Wizard
Base Class: Wizard

The Weave Knights believe that observation and patience reveals the path to efficient spellcasting. They studiously observe the flow of battle and the fabric of magic, looking for paths of victory common to both realities. When the paths aren't fully align they bend one or the other to meet their goal. The fact that this practice is best done in the face of danger doesn't seem to bother them. To those who do not see the flows as they do their movement often seem random, clunky or tell tell signs of some form of FUI.

Initially the label of "knight" was an ironic insult by the orthodox war wizard tradition which saw this approach to battlefield wizardry as suicidal. The statistics of the last few centuries seem to have given reason to the orthodox War Wizards but that hasn't stopped this unorthodox branch from proudly taking the mantle of "Knights". PS: Being called a Weave Knight does not in anyway imply knighthood recognized by any feudal authorities or state.

They have a reputation as mage killers and as slippery foes. This reputation is mainly due to Hobgoblin Weave Knights having the habit of relentlessly traversing the battle field to murder opponent mages. The dwarven tradition of Weave Knights tends to dance around their foes as they are dismantled. While some Elven Arcane Military Schools teaches the Weave Knight tradition as a less physically demanding alternative to Bladesinging.

Weave Knights as a wizard tradition tend to be favoured by people with some degree of martial pedigree. Outside of which the tradition seems to attract a very specific overlap of both high intellect and total disregard for one's bodily integrity; in other words madmen. 

Skirmish Sight

When you adopt this tradition at 2nd level, your theoretical understanding of the combat applications of schools of both martial and magical prowess allow you to read, predict and react to the flow of combat.

As long as you are not blinded or incapacitated, you can replace your DEX modifier with your INT modifier for the armour calculation you are using. Your INT modifier is under the same restriction as your DEX modifier (such as a maximum of 2 when wearing medium armour). This is a modification to the armour calculation you are using. It is not a different armour calculation.

Ride the Weave

Your ability to read, and alter, the fabrique of magic allows you to let your magical strikes effortlessly flow along the weave to reach your target. 

Starting at 2nd level, whenever you make a melee weapon attack as part of casting a cantrip you use your choice of your intelligence or strength modifier for the attack and damage rolls. You must use the same modifier for both rolls. This does not prevent you from gaining the benefit of the finesse property.

Note: As this sub-classe is being designed, the only cantrips that can be used with this feature are Green-Flame Blade and Booming Blade. So... make sure you know one of them.

Returning Strike

Starting at 6th level, when you miss a melee weapon attack as part of casting a cantrip using your action, you can use your bonus action to cast the same cantrip. If you do so, you must make the melee weapon attack against the same target.

Flow Into Position

Using the momentum of your enemies' actions and some well timed magic, you create the opportunity to reposition yourself for victory.

Starting at 6th level, after you cast a spell as a reaction, you can chose to move up to your movement speed. This movement does not provoke attacks of opportunity. 

This movement counts against your movement for your turn or for your next turn if you used this feature during another creature's turn. 

Overlay Smite

Your increased aptitude at riding the weave now unable you to use the ultimate technic of the Weave Knight. When you manage to perfectly aligne both the fabric of magic and the flow of material reality, you can use your magical swing as a conduit to unleash sundering spell power upon your foe. 

Starting at 10th level, if you lend a critical hit with a melee weapon attack as part of casting a cantrip, you can cast a smite spell you have prepared and apply its effect to that target as part of the attack. When you do so, you can chose to make the duration of the smite spell instantaneous. 

In addition, when you prepare your wizard spells for the day you can chose to prepare a number of smite spells from the Paladin spell list up to half your proficiency bonus (rounded down). These spells must be of a level you can cast. These spells are not added to your spell book, cannot be otherwise prepared as a wizard spell and do count toward your limit of prepared wizard spells.

War Serenity

 You learn to concentrate on a spell by observing its impact on the fabric of magic and to turn those ripples into deadly waves. 

Starting at 14th level, as long as you are concentrating on a spell your melee attacks made as part of casting a cantrip score critical hits on a natural 19s as well as natural 20s.

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