Fighter
Base Class: Fighter

The Black Silence was a legendary colored fixer, known for their multitude of high-end weapons and their anonymous nature. The Black Silence (검은침묵, Geom-eunchimmug) was a Color Fixer, known for its gloves that, along with storing all its weapons, muffled all sound around its surroundings save for its weapons cutting through the air.

Shadowed Arsenal

Weapons of the Black Silence. You gain access to three Weapons of the Black Silence, which are detailed in the "Weapons of the Black Silence" below.

You gain access to two additional Weapons of the Black Silence of your choice at 7th, 10th, and 15th level. Each time you gain a level in Fighter, you can replace one Weapon of the Black Silence for another you are eligible for. Each special ability costs a Silence point to use. You have a number of these points equal to your proficiency bonus, and regain any expended uses at the end of a short rest

Saving Throws. Some of your Weapons of the Black Silence abilities require your target to make a saving throw to resist its effects. If your Weapon of the Black Silence has a passive ability that uses DC, its saving throw DC is calculated as follows:

Weapon of the Black Silence save DC = 8 + your proficiency bonus + Dexterity modifier

Gloves of the Black Silence

When you choose this archetype at 3rd level, you gain an extra-dimensional space that you can store and access your Weapons of the Black Silence. You can choose how you access this space by rolling on the Gloves of the Black Silence Table, or by flavoring it yourself.

d6

Vessel

1

A pair of black leather gloves summon weapons to their hands.

2

A transforming ring creates liquid metal copies of the weapons it has absorbed.

3

Small tears in reality appear when you will it, allowing you to store or withdraw weapons.

4

Force constructs that mimic weapons you've stored swirl around you.

5

Your limbs split open to produce the weapons from within your body.

6

You transform your weapons into tattoos, reverting them for use.

This extradimensional space can only hold weapons that are assigned as a Weapon of the Black Silence. You can assign any weapons to fulfill your selected Weapons of the Black Silence options over the course of a 1 hour ritual, which can be part of a long rest****y one (set) of weapons can be designated as each Weapon of the Black Silence at a time. If you assign a new weapon, the previous weapon is ejected within 5 feet of you at the end of the ritual. Due to your natural talent with weapons, you're proficient with every Black Silence Weapon.

You cannot be disarmed from any Weapon of the Black Silence unless you willingly do so or if your incapacitated. Any Weapon of the Black Silence not wielded by you or if you die while wielding it returns to your extradimensional space.

When taking the attack action, you may freely summon any Weapon of Black Silence. Additionally during your attack, you can exchange a Weapon of Black Silence for another, requiring no extra action to do so. No item interaction is needed to change your weapons of black silence.

Weapons of the Black Silence

The Weapons of the Black Silence are presented below.

Allas Workshop

Requires 3rd Level or Higher

Weapons. Javelin, Quarterstaff, Spear, Trident

 

Atelier Logic
Requires 3rd Level or Higher

Weapons. Light Crossbow, Shortbow, Heavy Crossbow, Longbow, Musket

 

Mook Workshop
Requires 3rd Level or Higher

Weapons. Whip



Ranga Workshop
Requires 3rd level or Higher

Weapons. Two Clubs, Daggers, Light Hammers, Sickles

 

Old Boys Workshop
Requires level 7 or Higher

Weapons. Flail, Morningstar, Rapier, War Pick



Crystal Atelier

Requires 7th Level or Higher

Weapons. Two Scimitars, Short Swords


Zelkova Workshop
Requires level 7 or Higher

Weapons. One Hand Ax, One Mace.



Wheels Industry

Requires 10th Level or Higher

Weapons. Glaive, Greataxe, Greatsword, Halberd, Lance, Maul, Pike


Durandal

Requires 10th Level or Higher

Weapons. Battleaxe, Longsword, Warhammer

E.G.O’s

Each one of these abilities cost one black silence point to use, and for you to use them you must have one Black Silence weapon attuned to it.

Echoing Strike: At the 3rd level, When you hit with an attack with the Attuned Black Silence Weapon, at the cost of a Silence point you can roll an extra die of damage with subsequent weapon attacks until the start of your next turn.

Shadow Ward: At the 7th level, At the cost of a Silence point, when you make an attack with the Attuned Black Weapon, if the attack lands, you can force attack rolls to have disadvantage against you until either you are hit by an attack or until the start of your next turn.

Cursed Precision: At the 10th Level, When one of your attacks lands you can spend one Silence point to curse the target by subtracting 1d4 from its saving throws and attack rolls for 1 minute.

Cursed Precision

At the 10th Level, When one of your attacks lands you can spend one Silence point to curse the target by subtracting 1d4 from its saving throws and attack rolls for 1 minute.

Echoing Strike

At the 3rd level, When you hit with an attack with the Attuned Black Silence Weapon, at the cost of a Silence point you can roll an extra die of damage with subsequent weapon attacks until the start of your next turn.

Shadow Ward

At the 7th level, At the cost of a Silence point, when you make an attack with the Attuned Black Weapon, if the attack lands, you can force attack rolls to have disadvantage against you until either you are hit by an attack or until the start of your next turn.

Faceless Fixer

Starting at 7th level, you can summon a perception-blocking mask to obscure your identity. As a bonus action, you manifest a mask to prevent others from identifying you, or your intentions for 10 minutes. It vanishes early if you are incapacitated or die.

While the mask is present, you gain the following benefits.

Undetectable. You are hidden from divination magic. You can't be targeted by such magic or perceived through magical scrying sensors.

Unidentifiable. Creatures have disadvantage on any check made to either identify you, track you or discern your true intentions. Additionally, you have advantage on deception and intimidation checks.

Unconquerable. When a creature makes an attack roll against you and has advantage on the roll, you can use your reaction to negate their advantage.

You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

That’s That and This is This.

Starting at 7th level, your attacks using your Weapons of the Black Silence count as magical for the purpose of overcoming resistance and immunity to non magical attacks and damage if they were not already.

The Black Silence, Realized.

At the 10th level, your understanding of your weapons' special techniques improves. Additionally, whenever you make a weapon attack during combat using a Weapon of the Black Silence, you gain a to hit bonus of half of your proficiency bonus rounded down with that weapon as long as it doesn’t have a +1/+2/+3 bonus to attack or damage.

 

Gone Angels

At the 15th level, you can use your reaction to a creature attacking you within 10 ft. to initiate a clash. Within this clash both you and the creature roll your weapons to hit, and if it's higher than the Creatures to hit you can parry their attack and instead use an attack action of your own, But if the Creature’s to hit is higher than your own your parry fails and the attack lands. This feature can be used twice before it resets every short rest.

Furioso

At the 18th level, When you have made an attack roll with each Weapon of the Black Silence during a single initiative, you can use the Furioso action.

Furioso

Using your whole action, depending on your dexterity mod(max 8), that is the amount of times you can attack in a row. You can only use this feature every short rest.

Previous Versions

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