Artificer
Base Class: Artificer

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.

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.

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

Artificer Level Spell

3rd

charm person, thunderwave

5th

hold person, suggestion

9th

beacon of hope, sending

13th

confusion, dominate beast

17th

hold monster, telekinesis

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.

Spells such as absorb elements, catapult, expeditious retreat, enhance ability, and levitate make excellent choices to fit with the theme that inspired this artificer archetype.

Bonus Proficiencies

When you choose this specialist at 3rd level, you gain proficiency in the Intimidation or Persuasion skills. You also gain proficiency with martial weapons.

Intimidation

You gain proficiency in the Intimidation skill.

Persuasion

You gain proficiency in the Persuasion skill.

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. Using these homebrew weapons utilizes your attunement slots correctly. Search for weaveblade in Add Items on your inventory tab. You should add two copies of the appropriate weaveblade, one regular, one for your offhand bonus action attack.

Since Dndbeyond does not allow for adding Infusions to homebrew items, instructions for customizing these weapons are included in their descriptions.

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 [Tooltip Not Found] 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 Weaveblade 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 three-quarters 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.

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