Fighter
Base Class: Fighter

The Armoury Fighter is a Fighter Archetype that encourages the hoarding of weapons inside a special pocket dimension.

As they advance through the levels they become more expert at accessing their arsenal both to defend themselves and their comrades and attack their enemies.

Arming Points

When you choose this Archetype at 3rd level you gain access to a special resource called Arming Points. You have access to a number of points equal to your fighter level.

These points are expended to access items inside the your armoury and perform unique abilities. When you spend an arming point it is unavailable to you until you finish a long rest.

Arcane Armoury

When you choose this Archetype at 3rd level you gain access to the Arcane Armoury, a pocket dimension where bonded weapons, shields and armour can be stowed and summoned in and from.

To bond to a weapon, shield or suit of armour requires a 10 minute ritual.

Summoning an item from the Armoury requires a bonus action and the expenditure of a single arming point.

Stowing an item in the armoury requires a bonus action but does not require the spending of an arming point.

The Arcane Armoury has an equipment capacity equal to your fighter level.

Weapons and shields are summoned into your hands. If you are wielding a non bonded weapon or shield the summoning fails, if you are wielding a bonded item the two items swap places with the currently wielded item going into the Armoury and the item in the Armoury summoned into the newly vacated hand. In either case the arming point and bonus action are spent.

Armour is summoned onto your body, if you are currently wearing a suit of armour which is not bonded the summoning fails, if you are wearing a suit of bonded armour the two items change place with the currently equipped armour being sent to the armoury and the armour being summoned taking its place. In either case the arming point and bonus action are spent.

Arming Reflex

When you chose this Archetype at 3rd level you gain the ability to summon a shield as a reaction. When you are the target of an attack you can expend your reaction and a single arming point to summon a shield from your Arcane Armoury into the air around you. It moves around the you increasing your AC by the shield's AC bonus. The shield remains and provides the bonus until the start of your next turn at which point it returns to your armoury.

Always Prepared

At 7th level your mastery of the Arcane Armoury is such that you are never caught unprepared. You can summon and stow travel equipment from and in your Armoury using a bonus action. Summoning or stowing travelling equipment does not cost arming points. Any item which can be found in the equipment packs described in the Player's Handbook qualifies as travel equipment. Any additional items are at the discretion of the Dungeon Master. Travelling equipment does not count against the Arcane Armoury's capacity.

Well Armed

At 7th level you have developed the offensive potential of the Arcane Armoury. As an action you can expend up to 4 arming points and summon the same number of bonded weapons into the air around themself. If you have less than four weapons you can summon as many as you have and expend that many arming points. The fighter immediately makes a single attack with each of these weapons. Any weapon summoned which you are attuned to does not count against the total attunement slots currently in use. Each attack is made as if you are wielding the weapon and can be ranged or melee attacks. Versatile weapons can be swung as if wielded in one or two hands, this can be decided after the dice is rolled but before the outcome is known.

Once a summoned weapon has been used for an attack it returns to the armoury immediately. You can choose any order for the attacks to take place in.

Well Armoured

At 10th level you have mastered the art of changing your armour in the most stressful of circumstances. When targeted by an attack role you can expend a reaction and a single arming point to summon a bonded suit of armour onto yourself from you Arcane Armoury. To use this ability you must be able to summon armour according to the rules outlined in the Arcane Armoury ability.

The summoned armour is the one you keep equipped until a separate effort is made to change it again.

Advanced Arming Reflex

At 10th level your reflexes have been honed to the point **Arming Reflex** no longer costs a reaction to perform. In addition you may summon multiple shields from your armoury expending one arming point per shield summoned. The AC bonus of the shields stack and all shields and their bonus remain until the start of your next to turn, at which point all summoned shields return to your armoury.

If a creature you can see within 60ft is the target of an attack roll you can use your reaction and an arming point to summon a shield from your armoury between the target and attacker imposing disadvantage on the attack roll. The shield returns to the armoury as soon as the attack is resolved.

If a creature you can see within 60ft needs to make a Dexterity Saving Throw you can use your reaction and an arming point to summon a shield from your armoury between them and the source of the effect. That creature adds the AC bonus from the shield to their saving throw. The shield returns to the armoury once the saving throw has been resolved.

Armoury Resonance

Starting at 15th level you gain the ability to carefully manage your attunement to magical items inside the Arcane Armoury.

Any attuned items stowed in the Arcane Armoury do not count against your attunement slots.

Summoning an attuned item while your attunement slots are full causes the item to unattune unless it is swapping places with another attuned item.

Master Armourer

At 18th level you are the master of your Arcane Armoury and always able to access it in a pinch. If you start a combat with no arming points you regain a number of arming points equal to your Consitution modifier.

Master At Arms

At 18th level your body has adjusted to better handle to strain of attuning to magical items.

Your total attunement slots increases by one.

Well Armed can also be used to summon up to 8 different weapons, spending a number of arming points equal to the number of weapons summoned and attacks being made with each one immediately in the manner described in Well Armed.

The Armoury Fighter Image

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