Armiger

An armiger is a warrior trained in a variety of weapons and styles, mastering different techniques with each so they can bring the best ability to bear against their foes.

Quick Build

You can make an armiger quickly by following these suggestions. First, make Strength or Dexterity your highest ability score, depending upon whether you want to focus on melee weapons or ranged combat (or finesse weapons). Your next-highest score should be Constitution. Second, choose the Soldier background, with Man at Arms (Cha), Phalanx Soldier (Int), or Pikeman (Wis) as your martial tradition. The martial tradition you choose determines what should be your third-highest ability score.



Class Features

As an armiger you gain the following class features.

Hit Points

An armiger's hit points are calculated as follows.

Hit Dice: 1d10 per armiger level

Hit Points at 1st Level: 10 + your Constitution modifier

Hit Points at Higher Levels: 1d10 (or 6) + your Constitution modifier per armiger level after 1st

Proficiencies

An armiger has the following proficiencies.

Armor: Light armor
Weapons: Simple weapons
Tools: Choose one type of artisan’s tools or one musical instrument
Saving Throws: One each of

  • Strength, Intelligence, or Charisma
  • Dexterity, Constitution, or Wisdom

Skills: Choose any two

Equipment

You start with the following equipment, in addition to the equipment granted by your background and martial tradition:

  • (a) A burglar's pack, (b) a dungeoneer's pack, or (c) an explorer's pack

Tradition

If this is your first level in any class, you may select a martial tradition.

Martial Training

You gain 3/4 a martial talent, according to Table: The Armiger.

Table: Armiger
Level Proficiency Bonus Features Martial Talents Armiger Sets Bonded Slots (Max)
1st +2 Martial Training, Armiger Sets, Bonded Slots, Quick Draw 0 2 1(1)
2nd +2 Enhanced Set (magical), Rapid Assault 1 2 1(1)
3rd +2 Armiger Prowess 2 2 2(1)
4th +2 Ability Score Improvement 3 2 2(1)
5th +3 Extra Attack 3 3 3(1)
6th +3 Variable Slot 4 3 3(2)
7th +3 Armiger Prowess Feature, Enhanced Set (+1) 5 3 4(2)
8th +3 Ability Score Improvement 6 3 4(2)
9th +4 Instant Variable Slot (one use) 6 4 5(2)
10th +4 Armiger Prowess Feature 7 4 5(2)
11th +4 Improved Rapid Assault 8 4 6(3)
12th +4 Ability Score Improvement 9 4 6(3)
13th +5 Enhanced Set (+2) 9 5 7(3)
14th +5 Armiger Prowess Feature 10 5 7(3)
15th +5 Instant Variable Slot (two uses) 11 5 8(3)
16th +5 Ability Score Improvement 12 5 8(4)
17th +6 Greater Rapid Assault 12 6 9(4)
18th +6 Armiger Prowess Feature 13 6 9(4)
19th +6 Ability Score Improvement, Enhanced Set (+3) 14 6 10(4)
20th +6 Ultimate Assault 15 6 10(4)
Armiger.png

Armiger Sets

An armiger can form a deep connection or bond with a collection of weapons, tools, or shields in their possession. At 1st level, you can form bonds to two armiger sets of your choice. An armiger set is generally considered one of the following:

  • A single shield, tool, or weapon.
  • A shield, tool, or weapon paired with another shield, tool, or weapon.
  • A collection of 5 similar weapons with the thrown property.
  • A collection of 10 similar rounds of ammunition.

Only one bonded armiger set may be active at a time, even if you are capable of wielding more than one armiger set at a time. Once per turn, you can change the active armiger set. Once an armiger set is bound, it remains bonded until replaced with a new bonded armiger set as part of a long rest.

The number of bound armiger sets you can maintain at a time increase by 1 at 5th (3 sets), 9th (4 sets), 13th (5 sets), and 17th level (6 sets).

Bonded Slots

You gain a pool of slots that you can assign to any of your armiger sets. An individual armiger set cannot be assigned more slots than 1 plus 1 per 6 armiger levels. While actively wielding that armiger set, and not any other armiger set, you gain access to to the armiger set's slotted benefits. Starting at 1st level, as part of a long rest, you can fill a slot with a martial sphere or talent that you do not possess.

Author's Note: Items that you have crafted with talents assigned into Bonded Slots of Armiger Sets that you don't currently have active still remain crafted; However, without the talents present, the items lose specific features. For example:

  • Alchemy sphere: Formula & Poisons. They lose any ability to utilize their Potency Augments (until you return to an Armiger Set with the talent).
  • Tinkerer sphere: Gadgets. If they were already activated, they continue to stay activated (provided that those which required charges can be supplied). Gadgets that were not already activated cannot be activated (until you return to an Armiger Set with the talent).
  • Trap sphere: Darts & Snares. All traps continue to work for the remainder of their duration. However, the traps are not considered *your* traps for the purpose of accidentally triggering them or disarming them (until you return to an Armiger Set with the talent).

Quick Draw

At 1st level, you have learned to quickly switch your equipment in combat. When using your action to use a piece of equipment you can hold in your hands (including an Attack action), you can stow what’s currently in your hands and draw the weapons or items necessary to perform that action. You may draw and equip an armiger set as if it were a single piece of equipment. This doesn’t count as interacting with an object and can always be done without spending an action

Enhanced Set

At 2nd level, while wielding an active armiger set, the equipment that make up the set are treated as being magical, if it would be beneficial.

At 7th level, the set also gains additional benefits based on type: weapons gain a +1 bonus to attack and damage rolls, shields grant a +1 bonus to armor class and saving throws, tools grant a +1 bonus on checks they are made with; These bonuses do not stack with similar effects that the items may already possess. The set bonus increases by +1 at 13th (+2), and 19th level (+3).

Rapid Assault

At 2nd level, immediately after you take the Attack action on your turn with an active armiger set, you can expend your martial focus to make an additional attack against a different creature. This attack must be made with a different armiger set than the triggering attack, and you may stow or draw equipment as necessary to use that different armiger set.

Armiger Prowess

Every armiger pursues a different path when it comes to mastering the many forms of combat. At 3rd level, choose an armiger prowess. These armiger prowesses grant you special benefits at 3rd, 7th, 10th, 14th, and 18th level.

Ability Score Improvement

When you reach 4th, 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As usual, you can’t increase an ability score above 20 using this feature.

Extra Attack

Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

Variable Slot

At 6th level, as part of a short rest, you can either reassign a bonded slot from one armiger set to another, or you can change how that bonded slot is filled.

Instant Variable Slot

At 9th level, you may expend your martial focus to change one talent granted by a bonded slot as a bonus action. You cannot use this ability again until you take a long rest. Starting at 15th level, you can use it twice before a long rest, but only once on the same turn.

Improved Rapid Assault

At 11th level, when using rapid assault, you may make two bonus attacks against two different creatures instead of a single bonus attack.

Greater Rapid Assault

At 17th level, when using rapid assault, you may make three bonus attacks against three different creatures instead of a single bonus attack.

Ultimate Assault

At 20th level, you no longer need to expend martial focus to activate rapid assault.



Armiger Prowess

The bonds that armigers form with their equipment unlock new abilities and set you apart from other armigers.

Antiquarian

The bonds that an antiquarian forms with his equipment allows them to unlock magical abilities.

Cantrips

*3rd-level Antiquarian Feature*
You know 2 cantrips of your choice, chosen from the antiquarian spell list. If the spell list does not possess cantrips, you can gain cantrips from a spell list that best fits the antiquarian spell list. At 7th, 10th, 14th, and 18th level, you learn an additional cantrip from the antiquarian spell list.

When using rapid assault, you may activate it after casting a cantrip as well as making an Attack action.

Spellcasting

*3rd-level Antiquarian Feature*
When you reach 3rd level, you may form bonds with wands, staves, or focuses as if they were weapons when creating armiger sets. Additionally, you may place a spell slot into an item in place of a martial sphere or talent. This spell slot can be used to cast any spell from your antiquarian spell list. You cannot use variable slot or instant variable slot to change talents into spell slots and vice versa. When you have placed a spell slot into an item, that item also counts as an arcane or divine focus. To cast one of these antiquarian spells, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest.

A spell slot placed into an armiger set is a 1st level spell slot which increases at 7th (2nd level spell slot), 10th (3rd level spell slot), 14th (4th level spell slot), and 18th level (5th level spell slot).

Preparing and Casting Spells

*3rd-level Antiquarian Feature*
Choose a spell list from a class that does not have spell slots for spells above 5th level. The chosen spell list is your antiquarian spell list.

You prepare the list of antiquarian spells that are available for you to cast, choosing from the antiquarian spell list. When you do so, choose a number of antiquarian spells equal to your Key ability modifier + your armiger level (minimum of one spell). The spells must be of a level for which you have spell slots.

Regardless of which spell list a spell came from, you use your key ability modifier when determining your spell save DC and spell attack modifier.

Spell save DC = 8 + your proficiency bonus + your key ability modifier
Spell attack modifier = your proficiency bonus + your key ability modifier

Magical Affinity

*7th-level Antiquarian Feature*
At 7th level, you have learned to more efficiently use magical items. Whenever you use a magic item that is part of an active armiger set, you can choose to use your Spell save DC in place of the magic item's DC.

Faith In Steel

*10th-level Antiquarian Feature*
At 10th level, when wielding an active armiger set that contains at least one spell slot assigned, you gain proficiency in either Intelligence, Wisdom, or Charisma saving throws (your choice). You can change what proficiency you gain as part of a long rest.

Greater Magical Affinity

*14th-level Antiquarian Feature*
Beginning at 14th level, your magical affinity improves. Whenever you use a magic item, you can use your Spell save DC in place of the magic item's DC, even if the magic item is not part of an active armiger set.

Eldritch Strike

*18th-level Antiquarian Feature*
At 18th level, you learn how to make your weapon strikes undercut a creature’s resistance to your magic. When you hit a creature with an active armiger set, that creature has disadvantage on the next saving throw it makes against the next magic sphere effect or spell they are targeted with before the end of your next turn.

Antiquarian, Spheres of Power Variant

If using *Spheres of Power* consider using this variant of the antiquarian armiger prowess.

Spherecasting

*3rd-level Antiquarian Feature*
When you reach 3rd level, you gain a casting tradition if you do not already have one, and you may form bonds with wands, staves, or focuses as if they were weapons when creating armiger sets.

You may place magic talents or spell points into your armiger sets in place of martial talents if you so choose. You cannot use variable slot or instant variable slot to change magic talents or spell points.

When using rapid assault, you may activate it after using a magic sphere effect as well as making an Attack action.

Spell Points

*3rd-level Antiquarian Feature*
At 3rd level, you gain a small reservoir of energy you can call on to create truly wondrous effects, called a spell pool. This pool contains a number of spell points equal to your key ability modifier (minimum: 1).

You gain additional spell points equal to the number of armiger sets you possess. This pool replenishes once per day after a long rest. (*Note: if multiclassing, spell points from your key ability modifier are only gained once.*)

Magic Talents

*3rd-level Antiquarian Feature*
At 3rd level, you gain a magic talent. You gain an additional magic talent at 7th, 10th, 14th, and 18th level.

Magical Affinity

*7th-level Antiquarian Feature*
At 7th level, you have learned to more efficiently use magical items. Whenever you use a magic item that is part of an active armiger set, you can choose to use your Spherecasting DC in place of the magic item's DC.

Faith In Steel

*10th-level Antiquarian Feature*
At 10th level, when wielding an active armiger set that contains at least one magic talent, you gain proficiency in either Intelligence, Wisdom, or Charisma saving throws (your choice). You can change what proficiency you gain as part of a long rest.

Greater Magical Affinity

*14th-level Antiquarian Feature*
Beginning at 14th level, your magical affinity improves. Whenever you use a magic item, you can use your Spherecasting DC in place of the magic item's DC, even if the magic item is not part of an active armiger set.

Eldritch Strike

*18th-level Antiquarian Feature*
At 18th level, you learn how to make your weapon strikes undercut a creature’s resistance to your magic. When you hit a creature with an active armiger set, that creature has disadvantage on the next saving throw it makes against the next magic sphere effect or spell they are targeted with before the end of your next turn.

Commando

A commando is a warrior expected to meet any task put before them; while an archer or a pikeman might get away with only mastering a single weapon, a commando must master many disciplines so they can be ready for any situation.

Commando Set

*3rd-level Commando Feature*
At 3rd level, you gain a special armiger set, called a commando set. A commando set cannot also be part of an armiger set. A commando set has its own special bonded slots, called commando slots. Commando slots can only be assigned to a commando set.

Your commando set begins with only one commando slot, but gains an additional commando slot at 7th (2 slots), 10th (3 slots), 14th (4 slots), and 18th level (5 slots).

Focusing Switch

*3rd-level Commando Feature*
At 3rd level, whenever you succeed on a contested ability check, deal damage to a hostile creature with a critical hit, or reduce a hostile creature to 0 hit points, you may use a bonus action or reaction to switch which customized weapon is active (drawing or stowing weapons as needed) and regain martial focus.

Line Breaker

*7th-level Commando Feature*
At 7th level, when you use rapid assault, choose one target hit by your attack. That target cannot make reactions until the start of your next turn.

Open Wound

*10th-level Commando Feature*
At 10th level, whenever you use an active armiger set to damage a creature, all attacks made against that creature until the start of your next turn can use that weapon’s magic bonus as if it were their own (if it is higher) and can bypass resistances as if they were made from the same materials and possessing the same special abilities as the weapon you used to damage the creature.

Sacrifice Set

*14th-level Commando Feature*
At 14th level, as a reaction when damage would reduce you or an ally within your reach to 0 hit points, you may expend martial focus to direct the damage to an active armiger set. This breaks the armiger set. If the armiger set was a natural attack or unarmed strike, you instead take the damage, but the damage cannot be reduced or redirected.

Dependable Commando Slot

*18th-level Commando Feature*
At 18th level, when using the Instant Variable Slot feature on a commando set, you can change all slotted talents, instead of just one.

Stancemaster

Stancemasters might fight with a variety of different weapons, but those weapons generally share common properties. By specializing in this way, stancemasters are able to adopt specific stances that make them exceptionally formidable, if predictable.

Fighting Style

*3rd-level Stancemaster Feature*
At 3rd level, you gain a fighting style.

Choose from the following options; With GMs permission, you may choose a fighting style from other sources.

  • Archery: You gain a +2 bonus to attack rolls you make with ranged weapons.
  • Defense: While you are wearing armor, you gain a +1 bonus to AC.
  • Dueling: When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.
  • Great Weapon Fighting: When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.
  • Magic Spheres Adept: (*Spheres of Power only*) *Prerequisites:* You must have an Intelligence, Wisdom, or Charisma score of 13 or higher to select this style option. You gain a casting tradition. You do not, however, gain any spell points. If you already possess the casting feature or gain it later, you may exchange this benefit to instead gain 1 bonus magic talent of your choice.
  • Martial Spheres Apprentice: You gain a bonus martial talent. If you don’t possess it already, you gain the ability to achieve martial focus.
  • Natural Weapon Fighting: (*Spheres of Power only*) When you attack using only natural weapons (bites, claws, slams, etc.), you score a critical hit on a roll of a 19 or 20.
  • Protection: When a creature you can see attacks a target within 5 feet of you (not including yourself), you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield.
  • Two-Weapon Fighting: When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.

You gain an additional fighting style at 7th, 10th, 14th, and 18th level; You may choose the Magic Spheres Adept and Martial Spheres Apprentice fighting style multiple times, each time gaining a different magic or martial sphere or talent.

Stances

*3rd-level Stancemaster Feature*
At 3rd level, whenever you use rapid assault, you can adopt one stance that you know; That stance remains active for 1 minute or until you use rapid assault again. You begin knowing only one stance, but learn additional stances at 7th (2 stances), 10th (3 stances), 14th (4 stances), and 18th level (5 stances).

Scavenging Raven Stance [ammunition]

While wielding an active armiger set with an ammunition-based weapon, you can scavenge ammunition from fallen creatures within 30 feet without using an action.

Water Dancer Stance [finesse]

When you hit a target with a finesse weapon from an active armiger set, you can opt to deal minimum damage, bypassing the target's resistance and causing them to bleed.

Goliath Arsenal Stance [heavy]

When using an active armiger set with a heavy weapon, add your proficiency bonus to the weapon's damage.

Truestrike Stance [light]

When using an active armiger set with a weapon that has the light weapon property to make a special attack, add your proficiency bonus to the weapon's attack roll. (*Note: You can always choose to make a normal weapon attack be a special attack, but cannot make a special attack more than once per round*)

Eternal River Stance [loading]

When using an active armiger set with a loading weapon, it's treated as if it lacks the loading property when determining ammunition firing limits.

Flying Kite Stance [range]

When using an active armiger set with a ranged weapon, you can move 5 feet after each successful shot.

Swaying Willow Stance [reach]

While wielding an active armiger set with a reach weapon, you can add your proficiency bonus to your armor class.

Shadow Shuriken Stance [thrown]

When an attack misses while using an active armiger set with a thrown weapon, you can make a free ranged attack with another thrown weapon as a reaction. This attack doesn't need to be part of your active armiger set.

Crushing Wave Stance [two-Handed]

With an active armiger set wielding a weapon two-handed, you can deal minimum damage to all foes adjacent to your target.

Lunging Crane Stance [versatile]

While using an active armiger set with a versatile weapon, and holding it one-handed with your other hands free, you can extend the weapon's reach by 5 feet.





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