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Become a Patron!
# Patron:The Great Arsenal # Mystic Arsenal Arsenal Warlocks make pacts with warrior entities, planar warlords, gods of war, or any being of power that collect weapons. They gain access the immense power of the Patron's Arsenal, and even share their own weapons to add to their Patron's power. A Arsenal Warlock is never unarmed and it can triumph wielding its weapons or using them as deadly projectiles. Arsenal Warlocks also share the knack to collect more and more weapons to satisfy it's Patron.
#### Expanded Spell List The Great Arsenal Patron let's you choose from a expanded spell list that you can learn when you learn a Warlock spell. They Count as Warlocks spells for you. ##### Expanded Spell List
| Spell Level | Spell | |:---:|:---:| | **1º** | ***compelled duel***| | **2º** | ***locate object, flame blade*** | | **3º** | ***elemental weapon, lightning arrow, conjure barrage*** | | **4º** | ***stoneskin*** | | **5º** | ***swift quiver, conjure volley*** |
### Unlimited Arsenal Starting at 1st level, your patron has given you access to his arsenal, you can conjure a portal to this arsenal to pull a weapon from it. You can choose to use this weapon as projectile as an action. If you choose to use it as projectile, make a ranged spell attack, if you succeed you deal the chosen weapon damage dice as force damage. You can choose to spend a spell slot to add more portals to this attack, you add one extra damage dice per level of the slot used. You can only use one-handed weapons with the "Light" property that you have proficiency with. You can use this ability a number of times equal to your Charisma Modifier +1. This ability recharges it's uses after a short or long rest. ### Mystic Combat You can choose to use your Charisma modifier instead of Strength or Dexterity on your attack and damage rolls made with weapons. You gain proficiency with two weapons of your choice \columnbreak ### Spoils Of War You have access to a fragment of your patron's arsenal, where you can store and collect your own weapons for later use. You can store up to 5 weapons of your choice, and can wield them, using an action or use them as projectiles following the Unlimited Arsenal rules. You can also "borrow" a weapon from your patron, manifesting and wielding a commom weapon, following the Unlimited Arsenal restrictions. The weapon returns to The Arsenal after some time, and cannot be sold. ### Arms Race Starting at 6th level, your connection with the Arsenal gets stronger letting you choose from more options of weapons. Unlimited Arsenal can use all types of one-handed weapons that you have proficiency. You gain proficiency with two weapons of your choice Also, when you make the attack action, you can do an Extra Attack. ### Military Superiority Starting at 10th level, your patron empowers you giving you permission to use stronger weapons. You now can use two-handed or versatile weapons you are proficient with with your Unlimited Arsenal. All weapons you wield are imbued with part of the Arsenal's power, making them magic for the purpose of overcoming resistances. You gain proficiency with two weapons of your choice ### Heavy Artillery Starting at 14th level, you are in fully in tune with the Arsenal, gaining the ability to show it's true power. Once per day you can use a greater version of Unlimited Arsenal, you using half of your charges, rounded up. You summon 9 portals instead of one, choosing one type of weapon, and make an spell attack for each portal, dealing the weapon damage dice + your charisma modifier for each successfull one. You can have one target or can spread the portals between multiple targets. You gain proficiency with two weapons of your choice. Also, Unlimited Arsenal now can use weapon with the heavy propriety. \pagebreak ## Eldritch Invocations #### Frontline ###### *Prerequisite: 6th level, Pact of the Blade* You summon copies of your pact weapon from your portals, and control them with your mind to make attacks for you. Whenever you make an attack you can use your Bonus Action to make one attack using the summoned weapon. Your weapons are considered +1 and have the reach property #### Incorporeal Legion: ###### *Prerequisite: 10th level, Pact of the Chain* Your control over familiars extends to your weapons. Your "Find Familiar" spell can only summon weapons instead of normal familiars, these weapons can attack and have a travel range of 3 meters and cannot be more than 6 meters from you. You control a number of weapons equal to 1 + half of your Charisma mod (rounded down), your familiars lose their special senses while you use this summon.
#### Special Munition: ###### *Prerequisite: 5th Level, Pact of the Tome* You can use the magic of your Tome to strengthen your weapons. From the warlock cantrips you have, choose up to **1 + your warlock level / 4** ***(minimum 1)*** , cantrips that have some damage descriptor. You can no longer use these chosen cantrip, but you gain a number of arcane seals equal to the number of sacrificed cantrip. These seals upgrade your Unlimited Arsenal weapons with the same damage descriptor as the cantrip. You gain a 1d6 of same type of damage per five levels in this class on the weapons you use as projectile on Unlimited Arsenal. You use one different seal per projectile