Blade Weaver (Class) - v1.0

by DMBackpack

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Blade Weaver
Level Proficiency Bonus Features Channel Points Cantrips Known Spells Known 1st 2nd 3rd 4th
1st +2 Blade Weaving, Channelling,
Spellcasting
1 1 1 1
2nd +2 1 2 2 1
3rd +2 Blade Weaving Technique 2 2 3 2
4th +2 Ability Score Improvement 3 2 4 3
5th +3 Extra Attack 3 2 4 3
6th +3 3 2 4 3
7th +3 Blades of the Weave 4 3 5 4 2
8th +3 Ability Score Improvement,
Blade Weaving Technique Feature
4 3 6 4 2
9th +4 Improved Floating Blades 4 3 6 4 2
10th +4 Weave's Embrace 4 3 7 4 3
11th +4 5 3 8 4 3
12th +4 Ability Score Improvement 5 3 8 4 3
13th +5 Blade Weaving Technique Feature 5 4 9 4 3 2
14th +5 Improved Floating Blades 5 4 10 4 3 2
15th +5 Weave's Embrace 5 4 10 4 3 2
16th +5 Ability Score Improvement 6 4 10 4 3 2
17th +6 6 4 11 4 3 2
18th +6 Blade Weaving Technique Feature 6 4 11 4 3 2
19th +6 Ability Score Improvement 6 4 13 4 3 2 1
20th +6 Blade Dance 6 4 13 4 3 2 1

Class Features

As a Blade Weaver, you gain the following class features

Hit Points


  • Hit Dice: 1d8 per Blade Weaver level
  • Hit Points at 1st Level: 8 + your Constitution modifier
  • Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per Blade Weaver level after the 1st

Proficiencies


  • Armor: light armor, medium armor
  • Weapons: simple weapons, Shortswords, Longswords
  • Tools: none

  • Saving Throws: Constitution, Intelligence
  • Skills: Choose two from Arcana, Acrobatics, Deception, History, Insight, Investigation, Sleight of Hand

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

  • Leather armor and a Shortsword
  • (a) two simple weapons or (b) a longsword
  • (a) a light crossbow and 20 bolts or (b) a dagger
  • (a) an explorer's pack or (b) a scholar's pack

Alternatively, you may start with 4d4 x 10 gp to buy your own equipment.

Blade Weaving

As a student of the arcane magic and its ways, you studied an ancient elven art that weaves magic into your blades. The Blade Weavers used to be strong and highly effective medium ranged magical users that used the two spinning blades they have floating around them to harm the enemies in quick and effective ways.

Floating Blades

As a Blade Weaver, you can channel the weave in two weapons (ones you are proficient with) to have them, at all times, floating around you, ready to strike at any given time.
In order to channel the weave in a weapon, you must spend at least 20 minutes focusing on the sword. It will replace one weapon you already channelled the weave in (of your choice), if you have any.

Your attack rolls made in such a way will be done with Intelligence instead of Strength/Dexterity, and Intelligence modifier will be added to the total damage as well, and they will all count as ranged attacks instead of melee attacks. Attacking with the second Floating Blade cannot be done with a Bonus action.

In case of a versatile weapon, (e.g.: Longsword 1d8/1d10 damage), the Floating Blade will always deal the highest dice as damage (e.g.: Longsword will do 1d10 damage).

Floating Blades have a range of 15/20 ft., and your Floating Blades will return back to you provided they are not stopped by any physical or magical obstacle on their way back.

You can have a weapon you are proficient with in your hands, but that will count as a normal weapon and the attack rolls will be made with the respective stat.

Channelling

Having undergone the intense training and studies to become a Blade Weaver, you also unlocked magical ways of empowering the weave that holds your blades afloat around you, learning of ways to cause harm to the foes you manage to strike with your blades.

Channelled Potential

When you hit an enemy with one of your Floating Blades, you can select one of the effects listed below to trigger at the expense of Channel Points.

Your regain all your Channel Points when you finish a short or a long rest.

Your Channelled Potential save DC = 8 + your proficiency bonus + your Intelligence modifier.

You can use a maximum of two Channelled Potential skills on an attack.

Freezing Edge

You can spend 1 Channel Point to use Freezing Edge. The target must make a Constitution saving throw against your Channelled Potential save DC. On a failed save, the target will have disadvantage on all ability checks and attack rolls until the end of its next turn. The Freezing Edge will also deal an extra d6 cold damage regardless if the target saved or not.

Upon expending more than just one Channel Point, up to a maximum of 3, you will deal an additional damage for each expended Channel Point.

Upon reaching 5th level, Freezing Edge will deal a d8 instead, and upon reaching the 11th level, it will deal 1d12 Cold damage instead.

Repelling Slash

You can spend 1 Channel Point to use Repelling Blast. The target must make a Strength saving throw against your Channelled Potential save DC. On a failed save, the target will be pushed 5ft., back.

Upon expending more than just one Channel Point, up to a maximum of 4, the target will be pushed an additional 5ft.

Precise Cuts

You can spend 1 Channel Point to use Precise Cuts. This will deal an additional Weapon Damage dice as magical damage to the target.

Upon expending more than just one channel point, up to a maximum of 6, you will deal an additional Weapon Damage die for each expended Channel Point.

Bladeshift

You can spend 2 Channel Points to use Bladeshift to shift the magical damage you deal into a specific damage type.
Choose one of the following damage types: fire, necrotic, radiant.
At 11th level, you have these additional options for your damage type change: acid, thunder, lightning

Impaled Courage

You can spend 2 Channel Points to use Impaled Courage. The target must make a Wisdom saving throw against your Channelling Potential save DC or be frightened by you for one minute. It can repeat the save at the end of each of its subsequent turns.
A target that successfully saves against this effect is immune to it for the next hour.

Stunned Spirit

You can spend 3 Channel Points to use Stunned Spirit. The target must make a Wisdom saving throw against your Channelling Potential save DC or be stunned until the end of its next turn.

Spellcasting

As a student of the arcane magic and its ways, you learned to draw some of the magic you focus in your swords, and use spells.

Cantrips

At 1st level, you know one cantrip of your choice from the Wizard spell list. You learn additional Wizard cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Blade Weaver table.

Spell Slots

The Blade Weaver Spellcasting table shows how many spell slots you have to cast your Wizard 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 one 1st-level wizard spell of your choice. The Spells Known column from the Blade Weaver spellcasting table show when you learn more Wizard spells of 1st level or higher. Each of these spells must be an Abjuration or Evocation spell of your choice. 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 Wizard spells known with another spell of your choice from the Wizard's spell list. The new spell must be of a level for which you have spell slots, and it must be an abjuration or evocation spell.

Blade Weaving Technique

At 3rd level, you choose a technique that further improved your Blade Weaving abilities. The technique you choose grants you features at 3rd level, and again at 8th, 13th and 18th level.

Ability Score Improvement

When you reach 4th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.

If your DM allows the use of feats, you may instead take a feat.

Extra Attack

Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. Each of the attacks have to be made using a a separate Floating Blade.

Blades of the Weave

Starting at 7th level, your Floating Blades attacks count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.

Ability Score Improvement

When you reach 8th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.

If your DM allows the use of feats, you may instead take a feat.

Improved Floating Blades

Starting at 9th level, your blades becomed imbued with the Weave that you drain powers from. Whenever you hit a target for the first time during your turn, the creature takes another d6 magical slashing damage.
This damage can be changed by the Bladeshift Channel.

At 14th level, the creature takes another d8 magical slashing damage instead.

Weave's Embrace

Starting at 10th level, the Weave you Channel your potential from opens up more. If you roll initiative and you have no Channel Points left, you regain one point.

At 15th level, you regain two points instead of one.

Ability Score Improvement

When you reach 12th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.

If your DM allows the use of feats, you may instead take a feat.

Improved Floating Blades

Starting at 14th level, the Weave in your blades intensifies. Whenever you hit a target for the first time during your turn, the creature takes another d8 magical slashing damage.

Weave's Embrace

Starting at 15th level, the Weave you Channel your potential from opens up more. If you roll initiative and you have no Channel Points left, you regain two points

Ability Score Improvement

When you reach 16th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.

If your DM allows the use of feats, you may instead take a feat.

Ability Score Improvement

When you reach 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.

If your DM allows the use of feats, you may instead take a feat.

Blade Dance

At 20th level, you become a master of the Blade Weaving. Once per short rest you can use your action to focus your power to deliver five powerful attacks to an enemy, by using either of your Floating Blades. Each of those attacks can apply a Channeled Potential effect.

Blade Weaving Techniques

Weave Shifter

Channeling Techinque

Your training and continuous study of the Blade Weaving technique enabled you to shift the weave into your weapons, empowering your Channelling Potential.
Starting at 3nd level, you can select one of the following Empowered Channelling techniques.
You can select another one at 8th level.

Focused Weaving. Your Floating Blades attacks will not have disadvantage if you are in melee range with an hostile creature.

Blade Fencer. You can use your Bonus action to shield yourself with one of your Floating Blades, granting you +1 to your AC until the beginning of your next turn.

Floating Frame. You can now levitate up to a maximum of 5 ft. above the ground as a bonus action for an unlimited time. Being knocked prone or unconscious will cancel this effect. A Dispel Magic (no DC required) or any effects that nullify magic will also cancel your Floating Frame. You can cancel this effect at any time as a free action.

Blade Armor When you see an attacker that attacks you, you can use your reaction to cause your Floating Blades to spin around you, creating a protective barrier. You gain +2 AC until the start of your next turn.

Far Reach You can now concentrate to extend your attack range. While you are Concentrating, your Floating Blades attack range is now doubled, becoming 30/40ft.

Sharp Twirl Instead of attacking one target, you can use your action to attempt an attack on each creature within 5ft of you. You cannot apply Channeled Potential effects on those attacks.

Channelling Options

Starting at 8th level, your training and continuous study of the Blade Weaving technique enabled you to empower your Channelling Potential even further. You can select one additional Empowered Channelling technique.
You can select another one at 13th level.

Imbue

Starting at 13th level, your training and continuous study of the Blade Weaving technique enabled you to empower your Channelling even further. You can now imbue one of your Floating Blades with a spell that you can cast. You can imbue a spell that has a casting time of an action or bonus action, at the cost of your action or bonus action respectively. The spell will remain imbued in the Floating Blade for 10 minutes. The next time you attack an hostile creature with the Floating Blade that has been imbued with a spell, the spell will trigger. If it is an area of effect spell, the point of origin will be the creature that it hit.

Extra Attack (2)

At 18th level, you can attack three times whenever you take the Attack action on your turn.

 

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