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The Panoplists of Ven Draria

Panoplists are students of the storied history of magical weapons, armor, and other tools of war. By inspecting, collecting, and even using such weapons, they gain valuable insights into the processes behind their crafting and the techniques of weapon masters form across the ages. While many panoplists are mere academics, those who venture out to recover lost artifacts or study intelligent weapons come equipped to handle any combat situation.

The greatest school of the panoply is in Ven Draria, where a great collection of monster-slaying weapons is available for viewing in a Museum of the Hunt. Kept under strict magical guard by the panoplists, many weapons are brought close enough to guests to touch, and many are allowed to under careful supervision. However, none may leave the museum with a foe-slaying weapon without at least a matching deposit of a magical weapon or warrior's tool of their own.

New Boon

This boon may be taken by any class.

Arcane Warrior

You have trained in the arts of arcane weaponry. You gain the following benefits:

  • You gain proficiency in one martial weapon of your choice.
  • You may use any weapon as a spellcasting focus.
  • You learn two cantrips of your choice. At least one must deal damage or include an attack roll.

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Supernal Source: The Panoply

Students of the panoply learn about the nature of magical items, attunement, and the energies that bind a tool to its user. By harnessing these relationships, they learn to create and empower them as a means of self-defense. The techniques below were devised to protect those who bear these tools, even if they aren't necessarily adept at combat.

Source Feature: A Way With Weapons

You are proficient with martial weapons and shields, as well as with any set of artisan's tools directly used to craft, maintain, enchant, or accurately describe a weapon, shield, or armor. You can write careful script or draw fine sketches, but cannot sail to a weapon's location using this feature.

Bonus Spells of the Panoply

Spell Level Bonus Spells
1st identify, shield
2nd flame blade, heat metal
3rd dispel magic, remove curse
4th fabricate, stoneskin
5th animate objects, antilife shell

Supernal Boons

Arcane Array

You start to develop your arcane array - a panoply of enchanted arms that come to your defense. You are proficient with any weapon in your array. At the start of your first turn in combat, you may activate your arcane array as if you were readying a single weapon and may attack with any of these weapons using your spellcasting modifier instead of Strength of Dexterity for attack and damage rolls. You may store a number of weapons equal to your proficiency modifier as part of this array.

For each weapon in your arcane array, you gain a +1 bonus to AC and to Constitution saving throws to maintain concentration on your spells. If you conjure a weapon using a spell, such as flame blade, this bonus increases by 1. Each weapon in your array counts as magical for the purposes of overcoming resistances and immunity to damage from nonmagical weapons.

Sorcerer and Warlock (1st level), Wizard (2nd level). As written above.

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Arcane Assault

Prerequisites: Arcane Array, 6th level

When you take the Attack action using a weapon in your arcane array or cast a cantrip, you can make an additional attack using a weapon in the array that you haven't used this turn to attack or as a focus against a target within 30 feet of you.

Sorcerer, Warlock and Wizard (6th level): As written above

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Shield of Swords

Prerequisites: Arcane Assault, 10th level

When active, your arcane array hovers around you in spinning orbits, protecting you from approaching danger. As your reaction to an enemy moving within 10 feet of you, you may make an opportunity attack with a weapon in your arcane array. On a hit, the creature’s speed becomes 0.

Warlock and Wizard (10th level): As written above
Sorcerer (14th level). A sorcerer may spend 1 sorcery point to take an additional opportunity attack with another weapon in the array if another creature moves within 10 feet of you, up to a number of times equal to your proficiency bonus.

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Greater Arcane Assault

Prerequisites: Shield of Swords, 14th level

When you take an Attack action using a weapon in your arcane array or cast a cantrip, you may expend focus as if casting a spell of 1st-level or higher. For each level of the spell slot you expend, you may make an additional attack with one of the weapons in your array on an enemy within 60 feet of you. You must use each weapon in your array before using any weapon twice, then again before using any weapon a third time, and so on. If any of these attacks hit, all subsequent attacks after it also hit, though only the first successful attack can score a critical hit.

Warlock and Wizard (14th level): As written above, expending spell slots instead of focus.
Sorcerer (18th level). You may expend 2 sorcery points to reroll a missed attack in your greater arcane assault. You may continue expending sorcery points until you hit, but you must accept the last result that you roll.

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New Cantrips

These cantrips, while devised by the panoplists, have been shared among many sages and spellcasters, especially those of the Seekers of Truth. Finding a teacher for these weapon-based cantrips shouldn't prove too difficult for a dedicated student of the steel.

Draw and Sheathe

Conjuration cantrip

Casting Time: 1 action
Range: 30 feet
Components: V, S, M (a melee weapon that lacks the two-handed property)
Duration: Concentration, until the start of your next turn

As part of the action to cast this cantrip, you may ready a weapon in your possession. Make a ranged spell attack, dealing your weapon’s damage dice + your spellcasting modifier in damage instead of Strength or Dexterity, including any bonuses to weapon damage your features or weapon may add.

On a hit, enemies that move away from the creature provoke opportunity attacks from you until the start of your next turn. These opportunity attacks also deal your weapon’s damage + your spellcasting modifier, adding relevant bonuses to weapon damage.

At Higher Levels. This spell’s damage increases by one die equal to the type of damage die used by your weapon at 5th level, two dice at 11th level, and three dice at 17th level.

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Hold and Fire

Divination cantrip

Casting Time: Special - see below
Range: Self
Components: S, M (A weapon)
Duration: 1 round

At the start of your turn, you must surrender your movement, bonus action, and your reaction until the start of your next turn to hone your focus into one ideal attack. You must make a single attack as your action for the turn, gain advantage on that attack roll, and add your spellcasting modifier as additional damage to the attack. Effects that grant multiple attack rolls, such as a scorching ray, gain no benefit.

At Higher Levels. The attack’s damage increases when you reach higher levels. At 5th level, the attack deals an additional die of damage based on the largest damage die it deals. This damage increases by another die at 11th and 17th level.

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Impelling Arc

Evocation cantrip

Casting Time: 1 action
Range: Self (10 foot cone)
Components: V, S, M (A melee weapon with the versatile or two-handed property)
Duration: Instantaneous

You make a grand sweep of your weapon. As part of the action to cast this cantrip, you make a single attack roll, applying the result to any creatures within a 10-foot cone. On a hit, they suffer the weapon’s normal damage and are pushed 5 feet away from you. Weapons with the reach property affect a 15-foot cone instead.

At Higher Levels. Starting at 5th level, the attack deals an additional 1d8 force damage. This increases to 2d8 force damage at 11th level, and 3d8 force damage at 17th level.

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Invisible Strike

Conjuration cantrip

Casting Time: 1 action
Range: 5 feet
Components: V, S, M (A melee weapon with the light or finesse properties)
Duration: Instantaneous

You strike with your weapon, making it briefly invisible to the eye as you do. Make a melee spell attack with a +2 bonus to the attack roll. On a hit, you deal the weapon’s damage, but do not add an ability modifier to the damage. Secondary bonuses to damage, such as a rogue’s sneak attack, still apply. If you possess the Sneak Attack feature, this attack qualifies even if other prerequisites have not been met.

You do not gain the bonus to attack rolls against targets that can see through invisibility, do not use sight in combat, or otherwise do not need to see attacks coming.

At Higher Levels. Starting at 5th level, the attack deals an additional 1d6 psychic damage. This increases to 2d6 psychic damage at 11th level, and 3d6 psychic damage at 17th level.

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Irresistible Arsenal

Transmutation cantrip

Casting Time: 1 action
Range: Self
Components: V, S, M (A melee or ranged weapon)
Duration: Instantaneous

As part of casting this spell, you must make a weapon attack within the weapon’s range. On a hit, the attack’s damage type becomes your choice of acid, bludgeoning, cold, fire, lightning, piercing, slashing, or thunder damage. Instead of Strength or Dexterity, add your spellcasting ability modifier to the weapon’s damage dice, including any bonuses to weapon damage your features or weapon may add.

At Higher Levels. Starting at 5th level, the attack deals an additional 1d8 damage of the same type. This increases to 2d8 damage at 11th level, and 3d8 damage at 17th level.

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Shaming Flourish

Enchantment cantrip

Casting Time: 1 action
Range: Self
Components: V, S, M (A melee or ranged weapon)
Duration: 1 round

As part of the action to cast this cantrip, you must make a weapon attack within the weapon’ range. On a hit, you deal psychic damage instead of the weapon’s usual damage type and leave no other wound, though signs of damage appear on the target’s clothing, armor, or possessions. The target is stricken with shame at being toyed with, and suffers disadvantage to attack anyone but you until the start of your next turn.

At Higher Levels. Starting at 5th level, the attack deals an additional 1d6 psychic damage. This increases to 2d6 psychic damage at 11th level, and 3d6 psychic damage at 17th level.

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Siphoning Strike

Necromancy cantrip

Casting Time: 1 action
Range: Self
Components: V, S, M (A melee or ranged weapon)
Duration: Instantaneous

As part of the action to cast this spell, you must make a weapon attack within the weapon’s range. On a hit, you also gain temporary hit points equal to your spellcasting ability modifier, so long as the attack deals damage.

At Higher Levels. Starting at 5th level, the attack deals an additional 1d6 necrotic damage. This increases to 2d6 necrotic damage at 11th level, and 3d6 necrotic damage at 17th level. Add the result of these additional dice to the temporary hit points you gain from a successful attack.

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Steelguard

Abjuration cantrip

Casting Time: 1 action
Range: Self
Components: V, S, M (A melee weapon)
Duration: Concentration, up to 1 minute

As part of the action to cast this cantrip, you may take the Dodge action. While you continue to take Dodge actions, you and allies within your weapon’s reach benefit from one-half cover.

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