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Van Docks' Arsenal of Armigers - v0.9.2 - Final Draft (compressed for web)

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Published by ale, 2023-08-28 06:56:08

Van Docks' Arsenal of Armigers - v0.9.2 - Final Draft (compressed for web)

Van Docks' Arsenal of Armigers - v0.9.2 - Final Draft (compressed for web)

The Van Docks’ Arsenal of Armigers Manipulate your bonded arsenal in this supplement for the world’s greatest roleplaying game 5E COMPATIBLE


The Van Docks’ Arsenal of Armigers


Credits Lead Designers: Blake Cargill, Kevin Orduño Art Director: Kevin Orduño Design, Layout, and Illustration: Kevin Orduño Some Design and Illustration utilized AI at points but was edited from pure AI outputs by Kevin Orduño. AIs used: Stable Diffusion XL 0.9 by Stability AI; Stable Diffusion 1.5 by Runway, CompVis, and Stability AI AI Models Used: SDXL 0.9 Base by Stability AI; A-Zovya RPG Artist Tools V3 by Zovya; ReV Animated v1.2.2 by s6yx; DreamShaper 6.31 by Lykon; Lexica Aperature v3 by Lexica VAE’s Used: vae-ft-mse-840000-ema-pruned by Stability AI (uploaded by @multimodalart, managed by Patrick von Platen) Rules Development: Blake Cargill, Kevin Orduño, Thomas Burton Editing: Kevin Orduño Special Thanks to all of the people who playtested the class and also gave us their feedback. <3 You can support us by visiting kevinorduno.com/support. Contact us directly by emailing [email protected] or connecting with us on Discord (@Blurhy / User ID: 179007410013339648). Inspiration (Alphabetical Order): Bleach (anime/manga). Byakuya Kuchiki Castlevania series (anime/video game). Alucard Elden Ring (video game). Bell Hunters, Elemar of the Briar Fairy Tail series (anime/manga). Erza Fate series (anime/manga/video game). Angelica Ainsworth, Charlemagne, Chloe von Einzbern/Kuro, Emiya/Archer, Gilgamesh, Nagao Kagetora Final Fantasy series (video game). Exdeath, Noctis, Sages’ Nouliths, Vaan, Vayne Solidor Genshin Impact (video game). Keqing, Tartaglia, Xingqiu, Zhongli Guardians of the Galaxy (movie). Yondu Hollow Knight (video game). Galien, Markoth, Xero Honkai: Star Rail (video game). Pela, Yanqing Kingdom Hearts series (video game). Aqua, Sora, Ventus, Xaldin Knights of the Old Republic II (video game). Darth Traya League of Legends (video game). Irelia Naruto series (anime/manga/video game). Konan, Tenten RWBY series (animation/video game). Penny The Seven Deadly Sins (anime/manga). Gloxinia, King, Helbram Thor: Ragnarok (movie). Hela Totally Accurate Battle Simulator (video game). Swordcaster This work includes material taken from the System Reference Document 5.1 (“SRD 5.1”) by Wizards of the Coast LLC and available at https://dnd. wizards.com/resources/systems-reference-document. The SRD 5.1 is licensed under the Creative Commons Attribution 4.0 International License available at https://creativecommons.org/licenses/by/4.0/legalcode. ©2023 Kevin Orduño. All Rights Reserved. www.kevinorduno.com/support We dedicate this book to our gaming group—Abigail, Daron, Genesis, Luke, Parker, Teleia, and Thomas. This wouldn’t exist without you all, and we wouldn’t want it without you anyways. May our campaigns be long, our sessions filled with fun, and our stories transformative. And, of course, here’s to more natural 20’s! Based on the “Vanguard” class concept by Blake Cargill. THE VAN DOCKS’ ARSENAL OF ARMIGERS V0.9.2 beta launch - updated august 17, 2023 <link to original Google document> ON THE COVER The Van Dock twins—Seraphine, a cunning wizard, and Dalin, a charming armiger—arrive from their portal, ready to strike the creatures waiting for them on the other side with Dalin’s arsenal of bonded weapons.


Part 1: Introduction 9 Part 2: The Armiger 13 Part 3: Armiger Inheritances 21 Avowed Inheritance ............................................................................................................................................................................. 23 Caper Inheritance ....................................................................................................................................................................................27 Endurant Inheritance ....................................................................................................................................................................... 33 Harbor Inheritance .............................. 37 Lethe Inheritance ....................................................................................................................................................................................41 Outrider Inheritance ........................................................... 45 Osmose Inheritance .............................................................................................................................................................................. 49 Radiant Inheritance ............................. 53 Spartan Inheritance ........................................................... 57 Symmetric Inheritance ........................................................... 61 Temperament Inheritance .............................................................................................................................................................. 65 Vanguard Inheritance.............................. 69 Part 4: Other Character Options 73 Other Character Options (Preview) 74 Future Options & Content Plans 75 Appendix A: Similar Classes/Subclasses 76 Table of Contents


This page is intentionally left blank. CHANGELOG (v0.9 to v0.9.2) NEW CONTENT : • Final subclasses! (These’ll be the last subclasses for a while. 12 is plenty!) • Harbor Inheritance (subclass). Focused on turning their armory into a habitable demiplane and on invoking aspects of their armory into the world, harbors are a utility subclass that provides plenty of support for exploration and downtime. • Osmose Inheritance (subclass). Absorbers who can integrate their bonded weapons into their bodies and can even learn to absorb parts of other creatures. This shapeshifting subclass provides a lot of versatility for players who like options. • Temperament Inheritance (subclass). Powerful empaths, temperaments are psychic sponges that can funnel strong emotions into a rage-like state, but this can drain them. A high-risk/high-reward class with plenty of Insight-related utility! • All subclasses have a descriptions page with a d20 table for relevant character traits to help flesh out your armiger! :) • New Feats section with some new weapon manipulator-related feats! MODIFICATIONS/CHANGES: • The Armiger’s Armory feature is now an extradimensional plane (not a demiplane), and you can bring people into it for a limited time at 1st level. We also clarified the rules regarding what happens when you die and how the armory interacts with extradimensional items. (The ability to turn it into a demiplane is now a feature of the new Harbor Inheritance subclass and will also be an ability provided by a soon-to-be-developed magic artifact.) • While a weapon is bonded to you, you can now ignore the Heavy property. This made sense to us since you can control a heavy weapon with Telumkinesis anyways. May as well just ignore the property entirely. • We moved the ability to regain links from the 6th-level Greater Bonds feature to 2nd-level and made it its own proper feature called “Draw Power”. This significantly changes the armiger’s power level and resource management! • Renamed the 4th-level “Other Connections” to “Connection Style” and added the ability to swap out benefits every time you get an ASI - according to the new precedent from TCoE. • Due to the changes to the 1st-level Armiger’s Armory feature, the 14th-level Manifested Armory feature has been changed, too. It’s functionally the same but with some additional addendums and clarifications. • The Avowed’s “Better Together” feature has moved the ability to cast a cantrip as a bonus action after attacking into a link feature (called Spellweave) due to concerns that the BA cantrip was a little too much. • The Caper’s Unconventional Bonds feature now allows bonded improvised weapons to be thrown (20/60) when used in a Grand Strike to make up for their smaller damage dice. And the Caper can bond with an improvised weapon as an action once per long rest (instead of as a 1 Minute ritual). • The Caper’s Razzle-Dazzle link feature is now limited to a number of creatures equal to your Charisma modifier instead of all designated creatures within range. • The Spartan now gets proficiency in Tinker’s Tools and Woodcarver’s tools (both, not just one!), and we threw in expertise when using Smith’s tools. • The Spartan’s Modified Grand Flurry link feature has been buffed and clarified! • The Spartan’s “Power of the Bond” feature has been replaced with “Dedicated Fighter” which gives them a Fighter’s fighting style and a new link feature called One Powerful Blow. • The Spartan’s Break Through Immunity link feature has been replaced with the Tour De Force link feature that builds on synergies from the new One Powerful Blow link feature. CLARIFICATIONS/ERRATA: • Clarified that Bonded Weapons doesn’t take up an attunement slot but that you may attune to a weapon and bond to it simultaneously (if the weapon has the option for or requires attunement). OTHER: • We added Alucard from Castlevania to the inspiration list. • Countless typo’s and minor rewordings because art affects layout and vice-versa. C’est la vie. • ART, DESIGN, AND ILLUSTRATION IS NOT FINAL!


6 Van Docks’ Arsenal of Armigers Letters from the Creators F rom my earliest days as a boy, I would often find myself immersed in fantasies of becoming a heroic figure, a vanquisher of the kingdom of darkness. With a saber firmly gripped in my hand and an expanse of adversaries arrayed before me, I would methodically cut them down one by one, until the limits of my stamina were reached. It was only upon emerging from this reverie that I would realize my magnificent blade was but a simple stick, and my foes, nothing more than shrubs and undergrowth in the woods. Fantasy, I believed, was a realm where one could transcend any boundary, adopting the role of the desired hero. Yet, I could not have foreseen that my flights of imagination would evolve into captivating narratives that my friends would come to cherish and eagerly participate in. The wellspring of inspiration that perpetually guided me into the realm of fantasy was none other than the enchanting world of “The Lord of the Rings.” Each cinematic masterpiece became a siren’s call that enticed me to explore the tomes penned by the venerable J.R.R. Tolkien. The films stood as the zenith of cinematic artistry for me, while the books, in their essence, surpassed even that pinnacle. The dialogues between characters, a conduit for my imagination to materialize within the moment, emerged as the most cherished facet of the series. The desire to share this sense of wonder with my friends became an ambition I was compelled to pursue—a tale that unfurled seamlessly amidst the interplay of characters. The year 2017 marked my initiation into the art of Dungeon Mastering, and I was confronted with the intricate tapestry of intricacies and challenges that came with orchestrating the game. Yet, the awe that lit up my players’ faces as they delved into the world I wove, and the palpable wonder that accompanied my descriptions of imagined landscapes, lifted any weight that might have lingered upon the throne of the Dungeon Master. Few things rival my delight in observing my players piece together the narrative through their dialogues, grappling with the twists of circumstance, and above all, metamorphosing into the very heroes they had meticulously crafted for a wondrous chronicle. I am blessed with the remarkable individuals I have been given and would never take them for granted. Therefore, with heartfelt gratitude, I extend my thanks to Thomas, Luke, Daron, Teleia, Abby, Genesis, and Kevin—for transforming the tales born within my imagination into grander sagas than I had ever deemed conceivable. I am grateful to be your Dungeon Master and honored to be your friend. I also wish to express my profound appreciation to Matthew Mercer, whose artistry and creativity have been an immense source of inspiration on my Dungeon Mastering journey. Your dedication to storytelling and your skill in bringing characters and worlds to life have kindled my passion and guided me toward creating unforgettable experiences. Your impact on the realm of fantasy cannot be overstated, and for that, I am truly thankful. Furthermore, I extend my gratitude to you, dear reader, for venturing into the chronicles we have conjured, and I sincerely hope you find enjoyment within the stories that lie in wait, destined to be unveiled by the valiant Armiger. Here’s to a future punctuated by remarkable sessions and an abundance of those cherished Natural 20s. - Blake I believe the saying goes that you never know when inspiration will strike you. Whether you are merely idling at a coffee shop or joining a new D&D group after a chance encounter, inspiration sometimes knocks on your door when you least expect it. Of course, what really matters thereafter is what you do with it. Perhaps that’s also why some people tell us not to wait on inspiration, since inspiration is best handled by those prepared to use it? Still, I’m thankful for the inspiration that struck when I joined Blake’s adventuring group. It was serendipitous. I met one of the other players - Luke - at a mutual friend’s graduation party. Quickly, we both discovered that we were fellow TTRPG nerds. And even quicker, Luke invited me to join his group. (Coincidentally, they were losing one of their players anyways.) I hadn’t played a proper TTRPG session in about 1.5 years at that point, though I had never put down the hobby, so I accepted the invitation immediately. After joining "The Verdai", I mentioned how I loved homebrewing and game development, ever since I first started playing TTRPGs over 10 years ago when I was a sophomore in high school. (If you’re curious, Pathfinder 1e was my first system; though, I’ve played a number of other systems since then). Blake caught on to my remarks and asked if I’d be willing to look at a class concept that he called the "vanguard". I obliged. Inspiration knocked. And, the rest is history. The Armiger (previously known as the Vanguard) is a passion project of our’s. We novice developers are hoping to fill a niche not yet satisifed by the 5e canon - the weapon manipulator. But more than that, we’re also hoping to inspire readers, DMs, and players alike with the content herein. The armiger has been a huge inspiration to us, and we hope to share that with you! Going on, as the art director and designer of the book, I would be remiss not to make a disclaimer about the use of AI in this project. I have two day jobs - one as a performer and one as a designer. Both have been affected by the innovation of generative AI. As a SAG-AFTRA member and "tech nerd", I’m well-aware of the dangers and unethical possibilities of the technology, and I wholly stand by with artists, actors, performers, voice actors, and creators of all kinds who are worried about the future of our careers and of the industry. The choice to utilize AI in our project was not an easy one. However, after establishing some ground rules, such as not using pure AI outputs but editing/manipulating/overpainting them, we believed it was the most efficient way forward to supply visual content for this wonderful project. We aren’t able to work on this full-time, and neither of us is trying to make money with this (though we appreciate any monetary support that people are willing to donate). We are simply following our passions and seeing if hard work and dedication won’t make something amazing. Therefore, we chose to use AI for some of the design and illustration of the book because we can’t afford anything else financially-speaking. However, if this project leads to financial resourcing, we’d love to make the jump into hiring and commissioning real people. So, here’s hoping for that! Thank you for your time engaging with this work. It has been a labor of love, and I can’t wait to continue sharing it with all of you. You make this better, simply by reading, commenting, and sharing it! We can’t understate our appreciation! May your stories transform your worlds, your characters, and most importantly yourselves! - Kevin "Blurhy"


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PART 1: Introduction LOG #1 About ten years ago, while we play fought, my brother’s powers awakened. His wooden blade flew at me on its own and hit my cheek. And ever since that long time ago, he still has yet to control his powers... one day, perhaps. Are you never gonna get over this??? I’ve said I’m sorry countless times over the years! It only left a bruise, sister!! I didn’t even mean to do it!!! I’M. SORRY.


10 Van Docks’ Arsenal of Armigers The Van Dock Twins Wandering the land as freelance adventurers, the twins—Dalin and Seraphine Van Dock—have seen a lot. Prismatic dragons that defy normal classifications. The face of an unknown deity. They even witnessed adventurers save the realm from certain doom by stopping an apocalypse before it happened. (Of course, no one believes them because the world didn’t end.) Yet, despite everything they’ve experienced, what has stuck with them is a type of person they call an armiger—well, Seraphine calls them armigers; Dalin thought a better name was “swordlord” because of the rhyme. (He also claims that he gets majority vote on the name since he is an "swordlord". Fortunately, Seraphine is older by a few minutes and used her older sibling authority to choose the better name.) Able to manipulate weaponry through magic, telekinesis, psionics, or just force of will, swordlords boast a unique power that has fascinated the Van Docks. And so, the Van Docks have been putting together a formal dossier on their investigations into armigers. This is that document. Using This Document One of the most important parts of bringing a character concept to life in Dungeons & Dragons is the class (and subclass) you choose. Often, this is a difficult task that requires you to juggle multiple considerations—your personal vision, the effectiveness of the options, the party composition, house rules, restriced sourcebooks, etc. So, it can be frusturating when you can’t get a character built in a way that satisfies your concept, especially when it’s due to a lack of good options. Therefore, this document is hopefully a help in turning your concepts to reality by providing new options that fill a trope that we believe hasn’t been thoroughly covered—the bladedancer, swordmancer, weaponmage, telekinetic weapon manipulator, master of levitating blades. Whatever you want to call it, if you’ve ever wanted to sling a sword, this is for you. Notably, we’re not trying to provide "gish" options. Hybrid mage-fighters have been done the world over. Our focus is on weapon manipulaion, not spellcasting with a sword. The Armiger - New Class Contained in this document is a new class for Dungeons & Dragons fifth edition called the Armiger, the Scion of their Bonded Arsenal. The armiger controls weapons that they bond with through a special ritual known only to them. And though their weapon manipulation can exceed practiced telekinetics, this isn’t the only thing that sets armigers apart. Armigers are more than just weapon manipulators, they are connectors. Whether via magic, psionics, or just incredible empathy, armigers can form powerful bonds with things outside themselves that affect their abilities and mark them. Some armigers connect to salient things, like a particular entity or location, and other might bond with abstract concepts, like silence or joy. Regardless, all armigers are influenced by their connections to become truly unique characters. The armiger is detailed in Part 2 of this document. armigers Log #3 After the last group turned us away because of our past, we’ve assumed new identities to infiltrate a group of armigers known as the Verdai, so Dalin can hone his powers. They think we’re simple explorers for now. I hope Dalin finally learns to control his powers before they kick us out. Again. - S. I’m able to control my blades just fine... - “Doing Very Dandy” P.S. using your first initial is pointless if you’re still gonna write my real name. Unless you don’t care about my cover?! Do a codename like I did.


Van Docks’ Arsenal of Armigers 11 Armiger Inheritances - Subclasses As an armiger grows, they inevitably bond to something that becomes fundamental to their being. This thing—whether concept, ideal, object, place, or person is more than another connection; it influences the armiger and imparts them with unique abilities. As such, these special bonds are called “inheritances”, and though armigers of the same inheritance might share similarities in ability, each armiger may be bonded to something completely unique. Armiger inheritances are detailed in Part 3 of this document. Other Character Options (Preview) The armiger by themself may not satisfy every person’s execution for a weapon manipulator. We get that. Therefore, we’ve developed a number of other character and class options that might better suit your needs. From simple feats to entire subclasses, we’re optimistic that you’ll find something that works! A preview of four feats we’ve developed for weapon manipulator concepts is available in Part 4 of this document. Future Chapters & Content We’re not stopping at just a class, some subclasses, and a few feats. We have big plans for the future of this project that add so much more than just cool options. Some of the content will extend to cover spellcaster options, general adjustments to the canon 5e weapons, and more! Here’s a quick preview of the other parts: • Part 4: Other Character Options • Part 5: Seraphine’s Spellbook of Swordmagic • Part 6: Arsenal Armaments • Part 7: Armigers of the Realm • Part 8: Night at the Museum You can read more about our future plans by checking out page 75 of this document. Early ideas are detailed for the curious! Support the Project If you want to help us see all of this through, please consider supporting us by going to kevinorduno.com/support or by engaging with the project! Send us your comments, feedback, thoughts, and ideas; try out the armiger in real play and let us know how it goes; theorycraft the options in the book and try to break them; or simply, share the project with your friends and gaming groups. Thank you!


PART 2: The Armiger LOG #3 Dalin’s recently learned to bond to multiple swords at once. Mot only has it made him more of a competent fighter, it’s made him more inccorigible and irritating... Weird. I’ve also noticed that you’ve gotten more annoying ever since I got up to five swords at once. Hmm... Sister, are you jealous?


14 Van Docks’ Arsenal of Armigers Armiger The wealthy weapon collector raises his eyebrow at the oncoming highwaymen. They assumed he was unarmed, and while the collector had no weapon on his person, he wasn’t without them. As his golden weapons begin to shoot out from golden portals, the collector relaxes into the seat of his carriage, comfortable knowing that the bandits would soon be dealt with. The charming dancer pleases the audience with her impressive ax juggling, but the audience is completely beguiled when the glowing axes suddenly disappear into thin air. That is, except for the dancer’s quarry in the front row, who suddenly feels a blade in his torso. Bounties paid more than show business anyways. The elven commander was a legend among their troops. They were known for having lost both hands in battle, yes, but they were even more well-known for being able to control their vast collection of weapons with subtle movements of their body. The saying went that so long as their commander could move their eyes, the army would remain undefeated. Armigers are manipulators of weapons in a way that no one else is. Able to control weapons via the connections they create with their arsenals, armigers aren’t just defined by their unique power or by their incredible presence, but by their bonds. An Arsenal of Bonds An armiger’s arsenal is everything to them. Made up of their bonded weapons and extraplanar armory, armigers connect to these things to manipulate them with deftness that exceeds simple telekinesis, magic, and psionics. But an armiger’s arsenal isn’t a mere tool to them—its an extension of themselves. Evolving and growing as they do, an arsenal reflects the nature of its armiger in appearance, ability, and more. An armiger’s power is more than their arsenals, however. Armigers are charismatic figures with strong forces of personality. The armiger’s charisma comes from the fact that their powers are based on their ability to bond. Whether with weapons or with people, armigers are especially apt at connecting with things outside of themselves, though this doesn’t mean all armigers are likable. Regardless, all armigers are a force to be reckoned with, whether due to the power of their personality or the power of their arsenals. For Their Bonds As much as armigers create and use their bonds, they are also beholden to them and influenced by them in powerful ways. Without their bonds, an armiger’s abilities suffer, and as many armigers secretly fear, they are nothing without them. As such, armigers are almost always adventurers. Whether for gods, kingdoms, organizations, ideologies, or loved ones, armigers undertake all manner of quests to strengthen their bonds and grow new ones along the way. In doing so, an armiger grows, too. So, even solitary armigers might keep a pet, and even a malevolent armiger might keep a retinue or close rival. Codename: Child Prodigy An intimidation tactic? Benoni Taneem. Radiant armiger. Apparates swords by pulling them out of his chest.


Van Docks’ Arsenal of Armigers 15 Creating an Armiger As you create an armiger, consider your armiger’s bonds. These could be people, places, things, or ideas. How and why does your armiger connect to these things? How might these bonds affect how your armiger abilities appear or are used? It is also important to think about how your armiger developed their abilities and how that affects future growth. Do they come from a line of armigers, receiving tutelage from the family’s court? Were they a smith’s child whose latent power was awakened when they received their parent’s heirloom? Perhaps they gained their abilities later in life when a sentient weapon unlocked something inside them? Finally, ponder your armiger’s arsenal (their bonded weapons and armory). Do they prefer a certain type of weapon? Do their bonded weapons take on a specific appearance? What does their armory look like and why? When your armiger gets links, what do these links appear as—Tattoos? Meaningful figurines? Floating halos of power? Quick Build You can make an armiger quickly by following these suggestions. First, Charisma should be your highest ability score, followed by Dexterity. Second, choose the courtier, entertainer, knight, or noble background. Class Features As an armiger, you gain the following class features. Hit Points Hit Dice: 1d8 per armiger level Hit Points at 1st Level: 8 + your Constitution modifier Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per armiger level after 1st Proficiencies Armor: Light armor, medium armor, shields Weapons: Simple weapons, martial weapons Tools: Smith’s tools Saving Throws: Dexterity, Charisma Skills: Choose three from Acrobatics, Athletics, Arcana, Deception, Insight, Intimidation, Perception, Persuasion, or Sleight of Hand Equipment You start with the following equipment, in addition to the equipment granted by your background: • (a) scale mail or (b) leather armor • (a) two shortswords or (b) two simple weapons • (a) a diplomat’s pack or (b) an explorer’s pack Alternatively, you may start with 5d4 × 10 gp to buy your own equipment. Multiclassing Ability Score Minimum: Dexterity 13, Charisma 13 Proficiencies. When you gain a level in a class other than your first, you gain only some of that class’s starting proficiencies. Armor: Light armor, medium armor, shields Weapons: Simple weapons, martial weapons Th e Level Proficiency Bonus Links Features 1st +2 — Armiger’s Armory, Bonded Weapons, Telumkinesis 2nd +2 2 Grand Strike, Links, Refocus 3rd +2 3 Armiger Inheritance 4th +2 4 Ability Score Improvement, Connection Style 5th +3 5 Extra Attack 6th +3 6 Greater Bonds, Greater Weapon Manipulation 7th +3 7 Grand Strike Improvement, Inheritance Feature 8th +3 8 Ability Score Improvement 9th +4 9 Preternatural Connection 10th +4 10 Exalted Rearguard 11th +4 11 Inheritance Feature 12th +4 12 Ability Score Improvement 13th +5 13 Superior Bonds, Superior Weapon Manipulation 14th +5 14 Manifested Armory 15th +5 15 Inheritance Feature 16th +5 16 Ability Score Improvement, Whirling Might 17th +6 17 Sovereign Influence 18th +6 18 Inheritance Feature 19th +6 19 Ability Score Improvement 20th +6 20 Bonded Scion Swordlord Unlimited Blade Worker Telumkinetic Magus Gish Swordslinger Weaponmage Edgelord? SpellswNo.


16 Van Docks’ Arsenal of Armigers Armiger’s Armory Starting at 1st level, you connect with a magical, extradimensional space known as your armiger’s armory. The armory is made up of a number of 20-foot cubes equal to your armiger level and grows with you. You can create any floor plan, and the armory is furnished and decorated as you choose. Anything created by the armory immediately vanishes if removed from it. As a bonus action, you may transfer one bonded weapon in your possession to your armory or summon it from your armory. (Bonded weapons are described in the following Bonded Weapons feature.) Also, as an action, you may store a single unattended item or piece of equipment that you touch. You can summon the stored object to your hand or an adjacent space as an action. Each item cannot be larger than a 5-foot cube, and you can only store a number of items equal to your Charisma modifier. You cannot bring any extradimensional items—such as a bag of holding—into the armory. Any attempts at this result in the item immediately shunting into the nearest unoccupied space outside the armory. Once per long rest, as a 1 Minute ritual, you can bring yourself and up to a number of creatures you touch equal to your Charisma modifier into your armory for 1 Hour. Creatures (including yourself) exit the armory early by using a bonus action to leave or if they die. If you leave, all other creatures inside leave with you. When exiting, you appear in the space you teleported from or the nearest unoccupied space. If you die, your armory ceases to exist, and objects stored inside spill out into the unoccupied spaces closest to you. Using the armory and any features that use the armory are considered magical and extradimensional effects. Bonded Weapons At 1st level, you may conduct a 1 Hour ritual to bond with any melee weapon you are proficient with. This ritual takes 1 Hour to perform and can be done over the course of a rest. During the ritual, you must touch the weapon. If the weapon allows or requires attunement, you may choose to attune to it during this ritual so long as you have the attunement slots. You can not bond with artifacts or natural weapons with this feature. While the weapon is bonded to you, you may use it for your other armiger features and ignore the heavy property. The bonded weapon also takes on any superficial changes you desire. These changes are aesthetic and do not affect functionality. As a bonus action, a bonded weapon can be summoned into your possession—to your person, to a hovering position, or to your armory—as long as it is within 30 feet of you or in your armory. If a bonded weapon is in the possession of another creature when you try to summon it, the creature may make a contested Charisma check to resist the summoning. If the creature succeeds, the weapon remains with the creature. A bonded weapon loses its bond with you if it is removed from your possession for 1 Hour. Bonded weapons in your armory do not count as being removed from your possession. You may only bond with a number of weapons equal to your Charisma modifier (minimum 1 weapon). If you try to bond with a weapon beyond your max, it fails. With an action, you can remove the bond on a bonded weapon you touch. Telumkinesis Also at 1st level, as an action, you can harmlessly manipulate any bonded weapons within 30 feet of you. You can stow, retrieve, and exert fine control over your bonded weapons. Also, choose Dexterity or Charisma. Once you make this choice you cannot change it. You may add that ability modifier on any saves or ability checks to resist having a bonded weapon disarmed, stolen, or otherwise taken from your possession. You can also use your Telumkinesis to cause bonded weapons to hover harmlessly around you. While hovering, the weapon stays within 5 feet (remaining in your space) and continues to count as being in your possession. You can use Telumkinesis on any number of bonded weapons at one time and can manipulate multiple bonded weapons with one action. For An Armiger, What Counts as Having a Bonded Weapon in Their Possession? A bonded weapon is considered to be in an armiger’s possession if it is on their person (carried, stowed, wielded, or worn), hovering around the armiger as per the Telumkinesis feature, or if it is in the armiger’s armory. ARLEVA Codename: Dance-of-Death Avowed Armiger, dances! YES Do they need codenames?


Van Docks’ Arsenal of Armigers 17 Grand Strike At 2nd level, you can strike with a bonded weapon in your possession using telumkinesis or armory portals. Choose Dexterity or Charisma. You cannot change this choice. You gain a new attack option that you can use with the Attack action. This special attack is a weapon attack using one bonded weapon in your possession. This special attack has a range of thrown (15/30), but it counts as a melee weapon attack not a ranged weapon attack. You are proficient with it, and it uses the chosen ability for the attack and damage rolls. Otherwise, the attack uses the bonded weapon’s normal dice, features, and properties (except the heavy property, per Bonded Weapons). When a bonded weapon is used for a Grand Strike, it lands on the square of the creature you attacked. As such, you may only use a bonded weapon once per Grand Strike since it does not automatically return to your possession. Links Starting at 2nd level, your bonds appear on or around your person as a resource called links. You have a number of links equal to your armiger level, as shown in the Links column of the Armiger table. You can expend links to fuel various link features. You start knowing five link features: Grand Flurry, Empowered Return, Reveal Arsenal, Warding Arsenal, and Weapon Whirl. You learn more link features as you gain levels in this class. When you expend a link, it is unavailable until you finish a long rest, at the end of which you draw from your bonds to recharge your links. Some link features allow you to cast spells with your links. Such link features use your Charisma as your spellcasting ability, and spells cast as a link feature do not require material components. Some of your link features require your target to make a saving throw to resist the feature’s effects. The saving throw DC is calculated as follows: Link save DC = 8 + your proficiency bonus + your Charisma modifier Grand Flurry (1 Link) As a bonus action during a Grand Strike, you can expend 1 link to make one additional attack as part of that Grand Strike. Empowered Return (1 Link) As an action, you can expend 1 link to return any number of bonded weapons into your possession as long as they are within 60 feet of you. You may choose to return each bonded weapon to your person, a hovering position, or your armory. Reveal Arsenal (1 Link) As an action, you can expend 1 link to summon any number of bonded weapons in your armory. You may choose to summon each bonded weapon to your person or to a hovering position. Warding Arsenal (1 Link) As a reaction when an attack roll is made against you, you can expend 1 link to gain a bonus to your AC equal to your Charisma modifier against the triggering attack. Weapon Whirl (1+ Links) As an action, you can expend 1 or more links to strike all adjacent creatures with your arsenal. All creatures within 5 feet of you must succeed on a Dexterity saving throw or take 1d6 bludgeoning, piercing, or slashing damage (your choice). For each additional link expended, the damage increases by 1d6. Draw Power Finally, at 2nd level, you can use an action to draw from your bonds and connections. You regain a number of links equal to your Charisma modifier. You cannot exceed your max links. You may use this feature a number of times per day equal to your proficiency bonus. Armiger Inheritance At 3rd level, you form a particular and powerful connection, receiving the title and abilities of an Armiger Inheritance. Your inheritance grants you features at 3rd level and again at 7th, 11th, 15th, and 18th level. Ability Score Improvement 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. Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead. Connection Style Also at 4th level, you manifest unique powers according to the distinct connections you maintain. Choose 1 of the following options. Whenever you reach a level in this class that grants the Ability Score Improvement feature, you may replace the chosen option with another option. • Animal Whisperer. You connect with beasts. You gain proficiency in Animal Handling and can cast Speak with Animals at will. Charisma is your spellcasting ability. • Armiger’s Herald. You’ve bonded to a spirit. You can cast Find Familiar as a ritual. Charisma is your spellcasting ability. • Golden Tongue. You can make anyone your friend, if just for a moment. You learn the Friends cantrip and can cast Charm Person as a ritual spell by interacting with or engaging in conversation with your target for 10 Minutes. Charisma is your spellcasting ability. • Insentient Speaker. Given time, you can talk with just about anything. Once per long rest, you can cast Speak with Dead or Speak with Plants as a ritual spell without expending material components. Charisma is your spellcasting ability. Once you’ve cast one of the spells in this way, you cannot cast the other until you rest. • People Sense. Your hunches about a person are rarely wrong. Whenever you make an Wisdom (Insight) check, you may choose to use Charisma as your ability score for the check instead of Wisdom. • Social Acumen. Your social skills are immaculate. Choose 1 from Deception, Intimidation, Persuasion. You gain proficiency in the chosen skill. If you already have proficiency, you gain expertise instead—your proficiency bonus is doubled for any ability check you make that uses the skill. • Uncanny Linguist. Communication barriers are just speedbumps. You learn the Message cantrip and can cast Comprehend Languages at will without expending material components. Charisma is your spellcasting ability.


18 Van Docks’ Arsenal of Armigers Extra Attack Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. This extra attack can be used with the Grand Strike feature, allowing you to make two Grand Strikes with one Attack action. Greater Bonds At 6th level, the growing power of your bonds unlocks new abilities. You know the location and direction to any bonded weapon as long as it is on the same plane of existence as you. Additionally, your attacks with your bonded weapons and link features count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage. Greater Weapon Manipulation Also at 6th level, your growing connection to your arsenal lets you manipulate your bonded weapons in greater ways. You learn the Weapon Barrage link feature. Weapon Barrage (2+ Links) As an action, you can expend 2 or more links to conjure a torrent of weapons in a 30-foot cone or 60-foot line. Each creature in the area must make a Dexterity saving throw. A creature takes 3d6 bludgeoning, piercing, or slashing damage (your choice) on a failed save, or half as much damage on a successful one. For each additional link expended beyond 2, the damage increases by 1d6. Grand Strike Improvement Beginning at 7th level, after a long rest, you may choose one of the following improvements to your Grand Strike: • Distant Strike. During a Grand Strike, you may launch bonded melee weapons up to a range of thrown (30/45) instead of thrown (15/30). • Impossible Strike. During a Grand Strike, you ignore half cover and treat three-quarters cover as half cover instead. • Returning Strike. Immediately after a Grand Strike, you can choose to have any of the bonded weapons used in the strike automatically return to your possession—whether that is to your person, a hovering position, or your armory. Preternatural Connection At 9th level, your arsenal acts quicker than you can command. Once per long rest, you can cast a link feature that requires an action with a bonus action instead. Exalted Rearguard Beginning at 10th level, your arsenal defends you automatically. When you take the Dodge action, you add your Charisma modifier to your AC until the start of your next turn. Additionally, Warding Arsenal now lasts until the start of your next turn instead of just against the triggering attack. Superior Bonds At 13th level, you can now bond with a number of weapons equal to your armiger level. You also gain an additional attunement slot that you can only use to attune to a weapon. Superior Weapon Manipulation Also at 13th level, you can use Telumkinesis on any weapons in range that are not being worn or carried by another creature. Additionally, you learn the following link features. Animate Weapons (4 Links) As an action, you can expend 4 links to animate up to 5 weapons within 30 feet of you that are not being worn or carried by another creature. Each weapon animates and becomes like a Flying Sword under your control until the effect is ended or the weapon is reduced to 0 hit points. An animated weapon has the stats of a Flying Sword except it uses its original damage dice and damage type, and it adds your Charisma modifier to its attack and damage rolls. The animated weapons share a turn and go immediately after your turn in the initiative order. As a bonus action, you can mentally command any or all animated weapons. You decide what action the animated weapons will take and where they will move on their turn. You can issue a general command, such as to guard a particular corridor. If you issue no commands, an animated weapon only defends itself against hostile creatures. Once given an order, animated weapons follow it until the task is complete. This feature requires concentration to maintain, and you can only maintain it for up to 1 Minute. Armiger’s Arena (4 Links) As an action, you can expend 4 links to create a spherical barrier of blades centered on you. The sphere can be up to 30 feet in radius. Its wall is 5 feet thick and counts as difficult terrain in its space. When a creature enters the barrier wall for the first time on its turn or starts its turn there, the creature must make a Dexterity saving throw. On a failed save, the creature takes 4d6 bludgeoning, piercing, or slashing damage (your choice) or half as much on a successful save. This feature requires concentration to maintain, and you can only maintain it for up to 1 Minute.


Van Docks’ Arsenal of Armigers 19 Manifested Armory Starting at 14th level, you can now store any number of items in your armory so long as they fit. Also, you learn the Manifest Armory link feature. Manifest Armory (5 Links) As an action, you can expend 5 links to open a magical portal to your armory for 24 hours. Your portal appears in an unoccupied space you choose within 30 feet of you. The portal’s appearance is up to you, but it fills the space of a 5-foot cube. You and any creatures you designate can freely use the portal. While the portal remains open, creatures are not shunted out of your armory if you leave it, but they are shunted out if the portal closes. The portal can be dismissed early by you as a bonus action. The portal can also be dispelled as if it was a 5th-level spell. If you are inside your armory when the portal is dismissed, you and any other creatures inside are harmlessly shunted into unoccupied spaces closest to where the portal was. You cannot have more than one portal at a time. If you use this feature while a portal is already active, the old portal dissipates automatically. Whirling Might At 16th level, you can unleash the full onslaught of your arsenal. When you use the Grand Flurry link feature, you may expend an additional link to make another additional Grand Strike attack as part of that same Grand Strike. Additionally, you learn the Glorious Maelstrom link feature. Glorious Maelstrom (5+ Links) As an action, you can expend 5 or more links to unleash the entirety of your arsenal’s power into a single area. You designate a 30-foot cube within 60 feet of you. A massive portal opens in the point you designate, unleashing a torrent of weapons upon those in the area. All hostile creatures in the cube must make a Dexterity saving throw. A creature takes 6d8 bludgeoning, piercing, or slashing damage (your choice) on a failed save, or half as much damage on a successful one. For each additional link expended beyond 5, the damage increases by 2d8. Sovereign Influence Beginning at 17th level, whenever you make any Charisma check, you may choose to count any roll less than 10 as 10. You can’t use this feature on attack rolls. Bonded Scion At 20th level, you gain an additional attunement slot that you can only use to attune to a weapon, and you gain the benefits of all 3 Grand Strike improvements at once. Finally, you can bond to an unlimited number of weapons. Smells fishy. Codename: Sharktooth Slardar Yon Ulidath Endurant Armiger. Reknowned fisherman. Links are magic bubbles?


PART 3: Armiger Inheritances LOG #10 Armigers are metaphysical conduits in a feedback loop. Their strongest connections influence them and grant them their abilities, so then, they strengthen those connections to grow in power. So on and so forth. “We are defined by our connection until we become what we connect to.” - My newest mentor


Arzana: Avowed Armiger. An “evangelist” for their nefarious temple. Despite appearances, they are not a holy knight. They are an executioner. Codename: Fallen Angel


Van Docks’ Arsenal of Armigers 23 Traits for an Avowed Avowed armigers are made unique by the nature of their vow. Each armiger may be bound to a different agreement with a different entity for different reasons, and it is in these specifities that one avowed armiger really stands out from another avowed. Consider adding one or more of these traits when creating an armiger of this inheritance or as you advance in its ranks. Avowed Inheritance Avowed armigers wield power they could never have earned on their own. Perhaps this power was earned when their ancestors made a deal with a devil, or maybe your armiger has been granted power so long as they maintain service to a deity or organization. Whether blessing, curse, or something else, avoweds connect to the pacts and vows that source their power. The arsenals of avoweds tend to reflect their loyalties. An avowed with ties to devils may have their armory appear as a smoldering study with ebon bonded weapons crackling with hellfire; their links may appear as contracts tied around their waist. On the other hand, an avowed sworn to protect a village may have an armory that mimics a well-known landmark, their bonded weapons may look like local relics, and their links could appear as animated folktales tattooed on their body. My temple has asked for your death. Don’t take it personally. — Lady Hecate, templar of the Crimson Way d20 Avowed Relationships to their Patron, Oath, or Vow 1 Zealous. You are unwaveringly loyal to your patron, oath, or vow, and will go to great lengths to fulfill your obligations even if it puts you at odds or in danger. 2 Haunted. You are haunted by visions, dreams, or memories associated with your patron, oath, or vow, which serve as a constant reminder of your commitment. 3 Watchful. You maintain constant vigilance to secret messages from your patron, oath,or vow, always on the lookout for signs, omens, or threats. Others might call you superstitious or paranoid for reading into everything, but you just think you’re vigilant. 4 Marked. There is a physical or visible mark on your body that symbolizes your connection to your patron, oath, or vow, making you easily identifiable to others. When you disobey, the mark burns. 5 Unsure. You believe that your patron, oath, or vow has orchestrated a great plan for you, but you aren’t sure what it is, causing you to constantly seek out help or prophecies that guide your actions. 6 Vengeful. You took your patron, oath, or vow as a way to empower yourself for some greater vengenace or payback. It’s all a means to an end. Perhaps your last act of vengeance will be to destroy the source of your powers. 7 Given. You were given to your patron, oath, or vow by someone else (and often at a young age). You didn’t have a choice. This might bug you or not, since you don’t really remember life before from your patron, oath, or vow anyways. 8 Penant. You’ve previously broken an agreement with a patron, oath, or vow and now you seek redemption or a new purpose to regain what you’ve lost. Your current patron, oath, or vow could be the same one as before, or it could be a new one entirely. 9 Powerhungry. You feel your connection is holding back on you and are constantly seeking ways to curry favor and increase your abilities. But, you also fear the day you might lose all the power you’ve worked so hard to gain. You won’t let that happen. 10 Tormented. Your patron, oath, or vow is a constant burden, and you often find yourself plauged with doubt, guilt, or inner turmoil. You may even be looking for a way to break your agreement—perhaps through death? Or perhaps not even death can free you? 11 Geasbound. Your are under a magical geas or binding that forces you to fulfill your obligations to your patron, oath, or vow, and failure to do so comes with dire consequences. 12 Leveraged. You are compelled to stay true to your patron, oath, or vow because of what would happen if you didn’t. Perhaps the leverage against you is a terrible secret you can’t let people know about, a loved one held as hostage, or something else. 13 Enigmatic. For whatever reason, you keep your connection a secret, and you purposefully try to keep the true source of your powers hidden from others. Maybe this secrecy is demanded of you or maybe it’s for your own safety? 14 Vessel. Your patron, oath, or vow has branded you a vessel. Your presence and force of personality are otherworldly, and people often mistake you for some kind of divine being. Or maybe people just see what you are becoming? 15 Remnant. You used to belong to an organization devoted to your patron, oath, or vow, but now you are the only one left to finish the work that was started. 16 Curious. You committed to your patron, oath, or vow out of a deep desire to unravel its mysteries, but your endless curiosity often puts you in dangerous situations. Curiosity killed the cat, but hopefully, satisfaction will bring it back. 17 Heretic. You were kicked out from a previous organization or institution because of your unorthodox connection to your patron, oath, or vow. You may not have their support anymore, but you still have your commitments. 18 Ancestral. You are from a long line of people who have upheld the connection to your patron, oath, or vow, and you bear the weight of familial expectations when it comes to fulfilling your end of the deal. 19 Fluke. You developed your connection and commitments by some kind of accident. Maybe a friend messed up the runic sigil that was used to invoke the patron, oath, or vow... or maybe it wasn’t an accident after all? 20 Indebted. You took your patron, oath, or vow in a moment of need. Time passed, and nothing happened. So, you didn’t think it was a big deal. That is, until the time came to fulfill your end of the agreement.


24 Van Docks’ Arsenal of Armigers Avowed Features Sworn When you gain this subclass, you swear yourself to something or someone, and should you fall short, the consequences could be dire. Choose Warlock Patron or Paladin Oath. Once you make this choice you cannot change it. If you choose Warlock Patron, choose a patron from the Warlock class’ Otherworldly Patron feature. You have struck a bargain with them and must maintain your end of the deal. If you choose Paladin Oath, choose an oath from the Paladin class’ Sacred Oath feature (except for Oathbreaker). You have bound yourself to this oath and must adhere to its tenets. If you lose connection with your patron or break the tenets of your oath, you lose all features from this subclass (including Covenant Magic) until your connection is restored through the requisite atonement that is demanded of you. Alternatively, you may work with your DM to create some other kind of suitable loyalty, agreement, or deal for the purposes of this subclass. AAvowowe d AArmi rmig e rr Armiger Level Subclass Features Cantrips Known Spells Known Spell Slots Slot Level 3rd Sworn, Covenant Magic 1 1* 1 2nd* 4th — 1 1 2 2nd 5th — 1 2 2 3rd 6th — 1 2 2 3rd 7th Better Together 1 3 2 4th 8th — 1 3 2 4th 9th — 1 4 2 5th 10th — 1 4 2 5th 11th Unwavering Loyalty 1 5 2 5th 12th — 2 5 2 5th 13th — 2 6 2 5th 14th — 2 6 2 5th 15th Master-Slave 2 7 2 5th 16th — 2 7 2 5th 17th — 2 8 2 5th 18th Eternal Vow 2 8 2 5th 19th — 2 9 2 5th 20th — 2 9 2 5th Log #43 S. is making me write this log because she’s having to heal up after the fight. Our mark was as difficult to take down, but a sword through the heart did it. - “Daringly Valiant Danger” Log #42 It was the strangest thing to see our mark in action. You could swear he was a practitioner of dark arts, not an armiger. Yet, he launched his infernal daggers as quick as he launched his infernal magic. I look forward to collecting this bounty. - “So Very Delighted”


Van Docks’ Arsenal of Armigers 25 Covenant Magic Your vows give you covenant magic. At 3rd level, choose the paladin spell list or warlock spell list. All spells gained from this subclass feature must be from the spell list you choose. Once you make this choice you cannot change it. Covenant Magic counts as Pact Magic for any features or options that require Pact Magic. Cantrips. You know one cantrip of your choice from either the cleric (if you chose paladin spell list) or warlock spell list, in accordance to the spell list you chose when you gained this feature. You learn an additional cleric or warlock cantrip of your choice at 11th level, as shown in the Cantrips Known column of the Avowed Armiger table. Spell Slots. The Avowed Armiger table shows how many spell slots you have to cast your paladin or warlock spells of 1st through 5th level. The table also shows what the level of those slots is; all of your spell slots are the same level. To cast one of your paladin or warlock spells of 1st level or higher, you must expend a spell slot. You regain all expended spell slots when you finish a short or long rest. For example, at 3rd level when you choose this subclass, you have one 2nd-level spell slot. To cast the 1st-level spell Protection from Evil and Good, you must spend the slot, and you cast it as a 2nd-level spell. Spells Known of 1st Level and Higher.* At 3rd level, you know one 1st-level spell of your choice from the paladin or warlock spell list. (Though you have 2nd-level spell slots, you start knowing a 1st-level spell when you gain this subclass.) The Spells Known column of the Avowed Armiger table shows when you learn more paladin or warlock spells of your choice. Each of these spells must be of a level for which you have spell slots. For instance, when you reach 7th level in this class, you can learn one new spell of 3rd or 4th level. Additionally, when you gain a level in this class, you can choose one of the paladin or warlock spells you know and replace it with another spell from the same spell list, which also must be of a level for which you have spell slots. Spellcasting Ability. Charisma is your spellcasting ability for your spells from this subclass, since your power derives from the strength of your connections. In addition, you use your Charisma modifier when setting the saving throw DC for a paladin or warlock spell you cast from this subclass and when making an attack roll with one. Spell save DC = 8 + your proficiency bonus + your Charisma modifier Spell attack modifier = your proficiency bonus + your Charisma modifier Spellcasting Focus. You can use your bonded weapons, a holy symbol, or an arcane focus as a spellcasting focus for your spells from this subclass. Better Together The power granted to you by your covenants boosts your other armiger abilities. At 7th level, you learn the following link features. Spellweave (2 Links) Immediately after you take the Attack action on your turn, you can expend 2 links to cast a cantrip as a bonus action. Subcontract (2 Links) As an action, you can expend 2 links to bond with a willing ally within 30 feet of you. You can use your armiger features (including the spells from this subclass) as though you were in the bonded ally’s space, but you must use your own senses. This bond lasts for 1 Minute. Unwavering Loyalty Others have difficulty swaying you, and you can turn the tables on anyone who tries. Choose charmed or frightened. At 11th level, you are immune to that condition. Additionally, you learn the Rebuke link feature. Rebuke (3 Links) As a reaction when a creature tries to charm or frighten you, you can expend 3 links to attempt to turn the effect against that creature. The creature must succeed on a Charisma saving throw or be charmed or frightened of you (your choice) until the end of your next turn. Vow Maker You can enact your own binding agreements. At 15th level, you can use your Subcontract link feature on any creature. Any unwilling targets may make a Charisma saving throw to resist the effect. Additionally, you learn the Enact Vow link feature. Enact Vow (5 Links) You can expend 5 links and 1 Minute to cast Geas without expending spell slots. Eternal Service You have already given your life for your covenants, and now, not even death can break your commitments. At 18th level, should you die, you may make a DC 25 Charisma saving throw at the time of death. If the save succeeds, your devotion calls you back from death and you resurrect in 1d20 days, as True Resurrection. You resurrect in an unoccupied space within 5 feet of your corpse, or the nearest appropriate space. Additionally, you learn the Until the Vow is Fulfilled link feature. Until the Vow is Fulfilled (1+ Links) As a reaction when you are reduced to 0 hit points but not killed outright, you may expend 1 or more links to instantaneously H heal yourself for an amount of HP equal to 1d8 per link spent. ow Does Covenant Magic Interact with Pact Magic when Multiclassing? When multiclassing with classes or subclasses that provide Covenant Magic or Pact Magic we recommend the following: The multiclasser cumulatively adds the Cantrips Known, Spells Known, and Spell Slots from relevant sources. Meanwhile, Slot Levels progress as an equivalent level Warlock, so you simply use your cumulative level from Covenant Magic or Pact Magic sources for your Slot Level. Class or subclass options that are not a source for Covenant Magic or Pact Magic do not get added.


EMA MAILAY - Codename: Ace Caper Armiger. Rumor has it she’s actually a dragon in disguse, but so far we have yet to find any evidence.


Van Docks’ Arsenal of Armigers 27 Traits for a Caper Capers armigers are performative characters, and it is how they perform that can make one differ from the other. It doesn’t matter as much whether one wields cards and another uses spoons for weapons, what really makes a caper distinct is their stylistic flair. Consider adding one or more of these quirks and flairs when creating an armiger of this inheritance or as you advance in its ranks. Caper Inheritance Few people expect to be struck by a playing card, a tankard, or a coin, and fewer expect it to hurt like it does when used by a caper armiger. Capers are cunning, and they tend to eschew what other armigers consider convention to bond with almost anything. Often capricious and charming, capers might moonlight as carnival performers, con men, or acrobats. Capers’ oft changing arsenals reflect their improvisational nature. Armories might look like a marble amphitheater one day, a gaudy caravan the next, and a grand ballroom the following day. Their bonded weapons might seem more like fashion accessories than weapons. And, a single caper’s links can run the whole gamut from hard-to-notice to loud-and-obvious over the course of a day. Here: you use that sword, and I’ll use this napkin. Let’s see who wins. — Lucky Lyle, regular tavern brawler d20 Caper Quirks and Flairs 1 Stage Persona. You have a distinct persona that you adopt at specific times. Perhaps you assume a vigilante character when adventuring, or you put on a flamboyant mask when you enter combat. You may have one or many different personas. 2 Dramatic Flourish. You have a tendency of adding extra gestures, poses, or vocal inflections to your every ection, making even simple tasks seem like performances. 3 Fancy Speech. You speak in a specific and unusual way. Perhaps you use antiquated language, speak in flowery metaphors, or even have every other sentence rhyme. Regardless, your speech is peculiar, distinct. and often an easy way to identify you. 4 Stage Fright. Despite your flair and showmanship, you suffer bouts of anxiety and nervousness anytime you are about to perform or take attention, which only subsides once you finally step into the spotlight. 5 Superstitious Rituals. You have elaborate rituals and prepartions that must be done or else you feel “off” and have trouble doing whatever you aim to do. It could be a specific warm-up routine, necessary meditation, or a personal mantra you always recite. 6 Perfectionist. You have an obsessive drive for perfection, constantly critiquing your own performance, seeking to improve, practicing, and exploring new techniques—even if it means pushing yourself to the brink of exhaustion. 7 Personal Style. You have a distinct fashion sense that you rarely deviate from. Whether your personal costuming is flamboyant or subdued, others can recognize you simply by what you wear. 8 Monologuer. You’re prone to break into impromptu monologues or soliloquies, even in everyday situations, much to the confusion, amusement, or annoyance of those around you. 9 Peoplewatcher. You are fascinated with observing the behaviors and expressions of people around you, often mimicking them and adopting their accents, mannerisms, or physicalities. 10 Move Announcer. You think its better when things have names, so you often announce your moves just before doing them. These names could be straightforward (“surprise attack!”) or convoluted (“secret technique: surprise’s sudden striking sword slash”). 11 All about Appearances. You are known for your immaculate appearance, and your meticulous grooming to maintain your appearance borders on neurotic (even psychotic!). People might fear your reaction should you ever be dirtied or soiled. 12 Nemesis Dependent. A hero is only as good as their nemesis, so you’ve worked to develop at least one meaningful rivalry. If you don’t have at least one rival working to thwart you, you don’t know what you’d do. 13 Legend-in-the-Making. You want your life to be remembered long after your death, and that is why you actively try to be the stuff of legends. Unfortunately, it also means you’d rather do unnecessary heroics or dangerous stunts than act mindfully. 14 New Life. Your early life was simple, drab, and dull, and perhaps that is why you now drool at the thought of living a life of excitement. Whether you miss the old life or are glad its over, people who used to know you would be shocked to see you now. 15 Prankster. You enjoy playing silly antics and theatrical pranks to add an element of drama and surprise to the lives of people around you. And, most of the time, your pranks are safe and good-natured... mostly... 16 Protagonist Syndrome. You are the main character of your own story. And to the chagrin of those around you, you are also the main character of their stories, too. 17 Under Their Shadow. At least one of your parents was well-known, respected, and maybe even a celebrity. Hoping to get out from under their shadow, you have a complex about being compared to them. You will be known for who you are, not for whose you are. 18 Ironically Terrible. Despite your delusions of grandeur, your actual artistic abilities are embarassing at best. But, that still doesn’t stop you from giving it your all. 19 Lost Self. You’re so used to fake identities and playing characters that you aren’t really sure who you are anymore, so you spend way too much time looking to find yourself. Are you even sure that your name is your name? 20 Compulsive Wit. You can’t let a single thing go unanswered. Whether you always have a particularly witty retort prepared or need to make sure you get in the last word, silence isn’t golden when you’re around; it’s priceless.


28 Van Docks’ Arsenal of Armigers Caper Features Unconventional Bonds When you gain this subclass, you are proficient in Improvised Weapons and can use them in addition to melee weapons for your armiger features. Bonded improvised weapons function as bonded melee weapons, but when used in a Grand Strike, the range of a bonded improvised weapon is thrown (20/60). (Distant Strike adds 15 feet to both ranges.) Also, once per long rest, you can bond with an Improvised Weapon as an action. Impressive Displays At 3rd level, you learn the Prestidigitation and Minor Illusion cantrips. Charisma is your spellcasting ability. Also, choose 1 from Acrobatics, Performance, or Sleight of Hand. You gain proficiency in the chosen skill or expertise if you already have proficiency in the skill. Finally, you learn the Razzle-Dazzle link feature. Razzle-Dazzle (1 Link) As an action, you can expend 1 link to perform an enchanting trick with your bonded weapons. Designate a number of creatures within 30 feet equal to your Charisma modifier. The targets must make a Charisma saving throw or are either charmed, restrained, or frightened of you (your choice) until the start of your next turn. If a creature saves against this feature, they are immune for 1 Minute. This is a charm effect. Empowered Improvisations At 7th level, your bonded improvised weapons have a +1 bonus to attack and damage rolls. Also, creatures underestimate your bonded improvised weapons. On the first attack you make against a creature with a bonded improvised weapon, your attack gains advantage, and if that attack hits, it counts as a critical hit. This feature can only be used once per creature. Theatrics Also at 7th level, you learn the following link features. Costume Change (2 Links) As an action, you can expend 2 links to transform your appearance for 1 Hour. You decide what you look like— including your height, weight, features, voice, hair, coloration, and distinguishing characteristics. You can make yourself appear as a member of another race, but none of your statistics change. You also don’t appear as a creature of a different size than you, and your basic shape stays the same. Heckle (2 Links) As a reaction when a creature you can hear you succeeds on an attack, ability check, or saving throw, you can expend 2 links to force them to roll once more and use the lowest roll. CCa p e rr AArmi rmig e rr Armiger Level Subclass Features 3rd Unconventional Bonds, Impressive Displays 7th Empowered Improvisations, Theatrics 11th Greater Improvisations, Charmed Life 15th Superior Improvisations 18th Number One


Van Docks’ Arsenal of Armigers 29 Greater Improvisations At 11th level, your bonded improvised weapons now deal an additional 1d4 damage and provide a +2 bonus to attack rolls, instead of the +1 bonus to attack and damage. Charmed Life Also at 11th level, you learn the following link features. Mook Chivalry (4 Links) As an action, you can expend 4 links to enchant yourself with a special protection. If you are attacked by more than one creature in a round, every attack roll against you from a creature other than the first creature gains disadvantage. Attackers can make a Charisma saving throw to resist the effects. If a creature successfully saves against this feature, they are immune for 1 Hour. This feature requires concentration to maintain, and you can only maintain it for up to 1 Minute. Plot Armor (1+ Links) As a reaction when you are damaged, you can expend 1 or more links to subtract an amount of damage equal to 5 times the number of links expended. Superior Improvisations At 15th level, your bonded improvised weapons now deal an additional 1d6 damage (instead of 1d4) and provide a +3 bonus to attack rolls (instead of +2). Additionally, at the end of a long rest, you can change the damage type of one of your bonded weapons to another damage type of your choice. If it has multiple damage dice, all of the damage dice change. This lasts until the next time you take a long rest. Number One Few can dare to surpass you. You’ve made sure of it. At 18th level, you gain the Bard’s Jack of All Trades feature. Additionally, you learn the following link feature. There Can Only Be One (5 Links) As a reaction when you are attacked, damaged, or otherwise negatively affected by a creature, you can expend 5 links to curse that creature. The creature makes a Charisma saving throw. On a failure, the creature gains disadvantage on all attack rolls and ability checks for 1 Hour. This is a curse effect. A Remove Curse or Wish can end this effect early. If a creature saves against this feature, they are immune for 24 Hours.


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TRIGGER WARNING: ABUSE, AMPUTATION, ASSAULT, AND MORE The Endurant Armiger’s flavor is steeped in tragedy. Tread carefully. <click here to skip the Endurant Armiger description page and go straight to the mechanics>


ANDER DANAMARK Codename: Falling Skies Missing his right hand. Doesn’t need his right hand.


Van Docks’ Arsenal of Armigers 33 Traits for an Endurant Though all endurants show remarkable tenacity, every endurant is scarred by their own tragedy. It is the nature of an endurant’s great traumas that give meaning to their struggle to survive and overcome. Consider adding one or more of these tragedies when creating an armiger of this inheritance or as you advance in its ranks. Endurant Inheritance Whether bad karma or bad luck, endurant armigers have experienced notable pain, brokenness, and injury. However, they did not find defeat in their darkest hour. But power. Endurants connect to loss, suffering, courage, and hope. Though they might face derision or discrimination, endurants are testimonies that nothing can stop an unstoppable force. Endurants’ arsenals tell their tales like scars. One’s armory may look like the battlefield where they faced tragedy, their bonded weapons rusted with blood, and their links represented as a phantom limb. Meanwhile, another’s armory may look like a place they find refuge in—such as their childhood home or an infirmary—and their homely bonded weapons may be etched with names, their links doubling as security blankets, such as lucky tokens or plush animals. Handicapped?! HAH! I can do more with a wink than you can with your whole body. — Commander Xifeng d20 Endurant Tragedies 1 Loss of Loved Ones. You have experienced the pain of losing family members, close friends, or loved ones, leaving an emotional void that is hard to fill. 2 Betrayal. You have been betrayed in a major way by someone you trusted, resulting in a deep sense of mistrust and difficulty forming new connections. 3 Torture. You have endured immense physical and/or psychological torture in your past, leaving you with haunting memories and a lingering fear of reliving those experiences. 4 Unknown Tragedy. You survived a tragedy so severe that you have supressed all memory of it. Whatever it was, you live in the aftermath of that event, though you may not even realize it. 5 Disfigurement. You bear a physical disfigurement, such as scars, burns, or missing limbs. Whether the disfigurement is a natural one you’ve had since birth or one inflicted upon you, it serves as a constant, traumatic reminder. 6 Solitary Imprisonment. You have spent a significant period of your life imprisoned, enduring confinement, isolation, or the cruelty of captors. Perhaps you can’t remember the last time you saw sunlight or met someone who wasn’t your jailer? 7 Major Defeat. You have witnessed or been part of a brutal and devastating battle, resulting in traumatic memories and perhaps even survivor’s guilt. 8 Assault. You’ve have survived a violent assault, leaving you with both physical and emotional scars that continue to affect your daily life. Perhaps your assaulter(s) still live(s)? Perhaps you’ve already taken vengeance? 9 Forced Separation. You have experienced a forced separation from loved ones, such as being torn apart from your family, friends, or home. Maybe you can never go back or maybe you’re fighting to return. 10 Childhood Abuse. Your experienced abuse during your formative years, leading to deep-seated emotional wounds that still impact your behavior and relationships. 11 At Fault. Your have experienced a significant failure that resulted in dire consequences, leading to guilt, self-doubt, and a sense of responsibility for the aftermath. 12 Harmful Addiction. You struggle or have struggled with a terrible addiction, whether it’s to substances, magic, or compulsive behaviors, which have caused personal turmoil and strained relationships. 13 Lost Identity. You have lost your sense of identity, whether through amnesia, identity theft, or a traumatic event that shattered your perception of self. Do you seek to find who you once were or to build the new person you are now? 14 Forced Servitude. You have been enslaved, coerced into servitude, or manipulated into a life of exploitation—resulting in a deepseated resentment towards authority. Your master(s) or previous master(s) may still be alive today, and they may want you back. 15 Cursed Bloodline. Your bloodline is somehow cursed, leading to unfortunate events, tragedy, or a constant struggle against your own inherent nature. 16 Crisis of Belief. You have experienced a profound betrayal of your beliefs or principles, leading to a crisis of faith or a drastic shift in your worldview. 17 Scarred Survivor. You have witnessed a horrifying massacre or genocide and made it out alive, leaving you traumatized and haunted by the memories of the atrocity. 18 Harrowing Encounter. You had a terrible encounter with a malevolent supernatural entity, leaving you with haunting nightmares and a persistent fear of the unknown. 19 Chronic Disease. You had or perhaps still have a debilitating disease, sickness, or other condition that has impacted your life. Perhaps neither magic nor medicine has helped? Perhaps you still seek a cure or are trying to make most of the life you have left? 20 Traumatic Shame. Sometime in the past, you did something so terrible that you still carry the weight and heavy shame of it. Perhaps you might still be reaping the condemning consequences of your actions? Maybe you always will?


34 Van Docks’ Arsenal of Armigers Endurant Features Basic Telekinesis When you choose this subclass, your Telumkinesis is replaced with Basic Telekinesis. This functions like Telumkinesis, except the range is extended to 60 feet, you can also telekinetically manipulate any unattended object that weighs less than 10 pounds, and you can use your Basic Telekinesis as a bonus action or as an action instead of just an action. Because your telekinesis is more versatile than Telumkinesis, you can achieve a variety of harmless effects— such as manipulate or use an object, open an unlocked door or container, stow or retrieve an item from an open container, or pour the contents out of a vial. You also learn the Telekinetic Projectile link feature. Telekinetic Projectile (1+ Links) As a bonus action, you can expend 1 or more links to hurl one loose, unattended object within 60 feet of you that weighs 10 pounds or less. Make a ranged spell attack against a creature within 60 feet. You are proficient with this attack and use Charisma for the attack roll. If you hit, you deal bludgeoning, piercing, or slashing damage (your choice) equal to 1d4 + your Charisma modifier. For every link expended beyond 1, the damage increases by 1d4 and the range increases by 5 feet. Telekinetic Bonding Also at 3rd level, you do not need to physically touch a weapon to bond with it, though it must be within 5 feet of you during the entirety of your bonding ritual. Additionally, you do not need to touch a weapon to remove your bond from it, but it must also be within 5 feet of you while you remove the bond. Finally, you do not need to touch an item or piece of equipment in order to transport it to your armory, but it must be within 5 feet of you. Rise Above Beginning at 7th level, you rise above your problems— figuratively and literally. You gain a limited fly speed equal to your walking speed. You hover with this fly speed, but you cannot rise more than 1 foot off of the ground. This fly speed cannot stop you from falling, but it cushions you as per the effects of Feather Fall. Additionally, you learn the following link features. Kinetic Shove (1+ Links) As an action, you can expend 1 or more links to unleash a kinetic force around you. All creatures within 10 feet of you must make a Strength saving throw. On a success, they are pushed back 5 feet from you. On a failure, they are pushed back a number of feet equal to 5 times the number of links expended and fall prone. Telekinetic Hold (3 Links) As an action, you can expend 3 links to telekinetically pin a creature within 30 feet of you. The creature must make a Constitution saving throw or be incapacitated and restrained. At the start of each of the creature’s turns, it can reattempt the saving throw to end the effect. This feature requires concentration to maintain, and you can only maintain it for up to 1 Minute. EEnd u rr a n t AArmi rmig e rr Armiger Level Subclass Features 3rd Basic Telekinesis, Telekinetic Bonding 7th Rise Above 11th All For Good 15th Geater Telekinesis 18th Unstoppable Force


Van Docks’ Arsenal of Armigers 35 All For Good At 11th level, you are increasingly inured to suffering and can even use your pain for strength. You gain proficiency in Constitution saving throws. Additionally, you learn the Power in Pain link feature. Power in Pain (4 Links) As a reaction when you take damage, you can expend 4 links to store the damage taken as power. On your next turn, the first successful hit you make counts as a critical hit. Greater Telekinesis Your telekinetic abilities have grown to incredible levels. At 15th level, when you use Basic Telekinesis, you can pick up non bonded weapons that weigh up to 25 pounds instead of 10 pounds. Finally, you learn the Telekinesis link feature. Telekinesis (5 Links) As an action, you can expend 5 links to cast Telekinesis. Unstoppable Force Nothing will stop you anymore. At 18th level, you gain resistance to bludgeoning, piercing, and slashing damage. And, you can add your Charisma modifier to any Constitution ability checks or saving throws. Additionally, you learn the Retributive Guard link feature. Retributive Guard (5 Links) As an action, you can expend 5 links to surround yourself with a protective whirl of weapons and objects to guard you. You gain immunity to all bludgeoning, piercing, and slashing damage (non-magical and magical). When damaged by a creature, you can use your reaction to dismiss the feature and launch the whirl to the attacker. The target must succeed on a Dexterity saving throw or take an amount of damage equal to your missing health. On a success, they take half damage instead. This feature requires concentration to maintain, and you can only maintain it for up to 1 Minute.


Yikes. Codename: Evil Stepmother Countess Skylar Tsari: Harbor Armiger. “Rescues” children from their families and takes them to her “orphanage”.


Van Docks’ Arsenal of Armigers 37 Traits for a Harbor Harbor armigers are identified by their armory demiplane, which becomes a manifest reflection of harbors in a much more salient way than other armiger kin. Thus, what a harbor’s armory is says more about the harbor than they may even realize. Consider having one or these specific armories when creating an armiger of this inheritance or as you advance in its ranks. Harbor Inheritance Even adventures can get homesick, and when they do, there are fet better to have around than a harbor armiger. Harbors connect to familiarity, home, comfort, privacy, or safety. Whether home is a literal place or a concept, harbors develop extraordinary power over their armory and over the physical environments around them. Harbors’ arsenals often reflect their idea of home, whether that is a specific safe place, a memory, or something else. A harbor from a coastal town may have a beachside armory, bonded weapons that smell of the sea, and links that appear as sand. Meanwhile, a harbor who shelters escapees may have an armory that appears as a clandestine inn, bonded weapons that take the shape of symbols of freedom or liberation, and links that symbolically communicate words of safety in thieves’ cant or some other hidden way. Follow me quietly. I will shelter you. — Strelitzia, member of The Road of Liberty d20 Harbor Specific Armories 1 Ancestral Home. A recplica of your cherished family home or estate, carrying generations of history and memories, where the portraits of ancestors adorn the walls, whispering tales of their triumphs and struggles. 2 Sacred Grove. A secluded grove or forest, perhaps even modeled after a sacred druidic site, where the ancient trees seem to sway in harmony with a mystical presence. 3 Lighthouse Overlook. A cliffside lighthouse with a breathtaking view of the ocean, representing hope and guidance, where the distant horizon holds the promise of uncharted lands and adventures. 4 Abandoned Library. A forgotten library filled with your knowledge, sparking curiosity and a thirst for learning, where long-lost tomes reveal forgotten memories and secrets of your past. 5 Guildhall. A guildhall where you hone your skills, fostering a strong sense of camaraderie and belonging, where the clang of weapons and the laughter of friends resonate through the halls even when no one is around. 6 Ruined Castle. The ruins of a once-grand castle, symbolizing past glory and fueling a desire for restoration, where ivy-clad walls echo with the whispers of bygone royalty. 7 Whispering Caves. A network of caves where whispers echo mysteriously, holding secrets and ancient tales, where the soft murmurings seem to tell of long-lost treasures and the mysteries of the subterranean world. 8 Elemental Nexus. A place where the elemental forces converge, resonating with your elemental affinities, where the air crackles with energy, the earth trembles with power, and the water dances with life. 9 Hidden Grotto. Appearing like a hidden underwater cave filled with sourceless luminescence, representing discovery and mystique, where the otherworldly glow from the depths radiates throughout. 10 Old Chapel. An old, fading chapel with a sense of sacred history and quiet reflection, where flickering candle flames dance in the shadows of weathered statues, carrying the prayers of your past. 11 Musical Inn. A vibrant inn or tavern known with lively music emanating from an unknown source, fostering creativity and inspiration and creating an atmosphere of celebration and artistic expression. 12 Enchanted Labyrinth. A magical labyrinth filled with riddles and tests, symbolizing self-discovery and growth, where hidden rooms and parts of the armory have to be navigated via twists and turns. 13 Everburning Forge. A mythical forge that never goes out, representing a passion for craftsmanship and creation. The forge’s heat and fire ebb and flow with your own passions. 14 Mirage Oasis. A mirage-like oasis surrounded by empty desert, holding secrets and mirroring the elusive nature of your dreams, where the shimmering waters reflect images of dreams you’ve had recently. 15 Carnival of Wonders. A carnival filled with marvels and oddities, evoking a sense of wonder and nostalgia, where colorful tents are beset with fantastical imagery. The mysterious sideshows are illusory representations of important moments in your life. 16 Dark Hideaway. A clandestine hideout with a dark exterior but a very homely and welcoming interior, creating a sense of safety and privacy. The well-used blankets and rugs strewn throughout the hideaway feel like a comforting embrace. 17 Seasonal Glade. A glade untouched by time or age, offering respite and a connection to nature’s eternal cycle, where the seasons quickly change but the glade remains unchanged, a sanctuary of timelessness. 18 Guardian Statue. Your armoary contains a majestic guardian statue, representing protection and courage. Most of the armory is actually inside the statue, and it’s vigilant gaze seems to watch over and guide creatures inside. 19 Starlit Observatory. An observatory atop a mountain, offering a connection to the cosmos and a sense of wonder, where the vast night sky becomes a canvas of your arsenal, creating constellations of your bonded weapons. 20 Foggy Monastery. A secluded monastery, serving as a serene and meditative retreat for quiet contemplation, where the silent haze masks the sound of your heart, allowing for moments of inner peace.


38 Van Docks’ Arsenal of Armigers Harbor Features Anchored Armory At 3rd level, your armory’s existence is anchored by your abilities. It is considered a demiplane instead of an extradimensional space. This allows extradimensional items to be brought into your armory, and using the armory and any features that use your armory are considered magical and extraplanar effects, instead of extradimensional. Since it is a demiplane, other forms of planar travel can allow creatures to enter your armory, such as the Plane Shift spell. When a creature enters your armory in such a way, they do not need you to be in the armory to stay there. Moreover, when you use your 1 Minute ritual from the Armiger’s Armory feature to bring allies into your armory, you can bring any willing creatures within 30 feet of you instead of being limited to creatures you touch equal to your Charisma modifier. Otherwise, your armory functions as described in the Armiger’s Armory feature. Finally, you learn the Temporary Hideaway link feature. Temporary Hideaway (1 Link) As an action, you can expend 1 link to teleport yourself and any willing creatures within 30 feet of you to your armory for 1 Round. Creatures (including yourself) may exit the armory early by using a bonus action to leave or if they die. When exiting, creatures appear in the space they teleported from or the nearest unoccupied space. Homemaker At 7th level, you are always aware of the presence and location of creatures inside your armory demiplane. You can sense invisible creatures and even creatures hidden from divination magics while they are in your armory demiplane. Additionally, you learn the following link features. Harbor’s Aura (2 Links) As an action, you can expend 2 links to create a reality-warping aura. The aura extends out 15 feet from you, is centered on you, and follows you when you move. The aura becomes more powerful at 15th level. When you activate the aura, elements of your armory project into the area and create one of the following magical effects: • Harmless Travel. Difficult terrain becomes normal terrain while within the aura, though it reverts back once no longer in it. Also, weather and other environmental conditions are made more tolerable inside the aura, giving creatures advantage on checks or saving throws made to resist hazardous environmental effects. At 15th level, creatures are immune to or otherwise unaffected by negative environmental effects and hazards while in the aura. For example, this might allow creatures the ability to breathe freely even if oxygen is unavailable, endure extreme temperatures, or clear an area of poisonous gas. • Hostile Environment. The area becomes hostile to enemy creatures. The area is difficult terrain for hostile creatures. On the first time a hostile creature starts its turn in the aura or enters the aura, they must make a Dexterity saving throw or be restrained until the start of their next turn. At 15th level, the aura is uninhabitable for hostile creatures and drains them. When a creature enters the area or starts in turn in the area, they must make a Constitution saving throw or begin suffocating. • Subtle Passage. The aura muffles noise and obscures creatures inside. Sound cannot pass through the aura. Creatures inside the aura roll Stealth checks with advantage and leave no traces of their passage, though they might still be tracked by magical means. At 15th level, creatures inside the aura are invisible to creatures outside the aura. This feature requires concentration to maintain, and you can only maintain it for up to 1 Hour. Invoke Refuge (3 Links) As a 1 Minute ritual, you can expend 3 links to project a portion of your armory and create a refuge zone for up to 8 Hours. Designate a point within 30 feet of you. The refuge zone is centered on this point and extends out in a 30 foot radius circle. If you use this feature while already having another instance of Invoke Refuge active, the previous instance immediately ends. You can dismiss the refuge zone early as a bonus action. Within the refuge zone, you conjure a single-story structure. The structure can be any shape but cannot exceed the refuge zone’s area, cannot exceed one story, and cannot exceed 30 feet in height. The interior of the structure is warm and dry, regardless of conditions outside. It comes with simple furnishings and decorations. Any conjured objects dissipate if removed from the refuge zone. The perimeter of the refuge zone is also enchanted with a mental alarm that pings you whenever a creature enters or exits the refuge zone. When this feature ends, all creatures and objects not created by this link feature appear safely outside on the ground, and all traces of the structure and its objects disappear. HHarrbor or AArmi rmig e rr Armiger Level Subclass Features 3rd Anchored Armory 7th Homemaker 11th Keepguardian 15th Realmshaper 18th Immortal Bastion


Van Docks’ Arsenal of Armigers 39 Keepguardian At 11th level, you are adept at keeping hostile creatures out. While in your armory, in your refuge zone, or while your harbor’s aura is active, whenever you successfully hit a creature with an attack you can automatically push that creature 5 feet away from you. Additionally, you learn the Oust link feature. Oust (3 Links) As an action, you can expend 3 links to expel one creature that you can see within 30 feet of you. The target must succeed on a Charisma saving throw or be teleported away to a random location 1 Mile from you. If you use this link feature in your armory, you banish the creature from your armory instead, and the banished creature returns to the previous plane they were on. The creature lands harmlessly on a non-hazardous space. After 1 Round, the creature can reattempt the Charisma Saving throw (no action required) to return to its previous space or the nearest unoccupied space. On a failure, it does not return. Realmshaper At 15th level, you’ve developed plane-altering power over your armory. You learn the Shape Armory link feature. Shape Armory (5 Links) As a 1 Minute ritual, you can expend 5 links to shape your armory with extraordinary power. Everytime you use this feature, you may do one of the following: • Create Ecosystem. Choose one of the natural environments from the Ranger’s Natural Explorer feature. Your armory counts as that environment and can host flora and fauna native to that environment. (The armory does not come with the flora and fauna, but you can bring such things into it.) The ecosystem is self-sustaining and doesn’t require any additional effort on your part to maintain. Each time you use this benefit, you may change the armory’s natural environment type. • Grow Armory. Your armory demiplane permanently grows by a 20-foot cube. • Open Gate. You create a permanent portal to your armory. Designate an unoccupied space you can see within 30 feet of you for the portal. The portal otherwise functions as the Manifest Armory link feature, though it is permanent and you can have multiple gates. As long as you have one permanent gate open, creatures may stay in your armory indefinitely. Everytime you choose this benefit, you open another permanent portal to your armory. You may use another instance of Shape Armory to close a permanent gate. Immortal Bastion At 18th level, your armory is now a fully realized demiplane. It no longer ceases to exist when you die. Additionally, Manifest Armory no longer costs any links, and you can use the Armiger’s Armory feature to bring creatures to your armory at will instead of once per long rest.


Dearil? Daeril? Dayrill? Codename: Blackblood Lethe Armiger. Likely a vampire (or worse?). Caution: Unnervingly charming. Can suddenly disappear.


Van Docks’ Arsenal of Armigers 41 Traits for a Lethe All lethes are strange in ways that are hard to put to words, and yet not all abnormalities are the same. Every lethe manifests their own unique peculiarities that can be weird, mysterious, and unusual. Consider adding one or more of these abnormalities when creating an armiger of this inheritance or as you advance in its ranks. Lethe Inheritance The dark side of the moon. The sound of darkness. The entity beyond the sixth veil. Lethe armigers connect to things unknown, deathly, forgotten, or dark. They are an omen and a reminder that there are things out there that exist beyond imagination and comprehension, and lethes are often transformed in equally aberrant ways. They are easily mistaken for arcane tricksters, hexblade warlocks, or shadow sorcerers, and their abilities make them natural assassins or bounty hunters. Armories for a lethe could look like a basement hideaway, the deck of a pirate ship, or an empty void. Their bonded weapons tend to take on strange and impossible appearances. When it comes to their links, lethes tend to possess subtler links than their peers, such as esoteric tattoos hidden under their clothes or small amulets on their waist. Transcend and become. — "Father" d20 Lethe Abnormalities 1 Shadow Threads. Faint, wispy shadows trail behind you like ephemeral threads. These shadow threads can form intricate patterns and obscure your presence a bit, creating an aura of intrigue and mystique. 2 Cursed Reflection. Your reflection in mirrors or still waters sometimes reveals an eerie and altered version of yourself. As you gaze into these distorted reflections, you catch fleeting glimpses of an ominous figure that seems to watch your every move. 3 Enigmatic Eyes. Your pupilless eyes are dark orbs like an empty void, but in moments of intense concentration, they briefly reveal mysterious runes. You have a deep rooted belief that these runes hold the key to the end of the world. 4 Occult Resonance. In eerie locations or during strange occurrences, your body emits an otherworldly hum or resonance. This noise seems to emit from your heart, and for reasons you don’t quite understand, it sometimes changes volume and pitch. 5 Ephemeral Phantoms. Translucent apparitions briefly appear around you when you are injured, resembling figures from your past or possibly from another realm. These ephemeral phantoms have never done or said anything, and you aren’t sure if they’re really there. 6 Veiled Shroud. A faint, dark veil seems to surround you, giving you the appearance of being in dim light even in bright light. So far, you’ve yet to rid yourself of the veil, and as time goes on, you grow more attached to it. 7 Cryptic Whispers. You occasionally hear faint whispers of forgotten and impossible languages carried on the wind. As you listen carefully, the whispers grow louder, but you have never been able to glean any meaning from them. 8 Sanguine Sigils. Intricate sigils mysteriously manifest on your skin whenever you come in contact with blood. The sigils seem to change based on the blood’s owner, though you aren’t sure if they actually carry any information. 9 Reality Ripples. In moments of emotional turmoil, faint ripples distort the air around you, creating benign and harmless effects. Though minor, these ripples are small distortions of reality. 10 Echoing Footsteps. In the quiet, you can hear ever-approaching footsteps. These footsteps get uncomfortably close but never arrive. Something inside you fears when the footsteps finally catch up to you. 11 Jinxed. Objects nearby may malfunction or behave oddly in your presence, hinting at a mysterious curse affecting your life. Though inconvenient at times, this cursed aura has yet to impact your life in any major way. 12 The Stare. Your gaze creates an unsettling feeling in others, making them subconsciously avoid making direct eye contact with you. Whenever you ask what makes your gaze so unsettling, you can never get a satisfactory answer. 13 Etheric Twin. A spectral doppelgänger occasionally manifests, imitating your actions like an temporal echo. This ethereal twin doesn’t seem to have a rhyme or reason behind their appearance. 14 Aether Veins. Faint, glowing veins appear on your skin when you spend a prolonged period of time in darkness. These veins aren’t bright enough to shed any meaningful light, but maybe they just aren’t strong enough yet? 15 Uncomfortable Sleepwalker. When you slumber, your body enters a trance-like state that others might find disconcerting. Often, your body simply stands up with eyes wide open for the duration of your slumber, stoic and still like a corpse. 16 Spectral Chains. Ghostly chains clasp your wrists or ankles. These chains are immaterial, even in the ethereal plane, and nothing has been able to get them off you. Sometimes, when you show mercy, you swear you feel the chains tighten for a moment. 17 Wailing Voice. Your voice is hollow and low, like a dead cave, and when you speak normally, it feels more like a whisper. However, when you shout or otherwise raise your voice, it becomes distant and shrill, like a banshee’s. 18 One Lucid Dream. Your dreams are always lucid and continue from one another. You don’t have individual dreams like other people, but one dream that is simply broken up by your time awake. 19 Memory Intruder. There is a strange figure in your memories that you know wasn’t actually present in them. The figure doesn’t always appear in the same memories, as if moving through them. 20 Bad Smile. Your smile is unsettling as best, and those who see it often prefer you stoic or frowning. Additionally, when you laugh, your laugh sounds somehow wrong and causes anxious goosebumps in those who hear it.


42 Van Docks’ Arsenal of Armigers Lethe Features Strange When you gain this subclass, your connection begins to turn you into something not quite normal. You no longer need to breathe, drink, eat, or sleep (though you can if you choose to). However, you still need to rest, but you can spend your rest doing light activity. Though you don’t breathe, you are not immune against effects like Cloudkill or Stinking Cloud since these gasses can still get into your body. Moreover, effects and features can still put you to sleep unless you are immune to such effects some other way. Not There Also at 3rd level, you gain proficiency in Stealth. If you already have proficiency in the skill, you gain expertise instead—your proficiency bonus is doubled for any ability check you make that uses the skill. You also learn the Evanesce link feature. Evanesce (1 Link) As a bonus action when you are in dim light or darkness, you can expend 1 link to Hide even if you normally can’t. Stranger Still At 7th level, your movement makes no sound and you no longer leave behind tracks or other traces of your passage unless you choose to. If you choose not to leave behind traces of your passage, you can only be tracked by magical means. Additionally, you learn the following link features. Unshackle Self (3 Links) As an action, you can expend 3 links to release yourself from the material world for a moment. This functions as the Etherealness spell, except it requires concentration to maintain and only lasts up to 1 Minute. Weave Armament (2 Links) As a bonus action, you can expend 2 links to conjure a strange blade for 1 Minute. It counts as a simple melee weapon with which you are proficient. It deals 2d8 psychic or necrotic damage (your choice) on a hit and has the finesse and light properties. In addition, when you use the weapon to attack a target that is in dim light or darkness, you make the attack roll with advantage. If you drop the weapon or use it in a Grand Strike, it dissipates at the end of the turn. Thereafter, while the feature persists, you can cause the weapon to reappear in your possession with a bonus action. The weapon is immediately bonded to you as per the Bonded Weapons feature. It also does not count against the number of bonded weapons you can have at once, allowing you to conjure one even if you are bonded to the maximum amount of weapons. Consort to the Curious It has only just begun. At 11th level, while you are in dim light or darkness, any Insight checks made against you gain disadvantage. Additionally, you learn the Alien Mind link feature. Alien Mind (3 Links) As a bonus action, you can expend 3 links to gain resistance to psychic and necrotic damage; and advantage on Charisma, Intelligence, and Wisdom saving throws. This feature requires concentration to maintain, and you can only maintain it for up to 1 Minute. LLe t h e e t h e AArmi rmig e rr Armiger Level Subclass Features 3rd Strange, Not There 7th Stranger Still 11th Consort to the Curious 15th Sensate Stalker 18th Apotheosis


Van Docks’ Arsenal of Armigers 43 Sensate Stalker At 15th level, you can see in magical and nonmagical darkness as if it were dim light. While in dim light or darkness, you can add your Charisma modifier to all Perception checks you make. Additionally, you learn the See Beyond link feature. See Beyond (4 Links) As an action, you can expend 4 links to gain blindsight and truesight out to a range of 30 feet. This feature requires concentration to maintain, and you can only maintain it for up to 1 Minute. Apotheosis You have become. At 18th level, critical hits against you become a normal hit instead. Finally, you learn the Become link feature. Become(5 Links) As an action, you can expend 5 links to emanate a 30-foot diameter sphere of magical darkness and silence centered on yourself. This sphere moves with you. Non-magical light cannot illuminate the magical darkness inside. All creatures inside are deafened and immune to Thunder damage, and casting a spell with verbal components is impossible. As a bonus action while the sphere is active, you can pulse strange energy in the sphere’s area. Any creature in the sphere that you designate must make a Constitution saving throw. On a failure, they take 5d8 necrotic or psychic damage (your choice) or half of that on a success. This feature requires concentration to maintain, and you can only maintain it for up to 1 Minute.


LORIAN ASHENFELL Codename: Ash-hole Outrider Armiger Has some efreet blood, uses sling bullets in his pockets, and teleported away when I needed his help


Van Docks’ Arsenal of Armigers 45 Traits for a Outrider Outrider armigers tend to travel far and wide in their pursuit of adventure, novelty, or discovery. Because of their travels, they often curate impressive collections of trinkets and meaningful memorbilia that reflect the armiger’s life story - memories of their journeys. Consider adding one or more of these memorabilia when creating an armiger of this inheritance or as you advance in its ranks. Outrider Inheritance Eclectic explorers, outrider armigers connect to novelty—exotic locations, new experiences, strange planes, fey spirits—driven by insatiable curiosity. And in doing so, they develop abilities that help them travel and traverse space. These armigers live big lives, bold lives, or quick lives. One outrider’s armory might look like a crowded storage decorated with cultural memorabilia, and another’s might be a planar station touched by the energies of one or many other worlds. Meanwhile, one outrider armiger may possess weapons that look impossible and boast links that appear as tiny portals. Another outrider armiger may have their bonded weapons look like exotic relics, and their links are portraits of meaningful memories. Huh, the Sacred Falls are nice and all, but I’ve seen better. — Dr. Rimor Viator, unimpressed explorer d20 Outrider Memorabilia 1 Silver Dragon Quill. This quill has a metal nib made from the scale of a silver dragon you met, lending it a touch of elegance and an affinity for magical inscriptions. The ink stains aren’t random; they form a pattern that spells out the dragon’s name. 2 Umbral Necklace. The necklace is from a particularly rare and fearsome creature of shadow. It’s a reminder of an intense battle where you risked everything to protect those around you, and it still carries a faint aura of darkness. 3 Traveler’s Map. This map is not just any map; it’s a magical map that updates in real-time. It’s covered in cryptic symbols that only you understand, detailing your journey through various places and marking locations you’ve visited that are meaningful to you. 4 Crone’s Coin. You obtained this coin during a risky deal with a cunning hag. Although its magic has dulled with time, it serves as a cautionary tale, reminding you of the risks of dealing with dark forces and the importance of always staying one step ahead. 5 Lock of Hair. This lock of hair is from a close friend, mentor, or loved one who passed away. It’s enchanted with a faint glimmer, and when held, it brings forth fleeting memories of shared laughter, adventures, and emotional moments. 6 Singing Pebble. This pebble was a gift from a fey creature, and when thrown into water, it creates a small, mesmerizing water show, accompanied by a soothing melody that calms your spirit. 7 Clockwork Mechanism. This intricate mechanism is a fragment from an ancient and forgotten construct. You found it in a long-lost ruin, and though you don’t know what it does, you’re sure you’ll discover its secrets one day. 8 Tattered Banner. This banner is from a leader whose fatal end you witnessed. The banner’s tatters are a remnant of a cause that no longer is what it used to be or that perhaps no longer exists at all. 9 Feyblossom. This delicate flower blooms once every decade without any sustenance, and you happened upon it during a brief journey to a strange place. Since it has been in your possession, it seems to bloom much more often than before but you don’t know why. 10 Illusionist’s Masque. Once worn by a master illusionist, this beautiful mask fell into your hands when you visited a travelling auction. The mask used to shift and change, but now mundane, it simply serves as a reminder that appearances can be deceiving. 11 Lost Tome. Bought from an arcane library, this tome is from an unknown civilization that you know little about. Though you cannot read it because it’s written in a dead language, you hope to one day unlock its mysteries. 12 Shard of Elemental Crystal. This shard was obtained after a harrowing encounter with an elemental spirit. It still crackles with energy, and sometimes, you think it even reacts to the environment around you. 13 Fossilized Claw. The fossilized claw is from a long-extinct creature, rumored to be the guardian of a hidden treasure trove. Though you found the claw awhile ago, you have yet to make meaningful advancements in the discovery of the treasure. 14 Locket with a Secret. Given to you as a gift from someone you look up to, this locket contains a small hidden compartment which hides a cryptic note, a piece of a mysterious map, or otherwise, some clue to a long-buried secret. 15 Harmonic Geode. Found by accident, this mundane-looking geode resonates with a specific musical note when struck, making it helpful for tuning musical instruments. Perhaps other stones exists that resonante at different frequencies? 16 Spirit Feather. The feather is a gift from a celestial being or spirit guide, which you earned after performing a favor for them. The feather glows every so softly and feels warm to touch, but you’ve yet to discover any practical use for it. 17 Genie’s Old Lamp. This brass lamp was once home to a genie. It’s emptiness didn’t stop the peddler who sold it to you from demanding a high price for it. Though it’s more-or-less a mundane lamp, sometimes it ignites on its own. 18 Friendship Token. This polished stone was exchanged as a token of friendship from a fellow adventurer. Since they gave you the token, you haven’t seen your friend, but a sudden new crack in the stone has you worried. 19 Everbeating Heart. You plucked this organ from the corpse of a defeated undead creature, and though the creature is long gone, the heart continues to beat softly on its own. Perhaps its leftover necromantic energy? Or perhaps it’s something else? 20 Potrait of an Unknown Person. You found this small portrait in your pocket one day, and though you don’t recognize the subject, you can’t help but feel some kind of connection to the faded character.


46 Van Docks’ Arsenal of Armigers Outrider Features Bonded Bows and Arrows When you gain this subclass, you can bond with and use ranged weapons and ammunition for your armiger features. The details for these new bonds are described here. Bonded Ranged Weapon. You can bond with ranged weapons you are proficient with. When you bond with a ranged weapon, you do not also bond with its ammunition. A bonded ranged weapon is considered a ranged weapon for other rules, features, and effects. When used in a Grand Strike, bonded ranged weapons function as follows: • Conjured Ammo. Your armory automatically supplies one single unit of temporary ammunition in a Grand Strike, allowing you to ignore the Loading property but not allowing you to make multiple Grand Strike attacks with one weapon. This ammunition is affected by any the bonded ranged weapon’s properties, effects, or features and immediately disappears after the Grand Strike. • Extended Range. The bonded ranged weapon shoots its ammunition using its normal range increments instead of thrown (15/30) for Grand Strikes. The Distant Strike improvement adds 30 feet to both range increments, such as increasing a light crossbow from range (80/320) to range (110/350). • Ranged Attack. These Grand Strike attacks are ranged weapon attacks using a ranged weapon. Therefore, they are affected by all rules, features, and effects that can affect ranged weapons and ranged weapon attacks. • Reloading Strike. The Returning Strike improvement allows the armory to conjure additional ammo for each attack roll made by a bonded ranged weapon in a Grand Strike, letting you use one bonded ranged weapon for multiple attack rolls in a Grand Strike. Bonded Ammunition. When you bond with ammunition, you bond with one unit of ammunition. You can bond with magic ammunition. When you bond with ammunition, each unit has the following statistics and features: • Statistics. Bonded ammunition counts as a simple melee weapon with which you are proficient. It has the thrown (20/60) property. Round or bulbous ammunition—like sling bullets—deal 1d4 bludgeoning damage, and sharp ammunition—like arrows, crossbow bolts, and blowgun needles—deal 1d4 piercing damage. • Ammo and Weapon. Bonded ammunition can be affected by features and effects that normally target melee weapons— such as Booming BladeTCE or Magic Weapon—and by features and effects that target ammunition—such as the Flame ArrowsXGE spell. Moreover, multiple bonded ammunition can be enchanted by a single feature or effect of this kind if the feature or effect is able to do so. • Extended Range. Bonded ammunition launched in a Grand Strike has a range increment of thrown (20/60). The Distant Strike improvement increases these increments to thrown (60/90). Thinking With Portals Also at 3rd level, you can utilize your strong bonds and arsenal portals for feats other armigers find impossible. You learn the following link features. Outrider’s Step (1 Link) As an action, you can expend 1 link to teleport to any unoccupied space you can see within 15 feet of you. Follow the Bond (1 Link) As an action, you can expend 1 link to teleport to any bonded weapon within 100 feet of you. If another creature is in that space or the space is otherwise occupied, you teleport to an unoccupied space within 5 feet of the bonded weapon. If no such space exists, the teleportation fails. Optional Rule: Bonded Guns and Bullets If your Dungeon Master uses the rules on firearms in the Dungeon Master’s Guide, subject to DM approval, this subclass’ features can also apply to firearms and firearm ammunition. And, the feature provides firearm proficiency, too. Ou t ri rid e rr AArmi rmig e rr Armiger Level Subclass Features 3rd Bonded Bows and Arrows, Thinking With Portals 7th Versatile Movement 11th Greater Portals 15th Never in the Same Spot 18th Peerless Traveller


Van Docks’ Arsenal of Armigers 47 Versatile Movement At 7th level, when you use the Outrider’s Step link feature, you can teleport to any unoccupied space you can see within 30 feet of you instead of within 15 feet. You can also choose to use the Outrider’s Step link feature as a bonus action or an action. Finally, you learn the Warp Other link feature. Warp Other (2 Links) As an action, you can expend 2 links to magically twist space around another creature you can see within 30 feet of you. The target must succeed on a Charisma saving throw (the target can choose to fail), or the target is teleported to an unoccupied space of your choice that you can see within 30 feet of you. The chosen space must be on a harmless surface or liquid that can safely support the target without the target having to squeeze. Greater Portals You unlock greater capabilities with your portals. At 11th level, you learn the following link features. Flash Frenzy (3 Links) As an action, you can expend 3 links to assault your enemies in a teleporting frenzy. Choose up to 3 creatures you can see within 30 feet of you. Make a melee attack against each target using Charisma for the attack roll. On a hit, a creature takes 3d10 bludgeoning, piercing, or slashing damage (your choice). You then appear in an unoccupied space you can see within 5 feet of one of the targets you hit or missed. Redirect Missile (3 Links) As a reaction when a creature makes a ranged attack against you, you can expend 3 links to try and warp the oncoming projectile or spell effect. Make a Charisma check using the triggering attack roll result as the DC for this check. If you succeed, you can redirect the attack to one creature that you can see within 30 feet of you. The attack then continues to resolve as normal, using the same attack roll result from before but against the new creature. Never in the Same Spot Your abilities keep you from staying grounded in one spot for too long, and that makes you hard to hit. At 15th level, you gain the Evasion feature (as the Monk and Rogue feature of the same name). Additionally, whenever an attack roll misses you or you succeed on a Dexterity saving throw, you may teleport to an unoccupied adjacent space. Finally, you learn the Hitch a Ride link feature. Hitch a Ride (5 Links) As a reaction when a creature adjacent to you teleports, you can expend 5 links to teleport along with them. Peerless Traveller Nothing can stop you from going where you want to go. At 18th level, you are no longer affected by difficult terrain, and Outrider’s Step no longer costs any links. Additionally, you learn the Teleportation Circle link feature. Teleportation Circle (5 links) You can expend 5 links to cast Teleportation Circle. Feature: Evasion You can dodge out of the way of certain area effects. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.


“Benji” Codename: Rebranded Doesn’t work Osmose Armiger. Uses a friendly name to offset their intense appearance.


Van Docks’ Arsenal of Armigers 49 Traits for a Osmose As osmoses take in the essence of peoples and places around them, these absorptions inevitably leave a lasting mark on the armiger. Slowly mutated, you can often tell a lot about the kinds of essences that an osmose absorbs, simply by the leftover effects they exhibit. Consider adding one or more of these mutations when creating an armiger of this inheritance or as you advance in its ranks. Osmose Inheritance Capable of connecting with the physical essence of creatures and places, osmose absorb matter to transform their bodies like shapeshifters. They can don new appearances with unique powers, osmose are most well known and most easily identified by their trademark ability to meld their bonded weapons into themselves, utilizing a distinctly unorthodox fighting style of melded weaponry. Osmose arsenals change according to the matter their armiger has taken in. An osmose connected with the essence of a fey may have an enchanting grove as their armory, with whimsical weaponry and links that appear as petal-like wings around their head. But, as soon as they draw from the plane of fire, the same osmose’s arsenal may transform - the enchanted grove now burnt and ashen, their whimsical weapons now smoldering and hot, and their petal-like wings now fiery like a phoenix. Ah~ Take it all in... no, I mean it literally. — Ya’ta’gha’ya’r, aspring comedian and wilderness guide d20 Osmose Mutations 1 Abberant Limb. You have an additional limb of some kind from all your times shapeshifting. This limb might be somewhat functional, but it is obviously aberrant. When you shapechange or transform, your forms tend to also have an additional limb. 2 Spectral Echoes. Faint, ghostly images of creatures you have previously siphoned manifest around you. These echoes aren’t sentient spirits, but rather psychic remnants that are more nuisances than anything. 3 Growth. When you siphon a creature or environment, a tumor-like growth manifests on your body that immediately disappears once you end the siphon. Though seemingly benign, you are worried what might happens if it grows. 4 Changing Fingerprints. Your fingerprints are ever-changing and often strange or impossible. Though this could make you harder to be tracked, the unique nature of the fingerprints often leads back to you anyways. 5 Vestigal Consciousness. A creature you previously siphoned hasn’t really left you and now a fragment of their consciousness resides in your own, much like an inner voice. 6 Modular Voice. Your voice is strangely malleable. You might just fancy yourself a great impressionist, but your ability to mimic others borders on being preternatural. 7 Chameleon Skin. Your skin subtly takes on the hues and colors of the environment you are standing on. Though this effect is too subtle to be of any good use, it’s still noticeable. 8 Mismatched Skin. Your body has become a chaotic blend of various skin types and skin colors. Perhaps an elbow is covered in green scales, and a thigh is blue and slimey. Sometimes, your transformations even adopt your strange skin instead of their proper one. 9 Kinesthetic Mime. Simply by watching others, you can replicate physical movements and details with incredible accuracy. This doesn’t necessarily impart the skill necessary to replicate difficult movements, but you can try! 10 Familiar Fragrance. You don’t smell right. Or rather, you don’t smell as you should, and instead, you carry a faint, unique scent that transcends your various forms and transformations. 11 Bad Eye. One of your eyes seems to be from an entirely different creature, and it sometimes even seems to move on its own whims. Though you’ve gotten used to the sensation of an eye with a mind of its own, it’s a party trick that can disturb those who aren’t ready. 12 Elastic Body. Your body is surprisingly elastic, able to be pulled beyond normal limits without much negative effect on you. You’ve yet to really find a use for it, but the elasticity probably plays a part in your form shifting. 13 Strange Stomach. Your stomach doesn’t really work the way that it used to, and now, you need to consume food that is different than before in order to satiate your hunger. Perhaps you now eat metal, or dirt, or something else you used to find inedible? 14 Extra Digit. You never used to have as many fingers as you now do, but the additional digit doesn’t really seem to affect your life all that much. Some people may think its strange, but it’s just who you are these days. 15 Odd Organs. Your organs don’t function like normal, and frankly, they might not even look like normal orgrans. Whether in different places or different entirely, no one is quite sure how your organs function and whether they are even necessary. 16 Designer Scars. You scar easily, and your scars also change over time. Maybe you can even control how your scars present? And perhaps you morph your scars so that they appear as tattoo-like markings or something else? 17 Hollow. Contrary to regular understanding, your body is entirely hollow and empty, although you function and act like any other normal creature. That said, when cut or otherwise injured, your mutation is made evident when you don’t bleed. 18 Great Bodily Control. You can control some bodily mechanisms that others can’t. Perhaps you can begin or cease sweating on command? Maybe you can sneeze at will? Regardless, your mastery over your body is peculiar, if not impressive. 19 Ever Thirsty. Transformations and siphons work your body like nothing else, and you often find yourself thirsty and needing a drink. Whether this is a physiological or simply psychosomatic effect is unknown, but one thing is certain: you could drink a river. 20 Unconscious Coloring. Whenever you spend enough time with a creature or environment, you unconsciously begin adopting its colorations in subtle ways - such as a slow change in eye color.


50 Van Docks’ Arsenal of Armigers Osmose Features Bodily Osmosis At 3rd level, you can absorb things around you into yourself. You gain the Shapechanger creature subtype. You also learn the following link features. Meld Weapon (1 Link) As a bonus action, you can expend 1 link to absorb a bonded weapon you touch into yourself. The bonded weapon continues to count as being in your possession but is otherwise immaterial. You can unmeld a weapon with a bonus action by pulling it out of your body or by summoning it out of you with the Bonded Weapons feature. Whenever a bonded weapon is unmelded, you must use another instance of this feature to reassimilate the bonded weapon. While a weapon is melded to you, as a bonus action you can protrude a melded weapon from your body or reabsorb a protruding weapon back into yourself. You can achieve a variety of transformative effects. With a protruding weapon, you can only make attacks against creatures adjacent to you. When you do, the unorthodox nature of your combat grants you a +1 bonus to attack and damage rolls with protruding weapons. You may have as many melded or protruding weapons as you have bonded weapons. Siphon Creature (1 Link) As an action, you can expend 1 link to reach out to an adjacent creature and take in a part of them. If the creature is unwilling, they can make a Dexterity save to resist. If the creature is willing or fails their Dexterity save, they take necrotic damage equal to your Charisma modifier, and you take on the physical appearance of the creature you siphoned. Your voice, coloration, hair, height, weight and other physical aspects change. However, the change is limited. None of your game statistics change, you cannot change your size, and your new appearance has the same basic arrangement of limbs that you have. If you siphon a creature of a different size than you, you appear as them but within the constraints of your size (such as being a larger or smaller version). Clothing and equipment aren’t changed, just your physical appearance. This feature requires concentration to maintain, and you can only maintain it for up to 1 Hour. Environmental Assimilation Starting at 7th level, you can take in the environments around you. You learn the Geomantic Investiture link feature. Geomantic Investiture (3 Links) As an action, you can expend 3 links to bond with the area around you, gaining abilities based on the environment. You may choose one appropriate benefit relevant to the environment you are in. At your DM’s discretion, you may take a benefit even if you aren’t in the named area, but your DM may restrict certain options. • Arctic. You take in cold frost and become icy. Your bonded weapons deal an additional 1d6 cold damage. As a reaction when you hit a target with a melee attack, you can try to freeze your target. The target must make a Constitution saving throw or be petrified until the start of your next turn. • Coast. You take in sand and salt, breaking down your body into granules. You can pass through small holes, narrow openings, and even mere cracks. Also, you are resistant to nonmagical damage and have advantage on Strength, Dexterity, and Constitution saving throws. • Desert. You take in dry swelter, manifesting a heat shimmer. Your bonded weapons deal an additional 1d6 fire damage. As a reaction when a creature hits you with an attack roll, you can use your mirage to hide your true location. The creature must roll the attack once more and take the lowest roll. • Forest. You take in the vitality of flora and fauna, bolstering your life force. You gain a number of temporary hit points equal to your Charisma modifier. At the start of your turn, these temporary hit points refill up to your Charisma modifier but do not exceed it. • Grassland. You take in rolling zephyrs and become light and nimble. While in this form, your movement doesn’t provoke opportunity attacks, you can Dash as a bonus action, and you add your Charisma modifier to any Acrobatics checks. • Mountain. You take in the rocks and harden yourself. You cannot be forcibly moved against your will and are immune to such effects, and you gain resistance to bludgeoning, piercing, and slashing damage. Your bonded weapons deal an additional 1d6 bludgeoning damage. • Swamp. You take in muddy wetland and become sludgelike. Your bonded weapons deal an additional 1d6 acid damage. As a reaction when you land an attack on an adjacent target, you may trap them with mud. The target must make a Strength saving throw or be restrained for 1 Minute. The affected creature can repeat the saving throw at the end of each of its turns to end the effect. • Underground. You take in cavernous darkness, turning into a shadow of yourself. You are invisible in dim light or darkness, but in bright light, you have disadvantage on attacks rolls, ability checks, and saving throws. This feature requires concentration to maintain, and you can only maintain it for up to 1 Hour. Osmo mos e AArmi rmig e rr Armiger Level Subclass Features 3rd Bodily Osmosis 7th Environmental Assimilation 11th Stronger Siphons 15th Great Geomancer 18th Complete Osmosis


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