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THE WEAVEKNIGHT

Level Proficiency Bonus Features

Secret Arts Spells Known l st 2nd 3rd 4th 5th

l st +2 Combat Caster, Spellcasting 2 2

2nd +2 Arcane Strike, Fighting Style, Secret Arts 3 3 2

3rd +2 Weaveknight Discipline, Sense Magic 3 4 3

4th +2 Ability Score Improvement 3 5 3

5th +3 Extra Attack 3 6 4 2

6th +3 Quick Cast (1 /rest) 4 7 4 2

7th +3 Discipline Feature 4 8 4 3

8th +3 Ability Score Improvement 4 9 4 3

9th +4 4 10 4 3 2

l 0th +4 Student of Magic and War 5 10 4 3 2

11th

+4

Discipline Feature, Improved Arcane Strike 5 11 4 3 3

l 2th +4 Ability Score Improvement 5 11 4 3 3

13th +5 5 12 4 3 3

14th +5 Quick Cast (2/rest), Versatile Spellcaster 6 12 4 3 3 l

l 5th +5 Discipline Feature

6 13 4 3 3 2

16th +5 Ability Score Improvement

6 13 4 3 3 2

17th +6

7 14 4 3 3 3

18th +6 True War Magic

7 14 4 3 3 3 l

19th +6 Ability Score Improvement

8 15 4 3 3 3 2

20th +6 Discipline Feature

8 l 5 4 3 3 3 2

CREATING A WEAVEKNIGHT --------

A weaveknight's life is almost synonymous with adventure.

There is always some piece of lore or knowledge long

forgotten in the world, waiting to be unveiled by a

weaveknight. Furthermore, a weaveknight's character

background should incorporate the reasons they decided to

pursue the art, as well as their various personal goals that

drove them to endure the harsh training. How did you first

realize your potential for the arcane arts? Were you a soldier

with untapped magical potentiai discovered by another

weaveknight? Perhaps one of your ancestors was a member

of a weaveknight order and you found their bonded weapon

and books.

What weaveknight order did you train under? Who was

your mentor? What are the connections you made with other

knights and what is the specific goal of your order? Were you

groomed to be in the frontlines against abusers of magic, to

become a teacher yourself and enlighten the future

generations, or perhaps to undergo secret missions to

recover lost artifacts? What secret arts and techniques did

you decide to dedicate yourself to, as you polished your own

unique way of fighting?

Through their training, weaveknights understand that there

is rarely an objective truth except knowledge itself. Thus,

even if their disciplined ways may tend to lawful alignments,

many weaveknights embrace neutrality.

QUICKBUII..D

You can make a weaveknight quickly by following these

suggestions. First, your highest ability score should be

Strength or Dexterity, depending on your combat style and

tactics. Your next highest ability score should be Intelligence,

as it determines the power of your spellcasting and various

magical abilities. Second, choose the sage or spellsword

initiate background


CLASS FEATURES

As a weaveknight, you gain the following class features.

HIT POINTS

Hit Dice: 1 d8 per weaveknight level

Hit Points at 1st Level: 8 + your Constitution modifier

Hit Points at Higher Levels: ld8 (or 5) + your Constitution

modifier per weaveknight level after 1st

PROFICIENCIES

Armor: Light armor, medium armor, shields

Weapons: Simple weapons, martial weapons

Tools: None

Saving Throws: Constitution, Intelligence

Skills: Choose two from Acrobatics, Arcana, Athletics,

History, Investigation, Nature, Perception and Religion

EQUIPMENT

You start with the following equipment, in addition to the

equipment granted by your background:

• (a) scale mail or (b) leather armor

• (a) a martial weapon and a shield (b) two martial weapons

or (c) a longbow and quiver of 20 arrows

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

• (a) a component pouch or (b) an arcane focus

Alternatively, you may start with 5d4x10 gp to buy your

own equipment.

SPELLCASTING

1st-level weaveknight feature

You have split your time learning to hone your martial

prowess as well as your arcane ability. You focused your study

of magic on only those spells best suited to enhance your

abilities when wading into combat. As a result, you learn a

comparatively small number of spells, committing them to

memory instead of keeping them in a spell book.

SPELLCASTING ABILITY

Intelligence is your spellcasting ability for your weaveknight

spells, since you learn your spells through study and

memorization. You use your Intelligence whenever a spell

refers to your spellcasting ability. In addition, you use your

Intelligence modifier when setting the saving throw DC for a

weaveknight spell you cast and when making an attack roll

with one.

Spell save DC = 8 + your proficiency bonus + your

Intelligence modifier

Spell attack modifier = your proficiency bonus + your

Intelligence modifier

SPELLCASTING Focus

You can use an arcane focus as your spellcasting focus for

your weaveknight spells.

COMBAT CASTER

1st-level weaveknight feature

Your training with sword and spell alike has granted you

the experience to expertly combine the two, even in the midst

of combat. You can perform the somatic components of

weaveknight spells even when you have weapons or a shield

in one or both hands.

Additionaly, at the end of a long rest, you can initiate a 10

minute ritual with a weapon. After the ritual is completed, you

can use that weapon as an arcane focus. If it is in the same

plane of existence, you can summon that weapon as a bonus

action on your turn, causing it to teleport instantly to your

hand

Only one weapon can benefit from this feature at a time. If

you attempt this ritual with a second weapon, the first one

loses the benefits of this feature.

SPELL SLOTS

The Weaveknight table shows you how many spell slots you

have to cast your spells of 1st level and higher. To cast one of

these spells, you must expend a slot of the spell's level or

higher. You regain all expended spell slots when you finish a

long rest.

SPELLS KNOWN OF lSTLEVELAND HIGHER

You know two 1st-level weaveknight spells of your choice

from the weaveknight spell list.

The Spells Known column of the Weaveknight table shows

when you learn more weaveknight spells of 1st level or

higher. Additionaly, when you gain a level in this class, you

can choose one of the weaveknight spells you know and

replace it with another spell from the weaveknight spell list,

which must be of a level for which you have spell slots.














WEAVEKNIGHT SPELLS

Whenever you learn a weaveknight speli consult the list of

spells below. They are organized by spell levei not character

level If you wish to expand the weaveknight's spell list to

better match the theme of your game or include spells from

other sources, consult the "Expanded Spell List" sidebar.

WEAVEK.NIGHT SPELL LIST

1ST LEVEL

burning hands

detect magic

expeditious retreat

faerie fire

feather fall

identify

jump

longstrider

mage armor

magic missile

protection from evil and

good

scholarly touch VgtK

shield

sleep

thunderwave

warp strike VgtK

2ND LEVEL

acid arrow

bindness/deafness

blur

darkness

darkvision

enhance ability

enlarge/reduce

hold person

invisibility

levitate

locate object

magic weapon

mirror image

misty step

scorching ray

see invisibility

spider climb

web

3RD LEVEL

arcane lance VgtK

blink

counterspell

dispel magic

fireball

fly

glyph of warding

haste

lightning bolt

magic circle

magic vestment VgtK

phantom steed

protection from energy

sending

slow

vampiric touch

4TH LEVEL

arcane blast VgtK

banishment

dimension door

dimensional anchor VgtK

emergency transposition

VgtK

fire shield

freedom of movement

greater invisibility

ice storm

locate creature

polymorph

stoneskin

5TH LEVEL

arcane hand

cone of cold

dominate person

false sending VgtK

geas

hold monster

scrying

seeming

teleportation circle

vortex strike Vg tK

wall of force

wondrous projectiles VgtK

J

CREDITS

Art credit in order of appearance:

Cover art: Oath of Vengeance - Trevor Easley

Fantasy woman druid - Huy Tran Viet

Daily sketches/paintings - week #47 - Tomasz

Chistowski

Fighting the Undead, digital, 2019 -

u/mightymidge 101

The Fallen - bramasta aji

Rhegor Karaxas. the Frostbrand - u/phazone

Bones - Helmutt

Azhai, Spell blade Elf - Arif Wijaya

The Destroyer - Book 3 - theDURRRRIAN

Boss Fight - JasonTN

Warren Black, Blood Hunter Vampire -

u/jamestheboyyy

Evelyn - Talexior

Weaveknight Class Creation, Design and

Copyright: u/ChronicleOfHeroes

EXPANDED SPELL LIST

From various sources or for various reasons, you

might find spells that fit the Weaveknight's theme

but are not present in the current spell list. Should

you include them in your game, or include the

Weaveknight in a game that uses these spells,

consider the following guidelines as to which

spells should expand the Weaveknight spell list,

always at the GM's discretion:

• Consider wizard spells of 1st through 5th level

as additions to the expanded spell list, before

incorporating spells from another class's spell

list.

• Weaveknights are all about self-buffing,

debuffing and utility. As a result, the most

fitting spells to expand their spell list are of the

abjuration, conjuration, enchantment, evocation

or transmutation schools.

• Weaveknights do have some of the iconic

damaging wizard spells, but they are quite

capable of producing damage even without

them. Should you expand the spell list, consider

prioritizing spells that offer more choices for

maneuvering, utility and control, than pure

damage.

• Avoid healing spells, or spells exclusive to

paladins and clerics, as to not mix the thematic

of these classes and the Weaveknight.

• CHRONICLE OF HEROES 1• Ii O ®l

C

\\ AVJ'II.N ,1-i f

17



MAG-IC VESTMENT

3rd-level transmutation

Classes: Paladin, Weaveknight, Wizard

Casting Time: 1 action

Range: Touch

Components: V, S

Duration: Concentration, up to 1 hour

You touch a suit of nonmagical armor or a nonmagical

shield Until the spell ends, the item you touched gaints the

following properties depending on its type:

Suit of Armor. The suit of armor becomes magical and any

creature wearing it has a+ 1 bonus to AC.

Shield The shield becomes magical and any creature

holding it has a+ 1 bonus to AC, in addition to the shield's

normal bonus to AC.

At Higher Levels. When you cast this spell using a spell

slot of 5th level or higher, the bonus increases to +2 When

you use a spell slot of 7th level or higher, the bonus increases

to+3.

SCHOLARLY TOUCH

1st-level divination (ritual)

Classes: Bard, Cleric, Sorcerer, Weaveknight, Wizard

Casting Time: 1 action

Range: Touch

Components: S, M (a shard of clear glass)

Duration: Instantaneous

You touch one nonmagical object covered in writing, such

as a book or a scrolL and absorb the knowledge contained

within it as if you had just read it. The knowledge you acquire

is equal to a thorough reading, but not deep study. Therefore,

you do not recall all the information contained in the object

perfectly, but can give a perfectly good summary of it, and

remember important details that you were looking for or

found interesting.

Casting this spell again on the same object does not convey

any further information, but can refresh your memory on

specific detail specified when casting the spell This spell has

no effect if you touch an object covered in writing in a

language that you can't read

VORTEX STRIKE

5th-level conjuration

Classes: Ranger, Weaveknight, Wizard

Casting Time: 1 action

Range: Self (30-foot radius)

Components: S, M (a melee weapon you are proficient with

worth at least 1 sp)

Duration: Instantaneous

You brandish the weapon used in the spell's casting and

then vanish to strike through dimensions. Choose up to five

creatures you can see within 30 feet of you. Make a melee

attack against each target the weapon used in the spell's

casting. On a hit, a target suffers the weapon attack's normal

effects and takes an additional 5dl0 force damage.

You can then teleport to an unoccupied space you can see

within 5 feet of one of the targets you hit or missed

WA»STRIKE

1st-level conjuration

Classes: Ranger, Weaveknight, Wizard

Casting Time: 1 action

Range: Self (60-foot radius)

Components: S, M (a melee weapon you are proficient with

worth at least 1 sp)

Duration: Instantaneous

You brandish the weapon used in the spell's casting and

then slash with it, warping space. Choose a creature you can

see within 60 feet of you. Make a melee attack against the

target with the weapon used in the spell's casting. On a hit,

the target suffers the weapon attack's normal effects and

takes an additional 2d6 force damage.

At Higher Levels. When you cast this spell using a spell

slot of 2nd level or higher, the damage increases by ld6 and

the range increases by 10 feet for each slot level above 1st.

WONDROUS PROJECTILES

5th-level transmutation

Classes: Ranger, Weaveknight, Wizard

Casting Time: 1 bonus action

Range: Touch

Components: S, M (a ranged weapon with the ammunition

property you are proficient with worth at least 1 sp)

Duration: Concentration, up to 1 minute

You touch and transmute the weapon used in the spell's

casting. Until the spell ends, the weapon ignores the loading

property if it has it. If you load no ammunition in the weapon,

it produces its own, automatically creating one piece of magic

ammunition when you make a ranged attack with it, which

deals an additional 2d6 force damage on a hit. The

ammunition created by the weapon vanishes the instant after

it hits or misses a target, or when the spell ends. If the

weapon leaves your possession, the spell ends.

When you make a ranged attack with the weapon using a

piece of magic ammunition created by the weapon, you can

enchant the piece of ammunition as part of the attack, giving

it one of the following effects:

Disintegration. A creature hit by the piece of ammunition

takes an additional 4d6 force damage. If this damage reduces

a creature to O hit points, the target is disintegrated

Displacement. A creature hit by the piece of ammunition

must succeed on a Charisma saving throw or be teleported to

an unoccupied space you can see within 30 feet of its

location.

Enthrallment. A creature hit by the piece of ammunition

must make a Wisdom saving throw, and it does so with

advantage if you or your companions are fighting it. If it fails

the saving throw, it is charmed by you until the spell ends or

until you or your companions do anything harmful to it. The

channed creature is friendly to you. When the spell ends, the

creature knows it was charmed by you.

Vacuum. A creature hit by the piece of ammunition and all

creatures within 30 feet of it must make a Constitution saving

throw. On a failed save, they take 4d6 thunder damage and

are deafened until the spell ends. On a successful save, they

take half as much damage and are not deafened Deafened

creatures can repeat this saving throw at the end of each of

their turns, ending the effect on themselves on a success.


APPENDIX A: LORE

GENERAL DESCRIPTION

Born through the perfection of mixing warfare and arcane

knowledge, weaveknights seek to master the strange art they

have dedicated grand portions of their life to. Unlike

sorcerers or wizards, who approach arcane magic as

panacea in all their endeavors, weaveknights view it as a

valuable tool in their greater arsenal Being versatile in their

training, they achieve supremacy in both combat of magic

and weaponry. Weaveknights of sufficient skill have

determined and cultivated a portfolio of skills appropriate to

their taste, as such not only is it near impossible to mimic but

also rendered moot to do so. by any other.

ADVENTURES

Many weaveknights find intrigue in arcane discovery much as

any arcanist would, others seek to master the skills of

weaponry, lusting for the glory of combat as any true warrior

does. No matter the case, a weaveknight may find a plethora

of reasons to traverse the mysteries of the world, amassing

experience and gaining power.

CHARACTERISTICS

Weaveknights harbor great reserves of mystical energy. The

font of arcane magic burning in their minds makes them

dangerous combatants both to those who would meet them

in sword's length, as well as those preferring distance,

flinging spells. Weaveknighs do not just wield powerful

magic, they learn to adapt to combat in all its forms, being

trained in the use of armor and armaments, they can match

any opponent with unparallel versatility and skill Those with

most experience also delve in specific training making them

exceptional in covering many roles, from scouting and

hunting down targets, to being iron clad vanguards in large

scale war, even matching arcanists in both knowledge and

magic.

ALIGNMENT

Weaveknights are often lawful In most civilized societies it is

much easier to seek training in the arcane or swordplay

under a tutor or master. Needing both, a weaveknight's

general demeanor tends to lean towards structure rather

than chaos. Exception though, always applies and a chaotic

weaveknight is truly a force of unpredictability and interest.

There are no tendencies towards good or evi while a good

aligned weaveknights might resemble much the outlook of a

shining knight, an evil one may be a tyrant or a recluse

performing experiments of forbidden lore on haphazardly

acquired victims.

RELIGION

In genera weaveknights hold religion in moderate

apprehension. Being students of arcane and martial arts,

divinity is looked upon with suspicion and deities with

dismissal

Many weaveknights are supporters of the mortal claim, the

belief in one's own self and the strive for excellence, viewing

religion as demeaning to that natural perspective and deities

as puppeteers or unnecessary judges. Of course, every

experienced adventurer knows the usefulness of healing

magic and as such many weaveknights tolerate divine casters

when under the role of healers and councilors to such

matters.

HISTORY

There are many points of lore about the existence of arts

predating that of the weaveknight's. Some believe it an

extension of elven bladesinging, others a modified version of

dwarven runemagic. Whatever may be the case, an art in its

own right, it lives and breathes in the future of constant

development and improvement. Thusly, what has been made

certain beyond a sliver of doubt, weaveknights are made, not

born. While natural talent in either intelligence or physical

might is a helpful push to the right direction, a weaveknight

will have to carve their own path and discover the world as is.

In order to create a mix of complication between two grand

fields, many seek masters from a young age in either or both,

some finding start as small time warriors or adventurers,

while others fill roles in magical academies, initiating

scholarships and studying under wizards or sorcerers. No

matter the path to discovery, all are eventually led to the same

realization, inflaming the subsequent blending of experience.

WEAVEKNIGHT LORE

Characters that are proficient in the Arcana or History skills,

can research weaveknights and learn more about them.

When a character makes a skill check to obtain information

about weaveknights, read or paraphrase the following,

including the information from lower DCs.

DC Information

5 Weaveknights belong to a cast of warriors who blend

magic and warfare.

l 0 Weaveknights are used as elite units among military

organizations and in many cases hold high rank.

l 5 Weaveknights are known for their versatile training,

producing excellent warriors, mages and commanders

through their ranks.

20 Weaveknights train in different specializations, each

requiring years to master and set to combat specific

situations, from the chaos of the battlefield to the

study of the arcane.

2 5 Weaveknights are known to develop unique abilities in

their endeavor to mix sword and sorcery, in their

midst mentioned as secret arts. From specific stances

to magical effects, they are manifestations of

conviction and perfected skill.

30 Weaveknights are rumored to hail from a mixture of

ancient elven tradition and dwarven mastery of arms,

combined with the unyielding force of the human

strive for excellence.

\\ \\,


APPENDIX B: BACKGROUND

BACKGROUND: SPELLSWORD INITIATE

Duality has always been in your nature. While aspiring youth

gathered around trainers of sword or sages of magic, you

found yourself in awe to not only one such path. Instead,

mediating both, you dedicated twice the effort to carve a path

of your own. Blending the wonders of magic and the might of

body, you strive to perfect this mixing art, to a tool of

superiority. Always curious about the world, you strike out to

meet new people, discover sights and obtain wisdom through

experience. Knowledge from great adventures may perhaps

lead you to a figure of lineage, who can unlock your true

mighty potential

Skill Proficiencies: Arcana, plus one from among

Acrobatics, Athletics and Investigation.

Tool Proficiencies: One type of artisan's tools or one

gaming set of your choice

Languages: One of your choice

Equipment A set of traveler's clothes, a letter of

recommendation to a magical academy, a book from an

ancestor of yours containing martial and meditative

techniques, and a pouch containing 10 gp

d6 Bond

1 My life's purpose is to perfect my art.

2 I alwats go out of my way to help those who earned my

respect.

3 Actions speak louder than words.

4 Someone saw potential in me. To this day, I never

refuse guidance.

5 I respect warriors of all kinds.

6 I always see things through to the end.

d6 Flaw

1 My curiosity often puts me in dire situations.

2 I tend to misjudge my opponents.

3 I am willing to search anywhere for the right answers.

4 In my travels, I've encountered things that still haunt

me.

5 I always try to correct mistakes, even if they're not my

own.

6 I push people away to stay focused on my goals.

FEATURE: SWORD AND SORCERY

You have associated yourself with both practicioners of the

arcane and hard trained warriors. Always keeping an ear on

the ground, you have a knack for blending in with these kinds

of people. As a result, you always pick up rumors about

magical shops and auctions of rare antiquities, as well as

offers of mercenary work.

SUGGESTED CHARACTERISTICS

d8 Personality Trait

1 I have a lot of acquintances, not a lot of friends.

2 I smile in the face of the impossible.

3 I try to be discreet, but I can't help jumping into

action.

4 I lose myself in the realm of possibilities.

5 I feel most comfortable in the company of books and

blades.

6 I starve for knowledge and new experiences.

7 I suffer in the presence of ignorance.

8 I'm an open book, but people are illiterate.

d6 Ideal

1 Community. Knowledge is a gift to be shared. (Good)

2 Balance. The true wonders of the world lie within its

principles. (Lawful)

3 Freedom. The freedom to travel is the freedom to learn.

(Chaotic)

4 Greed. Power is a privilege of the strong. (Evil)

5 Knowledge. True knowledge is my conviction. (Neutral)

6 Responsibility. A life full of chalenges is a life well lived.

(Any)


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