Base Class: Sorcerer
Your magic has always been linked to a desert semi-plane, a cemetery of weapons for which you have specialized in them, the gallery is accompanied by a thirst for collection that can never be quenched. A legend interprets these people as lost seeds of nameless demigods.
Weapons gallery.
Weapons gallery.
"At level 1, the Armory Librarian's connection with their gallery allows them to open small portals through which they can launch weapons from their Gallery. The launch range is 120 feet, and attacking in this manner consumes a spell slot. For each spell slot level expended, it adds the weapon's damage again (weapon properties do not apply); the damage from the weapons is considered magical. Weapons on the ground act as difficult terrain; to remove them, enemy creatures need to make a Strength saving throw of 10. (Sheathing and unsheathing once per turn does not cost an action)."
Plane connection
Plane connection
The librarian is proficient with all non-ammunition weapons. The library holds one copy of each melee weapon with which you are proficient and familiar. When you become familiar with a new weapon, it is created in your gallery. (You can also store one copy of each weapon type in the gallery, but when using the weapon, you must use the stored one instead of a duplicate.) (Weapons in the gallery disappear when they are more than 1000 feet away from them, and you can also make them disappear at will.) (Metamagic applies normally to weapons as spells if applicable)
Gallery Watcher
At level 6, your weapons are imbued with the power of the plane. Now, your charisma modifier is added to the damage of your weapons (minimum one). Additionally, you can use your sorcery points to gain the following benefits:
Multi-attack: You can spend 1 sorcery point to gain multiattack for 1 hour; this does not apply to your method of attacking through portals.
Return: You can spend 2 sorcery points to return the weapons from the field back to the gallery.
Wall of weapons: When you are about to be attacked, you can, as a reaction, mobilize weapons from the terrain to create cover and protect yourself. This costs 2 sorcery points per weapon, and each weapon used increases the level of cover. Once the attacker's turn ends, the weapons used to create cover return to the gallery.
Warriors without Epoch: Spend 1 sorcery point per selected weapon. Choose at least one weapon placed on the ground, and that weapon will levitate in the air and attack enemies that enter its range and are already within it.
Expert Guardian
Expert Guardian
At 14th level your range increases to 150 feet, additionally you can use your sorcery points to gain the following benefits:
Double Strike: When you launch a light weapon through your portal, you can spend a number of sorcery points equal to the spell slot level used to launch another light weapon of the same level.
Battlefield: You can use your action to place a number of weapons on the terrain equal to the sorcery points spent (within your weapon's attack range).
Intelligent Weapon: You can spend 1 sorcery point per spell slot level to have the weapon you attack with become attached to you and automatically attack enemies within your range (this counts as a concentration spell).
Gallery master
At level 18, you know almost all the secrets of the plane to which you have been linked since birth; choose one of the following relics:
Holy grail: The holy grail allows you to use your main action to recover 2d10 in sorcery points, you can use the holy grail 1 time per long rest.
World's Shatter Sword: A massive spinning sword that accelerates to create a magic tornado. The sword deals 5d6 force damage and pushes targets 10 feet. The damage increases by 1d6 and the push distance by 50 feet for each sorcery point spent. If they succeed on the saving throw, they take half damage and are pushed half the distance.
Chain of the gods: As an additional action you create some portals on top of the weapons on the ground, some chains come out of your portals capturing the selected enemies (a weapon is necessary to capture), the chains you can use depend on the size of the target, These chains are immune to legendary saves and magic. The strength DC is 13 + number of weapons used. Chains that you can wear by size. Small- 1 Medium- 2 High- 3 Large- 4 Huge- 5 Gargantuan 6
Previous Versions
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9/2/2023 9:46:46 PM
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