Base Class: Fighter
Sword Summiners devote themselves to the study of arcane battle tactics. Not to cast spells, but to directly augment their martial abilities on the battlefield. With an extradimensional armory at their disposal, their range of weaponry is limitless.
Arcane Arsenal
Your arcane arsenal can hold a number of melee weapons equal to your Intelligence modifier (minimum of 1). You can add any number of weapons by performing a ritual over the course of 1 hour, which can be done during a short rest. The weapon must be within your reach throughout the ritual, at the conclusion of which you touch the weapons and add them to your arcane arsenal.
If you attempt to add a weapon to your arcane arsenal when it is already full, you must choose a weapon to remove from it. The removed weapon appears at your feet.
As a bonus action, you can activate your arcane arsenal and cause one of its weapons to appear in one or both your hands. You must have a free hand to hold each weapon, or both hands free for weapons with the two-handed property. Once you have the Extra Attack feature, you may use any weapon in your arcane arsenal for each of your attacks. In order to engage in two-weapon fighting, you must make at least one attack with a weapon that lacks the two-handed property. You can dismiss your Arcane Arsenal with no action required.
When you attack with a weapon from your arcane arsenal. You may use your Intelligence Modifier, instead of Strength or Dexterity, for the attack and damage rolls.
If you make a ranged attack using a weapon with the thrown property, the weapon immediately returns to your arcane arsenal after the attack is made, whether it hits or misses.
Saving Throws. Some features granted by your arcane arsenal require your target yo make a saving throw to resist the effects. The saving throw DC is calculated as follows:
Arcane Arsenal Save DC = 8 + your prof. bonus + your int. modifier
Planar Knowladge
At 3rd level, you learn the magical skills necessary to maintain and use your Arcane Arsenal, You gain proficiency in the Arcana skill, and you learn cantrips from the Wizard spell list, 2 cantrips at 3rd level, 3 at 7th, 4 at 10th, 5 at 15th and 6 at 18th.
Arcane Arsenal Improvment
At 7th level, all weapons in your Arcane Arsenal with the light property gain the thrown property, with a normal range of 60 feet. Any weapons that already have the thrown property and a longer range retain their existing range.
Additionaly, attacks with all weapons in your arcane arsenal count as magical for the purpose of overcoming resistance and immunity to non magical attacks and damage.
Summoners Defence
At 7th level, if you have at least 1 one weapon in your arcane arsenal that you are not currently wielding, you can use your reaction to summon it to defend you when you are hit by an attack. When you do so, the damage you take from the attack is reduced by the chosen weapon's damage dice + your Int. modifier.
this feature can only be used a number of times = to your intelligence modifier per long rest.
Further Arcane Arsenal Impovement
At 10th level, you may add 1 suit of armor you are proficient with to your arcane arsenal with the same ritual used for your weapons, as a free action, you can cause this suit of armor to magically appear on or disappear from your body. If you add another suit of armor to your Arcane Arsenal, the previous suit is removed and appears at your feet.
Dimensional Grasp
At 10th level, once on your turn when you hit with a ranged attack using a weapon from your arcane arsenal, you can force the target to make a Strenght saving throw. On a failed save, the target is pulled up to 15 feet closer to you as the weapon returns to your Arcane Arsenal.
Summoner's Reposte
At 15th level, you can use your arcane arsenal to counter-attack. When you use Summoner's Defence to reduce the damage of a melee attack, the attacking creature takes damage equal to the damage prevented.
Dimensional Barrage
At 18th level, you can deploy your entire Arcane Arsenal at once to ravage your enemies. As an action, you cause each weapon in your Arcane Arsenal to fly forward at once, including any you are currently wielding. Each creature in a 15-foot cone must make a Dexterity saving throw, On a failed save, a creature takes the combined damage of all your available Arcane Arsenal weapons + your Int. modifier, or half as much damage on a successful one.
You can use this feature twice, and regain all expended uses of it whe you finish a long rest. You also regain 1 expended use when you use your Second Wind feature.
Previous Versions
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12/25/2020 11:26:45 PM
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