Armamancer (5e Class)

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Introduction[edit]

Armamancers are mid-range fighters who use their often latent telekinetic powers to utilize weapons of various kinds for combat. Each Armamancer has a specific kind of weapon type that they specialize in, some are drawn to them out of necessecity, others out of curiosity, and some even form an obsession toward their weapons. This kind of specialization can happen at an early age, but some Armamancers don't start tapping into their telekinetics until much later in their life.

Not all Armamancers are combatants, however. Some choose to simply live a peaceful live in tranquility, studying their unique powers and searching for ways to improve. Others, still, become entertainers, some travelling with others from town to town in order to impress with their talents and make some coin.

Armamancers don't inherently have power of telekinesis, but rather gain more proficiency with it the more they use it on weapons. It's exactly this bond between the Armamancer and their weapons that draws out their power and allows them to channel telekinesis, therefore their strength of will is determined by how familiar they are with the object they are manipulating, rather than their inherent willpower.

Creating an Armamancer[edit]

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An Armamancer specialized in Gladiomancy, [Source].

When creating an Armamancer you should answer a few questions. How did you discover your powers? Was it by chance? Did you actively try and discover them? Have you always had them since you were a kid? How were you trained? Did you train yourself? By someone skilled in weapon combat? Or maybe someone with magical prowess? What made you bond with your weapon types? Was there an event that caused it? Did you read about them in books? What's your background? A soldier? A scholar? An entertainer? Or maybe just a traveller?

Class Features

As a Armamancer you gain the following class features.

Hit Points

Hit Dice: 1d6 per Armamancer level
Hit Points at 1st Level: 1d6 + Constitution modifier
Hit Points at Higher Levels: 1d6 (or 4) + Constitution modifier per Armamancer level after 1st

Proficiencies

Armor: Varies
Weapons: Varies
Tools: None
Saving Throws: Intelligence, Dexterity
Skills: Pick 2 from Arcane, Acrobatics, Insight, History, Perception.

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

  • (a) Longsword & Leather Armor or (b) Spear & Hide Armor or (c) Warhammer & Ring Mail
  • (a) Scholar's Pack or (b) Explorer's Pack or (c) Entertainer's Pack
  • If you are using starting wealth, you have 3d6 x10 in funds.

Table: The Armamancer

Level Proficiency
Bonus
Features
1st +2 Type Specialization, Command Bond
2nd +2 Disarmament, Retrieval
3rd +2 Type Specialization
4th +2 Ability Score Improvement
5th +3 Type Specialization, Command Bond
6th +3 Ability Score Improvement
7th +3 Chains of Binding, Extra Attack
8th +3 Ability Score Improvement
9th +4 Type Specialization, Enhanced Concentration
10th +4 Floating Bulwark, Command Bond
11th +4 Wide Disarming
12th +4 Ability Score Improvement
13th +5 Shackles of War
14th +5
15th +5 Type Specialization, Command Bond
16th +5 Ability Score Improvement
17th +6 Moving Fortress
18th +6
19th +6 Ability Score Improvement
20th +6 Type Specialization

Command Bonds[edit]

Many Armamancers start out weak, their telekinesis being barely strong enough to lift a single weapon and attack with it. This is a command bond. You may think of a command bond as an empty hand with which you may wield a weapon or object for combat. Weapons with the 'Two-Handed' attribute, or weapons with the 'Versatile' attribute that are being held in two hands simply require two command bonds instead of one.

Because of their telekinetic reliance in combat, Armamancers tend to be physically weak or frail. This leads them to have great difficulty when attacking targets directly with a weapon in hand. Whenever Armamancers make an Attack action with a weapon in their hand, they must pass a Strength Saving Throw of 10 or suffer disadvantage on their attack. On a critical failure, the Armamancer drops his weapon.

Weapons which are under your command act akin to familiars on the battlefield, however they do not have a free will and are ordered around by the Armamancer themselves. They have half of your movement speed rounded down, and an AC of 10 + your intelligence modifier. OOrdering your weapon to move does not require an action, however attacking with it does. While you are commanding a weapon via command bond, their weight is considered 0. They do not occupy a space, but moving onto the space which they occupy provokes a free attack of opportunity. You may use your reaction to attack an enemy moving outside of the reach of your weapon. You cannot command weapons outside your line of sight.

Your weapons can be attacked with disadvantage. Each command bond requires Concentration, however unlike spells, you may have multiple command bonds active at once. Whenever you fail a Concentration check, you lose one of your command bonds, and the weapon of your choice falls to the ground. You must also pass Concentration check whenever one of your weapons has been successfully hit, or the weapon will drop to the ground. You cannot command weapons outside your line of sight, however you may choose to move a weapon out of sight.

Ability Score Improvement[edit]

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.

Type Specialization[edit]

Starting at the 1st level, each Armamancer has unique abilities centered around the weapon types of their choice. Armamancers generally don't focus on simply one weapon types, but rather a category of weapons that are similar to one another. Because of this, Armamancers are unable to become proficient in weapons outside of their specialization.

Disarmament[edit]

Starting at 2nd level, you may attempt to disarm a target with your telekinetic powers as an action, said target must pass a Strength Saving Throw against a DC of 8 + your proficiency bonus + your intelligence modifier or lose his weapon. The weapon falls on a spot of your choosing within 5ft of the target.

Retrieval[edit]

Beginning from the 2nd level, instead of an action, you may retrieve any one weapon in a 60ft radius around yourself that you are proficient with and place it on a spot within 10ft of you. You must have line of sight.

Extra Attack[edit]

Beginning at 7th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. Beginning at 13th level this bonus is increased to attacking three times per turn, instead of twice.

Chains of Binding[edit]

Beginning from the 7th level, you can use ropes, whips, chains or any long object resembling these in order to bind an target in place as an action. The target must pass a Dexterity Saving Throw against a DC of 8 + your proficiency bonus + your intelligence modifier or become Restrained. This effect lasts for 1 turn.

Enhanced Concentration[edit]

Starting from the 9th level, you've learned how to remain calm even in the most stressful of situations, whenever you make a Concentration check, add your intelligence modifier alongside your constitution modifier.

Floating Bulwark[edit]

Beginning from the 10th level, you gain proficiency with shields, and are able to command them to protect yourself or an ally as a reaction within 5ft of the shield. When doing so, add +2 AC to the AC of your target. You may also use your shield to push a target within 5ft up to 5ft in any direction. The target must pass a Strength Saving Throw of a DC 8 + your proficiency bonus + your intelligence modifier or be pushed. Shields always occupy the space which they reside on.

Wide Disarming[edit]

Beginning from the 11th level, you attempt to disarm all targets within 10ft of you as an action, said targets must pass a Strength Saving Throw against a DC of 6 + your proficiency bonus + your intelligence modifier or lose their weapon. All weapons fall on a spot of your choosing within 10ft of yourself.

Shackles of War[edit]

You can use ropes, whips, chains or any long object resembling these in order to bind all targets within 10ft of you as an action. Targets must pass a Dexterity Saving Throw against a DC of 6 + your proficiency bonus + your intelligence modifier or become Restrained in place. This effect lasts for 1 turn.

Moving Fortress[edit]

Beginning from the 18th level, you are able to command shields to protect yourself or an ally as a reaction within 10ft of the shield. When doing so, add +3 AC to the AC of your target. You may also use your shield to push an target within 5ft up to 10ft in any direction. The target must pass a Strength Saving Throw of a DC 6 + your proficiency bonus + your intelligence modifier or be pushed. Shields always occupy the space which they reside on.

Gladiomancy[edit]

Starting from the 1st level, you are proficient in Daggers, Handaxes, Greatswords, Longswords, Rapiers, Scimitars, Shortswords, Battleaxes, Greataxes and Sickles. You also gain proficiency in light armor.

Armament Missile

Starting from the 3rd level, your weapons gain the 'Thrown' property with a range of 20/60, unless they already do. The range is calculated from their point of origin instead of yours. Whenever you throw a weapon in such a manner, you may attempt an Intelligence Saving Throw to pass a DC of 10 to retrieve your weapon. Upon retrieval the weapon moves to a spot within 10ft of you of your choosing.

Nimble Commands

Starting from the 5th level, you become more nimble with your movements as you control your weapons. Your weapons gain the your dexterity modifier alongside your intelligence modifier when making an Attack action with your commanded weapon.

Concentrated Reaction

Starting from the 9th level, you've figured out how to properly punish an enemy for a missed Attack, whenever one of your commanded weapons is attacked and the Attack misses, you may make a retaliation attack on the target.

Armament Artillery

Starting from the 15th level, instead of an attack action, you may make an attack with disadvantage against a target up to 120ft away with any number of your commanded weapons. On success, the target takes *d8 damage slashing damage, with * being the amount of weapons that are participating in the attack (Two-Handed weapons count as two weapons). Afterwards, you may attempt to roll a 1d20 + your intelligence modifier to pass a DC of 12 to retrieve your weapons.

Storm of Blades

Starting on the 20th level, you are able to manipulate weapons within a 20ft radius to create a whirlwind of blades around yourself, including weapons you command. Every creature within a 20ft radius wielding a weapon you are proficient with must make a Strength Saving Throw to hold on to their weapon against a DC of 8 + your proficiency bonus + your intelligence modifier or be disarmed. The storm forms a circle around yourself, spots in a 5ft radius around yourself are considered the eye of the storm and are not affected. All targets within the storm take 4d6 + your intelligence modifier slashing damage per turn. Targets that try to move in the storm must pass a Dexterity Saving Throw of 10 or suffer 1d6 of slashing damage per 5ft moved. The whirlwind lasts for 1 minute and has a radius of 20ft. Afterwards, all weapons drop to the ground. You may only use Storm of Blades once per day, and this is replenished after a long rest.

Lanceamancy[edit]

Starting from the 1st level, you are proficient in Javelins, Spears, Glaives, Halberds, Lances, Pikes, Tridents, and War Picks. You also gain proficiency in medium armor.

Wall of Weaponry

Starting from the 3rd level, you command your weapons to form a wall as an action, said wall can take any form so long as your weapons are within 5ft of another weapon. Your weapons now occupy a space and you gain your proficiency bonus alongside your constitution modifier whenever you make a Concentration check. They also deny any diagonal movement between them when placed diagonally. This effect lasts until either of your commanded weapons attacks or moves.

Mental Reach

Starting from the 5th level, you learn how to properly use the length of your weapons to your advantage, all your weapons gain an additional 5ft of attack range.

Defensive Stance

Starting from the 9th level, you've studied enemy attack angles and have learned how to properly evade, while wearing medium armor your AC is increased by your intelligence modifer.

Castle of Arms

Starting on the 15th level, you command your weapons into an offensive formation as an action, said formation can take any form so long as your weapons are within 10ft of another weapon. Your weapons now occupy a space and you gain your proficiency bonus alongside your constitution modifier whenever you make a Concentration check. Any target that moves within 5ft of your weapons suffers an attack of opportunity to any weapon within 5ft. This effect lasts until the start of your next turn.

Last Light

Starting from the 20th level, instead of an attack action, you may aim for the target's eyes, making three consecutive stabs at them, the target must pass three Dexterity Saving Throws of a DC 6, DC 9 and DC 12 respectively or be permanently blinded and receive 3d10 piercing damage. The target must have eyes or be able to be blinded. You may only use Last Light once per day, and this is replenished after a long rest.

Malleomancy[edit]

Starting from the 1st level, you are proficient in Clubs, Greatclubs, Maces, Light Hammers, Quarterstaves, Flails, Mauls, Warhammers and Morningstars. You also gain proficiency in heavy armor.

Devastating Force

Starting from the 3rd level, whenever making an attack, upon hit, you may choose to roll an additional damage die. Should you decide to do so, you must pass a Concentration check, or lose control of your weapon, which falls to the ground.

Confidence

Starting from the 5th level, you become more confident using your own strength while commanding your weapons. Your weapons gain the your strength modifier alongside your intelligence modifier when making an Attack action with your commanded weapon. Furthermore, you no longer have to make a Strength Saving Throw when making an Attack action with your own hand.

Bulky Weaponry

Starting from the 9th level, you've learned to abuse the bulk of your weapons weapons to obstruct the path, all your weapons now occupy the space they are on, and terrain around your weapons counts as 'rough terrain'.

Knockout Strike

Starting from the 15th level, you may aim for the target's head, the target must pass a Constitution Saving Throw against a DC of 8 + your proficiency bonus + your intelligence modifier or be stunned for 1 turn and suffer 1d6 bludgeoning damage. The target must be humanoid, beast or otherwise able to lose consciousness.

Overwhelming Onslaught

Starting from the 20th level, instead of an attack action, you may make a combined attack with all of your weapons that are within 5ft of one target. Roll *d20 for hit, and on success, the target takes *d12 bludgeoning damage, with * being the amount of weapons participating in the attack. Weapons that are using two command slots count as two weapons in terms of calculation. You may only use Overwhelming Onslaught once per day, and this is replenished after a long rest.

Multiclassing[edit]

Prerequisites. To qualify for multiclassing into the Armamancer class, you must meet these prerequisites: Harness the power telekinesis or be somehow psionically gifted, and possess at least 13 Intelligence.

Proficiencies. When you multiclass into the Armamancer class, you gain the following proficiencies: None.

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