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Armored Mage
At 3rd level, you have learnt how to be more effective in the
frontlines. You gain proficiency with heavy armor.
Arcane Surge
Also at 3rd level, you learn how to turn magical energy into
tactical advantage in combat. As a bonus action, you can
activate one of the following effects:
You teleport to an unoccupied space you can see within a
certain radius around you. The radius is equal to your
Intelligence modifier x 5 feet.
Once before the end of your turn when you hit a creature
with a melee weapon attack, you can deal extra force
damage to up to two creatures within 5 feet of the attack's
target, except the target. The extra damage is equal to
twice your Intelligence modifier.
All creatures within 5 feet of you must succeed on a
Strength saving throw against your weaveknight spell save
DC or be pushed a certain distance away from you in a
straight line. The distance is your Intelligence modifier x 5
feet.
You can use this feature a number of times equal to your
Intelligene modifier (minimum of once) . You regain all
expended uses of this feature when you finish a long rest.
The Spellwarden Abjurant Armor
Beginning at 3rd level, you learn how to improve the
Spellwardens are abjuration specialists. However, these efficiency of abjuration spells that you cast to better protect
weaveknights are able to touch they very essence of yourself in combat. When you gain the benefits of a Mage
abjuration magic and learn how to empower their physical Armor spell, your AC becomes 13 + your Dexterity modifier +
and mental abilties with arcane energies. The Spellwarden your Intelligence modifier for its duration.
discipline requires the practicioner to be brave and face the
terrors of the world with conviction, as well as develop innate Arcane Boost
endurance towards magic. Spellwardens are team players, Also at 3rd level, you learn how to burn arcane energy to
leading fights as unyielding rocks their allies can always empower your martial abilities. As a bonus action, you can
depend on. activate one of the following effects:
Spellwarden Magic You have advantage on all Acrobatics and Athletics
You learn an additional spell when you reach certain levels in checks.
this class, as shown in the Spellwarden Spells table. The You gain a bonus to all saving throws equal to your
spell counts as a weaveknight spell for you, but it doesn't Intelligence modifier.
count against the number of weaveknight spells you know. You gain gain temporary hit points equal to five times your
Intelligence modifier.
Spellwarden Spells
Weaveknight Level Spells The duration of these effects is 1 minute. You can only have
one of the effects of Arcane Boost active at a time. If you use
3rd mage armor your bonus action to activate an effect of Arcane Boost while
5th aid one is already active, the previous effect ends.
9th dispel magic
You can use this feature a number of times equal to your
Intelligence modifier (minimum of once) . You regain all
13th death ward expended uses of this feature when you finish a long rest.
17th antilife shell
Extended Abjuration
At 7th level, you become more adept in channeling arcane
energy for abjuration spells. When you cast an abjuration
spell with a duration of 1 minute or longer, double its
duration.
Abjurant Strikes
At 11th level, you learn how to read enemies while
simultaneously channeling magic. When a creature is
subjected to an effect from your arcane strike feature, that
creature has disadvantage on any attack roll that doesn't
target you until the start of your next turn.
Spell Resistance
At 15th level, you have advantage on saving throws against
spells.
Swift Abjuration
At 20th level, you have mastered the quick use of abjuration
spells. When you use your Quick Cast feature to cast an
abjuration spell, you do not expend any of its uses.
The Spellbow
Incorporating ancient elven techniques that amplify their
ranged spells and arrows, the Spellbows are the tacticians of
the weaveknights. Observing and tactically handpicking
targets, it was once said that a single company of master
Spellbows felled an entire army of demons. This discipline
involves patience, self reflection and quick thinking. To
achieve the perfect shot, to never miss and to always feel flow
like the weave of magic they swore to protect, the Spellbows
never accept failure.
Spellbow Magic
You learn an additional spell when you reach certain levels in
this class, as shown in the Spellbow Spells table. The spell
counts as a weaveknight spell for you, but it doesn't count
against the number of weaveknight spells you know.
Spellbow Spells
Weaveknight Level Spells
3rd ray of sickness
5th acid arrow
9th conjure barrage
13th freedom of movement
17th swift quiver
Mind's Eye
At 3rd level, your training allows you to fire shots based on
predictions rather than natural precision. When you attack
with a ranged weapon that benefits from your Combat Caster
feature, you can use your Intelligence modifier, instead of
Strength or Dexterity modifier, for the attack and damage
rolls.
Bursting Spellstrike Your strike detonates with arcane
Arcane Accuracy energy. The target and all creatures within 10 feet of it must
Also at 3rd level, you learn how to enhance your shots with make a Dexterity saving throw against your weaveknight spell
magic. As a bonus action, you can apply one of the following save DC, taking 1d6 force damage per level of the spell slot
benefits to the next ranged attack you make before the end of on a failed save, or half as much damage on a successful one.
your turn: Pinning Spellstrike You imbue your strike with abjuration
You have advantage on the attack roll. magic. The target takes force damage, in addition to the
The attack ignores half and three-quarters cover. weapon's damage. The extra damage is equal to 1d6 per level
When you roll damage for the attack, treat any rolled 1's of the spell slot. Furthermore, the target must succeed on a
as being a 2. Constitution saving throw against your weaveknight spell
save DC or become restrained until the end of its next turn.
You can use this feature a number of times equal to your
Intelligence modifier (minimum of once) . You regain all Penetrating Shot
expended uses of this feature when you finish a long rest. At 15th level, your shots weaken the defenses of your
enemies. As a reaction when you hit a creature with a ranged
Rapid Shot attack, you ignore all damage resistances of that creature
At 7th level, you can weave a quick shot in combination with until the end of your turn.
your spells. When you use your action to cast a spell that You can use this feature a number of times equal to your
requires a ranged spell attack, you can make a ranged Intelligence modifier (minimum of once). You regain all
weapon attack as a bonus action. expended uses of this feature when you finish a long rest.
Close Quarters Shot Devastasting Shot
At 11th level, your training unveils additional ways to use your At 20th level, your arcane prowess allows you to empower
magics in combat. You no longer have disadvantage on your shots with devastating effects. As a bonus action, you
ranged attacks due to being within 5 feet of a hostile creature can declare a Devastating Shot. If your next ranged attack
who can see you and isn't incapacitated. You also add the hits, you automatically score a critical hit.
following options to your arcane strike feature: Once you use this feature, you must finish a short or long
rest before you use it again.
The Magehunter Magehunter's Brand
Also at 3rd level, you learn how to more efficiently hunt your
Of all the weaveknights, the Magehunters understand the prey. As a bonus action, you can mark a creature and gain the
importance of balance most. This discipline enforces the following benefits for the next minute:
practicioner to endure excruciating mental pain, as learning
how to bend the arcane energy around other creatures, You have advantage on Wisdom (Perception) and Wisdom
partially severing their connection to the weave of magic is a (Survival) checks made to track or find the marked
dreadful task. Many Magehunters have lost loved ones or creature.
witnessed destruction in the face of untamed magicians, and Your first attack against the marked creature during each
have sworn themselves their eternal enemies. If the most of your turns deals extra psychic damage. The extra
powerful of spellcasters can be called demi-gods, then the damage is equal to your weaveknight level.
Magehunters are one of the few reminders of their mortality. When you damage the marked creature with a weapon
attack and it is concentrating on a spell, it must subtract
Magehunter Magic your Intelligence modifier from the number rolled for the
You learn an additional spell when you reach certain levels in saving throw it makes to maintain concentration.
this class, as shown in the Magehunter Spells table. The spell Once you use this feature, you must finish a short or long
counts as a weaveknight spell for you, but it doesn't count rest before you can use it again.
against the number of weaveknight spells you know.
Magehunter Spells Spell Mettle
Weaveknight Level Spells At 7th level, your training allows you to completely resist
spells that would affect you normally. When you succeed on a
3rd hunter's mark saving throw against a spell that targets only you and would
5th silence still affect you on a successful save, the spell instead has no
9th counterspell
effect on you.
13th greater invisibility Spellbane Strikes
17th scrying At 11th level, your empowered strikes allow you to pierce an
enemy's connection with their magical resistances. When a
Hunter's Vigilance
creature is subjected to an effect from your arcane strike
At 3rd level, your studies have taught you to be always ready feature, it can't have advantage on saving throws against any
to strike. Whenever you roll for Initiative, you add your spell you cast until the end of your next turn.
Intelligence modifier to the roll. Siphon Magic
At 15th level, you learn how to siphon magic from your
enemies when they are at their weakest. When you score a
critical hit with a weapon attack, the target loses its highest
level spell slot and you regain an expended spell slot with a
level equal to half of the spell slot's level that the creature
lost. If a creature does not have spell slots, this feature has no
effect against it.
Anti-Magic Aura
At 20th level, your prowess over hunting mages manifests
fully. As an action, you emit an anti-magical aura, causing
violent arcane energies to surround you in a 60-foot radius,
gaining the following benefits for 1 minute:
You gain a bonus on saving throws against spells and
magical effects equal to your Intelligence modifier (a
minimum of +1) .
All hostile creatures that start their turn within the aura's
radius must succeed on a Wisdom saving throw against
your weaveknight spell save DC or be unable to cast spells
until the start of their next turn.
You add your proficiency bonus to any spellcasting ability
check you make when casting Counterspell and Dispel
Magic.
Once you use this feature, you can't use it again until you
finish a long rest.
The Initiate of Arcana Mystara Knowledge of the Scholar
At 11th level, you learn how to extract knowledge out of every
The search for knowledge and secrets is inherent to all strike. When a creature is subject to an effect from your
weaveknights, but the Initiates of Arcana Mystara value only arcane strike feature, you immediately learn one of the
the truths of the world and thus are rewarded with following (your choice):
extraordinary mastery over the weave. This discipline
requires incredible dedication and study, as master Initiates The creature's bonus to one saving throw of your choice.
are able to match the most powerful of wizards toe to toe in All of the creature's damage resistances.
spellcasting as well as channel magic into their weapons to All of the creature's damage immunities.
divine their enemies' weakness with each blow. As revered All of the creature's condition immunities.
arcane acolytes, they command respect even amongst the
most seasoned weaveknights, often becoming spiritual Arcane Retaliation
guides in dark times. At 15th level, your manipulation of the weave enables you to
reflect incoming spells. When a creature that you can see
Initiate of Arcana Mystara Magic casts a spell that targets only you or an allied creature within
You learn an additional spell when you reach certain levels in 5 feet of you, you can use your reaction to make an
this class, as shown in the Initiate of Arcana Mystara Spells Intelligence (Arcana) check contested by the creature's
table. The spell counts as a weaveknight spell for you, but it Intelligence (Arcana) check. If the result of your roll is higher
doesn't count against the number of weaveknight spells you than the opposing roll, the spell has no effect on you or your
know. ally and instead targets the caster, using the slot level of the
caster, but your spell save DC, attack bonus and spellcasting
Initiate of Arcana Mystara Spells ability.
Weaveknight Level Spells You can use this feature a number of times equal to your
Intelligence modifier (minimum of once) . You regain all
3rd detect magic expended uses of this feature when you finish a long rest.
5th nystul's magic aura
9th tongues Grand Arcana Esoterica
At 20th level, your mastery over the arcane arts manifests
13th arcane eye fully. Choose a 6th, 7th, 8th and 9th-level spell from the
17th legend lore wizard spell list. You can cast each of these spells once
without expending a spell slots. You must finish a long rest
Knowledge Devotion before you do so again.
At 3rd level, your devoted studies grant you intricate
knowledge. You become proficient in your choice of two of
the following skills: Arcana, History, Nature, or Religion.
Your proficiency bonus is doubled for any ability check you
make that uses either of the chosen skills.
Arcana Esoterica
Also at 3rd level, your focus on the sorcery side of sword and
sorcery grants you an extra edge over other weaveknights.
Choose a spell from any class, including this one. A spell you
choose must be of a level you can cast, as shown on the
Weaveknight Table.
You learn that spell and it counts as a weaveknight spell for
you but it doesn't count against the number of weaveknight
spells you know.
You learn one additional spell from any class at 5th, 9th,
13th and 17th level.
Calculating Mind
At 7th level, you find ways to solve problems through the
power of your mind. You add half your Intelligence modifier (a
minimum of +1) to any Charisma (Deception) , Charisma
(Persuasion) , Wisdom (Insight) and Wisdom (Perception)
checks you make.
In addition, you gain a bonus on Constitution saving throws
that you make to maintain concentration on spells equal to
your Intelligence modifier (a minimum of +1) .
Channel Spell
Secret Arts When you use your action to cast a weaveknight spell that
If a secret art has prerequisites, you must meet them to learn requires a spell attack against a target within the reach of a
it. You can learn the secret art at the same time that you meet weapon that benefits from your combat caster feature, you
its prerequisites. A level prerequisite refers to your level in can replace the spell attack with a single attack using that
this class. weapon. On a hit, the target is affected by the spell and takes
weapon damage as normal. You must choose to replace the
Arcane Armament spell attack before you roll it.
A weapon that benefits from your combat caster feature is You can't use your arcane strike feature when you hit a
considered magical for the purpose of overcoming resistance creature with a weapon attack using this secret art.
and immunity to nonmagical attacks and damage.
In addition, it gains a +1 bonus on its attacks and damage Dedicated Scholar
rolls, unless it is a magic weapon that already has a bonus to Prerequisite: 6th level, Initiate of Arcana Mystara
those rolls. At 10th level, the bonus to attack and damage Weaveknight Discipline
rolls increases to +2 , and at 14th level it increases to +3 . You learn how to create scrolls imbued with magic. You
can transcribe any weaveknight spell that you know into a
Arcane Disciple scroll, by expending a spell slot with a level equal to the
You learn one spell of your choice from the weaveknight spell spell's level, as well as 2 hours and 50 gp for each level of the
list. The spell must be of a level for which you have spell slots. spell, in addition to any material components the spell already
has.
Arcane Sight Once you have created a scroll with this secret art, it
You can cast detect magic without expending a spell slot or retains its magical potency for a number of days equal to your
material components. Intelligence modifier (a minimum of one). After this time has
You can use this secret art a number of times equal to your passed, the scroll loses its potency and becomes non-magical
Intelligence modifier (a minimum of once). You regain all as the spell is lost.
expended uses of this secret art when you finish a long rest.
Hardened Battlemage
Arcane Thesis Prerequisite: 14th level
Prerequisite: 6th level By sheer will, you hold on to your magic even in the most
Choose one 1-st level weaveknight spell that you know. You dire situations. When you fail a Constitution saving throw
can cast it once without expending a spell slot. You regain the that you make to maintain concentration on a spell, you can
ability to do so once you finish a long rest. choose to succeed instead.
Once you use this secret art, you can't use it again until you
Arcanist's Insight finish a long rest.
You can cast comprehend languages without expending a
spell slot. You regain the ability to do so once you finish a Improved Arcane Strike
long rest. Prerequisite: 10th level
When you use your arcane strike feature, the spell slot you
Arcing Strike expend to activate it counts as one level higher than the spell
Prerequisite: 6th level, Spellbow Weaveknight Discipline slot's original level.
When you miss a creature with a ranged attack, you can
use your reaction to reroll the attack roll against a different Loremaster Arcanist
target within 30 feet of the original target. You can cast the identify spell at will, without expending a
Using this secret art expends one use of your Arcane spell slot, but you must choose a weapon or a suit of armor
Accuracy. that you are proficient with as the target. In addition to any
magical properties, you learn the the target's original creator,
Battle Ready its intended purpose and the name of the last person to wield
As an action, you can touch a suit of armor that isn’t being it.
worn or carried by anyone and that you are proficient in and
instantly don it, provided you aren’t wearing armor already. Magical Reserves
Alternatively, as an action you can insantly doff a suit of Prerequisite: 14th level
armor that you are wearing, provided there is an unoccupied Attuning to the magical energies coursing through the
space within 5 feet of you for the armor to appear. world, you are able to regain some of your own. Once per day
when you finish a short rest, you can choose expended spell
Battlemage's Shield slots to recover. The spell slots can have a combined level
Prerequisite: shield spell that is equal to or less than your Intelligence modifier, and
When you cast the shield spell, you also gain resistance to none of the slots can be 4th level or higher.
one of the damage types of the triggering attack (your choice)
until the start of your next turn.
Projected Abjuration Stance of the Coiling Viper
Prerequisite: 6th level, Spellwarden Weaveknight Discipline While maintaining this stance, the reach of your melee
When a friendly creature within 30 feet of you makes a attacks increases by 5 feet and the reach of your ranged
saving throw against a spell or magical effect, you can use attacks is doubled.
your reaction to grant that creature a bonus to its saving In addition, while maintaining this stance, add the
throw equal to your Intelligence modifier (a minimum of +1). following option to the effects of your arcane strike feature:
You can choose to do so after the roll, but before the GM says Venomous Spellstrike. You envelop your blade with
wether the roll succeeds or fails. poison. The target takes poison damage, in addition to the
Using this secret art expends one use of your Arcane weapon's damage. The extra damage is equal to 1d6 per level
Boost. of the spell slot. Furthermore, the target must succeed on a
Constitution saving throw against your weaveknight spell
Rebuking Strike save DC or be poisoned until the end of its next turn.
Prerequisite: 6th level, Magus Weaveknight Discipline
When a creature hits you with a melee attack, you can use Stance of the Crimson Moon
your reaction to make a melee weapon attack against that Prerequisite: 10th level
creature, provided the creature is within your reach. While maintaining this stance, magic can't put you to sleep
Using this secret art expends one use of your Arcane and your hit point maximum cannot be reduced.
Surge. In addition, while maintaining this stance, add the
following option to the effects of your arcane strike feature:
Relentless Pursuit Vampiric Spellstrike. You envelop your blade with
Prerequisite: 6th level, Magehunter Weaveknight Discipline crimson energy. The target takes necrotic damage, in
When you use your action to cast a spell that targets only a addition to the weapon's damage. The extra damage is equal
creature marked by your magehunter's brand feature, you can to 1d6 per level of the spell slot. Furthermore, you regain hit
make one weapon attack against that creature as a bonus points equal to half the amount of necrotic damage dealt.
action.
Sense Magic
As an action, you focus and extend your senses to search for
other creatures that can manipulate magic. Until the end of
your next turn, you know if each creature that you can see
within 60 feet of you has the Spellcasting or Innate
Spellcasting feature or trait. In addition, you learn each of
those creatures' spellcasting ability, if they have one.
You can use this secret art a number of times equal to 1 +
your Intelligence modifier. You regain all expended uses of
this secret art when you finish a long rest.
Skilled Practicioner
You gain proficiency in two skills of your choice from the
weaveknight class skill list.
Stance of the Cleansed Mind
Prerequisite: 6th level
While maintaining this stance, you can't be charmed and
you gain a bonus to Wisdom saving throws equal to your
Intelligence modifier.
In addition, while maintaining this stance, add the
following option to the effects of your arcane strike feature:
Mindshattering Spellstrike. You envelop your blade with
psychic energy. The target takes psychic damage, in addition
to the weapon's damage. The extra damage is equal to 1d6
per level of the spell slot. Furthermore, the target must
succeed on a Wisdom saving throw against your weaveknight
spell save DC or become frightened until the end of its next
turn.
Stance of the Radiant Sun Stance of the Warsage
Prerequisite: 10th level Prerequisite: 10th level
While maintaining this stance, you and friendly creatures While maintaining this stance, you have advantage on
within 10 feet of you have advantage on saving throws Constitution saving throws that you make to maintain
against being frightened. concentration on a spell.
In addition, while maintaining this stance, add the In addition, while maintaining this stance, add the
following option to the effects of your arcane strike feature: following option to the effects of your arcane strike feature:
Radiant Spellstrike. You envelop your blade with bright Disjuncting Spellstrike. You weaken the target's
light. The target takes radiant damage, in addition to the connection to magic. The next time the target casts a spell
weapon's damage. The extra damage is equal to 1d6 per level within 1 minute, it must succed on a Concentration check
of the spell slot. Furthermore, the target must succeed on a with a DC equal to your spell save DC plus the level of the
Constitution saving throw against your weaveknight spell spell slot you expended, or the spell fails and is lost. Multiple
save DC or be blinded until the end of its next turn. uses of Disjuncting Spellstrike on the same target do not
stack.
Stance of the Rising Phoenix
While maintaining this stance, moving through difficult Stance of the Winter Wolf
terrain costs you no extra movement. While maintaining this stance, you have advantage on the
In addition, while maintaining this stance, add the first melee attack roll that you make on your turn against a
following option to the effects of your arcane strike feature: creature if at least one of your allies is within 5 feet of the
Ignited Spellstrike. You envelop your blade with scorching creature and the ally isn't incapacitated.
heat. The target takes fire damage, in addition to the In addition, while maintaining this stance, add the
weapon's damage. The extra damage is equal to 1d6 per level following option to the effects of your arcane strike feature:
of the spell slot. Furthermore, the target must succeed on a Frigid Spellstrike. You envelop your blade with frost. The
Dexterity saving throw against your weaveknight spell save target takes cold damage, in addition to the weapon's
DC or catch on fire for as long as you maintain this stance. At damage. The extra damage is equal to 1d6 per level of the
the end of each of its turn, the target takes fire damage equal spell slot. Furthermore, the target must succeed on a
to your Intelligence modifier unless it or another creature Constitution saving throw against your weaveknight spell
within 5 feet of it uses an action to put out the flames. save DC or have its speed reduced to 0 until the end of its
next turn.
Stance of the Roaring Lion
Prerequisite: 6th level
While maintaining this stance, you have advantage on
Strength saving throws.
In addition, while maintaining this stance, add the
following option to the effects of your arcane strike feature:
Thundering Spellstrike. You envelop your blade with
sonic energy. The target takes thunder damage, in addition to Multiclassing
the weapon's damage. The extra damage is equal to 1d6 per
level of the spell slot. Furthermore, the target must succeed To multiclass into Weaveknight, you must meet the following
on a Strength saving throw against your weaveknight spell prerequisites and gain the following proficiencies:
save DC or be pushed 10 feet away from youin a straight line. Prerequisites: Strength 13 or Dexterity 13, and
If a Large or smaller creature fails this saving throw, it is also Intelligence 13
knocked prone. This spellstrike creates a loud noise audible Proficiencies gained: Light armor, medium armor,
up to 300 feet away. shields, simple weapons, martial weapons
Stance of the Sky's Veins Spell Slots
While maintaining this stance, you can take the Dash action When determining spell slots, you add one half (rounded up)
as a bonus action on your turn. of your Weaveknight levels to the levels of your other classes
In addition, while maintaining this stance, add the as described in page 164 of the Player's Handbook. Use the
following option to the effects of your arcane strike feature: resulting total to determine your spell slots by consulting the
Shocking Spellstrike. You envelop your blade with static Multiclass Spellcaster table on page 165 on the Player's
energy. The target takes lightning damage, in addition to the Handbook.
weapon's damage. The extra damage is equal to 1d6 per level "The Weaveknight" is unofficial Fan Content permitted
of the spell slot. Furthermore, the target must succeed on a under the Fan Content Policy. Not approved/endorsed by
Constitution saving throw against your weaveknight spell Wizards. Portions of the materials used are property of
save DC or become unable to take reactions until the end of Wizards of the Coast. ©Wizards of the Coast LLC.
its next turn.
Weaveknight Spells
1st level 2nd Level 3rd Level Fire Shield
Absorb Elements Aganazzar's Scorcher Counterspell Freedom of Movement
Burning Hands Blindness/Deafness Dispel Magic Greater Invisibility
Chromatic Orb Darkness Elemental Weapon Ice Storm
Detect Magic Darkvision Fear Locate Creature
Expeditious Retreat Enlarge/Reduce Fireball Polymorph
Faerie Fire Enhance Ability Fly Stoneskin
Feather Fall Hold Person Glyph of Warding Vitriolic Sphere
Ice Knife Invisibility Haste
Identify Levitate Lightning Bolt 5th Level
Jump Locate Object Magic Circle Bigby's Hnad
Longstrider Magic Weapon Protection from Energy Cone of Cold
Magic Missile Melf's Acid Arrow Sending Dominate Person
Protection from Evil and Mirror Image Slow Geas
Good Misty Step Vampiric Touch Hold Monster
Shield Scorching Ray Immolation
Sleep See Invisibility 4th Level Scrying
Thunderwave Spider Climb Banishment Teleportation Circle
Witch Bolt Web Blight Wall of Force
Zephyr Strike Dimension Door
Elemental Bane
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/mightymidge101
The Fallen - bramasta aji
Rhegor Karaxas. the Frostbrand - u/phazone
Bones - Helmutt
Azhai, Spellblade Elf - Arif Wijaya
The Destroyer - Book 3 - theDURRRRIAN
Warren Black, Blood Hunter Vampire -
u/jamestheboyyy
Weaveknight Class Creation and Design:
u/ChronicleOfHeroes