Base Class: Rogue
The Kingsglaive are an elite group of soldiers that are sworn to protect the kingdom of your king from all enemies, both foreign and domestic. You are referred to colloquially as a Glaive, you are blessed with your monarchs' magic. As a divine gift, they can use magical powers that enable them to teleport, and forge weapons from thin air.
Weapon Bond
Starting at 3rd level, you can bind yourself to 4 weapons of your choice. These weapons are then send to a pocket dimension. As a bonus action, you can recall any one of your bonded weapons. You may then switch between your bonded weapons as a free action.
To bind a weapon this way you must perform a ritual that takes 1 hour and can be done during a short rest. The weapon must remain within your reach for the duration of the ritual. At the conclusion of the ritual, you touch the weapon and forge the bond. The blade then takes a translucent form until you recall it.
Binding two light weapons counts as one weapon such as two daggers.
Ranged weapons bonded in this way magically generate normal ammunition for it and ignores its loading properties.
Attempting to bind to another weapon whilst already being bonded to 4, you must choose one of the linked weapons to replace which will be destroyed to make space for the new weapon.
Warp Strike
Also at 3rd level, as a bonus action, you can make a special ranged attack with a bounded weapon in a range of 30 feet. You can add your Strength or Dexterity modifier to the attack rolls. On a hit, you teleport to the creature, placing yourself to the closest unoccupied space adjacent to that creature. When you teleport the weapon returns to your hand.
Warp Strike’s damage deals 1d6 + strength or dexterity modifier force damage. This increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).
Warp Strike's range also increases at levels 11 (60 feet) and 17 (120 feet)
Whenever you attempt to Warp-Strike a creature and miss, you may choose to teleport anywhere within 5 feet of the creature.
(Your warps visually looks like magical sparks at both ends.)
Point Warp
Starting at 5th level, you can teleport to anywhere you can see. As an bonus action, you can throw a bound weapon to a point you can see within 30 feet. If you throw the weapon at a wall, the blade will phase into the wall as much as you choose to, however the handle of the weapon cannot be phased in the wall. When teleporting to your weapon, you are hanging with one hand from the handle of your weapon, you also teleport as soon as the weapon reaches it's intended destination.
At 13th level the range increases to 60 feet and at 17th level to 120 feet
Warp Factor
At 9th, level, your weapons now have different effects depending on their properties:
Thrown Weapons Double the range of weapons with the thrown property. This do not affect your Warp-Strike Range with these weapons.
Light Weapons You may summon and de-summon two light weapons in a single bonus action.
Heavy Weapons When you hit a creature with your Warp-Strike ability using a weapon with the Heavy property, you may choose to push the creature up to 10 ft back and teleport to the closest unoccupied space adjacent to the creature.
Quickened Warp
Starting at 13th level, you can warp strike as part of your attack action.
Royal Arms
Starting at 13th level you are granted the ability to invoke powers of sovereigns. You will gain more sigils at 17th level. These sigils can appear anywhere on your body, but you can only have two active sigils at a time at level 13, and 4 sigils active at level 17th.
You can change sigils each dawn.
The Chosen's Sigil
Your attacks ignore resistances and treat immunities as resistance.
The Clever's Sigil
Your ranged attacks can pierce creatures in a 30ft line
The Conqueror's Sigil
Attacks made with heavy weapons deal an extra damage die.
The Father's Sigil
When attacking you can choose to double the attack bonus. You can only use this ability a number of times equal to your dexterity modifier.
The Fierce's Sigil
To you, Heavy weapons are considered medium weapons and are Versatile.
The Just's Sigil
You gain resistance to nonmagical bludgeoning, slashing, and piercing attacks.
The Mystic's Sigil
You can add your proficiency bonus to damage rolls.
The Oracle's Sigil
When being healed, you receive the maximum amount of healing on the die or dices.
The Pious's Sigil
When you are attacked by a creature you can see, you can use your reaction to phase yourself to the pocket dimension where your weapons reside. You then roll 1d6 and add the result to your AC potentially evading the attack.
The Rouge's Sigil
When you make a ranged weapon attack the ammunition used for the attack splits creating two. Roll attack for each piece of ammunition. You can only use this ability once per short rest.
The Tall's Sigil
On one of your successful melee weapon attacks, you can choose to deal the max damage of the weapon die. You can use this ability once per short rest.
The Wanderer's Sigil
You can add your ability modifier bonus to your offhand attack.
The Warrior's Sigil
The first attack you make each round always has advantage.
The Wise's Sigil
Your warp strikes will always have advantage.
Armiger
At 17th level, you summon all weapons you are bonded to that you aren't currently wielding. They hover around you for 1 minute granting you a +1 to AC and all range attacks against you have disadvantage.
Whenever you make an attack, the other weapons fly towards the creature you are attacking. You roll attacks for each weapon; on a hit they deal an extra 1d10 force damage.
When you take damage, you must make a concentration check DC equals half the damage taken or 10 whichever is higher.
You can't use this ability again until the next dawn.
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