The Weaveknight

by drognbork

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The Weaveknight

The Weaveknight

Surrounded by undead creations, an elf clad in plate armor that reflects the crimson flames that frame the walls of the unholy sanctum readies her mighty blade, eyeing the evil necromancer about to complete the ritual. As the creatures charge her, she vanishes in a flash of blue light and reappears above the mage, weapon bathed in arcane energy, felling her foe with a mighty warcry.

A dragonborn dressed in silver and blue robes waves his torch, shedding light in the ancient texts carved upon the ruin's walls. As he begins to decrypt the message, the growling of two large beasts emerging from the shadows draws his attention. Smiling, the scholar draws his longsword and assumes a martial stance, sword held high above his head and crackling with lighting.

A human carefully stretches the string of her bow, waiting for her allies to give her an opening against the demon. As soon as she sees it, she releases the arrow, muttering incantations and imbuing it with power. As the arrow travels, it is engulfed in a brilliant light, and the demon roars loudly before it explodes in a blast of radiance.

Despite their unique styles, all weaveknights expertly weave powerful spells and strikes alike in a deadly combination. Whether lone warriors defending the realms, teachers and scholars, or adventurers seeking new wonders, weaveknights are united by the dedication in their art and their pursuit of excellence.

Knowledge is Power

A weaveknight understands the beauty hidden in unearthed secrets of a world filled with magic and wonder, as well as the malicious ways in which such powers can be wielded. Weaving spells and using secret esoteric techniques varying amongst each of their orders, all weaveknights are students of both war and magic, creating unique fighting styles and honing their skills in the pursuit of greater knowledge.

Discipline is a core characteristic of a weaveknight, forged into their hearts during years of intense training, but kindness and empathy are also encouraged for they are the only way these magical knights can remember the worth of caring for others and stay true to their cause.

Regardless of their differences, weaveknights defend the innocent from rogue spellcasters and magical threats, bound by a sense of duty towards society. While many weaveknights live a life of solitude and dedicated study, striving to uncover ancient relics and texts, there are those that seek to connect with and teach others as they consider true knowledge a gift to be shared with the world.

Creating a Weaveknight

A weaveknight's life is almost synonymous with adventure. There is always some piece of lore or knowledge long forgotten in the world, waiting to be unveiled by a weaveknight. Furthermore, a weaveknight's character background should incorporate the reasons they decided to pursue the art, as well as their various personal goals that drove them to endure the harsh training. How did you first realize your potential for the arcane arts? Were you a soldier with untapped magical potential, discovered by another weaveknight? Perhaps one of your ancestors was a member of a weaveknight order and you found their bonded weapon and books.

What weaveknight order did you train under? Who was your mentor? What are the connections you made with other knights and what is the specific goal of your order? Were you groomed to be in the frontlines against abusers of magic, to become a teacher yourself and enlighten the future generations, or perhaps to undergo secret missions to recover lost artifacts? What secret arts and techniques did you decide to dedicate yourself to, as you polished your own unique way of fighting?

Through their training, weaveknights understand that there is rarely an objective truth except knowledge itself. Thus, even if their disciplined ways may tend to lawful alignments, most weaveknights embrace neutrality.

Quick Build

You can make a weaveknight quickly by following these suggestions. First, your highest ability score should be Strength or Dexterity, depending on your combat style and tactics. Your next highest ability score should be Intelligence, as it determinces the power of your spellcasting and various magical abilities. Second, choose the sage or soldier background.

Weaveknight Multiclassing

Should you wish to multiclass into a Weaveknight, the prerequisites and proficiencies gained are listed below.

Weaveknight Multiclassing
Prerequisites

Ability Score Minimum


Strength 13 or Dexterity 13, and Intelligence 13

Weaveknight Multiclassing
Proficiencies

Proficiencies Gained


Light armor, medium armor, shields, simple weapons, martial weapons.

The Weaveknight
Level Proficiency Bonus Features Secret Arts Spells Known 1st 2nd 3rd 4th 5th
1st +2 Combat Caster, Spellcasting 4 2
2nd +2 Arcane Strike, Fighting Style, Secret Arts 3 4 2
3rd +2 Weaveknight Discipline 3 5 3
4th +2 Ability Score Improvement 4 5 3
5th +3 Extra Attack 4 6 4 2
6th +3 Quick Cast (1/rest) 5 6 4 2
7th +3 Discipline Feature 5 7 4 3
8th +3 Ability Score Improvement 6 7 4 3
9th +4 6 8 4 3 2
10th +4 Student of Magic and War 7 8 4 3 2
11th +4 Discipline Feature 7 9 4 3 3
12th +4 Ability Score Improvement 8 9 4 3 3
13th +5 8 10 4 3 3 1
14th +5 Quick Cast (2/rest), Versatile Spellcaster 9 10 4 3 3 1
15th +5 Discipline Feature 9 11 4 3 3 2
16th +5 Ability Score Improvement 10 11 4 3 3 2
17th +6 10 12 4 3 3 3 1
18th +6 True War Magic 11 13 4 3 3 3 1
19th +6 Ability Score Improvement 11 14 4 3 3 3 2
20th +6 Discipline Feature 12 15 4 3 3 3 2

Class Features

As a Weaveknight you gain the following class features.

Hit Points


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

Proficiencies


  • Armor: Light armor, medium armor, Shields
  • Weapons: Simple weapons, martial weapons
  • Tools: None

  • Saving Throws: Constitution, Intelligence
  • Skills: Choose two from Acrobatics, Athletics, Arcana, History, Insight, Investigation, Perception, Religion

Equipment

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

  • (a) scale mail or (b) leather armor

  • (a) a martial weapon and a shield (b) two martial weapons or (c) a longbow and quiver of 20 arrows

  • (a) a scholar's pack or (b) an explorer's pack

  • (a) a component pouch or (b) an arcane focus

Alternatively, you may start with 5d4x10 gp to buy your own equipment.

Spellcasting

You have split your time learning to hone your martial prowess as well as your arcane ability. You focused your study of magic on only those spells best suited to enhance your abilities when wading into combat. As a result, you learn a comparatively small number of spells, committing them to memory instead of keeping them in a spellbook.

Spell Slots

The Weaveknight table shows you 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 four 1st-level weaveknight spells of your choice from the weaveknight spell list. The Spells Known column of the Weaveknight table shows when you learn more weaveknight spells of 1st level or higher. Additionaly, when you gain a level in this class, you can choose one of the weaveknight spells you know and replace it with another spell from the weaveknight spell list, which The new spell must be of a level for which you have spell slots.

Spellcasting Ability

Intelligence is your spellcasting ability for your Weaveknight spells, since you learn your spells through dedicated study and memorization. You use your Intelligence whenever a spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a Weaveknight spell you cast and when making an attack roll with one.

Spell Save DC = 8 + your proficiency bonus +

your Intelligence modifier

Spell attack modifier = your proficiency bonus +

your Intelligence modifier

Spellcasting Focus

You can use an arcane focus or component pouch as a spellcasting focus for your Weaveknight spells.

Combat Caster

Your training with sword and spell alike has granted you the experience to expertly combine the two, even in the midst of combat. You can perform the somatic components of spells even when you have weapons or a shield in one or both hands.

Additionaly, at the beginning of a long rest, you can initiate a 10 minute ritual with a weapon. After the ritual is completed, you can use that weapon as an arcane focus. If it is in 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. Only one weapon can benefit from this feature at a time. If you attempt this ritual with a second weapon, the first one loses the benefits of this feature.

Arcane Strike

Starting at 2nd level, you learn how to imbue your weapons with arcane power. Once per turn, when you hit a creature with a weapon attack, you can expend one spell slot to add an additional effect to your attack. Choose one of the following effects, and the target is subjected to it.

Dispelling Spellstrike. You cut through magic. Choose a spell affecting the target that you are aware of. If it is of a level equal to or lower than the level of the spell slot you expended, it ends.

Mystic Spellstrike. Immense arcane force envelops your strike. The target takes extra force damage, in addition to the weapon's damage. The extra damage is equal to your weaveknight level, plus 1d6 per level of the spell slot. The target must roll a d4 and subtract it from the result of the next ability check or attack roll they make before the start of your next turn.

Fighting Style

At 2nd level, you adopt a style of fighting as your specialty. Choose one of the following options. You can’t take a Fighting Style option more than once, even if you later get to choose again.

Arcane Warrior

You learn two cantrips of your choice from the wizard spell list. They count as weaveknight spells for you, and Intelligence is your spellcasting ability for them. Whenever you gain a level in this class, you can replace one of these cantrips with another cantrip from the wizard spell list.

Archery

You gain a +2 bonus to attack rolls you make with ranged weapons.

Defense

While you are wearing armor, you gain a +1 bonus to AC.

Dueling

When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.

Great Weapon Striking

When you roll damage for an attack you make with a melee weapon that you are wielding in two hands, you can roll one extra die of the weapon’s base damage dice and discard the lowest of the weapon’s base damage dice. The weapon must have the two-handed or versatile property for you to gain this benefit.

Close-Quarters Shooter

When making a ranged attack while you are within 5 feet of a hostile creature, you do not have disadvantage on the attack roll. Your ranged attacks ignore half cover and three-quarters cover against targets within 30 feet of you. You have a +1 bonus to attack rolls on ranged attacks.

Two Weapon Fighting

When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.

Secret Arts

Dedicating yourself to the study of martial combat and arcane lore, you have unearthed knowledge about special techniques usable only by ones who have trained rigorously as weaveknights.

At 2nd level, you learn the Channel Spell secret art, and two other secret arts of your choice. Your secret arts options are detailed at the end of the class description. When you gain certain weaveknight levels, you gain additional secret arts of your choice, as shown in the Secret Arts column of the Weaveknight Table.

Additionally, whenever you finish a long rest, you can replace one of the secret arts you know with another secret art that you could learn at that level.

Some secret arts are combat stances, amplifying specific ways of fighting and granting additional options to your arcane strike feature. You can enter a stance that you know when you roll initiative or as a bonus action, gaining its benefits for 1 minute. You can only maintain one stance at a time, and you lose any of its benefits while incapacitated or if you enter a new stance. After entering a stance, you can't enter the same stance again until you finish a short or long rest.

Weaveknight Discipline

At 3rd level, you choose a discipline that you strive to perfect. Choose between the Spellwarden, the Magehunter, the Initiate of Arcana Mystara, the Spellbow or the Magus, all described at the end of the class description. The archetype you choose grants you features at 3rd level and again at 7th, 11th, 15th and 20th level.

Ability Score Improvement

When you reach 4th level, and again at 8th, 12th, 16th, and 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.

Extra Attack

Beginning at 5th Level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

Quick Cast

At 6th level, you gain the ability to increase the speed with which you weave spells. When you cast a spell with a casting time of 1 action, you can use your Quick Cast to change the casting time to 1 bonus action for this casting. You must then finish a short or long rest to use your Quick Cast again.

Beginning at 14th level, you can use your Quick Cast twice between rests.

Student of Magic and War

At 10th level, you have honed the craft of masterfully weaving spells even amidst the most dire of situations, steeling your focus. When you fail a Constitution saving throw that you make to maintain your concentration on a spell when you take damage, you can use your reaction to reroll the save. If you do so, you must use the new roll.

You can use this feature a number of times equal to your Intelligence modifier (minimum of once). You regain all expended uses of this feature when you finish a long rest.

Versatile Spellcaster

At 14th level, your grasp over magic allows you to manipulate the arcane energies to your will depending on your needs. As a bonus action you can expend 2 spell slots of the same level to create 1 spell slot of one level higher, or expend a higher level spell slot to create 2 spell slots of 1 level lower than the one expended.

For example, you can expend two 1st level spell slots to create one 2nd level spell slot or one 2nd level spell slot to create two 1st level spell slots. You can create or expend spell slots of a level no higher than 5th with this feature. Any spell slots you create with this feature vanish when you finish a long rest.

True War Magic

At 18th level, you have mastered the art of weaving spells while performing your deadly martial strikes. When you take the attack action on your turn, you can forgo one of your attacks and cast a spell with a casting time of 1 action in its place.

Weaveknight Disciplines

As you delve further into the secret techniques of the weaveknights, you begin to find order amdidst the chaos. When you reach 3rd level, your training pays off as you start to manifest new abilities, unique to the discipline that you have chosen to perfect. These revelations unearth new magics for you as well as ways to further manipulate the weave and the arcane energies of the world to enhance your martial fighting.

The Magus

The discipline of the Magus, perhaps the most knightly order of the weaveknights, is a path of flashing steel and arcane might. Fit for those who wish to fight in the frontlines with bravery, these weaveknights teleport around the battlefield and channel magic to devastate their enemies in fearsome shows of superiority. Never one to back down from a challenge, a Magus pursuits his goals in the most direct way: cut down anything that stands in between.

Discipline Spells

You learn additional spells when you reach certain levels in this class, as shown in the Discipline Spells table. The spells counts as a weaveknight spells for you, but it doesn't count against the number of weaveknight spells you know.

Weaveknight Spells Spells
3rd expeditious retreat, zephyr strike
5th mirror image, misty step
9th blink, thunder step
13th freedom of movement, dimension door
17th far step, steel-wind strike

Arcane Surge

Also at 3rd level, you learn how to turn magical energy into tactical advantage in combat. You can activate one of the following effects:

  • As a bonus action, you teleport to an unoccupied space you can see within a certain radius around you. The radius is equal to your Intelligence modifier x 5 feet.

  • As a bonus action, you shroud your weapon in arcane energy. Once before the end of your turn when you hit a creature with a melee weapon attack, you can deal 1d4 force damage to one creature within 5 feet of the attack's target, except the target. This damage is magical and increases at higher levels: 1d6 at level 7, 1d8 at 11th level, and 1d10 at 15th level.

  • When a creature within 30 feet of you hits an ally with a melee attack, you can use your reaction to teleport and appear in an unoccupied space within five feet of the attacking creature. As part of the reaction, you can make a single melee weapon attack against the creature. The triggering creature must be beyond your reach when it hits your ally for you to be able to use this feature

You can use this feature a number of times equal to your proficiency bonus (minimum of once). You regain all expended uses of this feature when you finish a long rest.

Weaveborne Swiftness

At 3rd level, your knowledge of arcane magic has changed you, allowing you greater speed. Your movement speed increases by 10 feet. Additionally, choose either the Dash or Disengage action. You can take the chosen action as a bonus action.

Reaving Strike

At 7th level, you learn how to take advantage of any weak point in the defences of your opponents to deliver your spells more accurately. When you hit a creature with a weapon attack, that creature has disadvantage on the next saving throw it makes against a spell before the end of your next turn.

Enspelled Strikes

At 11th level, your magical energies are constantly imbuing your strikes with power. Whenever you hit a creature with a weapon attack, the creature takes an extra 1d6 force damage.

Steel Focus

At 15th level, you have acquired greater mental fortitude. You gain proficiency in Wisdom saving throws.

Arcane Flurry

At 20th level, you have mastered the art of turning arcane power into physical agility. When you take the attack action on your turn, you can expend a spell slot to make additional attacks as part of that action equal to half the spell slot's level (rounded down). You can use this feature once during each of your turns.

The Spellwarden

Spellwardens are abjuration specialists. However, these weaveknights are able to touch the very essence of abjuration magic and learn how to empower their physical and mental abilties with arcane energies. The Spellwarden discipline requires the practicioner to be brave and face the terrors of the world with conviction, as well as develop innate endurance towards magic. Spellwardens are team players, leading fights as unyielding rocks their allies can always depend on.

Discipline Spells

You learn additional spells when you reach certain levels in this class, as shown in the Discipline Spells table. The spells counts as a weaveknight spells for you, but it doesn't count against the number of weaveknight spells you know.

Weaveknight Spells Spells
3rd armor of agathys, protection from evil and good
5th aid, lesser restoration
9th dispel magic, magic circle
13th death ward, otiluke's resilient sphere
17th circle of power, wall of force

Abjurant Armor

Beginning at 3rd level, you learn how to improve the efficiency of abjuration spells that you cast to better protect yourself in combat. You know the mage armor spell, which doesn't count against your number of spells known. Additionally, once per short rest, you can cast the mage armor spell without expending a spell slot or material components. When you gain the benefits of a mage armor spell, your AC becomes 13 + your Intelligence modifier for its duration.

Arcane Boost

Also at 3rd level, you learn how to burn arcane energy to empower your martial abilities. As a bonus action, you can activate one of the following effects:

  • You have advantage on all Acrobatics and Athletics checks.

  • You gain a bonus to all saving throws equal to your Intelligence modifier.

  • You gain gain temporary hit points equal to five times your Intelligence modifier.

The duration of these effects is 1 minute. You can only have one of the effects of Arcane Boost active at a time. If you use your bonus action to activate an effect of Arcane Boost while one is already active, the previous effect ends.

You can use this feature a number of times equal to your proficiency bonus (minimum of once). You regain all expended uses of this feature when you finish a long rest.

Extended Abjuration

At 7th level, you become more adept in channeling arcane energy for abjuration spells. When you cast an abjuration spell with a duration of 1 minute or longer, double its duration.

Abjurant Strikes

At 11th level, you learn how to read enemies while simultaneously channeling magic. When a creature is subjected to an effect from your arcane strike feature, that creature has disadvantage on any attack roll that doesn't target you until the start of your next turn.

Split Abjuration

At 15th level, when you cast an abjuration spell of 1st level or higher that targets only one creature, you can have it target a second creature.

Swift Abjuration

At 20th level, you have mastered the quick use of abjuration spells. When you use your Quick Cast feature to cast an abjuration spell, you do not expend any of its uses.

The Spellbow

Incorporating ancient elven techniques that amplify their ranged spells and arrows, the Spellbows are the tacticians of the weaveknights. Observing and tactically handpicking targets, it was once said that a single company of master Spellbows felled an entire army of demons. This discipline involves patience, self reflection and quick thinking. To achieve the perfect shot, to never miss and to always feel flow like the weave of magic they swore to protect, the Spellbows never accept failure.

Discipline Spells

You learn additional spells when you reach certain levels in this class, as shown in the Discipline Spells table. The spells counts as a weaveknight spells for you, but it doesn't count against the number of weaveknight spells you know.

Weaveknight Spells Spells
3rd bursting shot, hail of thorns
5th piercing shot, enhance ability
9th conjure barrage, flame arrows
13th arcane eye, locate creature
17th skill empowerment, swift quiver

Mind's Eye

At 3rd level, your training allows you to fire shots based on predictions rather than natural precision. When you attack with a ranged weapon that benefits from your Combat Caster feature, you can use your Intelligence modifier, instead of Strength or Dexterity modifier, for the attack and damage rolls.

Arcane Accuracy

Also at 3rd level, you learn how to enhance your shots with magic. As a bonus action, you can apply one of the following benefits to the next ranged attack you make before the end of your turn:

  • You have advantage on the attack roll.

  • You can enhance the ammunition with magic, granting it a +1 bonus to the attack and damage rolls. The magic fades from the ammunition immediately after it hits or misses its target.

  • You can add 1d6 to the damage roll.

You can use this feature a number of times equal to our proficiency bonus (minimum of once). You regain all expended uses of this feature when you finish a long rest.

Rapid Shot

At 7th level, you can weave a quick shot in combination with your spells. When you use your action to cast a spell that requires a ranged spell attack or causes an effect in a line, you can make a ranged weapon attack as a bonus action.

Close Quarters Shot

At 11th level, your training unveils additional ways to use your magics in combat. If you hit a creature within 5 feet of you with a ranged attack on your turn, that creature can't take reactions until the start of its next turn. You also add the following options to your arcane strike feature:

Bursting Spellstrike. Your strike detonates with arcane energy. The target and all creatures within 10 feet of it must make a Dexterity saving throw against your weaveknight spell save DC, taking 1d6 force damage per level of the spell slot on a failed save, or half as much damage on a successful one.

Pinning Spellstrike. You imbue your strike with abjuration magic. The target takes force damage, in addition to the weapon's damage. The extra damage is equal to 1d6 per level of the spell slot. Furthermore, the target must succeed on a Constitution saving throw against your weaveknight spell save DC or become restrained until the end of its next turn.

Penetrating Shot

At 15th level, your shots weaken the defenses of your enemies. As a reaction when you hit a creature with a ranged attack, you ignore all damage resistances of that creature until the end of your turn.

You can use this feature a number of times equal to your Intelligence modifier (minimum of once). You regain all expended uses of this feature when you finish a long rest.

Devastasting Shot

At 20th level, your arcane prowess allows you to empower your shots with devastating effects. As a bonus action, you can declare a Devastating Shot. If your next ranged attack hits, you automatically score a critical hit. Once you use this feature, you must finish a short or long rest before you use it again.

The Magehunter

Of all the weaveknights, the Magehunters understand the importance of balance most. This discipline enforces the practicioner to endure excruciating mental pain, as learning how to bend the arcane energy around other creatures, partially severing their connection to the weave of magic is a dreadful task. Many Magehunters have lost loved ones or witnessed destruction in the face of untamed magicians, and have sworn themselves their eternal enemies. If the most powerful of spellcasters can be called demi-gods, then the Magehunters are one of the few reminders of their mortality.

Discipline Spells

You learn additional spells when you reach certain levels in this class, as shown in the Discipline Spells table. The spells counts as a weaveknight spells for you, but it doesn't count against the number of weaveknight spells you know.

Weaveknight Spells Spells
3rd hex, shield
5th invisibility, silence
9th counterspell, nondetection
13th greater invisibility, divination
17th hold monster, scrying

Hunter's Vigilance

At 3rd level, your studies have taught you to be always ready to strike. Whenever you roll for Initiative, you add your Intelligence modifier to the roll.

Magehunter's Brand

Also at 3rd level, you learn how to more efficiently hunt your prey. As a bonus action, you can mark a creature and gain the following benefits for the next minute:

  • You have advantage on Wisdom (Perception) and Wisdom (Survival) checks made to track or find the marked creature.

  • Your first attack against the marked creature during each of your turns deals extra psychic damage. The extra damage is equal to 1d8 + your weaveknight level. This increases to 1d10 + your weaveknight level at level 11.

  • When you damage the marked creature with a weapon attack and it is concentrating on a spell, it must subtract your Intelligence modifier from the number rolled for the saving throw it makes to maintain concentration.

You can use this feature a number of times equal to your proficiency bonus (minimum of once). You regain all expended uses of this feature when you finish a long rest.

Spell Mettle

At 7th level, your training allows you to completely resist spells that would affect you normally. When you succeed on a saving throw against a spell that targets only you and would still affect you on a successful save, the spell instead has no effect on you.

Spellbane Strikes

At 11th level, your empowered strikes allow you to pierce an enemy's connection with their magical resistances. When a creature is subjected to an effect from your arcane strike feature, it can't have advantage on saving throws against any spell you cast until the end of your next turn.

Siphon Magic

At 15th level, you learn how to siphon magic from your enemies when they are at their weakest. When you score a critical hit with a weapon attack, the target loses its highest level spell slot and you regain an expended spell slot with a level equal to half of the spell slot's level that the creature lost. If a creature does not have spell slots, this feature has no effect against it.

Anti-Magic Aura

At 20th level, your prowess over hunting mages manifests fully. As an action, you emit an anti-magical aura, causing violent arcane energies to surround you in a 60-foot radius, gaining the following benefits for 1 minute:

  • You gain a bonus on saving throws against spells and magical effects equal to your Intelligence modifier (a minimum of +1).

  • All hostile creatures that start their turn within the aura's radius must succeed on a Wisdom saving throw against your weaveknight spell save DC or be unable to cast spells until the start of their next turn.

  • You add your proficiency bonus to any spellcasting ability check you make when casting Counterspell and Dispel Magic.

Once you use this feature, you can't use it again until you finish a long rest.

Elementalist

Elementalist are weaveknights that specialize in magic originating from the elemental planes. By binding the primal power of the planes to themselves, these weaveknights become mortal embodiments of the elements. They might show minor physical manifestations of this power such as earthen skin, an ozone smell, or greenish skin.

Discipline Spells

You learn additional spells when you reach certain levels in this class, as shown in the Discipline Spells table. The spells counts as a weaveknight spells for you, but it doesn't count against the number of weaveknight spells you know.

Weaveknight Spells Spells
3rd absorb elements
5th redirect elements
9th protection from energy
13th elemental bane
17th manfiest elements
Elemental Attunement

Choose one of the four great elemental planes: air, earth, fire, or water. This element becomes your Elemental Attunement and this choice will reflect the features you gain from this specialization.

Air Attunement

You attune to the elemental plane of air. Your Elemental Attunement damage type is lightning. You learn the gust cantrip and gain discipline spells at the weaveknight level listed below.

Weaveknight Spells Spells
3rd thunderous smite
5th warding wind
9th lightning bolt
13th storm sphere
17th control winds
Earth Attunement

You attune to the elemental plane of earth. Your Elemental Attunement damage type matches the damage type of your weapon.

You learn the mold earth cantrip and gain archetype spells at the weaveknight level listed below.

Weaveknight Spells Spells
3rd earth tremor
5th maximilian's earthen grasp
9th erupting earth
13th quaking swordburst
17th transmute rock
Fire Attunement

You attune to the elemental plane of fire. Your Elemental Attunement damage type is fire.

You learn the control flames cantrip and gain archetype spells at the weaveknight level listed below.

Weaveknight Spells Spells
3rd searing smite
5th scorching ray
9th flaming swordburst
13th fiery charge
17th immolation
Water Attunement

You attune to the elemental plane of water. Your Elemental Attunement damage type is cold.

You learn the shape water cantrip and gain archetype spells at the weaveknight level listed below.

Weaveknight Spells Spells
3rd water whip
5th snilloc's snowball swarm
9th tidal wave
13th watery sphere
17th maelstrom

Elemental Studies

Starting at 3rd level, you are an expert on the elemental planes. You can speak, read, and write Primordial. You have advantage on Intelligence (Investigation) checks to investigate elementals, as well as on Intelligence Checks to recall information about elementals and their planes of existence.

Primordial Armaments

You can activate this ability to empower yourself with elemental energies. You gain the following abilities.

Empowerment. As a bonus action, you shroud your weapon with elemental fury for 1 minute. Whenever you deal damage with a melee weapon attack using a weapon affected by your Combat Caster feature, you deal an extra 1d6 damage. The damage type is determined by your Elemental Atttunement. At higher levels of this class, the extra damage increases to 1d8 at 6th level, 1d10 at 11th level, and 1d12 at 17th level.

Shielding. As a bonus action, you can infuse yourself with the might of the elements. For 1 minute, whenever you take damage, you can use your reaction to reduce the damage taken by 1d6 plus half your weaveknight level (rounded down). At higher levels, the damage reduction die increases to 1d8 at 6th level, 1d10 at 11th level, and 1d12 at 17th level.

You can use this feature a number of times equal to your proficiency bonus (minimum of once). You regain all expended uses of this feature when you finish a long rest.

Planar Affinity

Starting at 7th level, you gain one of the following features.

Air: Your speed increases by 10 feet and you gain proficiency in Dexterity saving throws.

Earth: Your hit point maximum increases by a number equal to your weaveknight level and increases by 1 again whenever you gain a level in this class. Whenever you make a Strength (athletics) check, you gain a bonus to the check equal to your Intelligence modifier (a minimum of 1).

Fire: You gain resistance to fire damage and can add your Intelligence modifier (a minimum of 1) to one damage roll of any spell you cast that deals fire damage.

Water: You gain a swim speed equal to your walking speed, and can breathe underwater. Alternatively, you gain resistance to cold and fire damage. When you damage a creature with a weapon attack or a spell that's not a cantrip, you can pull or push the creature up to 10 feet.

Greater Planar Affinity

When you reach 15th level, your affinity to your chosen planar element grows stronger. You gain one of the following features.

Air: While your Empowerment is active, and 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.

Earth: When you activate your Empowerment, you gain the toughness of mountains. You gain temporary hit points equal to your weaveknight level plus your Intelligence modifier (minimum of 1).

Fire: While your Empowerment is active, you ignore other creature's resistance to fire damage, and you treat immunity to fire damage as resistance.

Water: While your Empowerment is active, when you hit a creature of a large or smaller size with a melee weapon attack, they must succeed on a Strength saving throw against your weaveknight spell save DC or be knocked prone.

Elemental Aspect

At 20th level, you can temporarily transform into an aspect of your chosen element. As a bonus action or as part of your bonus action to activate your Empowerment, you can also activate your Elemental Aspect, which lasts for 1 minute or until you fall unconscious. Once you use this feature, you can't use it again until after a long rest. You gain one of the following Elemental Aspects.

Air Aspect: You become a living storm. You gain a fly speed of 60 feet. As a bonus action, you can shoot a bolt of lightning at a creature within 60 feet of you. Make a spell attack roll against the creature. On a hit, the target takes 4d10 lightning damage and you can teleport to an unoccupied space adjacent to them.

Earth Aspect: Your skin hardens to stone. You gain resistance to bludgeoning, piercing, and slashing damage. When you hit a creature with a melee weapon attack, they must succeed a Strength saving throw against your spell save DC or become restrained until the end of your next turn as they are encased in stone.

Fire Aspect: Your form becomes writing flames. You have immunity to fire damage. You also create an aura of flames around you in a 15-foot radius. Any creature of your choice that starts their turn in your aura takes 4d10 fire damage.

Water Aspect: You assume a watery form that is difficult to pin down. You are under the effects of the freedom of movement spell. When you take damage, you can use your reaction to reduce the damage by 4d8 and teleport 30 feet to an unoccupied space that you can see.

Secret Arts

If a secret art has prerequisites, you must meet them to learn it. You can learn the secret art at the same time that you meet its prerequisites. A level prerequisite refers to your level in this class.

Arcane Armaments

Choose either Weapon or Armor. You gain benefits depending on your choice. You can take this Secret Art more than once, but you must choose the other option.

Weapon. A weapon that benefits from your combat caster feature is considered magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.

In addition, it gains a +1 bonus on its attacks and damage rolls, unless it is a magic weapon that already has a bonus to those rolls. At 10th level, the bonus to attack and damage rolls increases to +2 , and at 14th level it increases to +3.

Armor. As an action, you can touch a suit of armor that isn’t being worn or carried by anyone and that you are proficient in and instantly don it, provided you aren’t wearing armor already. Alternatively, as an action you can instantly doff a suit of armor that you are wearing, provided there is an unoccupied space within 5 feet of you for the armor to appear.

Arcane Disciple

You learn two spells of your choice from the wizard, sorcerer, or warlock spell list. The spells must be of a level for which you have spell slots.

Arcane Sight

You can cast detect magic without expending a spell slot or material components.

You can use this secret art a number of times equal to your Intelligence modifier (a minimum of once). You regain all expended uses of this secret art when you finish a long rest.

Arcane Thesis

Prerequisite: 6th level


Choose one 1st level weaveknight spell that you know. You can cast it once without expending a spell slot. You regain the ability to do so once you finish a long rest.

Arcanist's Insight

You can cast comprehend languages at will, without expending a spell slot or material components.

Arcing Strike

Prerequisite: 6th level, Spellbow Weaveknight Discipline


When you miss a creature with a ranged attack, you can use your reaction to reroll the attack roll against a different target within 30 feet of the original target. Using this secret art expends one use of your Arcane Accuracy.

Battle Ready

Your keen ability to assess tactical situations allows you to act quickly in battle. You can give yourself a bonus to your initiative rolls equal to your Intelligence modifier.

Battlemage's Shield

Prerequisite: shield spell


When you cast the shield spell, you also gain resistance to one of the damage types of the triggering attack (your choice) until the start of your next turn.

Channel Spell

You can use an action on your turn to attempt a channeled spell, concentrating a spell into your weapon and using the strike to cast it onto a target. Choose a spell you know of 1st level or higher with a casting time of one action, and spend a spell slot as if you were casting it as normal.

The spell must be capable of targeting a hostile creature. As part of the action, you then make a single weapon attack with the chosen weapon. If the attack hits, the target suffers the attack's normal effects and the effects of the spell. The target has disadvantage on Dexterity saving throws. If the spell has an area of effect, it instead only affects the target. If the attack does not hit, the spell slot is not expended.

You can't use your arcane strike feature when you hit a creature with a weapon attack using this secret art.

Hardened Battlemage

Prerequisite: 14th level


By sheer will, you hold on to your magic even in the most dire situations. When you fail a Constitution saving throw that you make to maintain concentration on a spell, you can choose to succeed instead.

Once you use this secret art, you can't use it again until you finish a long rest.

Improved Arcane Strike

Prerequisite: 10th level


When you use your arcane strike feature, the spell slot you expend to activate it counts as one level higher than the spell slot's original level.

Loremaster Arcanist

You can cast the identify spell at will, without expending a spell slot, but you must choose a weapon or a suit of armor that you are proficient with as the target. In addition to any magical properties, you learn the the target's original creator, its intended purpose and the name of the last person to wield it.

Magical Reserves

Prerequisite: 14th level


Attuning to the magical energies coursing through the world, you are able to regain some of your own. Once per day when you finish a short rest, you can choose expended spell slots to recover. The spell slots can have a combined level that is equal to or less than your Intelligence modifier, and none of the slots can be 4th level or higher.

Projected Abjuration

Prerequisite: 6th level, Spellwarden Weaveknight Discipline


When a friendly creature within 30 feet of you makes a saving throw against a spell or magical effect, you can use your reaction to grant that creature a bonus to its saving throw equal to your Intelligence modifier (a minimum of +1). You can choose to do so after the roll, but before the GM says whether the roll succeeds or fails.

Using this secret art expends one use of your Arcane Boost.

Rebuking Strike

Prerequisite: 6th level, Magus Weaveknight Discipline


When a creature hits you with a melee attack, you can use your reaction to make a melee weapon attack against that creature, provided the creature is within your reach.

Using this secret art expends one use of your Arcane Surge.

Relentless Pursuit

Prerequisite: 6th level, Magehunter Weaveknight Discipline


When you use your action to cast a spell that targets only a creature marked by your magehunter's brand feature, you can make one weapon attack against that creature as a bonus action.

Sense Magic

As an action, you focus and extend your senses to search for other creatures that can manipulate magic. Until the end of your next turn, you know if each creature that you can see within 60 feet of you has the Spellcasting or Innate Spellcasting feature or trait. In addition, you learn each of those creatures' spellcasting ability, if they have one.

You can use this secret art a number of times equal to 1 + your Intelligence modifier. You regain all expended uses of this secret art when you finish a long rest.

Skilled Practitioner

Choose two skills you are proficient with. Whenever you make an ability check using one of these skills, roll 1d4 and add it to the result.

Stance of the Cleansed Mind

While maintaining this stance, you can't be charmed and you gain a bonus to Wisdom saving throws equal to your Intelligence modifier.

In addition, while maintaining this stance, add the following option to the effects of your arcane strike feature:

Mindshattering Spellstrike. You envelop your blade with psychic energy. The target takes psychic damage, in addition to the weapon's damage. The extra damage is equal to 1d6 per level of the spell slot. Furthermore, the target must succeed on a Wisdom saving throw against your weaveknight spell save DC or become frightened until the end of its next turn.

Stance of the Coiling Viper

While maintaining this stance, the reach of your melee attacks increases by 5 feet and the reach of your ranged attacks is doubled.

In addition, while maintaining this stance, add the following option to the effects of your arcane strike feature:

Venomous Spellstrike. You envelop your blade with poison. The target takes poison damage, in addition to the weapon's damage. The extra damage is equal to 1d6 per level of the spell slot. Furthermore, the target must succeed on a Constitution saving throw against your weaveknight spell save DC or be poisoned until the end of its next turn.

Stance of the Crimson Moon

While maintaining this stance, magic can't put you to sleep and your hit point maximum cannot be reduced. In addition, while maintaining this stance, add the following option to the effects of your arcane strike feature:

Vampiric Spellstrike. You envelop your blade with crimson energy. The target takes necrotic damage, in addition to the weapon's damage. The extra damage is equal to 1d6 per level of the spell slot. Furthermore, you regain hit points equal to half the amount of necrotic damage dealt.

Stance of the Radiant Sun

While maintaining this stance, you and friendly creatures within 10 feet of you have advantage on saving throws against being frightened.

In addition, while maintaining this stance, add the following option to the effects of your arcane strike feature:

Radiant Spellstrike. You envelop your blade with bright light. The target takes radiant damage, in addition to the weapon's damage. The extra damage is equal to 1d6 per level of the spell slot. Furthermore, the target must succeed on a Constitution saving throw against your weaveknight spell save DC or be blinded until the end of its next turn.

Stance of the Rising Phoenix

While maintaining this stance, moving through difficult terrain costs you no extra movement.

In addition, while maintaining this stance, add the following option to the effects of your arcane strike feature:

Ignited Spellstrike. You envelop your blade with scorching heat. The target takes fire damage, in addition to the weapon's damage. The extra damage is equal to 1d6 per level of the spell slot. Furthermore, the target must succeed on a Dexterity saving throw against your weaveknight spell save DC or catch on fire for as long as you maintain this stance. At the end of each of its turn, the target takes fire damage equal to your Intelligence modifier unless it or another creature within 5 feet of it uses an action to put out the flames.

Stance of the Roaring Lion

While maintaining this stance, you have advantage on Strength saving throws.

In addition, while maintaining this stance, add the following option to the effects of your arcane strike feature:

Thundering Spellstrike. You envelop your blade with sonic energy. The target takes thunder damage, in addition to the weapon's damage. The extra damage is equal to 1d6 per level of the spell slot. Furthermore, the target must succeed on a Strength saving throw against your weaveknight spell save DC or be pushed 10 feet away from youin a straight line. If a Large or smaller creature fails this saving throw, it is also knocked prone. This spellstrike creates a loud noise audible up to 300 feet away.

Stance of the Sky's Veins

While maintaining this stance, you can take the Dash action as a bonus action on your turn.

In addition, while maintaining this stance, add the following option to the effects of your arcane strike feature:

Shocking Spellstrike. You envelop your blade with static energy. The target takes lightning damage, in addition to the weapon's damage. The extra damage is equal to 1d6 per level of the spell slot. Furthermore, the target must succeed on a Constitution saving throw against your weaveknight spell save DC or become unable to take reactions until the end of its next turn.

Stance of the Warsage

Prerequisite: 10th level


While maintaining this stance, you have advantage on Constitution saving throws that you make to maintain concentration on a spell.

In addition, while maintaining this stance, add the following option to the effects of your arcane strike feature:

Disjuncting Spellstrike. You weaken the target's connection to magic. The next time the target casts a spell within 1 minute, it must succed on a Concentration check with a DC equal to your spell save DC plus the level of the spell slot you expended, or the spell fails and is lost. Multiple uses of Disjuncting Spellstrike on the same target do not stack.

Stance of the Winter Wolf

While maintaining this stance, you have advantage on the first melee attack roll that you make on your turn against a creature if at least one of your allies is within 5 feet of the creature and the ally isn't incapacitated.

In addition, while maintaining this stance, add the following option to the effects of your arcane strike feature:

Frigid Spellstrike. You envelop your blade with frost. The target takes cold damage, in addition to the weapon's damage. The extra damage is equal to 1d6 per level of the spell slot. Furthermore, the target must succeed on a Constitution saving throw against your weaveknight spell save DC or have its speed reduced to 0 until the end of its next turn.

Schoolbound Ordnance

You learn how to channel the teachings of the different schools of magic into your weaponry, filling them with arcane power. Choose two schools from the list below. As a bonus action, you can activate one of these effects.

Abjuration. You gain a +1 bonus to AC and saving throws until the start of your next turn, or until you let go of the weapon.

Conjuration. You can't be disarmed of the bonded weapon unless you are incapacitated. You can summon the bonded weapon as a bonus action on your turn, causing it to teleport instantly to your hand, even if it is on a different plane of existence.

Divination. The next time you make an attack with the bounded weapon, roll a d4 and add the number rolled to the attack roll.

Enchantment. The next creature you hit with the bonded weapon during this turn must make a Wisdom saving throw. On a failure, that target has disadvantage on any attack roll that isn't against you until the start of your next turn.

Evocation. The next time you hit a creature with the bonded weapon during this turn, the attack deals an extra 1d4 cold, fire, or lightning damage (your choice) to the target.

Illusion. The next creature you miss with an attack made with the bonded weapon must make an Intelligence saving throw against your spell save DC or take 1d6 psychic damage.

Necromancy. The next creature you hit with the bonded weapon during this turn must make a Constitution saving throw. On a failure, that target must roll a 1d4 the first time it makes an ability check, saving throw, or Attack roll that involves Strength or Dexterity until the start of your next turn, and subtract the number rolled from the ability check, saving throw or Attack roll.

Transmutation. Until the start of your next turn, when you make an attack using your bounded weapon you don't make an attack roll. Instead the target must make a Dexterity saving throw against your spell save DC or suffer the normal damage they would take from an attack made with that weapon.

Avenging Strike

Prerequisite: 5th level


Anyone who damages one of your allies is a special target of your ire. Once per turn, when you deal damage with a weapon attack or cantrip to a creature who has dealt damage to an ally within 20 feet of you since the end of your last turn, you can add an additional 1d10 force damage to one damage roll.

Spell Restoration

Prerequisite: 8th level


As apart of a short rest, you may touch an ally other than yourself within 5 feet of you which has the spellcasting feature and expend 1 Spell Slot to restore one of their expended spell slots of equal level or lower.

Ethereal Sight

Prerequisite: 7th level


You can see into the ethereal plane. Ethereal creatures and objects appear ghostly and translucent. If you take damage, you can’t benefit from this feature until the end of your next turn.

Defense against the Extraplanar

You learn the protection from evil and good spell and can cast it with your spell slots.

In addition, you can cast it once without using a spell slot or material components. You can’t do so again until you finish a long rest.

Hall of the Arcane Archer

Prerequisite: Spellbow Weaveknight Discipline


When you hit a creature with a ranged weapon attack, you may reduce its speed by 10 feet until the start of your next turn. This feature can only be activated once per turn.

Hall of the Warrior

Prerequisite: 7th level, Magus Weaveknight Discipline


When you use the Attack action, you can make one additional weapon attack as a bonus action. You can use this feature a number of times equal to 1 + your Intelligence modifier. You regain all expended uses when you finish a long rest.

Planar Sensitivity

Your attunement to the outer planes allows you to notice extraplanar beings when others would not. As an action, you can tune your senses to detect such beings. Until the end of your next turn, you know the location of any creature within 60 feet of you that is native to a plane other than the material plane. You know the native plane of any being whose presence you sense, but not its identity or type. You can use this feature a number of times equal to 1 + your Intelligence modifier. When you finish a long rest, you regain all expended uses.

Wisdom of the Order

Prerequisite: Magehunter Weaveknight Discipline


You are well-studied in the lore of the magehunters, and have specialized knowledge of certain types of creatures.

Choose one of the following creature types: aberrations, celestials, dragons, elementals, fey, fiends, giants, monstrosities, oozes, and undead. You cannot be surprised by creatures of that type. Additionally, your intense study of your chosen creatures grants you advantage on Wisdom (Survival) checks to track them, as well as on Intelligence checks to recall information about them.

Fluid Intelligence

Prerequisite: 7th level


Your ability to quickly identify patterns and extrapolate them using logic allows you to perform better at skills you’re not normally good at. When you make an ability check using a skill you are not proficient in, you can use this feature to add your proficiency bonus. You can do so after seeing the initial roll but before any of the roll’s effects occur. You can use this feature a number of times equal to your Intelligence modifier (a minimum of once) per long rest.

Weapon Empowerment

Prerequisite: 5th level


Blade Dancer. When making a melee weapon attack roll with a weapon that deals slashing damage, you score a critical hit on a roll of 19 or 20 as long as you have advantage on the attack.


Vicious Lancer. When you hit a creature with a melee weapon attack that deals piercing damage, if you roll the maximum result for at least one of the damage dice for that weapon, the target creature’s AC is reduced by 1 until the start of your next turn. A creature’s AC can’t be reduced in this way more than twice.


Crushing Dominator. When you score a critical hit against a creature with a melee weapon attack that deals bludgeoning damage, that creature is knocked prone, and their speed is reduced to 0 until the end of your next turn.

Spellborne Recuperation

As a reaction to taking damage, you can expend a spell slot and immediately roll a number of hit dice equal to the spell slots level, regaining health equal to the amount rolled.

Melee Casting

Prerequisite: Spellbow weaveknight discipline


You have mastered the art of casting in the front lines. Being within 5 feet of a hostile creature doesn't impose disadvantage on your ranged spell attack rolls. Additionally, you gain a +2 bonus to damage rolls with spell attacks made within 5 feet.

Spelleater Arcanum

Prerequisite: 9th level


You learn the counterspell and dispel magic spell, which don't count against your number of known spells. Once per long rest, you can cast either spell without expending a spell slot or material components.

When you successfully interrupt or dispel a spell of 5th level or lower using counterspell or dispel magic, you can choose to magically fix that spell within your mind. Until the end of your next long rest, this spell counts as one of your known weaveknight spells, though it does not count against your number of spells known. You can hold a maximum of one spell in this way, if you try to hold more, the oldest spell fades from your mind.

Spelleater Exalted

Prerequisite 15th level, Spelleater Arcanum Secret Art


You can now take spells of any level. Additionally, you can now have up to 3 spell fixed in your mind at the same time, choosing which to replace when you fix a new one. Whenever you successfully interrupt or dispel a spell with counterspell or dispel magic, the source of the spell takes 3d10 force damage.

Arcane Momentum

Prerequisite: 7th level


You can now utilize both your magic and momentum to attack with greater efficiency. Choose two of the following options below. You can utilize those options a number of times equal to your Intelligence modifier per short or long rest.

  • Mystical Charge. Whenever you hit an enemy with a weapon attack, for every 10ft you have moved directly before the attack in a straight line towards the enemy (this includes teleporting, falling, and flying), they suffer an additional 1d4 force damage, to a maximum of 10d4.

  • Displacing Shift. Whenever you roll, slide, or vault 10ft without expending any of your movement, you can expend a spell slot to teleport 10ft before, during, or after, moving in this way. This benefit lasts for 1 minute per level of the spell slot used.

  • Spellruining Strike. Once per turn when an enemy you can see within 30ft of you casts a spell, you can expend your reaction and a spell slot to teleport to a point within 5ft of them and/or make a weapon attack against them. If the attack hits they must make a Constitution saving throw against your spell save DC. On a failure they suffer disadvantage on any attack roll made as part of the spell, and creatures targeted with the spell have advantage on any saving throw against it. If you expend a spell slot of 3rd level or higher you do not need to expend your reaction.

Arcane After-effect

Prerequisite: 6th level


When you use your action to cast a cantrip, you may make a weapon attack as a bonus action. The cantrip must require a saving throw or a spell attack.

Shieldbearer

You know the shield and shield of faith spells, and can cast them once each without expending a spell slot or material components. You can't do so again until you finish a long rest.

Arcane Initiation

You learn two cantrips from either the bard, cleric, druid, sorcerer or wizard spell lists.

Stylized Combat

You choose one of the following Arcane Combat styles. You can’t take a Combat Style option more than once, even if you later get to choose again.


Deflector. When you have one hand free and a creature hits you with a spell attack or a ranged weapon attack, you can use your reaction to add your proficiency bonus to your AC, potentially causing the attack to miss.


Resistive. While you are wearing light or medium armor or are under the effect of the mage armor spell, you gain a +1 bonus to AC.


Sniper. When making a ranged spell attack, you gain a +2 bonus to the attack roll.


Striker. When you roll a 1 or 2 on a damage die for a cantrip you cast, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2.

Spellbearer's Command

Whenever you cast a spell of 1st level or higher on your turn, you can direct an a friendly creature who can see and hear you to attack. That creature can immediately use its reaction to make one attack against a creature within range.

Warrior's Overchannel

When you hit with a weapon attack, you can choose to deal max damage for your weapon instead of rolling. When you do this, you lose hit points equal to your Intelligence modifier, once per use of this feature.

You can use this feature a number of times equal to your Intelligence modifier (minimum of once), and you regain all expended uses when you finish a long rest.

Rite of Immortality

Prerequisite: Know one weaveknight spell from the school of necromancy


You have accessed the deepest rites of necromancy, and have emerged stronger for it. You no longer age and cannot be magically aged. You gain resistance to necrotic damage and immunity to effects that would reduce the value of your maximum hit points, such as a vampire’s life draining attack.

Cabalistic Adaptation

You have pushed through the limits of your form, rendering yourself capable of survival even in the harshest of environments. You gain the following benefits.

  • You have advantage on saving throws against being poisoned, and you have resistance to poison damage.

  • You don't need to eat, drink, or breathe.

  • You are immune to disease.

  • You don't need to sleep, and magic can't put you to sleep.

Theurgic Configuration

You have accessed the secrets of the divine, reconstructing its magic to serve your needs. Choose one cleric domain. You add its domain spells to your spells known, and they count as weaveknight spells for you. Additionally, once per short or long rest, you can access that domain's second level Channel Divinity. If the effect requires a saving throw, it uses your Weaveknight spell save DC, if it mentions Wisdom modifier, it uses your Intelligence modifier instead, and if it refers to cleric level, you use weaveknight level instead.

Occult Studies

You learn to understand and decipher arcane secrets. You can read all writing. Additionally, you gain proficiency in Arcana. If you already have proficiency in Arcana your proficiency bonus is doubled.

Vengeful Rebuke

Prerequisite: 5th level


You learn to channel your pain into an arcane rebuke. Whenever a creature targets you with a spell or a weapon attack, it is rebuked by you until the end of your next turn. When you hit a creature rebuked by you with an attack that deals damage, you deal an extra 2d8 damage. The amount of the extra damage increases to 4d8 at 11th level and 6d8 on 17th level.

Fateful Recovery

Prerequisite: 5th Level


After you make an attack roll, saving throw, or ability check, you may roll one additional die and choose whichever result you want. You cannot use this ability after you know the outcome of the roll. Once you use this additional roll you cannot use it again until you finish a long rest.

Rite of Unraveling

Prerequisite: 13th level


You learn the counterspell and dispel magic spells, and can cast them once each without expending a spell slot. You can't do so again until you finish a long rest. Whenever you dispel or counter a spell, you consume any leftover magical energy, gaining charges equal to half the spell's level (rounded up). As an action, you can expend charges to equal to a spells level instead of expending a spell slot, up to a maximum of 3 charges. The spell must be a warlock spell and you must know it.

Warbound Spellcasting

Prerequisite: 18th level, Arcane After-Effect Secret Art


You have reached your apex of mixing spell and sword. When you use your action to cast a spell, you can make one weapon attack as a bonus action

Eternal Companion

You learn the find familiar spell and can cast it as a ritual. The spell doesn’t count against your number of spells known.

Witch Hunter

Prerequisite: 5th level, Magehunter Weaveknight discipline


As an action, choose one creature you can see within 60 feet of you. You immediately learn whether the creature can cast spells or has any magical abilities that require some type of action; examples include a Mind Flayer’s Mind Blast ability, the Healing Touch ability of a Deva, or the Spectator’s Spell Reflection ability.

You can use this arcana a number of times equal to your spellcasting ability modifier (minimum of once). You regain all expended uses of it when you finish a long rest.

You also gain advantage on Arcana, Investigation, and Perception checks involving rituals and spellcasting you are in the presence of.

Seeker's Attenuation

Choose one other class. You count as a member of that class for the purposes of determining which magic items you can attune to. You gain an additional magic item attunement slot.

Arcane Axiom

You have delved deep into the Arcane arts, specializing in a certain aspects of magic. Choose one of the following Axioms - you gain the spells associated with that Axiom. They do not count against your number of spells known, count as weaveknight spells, and are always known.

Elemental Heart Spells
Weaveknight level Spells
3rd chromatic orb, absorb elements
5th acid arrow, shatter
9th lightning bolt, elemental weapon
13th wall of fire, elemental baneXGtE
17th cone of cold, control winds
Flying Steel Spells
Weaveknight level Spells
3rd floating disk, magic missile
5th cloud of daggers, gust of wind
9th conjure barrage, fly
13th freedom of movement, stoneskin
17th telekinesis, creation
Witch Blade Spells
Weaveknight level Spells
3rd dissonant whispers, bane
5th crown of madness, suggestion
9th bestow curse, fear
13th compulsion, phantasmal killer
17th dominate person, modify memory
Light Bearer Spells
Weaveknight level Spells
3rd guiding bolt, burning hands
5th moonbeam, continual flame
9th daylight, fireball
13th sickening radianceXGtE, fire shield
17th flame strike, wall of lightXGtE
Spirit Caller Spells
Weaveknight level Spells
3rd inflict wounds, false life
5th gentle repose, ray of enfeeblement
9th spirit shroud, speak with dead
13th blight, phantasmal killer
17th raise dead, hallow

Flash Ward

Prerequisite: Spellwarden Weaveknight discipline


You gain the ability to create magical force fields to defend yourself and others.

As a reaction when you or an allied creature you can see within 60 feet of you takes damage, you can form an arcane shield around the creature, reducing the damage by 1d6 + your weaveknight level.

You can use this feature three times, and you regain any expended uses when you finish a short or long rest.

Stance of the Amorphous Ooze

While maintaining this stance, you have resistance to acid damage, and you are immune to the restrained and prone conditions

In addition, while maintaining this stance, add the following option to the effects of your arcane strike feature:

Caustic Spellstrike. You envelop your blade with vitriolic energy. The target takes acid damage, in addition to the weapon's damage. The extra damage is equal to 1d6 per level of the spell slot. Furthermore, the target must succeed on a Strength saving throw against your spell save DC, or be enshrouded in an acidic vice. They are restrained for 1 minute. They can use their action on each of their turns to make the saving throw again, ending the effect on a success.

Dedicated Scholar

Prerequisite: 6th level


You learn how to create scrolls imbued with magic. You can transcribe any weaveknight spell that you know into a scroll, by expending a spell slot with a level equal to the spell's level, as well as 2 hours and 50 gp for each level of the spell, in addition to any material components the spell already has.

Once you have created a scroll with this secret art, it retains its magical potency for a number of days equal to your Intelligence modifier (a minimum of one). After this time has passed, the scroll loses its potency and becomes non-magical as the spell is lost.

Psychography of the Rune Keeper

You can write in any language that has written form. In addition, you can write without physical movement on any surface within 15 feet of you as long as you can see it. The handwriting matches your own unless you attempt to make it look differently.

Winded Steps

You can cast the feather fall spell on yourself at will, without expending a spell slot.

Weaveknight Spells

1st Level
  • Absorb Elements
  • Alarm
  • Burning Hands
  • Catapult
  • Cause Fear
  • Chromatic Orb
  • Comprehend Languages
  • Corrosive Swordburst
  • Detect Magic
  • Ensnaring Pull
  • Expeditious Retreat
  • Faerie Fire
  • Feather Fall
  • Fog Cloud
  • Frost Fingers
  • Gift of Alacrity
  • Grease
  • Ice Knife
  • Jump
  • Longstrider
  • Magic Missile
  • Predictive Strike
  • Ray of Sickness
  • Shield
  • Sleep
  • Thunderwave
  • Venomous Strike
  • Zephyr Strike
2nd Level
  • Aganazzar's Scorcher
  • Blindness/Deafness
  • Blur
  • Cloud of Daggers
  • Darkness
  • Darkvision
  • Earthbind
  • Electrifying Swordburst
  • Enlarge/Reduce
  • Far Strike
  • Fortune's Favor
  • Hold Person
  • Invisibility
  • Isolating Strike
  • Knock
  • Levitate
  • Magic Weapon
  • Mirror Image
  • Misty Step
  • Melf's Acid Arrow
  • Scorching Ray
  • Shadow Blade
  • Shatter
  • Snilloc's Snowball Swarm
  • Spider Climb
  • Withering Strike
  • Wristpocket
3rd Level
  • Bestow Curse
  • Blade Storm
  • Counterspell
  • Dimensional Retaliation
  • Dispel Magic
  • Elemental Weapon
  • Fear
  • Fireball
  • Fly
  • Frigid Strike
  • Haste
  • Lightning Bolt
  • Phantom Steed
  • Protection from Energy
  • Pulse Wave
  • Remove Curse
  • Sending
  • Slow
  • Vampiric Touch
4th Level
  • Banishment
  • Bleeding Blade
  • Blight
  • Dimension Door
  • Dimensional Vortex
  • Elemental Bane
  • Fire Shield
  • Ice Storm
  • Nightmare Swordburst
  • Stone Skin
  • Storm Sphere
  • Vitriolic Sphere
  • Wall of Fire
  • Watery Sphere
5th Level
  • Bigby's Hand
  • Cone of Cold
  • Destructive Wave
  • Enervation
  • Far Step
  • Hold Monster
  • Immolation
  • Shocking Swordburst
  • Steel-wind Strike
  • Temporal Shunt

New Spell

Bursting Shot

1st-level evocation


  • Casting Time: 1 bonus action
  • Range: Self
  • Components: S, M (a piece of ammunition)
  • Duration: Concentration, up to 1 minute

The next time you make a ranged weapon attack during this spell's duration, the ammunition bursts on impact. The target of the attack and each creature within 10 feet of it must make a Dexterity saving throw. A target takes 2d10 force damage on a failed save, or half as much damage on a successful one.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d10 for each slot level above 1st.

Piercing Shot

1st-level transmutation


  • Casting Time: 1 action
  • Range: 30 feet
  • Components: S, M (a piece of ammunition)
  • Duration: Instantaneous

You fire a piece of ammunition forward in a line 30 feet long and 5 feet wide in a direction you choose. The ammunition disappears at the end of this line, and passes harmlessly through objects, ignoring cover. Each creature in the line must make a Dexterity saving throw. A creature takes 3d6 piercing damage on a failed save, or half as much damage on a successful one.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st.

Redirect Elements

2nd-level abjuration


  • Casting Time: 1 reaction, which you take when you or a creature within 5 feet of you takes acid, cold, fire, lightning, or thunder damage
  • Range: 60 feet
  • Components: S
  • Duration: Instantaneous

This spell can redirect some of the arcane energy cast at you or allies. Roll 3d12 + your spellcasting ability modifier, and reduce the damage by the number rolled. You immediately make a ranged spell attack against a target of your choice within range. On a hit, the new target takes damage equal to the damage of the triggering type prevented.

Manifest Elements

5th-level evocation


  • Casting Time: 1 action
  • Range: Self
  • Components: V, S
  • Duration: Concentration, up to 1 hour

You begin to radiate the power of the elements. Choose one damage type: acid, cold, fire, lightning, or thunder. For the duration, the first weapon attack you make on each turn deals an extra 1d8 of that damage type. In addition, if you score a critical hit, you apply one of the following effects depending on the damage type chosen.

Acid. One piece of nonmagical metal equipment that the target is wearing or wielding immediately corrodes and falls apart, rendering it useless.

Cold. The target becomes frozen to the core, and is incapacitated until the end of its next turn.

Fire. A blast of heat erupts from the target, dealing 2d8 fire damage to up to two other creatures of your choice within 10 feet of it.

Lightning. Choose one creature wearing metal within 20 feet of the target. The lightning arcs to them, causing this creature to take lightning damage equal to the lightning damage dealt to the original target.

Thunder. As your attack hits, a powerful sonic boom erupts from the target that can be heard by any creature within 300 feet. The target and all creatures within 10 feet of it (excluding you) are knocked prone.

Flaming Swordburst

3rd-level evocation


  • Casting Time: 1 action
  • Range: Self (20-foot radius)
  • Components: V, M (a weapon)
  • Duration: Instantaneous

Raging fire bursts from your blade to engulf your foes in an inferno. Each creature within range, other than you, must make a Dexterity saving throw. On a failed save, the creature takes 4d6 fire damage and is burning. On a successful save, a creature takes half the damage and isn't burning. While a target is burning, it takes 2d6 fire damage at the start of its turn. At the end of each of its turns, the target can make another Dexterity saving throw. On a success, the burning ends on the target.

At Higher Levels: When you cast this spell using a spell slot of 4th level or higher, the initial damage increases by 1d6 for each slot level above 3rd.

Fiery Charge

4th-level evocation


  • Casting Time: 1 action
  • Range: 120 ft
  • Components: V, M (a weapon)
  • Duration: Instantaneous

You hurl your blade and it transforms into a line of roaring fire 5 feet wide that extends out from you to a creature within range. Each creature in the line excluding you and the target must make a Dexterity saving throw, taking 4d8 fire damage on a failed save, and half as much damage on a successful one. You then teleport to an unoccupied square within 5 feet of the target. The roaring flames transform back into your weapon and returns to your hand. You can then make one melee weapon attack against the target. On a hit, you deal an extra 4d8 fire damage.

At Higher Levels: When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d8 for each slot above 4th.

Quaking Swordburst

4th-level evocation


  • Casting Time: 1 action
  • Range: Self (30-foot radius)
  • Components: V, M (a weapon)
  • Duration: Instantaneous

You slam your weapon into the ground and seismic energy erupts from you in an aura with a 30-foot radius. Until the spell ends, the aura moves with you, centered on you. The area inside the aura is difficult terrain to everyone except you. When the aura appears, each creature of your choice that is within the aura's area must succeed on a Dexterity saving throw or be knocked prone. Each creature of your choice that starts their turn in the aura must also make the same Dexterity saving throw.

Corrosive Swordburst

1st-level evocation


  • Casting Time: 1 action
  • Range: Self (10-foot radius)
  • Components: V, M (a weapon)
  • Duration: Instantaneous

You slam your blade into the ground and burning acid bursts forth around you. Each creature within range, other than you, must make a Dexterity saving throw. On a failed save, the creature takes 2d4 acid damage and another 1d4 acid damage at the end of its next turn. On a successful save, a creature takes half the initial damage and no damage at the end of its next turn.

At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, both the initial and secondary damage increase by 1d4 for each slot level above 1st.

Ensnaring Pull

1st-level conjuration


  • Casting Time: 1 action
  • Range: 30 ft
  • Components: V, M (a weapon)
  • Duration: 1 round

You pull a distant foe through dimensional space to be struck by your blade. As an action, choose a creature within 30 feet of you and they must succeed a Charisma saving throw. If they fail, you teleport the creature to an unoccupied space adjacent to you, and you can make one melee weapon attack against it. The spell fails if there is no unoccupied space adjacent to you or if you teleport the creature to a space not on the ground or not on a floor.

At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st. You make one melee weapon attack against each creature you pull in.

Predictive Strike

1st-level divination


  • Casting Time: 1 bonus action
  • Range: Self
  • Components: V, M (a weapon)
  • Duration: Concentration, up to 1 minute

You briefly glimpse into the future to see how your foe will react before they do. You have advantage on weapon attack rolls until this spell ends. If you hit, the attack deals an additional 1d6 force damage and the spell ends.

Venomous Strike

1st-level evocation


  • Casting Time: 1 bonus action
  • Range: Self
  • Components: V, M (a weapon)
  • Duration: Concentration, up to 1 minute

The next time you hit a creature with a weapon attack before this spell ends, you coat your weapon with toxic poison, and the attack deals an extra 1d6 poison damage to the target. Additionally, the target must succeed on a Constitution saving throw or be poisoned until the spell ends. At the end of each of its turns, the target can make another Constitution saving throw. On a success, the spell ends on the target.

Electrifying Swordburst

2nd-level evocation


  • Casting Time: 1 action
  • Range: Self (10-foot radius)
  • Components: V, M (a weapon)
  • Duration: Instantaneous

Empowering your blade with crackling electricity, you hold your weapon aloft as lightning strikes out at your surrounding foes. Each creature within range, other than you, must make a Dexterity saving throw. On a failed save, the creature takes 3d8 lightning damage and it can't take reactions until the start of its next turn. On a successful save, the creature takes half as much damage and can take reactions. The creature has disadvantage on the saving throw if they are wearing armor made of metal.

At Higher Levels: When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d8 for each slot level above 2nd.

Far Strike

2nd-level conjuration


  • Casting Time: 1 action
  • Range: 60 ft
  • Components: V, M (a weapon)
  • Duration: Instantaneous

You create a temporary portal next to a distant foe to strike at them with your blade. Choose a creature within 60 feet of you and you can make one melee attack against them. The attack deals an extra 2d6 force damage to the target.

At Higher Levels: When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d6 and the range increases by 15 feet for each slot level above 2nd.

Isolating Strike

2nd-level conjuration


  • Casting Time: 1 action
  • Range: Self
  • Components: V, M (a weapon)
  • Duration: Concentration, up to 1 minute

The next time you hit a creature with a weapon attack before this spell ends, your weapon crackles with dimensional power, and the attack deals an extra 2d6 force damage to the target. Additionally, the target must succeed on a Charisma saving throw or be teleported to an unoccupied space up to 30 feet away from you. That space must be on the ground or on a floor.

Withering Strike

2nd-level necromancy


  • Casting Time: 1 action
  • Range: Self
  • Components: V, M (a weapon)
  • Duration: Concentration, up to 1 minute

The next time you hit a creature with a weapon attack before this spell ends, your weapon crackles with life draining energy, and the attack deals an extra 2d6 necrotic damage to the target. Additionally, the target must succeed on a Constitution saving throw or the target deals only half damage with weapon attacks that use Strength until the spell ends.

At the end of each of its turns, the target can make another Constitution saving throw. On a success, the spell ends on the target.

Blade Storm

3rd-level evocation


  • Casting Time: 1 action
  • Range: Self (30-foot cone)
  • Components: V, M (a weapon)
  • Duration: Instantaneous

You swing your weapon creating magical duplicates that strike at all foes. Each creature you choose within the area must make a Dexterity saving throw. A creature takes 6d6 force damage on a failed save, or half as much damage on a successful one.

At Higher Levels: When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for each slot level above 3rd.

Dimensional Retaliation

3rd-level conjuration


  • Casting Time: 1 reaction, which you take when you take damage from a ranged attack within 60 ft of you
  • Range: 60 ft
  • Components: V, M (a weapon)
  • Duration: Instantaneous

You teleport to an unoccupied space within 5 feet of the creature that attacked you. You can then make one melee weapon attack against the creature. On a hit, the attack deals an additional 3d8 force damage.

Frigid Strike

3rd-level evocation


  • Casting Time: 1 bonus action
  • Range: Self
  • Components: V, M (a weapon)
  • Duration: Concentration, up to 1 minute

The next time you hit a creature with a weapon attack before this spell ends, your weapon chills with elemental frost, and the attack deals an extra 3d8 cold damage to the target. Additionally, the target must succeed on a Constitution saving throw or be restrained until the spell ends.

At the end of each of its turns, the target can make another Constitution saving throw. On a success, the spell ends on the target.

Bleeding Blade

4th-level necromancy


  • Casting Time: 1 bonus action
  • Range: Self
  • Components: V, M (a weapon)
  • Duration: Concentration, up to 1 minute

The next time you hit a creature with a weapon attack before this spell ends, your weapon darkens with necrotic power, and the attack deals an extra 4d8 necrotic damage to the target. Additionally, the target must succeed on a Constitution saving throw or be wounded for the spell's duration. While wounded, hit points lost to this spell can be regained only through a Short or Long Rest, rather than by regeneration, magic, or any other means.

At the end of each of its turns, the target repeats the saving throw. It takes 2d8 necrotic damage on a failed save, and the spell ends on a successful one.

Dimensional Vortex

4th-level conjuration


  • Casting Time: 1 reaction, which you take when you see a creature within 60 ft of you attack you or a friendly creature
  • Range: 60 ft
  • Components: V, M (a weapon)
  • Duration: Instantaneous

You interrupt a creature's attack by warping space with your blade, causing your foe to appear a short distance away and unleash its attack elsewhere. The creature must succeed a Charisma saving throw or be teleported to an unoccupied space up to 60 feet away from their original location. That space must be on the ground or on a floor. The creature then makes their attack against another creature of your choosing within range. If there is no creature within range, the attack is expended.

Nightmare Swordburst

5th-level enchantment


  • Casting Time: 1 action
  • Range: Self (30-foot radius)
  • Components: V, M (a weapon)
  • Duration: Instantaneous

A powerful wave of terrifying visions burst from your blade as your foes see you as their worst nightmare. Each creature you choose within the area must make a Wisdom saving throw. On a failed save, the creature takes 4d10 psychic damage and is frightened of you for the spell's duration. On a successful save, a creature takes half the damage and isn't frightened.

At the end of each of its turns, a frightened creature repeats the saving throw and the creature is no longer frightened on a successful save.

Shocking Blade

5th-level evocation


  • Casting Time: 1 bonus action
  • Range: Self
  • Components: V, M (a weapon)
  • Duration: Concentration, up to 1 minute

The next time you hit a creature with a weapon attack before this spell ends, you energize your blade with crackling electricity, and the attack deals an extra 5d10 lightning damage. Additionally, the creature must make a Constitution saving throw or be stunned for the spell's duration.

At the end of each of its turns, the target can make another Constitution saving throw. On a success, the spell ends on the target.

Water Whip

1st-level evocation


  • Casting Time: 1 action
  • Range: 30 feet
  • Components: S
  • Duration: Instantaneous

You wrap your hand in a whip of water and cast it out at a target within range. Make a ranged spell attack against the target. If the attack hits, the creature takes 2d10 bludgeoning damage, and if the creature is Large or smaller, you can push or pull the creature up to 15 feet in a direction of your choice other than upwards. If the target is pulled to within 5 feet of you, you can choose to immediately attempt to grapple it.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d10, and the distance the target is moved increases by 5 feet, for each slot level above 1st.

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