Armory (5e Subclass)

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Armory[edit]

Fighter Archetype

Unpredictable and dangerous warriors, the Armory 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.

Armory 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.

Arcane Armory

At 3rd level, you learn how to store weapons in an arcane armory and draw them when the time requires.

Arcane Armory. You create a specially prepared pocket dimension to store your weapons for quick retrieval. You can store weapons in said 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 Armament. When you make an attack on your turn, you can choose to conjure any weapon stored within your Arcane Vault to an empty hand. When the attack resolves, you may choose to keep the weapon in your hand, or exchange it for a different one, without requiring an action.
You can summon only one weapon as part of your attack, but you can use an object interaction, action or bonus action to either conjure a weapon from or banish a weapon back to the pocket dimension.
Starting at 7th level, you can store and summon shields from this armory, and at 15th level you can store and summon armor in the same way you would do with weapons.
Arsenal Keeper

Armory are often the crafters of the weapons they wield. At 3rd level, you can spend half the time and materials when crafting any type of weapon. In addition, you have advantage on all your Dexterity, Wisdom and Intelligence checks to forge, craft and recall information about weapons.

Reflexive Summoning

Also at 3rd level, when you make an opportunity attack, you can use a weapon stored on your vault to do so. You must be empty handed in order to do it.

At 7th level, you can use this reaction to summon a stored shield when you are hit by an attack, potentially causing the attack to miss.

Conjurer's Combo

At 7th 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.

Correcting Trajectory

At 10th 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.

Weapon Flurry

At 15th level, when you hit with an attack made 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.

Uncanny Drawing

When you reach the 18th 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.

In addition, 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.

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