TEXT: 2
  An elf chants in an ancient library, listening to the whispers of the 
  story stones around him. His body thrums with arcane energy as 
  he pours magical power into himself, strengthening his body with 
  raw mystical force and sharpening his focus in preparation for 
  battle.
   A human woman clad in red and black faces a massive golem 
  of cloth and necromantic magic. She summons a strange sword 
  to her hands while calling to the entity bound within her magical 
  outfit. In a flash of light the outfit transforms into a suit of 
  fantastical armor covered in blades. With incredible speed, she 
  launches forward and lashes out at the nightmare with a barrage 
  of attacks.
   A dwarf gestures, weaving a massive mace from arcane 
  thread. She grinds her teeth, narrows her eyes, and swings as 
  an orc approaches. The mace pulses with power, breaking her 
  ancestral foe and sending it flying down the mountain.
   A tiefling cloaked in darkness spins a web between his hands. As 
  a brawl begins, he stands and demands that the violent patrons 
  take their fight elsewhere, lacing his words with magic. Eyes 
  glazed, the combatants peacefully exit, 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 and study rather than 
  meditation or exploration of the 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 from arcane energy. 
   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 from each school of 
  magic, 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. These sharpened edges and eerie blades are crafted 
  by conjuring thin panes of raw force around compressed 
  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.
  Divided Guilds
  Each weaveshaper chooses two schools of magic to specialize 
  in, enabling them to create a unique magical substance that 
  combines both into their infusion. Once a weaveshaper 
  chooses their specialization, they are often inducted into 
  a guild of like-minded practitioners and arcanists. Called 
  couturiers – clothing makers – each guild’s activities are 
  relatively isolated from one another, though feuds and 
  rivalries are not uncommon.
  Unified Patterns
  These arcane warriors are most famed for the unique and 
  exotic weapons they create. These special weapons are called 
  arcane patterns, and instruction in the creation of newer and 
  greater patterns is perpetually sought by novices and masters 
  alike. Despite this, the various guilds rarely manage to keep a 
  newly-found pattern secret for long, as any others watching 
  them fight often catch on fairly quickly. Each arcane pattern 
  can be used to perform a special series of attacks and actions, 
  called a pattern attack, requiring the weaveshaper to pour 
  even more magical power into their threadblade.
  Creating a Weaveshaper
  When creating a weaveshaper, consider how they came to 
  adopt this rare skill. Most weaveshapers are trained under 
  tutors, learn in academies dedicated to the arcane arts, or are 
  taught by entities bound to them due to the strange whims of 
  fate. Why did you choose to continue down this path instead 
  of learning traditional magic, which you obviously have the 
  aptitude for? Is it due to restrictions place 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 in order to survive? 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, decide if you’d like to wield larger weapons 
  using Strength, or lighter and ranged weapons using Dexterity, 
  and make that your highest ability score. Then, select the 
  Red String arcane pattern. Next, make sure you have a high 
  Intelligence score, since it is essential when using your arcane 
  pattern attacks and when casting the spells you gain later. 
  Finally, choose a background that would present you with an 
  opportunity to study the arcane arts.
  The Weaveshaper
  
  3
  The Weaveshaper
  Spell slots per spell level
  Level
  Proficiency 
  Bonus
  Features
  Patterns 
  Known
  1st
  2nd
  3rd
  4th
  5th
  6th
  7th
  8th
  9th
  1st
  +2
  Threadblade, Infusion, Arcane Pattern
  1
  2
  -
  -
  -
  -
  -
  -
  -
  -
  2nd
  +2
  Weaveshaper Guild
  1
  3
  -
  -
  -
  -
  -
  -
  -
  -
  3rd
  +2
  Renissance Regular
  2
  4
  2
  -
  -
  -
  -
  -
  -
  -
  4th
  +2
  Ability Score Improvement
  2
  4
  3
  -
  -
  -
  -
  -
  -
  -
  5th
  +3
  Extra Attack
  3
  4
  3
  2
  -
  -
  -
  -
  -
  -
  6th
  +3
  Guild Feature, Razor Thread
  3
  4
  3
  3
  -
  -
  -
  -
  -
  -
  7th
  +3
  Arcane Discretion
  4
  4
  3
  3
  1
  -
  -
  -
  -
  -
  8th
  +3
  Ability Score Improvement
  4
  4
  3
  3
  2
  -
  -
  -
  -
  -
  9th
  +4
  Shuttle Step
  5
  4
  3
  3
  3
  1
  -
  -
  -
  -
  10th
  +4
  Guild Feature
  5
  4
  3
  3
  3
  2
  -
  -
  -
  -
  11th
  +4
  Fraying Blade
  6
  4
  3
  3
  3
  2
  1
  -
  -
  -
  12th
  +4
  Ability Score Improvement
  6
  4
  3
  3
  3
  2
  1
  -
  -
  -
  13th
  +5
  Cunning Recovery
  7
  4
  3
  3
  3
  2
  1
  1
  -
  -
  14th
  +5
  Guild Feature
  7
  4
  3
  3
  3
  2
  1
  1
  -
  -
  15th
  +5
  Ribbon Shears
  8
  4
  3
  3
  3
  2
  1
  1
  1
  -
  16th
  +5
  Ability Score Improvement
  8
  4
  3
  3
  3
  2
  1
  1
  1
  -
  17th
  +6
  -
  9
  4
  3
  3
  3
  2
  1
  1
  1
  1
  18th
  +6
  Arcane Discretion Improvement
  9
  4
  3
  3
  3
  3
  1
  1
  1
  1
  19th
  +6
  Ability Score Improvement
  9
  4
  3
  3
  3
  3
  2
  1
  1
  1
  20th
  +6
  Perfect Patterns
  9
  4
  3
  3
  3
  3
  2
  2
  1
  1
  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 weapon, called a 
  threadblade, by spinning it into existence using your bonus 
  action. You can create any simple or martial weapon using 
  this feature. If a threadblade leaves your hand, it vanishes at 
  the end of your turn. You can create two threadblades using 
  the same bonus action, and they can be in different forms. If 
  your threadblade is a ranged weapon that uses ammunition, 
  the ammunition instantly appears when the weapon is used. 
  Your threadblade is also an arcane focus.
  Arcane Pattern
  At 1st level, you learn to develop your arcane talents on your 
  path to creating a unified art. This differs from ordinary 
  magic, as spellcasting is merely a byproduct of your studies. 
  Instead, your arcana is channeled through your martial skill 
  using unique weapons you create using your threadblade.
  Spell Slots
  At 1st level, you have two 1st-level spell slots. As you gain 
  weaveshaper levels, you gain additional spell slots according 
  to the Weaveshaper table. You can use these spell slots to 
  activate your Pattern Attacks and to cast spells. You recover all 
  expended spell slots when you finish a long rest.
  
  4
  Arcane Patterns & Pattern Attacks
  When you create your threadblade, you can choose to shape 
  it into a special weapon form called an arcane pattern. Each 
  arcane pattern has a unique Pattern Attack associated with it.
   At 1st level, choose one arcane pattern available to you. You 
  learn this pattern and can shape your threadblade into that 
  special weapon. 
   You learn one additional arcane pattern at 3rd, 5th, 7th, 9th, 
  11th, 13th, 15th, and 17th level. Whenever you gain a level in 
  this class, you can replace one of your arcane patterns with a 
  different one that you meet the prerequisites for.
   While your threadblade is in an arcane pattern, you can 
  choose to begin the associated Pattern Attack whenever you 
  take the Attack action during your turn and attack with your 
  threadblade. Each Pattern Attack consists of three phases: the 
  opening, the assault, and the finisher. You can expend spell 
  slots in order to perform or empower each phase of the attack, 
  as indicated in the details of the Pattern Attack. Each phase 
  must be performed in order. You cannot benefit from both the 
  opening and finisher during the same turn; you must choose 
  at the start of your turn if you’d like to perform the opening 
  again instead of the finisher. Creating your threadblade as a 
  different weapon disrupts your Pattern Attack.
  Spellcasting Ability
  Intelligence is your spellcasting ability for your weaveshaper 
  spells and Pattern Attacks, since your control over magic 
  comes from careful study and practice. You use your 
  Intelligence whenever a spell or Pattern Attack refers to your 
  spellcasting ability. In addition, you use your Intelligence 
  modifier when setting the saving throw DC for a weaveshaper 
  spell you cast and when making an attack roll with one.
  Spell & Pattern Attack 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 a spellcasting focus for your 
  weaveshaper spells.
  Infusion
  Also at 1st level, you learn to clothe yourself in magic. You 
  can choose to have your AC equal 13 + the number of arcane 
  patterns you know. You can’t do this while using a shield. 
  Also, you can change the color, fit and style of your garb or 
  armor as an action while wearing it. It reverts to its ordinary 
  appearance if you stop wearing it.
  Weaveshaper Guild
  At 2nd level, you devote your arcane studies towards the 
  unification of two or more schools of magic. Choose from the 
  list of available guilds. Your guild grants you features at 2nd 
  level, and again at 6th, 10th, and 14th level.
  Renaissance Regular
  At 3rd level, you learn to shape your threadblade 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. 
   You can also summon your threadblade in the form of a 
  100-foot silk rope with grappling hook, a 10-foot ladder, or a 
  spyglass. These items fade if you summon your threadblade 
  again or after one minute if you stop touching them.
   Additionally, you gain proficiency in three sets of tools, and 
  can create these tool sets using this feature. 
  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.
  Extra Attack
  Beginning at 5th level, you can attack twice, instead of once, 
  whenever you take the Attack action on your turn.
  Razor Thread
  Starting at 6th level, your threadblade weapons count 
  as magical for the purpose of overcoming resistance and 
  immunity to nonmagical attacks and damage.
  Arcane Discretion
  Beginning at 7th level, you can have your infusion redirect 
  intrusive energies. Whenever you expend a spell slot, you gain 
  advantage on Intelligence and Wisdom saving throws until the 
  start of your next turn.
   At 18th level, you gain advantage on all saving throws until 
  the start of your next turn instead.
  Shuttle Step
  At 9th level, your martial studies grant you speed and power. 
  While you are wearing no armor, your walking speed increases 
  by 10 feet. When you fall, you can expend a spell slot to reduce 
  the amount of falling damage you take by an amount equal to 
  twenty times the level of the spell slot expended.
  Fraying Blade
  At 11th level, you discover a way to fuel your spellcasting using 
  your threadblade. When you expend a spell slot of 5th level 
  or lower to perform a finisher or cast a spell, you can treat the 
  level of the expended spell slot as one level higher than normal 
  when determining the effects of its use. When you do this, 
  your threadblades vanish at the end of your current turn.
   Once you do this, you can’t do so again until you expend a 
  spell slot of 6th level or higher, or you finish a short or long 
  rest.
  Cunning Recovery
  At 13th level, you fortify your mind further. As a bonus action, 
  you can expend a spell slot of 2nd level or higher. When you 
  do, you can end one effect that is causing you to be charmed or 
  frightened and you gain advantage on your next attack roll.
  Ribbon Shears
  At 15th level, your infusion fortifies your eyes, allowing you 
  to see through the deceptions of others. 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 Patterns
  At 20th level, choose one arcane pattern you know. You gain 
  advantage on all attack rolls made using that special weapon. 
  You can choose a different arcane pattern whenever you finish 
  a long rest.
  
  5
  Weaveshaper Guilds
  While wizards traditionally organize into schools or colleges, 
  weaveshapers assemble into guilds. Each weaveshaper guild 
  focuses on learning and blending two different schools of 
  magic, creating unique arcane substances that they weave into 
  their infusions. 
  Argent Couturier
  Silver magical force made manifest is the hallmark of your 
  guild, focusing on blending the raw power of evocation with 
  the exceptional defenses provided by the abjurative arts. Your 
  guild is one of the most widespread among weaveshapers, 
  as it appeals to both scholars and warriors alike. The Argent 
  Couturiers are famed as straightforward, bold, and deadly.
  Couturier Spells
  When you choose this guild, you gain access to the following 
  spells. You learn these spells when you reach the indicated 
  weaveshaper level and can cast them using your spell slots. 
  You also learn the blade ward cantrip.
  Argent Couturier Spells
  Level
  Spells
  1st
  magic missile
  3rd
  continual flame
  5th
  protection from energy
  7th
  resilient sphere
  9th
  arcane hand
  11th
  globe of invulnerability
  Argent Infusion
  At 2nd level, you discover a way to tie raw magical force into 
  your infusion, empowering your body and senses. You gain a 
  bonus to Athletics checks equal to your Intelligence modifier. 
  Additionally, you can take the Search action as a bonus action. 
  You also learn the mage hand cantrip and can cast it using 
  your bonus action.
  Wary Defense
  At 6th level, your infusion integrates further with your body, 
  allowing you to redirect motion. When you take the Search 
  action, you enter a defensive stance until the start of your next 
  turn. The first time a creature hits you with a melee attack 
  while you are in this stance, you can choose to unleash a wave 
  of force to push the creature 20 feet directly away from you.
  Argent Superiority
  At 10th level, you learn to channel your arcane power into 
  your limbs with perfect clarity. Your jumping height and 
  distance triples. While you are concentrating on a spell, you 
  cannot be forcibly moved by shoving or pushing and you 
  cannot be knocked prone.
  Force Ascendant
  At 14th level, your mastery of your infusion allows you to 
  channel your power effortlessly. You can cast any spell or 
  cantrip granted to you by your Couturier Spells feature using 
  a bonus action. When you cast a spell using a spell slot of 5th 
  level or higher in this way, you gain temporary hit points 
  equal to half your weaveshaper level.
  Shadesilk Couturier
  Weaveshapers of this guild call forth illusion and 
  enchantment, spinning webs of lies and deception to fool 
  their adversaries. Your guild is one of assassins and elites who 
  often possess a curious sense of honor despite their dishonest 
  ways. Others of your guild typically conceal their affiliation 
  because of the stigma, only revealing the truth to those they 
  trust. The Shadesilk Couturiers are charming, careful, and 
  exceptionally cunning.
  Couturier Spells
  When you choose this guild, you gain access to the following 
  spells. You learn these spells when you reach the indicated 
  weaveshaper level and can cast them using your spell slots. 
  You also learn the minor illusion cantrip.
  Shadesilk Couturier Spells
  Level
  Spells
  1st
  charm person
  3rd
  invisibility
  5th
  fear
  7th
  hallucinatory terrain
  9th
  hold monster
  11th
  mass suggestion
  Shadesilk Infusion
  At 2nd level, you learn to create and manipulate shadow by 
  weaving it into your infusion. You gain darkvision out to 60 
  feet. When you start you turn, you can choose to exude an 
  aura of nonmagical darkness in a 10-foot radius around you 
  until the start of your next turn. Bright light in the radius 
  becomes dim light, and dim light becomes darkness. Also, you 
  can take the Hide action using your bonus action.
  Illusory Step
  At 6th level, the illusions within your infusion allow you to 
  conceal yourself more easily. You can cast disguise self at will 
  without using a spell slot. When you do so, you can choose to 
  teleport up to 30 feet to a location you can see that is in dim 
  light or darkness.
  Weaver’s Lair
  At 10th level, you learn to spin webs of dark shadesilk. You 
  learn and can cast the web spell. You cannot be bound by 
  webbing, and while you are touching a web, you gain a 
  climbing speed equal to your walking speed and can move 
  along vertical and horizontal surfaces, including ceilings, 
  while leaving your hands free.
  Blackshade Venom
  At 14th level, the shadesilk in your infusion merges with 
  your veins, filling your blood with an eerie and illusory 
  power. You gain immunity to poison. When you take damage 
  while concentrating on a spell, you can choose to infuse your 
  threadblade with a fraction of your tainted blood. The next 
  time you hit a creature with your threadblade while you 
  are concentrating on the same spell, the target must make 
  a Constitution saving throw. If it fails, it takes 2d10 poison 
  damage and cannot see through illusions until the end of its 
  next turn. If it previously saw through an illusion, the illusion 
  suddenly appears real again during that time.
  
  6
  Scarlet Couturier
  Weaveshapers of your guild perform the unpopular and 
  exceedingly dangerous art of summoning and binding strange 
  entities into their infusions. By feeding the entity your blood 
  and channeling powerful divination magic, you can replace 
  its otherworldly essence with your own, granting it empathy 
  and a semblance of humanity. The Scarlet Couturiers are often 
  brazen, reckless, and devoted to their companions.
  Couturier Spells
  When you choose this guild, you gain access to the following 
  spells. You learn these spells when you reach the indicated 
  weaveshaper level and can cast them using your spell slots. 
  You also learn the produce flame cantrip.
  Scarlet Couturier Spells
  Level
  Spells
  1st
  detect evil and good
  3rd
  see invisibility
  5th
  tongues
  7th
  dimension door
  9th
  contact other plane
  11th
  planar ally
  Scarlet Infusion
  At 2nd level, you summon an otherworldly entity and fray 
  it apart, channeling its essence into your infusion to give 
  yourself strange and intoxicating power. The entity can 
  communicate telepathically with you, though the process 
  often robs it of much of its memories and knowledge. You 
  gain darkvision out to 60 feet and you can see clearly through 
  magical darkness. You gain a bonus to Performance checks 
  equal to your Intelligence modifier. Additionally, you can use 
  your bonus action to take the Dash action.
  Find Your Way
  At 6th level, the entity bound to your infusion begins to 
  willingly aid you. When you fail a skill check, you can expend 
  a spell slot of 2nd level or higher. When you do, you can repeat 
  the skill check, potentially changing the result.
  Thread Stripper
  At 10th level, you learn to call forth wicked blades from your 
  infusion. Whenever a creature hits you with a melee attack, 
  it takes slashing damage equal to your Intelligence modifier. 
  When you take the Dash action, you gain resistance to damage 
  from opportunity attacks until the start of your next turn.
  Fresh Blood
  At 14th level, you unify fully with the entity you have 
  summoned, joined in common purpose, and it grants you 
  incredible speed and strength. At the start of your turn after 
  taking damage during your previous turn, you can choose 
  to take the Dash action without using your action or bonus 
  action. Additionally, your speed increases by 20 feet, and 
  when you take the Dash action, you can run up and along 
  walls until the end of your next turn without falling during 
  your movement. When you move more than 60 feet during 
  your turn, you gain advantage on your next attack roll.
  Satinsin Couturier
  Weaveshapers of this guild are devout and meditative, seeking 
  communion with the divine through understanding of the 
  arcane. Your meditations focus on the arts of transmutation, 
  for to change the world is to express divinity, and the art of 
  necromancy, as souls are the domain of the gods. The Satinsin 
  Couturiers are resolute, zealous, and often heretical.
  Couturier Spells
  When you choose this guild, you gain access to the following 
  spells. You learn these spells when you reach the indicated 
  weaveshaper level and can cast them using your spell slots. 
  You also learn the spare the dying cantrip.
  Satinsin Couturier Spells
  Level
  Spells
  1st
  false life
  3rd
  alter self
  5th
  haste
  7th
  blight
  9th
  telekinesis
  11th
  wind walk
  Satinsin Infusion
  At 2nd level, you fill your infusion with the corruption 
  inherent to your soul, purifying yourself in the process. You 
  gain a bonus to Insight checks equal to your Intelligence 
  modifier. You can use a bonus action to touch an object within 
  your reach. Until the start of your next turn, that object has 
  vulnerability to all damage that it was not immune to.
  Mindful Virtue
  At 6th level, your meditations align you more fully to the 
  tenets of your faith. When you make a Wisdom check or 
  saving throw, you can choose to use your Intelligence modifier 
  instead of your Wisdom modifier.
  Unforgivable
  At 10th level, you learn to punish others for their foul deeds. 
  Whenever you lose concentration because you took damage 
  from another creature, you can expend a spell slot of 3rd 
  level or higher to force the creature to make a Wisdom saving 
  throw. If it fails, it is restrained by arcane thread until the end 
  of your next turn.
  Cursed Redemption
  At 14th level, your infusion allows you to take on the sins of 
  others, cloaking you in a dark shroud of unholy power. When 
  you reduce a creature to 0 hit points, you can expend a spell 
  slot of 1st level or higher to generate a barrier around your 
  yourself with a pool of points equal to five times the level 
  of the spell slot expended. This barrier lasts for one minute. 
  When a creature hits you with an attack, you can choose to 
  expend points from this pool to reduce the damage by an 
  amount up to the total amount of damage you would have 
  taken. Any excess points manifest as threads of cruel radiance 
  that sear your attacker, dealing damage equal to the amount of 
  points in the pool and emptying the pool.
  
  7
  Weaveshaper Arcane Patterns
  Required 
  Weaveshaper 
  Level
  Name
  Description
  Pattern Attack
  1st
  Red String
  A sword shaped like a scissor, long 
  and sharp along one edge
  Cut twice in succession to rend your foe’s defenses, empower 
  your weapon, and launch forward to deliver a final strike.
  1st
  Skyshards
  Small, claw-like blades that float 
  around your hands, tethered by 
  strings.
  Unleash a barrage of attacks, dance through the air, and 
  punish your foes with lightning based on the number of 
  enemies you have hit.
  3rd
  Water 
  Dragon’s Will
  Conjured metal coats your arms and 
  legs, transforming your hands into 
  deadly weapons
  Strike with a crushing wave, crush those who fell to with a 
  deadly smash, then weave a draconic simulacrum to shred 
  your enemies in a maelstrom of frozen water.
  3rd
  Starlight Bow
  A bow crafted from threads of light, 
  strange and shining to behold
  Blind your adversaries with a flare, mark them for death, 
  and cleanse them with a volley of luminous arrows.
  5th
  Dragonslayer
  A massive sword shaped to resemble 
  a dragon breathing flame
  Inspire yourself and your allies with a mighty cry, cleave 
  down the foes that surround you, and unleash a beam of 
  molten fire.
  5th
  Aversus 
  Blade
  A whip-sword made from blades 
  held by arcane thread.
  Lash out at long range to restrain your foe, carve them apart, 
  and hurl them through the air.
  7th
  Exile’s 
  Departure
  A massive mace crafted from golden 
  metal and arcane thread
  Charge up for a singular attack that deals incredible damage 
  and hurls your target, then teleport to where they landed 
  and crush them.
  7th
  Tyrant’s 
  Scythe
  A polearm covered in necromantic 
  script that is used in a wicked dance
  Terrify your enemies, impale the weakest among them, then 
  end your miserable victim in a heartbeat.
  9th
  Cloak of 
  Blades
  An animated cloak spun from 
  arcane thread, with sharpened 
  edges along the trim
  Unleash swarms of blades as you maneuver around the 
  battlefield, then use the spiritual power of those you kill to 
  guide your onslaught.
  9th
  Judgment
  A polearm of golden metal, elegant 
  and lethal
  Blast your foes with otherworldly power, fly and mark one 
  for death, then hurl a deadly explosive spear.
  11th
  Shrike’s 
  Cruelty
  A long, thin sword with thorns on 
  the back of the blade
  Skewer a creature, impale them upon your barbed blade, 
  then rip their life and soul from their body.
  11th
  Exaltation
  A pair of bladed wings held together 
  by arcane thread adhere to your 
  back
  Buffet your foes with thunderous sound, empower your 
  allies, then crush your adversaries against the landscape 
  with a destructive wave of force.
  13th
  Siege Breaker
  A giant ballista that is difficult to 
  move but exceptionally lethal
  Destroy the fortifications of your foes, erect a shield, then 
  unleash a barrage of terrifying destruction.
  13th
  Winds of 
  Destruction
  A pair of circular blades, called 
  chakram, bound to you by arcane 
  thread
  Unleash a deadly spiral of blades to hurl your foes about, 
  trap a creature within your tempest, and generate a 
  cataclysm of thunder and lightning.
  15th
  Legion
  Six swords stored within a single 
  sheath, each different from the last
  Create an arena to trap your foes, slaughter them, then unify 
  these blades into a single weapon of immense power.
  15th
  Heaven 
  Piercer
  A massive suit of armor that fully 
  surrounds your body and increases 
  your size tremendously
  Fire a barrage of giant needles to pin your target, strike the 
  ground to unleash a shockwave, then rush and impale your 
  enemy while destroying their fortifications.
  17th
  Infinity
  A weapon that is all weapons and 
  above all weapons
  Empower yourself, ready your blade, and unleash an 
  unstoppable flurry of devastating attacks.
  17th
  Emptiness
  Formless arcana pours over your 
  body, sheathing you in blackness
  Create a singularity, define time, and crush your enemies.
  
  8
  Weaveshaper Arcane Patterns
  As a weaveshaper, you learn to manifest your threadblade in 
  a variety of special weapon forms called arcane patterns. The 
  patterns are listed in order according to their prerequisite 
  level. You must have a weaveshaper level equal to or greater 
  than the prerequisite level listed to learn that arcane pattern.
  1st-Level Arcane Patterns
  Red String
  This special weapon resembles a sword fashioned into the 
  shape of a single scissor. This weapon deals 1d10 slashing 
  damage and has the finesse and versatile (1d12) properties.
   Opening: When you take the Attack action and hit a 
  creature with this weapon, you can expend a spell slot to make 
  an additional attack with it targeting the same creature. If 
  you hit a creature using a non-magical shield, it must make a 
  Dexterity saving throw. If they fail, the shield is destroyed and 
  rendered useless until repaired. You can then immediately 
  jump up to 20 feet without provoking opportunity attacks.
   Assault: When a creature you hit during your previous turn 
  starts their turn, you can use your reaction and expend a spell 
  slot to empower your blade. Your next attack is made with 
  advantage and deals an extra 1d8 slashing damage per level of 
  the spell slot expended.
   Finisher: When you start your turn after empowering 
  your weapon, you can expend a spell slot and take the Attack 
  action to launch yourself a number of feet equal to twenty 
  times the level of the spell slot expended toward a creature 
  you damaged during your previous turn and make all of your 
  attacks targeting that creature. The first time you attack with 
  advantage, you can choose to attack with disadvantage instead 
  to strike with even greater force. If you hit, your attack is a 
  critical hit.
  Skyshards
  This special weapon resembles a collection of blades held 
  suspended in the air around your hand by delicate arcane 
  threads. This melee weapon deals 1d8 piercing damage, has 
  the finesse and light property, and can be used to make ranged 
  attacks at a range of (30/90).
   Opening: When you attack with this weapon, you can 
  expend a spell slot to make a number of bonus attacks equal to 
  the level of the spell slot expended. You can’t add your ability 
  score modifier to the damage rolls of these extra attacks. Each 
  creature hit by an attack with this weapon is bound to you by 
  an illusory thread until the end of your next turn.
   Assault: Whenever a creature bound to you by this weapon 
  makes an attack, you can use your reaction to fly up to 10 feet 
  without provoking opportunity attacks after the attack hits 
  or misses. When you do, you can expend a spell slot to fly an 
  additional 15 feet per level of the spell slot expended as part of 
  the same reaction.
   Finisher: When you start your turn while at least one 
  creature is bound to you by this weapon, you can take the 
  Attack action to unleash an arc of lightning in place of one 
  of your attacks. Each creature bound to you must make a 
  Constitution saving throw. If they fail, they take 1d6 lightning 
  damage per creature bound to you, or half as much damage 
  if they succeed. When you do, you can expend a spell slot to 
  increase the lightning damage by 1d6 per spell slot level.
  3rd-Level Arcane Patterns
  Water Dragon’s Will
  This special weapon appears to be a set of metal cestuses and 
  sabatons that cover the arms and legs. This melee weapon 
  deals 1d10 bludgeoning damage and has the finesse property. 
  You can attack with this weapon in place of making an 
  unarmed strike.
   Opening: When you take the Attack action and attack with 
  this weapon, you can expend a spell slot of 1st level or higher 
  to make an additional attack with it and unleash a crushing 
  wave of infused water. When you do, the target of the attack 
  and hostile creatures in a 15-foot cone behind the target must 
  make a Strength saving throw. If they fail, they take 2d4 cold 
  damage per level of the spell slot expended and are knocked 
  prone. If they succeed, they take half as much damage and are 
  not knocked prone.
   Assault: When a creature that took damage from your 
  opening attack during your previous turn moves at least 5 feet 
  or stands up from prone, you can use your reaction to launch 
  yourself up to 15 feet to a location of your choosing and smash 
  the ground, unleashing an arcane torrent. You can choose to 
  expend a spell slot when you do so. Hostile creatures within 20 
  feet of you must make a Dexterity saving throw. If a creature 
  fails, it takes 1d4 cold damage + 2d4 cold damage per level of 
  the spell slot expended, or half as much damage on a success. 
  If a prone creature takes damage, it can’t stand from prone 
  until after the end of its next turn. 
   Finisher: If you start your turn while wielding this weapon 
  after using your reaction to perform the assault, you can take 
  the Attack action, expend a spell slot of 2nd level or higher, 
  and sacrifice one of your attacks to create a massive serpent 
  from water and arcane thread that tears around you in a 
  maelstrom. Each hostile creature within 30 feet of you must 
  make a Strength saving throw. If they fail, they take 1d12 
  cold damage per level of the spell slot expended, are knocked 
  prone, and are pulled up to 20 feet towards you.
  Starlight Bow
  This special weapon resembles a bow crafted from pale light 
  and spirals of arcane thread. This ranged weapon deals 1d10 
  piercing damage and has a range of (200/600).
   Opening: When you take the Attack action, you can choose 
  to fire a flare instead of making one of your attacks. You can 
  expend a spell slot when you do this. Choose two creatures 
  within 200 feet of you that can see you, plus an additional two 
  creatures per level of the spell slot expended. Each creature 
  must make a Dexterity saving throw. If they fail, they are 
  blinded until the end of your next turn.
   Assault: When a creature blinded by your opening takes an 
  action or moves at least 5 feet, you can use your reaction to 
  illuminate that target. You can expend a spell slot when you 
  do this. The creature, and two additional blinded creatures per 
  level of the spell slot expended, become marked by a starlight 
  sigil. When a marked creature takes damage before the end of 
  your next turn, you can choose to shatter the sigil, causing the 
  target to take an additional 2d6 radiant damage.
   Finisher: If you can see a creature you marked with a sigil 
  during your assault when you start your turn, when you take 
  the Attack action and attack with this weapon, you can fire a 
  volley of starswarm arrows in place of one of your attacks by 
  expending a spell slot of 2nd level or higher. Make a separate 
  attack targeting each marked creature you can see. If you hit a 
  creature with this attack, it takes an extra 1d8 radiant damage 
  per level of the spell slot expended and is knocked prone.
  
  9
  5th-Level Arcane Patterns
  Dragonslayer
  This special weapon looks like an exceptionally massive sword 
  crafted from metal and threads of  dark crimson. The hilt is 
  shaped like the maw of a roaring dragon. This melee weapon 
  deals 2d8 slashing damage and has the heavy and two-handed 
  properties.
   Opening: When you take the Attack action and attack 
  with this weapon, you can expend a spell slot of 2nd level or 
  higher to unleash a fearsome war cry. When you do, choose 
  two creatures per level of the spell slot expended. If a creature 
  is friendly to you, it gains advantage on its next attack roll. 
  If a creature is hostile, the next attack that hits it deals an 
  additional 1d6 fire damage per level of the spell slot expended.
   Assault: After you’ve performed the opening, when you 
  see a creature other than you make an attack with advantage 
  before the start of your next turn, you can use your reaction 
  and expend a spell slot to move up to 30 feet and make a single 
  melee attack roll targeting all creatures within your reach 
  using this weapon. If a creature takes fire damage from the 
  opening of this Pattern Attack, you can choose to knock the 
  target prone and deal an extra 1d6 fire damage per level of the 
  spell slot expended. 
   Finisher: If you start your turn while wielding this weapon 
  after using your reaction to perform the assault, you can take 
  the Attack action, expend a spell slot of 3rd level or higher, and 
  sacrifice two of your attacks to expand your blade and strike 
  forward. Each creature within a 5-foot wide, 30-foot long line 
  must make a Dexterity saving throw. If a creature fails, it takes 
  2d10 fire damage per level of the spell slot expended, or half as 
  much damage on a success.
  Aversus Blade
  This special weapon resembles a wicked longsword, but the 
  blade is broken into long, lashing fragments held together by 
  arcane threads. This weapon deals 1d10 slashing damage and 
  has the reach and finesse properties.
   Opening: You can expend a spell slot to increase this 
  weapon’s reach by a number of feet equal to ten times the 
  level of the spell slot expended until the end of your current 
  turn. When you take the Attack action after doing so, the 
  first successful attack with this weapon wraps it around the 
  target and drags them forcibly to a space within 10 feet of you. 
  The creature is restrained by the weapon until it takes the 
  Disengage action, but you cannot attack creatures other than 
  the target with this weapon while it is restrained.
   Assault: When a creature restrained by this weapon takes 
  an action, you can use your reaction constrict the target using 
  this weapon. The creature must make a Strength saving throw. 
  If it fails, it takes 1d12 slashing damage. If it succeeds, it takes 
  no damage and is no longer restrained. You can expend a spell 
  slot after the creature fails the saving throw to increase the 
  slashing damage done by 1d10 per spell slot level.
   Finisher: If a creature is restrained by this weapon when 
  you start your turn, you can take the Attack action and expend 
  a spell slot of 3rd level or higher to hurl the creature up to 
  15 feet in a direction of your choosing in place of an attack, 
  freeing them from the weapon. A creature hurled in this 
  way takes falling damage whenever it impacts a surface. If it 
  impacts another creature, both targets take the same amount 
  of falling damage.
  7th-Level Arcane Patterns
  Exile’s Departure
  This special weapon appears to be an impossibly large mace 
  crafted from arcane thread and golden metal. This melee 
  weapon deals 2d8 bludgeoning damage and has the heavy and 
  two-handed properties.
   Opening: When you take the Attack action you can expend 
  a spell slot of 2nd level or higher and sacrifice two of your 
  attacks. When you do, you prepare to deliver a mighty strike. 
  The first time you hit with this weapon before the start of your 
  next turn, the attack deals an additional 2d8 force damage per 
  level of the spell slot expended.
   Assault: After you’ve performed the opening, when a 
  creature enters, moves within, or exits your reach, you can 
  use your reaction and expend a spell slot to make one attack 
  targeting that creature using this weapon. If you hit, the target 
  is hurled 20 per level of the spell slot expended in a direction 
  of your choosing. 
   Finisher: If you start your turn while wielding this weapon 
  after hitting a creature when performing your assault, you 
  can take the Attack action, expend a spell slot of 4th level 
  or higher, and sacrifice two of your attacks to teleport to a 
  location you can see within 5 feet of the creature you hit. The 
  creature must make a Dexterity saving throw. If it fails, you 
  crush it with this weapon, dealing 2d12 force damage per spell 
  slot level expended and knocking it prone.
  Tyrant’s Scythe
  This special weapon appears to be a large polearm with a long, 
  crescent blade covered in necromantic inscriptions. When 
  wielded properly,you dance across the battlefield, cutting 
  down everything in your path and driving your foes mad with 
  fear. This melee weapon deals 2d6 slashing damage and has 
  the finesse, heavy, and reach properties.
   Opening: Once per turn when you take the Attack action 
  and miss with an attack, you can make another attack 
  targeting a different creature within your reach. At the end of 
  your turn, you can expend a spell slot of 2nd level or higher 
  to unleash a wave of unearthly energy. Each creature you hit 
  with an attack made using this weapon during your turn must 
  make a Wisdom saving throw. If a creature fails, it takes 1d12 
  necrotic damage per level of the spell slot expended and is 
  frightened of you until the end of your next turn. If a creature 
  succeeds, it takes half as much damage and is not frightened.
   Assault: When you see a creature start its turn while 
  frightened, you can use your reaction to impale them with 
  this weapon if they are within your reach by making a weapon 
  attack roll. You can expend a spell slot when you do this. If you 
  hit, the target takes an extra 1d6 necrotic damage per spell slot 
  level expended and the target is restrained and grappled by 
  you until the end of your next turn.
   Finisher: If you start your turn after restraining a creature 
  during your assault, when you take the Attack action, you 
  can expend a spell slot of 4th level or higher and sacrifice two 
  of your attacks. The restrained target must make a Charisma 
  saving throw. If it fails, it takes 1d4 necrotic damage per level 
  of the spell slot expended, and if this damage reduces it below 
  a number of hit points equal to five times the level of the spell 
  slot expended, it dies instantly and unleashes a horrifying 
  scream. Each creature of your choosing within 60 feet that can 
  hear the dying creature must make a Wisdom saving throw or 
  be frightened of you until the end of your next turn.
  
  10
  9th-Level Arcane Patterns
  Cloak of Blades
  This special weapon is a cloak covered in razor-sharp blades 
  that seems to move and extend whenever you attack. This 
  melee weapon deals 1d8 slashing damage and has the finesse 
  and reach properties. It does not need to be held in a hand to 
  be used. Whenever you make an attack with any weapon, you 
  can attack with this weapon using your bonus action.
   Opening: When you take the Attack action and attack with 
  this weapon using your bonus action, you can expend a spell 
  slot to animate this cloak and cut outward in a 15-foot cone. 
  Each creature in the area must make a Dexterity saving throw. 
  If a creature fails, it takes 1d8 slashing damage per level of the 
  spell slot expended and its movement speed is halved until the 
  start of your next turn. You then immediately jump up to 15 
  feet to a location you can see without provoking opportunity 
  attacks.
   Assault: When a creature that took damage from your 
  opening attack during your previous turn uses an action, 
  you can use your reaction to vault up to 30 feet towards that 
  creature and make a weapon attack using a weapon other than 
  this one. You can choose to expend a spell slot when you do 
  so. Each creature whose space you pass over takes 1d6 slashing 
  damage per level of the spell slot expended as blades rain 
  down from your cloak. 
   Finisher: If you start your turn while wielding this weapon 
  after using your reaction to perform the assault, you can take 
  the Attack action, expend a spell slot of 5th level or higher, and 
  sacrifice two of your attacks to spin, hurling blades in every 
  direction. Each hostile creature within 30 feet of you must 
  make a Dexterity saving throw. If they fail, they take 2d10 
  slashing damage per level of the spell slot expended or half as 
  much damage if they succeed. When you do this and reduce a 
  creature to 0 hit points, you can make weapon attack using a 
  weapon other than this one using your reaction.
  Judgment
  This special weapon resembles a massive polearm with a 
  winged head. This melee weapon deals 2d10 piercing damage 
  and has the two-handed and thrown (100/200) properties.
   Opening: When you take the Attack action, you can expend 
  a spell slot of 3th level or higher and sacrifice two of your 
  attacks to strike forward with this spear. Each creature in a 
  60 foot line must make a Dexterity saving throw. If a creature 
  fails, it takes 1d6 radiant damage and 1d6 necrotic damage per 
  level of the spell slot expended, or half as much damage if it 
  succeeds.
   Assault: When a creature damaged by your opening takes 
  an action or moves at least 5 feet, you can use your reaction 
  to gain a flying speed of 60 feet until the end of your next 
  turn and fly up to 60 feet. You can expend a spell slot when 
  you do this. The creature becomes marked until the end 
  of your next turn by a glowing sigil. Attacks targeting this 
  creature are made with advantage and ignore cover. A marked 
  creature cannot take reactions. You can always see the marked 
  creature.
   Finisher: If you can see a creature you marked with a sigil 
  during your assault when you start your turn while wielding 
  this weapon, you can expend a spell slot of 5th level or higher 
  to throw the spear at the creature, making a ranged weapon 
  attack that ignores range limitations. If the attack hits, the 
  creature is also knocked prone. All hostile creatures in a 30-
  foot radius around the target must make a Charisma saving 
  throw. If a creature fails and its hit point total is less than 
  eight times the level of the spell slot expended, it dies.
  11th-Level Arcane Patterns
  Shrike’s Cruelty
  This special weapon appears to be a long, thin blade with 
  wicked thorns on the side opposite the edge. This weapon 
  deals 2d6 slashing damage and has the two-handed, light, and 
  finesse properties.
   Opening: When you take the Attack action, you can expend 
  a spell slot of 3rd level or higher and sacrifice two of your 
  attacks to skewer a creature within your reach. The target 
  must make a Dexterity saving throw. If it fails, it takes 2d10 
  piercing damage per level of the spell slot expended and is 
  skewered by your blade until it uses its action to extract itself. 
  While skewered, the creature is restrained, automatically fails 
  Dexterity saving throws, and cannot teleport. While you have 
  skewered a creature, you can’t make attacks with this weapon.
   Assault: When a creature skewered by this weapon tries to 
  take an action, you can use your reaction to cause the thorns 
  on your blade to impale the creature more fully by expending 
  a spell slot of 5th level or higher. The target must succeed a 
  Constitution saving throw or take 1d12 piercing damage and 
  be stunned until the end of its turn.
   Finisher: If you start your turn while wielding this weapon 
  after using your reaction to perform the assault and the 
  creature is still skewered, you can take the Attack action, 
  expend a spell slot of 6th level or higher, and sacrifice two 
  of your attacks to tear your blade from the creature, stealing 
  its life. The creature must make a Charisma saving throw. 
  If it fails, it takes 3d10 necrotic damage per spell slot level 
  expended, or half as much damage on a success.
  Exaltation
  This special weapon resembles a pair of bladed wings held 
  together by arcane thread. This melee weapon deals 1d10 
  slashing damage and can be used to make ranged weapon 
  attacks at a range of (60/180).  It does not need to be held in 
  a hand to be used. Whenever you make an attack with any 
  weapon, you can use your bonus action to gain a flying speed 
  of 30 feet that lasts until the start of your next turn.
   Opening: When you take the Attack action while flying, 
  you can expend a spell slot of 2nd level of higher to flap these 
  wings and unleash a burst of thunderous sound. Each hostile 
  creature within 30 feet of you must make a Constitution 
  saving throw. If it fails, it takes 1d6 thunder damage per level 
  of the spell slot expended and is knocked prone. If it succeeds, 
  it takes half as much damage and is not knocked prone.
   Assault: When a friendly creature takes an action, you can 
  expend a spell slot of 3rd level or higher and use your reaction 
  to channel arcane power into them. The creature gains 
  advantage on attack rolls, saving throws, and ability checks 
  until the start of its next turn.
   Finisher: When you take the Attack action after performing 
  your assault, you can sacrifice two of your attacks and expend 
  a spell slot of 6th level or higher to unleash an onslaught of 
  sound in a 120-foot cone. Each creature within the cone is 
  forcibly hurled a number of feet equal to twenty times the 
  level of the spell slot expended. If a creature impacts a surface 
  or another creature, both take 1d10 force damage per 10 feet of 
  movement remaining and are knocked prone.
  
  11
  15th-Level Arcane Patterns
  Legion
  This special weapon is a collection of six blades stored within 
  a single sheathe. You can draw any number of these blades 
  at any time. These melee weapons deal 1d12 slashing damage 
  and have the finesse and versatile (2d8) properties.
   Opening: When you take the Attack action, you can expend 
  a spell slot of 4th level or higher to unsheathe all of these 
  blades and hurl them towards a point you can see within 30 
  feet of you, forming a 20-foot radius sphere of force. Creatures 
  within the sphere cannot exit the sphere, but creatures can 
  enter the sphere freely. Unattended objects, attacks, spells, 
  and effects cannot pass through the sphere. The sphere lasts 
  until the end of your next turn.
   Assault: After you’ve created the sphere, filament threads 
  bind your fingers to the blades around the edge. Whenever 
  a creature other than you takes an action for the first time 
  during its turn while inside the sphere, you can expend a spell 
  slot to pull a blade to your hand, teleport to an open space 
  you can see within 5 feet of the creature, and make one melee 
  attack using this weapon. If it hits, it deals an extra 1d6 force 
  damage per level of the spell slot expended. If you do this six 
  times, the sphere vanishes.
   Finisher: If the sphere is still standing when you start your 
  turn and you have performed your assault at least once, you 
  can expend a spell slot of 8th level or higher to unify all of 
  these weapons into a single blade of immense power, causing 
  the sphere to vanish. When you do, your attacks with this 
  weapon deal an additional 1d6 force damage per level of the 
  spell slot expended until the start of your next turn.
  Heaven Piercer
  This special weapon is actually a massive suit of arcane armor, 
  manipulated by thread that you summon around yourself. 
  While wearing this weapon, your size increases to become 
  Huge, your speed increases by 10 feet, you gain advantage on 
  Strength checks and saving throws, your reach increases by 5 
  feet, and your unarmed strikes deal an extra 1d8 force damage.
   Opening: When you take the Attack action, you can sacrifice 
  two attacks and expend a spell slot of 5th level or higher to 
  unleash a barrage of massive needles to pin your enemies. 
  Choose up to 5 creatures you can see within 120 feet of you. 
  Each creature must make a Dexterity saving throw. If a 
  creature fails, it takes 1d10 piercing damage per level of the 
  spell slot expended and is restrained until the end of your next 
  turn.
   Assault: When you see a creature that is restrained start 
  its turn, you can expend a spell slot of 5th level or higher and 
  use your reaction to stomp the ground. Each hostile creature 
  within 30 feet of you must make a Dexterity saving throw. 
  Unattended objects and creatures that fail are knocked prone 
  and take 1d6 force damage per level of the spell slot expended.
   Finisher: When you start your turn while wearing this 
  weapon after performing your assault, you can sacrifice 
  two attacks and expend a spell slot of 8th level or higher 
  to transform this armor into a massive needle and launch 
  yourself at a creature you can see within 300 feet of you. 
  Creatures and objects between you and your target are pushed 
  aside and knocked prone. Walls, structures, and other non-
  magical immovable obstacles in your path are destroyed. If 
  you reach the target, make a melee spell attack. If you hit, 
  the target takes 3d10 force damage per level of the spell slot 
  expended and is stunned until the end of your next turn.
  13th-Level Arcane Patterns
  Seige Breaker
  This special weapon resembles a huge ballista churning with 
  arcane energies. This ranged weapon deals 2d12 piercing 
  damage, has the heavy property, and has an effective range of 
  (500/1500). While carrying it, your speed is reduced to 5 feet.
   Opening: When you take the Attack action, you can sacrifice 
  two attacks and expend a spell slot of 6th level or higher to fire 
  a singular bolt of destructive energy at an object within 1500 
  feet. Non-magical objects within a 20-foot-radius sphere take 
  20 force damage per level of the spell slot expended. Creatures 
  within the radius are pushed to the exterior of the radius and 
  knocked prone.
   Assault: When you see a creature stand up from prone, 
  you can use your reaction to expend a spell slot of 5th level or 
  higher. When you do, you create a mobile magical fortification 
  around this weapon that lasts for 1 minute or until this 
  weapon vanishes. The fortification grants you three-quarters 
  cover from all attackers who are more than 10 feet away from 
  you, and the area within 20 feet of you becomes difficult 
  terrain.
   Finisher: When you start your turn while wielding this 
  weapon after performing your assault, you can expend a spell 
  slot of 7th level or higher to fire a deadly barrage of explosive 
  bolts. Choose a 50-foot-radius sphere you can see within 1500 
  feet. Each creature in the sphere must make a Dexterity saving 
  throw. Creatures that fail, and all unattended objects within 
  the radius, take 2d10 force damage per level of the spell slot 
  expended and are knocked prone. Creatures that succeed take 
  half as much damage and are not knocked prone.
  Winds of Destruction
  This special weapon is actual a pair of circular blades, called 
  chakram, that can be thrown and recalled using the arcane 
  threads tied to them. These melee weapons deal 1d10 slashing 
  damage and have the light and finesse properties. They can 
  only be created and wielded as a pair, and can be used to make 
  ranged weapon attacks at a range of (60/120).
   Opening: When you take the Attack action, you can sacrifice 
  two of your attacks and expend a spell slot of 3rd level or 
  higher to hurl these blades in a spiral. Each hostile creature 
  in a line 15 feet wide and 30 feet long must make a Dexterity 
  saving throw. If a creature fails, it takes 2d6 lightning damage 
  per level of the spell slot expended and it is lifted and thrown 
  30 feet in a horizontal direction of your choosing.
   Assault: When you see a creature that took damage from 
  your opening take an action or move at least 5 feet during its 
  next turn, you can expend a spell slot of 3rd level or higher 
  and use your reaction to bind them in a spiral of wind. The 
  creature must make a Wisdom saving throw. If it fails, it is 
  moved 30 feet in a direction of your choosing and held aloft 
  and paralyzed until the end of your next turn.
   Finisher: If you start your turn while you can see a creature 
  you paralyzed during your assault while wielding this weapon, 
  when you take the Attack action, you can expend a spell slot 
  of 7th level or higher to make another attack targeting the 
  same creature, grinding your chakarams together whether 
  you hit or miss. The target takes 1d8 thunder damage and 1d8 
  lightning damage per level of the spell slot expended, and 
  hostile creatures within 30 feet of the target must make a 
  Constitution saving throw or take an equal amount of damage. 
  If a creature succeeds, it takes half as much damage instead. 
  The blades continue to grind until the start of your next turn, 
  preventing the target from casting spells.
  
  12
  17th-Level Arcane Patterns
  Infinity
  This special weapon flows smoothly in your hands, appearing 
  as whatever you wish. This weapon deals 2d8 force damage 
  and can be a ranged or melee weapon with any properties 
  you choose that are present on any other simple or martial 
  weapon. While ranged, it has a range of (300/900). Damage 
  dealt by this weapon cannot be reduced in any way.
   Opening: When you take the Attack action, you can expend 
  a spell slot of 7th level or higher to fill yourself with power. 
  Until the end of your next turn, you have advantage on all 
  attack rolls, saving throws, and ability checks.
   Assault: When your turn ends while you are empowered, 
  you can use your reaction to charge this weapon with raw 
  arcane force by expending a spell slot of 8th level or higher. 
  Until the end of your next turn, this weapon deals an extra 1d8 
  force damage on a hit.
   Finisher: When you start your turn while wielding this 
  weapon after performing the assault, you can take the Attack 
  action and expend a spell slot of 9th level. When you do, you 
  can teleport to any location you can see and make a single 
  melee attack with this weapon targeting a creature within 
  your reach. If you hit, you can repeat this process, teleporting 
  and attacking again. You can continue to teleport and make 
  attacks until you miss with an attack. If you miss a creature, it 
  is stunned for 1 minute. It can make a Wisdom saving throw at 
  the end of each of its turns, ending the effect on a success. For 
  every four attacks you make, you gain one level of exhaustion 
  at the end of your turn.
  Emptiness
  This special weapon is a thin coating of pure arcana that defies 
  light, appearing as an infinite void. While you are wearing this 
  weapon, your weapon attacks and unarmed strikes deal an 
  additional 1d8 cold damage.
   Opening: When you take the Attack action, you can expend 
  a spell slot of 7th level or higher to create a singularity 10 feet 
  above your head. Each creature of your choosing in a 100 
  foot radius is pulled towards the singularity up to 30 feet. If 
  a creature impacts a surface, it takes 2d10 force damage. If a 
  creature touches the singularity, it takes 8d6 force damage and 
  is bound to the singularity, paralyzed, restrained, and stunned 
  until the end of its next turn. If a non-magical unattended 
  object touches the singularity, it is instantly destroyed and 
  consumed. The singularity lasts until the end of your next 
  turn.
   Assault: When you see a creature touch the singularity, you 
  can use your reaction and expend a spell slot of 9th level to 
  rewrite time. You can declare a new initiative count for each 
  creature you can see. Initiative then resumes as normal. This 
  can cause a creature to miss its turn.
   Finisher: When you start your turn after performing 
  the assault while wearing this weapon, you can take the 
  Attack action and expend a spell slot of 8th level to fly your 
  singularity up to 120 feet. It can move around corners. For 
  every 30 feet it moves, each creature touching the singularity 
  takes an additional 3d6 force damage. At the end of your turn, 
  the singularity detonates, hurling each creature that was 
  touching it 50 feet directly away from it and knocking them 
  prone.
  
  13
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  15.    COPYRIGHT NOTICE Open Game License v 1.0a Copyright 2000, 
  Wizards of the Coast, LLC.
  System Reference Document 5.1 Copyright 2016, Wizards of the 
  Coast, Inc.; Authors Mike Mearls, Jeremy Crawford, Chris Perkins, 
  Rodney Thompson, Peter Lee, James Wyatt, Robert J. Schwalb, 
  Bruce R. Cordell, Chris Sims, and Steve Townshend, based on original 
  material by E. Gary Gygax and Dave Arneson.
  The Weaveshaper Copyright 2018, Genuine Fantasy Press LLC; 
  Author William H. King
  END OF LICENSE
  
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