Armament Mage, Variant (5e Class)

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Armament Mage[edit]


Standing on a mountain top, a dwarf appears unarmed holding nothing but a silver spyglass. As an enemy approaches, assuming an easy target, the dwarf brings his hands together and a greatsword appears in them. The enemy quickly turns tail and flees, realising his mistake. Creeping through a dungeon, a Halfling in plain robes makes her way towards the enemy, pretending to be lost. In the centre of their group, she stops. Suddenly, full plate armour and a longsword spring into her hands and the group is dead at her feet. The weapons and armour disappear and the she continues her way along the corridor, completely ignored by the guards rushing around. Armament mages are fighters, rogues, or tribal warriors focused on using magic to improve upon their weapons and fighting.

Creating an Armament Mage[edit]

Quick Build[edit]

You can make an Armament Mage quickly by following these suggestions. First, Strength or Dexterity should be your highest ability score, followed by Charisma. Second, choose the Soldier or Hermit background. Third, choose Two martial weapons (usually a ranged weapon and a melee weapon to cover all bases)

Class Features

As a Armament Mage you gain the following class features.

Hit Points

Hit Dice: 1d8 per Armament Mage level
Hit Points at 1st Level: 1d8 + Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + Constitution modifier per Armament Mage level after 1st


Armor: Light and Medium armor
Weapons: Martial weapons, exotic weapons
Tools: Smith’s tools
Saving Throws: dexterity, Charisma
Skills: Choose two from Athletics, Insight, investigation, persuasion, Perception or Arcana


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

  • (a) 2 martial weapons or (b) 1 martial weapon and a shield or (c) martial ranged weapon and 20 ammunition
  • Leather, studded leather, hide, scale or chain armor
  • (a) Explorer's pack or (b) Dungeoneer's pack
  • Smith's tools

Table: The Armament Mage

Level Proficiency
Features Cantrips
—Spell Slots per Spell Level—
1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st +2 #Weapon BondSpellcasting 2 2 2
2nd +2 Fighting Style 2 2 3
3rd +2 Equipment Archetype 3 3 4 2
4th +2 Ability Score Improvement, Ability Score Improvement 3 4 4 3
5th +3 Extra Attack 3 5 4 3 2
6th +3 #Armament defense 3 6 4 3 3
7th +3 Equipment Archetype Feature 4 7 4 3 3 1
8th +3 Ability Score Improvement 4 8 4 3 3 2
9th +4 4 9 4 3 3 3 1
10th +4 Equipment Archetype Feature 4 10 4 3 3 3 2
11th +4 Extra Attack 4 10 4 3 3 3 2 1
12th +4 Ability Score Improvement 4 10 4 3 3 3 2 1
13th +5 4 10 4 3 3 3 2 1 1
14th +5 4 10 4 3 3 3 2 1 1
15th +5 Equipment Archetype Feature 5 10 4 3 3 3 2 1 1 1
16th +5 Ability Score Improvement 5 10 4 3 3 3 2 1 1 1
17th +6 #improved armament defense 5 10 4 3 3 3 2 1 1 1 1
18th +6 Equipment Archetype Feature 5 10 4 3 3 3 3 1 1 1 1
19th +6 Ability Score Improvement 5 10 4 3 3 3 3 2 1 1 1
20th +6 Extra Attack 5 10 4 3 3 3 3 2 2 1 1

Weapon Bond[edit]

At level one or when you take this class you have a weapon bonded to you. It may be a weapon that your character receives from this class or one that they own already. You can’t be disarmed of that weapon unless you are incapacitated. If it is on the same plane of existence, you can summon it as a bonus action, causing it to teleport instantly to your hand. When you are not using it, you may banish it to a pocket dimension. this weapon acts as your spellcasting focus. this bond can be changed by performing a ritual that takes 2 hours the new weapon must be in your possession for the entire ritual if you perform the ritual on a sentient weapon it must be willing or you must succeeded on a wisdom saving throw of 15 plus 2 per item rarity plus its wisdom modifier to force the bond on to it if the bond is forced the weapon will try to break the bond it must succeed against your spell DC if it dose the weapon frees itself and leaves this plane of existence.


Your spellcasting is drawn from your hard work studying and practicing the arcane arts, specifically that of evocation. Your available spell list is Sorcerer.


You know 3 evocation cantrips. You learn more as you reach higher levels.

Spells Known[edit]

You know 2 evocation spells at level 1, and learn more as you level up. The spells known column of the armament mage table shows how many spells you know at each level. Each of these spells must be of a level for which you have spell slots. Additionally, when you gain a level in this class, you can choose one of the spells you know and replace it with a different spell, which also must be of a level for which you have spell slots.

Spellcasting Ability[edit]

Charisma is your spellcasting ability for your armament mage spells. Your spell save DC is 8 + your proficiency bonus + your charisma modifier. Your spell attack modifier is your proficiency bonus + your charisma modifier.

Fighting Style[edit]

At 2nd,8th, and 14th level you adopt a 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.


You gain a +2 bonus to Attack rolls you make with Ranged Weapons.

Close Quarters Shooter

You are trained in making ranged attacks at close quarters. When making a ranged attack while you are within 5 feet of a hostile creature, you do not have disadvantage on the attack roll. Your ranged attacks ignore half cover and three-quarters cover against targets within 30 feet of you. Finally, you have a +1 bonus to attack rolls on ranged attacks


While you are wearing armor, you gain a +1 bonus to AC.


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. The weapon must have the two-handed or versatile property for you to gain this benefit.


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.

Fast Reloading

When you learn this fighting style, choose one type of ranged weapon you are proficient in. You ignore the loading property of the chosen weapon.

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.

Equipment Archetype[edit]

At 3rd level, you choose an archetype that you strive to emulate in your magic and combat styles and techniques. Choose Arcane Archer, Eldritch Slasher, all detailed at the end of the class description. The archetype you choose grants you features at 3rd level and again at 7th, 10th, 15th, and 18th level.

Extra Attack[edit]

Beginning at 5th level, you can attack twice, instead of once, whenever you take the attack action on your turn.this improves at 11th to three times, and again at 20th to four times

Armament defense[edit]

at 6th level your AC when unarmored=10+dexterity modifier+charisma modifier. if you are wearing armor or have natural armor you may add half your charisma modifier rounded down to your ac. at 17th level your ac when unarmored=10+dexterity modifier+charisma modifier. if you are wearing armor or have natural armor you may add your charisma modifier to your ac.

Arcane Archer[edit]

Arcane Archers combine magic and range, creating a deadly assassin at great distances.

Damage Alterations

When you choose this archetype your shots glow with energy, depending on your alignment. Blue for good, White for neutral, Black for evil. The ammo sheds bright light in a 30 ft radius while being fired. your bonded weapon attacks count as magical for the purpose of overcoming resistance and immunity to non-magical attacks and damage.

Improved Range

At 7th level the range on all your ranged attacks are doubled. Both for long range and for short range. As long as you are holding your weapon, you can see as far as the weapon's range, in darkness, dim light, or in bright light as if it were bright light.

Improved Ammo

At 10th level your bonded weapon attacks deal 1d6 elemental damage based off your alignment Radiant damage for good, force for neutral, necrotic for evil.

Energy Shards

At 15th level, you can create energy shards that act as ammo.out of combat you can create up to 10x your charisma modifier shards. In combat you may as a bonus action create 5+your charisma modifier shards. you can do this a number of times equal to your charisma modifier you regain charges of this after a long rest. if you do not have any charges you may expend hp for shards 2 hp per 1 shard.

Improved Aim

At 18th level, you gain advantage on all ranged attacks with your bonded weapon.

Eldritch Clasher[edit]

The Eldritch Clasher is a master of close ranged combat and uses his/her magic to gain the upper hand in any brawl or melee.

Silver Stains

When you choos this archetype all weapons you own become silvered. Additionally, all weapons you gain after this takes place become silvered. These effects only occur as long as you are using the items. The weapons revert back while another creature uses them. This effect does not increase the value of the weapons.


At 7th level, in combat you may release your bonded weapon from your grasp as an action. The weapon floats 2 feet above the ground and follows you around. It defends you, giving you +1 to your AC.


At 10th level, a bonded weapon being used to defend you because of the previous feature, now automatically attacks any hostile creature within 5 feet of you. (This includes performing opportunity attacks. This does not replace any of your regular attacks.


At 15th level, you may bond to an additional item. That item may be a weapon or entire suit of armor. When armor is summoned, it appears fully equipped.


At 18th level, if you have bonded to a piece of armor, you may animate it and use it to grapple and attempt to restrain a creature within 30 feet of it. The roll is made with your ability scores.


Prerequisites. To qualify for multiclassing into the Armament Mage class, you must meet these prerequisites: Charisma score of at least 13 Strength or Dexterity of at least 13

Proficiencies. When you multiclass into the Armament Mage class, you gain the following proficiencies: Arcana, Athletics

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