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# The Kingsglaive The Kingsglaive are an elite group of soldiers that are sworn to protect the kingdom of your king from all enemies, both foreign and domestic. You are referred to colloquially as a Glaive, and it is blessed with monarchs' magic. As a divine gift, they can use magical powers that enable them to teleport, cast spells, and forge weapons from thin air. The Glaives' recurring theme is to fight to preserve hope for the future even in a losing battle. "**For hearth and home**" - Kingsglaive's solemn vow ### Weapon Bind Starting at 3rd level, you may bind yourself up to 4 weapons of your choice. With your bound weapon you may send it to a pocket dimension or recall them and also you may switch between your bound weapons freely during combat. To bind with a weapon you must spend an hour to perform a ritual, which can be done during a short rest. The weapon must be within your reach throughout the ritual, at the conclusion of which you touch the weapon and forge the bond. Binding two light weapons counts as one 'weapon', such as two daggers. If you bind ranged weapons, you can magically generate normal ammunition for it; if it has different type of ammunition loaded, such as with repeating crossbows, pistols etc, those can be generated within the weapon as well. If you try to bind to another weapon whilst already being bound to four, you will have to choose which weapon to lose the link to replace it with the new weapon you are binding yourself too. ### Warp-Strike Also at 3rd level, as a bonus action, you can make a special ranged attack with a range of 30 feet. You are proficient with it and you add your STR or DEX mod to its attack and damage rolls but you must use the same modifier for both rolls. On a hit, you teleport to the creature, placing yourself to the closest unoccupied space adjacent to that creature. When you teleport the weapon returns to your hand. Warp Strike’s damage deals 1d8 + STR or DEX mod force damage. This increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8). Whenever you attempt to Warp-Strike a creature and miss, you may choose to teleport anywhere within 5 feet of the creature.
(Your warps visually looks like magical sparks at both ends.) ##### Warp Factor Weapons have different effects on Warp-Strike dpending on their properties: **Thrown Weapons** Now have double the throwing range but does not include the distance for Warp-Striking. **Light Weapons** You may throw two light weapons in a single Warp-Strike and teleport to either. **Heavy Weapons** When you hit a creature with your Warp-Strike ability using a weapon with the Heavy property, you may choose to push the creature up to 10 ft back and teleport to the closest unoccupied space adjacent to the creature. \columnbreak ##### Point-Warp You can warp to places you can see. As an bonus action, you can throw a bound weapon at a point you can see within 30ft. If you throw you weapon to a wall, the blade can phase into the wall as much as you would like it to, however the handle of the weapon cannot be in the wall. When warping to your weapon, you are hanging with one hand from the handle of your weapon. If your weapon is warped into a tough structure, recalling the weapon will be the only way to retrieve your weapon back. You can also Warp-Strike or Point-Warp as a Disengage action.
(Ranged weapons can't deal Warp-Strike damage nor Point-Warp) ### Glaive Techniques **Glaive Points** At 5th level, you start to develop manuevers and magic that only a Glaive can perform in combat. You gain Glaive Points based on your level and you regain hlaf of them after a short and all after a long rest. You will learn more powerful moves and spells at 10th level and at 15th level. #### Glaive Manuevers Theses techniques are made with your weapons aided with your innate magic. **Mark** (2 Glaive Points, full-round action) Melee weapons only. You throw all of your weapons to different targets and you can Warp-Strike and make an attack in any order, making attack rolls for all of them. **Piercer** (2 Glaive Points) Ranged weapons only. You fire a well-placed shot aided with your magic that deals the maximum weapon damage. You can use this to after you confirm a hit. #### Elemancy Magic that will support you battle. Your spell attack is Proficiency + CHA mod. **Fire**(bonus action) You cast the *Fire Bolt cantrip*. **Blizzard**(bonus action) You cast the *Ray of Frost cantrip*. **Thunder**(bonus action) You cast the *Produce Flame cantrip* as lightning damage. **Enhancement**(1 Glaive Point, bonus action) You imbue your hands to whichever weapon you are holding with an element for 1 minute; you have to spend another point to switch elements. *Flameboost* - You deal an extra 2d6 fire damage. *Frostboost* - You deal an extra 2d6 cold damage. *Stormboost* - You deal an extra 2d6 lightning damage. **Starshell**(1 Glaive Point, bonus action) You imbue your next ammo shot with blinding light that shines in a 30ft radius when it's shot into an area. Each creature caught in it must make a DC14 WIS saving throw or be blinded for 1 minute.
Part 1 | The Kingsglaive
\pagebreak ### Royal Sigils At 5th level, you are granted the ability to invoke powers of sovereigns. You will gain more sigils at 10th level and at 15th level. These sigils can appear anywhere on your body but you can only have two active sigils at a time, three sigils active at 10th level and four active sigils at 15th level. You can change sigils after a short rest. #### The Wise's Sigil Your Warp-Strikes will always have advantage. #### The Conqueror's Sigil Attacks with Heavy weapons have advantage and deal an extra die damage. #### The Clever's Sigil Your ranged attacks can pierce creatures in a 30ft line. #### The Wanderer's Sigil You can make an extra attack, when Duel Wielding, with both weapons. #### The Mystic's Sigil You can add your STR or DEX mod to your attack and damage rolls. ### Improved Critical At 7th level, your weapon attacks score a critical hit on a roll of 19 or 20. ### Link-Strike At 10th level, you learn to work well with others during combat, if you are attacking a creature and allies is within 5ft of you or within 5ft of your target, your allies can make one attack against that same creature. You can also do this when your allies make an attack under the same conditions. You can only use this feature once per round.
(Your Warp-Strike has a range of 60ft now.) ##### Glaive Manuevers Manuevers learned at 10t level. **Grace Charge**(2 Glaive Points, bonus action) Spear or Polearm only. After a Warp-Strike, you can attempt to make an charge attack, as if you had the *Charger feat*, and trip them to make them prone and the creature has to make a DC16 STR saving throw. **Impulse**(3 Glaive Points, full-attack action) Heavy melee weapons only. You swing your weapon with such tremendous force that creates a shockwave in a 20ft cone that deals maximize bludgeoning damage of your weapon, doesn't matter if it's piercing or slashing. Creatures caught in the area must make a DC18 DEX saving throw or take the damage and be knocked back 10ft, halved on success and no knockback. The creature that's closest to your attack automatically fails the saving throw. **Crackshot**(3 Glaive Points, full-attack action, single target) Ranged weapons only. You make a flurry of shots that targets the creatures weak spots, every consecutive attack you can do, the creature loses temporarily -2 AC. \columnbreak ##### Elemancy Magic learned at 10th level. **Fira**(2 Glaive Points) You cast *Fireball*. **Blizzara**(2 Glaive Points) You cast *3rd level Snilloc's Snowball Storm*. **Thundara**(2 Glaive Points) You cast *Call Lightning*. **Overclock**(+1 Glaive Point to **Enhancement**) You enhanced the element you channeled to your weapons; you have to 2 Glaive Points to switch to a different enhanced element. No concentration needed. *Flamebind* - *Flameboost* as *3rd level Searing Smite*. (3d6 fire damage) Your weapon will be wreathed in fire. *Frostbind* - *Frostboost* as *Frigid Smite**. (3d6 cold damage) Your weapon will be coated with ice. *Stormbind* - *Stormboost* as *Thunderous Smite*. (2d6 lightning + 1d6 thunder damage) Your weapon will be crackling with electricity. ##### Royal Sigils #### The Rogue's Sigil When you fire a piece of ammunition or thrown weapons on ranged attacks, a copy of it is conjured along the original causing the attack to be regarded as one hit for two attacks. #### The Tall's Sigil Melee attacks deals max damage on the last hit. #### The Just's Sigil You gain resistance to all damage except psychic. #### The Fierce's Sigil Heavy weapons are considered Medium weapons and are versatile. ### Quickened Warping At 15th level, you may now Warp-Strike as a part of your attack action. ### Superior Critical At 15th level, your weapon attacks score a critical hit on a roll of 18-20.
Part 2 | The Kingsglaive
\pagebreak ##### Glaive Manuevers Manuevers learned at 15t level. **Dawnpirouette**(4 Glaive Points, bonus action) If the last attack you perform is with a Heavy melee weapon, you can throw it up high to the maximum warp range then warp to it to bring it down with descending force. Your initial impact damage of the weapon is maximized plus an extra die damage for every 10ft traveled. The creature must make a DC18 DEX saving throw for halved damage. **Shooting Star**(4 Glaive Points, full-attack action) Spear or Polearm weapon only. You can throw it up high and within warp range then warp to it then descend down like lightning. You descend down to an area or creature and create a surrounding shockwave in a 10ft radius. Creatures within range must make a DC16 STR saving throw or be knocked prone. The radius increases by 5ft for every 10ft traveled. If you descend onto a creature, that creature fails the STR saving throw and must make a DC18 DEX saving throw or take maximize damage of the weapon and is considered grappled, halved on success. **Plunge**(4 Glaive Points, bonus action) If the last attack you perform is with Light melee weapons, you can throw them within 5ft of the creature you are fighting then warp to them to do a blindside attack. The creature must make a DC18 DEX saving throw or takes critical damage from the weapons; on success, the creature just takes a normal damage. **Trigger Happy**(4 Glaive Points, full-attack action) Guns or Crossbows only. You can make 5 consecutive attacks with a ranged weapon. If you are Duel Wielding, You make 5 attacks with each weapon. You can perform this manuever with your movement. ##### Elemancy Magic learned at 15th level. *Firaga*(3 Glaive Points) You cast a *6th level Fireball*. *Blizzaga*(3 Glaive Points) You cast a *6th level Cone of Cold*. *Thundaga*(3 Glaive Points) You cast *Chain Lightning*.
Now whenever you use *Enhancement* or *Overclock*, you choose one ally you can see within 30ft of you and they gain the *Enhancement* of that element as well. \columnbreak ##### Royal Sigils #### The Pious's Sigil Whenever you use magic, you can cast *Fire*, *Blizzard*, or *Thunder* as a bonus action. #### The Warrior's Sigil The first attack you make each round always has advantage and you can take your turn in the surprise round. #### The Oracle's Sigil When being healed, you receive max healing on the die or dice. #### The Father's Sigil When you make an attack with STR or DEX mod, you can double the bonus for the attack or damage. #### The Chosen's Sigil Your attacks ignore resistances and immunities will be considered as resistances. ### Arms of the Glaive At 18th level, you summon all weapons you are bound to, that you are not wielding in the moment, and they hover around you for 1 minute. Whenever you make an attack, the other weapons fly towards the creature you are attacking and you make ranged attack rolls for them and dealing only one die of that weapon's damage. Ranged weapons will do bludgeoning damage and both Light weapons bounded count as two attacks, so make rolls for them as well. You can't use this feature again until the next dawn.
Part 3 | The Kingsglaive
## Note >So this was my version of the Kingsglaive, I've always wanted to make a Final Fantasy type subclass of sorts but couldn't figure out how to dumb down a lot of the overpowered skills into D&D format to make them fair. Then I found **Cakeslayer**'s take on Kingsglaive and that gave me a template to work on, so all credits go to him for helping me inspire and add on to the idea. Feel free to change and modify the subclass for your campaigns. You can also make this subclass for Paladin as well. Have fun being a Glaive!