The Armed
[If you've found yourself here, these are class feats I've created for when the feat update drops. I'm placing them here temporarily for anyone who is nosy and wants to look at them ahead of time.]
Class Name: The Armed
Core Fantasy: The Armed manifest shifting, hardlight-style weapons from their own energy, swapping between blades, guns, and constructs as the fight demands. In the Dungeon Break era, they’re adaptable gunfighters and weapon specialists who reshape their arsenal to crack any Gate or monster formation.
Level 1 Features
Conjured Armory (Level 1)
You’re never unarmed; your will is your weapon.
Rules: You can conjure a simple or martial melee or ranged weapon in your empty hand as part of any attack you make or as a free object interaction on your turn.
Weapons you conjure this way count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks.
You are proficient with all simple and martial weapons, and you can use Dexterity for attack and damage rolls made with any weapon you conjure.
A conjured weapon disappears if it leaves your grasp for more than 1 minute, if you conjure it again, or if you die.
Ranged weapons you conjure do not require ammunition; the weapon itself provides its own projectiles.
Gunner’s Instinct (Level 1)
You read lines of fire and angles of cover at a glance.
Rules: You gain proficiency in the Perception skill.
When you make a ranged weapon attack with a weapon you conjured, you ignore half cover, and three-quarters cover is treated as half cover.
Level 3 Feature
E-Rank: Energy Calibration (Level 3)
You fine-tune your conjured weapons for maximum impact.
Rules: When you hit a creature with a weapon attack using a weapon you conjured, you can choose for that attack’s damage to be bludgeoning, piercing, slashing, or force. You choose the damage type before you make the attack.
In addition, once on each of your turns when you hit a creature with a weapon attack using a weapon you conjured, you deal extra damage to the target equal to your proficiency bonus.
Level 7 Feature
D-Rank: Mobile Firing Line (Level 7)
Your firing patterns are built around constant, controlled motion.
Rules: Whenever you take the Attack action on your turn and make at least one weapon attack with a weapon you conjured, or you cast a spell of this class on your turn that requires you to make one or more attack rolls, you can move up to 10 feet as part of the same action.
This movement does not provoke opportunity attacks from one creature you hit with an attack during that action.
This movement counts against your speed for the turn and must be taken immediately after resolving one of the attacks or the spell. If you have no remaining movement on your turn, you cannot use this feature.
Level 10 Feature
C-Rank: Suppressing Patterns (Level 10)
Your shots hem targets in, locking them down with sheer volume and placement.
Rules: When you hit a creature with a ranged weapon attack using a weapon you conjured, that creature’s speed is reduced by 10 feet until the start of your next turn. This reduction does not stack with itself.
If you hit the same creature with two or more weapon attacks using weapons you conjured on your turn, that creature cannot take the Dash action until the start of your next turn.
Level 13 Feature
B-Rank: Arsenal Overwatch (Level 13)
You project a floating field of conjured weapons that your squad can draw on.
Rules: As an action, you can activate a shifting arsenal that orbits you for 1 minute. For the duration:
You emit a 30-foot-radius aura that moves with you.
You and friendly creatures in the aura treat any weapon you wield as magical for the purpose of overcoming resistance and immunity to nonmagical attacks (if it is not already).
Once on each creature’s turn, when that creature in the aura hits with a weapon attack, it can add a bonus to the damage roll equal to your proficiency bonus.
You can use this feature a number of times equal to your proficiency bonus. You regain all expended uses when you finish a long rest.
Level 16 Feature
A-Rank: Perfect Handling (Level 16)
Your connection to your conjured weapons is seamless and instinctive.
Rules: While you are wielding at least one weapon you conjured:
You gain a +1 bonus to AC.
Your walking speed increases by 5 feet.
You have advantage on initiative rolls.
Your weapon attacks made with weapons you conjure score a critical hit on a roll of 19 or 20 on the d20.
Level 20 Feature
S-Rank: Total Armament (Level 20)
You unleash your full arsenal, saturating the battlefield with lethal fire.
Rules: As a bonus action, you enter a state of total armament for 1 minute. For the duration:
When you take the Attack action on your turn and make at least one weapon attack with a weapon you conjured, you can make one additional weapon attack with a weapon you conjured as part of the same action.
Once on each of your turns when you hit a creature with a weapon attack using a weapon you conjured, that attack deals an extra 3d10 force damage to that creature.
Ranged weapon attacks you make with weapons you conjure ignore half cover and three-quarters cover and do not suffer disadvantage at long range.
You can use this feature a number of times equal to your proficiency bonus. You regain all expended uses when you finish a long rest.