Base Class: Fighter
The Weave Knight aims to be the ideal melee mix of swords and spells, using magical techniques similar to those practiced by wizards in tandem with martial prowess. They learn a comparatively small number of spells, committing them to memory instead of keeping them in a spellbook.
Spellcasting
When you reach 3rd level, you augment your martial prowess with the ability to cast spells.
Eldritch Knight Spellcasting | Spells per level | ||||||
---|---|---|---|---|---|---|---|
Fighter level | Cantrips Known | Spells Known | 1st | 2nd | 3rd | 4th | 5th |
3rd | 2 | 3 | 2 | - | - | - | - |
4th | 2 | 4 | 3 | - | - | - | - |
5th | 2 | 4 | 3 | - | - | - | - |
6th | 2 | 5 | 3 | - | - | - | - |
7th | 2 | 5 | 4 | 1 | - | - | - |
8th | 2 | 6 | 4 | 2 | - | - | - |
9th | 2 | 6 | 4 | 2 | - | - | - |
10th | 3 | 7 | 4 | 3 | - | - | - |
11th | 3 | 8 | 4 | 3 | 1 | - | - |
12th | 3 | 9 | 4 | 3 | 2 | - | - |
13th | 3 | 9 | 4 | 3 | 2 | - | - |
14th | 3 | 10 | 4 | 3 | 3 | - | - |
15th | 3 | 11 | 4 | 3 | 3 | 1 | - |
16th | 3 | 12 | 4 | 3 | 3 | 1 | - |
17th | 3 | 13 | 4 | 3 | 3 | 2 | - |
18th | 3 | 14 | 4 | 3 | 3 | 2 | - |
19th | 3 | 15 | 4 | 3 | 3 | 3 | - |
20th | 3 | 16 | 4 | 3 | 3 | 3 | 1 |
You learn two cantrips of your choice from the Wizard Spell List. You learn an additional Wzard cantrip of your choice at 10th level.
The Weave Knight Spellcasting table shows how many spell slots you have to cast your Wizard spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.
For example, if you know the 1st-level spell Shield and have a 1st-level and a 2nd-level spell slot available, you can cast Shield using either slot.
You know three 1st-level Wizard spells of your choice from the Wizard spell list.
The Spells Known column of the Weave Knight Spellcasting table shows when you learn more Wizard spells of 1st level or higher. Each of these spells must be of a level for which you have spell slots. For instance, when you reach 7th level in this class, you can learn one new spell of 1st or 2nd level.
The spells you learn at 8th, 14th, and 20th level can come from any Spell List.
Whenever you gain a level in this class, you can replace one of the Wizard spells you know with another spell of your choice from the Wizard spell list. The new spell must be of a level for which you have spell slots.
Intelligence is your spellcasting ability for your Wizard spells, since you learn your spells through study and memorization. You use your Intelligence whenever a spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a Wizard spell you cast and when making an attack roll with one.
Spell save DC = 8 + your proficiency bonus + your Intelligence modifier
Spell attack modifier = your proficiency bonus + your Intelligence modifier
Weapon Bond
At 3rd level, you learn a ritual that creates a magical bond between yourself and one weapon. You perform the ritual over the course of 1 hour, which can be done during a short rest. The weapon must be within your reach throughout the ritual, at the conclusion of which you touch the weapon and forge the bond.
Once you have bonded a weapon to yourself, you can't be disarmed of that weapon unless you are incapacitated. If it is on the same plane of existence, you can summon that weapon as a bonus action on your turn, causing it to teleport instantly to your hand.
You can have up to two bonded weapons, but can summon only one at a time with your bonus action. If you attempt to bond with a third weapon, you must break the bond with one of the other two.
Your bonded weapon deals an additional Force Damage, which increases whenever you gain another feature from your Martial Archetype as detailed below.
Weapon Bond Damage:
Level 3: 1d4
Level 7: 1d6
Level 10: 1d8
Level 15: 1d10
Level 18: 1d12
War Magic
Beginning at 7th level, when you use your action to Attack, you can you can cast one of your cantrips in place of one of those attacks.
Weave Strike
At 10th level, you learn how to make your weapon strikes undercut a creature's resistance to your spells. When you hit a creature with a weapon attack, that creature has disadvantage on the next saving throw it makes against a spell you cast before the end of your next turn.
Arcane Charge
At 15th level, you gain the ability to teleport up to 30 feet to an unoccupied space you can see when you use your Action Surge. You can teleport before or after the additional action. Additionally, you can teleport up to 30ft. to an unoccupied space you can see as a Bonus Action when you cast a spell of 3rd Level or higher.
Improved War Magic
Starting at 18th level, when you use your Action to cast a spell, you can cast a cantrip as a Bonus Action.
Previous Versions
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