Arcane Tradition - Weavefist

While most studious wizards focus only on mastering their mind, wizards of the weavesfist tradition also focus on mastering their bodies, using their own fists and feet as channels for magical energy. By combining monastic martial arts with their own spellcasting, they learn to move through the weave itself, grasping at stray threads of magic them with their spells to grant greater potency.

Arcane Defense

Your body is gently encased in strands of magic, helping you to guard against enemy blows. When you take this subclass at 2nd level level you can choose to calculate your armour class as 12 + your Intelligence modifier. At 5th level this increases to 13 + your intelligence modifier. At 15th level in this class it increases to 15 + your intelligence modifier. You cannot use this feature while wearing a shield or armour.

Martial Arts

When you take this subclass at 2nd level you gain the following benefits while you aren’t wearing armor or wielding a shield:


  • You can use Dexterity instead of Strength for the attack and damage rolls of your unarmed strikes.
  • You can roll a d4 in place of the normal damage of your unarmed strike or monk weapon. This die changes as you gain Wizard levels - d6 at 8th level, d8 at 15th level, and d10 at 20th level.
  • When you use cast a spell of 1st level or higher, you can use your bonus action on that turn to make a single unarmed strike attack.

Your unarmed strikes qualify for use with the Booming Blade and Green Flame Blade cantrips. At 6th level your unarmed strikes are treated as magical for the purposes of overcoming damage resistance and immunities.

Extra Attack

Starting at 6th level, you can attack twice, instead of once, whenever you take the Attack action with your unarmed strike on your turn. Moreover, you can cast one of your cantrips in place of one of those attacks.

Spell Kata

When you roll initiative you begin flowing through a combination of spell forms. From 6th level after you cast a spell you gain a stacking +2 damage to the next spell you cast, assuming that spell deals damage. This bonus resets to 0 if you cast the same spell twice in a single combat, and when initiative is rolled, as you are forced to begin the combination afresh. Spells that do not deal damage (such as Shield or Hypnotic Pattern) increase the Spell Kata statck, even if they do not cause any damage themselves

Stunning Spell

Even at range you learn to channel the power of your inner form into your spells. From 10th level when a creature takes damage from one of your cantrips, you can force them to make a Constitution saving throw against your spell save DC. If they fail, they are Stunned until the end of your next turn.

You can use this feature once, refreshing on a short rest. At 17th level you can use this twice per short rest. Once all uses have been expended you can choose to expend a spell slot (of any level) to use this feature again.

Sapphire Soul

You learn to use your connection to the weave to channel some of it back into your own body. From 14th level, you add half your proficiency bonus to any saving throws you are not proficient in.