Base Class: Wizard
Wielders of the Armiger practice long-forgotten magic that combines the sword and the arcane. The Armiger, a spellbook granted to practitioners, links them and their magic to a chrysalis of extraordinary power that allows wielders to pull from its power and create spectral weapons capable of many things. Long-time wielders of this power show expertise in many different weapons and through their mastery, other wielders are able to tap into that and draw strength and knowledge from it. The Armiger links all.
Blessing of The Armiger
Through a collective of mastery linked back to the armiger, wielders gain proficiency with medium armor and all martial weapons through the Armiger.
United Bladeworks
Beginning at the 2nd level, as a bonus action create any martial weapon out of spectral fragments from your spellbook that last for 10 mins. Only one can be created at a time and this can be done as many times as equal to proficiency bonus per short rest.
- These weapons deal force damage
- Melee weapons have a range of 30ft
- ranged weapons have a range of 80ft/120ft
Armiger Virtuosity
Starting at 6th level, gain an extra attack, also when dealing damage with spectral weapons cause shards to be lodged into the creature. When ready cause the shards to detonate and deal 2d10 force damage to the creature if they fail a constitution saving throw and lose a reaction for one turn. On success, they take half the damage and hold on to their reaction. This can be done 3 times per long rest
Spectral Magnification
Beginning at 10th level, you can add your Intelligence modifier to attack and damage rolls made with only spectral weapons. Moreover, gain the ability to cast touch spells through the spectral weapons
Arcanum Unleashed
Starting at 14th level, You are granted 3 powers from the armiger that show complete mastery of the armiger.
- Crashing Blade: As an action, create a gigantic spectral greatsword (the sword is 10ft wide and 80ft tall) and send it crashing directly in front of the wielder. Any chosen creature caught in the impact zone must succeed on a Dexterity saving throw or take 3d10 force damage and 2d12 thunder damage. Creatures who pass the save take half the damage.
- Spear crater: As an action, chose an area within 60ft of the caster and cause a vortex to open underneath any chosen creature in an aoe of 20ft that creates spears that rise up out of the vortex dealing damage and impaling creatures. Any chosen creature within the aoe must succeed on a Constitution saving throw or take 8d6 force damage from the spears and become restrained from being impaled as their body is sent 20ft into the air (this effect lasts for 1 min). Creatures that pass the save take half damage and are not restrained or sent into the air. (Creatures impaled can reroll the saving throw at the end of their turn and free themselves)
- Crag Shot: As an action, create a large great bow and send a shot flying at a single target. This shot can be made with 80ft. Any chosen creature must succeed on a Dexterity saving throw or take 4d10 force damage. Additionally, if they fail the creature must succeed on an Intelligence saving throw are become stunned for one minute. Creatures that pass the save do not need to roll the additional intelligence save and take half damage from the dexterity save.
The wielder may use one move every long rest.
Previous Versions
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