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# Armamentalist An elf in scale mail stands next to her companions and raises her hand. A soft, orange light encases her and her companions, staving off most of the fire coming from their draconic opponent. As the bandit is making his escape from the alley, two arrows fly towards him: one tearing open the sack of gold coins in his hand, the other hitting his ankle, causing ice to freeze his feet to the ground. He turns around to see a human holding a longbow, whose bowstring looks as though its solid ice. A half-orc in a plumed hat parries his opponent's flurry of attacks and responds with precise thrust of his rapier that knocks his opponent on the floor. As his opponent attempts to rise, the half-orc's rapier crackles with electricity as he strikes, incapacitating his opponent. Armamentalists are channelers of the natural forces present in the world, using them to protect their allies and instill debilitating effects in enemies. This sort of magic, while useful, draws few to it due to its limited scope and training that it requires. ### Fellowship of Warriors Any practitioner of Fource is actively apart of or was once a member of the Fellowship of Armamentalists. This secret society, originally orchestrated by upper class knights and warriors, has since become an order seeking justice for the every man. While an armamentalist might be beholden to a lord or an army in the daylight, these warriors moonlight as Robin Hood type figures and use their connections to watch over their domains closely. ### A Natural Order Armamentalist's ties to Fource increase their affinity with the natural world. While not as extreme as druids in this regard, armamentalist's tend to favor the natural order the world and use it as a guiding principle in their training. Those seeking to join the fellowship go through a rigorous vetting and training process. Initiates are often left in extreme environments and told to fend for themselves in order to become closer with nature. Afterwards, martial and magical training take an immense toll on those that stick through the first trial, often leaving only a handful of people interested by the end. ### Creating an Armamentalist When you consider creating an armamentalist, the key thing to figure out is how your character came in contact with the fellowship. Were they brought in by another member as a prospective individual? Did you randomly stumble upon one of their secret meetings in a local tavern or guild hall and were interested in their ideals? Did an older individual guide you in the ways of an armamentalist and instruct you to find the fellowship they were apart of in their youth? Whatever the inciting incident is, think carefully about your character's allegiance to the fellowship. Are they a follower of their creed and beliefs? What is keeping them tied to the fellowship or are they only biding their time for a way to make a run for it? #### Quick Build You can make an armamnetalist quickly by following these suggestions. First, make Strength or Dexterity your highest ability score, followed by Wisdom. Second, choose the Knight background. #### Optional Rule: Multiclassing If your group uses the option rule on multiclassing in the *Player's Handbook*, here's what you need to know if you choose armamentalist as one of your classes. ***Ability Score Minimum.*** As a multiclass character, you must have at least a Constitution score of 13 and a Wisdom score of 13 to take a level in this class, or to take a level in another class if you are already an armamentalist. ***Proficiencies Gained.*** If armamentalist isn't your initial class, here are the proficiencies you gain when you take your first level as an armamentalist: simple weapons, light armor, shields, shortswords, longswords, and rapiers. ***Spell Slots.*** Add a third of your levels (rounded down) in the armamentalist class to the appropriate levels from other classes to determine your available spell slots. If you a spellbinder, add half of your levels (rounded down) instead. \pagebreakNum
##### Armamentalist Table | Level | Proficiency Bonus | Features | Fources
Known | Strikes
Known | 1st | 2nd | 3rd | 4th | |:---:|:---:|:---|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:| | 1st | +2 | Fource, Fourceful Strikes | 1 | 2 | ─ | — | — | — | | 2nd | +2 | Spellcasting | 1 | 2 | 1 | — | — | — | | 3rd | +2 | Armamentalist Focus | 1 | 2 | 2 | — | — | — | | 4th | +2 | Ability Score Improvement | 2 | 3 | 3 | — | — | — | | 5th | +3 | Focus Feature | 2 | 3 | 3 | — | — | — | | 6th | +3 | Fource-Empowered Weapons, Quickened Fource | 2 | 3 | 3 | — | — | — | | 7th | +3 | ─ | 2 | 4 | 4 | 2 | — | — | | 8th | +3 | Ability Score Improvement | 2 | 4 | 4 | 2 | — | — | | 9th | +4 | Focus Feature | 3 | 4 | 4 | 2 | — | — | | 10th | +4 | Enhanced Strikes | 3 | 4 | 4 | 3 | — | — | | 11th | +4 | Fource Improvement | 3 | 4 | 4 | 3 | — | — | | 12th | +4 | Ability Score Improvement | 3 | 4 | 4 | 3 | — | — | | 13th | +5 | ─ | 4 | 5 | 4 | 3 | 2 | — | | 14th | +5 | Focus Feature | 4 | 5 | 4 | 3 | 2 | — | | 15th | +5 | Reservoir of Resourcefulness | 4 | 5 | 4 | 3 | 2 | — | | 16th | +5 | Ability Score Improvement | 4 | 5 | 4 | 3 | 3 | — | | 17th | +6 | Fource Improvement | 4 | 5 | 4 | 3 | 3 | — | | 18th | +6 | ─ | 5 | 6 | 4 | 3 | 3 | — | | 19th | +6 | Ability Score Improvement | 5 | 6 | 4 | 3 | 3 | 1 | | 20th | +6 | Extreme Fource | 5 | 6 | 4 | 3 | 3 | 1 |
## Class Features As an armamentalist, you gain the following class features. #### Hit Points ___ - **Hit Dice:** 1d8 per armamentalist level - **Hit Points at 1st Level:** 8 + your Constitution Modifier - **Hit Points at Higher Levels:** 1d8 (or 5) + your Constitution modifier per armamentalist level after 1st #### Proficiencies ___ - **Armor:** Light armor, medium armor, shields - **Weapons:** Simple weapons, longbows, shortswords, longswords, greatswords, rapiers, and scimitars - **Tools:** Calligrapher's Tools ___ - **Saving Throws:** Constitution, Wisdom - **Skills:** Choose two from Athletics, Acrobatics, Arcana, Nature, Medicine, Perception, Survival, and Persuasion #### Equipment You start with the following equipment, in addition to the equipment granted by your background: - *(a)* a dungeoneer's pack or *(b)* explorer's pack - *(a)* a longsword or *(b)* rapier - *(a)* scale mail or *(b)* leather armor - any simple weapon \columnbreak ### Fource At 1st level, your attunement with the natural world has allowed you to embolden elements present in you and your allies. Choose a Fource from either the Elemental or Internal Fources list, detailed at the end of the class description. As an action, you can imbue yourself or an ally within 30 feet with that Fource for 1 minute or until dismissed as a bonus action, granting resistance to the damage type. Additionally, it converts the first weapon attack they hit each turn to that damage type. A creature can have any number of Fources on them, but can only use the weapon benefits of one per attack. The effects of a Fource are subdued while in an antimagic field or can be dispelled by a dispel magic spell (as if they were a 1st level spell). When you gain certain armamentalist levels, you gain additional Fources of your choice from either the Elemental or Internal Fources lists, as shown in the Fources Known column of the Armamentalist table. Additionally, when you gain a level in this class, you can choose one of the Fources you know and replace it with another Fource you can know. You can use this ability a number of times equal to your Wisdom modifier (minimum 1). You regain all expended uses when you finish a long rest. \pagebreakNum ### Fourceful Strikes At 1st level, your mastery of weapons and tie to the Fource gives you an edge in combat. When taking the Attack action with a weapon you are proficient with, you can replace one of your attacks with a strike, a special move that augments the attack. You know two strikes of your choice. Your strike options are detailed at the end of the class description. When you gain certain armamentalist levels, you gain additional Fourceful Strikes of your choice, as shown in the Strikes Known column of the Armamentalist table. Additionally, whenever you complete a long rest, you can choose one of the strikes you know and replace it with another Fourceful Strike from the list. Some strikes effects require saving throws. When you use such an effect from this class, the DC equals 8 + your proficiency bonus + your Wisdom modifier. ### Spellcasting At 2nd level, you gain access to a limited source of natural magic that you can use to augment yourself and others. If you already have the Spellcasting feature from this class, ignore this feature. #### Preparing and Casting Spells The Armamentalist table shows how many spell slots you have to cast your armamentalist spells of 1st level and higher. To cast one of these armamentalist spells, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest. You prepare the list of armamentalist spells that are available for you to cast, choosing from the armamentalist spell list. When you do so, choose a number of armamentalist spells equal to your Wisdom modifier + half your armamentalist levels (rounded down, minimum 1 spell). The spells must be of a level for which you have spell slots. For example, if you are a 7th-level armamentalist, you have four 1st-level and two 2nd-level spell slots. With a Wisdom of 16, your list of prepared spells can include six spells of 1st or 2nd level. If you prepare the 1st-level spell jump, you can cast it using a 1st-level or 2nd-level slot. Casting the spell doesn’t remove it from your list of prepared spells. You can also change your list of prepared spells when you finish a long rest. Preparing a new list of armamentalist spells requires time spent in focus and meditation: at least 1 minute per spell level for each spell on your list. #### Spellcasting Ability Wisdom is your spellcasting ability for your armamentalist spells, since your magic draws upon your attunement to nature. You use your Wisdom whenever a spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for an armamentalist spell you cast and when making an attack roll with one. \columnbreak
**Spell Save DC** =
8 + your proficiency bonus +
your Wisdome modifier
**Spell attack modifier** =
your proficiency bonus +
your Wisdom modifier
#### Spellcasting Focus You can use a weapon you are proficient with (see the Adventuring Gear section) as a spellcasting focus for your armamentalist spells. ### Armamentalist Focus At 3rd level, you begin to focus your efforts on a particular aspect of the armamentalist. Choose an option from Elementalist, Enfourcer, Spellbinder, or Striker, all detailed at the end of the class description. Your focus grants you features at 3rd level and again at 5th, 9th, and 14th level. ### Ability Score Improvement At 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature. ### Fource-Empowered Weapons At 6th level, your tie to the Fource has increased its effects. When a creature affected by Fource hits with their first weapon attack on a turn, they deal the weapon’s normal damage plus a d4 of damage, with the damage type being the same as the Fource. Additionally, weapon attacks from a creature affected by Fource count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage. ### Quickened Fource At 6th level, you can invoke the powers of Fource faster than before. You can use your Fource feature as an action or a bonus action, but you can only activate one Fource per turn. ### Enhanced Strikes At 10th level, your Fourceful Strikes can become more potent without the need for Fources. When using a strike, you can use your bonus action to invoke a Fource Effect. You can use this ability a number of times equal to your Wisdom modifier (minimum 1). You regain all expended uses when you finish a long rest. ### Fource Improvements At 11th, your Fources have become stronger. The damage die from your Fource-Empowered Weapon feature increases to a d6. Additionally, your Fource attacks ignore the target's resistances to the damage type. At 17th level, the damage die from your Fource-Empowered Weapon feature increases to a d8. \pagebreakNum ### Reservoir of Resourcefulness At 15th level, you have learned how to use your resources interchangeably in times of crisis. You can use a spell slot to activate a Fource you know on a number of creatures within 30 feet equal to the spells level, or you can expend a number of Fources you have available to cast a spell from the armamentalist spell list. This spell does not need to be prepared, its level is equal to the number of Fource uses you expend, and it must be of a spell level you can normally cast. Once you use this feature, you can’t use it again until you finish a long rest. ### Extreme Fource At 20th level, you can boost the effects of one Fources. When you expend a use of your Fource that targets a single creature, you can add the following effects: * A creature can have the weapon damage change and additional damage happen on any number of its attacks a turn. * When they are hit with the same damage type as the Fource, the next attack they hit with has the additional damage become a d10 instead of a d8. * As a reaction to the creature taking the same damage type as the Fource within 30 feet, you can grant.the creature immunity instead of resistance. * As a reaction to a creature attacking within 30 feet of the creature with Extreme Fource, you can move the Fource to that creature for the remainder of the Fource’s duration. * Damage this Fource does treats immunity to its type as resistance. This resistance is not affected by your Fource Improvements feature. * This Fource counts as a 5th level spell, for the purposes of dispel magic. Once you use this feature, you can’t use it again until you finish a long rest. ## Armamentalist Focuses While armamentalists are versatile in their craft, those seeking to hone their skills choose an aspect of their training to enhance. This is represented by the different roles an armamentalist can take within the fellowship, with teams often being made up of various different focuses. ### Elementalist Elementalists dive into a specific study of the Fource: those of the Elemental Fource that make up the physical world. Followers of this focus control these elements better than other armamentalist, strengthening their tie to the natural world and ability to influence it. \columnbreak #### Elementalist Spells At 3rd level, you always have certain spells prepared after you reach particular levels in this class, as shown in the Elementalist Spells table. These spells count as armamentalist spells for you, but they don't count against the number armamentalist spells you prepare. ###### Elementalist Spells | Level | Spells | |:---:|:-----------:| | 3rd | *chromatic orb*, *ice knife* | | 7th | *dragon's breath*, *scorching ray* | | 13th | *call lightning*, *tidal wave* | | 19th | *conjure minor elementals*, *wall of fire* | #### Elemental Specialist At 3rd level, the Elemental Fources amplify your ability to control the elements. You gain access to two of the following cantrips: *control flames*, *gust*, *mold earth*, or *shape water*. These count as armamentalist spells for you. You gain an additional cantrip at 5th and 9th level. #### Elemental Protection At 5th level, the Elemental Fources have become more intetwined with your person. As an action, choose an Elemental Fource you know. You gain resistance to its damage type for 1 hour. Once you use this feature, you can’t use it again until you finish a long rest. #### Natural Aid At 5th level, the elements you conjure begin to tend to your wounds. When you activate an Elemental Fource or deal acid, cold, fire, lightning, or thunder damage, you gain temporary hit points equal to your Wisdom modifier. #### Elemental Forte At 9th level, a specific elemental type has become second nature to you. At the end of a long rest, choose an Elemental Fource you know. When you deal damage of that type, you can add your Wisdom modifier to the roll. #### Heightened Protection At 14th level, your Elemental Fources offer greater protection to its wielders. While a creature is affected by an Elemental Fource, that creature can use its reaction upon taking the same damage type as the Fource to gain immunity to the triggering damage. Once they use this reaction, the Fource immediately ends. ### Enfourcer Those that wish to master the Fource and become more attuned to its properties are known in the fellowship as Enfourcers. Followers of this focus learn to amplify their Fources, using a wider array of Fources and calling upon them at a moment’s notice. \pagebreakNum #### Fource Majeure At 3rd level, your mastery of Fource allows you to spread its effects to more people. When you activate a Fource on a creature, you can also choose another creature within 30 feet of the initial creature to gain the effects of the Fource. #### Fource Sensitive At 3rd level, you become more aware of the different Fources around you. You learn an additional Fource from the Elemental or Internal Fource lists. This Fource does not count against the number of Fources you know. You learn additional Elemental or Internal Fources at 5th, 9th, and 14th level. #### Second Nature At 5th level, your Fources begin to exhibit unforseen traits. When inovoking a Fource on a creature, they also gain an additional benefit based on the Fource: ###### Elemental Fources | Name | Benefit | |:---:|:-----------:| | Corrosive Fource | The creature gains a burrowing speed of 10 feet. | | Electric Fource | The creature's speed increases by 10 feet. | | Fire
Fource | The creature ignores the effects of extreme cold for 1 hour. | | Frost Fource | The creature ignores the effects of extreme heat for 1 hour. | | Resounding Fource | The creature can choose to make no sound or be heard up to 100 feet away. | ###### Internal Fources | Name | Benefit | |:---:|:-----------:| | Energy Fource | The creature's AC increases by 1. | | Funeral Fource | The creature ignores effects that reduce maximum hit points for 1 hour. | | Life Fource | At the start of the creature's turn, they gain temporary hit points equal to your Wisdom modifier. | | Mental Fource | The creature gains a bonus to concentration checks equal to your Wisdom modifier. | | Toxic Fource | The creature can't be poisoned or contract disease for 1 hour. | These benefits last for the duration of the Fource, unless specified otherwise. A creature can only gain the additional benefits of a single Fource at a time and must choose which benefit when additional Fources are activated. #### Fourceful Presence At 9th level, your Fources become increasingly formidable. A creature with a Fource begins to exude intense energy, dealing damage to all creatures that start their turn within 5 feet of them. The damage is equal to your Wisdom modifier and the damage type is the same as the Fource. If a creature is affected by multiple Fources, the damage type is the first Fource they received. As a bonus action, you can change the damage type on a creature within 30 feet to a different Fource than the current one. #### Reliable Fource At 14th level, you are able to activate your Fources more often. You regain all expended uses of your Fource feature when you finish a short or long rest. ### Striker Strikers are armamentalist seeking to improve and master their martial prowess and techniques. Followers of this focus wield weapons with increased grace and lethality, augmented by their natural attunement to combat. #### Combat Fource At 3rd level, the Fource has amplified your combat sensibilities. Choose an option from the Combat Fources list. This Fource does not count against the number of Fources you know. Additionally, you can only activate this Fource on yourself when you are wielding a weapon with the same damage type. If you switch weapons, the offensive properties of the Fource are inactive until you wield the correct weapon again. You learn additional Combat Fources at 9th and 14th level. #### Fighting Style At 3rd level, you adopt a particular 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 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. ##### 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. \pagebreakNum ##### 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. ##### Two-Weapon Fighting When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack. #### Extra Attack Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. #### Technical Training At 9th level, you are able to weave additional strikes into your attacks. When taking the Attack action, you can replace any number of your attacks with a strike, but you can only use each strike once per turn. #### Combative Spirit At 14th level, your Combat Fources are more persistent in a fight. Your Combat Fources now affects any number of attacks you hit with on a turn. ### Spellbinder The Spellbinder is the most complex focus among armamentalist fellowships, seeking to amplify the limited magical ability their tie to the Fource allows them. Followers of this focus learn to use their magics to greater effects, strengthening friends and weakening foes to a greater degree. #### Enhanced Spellcasting At 3rd level, your limited pool of spellcasting becomes amplified. You are now a half caster and gain spell slots according to the spellbinder table. Additionally, armamentalist spells that have a range of self now have a range of touch, as long as the creature is willing. #### Spellbinder Spells At 3rd level, you always have certain spells prepared after you reach particular levels in this class, as shown in the Spellbinder Spells table. These spells count as armamentalist spells for you, but they don't count against the number armamentalist spells you prepare. ###### Spellbinder Spells | Level | Spells | |:---:|:-----------:| | 3rd | *bane*, *hunter's mark* | | 5th | *blur*, *enlarge/reduce* | | 9th | *blink*, *slow* | | 13th | *confusion*, *polymorph* | | 17th | *hold monster*, *skill empowerment* | \columnbreak | Spellbinder
Level | 1st | 2nd | 3rd | 4th | 5th | |:--:|:---:|:---:|:---:|:---:|:---:| | 3rd | 3 | — | — | — | — | | 4th | 3 | — | — | — | — | | 5th | 4 | 2 | — | — | — | | 6th | 4 | 2 | — | — | — | | 7th | 4 | 3 | — | — | — | | 8th | 4 | 3 | — | — | — | | 9th | 4 | 3 | 2 | — | — | | 10th | 4 | 3 | 2 | — | — | | 11th | 4 | 3 | 3 | — | — | | 12th | 4 | 3 | 3 | — | — | | 13th | 4 | 3 | 3 | 1 | — | | 14th | 4 | 3 | 3 | 1 | — | | 15th | 4 | 3 | 3 | 2 | — | | 16th | 4 | 3 | 3 | 2 | — | | 17th | 4 | 3 | 3 | 2 | 1 | | 18th | 4 | 3 | 3 | 2 | 1 | | 19th | 4 | 3 | 3 | 2 | 2 | | 20th | 4 | 3 | 3 | 2 | 2 | #### Enduring Spells At 5th level, your spells begin to last past their normal bounds. When an armamentalist spell you cast would end due to its duration or lost concentration, you can use your reaction to extend its duration by a number of rounds equal to your Wisdom modifier. Spells that have concentration still require it when extended this way. You can use this feature on a spell once. #### Spell-Infused Weapon At 9th level, your weapons begin to act as a stronger focus for your spells. At the end of a long rest, choose a 1st level armamentalist spell from the list. You touch a weapon, imbuing it with that spell. While the weapon is in your possession, that spell is considered prepared for you but does not count against the number of armamentalist spells you normally prepare. Additionally, you can cast that spell without expending a spell slot a number of times equal to your Wisdom modifier (minimum 1) as long as you are using the weapon as an arcane focus. If a spell would require material components with a cost or ones that are consumed, you still need them when casted this way. You can only have one weapon infused at a time. If you infuse a different weapon at the end of a long rest, the former weapon loses all magical abilities. #### Split Attention At 14th level, your magical prowess has increased your focus. When concentrating on an armamentalist spell that only affects one target, you can concentrate on one additional armamentalist spell that targets a single, different creature. Both spells are tied to the same concentration check. \pagebreakNum ## Fource List For each damage type, there is a fundamental Fource that relates to that aspect. Elemental Fources invoke aspects of the natural world while Internal Fources feed off different aspects of humanity. Lastly, Combat Fources use the energy and injury of combat as its source. ###### Elemental Fources | Name | Damage Type | |:---:|:-----------:| | Corrosive Fource | Acid | | Electric Fource | Lightning | | Fire Fource | Fire | | Frost Fource | Cold | | Resounding Fource | Thunder | ###### Internal Fources | Name | Damage Type | |:---:|:-----------:| | Energy Fource | Force | | Funeral Fource | Necrotic | | Life Fource | Radiant | | Mental Fource | Psychic | | Toxic Fource | Poison | ###### Combat Fources | Name | Damage Type | |:---:|:-----------:| | Bladed Fource | Slashing | | Blunt Fource | Bludgeoning | | Puncturing Fource | Piercing | ## Fourceful Strikes Each strike represents an infusion of your attacks with a Fource. The strikes you know do not need to line up with the Fources you know. If you have the corresponding Fource activated, you can choose to activate the Fource Effect. Once you invoke a Fource Effect for a strike, you are unable to do so again until you activate a new Fource. If you are under the effects of a Fource whose damage type is different than the strike you are using, the strike overrides the Fource's damage type, but additional damage from the Fource-Empowered Weapons feature still applies. #### Acidic Swipe Your weapon burns foes it touches. On hit, you deal the weapon’s normal damage but it is now acid damage. Additionally, if the creature is wearing armor or has a natural armor, its AC is reduced by 1 until the start of your next turn. **Fource Effect**: If you are under the effects of Corrosive Fource, the initial attack deals an additional d8 of acid damage and the target’s AC is reduced by 3. \columnbreak #### Concussive Blow You must be wielding a weapon that deals bludgeoning damage to use this strike. On hit, the creature can only speak falteringly until the end its next turn, limiting them to a single spell with verbal components a turn. **Fource Effect**: If you are under the effects of Blunt Fource, you can add your Wisdom modifier to the weapon's damage and the creature must succeed on a Constitution saving throw or be stunned until the start of your next turn. #### Draining Blow Your weapon exudes a dark energy. On hit, you deal the weapon’s normal damage but it is now necrotic damage. Additionally, the next time the creature makes an attack roll, ability check, or saving throw before the end of its turn, it must roll a d4 and subtract it from the total. **Fource Effect**: If you are under the effects of Funeral Fource, the initial attack deals an additional d8 of necrotic damage and the d4 penalty becomes a d8. #### Flame Slash Your weapon wreathes in fire as you strike your target. On hit, you deal the weapon’s normal damage but it is now fire damage. Additionally, the target is set aflame, taking fire damage equal to your Wisdom modifier at the start of the creature's next turn. **Fource Effect**: If you are under the effects of Fire Fource, the initial attack and subsequent burn deal an additional d8 of fire damage. #### Freezing Slash Your weapon drains the heat of foes it strikes. On hit, you deal the weapon’s normal damage but it is now cold damage. Additionally, the creature’s speed is reduced by 10 feet until the end of its next turn. **Fource Effect**: If you are under the effects of Frost Fource, the initial attack deals an additional d8 of cold damage and the creature must make a Dexterity saving throw. On a failed save, their speed is 0 until the end of your next turn, as ice cements their feet to the floor. #### Heavy Strike Your weapon is swung with an increased speed. On hit, you deal the weapon’s normal damage but it is now force damage. Additionally, the creature must make a Strength saving throw. On a failed save, the creature is knocked prone. **Fource Effect**: If you are under the effects of Energy Fource, the initial attack deals an additional d8 of force damage and the creature makes the Strength saving throw at disadvantage. \pagebreakNum #### Infectious Slash Your weapon becomes coated in a dripping poison. On hit, you deal the weapon’s normal damage but it is now poison damage. Additionally, the creature must make a Constitution saving throw. On a failed save, the creature is poisoned until the end of their next turn. **Fource Effect**: If you are under the effects of Toxic Fource, the initial attack deals an additional d8 of poison damage and, if the creature fails the saving throw, it is poisoned for 1 minute instead. A creature poisoned this way can attempt the saving throw again at the end of each of its turns, being cured of the poison on a success. #### Lasting Cuts You must be wielding a weapon that deals slashing damage to use this strike. On hit, the target takes additional slashing damage at the start of its next turn equal to half the weapon's normal damage (rounded down). **Fource Effect**: If you are under the effects of Bladed Fource, you can add your Wisdom modifier to the weapon's damage and the additional slashing damage is equal to the weapon's normal damage. #### Mind Strike Your weapon damages more than the physical, affecting the creature’s psyche. On hit, you deal the weapon’s normal damage but it is now psychic damage. Additionally, the creature subtracts a d4 from all concentration checks until the start of its next turn. **Fource Effect**: If you are under the effects of Mental Fource, the initial attack deals an additional d8 of psychic damage and the d4 penalty becomes a d6. #### Miracle Slash Your weapon becomes encased in holy energy. On hit, you deal the weapon’s normal damage but it is now radiant damage. Additionally, you gain temporary hit points equal to your Wisdom modifier. **Fource Effect**: If you are under the effects of Life Fource, the initial attack deals an additional d8 of radiant damage and you regain hit points equal to your Wisdom modifier plus the weapon's normal damage. #### Piercing Strike You must be wielding a weapon that deals piercing damage to use this strike. On hit, the next attack roll against the targets adds a d4. **Fource Effect**: If you are under the effects of Puncturing Fource, you can add your Wisdom modifier to the weapon's damage and the d4 bonus becomes a d8. #### Ringing Strike Your weapon crashes into an enemy, causing a thunderous clap. On hit, you deal the weapon’s normal damage but it is now thunder damage. Additionally, the creature is deafened until the end of its next turn. **Fource Effect**: If you are under the effects of Resounding Fource, the initial attack deals an additional d8 of thunder damage and the creature can be pushed up to 20 feet away, if smaller or one size bigger than you. \columnbreak #### Storm Slash Your weapon crackles with electrical energy. On hit, you deal the weapon’s normal damage but it is now lightning damage. Additionally, the creature is unable to take reactions until the end of its next turn. **Fource Effect**: If you are under the effects of Electric Fource, the initial attack deals an addtional d8 of lightning damage and the creature must make a Constitution saving throw. On a failed save, that creature is incapacitated until the end of its next turn, as electricity surges through them. \pagebreakNum ## Armamentalist Spell List
##### 1st Level - Absorb Elements - Armor of Agathys - Bane - Cause Fear - Color Spray - Compelled Duel - Ensnaring Strike - Expeditious Retreat - False Life - Feather Fall - Hunter's Mark - Jump - Longstrider - Mage Armor - Protection from Evil and Good - Searing Smite - Shield - Sleep - Thunderous Smite - Zephyr Strike \columnbreak ##### 2nd Level - Aid - Barkskin - Branding Smite - Blindness/Deafness - Darkvision - Enhance Ability - Flame Blade - Hold Person - Lesser Restoration - Levitate - Magic Weapon - Protection from Poison - Shadow Blade - Spider Climb - Warding Wind \columnbreak ##### 3rd Level - Bestow Curse - Elemental Weapon - Enemies Abound - Fear - Flame Arrows - Haste - Hypnotic Pattern - Lightning Arrow - Protection from Energy - Remove Curse - Slow - Water Breathing - Water Walking \columnbreak ##### 4th Level - Compulsion - Confusion - Elemental Bane - Fire Shield - Freedom of Movement - Stoneskin
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