Base Class: Monk
The Weave Wardens are monks who have honed their knowledge of magic and The Weave to better use it's gift. Through various ritualistic practices the Wardens Manifest a Brand of Arcanum upon their physical form to Anchor themselves directly to the Source of Magic. Though often an ardous procedure, Monks who follow this Monastic path do not simply channel magic, but embody it. Able to fuse their Ki with aspects of each school of Magic and project their attacks laced with the most Primal Arcana. All in pursuit of better protecting the integrity of magic.
Student of Arcana
3rd-level The Way of Weave Warden feature
Your knowledge of the Weave, essoteric sigils, and scrolls of power has given you keen insight into the various schools of magic. As a result you have become more than adept in fields pretaining to magical study, and advancement. You gain proficiency in Arcana. In addition when make an Arcana check deciphering eldritch runes, schools of magic, or a spells lore. You instead roll with advantage.
Unarmored Abjuration
3rd-level Way of the Weave Warden feature
Your Monastic practices have taught you more than merely moving nimbley. As a practioner of the Weave you've learned to abjure wards to reinforce your defense. As a Reaction when an enemy creature makes a melee, or ranged attack against the Monk. You can manifest a barrier around yourself adding your Intelligence Modifier to your AC until the start of your next turn. You can use this Feature a number of times equal to your Proficiency Bonus. You regain all expended uses of this ability once you finish a Long rest.
Brand of Arcanum
3rd-level Way of the Weave Warden feature
You have learned to meld the Weave through each unarmed strike. Your fighting style a blend of somatic components, and martial arts. The Weave Warden invokes condensed forms of Magic through a sacred Brand of Arcanum, upon their body. While each Brand of Arcanum is different from one another, they all allow the Warden to cast condensed forms of each school of magic through their physical form; these condensed forms are called Intrigues. Beginning at level 3 you may choose three different Intrigues of Arcanum from the list below, each Intrigue represents their own core school of magic, and enhances the Monks abilities, and spellcasting potential. You may only have three Intrigues of Arcanum at a time, but may take time to prepare new ones as a Wizard does every Long rest. Additionally, you may decide how your Brand of Arcanum appears on your person, or roll a d6 and let the result decide how the Brand manifests on the chart below.
Brand of Arcanum.
| D6 | Brand Manifestations |
|---|---|
| 1 | Glowing Tattoo's |
| 2 | Sigil seared into flesh |
| 3 | Scrawled scroll script |
| 4 | Dimly glowing eye with The Weave's depiction pressed into it. |
| 5 | Runic branding on tongue |
| 6 | Glowing Seal with an esoteric language |
Intrigue of Conjuration
Starting at 3rd level Once per Short or Long rest you can channel your Intrigue of Conjuration to enter a medatative trance. For ten minutes you concentrate upon the Weave, your Brand of Arcanum glowing brightly, as ethereal lines are ignited around your person; outlining what appears to be a summoning circle. Once the time has elapsed you deplete half of your Ki Point maximum (rounded down) to summon forth one Uncommon magic item. You must offer half the value of the magic item in terms of Gold or Silver, as the material component for the ritual. The Uncommon item lasts for a duration equal to your Wisdom Modifier, after the alotted duration the item dissipates in a shadowy puff of smoke. The summoned item dissipates early if you die, or use this feature to summon forth a new item.
Intrigue of Divination
As a part of your Patient Defense, you can empower your Intrigue of Divination to grant you temporary foresight. When an enemy successfully hits you with a melee or ranged weapon attack. You can use your Reaction to spend 1 Ki point to force the enemy to reroll their attack. The creature still rolls with Disadvantage, however you must take the result of the new roll.
Intrigue of Enchantment
When attempting to gain social favor, persuade the opposition, or simply decieve a shopclerk the School of Enchantment usually comes in handy. As a reaction, when you roll any ability check that uses Charisma you can spend one KI Point to add your Wisdom Modifier to the result of the roll. Igniting your Brand of Arcanum to lace your words with the most sweetest, or imposing delivery.
Intrigue of Evocation
As a Bonus action, you may spend one Ki point to hold your hand aloft to summon forth destructive Evocation magic that forms into a warbling weapon of condensed magic.This manifestation counts as a Monk Weapon for you, and its damage is the same as your Martial Arts die. You decide the form this weapon takes but it must be light enough to be held in one hand. Additionally, when you activate the Intrigue of Evocation and summon your weapon the damage type dealt is Force. Finally, when you successfully hit a creature with this weapon you can expend additional Ki points to increase the damage by a factor of 1d10 for each Ki point spent. Your weapon requires focus to maintain (as if concentrating on a spell). When you take damage you must roll a Constitution saving throw to maintain focus on the Intrigue.
Intrigue of Illusion
As a Reaction you spend one ki point to manifest an illusionary duplicate of yourself within a 5ft radius of where you are standing. The Illusion appears to be an exact copy of you, and mimics your movements as if staring into a mirror.
Creatures within the vicinity will be unable to distinguish the Illusion from reality, resulting in creatures needing to make a Intelligence (Investigation) check vs your Ki Save DC. If they fail they're unable to distinguish the difference. Attacks made against the Illusionary duplicate simply go through it's incoporeal form, revealing that it is an illusion.
On your turn, you can instruct the Illusionary duplicate to attack a creature using an Action. The Duplicate shares your movement speed, and is immune to opportunity attacks from creatures it passes within 5ft of. When the creature uses your Action to make an attack roll it does so by forcing the target to make a Wisdom Saving throw if the creature fails, it takes 2d8 psychic damage. Additionally, as a Bonus action, you can spend one additional Ki point to magically swap places with your Illusionary duplicate. Finally, your double dissipates at the end of your next turn.
Intrigue of Necromancy
When you use your flurry of blows your clenched fists reverberate with a sickly green glow, empowered by your Brand of Arcanum. Allowing you to expend an additional Ki point to force a creature to make a Constitution saving throw. If they fail the creature takes a penalty to their next Saving throw by an amount equal to a roll of your Martial Arts die.
Intrigue of Transmutation
As apart of your step of the wind you can spend an additional Ki Point to ignite your Brand of Arcanum and gain one of two different effects. When you disengage you may impose a Constitution saving throw on a creature you can see within 10ft of you. If they fail, that creature is magnetized for the duration of your turn and is forcibly moved a set number of feet backward based on the amount of distance you take, and mirroring the Direction you move while disengaging. A creature stops moving if they are blocked by a wall, against a ledge, or about to step into something that would make the creature incur damage. When you Dash you magically transmute yourself, and when passing within 5ft of a creature you force them to make an Strength Save or be knocked prone by the whipping winds of your transmuted speed.
Magic Mimicry
6th-level Way of the Weave Warden feature
Your knowledge, and dedication to the Weave has grown considerably. As you weave potent magic within your Martial Arts you gain a firm understanding of composing spellcraft.. While lacking the intricate knowledge of a Wizard's understanding, your Brand of Arcanum may alott you to condense spells, and replicate them. If a creature that you can see within 30ft casts a spell with a casting time of 1 Action, and a duration of instantaneous. You may spend a Reaction to memorize the verbal or somatic components associated with the spell, igniting your brand as you draw in the essence of the Weave. On your turn, following this reaction, provided you have a Branded Arcanum related to the school of magic the spell was cast from. Using your Action you can expend a number of Ki points equal to the Spells level, to recreate and cast the spell at its lowest level through your Brand. In addition, If the spell cast forces a Saving throw you may use your Ki save dc. rather than the creature's. Finally when recreating a spell that targets a single creature, and requires a Ranged spell attack roll. You may use your Wisdom Modifier as your spellcasting ability.
Magical Absorbtion
11th-level Way of the Weave Warden feature
Your Spiritual self has attached itself to the Weave in such a way where a piece of yourself almost resides within it. Able to percieve magic and spellcraft from it's most complex to it's very basic forms. When you are targeted by a spell, or take damage from subsequent area effects caused by a spell such as Fireball. you can use your reaction to roll a WIS saving throw vs the creature spell DC. If you succeed you may absorb the spell, as well as any lingering area effects caused by the spell. Ending its duration and regaining a set number of Ki points equal to the spell level at which it was cast. Once you have used this feature in this way you may not do so again until you have finished a Long Rest.
Additionally you may now prepare four Brands of Arcanum rather than three.
Warden's Folly
17th-level Way of the Weave Warden feature
The allure of power has felled many Wizard's in the past. As a Weave Warden you have made a solemn vow to protect magic at any cost. In order to do so, sometimes thresholds must be crossed to perserve balance. Harnessing the power of the Weave you may temporarily destabilize your Brand of Arcanum, using your bodily vessel to release your condensed magic in a torrent of unmitigated Arcane. For one minute you gain three beneficial enhancements to your Weave Warden features, once you have used this feature you cannot do so again until you finish a Short, or Long rest.
Arcanum Mastery You can cast your prepared Intrigues of Arcanum at no cost to your Ki.
Magic Manipulation As a part of your Arcane Mimicry when you replicate a creature's spell you can cast it at its lowest level without spending Ki. In addition, you can spend a set number of Ki Points to increase the spell's level equal to the amount you expend.
Magical Consumption As a part of your Magical Absorption when you regain Ki equal to the amount of the spell's level you can instead regain twice the Ki of the spell's level.
Finally, you may, in dire circumstances use your Action to channel unstable amounts of magic through your Brand of Arcanum and detonate. You and Creatures within a 30ft sphere of the detonation take 20d10 Force damage, and if killed turn to ash as if affected by the Disintegrate spell. If you fall unconscious but do not die, you awake with 1 level of exhaustion. However, if you exceed your Hit point maximum as a result of the detonation, instead of outright dying, you become Petrified retaining 1 HP.
Previous Versions
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7/9/2024 6:58:02 AM
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7/10/2024 4:35:14 PM
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