Arwydh Knight
You discovered how to enhance your martial prowess using the supernatural power of Arwydh, runes in Common. The ancient practice of Dirwyn Arwydhion, or the weaving of runes, originated with the fey of ancient times. Rune Weavers, known as Gwehydhion Arwydhion, were found among many of the fey, and it is likely you first learned your methods from such a mystical Gwehydh. Whether you found the fey's work woven among brambles or meadows, learned of the Arwydh from a traveling sage, or met a fey Gwehydh in person, you studied the craft. In time, you learned how to weave and bind runes to your equipment and how to invoke their magic, ultimately becoming an Arwydh Knight.
Bonus Proficiencies
When you choose this archetype at 3rd level, you learn to speak, read, and write Sylvan. You also gain proficiency with one artisan’s tool appropriate to your method of Dirwyn, such as smith’s tools, leatherworker’s tools, or weaver’s tools.
Arwydh Options
- Derw:
- This Arwydhnod’s magic bestows a resilience reminiscent of an ancient oak, enduring poison and injury that would fell lesser creatures. While wearing or carrying an object inscribed with this Arwydhnod, you have advantage on saving throws against being poisoned, and you have resistance to poison damage.
- In addition, you can invoke the Arwydh as a bonus action, gaining resistance to bludgeoning, piercing, and slashing damage for 1 minute.
- Once you invoke the Arwydh, you can’t do so again until you finish a short or long rest.
- Tewyn:
- This Arwydhnod’s magic embodies the firebrand, a flame given purpose and a mark left by practiced hands upon their work. While wearing or carrying an object inscribed with this Arwydhnod, your proficiency bonus is doubled for any ability check you make that uses your proficiency with a tool.
- In addition, when you hit a creature with a weapon attack, you can invoke the Arwydh to brand the target with its power. The target must succeed on a Strength saving throw or be restrained for 1 minute as the burning mark binds it in place. While restrained in this way, the target takes 2d6 fire damage at the start of each of its turns. The target can repeat the saving throw at the end of each of its turns, ending the effect on a success.
- Once you invoke the Arwydh, you can’t do so again until you finish a short or long rest
- Baedh:
- This Arwydhnod's magic embodies the ferocity and raw strength of the boar. While wearing or carrying an object inscribed with this Arwydh you have advantage on Wisdom (Animal Handling) checks and Charisma(Intimidation) checks.
- In addition you can invoke the Arwydh as a bonus action to increase your Strength score by 2 for 10 minutes. This increase can cause your score to exceed 20 but not 30.
- Once you invoke the Arwydh you can't do so again until you finish a short or long rest.
- Niwl:
- This Arwydhnod's magic embodies the mist and fog, concealing truths and hiding movements. While wearing or carrying an object inscribed with this Arwydh, you have advantage on Dexterity (Sleight of Hand) checks and Charisma (Deception) checks.
- In addition, when you or a creature you can see within 30 feet of you is hit by an attack roll, you can use your reaction to invoke the Arwydh and cause that attack to target a different creature within 30 feet of you (other than the attacker), using the same roll. This magic can transfer the attack regardless of the attack’s range.
- Once you invoke the Arwydh, you can't do so again until you finish a short or long rest.
- Lhoer:
- This Arwydhnod's magic embodies the moon, providing light in the night, revealing that which is obscured by shadows, and symbolizing dreams. While wearing or carrying an object inscribed with this Arwydh, you have advantage on Wisdom (Insight) checks, and you have darkvision out to a range of 60 feet. If you already have darkvision, its range increases by 30 feet
- In addition, when a creature you can see ends its turn within 30 feet of you, you can use your reaction to invoke the Arwydh and force the creature to make a Wisdom saving throw. Unless the save succeeds, the creature is charmed by you for 1 minute. While charmed in this way, the creature has a speed of 0 and is incapacitated, descending into a dreamy stupor. The effect ends if the charmed creature takes any damage or if someone else uses an action to shake the creature out of its haze.
- Once you invoke the Arwydh, you can't do so again until you finish a short or long rest.
- Gwawr:
- This Arwydhnod's magic embodies the dawn, illuminating the hidden workings of the world and heralding what is yet to come. While wearing or carrying an object inscribed with this Arwydh, you have advantage on Intelligence (Arcana) checks, and you can't be surprised as long as you are not incapacitated.
- In addition, you can invoke the Arwydh as a bonus action to enter a prophetic state for 1 minute or until you're incapacitated. Until the state ends, when you or another creature you can see within 60 feet of you makes an attack roll, a saving throw, or an ability check, you can use your reaction to cause the roll to have advantage or disadvantage.
- Once you invoke the Arwydh, you can't do so again until you finish a short or long rest.
Dirwyn of the Self
3rd-level Arwydh Knight feature
Your practice of Dirwyn has taught you that Arwydh need not exist only as marks upon objects. Your own form can become an Arwydh, its qualities woven and altered to become a greater expression of yourself. As a bonus action, you perform Dirwyn upon your own form, magically gaining the following benefits for 1 minute:
If you are smaller than Large, you become Large, along with anything you are wearing. If you lack the room to become Large, your size doesn't change.
You have advantage on Strength checks and Strength saving throws.
Your weapon attacks deal an extra 1d6 damage.
You can use this feature twice, and you regain all expended uses of it when you finish a long rest.
Defensive Arwydhnods
At 7th level, you learn to invoke your Arwydh magic to protect your allies. When another creature you can see within 60 feet of you is hit by an attack roll, you can use your reaction to grant a bonus to the creature’s AC against that attack. The bonus equals 1 + your Intelligence modifier (minimum of +2).
In addition, you learn one new Arwydh of your choice from the Arwydh Magic feature (for a total of three).
Greater Dirwyn of the Self
By 10th level, the magic of your Arwydhnods permanently alters you. When you gain this feature, roll 3d4. You grow a number of inches in height equal to the roll. Moreover, the extra damage you deal with your Dirwyn of the Self feature increases to 1d8.
In addition, you learn one new Arwydh of your choice from your Arwydh Magic feature (for a total of four).
Arwydh Mastery
At 15th level, you can invoke each Arwydh you know from your Arwydh Magic feature twice, rather than once, and you regain all expended uses when you finish a short or long rest.
In addition, you learn one new Arwydh of your choice from the Arwydh Magic feature (for a total of five).
Dirwyn of Others
At 18th level, you learn how to share your Arwydh magic with your allies. When you use your Dirwyn of the Self feature, you can choose one willing creature you can see within 60 feet of you. The chosen creature also gains the benefits of your Dirwyn of the Self feature.
Pronunciations and common translations for those of us who don't know...namely me
| Arwydh | AR-oo-ith | Rune |
| Arwydhion | ar-OO-ith-yon | Runes |
| Arwydhnod | AR-oo-ith-nod | (written) Rune |
| Arwydhnods | AR-oo-ith-nodz | (written) Runes |
| Baedh | BYE-th | Boar |
| Derw | DEH-roo | Oak |
| Dirwyn | DIR-oo-in | Binding/Winding |
| Gwawr | GWOWR | Dawn |
| Gwehydh | GWEH-hith | Rune Weaver |
| Gwehydhion | gweh-HITH-yon | Rune Weavers |
| Lhoer | HLOYR | Moon |
| Niwl | NIH-ool | Mist/Fog |
| Tewyn | TEH-win | Ember/Firebrand |