The Kingsglaive (Ver. 8)
As a member of an elite group known as the Kingsglaive, you have sworn to protect the kingdom of your King or Queen from all enemies, both foreign and domestic. The Kingsglaive have power bestowed upon them by the ruler of the lands, were they have the power to do so is unknown.
Weapon Bind
Starting at 3rd level, you may bind yourself to a weapon of your choice. You may send your bound weapon to a pocket dimension or recall it as a Bonus Action.
To bind with a weapon you must spend an hour to perform a ritual, which can be done during a short rest. The weapon must be within your reach throughout the ritual, at the conclusion of which you touch the weapon and forge the bond.
If you try to bind to another weapon whilst already being bound to another, you will lose the link to the first weapon replacing it with the new weapon you are binding yourself to.
You may bind yourself to an additional weapon at 7th, 10th and 15th level. Once you have two or more weapons, you may switch between bound weapons as a Bonus Action.
Warp-Strike
Also at 3rd level, you learn how to warp-strike. As an Bonus Action, you can make a special attack with a bound weapon by throwing it and making a ranged attack with a range up to 30 feet. You are proficient with it, and you add your Strength or Dexterity modifier to its attack roll. On a hit, you teleport to the creature, placing yourself to the closest unoccupied space adjacent to that creature. Once you have teleported the weapon returns to your hand. On a miss, you do not teleport.
Warp-Strike’s damage deals 1d4 + Str or Dex modifier force damage. This damage die changes to 1d6 when you reach 5th level, 2d4 at 11th level and 2d6 at 17th level.
Warp Charge You can use your Warp-Strike ability a number of times equal to half your Fighter level (rounded down) before needing a long rest.
At 10th level, whenever you attempt to Warp-Strike a creature and miss, you may choose to teleport anywhere within 5 feet of the creature.
Elemancy
Finally at 3rd level, you are able to use some of the power from your king or queen and use it as magic.
You can choose to learn one of the following cantrips at 3rd level, Fire Bolt, Ray of Frost or Lightning Lure.
You can choose another cantrip at 7th and 15th level.
At 9th level, you can choose to learn a spell, either Fireball, Sleet Storm or Call Lightning. You cast these at 3rd level, and can cast it at as a 4th level spell when you reach a Fighter level of 13, and cast it as a 5th level spell when you reach a Fighter level of 17. You also learn an additional spell at those levels.
Spellcasting Ability
Charisma is your spellcasting ability for your spells, since you gain your spells through your loyalty of your king or queen.
Spell Save DC = 8 + your proficiency bonus + your Cha modifier
Spell Attack Modifier = your proficiency bonus + your Cha modifier
You use your Warp Charges to cast these spells. At 3rd level, it costs one Warp Charge to cast a spell and increases to 2 at 13th level and 3 at 17th level.
Elemancy is Optional
Some may feel that though Elemancy is a part of the Kingsglaive, others may feel it takes away from the main focus of melee weaponry. If that is the case for you, then you should ignore the Elemancy class feature and focus more on warping around.
Point-Warp
Beginning at 7th level, you can now attempt to warp to places you can see. As an bonus action, you can throw a bound weapon to a point you can see within 30 feet. If you throw the weapon at a wall, the blade will phase into the wall as much as you choose to, however the handle of the weapon cannot be phased in the wall. When teleporting to your weapon, you are hanging with one hand from the handle of your weapon, you also teleport as soon as the weapon reaches it's intended destination.
If your weapon is warped into a tough structure, recalling the weapon may be the only way to retrieve your weapon back.
Damage cannot be dealt this way.
It costs one Warp Charge to do this ability.
Warp Factor
At 10th level, your weapons now have different effects depending on their properties:
Thrown Weapons Double the range of weapons with the thrown property. This do not affect your Warp-Strike Range with these weapons.
Light Weapons You may summon and de-summon two light weapons in a single bonus action.
Heavy Weapons When you hit a creature with your Warp-Strike ability using a weapon with the Heavy property, you may choose to push the creature up to 10 ft back and teleport to the closest unoccupied space adjacent to the creature.
Quickened Warping
Starting at 15th level, you may now Warp-Strike as one of your Attack actions.
Also, you may switch between your bound weapons freely.
Armiger
Beginning at 18th level, you have the ability to summon all your weapons at once. When activating this ability, all your bound weapons float around you.
As an action and with the cost of 2 Warp Charges, you may target a number of creatures up to the number of weapons you are currently bound to. You may target the same creature more than once. You can roll to attack those creatures with your bound weapons and can choose to teleport to any of your weapons. You must declare which weapon is striking which creature and you must roll separate attack rolls for each weapon.
Your Warp-Strike and Point-Warp range increases to 60 feet.
Image by jnzh1206 https://www.deviantart.com/jnzh1206
Change Log
Elemancy
- Added a scaling Warp Charge cost for spells.
Created by u/CakeSlayer