Amalgamated Armament

To many summoners, the incarnation is a tool to reach forth and affect the world. For metaphysicists of the Amalgamated Armament calling, the incarnation becomes their literal armor and weapons. The transformation from psychic to armored warrior can be subtle or flashy, but once the armature is summoned, the metaphysicist becomes a spectacle to behold.

Amalgamated Armament Features
Metaphysicist LevelFeature
3rdAllied Arms,  Armature
6thExtra Attack
10thFinal Bulwark
14thVision of Awe

Allied Arms

3rd-level Amalgamated Armament feature

You gain proficiency with martial weapons and medium and heavy armors. In addition, while your incarnation is active, you suffer no penalty to ability checks or speed from wearing armor, worn armor only weighs half as much for you, and weapons with the heavy property can be wielded normally by you if you are Small.

Armature

3rd-level Amalgamated Armament feature

You can summon a special incarnation called the armature. The armature is comprised of one suit of armor and one two-handed weapon or two one-handed weapons. You can choose to replace a one-handed weapon with a shield. You decide the gear created by the armature when you summon it and decide what it looks like.

Weapons and shields created by the armature use the item’s normal stats. When you attack with the armature’s weapons, you can use your Charisma modifier, instead of Strength or Dexterity, for the attack and damage rolls. If you throw one of the armature’s weapons, it instantly returns to your hand after hitting or missing its target. The armature produces its own ammunition, automatically creating one piece of magical ammunition when you make a ranged attack with it, but any ammunition it creates vanish the instant after it hits or misses a target.

The armature’s weapons are magical. For every 2 Planar Essence you transfer to the incarnation, the armature gains a +1 bonus to AC, attack rolls, and damage rolls; these bonuses don’t stack with a weapon or armor’s magical bonus. Even if you expend the armature’s Planar Essence, this bonus doesn’t decrease, but is lost if the armature is dismissed, such as when it is reduced to 0 Planar Essence.

Attacks from weapons created by or incorporated into the armature count as if the incarnation makes them for the purpose of your metaphysicist class features. Attacks from weapons and weapon-like effects created by powers and spells, such as from the mystic arms power or flame blade spell, are treated as the armament’s weapons while it is summoned regardless of when you manifest the power or cast the spell, gaining the incarnation’s bonus on attack and damage rolls.

You can incorporate a magic weapon or armor into the armature, but must still attune to it normally if required. The item retains any bonus it possesses when the armature is summoned. When the incarnation is dismissed, you can choose to dismiss the incorporated magic item into the recesses of your mind until you summon the armature again or you use your action to withdraw it. When you summon the armature, you automatically equip its weapons and armors, replacing any worn armor and held items at the time it’s summoned, returning the displaced gear when the incarnation is dismissed.

Extra Attack

5th-level Amalgamated Armament feature

You can attack twice, rather than once, whenever you take the Attack action on your turn.

Final Bulwark

10th-level Amalgamated Armament feature

When you take damage, you can take a reaction to expend one Planar Essence from the armature to gain damage resistance against that damage type until the start of your next turn.

Vision of Awe

14th-level Amalgamated Armament feature

Your incarnations can be terrifying or inspiring. While the incarnation is summoned and you or it score a critical hit or reduce a foe to 0 hit points, you can expend one of the incarnation’s Planar Essence to create awe in each creature that can see the incarnation within 30 feet of it. Each of your allies gains 3d10 temporary hit points and can’t be charmed or frightened as long as it remains within 30 feet of the incarnation. Each foe must make a Wisdom saving throw against your power save DC or become frightened of the incarnation. These effects end after a number of rounds equal to your Charisma modifier (minimum of one round), including any temporary hit points granted by the feature.