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Arcane Arsenal
## Progression Table | Level | Voidwalker Features | Void Spells | Adaptations | 5th Level Slots | Higher Level Slots | |:------:|:---------------------------------------:|:--------------------------------------:|:---:|:---:|:---:| | 1st | Ionization, Oscillation | Void Beam, Void Well | - | - | - | | 2nd | Aptitude | Void Collision, Void Warp | - | - | - | | 3rd | Convergence | Void Repel, Void Shift | - | - | - | | 4th | Ability Score Improvement | -- | - | - | - | | 5th | Adaptations | -- | 1 | - | - | | 6th | Aptitude Feature (Optional) | Void Barrier, Void Weave | 1 | - | - | | 7th | Divergence | -- | 2 | - | - | | 8th | Ability Score Improvement | Void Cytosis, Void Fission | 2 | - | - | | 9th | Emergence of the Void | -- | 3 | 1 | - | | 10th | Aptitude Feature (Optional) | -- | 3 | 1 | - | | 11th | Ascension | -- | 4 | 2 | - | | 12th | ASI, Expanse of the Void | Void Nova, Void Veil | 4 | 2 | One 6th Level | | 13th | Confluence, Diffluence | -- | 5 | 2 | - | | 14th | Aptitude Feature (Optional) | Void Fusion, Void Javelin | 5 | 3 | One 7th Level | | 15th | Coalescence | -- | 6 | 3 | - | | 16th | Ability Score Improvement | Void Entanglement, Void Singularity | 6 | 3 | One 8th Level | | 17th | Rift of the Void | -- | 7 | 4 | - | | 18th | -- | Void Collapse | 7 | 4 | One 9th Level | | 19th | Ability Score Improvement | -- | 8 | 4 | - | | 20th | Ascension of a Servant | -- | 8 | 4 | - |
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## Arcane Arsenal
At 1st level, you gain access to an Arcane Arsenal, a magical extradimensional space that only its user has access too. You can add one weapon, shield or armor to your Arcane Arsenal over the course of a 1 hour ritual. After the ritual is complete, objects in your Arcane Arsenal gain the following benefits:
- As a bonus action, you can magically summon any number of objects from your Arcane Arsenal and instantly equip, donn or doff those items.
- Your objects count as magical for the sake of overcoming resistance.
- Any armor within your Arcane Arsenal can add your Intelligence modifier as a bonus to your AC when doffed.
- Any weapon or shield within your Arcane Arsenal can be used as a spellcasting focus.
Your Arcane Arsenal can hold a total number of objects equal to your (subclass level) + your Intelligence modifier. If you perform the ritual on another object while your Arcane Arsenal is full, one object of your choice is replace.
## Arcane Strike
At 2nd level, you have learned to channel your spells through your weapons. When making a melee weapon attack with an Arcane Arsena object, you can choose to expend a spell slot and cast a spell with your that object. In order to cast a spell with Arcane Surge, the channeled spell must have a casting time of 1 action. On hit, you deal your weapons normal effects first, and then the channeled spell takes effect in the following ways, as applicable:
- **Spell Attacks.** If the channeled spell requires an attack roll, it automatically takes effect.
- **Saving Throws.** If the channeled spell requires a saving throw to take effect, the target makes this saving throw at disadvantage. If your initial weapon attack was a critical hit, the channeled spell automatically takes effect.
- **Concentration.** If the channeled spell requires *concentration*, you begin concentrating as soon as the effect takes place.
- **Cantrips.** If the channeled spell was a cantrip, the additional effects immediately take effect but you do not deal the cantrips additional damage. Instead, your weapons damage type changes to the same type dealt by the Cantrip.
- **Area of Effect.** If the channeled spell has an area of effect, it instead takes the form of a 15ft cone originating from you.
## Levitating Arsenal
At 3rd level, you can use your bonus action to summon any number of melee weapons within your Arcane Arsenal and cause them to levitate around you. While active, these weapons have the Thrown (20/60) property and uses your Intelligence in place of Strength and Dexteirty for their attack and damage rolls. Whenever you use your action to make a melee weapon attack, you can attack with one of these levitating weapons, which instantly returns to your side, hit or miss. Maintaining this feature requires *Concentration*. If concentration is broken, all weapons return to your Arcane Arsenal.
## Advanced Arsenal
At 6th level, you can perform the Arcane Arsenal on any staff, wand or spell scroll as well as any small or tiny items such as potions or scrolls.
## Awakened Arsenal
At 7th level, as an action, you can attack with all levitating weapons at once. You can target a number of creatures equal to the number of levitating weapons, forcing each creature to make a Dexterity saving throw. Upon failure, the targets takes the weapons normal effects and an additional 2d10 force damage or half as much on a success.
## Aegis Arsenal
At 9th level, as a bonus action, you can move one of your levitating weapons in front of you, this allows you to add your Intelligence modifier to your AC until the start of your next turn. You cannot make attacks with this weapon for the duration.
## Arcane Surge
At 11th level, your Arcane Arsenal weapons are so infused with arcane power they deal a bonus 1d8 damage on hit. You can choose the damage type based on hit, but must be a damage type associated with one spell you know.
## Explosive Arsenal
At 14th level, as a reaction to hitting a creature with one of your levitating weapons, you can cause the weapon to surge in a magical explosion, fueld by the weapons Arcane Arsenal enchantment. Any creature with 10ft of the attack must succeed a Dexterity saving throw or take 8d6 force damage, or half the damage on a successful one. If this weapon was originally non-magical, it is destroyed in the explosion. If this weapon was originally a magical weapon, it falls to the ground, no longer apart of your Arcane Arsenal.