Contents

TABLE OF CONTENTS

Armoured Hero

A figure in strange armour ducks a blow and returns the hit, knocking the wind out of his foe. A woman brings her blade down on a monster, her weapon blazing with holy light as it cuts down the creature. A man in bizarre plate throws himself in front of a child, shielding them with his body before the armour vanishes. These are Armoured Heroes.

Relics of Power

All Armoured Heroes use powerful Relics called Hero Drivers, belts containing immense magical and sometimes ancient power. These Relics allow Armoured Heroes the ability to equip themselves with full body armour and weapons styled after it with a vocal command. These Relics improve the wearer's speed, strength, and durability while hiding their identities from those around them... so long as they are not seen making use of their Relic to don this armour.

Heroes of Justice...Or not.

Most Armoured Heroes live up to their name, as Relics usually only reach out to those with noble intentions and a strong will to protect the innocent and downtrodden. Thus, most Armoured Heroes are Good, but there are some Relics that were created by Evil beings, and those who seek or use these Relics are usually obsessed with power or their own ego, though there are exceptions where an Relic of Evil operates similarly to a Cursed item (see pages 138-139 of the Dungeon Master's Guide for information on Curses and how to remove them), either possessing the wearer or enforcing its will upon them while they are transformed. Regardless, all Armoured Heroes have a Goal. You can either roll or select one of the following to decide your Armoured Hero's reason for seeking and using their Relic with the Goal Table.


Armoured Hero Goal Table
I came across my Relic by chance, and now use it to help those in need. 1
I sought out my Relic, and hope to master its power so I can help my people escape a Tyrant's rule. 2
My Relic was a family heirloom that I received when I came of age. I must live up to those who came before. 3
I created my Relic using methods I found in an ancient tomb. Now I use it to fight for those who cannot. 4
I happened upon my Relic, and it forced me to do horrible things. Now I fight for atonement. 5
My Relic was given to me by a shady character, and now I use it to show off and gain fame and fortune. 6
I used my god-like talents to create my Relic. Now, I wish to prove my god-like abilities to the world! 7
I am the Chosen of a Cult. I must spread its influence through violence and destruction. 8

Heroes that are just passing by

Armoured Heroes tend to be wanderers by nature, though there are some that stick around a specific town, village, or even some Kingdoms to fight for their Goals. Those that wander tend to do so through their abilities or by mounting a steed and riding horseback. Tales of powerful beings wearing strange armour tend to be common wherever they travel, and their deeds are not soon forgotten as a result. If an Armoured Hero is Good, they will be welcomed back with open arms by those places they visited should they ever return. If they are Evil however, doors will be locked and shops closed the next time word comes of their approach. Regardless, the impact an Armoured Hero has through their appearance alone is the stuff that legends spawn from, and their allies can expect the same treatment though likely to a lesser extent.

Secret Identities

Despite the fame or fear they generate, Armoured Heroes all have one thing in common: their armour covers them completely, in some cases altering their shape to a more humanoid appearance. Unless an Armoured Hero dons their armour in front of someone, it is entirely likely that nobody will ever know their true identity. This is a good thing in most cases however; those whose evil deeds they stop if Good could look for revenge against the Hero's family or friends if they knew their identities. Likewise, those who commit atrocities could be hunted down if their identities were ever exposed. Armoured Heroes should only ever expose this identity to those they trust completely, else they suffer the consequences.

PART 1 | Introduction

  The Armoured Hero
Level Proficiency Bonus Unarmed Damage Die Features Finishing Move Uses
1st +2 1d4 Relic Power, Unarmed Warrior, Transformation ---
2nd +2 1d4 Finishing Move 1
3rd +2 1d4 Relic Feature, Battle Momentum 1
4th +2 1d4 Ability Score Improvement 1
5th +3 1d6 Extra Attack 1
6th +3 1d6 Finishing Move 2
7th +3 1d6 Relic Feature 2
8th +3 1d6 Ability Score Improvement 2
9th +4 1d8 Enhanced Reflexes 2
10th +4 1d8 Defensive Transformation, Finishing Move 3
11th +4 1d8 Relic Feature 3
12th +4 1d8 Ability Score Improvement 3
13th +5 1d10 Extra Attack, Offensive Transformation 3
14th +5 1d10 Finishing Move 4
15th +5 1d10 Relic Feature 4
16th +5 1d10 Ability Score Improvement 4
17th +6 1d12 Shield the Innocent 4
18th +6 1d12 Finishing Move 5
19th +6 1d12 Relic Feature 5
20th +6 1d12 Relic Mastery 5

Multiclassing Requirements

13 Strength OR Dexterity, 13 Constitution

PART 1 | Class Table

Creating an Armoured Hero

As you create your armoured hero, keep in mind your character's Goal and how they intend to go about achieving that goal. Are they simply a traveling hero, doing good deeds wherever they go? Are they seeking out a villain who has wronged them or their family in some way for justice? Or are they Evil, and searching for ways to unlock the power of their Relic so they can push their will upon those weaker than them?

While most Armoured Heroes prefer to work alone, not wanting to risk the lives of comrades, if they find others who are strong enough to fight and who can help them attain their Goal, they will join up with them. Think of how you will handle your Secret Identity and discuss this with the GM; does your Hero let his allies know of his secret, or does he put on a fearful facade when the fight begins, fleeing, only for the Armoured Hero persona he has taken up to appear conveniently and offer to aid the party? Again, discuss this with the GM.


Quick Build

You can make an Armoured Hero quickly by following these suggestions. First, make Strength and Constitution your highest ability scores. Armoured Heroes battle with their Strength and usually unarmed, so it pays to be able to take hits as much as it does to dole them out. Make Charisma your next highest score so that you can bluff you way out of having your Secret Identity discovered should someone become suspicious of you. Then, select the Folk Hero or Haunted One background.

Class Features

As an Armoured Hero, you gain the following class features.

Hit Points

Hit Dice: 1d10 per armoured hero level
Hit Points at 1st Level: 10 + your Constitution modifier
Hit Points at Higher Levels: 1d10 (or 6) + your Constitution modifier per armoured hero level after 1st.

Proficiencies

Armor: Light Armor
Weapons: Simple Weapons
Tools: Disguise Kit, Forgery Kit
Saving Throws: Strength, Dexterity
Skills: Choose two from Athletics, Acrobatics, Arcana, Deception, Insight, Performance, Sleight of Hand, and Survival.

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

  • (a) a quarterstaff or (b) two simple weapons
  • leather armour
  • 5 Javelins
  • (a) a dungeoneer's pack or (b) an explorer's pack

Alternatively, you could begin with starting wealth of 2d4 x 10 gp and purchase starting items of your choice.

PART 2 | Quick Build

Relic Power

Beginning at 1st level, you have access to a powerful Relic that you strap around your waist like a belt. The buckle is the source of your power, and is unique to every Armoured Hero.

You gain a new feature of your Relic Power at 3rd, 7th, 11th, 15th, and 19th levels.

Unarmed Warrior

Your Relic grants you incredible power, pushing your body to limits beyond the norm. At 1st level, whenever you use an unarmed strike you deal 1d4 + STR damage with as long as you are not holding a weapon in either hand or are Transformed and only using weapons granted by your Relic Power features. This die changes as you gain hero levels, as shown in the Unarmed Warrior column of the Armoured Hero table.

Transformation

At 1st level, your Relic enables you to undergo a Transformation requiring a Bonus Action to perform. This Transformation changes your appearance by covering you in armour related to your Relic Power, concealing your identity and giving you an Armoured Defense that is determined by your Subclass. If you are knocked unconscious, your HP is reduced to 0, or you are killed, your Transformation ends. You may end it early as a Bonus Action.

Your Transformation hides your physical identity, but a creature that is conscious, not deafened, can speak a language you speak, and has heard you speak before you used your Transformation within the last week can make a Wisdom (Insight) check contested by a Charisma (Deception) check from you to determine your Secret Identity. If the creature passes the check, they realize your identity. This creature has Advantage on their roll and you disadvantage on yours if you have spoken to them in the past 24 hours.

Finishing Move

You have become more adept with your Relic, allowing you to deal more damage to a wounded foe at a crucial moment. At 2nd level, you gain the ability to add an additional damage die to an attack with your Unarmed Warrior feature or a weapon granted by your Relic Power's Transformation. Some subclasses allow you to expend these to use other abilities as well. You recover all of these upon finishing a Short or Long Rest.

You gain additional uses of this feature at 6th, 10th, 14th, and 18th levels.

Relic Feature

At 3rd level, you gain another Feature of your Relic Power.

Battle Momentum

Starting at 3rd level, you know how to take advantage of the battle when it turns in your favor. If you have advantage on an Attack Roll you make on your turn and you miss the attack, you may re-roll the Attack Roll once.


Ability Score Improvement

When you reach 4th level, and again at 8th, 12th, and 16th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.


If your GM allows feats, you may take a Feat instead.

Extra Attack

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

Finishing Move (Two Uses)

At 6th level, you gain another use of your Finishing Move before you must take a Short or Long Rest.

Relic Feature

Starting at 7th level, you gain another feature from your Relic Power.

Ability Score Improvement

At 8th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.


If your GM allows feats, you may take a Feat instead.

Enhanced Reflexes

At 9th level, your Relic grants you better reflexes. You gain proficiency in Acrobatics if you do not already have it. If you do already have proficiency in Acrobatics, your proficiency bonus is doubled.


Your Transformation is also changed from 1 Bonus Action to 1 Item Interaction.

Defensive Transformation

Starting at 10th level, you can use your Transformation to block strikes. You can Transform as a Reaction to being attacked. If you do, your AC is increased by 2 against that attack roll.

You must take a Short or Long rest before you can use this feature again.

Finishing Move (Three Uses)

At 10th level, you gain a third use of your Finishing Move before you must take a Short or Long Rest.

Relic Feature

At 11th level, you gain another feature from your Relic Power.

PART 2 | Class Features, Part I

Ability Score Improvement

At 12th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.


If your GM allows feats, you may take a Feat instead.

Extra Attack (2)

Beginning at the 13th level, you can attack three times whenever you take the Attack action on your turn.

Offensive Transformation

At 13th level, you can work your transformation into an attack. If you move at least 10 Feet in a straight line towards an enemy, you can use your Transformation to perform an Unarmed Warrior Strike against the target as you transform. The target must then make a Strength (Athletics) check contested by your own or be pushed back 10 Feet.

You must finish a Short or Long Rest to do this again.

Finishing Move (Four Uses)

At 14th level, you gain a fourth use of your Finishing Move before you must take a Short or Long Rest.

Relic Feature

Starting at 15th level, you gain another feature from your Relic Power.

Ability Score Improvement

At 16th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.


If your GM allows feats, you may take a Feat instead.

Shield The Innocent

At 17th level, you have gained the ability to protect others with your body at the cost of your Transformation. If an ally within 15 feet of you would be damaged by a spell or weapon attack you may use your reaction to make a Constitution saving throw with a DC of 10 + The damage that would be dealt - Your Constitution Modifier. If you succeed, you maintain your transformation and take no damage. If you fail, your transformation ends and you take half of the damage that your ally would have taken. You must finish a Short or Long Rest before you can use this feature again.

Finishing Move (Five Uses)

At 18th level, you have mastered the art of powerful finishing blows. You can now use your Finishing Move five times before you must take a Short or Long Rest.

Relic Feature

At 19th level, you gain the final of your Relic Features.


Relic Mastery

Starting at 20th level, you have completely mastered your Relic. If you expend a Finishing Move die, you may instead expend all of your Finishing Move Dice at once to perform an Ultimate Finishing Move. If this attack brings the target to 0 HP, you regain 1 Finishing Move Die. You must finish a Long Rest to use this ability again.

Additionally, you gain unlimited uses of your Defensive Transformation and Offensive Transformation features.

Finally, you have learned how to overload your Relic in a last-ditch attempt to take out a foe.

If your hit points are below 10% of their maximum value, you may use your Action to move twice your movement speed towards and Grapple the nearest hostile creature, and your Relic explodes. Both of you make a Constitution saving throw of 8 + Your Strength Modifier + your Proficiency Bonus.

If the enemy fails, it dies. If you fail, you are dropped to 0 HP and fail one death saving throw immediately.

If the enemy succeeds, they take 10d10 Bludgeoning damage that ignores resistance and immunity. If you Succeed, you drop to 1 hit point, shoved 10 feet away (this does not provoke opportunity attacks), and are knocked Prone.

Any creature within a 15-foot radius of the one you charged takes 5d10 Bludgeoning damage that ignores resistance and immunity.

You may repair your Relic using 2000 GP and by spending 8 hours working on it. You may only use this feature once per long rest, and only if your Relic is functional.

PART 2 | Class Features, Part II

Relic Types

There are many distinct types of Relic, from those that were crafted by hands too ancient to be known today to modern versions created by madmen who sought to harness the power of these ancients. All Relics enable Transformation, though what the final appearance will look like is dictated mainly by the type of Relic and what its power symbolizes.

Arcadam

The Arcadam Relics were created long, long ago to fight against a powerful threat from a different plane of existence that terrorized the creators of the Arcadams. By analyzing the powers and bodies of these invaders, the ancient ones who crafted the Arcadams were able to fight the invaders back and defend their people. Arcadam users can adapt to the situation, and make use of many weapons as well as powerful unarmed strikes. They constantly grow and evolve as well, becoming stronger as they age or through extensive combat.

Mighty Power

At 1st level, you have access to your Mighty Form. Your Armoured Defense is 10 + Your Strength Modifier + Your Constitution Modifier and you may use Strength for any weapon that would not normally use it you gain proficiency in through this class.

Additionally, you may add half Constitution modifier (rounded down, minimum 1) to your Unarmed Warrior damage rolls.

Adaptive Warrior

At 3rd level, you gain proficiency with Hand Crossbows and Longswords and may summon one of them using your Item Interaction (Your Hand Crossbow lacks the Ammunition feature).

Also, you gain 10 feet of additional movement speed and may add your Strength modifier to your Initiative rolls.

Enhanced Senses

Your different Forms enhance your senses, giving you greater ability while in different forms. Starting at 3rd level, you may add half your Constitution modifier (rounded down, minimum 1) to certain skill checks. See the Enhanced Senses table for more information.

Enhanced Senses Table
Form Skill
Mighty (Unarmed) Persuasion (Charisma)
Dragon (Quarterstaff) Acrobatics (Dexterity)
Pegasus (Hand Crossbow) Perception (Wisdom)
Titan (Longsword) Athletics (Strength)

Super Finishing Move

Starting at 7th level, when you expend a Finishing Move Die, you may add your Strength modifier to the damage you deal with that Finishing Move die.

Additionally, your Mighty Power feature is now doubled for your Unarmed Warrior strikes (Meaning that you add your Full Constitution Modifier to the damage) and applies at normal value (half your Constitution modifier) for your Adaptive Warrior Weapons.

Rising Power

At 11th level, your power permanently evolves. Your Armoured Defense is now 11 + Your Strength Modifier + Your Constitution Modifier.

Additionally, you may use your Reaction to reduce any incoming damage other than Psychic by your Constitution modifier.

If you are forced to make a saving throw, you may expend a Finishing Move Die as a reaction. Its roll is equal to your Unarmed warrior die, and you may add the total rolled to the saving throw. You must finish a Short or Long Rest to do so again..

Super Transformation!

Starting at 15th level, your Transformation imbues you with more power than before. Your Unarmed Warrior Strikes and Adaptive Warrior weapons gain the ability to ignore resistance and do half damage to immune targets.

Additionally, you may add half of your Constitution modifier (Rounded down, minimum 1) to any skill you are not already proficient or have expertise in other than your Enhanced Senses skills.

Ultimate Power

At 19th level, you have gained access to the final form of your Arcadam. Your Armoured Defense is now 12 + Your Strength Modifier + your Constitution Modifier and you may no longer roll less than a 6 with your Unarmed Warrior strike's damage roll. If you roll anything less, treat it as a 6 instead.

Additionally, you now add your full Constitution modifier to your Adaptive Warrior damage rolls.

Finally, you gain permanent proficiency in all of your Enhanced Senses skills. If you are proficient in any of them already, you gain Expertise in them instead.

PART 3 | Subclasses - Arcadam

Alter

Long ago, there were monumental battles between the Gods that rocked creation. Realizing the damage they would do, they instead decided to choose warriors to fight on their behalf, granting them a seed of their power. These warriors were called Alter, powerful demi-gods that battled each other as representatives of gods. Today, their descendants are spread throughout the land, and make use of these powers via an Alteration Seed, usually given to them by their parents or other ancestors.

Capable of unlimited growth and having limitless potential, these Armoured Heroes carry the powers of Gods within them, and use it to fight evil wherever it may appear.

Seed of the Gods

At 1st level, you are imbued with the power of a God (see page 293 of the Player's Handbook) of your choosing. Your Aroured Defense is 10 + Your Strength Modifier + Your Constitution Modifier.

Additionally, you may do half of your Charisma Modifier (Rounded down, minimum 1) in bonus Radiant damage with your Unarmed Warrior Strike.


Wrath of Nature

Starting at 3rd level, you gain proficiency with Rapiers and Halberds and can create one of the weapons in an empty hand while transformed using an Item interaction (this weapon vanishes when you end your Transformation and cannot be sold or used by others as it is Attuned to you and cannot be attuned to another person). While using your Rapier, your Transformation's armour changes to a deep blue hue, accented with gold and black and your Seed of the Gods damage die is Thunder damage instead of Radiant. When you use your Halberd, you may ignore the Heavy property of the weapon and your Seed of the Gods damage die is Fire instead of Radiant.

Believe Yourself

Starting at 3rd level, your presence inspires your allies. Any ally within a 30 foot radius of you may add your Charisma modifier to their Initiative rolls (including yourself)

Additionally, if an allied creature is forced to make a saving throw or makes a skill check, you may use your reaction to expend one Finishing Move die to give that creature advantage on that saving throw or skill check. That creature must finish a Short or Long rest to benefit from this again.

Holy Trinity

Starting at 7th level, you have enhanced your power. You may now use your Transformation action while already transformed to become your Trinity Form. While in Trinity Form, your Armoured Defense is 11 + Your Strength Modifier + your Constitution Modifier. While in this form, your Halberd and Rapier both gain the Light property, but the former is reduced to 1d8 damage.

Additionally, you may now deal half of your Charisma modifier (Rounded down, minimum 1) in bonus Radiant damage with either weapon.


Burning Power

Starting at 11th level, you uncover a new level of power far beyond your previous forms. Your Armoured Defense remains 11 + Your Strength Modifier + your Constitution Modifier, but you can no longer summon your Halberd or Rapier in this form. Instead you can summon two Shortswords that do 1d8 Slashing damage and have the Light property, and you can add your ability modifier to the damage of the second Shortwsword when engaging in two-weapon fighting. They also do half of your Charisma modifier (Rounded down) in bonus Fire damage, and you now resist Cold damage.

Finally, you may now do your full Charisma modifier in bonus radiant damage with your Unarmed Warrior strikes.

Deep Breath

Starting at 15th level, you learn how to focus your mind during battle. You become immune to being Frightened and have advantage against being Charmed.

Also, if a creature attempts to Frighten or Charm an ally, you may take a reaction to make an Unarmed Warrior strike against that creature. If you succeed, it has disadvantage on any attempt to Frighten or Charm an allied creature for Your Strength Modifier in rounds.

Shining Omega

At 19th level, you realize your true potential. Your Armoured Defense now becomes 12 + Your Strength Modifier + your Constitution Modifier and you gain resistance to Necrotic damage.

Your Shortswords become Longswords; they do 1d10 Slashing damage and have the Light property (but lack the Versatile property). Additionally, they do Radiant damage instead of Fire damage for their bonus damage based on your Charisma modifier and now deal your full Charisma modifier in bonus damage.

If you are in direct sunlight, your Unarmed Warrior strikes are rolled with advantage, and any allied creature within 30 feet of you heals your Charisma modifier in hit points at the end of their turn (they cannot gain more than their maximum amount of hit points with this feature).

Also, if a creature casts Darkness, you may use your reaction to negate that casting and prevent any attempts to cast it for the next 10 minutes.

Finally, if you are affected by Magical Darkness, you gain 30 feet of Blindsight.

PART 3 | Subclasses - Alter

Mage

Not all Armoured Heroes focus entirely on mundane combat; indeed, some select few can venture into the realm of the Arcane to enhance their strikes. These Armoured Heroes are different from a typical caster in that their power comes not from studying, a pact with a being from another plane, or an inborn source of magical power, but from creatures within their souls known as Phantoms. These Heroes have experienced true despair through a dark ritual but fought against it and thus came out the other side with magical powers.

Again unlike the typical caster, Mage Heroes use their power to enhance their Unarmed Warrior attacks. They are generally charismatic, nimble, and like to show off when they fight. Though they might seem as if they aren't a match in a fight, it is not wise to underestimate a Mage Hero.

Phantom

Every Mage Hero has a Phantom inside of them. Roll or choose one of the following creatures to base your Phantom off of. Phantoms resemble heavily armored or Construct versions of the creatures they are based on.

Phantom Form Table
Creature
Dragon 1
Giant Snake 2
Chimera 3
Owlbear 4
Giant Spider 5
Displacer Beast 6
Tarasque 7
Phoenix 8
Dire Wolf 9
Mammoth 10

Phantoms also have their own unique personalities. Sometimes they are agreeable, but most often they require some form of promise or challenge to be overcome to grant their Mage their power. Use the Phantom Personality Table to determine your Phantom's personality. Do they grant you their power out of respect for your will, or do they grant you their power begrudgingly because you faced them in ritual combat and came out victorious?


Phantom Personality Table
Creature
My phantom aids me so that it may continue to survive. 1
My phantom lends me its power, but I suspect it wishes despair upon me so it can be freed. 2
My phantom sees my strength and willingly gives me power from respect. 3
My phantom finds me foolish, but my foolishness amuses them. They grant me power to see what I'll do next. 4
My phantom hates me, and I had to defeat it in combat within my soul through a dark ritual to gain its power. 5
My phantom is mostly silent, letting me use its power as I please, unless I do something it dislikes, at which point it will complain about my course of action. 6
My phantom genuinely likes me, and we find comfort in one another. 7
My phantom loves violence, and grants me power so that I may enact violence upon others for its amusement. 8
My phantom was injured by some magical force, and I was able to heal it with my willpower. It grants me power in gratitude. 9
My phantom is fickle, and will only lend me their power if I can answer their periodic riddles. Working with them is a challenge, but not an unrewarding one for either party. 10

PART 3 | Subclasses - Mage, Part I

Spellcasting

Due to the Phantom inside of you, you have access to a fount of magical power created by your own will and determination.

Spells Known. The Mage Spellcasting table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.

For example, if you know the 1st-level spell shield and have a 1st-level and a 2nd-level spell slot available, you can cast shield using either slot.

Spells Known of 1st-Level and Higher. You know three 1st-level sorcerer spells of your choice, two of which you must choose from the abjuration and evocation spells on the sorcerer spell list. The Spells Known column of the Mage Spellcasting table shows when you learn more sorcerer spells of 1st level or higher. Each of these spells must be an abjuration or evocation spell of your choice, and must be of a level for which you have spell slots. For instance, when you reach 7th level in this class, you can learn one new spell of 1st or 2nd level.

The spells you learn at 3rd, 7th, and 15th level can come from any school of magic.

Whenever you gain a level in this class, you can replace one of the sorcerer spells you know with another spell of your choice from the sorcerer spell list. The new spell must be of a level for which you have spell slots, and it must be an abjuration or evocation spell, unless you're replacing the spell you gained at 3rd, 7th, or 15th level from any school of magic.

Spellcasting Ability. Charisma is your spellcasting ability for your sorcerer spells, since you know your spells from the Phantom within you by subjugating it with your own determination and willpower. You use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a sorcerer spell you cast and when making an attack roll with one.

Spell save DC = 8 + your proficiency bonus + your Charisma modifier

Spell attack modifier = your proficiency bonus + your Charisma modifier

Styles

At 1st level, you gain access to 4 rings called Styles. Each offers a different Form with its own resistances and damage types. While you are using a style, any spell you cast will deal damage of that type instead of its normal damage. If the spell allows you to select a damage type, you must use the type associated with your current Style and lets you use an associated Cantrip. You may only use one Style at a time, and changing them requires the same as stowing and drawing a weapon. Your Armoured Defense is 10 + Your Dexterity Modifier + Your Constitution Modifier. Also, your Unarmed Warrior feature and any weapons you gain as part of a class feature use Dexterity instead of Strength.

  Flame Style. Resistance to Fire damage. All spells and Unarmed Warrior Strikes do Fire damage and you may cast the Fire Bolt cantrip.

  Water Style. Resistance to Cold damage. All spells and Unarmed Warrior Strikes do Cold damage and you may cast the Ray of Frost cantrip.

  Air Style. Resistance to Lightning damage. All spells and Unarmed Warrior Strikes do Lightning damage and you may cast the Shocking Grasp Cantrip.

  Land Style. Resistance to Thunder damage. All spells and Unarmed Warrior Strikes do Thunder damage and you may cast the Booming Blade (XGE) cantrip.

Spellcasting Focus

Your Relic serves as a spellcasting focus, and does not take up a hand as your power comes from within.

Spell Learned

At 3rd level, you learn one new 2nd level spell from any school of magic.

PART 3 | Subclasses - Mage, Part II

Connect, Please!

Starting at 3rd level, you may summon a Shortsword called the Wiswordcannon that has the Light and Finesse properties that does 1d6 Slashing damage. By using an item interaction, you may transform it into a Ranged Weapon that does 1d6 Piercing damge with a range of 60/120 feet and the Light and Reload 4 properties, meaning you must use a Bonus Action to magically replinish its ammuniton after firing 4 shots.

Additionally, when you expend a Finishing move die with this weapon, the damage it does matches the form you are using from your Styles feature.

Finally, you also gain access to a pocket dimension that acts like a Bag of Holding. It functions similarly, except only you may use it. You may access this pocket dimension as an item interaction. If you wish to store one item and withdraw another, it is the same as stowing and drawing a weapon on in the same round.

Spell Learned

At 7th level, you learn one new 3rd level spell from any school of magic.

Phantom Styles

Starting at 7th level, your Phantom grants you more power. You gain access to 4 Phantom Style rings. These share the same aspects as your normal Style Rings, but allow you to add your Charisma modifier to the damage of your cantrip. Additionally, your Armoured Defense becomes 11 + Your Dexterity Modifier + Your Constitution Modifier.

Additionally, you learn the Dragon's Breath (XGE) spell and may cast it either using a spell slot or a Finishing move die. This spell does not count against the spells you know, but may only be used in your Phantom Styles and its damage matches the type granted by the Phantom Style that you are currently using.

Phantom Aspects

Starting at 7th level, you can gain the powers of your phantom. When you use a Phantom Style, you may use a Bonus Action to summon an aspect of your phantom determined by your current Style.

  Flame Style. A mirror of your Phantom's visage appears on your chest. You gain +1 to Attack Rolls with Relic Weapons or Unarmed Warrior strikes and may cast Aganazzar's Scorcher (XGE) as a 2nd-level spell by expending a Finishing Move die.

  Water Style. A mirror of your phantom's tail or equivelent appendage appears from your back. You gain 30 feet of swimming speed and may cast Snilloc's Snowball Swarm (XGE) as a 2nd-level spell by expending a Finishing Move die

  Air Style. A mirror of your phantom's wings appear from your back. You gain 30 feet of flying speed and may expend a Finishing Move die to force creatures in a 30-foot long and 5-foot wide line to make a Dexterity saving throw, taking 3d8 Lightning damage on a failed save or half as much on a successful one.

  Land Style. A mirror of your phantom's claws appear from your forearms. Your Unarmed Warriror Strikes deal Piercing damage rather than Thunder, count as magical, ignore resistance, and treat immunity as resistance. You may cast Hold Person as a 2nd-level spell by expending a Finishing Move die.

Phantom Time!

At 11th level, unlock the secrets of your Phantom. You must complete a ritual using your Phantom Style rings, 500 GP worth of components, and spend 2 hours performing it. When you do, you suffer one level of exhaustion until the end of your next Long Rest (if you perform it during a Long Rest, it is the one after the current Long Rest you are taking) but gain a special gauntlet called a PhantomTimer.


As a Bonus Action while in your Flame Style, you may activate it. At the start of your next turn, a copy of yourself appears. This copy shares your Ability Scores, Proficiencies, Weapons, HP, and AC but can only cast Cantrips or spells that you can cast using a Finishing Move die by expending them from your pool. At the end of that turn, you must use your Bonus Action to activate your PhantomTimer again, and repeat this until you have called forth 3 copies. If you cannot or choose not to, the copies you have called forth vanish. The copies use your other styles in this order: Water, Air, Land. Once all three have been called forth, they remain for 4 rounds and then vanish. Their initiatives are directly after yours in the order they were summoned.


If you expend a Finishing Move die when all four are summoned, you may do half of your Charisma modifier (Rounded up, minium 1) in bonus Cold, Lightning, or Thunder damage. You must finish a Long Rest to use this part of this feature again, even if you have more Finishing Move dice remaining.

Spell Learned

At 15th level, you learn one new 4th level spell from any school of magic.


Infinity, Please!

At 19th level, you and your Phantom have reached the pinnacle of your relationship with one another, and now you have been granted immense magical power. Your Armoured Defense is now 12 + Your Dexterity Modifier + Your Constitution Modifier and you may use your Bonus Action to change between the effects of your four Styles from your Styles and Phatom Styles Feature as well as having access to all four Cantrips rather than having to switch between them.

Additionally, you may summon a Greatsword that can be rotated using an item interaction to transform into a Greataxe. Both are magical weapons for the purpose of piercing resistance and immunity that do 1d12 Slashing damage and lack the Heavy property.

This weapon is styled after your Phantom's form, and if you expend a Finishing Move die with this weapon, choose one damage type from your Styles feature. This Finishing Move Die deals your full Charisma modifier in bonus damage of that type.

You can also cast any of your 1st-level Evocation spells at 1st level without expending a spell slot, but if you do so you cannot apply the effects of your Styles Feature, meaning it will do whatever damage it would normally.

Finally, spells you cast now ignore Material requirements as long as the spell does not consume the component. If the spell would consume the component, you must have the material component to cast it.

PART 3 | Subclasses - Mage, Part III


Mage Spellcasting Table
Mage Level Spells Known 1st 2nd 3rd 4th
1st 2 1 - - -
2nd 3 2 - - -
3rd 4 2 - - -
4th 4 3 - - -
5th 4 3 1 - -
6th 5 3 2 - -
7th 6 4 2 - -
8th 6 4 2 - -
9th 7 4 3 - -
10th 8 4 3 - -
11th 8 4 3 - -
12th 9 4 3 1 -
13th 10 4 3 2 -
14th 10 4 3 2 -
15th 11 4 3 2 -
16th 11 4 3 3 -
17th 11 4 3 3 -
18th 12 4 3 3 1
19th 13 4 3 3 1
20th 14 4 3 3 2

PART 3 | Subclasses - Mage Spellcasting Table

Credits

Art (In Order of Appearance)

すらなき - https://www.pixiv.net/member.php?id=87151
ふうじゅ - https://www.pixiv.net/member.php?id=58399
湖都えり - https://www.pixiv.net/member.php?id=696800
納亜納亜椎ユサオ - https://www.pixiv.net/member.php?id=30854
Tei-o - https://www.pixiv.net/member.php?id=4101054
長代ルージュ/3日目東ソ58a - Pixiv Deleted.
蛊毒-狂花乱舞 / 橙C - http://www.pixiv.net/member.php?id=6948974 / http://www.pixiv.net/member.php?id=2105050
LB - https://www.pixiv.net/member.php?id=433000
Toei Studios for the Kamen Rider Brand, Characters, and Series.


Wizards of the Coast - DND 5e system.


Natrual Crit - The Homebrewery, used to create this.


Myself, for making this Homebrew

Thanks For Reading!

Credits