View Full Version : [Class] Arcane Gish: The Bladeweaver (P.E.A.C.H.)

2018-03-12, 07:42 PM
So this is my first attempt at a Homebrew. Reskinned and altered the paladin chassis to a more arcane style. I tried to make it balanced and effective. Also I am aware that there is potential room for major abuse in the form of a dip for wizards. Was thinking MC benefits matching the paladin but it still seems like an attractive 1st level dip for wizards...

*The Bladeweaver*

Hit dice: 1d10
Proficiencies: All Armor and Shields, Simple and Martial Weapons.
Saves Constitution and Intelligence
Skills: Pick 2 from Athletics, Arcana, Insight, Investigation, Intimidation, and Medicine.

Level 1:
You know the Prestidigitation cantrip and your choice between Green Flame Blade and Booming Blade.

Retwist the weave: You get a pool of D6s equal to 1 plus your Bladeweaver level. As a reaction, when you or an ally within 30 feet take magic damage, you can spend up to your Intelligence modifier worth of them. Roll the dice you spend, add them together, and reduce the damage by that amount, dealing half of the amount reduced back to the caster.
Your pool regains all expended dice at the end of a long rest.

Level 2:
You gain a Fighting style: you can choose from Dueling, GWF, Defense, or Protection

Spellcasting using INT mod. 1/2 caster spell slot progression. You know 3 spells at level 2. You learn an additional spell per level until bladeweaver level9, then 1 every other level thereafter. Total 15 spells known, chosen from the Bladeweaver Spell list.

Elemental Infusion: When you hit a creature with a melee weapon attack, you can expend one spell slots to deal a choice of Fire, Cold, Thunder, or Lightning damage. The extra damae is 2d6 for first level slot, +1d6 for each slot level above first. This damage increases by 1d6 if the target is a Construct, Elemental, or Abberation.

Level 3:
Choose your Mastery

Snap Judgement: You can use your Intelligence modifier instead of your Dexterity modifier for the purpose of rolling initiative.

Arcane Surge: You gain the ability to pull on the Weave to fuel magic effects. You get 2 options, one from the Bladeweaver class and one from your Mastery choice. When you use your Arcane Surge you decide which option to use. You must finish a short or long rest before you can use this again.

Denounce Outsider: As an action you may use your Arcane Surge and pick a target that you can see within 60' of you that is a Construct, Elemental, or Aberration. All attacks against that target have advantage until the end of your next turn.

Level 4:

Level 5:
Extra Attack

Level 6:
Sphere of Shifting Threads: You and allies within 10 feet of you have advantage on saving throws vs spells and spell like effects. This increases to 30 feet at Bladeweaver level 18

Level 7:
Mastery Feature

Level 8:

Level 9:
Disciplined mind: Gain proficiency in Wisdom Saving Throws

Level 10:
Untrammeled: You and allies within 10 feet of you are immune to magical effects that cause the Paralyzed, Stunned, or Restrained conditions. Increases to 30 feet at Bladeweaver level 18

Level 11:
Imbue weapon: Once per day you can cast a spell into your weapon. The spell can only be able to affect one creature. When you hit a creature as part of an attack, you can release the spell into the struck creature. If the spell would normally require an attack roll, it instead automatically hits. If the spell requires a saving throw, it is made with disadvantage. If the spell requires concentration, it uses your concentration.

Level 12:

Level 14:
Disjunction: You can use your action to end one spell or curse effect on yourself or one willing creature you touch. You can use this a number of times equal to 1 + your Intelligence modifier(minimum 1). When you finish a long rest you regain all expended uses.

Level 15:
Mastery Feature

Level 16:

Level 18:

Level 19:

Level 20:
Mastery feature.

*Mastery of Shears*

Bonus spells by level:
3rd: Charm Person, Dissonant Whispers
5th: Blur, Detect Thoughts
9th: Fear, Hypnotic Pattern
13th: Hallucinatory Terrain, Confusion
17th: Modify Memory, Seeming

Level 3:
Arcane Resurgence: As a bonus action(action?) You can use your Arcane Surge and target yourself or one willing creature you can touch. Roll 1d4. The target regains spell slot whose combined levels equal the roll.

Level 7:
Counterslash: When a hostile creature within 10 feet of you casts a spell, you can use your reaction to move into melee range with them and make a disrupting attack. The target must make a concentration save vs your spell DC or the spell fails with no effect. This attack does no damage. You can use this ability twice. All expended uses are regained at the end of a long rest. Range increases to 30 feet at Bladeweaver level 18.

Level 15:
Muddled thoughts: Once per turn, when you hit an enemy with a melee weapon attack, the target must make an INT saving throw vs your spell DC or have disadvantage on all of their attack rolls until the end of their next turn.

Level 20:
Spellshatter: As an action you can <insert fluff here> emit a 20 foot cone from your eyes that negate all magic except for yours for one minute. At the end of each of your turns you decide which direction the cone is facing in.

*Mastery of the Loom*

Bonus spells by level
3rd: Hunter's mark, Absorb elements
5th: Enlarge/Reduce, Alter Self
9th: Haste, Slow
13th: Freedom of movement, Stoneskin
17th: Hold Monster, Awaken

Level 3:
Limit removal: As a bonus action, you can Arcane Surge and touch yourself or one willing creature. That creature gains +10 to speed and +2 to damage for 1 minute.

Level 7:
Hardened Aura: You cannot be effected by spells of second level or lower unless you wish to be. Increases to third or lower at Bladeweaver level 18

Level 15:
Absorb Arcane: When you are affected by a leveled spell or spell like ability, you gain Arcane Points equal to 1/3 of the level of the spell, rounded down, minimum of 1. Your maximum AP pool is equal to your INT mod. Arcane Points can only be used to fuel Elemental Infusion. 1 AP=1 spell level. Unused AP disappears at the end of a long rest.

Level 20:
Arcane Torrent: As an action, you fill yourself with magic. You emit bright light to a range of 30 feet, gain +20 to speed and an additional extra attack for 1 minute. Once you use this feature, you must finish a long rest before using again.

Bladeweaver Spell List

Level 1:
Compelled Duel
Burning hands
Comprehend languages
Detect magic
Feather fall
Find familiar
Protection from evil and good
Searing smite
Thunderous smite
Wrathful smite

Level 2:
Branding smite
Crown of madness
Find steed
Hold Person
Locate object
Magic weapon
Mirror image
Misty step
See invisibility
Spider climb

Level 3:
Animate dead
Blinding smite
Crusader's Mantle
Dispel Magic
Elemental Weapon
Magic circle
Protection from energy
Remove curse

Level 4:
Find Greater Steed
Locate creature
Staggering smite

Level 5:
Banishing smite
Contact other plane
Destructive wave
Dispel evil and good