Sword Summoner

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Sword Summoner | v0.3

Martial Archetype: Sword Summoner

Sword Summoners devote themselves to the study arcane battle tactics. Not to cast spells, but to directly augment their martial abilities on the battlefield. With an interdimensional armory at their disposal, their range of weaponry is limitless.

Sword Summoner Features
Fighter Level Features
3 Arcane Arsenal, Conjured Strength
7 Arcane Arsenal Improvement, Summoner's Defense
10 Dimensional Barrage
15 Summoner's Flurry
18 Dimensional Pursuit

Arcane Arsenal

Starting at 3rd level, you develop a means of storing your weapons in a personal pocket dimension. Your arcane arsenal can hold a number of melee weapons equal to 1 plus half your fighter level. You can add any number of weapons to your arcane arsenal by performing a ritual over the course of 1 hour, which can be done during a short rest. The weapons must be within your reach throughout the ritual, at the conclusion of which you touch the weapons and add them to your arcane arsenal.

If you attempt to add a weapon to your arcane arsenal when it is already full, you must choose a weapon to remove from it. The removed weapon appears at your feet.

When you take the attack action on your turn and have the extra attack feature, you can choose to make each attack with a different weapon from your arsenal. If only one attack was made with a weapon that has the two-handed or heavy property, you can make another attack as a bonus action as though using two-weapon fighting. You can dismiss your arcane arsenal at any time with no action required.

At the end of your turn, all weapons from your arcane arsenal that you are not currently holding return to your pocket dimension.

Saving Throws. Some features granted by your arcane arsenal require your target to make a saving throw to resist the effects. The saving throw DC is calculated as follows:

Arcane Arsenal Save DC = 8 + your proficiency bonus + your Intelligence modifier

Conjured Strength

At 3rd level, your weapons to strike with added force as you summon them. When you hit with a weapon attack from your arcane arsenal, you can cause the weapon to deal an additional 1 force damage. This damage increases to 2 at 7th level, and 3 at 15th level. Each weapon in your arcane arsenal can only deal this extra damage once per turn.

Arcane Arsenal Improvement

At 7th level, attacks with all weapons in your arcane arsenal count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.




























Summoner's Defense

At 7th level, if you have at least 1 weapon in your arcane arsenal that you are not currently wielding, you can use your reaction to summon it to defend you when you are hit by an attack. When you do so, the damage you take from the attack is reduced by the chosen weapon's damage dice + your Intelligence modifier.

You can use this feature a number of times equal to your Intelligence modifier (a minimum of once). You regain all expended uses when you finish a long rest.

Dimensional Barrage

At 10th level, you can hurl your arcane arsenal forth to ravage your enemies. As an action, choose a number of weapons in your arcane arsenal up to your Intelligence modifier. Each creature in a 15-foot cone must make a Dexterity saving throw. On a failed save, a creature takes the combined damage of all your chosen arcane arsenal weapons + your Intelligence modifier, or half as much damage on a successful one.

You can use this feature three times, and you regain all expended uses of it when you finish a long rest.




























Summoner's Flurry

Starting at 15th level, you learn to attack with such unexpected speed that you can turn a miss into another strike. Once on each of your turns when you miss with a weapon attack, you can make another weapon attack with a different weapon from your arcane arsenal as part of the same action.

Dimensional Pursuit

At 18th level, once on your turn when you hit with a ranged attack using a weapon from your arcane arsenal, you can use a bonus action to teleport to an open space within 5 feet of the target, your hand grasping the weapon you threw.

You can use this feature a number of times equal to your Intelligence modifier, and you regain all expended uses when you finish a short or long rest.

Credits
Sword Summoner | v0.3
 

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