Fighter
Base Class: Fighter

Through fierce discipline and dedicated study, Arsenals break past the thin veil between the planes into infinitely flexible pocket dimensions. Though small, they provide the catalyst through which these warriors move between planes to slip through enemy defenses and ensure that they always have the right weapon for the job.

On Domiran, Elysium University funds the research of the Council of Boundaries, a sect of scholars dedicated to the study of the planes. Students and faculty alike experiment with the malleability of the planes in the hopes of one day creating an end-all and be-all gate between the safer planes.

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 an 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). This property then ceases to function until the start of your next turn. If you are incapacitated for longer than 1 minute, your planar armor returns to your pocket dimension.

Planar Weapons. As a bonus action, you may summon up to two of your planar weapons. You can simultaneously summon a shield if you have one bound. Your planar weapons appear instantly in your hand, and if you have taken the Attack action while engaging in two-weapon fighting, you can make an offhand attack as part of the same bonus action. While equipped, planar melee weapons have the Thrown property with a normal range of 20 feet and a long range of 60 feet, and 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. 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).

Grindstone Portal

Also 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 damage. This attack must be made with a planar weapon you summoned this turn.

When you reach certain levels in this class, this 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 effects such as the banishment and maze spells. In addition, you have advantage on Intelligence skill checks regarding magical combat equipment 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. 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 chosen allies to enter it. At 15th level, you can cast the demiplane spell without consuming a spell slot. Creatures who cast the demiplane spell cannot access your demiplane, and the shadowy door summoned by this feature is invisible and inaccessible to all but a number of allied creatures equal to your Intelligence modifier (minimum of one). This feature lasts 8 hours unless you choose to end it at-will (no action required).

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. Furnishings and other objects created by this feature dissipate into smoke if removed from it. When this feature ends, any creatures inside the demiplane are shunted into the nearest open spaces.

You can use this ability once per long rest.

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.
  • 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 to the creature getting disarmed. 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 and a planar shield, 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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