Reinforcer (5e Class)

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Another homebrew writer tried to imitate the Archer from the Fate series. That class was not balanced very well and was too focused on the fictional character, but it presented an interesting idea mechanically. It turned weapons into consumables. All the time, my players have looted corpses needlessly and walked around with 20 daggers in their pockets or a monk would hold onto a greatsword for no reason other than they found it. This class will expand on the idea of the consumable weapon and rebalance what could have been done with the Archer of Blades.

Creating a Reinforcer[edit]

What makes equipment such a large part of who you are? Your weapons are magically reinforced, so do you have a spiritual or magical connection to them? Does the world you live in offer the chance to amass large amounts of equipment?

Quick Build

You can make a Reinforcer quickly by following these suggestions. First, Strength should be your highest ability score, followed by Wisdom. Second, choose the Soldier background. Third, choose a greatclub and scale mail armor for your starting equipment.

Class Features

As a Reinforcer you gain the following class features.

Hit Points

Hit Dice: 1d10 per Reinforcer level
Hit Points at 1st Level: 1d10 + Constitution modifier
Hit Points at Higher Levels: 1d10 (or 6) + Constitution modifier per Reinforcer level after 1st


Armor: Light armor, Medium armor, Heavy armor, and Shields.
Weapons: Simple and Martial weapons.
Tools: Smith's Tools
Saving Throws: Strength and Wisdom
Skills: Choose two from among Arcana, Athletics, Insight, Perception, and Survival.


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

  • A simple weapon.
  • (a) Leather Armor or (b) Scale Mail

Table: The Reinforcer

Level Proficiency
1st +2 Reinforcement, Storage
2nd +2 Fighting Style
3rd +2 Favored Equipment, Brutal Critical
4th +2 Ability Score Improvement
5th +3 Extra Attack
6th +3 Favored Equipment, Brutal Critical
7th +3 Fighting Style
8th +3 Ability Score Improvement
9th +4 Improved Reinforcement
10th +4 Favored Equipment
11th +4 Quick Reinforcement
12th +4 Ability Score Improvement
13th +5 Fighting Style, Brutal Critical
14th +5 Favored Equipment
15th +5 Improved Reinforcement
16th +5 Ability Score Improvement
17th +6 Fighting Style
18th +6 Favored Equipment, Brutal Critical
19th +6 Ability Score Improvement
20th +6 Improved Reinforcement, Favored Equipment


You have access to a magical storage for all of your equipment. The storage can hold an infinite number of standard weapons and armor. On your turn, as a free action, you can stow and draw one item from the storage. Any weapons drawn are automatically in your hands. Any armors drawn are equipped without taking any time.


You are able to magically reinforce the equipment you use with the effects below. In the possession of anyone else, your equipment does not gain any of its reinforced benefits. You will have a number of reinforcement points to allocate to your equipment equal to your Wisdom modifier times your Reinforcer level. If your equipment has more than one reinforcement, it breaks after one attack. If it has more than four reinforcements, it breaks immediately. These thresholds rise to 2/5 at 9th level, 3/6 at 15th level, and 4/7 at 20th level. These reinforcements can be stacked unless otherwise mentioned.

Equipment Effects

1 point- Add or remove a quality. This can be a weapon quality such as heavy or reach. It can also be used to remove disadvantage from armor. 1 point- The equipment can magically change form into another piece of standard equipment as a bonus action. The equipment it can turn into is preset and must be chosen upon using a point for this reinforcement.

Weapons only 1 point- This weapon gives a +1 bonus on attack rolls. 1 point- Add a damage type to this weapon. Multiple points result in multiple types. (Make a longsword deal fire damage, or fire and lightning damage with 2 points.) 1 point- Increase the range of a ranged weapon by 10 feet. 2 points- Increase a weapons critical range. 2 point will make a weapon deal a critical hit on a roll of 19 or 20. 4 points turns this to 18-20 and so on. 2 points- Increase the critical multiplier of a weapon. This means a weapon would roll its damage dice 3 times or more with more points in this reinforcement. 2 points- Increase a weapon's damage dice as shown in the following progression 1d3->1d4->1d6->1d8->1d10->1d12->2d6->2d8->3d6->3d8->4d6->4d8->5d8->5d10->5d12->6d10->6d12->7d12. Any weapon with damage dice higher than 4d8 because of this ability will break after one attack. Armor only 1 point- Increase your speed in this armor by 5 feet. 2 points- Increase the armor class given by this shield by 1. Any equipment with more than +3 armor class from this reinforcement breaks after one attack. Shields can also have this reinforcement but will break after +2. 2 points- Increase the maximum dexterity bonus that can be added to your AC while using this armor.

Fighting Style[edit]

At 2nd level, you gain a fighting style from the choices below. At 7th, 13th, and 17th level, you gain another fighting style.

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.

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Ability Score Increase[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.

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Spell List[edit]

You know all of the spells on the basic spell list and additional spells based on your subclass.

1st Level

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2nd Level

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3rd Level

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4th Level

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5th Level

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Proficiencies. When you multiclass into the <!-class name-> class, you gain the following proficiencies:

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