Requip Magic - The Knight

This Magic allows the users to store items in a pocket dimension so they can easily summon it at any time, even during battle, which gives them a high level of flexibility in combat. However, there is a limit to how much the pocket dimension can store. Requip can be used for simple or combat-related purposes. Some users may just choose to use it to change their clothing. More skilled users are able to Requip different weapons in battle, and it is even possible to Requip armors in the midst of battle.

Requip Gear

Starting at 3rd level, you gain access to a special demiplane which contains unique pieces of weapons and armor called Requip Gear. Requip Gear comes from the demiplane itself, which is also used to store and access the Gear These weapons and armor count as magic for the sake of effects and overcoming resistances. You select 4 unique pieces of Requip Gear that you store and can access from the demiplane. This amount increases to 6 at 7th level, 9 at 10th level,12 at 15th level and 16 at 18th level. Some requip gear allows you to cast spells for those you’re spellcasting modifier is charisma. While using requip gear you may not use any weapon,armor or shield not in your Requip Gear List and whilst using Weapons,armor or shields outside of your requip gear you may not use any weapons or shield in your requip gear list.

Requip Magic

At 3rd level you have the ability to equip and switch out equipment from your set of Requip Gear. As an action, you may equip one piece of equipment from your selected Requip Gear. You can only use one piece of Requip Armor and two Requip swords at a time. At the end of a long rest, you can change out any number of your selected Requip Gear for any other that you are able to select. Some Requip Gear requires attunement slots, if you have no empty attunement slots when switching it out, you become unattuned to your most recent item you attuned to, and it fills that attunement slot. If you attempt to switch out an armor while hidden then the dm may make you roll another stealth check on a success you switch out the armor and stay hidden, on a failure you switch out the armor but are no longer hidden

Trailing Strike

At 7th level You can use this a number of times equal to your charisma modifier. When you make an attack roll while donning any requip gear and miss, you can use a bonus action to reroll the attack roll against a different target within your reach. All expended uses refill on a long rest

Charismatic Swordsmanship

At 10th level you have learned to harness your charismatic presence in your fighting skills. When you attack with your requip gear, you can use your Charisma modifier, instead of Strength or Dexterity, for the attack and damage rolls. In addition, gain an additional attunement slot that can only be used to attune weapons or armor via your "Requip Magic" feature. You gain one more at 15th level.

Armory Mastery

At 10th level The size of your Armory has become even bigger and you've mastered it's capabilities to a fine degree.You can now activate Your "Requip" feature as a bonus action instead of an action. In addition you can ignore the "special" and "Heavy" properties of weapons.

Requip Mastery

At 15th level you have completely mastered your Requip magic.You do not suffer disadvantage on stealth when wearing your requip gear & you ignore the strength requirements for heavy armor. In addition you gain one more attunement slot, this can only be used to attune to requip gear.

Grand Chariot

At 18th Level, you gain the prowess and talents to open up rifts of pure energy which makes up the demiplane, scouring your foes. As an action, you can summon seven rift circles above you or directly above any hostile creature, which then unleash the energy of the demiplane onto them. You can control what each rift targets separately, and can choose to have multiple targets with multiple rifts on each one, or all focused on one target. The target then must make a Dexterity Save, with the DC equal to 8+Your Proficiency Bonus+Your Charisma Modifier they take 3d8 radiant damage on a failed save, and half as much on a successful one. You may use this ability once per long rest. 1

Credit:Hiro Mashima

Requip Gear

3rd Level Gear

Adamantine Armor

Hearts Kreuz Armor

Piercing Armor

Jousting Lance

Giant Armor

Purgatory Armor

Spiked Mace

Morning Star Armor

7th Level Gear

Clear Heart Clothing

Demon Blade Benizakura

Flame Empress Armor

Flame Empress Sword

Lighting Empress Spear

Lightning Empress Armor

Sea Empress Armor

Sea Empress Sword

Wind God Sword

Wind God Armor

10th Level Gear

Flight Armor

Ataraxia Armor

Heaven's Wheel Armor

Holy Trinity

De-Malevo-Lance

Seduction armor

Samurai Armor of the Northeastern Wind

Robe of Yuen

Living Sand

15th Level Gear

Quakestone Hammer

Black Wing Armor

Armadura Fey Armor

18th Level Gear

Nakagami Glaive

Nakagami Armor

Credit: Hiro Mashima