Base Class: Artificer
Weaveblade artificers have honed their connection to the weave so fluently that they have learned to manipulate objects, delve into the minds of creatures around them, and have unlocked the knowledge to build a blade of pure energy as their primary tool. For good or ill, a weaveblade artificer's power and ability should never be underestimated.
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 |
|---|---|
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3rd |
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5th |
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9th |
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13th |
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17th |
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.
Weavehand
At 3rd level, you learn the mage hand cantrip and your Weavehand 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 Weavehand 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 Weavehand range. When you do so, the target must succeed on a Strength saving throw (DC 8 + your proficiency bonus + Intelligence) or be moved a number of feet equal to 5 times your proficiency bonus in any direction. A creature can willingly fail this save.
Weaveblade
At 3rd level, you learn an attunement ritual that transforms a 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.
Weavepull As a bonus action, you can attempt to recall a weaveblade to your hand. You must succeed on an Intelligence(Arcana) check (DC 20 - your proficiency bonus). If you succeed, you can recall a weaveblade that is your Weavehand range away. If the weaveblade you are attempting to recall to your hand is being held by another creature, you and the creature would both make contested Intelligence(Arcana) checks. You can only recall one weaveblade at a time.
Weavedeflect Also while wielding a weaveblade, you can attempt to use your reaction to deflect an incoming hit by a ranged weapon attack. You must succeed on an Intelligence(Arcana) check (DC 20 - your proficiency bonus). If you succeed, 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 have a normal range equal to your Weavehand range. The damage is whatever was originally rolled as damage for the attack.
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. You will need to add the appropriate homebrew weapons from the magic items section. Once added to your collection, 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.
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.
Extra Attack
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
Weavestone
At 5th level, You learn the magic stone cantrip. You can use your Weavehand to cast the spell on one to three pebbles instead of its normal range of Touch. You can also use your Weavehand to throw each pebble as if a creature would be making the attack.
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 mastered techniques of the weaveblade only known to a few. Some of the features below rely on your Weavehand range. If you learned the mage hand cantrip from something other than the Weaveblade feature you gain at 3rd level, your Weavehand range will be 60 feet. Otherwise your Weavehand 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 Weavehand range.
Improved Weavepull You do not need to make an Intelligence(Arcana) check to recall a weaveblade to your hand. You can now recall two weaveblades with a single bonus action. If the weaveblade is being held by another creature, you would still have to win the contested Intelligence(Arcana) check.
Weavecatch When you take lightning damage from a source you can see and are not surprised or incapacitated 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.
Improved Weavedeflect You do not need to make an Intelligence(Arcana) check to use your reaction to deflect incoming ranged attacks. The damage is now reduced by 2d10 + your Intelligence modifier.
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.
Previous Versions
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