The Armorist Archetype (v. 1)

Armorists are fighters who focus on being adaptive upon the battlefield, swapping out weapons and armor alike to adjust to what their foes are throwing at them. Being one with their armor and weapons, or providing them to their allies in times of need.

Armory Summoning

At the beginning of the 3rd level, an armorist gains an Armory Summoning pool equal to their Strength or Constitution modifier, the player chooses which (with a minimum of one) plus half their proficiency bonus. The summoning pool recharges after a short or long rest.

Summon Equipment

The Armorist can summon any kind of weapon or shield that they are proficient with at level 3. Each weapon costing 1 Armory Summoning point to summon.

The Armorist can summon other weapons that they are not proficient with after spending a week studying the weapon. These weapons count as magical and can be given to those that the Armorist deems friendly. These weapons last 1 minute (10 rounds).

At 7th level, the Armorist can also summon armor that they are proficient with onto an target within 5 feet of them. Target must be willing, otherwise there is no armor summoned. This can only be done onto the target if they are not wearing medium or heavy armor.

The equipment summoned like this gain a +1 at 7th level, +2 at 10th level, and +3 at 15th level.

Bound Equipment

An armorist gains a bond with a specific weapon or shield that is better than the Summon Equipment. Bound equipment is summoned and treated just like summoned equipment, except it does not take on Armory Summoning points to summon.

It cannot be used by anyone other than the armorist themselves (the bound equipment shatters in the hands of anyone else). It comes with limitless ammunition, and disappears 1 round after leaving the Armorist's hands.

Armorist gains another piece of Bound Equipment at 7th level, 10th, and 15th. Gaining armor at 7th level as well as the +1, +2, and +3 bonuses just like the Summon Equipment.

Enhanced Weapons

Starting at 7th level, the armorist can choose to add a 1d6 damage type to their weapons that is not already piercing, bludgeoning, or slashing. These last until the weapon unsummoned or disappears.

Enhanced Armor and Shields

At 10th level, the Armorist can choose to add one resistance to a damage type of their choosing onto an armor or shield. These resistances last until the armor or shield is unsummoned or disappears.

Critical Burst

Starting at 15th level, the damage type added to summoned and bound equipment goes up to 1d10. Critical hit range is extended to 19, and if scoring a critical hit, the damage type added to the weapon bursts from their target, dealing the damage to all other targets within 5 feet.

Master Armorist

At 18th level, you may add two damage types to your weapons and two damage resistances to your armor and shield.