Martial Archetype: Bladeweaver

Though they are not warrior mages who study powerful magic, Bladeweavers can tap into the very essence of the weave to quickly create simple bouts of raw magic that can prove effective when used properly. Bladeweavers typically call forth these powers to augment their martial abilities, though they have non-combat applications as well. Due to their use of pocket-magic Bladeweavers typically choose to use single handed weaponry, as to always have a free hand ready to cast.

Pocket Magic

When you choose this archetype at 3rd level, you can tap into the very weave of magic around you in order to cast pocket-magic fueled by special dice called pocket dice.

Pocket Spells.

Starting at 3rd level, you are able to tap into the weave to cast a few simple but practical pocket spells, as listed below in the Pocket Magic List. You can only use one pocket spell per turn. You can't cast pocket-magic while holding something in each hand or wielding a weapon with the two-handed property.

For the purpose of counterspell and dispel magic effects pocket spells count as 1st level spells, overcharging spells increses their level by 1 for every 2 additional pocket dice expended.

Pocket Dice.

You have four pocket dice, which are d6s. A pocket die is expended when you use it. Addtionally, you can expend multiple uses of pocket dice at the same time to overcharge your pocket spells.

You regain all of your expended pocket dice when you finish a short or long rest. You gain another pocket die at 7th level and one more at 15th level.

Saving Throws.

Some of your pocket spells require your target to make a saving throw to resist the pocket magic's effects. The saving throw DC is calculated as follows:

Save DC = 8 + your proficiency bonus + your Charisma modifier

Student of the Weave

At 3rd level, you gain proficiency in the Arcana skill and one type of musical instrument, or gaming set of your choice.

Pull of the Weave

A 7th level, your familiarity with the Weave has given you the ability to focus and seek out points of excess magical energy around you. You learn how to cast the Detect Magic spell as a ritual.

Additionally, your weapon attacks count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.







Improved Pocket Magic

At 10th level, your pocket dice turn into d8s. At 18th level, they turn into d10s.





















































































Art by: John Paul Salvaleon

1



