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Weave Knight

The archetypal Weave Knight combines the martial mastery common to all fighters with a careful study of magic. Weave Knights use magical techniques similar to those practiced by wizards. They focus their study on two of the eight schools of magic: abjuration and evocation. Abjuration spells grant an Weave Knight additional protection in battle, and evocation spells deal damage to many foes at once, extending the fighter's reach in combat. These knights learn a comparatively small number of spells, committing them to memory instead of keeping them in a spellbook.

Fighter LevelCantrips KnownSpells KnownSurge SlotsSpell Level
3rd2 + blade311
4th2 + blade411
5th2 + blade421
6th2 + blade421
7th2 + blade522
8th2 + blade622
9th2 + blade622
10th3 + blade722
11th3 + blade822
12th3 + blade822
13th3 + blade933
14th3 + blade1033
15th3 + blade1033
16th3 + blade1133
17th3 + blade1133
18th3 + blade1133
19th3 + blade1234
20th3 + blade1334
Arcane Discipline

When you reach 3rd level, you learn to channel arcane discipline in short surges, enhancing your martial prowess.

Cantrips

You learn three cantrips: a "blade cantrip" which requires a weapon as a material component and two other cantrips of your choice from the wizard spell list. You learn another wizard cantrip of your choice at 10th level.

Spell Slots

The Weave Knight Spellcasting shows how many spell slots you have to cast your spells of 1st through 4th level. The table also shows what the level of those slots is; all of your spell slots are the same level. To cast one of your spells of 1st level or higher, you must expend a spell slot. You regain all expended spell slots when you finish a short or long rest.
For example, when you are 7th level, you have two 2nd-level spell slots. To cast the 1st-level spell witch bolt, you must spend one of those slots, and you cast it as a 2nd-level spell.

Spells Known of 1st Level and Higher

You know three 1st-level spells of your choice, two of which you must choose from the abjuration and evocation school.

The Spells Known column of the Weave Knight Spellcasting table shows when you learn more spells of 1st level or higher. Each of these spells must be an abjuration or evocation spell of your choice, and a spell you choose must be of a level no higher than what's shown in the table's Slot Level column for your level. When you reach 7th level, for example, you learn a new spell, which can be 1st, 2nd level.

You may have a number of your spells known that are from the wizard spell list, instead of being restricted to abjuration or evocation, equal to your proficiency bonus.

Additionally, when you gain a level in this class, you can choose one of the spells you know and replace it with another spell from the spell list, which also must be of a level for which you have spell slots and meet the requirement (abjuration/evocation or Wizard spell) based on the spell you replaced.

Spellcasting Ability

Strength is your spellcasting ability for your spells, since you channeling the power of your body. You use your Strength whenever a spell refers to your spellcasting ability. In addition, you use your Strength modifier when setting the saving throw DC for a spell you cast and when making an attack roll with one.

Spell save DC = Your martial DC

Spell attack modifier = your proficiency bonus + your Strength modifier

War Magic

Also at 3rd level, Your fighting is woven with your magical studies, granting you the following benefits:
- Once per turn, when you take an attack action you may spend a martial die to cast a cantrip in place of one of the attacks.
- when you use your action to cast a spell, you can make one weapon attack as a bonus action.
- You may replace one of your known "Martial Maneuvers" with a "spellblade technique"
- You gain the ability to use melee weapons as spell casting foci. If the Weapon has one of the following "Properties" it corresponds to one of following arcane foci items and gains its properties in addition to the weapons base properties.
Reach: Staff
Bolster: Orb
Light or Size S: Wand
Bolster: Scepter

Eldritch Strike

At 7th 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.

Also, you may use constitution as the ability score for arcana checks.

Arcane Charge

At 10th 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.
Also, when a melee attack you performed causes a creature to lose concentration, you regain a martial dice.

Finally, whenever you use your second wind feature, you regain a surge slot.

Improved War Magic

Starting at 15th level, Your war magic feature may now replace one of your attacks with a leveled Spell by expending a martial die, or replace the attack with a cantrip at no cost.

Arch Knight

Starting at 18th level, you may choose one "Foci Mastery" to learn. Additionally, all of your known spells may be of any school, as long as they are still on the wizard spell list.


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