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The Van Docks’

Arsenal of Armigers

5 E C O M PAT I B L E

Manipulate your bonded arsenal in this supplement


for the world’s greatest roleplaying game
The Van Docks’
Arsenal of Armigers
Credits
Lead Designers: Blake Cargill, Kevin Orduño Inspiration (Alphabetical Order):
Art Director: Kevin Orduño Bleach (anime/manga). Byakuya Kuchiki
Castlevania series (anime/video game). Alucard
Design, Layout, and Illustration: Kevin Orduño Elden Ring (video game). Bell Hunters, Elemar of the Briar
Fairy Tail series (anime/manga). Erza
Some Design and Illustration utilized AI at points but was edited Fate series (anime/manga/video game). Angelica Ainsworth,
from pure AI outputs by Kevin Orduño. Charlemagne, Chloe von Einzbern/Kuro, Emiya/Archer,
AIs used: Stable Diffusion XL 0.9 by Stability AI; Stable Diffusion Gilgamesh, Nagao Kagetora
1.5 by Runway, CompVis, and Stability AI Final Fantasy series (video game). Exdeath, Noctis, Sages’
AI Models Used: SDXL 0.9 Base by Stability AI; A-Zovya RPG Nouliths, Vaan, Vayne Solidor
Artist Tools V3 by Zovya; ReV Animated v1.2.2 by s6yx; Genshin Impact (video game). Keqing, Tartaglia, Xingqiu,
DreamShaper 6.31 by Lykon; Lexica Aperature v3 by Lexica Zhongli
VAE’s Used: vae-ft-mse-840000-ema-pruned by Stability AI Guardians of the Galaxy (movie). Yondu
(uploaded by @multimodalart, managed by Patrick von Platen) Hollow Knight (video game). Galien, Markoth, Xero
Honkai: Star Rail (video game). Pela, Yanqing
Rules Development: Blake Cargill, Kevin Orduño, Thomas Burton Kingdom Hearts series (video game). Aqua, Sora, Ventus,
Editing: Kevin Orduño Xaldin
Knights of the Old Republic II (video game). Darth Traya
Special Thanks to all of the people who playtested the class and League of Legends (video game). Irelia
also gave us their feedback. <3 Naruto series (anime/manga/video game). Konan, Tenten
RWBY series (animation/video game). Penny
You can support us by visiting kevinorduno.com/support. The Seven Deadly Sins (anime/manga). Gloxinia, King,
Contact us directly by emailing contact@kevinorduno.com Helbram
or connecting with us on Discord (@Blurhy / User ID: Thor: Ragnarok (movie). Hela
179007410013339648). Totally Accurate Battle Simulator (video game). Swordcaster

THE VAN DOCKS’ ARSENAL OF ARMIGERS V0.9.2


beta launch - updated august 17, 2023
<link to original Google document>

We dedicate this book to our gaming group—Abigail, Daron, Genesis, Luke, Parker, Teleia, and
Thomas. This wouldn’t exist without you all, and we wouldn’t want it without you anyways. May our
campaigns be long, our sessions filled with fun, and our stories transformative. And, of course, here’s to
more natural 20’s!
Based on the “Vanguard” class concept by Blake Cargill.

ON THE COVER

The Van Dock twins—Seraphine, a cunning wizard,


and Dalin, a charming armiger—arrive from their
portal, ready to strike the creatures waiting for them
on the other side with Dalin’s arsenal of bonded
weapons.

This work includes material taken from the System Reference Document 5.1 (“SRD 5.1”) by Wizards of the Coast LLC and available at https://dnd.
wizards.com/resources/systems-reference-document. The SRD 5.1 is licensed under the Creative Commons Attribution 4.0 International License
available at https://creativecommons.org/licenses/by/4.0/legalcode.

©2023 Kevin Orduño. All Rights Reserved.

www.kevinorduno.com/support
Table of Contents
Part 1: Introduction 9
Part 2: The Armiger 13
Part 3: Armiger Inheritances 21
Avowed Inheritance ����������������������������������������������������������������������������������������������������������������������������������������������������������������������������� 23
Caper Inheritance ������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������27
Endurant Inheritance ����������������������������������������������������������������������������������������������������������������������������������������������������������������������� 33
Harbor Inheritance �������������������������������������������������������������������������������������������������������������������������������������������������������������������������������37
Lethe Inheritance ������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������41
Outrider Inheritance ������������������������������������������������������������������������������������������������������������������������������������������������������������������������ 45
Osmose Inheritance ������������������������������������������������������������������������������������������������������������������������������������������������������������������������������ 49
Radiant Inheritance ���������������������������������������������������������������������������������������������������������������������������������������������������������������������������� 53
Spartan Inheritance ������������������������������������������������������������������������������������������������������������������������������������������������������������������������������57
Symmetric Inheritance ����������������������������������������������������������������������������������������������������������������������������������������������������������������������61
Temperament Inheritance �������������������������������������������������������������������������������������������������������������������������������������������������������������� 65
Vanguard Inheritance ������������������������������������������������������������������������������������������������������������������������������������������������������������������������ 69
Part 4: Other Character Options 73
Other Character Options (Preview) 74
Future Options & Content Plans 75
Appendix A: Similar Classes/Subclasses 76
CHANGELOG (v0.9 to v0.9.2)
NEW CONTENT :
• Final subclasses! (These’ll be the last subclasses for a while. 12 is plenty!)
• Harbor Inheritance (subclass). Focused on turning their armory into a habitable demiplane and on invoking aspects of their
armory into the world, harbors are a utility subclass that provides plenty of support for exploration and downtime.
• Osmose Inheritance (subclass). Absorbers who can integrate their bonded weapons into their bodies and can even learn to
absorb parts of other creatures. This shapeshifting subclass provides a lot of versatility for players who like options.
• Temperament Inheritance (subclass). Powerful empaths, temperaments are psychic sponges that can funnel strong emotions
into a rage-like state, but this can drain them. A high-risk/high-reward class with plenty of Insight-related utility!
• All subclasses have a descriptions page with a d20 table for relevant character traits to help flesh out your armiger! :)
• New Feats section with some new weapon manipulator-related feats!
MODIFICATIONS/CHANGES:
• The Armiger’s Armory feature is now an extradimensional plane (not a demiplane), and you can bring people into it for a limited time
at 1st level. We also clarified the rules regarding what happens when you die and how the armory interacts with extradimensional
items. (The ability to turn it into a demiplane is now a feature of the new Harbor Inheritance subclass and will also be an ability
provided by a soon-to-be-developed magic artifact.)
• While a weapon is bonded to you, you can now ignore the Heavy property. This made sense to us since you can control a heavy
weapon with Telumkinesis anyways. May as well just ignore the property entirely.
• We moved the ability to regain links from the 6th-level Greater Bonds feature to 2nd-level and made it its own proper feature called
“Draw Power”. This significantly changes the armiger’s power level and resource management!
• Renamed the 4th-level “Other Connections” to “Connection Style” and added the ability to swap out benefits every time you get an
ASI - according to the new precedent from TCoE.
• Due to the changes to the 1st-level Armiger’s Armory feature, the 14th-level Manifested Armory feature has been changed, too. It’s
functionally the same but with some additional addendums and clarifications.
• The Avowed’s “Better Together” feature has moved the ability to cast a cantrip as a bonus action after attacking into a link feature
(called Spellweave) due to concerns that the BA cantrip was a little too much.
• The Caper’s Unconventional Bonds feature now allows bonded improvised weapons to be thrown (20/60) when used in a Grand
Strike to make up for their smaller damage dice. And the Caper can bond with an improvised weapon as an action once per long rest
This page is intentionally
(instead of as a 1 Minute ritual).
• The Caper’s Razzle-Dazzle link feature is now limited to a number of creatures equal to your Charisma modifier instead of all
designated creatures within range. left blank.
• The Spartan now gets proficiency in Tinker’s Tools and Woodcarver’s tools (both, not just one!), and we threw in expertise when using
Smith’s tools.
• The Spartan’s Modified Grand Flurry link feature has been buffed and clarified!
• The Spartan’s “Power of the Bond” feature has been replaced with “Dedicated Fighter” which gives them a Fighter’s fighting style and
a new link feature called One Powerful Blow.
• The Spartan’s Break Through Immunity link feature has been replaced with the Tour De Force link feature that builds on synergies
from the new One Powerful Blow link feature.
CLARIFICATIONS/ERRATA:
• Clarified that Bonded Weapons doesn’t take up an attunement slot but that you may attune to a weapon and bond to it simultaneously
(if the weapon has the option for or requires attunement).
OTHER:
• We added Alucard from Castlevania to the inspiration list.
• Countless typo’s and minor rewordings because art affects layout and vice-versa. C’est la vie.
• ART, DESIGN, AND ILLUSTRATION IS NOT FINAL!
Letters from the Creators

F I
rom my earliest days as a boy, I would often believe the saying goes that you never know
find myself immersed in fantasies of becoming when inspiration will strike you. Whether you are
a heroic figure, a vanquisher of the kingdom merely idling at a coffee shop or joining a new D&D
of darkness. With a saber firmly gripped in my group after a chance encounter, inspiration sometimes
hand and an expanse of adversaries arrayed knocks on your door when you least expect it. Of
before me, I would methodically cut them down course, what really matters thereafter is what you do
one by one, until the limits of my stamina were with it. Perhaps that’s also why some people tell us
reached. It was only upon emerging from this reverie that I not to wait on inspiration, since inspiration is best handled by
would realize my magnificent blade was but a simple stick, those prepared to use it?
and my foes, nothing more than shrubs and undergrowth in Still, I’m thankful for the inspiration that struck when I
the woods. joined Blake’s adventuring group.
Fantasy, I believed, was a realm where one could transcend It was serendipitous. I met one of the other players - Luke - at
any boundary, adopting the role of the desired hero. Yet, I a mutual friend’s graduation party. Quickly, we both discovered
could not have foreseen that my flights of imagination would that we were fellow TTRPG nerds. And even quicker, Luke
evolve into captivating narratives that my friends would invited me to join his group. (Coincidentally, they were losing
come to cherish and eagerly participate in. The wellspring of one of their players anyways.) I hadn’t played a proper TTRPG
inspiration that perpetually guided me into the realm of fantasy session in about 1.5 years at that point, though I had never put
was none other than the enchanting world of “The Lord of the down the hobby, so I accepted the invitation immediately.
Rings.” Each cinematic masterpiece became a siren’s call that After joining "The Verdai", I mentioned how I loved
enticed me to explore the tomes penned by the venerable J.R.R. homebrewing and game development, ever since I first started
Tolkien. The films stood as the zenith of cinematic artistry for playing TTRPGs over 10 years ago when I was a sophomore
me, while the books, in their essence, surpassed even that in high school. (If you’re curious, Pathfinder 1e was my first
pinnacle. The dialogues between characters, a conduit for my system; though, I’ve played a number of other systems since
imagination to materialize within the moment, emerged as the then). Blake caught on to my remarks and asked if I’d be willing
most cherished facet of the series. to look at a class concept that he called the "vanguard".
The desire to share this sense of wonder with my friends I obliged. Inspiration knocked. And, the rest is history.
became an ambition I was compelled to pursue—a tale that The Armiger (previously known as the Vanguard) is a passion
unfurled seamlessly amidst the interplay of characters. The project of our’s. We novice developers are hoping to fill a niche
year 2017 marked my initiation into the art of Dungeon not yet satisifed by the 5e canon - the weapon manipulator. But
Mastering, and I was confronted with the intricate tapestry more than that, we’re also hoping to inspire readers, DMs, and
of intricacies and challenges that came with orchestrating players alike with the content herein. The armiger has been a
the game. Yet, the awe that lit up my players’ faces as they huge inspiration to us, and we hope to share that with you!
delved into the world I wove, and the palpable wonder that Going on, as the art director and designer of the book, I
accompanied my descriptions of imagined landscapes, lifted would be remiss not to make a disclaimer about the use of AI
any weight that might have lingered upon the throne of the in this project. I have two day jobs - one as a performer and
Dungeon Master. one as a designer. Both have been affected by the innovation
Few things rival my delight in observing my players piece of generative AI. As a SAG-AFTRA member and "tech nerd",
together the narrative through their dialogues, grappling with I’m well-aware of the dangers and unethical possibilities
the twists of circumstance, and above all, metamorphosing into of the technology, and I wholly stand by with artists, actors,
the very heroes they had meticulously crafted for a wondrous performers, voice actors, and creators of all kinds who are
chronicle. I am blessed with the remarkable individuals I have worried about the future of our careers and of the industry.
been given and would never take them for granted. Therefore, The choice to utilize AI in our project was not an easy one.
with heartfelt gratitude, I extend my thanks to Thomas, Luke, However, after establishing some ground rules, such as not
Daron, Teleia, Abby, Genesis, and Kevin—for transforming the using pure AI outputs but editing/manipulating/overpainting
tales born within my imagination into grander sagas than I had them, we believed it was the most efficient way forward to
ever deemed conceivable. I am grateful to be your Dungeon supply visual content for this wonderful project. We aren’t able
Master and honored to be your friend. to work on this full-time, and neither of us is trying to make
I also wish to express my profound appreciation to Matthew money with this (though we appreciate any monetary support
Mercer, whose artistry and creativity have been an immense that people are willing to donate). We are simply following our
source of inspiration on my Dungeon Mastering journey. Your passions and seeing if hard work and dedication won’t make
dedication to storytelling and your skill in bringing characters something amazing.
and worlds to life have kindled my passion and guided me Therefore, we chose to use AI for some of the design and
toward creating unforgettable experiences. Your impact on the illustration of the book because we can’t afford anything else
realm of fantasy cannot be overstated, and for that, I am truly financially-speaking. However, if this project leads to financial
thankful. resourcing, we’d love to make the jump into hiring and
Furthermore, I extend my gratitude to you, dear reader, for commissioning real people. So, here’s hoping for that!
venturing into the chronicles we have conjured, and I sincerely Thank you for your time engaging with this work. It has been
hope you find enjoyment within the stories that lie in wait, a labor of love, and I can’t wait to continue sharing it with all of
destined to be unveiled by the valiant Armiger. Here’s to a you. You make this better, simply by reading, commenting, and
future punctuated by remarkable sessions and an abundance sharing it! We can’t understate our appreciation!
of those cherished Natural 20s. May your stories transform your worlds, your characters,
and most importantly yourselves!
- Blake
- Kevin "Blurhy"
6 Van Docks’ A rsenal of A rmigers
This page is intentionally
left blank.

Van Docks’ A rsenal of A rmigers 7


PART 1: Introduction
LOG #1
About ten years ago, while we play fought, my brother’s powers awakened. His
wooden blade flew at me on its own and hit my cheek. And ever since that long
time ago, he still has yet to control his powers... one day, perhaps.
Are you never gonna get over this??? I’ve said I’m sorry countless times over the years!
It only left a bruise, sister!! I didn’ t even mean to do it!!! I’M. SORRY.
The Van Dock Twins

W
andering the land as freelance
adventurers, the twins—Dalin and Seraphine The Armiger - New Class
Van Dock—have seen a lot. Prismatic dragons Contained in this document is a new class for Dungeons &
that defy normal classifications. The face Dragons fifth edition called the Armiger, the Scion of their
of an unknown deity. They even witnessed Bonded Arsenal.
adventurers save the realm from certain doom The armiger controls weapons that they bond with through
by stopping an apocalypse before it happened. a special ritual known only to them. And though their weapon
(Of course, no one believes them because the world didn’t end.) manipulation can exceed practiced telekinetics, this isn’t the
Yet, despite everything they’ve experienced, what has stuck only thing that sets armigers apart.
with them is a type of person they call an armiger—well, Armigers are more than just weapon manipulators, they are
Seraphine calls them armigers; Dalin thought a better name connectors. Whether via magic, psionics, or just incredible
was “swordlord” because of the rhyme. (He also claims that empathy, armigers can form powerful bonds with things
he gets majority vote on the name since he is an "swordlord". outside themselves that affect their abilities and mark them.
Fortunately, Seraphine is older by a few minutes and used her Some armigers connect to salient things, like a particular
older sibling authority to choose the better name.) entity or location, and other might bond with abstract concepts,
Able to manipulate weaponry through magic, telekinesis, like silence or joy. Regardless, all armigers are influenced by
armigers boast a unique
psionics, or just force of will, swordlords their connections to become truly unique characters.
power that has fascinated the Van Docks. And so, the Van The armiger is detailed in Part 2 of this document.
Docks have been putting together a formal dossier on their
investigations into armigers. This is that document.

Using This Document


One of the most important parts of bringing a character
concept to life in Dungeons & Dragons is the class (and
subclass) you choose. Often, this is a difficult task that requires
you to juggle multiple considerations—your personal vision,
the effectiveness of the options, the party composition, house
rules, restriced sourcebooks, etc. So, it can be frusturating
when you can’t get a character built in a way that satisfies your
concept, especially when it’s due to a lack of good options.
Therefore, this document is hopefully a help in turning your
concepts to reality by providing new options that fill a trope that
we believe hasn’t been thoroughly covered—the bladedancer,
swordmancer, weaponmage, telekinetic weapon manipulator,
master of levitating blades. Whatever you want to call it, if
you’ve ever wanted to sling a sword, this is for you.
Notably, we’re not trying to provide "gish" options. Hybrid
mage-fighters have been done the world over. Our focus is on
weapon manipulaion, not spellcasting with a sword.

Log #3
p tu r n ed u s a w ay because of our
u
After th e last gro id en ti ti es to in fi ltrate a group
ed new
past, we’ve assum e V er d a i, so D alin can hone
n as th
of armigers know si m p le ex p lor er s for now.
th ink we’re owers bef or e
his powers. They to co n tr o l h is p
a ll y learns
I hope Dalin fi n
Again.
th ey kick us out.
- S. I’m able to control my blades just fine...
- “Doing Very Dandy”
P.S. using your first initial is pointless if you’re
still gonna write my real name. Unless you don’ t
care about my cover?! Do a codename like I did.
10 Van Docks’ A rsenal of A rmigers
Armiger Inheritances - Subclasses
As an armiger grows, they inevitably bond to something that
becomes fundamental to their being. This thing—whether
concept, ideal, object, place, or person is more than another
connection; it influences the armiger and imparts them with
unique abilities. As such, these special bonds are called
“inheritances”, and though armigers of the same inheritance
might share similarities in ability, each armiger may be bonded
to something completely unique.
Armiger inheritances are detailed in Part 3 of this document.

Other Character Options (Preview)


The armiger by themself may not satisfy every person’s
execution for a weapon manipulator. We get that. Therefore,
we’ve developed a number of other character and class options
that might better suit your needs. From simple feats to entire
subclasses, we’re optimistic that you’ll find something that
works!
A preview of four feats we’ve developed for weapon
manipulator concepts is available in Part 4 of this document.

Future Chapters & Content


We’re not stopping at just a class, some subclasses, and a few
feats. We have big plans for the future of this project that add
so much more than just cool options. Some of the content will
extend to cover spellcaster options, general adjustments to the
canon 5e weapons, and more! Here’s a quick preview of the
other parts:
• Part 4: Other Character Options
• Part 5: Seraphine’s Spellbook of Swordmagic
• Part 6: Arsenal Armaments
• Part 7: Armigers of the Realm
• Part 8: Night at the Museum
You can read more about our future plans by checking out
page 75 of this document. Early ideas are detailed for the
curious!

Support the Project


If you want to help us see all of this through, please consider
supporting us by going to kevinorduno.com/support or by
engaging with the project! Send us your comments, feedback,
thoughts, and ideas; try out the armiger in real play and let us
know how it goes; theorycraft the options in the book and try to
break them; or simply, share the project with your friends and
gaming groups. Thank you!

Van Docks’ A rsenal of A rmigers 11


PART 2: The Armiger
LOG #3
Dalin’s recently learned to bond to multiple swords at once. Mot only has it made
him more of a competent fighter, it’s made him more inccorigible and irritating...
Weird. I’ve also noticed that you’ve gotten more annoying ever since I got up to five swords at
once. Hmm... Sister, are you jealous?
Armiger
The wealthy weapon collector raises his eyebrow at the
oncoming highwaymen. They assumed he was unarmed, and
while the collector had no weapon on his person, he wasn’t
without them. As his golden weapons begin to shoot out
from golden portals, the collector relaxes into the seat of his
carriage, comfortable knowing that the bandits would soon be
dealt with.
The charming dancer pleases the audience with her
impressive ax juggling, but the audience is completely
beguiled when the glowing axes suddenly disappear into thin
air. That is, except for the dancer’s quarry in the front row, who
suddenly feels a blade in his torso. Bounties paid more than
show business anyways.
The elven commander was a legend among their troops.
They were known for having lost both hands in battle, yes, but
they were even more well-known for being able to control their
vast collection of weapons with subtle movements of their
body. The saying went that so long as their commander could
move their eyes, the army would remain undefeated.
Armigers are manipulators of weapons in a way that no
one else is. Able to control weapons via the connections they
create with their arsenals, armigers aren’t just defined by their
unique power or by their incredible presence, but by their
bonds.

Be noni Tanee m. An Arsenal of Bonds


Codename: Child Prodigy An armiger’s arsenal is everything to them. Made up of
An their bonded weapons and extraplanar armory, armigers
Radiant armiger. Apparates connect to these things to manipulate them with deftness
intimidation
sw or ds by pu lling th em
that exceeds simple telekinesis, magic, and psionics. But an
armiger’s arsenal isn’t a mere tool to them—its an extension
tactic?
out of his chest.
of themselves. Evolving and growing as they do, an arsenal
reflects the nature of its armiger in appearance, ability, and
more. An armiger’s power is more than their arsenals, however.
Armigers are charismatic figures with strong forces of
personality. The armiger’s charisma comes from the fact
that their powers are based on their ability to bond. Whether
with weapons or with people, armigers are especially apt at
connecting with things outside of themselves, though this
doesn’t mean all armigers are likable. Regardless, all armigers
are a force to be reckoned with, whether due to the power of
their personality or the power of their arsenals.

For Their Bonds


As much as armigers create and use their bonds, they are also
beholden to them and influenced by them in powerful ways.
Without their bonds, an armiger’s abilities suffer, and as many
armigers secretly fear, they are nothing without them.
As such, armigers are almost always adventurers. Whether
for gods, kingdoms, organizations, ideologies, or loved ones,
armigers undertake all manner of quests to strengthen their
bonds and grow new ones along the way. In doing so, an
armiger grows, too. So, even solitary armigers might keep a
pet, and even a malevolent armiger might keep a retinue or
close rival.

14 Van Docks’ A rsenal of A rmigers


Th e 
Proficiency
Level Bonus Links Features
1st +2 — Armiger’s Armory, Swordlord No. Gish
Bonded Weapons, Telumkinesis Unlimited
Magus Blade Wo
2nd +2 2 Grand Strike, Links, Refocus rker
Telumkine
tic Swordslinger Spellswo
3rd +2 3 Armiger Inheritance
4th +2 4 Ability Score Improvement,
Connection Style Weaponmage Edgelord?
5th +3 5 Extra Attack
6th +3 6 Greater Bonds,
Greater Weapon Manipulation
7th +3 7 Grand Strike Improvement,
Inheritance Feature
8th +3 8 Ability Score Improvement
9th +4 9 Preternatural Connection
10th +4 10 Exalted Rearguard
11th +4 11 Inheritance Feature Quick Build
You can make an armiger quickly by following these
12th +4 12 Ability Score Improvement suggestions. First, Charisma should be your highest ability
13th +5 13 Superior Bonds, score, followed by Dexterity. Second, choose the courtier,
entertainer, knight, or noble background.
Superior Weapon Manipulation
14th +5 14 Manifested Armory Class Features
15th +5 15 Inheritance Feature As an armiger, you gain the following class features.
16th +5 16 Ability Score Improvement, Hit Points
Whirling Might Hit Dice: 1d8 per armiger level
Hit Points at 1st Level: 8 + your Constitution modifier
17th +6 17 Sovereign Influence Hit Points at Higher Levels: 1d8 (or 5) + your Constitution
18th +6 18 Inheritance Feature modifier per armiger level after 1st

19th +6 19 Ability Score Improvement Proficiencies


Armor: Light armor, medium armor, shields
20th +6 20 Bonded Scion Weapons: Simple weapons, martial weapons
Tools: Smith’s tools
Saving Throws: Dexterity, Charisma
Skills: Choose three from Acrobatics, Athletics, Arcana,
Deception, Insight, Intimidation, Perception, Persuasion, or
Creating an Armiger Sleight of Hand
As you create an armiger, consider your armiger’s bonds.
These could be people, places, things, or ideas. How and why Equipment
does your armiger connect to these things? How might these You start with the following equipment, in addition to the
bonds affect how your armiger abilities appear or are used? equipment granted by your background:
It is also important to think about how your armiger • (a) scale mail or (b) leather armor
developed their abilities and how that affects future growth. Do • (a) two shortswords or (b) two simple weapons
they come from a line of armigers, receiving tutelage from the • (a) a diplomat’s pack or (b) an explorer’s pack
family’s court? Were they a smith’s child whose latent power
Alternatively, you may start with 5d4 × 10 gp to buy your own
was awakened when they received their parent’s heirloom?
equipment.
Perhaps they gained their abilities later in life when a sentient
weapon unlocked something inside them? Multiclassing
Finally, ponder your armiger’s arsenal (their bonded Ability Score Minimum: Dexterity 13, Charisma 13
weapons and armory). Do they prefer a certain type of weapon?
Proficiencies. When you gain a level in a class other than your
Do their bonded weapons take on a specific appearance? What
first, you gain only some of that class’s starting proficiencies.
does their armory look like and why? When your armiger gets
links, what do these links appear as—Tattoos? Meaningful Armor: Light armor, medium armor, shields
figurines? Floating halos of power? Weapons: Simple weapons, martial weapons

Van Docks’ A rsenal of A rmigers 15


Bonded Weapons
At 1st level, you may conduct a 1 Hour ritual to bond with any
melee weapon you are proficient with. This ritual takes 1 Hour
to perform and can be done over the course of a rest. During
the ritual, you must touch the weapon. If the weapon allows
or requires attunement, you may choose to attune to it during
this ritual so long as you have the attunement slots. You can
not bond with artifacts or natural weapons with this feature.
While the weapon is bonded to you, you may use it for your
ARLEVA other armiger features and ignore the heavy property. The
Codename: Dance-of-Death bonded weapon also takes on any superficial changes you desire.
These changes are aesthetic and do not affect functionality.
Avowed Armiger, dances! As a bonus action, a bonded weapon can be summoned into

Do th ey nee d code names?


your possession—to your person, to a hovering position, or to
your armory—as long as it is within 30 feet of you or in your
YES armory. If a bonded weapon is in the possession of another
creature when you try to summon it, the creature may make
a contested Charisma check to resist the summoning. If the
creature succeeds, the weapon remains with the creature.
A bonded weapon loses its bond with you if it is removed
Armiger’s Armory from your possession for 1 Hour. Bonded weapons in your
Starting at 1st level, you connect with a magical, armory do not count as being removed from your possession.
extradimensional space known as your armiger’s armory. You may only bond with a number of weapons equal to your
The armory is made up of a number of 20-foot cubes equal Charisma modifier (minimum 1 weapon). If you try to bond
to your armiger level and grows with you. You can create any with a weapon beyond your max, it fails. With an action, you
floor plan, and the armory is furnished and decorated as you can remove the bond on a bonded weapon you touch.
choose. Anything created by the armory immediately vanishes
if removed from it. Telumkinesis
As a bonus action, you may transfer one bonded weapon
Also at 1st level, as an action, you can harmlessly manipulate
in your possession to your armory or summon it from your
any bonded weapons within 30 feet of you. You can stow,
armory. (Bonded weapons are described in the following
retrieve, and exert fine control over your bonded weapons.
Bonded Weapons feature.)
Also, choose Dexterity or Charisma. Once you make this
Also, as an action, you may store a single unattended item
choice you cannot change it. You may add that ability modifier
or piece of equipment that you touch. You can summon the
on any saves or ability checks to resist having a bonded weapon
stored object to your hand or an adjacent space as an action.
disarmed, stolen, or otherwise taken from your possession.
Each item cannot be larger than a 5-foot cube, and you can
You can also use your Telumkinesis to cause bonded
only store a number of items equal to your Charisma modifier.
weapons to hover harmlessly around you. While hovering,
You cannot bring any extradimensional items—such as a bag
the weapon stays within 5 feet (remaining in your space) and
of holding—into the armory. Any attempts at this result in the
continues to count as being in your possession.
item immediately shunting into the nearest unoccupied space
You can use Telumkinesis on any number of bonded
outside the armory.
weapons at one time and can manipulate multiple bonded
Once per long rest, as a 1 Minute ritual, you can bring
weapons with one action.
yourself and up to a number of creatures you touch equal to
your Charisma modifier into your armory for 1 Hour. Creatures
(including yourself) exit the armory early by using a bonus For An Armiger, What Counts as Having a Bonded Weapon
action to leave or if they die. If you leave, all other creatures in Their Possession?
inside leave with you. When exiting, you appear in the space A bonded weapon is considered to be in an armiger’s
you teleported from or the nearest unoccupied space. possession if it is on their person (carried, stowed, wielded, or
If you die, your armory ceases to exist, and objects stored worn), hovering around the armiger as per the Telumkinesis
inside spill out into the unoccupied spaces closest to you. feature, or if it is in the armiger’s armory.
Using the armory and any features that use the armory are
considered magical and extradimensional effects.

16 Van Docks’ A rsenal of A rmigers


Grand Strike Draw Power
At 2nd level, you can strike with a bonded weapon in your Finally, at 2nd level, you can use an action to draw from your
possession using telumkinesis or armory portals. Choose bonds and connections. You regain a number of links equal to
Dexterity or Charisma. You cannot change this choice. your Charisma modifier. You cannot exceed your max links.
You gain a new attack option that you can use with the Attack You may use this feature a number of times per day equal to
action. This special attack is a weapon attack using one bonded your proficiency bonus.
weapon in your possession. This special attack has a range of
thrown (15/30), but it counts as a melee weapon attack not a Armiger Inheritance
ranged weapon attack. You are proficient with it, and it uses
At 3rd level, you form a particular and powerful connection,
the chosen ability for the attack and damage rolls. Otherwise,
receiving the title and abilities of an Armiger Inheritance. Your
the attack uses the bonded weapon’s normal dice, features, and
inheritance grants you features at 3rd level and again at 7th,
properties (except the heavy property, per Bonded Weapons).
11th, 15th, and 18th level.
When a bonded weapon is used for a Grand Strike, it lands
on the square of the creature you attacked. As such, you may
only use a bonded weapon once per Grand Strike since it does Ability Score Improvement
not automatically return to your possession. When you reach 4th level, and again at 8th, 12th, 16th and 19th
level, you can increase one ability score of your choice by 2,
Links 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
Starting at 2nd level, your bonds appear on or around your
feature. Using the optional feats rule, you can forgo taking this
person as a resource called links. You have a number of links
feature to take a feat of your choice instead.
equal to your armiger level, as shown in the Links column of
the Armiger table.
You can expend links to fuel various link features. You start Connection Style
knowing five link features: Grand Flurry, Empowered Return, Also at 4th level, you manifest unique powers according to the
Reveal Arsenal, Warding Arsenal, and Weapon Whirl. You distinct connections you maintain. Choose 1 of the following
learn more link features as you gain levels in this class. options. Whenever you reach a level in this class that grants
When you expend a link, it is unavailable until you finish a the Ability Score Improvement feature, you may replace the
long rest, at the end of which you draw from your bonds to chosen option with another option.
recharge your links. • Animal Whisperer. You connect with beasts. You gain
Some link features allow you to cast spells with your links. proficiency in Animal Handling and can cast Speak with
Such link features use your Charisma as your spellcasting Animals at will. Charisma is your spellcasting ability.
ability, and spells cast as a link feature do not require material
components. • Armiger’s Herald. You’ve bonded to a spirit. You can cast
Some of your link features require your target to make a Find Familiar as a ritual. Charisma is your spellcasting ability.
saving throw to resist the feature’s effects. The saving throw • Golden Tongue. You can make anyone your friend, if just for
DC is calculated as follows: a moment. You learn the Friends cantrip and can cast Charm
Link save DC = 8 + your proficiency bonus + Person as a ritual spell by interacting with or engaging in
your Charisma modifier conversation with your target for 10 Minutes. Charisma is
your spellcasting ability.
Grand Flurry (1 Link) • Insentient Speaker. Given time, you can talk with just about
As a bonus action during a Grand Strike, you can expend 1 anything. Once per long rest, you can cast Speak with Dead
link to make one additional attack as part of that Grand Strike. or Speak with Plants as a ritual spell without expending
Empowered Return (1 Link) material components. Charisma is your spellcasting ability.
As an action, you can expend 1 link to return any number of Once you’ve cast one of the spells in this way, you cannot
bonded weapons into your possession as long as they are cast the other until you rest.
within 60 feet of you. You may choose to return each bonded • People Sense. Your hunches about a person are rarely
weapon to your person, a hovering position, or your armory. wrong. Whenever you make an Wisdom (Insight) check, you
Reveal Arsenal (1 Link) may choose to use Charisma as your ability score for the
As an action, you can expend 1 link to summon any number of check instead of Wisdom.
bonded weapons in your armory. You may choose to summon • Social Acumen. Your social skills are immaculate. Choose
each bonded weapon to your person or to a hovering position. 1 from Deception, Intimidation, Persuasion. You gain
proficiency in the chosen skill. If you already have proficiency,
Warding Arsenal (1 Link)
you gain expertise instead—your proficiency bonus is
As a reaction when an attack roll is made against you, you
doubled for any ability check you make that uses the skill.
can expend 1 link to gain a bonus to your AC equal to your
Charisma modifier against the triggering attack. • Uncanny Linguist. Communication barriers are just
speedbumps. You learn the Message cantrip and can cast
Weapon Whirl (1+ Links) Comprehend Languages at will without expending material
As an action, you can expend 1 or more links to strike all
components. Charisma is your spellcasting ability.
adjacent creatures with your arsenal. All creatures within 5 feet
of you must succeed on a Dexterity saving throw or take 1d6
bludgeoning, piercing, or slashing damage (your choice). For
each additional link expended, the damage increases by 1d6.

Van Docks’ A rsenal of A rmigers 17


Extra Attack Superior Weapon Manipulation
Beginning at 5th level, you can attack twice, instead of once, Also at 13th level, you can use Telumkinesis on any weapons in
whenever you take the Attack action on your turn. This extra range that are not being worn or carried by another creature.
attack can be used with the Grand Strike feature, allowing you Additionally, you learn the following link features.
to make two Grand Strikes with one Attack action.
Animate Weapons (4 Links)
As an action, you can expend 4 links to animate up to 5 weapons
Greater Bonds within 30 feet of you that are not being worn or carried by
At 6th level, the growing power of your bonds unlocks new another creature. Each weapon animates and becomes like a
abilities. You know the location and direction to any bonded Flying Sword under your control until the effect is ended or the
weapon as long as it is on the same plane of existence as you. weapon is reduced to 0 hit points. An animated weapon has
Additionally, your attacks with your bonded weapons and the stats of a Flying Sword except it uses its original damage
link features count as magical for the purpose of overcoming dice and damage type, and it adds your Charisma modifier to
resistance and immunity to nonmagical attacks and damage. its attack and damage rolls. The animated weapons share a
turn and go immediately after your turn in the initiative order.
Greater Weapon Manipulation As a bonus action, you can mentally command any or all
animated weapons. You decide what action the animated
Also at 6th level, your growing connection to your arsenal lets
weapons will take and where they will move on their turn. You
you manipulate your bonded weapons in greater ways. You
can issue a general command, such as to guard a particular
learn the Weapon Barrage link feature.
corridor. If you issue no commands, an animated weapon only
Weapon Barrage (2+ Links) defends itself against hostile creatures. Once given an order,
As an action, you can expend 2 or more links to conjure animated weapons follow it until the task is complete.
a torrent of weapons in a 30-foot cone or 60-foot line. Each This feature requires concentration to maintain, and you
creature in the area must make a Dexterity saving throw. A can only maintain it for up to 1 Minute.
creature takes 3d6 bludgeoning, piercing, or slashing damage
(your choice) on a failed save, or half as much damage on a
Armiger’s Arena (4 Links)
As an action, you can expend 4 links to create a spherical
successful one. For each additional link expended beyond 2,
barrier of blades centered on you. The sphere can be up to
the damage increases by 1d6.
30 feet in radius. Its wall is 5 feet thick and counts as difficult
terrain in its space. When a creature enters the barrier wall for
Grand Strike Improvement the first time on its turn or starts its turn there, the creature
Beginning at 7th level, after a long rest, you may choose one of must make a Dexterity saving throw. On a failed save, the
the following improvements to your Grand Strike: creature takes 4d6 bludgeoning, piercing, or slashing damage
• Distant Strike. During a Grand Strike, you may launch (your choice) or half as much on a successful save.
bonded melee weapons up to a range of thrown (30/45) This feature requires concentration to maintain, and you
instead of thrown (15/30). can only maintain it for up to 1 Minute.
• Impossible Strike. During a Grand Strike, you ignore half
cover and treat three-quarters cover as half cover instead.
• Returning Strike. Immediately after a Grand Strike, you
can choose to have any of the bonded weapons used in the
strike automatically return to your possession—whether
that is to your person, a hovering position, or your armory.

Preternatural Connection
At 9th level, your arsenal acts quicker than you can command.
Once per long rest, you can cast a link feature that requires an
action with a bonus action instead.

Exalted Rearguard
Beginning at 10th level, your arsenal defends you
automatically. When you take the Dodge action, you add your
Charisma modifier to your AC until the start of your next turn.
Additionally, Warding Arsenal now lasts until the start of your
next turn instead of just against the triggering attack.

Superior Bonds
At 13th level, you can now bond with a number of weapons
equal to your armiger level. You also gain an additional
attunement slot that you can only use to attune to a weapon.

18 Van Docks’ A rsenal of A rmigers


Manifested Armory Sovereign Influence
Starting at 14th level, you can now store any number of items Beginning at 17th level, whenever you make any Charisma
in your armory so long as they fit. Also, you learn the Manifest check, you may choose to count any roll less than 10 as 10. You
Armory link feature. can’t use this feature on attack rolls.
Manifest Armory (5 Links)
As an action, you can expend 5 links to open a magical
Bonded Scion
portal to your armory for 24 hours. Your portal appears in At 20th level, you gain an additional attunement slot that you
an unoccupied space you choose within 30 feet of you. The can only use to attune to a weapon, and you gain the benefits
portal’s appearance is up to you, but it fills the space of a 5-foot of all 3 Grand Strike improvements at once.
cube. You and any creatures you designate can freely use Finally, you can bond to an unlimited number of weapons.
the portal. While the portal remains open, creatures are not
shunted out of your armory if you leave it, but they are shunted
out if the portal closes.
The portal can be dismissed early by you as a bonus action.
The portal can also be dispelled as if it was a 5th-level spell. If
you are inside your armory when the portal is dismissed, you
and any other creatures inside are harmlessly shunted into
unoccupied spaces closest to where the portal was.
You cannot have more than one portal at a time. If you use
this feature while a portal is already active, the old portal
dissipates automatically.

Whirling Might
At 16th level, you can unleash the full onslaught of your arsenal.
When you use the Grand Flurry link feature, you may expend
an additional link to make another additional Grand Strike
attack as part of that same Grand Strike.
Additionally, you learn the Glorious Maelstrom link feature.
Glorious Maelstrom (5+ Links)
As an action, you can expend 5 or more links to unleash the
entirety of your arsenal’s power into a single area. You designate
a 30-foot cube within 60 feet of you. A massive portal opens in
the point you designate, unleashing a torrent of weapons upon
those in the area. All hostile creatures in the cube must make
a Dexterity saving throw. A creature takes 6d8 bludgeoning,
piercing, or slashing damage (your choice) on a failed save, or
half as much damage on a successful one. For each additional
link expended beyond 5, the damage increases by 2d8.

Slardar Yon Ulidath


Codename: Sharktooth
Endurant Armiger.
Reknowned fisherman.
Links are magic bubbles?
Smells fishy.

Van Docks’ A rsenal of A rmigers 19


PART 3: Armiger Inheritances
LOG #10
Armigers are metaphysical conduits in a feedback loop. Their strongest connections
influence them and grant them their abilities, so then, they strengthen those
connections to grow in power. So on and so forth.
“We are defined by our connection until we become what we connect to.” - My newest mentor
Codename: Fallen Angel
Arzana:
.
Avowed Armiger e ir nefarious
g e li s t” f or th
An “evan
te mple . e y a r e not a holy
r a n ce s , th
Despite appea
h t. Th e y a r e a n executioner.
knig
Avowed Inheritance
Avowed armigers wield power they could never have earned on their own. Perhaps this power was earned when their ancestors made
a deal with a devil, or maybe your armiger has been granted power so long as they maintain service to a deity or organization. Whether
blessing, curse, or something else, avoweds connect to the pacts and vows that source their power.
The arsenals of avoweds tend to reflect their loyalties. An avowed with ties to devils may have their armory appear as a smoldering
study with ebon bonded weapons crackling with hellfire; their links may appear as contracts tied around their waist. On the other hand,
an avowed sworn to protect a village may have an armory that mimics a well-known landmark, their bonded weapons may look like
local relics, and their links could appear as animated folktales tattooed on their body.

My temple has asked for your death. Don’t take it personally. — Lady Hecate, templar of the Crimson Way
Traits for an Avowed
Avowed armigers are made unique by the nature of their vow. Each armiger may be bound to a different agreement with a different
entity for different reasons, and it is in these specifities that one avowed armiger really stands out from another avowed.
Consider adding one or more of these traits when creating an armiger of this inheritance or as you advance in its ranks.
d20 Avowed Relationships to their Patron, Oath, or Vow
1 Zealous. You are unwaveringly loyal to your patron, oath, or vow, and will go to great lengths to fulfill your obligations even if it puts
you at odds or in danger.
2 Haunted. You are haunted by visions, dreams, or memories associated with your patron, oath, or vow, which serve as a constant
reminder of your commitment.
3 Watchful. You maintain constant vigilance to secret messages from your patron, oath,or vow, always on the lookout for signs, omens,
or threats. Others might call you superstitious or paranoid for reading into everything, but you just think you’re vigilant.
4 Marked. There is a physical or visible mark on your body that symbolizes your connection to your patron, oath, or vow, making you
easily identifiable to others. When you disobey, the mark burns.
5 Unsure. You believe that your patron, oath, or vow has orchestrated a great plan for you, but you aren’t sure what it is, causing you to
constantly seek out help or prophecies that guide your actions.
6 Vengeful. You took your patron, oath, or vow as a way to empower yourself for some greater vengenace or payback. It’s all a means
to an end. Perhaps your last act of vengeance will be to destroy the source of your powers.
7 Given. You were given to your patron, oath, or vow by someone else (and often at a young age). You didn’t have a choice. This might
bug you or not, since you don’t really remember life before from your patron, oath, or vow anyways.
8 Penant. You’ve previously broken an agreement with a patron, oath, or vow and now you seek redemption or a new purpose to regain
what you’ve lost. Your current patron, oath, or vow could be the same one as before, or it could be a new one entirely.
9 Powerhungry. You feel your connection is holding back on you and are constantly seeking ways to curry favor and increase your
abilities. But, you also fear the day you might lose all the power you’ve worked so hard to gain. You won’t let that happen.
10 Tormented. Your patron, oath, or vow is a constant burden, and you often find yourself plauged with doubt, guilt, or inner turmoil.
You may even be looking for a way to break your agreement—perhaps through death? Or perhaps not even death can free you?
11 Geasbound. Your are under a magical geas or binding that forces you to fulfill your obligations to your patron, oath, or vow, and
failure to do so comes with dire consequences.
12 Leveraged. You are compelled to stay true to your patron, oath, or vow because of what would happen if you didn’t. Perhaps the
leverage against you is a terrible secret you can’t let people know about, a loved one held as hostage, or something else.
13 Enigmatic. For whatever reason, you keep your connection a secret, and you purposefully try to keep the true source of your powers
hidden from others. Maybe this secrecy is demanded of you or maybe it’s for your own safety?
14 Vessel. Your patron, oath, or vow has branded you a vessel. Your presence and force of personality are otherworldly, and people often
mistake you for some kind of divine being. Or maybe people just see what you are becoming?
15 Remnant. You used to belong to an organization devoted to your patron, oath, or vow, but now you are the only one left to finish the
work that was started.
16 Curious. You committed to your patron, oath, or vow out of a deep desire to unravel its mysteries, but your endless curiosity often
puts you in dangerous situations. Curiosity killed the cat, but hopefully, satisfaction will bring it back.
17 Heretic. You were kicked out from a previous organization or institution because of your unorthodox connection to your patron, oath,
or vow. You may not have their support anymore, but you still have your commitments.
18 Ancestral. You are from a long line of people who have upheld the connection to your patron, oath, or vow, and you bear the weight
of familial expectations when it comes to fulfilling your end of the deal.
19 Fluke. You developed your connection and commitments by some kind of accident. Maybe a friend messed up the runic sigil that
was used to invoke the patron, oath, or vow... or maybe it wasn’t an accident after all?
20 Indebted. You took your patron, oath, or vow in a moment of need. Time passed, and nothing happened. So, you didn’t think it was a
big deal. That is, until the time came to fulfill your end of the agreement.

Van Docks’ A rsenal of A rmigers 23


Avowed Features
A v ow e d A rmi g e r Sworn
Armiger Subclass Cantrips Spells Spell Slot
Level Features Known Known Slots Level When you gain this subclass, you swear yourself to something
or someone, and should you fall short, the consequences could
3rd Sworn, Covenant Magic 1 1* 1 2nd*
be dire. Choose Warlock Patron or Paladin Oath. Once you
4th — 1 1 2 2nd make this choice you cannot change it.
If you choose Warlock Patron, choose a patron from the
5th — 1 2 2 3rd Warlock class’ Otherworldly Patron feature. You have struck
6th — 1 2 2 3rd a bargain with them and must maintain your end of the deal.
If you choose Paladin Oath, choose an oath from the Paladin
7th Better Together 1 3 2 4th class’ Sacred Oath feature (except for Oathbreaker). You have
bound yourself to this oath and must adhere to its tenets.
8th — 1 3 2 4th
If you lose connection with your patron or break the tenets
9th — 1 4 2 5th of your oath, you lose all features from this subclass (including
Covenant Magic) until your connection is restored through the
10th — 1 4 2 5th
requisite atonement that is demanded of you.
11th Unwavering Loyalty 1 5 2 5th Alternatively, you may work with your DM to create some
other kind of suitable loyalty, agreement, or deal for the
12th — 2 5 2 5th purposes of this subclass.
13th — 2 6 2 5th
14th — 2 6 2 5th
15th Master-Slave 2 7 2 5th
16th — 2 7 2 5th
17th — 2 8 2 5th
18th Eternal Vow 2 8 2 5th
19th — 2 9 2 5th
20th — 2 9 2 5th

Log #43 e t h is log because


g m e w r it
S. is makin u p a ft e r the fight. Log #42
h a vin g to h e a l ,
sh e’ s w n
r k w a s a s d ifficult to take do It was th e strangest
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but a sw
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- “D
Yet, he launched h
is infernal daggers
quick as he launched as
his infernal magic.
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- “So Very Delighte .
d”
24 Van Docks’ A rsenal of A rmigers
Covenant Magic Better Together
Your vows give you covenant magic. At 3rd level, choose the The power granted to you by your covenants boosts your other
paladin spell list or warlock spell list. All spells gained from armiger abilities. At 7th level, you learn the following link
this subclass feature must be from the spell list you choose. features.
Once you make this choice you cannot change it.
Covenant Magic counts as Pact Magic for any Spellweave (2 Links)
features or options that require Pact Magic. Immediately after you take the Attack action on your turn, you
Cantrips. You know one cantrip of your can expend 2 links to cast a cantrip as a bonus action.
choice from either the cleric (if you chose Subcontract (2 Links)
paladin spell list) or warlock spell list, in As an action, you can expend 2 links to bond with a willing
accordance to the spell list you chose
ally within 30 feet of you. You can use your armiger features
when you gained this feature. You learn an
(including the spells from this subclass) as though you were
additional cleric or warlock cantrip of your
in the bonded ally’s space, but you must use your own senses.
choice at 11th level, as shown in the Cantrips
This bond lasts for 1 Minute.
Known column of the Avowed Armiger table.
Spell Slots. The Avowed Armiger table shows how
many spell slots you have to cast your paladin or warlock spells Unwavering Loyalty
of 1st through 5th level. The table also shows what the level of Others have difficulty swaying you, and you can turn the tables
those slots is; all of your spell slots are the same level. To cast on anyone who tries. Choose charmed or frightened. At 11th
one of your paladin or warlock spells of 1st level or higher, you level, you are immune to that condition.
must expend a spell slot. You regain all expended spell slots Additionally, you learn the Rebuke link feature.
when you finish a short or long rest.
For example, at 3rd level when you choose this subclass, Rebuke (3 Links)
you have one 2nd-level spell slot. To cast the 1st-level spell As a reaction when a creature tries to charm or frighten you,
Protection from Evil and Good, you must spend the slot, and you can expend 3 links to attempt to turn the effect against that
you cast it as a 2nd-level spell. creature. The creature must succeed on a Charisma saving
Spells Known of 1st Level and Higher.* At 3rd level, you throw or be charmed or frightened of you (your choice) until
know one 1st-level spell of your choice from the paladin or the end of your next turn.
warlock spell list. (Though you have 2nd-level spell slots, you
start knowing a 1st-level spell when you gain this subclass.) Vow Maker
The Spells Known column of the Avowed Armiger table
shows when you learn more paladin or warlock spells of your You can enact your own binding agreements. At 15th level, you
choice. Each of these spells must be of a level for which you can use your Subcontract link feature on any creature. Any
have spell slots. For instance, when you reach 7th level in this unwilling targets may make a Charisma saving throw to resist
class, you can learn one new spell of 3rd or 4th level. the effect.
Additionally, when you gain a level in this class, you can Additionally, you learn the Enact Vow link feature.
choose one of the paladin or warlock spells you know and
Enact Vow (5 Links)
replace it with another spell from the same spell list, which
You can expend 5 links and 1 Minute to cast Geas without
also must be of a level for which you have spell slots.
expending spell slots.
Spellcasting Ability. Charisma is your spellcasting ability
for your spells from this subclass, since your power derives
from the strength of your connections. In addition, you use Eternal Service
your Charisma modifier when setting the saving throw DC You have already given your life for your covenants, and now,
for a paladin or warlock spell you cast from this subclass and not even death can break your commitments. At 18th level,
when making an attack roll with one. should you die, you may make a DC 25 Charisma saving throw
Spell save DC = 8 + your proficiency bonus + at the time of death. If the save succeeds, your devotion calls
your Charisma modifier you back from death and you resurrect in 1d20 days, as True
Resurrection. You resurrect in an unoccupied space within 5
Spell attack modifier = your proficiency bonus +
feet of your corpse, or the nearest appropriate space.
your Charisma modifier
Additionally, you learn the Until the Vow is Fulfilled link
Spellcasting Focus. You can use your bonded weapons, a feature.
holy symbol, or an arcane focus as a spellcasting focus for your
spells from this subclass. Until the Vow is Fulfilled (1+ Links)
As a reaction when you are reduced to 0 hit points but not killed
outright, you may expend 1 or more links to instantaneously
How Does Covenant Magic Interact with Pact Magic when heal yourself for an amount of HP equal to 1d8 per link spent.
Multiclassing?
When multiclassing with classes or subclasses that provide
Covenant Magic or Pact Magic we recommend the following:
The multiclasser cumulatively adds the Cantrips Known,
Spells Known, and Spell Slots from relevant sources.
Meanwhile, Slot Levels progress as an equivalent level
Warlock, so you simply use your cumulative level from
Covenant Magic or Pact Magic sources for your Slot Level.
Class or subclass options that are not a source for Covenant
Magic or Pact Magic do not get added.

Van Docks’ A rsenal of A rmigers 25


EMA MAILAY - Codename: Ace
Caper Armiger. Rumor has it she’s actually a dragon in
disguse, but so far we have yet to find any evidence.
Caper Inheritance
Few people expect to be struck by a playing card, a tankard, or a coin, and fewer expect it to hurt like it does when used by a caper
armiger. Capers are cunning, and they tend to eschew what other armigers consider convention to bond with almost anything. Often
capricious and charming, capers might moonlight as carnival performers, con men, or acrobats.
Capers’ oft changing arsenals reflect their improvisational nature. Armories might look like a marble amphitheater one day, a gaudy
caravan the next, and a grand ballroom the following day. Their bonded weapons might seem more like fashion accessories than
weapons. And, a single caper’s links can run the whole gamut from hard-to-notice to loud-and-obvious over the course of a day.

Here: you use that sword, and I’ll use this napkin. Let’s see who wins. — Lucky Lyle, regular tavern brawler

Traits for a Caper


Capers armigers are performative characters, and it is how they perform that can make one differ from the other. It doesn’t matter as
much whether one wields cards and another uses spoons for weapons, what really makes a caper distinct is their stylistic flair.
Consider adding one or more of these quirks and flairs when creating an armiger of this inheritance or as you advance in its ranks.
d20 Caper Quirks and Flairs
1 Stage Persona. You have a distinct persona that you adopt at specific times. Perhaps you assume a vigilante character when
adventuring, or you put on a flamboyant mask when you enter combat. You may have one or many different personas.
2 Dramatic Flourish. You have a tendency of adding extra gestures, poses, or vocal inflections to your every ection, making even simple
tasks seem like performances.
3 Fancy Speech. You speak in a specific and unusual way. Perhaps you use antiquated language, speak in flowery metaphors, or even
have every other sentence rhyme. Regardless, your speech is peculiar, distinct. and often an easy way to identify you.
4 Stage Fright. Despite your flair and showmanship, you suffer bouts of anxiety and nervousness anytime you are about to perform or
take attention, which only subsides once you finally step into the spotlight.
5 Superstitious Rituals. You have elaborate rituals and prepartions that must be done or else you feel “off” and have trouble doing
whatever you aim to do. It could be a specific warm-up routine, necessary meditation, or a personal mantra you always recite.
6 Perfectionist. You have an obsessive drive for perfection, constantly critiquing your own performance, seeking to improve, practicing,
and exploring new techniques—even if it means pushing yourself to the brink of exhaustion.
7 Personal Style. You have a distinct fashion sense that you rarely deviate from. Whether your personal costuming is flamboyant or
subdued, others can recognize you simply by what you wear.
8 Monologuer. You’re prone to break into impromptu monologues or soliloquies, even in everyday situations, much to the confusion,
amusement, or annoyance of those around you.
9 Peoplewatcher. You are fascinated with observing the behaviors and expressions of people around you, often mimicking them and
adopting their accents, mannerisms, or physicalities.
10 Move Announcer. You think its better when things have names, so you often announce your moves just before doing them. These
names could be straightforward (“surprise attack!”) or convoluted (“secret technique: surprise’s sudden striking sword slash”).
11 All about Appearances. You are known for your immaculate appearance, and your meticulous grooming to maintain your appearance
borders on neurotic (even psychotic!). People might fear your reaction should you ever be dirtied or soiled.
12 Nemesis Dependent. A hero is only as good as their nemesis, so you’ve worked to develop at least one meaningful rivalry. If you
don’t have at least one rival working to thwart you, you don’t know what you’d do.
13 Legend-in-the-Making. You want your life to be remembered long after your death, and that is why you actively try to be the stuff of
legends. Unfortunately, it also means you’d rather do unnecessary heroics or dangerous stunts than act mindfully.
14 New Life. Your early life was simple, drab, and dull, and perhaps that is why you now drool at the thought of living a life of
excitement. Whether you miss the old life or are glad its over, people who used to know you would be shocked to see you now.
15 Prankster. You enjoy playing silly antics and theatrical pranks to add an element of drama and surprise to the lives of people around
you. And, most of the time, your pranks are safe and good-natured... mostly...
16 Protagonist Syndrome. You are the main character of your own story. And to the chagrin of those around you, you are also the main
character of their stories, too.
17 Under Their Shadow. At least one of your parents was well-known, respected, and maybe even a celebrity. Hoping to get out from
under their shadow, you have a complex about being compared to them. You will be known for who you are, not for whose you are.
18 Ironically Terrible. Despite your delusions of grandeur, your actual artistic abilities are embarassing at best. But, that still doesn’t stop
you from giving it your all.
19 Lost Self. You’re so used to fake identities and playing characters that you aren’t really sure who you are anymore, so you spend way
too much time looking to find yourself. Are you even sure that your name is your name?
20 Compulsive Wit. You can’t let a single thing go unanswered. Whether you always have a particularly witty retort prepared or need to
make sure you get in the last word, silence isn’t golden when you’re around; it’s priceless.

Van Docks’ A rsenal of A rmigers 27


Caper Features Empowered Improvisations
At 7th level, your bonded improvised weapons have a +1 bonus
to attack and damage rolls.
Also, creatures underestimate your bonded improvised
weapons. On the first attack you make against a creature with
a bonded improvised weapon, your attack gains advantage,
and if that attack hits, it counts as a critical hit. This feature
C a p e r A rmi g e r can only be used once per creature.
Armiger Level Subclass Features
3rd Unconventional Bonds, Impressive Displays Theatrics
7th Empowered Improvisations, Theatrics Also at 7th level, you learn the following link features.

11th Greater Improvisations, Charmed Life


Costume Change (2 Links)
As an action, you can expend 2 links to transform your
15th Superior Improvisations appearance for 1 Hour. You decide what you look like—
including your height, weight, features, voice, hair, coloration,
18th Number One and distinguishing characteristics. You can make yourself
appear as a member of another race, but none of your statistics
change. You also don’t appear as a creature of a different size
than you, and your basic shape stays the same.
Heckle (2 Links)
As a reaction when a creature you can hear you succeeds on an
Unconventional Bonds attack, ability check, or saving throw, you can expend 2 links to
When you gain this subclass, you are proficient in Improvised force them to roll once more and use the lowest roll.
Weapons and can use them in addition to melee weapons for
your armiger features. Bonded improvised weapons function
as bonded melee weapons, but when used in a Grand Strike,
the range of a bonded improvised weapon is thrown (20/60).
(Distant Strike adds 15 feet to both ranges.)
Also, once per long rest, you can bond with an Improvised
Weapon as an action.

Impressive Displays
At 3rd level, you learn the Prestidigitation and Minor Illusion
cantrips. Charisma is your spellcasting ability.
Also, choose 1 from Acrobatics, Performance, or Sleight of
Hand. You gain proficiency in the chosen skill or expertise if
you already have proficiency in the skill.
Finally, you learn the Razzle-Dazzle link feature.
Razzle-Dazzle (1 Link)
As an action, you can expend 1 link to perform an enchanting
trick with your bonded weapons. Designate a number of
creatures within 30 feet equal to your Charisma modifier.
The targets must make a Charisma saving throw or are either
charmed, restrained, or frightened of you (your choice) until
the start of your next turn. If a creature saves against this
feature, they are immune for 1 Minute. This is a charm effect.

28 Van Docks’ A rsenal of A rmigers


Greater Improvisations
At 11th level, your bonded improvised weapons now deal an
additional 1d4 damage and provide a +2 bonus to attack rolls,
instead of the +1 bonus to attack and damage.

Charmed Life Superior Improvisations


Also at 11th level, you learn the following link features. At 15th level, your bonded improvised weapons now deal an
Mook Chivalry (4 Links) additional 1d6 damage (instead of 1d4) and provide a +3 bonus
As an action, you can expend 4 links to enchant yourself to attack rolls (instead of +2).
with a special protection. If you are attacked by more than Additionally, at the end of a long rest, you can change
one creature in a round, every attack roll against you from the damage type of one of your bonded weapons to another
a creature other than the first creature gains disadvantage. damage type of your choice. If it has multiple damage dice, all
Attackers can make a Charisma saving throw to resist the of the damage dice change. This lasts until the next time you
effects. If a creature successfully saves against this feature, take a long rest.
they are immune for 1 Hour.
This feature requires concentration to maintain, and you can Number One
only maintain it for up to 1 Minute. Few can dare to surpass you. You’ve made sure of it. At 18th
Plot Armor (1+ Links) level, you gain the Bard’s Jack of All Trades feature.
As a reaction when you are damaged, you can expend 1 or Additionally, you learn the following link feature.
more links to subtract an amount of damage equal to 5 times There Can Only Be One (5 Links)
the number of links expended. As a reaction when you are attacked, damaged, or otherwise
negatively affected by a creature, you can expend 5 links to
curse that creature. The creature makes a Charisma saving
throw. On a failure, the creature gains disadvantage on all
attack rolls and ability checks for 1 Hour. This is a curse effect.
A Remove Curse or Wish can end this effect early. If a creature
saves against this feature, they are immune for 24 Hours.

Van Docks’ A rsenal of A rmigers 29


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left blank.
TRIGGER WARNING: ABUSE, AMPUTATION, ASSAULT, AND MORE
The Endurant Armiger’s flavor is steeped in tragedy. Tread carefully.
<click here to skip the Endurant Armiger description page and go straight to the mechanics>
ANDER DANAMARK
Codename: Falling Skies
Missing his right hand.
Doesn’t need his right hand.
Endurant Inheritance
Whether bad karma or bad luck, endurant armigers have experienced notable pain, brokenness, and injury. However, they did not find
defeat in their darkest hour. But power. Endurants connect to loss, suffering, courage, and hope. Though they might face derision or
discrimination, endurants are testimonies that nothing can stop an unstoppable force.
Endurants’ arsenals tell their tales like scars. One’s armory may look like the battlefield where they faced tragedy, their bonded
weapons rusted with blood, and their links represented as a phantom limb. Meanwhile, another’s armory may look like a place they
find refuge in—such as their childhood home or an infirmary—and their homely bonded weapons may be etched with names, their
links doubling as security blankets, such as lucky tokens or plush animals.

Handicapped?! HAH! I can do more with a wink than you can with your whole body. — Commander Xifeng

Traits for an Endurant


Though all endurants show remarkable tenacity, every endurant is scarred by their own tragedy. It is the nature of an endurant’s great
traumas that give meaning to their struggle to survive and overcome.
Consider adding one or more of these tragedies when creating an armiger of this inheritance or as you advance in its ranks.
d20 Endurant Tragedies
1 Loss of Loved Ones. You have experienced the pain of losing family members, close friends, or loved ones, leaving an emotional void
that is hard to fill.
2 Betrayal. You have been betrayed in a major way by someone you trusted, resulting in a deep sense of mistrust and difficulty forming
new connections.
3 Torture. You have endured immense physical and/or psychological torture in your past, leaving you with haunting memories and a
lingering fear of reliving those experiences.
4 Unknown Tragedy. You survived a tragedy so severe that you have supressed all memory of it. Whatever it was, you live in the
aftermath of that event, though you may not even realize it.
5 Disfigurement. You bear a physical disfigurement, such as scars, burns, or missing limbs. Whether the disfigurement is a natural
one you’ve had since birth or one inflicted upon you, it serves as a constant, traumatic reminder.
6 Solitary Imprisonment. You have spent a significant period of your life imprisoned, enduring confinement, isolation, or the cruelty of
captors. Perhaps you can’t remember the last time you saw sunlight or met someone who wasn’t your jailer?
7 Major Defeat. You have witnessed or been part of a brutal and devastating battle, resulting in traumatic memories and perhaps even
survivor’s guilt.
8 Assault. You’ve have survived a violent assault, leaving you with both physical and emotional scars that continue to affect your daily
life. Perhaps your assaulter(s) still live(s)? Perhaps you’ve already taken vengeance?
9 Forced Separation. You have experienced a forced separation from loved ones, such as being torn apart from your family, friends, or
home. Maybe you can never go back or maybe you’re fighting to return.
10 Childhood Abuse. Your experienced abuse during your formative years, leading to deep-seated emotional wounds that still impact
your behavior and relationships.
11 At Fault. Your have experienced a significant failure that resulted in dire consequences, leading to guilt, self-doubt, and a sense of
responsibility for the aftermath.
12 Harmful Addiction. You struggle or have struggled with a terrible addiction, whether it’s to substances, magic, or compulsive
behaviors, which have caused personal turmoil and strained relationships.
13 Lost Identity. You have lost your sense of identity, whether through amnesia, identity theft, or a traumatic event that shattered your
perception of self. Do you seek to find who you once were or to build the new person you are now?
14 Forced Servitude. You have been enslaved, coerced into servitude, or manipulated into a life of exploitation—resulting in a deep-
seated resentment towards authority. Your master(s) or previous master(s) may still be alive today, and they may want you back.
15 Cursed Bloodline. Your bloodline is somehow cursed, leading to unfortunate events, tragedy, or a constant struggle against your own
inherent nature.
16 Crisis of Belief. You have experienced a profound betrayal of your beliefs or principles, leading to a crisis of faith or a drastic shift in
your worldview.
17 Scarred Survivor. You have witnessed a horrifying massacre or genocide and made it out alive, leaving you traumatized and haunted
by the memories of the atrocity.
18 Harrowing Encounter. You had a terrible encounter with a malevolent supernatural entity, leaving you with haunting nightmares and
a persistent fear of the unknown.
19 Chronic Disease. You had or perhaps still have a debilitating disease, sickness, or other condition that has impacted your life.
Perhaps neither magic nor medicine has helped? Perhaps you still seek a cure or are trying to make most of the life you have left?
20 Traumatic Shame. Sometime in the past, you did something so terrible that you still carry the weight and heavy shame of it. Perhaps
you might still be reaping the condemning consequences of your actions? Maybe you always will?

Van Docks’ A rsenal of A rmigers 33


Endurant Features Rise Above
Beginning at 7th level, you rise above your problems—
figuratively and literally. You gain a limited fly speed equal
to your walking speed. You hover with this fly speed, but you
cannot rise more than 1 foot off of the ground. This fly speed
cannot stop you from falling, but it cushions you as per the
effects of Feather Fall.
E n d u r a n t A rmi g e r Additionally, you learn the following link features.
Armiger Level Subclass Features Kinetic Shove (1+ Links)
3rd Basic Telekinesis, Telekinetic Bonding As an action, you can expend 1 or more links to unleash a
kinetic force around you. All creatures within 10 feet of you
7th Rise Above must make a Strength saving throw. On a success, they are
11th All For Good pushed back 5 feet from you. On a failure, they are pushed
back a number of feet equal to 5 times the number of links
15th Geater Telekinesis expended and fall prone.
18th Unstoppable Force Telekinetic Hold (3 Links)
As an action, you can expend 3 links to telekinetically pin
a creature within 30 feet of you. The creature must make a
Constitution saving throw or be incapacitated and restrained.
At the start of each of the creature’s turns, it can reattempt the
saving throw to end the effect.
This feature requires concentration to maintain, and you
Basic Telekinesis can only maintain it for up to 1 Minute.
When you choose this subclass, your Telumkinesis is replaced
with Basic Telekinesis. This functions like Telumkinesis,
except the range is extended to 60 feet, you can also
telekinetically manipulate any unattended object that weighs
less than 10 pounds, and you can use your Basic Telekinesis
as a bonus action or as an action instead of just an action.
Because your telekinesis is more versatile than
Telumkinesis, you can achieve a variety of harmless effects—
such as manipulate or use an object, open an unlocked door or
container, stow or retrieve an item from an open container, or
pour the contents out of a vial.
You also learn the Telekinetic Projectile link feature.
Telekinetic Projectile (1+ Links)
As a bonus action, you can expend 1 or more links to hurl one
loose, unattended object within 60 feet of you that weighs 10
pounds or less. Make a ranged spell attack against a creature
within 60 feet. You are proficient with this attack and use
Charisma for the attack roll. If you hit, you deal bludgeoning,
piercing, or slashing damage (your choice) equal to 1d4 + your
Charisma modifier. For every link expended beyond 1, the
damage increases by 1d4 and the range increases by 5 feet.

Telekinetic Bonding
Also at 3rd level, you do not need to physically touch a weapon
to bond with it, though it must be within 5 feet of you during the
entirety of your bonding ritual. Additionally, you do not need to
touch a weapon to remove your bond from it, but it must also
be within 5 feet of you while you remove the bond. Finally, you
do not need to touch an item or piece of equipment in order to
transport it to your armory, but it must be within 5 feet of you.

34 Van Docks’ A rsenal of A rmigers


All For Good Unstoppable Force
At 11th level, you are increasingly inured to suffering and Nothing will stop you anymore. At 18th level, you gain
can even use your pain for strength. You gain proficiency in resistance to bludgeoning, piercing, and slashing damage. And,
Constitution saving throws. you can add your Charisma modifier to any Constitution ability
Additionally, you learn the Power in Pain link feature. checks or saving throws.
Additionally, you learn the Retributive Guard link feature.
Power in Pain (4 Links)
As a reaction when you take damage, you can Retributive Guard (5 Links)
expend 4 links to store the damage taken as As an action, you can expend 5 links to surround yourself
power. On your next turn, the first successful with a protective whirl of weapons and objects to guard you.
hit you make counts as a critical hit. You gain immunity to all bludgeoning, piercing, and slashing
damage (non-magical and magical).
Greater Telekinesis When damaged by a creature, you can use your reaction to
dismiss the feature and launch the whirl to the attacker. The
Your telekinetic abilities have grown to
target must succeed on a Dexterity saving throw or take an
incredible levels. At 15th level, when you use
amount of damage equal to your missing health. On a success,
Basic Telekinesis, you can pick up non bonded
they take half damage instead.
weapons that weigh up to 25 pounds instead of
This feature requires concentration to maintain, and you can
10 pounds.
only maintain it for up to 1 Minute.
Finally, you learn the Telekinesis link feature.
Telekinesis (5 Links)
As an action, you can expend 5 links to cast Telekinesis.

Van Docks’ A rsenal of A rmigers 35


Countess Skylar Tsari:
Harbor Armiger.
“Rescues” children from their families
and takes them to her “orphanage”.
Yikes. Codename: Evil Stepmother
Harbor Inheritance
Even adventures can get homesick, and when they do, there are fet better to have around than a harbor armiger. Harbors connect to
familiarity, home, comfort, privacy, or safety. Whether home is a literal place or a concept, harbors develop extraordinary power over
their armory and over the physical environments around them.
Harbors’ arsenals often reflect their idea of home, whether that is a specific safe place, a memory, or something else. A harbor from
a coastal town may have a beachside armory, bonded weapons that smell of the sea, and links that appear as sand. Meanwhile, a
harbor who shelters escapees may have an armory that appears as a clandestine inn, bonded weapons that take the shape of symbols
of freedom or liberation, and links that symbolically communicate words of safety in thieves’ cant or some other hidden way.

Follow me quietly. I will shelter you. — Strelitzia, member of The Road of Liberty

Traits for a Harbor


Harbor armigers are identified by their armory demiplane, which becomes a manifest reflection of harbors in a much more salient way
than other armiger kin. Thus, what a harbor’s armory is says more about the harbor than they may even realize.
Consider having one or these specific armories when creating an armiger of this inheritance or as you advance in its ranks.
d20 Harbor Specific Armories
1 Ancestral Home. A recplica of your cherished family home or estate, carrying generations of history and memories, where the
portraits of ancestors adorn the walls, whispering tales of their triumphs and struggles.
2 Sacred Grove. A secluded grove or forest, perhaps even modeled after a sacred druidic site, where the ancient trees seem to sway in
harmony with a mystical presence.
3 Lighthouse Overlook. A cliffside lighthouse with a breathtaking view of the ocean, representing hope and guidance, where the distant
horizon holds the promise of uncharted lands and adventures.
4 Abandoned Library. A forgotten library filled with your knowledge, sparking curiosity and a thirst for learning, where long-lost tomes
reveal forgotten memories and secrets of your past.
5 Guildhall. A guildhall where you hone your skills, fostering a strong sense of camaraderie and belonging, where the clang of weapons
and the laughter of friends resonate through the halls even when no one is around.
6 Ruined Castle. The ruins of a once-grand castle, symbolizing past glory and fueling a desire for restoration, where ivy-clad walls echo
with the whispers of bygone royalty.
7 Whispering Caves. A network of caves where whispers echo mysteriously, holding secrets and ancient tales, where the soft
murmurings seem to tell of long-lost treasures and the mysteries of the subterranean world.
8 Elemental Nexus. A place where the elemental forces converge, resonating with your elemental affinities, where the air crackles with
energy, the earth trembles with power, and the water dances with life.
9 Hidden Grotto. Appearing like a hidden underwater cave filled with sourceless luminescence, representing discovery and mystique,
where the otherworldly glow from the depths radiates throughout.
10 Old Chapel. An old, fading chapel with a sense of sacred history and quiet reflection, where flickering candle flames dance in the
shadows of weathered statues, carrying the prayers of your past.
11 Musical Inn. A vibrant inn or tavern known with lively music emanating from an unknown source, fostering creativity and inspiration
and creating an atmosphere of celebration and artistic expression.
12 Enchanted Labyrinth. A magical labyrinth filled with riddles and tests, symbolizing self-discovery and growth, where hidden rooms
and parts of the armory have to be navigated via twists and turns.
13 Everburning Forge. A mythical forge that never goes out, representing a passion for craftsmanship and creation. The forge’s heat
and fire ebb and flow with your own passions.
14 Mirage Oasis. A mirage-like oasis surrounded by empty desert, holding secrets and mirroring the elusive nature of your dreams,
where the shimmering waters reflect images of dreams you’ve had recently.
15 Carnival of Wonders. A carnival filled with marvels and oddities, evoking a sense of wonder and nostalgia, where colorful tents are
beset with fantastical imagery. The mysterious sideshows are illusory representations of important moments in your life.
16 Dark Hideaway. A clandestine hideout with a dark exterior but a very homely and welcoming interior, creating a sense of safety and
privacy. The well-used blankets and rugs strewn throughout the hideaway feel like a comforting embrace.
17 Seasonal Glade. A glade untouched by time or age, offering respite and a connection to nature’s eternal cycle, where the seasons
quickly change but the glade remains unchanged, a sanctuary of timelessness.
18 Guardian Statue. Your armoary contains a majestic guardian statue, representing protection and courage. Most of the armory is
actually inside the statue, and it’s vigilant gaze seems to watch over and guide creatures inside.
19 Starlit Observatory. An observatory atop a mountain, offering a connection to the cosmos and a sense of wonder, where the vast
night sky becomes a canvas of your arsenal, creating constellations of your bonded weapons.
20 Foggy Monastery. A secluded monastery, serving as a serene and meditative retreat for quiet contemplation, where the silent haze
masks the sound of your heart, allowing for moments of inner peace.

Van Docks’ A rsenal of A rmigers 37


Harbor Features Homemaker
At 7th level, you are always aware of the presence and location
of creatures inside your armory demiplane. You can sense
invisible creatures and even creatures hidden from divination
magics while they are in your armory demiplane.
Additionally, you learn the following link features.
H a r b or A rmi g e r Harbor’s Aura (2 Links)
Armiger Level Subclass Features As an action, you can expend 2 links to create a reality-warping
3rd Anchored Armory aura. The aura extends out 15 feet from you, is centered on
you, and follows you when you move. The aura becomes more
7th Homemaker powerful at 15th level.
When you activate the aura, elements of your armory project
11th Keepguardian
into the area and create one of the following magical effects:
15th Realmshaper • Harmless Travel. Difficult terrain becomes normal
18th Immortal Bastion terrain while within the aura, though it reverts back once
no longer in it. Also, weather and other environmental
conditions are made more tolerable inside the aura, giving
creatures advantage on checks or saving throws made
to resist hazardous environmental effects. At 15th level,
creatures are immune to or otherwise unaffected by
negative environmental effects and hazards while in the
Anchored Armory aura. For example, this might allow creatures the ability to
breathe freely even if oxygen is unavailable, endure extreme
At 3rd level, your armory’s existence is temperatures, or clear an area of poisonous gas.
anchored by your abilities. It is considered a
demiplane instead of an extradimensional • Hostile Environment. The area becomes hostile to enemy
space. This allows extradimensional creatures. The area is difficult terrain for hostile creatures.
items to be brought into your armory, On the first time a hostile creature starts its turn in the
and using the armory and any features aura or enters the aura, they must make a Dexterity saving
that use your armory are considered throw or be restrained until the start of their next turn. At
magical and extraplanar effects, instead of 15th level, the aura is uninhabitable for hostile creatures
extradimensional. and drains them. When a creature enters the area or starts
Since it is a demiplane, other forms of in turn in the area, they must make a Constitution saving
planar travel can allow creatures to enter throw or begin suffocating.
your armory, such as the Plane Shift spell. • Subtle Passage. The aura muffles noise and obscures
When a creature enters your armory in creatures inside. Sound cannot pass through the aura.
such a way, they do not need you to be in the armory to stay Creatures inside the aura roll Stealth checks with advantage
there. and leave no traces of their passage, though they might still
Moreover, when you use your 1 Minute ritual from the be tracked by magical means. At 15th level, creatures inside
Armiger’s Armory feature to bring allies into your armory, you the aura are invisible to creatures outside the aura.
can bring any willing creatures within 30 feet of you instead of
This feature requires concentration to maintain, and you
being limited to creatures you touch equal to your Charisma
can only maintain it for up to 1 Hour.
modifier.
Otherwise, your armory functions as described in the Invoke Refuge (3 Links)
Armiger’s Armory feature. As a 1 Minute ritual, you can expend 3 links to project a portion
Finally, you learn the Temporary Hideaway link feature. of your armory and create a refuge zone for up to 8 Hours.
Designate a point within 30 feet of you. The refuge zone is
Temporary Hideaway (1 Link) centered on this point and extends out in a 30 foot radius circle.
As an action, you can expend 1 link to teleport yourself and
If you use this feature while already having another instance of
any willing creatures within 30 feet of you to your armory for
Invoke Refuge active, the previous instance immediately ends.
1 Round. Creatures (including yourself) may exit the armory
You can dismiss the refuge zone early as a bonus action.
early by using a bonus action to leave or if they die. When
Within the refuge zone, you conjure a single-story structure.
exiting, creatures appear in the space they teleported from or
The structure can be any shape but cannot exceed the refuge
the nearest unoccupied space.
zone’s area, cannot exceed one story, and cannot exceed
30 feet in height. The interior of the structure is warm and
dry, regardless of conditions outside. It comes with simple
furnishings and decorations. Any conjured objects dissipate if
removed from the refuge zone.
The perimeter of the refuge zone is also enchanted with a
mental alarm that pings you whenever a creature enters or
exits the refuge zone.
When this feature ends, all creatures and objects not created
by this link feature appear safely outside on the ground, and all
traces of the structure and its objects disappear.

38 Van Docks’ A rsenal of A rmigers


Keepguardian Realmshaper
At 11th level, you are adept at keeping hostile creatures out. At 15th level, you’ve developed plane-altering power over your
While in your armory, in your refuge zone, or while your armory. You learn the Shape Armory link feature.
harbor’s aura is active, whenever you successfully hit a creature
with an attack you can automatically push that creature 5 feet
Shape Armory (5 Links)
As a 1 Minute ritual, you can expend 5 links to shape your
away from you.
armory with extraordinary power. Everytime you use this
Additionally, you learn the Oust link feature.
feature, you may do one of the following:
Oust (3 Links) • Create Ecosystem. Choose one of the natural environments
As an action, you can expend 3 links to expel one creature that from the Ranger’s Natural Explorer feature. Your armory
you can see within 30 feet of you. The target must succeed on counts as that environment and can host flora and fauna
a Charisma saving throw or be teleported away to a random native to that environment. (The armory does not come
location 1 Mile from you. If you use this link feature in your with the flora and fauna, but you can bring such things into
armory, you banish the creature from your armory instead, and it.) The ecosystem is self-sustaining and doesn’t require
the banished creature returns to the previous plane they were any additional effort on your part to maintain. Each time
on. The creature lands harmlessly on a non-hazardous space. you use this benefit, you may change the armory’s natural
After 1 Round, the creature can reattempt the Charisma environment type.
Saving throw (no action required) to return to its previous
space or the nearest unoccupied space. On a failure, it does • Grow Armory. Your armory demiplane permanently grows
not return. by a 20-foot cube.
• Open Gate. You create a permanent portal to your armory.
Designate an unoccupied space you can see within 30 feet
of you for the portal. The portal otherwise functions as
the Manifest Armory link feature, though it is permanent
and you can have multiple gates. As long as you have one
permanent gate open, creatures may stay in your armory
indefinitely. Everytime you choose this benefit, you open
another permanent portal to your armory. You may use
another instance of Shape Armory to close a permanent gate.

Immortal Bastion
At 18th level, your armory is now a fully realized demiplane. It
no longer ceases to exist when you die.
Additionally, Manifest Armory no longer costs any links, and
you can use the Armiger’s Armory feature to bring creatures to
your armory at will instead of once per long rest.

Van Docks’ A rsenal of A rmigers 39


Dearil? Daeril? Dayrill?
Codename: Blackblood
Lethe Armiger.
Likely a vampire (or worse?).
Caution: Unnervingly charming.
Can suddenly disappear.
Lethe Inheritance
The dark side of the moon. The sound of darkness. The entity beyond the sixth veil. Lethe armigers connect to things unknown, deathly,
forgotten, or dark. They are an omen and a reminder that there are things out there that exist beyond imagination and comprehension,
and lethes are often transformed in equally aberrant ways. They are easily mistaken for arcane tricksters, hexblade warlocks, or
shadow sorcerers, and their abilities make them natural assassins or bounty hunters.
Armories for a lethe could look like a basement hideaway, the deck of a pirate ship, or an empty void. Their bonded weapons tend to
take on strange and impossible appearances. When it comes to their links, lethes tend to possess subtler links than their peers, such
as esoteric tattoos hidden under their clothes or small amulets on their waist.

Transcend and become. — "Father"

Traits for a Lethe


All lethes are strange in ways that are hard to put to words, and yet not all abnormalities are the same. Every lethe manifests their own
unique peculiarities that can be weird, mysterious, and unusual.
Consider adding one or more of these abnormalities when creating an armiger of this inheritance or as you advance in its ranks.
d20 Lethe Abnormalities
1 Shadow Threads. Faint, wispy shadows trail behind you like ephemeral threads. These shadow threads can form intricate patterns
and obscure your presence a bit, creating an aura of intrigue and mystique.
2 Cursed Reflection. Your reflection in mirrors or still waters sometimes reveals an eerie and altered version of yourself. As you gaze
into these distorted reflections, you catch fleeting glimpses of an ominous figure that seems to watch your every move.
3 Enigmatic Eyes. Your pupilless eyes are dark orbs like an empty void, but in moments of intense concentration, they briefly reveal
mysterious runes. You have a deep rooted belief that these runes hold the key to the end of the world.
4 Occult Resonance. In eerie locations or during strange occurrences, your body emits an otherworldly hum or resonance. This noise
seems to emit from your heart, and for reasons you don’t quite understand, it sometimes changes volume and pitch.
5 Ephemeral Phantoms. Translucent apparitions briefly appear around you when you are injured, resembling figures from your past or
possibly from another realm. These ephemeral phantoms have never done or said anything, and you aren’t sure if they’re really there.
6 Veiled Shroud. A faint, dark veil seems to surround you, giving you the appearance of being in dim light even in bright light. So far,
you’ve yet to rid yourself of the veil, and as time goes on, you grow more attached to it.
7 Cryptic Whispers. You occasionally hear faint whispers of forgotten and impossible languages carried on the wind. As you listen
carefully, the whispers grow louder, but you have never been able to glean any meaning from them.
8 Sanguine Sigils. Intricate sigils mysteriously manifest on your skin whenever you come in contact with blood. The sigils seem to
change based on the blood’s owner, though you aren’t sure if they actually carry any information.
9 Reality Ripples. In moments of emotional turmoil, faint ripples distort the air around you, creating benign and harmless effects.
Though minor, these ripples are small distortions of reality.
10 Echoing Footsteps. In the quiet, you can hear ever-approaching footsteps. These footsteps get uncomfortably close but never arrive.
Something inside you fears when the footsteps finally catch up to you.
11 Jinxed. Objects nearby may malfunction or behave oddly in your presence, hinting at a mysterious curse affecting your life. Though
inconvenient at times, this cursed aura has yet to impact your life in any major way.
12 The Stare. Your gaze creates an unsettling feeling in others, making them subconsciously avoid making direct eye contact with you.
Whenever you ask what makes your gaze so unsettling, you can never get a satisfactory answer.
13 Etheric Twin. A spectral doppelgänger occasionally manifests, imitating your actions like an temporal echo. This ethereal twin
doesn’t seem to have a rhyme or reason behind their appearance.
14 Aether Veins. Faint, glowing veins appear on your skin when you spend a prolonged period of time in darkness. These veins aren’t
bright enough to shed any meaningful light, but maybe they just aren’t strong enough yet?
15 Uncomfortable Sleepwalker. When you slumber, your body enters a trance-like state that others might find disconcerting. Often, your
body simply stands up with eyes wide open for the duration of your slumber, stoic and still like a corpse.
16 Spectral Chains. Ghostly chains clasp your wrists or ankles. These chains are immaterial, even in the ethereal plane, and nothing has
been able to get them off you. Sometimes, when you show mercy, you swear you feel the chains tighten for a moment.
17 Wailing Voice. Your voice is hollow and low, like a dead cave, and when you speak normally, it feels more like a whisper. However,
when you shout or otherwise raise your voice, it becomes distant and shrill, like a banshee’s.
18 One Lucid Dream. Your dreams are always lucid and continue from one another. You don’t have individual dreams like other people,
but one dream that is simply broken up by your time awake.
19 Memory Intruder. There is a strange figure in your memories that you know wasn’t actually present in them. The figure doesn’t
always appear in the same memories, as if moving through them.
20 Bad Smile. Your smile is unsettling as best, and those who see it often prefer you stoic or frowning. Additionally, when you laugh,
your laugh sounds somehow wrong and causes anxious goosebumps in those who hear it.

Van Docks’ A rsenal of A rmigers 41


Lethe Features

L e t h e A rmi g e r
Armiger Level Subclass Features
3rd Strange, Not There
7th Stranger Still
11th Consort to the Curious
15th Sensate Stalker
18th Apotheosis

Strange Stranger Still


When you gain this subclass, your connection begins to turn At 7th level, your movement makes no sound and you no longer
you into something not quite normal. You no longer need to leave behind tracks or other traces of your passage unless
breathe, drink, eat, or sleep (though you can if you choose to). you choose to. If you choose not to leave behind traces of your
However, you still need to rest, but you can spend your rest passage, you can only be tracked by magical means.
doing light activity. Additionally, you learn the following link features.
Though you don’t breathe, you are not immune against
Unshackle Self (3 Links)
effects like Cloudkill or Stinking Cloud since these gasses can
As an action, you can expend 3 links to release yourself
still get into your body.
from the material world for a moment. This functions as
Moreover, effects and features can still put you to sleep
the Etherealness spell, except it requires concentration to
unless you are immune to such effects some other way.
maintain and only lasts up to 1 Minute.
Not There Weave Armament (2 Links)
As a bonus action, you can expend 2 links to conjure a strange
Also at 3rd level, you gain proficiency in Stealth. If you already
blade for 1 Minute. It counts as a simple melee weapon with
have proficiency in the skill, you gain expertise instead—your
which you are proficient. It deals 2d8 psychic or necrotic
proficiency bonus is doubled for any ability check you make
damage (your choice) on a hit and has the finesse and light
that uses the skill.
properties. In addition, when you use the weapon to attack a
You also learn the Evanesce link feature.
target that is in dim light or darkness, you make the attack roll
Evanesce (1 Link) with advantage.
As a bonus action when you are in dim light or darkness, you If you drop the weapon or use it in a Grand Strike, it dissipates
can expend 1 link to Hide even if you normally can’t. at the end of the turn. Thereafter, while the feature persists,
you can cause the weapon to reappear in your possession with
a bonus action.
The weapon is immediately bonded to you as per the Bonded
Weapons feature. It also does not count against the number
of bonded weapons you can have at once, allowing you to
conjure one even if you are bonded to the maximum amount
of weapons.

Consort to the Curious


It has only just begun. At 11th level, while you are in dim
light or darkness, any Insight checks made against you gain
disadvantage.
Additionally, you learn the Alien Mind link feature.
Alien Mind (3 Links)
As a bonus action, you can expend 3 links to gain resistance
to psychic and necrotic damage; and advantage on Charisma,
Intelligence, and Wisdom saving throws.
This feature requires concentration to maintain, and you
can only maintain it for up to 1 Minute.

42 Van Docks’ A rsenal of A rmigers


Sensate Stalker Apotheosis
At 15th level, you can see in magical and nonmagical darkness You have become. At 18th level, critical hits against you become
as if it were dim light. While in dim light or darkness, you can a normal hit instead.
add your Charisma modifier to all Perception checks you make. Finally, you learn the Become link feature.
Additionally, you learn the See Beyond link feature.
Become (5 Links)
See Beyond (4 Links) As an action, you can expend 5 links to emanate a 30-foot
As an action, you can expend 4 links to gain blindsight and diameter sphere of magical darkness and silence centered
truesight out to a range of 30 feet. on yourself. This sphere moves with you. Non-magical light
This feature requires concentration to maintain, and you can cannot illuminate the magical darkness inside. All creatures
only maintain it for up to 1 Minute. inside are deafened and immune to Thunder damage, and
casting a spell with verbal components is impossible. As a
bonus action while the sphere is active, you can pulse strange
energy in the sphere’s area. Any creature in the sphere that you
designate must make a Constitution saving throw. On a failure,
they take 5d8 necrotic or psychic damage (your choice) or half
of that on a success.
This feature requires concentration to maintain, and you can
only maintain it for up to 1 Minute.

Van Docks’ A rsenal of A rmigers 43


LORIAN ASHENFELL
Codename: Ash-hole
Outrider Armiger ing b ul le ts in his pockets,
od, uses sl
Has some efreet blo
ported awa y w hen I needed his help
and tele
Outrider Inheritance
Eclectic explorers, outrider armigers connect to novelty—exotic locations, new experiences, strange planes, fey spirits—driven by
insatiable curiosity. And in doing so, they develop abilities that help them travel and traverse space. These armigers live big lives, bold
lives, or quick lives.
One outrider’s armory might look like a crowded storage decorated with cultural memorabilia, and another’s might be a planar station
touched by the energies of one or many other worlds. Meanwhile, one outrider armiger may possess weapons that look impossible and
boast links that appear as tiny portals. Another outrider armiger may have their bonded weapons look like exotic relics, and their links
are portraits of meaningful memories.

Huh, the Sacred Falls are nice and all, but I’ve seen better. — Dr. Rimor Viator, unimpressed explorer

Traits for a Outrider


Outrider armigers tend to travel far and wide in their pursuit of adventure, novelty, or discovery. Because of their travels, they often
curate impressive collections of trinkets and meaningful memorbilia that reflect the armiger’s life story - memories of their journeys.
Consider adding one or more of these memorabilia when creating an armiger of this inheritance or as you advance in its ranks.
d20 Outrider Memorabilia
1 Silver Dragon Quill. This quill has a metal nib made from the scale of a silver dragon you met, lending it a touch of elegance and an
affinity for magical inscriptions. The ink stains aren’t random; they form a pattern that spells out the dragon’s name.
2 Umbral Necklace. The necklace is from a particularly rare and fearsome creature of shadow. It’s a reminder of an intense battle
where you risked everything to protect those around you, and it still carries a faint aura of darkness.
3 Traveler’s Map. This map is not just any map; it’s a magical map that updates in real-time. It’s covered in cryptic symbols that only
you understand, detailing your journey through various places and marking locations you’ve visited that are meaningful to you.
4 Crone’s Coin. You obtained this coin during a risky deal with a cunning hag. Although its magic has dulled with time, it serves as a
cautionary tale, reminding you of the risks of dealing with dark forces and the importance of always staying one step ahead.
5 Lock of Hair. This lock of hair is from a close friend, mentor, or loved one who passed away. It’s enchanted with a faint glimmer, and
when held, it brings forth fleeting memories of shared laughter, adventures, and emotional moments.
6 Singing Pebble. This pebble was a gift from a fey creature, and when thrown into water, it creates a small, mesmerizing water show,
accompanied by a soothing melody that calms your spirit.
7 Clockwork Mechanism. This intricate mechanism is a fragment from an ancient and forgotten construct. You found it in a long-lost
ruin, and though you don’t know what it does, you’re sure you’ll discover its secrets one day.
8 Tattered Banner. This banner is from a leader whose fatal end you witnessed. The banner’s tatters are a remnant of a cause that no
longer is what it used to be or that perhaps no longer exists at all.
9 Feyblossom. This delicate flower blooms once every decade without any sustenance, and you happened upon it during a brief journey
to a strange place. Since it has been in your possession, it seems to bloom much more often than before but you don’t know why.
10 Illusionist’s Masque. Once worn by a master illusionist, this beautiful mask fell into your hands when you visited a travelling auction.
The mask used to shift and change, but now mundane, it simply serves as a reminder that appearances can be deceiving.
11 Lost Tome. Bought from an arcane library, this tome is from an unknown civilization that you know little about. Though you cannot
read it because it’s written in a dead language, you hope to one day unlock its mysteries.
12 Shard of Elemental Crystal. This shard was obtained after a harrowing encounter with an elemental spirit. It still crackles with energy,
and sometimes, you think it even reacts to the environment around you.
13 Fossilized Claw. The fossilized claw is from a long-extinct creature, rumored to be the guardian of a hidden treasure trove. Though
you found the claw awhile ago, you have yet to make meaningful advancements in the discovery of the treasure.
14 Locket with a Secret. Given to you as a gift from someone you look up to, this locket contains a small hidden compartment which
hides a cryptic note, a piece of a mysterious map, or otherwise, some clue to a long-buried secret.
15 Harmonic Geode. Found by accident, this mundane-looking geode resonates with a specific musical note when struck, making it
helpful for tuning musical instruments. Perhaps other stones exists that resonante at different frequencies?
16 Spirit Feather. The feather is a gift from a celestial being or spirit guide, which you earned after performing a favor for them. The
feather glows every so softly and feels warm to touch, but you’ve yet to discover any practical use for it.
17 Genie’s Old Lamp. This brass lamp was once home to a genie. It’s emptiness didn’t stop the peddler who sold it to you from
demanding a high price for it. Though it’s more-or-less a mundane lamp, sometimes it ignites on its own.
18 Friendship Token. This polished stone was exchanged as a token of friendship from a fellow adventurer. Since they gave you the
token, you haven’t seen your friend, but a sudden new crack in the stone has you worried.
19 Everbeating Heart. You plucked this organ from the corpse of a defeated undead creature, and though the creature is long gone, the
heart continues to beat softly on its own. Perhaps its leftover necromantic energy? Or perhaps it’s something else?
20 Potrait of an Unknown Person. You found this small portrait in your pocket one day, and though you don’t recognize the subject, you
can’t help but feel some kind of connection to the faded character.

Van Docks’ A rsenal of A rmigers 45


Outrider Features Bonded Ammunition. When you bond with ammunition,
you bond with one unit of ammunition. You can bond with
magic ammunition. When you bond with ammunition, each
unit has the following statistics and features:
• Statistics. Bonded ammunition counts as a simple melee
weapon with which you are proficient. It has the thrown
(20/60) property. Round or bulbous ammunition—like
O u t ri d e r A rmi g e r sling bullets—deal 1d4 bludgeoning damage, and sharp
Armiger Level Subclass Features ammunition—like arrows, crossbow bolts, and blowgun
3rd Bonded Bows and Arrows, Thinking With Portals needles—deal 1d4 piercing damage.
• Ammo and Weapon. Bonded ammunition can be affected
7th Versatile Movement
by features and effects that normally target melee weapons—
11th Greater Portals such as Booming BladeTCE or Magic Weapon—and by features
15th Never in the Same Spot and effects that target ammunition—such as the Flame
ArrowsXGE spell. Moreover, multiple bonded ammunition can
18th Peerless Traveller be enchanted by a single feature or effect of this kind if the
feature or effect is able to do so.
• Extended Range. Bonded ammunition launched in a Grand
Strike has a range increment of thrown (20/60). The Distant
Strike improvement increases these increments to thrown
(60/90).
Bonded Bows and Arrows
When you gain this subclass, you can bond with and use
ranged weapons and ammunition for your armiger features.
The details for these new bonds are described here.
Bonded Ranged Weapon. You can bond with ranged
weapons you are proficient with. When you bond with a ranged
weapon, you do not also bond with its ammunition. A bonded
ranged weapon is considered a ranged weapon for other rules,
features, and effects.
When used in a Grand Strike, bonded ranged weapons
function as follows:
• Conjured Ammo. Your armory automatically supplies one
single unit of temporary ammunition in a Grand Strike,
allowing you to ignore the Loading property but not allowing
you to make multiple Grand Strike attacks with one weapon. Optional Rule: Bonded Guns and Bullets
This ammunition is affected by any the bonded ranged If your Dungeon Master uses the rules on firearms in the
weapon’s properties, effects, or features and immediately Dungeon Master’s Guide, subject to DM approval, this
disappears after the Grand Strike. subclass’ features can also apply to firearms and firearm
• Extended Range. The bonded ranged weapon shoots its ammunition. And, the feature provides firearm proficiency, too.
ammunition using its normal range increments instead
of thrown (15/30) for Grand Strikes. The Distant Strike
improvement adds 30 feet to both range increments, such
Thinking With Portals
as increasing a light crossbow from range (80/320) to range Also at 3rd level, you can utilize your strong bonds and arsenal
(110/350). portals for feats other armigers find impossible. You learn the
following link features.
• Ranged Attack. These Grand Strike attacks are ranged
weapon attacks using a ranged weapon. Therefore, they Outrider’s Step (1 Link)
are affected by all rules, features, and effects that can affect As an action, you can expend 1 link to teleport to any unoccupied
ranged weapons and ranged weapon attacks. space you can see within 15 feet of you.
• Reloading Strike. The Returning Strike improvement Follow the Bond (1 Link)
allows the armory to conjure additional ammo for each As an action, you can expend 1 link to teleport to any bonded
attack roll made by a bonded ranged weapon in a Grand weapon within 100 feet of you. If another creature is in that
Strike, letting you use one bonded ranged weapon for space or the space is otherwise occupied, you teleport to an
multiple attack rolls in a Grand Strike. unoccupied space within 5 feet of the bonded weapon. If no
such space exists, the teleportation fails.

46 Van Docks’ A rsenal of A rmigers


Versatile Movement Never in the Same Spot
At 7th level, when you use the Outrider’s Step link feature, you Your abilities keep you from staying grounded in one spot for
can teleport to any unoccupied space you can see within 30 too long, and that makes you hard to hit. At 15th level, you gain
feet of you instead of within 15 feet. You can also choose to use the Evasion feature (as the Monk and Rogue feature of the
the Outrider’s Step link feature as a bonus action or an action. same name).
Finally, you learn the Warp Other link feature. Additionally, whenever an attack roll misses you or you
succeed on a Dexterity saving throw, you may teleport to an
Warp Other (2 Links) unoccupied adjacent space.
As an action, you can expend 2 links to magically twist space
Finally, you learn the Hitch a Ride link feature.
around another creature you can see within 30 feet of you. The
target must succeed on a Charisma saving throw (the target Hitch a Ride (5 Links)
can choose to fail), or the target is teleported to an unoccupied As a reaction when a creature adjacent to you teleports, you
space of your choice that you can see within 30 feet of you. The can expend 5 links to teleport along with them.
chosen space must be on a harmless surface or liquid that can
safely support the target without the target having to squeeze.
Feature: Evasion
You can dodge out of the way of certain area effects. When you
Greater Portals are subjected to an effect that allows you to make a Dexterity
You unlock greater capabilities with your portals. At 11th level, saving throw to take only half damage, you instead take no
you learn the following link features. damage if you succeed on the saving throw, and only half
Flash Frenzy (3 Links) damage if you fail.
As an action, you can expend 3 links to assault your enemies
in a teleporting frenzy. Choose up to 3 creatures you can see Peerless Traveller
within 30 feet of you. Make a melee attack against each target
Nothing can stop you from going where you want to go. At
using Charisma for the attack roll. On a hit, a creature takes
18th level, you are no longer affected by difficult terrain, and
3d10 bludgeoning, piercing, or slashing damage (your choice).
Outrider’s Step no longer costs any links.
You then appear in an unoccupied space you can see within 5
Additionally, you learn the Teleportation Circle link feature.
feet of one of the targets you hit or missed.
Redirect Missile (3 Links) Teleportation Circle (5 links)
You can expend 5 links to cast Teleportation Circle.
As a reaction when a creature makes a ranged attack against
you, you can expend 3 links to try and warp the oncoming
projectile or spell effect. Make a Charisma check using the
triggering attack roll result as the DC for this check. If you
succeed, you can redirect the attack to one creature that
you can see within 30 feet of you. The attack then continues
to resolve as normal, using the same attack roll result from
before but against the new creature.

Van Docks’ A rsenal of A rmigers 47


“Benji”
Codename: Rebranded
Osmose Armiger.
Uses a friendly name to offset their
intense appearance. Doesn’ t work
Osmose Inheritance
Capable of connecting with the physical essence of creatures and places, osmose absorb matter to transform their bodies like
shapeshifters. They can don new appearances with unique powers, osmose are most well known and most easily identified by their
trademark ability to meld their bonded weapons into themselves, utilizing a distinctly unorthodox fighting style of melded weaponry.
Osmose arsenals change according to the matter their armiger has taken in. An osmose connected with the essence of a fey may
have an enchanting grove as their armory, with whimsical weaponry and links that appear as petal-like wings around their head. But,
as soon as they draw from the plane of fire, the same osmose’s arsenal may transform - the enchanted grove now burnt and ashen, their
whimsical weapons now smoldering and hot, and their petal-like wings now fiery like a phoenix.

Ah~ Take it all in... no, I mean it literally. — Ya’ta’gha’ya’r, aspring comedian and wilderness guide

Traits for a Osmose


As osmoses take in the essence of peoples and places around them, these absorptions inevitably leave a lasting mark on the armiger.
Slowly mutated, you can often tell a lot about the kinds of essences that an osmose absorbs, simply by the leftover effects they exhibit.
Consider adding one or more of these mutations when creating an armiger of this inheritance or as you advance in its ranks.
d20 Osmose Mutations
1 Abberant Limb. You have an additional limb of some kind from all your times shapeshifting. This limb might be somewhat functional,
but it is obviously aberrant. When you shapechange or transform, your forms tend to also have an additional limb.
2 Spectral Echoes. Faint, ghostly images of creatures you have previously siphoned manifest around you. These echoes aren’t sentient
spirits, but rather psychic remnants that are more nuisances than anything.
3 Growth. When you siphon a creature or environment, a tumor-like growth manifests on your body that immediately disappears once
you end the siphon. Though seemingly benign, you are worried what might happens if it grows.
4 Changing Fingerprints. Your fingerprints are ever-changing and often strange or impossible. Though this could make you harder to
be tracked, the unique nature of the fingerprints often leads back to you anyways.
5 Vestigal Consciousness. A creature you previously siphoned hasn’t really left you and now a fragment of their consciousness resides
in your own, much like an inner voice.
6 Modular Voice. Your voice is strangely malleable. You might just fancy yourself a great impressionist, but your ability to mimic others
borders on being preternatural.
7 Chameleon Skin. Your skin subtly takes on the hues and colors of the environment you are standing on. Though this effect is too
subtle to be of any good use, it’s still noticeable.
8 Mismatched Skin. Your body has become a chaotic blend of various skin types and skin colors. Perhaps an elbow is covered in green
scales, and a thigh is blue and slimey. Sometimes, your transformations even adopt your strange skin instead of their proper one.
9 Kinesthetic Mime. Simply by watching others, you can replicate physical movements and details with incredible accuracy. This
doesn’t necessarily impart the skill necessary to replicate difficult movements, but you can try!
10 Familiar Fragrance. You don’t smell right. Or rather, you don’t smell as you should, and instead, you carry a faint, unique scent that
transcends your various forms and transformations.
11 Bad Eye. One of your eyes seems to be from an entirely different creature, and it sometimes even seems to move on its own whims.
Though you’ve gotten used to the sensation of an eye with a mind of its own, it’s a party trick that can disturb those who aren’t ready.
12 Elastic Body. Your body is surprisingly elastic, able to be pulled beyond normal limits without much negative effect on you. You’ve yet
to really find a use for it, but the elasticity probably plays a part in your form shifting.
13 Strange Stomach. Your stomach doesn’t really work the way that it used to, and now, you need to consume food that is different than
before in order to satiate your hunger. Perhaps you now eat metal, or dirt, or something else you used to find inedible?
14 Extra Digit. You never used to have as many fingers as you now do, but the additional digit doesn’t really seem to affect your life all
that much. Some people may think its strange, but it’s just who you are these days.
15 Odd Organs. Your organs don’t function like normal, and frankly, they might not even look like normal orgrans. Whether in different
places or different entirely, no one is quite sure how your organs function and whether they are even necessary.
16 Designer Scars. You scar easily, and your scars also change over time. Maybe you can even control how your scars present? And
perhaps you morph your scars so that they appear as tattoo-like markings or something else?
17 Hollow. Contrary to regular understanding, your body is entirely hollow and empty, although you function and act like any other
normal creature. That said, when cut or otherwise injured, your mutation is made evident when you don’t bleed.
18 Great Bodily Control. You can control some bodily mechanisms that others can’t. Perhaps you can begin or cease sweating on
command? Maybe you can sneeze at will? Regardless, your mastery over your body is peculiar, if not impressive.
19 Ever Thirsty. Transformations and siphons work your body like nothing else, and you often find yourself thirsty and needing a drink.
Whether this is a physiological or simply psychosomatic effect is unknown, but one thing is certain: you could drink a river.
20 Unconscious Coloring. Whenever you spend enough time with a creature or environment, you unconsciously begin adopting its
colorations in subtle ways - such as a slow change in eye color.

Van Docks’ A rsenal of A rmigers 49


Osmose Features

O s mo s e A rmi g e r Environmental Assimilation


Armiger Level Subclass Features
Starting at 7th level, you can take in the environments around
3rd Bodily Osmosis you. You learn the Geomantic Investiture link feature.
7th Environmental Assimilation Geomantic Investiture (3 Links)
As an action, you can expend 3 links to bond with the area
11th Stronger Siphons
around you, gaining abilities based on the environment.
15th Great Geomancer You may choose one appropriate benefit relevant to the
environment you are in. At your DM’s discretion, you may take
18th Complete Osmosis a benefit even if you aren’t in the named area, but your DM may
restrict certain options.
• Arctic. You take in cold frost and become icy. Your bonded
weapons deal an additional 1d6 cold damage. As a reaction
when you hit a target with a melee attack, you can try to
freeze your target. The target must make a Constitution
Bodily Osmosis saving throw or be petrified until the start of your next turn.
At 3rd level, you can absorb things around you into yourself. • Coast. You take in sand and salt, breaking down your body
You gain the Shapechanger creature subtype. into granules. You can pass through small holes, narrow
You also learn the following link features. openings, and even mere cracks. Also, you are resistant
to nonmagical damage and have advantage on Strength,
Meld Weapon (1 Link)
Dexterity, and Constitution saving throws.
As a bonus action, you can expend 1 link to absorb a bonded
weapon you touch into yourself. The bonded weapon continues • Desert. You take in dry swelter, manifesting a heat shimmer.
to count as being in your possession but is otherwise Your bonded weapons deal an additional 1d6 fire damage. As
immaterial. You can unmeld a weapon with a bonus action by a reaction when a creature hits you with an attack roll, you
pulling it out of your body or by summoning it out of you with can use your mirage to hide your true location. The creature
the Bonded Weapons feature. Whenever a bonded weapon is must roll the attack once more and take the lowest roll.
unmelded, you must use another instance of this feature to • Forest. You take in the vitality of flora and fauna, bolstering
reassimilate the bonded weapon. your life force. You gain a number of temporary hit points
While a weapon is melded to you, as a bonus action you equal to your Charisma modifier. At the start of your turn,
can protrude a melded weapon from your body or reabsorb these temporary hit points refill up to your Charisma
a protruding weapon back into yourself. You can achieve a modifier but do not exceed it.
variety of transformative effects. With a protruding weapon,
you can only make attacks against creatures adjacent to you. • Grassland. You take in rolling zephyrs and become light and
When you do, the unorthodox nature of your combat grants nimble. While in this form, your movement doesn’t provoke
you a +1 bonus to attack and damage rolls with protruding opportunity attacks, you can Dash as a bonus action, and
weapons. you add your Charisma modifier to any Acrobatics checks.
You may have as many melded or protruding weapons as • Mountain. You take in the rocks and harden yourself. You
you have bonded weapons. cannot be forcibly moved against your will and are immune
Siphon Creature (1 Link) to such effects, and you gain resistance to bludgeoning,
As an action, you can expend 1 link to reach out to an adjacent piercing, and slashing damage. Your bonded weapons deal
creature and take in a part of them. If the creature is unwilling, an additional 1d6 bludgeoning damage.
they can make a Dexterity save to resist. • Swamp. You take in muddy wetland and become sludgelike.
If the creature is willing or fails their Dexterity save, they Your bonded weapons deal an additional 1d6 acid damage.
take necrotic damage equal to your Charisma modifier, and As a reaction when you land an attack on an adjacent target,
you take on the physical appearance of the creature you you may trap them with mud. The target must make a
siphoned. Your voice, coloration, hair, height, weight and other Strength saving throw or be restrained for 1 Minute. The
physical aspects change. However, the change is limited. None affected creature can repeat the saving throw at the end of
of your game statistics change, you cannot change your size, each of its turns to end the effect.
and your new appearance has the same basic arrangement of
• Underground. You take in cavernous darkness, turning
limbs that you have. If you siphon a creature of a different size
into a shadow of yourself. You are invisible in dim light or
than you, you appear as them but within the constraints of your
darkness, but in bright light, you have disadvantage on
size (such as being a larger or smaller version). Clothing and
attacks rolls, ability checks, and saving throws.
equipment aren’t changed, just your physical appearance.
This feature requires concentration to maintain, and you This feature requires concentration to maintain, and you
can only maintain it for up to 1 Hour. can only maintain it for up to 1 Hour.

50 Van Docks’ A rsenal of A rmigers


Stronger Siphons • Lower. You take in the unholy energy of a Lower Plane. Your
Starting at 11th level, you can take in a larger portion of another bonded weapons deal an additional 1d6 necrotic damage.
creature. You learn the Greater Siphon Creature link feature. You gain immunity to the frightened condition and can see
in dim light, darkness, and magical darkness as bright light.
Greater Siphon Creature (3 Links)
• Storm. You take in thunder and lightning, charging with
As an action, you can expend 3 links to touch an adjacent
static electricity. You are immune to thunder and lightning
creature and take in a greater part of them. If the creature is
damages. Your bonded weapons deal an additional 1d6
unwilling, they can make a Dexterity save to resist.
thunder and 1d6 lightning damage. As a bonus action, you
If the creature is willing or fails their Dexterity save, they take
emit a booming flash. All adjacent creatures must make a
necrotic damage of a number of 1d4 equal to your Charisma
Constitution saving throw or be blinded and deafened until
modifier, and you absorb a part of them. Your transformation is
the start of your next turn.
more complete, though not perfect, and works as follows:
• Upper. You take in the holy energy of a Higher Plane. Your
• Absorbed Statistics. These statistics are replaced by
bonded weapons deal an additional 1d6 radiant damage. As
the statistics of the siphoned creature: type, size, natural
an action, you can touch a creature with a bonded weapon to
weapons, and exact physical appearance. You additionally
remove one diseases or poison afflicting the target.
gain their skill proficiencies, saving throw proficiencies, and
special senses. This feature requires concentration to maintain, and you can
only maintain it for up to 1 Hour.
• Retained Statistics. You retain your hit points, Hit Dice,
languages, alignment, personality, and ability scores. You
also retain all of your skill proficiencies, saving throw Complete Osmosis
proficiencies, and senses - in addition to gaining those of the At 18th level, Meld Weapon and Siphon Creature no longer cost
creature. If the siphoned creature has the same proficiencies links, and you learn the Fully Siphon Creature link feature.
or senses, you use the better or higher of the two.
Fully Siphon Creature (5 Links)
• Features. You do not gain any features (except for natural As an action, you can expend 5 links to touch an adjacent
weapons), legendary actions, lair actions, or mythic actions creature and take in their exact essence. If the creature is
from the siphoned creature. You retain the benefit of any unwilling, they can make a Dexterity save to resist.
features from your class, lineage, or other source. If the creature is willing or fails their Dexterity save, they take
• Other Capabilities. Your ability to speak or take any action necrotic damage of a number of 1d8 equal to your Charisma
that requires certain limbs (such as a mouth or hands) is modifier, and your transformation is nearly perfect:
limited to the capabilities of your new form. • Absorbed Statistics. These statistics are replaced by the
• Equipment. When you transform, you can have your items, statistics of the siphoned creature: current hit points, Hit
equipment, and clothing fall to the ground in your space, Dice, type, lineage, size, exact physical appearance, and
merge into your new form, or be worn by your new form. Strength, Dexterity, and Constitution ability scores. You
Your equipment doesn’t change size or shape to match the additionally gain their skill proficiencies, saving throw
new form. Any equipment that the new form can’t wear must proficiencies, and special senses. Because you gain the
either fall to the ground or merge into the form. You can hit points and hit dice of the siphoned creature, if you are
make use of melded and protruding weapons as normal. dropped to 0 hit points while transformed, you revert to your
original form with whatever hit points you had before.
This feature requires concentration to maintain, and you can
only maintain it for up to 1 Hour. • Retained Statistics. You retain your languages, alignment,
personality, and Intelligence, Wisdom, and Charisma ability
Great Geomancer scores. You also retain all of your own proficiencies and
senses—in addition to gaining those of the creature. If the
Beginning at 15th level, when you use the Geomantic siphoned creature has the same proficiencies or senses, you
Investiture link feature, you may choose from the following use the better or higher of the two.
options in addition to the original options provided to you.
• Features. You gain the features and actions of the siphoned
• Aquatic. You take in currents to adopt an aquatic form. You creature in addition to your own features from class or other
gain a swimming speed equal to your movement speed and sources. You do not gain any legendary actions, lair actions,
can breathe underwater. As you will, you may move across mythic actions, or spellcasting features. And, you lose any
liquid surfaces as if it were solid ground. features from your lineage while transformed.
• Astral. You take in cosmic emptiness, enlightening into a • Other Capabilities. Your ability to speak or take any action
higher form. You gain a fly speed equal to your movement that requires certain limbs (such as a mouth or hands) is
speed and telepathy out to 30 feet, and your bonded weapons limited to the capabilities of your new form.
deal an additional 1d6 psychic damage.
• Equipment. When you transform, you can have your items,
• Elemental. You take in elemental energy, and you erupt with equipment, and clothing fall to the ground in your space,
power. You gain immunity to the damage type appropriate to merge into your new form, or be worn by your new form.
the elemental energy you took in, and your bonded weapons Your equipment doesn’t change size or shape to match the
deal an additional 1d8 damage of the type you absorbed. new form. Any equipment that the new form can’t wear must
• Ethereal. You take in immaterial energy and assume a semi- either fall to the ground or merge into the form. You can
intangible form. Your bonded weapons deal an additional make use of melded and protruding weapons as normal.
1d6 force damage. You can move through walls and solid This feature requires concentration to maintain, and you can
objects but not through creatures or other living things. only maintain it for up to 1 Hour.

Van Docks’ A rsenal of A rmigers 51


ELIANDOR FRANMOLTH Codename:
Radiant Armiger The Prisma
t
Half-Elf and former monk I knew you’ d ic.
Wears black ironically? get into it
Radiant Inheritance
Some armigers are born great, some choose greatness, and some have greatness thrust upon them. Whatever the reason, radiant
armigers connect to great figures—from heroic adventurers to mighty monarchs and terrible tyrants—and their glory flows in them.
Whether for good or ill, they are on the road to divinity, and now, their destiny awaits.
Marked for glorious purpose, radiants’ arsenals reflect their higher callings. Their armories tend to appear as ostentatious museums,
royal courtyards, or heavenly temples. Meanwhile, a radiant’s bonded weapons are commonly decorated with ornate filigree, dotted
with precious stones, and even take on golden sheens. And, a radiant’s links are usually majestic—such as golden orbs circling their
head like a crown.

The High Queen of old lives. She stands before you, made new in me. Now, kneel. — Lord Reyluz

Traits for a Radiant


Radiant armgiers have reason to believe they are called for a great purpose, whether to change the fate of a nation or even just rewrite
a family’s legacy. And, this often stems from the figures they connect to, with each unique role model making each radiant distinct.
Consider adding one of these legends to serve as a role model when creating a radiant or as you advance in ranks.
d20 Radiant Legendary Archetypes
1 The Valiant. A legendary knight known for her unwavering honor, incredible swordsmanship, and her tireless efforts to protect the
innocent. She’s an embodiment of chivalry and justice, inspiring others with her courage and selflessness.
2 The Enigmatic. A mysterious sorcerer who traveled the realms in search of forbidden knowledge. Their mastery of arcane arts was
unparalleled, and their insatiable curiosity led them to develop countless magical discoveries.
3 The Rogue of Whispers. A renowned thief and rogue who used their incredible skills to outwit powerful rulers and corrupt
organizations. The Rogue of Whispers is celebrated for redistributing wealth to the needy and exposing the hypocrisy of the elite.
4 The Evergreen Bow. An archer who fought in a great war centuries ago. Legend has it that she still walks the earth, aiding those in
need with her exceptional marksmanship and wisdom, and her arrows are said to be guided by the spirits of the forest.
5 The Indomitable. A mighty barbarian chief known for leading his people to victory against overwhelming odds. His strength,
unwavering determination, and ability to unite diverse tribes have made him a symbol of resilience and leadership.
6 The Puppeteer. A shadowy figure skilled in manipulation, intrigue, and espionage. The Puppeteer’s true identity remains a mystery,
and their influence once extended to the highest echelons of power, making them a master of subterfuge and control.
7 The Scholar-King. A wise and just ruler who valued knowledge and diplomacy above all else. They promoted education and unity
among their people, leading their kingdom to an era of prosperity and enlightenment.
8 The Phoenix. A legendary sorceress who harnessed the power of fire magic and was rumored to have been reborn from her own
ashes multiple times. It’s said her fiery determination against adversity were the reason she resurrected so many times.
9 The Silent Blade. A legendary assassin who moved through the shadows, leaving no trace of their presence. The Silent Blade’s
reputation is built on their unmatched stealth, lethal precision, and unbreakable focus, making them a symbol of deadly mastery.
10 The Thunderhammer. A warrior renowned for his unmatched prowess with a warhammer and his deep connection to the skies. Their
ability to summon thunderous strikes in battle was as powerful as his unwavering loyalty to his kin.
11 The Seeker. An eldritch scholar and explorer who dedicated her life to uncovering the secrets of ancient civilizations and forgotten
realms. Their relentless pursuit of knowledge and her boundless curiosity have inspired generations of adventurers and historians.
12 The Wanderer. A charismatic minstrel who roamed the land, spreading tales of valor, love, and heroic deeds through music. The
Wanderer’s enchanting melodies and captivating stories have the power to inspire and unite people from all walks of life.
13 The Shadowbreaker. A hero with a dark past, the Shadowbreaker is a master of both shadow and light. His enigmatic persona, silent
demeanor, and light-and-dark magic have earned him a reputation as a feared figure.
14 The Stargazer. A seer and prophetess with an uncanny ability to read the stars. Her predictions and insights guided kingdoms
through troubled times, making her a revered figure known for her wisdom and foresight.
15 The Sea Captain. A legendary pirate captain known for his cunning strategies, mastery of naval combat, and fearless pursuit of
freedom on the open seas. His resilience against empires and his relentless quest for adventure make him an icon of defiance.
16 The Peacemaker. A monk-warlord who devoted her life to martial arts and the pursuit of peace at any costs. Her martial teachings on
conflict resolution and violence brought order to war-torn lands, making her a symbol of peace and conflict resolution.
17 The Mender. A divine healer known throughout the land, her touch could mend wounds and soothe spirits. Her gentle nature and
affinity for the lunar realm made her a revered figure among healers and those who seek solace.
18 The Dark Heir. A charismatic and enigmatic noble with a dark side. The Dark Heir was both feared and admired for his ability to
command others, making him a symbol of power and intrigue.
19 The Greensoul. A druidic protector of the natural world, her connection to the land, plants, and animals granted her powerful
defensive abilities. Her dedication to preserving nature made her a revered figure among druids and environmentalists.
20 The Trickster. A mischievous ruler known for his wit and ability to turn the tide of events through clever schemes. His lighthearted
approach to leadership and knack for outsmarting formidable opponents made him a beloved and unconventional figure.

Van Docks’ A rsenal of A rmigers 53


Radiant Features Illuminare
Your glory is barely contained. At 7th level, you are constantly
under the effects of the Light cantrip. You can freely choose to
start and stop shedding light (no action required).
You also learn the Light of Glory link feature.
Light of Glory (2 Links)
R a d i a n t A rmi g e r As an action, you can expend 2 links to create a 20-foot-radius
Armiger Level Subclass Features sphere of daylight centered on yourself. The bright daylight
3rd Inaugural Brilliance moves with you, and it lasts for 1 Minute or until dismissed
by you (no action required). While the light is active, you gain
7th Illuminare advantage on Intimidation and Persuasion checks.
11th Crowning Achievement
Crowning Achievement
15th Burning Splendor
At 11th level, you gain resistance to radiant damage and can
18th King of Kings maintain concentration on 2 total instances of the Coronate
feature (and its related features) at one time, though you must
still start each instance separately.
You also learn the Greater Coronation link feature.
Greater Coronation (3 Links)
As an action, you can expend 3 links to crown a target within
Inaugural Brilliance 30 feet (including yourself). If the target is unwilling, they can
make a Charisma saving throw to resist. While crowned, they
At 3rd level, you manifest radiance and learn the Light and
receive one of the following effects:
Sacred Flame cantrips. Charisma is your spellcasting
ability. • Greater Crown of Condemnation. When the target
You also learn the Coronate link feature. damages a creature, they take radiant damage equal to your
Charisma modifier. This damage ignores any resistances.
Coronate (1 Link)
As an action, you can expend 1 link to crown a • Greater Crown of Life. When the target receives healing,
target within 30 feet (including yourself). If the they heal additional HP equal to your Charisma modifier.
target is unwilling, they can make a Charisma They also regenerate 1 HP every round.
saving throw to resist. While crowned, they • Greater Crown of Might. Choose 1 ability score. That
receive one of the following effects: ability score temporarily increases by 2. This can allow the
• Crown of Condemnation. When the target damages a score to exceed 20.
creature, they take radiant damage equal to your Charisma • Greater Crown of Tyranny. All weapon attacks against the
modifier. crowned target deal an additional 2d6 radiant damage.
• Crown of Life. When the target receives healing, they heal This feature requires concentration to maintain, and you
additional HP equal to your Charisma modifier. can only maintain it for up to 1 Minute.
• Crown of Might. Choose 1 ability score. That ability score
temporarily increases by 1.
• Crown of Tyranny. All weapon attacks against the target
deal an additional 1d4 radiant damage.
This feature requires concentration to maintain, and you
can only maintain it for up to 1 Minute.

54 Van Docks’ A rsenal of A rmigers


Burning Splendor
At 15th level, whenever a hostile creature ends its turn adjacent
to you, they take an amount of radiant damage equal to your
Charisma modifier.
You also learn the Terrible Glory link feature.
Terrible Glory (4 Links)
As a reaction when a creature rolls an attack roll against you,
you can expend 4 links to pulse your light. The triggering
attack instantly fails, and the creature must make a Wisdom
saving throw or be frightened until the start of their next turn.

King of Kings
Your glory shines. At 18th level, you gain immunity to radiant
damage and can maintain concentration on 3 total instances
of the Coronate feature (and its related features) at one time,
though you must still start each instance separately.
You also learn the Superior Coronation link feature.
Superior Coronation (5 Links)
As an action, you can expend 5 links to crown a target within
30 feet (including yourself). If the target is unwilling, they can
make a Charisma saving throw to resist. While crowned, they
receive one of the following effects:
• Superior Crown of Condemnation. When the target
damages a creature, they take radiant damage equal to your
Charisma modifier. This damage ignores any immunities or
resistances.
• Superior Crown of Life. When the target receives healing,
they heal the maximum amount and heal additional HP
equal to your Charisma modifier. They also regenerate HP
equal to your Charisma modifier every round.
• Superior Crown of Might. Choose 1 ability score. That
ability score temporarily increases by 4. This can allow the
score to exceed 20.
• Superior Crown of Tyranny. All weapon attacks against the
crowned target deal an additional 3d8 radiant damage.
This feature requires concentration to maintain, and you can
only maintain it for up to 1 Minute.

Enu Adaeze Olayinka


Codename: Lady Light
Radaint armiger.
Comes from a noble family and is very
good with that weapon of her’s...

Van Docks’ A rsenal of A rmigers 55


Codena
me: Mo
therlan
Len or a Lané: d
Spartan Armiger.
She was exiled from
her home with
only her dead moth
er’s sw or d in her
hands. It’s a ll she n
ee ds.
Treat with caution.
Spartan Inheritance
Connecting to simplicity, dedication, or perfection, spartan armigers are masters of one. Whereas other armigers focus on expansive
collections, spartans are determined to perfect a single bonded weapon. This awakens incredible powers in both the armiger and
their bonded weapon even to the point of being able to awaken sentience in their bonded weapon. Spartans tend to follow a similar
philosophy in life as they do with their arsenal, focusing their loyalty to only a small circle of close confidants.
Spartan armories are usually simple and practical, such as a blacksmith’s forge or comfortable sitting room. Their bonded weapons
are unmistakably their’s, resembling their bonded armiger in looks (and even personality). The links of a spartan are often located on
their bonded weapon, such as magical filigrees on the hilt that disappear as they are used up.

That’s a lot of weapons you have. Compensating for something? — Uniko the Sword Saint

Traits for a Spartan


All spartan armigers tend towards rituals, habits, and other rigid traditions, but the nature of these disciplines can differ wildly from
one spartan to the next. That said, plenty of spartans are keen to share their disciplines with anyone interested in adopting them.
Consider adding one or more of these disciplines when creating an armiger of this inheritance or as you advance in its ranks.
d20 Spartan Disciplines
1 Morning Meditation. You start each day with a peaceful meditation, focusing your mind and preparing yourself mentally for the
challenges ahead.
2 Weapon Maintenance Ritual. You meticulously clean, sharpen, and care for your weapons and armor, ensuring they’re always in
prime condition.
3 Regular Watch. You habitually scan the environment for potential hazards, advantageous positions, and escape routes, allowing you
to adapt quickly to changing situations and maximize your tactical advantage.
4 Daily Conditioning. You dedicate time each day to physical conditioning and training, maintaining peak physical fitness, which you
hope also translates to increased combat prowess.
5 Win-a-Day. You regularly engage in some kind of friendly competition or agreement to keep your abilities in their prime. Whether you
challenge your allies to who can fell the most skeletons or who can hold their breath the longest, you have to experience a win.
6 Tactical Study. At almost the same time each day, you sit down to study the fighting styles and tactics of various foes you’ve
encountered to anticipate your opponents’ moves and exploit weaknesses during combat.
7 Dedicated Training Dummy. You have a dedicated training dummy that you carry around with you to practice combat with. The
training dummy is a nigh-constant companion, seemingly doubling as a security blanket.
8 Post-Combat Recovery. You prioritize recovery after each battle, taking measured time to clean up, cooldown, stretch, and recuperate
as efficiently as possible, even when it’s inconvenient.
9 Until Failure. You do not rest your head to sleep until you absolutely need to, when your muscles can no longer push on, and your
body can no longer move forward. Until then, you continue to work your body and your craft.
10 Day of Rest. You keep a tradition of taking one day off a week, even when out adventuring. You take this day to rest, reflect, and
spend time with loved ones. When you are unable to observe this day, you feel “off” until you can enjoy it.
11 Breath Work. You keep a strict regime of breathing exercises that you observe at various times. These breathing exercises start
simple, but some of them are so specific and complex that others have difficulty understanding what you do (or why you do it).
12 Warmup Routine. You have an extensive and specific warmup routine that you engage in every day and in advance of any strenuous
activity. You are worried about hurting your body if you engage in activity without a proper warmup.
13 Ever Studying. You mainting a strict learning regime, usually in the form of reading whatever books, tomes, or documents you
happen to have on hand. Because of this, you find it hard to resist the call of a library or bookstore.
14 Forever Student. You take whatever classes, trainings, or workshops that you can when the opportunity is presented. Sometimes
they are way more expensive than they’re worth, but you can’t help yourself.
15 Lecturer. You understand that the best way to prove mastery of a concept is if you are able to teach it effectively. As such, you
conducts formal lessons on a regular basis to those who are willing to engage with you.
16 Coach. You see yourself as a sort of coach in the lives of those you adventure with. Whether your party likes it or not, you are quick to
point out their areas of improvements and their shortcomings. You also enjoy leading inspiring rallies prior to missions or battles.
17 High Bar of Excellence. You forget that not everyone is as disciplined as you are, and so you find no issue with barking orders and
demanding high levels of success and execution. Some may even go so far as to call you a drill sergeant.
18 Marcher. You don’t walk or saunter. You maintain a formal march at most times, moving your body with practiced and precise
motions. This can be handy in the right situations, but you tend to march even when it’s unnecessary.
19 Always Fasting. You are always observing some kind of fast. This could be the same fast, such as only eating after sunset, or it could
be more varied, such as refusing to partake in entertainment for one day and then fasting animal meats the next.
20 Clockwork Circadian Rhythms. You naturally sleep at the same time and wake up at the same time. You may even tend to get tired,
hungry, and thirsty at the same times every day. Perhaps your subconscious and even unconscious are just as disciplined as you?

Van Docks’ A rsenal of A rmigers 57


Spartan Features Good Keeper
At 3rd level, you gain proficiency in Tinker’s Tools and
Woodcarver’s Tools. and expertise when using Smith’s tools.
Additionally, you learn the Mending cantrip and can cast it
without expending material components.

S p a r ta n A rmi g e r Awaken (Optional)


Armiger Level Subclass Features Also at 3rd level, subject to DM permission, creating such a
strong bond with one weapon can awaken it with sentience.
3rd Arsenal of One, Good Keeper, Awaken (Optional)
When you bond with a weapon, you may choose to turn the
7th Dedicated Fighter bonded weapon into a sentient bonded weapon. Each time you
bond with a new weapon, you may choose to have it develop
11th Practiced Mastery the same sentience as before or a new one.
15th Inseparable Any time you create a newly sentient weapon, work with your
DM to develop its personality and stats.
18th One is All That’s Necessary When you remove your bond from your weapon, it instantly
loses its sentience and returns to as it was before.

Arsenal of One
When you gain this subclass, you commit to bond with one
weapon, pouring all of your power into an arsenal of one. Your
armiger abilities are modified as follows:
One Bond. You can only have one bonded weapon at a time.
Flexible Attunement. When you gain additional attunement
slots at 13th and 20th level, you can use these attunement slots
for any magic item instead of just for weapons.
Returning Weapon. When you use your bonded weapon
in a Grand Strike, the weapon automatically returns to you
at the end of the Grand Strike. This does not allow you to
make multiple Grand Strike attacks with the one weapon,
but instead, the Returning Strike improvement allows the
weapon to return immediately after each Grand Strike attack
roll, letting you use the one weapon for multiple Grand Strike
attacks.
Modified Grand Flurry. Since you can only use your one
bonded weapon multiple times in a Grand Strike when you
have the Returning Strike improvement, the Grand Flurry link
feature is more flexible, as described below. This replaces the
original Grand Flurry link feature.
Modified Grand Flurry (1 Link)
When you take the Attack action, you can expend 1 link (no
action required) to make 1 additional attack of any kind as
part of the same Attack action. When you gain the Whirling
Might feature at 16th level, you may spend 1 additional link
with this feature to gain another additional attack (for a total of
2 additional attacks when you spend 2 links).

58 Van Docks’ A rsenal of A rmigers


Dedicated Fighter Inseparable
At 7th level, your training with your weapon has allowed you Your bonded weapon is as attached to you as your limbs. At 15th
develop a fighting style. You learn a Fighting Style option of level, your bonded weapon cannot be unwillingly disarmed,
your choice from the fighter class. stolen, or otherwise taken from you. You can choose to let it
Additionally, you learn the One Powerful Blow link feature. go or give it up.
Additionally, when using the Empowered Return link feature,
One Powerful Blow (2 Links) you can now attempt to summon it as long as it is on the same
You make an unwieldy but mighty strike. As an action, you
plane of existence as you.
can expend 2 links to make a single attack with disadvantage.
(This can be a single Grand Strike attack.) If the attack hits
you automatically inflict the maximum possible damage.
One is All That’s Necessary
This attack can critically hit. If you are unable to roll with You have no need for another weapon. At 18th level, your
disadvantage for whatever reason, this feature fails. bonded weapon cannot break or otherwise be destroyed while
bonded to you. You also learn the Tour De Force link feature.
Practiced Mastery Tour De Force (5 Links)
You know how to use your bonded weapon better than anyone. As a bonus action, you can expend 5 links to perfect your
At 11th level, you learn the following link features. bonded weapon for 1 Minute. While perfected, your bonded
weapon ignores resistances and immunities, and it considers
Trick Feint (3 Links) both natural 19’s and natural 20’s as critical hits - meaning it
As a reaction when you fail an attack roll, you can expend 3
hits regardless of any modifiers and rolls double damage dice.
links to reroll the attack with advantage. The triggering miss
was just a clever deception for the real strike.
Iaijutsu (3 Links)
You can expend 3 links (no action required) to instantly
summon your bonded weapon to your possession, otherwise
following the limitations presented in the Bonded Weapons
feature. You gain advantage on the first attack roll you make
with your bonded weapon on the same turn you use Iaijutsu.

Van Docks’ A rsenal of A rmigers 59


Umbe: Codename: The Disciple
Symmetric armiger.
th e
Broth er of th e Flying Blade from
Windtop Monastery.
.
Perfor ms duties for his monastery
Symmetric Inheritance
Push. Pull. Good. Evil. Life. Death. Symmetric armigers are especially attuned to the interconnectedness of all things and can take
advantage of these connections to great effect. Symmetrics are often sage. They know every action has an equal and opposite reaction,
and this inspires them to manipulate harmonious cycles for their own purposes.
Symmetric arsenals often reflect a particular cycle or duality. For example, one focused on the metaphysics of good and evil may
have an armory that mixes both abyssal and celestial aesthetics, with black-and-white bonded weapons, and links that appear as
feathered and leather wings. Another may connect with equivalent exchanges—their armory appearing as an alchemical lab or place
of transaction, their bonded weapons may boast alchemical symbols, and their links may appear as a collection of 2-sided coins.

Enemies are a gift, for they give us something to stand against. Honor them with your resistance. — anonymous

Traits for a Symmetric


Symmetric armigers come from all schools of thought and walks of life, despite the common patterns in their ability. As symmetrics
tend to be most naturally sagacious of the armigers, they often develop unique philosophies or proverbs that guide them.
Consider adding one or more of these philosophies or proverbs when creating a symmetric armiger or as you advance in its ranks.
d20 Symmetric Guiding Philosophies or Proverbs
1 “Embrace the Gale Within”. This philosophy encourages you to acknowledge and harness your inner strength and passions, using
them to drive you forward like a powerful wind guiding your path.
2 “The Waters War with Dry Land and Give Us Life”. This proverb reminds you that adversity is a natural part of existence and that
conflict is a necessary part of change and transformation.
3 “Harmony Is a Motion”. This philosophy teaches that balance and coordination are essential in all aspects of life, just as in combat
where your movements and decisions should flow harmoniously.
4 “The Blade Shaped by the Spirit Shapes the Spirit”. This proverb suggests that the way you wield your weapon is a reflection of your
inner character, implying that your actions define who you are as a person.
5 “Every Hurricane has a Still Eye”. This proverb emphasizes the importance of maintaining calm and clarity even in the midst of chaos,
both in battle and in life, as it allows you to make more calculated decisions.
6 “Every Wildfire Starts as a Flame”. This proverb is a caution that small problems or dangers can grow into larger tribulations if they
aren’t dealt with quickly, and it encourages you to be quick to put out fires before they can overwhelm you.
7 “Even Small Whispers Have an Echo”. This philosophy teaches that every action you take, no matter how small, ripples through the
world, influencing outcomes and shaping your destiny.
8 “The Shadows Know What the Light Hides”. This proverb suggests that embracing subtlety and using the shadows to your advantage
can lead to a more profound understanding of situations and better outcomes.
9 “The Forge Tempers with Heat”. This philosophy compares challenges to a forge, where you are tempered and refined by trials,
emerging stronger and sharper than before. It encourages you to seek hardships that they may strengthen you.
10 “Every River Knows the Way to the Ocean Is Not a Straight Path”. This proverb reminds you to adapt and change like a river, flowing
around obstacles and always finding a way forward, no matter how challenging the path may be.
11 “Silence Strikes like Thunder and Clears the Mind”. This philosophy teaches the significance of observing silence, especially in
conversations, interrogations, or noisy situations, as silent pauses allow potential for insight and can reveal hidden truths.
12 “Life is a Dance with Fate but Who Leads It?”. This proverb suggests that your choices are the steps you take in life’s dance, shaping
the rhythm of your existence. Do you let fate take the lead or do you move to your own rhythm?
13 “Every Phoenix’s Rebirth Begins With Its Death”. This philosophy speaks of resilience and transformation, reminding you that even
from the ashes of failure, you can rise anew with renewed strength.
14 “The Darker the Night, the Brighter the Stars”. This proverb offers hope in challenging times, suggesting that even in the darkest
moments, there are sources of guidance and inspiration to be found.
15 “One Thread Cannot Make a Tapestry”. This philosophy views life as a tapestry, with every individual’s journey interwoven with
others’, creating a complex and beautiful pattern.
16 “What Is New to Us Is Old to Our Ancestors”. This proverb encourages you to listen to the wisdom of those who came before you, as
their experiences can guide your decisions and actions.
17 “Equilibrium is a Balancing Act”. This philosophy promotes that finding equilibrium and maintaining harmony is an active and
dynamic effort, advocating for calculated choices and staying mindful of potential consequences.
18 “Wisdom Can Be Found in the Foolish”. This proverbs reminds you to not be quick to dismiss any person or thought, as truths and
insights can be hidden in even the most silly banality.
19 “Power Is Not Limited by the Body”. This philosophy teaches that physical strength is just one factor in overall power and that one
should be strong in other ways.
20 “Tomorrow Is a Blank Scroll Written by Today”. This proverb speaks of the unknown future as a blank scroll waiting to be written,
urging you to seize the present and shape your destiny with purpose and intention.

Van Docks’ A rsenal of A rmigers 61


Symmetric Features Balance the Four Humors
You can manipulate physical imbalances
to harm or heal. At 7th level, you gain
proficiency in the Medicine skill, can make
Medicine checks as a bonus action, and can
make Medicine checks up to a range of 30
S y mm e t ri c A rmi g e r feet away.
Also, choose acid, necrotic, radiant,
Armiger Level Subclass Features
or force. You can change this decision
3rd Even the Odds whenever you take a long rest. You learn the
7th Balance the Four Humors Life Transfer link feature.

11th Level the Field Life Transfer (3 Links)


As an action, you can expend 3 links to
15th Absolute Symmetry unleash a 15-foot radius burst around
yourself that transfers the lifeforce of
18th Perfectly Balanced
enemies to allies. Enemies in the burst must succeed on a
Constitution saving throw or take 2d8 of the damage type that
you chose for the Balance the Four Humors feature.
Thereafter, you can heal allies in the burst (including
yourself) with an amount of health equal to half the damage
inflicted. You can portion out the hit points as you please.
Even the Odds
You can stabilize odds with your harmonious
Level the Field
connection. At 3rd level, you learn the At 11th level, your Balance the Scales link feature can now
following link features. affect all creatures in a 30-foot radius of you. You designate
who receives the bonus or the penalty. Each individual
Balance the Scales (1 Link) creature can make a Wisdom saving throw to resist the effect.
As an action, you can expend 1 link to create The feature only ends early if there is no one receiving the
a balancing effect on two creatures within bonus or receiving the penalty—you need at least 1 creature
30 feet of you. Choose one of the balancing on either side of the balancing effect.
effects listed below. All targets receive a Also, you can amplify the link feature by expending 3
Wisdom saving throw to resist the effect, though additional links (4 links total), as described below.
a target can choose to fail the save. If either one of the
targets saves against the effect, the entire feature ends. Balance the Scales (1 or 4 Links)
As Balance the Scales, except you can expend 4 links to have
• Balance Aptitude. One creature gains advantage to a skill, the balancing effects improved as follows:
and the other gains disadvantage to the same skill.
• Empowered Balance Aptitude. The advantage or
• Balance Prowess. One creature gains a +1 bonus to attack disadvantage now applies to 3 skills.
and damage rolls, and the other gains a -1 penalty to attack
and damage rolls. • Empowered Balance Prowess. The bonus to attack and
damage rolls is now +2, and the penalty is now -2.
• Balance Defenses. One creature gains a +1 bonus to a
saving throw of your choice, and the other gains a -1 penalty • Empowered Balance Defenses. The bonus to the saving
to the same saving throw. throw is now +2, and the penalty is now -2.
• Balance Speed. One creature gains a +10 foot bonus to their • Empowered Balance Speed. The bonus to speed is now
speed, and the other gains a -10 foot penalty to their speed. +20 feet and the penalty is -20 feet. This cannot reduce a
This cannot reduce a creature’s speed below 5. creature’s speed below 5.
This feature requires concentration to maintain, and you
can only maintain it for up to 1 Minute.
Harmonize (2 Links)
As a reaction when a creature you see makes an ability check,
you can expend 2 links to force the roll to be 10 before modifiers.

62 Van Docks’ A rsenal of A rmigers


Absolute Symmetry
At 15th level, your Life Transfer link feature improves. It grows
to a 30-foot radius burst, and its damage increases to 4d8.
Additionally, when a creature saves against the Life Transfer,
they still suffer half damage, and the damage inflicted gets
added to the healing pool.
Finally, you can now heal an amount of health equal to the
total damage inflicted instead of half of the damage inflicted.

Perfectly Balanced
Your power is perfected. At 18th level, you gain the Monk’s
Purity of Body and Timeless Body features.
Also, when you use your Life Transfer link feature, as a
bonus action, you can expend 5 links to impose one of your
improved balancing effects from Balance the Scales. When
you do this, any creatures who failed their Constitution saving
throw against the Life Transfer automatically fail their Wisdom
saving throw against the balancing effect.

Van Docks’ A rsenal of A rmigers 63


Xadrion von Drabek
Codename: Psiki? Syke? PSYCHE.
Temperament armiger.
Great conversationalist and person
to confide in.
Temperament Inheritance
While all armigers connect with creatures to some degree, temperament armigers connect with others in a much more emotional
way. Extraordinary empaths, temperaments connect to their own hearts and to the feelings of those around them, and by harnessing
emotional energy, temperaments can achieve a variety of effects. However, as their namesake implies, temperaments can be prone to
dramatic mood swings and can even be overcome by their incredibly strong emotions.
Temperaments’ arsenals are often influenced by a particular feeling. A temperament in love may have pink bonded weapons, a lavish
bedroom for an armory, and links that appear as floating hearts. Meanwhile, an irritable temperament’s bonded weapons may shake
with rage, their armory may appear vandalized and damaged, and their links may appear as a motes of fire that grow around anger.

If I am an example, I am example of the power of our hearts. — Rei Omoi, on the day of her trial

Traits for a Temperament


Due to the psionic nature of temperament armigers, these armigers tend to manifest subtle psychic effects that betray the nature of
their abilities. It is thought that these psionic traits are reflections of a temperament’s subconscious or unconscious mind.
Consider adding one or more of these psionic effects when creating an armiger of this inheritance or as you advance in its ranks.
d20 Temperament Psychic Effects
1 Telepathic Echoes. You occasionally catch fleeting thoughts from individuals you touch, as if their minds brush against yours, giving
you snippets of their emotions. These snippets are disorderly and hazy, so you can’t make much (if anything) out of them.
2 Emotional Radiance. Sometimes, your emotions subtly influence the emotions of those around you, causing slight shifts in their
moods without your conscious intention.
3 Colorizing Aura. The colors of your immediate surroundings occasionally shift based on your emotions, causing the hues of objects
or light to change subtly - such as red roses slowly turning blue when you are sad.
4 Psionic Hunches. You sometimes get a psychic twinge, an indescribable hunch that you can’t shake off. You’ve yet to successfully
make use of these vague sense, and you aren’t always convinced that it actually means anything.
5 Ephemeral Memories. Images and scenes from your memories occasionally manifest as faint, translucent illusions in your vicinity,
which are visible only to you. These memories are clear and vivid and might even interefere with your visual perception.
6 Telepathic Reverberation. The thoughts of those around you sometimes create a soft, rhythmic hum in your mind, like a distant
conversation in a crowded room. The hum is incoherent and doesn’t give you any insight into people’s specific thoughts.
7 Empathic Mirror. Your emotions become more vivid when you’re around people, and when you spend enough time with someone,
you are prone to adopt their perceived emotions as your own.
8 Mood Lamp Touch. Small objects you touch briefly emit a faint, ephemeral glow that matches your emotional state at the time.This
glow is short-lived and dull, and it isn’t useful as a way to create a light source.
9 Mood-Induced Sensations. The texture and temperature of objects you touch occasionally seem to change based on your current
emotional state, such as water feeling hotter when you are angry. Whether these changes are purely perceived or real is unknown.
10 Nascent Clairvoyance. You sometimes receive fleeting mental flashes of other locations you have never been to before, though these
pictures are often cryptic and open to interpretation.
11 Subconscious Manipulation. Objects around you sometimes respond slightly to your unconscious desires, moving or shifting in
minor ways that few notice.
12 Object Reading. When you touch an object, you get a mental flash of the previous creature that touched the object. These flashes are
brief and muddy, but you might be able to glean the emotional state of the previous creature via the leftover psychic imprint.
13 Sensory Overlap. Intense emotions you experience can lead to synesthetic experiences, where you briefly taste colors or see sounds.
Often, it seems the emotional outburst affects the type of synesthesia you develop - such as fear making sounds purple and white.
14 Distinct Emotional Identities. Strong emotions change you - sometimes literally. When you experience a strong emotion, your
appearance or identity may cosmetically change to match the emotion, such as growing a few inches when you feel proud.
15 Dreamsharing. When you dream while people around you are also dreaming, you sometimes take in pieces of their dreams into your
own. Sometimes, you swear you even get to observe the dreams of other people, though you’ve never been able to prove it.
16 Empathic Synesthesia. The expressed emotions of others are sensate to you in extraordinary ways. For example, strong emotions
may evoke a smell, or perhaps everyone emits a faint emotional aura. However they appear, the effects aren’t actually that useful.
17 Invisible Bonds. After spending enough time with someone, you can see literal psychic threads develop that connect you and the
creature you have spent time with. These transluscent shimmers are immaterial and ephemeral, and only appear in close proximity.
18 Inner Sight. When you look at people, you don’t just see their physical appearance, but you see a manifestation of their psychic
appearance, too. These mental appearances can be symbolic, weird, or abstract, but everyone’s thoughtform is different.
19 Manifest Dreams. When you sleep, your dreams sometimes spill out of your head and appear as hazy illusions around you that other
people might be able to perceive.
20 Animist. You are convinced that there is a soul or spirit in everything - creatures, plants, inanimate objects - and you treat all things
accordingly. For example, you might treat all items with careful respect as a way of showing them gratitude.

Van Docks’ A rsenal of A rmigers 65


Temperament Features Empath
Also at 3rd level, your natural empathy awakens into
extraordinary empathic abilities. You gain proficiency in
Insight. If you already have proficiency in it, you gain expertise
in the skill instead.
Finally, you learn the Sympathetic State link feature.
Te m p e r a m e n t A rmi g e r Sympathetic State (1 Link)
Armiger Level Subclass Features As a bonus action, you can expend 1 link to take in emotional
energy and enter a heightened emotional state for 1 Minute.
3rd Empath
Choose one of the following emotional states when you activate
7th Psychic Sponge this feature. You gain the benefits listed for that emotion for the
duration of this feature. These states grow in power when you
11th Overwhelming Amplfication reach 7th level, providing additional benefits.
15th Acute Emotional Sense When your sympathetic state ends, you must make a
Constitution saving throw against your own Link save DC to
18th Complete Empathy recompose yourself. On a failure, emotional fatigue drains
you, and you are incapacitated for 1 round and take 1 point of
exhaustion.
• Astonishment. Surprise and fascination overwhelm you.
You gain proficiency in Investigation and Perception. At
7th level, you roll Investigation and Perception checks with
advantage and add a bonus equal to your Charisma modifier.
• Compassion. Care and kindness overwhelm you. You can
take the Help action as a bonus action and can cast Spare
the Dying at will using Charisma as your spellcasting ability.
At 7th level, you can cast Create Food and Water and Gentle
Repose at will without expending material components
using Charisma as your spellcasting ability.
• Despair. Sorrow and pain overwhelm you. When you are
damaged by a creature, the creature must make a Charisma
saving throw or be unable to further attack or harm you until
the start of your next turn. At 7th level, when a creature fails
its Charisma save against your despair effect, the creature is
stunned until the end of your next turn.
• Fury. Anger and wrath overwhelm you. Your bonded
weapons deal additional 1d6 psychic damage. At 7th level,
this damage increases by 1d6 for a total of 2d6 psychic
damage.
• Infatuation. Love and desire overwhelm you. You gain
advantage to all Charisma checks directed to another
creature. At 7th level, when you succeed on a Charisma
ability check against another creature, the creature is
charmed by you for the duration of your sympathetic state.
• Panic. Fear and anxiety overwhelm you. You can take the
Dash and Dodge actions as a bonus action. At 7th level, your
movement speed doubles and doesn’t provoke opportunity
attacks.
• Rapture. Joy and zeal overwhelm you. You make Wisdom
and Charisma saving throws with advantage. At 7th level,
you are immune to being frightened and charmed and
temporarily ignore any exhaustion levels you might have.
• Revulsion. Disgust and contempt overwhelm you. You can
cast Vicious Mockery as a bonus action using Charisma
as your spellcasting ability. At 7th level, you can cast
Counterspell and Dispel Magic at will using Charisma as
your spellcasting ability.

66 Van Docks’ A rsenal of A rmigers


Psychic Sponge Complete Empathy
At 7th level, your empathic abilities grow. You learn the At 18th level, when you use the Sympathetic State link feature,
following link features. you can choose to gain 3 of the benefits. If you do and you fail
the Constitution saving throw at the end of your sympathetic
Temperament’s Calm (2 Links) state, you fall unconscious for 1 round and take 1 point of
As an action, you can expend 2 links to cast Calm Emotions.
exhaustion instead of the normal drawback.
Mood Ring (2 Links) Also, you learn the Total Understanding link feature.
As an action, you can expend 2 links to attune your arsenal to
Total Understanding (5 Links)
a creature within 30 feet (including yourself). If the target is
As an action, you can expend 5 links to fully empathize with a
unwilling, they can make a Charisma saving throw to resist.
creature. When you use this feature, you must touch a creature
On a success, they are immune for 24 hours. Constructs and
adjacent to you. An unwilling target can make a Charisma
creatures that are immune to or hidden from divination magic
saving throw to resist the effects of this feature. Constructs
are unaffected by and immune to this feature.
and creatures that are immune to or hidden from divination
While attuned, your armory, bonded weapons, and links
magic are unaffected by and immune to this feature.
reflect the emotional state of the target in a way that makes
If the target is willing or fails their saving throw, you
their true feelings obvious. Any creatures who can see you gain
immediately learn the creature’s entire known history,
advantage on any Insight checks against the attuned target,
downloading their conscious emotions, thoughts, and
and the target gains disadvantage on any Deception checks.
memories in an instant. If the target has amnesia, you only
Additionally, while attuned, you are aware of the target’s
learn what they remember but are aware that amnesia is
prevailing emotion, whether it’s love, anger, pain, fear, calm, or
present. Likewise, if the target has had their memory modified,
something else. Because of this, you also immediately know if
you learn their memories as they have been modified.
the target is lying, though you might not be able to ascertain
While engaging in Perfect Empathy, you
what the specific lie is.
may use your bonus action to dig even deeper.
This feature requires concentration to maintain, and you
When you do, the target receives a new saving
can only maintain it for up to 1 Minute. While you maintain
throw to resist (they can choose to fail). If the
concentration on this feature, you can use a bonus action to
target is willing or fails this saving throw, the
change the attunement to another creature. If the new target
following effects occur:
is unwilling, they may make a Charisma saving throw to resist.
• You learn the target’s current Intelligence,
Overwhelming Amplification Wisdom, and Charisma ability scores.
At 11th level, you can use ever growing emotions to further • You learn if the target is currently being
empower yourself. While under the effects of your sympathetic affected by any conditions or other ongoing
state link feature, the link costs of all link features are reduced effects, such as a Geas or curse. You may
by 1 (to a minimum of 1 link). choose to remove one of these conditions
Additionally, when you use the sympathetic state feature, you or ongoing effects by siphoning it out of the
can choose to gain 2 of the benefits but at the risk of greater creature.
drawback. If you choose to gain 2 benefits and you fail the • You and the creature can communicate
Constitution saving throw at the end of your sympathetic state, telepathically with one another for the
you are stunned for 1 round and take 1 point of exhaustion next 24 hours. You can understand each
instead of the normal drawback. other with this telepathic communication
even if you do not share a language.
Acute Emotional Sense Communication is possible over any
Starting at 15th level, your sensitivity to emotional energy is distance, but it can’t extend to other planes
so strong that you can use it to locate other creatures. You gain of existence.
blindsight out to 30 feet, but you cannot detect constructs or
creatures that are immune to or hidden from divination magic
with this sense.
Additionally, you learn the following link features.
Emotional Tracker (4 Links)
As an action, you focus on the emotional signature of a creature
known to you. You immediately learn the exact location of that
creature at the time you use this feature. If the creature is a
construct, on another plane of existence, or is immune to or
hidden from divination magic, you are unable to track them.
Dreamwalker (5 Links)
As a 1 Minute ritual, you can expend 5 links to cast Dream.
Additionally, you can use an instance of this feature as you fall
asleep to bring a creature you know who is also sleeping into
your own dream. When used this way, the known creature is
the messenger, and they visit your dream. Because you create
the connection, you can forcibly end the spell to expel the
messenger.

Van Docks’ A rsenal of A rmigers 67


VAELRON THE CALM
Code name: Shieldmaiden.
Vanguard armiger.
Don’t point out her blue skin.
Vanguard Inheritance
Often on the frontlines, vanguards connect to warfare, fervor, strength, tactics, or even their allies. They are often more calculating
than their peers and excel in matters concerning teamwork, battle strategies, and combat techniques. Still, what makes vanguards so
impressive is their ability to empower their allies. Even a volunteer militia becomes a well-oiled force when a vanguard takes charge.
The bonded weapons of vanguards almost always look masterwork, reflecting light with such clarity they can be seen at great
distances. Meanwhile, their armories reflect places of combat or training, such as gladiatorial arenas or military barracks. The links
of vanguard armigers take inspiration from battle and war. One might have streaks of blood circling their armor, another might have
magical rondels running up their arm, and a final one may have shifting warpaint.

If you stay beside me, you will never know death. — Steelwarden Qaletaqa

Traits for a Vanguard


Vanguards’ propensity to confront their obstacles head on means they often see a number of victories and defeats. However, every
vanguard armiger is uniquely impacted by the particular triumphs they experience or desire—whether grand or personal.
Consider adding one or more of these triumphs when creating an armiger of this inheritance or as you advance in its ranks.
d20 Vanguard Desired or Realized Triumphs
1 Defeat of a Master. You once engaged in a duel of extraordinary finesse and precision, defeating a master swordsman in a battle that
was as much a dance as a fight.
2 Puzzlesolver. You unlocked a cryptically locked artifact that had eluded scholars for generations, unveiling forgotten knowledge that
proved invaluable to the local mages.
3 Great Mediation. Through diplomacy and tact, you successfully negotiated a peace treaty between warring factions, putting an end to
a long-standing conflict and saving countless lives.
4 Blacksmith’s Assistant. You bested a powerful fire elemental in combat to help a weaponsmith harvest its essence and forge a
weapon imbued with the elemental’s fiery power.
5 Overcome Phobia. You overcame your fear of heights and ascended a treacherous mountain peak. In celebration, you planted a flag
on the mountaintop, symbolizing your triumph over personal limitations.
6 Raid Defender. You defended a vulnerable village from a marauding horde, inspiring the villagers to stand beside you as you led them
to victory against overwhelming odds.
7 Spirit Journey. As a traditional rite-of-passage, you successfully completed a ritual that allowed you to to gain insights and visions
that shaped your path.
8 Posthumous Promise. You fulfilled a sacred oath you made to a dying friend, avenging their death and ensuring their memory would
be honored for generations to come.
9 Chainbreaker. You helped spark a revolution against a tyrannical ruler, your passionate words and courageous actions rallying the
people to reclaim their freedom.
10 Light and Life. During a cursed nightfall, you braved the dark streets to relight your town’s protective lamps, using their enchanted
light to repel an undead force that threatened to take over.
11 Fighting Champion. You emerged victorious in a prestigious gladiatorial tournament, proving your combat prowess to an adoring
crowd and earning the respect of your peers.
12 Liberated at Last. Escaping from years of captivity, you broke free from the bonds that had held you captive, forging a new life and
proving that your spirit could not be broken.
13 Big Game Hunter. You hunted down and subdued a malevolent creature that stalked a nearby town, ending its long-lived terror and
giving the people there a new hope.
14 Rehabilitator. Through your dedication, you helped heal a blighted forest, nurturing the land back to health and earning the
friendship of its guardian spirits.
15 A Moment in the Limelight. Your captivating performance at a grand festival moved even the hardest hearts, leaving a lasting
impression on all who heard your music.
16 Trailblazing Pioneer. You charted an uncharted territory, mapping new places and discovering points-of-interest, leaving a legacy that
enriched the world’s knowledge.
17 Fabled Bond. You befriended a legendary creature, gaining a helpful contact whose presence brings awe and admiration from those
who happen to witness your connection.
18 Steel Over Spell. You faced down a powerful spellcaster, dispersing their magic and overcoming them without the help of
spellcasting, proving that might doesn’t always need to rely on magic.
19 Diplomatic Achievement. You orchestrated a successful alliance between diverse cultures and races, fostering harmony and
cooperation in the face of a common threat.
20 Living Muse. You became the muse of an artist, who created great works inspired by you that spread throughout the area, offering a
chance to live on in the hearts of generations to come, whether they recognized the works were based on you or not.

Van Docks’ A rsenal of A rmigers 69


Vanguard Features Battlefield Control
Your connection to your allies and to the battlefield allows you to
take control in an extraordinary way. At 7th level, immediately
after initiative is rolled but before a turn has begun, you may
swap the initiatives of one willing ally with one other willing
ally (including yourself). You can only use this feature once per
V a n g u a r d A rmi g e r long rest.
Armiger Level Subclass Features
An Arsenal of Allies
3rd Armor Symbiosis, Bonded Shields
Also at 7th level, you can connect your allies to your arsenal.
7th Battlefield Control, An Arsenal of Allies You learn the You Have My Weapon! link feature.
11th Combat Inspiration You Have My Weapon! (2 Links)
As an action, you can expend 2 links to connect one of your
15th Living Banner
bonded weapons or shields to an adjacent ally. As part of
18th Army Maker the action, you give the bonded weapon or shield to the ally.
Thereafter, the ally can use that bonded weapon or shield as
if they are proficient with it. When they attack, they add your
Charisma modifier to attack and damage rolls in addition to
their own modifiers.
Utilizing your arsenal’s connection to you, you or the ally can
use an action on your respective turns to teleport the ally to an
unoccupied space adjacent to you. If no such space exists, the
Armor Symbiosis teleport fails.
At 3rd level, you gain proficiency in heavy armor and ignore If the ally returns, drops, or otherwise loses the bonded
strength requirements for wearing armor. weapon or shield from their possession, the connection is
severed, and this feature ends.
Bonded Shields
Also at 3rd level, you can bond with shields. When you bond
with a shield, it functions as a club (1d4 bludgeoning) for attack
and damage calculations, and you can use bonded shields as a
bonded weapon for other armiger features.
A bonded shield counts as worn and confers its AC bonus
when in a hovering position (as Telumkinesis). Having multiple
bonded shields does not confer an additional bonus to AC.
Also, the attunement slots you get at 13th
and 20th level can be used to attune to
weapons, shields, and armor.
Finally, you learn the I Am Your Shield!
link feature that only works when you have
a bonded shield available.
I Am Your Shield! (1 Link)
As a reaction when an ally within 30 feet of
you has an attack roll made against them,
you can expend 1 link to send a bonded
shield. The ally gains a +2 AC bonus against
the triggering attack and all attacks made
against them until the start of your next
turn when the bonded shield returns to you.

70 Van Docks’ A rsenal of A rmigers


Combat Inspiration Army Maker
Your allies are stronger when you lead them. At 11th level, you You are victory incarnate and can empower your allies to be
learn the Combat Inspiration link feature. paragons of battle. Your Combat Inspiration die is now d6
instead of d4.
Combat Inspiration (4 Links) Additionally, you learn the To Victory! link feature.
As a bonus action, you can expend 4 links to give an ally you can
see a die of Combat Inspiration. This die is a d4. Once within To Victory! (5 Links)
the next 1 Minute, the ally can roll the Combat Inspiration die As an action, you can expend 5 links to impart extraordinary
and add the number rolled to one attack roll, to one damage power in your allies. All allies within 30 feet of you gain one of
roll, or to their AC against one attack roll made against them. your Combat Inspiration dice and a number of temporary hit
An ally can wait until after the appropriate roll is made before points equal to your armiger level that last for 1 Hour.
deciding to use the Combat Inspiration die, but they must
decide before the DM says whether the roll succeeds or fails.
Once the Combat Inspiration die is rolled, it is lost. A creature
can only ever have one die of Combat Inspiration at one time,
and Combat Inspiration dice do not stack.

Living Banner
You aren’t just a standard bearer; you’re the banner itself. At
15th level, as long as you are not unconscious, all other allies
who can see you gain advantage to saves against charmed and
frightened effects.
Finally, you learn the I Am With You! link feature.
I Am With You! (4 Links)
As long as you have more than 0 movement speed, as an action,
you can expend 4 links to instantly rush to an ally you can see.
You move in a straight line to an unoccupied space adjacent
to the ally. If no such space exists or there is no traversable
straight line to the space, the feature fails.
This features uses up any remaining movement you have for
the round.
Though blazingly fast, you still pass through the intermediate
spaces between your starting point and destination. This
movement does not provoke opportunity attacks but could
trigger other effects.

Van Docks’ A rsenal of A rmigers 71


Other PART 4:
Character Options
LOG #21
There are times in our exploratory research when we chance upon individuals who
seem to be armigers at a glance but turn out to be something else. These quasi- or
demi-armigers are interesting to observe.
If they can sling a sword somehow, they’re an armiger to me... even if they hate the label.
Other Character Weapon Manipulator, Greater
Prerequisite: 4th Level; Weapon Manipulator feat

Options (Preview)

N
Your ability to bond with weapons increases, granting you the
following benefits:
ot every weapon manipulator concept
• You can bond with a second weapon as per the Weapon
can be fully realized with just the armiger
Manipulator feat.
class on its own. As such, we have been
developing a variety of other options that • Choose Intelligence, Wisdom, or Charisma. When you make
might help you bring your concept to life. a melee weapon attack with a bonded weapon, you may use
Though we mainly focused on providing the chosen ability score for attack and damage calculations
options that synergize well with armigers or instead of the normal ability score.
other weapon manipulator characters, we have sprinkled in
some other options that we hope anyone can enjoy!

Feats
Gifted Communicator
Prerequisite: 4th Level; Charisma 13 or higher
You develop incredible communication abilities, granting you
the following benefits:
• Increase your Charisma score by 1, to a maximum of 20.
• You learn one Communication Style option of your choice
from the armiger class. If you already have a style, the one
you choose must be different.
• Whenever you gain an Ability Score Improvement, you can
replace this feat’s communicaiton style with another one
from the armiger class that you don’t have.

Multi-Weapon Master
Prerequisite: Dual Wielder feat
You’ve mastered the skill of using multiple weapons in one
flourish, gaining the following benefits:
• When you make multiple melee attacks in one turn, you
can use a different weapon for each melee attack, drawing
each weapon for each attack and immediately stowing it as
necessary. This can allow you to use multiple weapons at
once.
• You can engage in two-weapon fighting with any melee
weapon you are proficient with.
• You gain a +1 bonus to attack and damage rolls on every
weapon attack after the first weapon attack you make each
round but only if you use a different weapon.

Weapon Manipulator
Prerequisite: Can’t have the Bonded Weapons feature
You learn to bond with and control a single weapon, granting
you the following benefits:
• At the end of a long rest, you can touch a melee weapon that
you are proficient with to bond with that weapon. This bond
lasts until the next time you finish a long rest.
• You can have your bonded weapon hover harmlessly around
you (no action required). While hovering, the weapon
remains in your space and continues to count as being worn
or equipped by you but otherwise freeing up your hands.
• As long as the weapon is within 30 feet of you and not in the
possession of another creature, you may use a bonus action
to summon the weapon into your hand or to a hovering
position.

74 Van Docks’ A rsenal of A rmigers


Future Options & Content Plans

A
s much as we love the armiger, we know
that it might not be the right fit for everyone. Part 5: Seraphine’s Spellbook of
Whether due to DM restrictions or just personal
preference, plenty of people may want armiger-
Swordmagic
like features and abilities without actually having Seraphine Van Dock can’t let the book be just about her brother
to be an armiger. As such, we’re hoping to develop and his armiger kin. A talented wizard by her own merits,
other character options that might better satisfy Seraphine has created a number of spells inspired by the
the concept a player has in mind. twins’ investigations into the armiger, telumkinesis, and other
All of these ideas are tentative and in early workshop stages, weapon manipulators (with some bonus unrelated spells).
so please take them with a grain of salt! If you like the Blade Burst TCE spell, then you’ll love this
If you want to help us see all of this through, please consider chapter!
supporting us by going to kevinorduno.com/support.
Part 6: Arsenal Armaments
Part 4a: Non-Armiger Subclasses What is an armiger without their arsenal? This chapter is an
Weapon Manipulator/Armiger-related subclasses (working equipment and items chapter, filled with a plethora of options
titles tentative): for all kinds of adventurers and robust additions to weapons.
We’ll introduce a special weapon type called Sacraments
• Artificer - Weapon Animator. Through magical tinkering,
which are weapons that have innate power progression so that
these artificers can create (semi?)permanent animated
a character can stick to one weapon their whole adventuring
weapons. Maybe its magic? Maybe it’s tiny propulsion jets?
career (if they want to).
• Barbarian - Path of the Great Armory. Barbarians whose We also hope to add some unique properties and options
rage summons portals that shoot weapons. A sort of to the list of Simple and Martial weapons, such as the Spell
bladestorm archetype. Charge property that allows spellcasters to expend a spell slot
• Bard - College of Conducting. Use puppetry, a baton, song, to give a weapon a bonus.
oration, poetry, or dance (or what have you) to manipulate We’re also thinking of taking a stab at a version of the
weapons. Gives new meaning to a dancing sword. Weapon Mastery idea introduced in the One D&D playtests.

• Blood Hunter - Order of the Bloodstain. Blood Hunters Part 7: Armigers of the Realm
who use hemomancy to bond weapons to them, marking
them with their own blood. They especially hate vampires. For the worldbuilders, DMs, and lore-lovers, this flavorful
chapter of armiger lore introduces unique armiger characters
• Fighter - Bladebound. The armiger as a fighter subclass; and organizations that you can plug-and-play into your own
basically the armiger-lite and better for those who don’t want campaigns!
to try a whole new class. We even hope to provide some premade PC stat blocks so
• Monk - Way of the Flying Sword. Inspired by Wuxia and that players can try out an armiger quickly and easily!
Xian Xia tropes, a monk that uses ki to control weapons.
Riding a flying sword included! A rare Wisdom-based Part 8: Night at the Museum
weapon manipulator! A short adventure with modular difficulty options to fit a variety
• Rogue - Kinetic Scoundrel. Telumkinetic rogue that of adventuring parties. The party is tasked with guarding a
manipulates weapons for assassinations. Great at stabbing collection of antique weapons that were recently unearthed
people in the back while standing in front of them through from an ancient armiger’s tomb.
use of their hidden armory. However, when night arrives, the weapons come to life
and seek to be returned to their master. Can the adventurers
• Sorcerer - Swordsoul. Sorcerers who have an animated
subdue the rebelling weapons without damaging them, while
sword "pet". Kinda like the Order of Scribes Wizard but
also fighting off a reknowned burglar whose eyes are on the
reconceptualized for a weapons-based sorcerer.
living blades?
• Wizard - School of Telumkinesis. Similar to the bladebound An adventure with a few end states, some planar twists,
fighter, this is basically an armiger-lite subclass. Intelligence hooks for further adventuring, and it’s a great primer to
based swordmage with more emphasis on the mage part. integrate armigers into your world!
Basically, our take at a "gish" but influenced by the armiger.
Even More Bonus Content?
Part 4b: Other Character Options As the project continues to expand, we have plenty of
The current list of tentative ideas is as follows: ideas for even more content in the future. Some are purely
informative, such as including a robust appendix of the
• Eldritch Arsenal (eldtrich invocation). Requires Pact of research, mathematics, and rationale behind our design
the Blade. You can have more than one pact weapon (up to choices. Others are for flavor development, such as a list of
Charisma modifier?), and you get a version of the Armiger’s modifications you can make with canon subclasses to make
telumkinesis feature for your pact weapons. them weapon manipulator concepts (like ideas on adjusting the
• Magus (eldritch invocation). Requires Hexblade patron. Swarmkeeper Ranger a bit so that its "swarm"is a collection
You can have more than one weapon benefit from your Hex of floating weapons.)
Warrior feature (up to Charisma modifier?). And you gain a
bonus when you cast a spell and make a weapon attack?

Van Docks’ A rsenal of A rmigers 75


Appendix A: Similar Classes/Subclasses

W
e know we’re not the only people out • Spellsword v5 by Brandon Coulson
there who’ve tried to bring a weapon • Swordmage by RegulusMagnus
manipulator class concept to life, and this
wonderful hobby we call Tabletop Roleplaying • Swordmage by Weirdo Whoever
is a lot stronger when we come together as a • The Duskblade: A 5e Class by Adeptus Gaming
community to help each other out.
Therefore, we scrounged the internet to find • The Spellsword by Smug Coffee Man
similar classes and are including them here as a way to help Non-Conversion Classes
them gain the recognition they deserve and to help you find The following list is comprised of gish classes. Gish is a term
other options that might better suit your vision. We can’t speak that defines a character that is skilled in both physical combat
to the balance of any of them, so make sure you work with your and magic, and they are usually intelligence based. The
DM if any one of these classes catches your eye! magus and spellblade are gishes. However, the classes in this
We also know that plenty of people lump "gish" classes with category aren’t necessarily trying to convert existing material
weapon manipulators, so we’ve included those. to 5e; they have some kind of original spin.
Also, we haven’t included content from D&D Wiki for a few
reasons: 1) D&D Wiki is easy enough to search on its own; 2) • Blademaster by Notamalkavian
the content on D&D Wiki can be community-generated which • Runeblade by GnomeWorks
makes it hard to credit; and 3) some of the content on there is
• Spellblade by KibblesTasty
unfinished. That said, we do recommend you take a look at the
options there! • Spellblade by Megamoya
It’s also important to note that some of the contents listed • Spellblade by Ricodyn
here are not free. Content that has a price are denoted with an • Spellblade Class for D&D 5e (2021) by Michael Williams*
asterisk (*) and italicized.
If you know of another class/subclass we should add to this • Swordmage by CreamCloud0
list, let us know, and we’ll be happy to keep this list growing! • Swordmage by Jeff "Hageshii01" Venancio
Good luck and happy homebrewing!
• The Spellblade by Kayzen
Other Options by Other Creators • The Spellblade by TheBricycle
The various other options are presented below. We tried to • The Spellsword by Bleizy
help a bit by sorting them into rough categories, and generally, Subclasses
the lists are sorted alphabetically. The following is a general list of options that are all subclasses
Magus Classes for existing 5e classes which may satisfy a weapon manipulator
The following list is a comprised of Magus classes. These or gish concept:
classes are usually inspired or based on the Pathfinder class • Blademancer by 10000Balloons
of the same name, which is why they are their own category.
Maguses usually have some form of spellcasting and are often • Dancing Blade (Fighter) by Venya
Intelligence ability score based to some degree. • Duskblade (Wizard) by SarlaccHobbie
• 5e Magus by Sky Knight • Knight-Enchanter (Wizard) by Ricodyn
• Magus Class - 5e by Radioactive_Coffee • Path of the
• Magus Class by LordMinast Bladestorm
(Barbarian) by
• The Magus Class by laserllama KibblesTasty
• The Magus Class by Benjamin Huffman* • Spiritsworn
• The Magus v4.0 by rannieryjesuino (Fighter) by
KibblesTasty
• Revised Pathfinder Magus by badmudderfugger
• Warbound Bloodline (Sorcerer)
Previous D&D Class Conversions by Finalplayer14
The following list is a comprised of classes inspired or based
on the 3.5 edition base class (duskblade), 3.5 edition prestige • Way of the Sword Saint (Monk) by
class (spellsword), or 4th edition class (swordmage). Like the KibblesTasty
magus, these classes usually have some form of spellcasting
and are often Intelligence ability score based.
• Blade and Bond: The Swordmage Class (5e) by Levi
Pressnell
• Duskblade by Rooster68W
• Duskblade by Stravix
• Duskblade by The TTRPG Factory
• Duskblade for 5th Edition by Thomas Kirksey

76 Van Docks’ A rsenal of A rmigers


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