Fighter
Base Class: Fighter

Weapon Shifters enhance their martial prowess using magical energy channeled into their weapons. While the origin of the magic and each weapon may differ, the undeniable skill in battle is one and the same. Perhaps this magic came to you by chance, a gift from a magus or the gods. Some weave this magic themselves through discipline and study. Those who become a Weapon Shifter combine unparalleled adaptability and phycical ability to become lethal warriors.

Origin Examples:

Roll 1d8 Result

Weapon Source

1

Your weapon is a friendly sentient ooze that takes the shape of a weapon at your command.

2

You are a master of origami, the weapons are made up of thousands of tiny pieces of paper that you can magically shift at will.

3

You have somehow tapped into an infinite cache of weapons on a different plane and are able to summon them to your hand in a blink of an eye.

4

You are testing a prototype invention from an esteemed Artificer. You believe they are onto something.

5

A wise Druid gave you a branch from the oldest Iron Wood tree in the forest. It shifts, sways and takes the form you need most.

6

Weapon Shifting has been in your family for generations. Your mother blessed you with the family's most prized possession and to continue the tradition.

7

You studied under an eccentric sage in a remote region of the world. Your discovery there could have changed the course of warfare forever.

8

A Deity gave you what seemed like an ordinary weapon handle. However, when you picture a weapon in your mind its spectral form appears from the handle.

 

 

 

Weapon Transmutation

3rd-level Weapon Shifter Feature

At 3rd level, you gain the ability to transform the form of your weapon at will. You perform a ritual over the course of 1 hour, which can be done during a short rest, to tansform a weapon or item you currently possess to become the source of your weaponcraft. If your weapon is destroyed or lost, you can preform the ritual again to transfer the magic into a new vessel. If this is a magic weapon, it retains the properties but the original copy is destroyed once the ritual is complete.

Weaponcraft

3rd-level Weapon Shifter feature

Your ability to transform your weapon is represented by your Weaponcraft dice, which are each a d6. You have a number of these dice equal to double your proficiency bonus, and they fuel various powers you have, which are detailed below.

Some of your powers expend the Weaponcraft die they use, as specified in a power’s description, and you can’t use a power if it requires you to use a die when your dice are all expended. You regain all your expended Weaponcraft dice when you finish a short rest.

When you reach certain levels in this class, the size of your Weaponcraft dice increases: at 5th level (d8), 11th level (d10), and 17th level (d12). The powers below use your Weaponcraft dice.

As a Bonus Action, you can roll an Weaponcraft die to transform your weapon to a different weapon, the remaining attacks this turn deal additional damage equal to the number rolled. These weapons are split into categories which are listed below. If a weapon isn't listed, work with your DM to determine a suitable category. You are considered proficient with this weapon even if you lack proficiency with the weapon. You expend the die when transforming your weapon this way.

Alternatively, you can spend 1 minute to transform your weapon without expending an Weaponcraft Die.

Polearms: Glaive, halberd, lance, pike, quarterstaff, spear, trident.

Cudgels: Warhammer, club, flail, greatclub, light hammer, mace, maul, morningstar, cestus.

Edged: Battleaxe, greataxe, handaxe, sickle, war pick.

Bladed: Dagger, greatsword, longsword, shortsword, rapier, scimitar.

 

Weapon Master

At level 3, your unique combat style is difficult for enemies to deal with. When you expend a weaponcraft die to switch your weapon form you gain the following benefits based on the form until the start of your next turn.

Polearms: When you hit a creature with an attack, reduce it's movement speed by 10ft to a minimum of 0ft.

Cudgels: When you hit a creature with an attack you can move them 5ft away from you in a direction you choose. You can do this once per turn.

Edged: You strike with thundering force. You gain a +2 bonus to damage rolls damage rolls.

Bladed: You gain an additional 10ft of movement if you start your turn with a bladed weapon.

Living Weapon

7th-level Weapon Shifter feature

Starting at 7th level, your weapon attacks count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage. Your familiarity with your weapon has also allowed you to gain a greater understanding of its origin. Gain proficiency in one of the following skills: Arcana, Nature or Religion

Skill Proficency

Your bond with your weapon has increased, gaining a a deeper understanding of it's qualities. Choose a skill from the following: Nature, Arcana, Religion

Superior Technique

10th-level Weapon Shifter feature

You gain a bonus based on your weapon's current form. You can spend a weapon craft die while weildingeeeeee If an ability requires a saving throw, the save DC equals 8 + your proficiency bonus + your Constitution modifier.

Polearms: When you hit a creature with an attack you can force a creature to make Strength saving throw, on a failed save they are knocked prone.

Cudgels: When you hit a creature with an attack you can  reduce AC of an enemy you hit by half your proficiency until the start of your next turn. You can do this once per turn.

Edged: You can roll an Weaponcraft die and deal the number rolled as damage to another creature you have not attacked this turn within 5ft. You can do this a number of times equal to the amount of Weaponcraft die expended if it targets a different creature each time.

Bladed: You can expend an Weaponcraft die to force a creature to make a Constitution saving throw, on a fail, they are bleeding. For each attack the branded creature makes they take damage equal to the number rolled on the Weaponcraft die. This also applies to spell attacks. The target can repeat the saving throw at the end of each of its turns, they are no longer bleeding on a success.

Warrior's instinct

15th-level Weapon Shifter feature

As a reaction when you are hit by an attack you can expend a Weaponcraft die to take one of the following actions:

Living Sheild: You transform your weapon into a shield until the start of your next turn. Roll the Weaponcraft die, you gain AC equal to half the number rolled until the start of your next turn potentially causing the attack to miss.

Weapon Surge: Roll the Weaponcraft die, you deal double the number rolled to a number of creatures of your choice within 10ft equal to your proficiency modifier.

Master of Arms

18th-level Arcane Weapons Specialist feature

Transforming your weapon no longer costs an Arcane Weapons die.

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