Most often the Journey of the Conjurer begins with a recurrent dream of an infinite field littered with weaponry from across the ages. Within this space you are free to use and manipulate, form and reform the weaponry and landscape as you see fit, perpetually in pursuit of the perfect arsenal. This dream repeats, becoming more and more lucid until you awaken amidst a cloud of flying armaments that flow along to your whims, and from that day each weapon you touch, and each alteration you make in your dreams, will reflect in your control over your magical arsenal.
Bound Arsenal
Starting when you choose this journey at 3rd level, you learn to call upon an arsenal of weapons you store within your mind. You must bind weapons to yourself in order to call upon them. If you hold a weapon and meditate for 1 hour over the course of a short or long rest, you can bind the weapon to your arsenal, causing it to disappear. When you summon your arsenal, this weapon is summoned within it while it is bound.
You can have a number of weapons bound this way equal to your Wisdom modifier plus your disciple level. A weapon becomes unbound 24 hours after you die or unbind it with an action, causing it to appear within 5 feet of you. Sentient weapons must agree to be bound, and can choose to unbind themselves at any point.
Conjure Weapons
Starting at 3rd level, you can conjure or dismiss your arsenal of bound weapons, which hover in your space, as a bonus action. The weapons that are part of this arsenal deal force damage instead of their normal damage type, and gain the thrown property range (20/60). Any thrown arsenal weapon immediately returns to your space after the attack.
Whenever you can make a weapon attack and are not wielding any weapons or shields, you can instead mentally direct any single weapon in this arsenal to attack as if you are wielding it (as if using your choice of one or two hands). You can engage in two-weapon fighting using the arsenal, provided the weapons you use meet its conditions.
Additionally, when you conjure these weapons, and as a bonus action on subsequent turns, you can put the weapons in one of the following formations:
Assault. Your arsenal poises to attack. Ranged attacks made with your arsenal do not suffer disadvantage due to attacking at long range or being within 5 feet of a hostile creature and ignore half cover and three-quarters cover.
Storm. Your arsenal enters a frenzy. The area within 5 feet of
you is difficult terrain for creatures of your choice.
Ward. Your weapons form a protective barrier. The first time you take damage after the start of each of your turns, it is reduced by an amount equal to your Wisdom modifier (minimum of 1).
Blade Affinity
At 7th level, you can read into a weapon's history through mere touch. Over the course of 1 minute, you can analyze a weapon you are touching. At the end of the minute, you glean one of the following things (DM's choice):
- A clear picture of the weapon's last wielder as it drew the weapon for combat.
- A glimpse of a magical ability the last wielder used while wielding the weapon.
- Whether the last wielder used the weapon with malicious, honorable, protective, or some other form of intent.
- A glimpse of the last creature felled by this weapon.
Once you have used this feature, you can't do so again until you finish a short rest or long rest. This process drains the magical imprint left on the weapon, so once you have used this feature on a given weapon, you can't use it on that weapon again until it has seen use in combat.
Ultimate Arsenal
At 11th level, both your control and the quality of your arsenal have heightened, causing your formations to improve:
Assault. Any attack made with weapons from your arsenal deal an additional
1d8 damage.
Storm. The weapons expand into the area within 15 feet of you instead of 5 feet.
Ward. The damage is reduced by twice your Wisdom modifier instead (minimum of 2).
Conjured Body
At 14th level, you have learned how to merge your body with your armory, embedding within you its fluid movement. While you have your arsenal conjured, you gain a flying speed equal to your walking speed, which manifests visually as wing-like blades, riding a flying sword, or a similar effect.
Dream Gate
At 18th level, you can bring out the full force of your arsenal in an instant. As an action, you create a visage of your field behind you and conjure 100 weapons all around you. Choose any number of creatures within 120 feet of you, and divide 100 projectiles among them (a creature can be targeted by up to 10 projectiles). Each creature must make a Dexterity saving throw, taking 1d8 force damage for each projectile launched at it, or half as much on a successful save. These weapons disappear at the end of your turn.
Once you use this feature, you can't use it again until you finish a long rest.