Weapon Summoner (5e Class)
Weapon Summoner
An half-orc, with the body covered in magical tattoos, each one a drawing of a different weapon. He walks with caution towards the human knight in front of him, a powerful foe cladded in iron and wielding a greatsword rushes towards its direction. With a big swing of the sword, the knight aims for the half-orc, who just barely dodges the strike, while touching the drawing of a knife. The ink materializes in the shape of a dagger, that the orc uses to aim for the weak spot on his opponent armor, cutting the artery underneath his armpit.
A dwarf faces the leader of the goblinoid army on the battlefield, a giant bugbear. With a longsword in hand she charges towards the enemy, swing the sword with precision. With a mighty blow, the maul of the bugbear strikes hard the blade of the sword, shattering it upon impact. The bugbear laughs, preparing to end the fight with only one swing against the unarmed opponent. Without a second of hesitation, she just lunges forward, and a blade appear on her hand, pulled from thin air, and she swings in a wide arc, carving a wound on the enemy's chest. With a grin as an confused expression is formed on the bugbear face, she drops the sword, that keeps floating in the same position, as if it was held by an invisible warrior, while she raises both hands on the air, and an greataxe mystically appear on the empty hands. With a downward pull from the axe, the fight ends with a thunderous impact.
In the top of a hill, the half-elf starts his mourning training routine. He deepens his stance, while slowly and firmly he opens his arms in a horizontal line, revealing a quarterstaff that wasn't there a second ago. He raises his stance, lifting one leg and balancing on the other, as he jumps and twists in the air, before striking the ground with the weapon. As he lifts the weapon of the ground, is no longer a staff, but a spear that he uses to pierce the air with a mighty thrust. As he pulls his hands, the spear is no longer there, his hands being filled with a pair of scimitars. As the combat form progresses, weapons appear and disappear from his hands in a split second, changing constantly the range of the battle, firing arrows with deadly precision, and flipping in the air with grace. As the form come to an end, his master nods in approval.
Weapon summoners are specialists in a specific type of conjuration, using this magic and combining it with weapons to control and enhance them. With these powers, they are able to make weapons fly and hover, make them magical and able to make them appear in their hands at will, so they are never unarmed.
Versatile Warriors
Unpredictable and dangerous warriors, weapon summoners are fighters whose the interest and practice of magic is devoted to a very specific practice, of changing weapons in amidst of combat according with the demands of the situation, and enhancing the mundane capabilities of these weapons.
Disciplined Martial Artists
Usually this brand of combat is taught on monasteries devoted to this style of combat. Akin to monks, these weapon summoners learn about philosophy and learn deep universal secrets, and they view magic in the same way a monk view the ki. Teachings on these monasteries often include the art of smithing and crafting weapons, making these warriors good in both creating and destroying.
Creating a Weapon Summoner
[1] by Eissa Nasser |
Here are some questions to aid you to direct the creation of your character. Where did you receive the training in weapon summoning? Have you been taught by a solitary master? Have you been raised by monks in a isolated monastery? Have you been trained in an arcane academy on a branch of a conjuring school? Maybe your power is natural, and you have seek instruction and knowledge by yourself, being self taught in the art of weapon summoning.
- Quick Build
You can make a Weapon Summoner quickly by following these suggestions. First, Dexterity or Strength should be your highest ability score, followed by Intelligence. Make Constitution your third highest to increase your survivability in combat.
Class Features
As a Weapon Summoner you gain the following class features.
- Hit Points
Hit Dice: 1d8 per Weapon Summoner level
Hit Points at 1st Level: 8 + Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + Constitution modifier per Weapon Summoner level after 1st
- Proficiencies
Armor: Light armor, medium armor, shields
Weapons: Simple weapons, martial weapons
Tools: smith's tools, tinker's tools or carpenter's tools
Saving Throws: Dexterity, Intelligence
Skills: Choose two from Acrobatics, Arcana, Athletics, Deception, Insight, Perception, Sleight of Hand, and Stealth
- Equipment
You start with the following equipment, in addition to the equipment granted by your background:
- (a) two simple weapons or (b) one martial weapons
- (a) scale mail or (b) studded leather or (c) 2 daggers
- (a) dungeoneer's pack or (b) explorers pack
- (a) smith's tools or (b) tinker's tools or (c) carpenter's tools
- If you are using starting wealth, you have 4d4x10 gp in funds.
Level | Proficiency Bonus |
Features | Battle Gambits |
---|---|---|---|
1st | +2 | Weapon Summoning, Arcane Keeper | 1 |
2nd | +2 | Battle Gambits, fighting style | 1 |
3rd | +2 | Weapon Summoner Discipline | 2 |
4th | +2 | Ability Score Improvement | 2 |
5th | +3 | Extra Attack | 3 |
6th | +3 | Quick Thinker | 3 |
7th | +3 | Weapon Summoner Discipline | 4 |
8th | +3 | Ability Score Improvement | 4 |
9th | +4 | Conjurer's Combo | 5 |
10th | +4 | Weapon Summoner Discipline | 5 |
11th | +4 | Weapon Flurry | 6 |
12th | +4 | Ability Score Improvement | 6 |
13th | +5 | Conjurer's Combo | 7 |
14th | +5 | Correcting Trajectory | 7 |
15th | +5 | Weapon Summoner Discipline | 8 |
16th | +5 | Ability Score Improvement | 8 |
17th | +6 | Conjurer's Combo | 9 |
18th | +6 | Weapon Summoner Discipline | 9 |
19th | +6 | Ability Score Improvement | 10 |
20th | +6 | Uncanny Drawing | 10 |
Weapon Summoning
At 1st level, you learn the mystical of weapon summoning and the secrets that make this art possible.
- Arcane Vault
You create a specially prepared pocket dimension to store your weapons for quick retrieval. You can store weapons on the vault during a short or a long rest, spending 10 minutes per weapon stored on a ritual were you concentrate on the weapon while holding it. This counts as light activity. You can have a number of weapons stored in this vault equal to your proficiency bonus + your Intelligence modifier.
- Conjure Weapons
When you make an attack on your turn, you can choose to conjure any weapon stored on your Arcane Vault on an empty hand. When the attack resolves, you can choose to keep the weapon on your hand, or change it for a new one, without requiring an action.
You can summon only one weapon as part of your attack, but you can use a object interaction, action or bonus action to either conjure a weapon from or banish a weapon back to the pocket dimension.
Arsenal Keeper
Weapon summoners often are the crafters of the weapons they wield. At 1st level, you can spend half the time and materials when crafting any type of weapon. In addition, you have advantage in all your Dexterity, Wisdom and Intelligence checks to forge, craft and recall information about weapons.
Battle Gambits
When you begin your training as a weapon summoner, you learn a battle gambit, a special technique that enhances your weapon summoning in some way. You learn 1 gambit at 1st level, and learn more as you gain levels in this class, as shown on the Battle Gambits column on the Weapon Summoner table.
Whenever a gambit requires a saving throw, you calculate it as follows:
Gambit save DC = 8 + your proficiency bonus + your Intelligence modifier
Fighting Style
Starting at 2nd level, you adopt a particular style of fighting as your specialty. Choose one of the following options. You can't take a Fighting Style option more than once, even if you later get to choose again.
- Archery
You gain a +2 bonus to attack rolls you make with ranged weapons.
- Defense
While you are wearing armor, you gain a +1 bonus to AC.
- Dueling
When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.
- Great Weapon Fighting
When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.
- Protection
When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield.
- Two-Weapon Fighting
When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.
Weapon Summoner Discipline
At 3rd level, you can choose one discipline of weapon summoning, that furthers this practice taking branching paths into different styles of fighting. The disciplines are detailed on the end of this class.
You gain discipline feature's at 3rd level, and again at 7th, 10th, 15th and 18th levels.
Ability Score Increase
When you reach 4th level, and again at 8th, 12th, 16th and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.
Extra Attack
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
Quick Thinker
When you reach the 6th level, when you must make a Dexterity saving throw, you can use your reaction to add your Intelligence modifier to the roll. This result can be add after or before you roll the die, but before you know if the result was a failure or a success.
Conjurer's Combo
At 9th level, you can change your weapon in quick succession, making fast and successive attacks against your opponents. When you score a 20 on the d20 on an attack roll, you can make one additional attack with another weapon stored on your arcane vault.
At 13th level you can make two additional attacks, and at 17th level you can make three additional attacks. Each attack must be made using a different weapon.
Weapon Flurry
At 11th level, when you hit an attack when you take an action on your turn, you can choose to make one additional weapon attack with your bonus action. If you already can make the attack with your bonus action (fighting with two weapons for example) you can make a second one.
Correcting Trajectory
At 14th level, whenever you roll a 1 on an attack roll with a weapon or on a Dexterity check or saving throw, you can re-roll the result. This ability is cumulative with any other ability that allow you to re-roll a 1 on the d20.
In addition, whenever a creature strikes you with a roll of 20 on the d20, you can use your reaction to force that creature to re-roll the result, potentially causing the attack to fail.
Uncanny Drawing
When you reach the 20th level, you can summon your weapons with a dizzying speed. Whenever you fail an attack roll, you can use your reaction to draw another weapon and make a new attack with it.
Dancer's Discipline
The dancer's discipline is aimed in the use of fast movements and quick and successive strikes using the fast conjuring of weapons.
- Bonus Proficiencies
At 3rd level, you gain proficiency in two of the following skills: Acrobatics, Performance or Sleight of Hand. If you already have proficiency in these skills, you add double your proficiency bonus in checks made with them.
- Deadly Trickery
When you choose this discipline at 3rd level, your fast movements make your attacks unpredictable and dangerous, although they can expose yourself to harm. While unarmed and the beginning of your turn, you can choose to make a deadly trickery, making all attacks made as part of your Attack action against an enemy within 5 feet with advantage. The first successful attack deal additional damage equal to 1d6 + half your level in this class (rounded down).
Doing so allow the target to use its reaction and make an opportunity attack against you.
- Blade Dancer
At 7th level, you can take the Disengage and the Dodge action as a bonus action on your turn.
In addition, whenever you make a Charisma (Performance) check, you can use your Strength or Dexterity (whichever is higher), instead of Charisma, when wielding a weapon.
- Concealed Danger
Starting at 10th level, when you are not wielding a weapon, you aren't seen as a threat by your opponents. If you haven't make an attack during combat, you gain one additional reaction on your turn, which you can use to make an opportunity attack against an opponent that enter's or leave your attack's range. This attack is made at advantage.
In addition, you have advantage on Charisma (Persuasion) and (Deception) checks made during combat if you haven't taken an attack yet on your turn.
- Distracting Movement
At 15th level, your enemies can never guess your next move. You can movement doesn't provoke attacks of opportunity. In addition, whenever you take the Disengage action while within 5 feet of an enemy, that enemy has disadvantage on the next attack it makes against you.
- Weapon's Prestidigitation
At 18th level, you can swap your weapon mid-strike, taken your opponent by surprise. When you miss an attack roll, you can re-roll the result and swap your weapon. This attack is made with advantage and, on a hit, you deal the additional damage of your Deadly Trickery feature.
Once you use this feature, you can't use it again until you finish a short or a long rest.
Magician's Discipline
The magician's discipline focus on the deep understanding of the conjurations used in combat, learning more intricate aspects of magic.
Weapon Summoner Level |
Cantrips Known |
Spells Known |
—Spell Slots per Spell Level— | |||
---|---|---|---|---|---|---|
1st | 2nd | 3rd | 4th | |||
3rd | Mage Hand + 2 | 3 | 2 | — | — | — |
4th | Mage Hand + 2 | 4 | 3 | — | — | — |
5th | Mage Hand + 2 | 4 | 3 | — | — | — |
6th | Mage Hand + 2 | 4 | 3 | — | — | — |
7th | Mage Hand + 2 | 5 | 4 | 2 | — | — |
8th | Mage Hand + 2 | 6 | 4 | 2 | — | — |
9th | Mage Hand + 2 | 6 | 4 | 2 | — | — |
10th | Mage Hand + 3 | 7 | 4 | 3 | — | — |
11th | Mage Hand + 3 | 8 | 4 | 3 | — | — |
12th | Mage Hand + 3 | 8 | 4 | 3 | — | — |
13th | Mage Hand + 3 | 9 | 4 | 3 | 2 | — |
14th | Mage Hand + 3 | 10 | 4 | 3 | 2 | — |
15th | Mage Hand + 3 | 10 | 4 | 3 | 2 | — |
16th | Mage Hand + 3 | 11 | 4 | 3 | 3 | — |
17th | Mage Hand + 3 | 11 | 4 | 3 | 3 | — |
18th | Mage Hand + 3 | 11 | 4 | 3 | 3 | — |
19th | Mage Hand + 3 | 12 | 4 | 3 | 3 | 1 |
20th | Mage Hand + 3 | 13 | 4 | 3 | 3 | 1 |
- Spellcasting
- When you reach 3rd level, you learn how to use spells in battle.
- Cantrips
- You learn mage hand plus two cantrips of your choice from the sorcerer's, cleric's or duid's spell list (choose one) . You learn an additional magician cantrip of your choice at 10th level.
- Spell Slots
- The Magician's Spellcasting table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell's level or higher. you regain all expended spell slots when you finish a long rest.
- Spells Known of 1st Level and Higher
- You know three 1st-level magician spells of your choice. The Spells Known column of the Magician's spellcasting table shows when you learn more magician spells of 1st level or higher.
- Whenever you gain a level in this class, you can replace one of the magician spells he know with another spell of your choice from the sorcerer's, cleric's or druid's spell list (choose one). The new spell must be of a level for which you have spell slots.
- Spellcasting Ability
- Intelligence is your spellcasting ability for the magician spells, since you learn this power through research and study. You use your Intelligence whenever a spell refers to his spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a magician spell you cast and when making an attack roll with one.
Spell save DC = 8 + your proficiency bonus + your Intelligence modifier
Spell attack modifier = your proficiency bonus + your Intelligence modifier
- Bonus Proficiencies
At 3rd level, you gain proficiency in two of the following skills: Arcana, Religion or Nature. If you already have proficiency in these skills, you add double your proficiency bonus in checks made with them.
- Third Hand
Starting at 7th level, when you cast mage hand, you can use your spectral hand to make attacks. The hand can hold any light or finesse weapon. Whenever you make an attack, you can make it from the hands position. You can also shove and grapple an opponent with the spectral hand, using Intelligence instead of Strength on the contested checks.
Whenever you conjure a weapon from your arcane vault, you can choose to summon the weapon on the spectral hand.
In addition, you can move the hand once in each of your turns without taking an action
- Floating Weapon
At 10th level, you learn how to animate a sword to fight by your side. You must spend 10 minutes wavering enchantments onto a non-magical weapon of any kind. You have a flying weapon, that uses the statistics of a flying sword as an ally, that helps you in combat. The weapon can be any weapon your want, but always have the same statistics regardless of shape.
The sword acts independently of you, but it always obeys your commands. In combat, it acts on your initiative count, and you decide who acts first, you or the weapon. The floating weapon can't attack on its own, but you can forgo any of your attacks to allow the floating weapon to attack from its position instead. You add your Intelligence modifier, instead of the floating weapon's ability modifiers, to attack and damage rolls made with the sword. In addition, you use your spell attack modifier to make the attack rolls using the floating weapon.
When the floating weapon drops to 0 hit points, it is broken, being hindered useless on the ground.
While your floating weapon is within 100 feet of you, you can use your action to sense the world through its senses, gaining the benefits of the senses possessed by the weapon. During this time, you are deaf and blind with regard to your own senses. If you can use your bonus action to make one attack with a weapon after taking the Attack action, you can use your bonus action to make an attack after taking this action.
- Magical Jump
At 15th level, whenever you take the Attack action, you gain the ability to swap places with your mage hand, without requiring an action. You can use this feature a number of times equal to your Intelligence modifier, and regain all uses of this feature after a short rest or a long rest.
- War Magic
Starting at 18th level, whenever you use your action to cast a spell, you can use your bonus action to make one attack.
Battle Gambits
- Elemental Storage
Prerequisite: Magician's Discipline"
You learn how to infuse elemental energy on your arcane vault. Whenever you summon a weapon from your vault, you can choose to deal cold, fire, lighting or thunder damage, instead of the normal damage of the weapon.
- Feinting Conjuration
As an action, you summon a weapon in front of the opponent's face, distracting him for a brief moment. The opponent must make a Wisdom saving throw against your Gambit save DC. On a failed save, all attacks against this opponent are made at advantage and all attacks the opponent makes are made at disadvantage until the beginning of your next turn.
The target have advantage on subsequent saving throws against this feature after being targeted by it once, for the next 24 hours.
- Parrying Summoning
You can summon your blade defensively, parrying incoming strikes. While not wearing armor, your AC equals 10 + your proficiency bonus. You can use a shield and still benefit from this AC.
- Sentinel Weapon
As an action, you can summon one weapon from your vault and keep it hovering around you, protecting you from incoming strikes. If you choose a ranged weapon, the next successful ranged weapon attack against you automatically causes a reaction from the ranged weapon, dealing 10 points of damage to the attackers and ending the effect.
If you choose a melee weapon, the next successful melee weapon attack against you have its damage reduced by 5, while the attacker takes 5 points of damage, ending the effect.
The damage type is the same of the chosen weapon. You can use this feature a number of times equal to your Intelligence modifier, and regain all uses after completing a long rest.
- Kinetic Invocation
You can store ammunition in movement, retaining its momentum on strikes. Whenever you make a ranged weapon attack with stored ammunition, both the normal and long range of the weapon doubles.
- Close Quarters Invoker
Whenever you make a ranged weapon attack with a ranged summoned weapon, you don't have disadvantage on the attack roll. In addition, whenever you use your action to shove an opponent, you can make a weapon attack with a summoned weapon as a bonus action.
- Distant Summoning
All your attacks with melee summoned weapons have its reach increased by 10 feet.
- Bashing Summoning
Prerequisite: 7th level
Once in each of your turns, when you deal damage with a summoned weapon that deals bludgeoning damage, the creature must make a Strength saving throw against your gambit save DC or is knocked prone.
- Bleeding Invocation
Prerequisite: 7th level
Once in each of your turns, when you deal damage with a slashing summoned weapon, the creature must make a Constitution saving throw, or take half the damage dealt again at the start of its next turn.
- Penetrating Conjuration
Prerequisite: 7th level
Once in each of your turns, when you deal damage with a piercing summoned weapon, the creature must make a Constitution saving throw or is stunned until the start of your next turn. You can use this conjuration a number of times equal to your Intelligence modifier, being unable to do it again until you finish a long rest.
- Cleaving Conjuration
Prerequisite: 7th level
Once in each of your turns, when you deal slashing damage to a creature with a summoned melee weapon, each creature within 5 feet of the you must make a Dexterity saving throw, or take half the damage dealt.
- Shield Summoner
Prerequisite: 7th level
You can now store one shield on your arcane vault, summoning or storing it on the vault as a bonus action or an action on your turn.
- Armor Summoner
Prerequisite: 15th level
You can now store one suit of armor on your arcane vault, summoning or storing it on the vault as a bonus action or an action on your turn.
- Blade Barrier
Prerequisite: 15th level
As an action, you can summon all weapons contained in your vault, shielding you from harm. You gain resistance to slashing, piercing and bludgeoning damage. This lasts for a number of rounds equal to your Intelligence modifier, and sustaining this effect requires concentration, as of you were concentrating on a spell.
- Dimensional Lunge
Prerequisite: 15th level
On the start of your turn, you can use your action to make a melee weapon attack with a summoned weapon against a creature or object not benefiting from cover that you can see within 60 feet. After performing the attack, you teleport to the weapon's position.
- Reflexive Summoning
Prerequisite: 15th level
When you or a friendly creature within 5 feet is hit by an attack, you can use your reaction to summon a weapon and try to parry that attack, potentially causing it to fail. Doing so increases the AC of the protected creature by an amount equal to your proficiency bonus. Once you do this, you can't do it again until you finish a long rest.
Multiclassing
Prerequisites. To qualify for multiclassing into the weapon summoner class, you must meet these prerequisites: Strength or Dexterity 13, Intelligence 13
Proficiencies. When you multiclass into the weapon summoner class, you gain the following proficiencies:light armor, medium armor, shields, simple weapons, martial weapons and one of the following tool proficiencies: carpenter's tools, smith's tools or tinker's tools.
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