Base Class: Fighter
(Fair warning this is my first homebrew subclass so something's may not show up as they should) You are the master of an ancient extradimensional armory, wielding legendary weapons from across time. Whether through divine right, forgotten technology, or sheer force of will, you summon an endless arsenal to dominate the battlefield.
3rd Level: Arsenal of the Conqueror
You have access to a vast treasury of weapons beyond mortal reach.
Summon Weapon: As a bonus action, you can summon a melee or ranged weapon from your Eternal Armory into your hand. You are proficient with all weapons summoned this way. The weapon disappears if it leaves your grip.
Arsenal Barrage: When you make a weapon attack, you can summon and launch an additional weapon as a ranged attack (30 feet) at a different target. You can use this feature a number of times equal to your proficiency bonus per long rest.
7th Level: Rain of Blades
You can unleash a storm of weapons in an instant.
As an action, choose up to three creatures within 30 feet. Each must make a Dexterity saving throw (DC = 8 + your proficiency bonus + your Strength or Dexterity modifier).
On a failure, they take 2d8 + your Strength or Dexterity modifier slashing, piercing, or bludgeoning damage (your choice). On a success, they take half damage.
You can use this a number of times equal to your proficiency bonus per long rest.
10th Level: The King's Arsenal
Your mastery over your treasury improves.
Weapons you summon count as magical for overcoming resistances.
You gain an extra reaction, which can be used for an attack of opportunity or to fire a weapon from your arsenal (range 30 feet) when an enemy willingly moves more than 5 feet on their turn.
15th Level: Chains of the Tyrant
Your arsenal contains more than just weapons—it holds the shackles of kings.
When you hit a creature with a summoned weapon, you can force them to make a Strength saving throw (DC = 8 + proficiency + Strength or Dexterity) or become Restrained until the end of your next turn.
You can use this feature once per turn, up to your proficiency bonus per long rest.
18th Level: Ultimate Barrage
Your true power is unleashed, turning the battlefield into a storm of weapons.
As an action, you summon a maelstrom of weapons in a 60-foot cone.
Each creature in the area must make a Dexterity saving throw (DC = 8 + proficiency + Strength or Dexterity).
On a failure, they take 6d8 force damage. On a success, they take half.
The attack ignores half and three-quarters cover.
Once per long rest.
Arsenal of the Conqueror
3rd Level: Arsenal of the Conqueror
You have access to a vast treasury of weapons beyond mortal reach.
Summon Weapon: As a bonus action, you can summon a melee or ranged weapon from your Eternal Armory into your hand. You are proficient with all weapons summoned this way. The weapon disappears if it leaves your grip.
Arsenal Barrage: When you make a weapon attack, you can summon and launch an additional weapon as a ranged attack (30 feet) at a different target. You can use this feature a number of times equal to your proficiency bonus per long rest.
Rain of Blades
7th Level: Rain of Blades
You can unleash a storm of weapons in an instant.
As an action, choose up to three creatures within 30 feet. Each must make a Dexterity saving throw (DC = 8 + your proficiency bonus + your Strength or Dexterity modifier).
On a failure, they take 2d8 + your Strength or Dexterity modifier slashing, piercing, or bludgeoning damage (your choice). On a success, they take half damage.
You can use this a number of times equal to your proficiency bonus per long rest.
The King's Arsenal
10th Level: The King's Arsenal
Your mastery over your treasury improves.
Weapons you summon count as magical for overcoming resistances.
You gain an extra reaction, which can be used for an attack of opportunity or to fire a weapon from your arsenal (range 30 feet) when an enemy willingly moves more than 5 feet on their turn.
Chains of the Tyrant
15th Level: Chains of the Tyrant
Your arsenal contains more than just weapons—it holds the shackles of kings.
When you hit a creature with a summoned weapon, you can force them to make a Strength saving throw (DC = 8 + proficiency + Strength or Dexterity) or become Restrained until the end of your next turn.
You can use this feature once per turn, up to your proficiency bonus per long rest.
Ultimate Barrage
18th Level: Ultimate Barrage
Your true power is unleashed, turning the battlefield into a storm of weapons.
As an action, you summon a maelstrom of weapons in a 60-foot cone.
Each creature in the area must make a Dexterity saving throw (DC = 8 + proficiency + Strength or Dexterity).
On a failure, they take 6d8 force damage. On a success, they take half.
The attack ignores half and three-quarters cover but does not ignore full cover.







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