Weapon-Mancer V1.
1
eapon-Mancy is rare and powerful form of combo die to the damage roll and the third attack adds
W
magic that stems from the connection of a 2 combo die to the damage roll.) The maximum number
warrior to the craft of armorments and the of Combo Die you can add to a damage roll is equal to
art of battle. Weapon-Mancy Fighters are the number of attacks you can make in an attack action.
connoisseur of various tools of war and (i.e. 3 extra attacks means a max of 4 Combo Die on a
fighting styles, often utilizing this varied damage roll.) Combo Die at level 3 equals a d6 and
experience in the heat of battle. becomes a d8 at level 7, a d10 at level 10, and a d12 at
Character Advancement
level 15.
Level Combo Die Max Combo Die
Sense Echos
3 d6 1 At 7th level, you gain the abilities to sense the echo of a
5 d6 2 creature that previously wielded a weapon. Once per
7 d8 2 short rest, as an action, you may focus on this weapon
10 d10 3 echo to learn proficiency in any one skill, tool, vehicle,
15 d12 3 game, or language for an hour.
20 d12 4
Combat Connoisseur
Appraisal At 10th level, you learn an additional fighting style from
When you choose this archetype at 3rd level, you have the Fighther fighting style list. You can also now dispel
become able to undertand the intricacies of equipment a weapon or shield back to your Magical Storage as a
designed for the purposes of battle. You can ritual cast free action. Additionally, whenever you succeed in
identify on weapons and shields you are proficient with disarming a creature, you may dispel the weapon to
at will. Additionally, you can appraise an item you have your Magical Storage as part of the disarm, provided
identified this way to learn some unique attribute of the you would not exceed the maximum number of items in
item, such as the name of the weaponsmith, a specific your Magical Storage.
symbol, or an inlayed pattern within the material, at the Endless Combos
Dungeon Master’s discresion. When you sell an item
appraised this way, you have advantage on Persuasion At 15th level, your total number of Swap Points
and Deception checks toward its value. increases to 2 times your Constitution modifier per
Long Rest. Additionally, you can regain half your
Weapon-Mancy expended Swap Points, rounded down, on a Short Rest.
At 3rd level, you learn an esoteric form of magic to store Arcane Armory
and summon weapon within the heat of battle through
the use of Swap Points and are enhanced by special At 18th level, you can ignore any attunement
dice called Combo Die. requirements for magical weapons that are not
Magical Storage. You learn to maintain a small considered improvised weapons. Additionally, all
personal pocket dimension that allows you to store weapons in your Magical Storage that require
weapons and shields you are proficient with. The attunement are considered to take up the same
number of items it can hold is equal to twice your attunement slot.
proficiency bonus. Additionally, as a bonus action, you
may stow or equip an item from your Magical Storage.
Upon death, all stored items appear in an unoccupied
space within 5 feet from your corpse.
Swap Points. You gain Swap Points equal to your
Constitution Modifier per Long Rest. You may expend a
Swap Point on a weapon attack to magically swap
weapons and/or shields from your Magical Storage as
part of an attack. Additionally, as a reaction when you
are hit by an attack, you may also expend a Swap Point
to summon a shield from your Magical Storage.
Combo Die. Every successful unique weapon attack
roll in a turn adds a Combo Die to the damage for the
rest of the attacks in that turn. (i.e. if you hit with 3
different weapons in a turn the second attack adds one