Fighter
Base Class: Fighter

An Arsenal Adept is a fighter who learned how to conjure weapons. They use this ability to create extra weapons to attack with, they often use this to have a weapon if they need a specific damage type or to give to their allies in case they need it. An Arsenal Adept often works with a Rogue in the military, using their ability to conjure weapons to create weapons for the Rogue to use for assassinations, their ability to conjure weapons are also useful to be ready to fight at any moment without having to carry multiple weapons on them. Arsenal Adepts are versatile fighters, even more then other fighters, since they often create weapons that exploit their enemies weaknesses.

Level 3: Manifest Arsenal

You learn to conjure weapons from pure willpower and battle instinct.

As a bonus action, you can manifest a number of spectral weapons equal to your proficiency bonus, each appearing in an unoccupied space within 30 feet of you. These weapons hover and follow your commands for up to 1 minute, or until you dismiss them (no concentration required).

When you summon them, choose their forms (such as swords, axes, or spears). Each counts as a magical melee weapon for the purpose of overcoming resistance and immunity to nonmagical attacks.

  • Attack: As a bonus action, you can command an amount equal to your intelligence modifier (min 1) of your manifested weapons to make a melee spell attack against a creature within 5 feet of them.

  • Attack Roll: Use your dexterity or strength modifier and add your proficiency bonus.

  • Damage: On a hit, the weapon deals 1d6 + your modifier force damage.

  • Movement: A weapon can move up to 20 feet as part of the same bonus action.

You can summon your arsenal a number of times equal to your proficiency bonus, and you regain all uses when you finish a long rest.

Level 3: Dancing Blades

Your floating weapons move in perfect rhythm with your strikes.

Whenever you take the Attack action on your turn, you can command one of your floating weapons to make an attack as part of that same action.

Level 7: Reactive Armory

Reactive Armory

Your manifested weapons react to threats as if they were extensions of your own reflexes.

When a creature provokes an opportunity attack from you, you can use your reaction to have one of your floating weapons make the attack instead. Your weapons also provoke opportunity attacks. The attack uses the weapon’s attack and damage values as normal.

In addition, the range at which you can control your weapons increases to 60 feet.

Level 10: Convergent Weapon

You can merge your entire arsenal into a single, powerful construct.

  • As a bonus action, you can combine all of your active floating weapons into one massive spectral weapon (sword, hammer, glaive, etc.). This combined weapon uses the following statistics:

  • Damage: (1d6 X number of weapons remaining) + your Strength or Dexterity modifier (force damage).

  • Properties: Reach (10 ft.), magical.

  • Command: You can command it to attack as a bonus action or as part of your Attack action.

When you hit a creature with this weapon, you can push or pull it 5 feet (your choice).

Once combined, the weapon lasts for 1 minute or until dismissed. You cannot separate or summon other floating weapons while this form is active.

Level 15: Arsenal Detonation

You can will your weapons to explode in a surge of destructive energy.

  • As an action, choose any number of your active floating weapons to detonate. Each creature of your choice within 10 feet of a detonated weapon must make a Dexterity saving throw (DC = 8 + your proficiency bonus + your Strength or Dexterity modifier).

  • A creature takes 2d8 force damage for each detonated weapon on a failed save, or half as much on a success.

  • After detonation, the destroyed weapons vanish.

You can use this feature once per long rest, or by expending one use of your Second Wind feature to use it again.

Absolute Control

Your mastery over your spectral armory is absolute.

  • You can now command all of your manifested weapons with a single bonus action or action.

  • The range at which you can control them increases to 120 feet.

  • Your manifested weapons’ damage increases to 1d8 + your modifier.

  • your convergent weapon damage die increases to a d8 instead of a d6

  • When you use Arsenal Detonation, creatures that fail their save are also knocked prone.

You are the center of a whirling storm of weapons — a living army unto yourself.

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