Fighter
Base Class: Fighter

The archetypical Balde Summoner has a special link to their weapons. In combat, they summon weapons and levitate them around themselves; swapping, throwing, and weaving them to orchestrate the demise of their enemies. Ever adapt in every fight, Blade Summoners can attack at range and control enemies close to them. The more weapons they collect the more powerful they are.

At the 3rd level, you can bind melee weapons to yourself during a short rest. You gain proficiency with that weapon (if you don't already have that) and add it to your link collection. Your collection has a number of slots equal to your fighter level.

1 light weapon occupies 1 slot.

1 normal/versatile/medium weapon occupies 2 slots.

1 heavy weapon occupies 4 slots.

Swap Linked Weapon

The drawn weapon dematerializes from your hand and a weapon linked to you will appear in its stead. If the drawn weapon is also linked to you and can occupy the slot of the swapped weapon it will go to that slot. If not, the weapon will be drawn into the ether. If there's a weapon in the ether already, it is impossible to use this action.

Weapon Slot Action

Light Weapons: 
As an action, you can throw all your linked light weapons at one target once per turn. The hit bonus corresponds to the best hit bonus of your light weapons and you deal 2d(number of light slots) +4 slashing/piercing damage at a range of 30 feet (60 feet with disadvantage).

Normal Weapon: 
You can make a melee attack with the weapon in the slot that has +5 reach. If an enemy provokes an attack of opportunity, you have additional reactions per subclass feature ( 1 at Lv 7, 2 at Lv 10, 3 at Lv 15, 4 at Lv 18).

Heavy Weapons:  You can once per Heavy Slot you can substitute a dmg roll of a melee attack with the dmg roll of that heavy weapon. This resets after a long rest.

Intercepting Weapons

Your slotted Weapons surround you and move to defend you. If an enemy misses a melee attack against you, it provokes an attack of opportunity.

Blade Rush

+10 feet of movement
Dash Action: You can use a bonus action to attack

Bonus action: All weapons in your slots have advantage for one action. Recovers after short rest.

Blade Storm

You whirl all your blades around you. Any enemy in a range of 30 feet must make an 18 Dex Saving throw. For each light slot role 1d6, for each normal slot 1d8, and for each Heavy Slot one d12. If they succeed they take half damage as they are serrated and bludgeoned by the storm of blades. You can do this two times and recharges with a long rest.

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