Veil Weaver, A Martial Archetype
Who are we
The archetypal Veil Weaver combines the martial mastery common to all fighters with a spark of magic. They through latent blood or a blessing from a slain foe find themselves suddenly tapping into a small well of innate magic. They learn to weave this magic within their attacks. Focusing on illusion the Veil Weaver laces weapon strikes with careful illusions.
Spellcasting
When you reach 3rd level, you augment your martial prowess with the ability to cast spells.
Veil Weaver Spellcasting
| Fighter Level | Veil Points | Cantrips Known | Spells Known | 1st | 2nd | 3rd | 4th |
|---|---|---|---|---|---|---|---|
| 3rd | - | 2 | 3 | 2 | - | - | - |
| 4th | - | 2 | 4 | 3 | - | - | - |
| 5th | - | 2 | 4 | 3 | - | - | - |
| 6th | - | 2 | 4 | 3 | - | - | - |
| 7th | 4 | 2 | 5 | 4 | 2 | - | - |
| 8th | 4 | 2 | 6 | 4 | 2 | - | - |
| 9th | 5 | 2 | 6 | 4 | 2 | - | - |
| 10th | 5 | 3 | 7 | 4 | 3 | - | - |
| 11th | 6 | 3 | 8 | 4 | 3 | - | - |
| 12th | 6 | 3 | 8 | 4 | 3 | - | - |
| 13th | 7 | 3 | 9 | 4 | 3 | 2 | - |
| 14th | 7 | 3 | 10 | 4 | 3 | 2 | - |
| 15th | 8 | 3 | 10 | 4 | 3 | 2 | - |
| 16th | 8 | 3 | 11 | 4 | 3 | 3 | - |
| 17th | 9 | 3 | 11 | 4 | 3 | 3 | - |
| 18th | 9 | 3 | 11 | 4 | 3 | 3 | - |
| 19th | 10 | 3 | 12 | 4 | 3 | 3 | 1 |
| 20th | 10 | 3 | 13 | 4 | 3 | 3 | 1 |
Cantrips
You learn two cantrips of your choice from the Bard spell list. You learn an additional Bard cantrip of your choice at 10th level.
Spell Slots
The Veil Weaver Spellcasting table shows how many spell slots you have to cast your 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.
Spells Known of 1st Level and Higher
You know three 1st-level Bard spells of your choice on the Bard spell list.
The Spells Known column of the Veil Weaver Spellcasting table shows when you learn more Bard spells of 1st level or higher. They 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.
Whenever you gain a level in this class, you can replace one of the Bard spells you know with another spell of your choice from the Bard spell list. The new spell must be of a level for which you have spell slots.
Spellcasting Ability
Charisma is your spellcasting ability for your Bard spells, since you learn your spells through innate insperation. You use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a Bard spell you cast and when making an attack roll with one.
Spell Save DC
Spell attack modifier
Veiled Weapon
At 3rd level, you learn a ritual to infuse your weapon with your innate magic, 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 it becomes boned to you and veiled in an illusory shimmer.
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.
When you attack with a bonded weapon, you can use your Charisma modifier, instead of Strength or Dexterity, for the attack and damage rolls. Attacks with these weapons count as magical for the purpose of overcoming resistances.
Spell Weaving
Beginning at 7th level, when you use your action to attack with a weapon you are bonded with, you may cast a cantrip using your bonus action.
Veil Touches
At 10th level, you gain the ability to twist your spells into your weapon attacks. You gain two of the following Touch options of your choice. You gain another one at 17th level. You may only use one touch per turn.
Lunging Strike
You may use your bonus action to expend one veil point to lunge through the veil, teleporting up to 15 feet in one direction and dealing an additional 1d6 psychic damage .
Pushing Strike
You may use your bonus action to expend one veil point when you hit with a weapon attack to make a Charisma (Intimidation / Persuasion) check contested by the target's Strength (Athletics) or Dexterity (Acrobatics) check (the target chooses the ability to use). You succeed automatically if the target is incapacitated. If you succeed, you either knock the target prone or push it 5 feet away from you.
Reach
You may use your bonus action to expend one veil point to briefly allow you to pierce the veil, increasing the range of your melee attacks by 5 feet for the rest of your turn.
Rebuke
You may use your reaction when you are hit by an attack to expend one veil point to deal 1d6 psychic damage to the attacker.
Disarm
You may use your bonus action to expend one veil point when you hit with a weapon attack to make a Charisma (Intimidation / Persuasion) check contested by the target's Strength (Athletics) or Dexterity (Acrobatics) check (the target chooses the ability to use). You succeed automatically if the target is incapacitated. If you succeed, you knock their weapon out of their hands with a magical surge from your weapon.
Improved Spell Weaving
Beginning at 18th level, when you use your action to attack with a weapon you are bonded with, you may cast a spell using your bonus action.