Base Class: Fighter
Your training made you a warrior, but you are past combat prowess now. You aren't the hand that wields the sword, but the blade itself. You aren't the eye that aims the arrow but the limbs of the bow. Through the magical mastery of the most important weapon, the self, you have learned the ancient art of transformation. By using this skill, you can join forces with other warriors to become a single unit of martial supremacy. Living weapons almost always have a partner to wield them, surrendering their autonomy to their most trusted companion in an alliance that can dominate the battlefield.
Living Weapon
Starting at 3rd level, as an action, you can transform your mind, body, and soul into a weapon of your choice that you could wield. The transformation lasts until you are unconscious or dismiss it (no action required). While transformed, the following rules apply:
- Your creature type becomes Construct.
- Your Armor Class becomes 13 + your Dexterity modifier.
- You have advantage on saving throws against the poisoned effect.
- Your size changes to match the weapon, and you gain a flying speed of 30 feet and can hover. Any of your other speeds become 0, and you must be within 5 feet of a solid surface to fly in this way.
- You can only take the Attack, Dash, Disengage, Dodge, Help, or Hide actions. You can use bonus actions, but the form of your weapon limits which bonus actions may be taken (ex. using Harengon's Jump as a weapon). When you take the Attack action, you make those attacks with your own body, using the properties of the weapon you have taken the form of (except the thrown property). If the attack requires ammunition, you magically produce it, and it vanishes immediately after you hit or miss.
- You can only speak telepathically and only to creatures you can see within 30 feet of you. The creature can understand you if it understands at least one language.
- You choose whether your equipment falls to the ground in your space or merges into your new form.
Additionally, when you would transform, you can instead merge with a magic weapon you touch that isn't being held by a hostile creature. You can take the form of that weapon, gaining its properties. You can't affect an artifact or sentient weapon in this way.
Two As One
Starting at 3rd level, while you are in weapon form, another creature can wield you if you are willing. When they do so, you can use your reaction to bind yourself to their soul until they stop wielding you or until you dismiss the bond (no action required). Until the bond ends, you can't move or take any action other than the Attack action (you remain held, but you influence your wielder), and your wielder gains the following benefits:
- They gain proficiency with you if they didn't already.
- They become attuned to you if you have taken the form of a weapon that requires attunement. Doing so doesn't end your attunement.
- They gain a flying speed equal to their walking speed and can hover. They must be within 5 feet of a solid surface to use this flying speed.
- They add your proficiency bonus to the damage rolls of attacks they make with you.
- You can expend a use of your Action Surge on their turn to allow the creature to take an additional action.
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You can only speak telepathically to the creature wielding you. The creature can understand you if it understands at least one language.
Souledge
Starting at 7th level, while transformed into a weapon, attacks made with you count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage. Also, when you transform, you can gain one of the following benefits of your choice until your transformation ends:
Guiding
While you are a ranged weapon, you ignore disadvantage on any long-range attacks made with you.
Heft
While you are a melee weapon, you can push creatures you hit up to 5 feet away from you. A creature can only be pushed this way once per turn.
Returning
You may transform into weapons with the thrown property, and after you're thrown, you teleport back to your previous space or the hand of your wielder immediately after each time you are used to make a thrown weapon attack.
Spellblade
You count as a spellcasting focus for yourself or any creature wielding you, and you can take the Cast a Spell action.
Shared Focus
Starting at 10th level, when your bonded wielder would miss an attack made with you, you can use your reaction to reroll the attack using your own statistics.
Once you use this feature, you can't do so again until you finish a short or long rest.
Mastered Self
Starting at 15th level, you have perfected your transformation. While in weapon form, attacks made with you score a critical hit on a roll of 19 or 20. If you or a creature wielding you would already score a critical hit on a roll of 19, the range at which you or your wielder can score a critical hit increases by 1.
Extension of the Self
Starting at 18th level, when your bonded wielder takes the Attack action on their turn, you can use your reaction to link souls directly for a moment. The creature gains the benefits of your Extra Attack feature for this action, can teleport up to 10 feet to an unoccupied space it can see before or after each weapon attack it makes with you, and immediately after each weapon attack, the creature makes as part of that action, you can make a weapon attack of your own.
Once you use this feature, you can't do so again until you finish a long rest.
Previous Versions
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