The Weavebinder Smiling behind a scale helm, the Weavebinder shields her eyes from the blinding light that spreads from her outstretched palm. The light coalesces into an indescribable creature that charges towards her foe. Their eyes widen in fear as the beast crashes into them, sending them sprawling to the floor. Clenching her fist, the Weavebinder’s apparition disperses into thin air, her enemy’s spirit and body broken. She turns on the rest of the encroaching horde, raising her spear. Her smile widens as her free hand begins to pulse with light once again, causing her gathered foes cower in terror. Masters of Summoning Illisis’ passage through the Dark portal caused a great rift in the weave, where wild magic ran rampant across the lands. At the source of these tears, the frayed edges of the material plane coalesced and formed fantastic creatures filled with rage. The Wizards of Trist studied these anomalies and through them learned to control the weave to mimic the wild manifestations. With time, they could imbue the apparition with their own strength and for a short duration give it a solid body of their choosing. The Plane-Touched soldiers on the front lines of the Godwar quickly adopted the new methods, forming a new warrior caste – The Weavebinder. Fighting with blade and mail, the beasts they could now manifest could be used to quickly breach combat lines and sow discord amongst their enemies. Born of Study Commonly born to families of magic users, the clear majority of Weavebinders have lived and breathed their calling since birth. Every Weavebinder spends years in training, both martial and magical, to control their manifestations and temper the wild will of the Weave. Perfect recall and concentration are required of a Weavebinder. Should they make a mistake during their manifestation, the Weave could undo their very being, erasing them from history in heartbeat. It is mainly down to this reality that few Weavebinders exist, and those that survive to old age should be both feared and respected. Creating a Weavebinder As you create a Weavebinder, bear in mind that they are primarily front-line melee combatants. What do their Manifestations look like? What do they think of their upbringing? Are they loyal to their old masters? Most adventuring Weavebinders fight for a cause they believe in; their years of study having removed their worldly desires. They often join groups fighting to free oppressed peoples though some seek personal achievement, hoping to rise in power and explore new methods with which to manipulate the weave.



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v2.3 To Do: With a great number of overhauls come a great number of playtesting sessions. /sigh Action Economy Damage output (especially Undoing, Binding and new Manifest ability).

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The Weavebinder Level Proficiency Bonus Manifestation Points Manifestation Damage Features 1st +2 2 d4 Manifestation Points, Manifest, Weavebinder Save DC 2nd +2 2 d4 Weave Ward (1/rest) 3rd +2 3 d4 Weavebinder Order, Glamour Flesh 4th +2 3 d6 Ability Score Improvement 5th +3 3 d6 Force Lash 6th +3 4 d6 Weave Ward (2/rest), Force of Arcana 7th +3 4 d8 Order feature 8th +3 4 d8 Ability Score Improvement 9th +4 5 d8 Arcane Shield 10th +4 5 d10 Order feature 11th +4 5 d10 Swooping Horrors 12th +4 6 d10 Ability Score Improvement 13th +5 6 2d6 Ferocious Visage 14th +5 6 2d6 Arcane Shield Mastery 15th +5 7 2d6 Order feature 16th +5 7 2d8 Ability Score Improvement 17th +6 7 2d8 Weave Wings 18th +6 8 2d8 Weave Ward (3/rest) 19th +6 8 2d10 Ability Score Improvement 20th +6 8 2d10 Master of the Weave Quick Build You can make a Weavebinder quickly by following these suggestions. First, Intelligence should be your highest ability score, followed by Strength or Constitution. Second, choose the Sage background. Class Features As A Weavebinder, you gain the following class features. Hit Points Hit Dice: 1d10 per Weavebinder level Hit Points as 1st Level: 10 + your Constitution modifier Hit Points at Higher Levels: 1d10 (or 6) + your Constitution modifier per Weavebinder level after 1st Proficiencies Armor: Light armour, medium armour Weapons: Simple Weapons, Martial Weapons Saving Throws: Constitution, Intelligence Skills: Choose two from History, Insight, Athletics, Arcana, and Religion Equipment You start with the following equipment, in addition to the equipment granted by your background. (a) a longsword or (b) any martial weapon

(a) Scale Mail or (b) studded leather armour

(a) a scholar's pack or (b) an explorer's pack

a light crossbow and 20 bolts 2

Manifestation Points You have a pool of points which you spend to summon creatures from the weave and channel your abilities. You regain any spent Manifestation Points when you finish a short or long rest. Weavebinder Save DC Some of your Class features refer to your Weavebinder Save DC, this is calculated as follows:



Weavebinder Save DC = 8 + your proficiency bonus + your Intelligence modifier Manifest You call forth a creature from the Weave and imbue it with your physical prowess to charge down your foes. On your turn, you can use an action to target a creature within 10 feet. Your target and all hostile creatures in a 5ft-wide line between you and your target must make a Dexterity saving throw with a difficulty equal to your Weavebinder Save DC. On a failed save, the target takes 1d4 force damage. You may expend a Manifestation point to increase the length of the line by 20ft. The amount of damage inflicted by Manifest increases as you gain Weavebinder levels as shown in the Manifestation Damage column of the Weavebinder table. Weave Ward Starting at 2nd level, you gain the ability to manipulate the Weave and momentarily manifest a shield of pure arcane energy. When a creature you can see makes a successful attack on a target you can see within 30 feet, you may use your reaction to reduce the attack's damage by an amount equal to your Manifestation Die + Int Mod. You must then finish a short or long rest before you can use this ability again. Beginning at 6th level, you can use Weave Ward twice between rests, and beginning at 18th level you can use it three times between rests. When you finish a short or long rest, you regain your expended uses of this feature. Weavebinder Order When you reach 3rd level, you are accepted as a member of one of the Weavebinder Orders. Until this time you have been expanding your knowledge of the weave and have finally proven yourself worthy of a place amongst the ranks of the Order of Undoing, Augmentation or Binding, all detailed at the end of the class description. Your choice grants you features at 3rd level and again at 7th, 10th and 15th level. Glamour Flesh Beginning at 3rd level, the weave enhances your outward appearance. You gain proficiency with the persuasion skill and your proficiency bonus is doubled for checks using this skill. Force Lash Beginning at 5th level, whenever you make a successful melee attack as part of an attack action, you may make another attack on a creature within 5ft of you as a bonus action. You may spend a manifestation point to add your Manifestation Damage Die to the damage of the second attack on a successful hit. Force of Arcana Upon reaching 6th level, whenever you critically hit with a melee weapon, you gain one Manifestation Point up to your Manifestation Point maximum. Arcane Shield At 9th level, your constant manipulation of the Weave has caused a constant protective flow of magical energies within you. Choose a damage type from the following; Fire, Cold, lightning. You gain resistance to that damage type from all sources. You may change this choice whenever you finish a long rest. Swooping Horrors Starting at 11th level, you gain the ability to manifest countless winged abominations above the heads of your foes which dive and claw at them. As an action, you may select a point within 100 feet of you. All creatures within a 10-foot radius of that point must succeed on a Wisdom saving throw with a difficulty equal to your Weavebinder Save DC. Creatures take your Manifestation Damage dice as Force damage on a failed save, or half as much on a successful one. Medium or smaller size creatures that fail this saving throw are also knocked prone. You may expend a manifestation point to give hostile creatures disadvantage on their saving throw against this feature. 3

Ferocious Visage At 13th level, you gain the ability to alter your appearance through the weave, creating abominable visions in a creature’s mind when they look at you. When a creature makes an attack against you, you may use your reaction to force them to make a Wisdom save with a DC equal to your Weavebinder Save DC or become frightened of you for 1 minute. It may repeat this save at the beginning of each of its turns to end the effect early. On a success, that creature becomes immune to your Ferocious Visage for 24 hours. Arcane Shield Mastery When you reach 14th level, the Weave that surges through your body has grown stronger and provides more substantial protection from magical attacks. When you choose a damage type to resist with your Arcane Shield feature, you may choose a damage type from the following; Necrotic, Radiant, Thunder. You gain resistance to this damage type in addition to the resistance granted by the Arcane Shield feature. You may change these choices when you finish a long rest. Additionally, when you are struck by a damage type you resist using this feature, you may spend a manifestation point as a reaction to deal half the attack's original damage to your attacker as force damage, Weave Wings Starting at 17th level you are so attuned with the weave you can manifest wings which allow you to take flight. These wings grant you a flying speed of 60 feet and may be summoned or dismissed as a bonus action. Additionally, you can expend manifestation points to grant one willing creature per point spent a flight speed of 60ft. This effect lasts for 10 minutes or until you dismiss it as a bonus action. Master of the Weave At 20th level, you have become one with the weave and can tap into it with reckless abandon. You no longer need to eat, sleep, drink or breathe - the weave sustains you. In addition, you regain all expended Manifestation Points when you enter combat and a number equal to your half your Intelligence modifier (up to your Manifestation Point maximum) at the beginning of each of your turns. Weavebinder Orders Every Weavebinder is the member of a specialist Order, each manipulating the weave in a unique way. The Order you choose greatly affects how you use your abilities and approach combat. Order of Augmentation The Order of Augmentation focuses on manipulating manifestations to bolster their allies and hinder their foes. Members of this order can be found at the forefront of battle-lines, enhancing the abilities of those around them. Benevolent Conjuring When you select this Order at 3rd level, you gain the ability to enhance your allies’ attacks. When a creature within 30 feet of you makes an attack, you may expend a Manifestation Point to use your reaction to add your Manifestation Damage die to the attack roll. Taunting Manifestation Beginning at 7th level, you can summon a manifestation to distract your enemies. As an action, you may expend a Manifestation Point to select one creature you can see within 30 feet. This creature must succeed on a Wisdom saving throw with a difficulty equal to your Weavebinder Save DC or it has disadvantage on any attacks it makes before the beginning of its next turn. Grasping Strike At 10th level, when you hit with an attack, you may expend a Manifestation Point to reduce your target's movement speed to 0 feet until the beginning of your next turn. Bolster Being When you reach 15th level, you have mastered infusing manifestations into flesh. On your turn as a bonus action, you may expend a Manifestation Point to grant a creature within 60 feet a +4 bonus to their AC and advantage on saving throws until the beginning of your next turn. Order of Binding The Order of Binding has spent centuries perfecting the art of maintaining their manifestations for longer periods of time before they dissipate. They are normally used as saboteurs, penetrating deep behind enemy lines where their ability to multiply their forces with a thought allows them to defend themselves should things go sour. Bound Manifestation When you join this Order at 3rd level, the creatures you summon with your Manifest feature are more substantial than those of other Orders. As an action, you can expend a Manifestation Point to summon an indescribable creature within 30 feet of you in an unoccupied space you can see. This creature lingers for a number of rounds equal to your Intelligence modifier. You can spend an action to move your Bound Manifestation up to 30ft and make an attack with it. The Bound Manifestation adds your proficiency modifier and your Intelligence bonus to its attack rolls and deals your Manifestation Damage die as force damage on a successful attack. The Manifestation is intangible and immune to all forms of damage and Conditions. You can only have one Bound Manifestation active at a time. Using this feature again whilst you have an active Bound Manifestation causes the currently active Manifestation to immediately dissipate Arcane Coordination Starting at 7th level, whenever your Bound Manifestation makes an attack against a target within your melee range, you may also make a single attack against that target. 4