Base Class: Fighter
Through your relentless study of the infinite planes, you have uncovered the secrets of a hidden pocket dimension, a secluded space untouched by the chaos of the multiverse. This ethereal realm, known only to you, serves as a vast and secure repository for your formidable arsenal. With a mere thought, you can reach into this dimension, summoning an array of weapons imbued with the very essence of the planes.
Harnessing the arcane energies that permeate your private plane, you have mastered the art of imbuing your weapons with planar power. Each weapon you summon is not merely a tool of war but a conduit of planar forces, radiating with the energy of the cosmos. Beyond the ability to summon and empower weapons, you possess abilities such as physically entering your own pocket dimension, using it as a gateway to move through or even live your life in. Indeed, the planes of existence and the fabric that makes them are a pathway to many abilities and ultimately a haven, whose boundless expanse you can explore, uncovering its myriad secrets and drawing upon its hidden reservoirs of power.
As a Planar Archetype, you are a warrior of otherworldly prowess, a master of dimensional magic and martial skill. Your connection to your private plane makes you a formidable force on the battlefield, always prepared, always armed with the perfect weapon for any foe. With each encounter, you draw upon the endless power of the planes, a living testament to the boundless potential of those who dare to explore the mysteries of the multiverse.
Planar Arsenal
Through your study of the planes, you’ve pinpointed a pocket dimension where you can store your arsenal, and you’ve learned to manipulate its energy to equip yourself at a moment’s notice. You learn a ritual that forms a planar bond between yourself and your pocket dimension. You perform this ritual over the course of 1 hour, which can be done during a short rest. During this time, you meditate near or within your pocket dimension and let its energy wash over you. At the ritual’s conclusion, you are connected to the portal.
You can have one suit of armor alongside a shield stored in your pocket dimension, as well as a number of simple or martial weapons equal to your proficiency bonus. These are known as your planar armor and planar weapons. Placing armor or a weapon in your pocket dimension takes an action, and if you attempt to store more equipment in this way, the equipment you are replacing is shunted to the nearest unoccupied space.
Planar Armor. You can equip or unequip your planar armor as a bonus action, regardless of its don or doff time. When you take damage while wearing your planar armor, reduce the damage taken by an amount equal to your Intelligence modifier (minimum of 1). If you are incapacitated for longer than 1 minute, your planar armor returns to your pocket dimension.
Planar Weapons. As a free action, you may summon up to two of your planar weapons per round and/or dismiss two planar weapons you are currently holding into your pocket dimension. Your planar weapons appear instantly in your hand or within 5 ft. of you in an empty space (your choice). The weapons can be summoned during a reaction provided they don't exeed the 1 round limit. While using planar weapons the following conditions apply:
- When you attack with a planar weapon, you can use your Intelligence modifier, instead of Strength or Dexterity, for the attack and damage rolls.
- You cannot be disarmed of your planar weapons unless you are incapacitated, and planar weapons that are not in your grasp at the end of your turn either reappear in your hand or return to your pocket dimension (your choice) unless you specefically want them not too while consious.
- While equipped, planar melee weapons all have the thrown property with a normal range of 20 feet and a long range of 60 feet or their own normal and long range if they already have a ranged property.
- Planar ranged weapons provide their own ammunition, ignoring the loading property and automatically creating one piece of magic ammunition when you make a ranged attack with them.
Hurling Blades. The thrown property of planar-bound weapons allows them to be shot directly from your pocket dimension, eliminating the need for you to throw them manually or switch from the weapons you are holding. After being shot, the weapons automatically return to the pocket dimension. This action counts as an attack for each of the up to two weapons shot, requiring you to take the attack action on your turn before doing so.
Planar Shields
I place of summoning a planar weapon you can instead summon a shield if you have one bound. If you are attacked while while having a shield bound you can use your reaction to chanel your planar energy thru the shield and increase you ac by an ammount equal to your INT modifier (minnimum of 1) for that 1 attack. You must do so before knowing wether or not the attack will hit. If you aren't wearing your shield when attacked you can summon it to your hand as part of your reaction to block provided you haven't already summoned weapons from your pocket dimension that round.
Grindstone Portal
At 3rd level, you learn to momentarily empower your arsenal with dimensional energy. The first attack you make after summoning a planar weapon deals an additional 1d6 necrotic damage. This attack must be made with a planar weapon you summoned this round. Furthermore your bonded weapons now also countinuesly count as magical for the purpose of overcomming resitances, this is not restriceted to one round.
When you reach certain levels in this class, the damage increases: at 5th level (1d8), 11th level (1d10), and 17th level (1d12).
Arsenal's Discipline
Through your study of the planes, your attunement to them has improved. At 7th level, you are considered proficient in saving throws made to resist being displaced against your will by magical effects such as the banishment and maze spells. In addition, you have advantage on Intelligence skill checks regarding magical combat, various items of every kind, and the planes.
Finally, you have an additional number of attunement slots equal to half your proficiency bonus (rounded down). These attunement slots must be dedicated to items in your pocket dimension.
Warp Duel
You can quickly shunt an ally through your pocket dimension, taking their place in the face of danger. At 10th level, when an allied creature you can see within 30 feet of you is the target of another creature's attack, you can use your reaction to switch places with them, becoming the target of the attack. When you do this, you pass through your pocket dimension, potentially returning up to two planar weapons and equipping up to two new ones as you do so, thereby regaining the Grindstone Portal feature (ignore the one round limit). Alternatively, if a hostile creature within 30 feet of you that you can see attempts to attack you, you can use your reaction to travel through your pocket dimension to an unoccupied space adjacent to the creature.
When you use this reaction, you can simultaneously make an attack with a planar weapon against the attacking creature. If your attack roll ties or beats the hostile creature’s attack roll, your attack damages the creature while negating theirs. Otherwise, you take damage as normal, and your attack is negated.
You can use this reaction a number of times equal to your Intelligence modifier per long rest (minimum of once) and only if you are equipped with at least one piece of planar equipment.
Planar Bunker
Your pocket dimension has become malleable, growing to a suitable size for you and your chosen allies to enter it, as well as items other than weapons. At 15th level, you can cast the Demiplane spell without consuming a spell slot. Casting the Demiplane spell in this way applies the following changes to the spell:
- The spell always connects to the same demiplane.
- Creatures who cast the Demiplane spell cannot access your demiplane.
- The shadowy door summoned by this feature is invisible and inaccessible to all but a number of allied creatures of your choosing equal to or less than your Intelligence modifier (minimum of one), excluding you.
- This door remains for 8 hours instead of 1 hour, unless you choose to end it early at will (no action required).
- The demiplane is 60 ft. in each direction.
- When the spell ends, any creatures inside the demiplane are shunted into the nearest open spaces.
- Time moves differently in the demiplane, preventing people from aging and consumables from spoiling as long as they remain inside.
- Placing a bag of holding or similar item in the demiplane will cause said item to erupt, destroying its contents but nothing more. If said item is an artifact, it is instead shunted to the nearest unoccupied space on the other side of the door.
- You can cast Demiplane in this way once per long rest.
Within the demiplane, your unequipped planar weapons hover side-by-side in stasis, and your planar armor (unless equipped) hovers as if it were on an armor rack. You can create any floor plan you like, but the space can’t exceed that of the demiplane. It is furnished and decorated as you choose, even being able to create food and drink that, while containing no nourishment, can still be quite tasty. Furnishings and other objects created by this feature dissipate into smoke if removed from the demiplane for more than one hour or instantly if more than a 5x5 ft. cube's worth of items is removed. Items conjured in this way are also fragile, being unable to hurt anyone and not sturdy enough to resist the strain of being used as tools or the like. The one-hour limit is reset if the items reenter the demiplane.
One With The Source. Being your domain in which you are one with the source of your power, the demiplane also grants you certain benefits while residing within it's confines. A long rest only takes 4 hours and a short rest only takes 30 minutes in the demiplane. Your need for sleep, food, bowelmovements and other basic needs are completely sated within an hour of being inside the demiplane, doing no more than light activities, and remains as such until you leave now fully rejuvenated. During a long rest within the demiplane you regain two levels of exhaustion instead of one. The charmed and frightened conditions cease in the demiplane. Any non-magical illnesses as well as any debuffs affecting your Intelligence modifier also cease within the demiplane.
These benefits can be extended to a number of creatures equal to your Intelligence modifier (minimum of one) for 24 hours, who, with your permission, spend 10 minutes inside the demiplane attuning to it. As an action, you can break any creature’s attunement to your demiplane.
Planar Rift
You can use an action to open a 5x5 ft. rift in the air, which can be used to store or extract items from the demiplane that can fit through. When you reach into the rift, you magically find any item from the demiplane at your fingertips without having to search for it. If any other creature reaches into the rift, they take 2d6 necrotic damage as the rift shuts itself. The rift closes itself after 10 turns or if you dismiss it as an action. The rift can be opened as many times as you want.
You can also use the rift to extract items conjured within the demiplane itself, such as clothes, tools, and even food. While fragile and fake, and not retaining the properties of "real" items, they can still be used for theatrical purposes. These items vanish into smoke after one hour or if more than a 5x5 ft. cube's worth of items is extracted. The one-hour time limit can be reset by opening the rift and bathing the items in planar energy or by re-entering your demiplane.
Riftstorm
At critical moments, you can reveal your full loadout in an impossible and infinitely adaptable combat stance. At 18th level, as a bonus action, you can summon your entire arsenal simultaneously. You can hold one or two of your planar weapons when you do so; your other weapons and your shield (if applicable) hover around you, but nonetheless are considered to be equipped. If your planar armor is not equipped when you use this feature, you immediately don it. You gain the following benefits for 1 minute, until you dispel this effect as a bonus action, or until you are incapacitated:
- When you take the Attack action, you can make an additional attack, and you can use any of your planar weapons when attacking. The weapon of choice warps into your hand the instant before you strike. Weapons warped in this way are considered to be newly summoned for the sake of your Grindstone Portal Feature (ignore the one round limit). You can also replace attacks with Hurling Blade attacks instead if you wish.
- The reach of your planar weapon attacks is increased by 5 feet, and the range of your planar ranged weapon attacks is doubled.
- You benefit from half cover and do not trigger opportunity attacks when you move as your weapons form a defensive barrier around you.
- In combat, you get a special reaction that you can take once on every creature's turn, except your turn. You can use this special reaction only to use your Warp Duel feature.
- You can equip an allied creature that you can see within 30 feet of you with a weapon from your arsenal as a bonus action or as a reaction if an allied creature has hands free to don the weapon. The target is considered to be attuned to and proficient with the planar weapon, and it does not count against the creature's number of attuned items. The planar weapon remains in the creature's grasp until the start of your next turn, during which the weapon returns to you. The creature must be capable of holding a weapon to gain this benefit.
When this feature ends, you can equip up to two planar weapons or a planar shield and a weapon as well as your planar armor, sending the rest of your planar weapons back to your pocket dimension. If you are knocked unconscious or otherwise incapacitated while this feature is in effect, your weapons are instantly shunted back into your pocket dimension.
Once you use this feature, you must finish a long rest before you can use it again.
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Posted Aug 2, 2024Credit to Bradyoactive6489 who made the original draft for this amazing sub-class. The orginal can be found below. This is my personal spin on it with some extra probably more powerful features and tweaks to more or less everything. Quick disclaimer that the change from STR to INT modifier doesn't happen automatically (couldn't make that work) and that you get all 6 attunement slotst immeidiatly at lv 7 instead of at the specefied levels (couldn't make that work either). So just don't use the excess attunemt slots before you get to the right levels :) Everything else should be applied automatically. Have Fun!
Link to original: Arsenal Archetype