Monk
Base Class: Monk

The Weave Caster is a truly unique monk subclass that bridges the gap between martial prowess and magical mastery. These monks have forged a profound connection with the Weave, the fundamental source of all magical energy in the world. Through their dedication and discipline, they have learned to wield the Weave in ways that set them apart from other monks and spellcasters alike.

Weave Casters are often referred to as WIS Half Casters, embodying a harmonious balance between wisdom and martial skill. This equilibrium allows them to cast spells while maintaining their monkly virtues, a blend that grants them access to the Sorcerer Spell List and the ability to prepare spells equal to their WIS modifier. This flexibility empowers them to adapt to different situations by choosing spells that align with their unique connection to the Weave.

The defining feature of the Weave Caster is their ability to perceive and manipulate the Weave fragments that linger in the wake of magical spells and enchanted objects. This talent enables them to unlock a variety of potent abilities. Their mastery of the Detect Magic spell is honed to perfection, and they can use it as a ritual or with an appropriate spell slot to unveil the mysteries of the arcane.

In the heat of combat, after an enemy spellcaster has unleashed their arcane might, Weave Casters can turn their attention to the remnants of these spells, marked by the Weave fragments. By casting Detect Magic on these fragments, they can glean invaluable insights into their adversaries' magical abilities. If they identify a second Weave fragment from the same spellcaster, their connection to the Weave allows them to gain an advantage on INT (History) skill checks, enabling them to further understand and predict their opponent's magical tactics.

What truly sets the Weave Caster apart is their ability to create "Charged Fragments." After casting a spell of 1st level or higher, these monks can spend Ki points to leave behind a Charged Fragment, making the Weave fragment visible to all creatures within a 60-foot radius. This not only disrupts the casting of the stored spell but also offers the Weave Caster a strategic advantage in manipulating the arcane energies woven into the fabric of the universe.

The Weave Caster's connection to the Weave becomes even more profound as they progress in their journey. At 6th level, they unlock the "Power Draw," allowing them to harness the Weave's energy to enhance their combat abilities. With a Charged Fragment active and within 30 feet of them, they can spend Ki points to empower their melee and ranged attacks, making them magical for the purpose of overcoming resistance. Moreover, they can choose to add extra damage or gain temporary hit points based on the Weave's effect, depending on their tactical needs.

The Weave Caster's connection to the Weave is so profound that they can even convert their cantrips into leveled spells with exceptional potency. By expending Ki (not Ki points), they can dismantle their cantrips and cast a leveled spell as if it were a 5th-level spell. However, this extraordinary feat comes at a cost - they lose the ability to cast the expended cantrip until their next long rest.

Furthermore, these monks possess a unique reaction to critical hits and critical fails, referred to as "Magical Impact." By expending Ki points, they can turn the tide of combat by treating a roll of 19 on an attack as a critical hit, maximizing their damage output. Conversely, they can exploit an enemy's critical failure (a roll of 2 to hit) by gaining advantage on their next attack or even making a counter-attack with advantage, provided that their house rule allows for it.

The Weave Caster embodies a harmonious fusion of martial discipline and mystical insight, making them formidable combatants who can manipulate the Weave to their advantage. Whether unraveling the mysteries of magic, disrupting enemy spellcasting, or enhancing their own combat abilities, these monks exemplify the profound connection between the martial and magical realms.

Spellcasting

You have an attachment to the weave that has intertwined with your soul. You can cast Spells and also leave a Weave Anchor to use your martial and magical components in tandem.

You are a WIS Half Caster. You can cast cantrips an you have access to the Sorcerer Spell List

You prepare an amount of spells equal to your WIS modifier and can change your spells during a long rest. 

Fighter Level

Cantrips

Known

Spells

Known

— Spell Slots per Spell Level —

1st

2nd

3rd

4th

3rd

2

3

2

4th

2

4

3

5th

2

4

3

6th

2

4

3

7th

2

5

4

2

8th

2

6

4

2

9th

2

6

4

2

10th

3

7

4

3

11th

3

8

4

3

12th

3

8

4

3

13th

3

9

4

3

2

14th

3

10

4

3

2

15th

3

10

4

3

2

16th

3

11

4

3

3

17th

3

11

4

3

3

18th

3

11

4

3

3

19th

3

12

4

3

3

1

20th

3

13

4

3

3

1

Weave Caster

Your Soul has connected to The Weave. You gain the ability to see weave fragments on magical items and as remnants of spells. You gain the detect magic spell which may be used as a ritual or by using appropriate level of spell slot.

Additionally, in combat after a spellcaster casts a spell they leave a fragment behind which you are able to cast detect magic on. This effect will last during concentration as well and will not disappear until the end of your next turn. Casting detect magic once on a fragment will do nothing however you may gain advantage on INT (History) skill checks when you cast detect magic on a second fragment cast by the same spell caster.

Weave fragments are not solid objects however can be seen by spellcasters briefly, monks that follow this tradition have honed their sight to be able to focus on this weave fragment and alter them and therefor can see them for a little bit longer. Because of your connection to the weave you gain benefits when casting a spell of 1st level or higher. 

In combat, after casting a spell of first level or higher, you may instantly spend 1 Ki point per level to leave behind a "Charged Fragment". Doing this will make the weave fragment visible to all creatures within 60ft and stop the spell from casting until your prerequisite is met or at the end of your next turn. The activation time for this is the same as the one needed for the spell that is stored inside it.

When setting a Charged Fragment 

When you choose to set a charged fragment, you may use the ready action on the charged fragment for it to activate. Alternatively you may also set it to activate at the start or end of your turn. If your ready action command was not seen by the end of your next turn, you must still use it on the end of your turn unless the spell requires Concentration. If the spell requires concentration and is sealed in a charged fragment, you can make CON saving throw (as if a spell) to keep the fragment charged. 

Power Draw

At 6th level, you've honed your connection to the Weave, allowing you to harness its energy to enhance your combat abilities. As long as a Charged Fragment is active and within 30ft of you, you may use 1 Ki point and your Bonus Action to gain the following effect:

  • Your melee and ranged weapon attacks, or unarmed strikes, are considered magical for the purpose of overcoming resistance. Additionally, you may use your unarmed strike as apart of casting a spell or cantrip.

Additionally, you may activate one of the following effects as apart of the same action by expending 1 more ki point:

  • If your Weave Fragment deals damage, your melee or ranged attacks deal additional damage of that Weave's damage type equal to your Wisdom modifier. For example, if the Weave had Fireball, your extra damage would be Fire Damage equal to your WIS Modifier.

  • If your Weave Fragment heals, when it is cast, you may gain Temporary Hit Points equal to your Wisdom modifier when it activates.

  • If your Weave neither deals damage nor heals, you may choose one of the prior effects as if it did damage or heal. The extra damage dealt, if required, is dependent on your weapon attack, and it will match your weapon's damage.

All Listed effects will activate on the same bonus action and the effects last a minute.  

If you have more than one Weave active, you use the Weave that is closest to you. If there are two Weaves of equal distance, then you may choose one.

Cantrip Conversion

Either as an action, bonus action or reaction dependent on the spell as they are done as apart of the same activation, you may use your Ki (not ki points) to dismantle your cantrips and cast a levelled spell of your choosing as a level 5 spell. After you have done this, you lose the ability to cast the cantrip you expended until your next long rest. 

Magical Impact

As a reaction to you rolling a 19 on an attack to hit, you may expend 1 ki point to treat your 19 as a critical hit. 

As a reaction to an enemy rolling a 2 to hit you may treat it as a critical fail by expending 1 Ki point. You gain advantage on your next attack roll against the creature. (If you use the house rule of counter attacking on a critical fail then you may instead make a counter attack with advantage however your next attack won't have advantage). 

The roll to hit also applies to spells.

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