for any attack you make with it.
Notes: Replace Damage Type: Radiant, Ignore Weapon Property: Two-Handed, Ignore Weapon Property: Reach, Ignore Weapon Property: Heavy, Weapon Property: Finesse, Weapon Property: Light, artificer, Heavy, Reach, Two-Handed
Weaveblade (d12):
At 3rd level, you learn an attunement ritual that transforms a one-handed melee weapon into a weaveblade. You perform the ritual over 1 hour, which can be done during a short rest. The weapon must be within your reach throughout the ritual. If the weaveblade was made from a weapon with magical properties, those properties persist.
The weaveblade is a martial melee weapon with the Finesse and Light properties and sheds dim light in a 15-foot radius. The weapon is composed of a hilt that, while held in your hand, can emit a blade of pure radiant energy without requiring an action. When you attack with a weaveblade, you can use your Intelligence modifier, instead of Strength or Dexterity modifier, for the attack and damage rolls. The blade deals radiant damage and its damage die is a d6. The damage die becomes a d8 at 5th level, a d10 at 9th level, and a d12 at 15th level. You can use the weaveblade as your spell casting focus.
You can have up to two weaveblades created this way. If you attempt to create a third weaveblade, you must break your attunement with one of the other two weaveblades, which reverts the transformation back into the weapon it was previously.
Proficiency with a greataxe allows you to add your proficiency bonus to the attack roll for any attack you make with it.
Notes: Replace Damage Type: Radiant, Ignore Weapon Property: Heavy, Ignore Weapon Property: Two-Handed, Weapon Property: Finesse, Weapon Property: Light, artificer, Heavy, Two-Handed
I am curious if people are able to understand and follow the instructions I put in each of the items.
How to: Replace DEX in AC | Jump & Suffocation stats | Spell & class effect buff system | Wild Shape effect system | Tool Proficiencies as Custom Skills | Spells at higher levels explained | Superior Fighting/Martial Adept Fix | Snippet Codes Explored - Subclasses | Snippet Math Theory | Homebrew Weapons Explained
My: FEATS | MAGIC ITEMS | MONSTERS | SUBCLASSES Artificer Specialist: Weaveblade
Dndbeyond images not loading WORKAROUND FIXED!!! (TY Jay_Lane for original instructions)