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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)