Base Class: Fighter
The Ethereal Armsmaster is a fighter who wields an ever-changing set of weapons brought forth from a pocket dimension. Those who follow this archetype have little aptitude for magic themselves, but draw their strength from the powerful magical weapons they call forth from another plane and expertly wield. In the heat of battle Ethereal Armsmasters are granted the authority to use their arcane arsenal upon meeting certain conditions in combat.
Ethereal Arsenal
When you select this archetype at 3rd level, you gain access to an arsenal of weapons accessible when certain conditions are met.
Conditions. During combat when fulfilling certain requirements detailed under "Conditions" below, you gain access to different weapons from your arsenal. Conditions can be met by taking a variety of actions and making certain rolls throughout combat.
Arsenal Weapons. Upon meeting a condition in combat, you can use your bonus action on the same turn or any subsequent turn to manifest one of five magic weapons with unique properties granted by that condition. If you let go of the weapon it vanishes, if thrown it vanishes after it hits or misses the target, you can evoke the weapon again with a bonus action. Only one arsenal weapon can be summoned at a time, your current arsenal weapon vanishes when a new one is summoned. Some damage and effects of the weapons scale at certain levels.
Saving Throws. Some weapons in your arsenal require your target to make a saving throw to resist the weapon's effects. The saving throw is DC is calculated as follows:
Arsenal Weapon save DC = 8 + your proficiency bonus + your Strength modifier
Conditions
To call forth weapons from your arsenal, you must meet certain conditions in combat that correspond to certain weapons. Once a condition for a weapon has been met, it can be summoned with a bonus action on the same or subsequent turns. Conditions for each weapon are the following:
Ethereal Daggers. Condition: Your current hit points are half or less than half of your maximum hit points.
Ethereal Pike. Condition: You make an opportunity attack against an creature.
Ethereal Scimitars. Condition: You succeed saving throw imposed by another creature.
Ethereal Flail. Condition: A creature dies within 20 feet of you.
Ethereal Maul. Condition: You land a critical hit on a creature.
Ethereal Handaxes. Condition: You make an attack with advantage.
Ethereal Weapons
Once a condition has been met unique weapons from your ethereal arsenal can be used in combat.
Summon Arsenal Weapon. As a bonus action, evoke a weapon from your arsenal that has had its condition met. Weapons cannot be evoked if you do not have free hands to carry them. Weapons last 1 minute before vanishing and require the condition to be met before being summoned again. If you use this action to evoke a different weapon, the condition is dropped and must be met to summon the weapon again. Weapons with the thrown property reappear in your hand after being thrown when the attack hits or misses the target. You can use this feature four times, you regain all expended uses of it when you finish a short or long rest. You gain another use at 7th level and one more at 15th level. Additionally at 7th level when take this bonus action, until your next turn, any attack roll against you has disadvantage.
Ethereal Daggers. These magic daggers are simple weapons with the finesse, light, and thrown (range 20/60) properties and can be used in two-weapon fighting. On a hit it deals piercing damage equal to 1d4 plus your Strength or Dexterity modifier. Once per turn after a successful attack the target takes an additional 1d6 necrotic damage and you regain hit points equal to the necrotic damage dealt. This damage increases to 2d6 at 10th level and 3d6 at 18th level.
Ethereal Pike. This magic pike is a martial weapon with the heavy, reach, and two-handed properties. On a hit it deals piercing damage equal to 1d10 plus your Strength modifier and 1d4 force damage. On a successful hit if the target is Large or smaller it must make a Strength saving throw or be knocked prone. Once after this weapon's condition has been met, when a target fails the saving throw, you can choose to restrain the target until your next turn instead of knocking it prone. You regain this ability after meeting the condition again, even if the weapon's previous condition is still in effect. This weapon's force damage increases to 1d6 at 10th level and 1d8 at 18th level.
Ethereal Scimitars. These magic scimitars are martial weapons with the finesse and light properties. On a hit it deals slashing damage equal to 1d6 plus your Strength or Dexterity modifier. Once per turn on a successful hit the target takes an additional 1d8 poison damage and must make a Constitution saving throw or be poisoned for 1 minute. On a successful saving throw the target takes half damage and isn't poisoned. This damage increases to 2d8 at 10th level and 3d8 at 18th level.
Ethereal Flail. This magic flail is a martial weapon. On a hit it deals bludgeoning damage equal to 1d8 plus your Strength modifier and 1d6 fire damage. Once after this weapon's condition has been met, on a successful attack each creature within a 15-foot cone must make a Dexterity saving throw or take 2d6 fire damage. On a successful saving throw a creature takes half damage. You regain this ability after meeting the condition again, even if the weapon's previous condition is still in effect. This damage increases to 3d6 at 10th level and 4d6 at 18th level. This weapons fire damage increases to 1d8 at 10th level and 1d10 at 18th level.
Ethereal Maul. This magic maul is a martial weapon with the heavy and two-handed properties. On a hit it deals bludgeoning damage equal to 2d6 plus your Strength modifier. Once per turn on a successful attack the target takes an additional 2d6 thunder damage and must make a Constitution saving throw or be pushed 10 feet away from you. On a successful save the target takes half damage and isn't pushed. This damage increases to 3d6 at 10th level and 4d6 at 18th level.
Ethereal Handaxes. These magic handaxes are simple weapons with the light and thrown (range 20/60) properties and can be used in two-weapon fighting. On a hit it deals slashing damage equal to 1d6 plus your Strength modifier. Once per turn a on a successful hit the target takes an additional 1d8 cold damage and must make a Constitution saving throw or have its movement speed halved and cannot reactions until your next turn. On a successful saving throw the target takes half damage. This damage increases to 2d8 at 10th level and 3d8 at 18th level.
Magic Weapon Expert
At 7th level, you have grown familiar with wielding magic weapons and can more easily determine if a weapon is magical and details about its properties. You gain advantage on Arcana checks involving magic weapons.
Ethereal Blur
Through frequent use of your arsenal weapons you have gained a greater connection to the plane through which you summon your weapons. When you use your bonus action to summon an ethereal weapon, your form is blurred as you become more linked to your pocket dimension. Until your next turn, any attack roll against you has disadvantage.
Additional Summon Use
You gain an additional use of your Summon Arsenal Weapon feature at 7th level.
Improved Arsenal
As your connection to your ethereal weapons grows even stronger, you can evoke them in a heightened form. Each of your weapons gains the improvements listed under the Ethereal Weapons feature.
Additional Summon Use
You gain an additional use of your Summon Arsenal Weapon feature at 15th level.
Accelerated Reflexes
In the midst of battle your weapons move with uncanny agility as they shift between planes. When you miss an attack roll against a target, you can use a bonus action to reroll the attack with a -5 penalty to hit.
Advanced Arsenal
Your connection to your ethereal arsenal has reached its highest form, you can summon them at their peak strength. Each of your weapons gains the improvements listed under the Ethereal Weapons feature.
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