Van Docks’ Arsenal of Armigers 51 Stronger Siphons Starting at 11th level, you can take in a larger portion of another creature. You learn the Greater Siphon Creature link feature. Greater Siphon Creature (3 Links) As an action, you can expend 3 links to touch an adjacent creature and take in a greater 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 of a number of 1d4 equal to your Charisma modifier, and you absorb a part of them. Your transformation is more complete, though not perfect, and works as follows: • Absorbed Statistics. These statistics are replaced by the statistics of the siphoned creature: type, size, natural weapons, and exact physical appearance. You additionally gain their skill proficiencies, saving throw proficiencies, and special senses. • Retained Statistics. You retain your hit points, Hit Dice, languages, alignment, personality, and ability scores. You also retain all of your skill proficiencies, saving throw proficiencies, and senses - in addition to gaining those of the creature. If the siphoned creature has the same proficiencies or senses, you use the better or higher of the two. • Features. You do not gain any features (except for natural weapons), legendary actions, lair actions, or mythic actions from the siphoned creature. You retain the benefit of any features from your class, lineage, or other source. • Other Capabilities. Your ability to speak or take any action that requires certain limbs (such as a mouth or hands) is limited to the capabilities of your new form. • Equipment. When you transform, you can have your items, equipment, and clothing fall to the ground in your space, merge into your new form, or be worn by your new form. Your equipment doesn’t change size or shape to match the new form. Any equipment that the new form can’t wear must either fall to the ground or merge into the form. You can make use of melded and protruding weapons as normal. This feature requires concentration to maintain, and you can only maintain it for up to 1 Hour. Great Geomancer Beginning at 15th level, when you use the Geomantic Investiture link feature, you may choose from the following options in addition to the original options provided to you. • Aquatic. You take in currents to adopt an aquatic form. You gain a swimming speed equal to your movement speed and can breathe underwater. As you will, you may move across liquid surfaces as if it were solid ground. • Astral. You take in cosmic emptiness, enlightening into a higher form. You gain a fly speed equal to your movement speed and telepathy out to 30 feet, and your bonded weapons deal an additional 1d6 psychic damage. • Elemental. You take in elemental energy, and you erupt with power. You gain immunity to the damage type appropriate to the elemental energy you took in, and your bonded weapons deal an additional 1d8 damage of the type you absorbed. • Ethereal. You take in immaterial energy and assume a semiintangible form. Your bonded weapons deal an additional 1d6 force damage. You can move through walls and solid objects but not through creatures or other living things. • Lower. You take in the unholy energy of a Lower Plane. Your bonded weapons deal an additional 1d6 necrotic damage. You gain immunity to the frightened condition and can see in dim light, darkness, and magical darkness as bright light. • Storm. You take in thunder and lightning, charging with static electricity. You are immune to thunder and lightning damages. Your bonded weapons deal an additional 1d6 thunder and 1d6 lightning damage. As a bonus action, you emit a booming flash. All adjacent creatures must make a Constitution saving throw or be blinded and deafened until the start of your next turn. • Upper. You take in the holy energy of a Higher Plane. Your bonded weapons deal an additional 1d6 radiant damage. As an action, you can touch a creature with a bonded weapon to remove one diseases or poison afflicting the target. This feature requires concentration to maintain, and you can only maintain it for up to 1 Hour. Complete Osmosis At 18th level, Meld Weapon and Siphon Creature no longer cost links, and you learn the Fully Siphon Creature link feature. Fully Siphon Creature (5 Links) As an action, you can expend 5 links to touch an adjacent creature and take in their exact essence. 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 of a number of 1d8 equal to your Charisma modifier, and your transformation is nearly perfect: • Absorbed Statistics. These statistics are replaced by the statistics of the siphoned creature: current hit points, Hit Dice, type, lineage, size, exact physical appearance, and Strength, Dexterity, and Constitution ability scores. You additionally gain their skill proficiencies, saving throw proficiencies, and special senses. Because you gain the hit points and hit dice of the siphoned creature, if you are dropped to 0 hit points while transformed, you revert to your original form with whatever hit points you had before. • Retained Statistics. You retain your languages, alignment, personality, and Intelligence, Wisdom, and Charisma ability scores. You also retain all of your own proficiencies and senses—in addition to gaining those of the creature. If the siphoned creature has the same proficiencies or senses, you use the better or higher of the two. • Features. You gain the features and actions of the siphoned creature in addition to your own features from class or other sources. You do not gain any legendary actions, lair actions, mythic actions, or spellcasting features. And, you lose any features from your lineage while transformed. • Other Capabilities. Your ability to speak or take any action that requires certain limbs (such as a mouth or hands) is limited to the capabilities of your new form. • Equipment. When you transform, you can have your items, equipment, and clothing fall to the ground in your space, merge into your new form, or be worn by your new form. Your equipment doesn’t change size or shape to match the new form. Any equipment that the new form can’t wear must either fall to the ground or merge into the form. You can make use of melded and protruding weapons as normal. This feature requires concentration to maintain, and you can only maintain it for up to 1 Hour.
ELIANDOR FRANMOLTH Radiant Armiger Half-Elf and former monk Wears black ironically? I knew you’d get into it Codename: The Prismatic.
Van Docks’ Arsenal of Armigers 53 Traits for a Radiant Radiant armgiers have reason to believe they are called for a great purpose, whether to change the fate of a nation or even just rewrite a family’s legacy. And, this often stems from the figures they connect to, with each unique role model making each radiant distinct. Consider adding one of these legends to serve as a role model when creating a radiant or as you advance in ranks. Radiant Inheritance Some armigers are born great, some choose greatness, and some have greatness thrust upon them. Whatever the reason, radiant armigers connect to great figures—from heroic adventurers to mighty monarchs and terrible tyrants—and their glory flows in them. Whether for good or ill, they are on the road to divinity, and now, their destiny awaits. Marked for glorious purpose, radiants’ arsenals reflect their higher callings. Their armories tend to appear as ostentatious museums, royal courtyards, or heavenly temples. Meanwhile, a radiant’s bonded weapons are commonly decorated with ornate filigree, dotted with precious stones, and even take on golden sheens. And, a radiant’s links are usually majestic—such as golden orbs circling their head like a crown. The High Queen of old lives. She stands before you, made new in me. Now, kneel. — Lord Reyluz d20 Radiant Legendary Archetypes 1 The Valiant. A legendary knight known for her unwavering honor, incredible swordsmanship, and her tireless efforts to protect the innocent. She’s an embodiment of chivalry and justice, inspiring others with her courage and selflessness. 2 The Enigmatic. A mysterious sorcerer who traveled the realms in search of forbidden knowledge. Their mastery of arcane arts was unparalleled, and their insatiable curiosity led them to develop countless magical discoveries. 3 The Rogue of Whispers. A renowned thief and rogue who used their incredible skills to outwit powerful rulers and corrupt organizations. The Rogue of Whispers is celebrated for redistributing wealth to the needy and exposing the hypocrisy of the elite. 4 The Evergreen Bow. An archer who fought in a great war centuries ago. Legend has it that she still walks the earth, aiding those in need with her exceptional marksmanship and wisdom, and her arrows are said to be guided by the spirits of the forest. 5 The Indomitable. A mighty barbarian chief known for leading his people to victory against overwhelming odds. His strength, unwavering determination, and ability to unite diverse tribes have made him a symbol of resilience and leadership. 6 The Puppeteer. A shadowy figure skilled in manipulation, intrigue, and espionage. The Puppeteer’s true identity remains a mystery, and their influence once extended to the highest echelons of power, making them a master of subterfuge and control. 7 The Scholar-King. A wise and just ruler who valued knowledge and diplomacy above all else. They promoted education and unity among their people, leading their kingdom to an era of prosperity and enlightenment. 8 The Phoenix. A legendary sorceress who harnessed the power of fire magic and was rumored to have been reborn from her own ashes multiple times. It’s said her fiery determination against adversity were the reason she resurrected so many times. 9 The Silent Blade. A legendary assassin who moved through the shadows, leaving no trace of their presence. The Silent Blade’s reputation is built on their unmatched stealth, lethal precision, and unbreakable focus, making them a symbol of deadly mastery. 10 The Thunderhammer. A warrior renowned for his unmatched prowess with a warhammer and his deep connection to the skies. Their ability to summon thunderous strikes in battle was as powerful as his unwavering loyalty to his kin. 11 The Seeker. An eldritch scholar and explorer who dedicated her life to uncovering the secrets of ancient civilizations and forgotten realms. Their relentless pursuit of knowledge and her boundless curiosity have inspired generations of adventurers and historians. 12 The Wanderer. A charismatic minstrel who roamed the land, spreading tales of valor, love, and heroic deeds through music. The Wanderer’s enchanting melodies and captivating stories have the power to inspire and unite people from all walks of life. 13 The Shadowbreaker. A hero with a dark past, the Shadowbreaker is a master of both shadow and light. His enigmatic persona, silent demeanor, and light-and-dark magic have earned him a reputation as a feared figure. 14 The Stargazer. A seer and prophetess with an uncanny ability to read the stars. Her predictions and insights guided kingdoms through troubled times, making her a revered figure known for her wisdom and foresight. 15 The Sea Captain. A legendary pirate captain known for his cunning strategies, mastery of naval combat, and fearless pursuit of freedom on the open seas. His resilience against empires and his relentless quest for adventure make him an icon of defiance. 16 The Peacemaker. A monk-warlord who devoted her life to martial arts and the pursuit of peace at any costs. Her martial teachings on conflict resolution and violence brought order to war-torn lands, making her a symbol of peace and conflict resolution. 17 The Mender. A divine healer known throughout the land, her touch could mend wounds and soothe spirits. Her gentle nature and affinity for the lunar realm made her a revered figure among healers and those who seek solace. 18 The Dark Heir. A charismatic and enigmatic noble with a dark side. The Dark Heir was both feared and admired for his ability to command others, making him a symbol of power and intrigue. 19 The Greensoul. A druidic protector of the natural world, her connection to the land, plants, and animals granted her powerful defensive abilities. Her dedication to preserving nature made her a revered figure among druids and environmentalists. 20 The Trickster. A mischievous ruler known for his wit and ability to turn the tide of events through clever schemes. His lighthearted approach to leadership and knack for outsmarting formidable opponents made him a beloved and unconventional figure.
54 Van Docks’ Arsenal of Armigers Radiant Features Inaugural Brilliance At 3rd level, you manifest radiance and learn the Light and Sacred Flame cantrips. Charisma is your spellcasting ability. You also learn the Coronate link feature. Coronate (1 Link) As an action, you can expend 1 link to crown a target within 30 feet (including yourself). If the target is unwilling, they can make a Charisma saving throw to resist. While crowned, they receive one of the following effects: • Crown of Condemnation. When the target damages a creature, they take radiant damage equal to your Charisma modifier. • Crown of Life. When the target receives healing, they heal additional HP equal to your Charisma modifier. • Crown of Might. Choose 1 ability score. That ability score temporarily increases by 1. • Crown of Tyranny. All weapon attacks against the target deal an additional 1d4 radiant damage. This feature requires concentration to maintain, and you can only maintain it for up to 1 Minute. Illuminare Your glory is barely contained. At 7th level, you are constantly under the effects of the Light cantrip. You can freely choose to start and stop shedding light (no action required). You also learn the Light of Glory link feature. Light of Glory (2 Links) As an action, you can expend 2 links to create a 20-foot-radius sphere of daylight centered on yourself. The bright daylight moves with you, and it lasts for 1 Minute or until dismissed by you (no action required). While the light is active, you gain advantage on Intimidation and Persuasion checks. Crowning Achievement At 11th level, you gain resistance to radiant damage and can maintain concentration on 2 total instances of the Coronate feature (and its related features) at one time, though you must still start each instance separately. You also learn the Greater Coronation link feature. Greater Coronation (3 Links) As an action, you can expend 3 links to crown a target within 30 feet (including yourself). If the target is unwilling, they can make a Charisma saving throw to resist. While crowned, they receive one of the following effects: • Greater Crown of Condemnation. When the target damages a creature, they take radiant damage equal to your Charisma modifier. This damage ignores any resistances. • Greater Crown of Life. When the target receives healing, they heal additional HP equal to your Charisma modifier. They also regenerate 1 HP every round. • Greater Crown of Might. Choose 1 ability score. That ability score temporarily increases by 2. This can allow the score to exceed 20. • Greater Crown of Tyranny. All weapon attacks against the crowned target deal an additional 2d6 radiant damage. This feature requires concentration to maintain, and you can only maintain it for up to 1 Minute. R a d iia n t AArmi rmig e rr Armiger Level Subclass Features 3rd Inaugural Brilliance 7th Illuminare 11th Crowning Achievement 15th Burning Splendor 18th King of Kings
Van Docks’ Arsenal of Armigers 55 Burning Splendor At 15th level, whenever a hostile creature ends its turn adjacent to you, they take an amount of radiant damage equal to your Charisma modifier. You also learn the Terrible Glory link feature. Terrible Glory (4 Links) As a reaction when a creature rolls an attack roll against you, you can expend 4 links to pulse your light. The triggering attack instantly fails, and the creature must make a Wisdom saving throw or be frightened until the start of their next turn. King of Kings Your glory shines. At 18th level, you gain immunity to radiant damage and can maintain concentration on 3 total instances of the Coronate feature (and its related features) at one time, though you must still start each instance separately. You also learn the Superior Coronation link feature. Superior Coronation (5 Links) As an action, you can expend 5 links to crown a target within 30 feet (including yourself). If the target is unwilling, they can make a Charisma saving throw to resist. While crowned, they receive one of the following effects: • Superior Crown of Condemnation. When the target damages a creature, they take radiant damage equal to your Charisma modifier. This damage ignores any immunities or resistances. • Superior Crown of Life. When the target receives healing, they heal the maximum amount and heal additional HP equal to your Charisma modifier. They also regenerate HP equal to your Charisma modifier every round. • Superior Crown of Might. Choose 1 ability score. That ability score temporarily increases by 4. This can allow the score to exceed 20. • Superior Crown of Tyranny. All weapon attacks against the crowned target deal an additional 3d8 radiant damage. This feature requires concentration to maintain, and you can only maintain it for up to 1 Minute. Codename: Lady Light Comes from a noble family and is very good with that weapon of her’s... Radaint armiger. Enu Adaeze Olayinka
Lenora Lané: Spartan Armiger. She was exiled from her home with only her dead mother’s sword in her hands. It’s all she needs. Treat with caution. Codename: Motherland
Van Docks’ Arsenal of Armigers 57 Traits for a Spartan All spartan armigers tend towards rituals, habits, and other rigid traditions, but the nature of these disciplines can differ wildly from one spartan to the next. That said, plenty of spartans are keen to share their disciplines with anyone interested in adopting them. Consider adding one or more of these disciplines when creating an armiger of this inheritance or as you advance in its ranks. Spartan Inheritance Connecting to simplicity, dedication, or perfection, spartan armigers are masters of one. Whereas other armigers focus on expansive collections, spartans are determined to perfect a single bonded weapon. This awakens incredible powers in both the armiger and their bonded weapon even to the point of being able to awaken sentience in their bonded weapon. Spartans tend to follow a similar philosophy in life as they do with their arsenal, focusing their loyalty to only a small circle of close confidants. Spartan armories are usually simple and practical, such as a blacksmith’s forge or comfortable sitting room. Their bonded weapons are unmistakably their’s, resembling their bonded armiger in looks (and even personality). The links of a spartan are often located on their bonded weapon, such as magical filigrees on the hilt that disappear as they are used up. That’s a lot of weapons you have. Compensating for something? — Uniko the Sword Saint d20 Spartan Disciplines 1 Morning Meditation. You start each day with a peaceful meditation, focusing your mind and preparing yourself mentally for the challenges ahead. 2 Weapon Maintenance Ritual. You meticulously clean, sharpen, and care for your weapons and armor, ensuring they’re always in prime condition. 3 Regular Watch. You habitually scan the environment for potential hazards, advantageous positions, and escape routes, allowing you to adapt quickly to changing situations and maximize your tactical advantage. 4 Daily Conditioning. You dedicate time each day to physical conditioning and training, maintaining peak physical fitness, which you hope also translates to increased combat prowess. 5 Win-a-Day. You regularly engage in some kind of friendly competition or agreement to keep your abilities in their prime. Whether you challenge your allies to who can fell the most skeletons or who can hold their breath the longest, you have to experience a win. 6 Tactical Study. At almost the same time each day, you sit down to study the fighting styles and tactics of various foes you’ve encountered to anticipate your opponents’ moves and exploit weaknesses during combat. 7 Dedicated Training Dummy. You have a dedicated training dummy that you carry around with you to practice combat with. The training dummy is a nigh-constant companion, seemingly doubling as a security blanket. 8 Post-Combat Recovery. You prioritize recovery after each battle, taking measured time to clean up, cooldown, stretch, and recuperate as efficiently as possible, even when it’s inconvenient. 9 Until Failure. You do not rest your head to sleep until you absolutely need to, when your muscles can no longer push on, and your body can no longer move forward. Until then, you continue to work your body and your craft. 10 Day of Rest. You keep a tradition of taking one day off a week, even when out adventuring. You take this day to rest, reflect, and spend time with loved ones. When you are unable to observe this day, you feel “off” until you can enjoy it. 11 Breath Work. You keep a strict regime of breathing exercises that you observe at various times. These breathing exercises start simple, but some of them are so specific and complex that others have difficulty understanding what you do (or why you do it). 12 Warmup Routine. You have an extensive and specific warmup routine that you engage in every day and in advance of any strenuous activity. You are worried about hurting your body if you engage in activity without a proper warmup. 13 Ever Studying. You mainting a strict learning regime, usually in the form of reading whatever books, tomes, or documents you happen to have on hand. Because of this, you find it hard to resist the call of a library or bookstore. 14 Forever Student. You take whatever classes, trainings, or workshops that you can when the opportunity is presented. Sometimes they are way more expensive than they’re worth, but you can’t help yourself. 15 Lecturer. You understand that the best way to prove mastery of a concept is if you are able to teach it effectively. As such, you conducts formal lessons on a regular basis to those who are willing to engage with you. 16 Coach. You see yourself as a sort of coach in the lives of those you adventure with. Whether your party likes it or not, you are quick to point out their areas of improvements and their shortcomings. You also enjoy leading inspiring rallies prior to missions or battles. 17 High Bar of Excellence. You forget that not everyone is as disciplined as you are, and so you find no issue with barking orders and demanding high levels of success and execution. Some may even go so far as to call you a drill sergeant. 18 Marcher. You don’t walk or saunter. You maintain a formal march at most times, moving your body with practiced and precise motions. This can be handy in the right situations, but you tend to march even when it’s unnecessary. 19 Always Fasting. You are always observing some kind of fast. This could be the same fast, such as only eating after sunset, or it could be more varied, such as refusing to partake in entertainment for one day and then fasting animal meats the next. 20 Clockwork Circadian Rhythms. You naturally sleep at the same time and wake up at the same time. You may even tend to get tired, hungry, and thirsty at the same times every day. Perhaps your subconscious and even unconscious are just as disciplined as you?
58 Van Docks’ Arsenal of Armigers Spartan Features Arsenal of One When you gain this subclass, you commit to bond with one weapon, pouring all of your power into an arsenal of one. Your armiger abilities are modified as follows: One Bond. You can only have one bonded weapon at a time. Flexible Attunement. When you gain additional attunement slots at 13th and 20th level, you can use these attunement slots for any magic item instead of just for weapons. Returning Weapon. When you use your bonded weapon in a Grand Strike, the weapon automatically returns to you at the end of the Grand Strike. This does not allow you to make multiple Grand Strike attacks with the one weapon, but instead, the Returning Strike improvement allows the weapon to return immediately after each Grand Strike attack roll, letting you use the one weapon for multiple Grand Strike attacks. Modified Grand Flurry. Since you can only use your one bonded weapon multiple times in a Grand Strike when you have the Returning Strike improvement, the Grand Flurry link feature is more flexible, as described below. This replaces the original Grand Flurry link feature. Modified Grand Flurry (1 Link) When you take the Attack action, you can expend 1 link (no action required) to make 1 additional attack of any kind as part of the same Attack action. When you gain the Whirling Might feature at 16th level, you may spend 1 additional link with this feature to gain another additional attack (for a total of 2 additional attacks when you spend 2 links). Good Keeper At 3rd level, you gain proficiency in Tinker’s Tools and Woodcarver’s Tools. and expertise when using Smith’s tools. Additionally, you learn the Mending cantrip and can cast it without expending material components. Awaken (Optional) Also at 3rd level, subject to DM permission, creating such a strong bond with one weapon can awaken it with sentience. When you bond with a weapon, you may choose to turn the bonded weapon into a sentient bonded weapon. Each time you bond with a new weapon, you may choose to have it develop the same sentience as before or a new one. Any time you create a newly sentient weapon, work with your DM to develop its personality and stats. When you remove your bond from your weapon, it instantly loses its sentience and returns to as it was before. SSparr ta n AArmi rmig e rr Armiger Level Subclass Features 3rd Arsenal of One, Good Keeper, Awaken (Optional) 7th Dedicated Fighter 11th Practiced Mastery 15th Inseparable 18th One is All That’s Necessary
Van Docks’ Arsenal of Armigers 59 Dedicated Fighter At 7th level, your training with your weapon has allowed you develop a fighting style. You learn a Fighting Style option of your choice from the fighter class. Additionally, you learn the One Powerful Blow link feature. One Powerful Blow (2 Links) You make an unwieldy but mighty strike. As an action, you can expend 2 links to make a single attack with disadvantage. (This can be a single Grand Strike attack.) If the attack hits you automatically inflict the maximum possible damage. This attack can critically hit. If you are unable to roll with disadvantage for whatever reason, this feature fails. Practiced Mastery You know how to use your bonded weapon better than anyone. At 11th level, you learn the following link features. Trick Feint (3 Links) As a reaction when you fail an attack roll, you can expend 3 links to reroll the attack with advantage. The triggering miss was just a clever deception for the real strike. Iaijutsu (3 Links) You can expend 3 links (no action required) to instantly summon your bonded weapon to your possession, otherwise following the limitations presented in the Bonded Weapons feature. You gain advantage on the first attack roll you make with your bonded weapon on the same turn you use Iaijutsu. Inseparable Your bonded weapon is as attached to you as your limbs. At 15th level, your bonded weapon cannot be unwillingly disarmed, stolen, or otherwise taken from you. You can choose to let it go or give it up. Additionally, when using the Empowered Return link feature, you can now attempt to summon it as long as it is on the same plane of existence as you. One is All That’s Necessary You have no need for another weapon. At 18th level, your bonded weapon cannot break or otherwise be destroyed while bonded to you. You also learn the Tour De Force link feature. Tour De Force (5 Links) As a bonus action, you can expend 5 links to perfect your bonded weapon for 1 Minute. While perfected, your bonded weapon ignores resistances and immunities, and it considers both natural 19’s and natural 20’s as critical hits - meaning it hits regardless of any modifiers and rolls double damage dice.
Umbe: Codename: The Disciple Symmetric armiger. Brother of the Flying Blade from the Windtop Monastery. Performs duties for his monastery.
Van Docks’ Arsenal of Armigers 61 Traits for a Symmetric Symmetric armigers come from all schools of thought and walks of life, despite the common patterns in their ability. As symmetrics tend to be most naturally sagacious of the armigers, they often develop unique philosophies or proverbs that guide them. Consider adding one or more of these philosophies or proverbs when creating a symmetric armiger or as you advance in its ranks. Symmetric Inheritance Push. Pull. Good. Evil. Life. Death. Symmetric armigers are especially attuned to the interconnectedness of all things and can take advantage of these connections to great effect. Symmetrics are often sage. They know every action has an equal and opposite reaction, and this inspires them to manipulate harmonious cycles for their own purposes. Symmetric arsenals often reflect a particular cycle or duality. For example, one focused on the metaphysics of good and evil may have an armory that mixes both abyssal and celestial aesthetics, with black-and-white bonded weapons, and links that appear as feathered and leather wings. Another may connect with equivalent exchanges—their armory appearing as an alchemical lab or place of transaction, their bonded weapons may boast alchemical symbols, and their links may appear as a collection of 2-sided coins. Enemies are a gift, for they give us something to stand against. Honor them with your resistance. — anonymous d20 Symmetric Guiding Philosophies or Proverbs 1 “Embrace the Gale Within”. This philosophy encourages you to acknowledge and harness your inner strength and passions, using them to drive you forward like a powerful wind guiding your path. 2 “The Waters War with Dry Land and Give Us Life”. This proverb reminds you that adversity is a natural part of existence and that conflict is a necessary part of change and transformation. 3 “Harmony Is a Motion”. This philosophy teaches that balance and coordination are essential in all aspects of life, just as in combat where your movements and decisions should flow harmoniously. 4 “The Blade Shaped by the Spirit Shapes the Spirit”. This proverb suggests that the way you wield your weapon is a reflection of your inner character, implying that your actions define who you are as a person. 5 “Every Hurricane has a Still Eye”. This proverb emphasizes the importance of maintaining calm and clarity even in the midst of chaos, both in battle and in life, as it allows you to make more calculated decisions. 6 “Every Wildfire Starts as a Flame”. This proverb is a caution that small problems or dangers can grow into larger tribulations if they aren’t dealt with quickly, and it encourages you to be quick to put out fires before they can overwhelm you. 7 “Even Small Whispers Have an Echo”. This philosophy teaches that every action you take, no matter how small, ripples through the world, influencing outcomes and shaping your destiny. 8 “The Shadows Know What the Light Hides”. This proverb suggests that embracing subtlety and using the shadows to your advantage can lead to a more profound understanding of situations and better outcomes. 9 “The Forge Tempers with Heat”. This philosophy compares challenges to a forge, where you are tempered and refined by trials, emerging stronger and sharper than before. It encourages you to seek hardships that they may strengthen you. 10 “Every River Knows the Way to the Ocean Is Not a Straight Path”. This proverb reminds you to adapt and change like a river, flowing around obstacles and always finding a way forward, no matter how challenging the path may be. 11 “Silence Strikes like Thunder and Clears the Mind”. This philosophy teaches the significance of observing silence, especially in conversations, interrogations, or noisy situations, as silent pauses allow potential for insight and can reveal hidden truths. 12 “Life is a Dance with Fate but Who Leads It?”. This proverb suggests that your choices are the steps you take in life’s dance, shaping the rhythm of your existence. Do you let fate take the lead or do you move to your own rhythm? 13 “Every Phoenix’s Rebirth Begins With Its Death”. This philosophy speaks of resilience and transformation, reminding you that even from the ashes of failure, you can rise anew with renewed strength. 14 “The Darker the Night, the Brighter the Stars”. This proverb offers hope in challenging times, suggesting that even in the darkest moments, there are sources of guidance and inspiration to be found. 15 “One Thread Cannot Make a Tapestry”. This philosophy views life as a tapestry, with every individual’s journey interwoven with others’, creating a complex and beautiful pattern. 16 “What Is New to Us Is Old to Our Ancestors”. This proverb encourages you to listen to the wisdom of those who came before you, as their experiences can guide your decisions and actions. 17 “Equilibrium is a Balancing Act”. This philosophy promotes that finding equilibrium and maintaining harmony is an active and dynamic effort, advocating for calculated choices and staying mindful of potential consequences. 18 “Wisdom Can Be Found in the Foolish”. This proverbs reminds you to not be quick to dismiss any person or thought, as truths and insights can be hidden in even the most silly banality. 19 “Power Is Not Limited by the Body”. This philosophy teaches that physical strength is just one factor in overall power and that one should be strong in other ways. 20 “Tomorrow Is a Blank Scroll Written by Today”. This proverb speaks of the unknown future as a blank scroll waiting to be written, urging you to seize the present and shape your destiny with purpose and intention.
62 Van Docks’ Arsenal of Armigers Symmetric Features Even the Odds You can stabilize odds with your harmonious connection. At 3rd level, you learn the following link features. Balance the Scales (1 Link) As an action, you can expend 1 link to create a balancing effect on two creatures within 30 feet of you. Choose one of the balancing effects listed below. All targets receive a Wisdom saving throw to resist the effect, though a target can choose to fail the save. If either one of the targets saves against the effect, the entire feature ends. • Balance Aptitude. One creature gains advantage to a skill, and the other gains disadvantage to the same skill. • Balance Prowess. One creature gains a +1 bonus to attack and damage rolls, and the other gains a -1 penalty to attack and damage rolls. • Balance Defenses. One creature gains a +1 bonus to a saving throw of your choice, and the other gains a -1 penalty to the same saving throw. • Balance Speed. One creature gains a +10 foot bonus to their speed, and the other gains a -10 foot penalty to their speed. This cannot reduce a creature’s speed below 5. This feature requires concentration to maintain, and you can only maintain it for up to 1 Minute. Harmonize (2 Links) As a reaction when a creature you see makes an ability check, you can expend 2 links to force the roll to be 10 before modifiers. Balance the Four Humors You can manipulate physical imbalances to harm or heal. At 7th level, you gain proficiency in the Medicine skill, can make Medicine checks as a bonus action, and can make Medicine checks up to a range of 30 feet away. Also, choose acid, necrotic, radiant, or force. You can change this decision whenever you take a long rest. You learn the Life Transfer link feature. Life Transfer (3 Links) As an action, you can expend 3 links to unleash a 15-foot radius burst around yourself that transfers the lifeforce of enemies to allies. Enemies in the burst must succeed on a Constitution saving throw or take 2d8 of the damage type that you chose for the Balance the Four Humors feature. Thereafter, you can heal allies in the burst (including yourself) with an amount of health equal to half the damage inflicted. You can portion out the hit points as you please. Level the Field At 11th level, your Balance the Scales link feature can now affect all creatures in a 30-foot radius of you. You designate who receives the bonus or the penalty. Each individual creature can make a Wisdom saving throw to resist the effect. The feature only ends early if there is no one receiving the bonus or receiving the penalty—you need at least 1 creature on either side of the balancing effect. Also, you can amplify the link feature by expending 3 additional links (4 links total), as described below. Balance the Scales (1 or 4 Links) As Balance the Scales, except you can expend 4 links to have the balancing effects improved as follows: • Empowered Balance Aptitude. The advantage or disadvantage now applies to 3 skills. • Empowered Balance Prowess. The bonus to attack and damage rolls is now +2, and the penalty is now -2. • Empowered Balance Defenses. The bonus to the saving throw is now +2, and the penalty is now -2. • Empowered Balance Speed. The bonus to speed is now +20 feet and the penalty is -20 feet. This cannot reduce a creature’s speed below 5. SSymmmme t ri ric AArmi rmig e rr Armiger Level Subclass Features 3rd Even the Odds 7th Balance the Four Humors 11th Level the Field 15th Absolute Symmetry 18th Perfectly Balanced
Van Docks’ Arsenal of Armigers 63 Absolute Symmetry At 15th level, your Life Transfer link feature improves. It grows to a 30-foot radius burst, and its damage increases to 4d8. Additionally, when a creature saves against the Life Transfer, they still suffer half damage, and the damage inflicted gets added to the healing pool. Finally, you can now heal an amount of health equal to the total damage inflicted instead of half of the damage inflicted. Perfectly Balanced Your power is perfected. At 18th level, you gain the Monk’s Purity of Body and Timeless Body features. Also, when you use your Life Transfer link feature, as a bonus action, you can expend 5 links to impose one of your improved balancing effects from Balance the Scales. When you do this, any creatures who failed their Constitution saving throw against the Life Transfer automatically fail their Wisdom saving throw against the balancing effect.
Xadrion von Drabek Codename: Psiki? Syke? Temperament armiger. Great conversationalist and person to confide in. PSYCHE.
Van Docks’ Arsenal of Armigers 65 Traits for a Temperament Due to the psionic nature of temperament armigers, these armigers tend to manifest subtle psychic effects that betray the nature of their abilities. It is thought that these psionic traits are reflections of a temperament’s subconscious or unconscious mind. Consider adding one or more of these psionic effects when creating an armiger of this inheritance or as you advance in its ranks. Temperament Inheritance While all armigers connect with creatures to some degree, temperament armigers connect with others in a much more emotional way. Extraordinary empaths, temperaments connect to their own hearts and to the feelings of those around them, and by harnessing emotional energy, temperaments can achieve a variety of effects. However, as their namesake implies, temperaments can be prone to dramatic mood swings and can even be overcome by their incredibly strong emotions. Temperaments’ arsenals are often influenced by a particular feeling. A temperament in love may have pink bonded weapons, a lavish bedroom for an armory, and links that appear as floating hearts. Meanwhile, an irritable temperament’s bonded weapons may shake with rage, their armory may appear vandalized and damaged, and their links may appear as a motes of fire that grow around anger. If I am an example, I am example of the power of our hearts. — Rei Omoi, on the day of her trial d20 Temperament Psychic Effects 1 Telepathic Echoes. You occasionally catch fleeting thoughts from individuals you touch, as if their minds brush against yours, giving you snippets of their emotions. These snippets are disorderly and hazy, so you can’t make much (if anything) out of them. 2 Emotional Radiance. Sometimes, your emotions subtly influence the emotions of those around you, causing slight shifts in their moods without your conscious intention. 3 Colorizing Aura. The colors of your immediate surroundings occasionally shift based on your emotions, causing the hues of objects or light to change subtly - such as red roses slowly turning blue when you are sad. 4 Psionic Hunches. You sometimes get a psychic twinge, an indescribable hunch that you can’t shake off. You’ve yet to successfully make use of these vague sense, and you aren’t always convinced that it actually means anything. 5 Ephemeral Memories. Images and scenes from your memories occasionally manifest as faint, translucent illusions in your vicinity, which are visible only to you. These memories are clear and vivid and might even interefere with your visual perception. 6 Telepathic Reverberation. The thoughts of those around you sometimes create a soft, rhythmic hum in your mind, like a distant conversation in a crowded room. The hum is incoherent and doesn’t give you any insight into people’s specific thoughts. 7 Empathic Mirror. Your emotions become more vivid when you’re around people, and when you spend enough time with someone, you are prone to adopt their perceived emotions as your own. 8 Mood Lamp Touch. Small objects you touch briefly emit a faint, ephemeral glow that matches your emotional state at the time.This glow is short-lived and dull, and it isn’t useful as a way to create a light source. 9 Mood-Induced Sensations. The texture and temperature of objects you touch occasionally seem to change based on your current emotional state, such as water feeling hotter when you are angry. Whether these changes are purely perceived or real is unknown. 10 Nascent Clairvoyance. You sometimes receive fleeting mental flashes of other locations you have never been to before, though these pictures are often cryptic and open to interpretation. 11 Subconscious Manipulation. Objects around you sometimes respond slightly to your unconscious desires, moving or shifting in minor ways that few notice. 12 Object Reading. When you touch an object, you get a mental flash of the previous creature that touched the object. These flashes are brief and muddy, but you might be able to glean the emotional state of the previous creature via the leftover psychic imprint. 13 Sensory Overlap. Intense emotions you experience can lead to synesthetic experiences, where you briefly taste colors or see sounds. Often, it seems the emotional outburst affects the type of synesthesia you develop - such as fear making sounds purple and white. 14 Distinct Emotional Identities. Strong emotions change you - sometimes literally. When you experience a strong emotion, your appearance or identity may cosmetically change to match the emotion, such as growing a few inches when you feel proud. 15 Dreamsharing. When you dream while people around you are also dreaming, you sometimes take in pieces of their dreams into your own. Sometimes, you swear you even get to observe the dreams of other people, though you’ve never been able to prove it. 16 Empathic Synesthesia. The expressed emotions of others are sensate to you in extraordinary ways. For example, strong emotions may evoke a smell, or perhaps everyone emits a faint emotional aura. However they appear, the effects aren’t actually that useful. 17 Invisible Bonds. After spending enough time with someone, you can see literal psychic threads develop that connect you and the creature you have spent time with. These transluscent shimmers are immaterial and ephemeral, and only appear in close proximity. 18 Inner Sight. When you look at people, you don’t just see their physical appearance, but you see a manifestation of their psychic appearance, too. These mental appearances can be symbolic, weird, or abstract, but everyone’s thoughtform is different. 19 Manifest Dreams. When you sleep, your dreams sometimes spill out of your head and appear as hazy illusions around you that other people might be able to perceive. 20 Animist. You are convinced that there is a soul or spirit in everything - creatures, plants, inanimate objects - and you treat all things accordingly. For example, you might treat all items with careful respect as a way of showing them gratitude.
66 Van Docks’ Arsenal of Armigers Temperament Features Empath Also at 3rd level, your natural empathy awakens into extraordinary empathic abilities. You gain proficiency in Insight. If you already have proficiency in it, you gain expertise in the skill instead. Finally, you learn the Sympathetic State link feature. Sympathetic State (1 Link) As a bonus action, you can expend 1 link to take in emotional energy and enter a heightened emotional state for 1 Minute. Choose one of the following emotional states when you activate this feature. You gain the benefits listed for that emotion for the duration of this feature. These states grow in power when you reach 7th level, providing additional benefits. When your sympathetic state ends, you must make a Constitution saving throw against your own Link save DC to recompose yourself. On a failure, emotional fatigue drains you, and you are incapacitated for 1 round and take 1 point of exhaustion. • Astonishment. Surprise and fascination overwhelm you. You gain proficiency in Investigation and Perception. At 7th level, you roll Investigation and Perception checks with advantage and add a bonus equal to your Charisma modifier. • Compassion. Care and kindness overwhelm you. You can take the Help action as a bonus action and can cast Spare the Dying at will using Charisma as your spellcasting ability. At 7th level, you can cast Create Food and Water and Gentle Repose at will without expending material components using Charisma as your spellcasting ability. • Despair. Sorrow and pain overwhelm you. When you are damaged by a creature, the creature must make a Charisma saving throw or be unable to further attack or harm you until the start of your next turn. At 7th level, when a creature fails its Charisma save against your despair effect, the creature is stunned until the end of your next turn. • Fury. Anger and wrath overwhelm you. Your bonded weapons deal additional 1d6 psychic damage. At 7th level, this damage increases by 1d6 for a total of 2d6 psychic damage. • Infatuation. Love and desire overwhelm you. You gain advantage to all Charisma checks directed to another creature. At 7th level, when you succeed on a Charisma ability check against another creature, the creature is charmed by you for the duration of your sympathetic state. • Panic. Fear and anxiety overwhelm you. You can take the Dash and Dodge actions as a bonus action. At 7th level, your movement speed doubles and doesn’t provoke opportunity attacks. • Rapture. Joy and zeal overwhelm you. You make Wisdom and Charisma saving throws with advantage. At 7th level, you are immune to being frightened and charmed and temporarily ignore any exhaustion levels you might have. • Revulsion. Disgust and contempt overwhelm you. You can cast Vicious Mockery as a bonus action using Charisma as your spellcasting ability. At 7th level, you can cast Counterspell and Dispel Magic at will using Charisma as your spellcasting ability. TTemmp e rr amment AArmi rmig e rr Armiger Level Subclass Features 3rd Empath 7th Psychic Sponge 11th Overwhelming Amplfication 15th Acute Emotional Sense 18th Complete Empathy
Van Docks’ Arsenal of Armigers 67 Psychic Sponge At 7th level, your empathic abilities grow. You learn the following link features. Temperament’s Calm (2 Links) As an action, you can expend 2 links to cast Calm Emotions. Mood Ring (2 Links) As an action, you can expend 2 links to attune your arsenal to a creature within 30 feet (including yourself). If the target is unwilling, they can make a Charisma saving throw to resist. On a success, they are immune for 24 hours. Constructs and creatures that are immune to or hidden from divination magic are unaffected by and immune to this feature. While attuned, your armory, bonded weapons, and links reflect the emotional state of the target in a way that makes their true feelings obvious. Any creatures who can see you gain advantage on any Insight checks against the attuned target, and the target gains disadvantage on any Deception checks. Additionally, while attuned, you are aware of the target’s prevailing emotion, whether it’s love, anger, pain, fear, calm, or something else. Because of this, you also immediately know if the target is lying, though you might not be able to ascertain what the specific lie is. This feature requires concentration to maintain, and you can only maintain it for up to 1 Minute. While you maintain concentration on this feature, you can use a bonus action to change the attunement to another creature. If the new target is unwilling, they may make a Charisma saving throw to resist. Overwhelming Amplification At 11th level, you can use ever growing emotions to further empower yourself. While under the effects of your sympathetic state link feature, the link costs of all link features are reduced by 1 (to a minimum of 1 link). Additionally, when you use the sympathetic state feature, you can choose to gain 2 of the benefits but at the risk of greater drawback. If you choose to gain 2 benefits and you fail the Constitution saving throw at the end of your sympathetic state, you are stunned for 1 round and take 1 point of exhaustion instead of the normal drawback. Acute Emotional Sense Starting at 15th level, your sensitivity to emotional energy is so strong that you can use it to locate other creatures. You gain blindsight out to 30 feet, but you cannot detect constructs or creatures that are immune to or hidden from divination magic with this sense. Additionally, you learn the following link features. Emotional Tracker (4 Links) As an action, you focus on the emotional signature of a creature known to you. You immediately learn the exact location of that creature at the time you use this feature. If the creature is a construct, on another plane of existence, or is immune to or hidden from divination magic, you are unable to track them. Dreamwalker (5 Links) As a 1 Minute ritual, you can expend 5 links to cast Dream. Additionally, you can use an instance of this feature as you fall asleep to bring a creature you know who is also sleeping into your own dream. When used this way, the known creature is the messenger, and they visit your dream. Because you create the connection, you can forcibly end the spell to expel the messenger. Complete Empathy At 18th level, when you use the Sympathetic State link feature, you can choose to gain 3 of the benefits. If you do and you fail the Constitution saving throw at the end of your sympathetic state, you fall unconscious for 1 round and take 1 point of exhaustion instead of the normal drawback. Also, you learn the Total Understanding link feature. Total Understanding (5 Links) As an action, you can expend 5 links to fully empathize with a creature. When you use this feature, you must touch a creature adjacent to you. An unwilling target can make a Charisma saving throw to resist the effects of this feature. Constructs and creatures that are immune to or hidden from divination magic are unaffected by and immune to this feature. If the target is willing or fails their saving throw, you immediately learn the creature’s entire known history, downloading their conscious emotions, thoughts, and memories in an instant. If the target has amnesia, you only learn what they remember but are aware that amnesia is present. Likewise, if the target has had their memory modified, you learn their memories as they have been modified. While engaging in Perfect Empathy, you may use your bonus action to dig even deeper. When you do, the target receives a new saving throw to resist (they can choose to fail). If the target is willing or fails this saving throw, the following effects occur: • You learn the target’s current Intelligence, Wisdom, and Charisma ability scores. • You learn if the target is currently being affected by any conditions or other ongoing effects, such as a Geas or curse. You may choose to remove one of these conditions or ongoing effects by siphoning it out of the creature. • You and the creature can communicate telepathically with one another for the next 24 hours. You can understand each other with this telepathic communication even if you do not share a language. Communication is possible over any distance, but it can’t extend to other planes of existence.
VAELRON THE CALM Codename: Shieldmaiden. Vanguard armiger. Don’t point out her blue skin.
Van Docks’ Arsenal of Armigers 69 Traits for a Vanguard Vanguards’ propensity to confront their obstacles head on means they often see a number of victories and defeats. However, every vanguard armiger is uniquely impacted by the particular triumphs they experience or desire—whether grand or personal. Consider adding one or more of these triumphs when creating an armiger of this inheritance or as you advance in its ranks. Vanguard Inheritance Often on the frontlines, vanguards connect to warfare, fervor, strength, tactics, or even their allies. They are often more calculating than their peers and excel in matters concerning teamwork, battle strategies, and combat techniques. Still, what makes vanguards so impressive is their ability to empower their allies. Even a volunteer militia becomes a well-oiled force when a vanguard takes charge. The bonded weapons of vanguards almost always look masterwork, reflecting light with such clarity they can be seen at great distances. Meanwhile, their armories reflect places of combat or training, such as gladiatorial arenas or military barracks. The links of vanguard armigers take inspiration from battle and war. One might have streaks of blood circling their armor, another might have magical rondels running up their arm, and a final one may have shifting warpaint. If you stay beside me, you will never know death. — Steelwarden Qaletaqa d20 Vanguard Desired or Realized Triumphs 1 Defeat of a Master. You once engaged in a duel of extraordinary finesse and precision, defeating a master swordsman in a battle that was as much a dance as a fight. 2 Puzzlesolver. You unlocked a cryptically locked artifact that had eluded scholars for generations, unveiling forgotten knowledge that proved invaluable to the local mages. 3 Great Mediation. Through diplomacy and tact, you successfully negotiated a peace treaty between warring factions, putting an end to a long-standing conflict and saving countless lives. 4 Blacksmith’s Assistant. You bested a powerful fire elemental in combat to help a weaponsmith harvest its essence and forge a weapon imbued with the elemental’s fiery power. 5 Overcome Phobia. You overcame your fear of heights and ascended a treacherous mountain peak. In celebration, you planted a flag on the mountaintop, symbolizing your triumph over personal limitations. 6 Raid Defender. You defended a vulnerable village from a marauding horde, inspiring the villagers to stand beside you as you led them to victory against overwhelming odds. 7 Spirit Journey. As a traditional rite-of-passage, you successfully completed a ritual that allowed you to to gain insights and visions that shaped your path. 8 Posthumous Promise. You fulfilled a sacred oath you made to a dying friend, avenging their death and ensuring their memory would be honored for generations to come. 9 Chainbreaker. You helped spark a revolution against a tyrannical ruler, your passionate words and courageous actions rallying the people to reclaim their freedom. 10 Light and Life. During a cursed nightfall, you braved the dark streets to relight your town’s protective lamps, using their enchanted light to repel an undead force that threatened to take over. 11 Fighting Champion. You emerged victorious in a prestigious gladiatorial tournament, proving your combat prowess to an adoring crowd and earning the respect of your peers. 12 Liberated at Last. Escaping from years of captivity, you broke free from the bonds that had held you captive, forging a new life and proving that your spirit could not be broken. 13 Big Game Hunter. You hunted down and subdued a malevolent creature that stalked a nearby town, ending its long-lived terror and giving the people there a new hope. 14 Rehabilitator. Through your dedication, you helped heal a blighted forest, nurturing the land back to health and earning the friendship of its guardian spirits. 15 A Moment in the Limelight. Your captivating performance at a grand festival moved even the hardest hearts, leaving a lasting impression on all who heard your music. 16 Trailblazing Pioneer. You charted an uncharted territory, mapping new places and discovering points-of-interest, leaving a legacy that enriched the world’s knowledge. 17 Fabled Bond. You befriended a legendary creature, gaining a helpful contact whose presence brings awe and admiration from those who happen to witness your connection. 18 Steel Over Spell. You faced down a powerful spellcaster, dispersing their magic and overcoming them without the help of spellcasting, proving that might doesn’t always need to rely on magic. 19 Diplomatic Achievement. You orchestrated a successful alliance between diverse cultures and races, fostering harmony and cooperation in the face of a common threat. 20 Living Muse. You became the muse of an artist, who created great works inspired by you that spread throughout the area, offering a chance to live on in the hearts of generations to come, whether they recognized the works were based on you or not.
70 Van Docks’ Arsenal of Armigers Vanguard Features Armor Symbiosis At 3rd level, you gain proficiency in heavy armor and ignore strength requirements for wearing armor. Bonded Shields Also at 3rd level, you can bond with shields. When you bond with a shield, it functions as a club (1d4 bludgeoning) for attack and damage calculations, and you can use bonded shields as a bonded weapon for other armiger features. A bonded shield counts as worn and confers its AC bonus when in a hovering position (as Telumkinesis). Having multiple bonded shields does not confer an additional bonus to AC. Also, the attunement slots you get at 13th and 20th level can be used to attune to weapons, shields, and armor. Finally, you learn the I Am Your Shield! link feature that only works when you have a bonded shield available. I Am Your Shield! (1 Link) As a reaction when an ally within 30 feet of you has an attack roll made against them, you can expend 1 link to send a bonded shield. The ally gains a +2 AC bonus against the triggering attack and all attacks made against them until the start of your next turn when the bonded shield returns to you. Battlefield Control Your connection to your allies and to the battlefield allows you to take control in an extraordinary way. At 7th level, immediately after initiative is rolled but before a turn has begun, you may swap the initiatives of one willing ally with one other willing ally (including yourself). You can only use this feature once per long rest. An Arsenal of Allies Also at 7th level, you can connect your allies to your arsenal. You learn the You Have My Weapon! link feature. You Have My Weapon! (2 Links) As an action, you can expend 2 links to connect one of your bonded weapons or shields to an adjacent ally. As part of the action, you give the bonded weapon or shield to the ally. Thereafter, the ally can use that bonded weapon or shield as if they are proficient with it. When they attack, they add your Charisma modifier to attack and damage rolls in addition to their own modifiers. Utilizing your arsenal’s connection to you, you or the ally can use an action on your respective turns to teleport the ally to an unoccupied space adjacent to you. If no such space exists, the teleport fails. If the ally returns, drops, or otherwise loses the bonded weapon or shield from their possession, the connection is severed, and this feature ends. VVa n g ua a n g uarrd AArmi rmig e rr Armiger Level Subclass Features 3rd Armor Symbiosis, Bonded Shields 7th Battlefield Control, An Arsenal of Allies 11th Combat Inspiration 15th Living Banner 18th Army Maker
Van Docks’ Arsenal of Armigers 71 Combat Inspiration Your allies are stronger when you lead them. At 11th level, you learn the Combat Inspiration link feature. Combat Inspiration (4 Links) As a bonus action, you can expend 4 links to give an ally you can see a die of Combat Inspiration. This die is a d4. Once within the next 1 Minute, the ally can roll the Combat Inspiration die and add the number rolled to one attack roll, to one damage roll, or to their AC against one attack roll made against them. An ally can wait until after the appropriate roll is made before deciding to use the Combat Inspiration die, but they must decide before the DM says whether the roll succeeds or fails. Once the Combat Inspiration die is rolled, it is lost. A creature can only ever have one die of Combat Inspiration at one time, and Combat Inspiration dice do not stack. Living Banner You aren’t just a standard bearer; you’re the banner itself. At 15th level, as long as you are not unconscious, all other allies who can see you gain advantage to saves against charmed and frightened effects. Finally, you learn the I Am With You! link feature. I Am With You! (4 Links) As long as you have more than 0 movement speed, as an action, you can expend 4 links to instantly rush to an ally you can see. You move in a straight line to an unoccupied space adjacent to the ally. If no such space exists or there is no traversable straight line to the space, the feature fails. This features uses up any remaining movement you have for the round. Though blazingly fast, you still pass through the intermediate spaces between your starting point and destination. This movement does not provoke opportunity attacks but could trigger other effects. Army Maker You are victory incarnate and can empower your allies to be paragons of battle. Your Combat Inspiration die is now d6 instead of d4. Additionally, you learn the To Victory! link feature. To Victory! (5 Links) As an action, you can expend 5 links to impart extraordinary power in your allies. All allies within 30 feet of you gain one of your Combat Inspiration dice and a number of temporary hit points equal to your armiger level that last for 1 Hour.
PART 4: Other Character Options LOG #21 There are times in our exploratory research when we chance upon individuals who seem to be armigers at a glance but turn out to be something else. These quasi- or demi-armigers are interesting to observe. If they can sling a sword somehow, they’re an armiger to me... even if they hate the label.
74 Van Docks’ Arsenal of Armigers Other Character Options (Preview) Not every weapon manipulator concept can be fully realized with just the armiger class on its own. As such, we have been developing a variety of other options that might help you bring your concept to life. Though we mainly focused on providing options that synergize well with armigers or other weapon manipulator characters, we have sprinkled in some other options that we hope anyone can enjoy! Feats Gifted Communicator Prerequisite: 4th Level; Charisma 13 or higher You develop incredible communication abilities, granting you the following benefits: • Increase your Charisma score by 1, to a maximum of 20. • You learn one Communication Style option of your choice from the armiger class. If you already have a style, the one you choose must be different. • Whenever you gain an Ability Score Improvement, you can replace this feat’s communicaiton style with another one from the armiger class that you don’t have. Multi-Weapon Master Prerequisite: Dual Wielder feat You’ve mastered the skill of using multiple weapons in one flourish, gaining the following benefits: • When you make multiple melee attacks in one turn, you can use a different weapon for each melee attack, drawing each weapon for each attack and immediately stowing it as necessary. This can allow you to use multiple weapons at once. • You can engage in two-weapon fighting with any melee weapon you are proficient with. • You gain a +1 bonus to attack and damage rolls on every weapon attack after the first weapon attack you make each round but only if you use a different weapon. Weapon Manipulator Prerequisite: Can’t have the Bonded Weapons feature You learn to bond with and control a single weapon, granting you the following benefits: • At the end of a long rest, you can touch a melee weapon that you are proficient with to bond with that weapon. This bond lasts until the next time you finish a long rest. • You can have your bonded weapon hover harmlessly around you (no action required). While hovering, the weapon remains in your space and continues to count as being worn or equipped by you but otherwise freeing up your hands. • As long as the weapon is within 30 feet of you and not in the possession of another creature, you may use a bonus action to summon the weapon into your hand or to a hovering position. Weapon Manipulator, Greater Prerequisite: 4th Level; Weapon Manipulator feat Your ability to bond with weapons increases, granting you the following benefits: • You can bond with a second weapon as per the Weapon Manipulator feat. • Choose Intelligence, Wisdom, or Charisma. When you make a melee weapon attack with a bonded weapon, you may use the chosen ability score for attack and damage calculations instead of the normal ability score.
Van Docks’ Arsenal of Armigers 75 Future Options & Content Plans A s much as we love the armiger, we know that it might not be the right fit for everyone. Whether due to DM restrictions or just personal preference, plenty of people may want armigerlike features and abilities without actually having to be an armiger. As such, we’re hoping to develop other character options that might better satisfy the concept a player has in mind. All of these ideas are tentative and in early workshop stages, so please take them with a grain of salt! If you want to help us see all of this through, please consider supporting us by going to kevinorduno.com/support. Part 4a: Non-Armiger Subclasses Weapon Manipulator/Armiger-related subclasses (working titles tentative): • Artificer - Weapon Animator. Through magical tinkering, these artificers can create (semi?)permanent animated weapons. Maybe its magic? Maybe it’s tiny propulsion jets? • Barbarian - Path of the Great Armory. Barbarians whose rage summons portals that shoot weapons. A sort of bladestorm archetype. • Bard - College of Conducting. Use puppetry, a baton, song, oration, poetry, or dance (or what have you) to manipulate weapons. Gives new meaning to a dancing sword. • Blood Hunter - Order of the Bloodstain. Blood Hunters who use hemomancy to bond weapons to them, marking them with their own blood. They especially hate vampires. • Fighter - Bladebound. The armiger as a fighter subclass; basically the armiger-lite and better for those who don’t want to try a whole new class. • Monk - Way of the Flying Sword. Inspired by Wuxia and Xian Xia tropes, a monk that uses ki to control weapons. Riding a flying sword included! A rare Wisdom-based weapon manipulator! • Rogue - Kinetic Scoundrel. Telumkinetic rogue that manipulates weapons for assassinations. Great at stabbing people in the back while standing in front of them through use of their hidden armory. • Sorcerer - Swordsoul. Sorcerers who have an animated sword "pet". Kinda like the Order of Scribes Wizard but reconceptualized for a weapons-based sorcerer. • Wizard - School of Telumkinesis. Similar to the bladebound fighter, this is basically an armiger-lite subclass. Intelligence based swordmage with more emphasis on the mage part. Basically, our take at a "gish" but influenced by the armiger. Part 4b: Other Character Options The current list of tentative ideas is as follows: • Eldritch Arsenal (eldtrich invocation). Requires Pact of the Blade. You can have more than one pact weapon (up to Charisma modifier?), and you get a version of the Armiger’s telumkinesis feature for your pact weapons. • Magus (eldritch invocation). Requires Hexblade patron. You can have more than one weapon benefit from your Hex Warrior feature (up to Charisma modifier?). And you gain a bonus when you cast a spell and make a weapon attack? Part 5: Seraphine’s Spellbook of Swordmagic Seraphine Van Dock can’t let the book be just about her brother and his armiger kin. A talented wizard by her own merits, Seraphine has created a number of spells inspired by the twins’ investigations into the armiger, telumkinesis, and other weapon manipulators (with some bonus unrelated spells). If you like the Blade BurstTCE spell, then you’ll love this chapter! Part 6: Arsenal Armaments What is an armiger without their arsenal? This chapter is an equipment and items chapter, filled with a plethora of options for all kinds of adventurers and robust additions to weapons. We’ll introduce a special weapon type called Sacraments which are weapons that have innate power progression so that a character can stick to one weapon their whole adventuring career (if they want to). We also hope to add some unique properties and options to the list of Simple and Martial weapons, such as the Spell Charge property that allows spellcasters to expend a spell slot to give a weapon a bonus. We’re also thinking of taking a stab at a version of the Weapon Mastery idea introduced in the One D&D playtests. Part 7: Armigers of the Realm For the worldbuilders, DMs, and lore-lovers, this flavorful chapter of armiger lore introduces unique armiger characters and organizations that you can plug-and-play into your own campaigns! We even hope to provide some premade PC stat blocks so that players can try out an armiger quickly and easily! Part 8: Night at the Museum A short adventure with modular difficulty options to fit a variety of adventuring parties. The party is tasked with guarding a collection of antique weapons that were recently unearthed from an ancient armiger’s tomb. However, when night arrives, the weapons come to life and seek to be returned to their master. Can the adventurers subdue the rebelling weapons without damaging them, while also fighting off a reknowned burglar whose eyes are on the living blades? An adventure with a few end states, some planar twists, hooks for further adventuring, and it’s a great primer to integrate armigers into your world! Even More Bonus Content? As the project continues to expand, we have plenty of ideas for even more content in the future. Some are purely informative, such as including a robust appendix of the research, mathematics, and rationale behind our design choices. Others are for flavor development, such as a list of modifications you can make with canon subclasses to make them weapon manipulator concepts (like ideas on adjusting the Swarmkeeper Ranger a bit so that its "swarm"is a collection of floating weapons.)
76 Van Docks’ Arsenal of Armigers Appendix A: Similar Classes/Subclasses We know we’re not the only people out there who’ve tried to bring a weapon manipulator class concept to life, and this wonderful hobby we call Tabletop Roleplaying is a lot stronger when we come together as a community to help each other out. Therefore, we scrounged the internet to find similar classes and are including them here as a way to help them gain the recognition they deserve and to help you find other options that might better suit your vision. We can’t speak to the balance of any of them, so make sure you work with your DM if any one of these classes catches your eye! We also know that plenty of people lump "gish" classes with weapon manipulators, so we’ve included those. Also, we haven’t included content from D&D Wiki for a few reasons: 1) D&D Wiki is easy enough to search on its own; 2) the content on D&D Wiki can be community-generated which makes it hard to credit; and 3) some of the content on there is unfinished. That said, we do recommend you take a look at the options there! It’s also important to note that some of the contents listed here are not free. Content that has a price are denoted with an asterisk (*) and italicized. If you know of another class/subclass we should add to this list, let us know, and we’ll be happy to keep this list growing! Good luck and happy homebrewing! Other Options by Other Creators The various other options are presented below. We tried to help a bit by sorting them into rough categories, and generally, the lists are sorted alphabetically. Magus Classes The following list is a comprised of Magus classes. These classes are usually inspired or based on the Pathfinder class of the same name, which is why they are their own category. Maguses usually have some form of spellcasting and are often Intelligence ability score based to some degree. • 5e Magus by Sky Knight • Magus Class - 5e by Radioactive_Coffee • Magus Class by LordMinast • The Magus Class by laserllama • The Magus Class by Benjamin Huffman* • The Magus v4.0 by rannieryjesuino • Revised Pathfinder Magus by badmudderfugger Previous D&D Class Conversions The following list is a comprised of classes inspired or based on the 3.5 edition base class (duskblade), 3.5 edition prestige class (spellsword), or 4th edition class (swordmage). Like the magus, these classes usually have some form of spellcasting and are often Intelligence ability score based. • Blade and Bond: The Swordmage Class (5e) by Levi Pressnell • Duskblade by Rooster68W • Duskblade by Stravix • Duskblade by The TTRPG Factory • Duskblade for 5th Edition by Thomas Kirksey • Spellsword v5 by Brandon Coulson • Swordmage by RegulusMagnus • Swordmage by Weirdo Whoever • The Duskblade: A 5e Class by Adeptus Gaming • The Spellsword by Smug Coffee Man Non-Conversion Classes The following list is comprised of gish classes. Gish is a term that defines a character that is skilled in both physical combat and magic, and they are usually intelligence based. The magus and spellblade are gishes. However, the classes in this category aren’t necessarily trying to convert existing material to 5e; they have some kind of original spin. • Blademaster by Notamalkavian • Runeblade by GnomeWorks • Spellblade by KibblesTasty • Spellblade by Megamoya • Spellblade by Ricodyn • Spellblade Class for D&D 5e (2021) by Michael Williams* • Swordmage by CreamCloud0 • Swordmage by Jeff "Hageshii01" Venancio • The Spellblade by Kayzen • The Spellblade by TheBricycle • The Spellsword by Bleizy Subclasses The following is a general list of options that are all subclasses for existing 5e classes which may satisfy a weapon manipulator or gish concept: • Blademancer by 10000Balloons • Dancing Blade (Fighter) by Venya • Duskblade (Wizard) by SarlaccHobbie • Knight-Enchanter (Wizard) by Ricodyn • Path of the Bladestorm (Barbarian) by KibblesTasty • Spiritsworn (Fighter) by KibblesTasty • Warbound Bloodline (Sorcerer) by Finalplayer14 • Way of the Sword Saint (Monk) by KibblesTasty
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