Fighter
Base Class: Fighter

If you're reading this, the automation is broken, don't use this. It's meant as a full class not a subclass.

ALL OF THE FOLLOWING CLASS FEATURES APPLY ONLY TO THE WEAPON FORM UNLESS OTHERWISE STATED

Your body was created as the holy symbol to a noble house, you are a valuable relic that have been passed down generation upon generation. You carry the will of the heritage you defend, you may have been the amalgamation of the combined will of those who wielded you, carrying their wisdom and prowess. A blade to be used only by those of blue blood. You could also be the almighty weapon of a wargod, forged to conquer, but only suited for those who are worthy of your power.

Class Features

As a Sentient Weapon you gain the following class features.

Hit Dice: 1d6 per Sentient Weapon level
Hit Points at 1st Level: 6 + Constitution modifier
Hit Points at Higher Levels: 1d6 (or 4) + Constitution modifier per Sentient Weapon level after 1st

Armor: None
Weapons: None
Tools: None
Saving Throws: Dexterity, Charisma
Skills: Choose two from Stealth, Arcana, History, Perception, Deception, Intimidation, Performance or Persuasion

You have no equipment to start with from this class, only that granted by your background.

 

Host

Several class features grant bonuses to a creature attuned to you and wielding you. This creature is referred to as your "host". A creature is not considered your host if it is either not wielding you or not attuned to you.

Innate Spellcasting (Psionics)

You know the mage hand cantrip. This feature has the psionic tag, and you can cast psionic spells without requiring components.

Live to Fight

Your host can make attacks with you with the following benefits:

  • The attack roll can be made with proficiency, or with your proficiency bonus if it is higher than the host's.
  • The host has a bonus to the damage roll equal to your Strength modifier, or your Dexterity modifier if you are a Finesse weapon.
  • You can be wielded in one hand. If your living weapon feature has the heavy property, a Small creature can wield you in two hands without the normal penalties.

Such strikes are a synergy of your host's skill and your innate ability. Moments of extreme failure or success can break this relationship with a clash of egos. At the end of a turn during which your host makes an attack roll with you that results in a 1 or 20, they lose the above benefits until you finish a short rest.

Parrying Form

You have resistance against damage caused by melee weapon attacks while in weapon form.

Ego

When your host acts in a manner opposed to your alignment or ideals, you can make a Charisma check opposed by the wielder's Charisma check. If you win the contest, you can make one or more of the following demands:

  • You insist on being carried or worn at all times.
  • You demand that the wielder dispose of anything you find repugnant.
  • You demand that the wielder pursue your ideal to the exclusion of other ideals.
  • You can demand to be given to someone else.

If your host refuses to comply with your demands, you can do any or all of the following:

  • Make it impossible for the wielder to attune to you.
  • Suppress one or more of the benefits you grant to the wielder.
  • Attempt to take control of your wielder.

If you try to take control, your host makes a Charisma saving throw, with DC equal to 8 + your Proficiency bonus + your Charisma modifier. On a failed save, your host is charmed by you for 1d12 hours. While charmed, the host must try to follow your commands. If the host takes damage, it can repeat the saving throw, ending the effect on a success. Whether the attempt succeeds or fails, you cannot use this power again until you finish a long rest.

Acuity

From 2nd level onward, you gain the following benefits depending on if you are wielded by a host or not:

Not wielded
  • You gain a +1 bonus to melee attack rolls.
  • If you drop a creature to 0 hit points while you are not being wielded, you can use a bonus action to Dash if this will return you to the hand of a creature attuned to you. That creature subsequently gains a +2 bonus to damage rolls made with you for the following 1 minute.
Wielded by your host
  • Your host gains a +2 bonus on Initiative checks.

Divinely Appointed

The might of your blade is attuned to a magical law, those who do not meet the requirements, those who are not worthy of you or maybe those who don't possess royal blood can't wield you. You can choose a condition, when a creature, who do not meet the requirements, tries to use you, you can choose one of the following consequences:

  • Your blade becomes extremely dull;
  • You become magically unliftable;
  • When that creature attacks anything with you, your blade becomes incorporeal.

Alternatively, you may choose another consequence(That is not directly harmful to creatures that tries to use you) that better fits your character instead.

Regalia

Starting at 3rd level: you can choose one of the following features

  • Convoy: You can attune yourself to holding bag or backpack to create a greater rune on it. While you are attuned to a bag, it is benefited from the divinely appointed feature, becoming either magically unliftable or incorporeal to other beings, and can only be carried by you and your host. You can make up to your wis modifier lesser runes on backpacks, bags and mallets, storages, caravans, etc. A bag with a greater rune has a portal to the inside of the storages branded with lesser runes, the portal is only acessible from the attuned bag, not allowing a bag with lesser runes to access it from the other way. Making a greater or lesser rune takes an hour, and can be dispelled by destroying the rune, using a spell of the likes of dispell magic or by destroying the object.
  • Strategy Lore: You learn maneuvers that are fueled by special dice called superiority dice.

Maneuvers. You learn two maneuvers of your choice. Many maneuvers enhance an attack in some way. You can use only one maneuver per attack. You learn one additional maneuvers of your choice at 7th and 15th level. Each time you learn new maneuvers, you can also replace one maneuver you know with a different one.

Superiority Dice. You have four superiority dice, which are d8s. A superiority die is expended when you use it. You regain all of your expended superiority dice when you finish a short or long rest. You gain another superiority die at 7th level and one more at 15th level.

Saving Throws. Some of your maneuvers require your target to make a saving throw to resist the maneuver's effects. The saving throw DC is calculated as follows:

Maneuver save DC = 8 + your proficiency bonus + your Strength or Dexterity modifier (your choice)

Wielded. You can use your reaction to use any maneuver that require an action or bonus action to use. Additionally, you may consider your host you for any maneuver that effect yourself, and when your host attacks with you, or moves while holding you, you may use maneuvers that require an attack or movement.

You may choose maneuvers from the following list:

  • Disarming Attack: When you hit a creature with a weapon attack, you can expend one superiority die to attempt to disarm the target, forcing it to drop one item of your choice that it's holding. You add the superiority die to the attack's damage roll, and the target must make a Strength saving throw. On a failed save, it drops the object you choose. The object lands at its feet.
  • Evasive Footwork: When you move, you can expend one superiority die, rolling the die and adding the number rolled to your AC until you stop moving.
  • Feinting Attack: You can expend one superiority die and use a bonus action on your turn to feint, choosing one creature within 5 feet of you as your target. You have advantage on your next attack roll against that creature before the end of your turn. If that attack hits, add the superiority die to the attack's damage roll.
  • Parry: When another creature damages you with a melee attack, you can use your reaction and expend one superiority die to reduce the damage by the number you roll on your superiority die + your Dexterity modifier.
  • Precision Attack: When you make a weapon attack roll against a creature, you can expend one superiority die to add it to the roll. You can use this maneuver before or after making the attack roll, but before any effects of the attack are applied.
  • Riposte: When a creature misses you with a melee attack, you can use your reaction and expend one superiority die to make a melee weapon attack against the creature. If you hit, you add the superiority die to the attack's damage roll.

 

Convoy

You can attune yourself to holding bag or backpack to create a greater rune on it. While you are attuned to a bag, it is benefited from the divinely appointed feature, becoming either magically unliftable or incorporeal to other beings, and can only be carried by you and your host. You can make up to your wis modifier lesser runes on backpacks, bags and mallets, storages, caravans, etc. A bag with a greater rune has a portal to the inside of the storages branded with lesser runes, the portal is only acessible from the attuned bag, not allowing a bag with lesser runes to access it from the other way. Making a greater or lesser rune takes an hour, and can be dispelled by destroying the rune, using a spell of the likes of dispell magic or by destroying the object.

Strategy Lore

You learn maneuvers that are fueled by special dice called superiority dice.

Maneuvers. You learn two maneuvers of your choice. Many maneuvers enhance an attack in some way. You can use only one maneuver per attack. You learn one additional maneuvers of your choice at 7th and 15th level. Each time you learn new maneuvers, you can also replace one maneuver you know with a different one.

Superiority Dice. You have four superiority dice, which are d8s. A superiority die is expended when you use it. You regain all of your expended superiority dice when you finish a short or long rest. You gain another superiority die at 7th level and one more at 15th level.

Saving Throws. Some of your maneuvers require your target to make a saving throw to resist the maneuver's effects. The saving throw DC is calculated as follows:

Maneuver save DC = 8 + your proficiency bonus + your Strength or Dexterity modifier (your choice)

Wielded. You can use your reaction to use any maneuver that require an action or bonus action to use. Additionally, you may consider your host you for any maneuver that effect yourself, and when your host attacks with you, or moves while holding you, you may use maneuvers that require an attack or movement.

You may choose maneuvers from the following list:

  • Disarming Attack: When you hit a creature with a weapon attack, you can expend one superiority die to attempt to disarm the target, forcing it to drop one item of your choice that it's holding. You add the superiority die to the attack's damage roll, and the target must make a Strength saving throw. On a failed save, it drops the object you choose. The object lands at its feet.
  • Evasive Footwork: When you move, you can expend one superiority die, rolling the die and adding the number rolled to your AC until you stop moving.
  • Feinting Attack: You can expend one superiority die and use a bonus action on your turn to feint, choosing one creature within 5 feet of you as your target. You have advantage on your next attack roll against that creature before the end of your turn. If that attack hits, add the superiority die to the attack's damage roll.
  • Parry: When another creature damages you with a melee attack, you can use your reaction and expend one superiority die to reduce the damage by the number you roll on your superiority die + your Dexterity modifier.
  • Precision Attack: When you make a weapon attack roll against a creature, you can expend one superiority die to add it to the roll. You can use this maneuver before or after making the attack roll, but before any effects of the attack are applied.
  • Riposte: When a creature misses you with a melee attack, you can use your reaction and expend one superiority die to make a melee weapon attack against the creature. If you hit, you add the superiority die to the attack's damage roll.

 

Magic Weapon

Starting at 4th level, you are considered to be a magic weapon. Your living weapon gains a +1 bonus on weapon attack rolls and damage rolls. This improves to +2 at 14th level and +3 at 19th level.

Extra Attack

Beginning at 5th level, you gain the following benefits depending on if you are wielded by a host or not:

Not wielded
  • You can attack twice, instead of once, whenever you take the Attack action on your turn. The number of attacks increases to three when you reach 11th level in this class and to four when you reach 20th level in this class.
Wielded by your host
  • Your host can make one opportunity attack per turn without using a Reaction. The number of free opportunity attacks increases to two when you reach 11th level in this class and to three when you reach 20th level in this class.

Hardened Body, Hardened Soul

At 6th level, you gain benefits that depend on the weapon properties of your Living Weapon racial trait. If you have multiple properties with benefits, you gain the bonuses of all of them.

  • Versatile. You gain resistance against ranged weapon attacks.
  • Light. You gain proficiency with the sleight of hand skill.
  • Finesse. You gain proficiency with the Acrobatics skill.
  • Two-handed. Instead of rolling for initiative, you can choose to have your turn on initiative count 1. If you do so, you and your host each gain temporary hit points equal to 1d8 + your Constitution modifier at the start of your first turn. These temporary hit points are lost after 1 minute.
  • Reach You or your host can add 10 feet (instead of 5 feet) to your reach for the purpose of making opportunity attacks.
  • Thrown. You can take the Dash action as a bonus action. If your host makes a ranged attack with you, you return to your host's hand after the attack is resolved.

If you do not have any of the above properties (you are a morningstar or flail, for example), you gain the following benefit:

  • You deal double damage against objects.

Return

When you reach 7rd level your flying speed increases by 10 feet. Additionally, you may move up to your movement speed towards your host as a special reaction that does not consume your regular reaction, you can't use this feature again until you finish a long rest.

Whirling Blade

Starting at 8th level, when you are within 5 feet of an enemy creature, gain +2 AC against ranged attacks.

Flying Weapon

From 9th level onward, your flying speed increases to 50 feet and your flight has no altitude limit.

Mythical Edge

At 10th level, choose one of the following features

Blueblood Attunement

 

  1. Protective Defense: Your host gain the defense and the protective fighting style if he doesn't already have it.
  2. Swift Dueling: Your host gain the duelist fighting style if he doesn't already have it. When your host attacks with you they can move 5ft as part of the same action. They can choose to move before of after attacking and this movement don't provoke opportunity attacks.
  3. Greater Weapon Fighting: Your host gain the great weapon fighting style if he doesn't already have it. When your host roll a weapon damage die for an attack they make with you, treat any 1 as the maximum the dice can roll.
  4. Two-Weapon Master: Your host gain the two-weapon fighting style if he doesn't already have it. If your host is wielding another weapon in their other hand, they can use their bonus action to make two meelee weapon attacks against two creatures.

 

Elemental Bless

You may choose one damaging 1st or 2nd level spell from the wizard spell list that deals fire, cold, thunder, lightning, poison or acid damage, wisdom is your casting ability for it and you may cast it your wis modifier number of times, having to finish a long rest before using this feature, your again. Additionally, you learn two cantrips somehow related to the spell you choose.

Royal Bane

The bloodline of your oath fought for centuries against a threat only they could handle, and you were made to slay this threat. You become proficient in the History or Religion skill(Your choice), additionally, you may choose a type of favored enemy: aberrations, beasts, celestials, constructs, dragons, elementals, fey, fiends, giants, monstrosities, oozes, plants, or undead. You, or your host wielding you, deal normal damage against your favored enemy if they are immune to your damage type, otherwise, they are aways treated as being vulnerable.

Magic Durability

  • At 12th level, you gain a +1 bonus to AC. This improves to +2 at 16th level.

Eternal Synergy

Starting at 15th level, extreme success and failure won't break this relationship with a clash of egos. Live to Fight benefits are not lost when rolling a 1 or 20 in a d20. In addition to this, if your host is not benefited by the extra attack feature or has less attacks than you currently have, thanks to said feature, the host may attack que number of times you can attack with their attack action while wieldind you.

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