Base Class: Ranger
Rangers that seek the unknown and mysteries of the arcane often become Weave Striders. They have a wanderlust that leads them to forgotten ruins and hidden tombs in search of magic and artifacts, and to hunt monstrosities of arcane make that needn't walk the mortal plane. They make use of applying magic to their combat techniques and specialize in studying creatures that go against reasoning, for this reason they have been sought out as experts in the field when artifacts of unknown surface or a wizards experiment goes awry. They make excellent adventuring companions with other like-minded individuals, such as wizards and arcanists.
Weave Strider Magic
3rd-level Weave Strider feature
You learn an additional spell when you reach certain levels in this class, as shown in the Weave Strider Spells table. The spell counts as a ranger spell for you, but it doesn’t count against the number of ranger spells you know.
Weave Strider Spells
Ranger Level | Spell |
---|---|
3rd | detect magic |
5th | see invisibility |
9th | dispel magic |
13th | faithful hound |
17th | teleportation circle |
Artifact Hunter
3rd-level Weave Strider feature
You gain proficiency in Arcana and Investigation ability checks. If you already have proficiency, then your proficiency is doubled for that ability. Additionally, you can cast the identify spell as a ritual.
Arcane Infusion
3rd-level Weave Strider feature
You're an expert at infusing magic to ordinary weapons to help you overcome magical monstrosities and creatures that resist normal attacks. As a bonus action, you can infuse a weapon of your choice that you touch to make that weapon magical for 1 minute. The next attack you make against a creature within your reach with that weapon automatically hits, and the damage for the weapon is replaced by 3d4+3 force damage. If an effect would negate a magical effect, such as any effect negating magic missile, the attack instead misses. After 1 minute or the next time you hit with it the magic is lost and the item becomes non-magical again. When you reach 11th level in this class, the damage increases to 6d4+6. You can use this feature a number of times equal to your Wisdom modifier (minimum of 1), regaining all uses after a short or long rest.
Exploit Weakness
7th-level Weave Strider feature
You've learned how to exploit your enemies weaknesses when using magic against them. When a creature that is one of your Favored Enemies is subjected to a saving throw from a spell that you've cast, it makes the save with disadvantage.
Arcane Recovery
11th-level Weave Strider feature
You have spent time studying the weave to a point where you've learned to recover some of your magical energy. Once per day when you finish a short rest, you can choose expended spell slots to recover. The spell slots can have a combined level that is equal to or less than your proficiency bonus, and none of the slots can be of 5th level.
For example, if you’re a 11th-level ranger, you can recover up to four levels worth of spell slots. You can recover either a 4th-level spell slot or four 1st-level spell slots.
Magical Countermeasures
15th-level Weave Strider feature
When a creature that you can see and is one of your Favored Enemies forces you to make a saving throw against a spell or magical effect, you make the save with advantage. Additionally, you can apply your experiences against magic that is unknown to you. As a reaction, you can gain advantage on any saving throw against a spell or magical effect, and can't do so again until you finish a short or long rest.
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