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Arsenal Warden

Arsenal Warden

Some warriors master a single blade. You master them all.   Bound by ancient rites, internalized through unbreakable discipline, or forged from sheer martial will, you command a growing armory of ethereal weapons that orbit your battlefield presence. Each blade, spear, or hammer is a reflection of your mastery—an extension of your spirit given form. These are no illusions, nor are they magical spells: they are forged from battle-hardened will and made real through motion, intuition, and deadly purpose.   An Arsenal Warden fights like a war given shape—dozens of weapons flung, suspended, or summoned in synchronized choreography, overwhelming the enemy from every angle.  

Arsenal Manifestation

At 2nd level, you gain the ability to manifest spectral weapons forged from your martial essence.
  • As a bonus action, you may manifest a number of Arsenal Weapons equal to your proficiency bonus. These weapons float around you or in nearby space, and count as spectral, non-magical weapons with the Thrown and Reach properties, with damage matching your chosen martial weapon (slashing, piercing, or bludgeoning).
  • Arsenal Weapons can be used with your normal attack actions, or by specific abilities. Each weapon disappears after use, unless otherwise stated.
  • Arsenal Weapons can float in space within 30 feet of you. You may command one or more to attack or move as a bonus action.
  • You may recall or replace all Arsenal Weapons as a bonus action once per turn.
  • At the end of combat, all Arsenal Weapons fade until remanifested.
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    Momentum of Arms

    At 2nd level, when you hit with an Arsenal Weapon, you may immediately move one manifested Arsenal Weapon up to 15 feet in any direction. If this moves it within 5 feet of a hostile creature, you may spend a reaction to make an attack with it using your Warrior ability modifier.   You can use this feature a number of times per short rest equal to your proficiency bonus.  

    Arsenal Techniques

    At 2nd level, you gain access to a list of Arsenal Techniques, powerful maneuvers that cost Vitality Points and manipulate your weapon constructs in unique ways.   You learn two Arsenal Techniques at level 2 and gain more as you level.  

    Orbit Formation

    At 7th level, your control improves. You may hover up to 2 Arsenal Weapons around you in defensive rotation. While doing so, you gain:
  • +1 AC per weapon hovering (maximum of +2 AC)
  • Any creature that hits you with a melee attack takes 1d6 force damage per hovering weapon
  •   This effect ends if you move more than 15 feet in a single action or lose concentration (as if concentrating on a spell). You may begin or end Orbit Formation as a bonus action on your turn.  

    Arsenal Surge

    At 10th level, you learn to overload your manifestation.   Once per short rest, when you use your bonus action to manifest Arsenal Weapons, you may choose to manifest double the number (up to twice your proficiency bonus) for 1 minute. These extra weapons fade if not used by the end of your next turn.   Additionally, you can now command two Arsenal Weapons with the same bonus action instead of one.  

    Soul Armory

    At 15th level, your Arsenal Weapons gain powerful enhancements:
  • They are considered magical for the purpose of overcoming resistance.
  • When using an Arsenal Weapon for an AoO or Reaction, you roll with advantage.
  • If you manifest four or more Arsenal Weapons at once, you may choose to immediately move up to 15 feet without provoking attacks.
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    Supreme Arsenal

    At 18th level, you may form a Master Construct once per long rest.   As an action, you forge all currently active Arsenal Weapons into a single weapon construct: a massive blade, a ring of swords, a coiled whip of spears—choose your form. This construct lasts for 1 minute, and during that time:
  • Your weapon attacks have +10 ft reach
  • You may make an additional attack as part of your Attack action
  • If you hit 3 different enemies in a single turn, you may regain 1 Vitality Point and 1 Momentum Die
  •   At the end of the effect, your Arsenal Weapons fade and cannot be remanifested until you complete a short or long rest. Signature Move and Upgrades  

    Bladefall Horizon

    At 3rd level, you gain the Signature Move Bladefall Horizon.   As an action, choose up to 3 Arsenal Weapons within 60 feet. You hurl them in a flurry at one or more targets:
  • Make separate attack rolls for each weapon (or split among creatures).
  • On a hit, each deals 2d8 force damage, and the target must succeed on a Dex saving throw or be pinned, reducing its speed by half until the start of your next turn.
  •   You may use this move once per short rest, or by spending 3 Vitality Points.  

    Bladefall Horizon Upgrade I

    At 10th level, Bladefall Horizon improves:
  • You may now choose up to 5 Arsenal Weapons
  • On a failed save, enemies are restrained instead of just slowed
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    Bladefall Horizon Upgrade II

    At 18th level, you may manifest a rain of blades:
  • Choose up to 6 Arsenal Weapons
  • Each target that is hit and fails its save takes double damage, and is blinded and restrained until the end of your next turn
  • This version may only be used once per long rest
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    Mastery Combo: Infinite Armory

    Trigger: After executing 2 Combo Finishers and spending at least 6 total combo steps in one encounter.   As an action, you open the full arsenal of your martial soul:
  • Manifest up to 12 Arsenal Weapons, freely positioned within 60 feet.
  • For the next minute, you may make an additional attack per Arsenal Weapon you command with a bonus action (up to 3 per bonus action)
  • All Arsenal Weapons deal force damage, ignore resistance, and crit on a 19–20
  • At the end of the effect, you fall to 0 HP with 1 failed death save and 1 level of exhaustion, unless an ally restores you before your next turn
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    Arsenal Techniques (Battle Techniques)

    Rapid Barrage

  • Cost: 2 Vitality Points
  • Choose up to 3 Arsenal Weapons. Launch them in sequence at a single target. Roll one attack roll. On a hit, deal 3d8 force damage and force a Con save or cause the target to lose concentration if applicable.
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    Blade Halo

  • Cost: 1 Vitality Point
  •   Suspend up to 2 Arsenal Weapons in orbit around an ally. That ally gains:
  • +1 AC per blade (max +2)
  • Any enemy that hits them in melee takes 1d6 force damage
  •   Lasts for 1 minute or until the ally moves more than 30 ft from you.  

    Blade Vault

  • Cost: 1 Vitality Point
  • Teleport to a space within 30 feet that contains one of your Arsenal Weapons, consuming it. You may make a melee weapon attack as part of this movement, with advantage if the target didn’t see you coming.
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    Wall of Iron

  • Cost: 2 Vitality Points
  • Summon 4 Arsenal Weapons in a straight line 20 ft long. The line becomes difficult terrain, and creatures who move through it take 2d6 slashing damage and must make a Strength save or have their speed halved for 1 round.
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    Piercing Volley

  • Cost: 2 Vitality Points
  • Choose up to 3 enemies in a 15-ft cone. Launch Arsenal Weapons at each of them. On a hit, deal 2d10 piercing damage and the target cannot take reactions until the end of their next turn.
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    Combos

    Triple Draw

  • Trigger: Launch three Arsenal Weapons at different targets in one turn
  • Effect: Gain 1 Momentum Die and your next Arsenal Technique costs 1 fewer Vitality Point
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    Forge and Fade

  • Trigger: Manifest at least 4 Arsenal Weapons in one turn and hit with 1
  • Effect: You become invisible until the start of your next turn
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    Arsenal Dance

  • Trigger: Command Arsenal Weapons to strike as a bonus action in two consecutive turns
  • Effect: Your next attack this turn gains advantage and deals +1d10 force damage
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    Combo Finishers

    Pinning Constellation

  • Trigger: After Triple Draw + Forge and Fade
  • Effect: Choose 3 Arsenal Weapons. Suspend them above a target. At the start of your next turn, they fall and each makes an attack with advantage. If 2 or more hit, the target is restrained and silenced for 1 round.
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    Phantom Swarm

  • Trigger: After Arsenal Dance + 1 other combo
  • Effect: You may target any 5 creatures within 60 feet with one Arsenal Weapon each. If 3 or more are hit, you gain 2 Vitality Points and may immediately use a Battle Technique for free

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