Weavebond (Fighter Subclass)

A Weavebond is a Fighter who has the power of The Weave itself flowing through him. Such natural prowess with The Weave is usually reserved for Wizards and Sorcerers, but Weavebond Fighters are the exception to the rule. Perhaps they chose the blade over a life of studying, or perhaps they simply lacked the intellect to use magic the same way their contemporaries do, but Weavebond Fighters draw on the weave more for passive benefits than to cast spells in any way. This can range from swinging their blades hard enough to cut foes with the pressure out to some distance and even sensing movement around them in an area. Weavebond Fighters are powerful, dangerous, and most of all unpredictable.

Weavebond

Starting at 3rd level, you awaken a natural bond to the Weave itself. You gain one passive ability called a Weave Boon from the list at the end of this document, and gain an additional one every 3 levels.

Additionally, when you gain a level in this class, you can choose one of the Weave Boons you have and replace it with another Boon that you could learn at that level.

A level prerequisite in a Weave Boon refers to Fighter level, not character level.

Finally, you may make a Ranged attack using a melee weapon using your Attack action. This Ranged Attack has a range of 30 feet and does that weapon's damage die in Slashing damage on a hit. The weapon you use must not have the Heavy or Two-Handed properties to make this Ranged attack, and if you have the Extra Attack feature, all your Attacks must be this ranged attack and incur disadvantage within 5 feet as normal for a ranged attack roll.

Weavesurge

At 7th level, you learn to unleash special magical effects similar to spells instead of your standard attacks. When you gain this feature, you learn three Weavesurge options of your choice (see "Weavesurge Options" below).

Once per turn when you would make a melee attack as part of the Attack action, you can replace it with one of your Weavesurge options instead. You decide to use the option when melee attack hits a creature, unless the option doesn't involve an attack roll. You have two uses of this ability, and you regain all expended uses of it when you finish a short or long rest.

You gain an additional Weavesurge option of your choice when you reach certain levels in this class: 10th, 15th, and 18th level. Each option also improves when you become an 18th-level fighter.

Weavesurge Options

The Weavesurge feature lets you choose options for it at certain levels. The options are presented here. They are all magical effects, and each one is associated with a magical elemental damage type.

If an option requires a saving throw, your Weavesurge save DC is calculated as follows:

Weavesurge save DC = 8 + your proficiency bonus + your Charisma modifier


Burning Wave. Your connection to the Weave lets you unleash a searing wave of power that does 4d6 Fire damage in a 15-foot cone directly in front of you. Each creature within that area must make a Dexterity Saving Throw, taking half damage on a success or full damage on a failure.

The Fire damage increases to 6d6 when you reach 18th level.


Stormthrust. Your connection to the Weave lets you unleash a blast of lightning from the tip of your blade that does 4d6 Lightning damage in a 15-foot long, 5-foot wide line directly in front of you. Each creature within that area must make a Dexterity Saving Throw, taking half damage on a success or full damage on a failure.

The Lightning damage increases to 6d6 when you reach 18th level.


Glacial Burst. Your connection to the Weave lets you unleash a blast of freezing energy that does 4d6 Cold damage in a 15-foot radius on a point of your choosing within 30 feet fo you that you can see and that is not obstructed in any way. Each creature within that area must make a Constitution Saving Throw, taking half damage on a success or full damage on a failure.

The Cold damage increases to 6d6 when you reach 18th level.


Peal of Thunder. Your connection to the Weave lets you create a deafening blast in an area around you that does 4d6 Thunder damage in a 25-foot radius around you. Each creature within that area must make a Constitution Saving Throw, taking half damage on a success or full damage on a failure.

The Thunder damage increases to 6d6 when you reach 18th level.


Toxic Nova. Your connection to the Weave lets you unleash a mist of poison that does 4d6 Poison damage in a 25-foot radius around you. Each creature within that area must make a Constitution Saving Throw, taking half damage on a success or full damage on a failure.

The Poison damage increases to 6d6 when you reach 18th level.


Corrosive Wave. Your connection to the Weave lets you unleash a wave of Acid that does 4d6 Acid damage in a 15-foot cone direction in front of you. Each creature within that area must make a Dexterity Saving Throw, taking half damage on a success or full damage on a failure.

The Acid damage increases to 6d6 when you reach 18th level.


Mindslice. Your connection to the Weave lets you directly assault the minds of your foes and do 4d6 Psychic damage in a 25-foot radius around you. Each creature within that area must make a Wisdom Saving Throw, taking half damage on a success or full damage on a failure.

The Psychic damage increases to 6d6 when you reach 18th level.

Darkness Breaker. Your connection to the Weave lets you unleash a rolling wave of shadows from the tip of your blade that does 4d6 Necrotic damage in a 15-foot long, 5-foot wide line directly in front of you. Each creature within that area must make a Constitution Saving Throw, taking half damage on a success or full damage on a failure.

The Necrotic damage increases to 6d6 when you reach 18th level.


Sunbeam. Your connection to the Weave lets you unleash a blast of shining energy that does 4d6 Radiant damage in a 15-foot radius on a point of your choosing within 30 feet fo you that you can see and that is not obstructed in any way. Each creature within that area must make a Constitution Saving Throw, taking half damage on a success or full damage on a failure.

The Radiant damage increases to 6d6 when you reach 18th level.

Weavecrash

At 10th level, you can imbue your body with the weave's power to augment your blows. If you miss an attack on a creature, roll damage as if you had hit; that creature takes half of the damage it would have normally taken on a hit. You must finish a Short or Long Rest to do so again.

Additional Weavesurge Option

You gain an additional Weavesurge option of your choice when you reach 10th level.

Additional Weavesurge Option

You gain an additional Weavesurge option of your choice when you reach 15th level.

Weavesoul

At 18th level, you can use the Weave to fundamentally alter the structure of your own body. You no longer need food or water and you no longer age and cannot be aged magically.

Additionally, you can use the Weave to fundamentally alter the structure of your own body temporarily. You may change your Creature type to one of the following for one minute as a bonus action: Fey, Undead, Construct, Aberration, or Beast. You may end this early by using a Bonus Action, and must finish a Long rest to do so again.

Additional Weavesurge Option

You gain an additional Weavesurge option of your choice when you reach 18th level. Each option also improves when you become an 18th-level fighter.


Credits

Anon from /5eg/ for the idea for the concept


Myself, SmugCoffeeMan For the brew itself. Contact me with feedback at kamidagenmcorp69@gmail.com


Wizards of the Coast for the 5e DND system, Fighter Class, and any other related trademarks.


The Homebrewery and NaturalCrit for the tools used to make this homebrew.

Weave Boons

Igniting Wave

Prerequisites: Burning Wave Weavesurge option.
When a creature fails a save against your Burning Wave Weavesurge, it is set on fire and takes 1d4 Fire damage at the end of its turn unless it uses its action to put out the flames.


Lightning Surge

Prerequisites: Stormthrust Weavesurge option.
Your Stormthrust's length is increased to 25 Feet and the width is increased to to 15 feet, an additional 5 feet on either side of the original width.


Absolute Zero

Prerequisites: Glacial Burst Weavesurge option.
When a creature fails a save against your Glacial Burst weavesurge, its movement speed is reduced to 0 until it uses its succeeds on an Athletics (Strength) check to break the ice keeping its feet trapped.


Terrifying Sound

Prerequisites: Peal of Thunder Weavesurge option.
When a creature fails a save against your Peal of Thunder Weavesurge, it is frighented. It may re-attempt the saving throw at the end of its turn until it saves, and cannot be affected by this ability again for one round after it saves.


Venom Nova

Prerequisites: Toxic Nova Weavesurge option.
When a creature fails a save against your Toxic Nova Weavesurge, it is Poisoned. It may re-attempt the saving throw at the end of its turn until it saves, and cannot be affected by this ability again for one round after it saves.


Intense Corrosion

Prerequisites: Corrosive Wave Weavesurge option.
When a creature fails a save against your Corrosive Wave Weavesurge, its AC is reduced by 2 for 1 minute.


Mindbreak

Prerequisites: Mindslice Weavesurge option.
When a creature fails a save against your Mindslice Weavesurge, it is Stunned. It may re-attempt the saving throw at the end of its turn until it saves, and cannot be affected by this ability again for one round after it saves.


Shadowsurge

Prerequisites: Darkness Breaker Weavesurge option.
When a creature fails a save against your Darkness Breaker Weavesurge, it is Paralyzed. It may re-attempt the saving throw at the end of its turn until it saves, and cannot be affected by this ability again for one round after it saves.


Supernova

Prerequisites: Sunbeam Weavesurge option.
When a creature fails a save against your Sunbeam Weavesurge, it is Blinded. It may re-attempt the saving throw at the end of its turn until it saves, and cannot be affected by this ability again for one round after it saves.


Weaveguard

You gain an Unarmored Defense of 13 + Your Strength Modifier.


Weavesight

As a Bonus Action, you can activate Tremorsense in a 30-foot radius around you. This lets you sense the vibration of creatues moving along the ground near you. You must use another Bonus Action to deactivate this ability.


Magical Blondslash

Prerequisites: Level 10.
The damage your special Ranged attack from your Weavebond feature does now counts as magical for piercing resistance and immunity.


Flameguard

Prerequisites: Weaveguard, Igniting Wave Weave Boon, Level 10.
If you are hit with a Melee attack, you may deal your Constitution modifier in Fire damage to the creature that attacked you as a reaction.


Sheer Cold

Prerequisites: Weaveguard, Absolute Zero Weave Boon, Level 10.
As a Bonus Action, you may create a freezing aura in a 15-foot radius around you. Any creature other than yourself in that area treats the ground within it as difficult terrain.


Static Shock

Prerequisites: Weaveguard, Lightning Surge Weave Boon, Level 10.
If a creature makes an Opportunity attack against you, they must make a Constitution saving throw against your Weavesurge DC or take 1d6 Lightning damage.


Weavefist

Prerequisites: Weaveguard, Level 7.
Your Unarmed Strikes now deal 1d6 + STR Bludgeoning damage.


Weavestealth

Prerequisites: Weaveguard, Level 10. You may use your action to become Invisible for 10 minutes. You must finish a Short or Long Rest to do so again.


Weaveblood

Prerequisites: Weaveguard.
ou are immune to the Poisoned condition as well as Diseases.




You can use your action to touch a willing humanoid and perceive through its senses until the end of your next turn. As long as the creature is on the same plane of existence as you, you can use your action on subsequent turns to maintain this connection, extending the duration until the end of your next turn. While perceiving through the other creature's senses, you benefit from any special senses possessed by that creature, and you are blinded and deafened to your own surroundings.