They say that some people carry a power like no other. Whether they have been blessed by the gods or killed them by their own hands, these wielders of a single weapon seem to have come up in legends. Some say that the wielders take up their own fighting style, sacrificing their stamina for abilities that would push a man's physical condition to the extreme. The wielders have perfected their own destructive art, churning winds, shaking the ground, all for a glorious power unlike many others.
The Wielder on this page can be redirected to this page:
http://homebrewery.naturalcrit.com/share/SJeHzdRbZ
Class Features
Wielders gain the following features:
Hit Points
Hit Die: 1d12 per wielder level
Hit Points at 1st Level: 12 + your Constitution Modifier
Hit Points at higher levels: 1d12 (Or 7) + your Constitution Modifier
Proficiencies
Armor: Light Armor
Weapons: Simple weapons, one simple or martial melee weapon of choice with the exception of Two-Handed weapons. (See Text)
Tools: None
Saving Throws: Constitution, Wisdom
Skills: Choose two skills from Acrobatics, Animal Handling, Deception, Insight, Medicine, Perception, Sleight of Hand, Stealth, Survival
Equipment
leather armor
one simple or martial melee weapon of choice
(a) a dungeoneer’s pack or (b) an explorer’s pack
Chosen Weapon
The wielder’s chosen weapon is the weapon that the wielder chose as their mastered proficient weapon. Once this weapon is chosen, it cannot be changed.
The chosen weapon is based in 3 stages, with each stage gaining more power over time it has bonded with the wielder. Whenever you get to the next stage, the chosen weapon's damage dice is increased by one step on the progression chart below.
(1 -> 1d4 -> 1d6 -> 1d8 -> 1d10 -> 2d6 -> 2d8 -> 3d6 -> 3d8 -> 4d6 -> 4d8 -> 5d6 -> 5d8 -> 6d6 -> 6d8 -> 7d6 -> 7d8 -> 8d6 -> 8d8 -> 9d6 -> 9d8 ->10d6 -> 10d8)
(As a note, 1d12 is equivalent to 2d6 in this case.)
If the wielder's weapon is destroyed, they may attune to a weapon of the same kind of weapon. (i.e. If the wielder's chosen weapon is a longsword, they may attune to another longsword if the sword can no longer be used.)
Wielder Arts
When the wielder fights, as an action, they can sacrifice part of their bonded soul to the world around them to gain immense abilities. These abilities are known as Arts. Depending on how bonded they are with their chosen weapon, the wielder can wield their specific arts. Each stage of art is specified under I, II, and III. Only the chosen weapon can use these Arts, and not normal weapons. If a wielder takes an amount of damage from his attacks that would normally render him unconscious, he is reduced to 1 hit point.
Arts are not spells, and as such cannot be targeted by effects like dispel magic. However, any ability that hinders a Wielder's normal action useless renders any art useless.
Art Style
Choose an art style, which determines what training or abilities the wielder has been granted: the Colossus, Thrasher, or Conduit style, all detailed near the end of the class description.
Your choice grants the wielder features when you choose it at 1st level and again at 6th, 10th, and 14th level.
Determined Spirit
At 2nd Level, the wielder finds the ability to be filled with the ability to keep going when he is in critical conditions. The wielder now rolls advantage on death saving throws when he is downed.
At 9th Level, the wielder is automatically stabilized when he becomes downed.
At 17th Level, when the wielder is targeted with an attack that would normally bring him down to 0 hit points but not kill him outright, he is reduced to 1 hit point instead and can counter the damage done to him with an action of his own. However, the wielder will need to roll death saving throws with no advantage as his bonus action until he succeeds all 3 throws. If he succeeds, the wielder gains his chosen weapon's damage dice as hit points. If he fails his death saving throws, the wielder takes damage calculated from his chosen weapon dice's damage. If he falls below 0 hit points this way, he becomes stabilized at 0 hit points. This ability can only be used once per long rest.
Soul Enhancement
At various levels, a wielder will find that their soul and physical health crosses in between each other, effecting the way the wielder fights with his Arts. In your first level for gaining Soul Enhancement, your chosen weapon now counts as being magical.
The wielder's Max Hit Points increases by 8+their Constitution in addition to when he rolls his Hit Dice health he gains for his level, or the wielder is allowed to increase one of the stats in his current Art Stage. The stats corresponding to the ways he can increase them is in the following table:
You may only augment an art 3 times before you cannot augment it anymore.
Soul Surge
At 7th Level, the wielder becomes even more attuned to their weapon to wield his Arts. As a standard action, if he wields one of his Arts, he can choose to wield two Arts at the same time, however, the wielder takes 2d"d" worth of damage after the arts are performed.
At 13th Level, the wielder gains the ability to wield three Arts at the same time, but will suffer a 3d"d" worth of damage after the Arts are performed.
Like normal usage of arts, if the wielder would normally have his hit points drop below zero with Soul Surge, he is reduced to 1 hit point instead.
d: current chosen weapon's damage dice
Retribution
At 11th Level, the wielder is able to bring about chaos through their chosen weapon. As a standard action, The wielder rolls 5d"d" and the target of the attack makes a Dexterity saving throw (DC: 10 + 1/4 of the wielder's level + the wielder's Constitution modifier). If they fail, they take the 5d"d" rolled as damage, and if they succeed, they take 1/2 of the roll. The wielder always takes half of this damage.
This ability, while not an Art, is treated as one, and can be upgraded. The upgrade raises the hit die level up by one.
original d: current chosen weapon's damage dice
World Reconstruction
At 15th Level, the wielder obtains the ability to reconstruct the world violently around himself. Once per short/long rest as a standard action, at the cost of 25% of his hit points, the wielder rolls 1d100 against enemies 100 feet around him and calls his roll to be above or below 50.
If the wielder calls his roll correctly, the wielder applies either Wielded Courage or Wielded Fear (Without expending a usage of the said ability) depending on the time of day (Courage if Day, Fear if Night) and the area becomes difficult terrain to everyone with the exception of the wielder themselves. Then the wielder rolls an attack roll with his Wisdom modifier against enemies in a 30 foot radius. If he succeeds, they get hit with 2 dice levels above the chosen weapon's damage dice, and the enemies gain disadvantage against any action against the wielder for 1d8 rounds.
Sentient Genesis
At 18th Level, the wielder has fully become advanced in his weapon, advancing his skills to that of a god. The wielder takes 25% of his maximum hit points and adds that to his maximum hit points after he adds his level's hit die to the maximum hit points.
(i.e. If a current wielder's hit points after adding 1d12 (or 7) plus his Constitution modifier are 100, he adds 25 to it, making his new total hit points 125.)
The wielder's Art Stage acts as 4 once he hits this level, and thus progresses another step on his chosen weapon's damage dice. In addition, the wielder gains one rank point to put into his arts to upgrade them.
Guardian Exodus
At 20th level, the wielder, obtaining the power of a god, now controls the timeline of other wielders, and thus, can bring the wielders of old to his aid.
You can use this once per long rest. The wielder at the cost of 25% of his health rounded up, summons two wielder guardians of any form in an unoccupied square in a 10 foot radius. These guardians are friendly towards the wielder and his companions as long as they exist in the plane they are in. The wielder rolls the guardians' initiatives, as they have their own turns. They obey any verbal command that the wielder issues it (no action required), and if no command is issued, the guardians defend themselves from hostile creatures, but otherwise take no action. There is no duration for this ability, and the guardians will not disappear until they are ordered to, or until their HP drops to 0.
The guardians are treated as having the wielder class, however are limited in their arts due to their new surrounding. They cannot use Wielder Cyclone, Respite, Courage, Fear, Buster, and Cannon. They cannot use World Reconstruction, Retribution, and cannot use the Soul Surge and Determined Spirit abilities.
The guardians' chosen weapons are up to the DM at most, but are usually longswords. The guardians' chosen weapons are at default stage 3. (i.e. a stage 3 longsword is 2d6, with versatility, it is 3d6)
If a guardian falls below 0 hit points, the said guardian uses the Retribution ability on a single target before their form fades in a shining light.
For any logic according to the relation to the wielder, is up to the DM.
Art Styles
Colossus
As a Colossus, you excel at two-handed fighting; more commonly with a chosen weapon such as a greatsword or hammer. Usually a colossus would be trained by a giant or some other large creature.
Giant's Might
At 1st level, you may choose to pick a two-handed weapon as your chosen weapon. In addition, you gain proficiency in medium armor.
Eyes of The Soul
At 6th level, you can see what others cannot see using the power of your soul. You may use an Extra Attack when you use the attack action. In addition, your chosen weapon's hit dice raises by one rank and you gain proficiency in Perception. If you are already proficient in Perception, you double your proficiency bonus for perception and passive perception.
Ravage
At 10th level, you gain the ability to mark your prey to create devastating results in your arts. When you successfully hit an opponent with the attack action, gain 1 ravage mark. When you use an art against an opponent, you may spend as many ravage marks (up to a max of 3+Your Wisdom Modifier) to deal damage per mark to both you and your opponent equal to your wisdom modifier. At the end of the day, your ravage marks reset to 0.
Decimate
At 14th level, when people see you fight, they think that you might die from the intense heat of battle, however, this is not the case. Whenever you take damage, gain a ravage mark. In addition, you may use your reaction to take the attack action or use an art that damages the area/individuals that damaged you.
Thrasher
As a Thrasher, you excel at using two weapons with your arts. Not limited to formalities, the Thrasher prefers to act first and talk second. Thrashers are usually trained by monks and wolves.
Secret Art: Binding Blade
At 1st level, gain another chosen weapon. When leveling up to the next art level, you may upgrade only one of the two chosen weapons, not both. When you take the attack action, you may make an attack with your other weapon in your other hand. You don’t add your ability modifier to this damage of this attack, unless you spend your bonus action to do so.
Twitching Swordhand
At 6th level, your primary hand has an innate feeling of wanting to hit something. Gain An Extra Attack with your normal hand when you use the attack action. You also now add your ability modifier damage to your offhand weapon without spending your bonus action. You may also now use any nondamaging art from your art pool as a bonus action.
Hungering Hand
At 10th level, your primary hand hungers for blood. In addition, your mind opens up to a new art. Gain the following art below and add it to your art pool.
-Astra:
Your soul exceeds its bounds as a dual wielder. At very moments of in needed danger, time seems to almost slow down. And in these very moments, your swordsmanship is almost at perfection. Once per day, when you are below 1/4th of your health, you may use your entire turn to unleash 5 basic attacks against opponents. These attacks do halved damage, but you gain double your proficiency when attempting to attack an opponent. Your fifth attack is dealt with normal damage.
-You may use a soul enhancement to change 1/4 into 1/2, and 1/2 into any health below your maximum.
-You may use a soul enhancement to change once per day into once per long rest.
Weaponfaire
As a thrasher, you have finally truly mastered the art of dual wielding weapons. As a result, your weapons act as one, and your secondary chosen weapon now acts as the first with the ranks it has received. Any soul enhancements you spent on the secondary weapon transfers to the primary weapon, and vise versa. In addition, your chosen weapons now can appear to you as a reaction if one or both have been knocked out of your hands.
Conduit
As a conduit, you bend the elements of the world to your will; both inherent and divine. Unlike the Colossus and Thrasher, the Conduit usually gains (not taught) its power through those of dragons, archfey, and even gods.
Wielding Alignment
At 1st level, you may choose to deal 2 ranks under your chosen weapon’s damage dice of radiant/psychic/necrotic damage (depending if you are good, neutral, or evil respectively) with your chosen weapon when you attack or use an Art. In addition, the conduit becomes resistant to the opposite type of damage he can choose to deal (If the wielder is neutral, he becomes resistant to force damage).
Wielding Elements
At 6th level, you become attuned to an element enough to form an art around it. Choose one of the three arts below and add it to your art pool.
-Aflame:
For 1 round, you place your body in a stance to superheat it. When you take damage by anything, your body ignites. Anything within 5 feet of you takes x ranks above your chosen weapon’s damage dice in fire damage. However, you take y of that damage as well.
x=2 y=100%
-Subzero:
Your chosen weapon becomes extremely cold with ice forming around it. “E” Within your range make a Constitution saving throw (DC: 10 + The Wielder’s WIS + 1/2 of Wielder’s Character Level). If they fail, they take x ranks above the chosen weapon’s damage dice in cold damage, and they cannot take any action for the die 2 ranks under the wielder’s damage dice. The wielder cannot take any action for half that amount of time and takes y of the damage. If they succeed, they only take damage and do not become frozen. Anyone immune to cold damage is immune to this art.
e= everyone, x= 1, y= 100%
-Voltage:
You raise your chosen weapon to the sky. Depending on how long you hold it to the sky, lightning strikes it. Every round while this effect is active, lightning charges the weapon by one rank of your chosen weapon’s damage die. On the turn you attack, you dispel lightning against an opponent. The opponent takes the current rank of the chosen weapon’s damage dice in lightning damage. If you charge it for x rounds too long, or if you are hit while this art is active, everything in a radius of 5 feet of you takes this damage, including you.
x=4
Requip
At 10th level, you feel...something. As if everything you live for becomes innate to you as your arts feel...less consuming on your soul. You gain resistance on all arts that deal damage to yourself. In addition, you may use "Requip" as an art. Depending on your alignment, you gain the respected art below to your art pool.
-Requip Sower (Usable By Good):
White and green armor forms around your body and envelops your weapon. You are treated as having 20 AC + your dexterity modifier + any other modifier you are able to add. However, if any attack goes through your armor and directly affects your HP, your armor shatters, and you take 1.5* the damage once rolled. If this brings your HP lower than 0, Determined Spirit does not take effect, and you must roll to stabilize or die.
-Requip Keeper (Usable by Neutral):
Grey and blue armor forms around your body and envelops your weapon. Any art that you use pose no negative effect to yourself while using this armor. Any art you use pose no negative effect to yourself while using this armor. If any attack goes through your armor and directly affects your HP, your armor shatters, and you take 1.5* the damage once rolled. If this brings your HP lower than 0, Determined Spirit does not take effect, and you must roll to stabilize or die.
-Requip Reaper (Usable by Evil):
Black and red armor forms around your body and envelops your weapon. You are treated as having advantage on all physical saving throws, but disadvantage on all mental saving throws. In addition, your chosen weapon grows in power; your proficiency bonus doubles when using this art and your damage die on your chosen weapon goes up by a number of ranks equal to your Wisdom modifier. If any attack goes through your armor and directly affects your HP, your armor shatters, and you take 1.5* the damage once rolled. If this brings your HP lower than 0, Determined Spirit does not take effect, and you must roll to stabilize or die.
Drive Requip
At 14th level, you have mastered your abilities as a conduit, and with well haste indeed. If you take damage while using "Requip," you may choose to continue using the art by taking your Constitution modifier plus your Wisdom modifier as damage. You may also use "Wielding Alignment" at your base rank from now on. Finally, you become resistant to Fire if you took Aflame, Cold if you took Subzero, and Lightning if you took Voltage. If you were already resistant to the damage type, you may instead gain immunity to the damage type.
Wielder Arts
I
Wielded Buster:
The chosen weapon of the wielder glows a bright light. When stabbed or slammed into the ground, the blade’s light extends 30 feet in a straight line. The attack roll is used as normal, but the wielder also adds their Constitution modifier to the attack roll to hit. Anyone in the range of the weapon is dealt "x" dice levels above the chosen weapon's level of damage than normal. With the added damage, the wielder takes “y” of the highest damage he just dealt to an enemy in range rounded up if split unevenly.
(i.e If the wielder did 30 damage and that is the highest damage he dealt, he also takes damage equal to the percentage of “y”.)
original x = 1; original y = 100%
Wielded Enchant:
For “x” rounds, the wielder’s weapon shares its glow with the wielder’s party’s weapons. The party gains the wielder’s Constitution modifier when attacking and dealing damage, but the wielder takes “y” of damage the party deals at the end of “x” turns.
(i.e. if the party’s total damage is 50 by the end of “x” turns, the wielder takes that much damage equivalent to the percentage of “y”.”
original x = 1; original y = 50%
Wielded Shield:
For “x” rounds, your weapon’s light glows around your allies, hardening their armor and preventing damage from coming through. All party members gain a bonus of "w" to their AC, and they cannot be damaged by the magic missile spell. If any damage goes through to a party member, the wielder takes "y" amount of the damage that the party member takes.
original x: 1; original y: 75%; original w: 3
Wielded Speed:
For "x" rounds, the wielder's weapon glows and shares a glow with "w" members of your surrounding party, speeding up their perception of the world. An ally affected by this gains +3 to their initiative bonus and +15 to their base speed. The members of the party also gain an additional action on their turns until the art ends. The action can only be used to take the Attack, Dash, Disengage, Hide, or Use an Object action. However, if any ally affected by this should get hit, the wielder takes 50% of the damage dealt to the ally. In addition, after the art ends, the wielder cannot move or take actions for "x/2" turns as the wielder gains the fatigue of the person affected by the art.
original x: 2; original w: 1
II
Wielded Purge:
The chosen weapon of the wielder glows softly, seeming to revert the air back a few minutes, then revert back. The weapon slashes a wave of temporal energy at a target, dealing "x" size dice larger than normal. The attack also negates temporary effects such as temporary health and buffs of the target as Dispel Magic would. The wielder's spellcasting ability is treated as Wisdom. The spell slot of this Art is treated as 4 + 1/4 of your character level rounded down.
The wielder will take the new dice damage roll - the original dice damage roll as well as added modifiers such as STR mods, and deal "y" the damage to the wielder. (i.e. A 1d6 will become a 1d10+STR if the original "x" is equal to 2, and the wielder will take a 1d4+STR because of the difference die and the "y" percentage.)
original x: 2; original y: 100%
Wielded Glutton:
This art can be used "x" times per short/long rest. The wielder's weapon glows with a black light, dealing "w" dice levels above than normal to a single opponent, and either steals "z" of the target's health that you dealt, or steal any buffs the target has. To succeed at gaining the buff, the wielder rolls as they do so with Wielded Purge.
original x: 1; original z: 50%; original w: 1
Wielded Cyclone:
The wielder slashes at the air once, then a bright glow surrounds his weapon, before the wielder spins once, creating a devastating hurricane.
Roll "x"d20 + The wielder's Wisdom modifier. The wielder must then roll their lowest Physical Saving Throw (DC: 10+Art Level). "e" in the range of 30 feet must do the same, but take a Dexterity Saving Throw instead. If anyone fails, they take the "x"d20 + WIS damage rolled at the beginning. If they succeed, everyone but the wielder takes half damage; the wielder takes no damage if he succeeds.
original x: 2; original e: all entities
Wielded Armor:
For “x” rounds, your weapon’s light glows around your allies, reducing damage dealt to them. The wielder rolls 1d20, and depending on the result is dependent on how much damage is reduced.
1-10: See Text
11-14: z
15-17: z+10%
18-19: z+15%
20: z+25%
Note: The percentage will cap at 95%.
If the wielder rolls 10 or below, the result for the party members is the same as the result for 11-14, but for the wielder, the additional damage reduced is inflicted to the wielder instead. The wielder will take “y” of the damage.
(i.e for 10 or below: party member “a” originally takes 30 damage. Due to the percentage of original “z” and "y", he takes 12 damage, however the wielder in his place will be dealt 14 damage.)
original x: 2; original y: 75%; original z: 40%
III
Wielded Courage:
This art can be used "x" times per short/long rest. Roll "w" dice levels above your focused weapon's dice. All allies and the wielder recover that much health back. The wielder's allies also gain advantage on their next attack.
original x: 3; original w: 3
Wielded Fear:
This art can be used "x" times per short/long rest. From the wielder's weapon comes something of pure dark energy that lasts "x" rounds. Anyone in the vicinity of 20 feet must make a Wisdom saving throw except the wielder (DC: 10 + WIS + 1/2 of Character Level). Anyone who fails this saving throw will lose their Dexterity modifier to AC and must roll Disadvantage on attack rolls.
original x: 3
Wielded Respite:
This art can be used "x" times per short/long rest. The wielder brings his weapon to the ground, purifying the ground for "x" rounds. Everything in this 10 foot radius is prevented from having their health drained below 10%. On the last round of Respite, on the wielder's turn, everything is healed in this area compared to the number of turns times the wielder's Constitution modifier. The wielder cannot take their normal action and moves at half their speed for "x/2" turns (rounded up).
(i.e. If the wielder has 5 turns on "x", the product is 5*CON.)
original x: 2
Wielded Cannon:
The wielder fires "x" temporal beams at a single target, dealing 1d6+the wielder's Constitution modifier per beam to any target regardless of AC. This can only be used once per long rest. The wielder takes 50% of the damage the wielder deals to its targets.
original x: 6
Multiclassing
Like other classes, a Wielder can be multiclassed into.
Multiclassing Prerequisites
Ability Score Minimum: Constitution 13 and Wisdom 13
Multiclassing Proficiencies
When multiclassing into a Wielder, choose one of the weapons you are already proficient in from your original class. That weapon is your Chosen Weapon for purposes of using the Arts and abilities from this class. Once you choose this weapon, you can't choose a different one.