Base Class: Fighter
A tall human man stands on a cliff facing the ocean at the brink of dawn, a small wooden shack and a forest behind him. The cold, salty wind blows his long hair around his face as he watches the horizon silently. A simple wooden stick resides in his hand. As the first ray of light shines onto his face, he swings the stick up slowly, almost as if he was drawing on a canvas. Letting his stick-holding arm drop, he turns around and walks towards his shack. Behind him, the sea splits into two halves, staying that way momentarily before rumbling back together.
A petite female elf stands in a sea of demonic corpses and blood, wearing a gray robe, a bloodstained spear in one hand. Her opponent, a fearsome three meter high demon with red skin and ram horns upon his head, charges forth over the wasteland to challenge her. The elf calmly lets him approach her, eyes closed, spear pointed to the ground. As the demon enters within two meters of her, the spear in her hand flickers briefly before returning to normal. The demon in front of her stops, confused as to why he can now see his back, before his decapitated body crushes his head.
A stout gnome standing on top of a mountain beneath thunderous skies and rain pulls back on his spectral long-bow. An arrow of shining white forms as he points it at the clouded heavens above. Letting go, the arrow streaks forward through the air at the speed of lighting. Seconds later, the clouds get blown away and the sun's rays hit the gnome's face as the arrow punches a massive hole through the skies.
An ancient group of wanderers and masters who focus completely on their weapons and reach the peak of power with them, Weapon Cultivators are one man armies if properly trained. In front of a true Weapon Cultivator, all other weapon wielders have to bow their head in shame. Once they reach the peak of their powers they can become unstoppable. One swing, a bisected armies. One movement, split Seas, rend Earths, and sundered Heavens.
Weapon Aura Condensation
Starting at 3rd level, you have begun your journey on the perilous path of the Weapon Cultivator. At this level, you are able to infuse tiny parts of your soul with your weapon and use it as a form of energy to empower your attacks. Choose any one weapon of the martial, ranged, or simple type. Whenever you make an attack with this weapon you can add an additional 2d4 to every one of your damage roles. This effect scales at the 7th(2d6 die), 10th(2d8 die), 15th(2d10 die) and 18th(2d12 die) level.
Additionally, you can also pull on the power of your soul and use it guide your attack, giving that attack advantage by taking a d4 of psychic damage.
Weapon Aura Formation
At 7th level, your ability to control your Weapon Aura has developed to a sufficient level that your soul has taken on weapon-like properties. You can now treat any item or weapon as your chosen weapon for your Weapon Aura Condensation weapon choice. Your fists do not count for the purpose of this effect.
Additionally, you can perform a ranged attack with any melee weapon by using your Weapon Aura. This attack takes up one action and the target must be within your line of sight and within 60 feet. At levels 10, 15, and 18, this range increases to 80, 100, and 120 feet respectively.
You also can now summon spectral versions of your chosen weapon made out of your Weapon Aura up to the number of extra attacks you can make. These weapons are intangible to anyone but you and can pass through non-magical barriers less then one meter thick. Any weapon created this way will exist in the world for 1 hour after it's creation. You can summon any already existing weapon made in this way to your hand by using up a bonus action. Any ranged weapon summoned this way will not require ammo to fire it, as your Weapon Aura will automatically condense into ammo for your weapon. All weapons created through this feature will do psychic damage instead of their normal damage type.
Any weapon in these features can be considered magical for the purposes of damage.
Weapon Aura Armor
At 10th level, your Weapon Aura has become so strong that you can now transform it into armor for you to wear. Taking an action to summon, your Weapon Aura Armor comes in three forms and gives you a bonus to your AC equal to your Wisdom bonus, with a minimum of 1. Your armor persists for 1 hour after summoning it and can be dismissed early by using up a bonus action. You can summon your Weapon Aura Armor a number of times equal to your Wisdom bonus.
- Weapon Aura Armor Form: Simplicity - Your armor becomes an invisible second skin that covers your entire body and muffles any sound you make. You gain advantage to all Stealth rolls while wearing this armor and gain a bonus to your Dexterity equal to your Wisdom bonus. You can now also jump up to 20 feet in height normally and half any falling damage you take.
- Weapon Aura Armor Form: Yin - Your armor becomes a dull silver-gray robe that covers your entire body and has white cloud symbols on it. You gain water-breathing and a swimming speed equal to your regular speed. By using a bonus action, you can release the cloud symbols on your robe into reality to form a white mist of Weapon Aura and take the disengage action.
- Weapon Aura Armor Form: Yang - Your armor becomes a sturdy carapace of golden metal and spikes that jut out of your body. You gain a bonus to your speed equal to your level rounded up to the nearest multiple of five and a bonus to your Strength stat equal to your wisdom bonus. Your weight capacity also increases fivefold and any enemy directly touching you takes 1d6 piercing damage.
Weapon Aura Perception
At the 15th level, you can extend your Weapon Aura around you in a bubble, perceiving the world in a completely new way. In a circle with a radius of thirty times your Constitution bonus, you can now see everything from a birds-eye view with True Sight. If you so choose to, you can also taste, smell or feel anything in the range of your perception.
World Breaker
At the 18th level, you have reached the pinnacle of a Weapon Cultivator. Your soul and Weapon Aura have reached the limits of mortality and you are now immune to psychic damage.
By using the full might of your trained soul and Weapon Aura, you can now manifest them into one powerful attack. By using an action, you can do one the following things:
- Split the Sea - In a single attack, deal 16d4 damage to everything in a 10 foot wide line in any direction for 250 feet. Any structure damaged this way takes quadruple the damage it normally would.
- Rend the Earth - In a single attack, deal 12d8 damage to a number of beings equal to your Wisdom and Constitution bonuses combined within your Weapon Aura Perception. The area ten-feet around the beings you hit becomes difficult terrain. This attack ignores resistances and immunities
- Sunder the Heavens - In a single attack, deal 12d10 damage to a single being in the range of your Weapon Aura Perception. No resurrection effect except those on the level of a Wish spell can resurrect someone killed this way.
You can only perform one of these actions per long rest. Any attack done this way does not gain the bonus dice from Weapon Aura Condensation.
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Posted Nov 27, 2024I love the ideal of this 100% but it seems to be unbalanced in some areas. I feel like it could use some work however this is just my opinion.