Base Class: Fighter
To earn the title of Weaveknight, a fighter must learn to control the magical energy of the Weave itself, though not through the casting of spells. Instead, they direct this magic into and through their weapons, granting them martial skills that defy the laws of nature. For some, this ability is gained through years of dedicated practice, often under the watchful eye of a skilled mentor. For others, these powers manifest at a moment of great hardship, as if their willpower alone reshaped the Weave in desperation. In either case, there is no denying that a fully realized Weaveknight is a force to be reckoned with on the battlefield.
This subclass was created in Episode 9 of Untested Arcana - new content weekly on YouTube!
Potent Spirit
Your connection to the Weave gives your presence a unique quality that can be felt by those around you. You learn the thaumaturgy cantrip and gain proficiency with either the Intimidation or Persuasion skill.
Intimidation
You gain proficiency with the Intimidation skill.
Persuasion
You gain proficiency with the Persuasion skill.
Weave Techniques
When you choose this archetype at 3rd level, the swing of your weapon can draw forth powerful magics. These special moves, called Weave Techniques, are detailed under “Weave Techniques” below. You have a number of Weave Points which you use to power these techniques - your fighter level determines the number of points you have, as well as how many techniques you know, as shown in the Weaveknight table below.
Level | Weave Points (WP) | Techniques Known |
---|---|---|
3 | 3 | 2 |
7 | 4 | 4 |
10 | 5 | 6 |
15 | 6 | 8 |
Once per turn, you can spend one or more WP to activate a Weave Technique you know. You regain all expended WP when you finish a short or long rest.
To use a technique, you must be wielding a melee weapon, the properties of which may alter the effects of the technique. Different techniques have different activation times, and may increase in power based on the number of WP expended. Some techniques may impose a saving throw on other creatures. The saving throw DC is calculated as follows:
Weaveknight save DC = 8 + your proficiency bonus + your Strength or Dexterity modifier (your choice)
Weave Techniques
Techniques are presented in alphabetical order.
Abjurer's Stance
When you take the attack action on your turn, you can forgo one of your attacks to bring your weapon into an Abjurer’s Stance until the start of your next turn. While in this stance, you gain a +1 bonus to your AC, and take no damage from magic missile.
For each additional WP you expend to use this technique, the stance lasts for an additional turn and you gain an additional +1 bonus to your AC.
Arc Attack
When you take the attack action on your turn, you can forgo one of your attacks to swing your weapon through the air, creating a wave of force out in front of you. Make a damage roll for the weapon used - each creature in a 15-foot cone must succeed on a Dexterity saving throw or take the damage rolled.
For each additional WP you expend to use this technique, the size of the cone increases by 5 feet, and the damage dealt increases by 2.
Arcane Assist
As a bonus action, you can empower an allied spellcaster to aid you in battle. Choose a friendly creature within 30 feet who can see or hear you. The creature can immediately use its reaction to cast a cantrip that deals damage and would normally have a casting time of 1 action.
For each additional WP you expend to use this technique, the creature gains a +1 bonus to one damage roll of their spell.
Burst Attack
When you take the attack action on your turn, you can forgo one of your attacks to pound your weapon into the ground, sending a shockwave of force out in all directions. Make a damage roll for the weapon used - each creature within 10 feet of you must succeed on a Dexterity saving throw or take the damage rolled.
For each additional WP you expend to use this technique, the size of the shockwave increases by 5 feet, and the damage dealt increases by 2.
Catapulting Impact
After you hit a creature with a melee weapon attack, you can cause your weapon to explode with force. The creature must succeed on a Strength saving throw or be pushed 10 feet directly away from you. If they hit a wall or other solid object, this movement is treated as a fall from the distance pushed.
For each additional WP you expend to use this technique, the creature is pushed an additional 10 feet away.
Conjurer's Arsenal
As a bonus action, you can summon a spectral duplicate of your weapon, which hovers around you for 1 minute. If you take the Attack action while the weapon is present, you can make an additional attack with it as part of the same action. You don't add your ability modifier to the damage of this weapon’s attack, unless that modifier is negative.
For each additional WP you expend to use this technique, you summon an additional weapon, but can only use one weapon each time you take the Attack action.
Countering Strike
Whenever you are forced to make a Dexterity, Constitution, or Strength saving throw to avoid the effect of a spell or magical effect, you can use your reaction to counterattack the spell itself. In place of your saving throw, you can make a weapon attack against the spell save DC. If you succeed, you take no damage from the spell if it would normally deal half damage, and any allies forced to make the same save have advantage on their save. You must take this reaction before other creatures attempt their save.
For each 2 additional WP you expend to use this technique, you gain a +1 bonus to this roll, and if you are successful your allies gain the same bonus to their saving throws.
Dispelling Strike
After you hit a creature or an object with a melee weapon attack, you can flare your weapon with anti-magic power. Any spell of 1st level or lower on the target ends. For each spell of 2nd level or higher on the target, make an attack roll using your weapon against a DC equal to 10 + the spell’s level. On a successful roll, the spell ends.
For each 2 additional WP you expend to use this technique, the level of spells that can be automatically ended increases by 1.
Diviner's Focus
You can use a bonus action to make your weapon a seamless extension of your mind. Until the end of your turn, whenever you make an attack roll with advantage using that weapon, you roll 3 dice instead of 2, choosing the highest value.
For each additional WP you expend to use this technique, the effect lasts an additional turn.
Enchanter's Curse
After you hit a creature with a melee weapon attack, you can inflict them with a supernatural curse. The target must succeed on a Wisdom saving throw or take 1d4 psychic damage. Creatures who take this damage must also subtract the same amount from their next ability check, attack roll, or saving throw.
For each additional WP you expend to use this technique, the psychic damage and associated penalty increases by 1.
Evoker's Charge
As a bonus action, you can cause your weapon to vibrate with pure magical energy, allowing it to bypass all defenses. Until the end of your turn, whenever you make an attack with the charged weapon, the target of your attack also makes a Dexterity saving throw. Your attack hits if you succeed on the attack roll or if the target fails its saving throw.
For each additional WP you expend to use this technique, the effect lasts an additional turn.
Illusionist's Feint
Whenever you target a creature with a melee weapon attack, you can briefly summon an illusory duplicate of yourself to bamboozle your opponent. Before you make your attack roll, your target must make an Intelligence saving throw. On a failed save, the creature attempts to defend against the illusion, granting you advantage on your attack.
For each additional WP you expend to use this technique, you summon an additional duplicate, causing the target to subtract 1 from their saving throw.
Leyline Attack
When you take the attack action on your turn, you can forgo one of your attacks to thrust your weapon forward, projecting a line of force towards your enemies. Make a damage roll for the weapon used - each creature in a 20-foot line must succeed on a Dexterity saving throw or take the damage rolled.
For each additional WP you expend to use this technique, the length of the line increases by 10 feet, and the damage dealt increases by 2.
Necromancer's Echo
After you hit a creature with a melee weapon attack, you can create a magical wound on your target. At the beginning of the creature’s next turn, they must succeed on a Constitution saving throw or take the damage of your attack again.
For each additional WP you expend to use this technique, the target must make this save at the beginning of an additional turn, taking the damage again each time they fail.
Transmuter's Touch
You can use a bonus action to imbue a weapon you are wielding with elemental might. Until the end of your turn, the weapon’s damage type becomes your choice of acid, cold, fire, lightning, poison, or thunder damage, and it gains a +1 bonus to damage rolls.
For each additional WP you expend to use this technique, the effect lasts an additional turn, and you gain an additional +1 bonus to damage rolls.
Invocation of Iron
By 7th level, you need only grasp a weapon to infuse it with your magic. All attacks you make with a melee weapon are considered magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.
Honed Technique
At 10th level, your techniques can better capitalize on enemy weaknesses. If one of your techniques imposes a saving throw against a creature who you are able to attack with advantage, such as a blinded creature or one that is prone and within 5 feet, the creature has disadvantage on its saving throw to resist or avoid your technique.
Limitless
By 15th level, you can draw on your power even when you should be at your limit. Whenever you use your Second Wind feature while you have no WP remaining, you regain 1 WP.
Signature Techniques
Starting at 18th level, you attain true mastery over two of your techniques. Choose two Weave Techniques that you know to be your signature techniques. When you use either of these techniques, you can spend one fewer WP than you normally would, including using them at their lowest level without spending any WP. In addition, the restriction of only using one technique per turn only applies to the techniques you know that aren’t your signature techniques.
Its a good start, but like ALL designers on the martial classes, official and otherwise, too stingy on the resources. Sorry, but the martials keep getting the short stick on their resources whether its Ki, Second Wind, Weave Points, Battle Man. Dice. In my mind ALL of these kinds of resources need to be doubled. Let martials do their cool shit....casters can ALWAYS cast their cantrips (unlike older editions) and while the spell slots are lower in 5e for most classes (no taking Coffee Lock in this) they still get to do way more. AND this would allow DMs to actually run the game as intended, ie several encounters per day that can then translate to slowly using up EVERYONE'S resources, not just the martials and their few pts and their hit pts. This is the biggest, mechanically anyway, gripe I have on the class and sub class designs.