Inspired by shows like Soul Eater or Noragami, this subclass seeks to scratch that itch of "I want to be able to transform into a magical weapon so my friend can smack people with me"
The major "Achilles heel" of this whole concept is the fact that it is much stronger when you "buddy up" with another party member, and wont be as strong when you are on your own.
I think alot of what I chose to do with this is unconventional, and I would appreciate feedback.
Forged Soul Sorcerer
Since humans have walked on the material plane, war has followed them, with the victor being determined by superior weapons and ability. In the eons past, dark sorcerers conducted rituals to bind mortals and weapons, creating the perfect destructive beings. Even once the war was won, the victims of this dark curse were forced to live on in their twisted state. Some went on to try and raise families, only to find that their sons and daughters carried a fate very similar to their own.
Forged Soul Sorcerers are those who are descendants of these living weapons, and who have magic which flows in them. A sorcerer of this origin may have also been beset by a curse of their own.
Armament Spells
You learn additional spells when you reach certain levels in this class, shown in the Armament Spells table. Each of these spells count as a sorcerer spell for you, but it doesn’t count against the number of sorcerer spells you know.
Whenever you gain a sorcerer level, you can replace one spell you gained from this feature with another spell of the same level. The new spell must be an abjuration or evocation spell from the sorcerer, warlock, or wizard spell list.
Armament Spells
Sorcerer Level
Spells
1st
Mage Armor, Chromatic Orb
3rd
Warding Bond, Shatter
5th
Protection from Energy, Lightning Bolt
7th
Death Ward, Ice Storm
9th
Antilife Shell, Flame Strike
Weapon Form
At 1st level, you gain the ability to shapechange into a sentient weapon. You can use your action to assume the form of a weapon of your choice that you have seen before. You can use this feature twice. You regain expended uses when you finish a short or long rest.
Your level determines the weapons you can transform into, as shown in the Weapon Form table.
Level
Weapon Type
Limitations
Example
1st
Simple
No Ranged weapons
Club, Dagger
6th
Simple or Martial
No weapons with the Special property
Maul, Shortbow
14th
Simple or Martial
-
Any
You can stay in the shape a number of hours equal to half of your sorcerer level (rounded down). You then revert to your normal form unless you expend another use of this feature. You can revert to your normal form earlier using a bonus action on your turn. You automatically revert if you are incapacitated or fall unconcious.
While transformed, the following rules apply:
Your game statistics are replaced with that of your Weapon Form (statistics outlined at the end of this subclass). Any equipment you are wearing/carrying merges into your new form.
When taking the form of a weapon with the versatile weapon property, you use the higher of the two damage dice when you hit with an attack made in that form
You ignore the loading property of ranged weapons, as you are able to magically load ammunition you were carrying into the weapon form.
Beyond the options presented in this subclass, you cannot cast spells and lose the ability to speak or take actions requiring hands. Transforming doesn’t break your concentration on a spell you’ve already cast, however, or prevent you from taking actions that are part of a spell that you’ve already cast.
You retain the benefit of any features from your class, race, or other source and can use them if the Weapon Form is capable of doing so.
While you are in your Weapon Form, another creature who is friendly to you can hold you in its hand(s) and utilize you as a weapon of the type that you transformed into. Another creature is considered to be “wielding” you so long as they are holding you with at least one hand. This creature is considered to be your “wielder”. The creature makes attacks as normal, and the following conditions are applied:
You are treated as having all of that weapon’s normal properties for your wielder. Your wielder can also ignore the loading property of a ranged weapon you are transformed into if the ammunition is taken from what you were carrying before you transformed.
You and your wielder are treated as occupying the same space. You cannot utilize your flying speed while another creature is wielding you.
You and your wielder can communicate telepathically.
If a creature provokes an attack of opportunity, you or your wielder can make the attack but not both.
Spell Slinging Weapon
Starting at 1st level, while transformed into your weapon form, you have a limited access to your spellcasting:
You can cast an abjuration spell of 1st level or higher using your sorcerer spell slots provided it has a single target which is either you or your wielder. You are able to maintain concentration on a spell cast this way while transformed.
You can spend 1 sorcery point to cast an evocation spell of 1st level or higher that you have prepared, expending a spell slot as normal. You are not able to maintain concentration on a spell cast this way while transformed.
When casting a spell using this feature, you ignore any verbal or somatic components the spell has. If the spell has a material component, you can spend 1 sorcery point to ignore that component as well, provided it does not have a cost associated with it or is consumed when casting the spell. Otherwise, you are able to use a required material component so long as you were carrying it before you transformed.
Enhanced Weapon Form
At 6th level, while transformed using your Weapon Form feature, you can replace one attack you would make using the Multiattack feature with casting a cantrip provided it has a casting time of one action and belongs to the abjuration or evocation schools of magic.
Additionally by spending one sorcery point as a bonus action on your turn you can change into another weapon. This counts as the same use of your Weapon Form feature, and you retain your current health point total.
Magical Tempering
Starting at 14th level, while transformed into a weapon, using your action you can expend a spell slot of 1st level or higher (to a maximum of 5th level) to magically empower yourself. This empowerment lasts until the end of your next turn and you must maintain concentration on the effect as if concentrating on a spell. While the empowerment remains, attacks made by you in this form (or by your wielder) gain an additional benefit based on the type of damage your current form deals:
Bludgeoning: You become reinforced and empowered. On a hit, the attack deals an additional 1d6 bludgeoning damage. For each spell slot above 1st level expended, the additional damage increases by 1d6. This damage is treated as magical for the purposes of overcoming resistances.
Piercing: Your weapon form (or ammunition fired from it) becomes sharpened and barbed. On a successful attack, the target of the attack begins to bleed and cannot benefit from any effects which restore hit points while bleeding. The target takes additional necrotic damage at the start of its next turn equal to your Charisma modifier and the bleeding ends. For each level of spell slot above 1st, the target continues to bleed for an additional round, taking necrotic damage at the start of each of its turns. This does not affect undead, constructs, plants, or oozes.
Slashing: A blade of energy extends your reach, allowing you to cleave through groups of enemies. You or your wielder compares the value from an attack roll made to the AC of every creature in a 5ft cone in front of you. Each creature that would be hit by the attack takes the damage the attack would normally deal to a single target. For every two spell slot levels above 1st the range of the cone increases by 5ft.
The empowerment ends early if you break concentration, are incapacitated, or lose your weapon form.
True Semblance
At 18th level, you discover the truest weapon form which is tied to your spirit. Choose a magic item from the Dungeon Master’s Guide that is a weapon and is not legendary in rarity, a sentient magic item, or a relic. When you use your Weapon Form feature, you can transform into the chosen weapon, and both you and your wielder gain the effects of that item for the duration. You both ignore any attunement requirements or curses associated with the chosen form. Once your Weapon Form ends or you change your form, you must complete a long rest before you can transform into your true semblance again. At the DM’s discretion, the magic weapon chosen can be altered (for example a sun blade could instead be a sun axe) or can be chosen from a different book outside of the Dungeon Master’s Guide.
Weapon Form Stat Block
Weapon Form
Small Construct, your alignment
Armor Class: 12 + your Charisma modifier
Hit Points: 5 x your sorcerer level
Speed: 0 ft., Fly 30ft
Str: 10 (+0) Dex: 10 (+0) Con: 10 (+0) Int: Your Int Modifier Wis: Your Wis Modifier Cha: Your Cha Modifier
Saving Throws: You retain your saving throw proficiencies, but must use the modifiers of the Weapon Form.
Skill Proficiencies: You retain your skill proficiencies, but must use the modifiers of the Weapon Form.
Senses: Any special senses you had prior to transforming
Languages: Your known languages. Cannot speak except telepathically when able.
Weapon Appearance : You can take the Hide action against creatures that can see you. For this trait, the creatures’ Wisdom (Perception) is contested by your Charisma (Deception). You appear like a normal weapon to the creature(s) you are successfully hiding from.
Actions
Multiattack: You make a single weapon attack against a creature within the weapon’s range. At 6th level you can make two weapon attacks with this action. At 18th level, you can make three weapon attacks with this action.
Weapon Attack: Melee or Ranged Weapon Attack +your spell attack bonus to hit , reach/range according to weapon properties, Hit: Weapon’s damage die + your charisma modifier
Reactions
Parry: When a creature wielding you is hit by a weapon attack, you can use your reaction to grant a bonus to your wielder’s AC equal to half your proficiency bonus (rounded down) potentially causing the attack to miss.
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Inspired by shows like Soul Eater or Noragami, this subclass seeks to scratch that itch of "I want to be able to transform into a magical weapon so my friend can smack people with me"
The major "Achilles heel" of this whole concept is the fact that it is much stronger when you "buddy up" with another party member, and wont be as strong when you are on your own.
I think alot of what I chose to do with this is unconventional, and I would appreciate feedback.
Weapon Form Stat Block
Three-time Judge of the Competition of the Finest Brews! Come join us in making fun, unique homebrew and voting for your favorite entries!