Base Class: Wizard
At the heart of Weaver belief is the understanding that The Weave exists around us at all times and we are always moving through it. Enlightenment is found when we learn to pass harmoniously through the space we share with The Weave by opening up our senses to its existence and using that connection and the insights provides to guide us. Some among the Weavers choose a life dedicated to this connection and become members of Arju Order using their wisdom and insight to guide their respective communities.
During the Transcendent Expurgation, Weavers and those with sympathies in that direction were shunned and persecuted by the Dawnlight Triunists to such a degree that a separate order was created, the Arju-Knights. These are members of the weavers that devote their life to not only mastering arcane powers, but also potent combat abilities that are able to compliment their magical abilities.
First Attunement
2nd-level Arki-Knight feature
You gain proficiency with light armor, and you gain proficiency with the Lightfoil.
You also gain proficiency in the Insight skill if you don’t already have it.
Battle Trance
2nd-level Arki-Knight feature
You can invoke a Battle Trance, provided that you aren’t wearing medium or heavy armor or using a shield. It graces you with supernatural speed, agility, and focus.
You can use a bonus action to start the Battle Trance, which lasts for 1 minute. It ends early if you are incapacitated, if you don medium or heavy armor or a shield, or if you use two hands to make an attack with a weapon. You can also dismiss the Battle Trance at any time (no action required).
While your Battle Trance is active, you gain the following benefits:
- You gain a bonus to your AC equal to your Intelligence modifier (minimum of +1).
- Your walking speed increases by 10 feet.
- You have advantage on Dexterity (Acrobatics) checks.
- You gain a bonus to any Constitution saving throw you make to maintain your concentration on a spell. The bonus equals your Intelligence modifier (minimum of +1).
You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses of it when you finish a long rest.
Second Attunement
6th-level Arju-Knight feature
At this level an Arju-Knight has gained a greater attunement to the weave, letting it's energy control their movements. You can attack twice, instead of once, whenever you take the Attack action on your turn. Moreover, you can cast one of your cantrips in place of one of those attacks.
Third Attunement
10th-level Arju-Knight feature
An Arju-Knight's at this level can directly influence the weave around them to absorb damage when in a Battle Trance. When you take damage you can use your reaction to expand one spell slot and reduce that damage to you by an amount equal to five times the spell slot's level.
Fourth Attunement
14th-level Arju-Knight feature
Completing their connection to the Weave, an Arju-Knight is able to use their full understanding of it's energy to direct their attacks. You can add your Intelligence modifier (minimum of +1) to the damage of your melee weapon attacks while your Battle Trance is active







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