Armiger

“Right tool, right job.”

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

Table: Armiger
Level Proficiency Bonus Features Martial Talents Customization Talents
1st +2 Martial Training, Customized Weapons (3), Quickdraw 0 1
2nd +2 Rapid Assault 1 1
3rd +2 Armiger Prowess 1 1
4th +2 Ability Score Improvement 2 1
5th +3 Extra Attack 2 1
6th +3 Variable Customization 3 1
7th +3 Armiger Prowess ability 3 2
8th +3 Ability Score Improvement 4 2
9th +4 Customized Weapons (4) 4 2
10th +4 Armiger Prowess ability 5 2
11th +4 Improved Rapid Assault 5 2
12th +4 Ability Score Improvement 6 2
13th +5 Instant Customization 6 3
14th +5 Armiger Prowess ability 7 3
15th +5 Favored Weapon 7 3
16th +5 Ability Score Improvement 8 3
17th +6 Armiger Prowess ability 8 3
18th +6 Customized Weapons (5) 9 3
19th +6 Ability Score Improvement 9 4
20th +6 Ultimate Rapid Assault 10 4
Armiger.png

As an armiger, you gain the following class features.

Hit Points

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

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 equipment granted by your background, and either the following equipment or the equipment granted by your martial tradition; You must be proficient with the chosen class equipment to select it as part of your starting equipment:

  • (a) a burglar’s pack, (b) a dungeoneer’s pack, or (c) an explorer’s pack
  • (a) two martial or simple weapons, or (b) a shield, and a martial or simple weapon

Tradition

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

Martial Training

You gain a martial talent at 2nd level and every 2 levels after that, according to Table: Armiger.

Customized Weapon

An armiger has a collection of weapons and tools with which they are much more capable than others. Maybe the weapons have been altered to fit a specific fighting style. Perhaps they are simply heirlooms that carry sentimental value. Whatever the reason, when an armiger has their customized weapons in their hands, they are much more capable.

A customized weapon could include a single weapon held in one or both hands, a set of up to 10 identical throwing weapons, a shield, a tool, or even a natural attack if you have one.

You may select your unarmed strike or ‘improvised weapons’ as a customized weapon if you are proficient, though you must have at least one hand empty to ‘wield’ an unarmed strike.

At 1st level, you gain the ability to create three customized weapons. This increases to four at 9th level and five at 18th level. Each of these weapons contain a number of talents chosen by you, the maximum of which is given in Table: Armiger.

When you are wielding a customized weapon (or are ready to draw it, in the case of thrown weapons), you gain access to these talents. Only one customized weapon may be active at a time; even if you carry one in each hand, you must choose which is active and can only change which is active once per turn.

You may change one weapon you have customized or what talents are held within a customized weapon during a long rest, and you still must meet the prerequisites for any talent added to a customized weapon.

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 a shield alongside a weapon when you draw it as well. This doesn’t count as interacting with an object and can always be done without spending an action.

Rapid Assault

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

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.

Extra Attack

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

Variable Customization

At 6th level, you may change one talent granted by a customized weapon during a short rest.

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.

Instant Customization

At 13th level, you may expend your martial focus to change one talent granted by a customized weapon as a bonus action. You cannot use this ability again until you take a long rest.

Favored Weapon

At 15th level, you may choose one of your customized weapons to be a favored weapon. This weapon gains an additional talent. You may change which customized weapon is your favored weapon during a long rest.

Ultimate Assault

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



Armiger Prowess

Antiquarian (spherecasting version)

An antiquarian customizes his equipment not only through special training or augmented grips, but also through affixing relics, mystic foci, and other items of magical potency to their equipment. Through these customizations, they can use the power of such items to unlock and focus magical ability.

Spherecasting

When you reach 3rd level, you gain a casting tradition if you do not already have one, and you may customize wands, staves, or focuses as if they were weapons. You may place magic talents into your customized weapons in place of martial talents if you so choose. You cannot use variable customization or instant customization to change magic talents.

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

Spell Pool

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 one fourth your armiger level (rounded down). 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

At 7th level, you gain a magic talent. You gain another magic talent at 14th level.

Faith in Steel

At 10th level, when wielding a customized weapon 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 after a long rest.

Magic Customization

At 14th level, you may use variable customization or instant customization to change magic talents on a customized weapon.

Eldritch Strike

At 17th level, you learn how to make your weapon strikes undercut a creature’s resistance to your magic. When you hit a creature with a customized weapon, that creature has disadvantage on the next saving throw it makes against a spell or magic sphere you cast before the end of your next turn. You cannot use eldritch strike on magic sphere effects channeled through weapon attacks with the Striking (metasphere) talent.

Antiquarian (core casting version)

An antiquarian customizes his equipment not only through special training or augmented grips, but also through affixing relics, mystic foci, and other items of magical potency to their equipment. Through these customizations, they can use the power of such items to unlock and focus magical ability.

Armiger Level Cantrips Known Spells Known Slot Level
3rd 2 3 1
4th 2 4 1
5th 2 4 1
6th 2 4 1
7th 2 5 2
8th 2 6 2
9th 2 6 2
10th 3 7 2
11th 3 8 2
12th 3 8 2
13th 3 9 2
14th 3 10 3
15th 3 10 3
16th 3 11 3
17th 3 11 3
18th 3 11 3
19th 3 12 3
20th 3 13 4

Magical Customization

When you reach 3rd level, you may customize wands, staves, or focuses as if they were weapons. Additionally, you may place a spell slot into an item in place of a talent. This spell slot is tied to a specific spell you know; you must choose this spell when you place the spell slot into the item, and the spell slot cannot be used with any other spell. You cannot use variable customization or instant customization to change talents into spell slots and vice versa. When you have placed a spell slot into an item, that item counts as an arcane or divine focus (your choice) but cannot be both at the same time.

A spell slot placed into a customized weapon is a 1st level spell slot which increases in level when you become 7th (2nd level), 14th (3rd level), and 20th (4th level) levels.

Spellcasting

At 3rd level, you gain the ability to cast spells. Instead of gaining spells from a single source such as study, prayer, or bargains, your magic comes from every source you can find as you customize your weapons into various foci to meet your various needs.

You gain 2 cantrips of your choice, chosen from any spell list. At 10th level, you may select an additional cantrip from any spell list.

In addition, you gain a number of spells known, which may be pulled from any spell list. The number of spells known is listed on the table above. Each of these spells must be of a level you can cast with your antiquarian spell slots. While you can cast spells from any spell list with your spell slots, you must use the appropriate magical focus associated with the spell list that spell was taken from. When you gain a level in this class, you can choose one spell you know and replace it with another spell, which also must be of a level you can cast with your antiquarian 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

Faith in Steel

At 10th level, when wielding a customized weapon that contains at least one spell slot, you gain proficiency in either Intelligence, Wisdom, or Charisma saving throws (your choice). You can change what proficiency you gain after a long rest.

Magic Customization

At 14th level, you may use variable customization or instant customization to change a martial talent into a spell slot or vice versa.

Eldritch Strike

At 17th level, you learn how to make your weapon strikes undercut a creature’s resistance to your magic. When you hit a creature with a customized weapon, that creature has disadvantage on the next saving throw it makes against a spell you cast 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.

Focusing Switch

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.

Linebreaker

At 7th level, when you use rapid assault, your movement for the rest of your turn does not provoke attacks of opportunity from one target hit by your attack.

Open Wound

At 10th level, whenever you use a customized weapon 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 Weapon

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 a customized weapon you are wielding. This destroys the customized weapon. If the customized weapon was a natural attack or unarmed strike, you instead take the damage.

Greater Rapid Assault

At 17th level, when you use rapid assault you may make an additional weapon attack. This attack must be made with a different customized weapon than any previous attacks.

Polymath

A polymath is not just a master of combat, but indeed of virtually any pursuit.

Jack of All Trades

Starting at 3rd level, you can add half your proficiency bonus, rounded down, to any ability check you make that doesn’t already include your proficiency bonus.

Variable Fighting Style

At 7th level, you gain a fighting style. You may change which fighting style you possess during a short or long rest.

Choose from the following options.

  • 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 Sphere 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.

Good at Everything

At 10th level, you may double your proficiency score on a single attack roll, saving throw, or ability check. This can combine with Jack of All Trades, doubling that bonus from half your proficiency bonus to your full proficiency bonus. Once you have used this ability, you cannot do so again until after a short or long rest.

Dilettante

At 14th level, when you use variable customization or instant customization, you may change two talents instead of one.

Greater Dilettante

At 17th level, when you use variable customization or instant customization, you may change three talents instead of two.





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