Fighter
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.
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  • Allas Workshop – Large Lance
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  • “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.
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  •  
  • 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.
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  • 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.
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  • 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.
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  •  
  • 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.
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  • 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.
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  •  
  • 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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