Base Class: Fighter
A haunting combatant who fights with surreal poise, vanishing at the edge of perception and wielding an arsenal of myth-forged weapons with surgical precision. The Silence is not remembered rather it is felt, like the hush before a killing blow. These warriors embrace profound sorrow, forging it into a weapon that cuts deeper than any blade.
The Sorrow in Silence
At 3rd level, You can silence the area around you to sever the world’s noise.
As a bonus action, you create a 15-foot radius silence centered on yourself, as per the silencespell, lasting 1 minute.
• Sound from outside cannot enter, and sound from inside cannot leave.
• You may choose ignore this effect and can speak, cast, and create sound normally.
• You can use this feature a number of times equal to your proficiency bonus, regaining all uses on a long rest.
The Arsenal in Silence
At 3rd level, You wield a curated arsenal of forgotten legendary weapons.
• You may choose 3 weapons from your Arsenal list at this level. You choose 3 more at 7th level and 3 more at 10th level, until you wield all 9.
• You gain proficiency with these weapons. You may use Strength or Dexterity for attack and damage rolls with each weapon, regardless of its normal properties.
• You can store or retrieve a chosen weapon as a bonus action.
• At 7th level, you may store one weapon and retrieve another with the same bonus action.
• At 10th level, you may store and retrieve a weapon at the end of a weapon attackmade on your turn.
[Some weapons in your Arsenal are Dual Weapons (Zelkova, Ragna, Logic, Crystal). These consist of two individual weapons that work together as a thematic pair.
When you choose a Dual Weapon set, you gain access to both weapons in the pair.
You must retrieve or store both weapons simultaneously when using your bonus action to retrieve or store a weapon.
You cannot wield only one half of a dual weapon — they function as a single slot in terms of your Arsenal choice, but count as two physical weapons for attack actions.]
Arsenal
- Durandal – Legendary Longsword
- “A blade whispered to have cleaved through the very fabric of the world’s despair, leaving echoes of forgotten heroes in its wake.”
- • Weapon Stats:
- • Type: Martial melee weapon
- • Damage: 1d10 slashing
- • Properties: Versatile (1d12)
- • Base Effect:
- This weapon ignores resistance and treats immunity as resistance.
- • Enhanced Arsenal:
- This Weapon ignores immunity and treats normal as vulnerable.
- • Furioso:
- Durandal’s resistance and immunity bypass extends to all arsenal weapons of the Furioso sequence if it hits.
- ⸻
- Allas Workshop – Large Lance
- “Forged for the charge, this weapon carries the undeniable force of a battering ram, capable of shattering formations and sending foes reeling.”
- • Weapon Stats:
- • Type: Martial melee weapon
- • Damage: 1d12 piercing
- • Properties: Reach, two-handed
- • Base Effect:
- On hit, you may push the target up to 10 feet away without a save.
- • Enhanced Arsenal:
- Push distance increases to 15 feet, and the target must succeed on a DC 15 Strength save or be knocked prone.
- ⸻
- Old Boys Workshop – Hammer
- “A brutalizer from a bygone era, each strike resonates with the memory of past impacts, making it sing against the broken and vulnerable.”
- • Weapon Stats:
- • Type: Martial melee weapon
- • Damage: 1d8 bludgeoning
- • Properties: Versatile (1d10)
- • Base Effect:
- On hit, deal an additional 1d6 bludgeoning damage and rolls an additional damage die on targets knocked prone.
- • Enhanced Arsenal:
- The damage increases to 2d6, and rolls an additional damage die if the target is stunned, this stacks if the target is knocked prone.
- ⸻
- Zelkova Workshop:
- “A vicious pairing designed for close-quarters chaos, tearing through defenses with a whirlwind of controlled, brutal strikes.”
- Zelkova Axe
- • Weapon Type: Martial melee weapon
- • Damage: 1d6 slashing
- • Properties: Light
- • Effect:
- On hit, you may immediately make an additional attack with the Zelkova Mace as part of the same attack (no ability modifier to damage) Once per turn.
- Zelkova Mace
- • Weapon Type: Martial melee weapon
- • Damage: 1d6 bludgeoning
- • Properties: Light
- • Effect:
- On hit, you may immediately make an additional attack with the Zelkova Axe as part of the same attack (no ability modifier to damage) Once per turn.
- Enhanced Arsenal:
- These extra attacks now add your ability modifier to damage. If both attacks hit the same creature on your turn, it suffers a –2 AC penalty until the end of its next turn.
- ⸻
- Ragna Workshop:
- “Crafted for the hunt, these blades and claws leave a searing, persistent mark, a grim reminder of the predator’s touch.”
- Ragna Claw
- • Weapon Type: Martial melee weapon
- • Damage: 1d6 slashing
- • Properties: Light, finesse
- • Effect:
- On hit, the target takes 1d6 ongoing necrotic damage at the start of each of its turns for 1 minute (DC 15 Medicine check to end early) this can stack up twice.
- Ragna Dagger
- • Weapon Type: Martial melee weapon
- • Damage: 1d4 piercing
- • Properties: Light, finesse
- • Effect:
- On hit, the target takes 1d6 ongoing necrotic damage at the start of each of its turns for 1 minute (DC 15 Medicine check to end early) this can stack up twice.
- Enhanced Arsenal:
- Ongoing damage increases to 1d8, and while under this effect, the target’s speed is reduced by 10 feet.
- ⸻
- Mook Workshop – Katana
- “Honed to a supernatural edge, this blade is an extension of the wielder’s intent, appearing in a flash and leaving a silent, deadly cut.”
- • Weapon Stats:
- • Type: Martial melee weapon
- • Damage: 1d10 slashing
- • Properties: Versatile (1d12)
- • Base Effect:
- Critical range expands to 19–20 and on a critical hit, you may immediately make another attack with Mook against the same target.
- • Enhanced Arsenal:
- The critical range is expanded to 18-20.
- ⸻
- Atelier Logic:
- “Two versatile tools of calibrated destruction, offering both precise, forceful shots and a devastating, close-range blast.”
- Logic Revolver
- • Weapon Type: Martial ranged weapon
- • Damage: 1d8 piercing
- • Range: 60 ft
- • Properties: Ammunition (6 shots), reload, light
- • Effect:
- On hit, you may push or pull the target 5 feet.
- Logic Shotgun
- • Weapon Type: Martial ranged weapon
- • Damage: 2d6 piercing (Dex save DC = 8 + proficiency + mod for half)
- • Range: 15 ft cone
- • Properties: Ammunition (2 shots), reload, light
- • Effect:
- On hit, you may push or pull the target 5 feet.
- Reload Note:
- Ammunition is only reloaded when both weapons are stored.
- Enhanced Arsenal:
- Push/pull distance becomes 10 feet, and when you push or pull a creature, it takes an additional 1d6 force damage.
- ⸻
- Crystal Atelier:
- “Forged with crystalline precision, these blades flow like water in combat, offering swift strikes.”
- Crystal Blade (Right)
- • Weapon Type: Martial melee weapon
- • Damage: 1d6 slashing
- • Properties: Light, finesse
- • Effect:
- On hit, you may take the Disengage or Dash action as a bonus action.
- Crystal Blade (Left)
- • Weapon Type: Martial melee weapon
- • Damage: 1d6 slashing
- • Properties: Light, finesse
- • Effect:
- On hit, you may take the Disengage or Dash action as a bonus action.
- Enhanced Arsenal:
- After using Disengage or Dash this way, you have advantage on your next attack before the end of your turn.
- ⸻
- Wheels Industry Workshop – Greatsword
- “A monstrous, self-sustaining engine of destruction, feeding on the force of its own blows and leaving a path of ruin in its wake.”
- • Weapon Stats:
- • Type: Martial melee weapon
- • Damage: 2d6 slashing
- • Properties: Heavy, two-handed
- • Base Effect:
- When you reduce a creature to 0 HP with this weapon, gain temporary HP equal to your Fighter level.
- • Enhanced Arsenal:
- If you reduce the target to 0 HP, you may move up to your speed without provoking opportunity attacks and make one weapon attack with this weapon at the end.
- • Furioso:
- During Furioso, if you reduce a creature to 0 HP with Wheels Industry, you may immediately make an attack against all creatures within reach.
Level 7: Perception-Blocking Presence
At 7th level, Your sorrow drifts through memory, leaving you as a shadow in others’ minds.
• After 10 minutes have passed since you interacted with a creature, it must make a DC 15 Wisdom saving throw or forget your face, voice, and specific details, remembering only an indistinct, blank presence.
• The creature repeats this save at the end of each day until it fails.
Furioso
At 15th level, you can perform your ultimate technique, weaving all weapons into a relentless, measured dance.
As an action, begin a 3-turn sequence using all 9 of your weapons:
• Durandal must be first, Wheels Industry must be last, others in any order.
• At the start of each of your turns in this sequence, you make one weapon attack with three unused weapons. If you chose a Dual Weapon (Zelkova, Ragna, Logic, Crystal), you make two weapon attacks, one with each weapon.
• If a target was pushed away due to an arsenal’s effect or another effect, you follow the target.
• All attacks benefit from the weapon’s enhanced properties.
• The last attack each turn gains a bonus to attack and damage equal to your proficiency bonus.
• Durandal’s enhancement, and Wheels Industry’s enhancement is further empowered.
• You may use this feature once per long rest.
The Black Silence
Once per long rest, you may enter your true state of Black Silence as a bonus action, lasting for 1 minute. When it ends, you make a DC 15 wisdom check or gain 2 levels of exhaustion on a failure. On a success, You gain 1 level of exhaustion.
While in this state, your entire face is blocked by a black mask and your body is wreathed in black shadows. You gain the following benefits:
• All attacks made with your Arsenal weapons during this state automatically benefit from their Enhanced Arsenal effects.
• You are under the effects of Enhanced Silence in a 60-foot radius, centered on you.
• Your Arsenal weapon attacks score a critical hit on a roll of 19–20. 17-20 if it is Mook.
• You cannot go below 1 Hitpoints. Whenever you would go below 1 hit points, you make a DC 10 wisdom check or fall unconscious on a failure. This check increases by 1 each time this check is rolled.
• You gain resistance to all damage.
• You can move through other creatures and objects as if they were difficult terrain. If you end your turn inside a creature, it takes 5d10 psychic damage and is pushed to the nearest unoccupied space







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