Weaveshaper

## **CURRENTLY UNDER REVIEW, NO USING FOR TIME BEING**

An elf chants in an ancient library, listening to the whispers of the story stones around her. Ribbons of arcane energy form around her blades each time she cuts at the air, gathering her power in practice for what must be done.

A human man clad in red and black faces a massive golem of cloth and necromantic magic. He summons a strange sword to his hands while calling to the arcane eye bound upon his magical outfit. In a flash of light the outfit transforms into a suit of fantastical armor covered in blades. With incredible speed, he launches forward and lashes out at the nightmare with a barrage of attacks, cutting and cleaving.

A dwarf gestures, weaving a massive bladed mace from arcane thread as massive mechanical armor grows around her. The oncoming orcish horde heistates for just a moment, and that’s all the time she needs to break them.

A tiefling cloaked in darkness spins a web of shadowy string between his hands. As a tavern brawl begins, he stands and demands that the violent patrons take their fight elsewhere, coiling tentacles of dark shadowsilk writhing in the air around him. Frightened, the combatants quickly flee, never seeing the tiefling’s bladed cloak twitch ominously.

These are weaveshapers: warriors who pursue magical and martial perfection by creating powerful weapons called threadblades. By infusing their bodies with countless fragments of arcane energy from every school of magic, they strive for perfection through cunning artifice and martial study rather than introspective meditation or exploration of the more traditional arcane arts.

## Woven Blades

There is a certain power in harmony and unity between the arcane disciplines. Weaveshapers seek to harness this unity and instill within themselves the same eerie perfection. Thus, they train their bodies and minds to work in unison, learning to weave threads of arcane energy comprised of the many different strands of arcana.

The first act that defines the weaveshaper is the creation of a threadblade. By memorizing the complex gestures and mental states required to invoke arcane thread, the weaveshaper can create powerful weapons with strange and majestic forms. These weapons are known as threadblades, as they appear to be woven from strings of magic. The sharpened edges and eerie blades of these wicked tools are crafted by conjuring thin panes of raw force aroun dcompressed arcane thread, leading to colorful and powerful expressions of each weaveshaper’s personal style.

## Skin and Skein

Once a weaveshaper masters the creation of their threadblade, the next step is the creation of an arcane infusion. By weaving arcane energy into their clothing and bodies, these magical warriors begin to ascend to a higher physical and mental state. The most common manifestation of this power is a set of remarkable garb, which layers over the weaveshaper, providing strength and durability through magical enhancement. Unlike monks, who harness the natural power of ki within themselves, weaveshapers rely on arcane mastery and knowledge to empower their bodies to the peak of perfection.

## Personal Tapestries

Each weaveshaper has a unique taste and style, as all creative artists do, and so they learn to create mystical accessories to compliment their infusions and threadblades. These can manifest in a variety of ways, from sentient eyes of woven cloth or cloaks of living blades to massive mechanical armor and illusory tomes of arcana. The threadblade may be a masterwork that binds them, and infusion is an art often discussed, but conversation regarding these personal implements is rare by custom.

## Unified Patterns

Despite the varying threadblades, infusions, and tapestries of the weaveshapers, the methods for unleashing arcane might during combat is rigid, structured, and subject to much scholarly discussion. The arcane essence of a threadblade naturally aligns to a peculiar set of attacks, one following another to weave a resulting rush of magical energies. Some patterns empower the body of the weaveshaper, allowing one to strike with swiftness and surety, while others unleash elemental forces or conjure other weapons. Many weaveshapers say their study is merely scholastic, but the results in battle are unquestionable and undeniable.

## Creating a Weaveshaper

When creating a weaveshaper, consider how you came to adopt this rare skill. Most weaveshapers train under tutors, learn in academies dedicated to the arcane arts, or are taught by entities bound to them due to the strange loom of fate. Why did you choose to continue down this path instead of learning traditional magic, for which you obviously have the aptitude? Is it due to restrictions placed upon you by your culture or your family? Is it by personal choice, seeing the mundane arcane arts as beneath you, or beyond your grasp? Do you endeavor to study both, and have merely started your journey here? Regardless, the path you’ve chosen is one that must be tread with careful consideration.

### Quick Build

You can make a weaveshaper quickly by following these suggestions. First, make Dexterity your highest ability score, followed by Intelligence, since it is essential when using your pattern attacks and when casting the spells you gain later. Then, select the Scissorblade. Finally, choose a background that would present you with an opportunity to study the arcane arts.

# Class Features

As a weaveshaper, you gain the following class features.

### Hit Points

* **Hit Dice:** 1d8 per weaveshaper level
* **Hit Points at 1st level:** 8 + your Constitution modifier
* **Hit Points at Higher Levels:** 1d8 (or 5) + your Constitution modifier per weaveshaper level after 1st

### Proficiencies

* **Armor:** None
* **Weapons:** Simple weapons, martial weapons
* **Tools:** Weaver’s tools and one stringed musical instrument
* **Saving Throws:** Dexterity and Intelligence
* **Skills:** Choose two from Acrobatics, Arcana, Athletics, Deception, Insight, and Sleight of Hand

### Equipment

You start with the following equipment, in addition to the equipment granted by your background:

* (a) a scholar’s pack or (b) an explorer’s pack
* a set of fine clothes
* a set of weaver’s tools

## Threadblade

Starting at 1st level, you learn to create a unique and iconic magical weapon, known as a threadblade, by instantly spinning it into existence. You can do this when you roll initiative or at the start of your turn. If you summon it a second time, the original vanishes.

You are proficient in your threadblade and you can use your Dexterity modifier in place of your Strength modifier for attack and damage rolls with your threadblade. You can’t wield another weapon or equip a shield while wielding your threadblade. Threadblades do not have the ordinary properties of other weapons, despite their appearances, but are considered martial weapons.

Your threadblade is a unique weapon with an appearance of your own design, but it falls into one of several categories. When you gain this feature, choose one of the threadblade types listed in the following section. You can change your threadblade type whenever you gain a level in this class.

### Loombreaker

Your threadblade manifests as a massive, impossible melee weapon that deals 1d12 slashing damage. While you are wielding this weapon, your attacks with it during your turn have a reach of 10 feet, and your melee attacks targeting prone creatures ignore all sources of disadvantage.

### Scissorblade

Your threadblade manifests as a singular melee weapon that deals 1d10 slashing damage. After making an attack with this weapon targeting a creature, you move to any space of your choosing within 5 feet of the target without provoking opportunity attacks.

### Knitting Needles

Your threadblade manifests as a pair of edged melee weapons that deal 2d4 piercing damage. You always attack with them simultaneously, and can’t engage in standard two-weapon fighting using these weapons. Once per turn when you hit a creature with this threadblade, you can bind it, reducing its movement speed by 10 feet until the end of its next turn.

### Pin Cushion

Your threadblade manifests as a mass of floating blades that hover in your space. This melee weapon deals 1d8 piercing damage, and you can use it to make ranged weapon attacks targeting creatures within 30 feet of you. When you hit a creature with an attack made using this weapon, you can drag the target up to 10 feet closer to you, or push it up to 10 feet directly away from you.

### Steelweave Strikers

Your threadblade manifests as bladed gauntlets and sabatons that deal 1d10 piercing damage. These melee weapons can’t be used to make unarmed strikes. After making an attack with this threadblade, you can exchange places with your target if there is sufficient space for each of you. This movement does not provoke opportunity attacks.

## Infusion

At 1st level, you learn to clothe yourself in magic. While you are not using a shield, you can choose to have your AC equal 10 + your Dexterity modifier + your Intelligence modifier.

Also, you can use your action to change the color, fit and style of your clothing or armor while wearing it. It reverts to its ordinary appearance if you stop wearing it.

## Clothier’s Cut

Also at 1st level, your infusion allows you to move your weapons at the speed of thought. When you do not take the Attack action or cast a spell that deals damage during your turn, you can use your bonus action make a single attack with your threadblade or an accessory weapon granted by this class. This attack doesn’t add your ability score modifier to the damage roll.

## Weave Finishers

At 2nd level, you learn to perform Weave Finishers: deadly finishing moves fueled by your arcane power. Each time you make an attack with your threadblade or an accessory weapon granted by this class, you spin a fraction of that attack’s power into an arcane string, which hovers around your threadblade as a ribbon of light. Your collected arcane strings disappear after 1 minute and when you roll initiative.

You can perform a Weave Finisher by spending the listed number of arcane strings stated in each Finisher’s description by using your bonus action when you take the Attack action during your turn. Your Weave Tier represents the power of your Weave Finishers, and is listed in the Weaveshaper table.

### Learning Weave Finishers

At 2nd level, you learn four Weave Finishers: Restitch, and three of your choosing from the Weave Finisher list at the end of this class description.

You learn two new Weave Finishers at 6th, 9th, and 15th level. You can exchange one of your Weave Finishers for a new one for which you meet the prerequisites when you gain a level in this class. You can’t exchange Restitch for another Weave Finisher.

### Spellcasting Ability

Intelligence is your spellcasting ability for your weaveshaper spells and Weave Finishers, since your control over magic comes from careful study and practice. You use your Intelligence whenever a spell or Weave Finisher refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a weaveshaper spell you cast, when a weaveshaper feature you use requires the target make a saving throw, and when making a spell attack roll from casting a weaveshaper spell or using a weaveshaper feature.

**Spell & Weave Finisher save DC =** 8 + your proficiency bonus + your Intelligence modifier
**Spell attack modifier =** your proficiency bonus + your Intelligence modifier
## Ribbon Cutter

Starting at 2nd level, during your first turn in combat after you roll initiative, if you take the Attack action and attack with your threadblade or an accessory weapon granted by this class and hit, you unleash a spiral of razor thread. Your target takes slashing damage equal to twice your Weave Tier and must make a Dexterity saving throw. If it fails, its movement speed is halved until the end of its next turn.

## Weaveshaper Tapestry

At 3rd level, you create a powerful magical accessory that allows you to channel your arcane power with greater ease. Choose from the list of available tapestries. Your tapestry grants you features at 2nd level, and again at 6th, 10th, and 14th level.

## Renaissance Regular

At 3rd level, you learn the mending cantrip. You can use your action to call and shape your arcane thread into useful objects, tools, and other ordinary devices that weigh less than 10 lbs. and cost less than 10 gp. Some things may be beyond your talents, depending on their complexity, and all items created with this feature are visibly magical.

You can also weave arcane thread in the form of a 100-foot silk rope with grappling hook, a 10-foot ladder, a spyglass, or a table with chairs. These items fade if you summon one again or after one minute if you stop touching them. Additionally, you gain proficiency in three sets of tools, and can you can create any tool sets you are proficient with using this feature.

At 7th level, you can create a bridge or stairway of arcane thread using this feature. The bridge or stairway can’t stretch farther than 30 feet, is large enough to be usable by Medium or smaller creatures with ease, has AC 10, and can hold up to 10,000 lbs at a time. If a bridge or stairway takes damage, you can choose to either take the damage in its place, or allow it to vanish.

## Ability Score Improvement

When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature.

## Shear Cut

Starting at 5th level, you can use your Clothier’s Cut feature when you take the Attack action. If you didn’t take the Attack action, you can attack twice with your Clothier’s Cut, instead of once.

## Shuttle Step

At 7th level, your martial studies grant you speed and power. While you are wearing no armor, your walking speed increases by 10 feet, and moving through a space you’ve already traversed this turn costs only half as muchmovement.

## Cycle Weave

Beginning at 9th level, you can have your infusion recapture the excess arcane energy you release. Whenever you perform a Weave Finisher, you gain advantage on your first saving throw before the start of your next turn.

## Cunning Blade

At 11th level, your threadblade and tapestry accessory attacks gain a bonus to damage rolls equal to your Intelligence modifier. This applies to your Clothier’s Cut attacks as well.

## Indivisible

At 13th level, your infusion fully binds your body and soul into one harmonious whole. You gain proficiency in Strength and Charisma saving throws.

## Ribbon Shears

At 15th level, your infusion spreads around you, allowing you to see through magical deceptions more easily. You gain advantage on ability checks and saving throws made to see through illusions, detect invisible creatures, or determine the true forms of shapeshifters.

## Perfect Pattern

At 17th level, your infusion perfects your body and mind. You can ignore all sources of disadvantage on any of your attack rolls, ability checks, or saving throws. Also, you no longer age, and you can’t be magically aged.

## Woven Soul

At 18th level, you learn to weave fragments of arcana into your soul. Choose one Weave Finisher. You can perform that Weave Finisher by expending only 1 of your collected arcane strings.

Whenever you finish a short rest, you can replace your chosen Weave Finisher with a different one.

## Finishing Touch

At 20th level, you learn to unlock the final limits on your arcane power. You can use your action to spin a fraction of your soul into arcane thread. For 1 minute, your attacks with your threadblade and tapestry accessory weapon can’t miss.

Once you use this feature, you can’t do so again until you finish a long rest.

# Weaveshaper Tapestries

A weaveshaper pursues martial perfection through arcane scholarship, treating clothing as a weapon and tool of war. However, no outfit is complete without the perfect accessory. Thus, weaveshapers traditionally pursue the creation of these accessories, called tapestries, to channel the latent arcane power within their infusions.

## Crimson Couturier

Your tapestry manifests as an eye of living thread and arcane intelligence, bound to your infusion. It is sentient and can speak with you, though it is merely a reflection of your own subconscious knowledge. You pour your own blood into this tapestry as you fight, and it grants you speed, strength, and endless determination. Fight as one, and find your way.

### Couturier Arts

When you choose this tapestry, you also learn certain spells. You can cast each of these spells once, and you regain the ability to cast them when you finish a long rest.

class="article table"

Crimson Couturier Spells

### Fresh Blood

At 3rd level, you create your tapestry and begin to feed it with your blood and power, demanding it to grow alongside you. You can use this accessory as a weapon to make melee spell attacks that deal slashing damage equal to 1d12 + your Intelligence modifier, causing blades, fangs, and razor edges to spring from your outfit and strike. If this attack hits and the target is grappling you, you can free yourself automatically. If you are grappling your target, this attack is made with advantage.

### Unstoppable Duo

At 6th level, your connection to your tapestry allows you to perform impossible feats. You gain a bonus to Strength checks and saving throws equal to your Weave Tier, and when you take the Dash action, your jumping height and distance increases to equal your walking speed.

### Rise as One

At 10th level, your tapestry demands your body act, even when it has been broken. You can stand from prone without using movement at any time during your turn and you can use your Clothier’s Cleave attack even while you are unconscious. Additionally, your Renaissance Regular feature’s stairway or bridge can now reach up to 60 feet.

### Fearless Flight

At 14th level, you connect perfectly with your tapestry and unlock the power within your infusion, transforming it into a form far greater than before. While you are wearing no armor, you gain a flying speed equal to your walking speed and you can’t be frightened.

## Mortal Couturier

You are different from other weaveshapers. You view your threadblade as the ultimate accessory, so you seek to master every form it can take. You store your research in a floating, illusory tome that follows at your shoulder, holding your infinite array of threadblades within. Your struggle is an endless one, for to wear weapons of war is to become war itself. Glory to mortality, for everything that lives is designed to end.

### Couturier Arts

When you choose this tapestry, you also learn certain spells. You can cast each of these spells once, and you regain the ability to cast them when you finish a long rest.

class="article table"

Mortal Couturier Spells

### Tome of Blades

At 2nd level, your tapestry stores your threadblade research. You gain access to a second threadblade form, chosen from the threadblade list. You can change both your threadblade forms when you finish a short or long rest. You can summon either threadblade immediately before making an attack. Choose one or more of your threadblade forms each time you select them. These threadblades use your Intelligence ability score modifier for attack and damage rolls, instead of your Strength or Dexterity.

### Shards of Light

At 6th level, your tapestry allows you to fragment your form into illusions. When you take the Dodge action, you create false figments of your form that move alongside you until the start of your next turn. The first time you are targeted by a creature’s attack during this time, it must first make an Intelligence saving throw. If it fails, the attack automatically misses.

### Illusory Evasion

At 10th level, you can nimbly dodge out of the way of certain area effects, such as a red dragon’s fiery breath or a fireball spell. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail. You can have your Renaissance Regular feature’s stairway or bridge be illusory, or illusory to all creatures except you.

### Glory Eternal

At 14th level, you gain access to all categories of threadblades, and can summon any of them at any time. You can use either your Dexterity or your Intelligence to attack with them, and you can’t be stunned or paralyzed.

## Starspiral Couturier

Your tapestry is woven from the light of the stars themselves, forming an armor around your body. It is strangely mechanical, yet smooth and comforting. Powered by your will and your brilliant arcane energy while moving in tandem with your body, this suit acts as an extension of your infusion, allowing you to stride across the battlefield as a massive harbinger of hope and destruction. Listen to the stars, and pierce the heavens.

### Couturier Arts

When you choose this tapestry, you also learn certain spells. You can cast each of these spells once, and you regain the ability to cast them when you finish a long rest.

class="article table"

Starspiral Couturier Spells

### Face of War

At 3rd level, your tapestry surrounds your infusion like armor and provides you with deadly ranged attacks to supplement your threadblade. You can use this accessory as a weapon to make ranged spell attacks at a range of 120 feet that deal force damage equal to 1d10 + your Intelligence modifier, launching explosive stabbing missiles from your arcane mechanisms. This attack isn’t made with disadvantage if your target is prone, and deals twice as much damage if your target is Huge or larger.

### Massive Machine

At 6th level, you can choose to increase the size and power of your tapestry. You can use your action to become Large for 1 minute, or to return to normal size. While you are Large or larger, you gain advantage on Strength checks and saving throws, and whenever you take damage, you can reduce the damage you take by 2, after any resistances.

### Galactic Body

At 10th level, your tapestry protects you from the strange spaces beyond the world. You no longer need to breathe, you gain resistance to necrotic and radiant damage, and you are immune to poison. Your Renaissance Regular feature’s stairway or bridge can now be big enough to be easily traversable by Huge or smaller creatures.

### Heaven Piercer

At 14th level, you finish your tapestry, unlocking its ultimate form. When you use your Massive Machine feature, you can choose to become Huge instead of Large. While you are Huge or larger, your reach for all melee weapons increases by 5 feet, and you can reduce the damage you take by an amount equal to 2 + your Intelligence modifier (minimum 3).

## Shadowsilk Couturier

Your tapestry is far closer to its namesake than most others, manifesting as a cloak embroidered with razor-sharp blades and imbued with potent illusion magic. It moves at your command, twitching, grasping, and cutting at your leisure. You aren’t entirely sure if it obeys your conscious thoughts or your subconscious mind, but either way, it is always watching your back. Raise your hood, or raise your blades.

### Couturier Arts

When you choose this tapestry, you also learn certain spells. You can cast each of these spells once, and you regain the ability to cast them when you finish a long rest.

class="article table"

Starspiral Couturier Spells

### Cloak of Blades

At 2nd level, your cloak moves to defend you and strike at your foes. You can use this accessory as a weapon to make melee spell attacks at a reach of 15 feet that deal slashing damage equal to 1d8 + your Intelligence modifier, causing cutting blades to lash from your cloak. If you hit a creature with this attack, you can choose to force it to make a Strength saving throw. If it fails, it is pulled to the nearest open space within 5 feet of you.

### Hidden Agenda

At 6th level, your cloak conceals your movements and distorts your speech at your command. You can choose to have your speech be incoherent to creatures other than those you choose. When you take the Dash action, you can choose to gain the benefits of the Disengage action as well.

### Grasping Dark

At 10th level, your tapestry grips the environment around you, holding you aloft. You gain a climbing speed equal to your walking speed, and you can move along walls and ceilings while leaving your hands free. You can have your Renaissance Regular feature’s stairway or bridge be invisible.

### Shadow Dance

At 14th level, your cloak’s blades tear at the fabric of reality, opening tiny portals for you to slip through. After you perform a Weave Finisher, you can teleport up to 15 feet to a location you can see. Also, whenever you take the Dodge action and a creature misses an attack targeting you, or a creature you can see ends its turn, you can use your reaction to teleport up to 15 feet to a location you can see.

# Weave Finishers

As a weaveshaper, you learn to perform special magical attacks called Weave Finishers.

Your movement during a Weave Finisher does not provoke opportunity attacks, and you become immune to falling damage until the end of your turn when you perform one. Attacks made as part of a Weave Finisher do not generate new arcane strings.

Note that a level prerequisite refers to your weaveshaper level, not your character level.

## Restitch

*1 Arcane String - (always known)*

You repair and strengthen your infusion, granting you temporary hit points equal to your weaveshaper level + your Weave Tier, which last until you roll initiative.

## Ribbon Lash

*2 Arcane Strings*

Make a melee attack with your threadblade or an accessory weapon granted by this class targeting a creature with a reach of 30 feet. If you hit, your target takes an extra 2d4 slashing damage and must make a Strength saving throw. If it fails, it is thrown 10 feet horizontally in a direction of your choosing.

**Higher Tiers:** The extra slashing damage increases by 1d4 and the target is thrown another 5 feet if it fails its saving throw per Weave Tier you possess above 1.

## Flicker Strike

*2 Arcane Strings*

You teleport up to 15 feet to an unoccupied location you can see and make a melee spell attack targeting a creature within your reach. If you hit, your target takes 1d8 radiant damage and must make a Wisdom saving throw. If it fails, it is blinded until the start of your next turn.

**Higher Tiers:** The force damage increases by 1d8 and the distance you can teleport increases by 15 feet per Weave Tier you possess above 1.

## Vindicator Slash

*2 Arcane Strings*

You tear at the arcana around you, cutting the air. Choose a creature you can see within 30 feet of you. The target must make a Dexterity saving throw. If it fails, it takes 1d10 slashing damage and is knocked prone.

**Higher Tiers:** The slashing damage increases by 1d10 per Weave Tier you possess above 1.

## Killing Intent

*2 Arcane Strings*

You manifest pure, deadly intention towards a creature you can see within 60 feet of you. Each creature in a 5-foot line between you and your target must make a Wisdom saving throw. If a creature fails, it is shunted to the nearest open space of its choosing outside the line of effect. If no creatures remain between you and your target, your target takes 1d10 psychic damage and must make a Wisdom saving throw. If it fails, it is frightened of you until the end of your next turn.

**Higher Tiers:** The psychic damage increases by 1d10 per Weave Tier you possess above 1.

## Dueling Ascent

*3 Arcane Strings - prerequisite: 6th level*

Make a melee spell attack targeting a creature within your threadblade’s reach. If you hit, you launch it 20 feet straight into the air. You can immediately choose to follow it into the air and make one melee attack with your threadblade. If your target hits a ceiling, it takes falling damage as though it had fallen the remaining distance, then falls to the ground.

**Higher Tiers:** The target is hurled another 10 feet higher per Weave Tier you possess above 2.

## Sky Slayer

*3 Arcane Strings - prerequisite: 6th level*

You teleport up to 30 feet into the air above a point within 15 feet of you, then unleash a lightning-infused slash at the ground below. Creatures within 5 feet of the point must make a Dexterity saving throw. If they fail, they take 3d10 lightning damage, or half as much damage on a success.

**Higher Tiers:** The lightning damage increases by 1d10 per Weave Tier you possess above 2.

## Reaping Wind

*3 Arcane Strings - prerequisite: 6th level*

You launch yourself up to 30 feet in a direction of your choosing. Each hostile creature within 5 feet of your path must make a Dexterity saving throw. If a creature fails, it takes 3d8 slashing damage, or half as much damage on a success.

**Higher Tiers:** The slashing damage increases by 1d8 per Weave Tier you possess above 2.

## Phoenix Wings

*3 Arcane Strings - prerequisite: 6th level*

You unleash a blast of fire in a 10-foot sphere centered on you, then fly up to 30 feet. Unattended objects and hostile creatures within this sphere take 2d4 fire damage, and you gain temporary hit points equal to your Weave Tier.

**Higher Tiers:** The fire damage increases by 1d4 per Weave Tier you possess above 2.

## Rising Devil

*3 Arcane Strings - prerequisite: 6th level*

You stab the ground with your threadblade, and a pillar of pure arcane energy that is 30 feet high and 10 feet across bursts forth from the ground at a location you can see within 30 feet of you. Each creature within the space must make a Dexterity saving throw. If a creature fails, it takes 3d10 force damage and is pushed to the nearest open space outside the area.

**Higher Tiers:** The force damage increases by 1d10 per Weave Tier you possess above 2.

## Dragon’s Maw

*3 Arcane Strings - prerequisite: 6th level*

Your threadblade expands, forming jaws and teeth, and it bites down on a creature of your choosing within 10 feet of you. The target takes 1d8 piercing damage and is restrained and grappled by you until the start of your next turn. The target must make a Constitution saving throw as the maw begins to chew. If it fails, it takes 3d10 slashing damage, or half as much damage on a success.

**Higher Tiers:** The slashing damage increases by 1d10 per Weave Tier you possess above 2.

## Cruel Shrike

*3 Arcane Strings - prerequisite: 10th level*

Choose a creature within 30 feet of you that you can see. The target must make a Dexterity saving throw. If it fails, it is restrained until the start of your next turn by massive barbed chains, and you can teleport to a space within 5 feet of the creature and make one melee attack with your threadblade. If you hit, your attack deals an extra 4d6 piercing damage.

**Higher Tiers:** The piercing damage increases by 1d6 per Weave Tier you possess above 4.

## Soul Sever

*3 Arcane Strings - prerequisite: 10th level*

You make a melee weapon attack with your threadblade. If you hit, the target must make a Charisma saving throw. If it fails, you cut into its soul, dealing 5d8 necrotic damage to the creature and causing it to become frightened of you until the end of your next turn.

**Higher Tiers:** The necrotic damage increases by 1d8 per Weave Tier you possess above 4.

## Thread Stripper

*3 Arcane Strings - prerequisite: 10th level*

You stomp the ground, hurling a creature you can see within 30 feet of you 10 feet into the air. You then launch yourself up to 60 feet in the direction of the target and make a melee attack with your threadblade targeting that creature during your movement. If you hit, your attack deals an extra 4d4 slashing damage, and you can choose one nonmagical weapon or shield the creature is holding. The creature must make a Dexterity saving throw. If it fails, the object is destroyed and you gain 4d6 temporary hit points.

**Higher Tiers:** The temporary hit points increase by 1d6 and the slashing damage increases by 1d4 per Weave Tier you possess above 4.

## Omnicleave

*3 Arcane Strings - prerequisite: 15th level*

You empower your weapon and swing to unleash a scything wave of force. Each creature within a cone up to 15 feet long must make a Dexterity saving throw. If a creature fails, it takes 7d6 slashing damage, or half as much damage on a success.

**Higher Tiers:** The maximum area of the cone grows by 5 feet and the slashing damage increases by 1d6 per Weave Tier you possess above 5.

## Shadow Assault

*3 Arcane Strings - prerequisite: 15th level*

You teleport to a location you can see within 30 feet of you, hovering there invisibly until the start of your next turn. If a creature you can see within 30 feet of you takes an action during this time, you can use your reaction to launch yourself at that target and make a melee attack with your threadblade which deals an extra 4d6 slashing damage, after which your invisibility fades.

**Higher Tiers:** Your melee attack deals an extra 1d6 slashing damage per Weave Tier you possess above 5.