Base Class: Fighter
The Black Silence was a legendary colored fixer, known for their multitude of high-end weapons and their anonymous nature.
Based on the Black Silence from the Korean indie game, Library of Ruina. Feel free to support the developers! And to make the subclass more lore-friendly to whatever world you are playing in, feel free to change the ability names, weapon names, and even some of the features. This was also partly my desire to crate a Rune Knight/Battle Master subclass that incentivized using various weapons, and being able to switch between them constantly without using actions.
Shadowed Arsenal
Starting at 3rd, your dedication to physical combat manifest in a series of powerful abilities granted to a wide array of weapons.
Weapons of the Black Silence. You gain access to three Weapons of the Black Silence, which are detailed in the "Weapons of the Black Silence" below. Each special ability of each Weapon of the Black Silence can only be activated once per short rest.
You gain access to two additional Weapons of the Black Silence of your choice at 7th, 10th, and 15th level. Each time you gain a level in Fighter, you can replace one Weapon of the Black Silence for another you are eligible for.
Saving Throws. Some of your Weapons of the Black Silence abilities require your target to make a saving throw to resist the its effects. The saving throw DC is calculated as follows:
Weapon of the Black Silence save DC = 8 + your proficiency bonus + your Strength or Dexterity modifier (your choice)
Gloves of the Black Silence
When you choose this archetype at 3rd level, you gain an extra-dimensional space that you can store and access your Weapons of the Black Silence. You can choose how you access this space by rolling on the Gloves of the Black Silence Table, or by flavoring it yourself.
Gloves of the Black Silence
| d6 | Vessel |
|---|---|
| 1 | A pair of black leather gloves summon weapons to their hands. |
| 2 | A transforming ring creates liquid metal copies of the weapons it has absorbed. |
| 3 | Small tears in reality appear when you will it, allowing you to store or withdraw weapons. |
| 4 | Force constructs that mimic weapons you've stored swirl around you. |
| 5 | Your limbs split open to produce the weapons from within your body. |
| 6 | You transform your weapons into tattoos, reverting them for use. |
This extradimensional space can only hold weapons that are assigned as a Weapon of the Black Silence. You can assign any weapons to fulfill your selected Weapons of the Black Silence options over the course of a 1 hour ritual, which can be part of a long rest. Only one (set) of weapons can be designated as each Weapon of the Black Silence at one time. If you assign a new weapon, the previous weapon is ejected within 5 feet of you at the end of the ritual.
You cannot be disarmed from any Weapon of the Black Silence unless you are incapacitated. Any Weapon of the Black Silence not wielded by you returns to your extradimensional space at the end of the turn.
You can summon any Weapon of the Black Silence as a free action, and when you make an attack as part of the attack action, you can freely exchange your current Weapon of the Black Silence for any other. If you die, all of your weapons appear in an unoccupied space within 5 feet.
Weapons of the Black Silence
The Weapons of the Black Silence are presented below.
Allas Workshop
Weapons. Javelin, Quarterstaff, Spear, Trident
Activated Ability. When you make an attack with Allas Workshop, regardless of whether the attack hits or misses, you can force the target of your attack to reduce any attack rolls it makes by 1d4, and any creature it forces to make a saving throw adds 1d4 to their saving throw until the end of your next turn.
Enhanced Ability. At 10th level, the target of your attack reduces any attack rolls it makes by 2d4, and any creature it forces to make a saving throw adds 2d4 to their saving throw until the end of your next turn.
Atelier Logic
Weapons. Light Crossbow, Shortbow, Heavy Crossbow, Longbow, Musket
Activated Ability. When you hit with an attack with Atelier Logic, you can force that creature to make a Strength saving throw. On a failed save, the creature is knocked prone, and the creature's flying speed becomes 0 for 1 minute.
Enhanced Ability. At 10th level, before you use Atelier Logic's ability but after you declare it, you can make two additional attacks with spectral sidearms before you line up the main shot. Treat these attacks as if you were using Hand Crossbows, but they can appear as any one-handed projectile weapons.
Crystal Atelier
Requires 7th Level or Higher
Weapons. Two Scimitars, Shortswords
Activated Ability. When you would make an attack with Crystal Atelier, regardless of whether the attack hits or misses, you can force attack rolls to have disadvantage against you until either you are hit by an attack or until the start of your next turn. Additionally, until the start of your next turn, whenever an attack roll against you misses you may take an additional reaction to make one melee attack with your Crystal Atelier if the attacker is within range and you are still wielding your Crystal Atelier weapons. This reaction does not consume your regular reaction.
Enhanced Ability. At 10th level, you instead take the dodge action until the start of your next turn. If a ranged attack roll misses you, you may teleport within 5 feet of the attacker as part of your additional reaction.
Durandal
Requires 7th Level or Higher
Weapons. Battleaxe, Longsword, Warhammer
Activated Ability. When you hit with an attack with Durandal, you can roll an extra die of damage with subsequent weapon attacks until the start of your next turn.
Enhanced Ability. At 10th level, you can choose to roll an extra die of damage with subsequent weapon attacks until the end of your next turn.
Mook Workshop
Weapons. Whip
Activated Ability. When you make an attack with Mook Workshop, you can have your attack target all creatures of your choice within 15 feet of you. This attack deals 12 (5d4) extra slashing damage.
Enhanced Ability. At 10th level, this attack deals 27 (11d4) extra slashing damage.
Old Boys Workshop
Weapons. Flail, Morningstar, Rapier, War Pick
Activated Ability. When you hit with an attack with Old Boys Workshop, you can gain temporary hit points equal to the damage dealt by the attack.
Enhanced Ability. At 10th level, when you gain temporary hit points from this ability, up to two additional creatures your can see within 60 feet of you gain that many temporary hit points.
Ranga Workshop
Weapons. Two Clubs, Daggers, Light Hammers, Sickles
Activated Ability. When you would make an attack with Ranga Workshop, you can make two attacks instead, one with each weapon against the same creature. If both attacks hit the creature, and the creature is not an undead or a construct, the creature gains a bleeding wound, losing 3 (1d6) hit points at the start of each of its turns. Each time you hit the wounded creature with an attack, the wound increases by 3 (1d6). Any creature can take an action to stanch the wound with a successful Wisdom (Medicine) check against your DC. The wound also closes if the target receives magical healing.
Enhanced Ability. At 10th level, the bleeding wound damage increases to 5 (1d10), and if the creature receives magical healing, it must choose if it heals the wound, or restores hit points. Additionally, only one attack with Ranga Workshop needs to hit to inflict the wound.
Wheels Industry
Requires 7th Level or Higher
Weapons. Glaive, Greataxe, Greatsword, Halberd, Lance, Maul, Pike
Activated Ability. When you hit with an attack using Wheel's industry, you can force the creature to make a Constitution saving throw. On a failed save, the creature is incapacitated until the end of your next turn and knocked prone. On a successful save, the creature loses half their movement until the end of your next turn.
Enhanced Ability. At 10th level, on a failed save the creature is now stunned until the end of your next turn and knocked prone.
Zelkova Workshop
Weapons. One Hand Axe, One Mace.
Activated Ability. When you would make an attack with Zelkova Workshop, you can make two attacks instead, one with each weapon against the same creature. Each hit on the creature from from those two attacks reduces the creature's AC by 1 until the end of your next turn.
Enhanced Ability. At 10th level, each hit from those two attacks reduces the creature's AC by 2 until the end of your next turn.
Faceless Fixer
Starting at 7th level, you can summon a perception-blocking mask to obscure your identity. As a bonus action, you manifest a mask to prevent others from identifying you, or your intentions for 10 minutes. It vanishes early if you are incapacitated or die.
While the mask is present, you gain the following benefits.
Undetectable. You are hidden from divination magic. You can't be targeted by such magic or perceived through magical scrying sensors.
Unidentifiable. Creatures have disadvantage when making Insight, Investigation, and Perception checks to identify you, track you, or discern your true intentions. Additionally, you have advantage on Deception and Intimidation checks.
Unconquerable. When a creature makes an attack roll against you and has advantage on the roll, you can use your reaction to negate their advantage.
You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
That's That and This is This
Starting at 7th level, your attacks using your Weapons of the Black Silence count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage if they were not already.
Waltz in Black
At 10th level, your understanding of your weapons special techniques improves. All of your Weapons of the Black Silence now benefit from improved effects.
Additionally, whenever you make a weapon attack during combat using a Weapon of the Black Silence, you gain a + 1 to hit with that weapon. Each weapon can benefit from this bonus once, until all unique Weapons of the Black Silence have been used again in combat, or until a short or long rest.
Gone Angels
You can use each Weapon of the Black Silence's ability twice, rather than once, and you regain all expended uses when you finish a short or long rest.
Furioso
When you have made an attack roll with each Weapon of the Black Silence during a single initiative, you can use the Furioso action.
Furioso
As an action, make one attack against a single creature with each Weapon of the Black Silence. You may use the ability of each Weapon of the Black Silence without spending a use during this onslaught. If each attack hits the creature, and it is still alive, it must make a Constitution saving throw. On a failed save, it dies.
You can use this feature once per long rest.
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Posted Nov 7, 2024That's that and this is this
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Posted May 7, 2024I looked through this and it's great, can't wait to play it in a campaign but
Why was Mook Workshop turned into a whip? Correct me if I'm wrong but I'm pretty sure it's a sword, right?
Not trying to be rude of course, just was curious
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Posted Mar 14, 2022very cool