Fighter
Base Class: Fighter

The Scion Martial Archetype seeks to allow players the ability to play the archetype of the wielder of an extremely powerful magical weapon, who is on a journey to master it. This was hard to do in the game before, as 5e encourages you to change weapons as you find more powerful loot along your adventures. This subclass makes it so that your weapon, called a mythic arm, evolves along with its wielder, unlocking more of the arm’s power. It brings new ways to build on the versatility inherent in the fighter class by allowing you to customize the mythic arm in order to make it feel unique. The mythic arm gains an additional damage type of your choice, as well as the ability to literally change its properties to unlock completely new combos.

The Scion Martial Archetype also seeks to give fighters more prompts while in character creation, to bring additional flavor to the class through the choice of subclass. How did your Scion come upon their mythic arm? Is it a weapon passed down from generation to generation of their family, or did they steal it from one of these families? Did they find the mythic arm somewhere, and have to figure out the weapon’s history?

Mystic Arm

When you choose this archetype at 3rd level, you wield a mythic arm, an extremely powerful weapon brimming with boundless potential for you to unlock. How you acquired this mythic arm is up to you, but it must be a weapon you are proficient with.

When you reach 3rd level, choose one of the following damage types: acid, cold, fire, lightning, necrotic, poison, radiant, or thunder. All mythic arm attacks made with the additional action granted by your action surge deal 1d8 of your chosen damage along with your weapon damage.

Wielding Legend

At 3rd level, the powerful magic that makes your weapon a mythic arm protects it from tampering. Your mythic arm cannot rust, be dulled, have its shape altered, or break, and you cannot be disarmed while wielding your mythic arm as long as you’re not incapacitated.

Additionally, your mythic arm can absorb the enchantment of another weapon. When you acquire an enchanted weapon, you can take one hour to transfer the enchantment from the enchanted weapon into your mythic arm. For example, if you wield a longsword as your mythic arm and acquire a +1 handaxe that has advantage on all attack rolls against beasts, you can take one hour to transfer that enchantment to your mythic arm, after which it will be a +1 longsword that has advantage on all attack rolls against beasts. If you do not meet the prerequisites to attune to the weapon, you cannot transfer its enchantment into your mythic arm. If the enchantment is unique to the weapon type, it cannot be transferred; for example, an enchantment on a longbow that allows it to shoot fire arrows can be transferred to a crossbow, but not a greataxe. The mythic arm can only contain one enchantment at a time; if you pass a different enchantment from a different weapon onto it, this new enchantment replaces the previous one.

One of a Kind

At 7th level, your knowledge of your mythic arm and its magic nature increases your understanding of other magical items. While your mythic arm is in your possession, you have an additional attunement slot.

Unlocked Potential

At 10th level, the bond between you and your mythic arm allows you to draw even more power from your weapon. The additional damage you deal when making an attack with your mythic arm with the additional action granted by your action surge increases to a d10. At 18th level, it becomes a d12.

Wondrous Wielder

At 15th level, you gain further control of your mythic arm, and you can manipulate the way you wield it in battle to transcend the limits of normal weapons. At the end of a long rest, you can select one of the following weapon properties to apply to your mythic arm: finesse, light, reach, or thrown.

Mystic Scion

At 18th level, your mythic arm has become an extension of yourself, unlocking its full potential. Whenever you make an attack roll after you use your action surge, you treat all rolls of 9 or lower as a 10, and those attack rolls cannot be made at disadvantage.

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