The Weaponsummoner

by rvltnrygold

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The Weaponsummoner
CLASS | WEAPONSUMMONER

The Weaponsummoner

A firbolg passes through a street
alley. He is unarmed and
rich looking; a prime target
for the roving gangs of the city. When they attack, they do not see where the knives come from, but they feel the bite of the blade all the same.
An elf soldier rides empty handed under a white parley banner. When it becomes abundantly clear that negotiations are not going as her general wanted them to, she pulls a javelin out of thin air and hurls it at the enemy negotiator.

A blueveined woman throws her axe in the middle of a battlefield. It embeds in a direwolf's side. The beast stumbles and falls. Moments later, the axe disappears. The wounds do not.

The weaponsummoners are a somewhat mysterious group. They study the weave of magic so intently that they can form it into the weapons they fight with at will. They move and adapt with the flow of combat, matching each enemy with exactly what they nee to be bested. A weaponsummoner is never done learning, never done improving.

Ancient Knowledge

The weaponsummoners are not knolwedgable in the abstract ways that wizards are. They understand magic in a much more intimate way. They know what it is to have magic coursing and hardening in their hands. They know the feeling of the spark of magic in their hands and in their feet. The knowledge collected by the weaponsummoners is vast, but it is largely practical.

The knowledge collected by weaponsummoners is fiercely guarded. Finding large collectives of weaponsummoners is rare. They are secretive, nomadic, and though they take pride in their communal information, they also take care to not be too central. The largest fear of the weaponsummoner community is that some calamity would destroy all the oral information that each weaponsummoner keeps in their minds.

Spontaneous Community

Weaponsummoners feel an inherent connection with other weaponsummoners - and though they may know a fellow summoners' secrets and stories, they hardly ever know the person themselves. Weaponsummoners carefully catalogue someone's experieinces, but hardly ever their lives. As a result, actually encountering another summoner is often a rare but exciting event.

These unexpected connections are how the bulk of weaponsummoning knolwedge gets moved around. Tales
get passed from mouth to mouth through random
encounter and happenstance. It is not unheard of for
one weaponsummoner to attack another without
realizing what they were only for the fight to end
when both realize that the other might have the
newest stories.

CLASS | WEAPONSUMMONER

Creating a Weaponsummoner

When creating a weaponsummoner, it's important to understand how your character came to learn how to summon. Was it something that happened spontaneously? Were they taught by an older Summoner?

After figuring out the relationship your character has with their magic, consider how they fit into the larger community of Weaponsummoners. Do they partake in the great sharing of information, or do they keep themselves in the dark? Do they listen and not contribute? Is being an adventurer apart of a quest for more knowledge, or is it an attempt to avoid the traditional community?

Quick Build

You can make a weaponsummoner quickly by following these suggestions. First, Intelligence should be your highest abilitiy score, followed by Strength of Dexterity. Second, choose either the sage or far traveler background.

Multiclassing Requirements

If your group uses the optional rule on multiclassing in the Player’s Handbook (p. 163), here’s what you need to know if you choose weaponsummoner as one of your classes.

Ability Score Minimum. As a multiclass character, you must have at least an Intelligence score of 13 to take a level in this class.

Proficiencies Gained. If weaponsummoner isn’t your initial class, here are the proficiencies you gain when you take your first level as a weaponsummoner: light armor, medium armor, shields, simple weapons, and martial weapons.

Extra Attack. The Extra Attack feature doesn’t give you an additional attack if you already have the Extra Attack feature.

Spell Slots. Add one third (rounded up) in the weaponsummoner class to the appropriate levels from other classes to determine your available spell slots if you have the Spellbound Tradition subclass.

Class Features

As a weaponsummoner, you gain the following class features:

Hit Points

  • Hit Points at 1st Level: 10 + your Constitution modifier
  • Hit Points at Higher Levels: 1d10 (or 6) + your Constitution modifier per level after 1st

Proficiencies


  • Armor: Light armor, medium armor, shields
  • Weapons: All weapons
  • Tools: None

  • Saving Throws: Intelligence, Constitution
  • Skills: Choose two from Arcana, Religion, Athletics, Perception, Survival, and Intimidation

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

  • (a) leather armor or (b) any light armor
  • (a) one tangible simple weapon or (b) one tangible shield
  • (a) a dungeoneer's pack or (b) an explorer's pack
  • one tangible martial weapon
  • one arcane focus

If you forgo this starting equipment, as well as the items offered by your background, you start with 3d4 x 10gp to buy your equipment.

Weapon Summoning

At the 1st level, as a bonus action you are able to magically summon any weapon, expending points from your Summoning Pool equal to the base damage die of the weapon. You are proficient with any weapon you summon. Ammunition for magic ranged weapons is summoned at the rate of 1 point per 10 ammunition used. You must have a free hand to summon a weapon into. If you are summoning a two handed weapon, you must have both hands free. Your Sumoning Pool points is equal to 10 + your Intelligence modifier at the first level and increases 1d6 (or 4) + your Intelligence modifier per Summoner level. If your Intelligence modifier increases, retroactively add those points to your Summoning Point pool. Expended Summoning Points (SP) are restored at the end of a long rest.


The Weaponsummoner
Level Proficiency Bonus Features
1st +2 Weapon Summoning, Fighting Style
2nd +2 Combustible Weaponry, Steadfast
3rd +2 Tradition, Oral History, Permanent Summon
4th +2 Ability Score Improvement
5th +3 Extra Attack
6th +3 Field of Battle
7th +3 Arcane Augmentation, Tradition Ability
8th +3 Ability Score Improvement
9th +4 Summoning Point Pool Improvement
10th +4 Full-Frontal Assault
11th +4 Tradition Ability
12th +4 Ability Score Improvement
13th +5 Mystic Weapons
14th +5 Greater Weapon Summoning
15th +5 Tradition Ability
16th +5 Ability Score Improvement
17th +6 Fast Reflexes
18th +6 Improvements
19th +6 Ability Score Improvement
20th +6 Endless Pool
CLASS | WEAPONSUMMONER

Summoning a weapon costs a number of Summoning Points equal to the size of the damage die for the weapon you are summoning. For example, a longsword does 1d8 slashing damage. Summoning a longsword, therefore, costs 8 Summoning Points. Your summoned weapon deals it's associated damage type, though it counts as magical for the purposes of overcoming resistance. Tables at the end of the class description are included for the cost of summoning weapons.

Magical weapons can remain summoned for 4 hours. If the weapon stays outside a 5 ft radius of it's summoner for longer than 1 minute, it will dissolve. At the 18th level, the time it can remain our of reach increases to 10 minutes. As an action, the summoner can dissolve the weapon before the 4 hour condition is met. Each weapon that is summoned is its own individual item; they are not stored in a demiplane or pocket dimension. They are simply created from magic and returned to the weave when dismissed. They look however the summoner wants, though they glow faintly of magic.

You can absorb the magical properties of a weapon by performing a special ritual over the course of an hour. This ritual consumes the weapon, and at it's completion, you gain the ability to summon a weapon with those magical properties. If the original item requires attunement, you use a slot as normal. You cannot combine the magical properties of two or more items into one Summoned weapon.

Fighting Style

At the 1st level, you adopt a style of fighting as your specialty. Choose one of the following options. You can't take a Fighting Style option more than once, even if you later get to choose again.

Archery

You gain a +2 bonus to attack rolls you make with ranged weapons.

Blind Fighting

Being unable to see a creature doesn’t impose disadvantage on your attack rolls against it, provided the creature isn’t hidden from you.

Close Quarters Shooter

You are trained in making ranged attack at close quarters. When making a ranged attack while you are within 5 feet of a hostile creature, you do not have disadvantage on the attack roll. Your ranged attacks ignore half cover and three-quarters cover against targets within 30 feet of you. Finally, you have a +1 bonus to attack rolls on ranged attacks.

Defense

While you are wearing armor, you gain a +1 bonus to AC.

Dueling

When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.

Great Weapon Fighting

When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.

Interception

When a creature you can see hits a target that is within 5 feet of you with an attack, you can use your reaction to reduce the damage the target takes by 1d10 + your proficiency bonus (to a minimum of 0 damage). You must be wielding a shield or a simple or martial weapon to use this reaction.

Mariner

As long as you are not wearing heavy armor or using a shield, you have a swimming speed and a climbing speed equal to your normal speed, and you gain a +1 bonus to AC.

Protection

When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield.

Thrown Weapon Fighting

You can draw a weapon that has the thrown property as part of the attack you make with the weapon. In addition, when you hit with a ranged attack using a thrown weapon, you gain a +1 bonus to the damage roll.

Tunnel Fighter

You excel at defending narrow passages, doorways, and other tight spaces. As a bonus action, you can enter a defensive stance that lasts until the start of your next turn. While in your defensive stance, you can make opportunity attacks without using your reaction, and you can use your reaction to make a melee attack against a creature that moves more than 5 feet while within your reach.

CLASS | WEAPONSUMMONER

Two-Weapon Fighting

When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.

Unarmed Fighting

Your unarmed strikes can deal bludgeoning damage equal to 1d6 + your Strength modifier. If you strike with two free hands, the d6 becomes a d8. When you successfully start a grapple, you can deal 1d4 bludgeoning damage to the grappled creature. Until the grapple ends, you can also deal this damage to the creature whenever you hit it with a melee attack.

Combustible Weaponry

Starting at the 2nd level, you can, as a bonus action, choose one of your summoned weapons or ammunition to explode after a successful hit. The explosion deals an additional 1d6 force damage to the target of the attack. This ability dismisses the weapon and ammunition and it must be resummoned. Exploding ammunition for a ranged weapon also dismisses the ranged weapon.

The amount of additional damage dealth by this ability increases by 1d6 at the 5th, 11th, and 17th levels.

Steadfast

Also at the 2nd level, the magic of your summoning runs through not only your blood, but through your muscles and your skin as well. You gain resistance to force damage.

Oral Histories

At the 3rd level, you familiarity with the knowledge of those weaponsummoners before you gives you insight to your enemies. You can, as a bonus action, study a creature within 30ft. of you. Make a Intelligence (Investigation) check where the DC is equal to 8 + the CR of the creature, rounding down. On a success, you know one of the creature's resistances, immunities, or vulnerabilities, if it has any. You can use this ability a number of times equal to your Intelligence modifier (minimum of 1) and regain this ability on a short or long rest. Once you succeed on this check, you cannot use this ability again on the same creature for 24 hours.

Additionally, you gain advantage on Intelligence (History) checks made for knowledge of local mythology, folklore, and urban legends.

Traditions of the Summoners

At the 3rd level, you have learned enough of your Summoning Community to be able to pick the Tradition of Summoners that you wish to follow. Traditions are paths of study that hone and specialize a Summoner's capabilities.

Choose one of the following traditions: the Spellbound's Tradition, the Armsage's Tradition, the Shieldbearer's Tradition, the Toolmaster's Tradition, and the Stone-Breaker's Tradition. Your choice grants you features at 3rd level and again at the 7th, 11th and 15th levels.

Permanent Summon

At the 3rd level, you have mastered the creation of summoning a weapon to the point that you can maintain a summon for as long as you desire unless the summoned weapon is outside a 5 ft radius of the summoner for longer than 1 minute (or 10, one the 18th level is reached).

Extra Attack

Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

Field of Battle

Starting at the 6th level, you can spread your weapons out across the battle field. When you summon a weapon as a bonus action on your turn, spending Summon Points as normal, you can move it to a spot within a 30ft radius of you instead of holding onto it. You must concentrate on it as if it were a spell. As a reaction when a hostile creature moves within 30ft of you, you can make an attack of opportunity with each of your currently maintained weapons against any creature that is within range of a maintained weapon.

On subsequent turns, you can move a maintained weapon up to 10ft as a bonus action. These weapons can stay maintained for up to 1 minute, depending on your concentration.

You can maintain a number of weapons equal to your Intelligence modifier at a time (minimum of 1). If you summon a new weapon when you are already at your maximum amount of maintained weapons allowed, the one furthest away from you disappears. A summoned weapon you are wielding does not count against this maximum.

Arcane Augmentation

Starting at the 7th level, you can expend additional points when summoning a weapon to grant the weapon a damage die one size larger than its tangible counterpart. The additional points used to augment the weapon is half the base cost of summoning.

Summoning Point Pool Improvement

Starting at the 9th level, when you level your Summoning Point pool, you use a d8 rather than a d6. Additionally, you can choose to expend a number of hit die equal to half your level to restore your Summoning Points during a short rest rather than healing. This change retroactively applies to your Summoning Point pool, much as Hit Points are.

Full Frontal Assault

Starting at the 10th level, you can, as an action, summon a number of weapons equal to the amount of hostile creatures within 30ft of you (spending Summoning Points as normal) and attack each of them with one of the weapons summoned as apart of this action. Roll each attack separately.

CLASS | WEAPONSUMMONER

Mystic Weapons

Starting at the 13th level, all weapons - tangible and summoned - are considered magical weapons in your hands. You gain the following benefits:

  • You can add your Intelligence modifier to your attack rolls. You may add this to the roll after you have rolled, but before the DM reveals if it has hit or not. You can use this feature a number of times equal to your Intelligence modifier (minimum 1). You regain expended uses after a short or long rest.
  • Weapons do an additional amount of Force damage equal to your Intelligence modifier on a hit.
  • Your weapon attacks score a critical hit on a 19 or 20.

Greater Weapon Summoning

Starting at the 14th level, you can begin to summon weapons that would normally require more than one person to man and use. It takes you 1 minute to summon these special siege weapon, detailed at the end of the class description. You can use an action on your turn to fire this siege weapon without needing additional people to man the weapon. Summoning a siege weapon of Medium size uses 20 Summoning Points. Summoning a Large weapon uses 30. Ammunition for a summoned siege weapon is 5 SP per piece of ammunition. All of your summoned siege weapons deal double damage against structures, buildings, and constructs. Additionally, siege weapons can only be summoned for a maximum of 4 hours.

Battle Ready

Starting at the 17th level, if you have less than 10 summoning points when you roll initiative, you immediately gain a number of summoning points equal to your Weaponsummoner level + your Intelligence modifier.

Endless Pool

At the 20th level, after leveling your Summoning Points pool as normal, add half the amount of your total pool to your Summoning Points maximum, rounding up.

Summoning Traditions

Despite being as scattered across the world as they are, weaponsummoners are community-minded folk. They guard their secrets carefully from outsiders, but are more than willing - eager even - to share their ways with younger and less experienced weaponsummoners. The reticence they display when interacting with non-weaponsummoners about their craft is matched only by their exuberance with those who understand what it is to wield magic as (more than a weapon) an extension of their own bodies. Fellow members of the same tradition are like close siblings or a beloved parent; members of rival traditions are more similar to a cousin who you care for but wish to out do.

Weaponsummoner Taditions are represented all across the world, though they may have one or two centers of excellence in large cities. They rely heavily on oral tradition and communal memory to preserve their work. The choice of tradition is the choice of what type of Summoner a person will become, but more than that it is the choice of what type of person they will be.

The Spellbound Tradition

Those in the Spellbound Tradition have chosen to focus their magic, through their weapons, to gain better control of the weave of the universe. Weaponsummoners of the Spellbound Tradition blend magic and blades more closely than the other traditions do. For them, there is no difference between spells and summon. There is only themselves and their command of the Weave.

Spellcasting

By 3rd level, your tradition has taught you to channel the same magic that allows you to summon weapons to cast spells. See chapter 10 of the Player's Handbook for the general rules of spellcasting and chapter 11 for the weapon summoning spell list. Use the Artificer spell list, reprinted on the last page.

The Spellbound Tradition table shows how many spell slots you have to cast your spells. To cast one of your weapon summoner spells of 1st level or higher, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.

Refer to the Weaponsummoner table for how many spells you know from the Weaponsummoner spell list. These are spells that you have learned from your fellow Summoners, in the great oral tradition of the Summoning communities. You may change your spell list each time you gain a Weaponsummoner level.

Because you learn magic through memorization and an oral history, Intelligence is your spell casting ability. You use your Intelligence whenever a spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a weaponsummoner spell you cast and when making an attack roll with one.

Spell Save DC = 8 + your proficiency bonus + your Intelligence modifier
Spell Attack Modifier = your proficiency bonus + your Intelligence modifier

You can use an arcane focus (found in chapter 5 of the Player's Handbook) as a spellcasting focus for your weapon summoner spells.

Flexibility of the Weave

Starting at the 3rd level, you can choose whether you use Strength/Dexterity for your attack rolls or your Intelligence when attacking with a magically summoned weapon.


The Spellbound Tradition
Level Cantrips Known Spells Known 1st 2nd 3rd 4th
3rd 2 3 2 - - -
4th 2 4 3 - - -
5th 2 4 3 - - -
6th 2 4 3 - - -
7th 2 5 4 2 - -
8th 2 6 4 2 - -
9th 2 6 4 2 - -
10th 3 7 4 3 - -
11th 3 8 4 3 - -
12th 3 8 4 3 - -
13th 3 9 4 3 2 -
14th 3 10 4 3 2 -
15th 3 10 4 3 2 -
16th 3 11 4 3 3 -
17th 3 11 4 3 3 -
18th 3 11 4 3 3 -
19th 3 12 4 3 3 1
20th 3 13 4 3 3 1

Elemental Weapons

Starting at the 7th level, you can, as a bonus action, change the damage type of your Summoned weapon to acid, cold, fire, lightning, poison, or thunder damage. Your Summoned weapon continues to deal this type of damage until you use a bonus action on a subsequent turn to change it again.

Negation

Starting at the 11th level, as a reaction to getting hit with an attack that deals magical damage, you can choose to give yourself immunity to that type of damage until the beginning of your next turn. You can use this reaction once per long rest.

Improved Augmentation

Starting at the 15th level, you can expend twice the amount of summoning points to move the hit die up 2 sizes when you augment a weapon. Refer to the table at the end of the class description for base cost, augmented cost, and augmented damage.

CLASS | WEAPONSUMMONER

The Armsage's Tradition

Weaponsummoners of the Armsage tradition have made their weapons both a sacred art and a primary source of study. Their weapons are extensions of themselves, and they have a favorite weapon (or type of weapon) that they have specialized in. They are a tool for speed, accuracy, and utility. Armsage Weaponsummoners have an innate knowledge of the weapons they have spent their life studying - though that's not to say they aren't deadly with any weapon, whether they've studied it or not.

Weapon Specialization

At the 3rd level, you can pick a specializiation for your weapons, conferring a special bonus to all of the weapons you summon of that type. Regardless of your choice, summoning weapons that fall within your specialization reduces the amount of Summoning Points that weapon costs by your proficiency modifier. You can choose another weapon specialization at 7th level, and a third at 15th level.

  • Ranged Weapons. Whenever you hit a creature with a summoned weapon that has the ammunition property, you can attack a creature that is within the weapon's range and is behind the original target of your attack. The second attack is rolled at disadvantage. This can only be done once per attack.
  • Finnesse Weapons. Whenever you make an attack with a summoned weapon that has the finnesse property, you can, as a bonus action, disengage and move an additional 10ft of movement until the end of your turn.
  • Two-Handed Weapons. Whenever you make an attack a summoned weapon that has the two-handed property, on a hit, the target much make a Strength saving throw versus a DC of 8 + your Intelligence modifier + your proficiency modifier or be knocked prone.
  • Versatile Weapons. Whenever you make an attack with a summoned weapon that has the versatile property and are making the attack with two hands, your target's AC is reduced by your Intelligence modifier.
  • Thrown Weapons. Whenever you throw a summoned weapon with the thrown property, you can cause it to reappear in your hand immediately after resolving the attack, no action required.
  • Dual Weapons. Whenever you attack with weapons you are dual wielding, you can make one additional attack with your off-hand weapon when you use your bonus action to make an off-hand attack. You cannot add your ability modifier to the damage of this attack, even if you have the two-weapon fighting style. Additionally, whenever you summon a one-handed weapon with the light property as a bonus action on your turn, you can instead summon two one-handed weapons as long as one has the light property, spending Summoning Points as usual, to dual wield both weapons.

The Art of Surprise

Also at the 3rd level, the first attack made with a summoned weapon is considered a surprise attack providing the attack is made on the same turn it was summoned.

Quick Getaway

Beginning at the 7th level, you gain the ability to teleport to an empty space that is adjacent to one of your weapons that is being maintained through your Expanded Field of Battle ability.

CLASS | WEAPONSUMMONER

Summoning Strike

Beginning at the 11th level, you gain the ability to draw from your pool of Summoning Points to add damage to your hits with magically summoned weapons. For every 1 SP you use, add 1 point of damage when you successfully hit. Starting at the 18th level, for every 1 SP you use, add 2 points of damage when you successfully hit. All damage you add to a hit with this feature is force damage.

Extra Attack (x2)

Beginning at the 15th level, you can attack 3 times in your turn rather than twice.

The Shieldbearer's Tradition

The Shieldbearer weaponsummoners are a bit odd, even by weaponsummoner standards, because rather than focusing on the blades and bows they can make, they are much more concerned with protecting themselves and their allies from the blows of those blades and bows. The shieldbearer is a tradition of protection and piercing protection - after all, the best person to overcome a defense is someone who plays that defense.

Shield Warrior

Beginning at the 3rd level, you begin to be able form specialty shields that give the normal +2 AC bonus, as well as confer a special bonus. Normal summoning rules and costs apply; see the end of the class description. As a bonus action, you can summon one of the following shields. When making attacks with these shields, you are considered proficient with these improvised weapons.

Flaming. The shield casts 20ft of bright light and 20ft after that of dim light. In addition to the 1d4 of bludgeoning damage it deals as an improvised weapon, it deals 1d4 for fire damage.

Forearm Shield. Strapped to the arm between the elbow and wrist, this shield gives protection while leaving your hand free. The weight of the shield, however, does impose disadvantage on weapon attacks made with that hand.

Discus. A medium-sized, round shield that is surprisingly aerodynamic. Rather than dealing damage as an improvised weapon, it deals 1d6 of bludgeoning damage when thrown at a target. The rules for Field of Battle apply here, with your maximum range being equal to your aura radius. You can cause it to reappear in your hand immediately after resolving the attack, no action required.

Tower Shield. A large than normal shield, this summoned shield can, as an action, be planted and used as 3/4 cover. You forgo your cover once you take an action or move more than half your speed.
Additionally, you can choose to summon instead a standard medium-sized shield and project it within your Field of Battle aura to protect an ally, adding +2 to their AC. They do not have to hold their shield; rather, it floats by them and reacts to attacks around them. Field of Battle rules apply as normal.

Armor Proficiency

Also at 3rd level, you gain proficiency with heavy armor. Additionally, donning and doffing your armor takes half the amount of time it would totally take.

Metal Piercer

Starting at the 7th level, you can target the armor of a creature you are attacking and attempt to reduce their defense as well as assaulting themm. Once per turn, after a successful hit you can forgo damage and instead reduce your target's AC by half of your Intelligence modifier, rounded down (minimum 1).

Infused Defense

Starting at the 11th level, you can as an action invest your armor with the power of your summoning. You can spend a number of Summoning Points up to your Intelligence modifier (minimum of 1) and add them to your AC for 1 minute. You may only benefit from this ability once at a time.

Arcane Deflection

Starting at the 15th level, you can repurpose others' magic for yourself, and you can use it to defend yourself instead. As a reaction to getting hit with magical damage, choose to give yourself resistance to the type of damage the attack that triggered the reaction. You have this resistance until the start of your next turn.

The Toolmaster's Tradition

Toolmasters are quiet and sedate. They are weaponsummoners who have largely rejected the martial tendency of their community, and while their elders are some of the most knowledgeable members of the community, they are also wary to share their knowledge with those who would use their knowledge to destroy rather than build. The Toolmasters are builders, before they are most things, and they are proud of that distinction.

Tool Proficiency

At the 3rd level, you gain proficiency in three tool sets of your choice. You can pick from any artisan's tools, navigator's tools, thieves' tools, herbalism kit, or poisoner's kit.

Pragmatic Summoning

Also at the 3rd level, you can summon the physical components of any tool set you are proficient with, as well as basic tools, such as a shovel or hammer. You cannot summon anything that is expendable or consumable, such as ink from the calligrapher's tool set or herbs for the herbalism kit, but you can use tangible items with your summoned tools. Summoning a set of tools is 5 Summoning Points, and they adhere to the rest of the rules laid out in Weapon Summoning.

Cross Trained

Beginning at the 7th level, whenever you make a skill check with a skill you are not proficient in, you can spend a number of Summoning Points equal to half your proficiency bonus (rounded up) to add half your proficiency bonus to your roll. You may decide to do this after you have rolled, but before your DM has announced the result of the roll.

CLASS | WEAPONSUMMONER

Clever Craftsmanship

Starting at the 11th level, you can increase the weapons, armor, and equipment of your allies. During a short or long rest, you can spend a number of Summoning Points equal to the items rarity level to increase the level of rarity. For example, increasing a common longsword to an uncommon longsword gives it the +1 property. You cannot improve an item past +3, and no legendary or artifact weapon can benefit from this improvement. You can do this a number of times equal to your proficiency modifier, and regain expended uses on a long rest. This enchantment stays on the targeted item for a number of hours equal to your Intelligence modifier.

SP Cost Rarity Item Effect
5 Common to Uncommon Weapon: +1 to hit, Armor: +1 to AC, Arcane Focus: +1 to Spell Save DC, Potion: Increase rarity strength
10 Uncommon to Rare Weapon: +2 to hit, Armor: +2 to AC, Arcane Focus: +2 to Spell Save DC, Potion: Increase rarity strength
15 Rare to Very Rare Weapon: +3 to hit, Armor: +3 to AC, Arcane Focus: +3 to Spell Save DC, Potion: Increase rarity strength

Magnum Opus

At the 15th level, you have studied and learned the properties of arcane objects well enough to be able to recreate them, even without researching them. You learn three enchantments that create common, uncommon, or rare items and you are able to specially summon mystic versions of those items. This special summoning costs you a number of Summoning Points equal to three times your proficiency modifier, though they follow the rest of the normal Summoning rules. Learning all of these enchantments do not cost you attunement slots, even if they require attunement. Whenever you level up in the Weaponsummoner class, you can change one enchantment you know for one other enchantment. You must meet the prerequisites for any of the enchantments you chose to learn.

The Stone-Breaker Tradition

Weaponsummoners of the Stone-Breaker Tradition prefer to embody the overwhelming brute power of siege weaponry with their summoning. They are often the quietest of the weaponsummoners, but they have a deep knowledge about not only the magic they make, but the things they destroy with their weapons. Stone-Breaker Summoners are often artisans and crafters of the tangible, not just the arcane.

Wall Breach

At the 3rd level, you gain the ability to cast catapult at the 1st level an amount of times equal to your Intelligence modifier. The DC is equal to 8 + your Intelligence modifier + your proficiency bonus. You regain these uses after a long rest.

Additionally, you know exactly where to strike to bring down even the strongest of fortresses. You deal double damage to constructs, objects, and structures.

Withstand

At the 3rd level, you gain the ability to bolster yourself during battle. As a reaction when you take damage, you can choose to spend any number of points from your summoning pool and gain a number of temporary hit points equal to the number of points your spent.

Castle Builder

At the 7th level, you know how to use your surroundings to build cover for yourself and your allies. Using an action, you can construct shelter that is 10ft long and 3ft tall. It grants 1/2 cover. You can use a bonus action to continue construction on your shelter, making it 5ft tall and granting 3/4 cover. Each 5ft section of the shelter has an AC of 15 and 30hp while granting 1/2 cover and 50hp while granting 3/4 cover. You and any other creature with the Castle Builder feature 5ft of the shelter can use a bonus action to rebuild one 5ft section of the shelter to full hp. You can use this ability a number of times equal to your Intelligence modifier, regaining expended uses after a short or long rest.

Aditionally, you can use your knowledge to bolster and rebuilding existing structures. You can, as an action, choose to spend any number of points from your summoning pool and add that number of hit points to a structure you are within 5ft of as you bolster it with your latent summoning magic.

Bolstered Defense

Beginning at the 11th level, you can improve your own natural protections. During a short or long rest, you can choose one of the following damage types and give yourself resistance to poison, acid, fire, cold, lightning, or thunder damage until your next long rest.

Siege Mechanic

At the 15th level, summoning siege weaponry no longer costs quite as much of your resources. You half the point cost of summoning a siege weapon through the Greater Weapon Summoning feature, rounded down.

CLASS | WEAPONSUMMONER

Spells

This is the list of spells available to those who study the tradition of the Spellbound. The descriptions for these spells can be found in Chapter 11 of the Player's Handbook. These spells are from the Player’s Handbook. If a spell’s name is bolded, the spell is instead from Xanathar’s Guide to Everything.

Weaponsummoner Spells

Cantrips (0 Level)

acid splash
create bonfire
dancing lights
fire bolt
frostbite
guidance
light
mage hand
magic stone
mending
message
poison spray
prestidigitation
ray of frost
resistance
shocking grasp
spare the dying
thorn whip
thunderclap

1st Level

absorb elements
alarm
arcane weapon
(found in the Artificer Unearthed Arcana)
catapult
cure wounds
detect magic
disguise self
expeditious retreat
faerie fire
false life
feather fall
grease
identify
jump
longstrider
sanctuary
snare

2nd Level

aid
alter self
arcane lock
blur
continual flame
darkvision
enhance ability
enlarge/reduce
heat metal
invisibility
lesser restoration
levitate
magic mouth
magic weapon
protection from poison
pyrotechnics
rope trick
see invisibility
skywrite
spider climb

3rd Level

blink
catnap
dispel magic
elemental weapon
flame arrows
fly
gaseous form
glyph of warding
haste
protection from energy
revivify
tiny servant
water breathing
water walk

4th Level

arcane eye
elemental bane
fabricate
freedom of movement
Leomund’s secret chest
Mordenkainen’s faithful hound
Mordenkainen’s private sanctum
Otiluke’s resilient sphere
stone shape
stoneskin
vitriolic sphere

Weapon Summoning Costs

Simple Melee Weapons
Weapon Base Cost Augmented Cost Augmented Damage
Club 4 SP 6 SP / 8 SP 1d6 / 1d8
Dagger 4 SP 6 SP / 8 SP 1d6 / 1d8
Greatclub 8 SP 12 SP / 16 SP 1d10 / 1d12
Handaxe 6 SP 9 SP / 12 SP 1d8 / 1d10
Javelin 6 SP 9 SP / 12 SP 1d8 / 1d10
Light Hammer 4 SP 6 SP / 8 SP 1d6 / 1d8
Mace 6 SP 9 SP / 12 SP 1d8 / 1d10
Quarterstaff 6 SP 9 SP / 12 SP 1d8 / 1d0
Sickle 4 SP 6 SP / 8 SP 1d6 / 1d8
Spear 6 SP 9 SP / 12 SP 1d8 / 1d10
Simple Ranged Weapons
Weapon Base Cost Augmented Cost Augmented Damage
Crossbow, light 8 SP 12 SP / 16 SP 1d10 / 1d12
Dart 4 SP 6 SP / 8 SP 1d6 / 1d8
Shortbow 6 SP 9 SP / 12 SP 1d8 / 1d10
Sling 4 SP 6 SP / 8 SP 1d6 / 1d8
Martial Melee Weapons
Weapon Base Cost Augmented Cost Augmented Damage
Battleaxe 8 SP 12 SP / 16 SP 1d10 / 1d12
Flail 8 SP 12 SP / 16 SP 1d10 / 1d12
Glaive 10 SP 15 SP / 20 SP 1d12 / 1d12+2
Greataxe 12 SP 18 SP / 24 SP 1d12+2 / 1d12+4
Greatsword 12 SP 18 SP / 24 SP 2d8 / 2d10
Halberd 10 SP 15 SP / 20 SP 1d12 / 1d12+2
Lance 8 SP 12 SP / 16 SP 1d10 / 1d12
Longsword 8 SP 12 / 16 SP 1d10 / 1d12
Maul 12 SP 18 SP / 24 SP 2d8 / 2d10
Morningstar 8 SP 12 SP / 16 SP 1d10 / 1d12
Pike 10 SP 15 SP / 20 SP 1d12 / 1d12+2
Rapier 8 SP 12 SP / 16 SP 1d10 / 1d12
Scimitar 6 SP 9 SP / 12 SP 1d8 / 1d10
Shortsword 6 SP 9 / 12 SP 1d8 / 1d10
Trident 6 SP 9 SP / 12 SP 1d8 / 1d10
War Pick 8 SP 12 SP / 16 SP 1d10 / 1d12
Warhammer 8 SP 12 SP / 16 SP 1d10 / 1d12
Whip 4 SP 6 SP / 8 SP 1d6 / 1d8
Martial Ranged Weapons
Weapon Base Cost Augmented Cost Augmented Damage
Blowgun 1 SP 2 SP / 3 SP 2 / 3
Crossbow, hand 6 SP 9 SP / 12 SP 1d8 / 1d10
Crossbow, heavy 10 SP 15 SP / 20 SP 1d12 / 1d12+2
Longbow 8 SP 12 SP / 16 SP 1d10 / 1d12
10
CLASS | WEAPONSUMMONER
Shields
Shield Base Cost Damage Die Notes
Flaming 8 SP 1d4 bludgeoning + 1d4 fire Casts 20ft of light, 20 ft of dim light
Forearm Shield 8 SP 1d4 bludgeoning Leaves hands free but imposes disadvantage on attacks
Discus 8 SP 1d6 bludgeoning Thrown within the range of the Field of Battle aura
Tower Shield 8 SP 1d4 bludgeoning Acts as 3/4 cover when planted
Projected Shield 8 SP --- Provides +2 AC to an ally within Cleared Path aura
Medium Siege Weapons
Weapon Base Cost Ammunition Cost Damage Die
Light Catapult 1/4 Total SP 1/4 Total SP 2d10 bludgeoning (range 500/1,000)
Ballista 1/4 Total SP 1/4 Total SP 3d12 piercing (range 250/500)
Springald 1/4 Total SP 1/4 Total SP 4d10 piercing (range 200/500)
Large Siege Weapons
Weapon Base Cost Ammunition Cost Damage Die
Battering Ram 1/2 Total SP 1/4 Total SP 4d10 bludgeoning (range 20/60)
Cannon 1/2 Total SP 1/4 Total SP 3d8 bludgeoning (range 1200/2000)
Trebuchet 1/2 Total SP 1/4 Total SP 5d10 bludgeoning (range 900/1200)















































Art Credits

Cover. Judith Beheading Holofernes by Artemisia Gentileschi
Character Art. Weapon Summoner by Baylie Magee (@moderngothic)
Page 1. View of Greece with Girls Sacrificing Their Hair to Diana by Pierre-Henri de Valenciennes
Page 3. The Knights of the Round Table about to Depart in Quest of the Holy Grail by William Dyce
Page 6. Skaters on a Frozen Lake by the Ruins of a Castle by Charles Leickert
Special thanks to /u/AeronDrake for their formatting guide and resource pack and to Witchfire for their GMBinder theme!

 

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