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[Homebrew Class] The Bladeweaver
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<blockquote data-quote="Chase Skylark" data-source="post: 7367169" data-attributes="member: 6939040"><p>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...</p><p> Critique? Suggestions? Nerfs?</p><p></p><p> Also sorry for the format. I can't make those pretty official looking images heh</p><p></p><p>*The Bladeweaver*</p><p></p><p>Hit dice: 1d10</p><p>Proficiencies: All Armor and Shields, Simple and Martial Weapons.</p><p>Saves Constitution and Intelligence</p><p>Skills: Pick 2 from Athletics, Arcana, Insight, Investigation, Intimidation, and Medicine.</p><p></p><p>Level 1:</p><p>You know the Prestidigitation cantrip and your choice between Green Flame Blade and Booming Blade.</p><p></p><p>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.</p><p>Your pool regains all expended dice at the end of a long rest.</p><p></p><p>Level 2:</p><p>You gain a Fighting style: you can choose from Dueling, GWF, Defense, or Protection</p><p></p><p>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.</p><p></p><p>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.</p><p></p><p>Level 3:</p><p>Choose your Mastery</p><p></p><p>Snap Judgement: You can use your Intelligence modifier instead of your Dexterity modifier for the purpose of rolling initiative.</p><p></p><p>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.</p><p></p><p>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.</p><p></p><p>Level 4:</p><p>ASI</p><p></p><p>Level 5:</p><p>Extra Attack</p><p></p><p>Level 6:</p><p>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</p><p></p><p>Level 7:</p><p>Mastery Feature</p><p></p><p>Level 8:</p><p>ASI</p><p></p><p>Level 9:</p><p>Disciplined mind: Gain proficiency in Wisdom Saving Throws</p><p></p><p>Level 10:</p><p>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</p><p></p><p>Level 11:</p><p>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.</p><p></p><p>Level 12:</p><p>ASI</p><p></p><p>Level 14: </p><p>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.</p><p></p><p>Level 15:</p><p>Mastery Feature</p><p></p><p>Level 16:</p><p>ASI</p><p></p><p>Level 18:</p><p>Improvements</p><p></p><p>Level 19:</p><p>ASI</p><p></p><p>Level 20:</p><p>Mastery feature.</p><p></p><p>*Mastery of Shears*</p><p></p><p>Bonus spells by level:</p><p>3rd: Charm Person, Dissonant Whispers</p><p>5th: Blur, Detect Thoughts</p><p>9th: Fear, Hypnotic Pattern</p><p>13th: Hallucinatory Terrain, Confusion</p><p>17th: Modify Memory, Seeming</p><p></p><p>Level 3:</p><p>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.</p><p></p><p>Level 7:</p><p>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.</p><p></p><p>Level 15:</p><p>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.</p><p></p><p>Level 20:</p><p>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.</p><p></p><p>*Mastery of the Loom*</p><p></p><p>Bonus spells by level</p><p>3rd: Hunter's mark, Absorb elements</p><p>5th: Enlarge/Reduce, Alter Self</p><p>9th: Haste, Slow</p><p>13th: Freedom of movement, Stoneskin</p><p>17th: Hold Monster, Awaken</p><p></p><p>Level 3:</p><p>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.</p><p></p><p>Level 7:</p><p>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</p><p></p><p>Level 15:</p><p>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.</p><p></p><p>Level 20:</p><p>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.</p><p></p><p></p><p>Bladeweaver Spell List</p><p></p><p>Level 1:</p><p>Compelled Duel</p><p>Burning hands</p><p>Comprehend languages</p><p>Detect magic</p><p>Feather fall</p><p>Find familiar</p><p>Identify</p><p>Protection from evil and good</p><p>Searing smite</p><p>Thunderous smite</p><p>Thunderwave</p><p>Wrathful smite</p><p></p><p>Level 2:</p><p>Blindness/deafness</p><p>Branding smite</p><p>Crown of madness</p><p>Find steed</p><p>Hold Person</p><p>Invisibility</p><p>Locate object</p><p>Magic weapon</p><p>Mirror image</p><p>Misty step</p><p>See invisibility</p><p>Shadow blade</p><p>Spider climb</p><p></p><p>Level 3:</p><p>Animate dead</p><p>Blinding smite</p><p>Crusader's Mantle</p><p>Counterspell</p><p>Dispel Magic</p><p>Elemental Weapon</p><p>Magic circle</p><p>Protection from energy</p><p>Remove curse</p><p></p><p>Level 4:</p><p>Banishment</p><p>Confusion</p><p>Find Greater Steed</p><p>Locate creature</p><p>Polymorph</p><p>Staggering smite</p><p></p><p>Level 5:</p><p>Banishing smite</p><p>Contact other plane</p><p>Destructive wave</p><p>Dispel evil and good</p><p>Geas</p><p>Steel wind strike</p></blockquote><p></p>
[QUOTE="Chase Skylark, post: 7367169, member: 6939040"] 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... Critique? Suggestions? Nerfs? Also sorry for the format. I can't make those pretty official looking images heh *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: ASI 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: ASI 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: ASI 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: ASI Level 18: Improvements Level 19: ASI 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 Identify Protection from evil and good Searing smite Thunderous smite Thunderwave Wrathful smite Level 2: Blindness/deafness Branding smite Crown of madness Find steed Hold Person Invisibility Locate object Magic weapon Mirror image Misty step See invisibility Shadow blade Spider climb Level 3: Animate dead Blinding smite Crusader's Mantle Counterspell Dispel Magic Elemental Weapon Magic circle Protection from energy Remove curse Level 4: Banishment Confusion Find Greater Steed Locate creature Polymorph Staggering smite Level 5: Banishing smite Contact other plane Destructive wave Dispel evil and good Geas Steel wind strike [/QUOTE]
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