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, Planar Knowledge |
| 7 | Arcane Arsenal Improvement, Summoner's Defense |
| 10 | Arcane Arsenal Improvement, Dimensional Barrage |
| 15 | Rapid Strike |
| 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 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 make an attack, you can cause 1 or 2 weapons from your arcane arsenal to appear in your hand as part of the attack. In order to engage in two-weapon fighting, you may not make more than one attack with a weapon with the two-handed property, and you must make at least one attack with a weapon that lacks the two-handed property. You can dismiss your arcane arsenal at any time with no action required.
If you make a ranged attack using a weapon with the thrown property, the weapon immediately returns to your arcane arsenal after the attack is made, whether it hits or misses.
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 extra 1d4 damage. Each weapon in your arcane arsenal can only deal this additional damage once per turn.
Planar Knowledge
At 3rd level, you learn the magical skills necessary to maintain and use your arcane arsenal. You gain proficiency in the Arcana skill, and you learn one cantrip from the Wizard spell list which you must choose from the conjuration school.
Arcane Arsenal Improvement
At 7th level, all weapons in your arcane arsenal gain the thrown property, with a normal range of 30 feet and a long range of 60 feet. Any weapons that already have the thrown property and a longer range retain their existing range.
When a weapon without the light property is used in this way, its damage die is a d6, or a d8 if it has the heavy or two-handed properties.
Additionally, 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. You regain all expended uses when you finish a long rest, and you regain 1 expended use when you use your Second Wind feature.
Arcane Arsenal Improvement
At 10th level, you may add 1 suit of armor you are proficient with to your arcane arsenal with the same ritual used for your weapons. As an action, you can cause this suit of armor to magically appear on or disappear from your body. If you add another suit of armor to your arcane arsenal, the previous suit is removed and appears at your feet.
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.
Rapid Strike
Starting at 15th level, you learn to trade accuracy for swift strikes. If you take the Attack action on your turn and have advantage on an attack roll against one of the targets, you can forgo the advantage for that roll to make an additional weapon attack against that target, as part of the same action. You can do so no more than once per turn.
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 by pickelsurprise
- Art: Huy Tran Viet, Marianne Eie