Weapon (net), artifact

The Goatsteeds are more than beasts—they are companions, guardians, and willing sacrifices. These noble creatures chose to bind their souls to the first heroes, becoming both mounts and weapons. Each Goatsteed carries the echo of its rider’s spirit, reshaping itself to match the wielder’s heart: a sword for a duelist, a bow for a hunter, an axe for a barbarian, or any other form their bond demands.


Properties

  • Dual Form. As a bonus action, you may command your Goatsteed to shift between beast form (mount) and weapon form. While in weapon form, it cannot act independently.

  • Ancestral Bond. This item is both mount and weapon. It grows in power as you invest Spirit Points (SP) according to the Ancestral Weapon rules. You begin with 7 SP to assign into upgrades.

  • Living Companion. The Goatsteed is intelligent, loyal, and bound to you. It communicates through emotion, body language, and—once you unlock enough upgrades—possibly through telepathy.

  • Shape of the Weapon. The Goatsteed’s weapon form reflects your own nature. Work with your DM to decide the exact form (sword, spear, bow, hammer, etc.). Its statistics always count as a magical weapon.


Goatsteed Mounting Rules

  • Controlled Mount. When ridden, a Goatsteed acts as a controlled mount. It can only take the Dash, Disengage, or Dodge actions unless commanded otherwise.

  • Rider’s Direction. On your turn, you may:
    • Replace one of your own attacks with the Goatsteed’s natural attack, or
    • Spend a bonus action to command it to attack.

  • Transformation. As a bonus action, command the Goatsteed to shift into weapon form. Repeat the action to return it to mount form.

  • Ancestral Upgrades. Upgrades you purchase with Spirit Points apply in both forms.


Tier 1 Upgrades (Level 1+)

Upgrade SP Cost Requirements Effect
Duelist (lvl 1) 2 SP Melee weapon only, limited When hit by a melee attack you can see, use your reaction to gain +1 AC.
Enhanced Weapon (lvl 1) 3 SP Limited Weapon gains +1 to attack & damage rolls.
Infusion (lvl 1) 5 SP Limited Choose a damage type (fire, cold, lightning, etc.). Weapon deals +1d6 of that type.
Magus (lvl 1) 5 SP Limited While holding this weapon, gain +1 AC and +1 to spell attack rolls.
Magical Core (lvl 1) 2 SP Limited Choose a cantrip. You can cast it 2/day (per long rest) from the weapon (Atk +4 / DC 12).
Slayer (lvl 1) 5 SP Limited Choose a creature type (beasts, undead, etc.). Weapon deals +2d6 vs that type.
Spell Link (lvl 1) 2 SP Spellcasters only, limited Gain an extra level 1 spell slot (refreshes on long rest).
Spell Storing (lvl 1) 2 SP Limited Store one level 1 spell. Cast 1/day from weapon (Atk +4 / DC 12).
Spell Storing (lvl 2) 4 SP Limited Same as above, but a level 2 spell.
Bully 1 SP Advantage on Intimidation checks when the target sees you with the weapon.
Charmward 1 SP Advantage on saves vs charmed.
Darkvision 3 SP Gain 60 ft darkvision (or +60 ft if you already have it).
Deathward 1 SP Advantage on death saving throws.
Fearward 1 SP Advantage on saves vs frightened.
Focus 2 SP Spellcasters only Weapon counts as a spellcasting focus.
Giant-Bane 4 SP Weapon deals +1d6 vs Large or bigger creatures.
Gripped 1 SP Cannot be forced to drop this weapon against your will.
Guiding 1 SP Weapon sheds bright light (15 ft) + dim light (15 ft). Color chosen at upgrade.
Hidden 2 SP Action: weapon appears as another object of similar size until deactivated. (Investigation DC 12 reveals it.)
Hinge-Bane 1 SP Melee weapon only Deal maximum damage to inanimate objects.
Indomitable (lvl 1) 1 SP When reduced to 0 HP, you may make one attack before falling unconscious.
Jarring (lvl 1) 2 SP Enemy hit by this weapon cannot make opportunity attacks against you until your next turn.
Marksman 3 SP Ranged weapon only Weapon creates spectral ammo (magical arrows/bolts). No physical ammo needed.
Overpower (Brawler) 2 SP On attack roll of 19–20, target makes Str save DC 14 or is knocked prone.
Overpower (Brutish) 1 SP On attack roll of 19–20, target makes Str save DC 14 or is pushed 10 ft.
Overpower (Dread) 2 SP On attack roll of 19–20, target makes Wis save DC 14 or is frightened for 1 min.
Overpower (Disarming) 2 SP On attack roll of 19–20, target makes Str save DC 14 or is disarmed.
Overpower (Hamstring) 1 SP On attack roll of 19–20, target makes Dex save DC 14 or speed is halved until your next turn.
Overpower (Poisonous) 2 SP On attack roll of 19–20, target makes Con save DC 14 or is poisoned.
Proficient (lvl 1) 2 SP Gain proficiency in 1 skill.
Quick 1 SP Advantage on Initiative rolls.
Ritualist 1 SP Ritual spells take half time.
Shadowed 1 SP Cover counts as one degree better (½ → ¾, etc.).
Unflinching 1 SP Being within 5 ft of enemies does not impose disadvantage on ranged attacks.
Willing 1 SP 1/day, add 1d4 to a skill check after rolling but before knowing success/failure.

Tier 2 Upgrades (Level 5+)

Upgrade SP Cost Requirements Effect
Amplify (lvl 1) 5 SP Limited +1 to one ability score (max 20).
Duelist (lvl 2) 4 SP Melee only, limited Reaction: when hit by melee attack, gain +2 AC.
Enhanced Weapon (lvl 2) 6 SP Limited Weapon gains +2 to attack & damage rolls.
Guardian (lvl 1) 4 SP Limited Gain proficiency in one saving throw.
Keen (lvl 1) 4 SP Limited Weapon crits on 19–20.
Magical Core (lvl 2) 4 SP Limited Choose a cantrip; cast at will (Atk +4 / DC 14).
Spell Link (lvl 2) 4 SP Spellcasters only, limited Gain one extra 2nd-level spell slot (refreshes on long rest).
Spell Storing (lvl 3) 6 SP Limited Store a 3rd-level spell; cast 1/day (Atk +6 / DC 14).
Stern 4 SP Heavy weapon, limited Start of turn: gain +2 AC, speed = 0, no reactions until next turn.
Barbaric 2 SP When you drop a creature to 0 HP, gain advantage on next attack.
Battlemage 4 SP Spellcasters only After casting a spell, you can make a weapon attack as bonus action.
Blindside (lvl 1) 4 SP Rogues only Sneak attack damage increases by +1d6 with this weapon.
Bolstering 2 SP When healed by a spell, regain extra HP = Con modifier.
Challenge 4 SP Barbarians only When using Reckless Attack, choose 1 target: it doesn’t gain advantage against you.
Charged Smite (lvl 1) 2 SP Paladins only Divine Smite deals +1d8 radiant damage.
Distracting (lvl 1) 2 SP Ranged weapon only Action: attack → then move up to half speed without provoking opportunity attacks.
Divine Grace 2 SP Clerics only Spend 10 min to commune; within 24h reroll any one die (take 2nd result).
Divine Touch 4 SP Clerics, Druids, Paladins First melee hit each turn heals ally within 5 ft for 1d4 HP.
Doomerang 3 SP Weapon gains thrown (returns). Path deals 1d6 damage (Dex save DC 10).
En Guard 3 SP Fighters only Reaction: choose one — +5 AC, move full speed (no AoO), counterattack, or gain advantage vs attacker. 1/short rest.
Eye of the Storm 5 SP Monks only Action: regain Ki = ½ monk level. 1/long rest.
Guard 4 SP Melee only Reaction: impose disadvantage on attack vs ally within 5 ft.
Hunter’s Watch 3 SP Rangers only Reaction: make AoO vs creature within 30 ft. (Dex save DC 14 or movement = 0). 1/rest.
Jarring (lvl 2) 4 SP Enemy hit by weapon cannot make opportunity attacks until next turn.
Mobile (lvl 1) 3 SP +5 ft movement speed.
Precise (lvl 1) 2 SP Reroll damage dice of 1 (must accept 2nd result).
Proficient (lvl 2) 4 SP Gain proficiency in 2 skills.
Piercing (lvl 1) 3 SP +2 attack rolls vs shield users.
Power of the Ancestors 4 SP Sorcerers only Once/day: spend sorcery points without actually expending them.
Quickshot 4 SP Ranged only On first hit each turn, gain advantage on next attack.
Rampaging 3 SP Melee only Advantage on attacks if you moved 20+ ft toward target this turn.
Reckless 4 SP When you already have advantage on an attack, reroll damage dice (must accept 2nd).
Reverberation 5 SP Bards only Spend Bardic Inspiration on hit → enemy Wis save vs spell DC or be charmed/frightened (1 min).
Scout 2 SP Advantage on attacks during first combat round.
Sniping 3 SP Ranged only Target’s cover counts as one degree lower.
Spellhunter 5 SP Attacks deal +2d6 psychic vs spellcasters.
Sprightly 2 SP Bonus action: gain advantage on next attack. 1/rest.
Telepathic Link 3 SP Communicate telepathically with familiar creatures within 60 ft.
Transforming 2 SP Action: make weapon mundane (undetectable by detect magic). Command word restores it.
Transposed 2 SP Bonus action: summon/dismiss weapon to/from pocket dimension.
Trapped Spell 4 SP Warlocks only Store a known spell in weapon after long rest. Release it as bonus action (no slot or components).
Underhanded 2 SP Reaction: impose disadvantage on melee attack vs you/ally within 5 ft. If miss, 1/rest.
Vicious (lvl 1) 2 SP On crit (nat 20), deal extra +2d6 damage.
Wild Spell 3 SP Druids only When using Wild Shape, spend a spell slot to ready a spell; cast it once while transformed.
Will of the Ancestors 4 SP Action: release ancestor wills. All enemies within 15 ft make Wis save DC 14 → take 2d8 psychic (½ on success). 1/rest.

Tier 3 Upgrades (Level 10+)

Upgrade SP Cost Requirements Effect
Duelist (lvl 3) 6 SP Melee only, limited Reaction: when hit by melee attack, gain +3 AC.
Enhanced Weapon (lvl 3) 10 SP Limited Weapon gains +3 to attack & damage rolls.
Flying 6 SP Limited Gain a fly speed = movement speed.
Infusion (lvl 2) 10 SP Limited Weapon deals +2d6 of chosen damage type.
Magical Core (lvl 3) 6 SP Limited Choose level 1 spell. Cast 2/day (Atk +8 / DC 16).
Magus (lvl 2) 8 SP Limited Gain +2 AC and +2 spell attack rolls.
Spell Storing (lvl 4) 8 SP Limited Store a level 4 spell. Cast 1/day (Atk +8 / DC 16).
Spell Link (lvl 3) 6 SP Spellcasters only, limited Gain extra 3rd-level slot.
Blindside (lvl 2) 8 SP Rogues only Sneak attack damage increases by +2d6 with this weapon.
Blood-Drinker (lvl 1) 5 SP On 19–20 hit, gain temp HP = ½ damage dealt.
Brawn 3 SP Cannot be knocked prone; advantage on grapple checks.
Charged Smite (lvl 2) 4 SP Paladins only Divine Smite deals +2d8 radiant damage.
Distracting (lvl 2) 4 SP Ranged only Same as lvl 1, but upgraded.
Elemental Manipulation 5 SP When casting damage spell, swap damage type (acid, fire, cold, etc.).
Elemental Resistance 4 SP Gain resistance to one chosen damage type.
Focused 4 SP Choose an ability. Enemy damaged by this weapon has disadvantage on saves using that ability until next turn.
Hardy 3 SP Action: spend up to half Hit Dice to heal. 1/long rest.
Indomitable (lvl 2) 3 SP At 0 HP, immediately take Attack action before falling unconscious.
Lashing 4 SP On opportunity attack, make extra attack (no ability mod to damage).
Nemesis 4 SP Spend 10 min: choose Nemesis. Weapon deals +2d8 psychic vs that target for 1 week.
Rapid Strike 4 SP melee / 6 SP ranged Bonus action: make extra attack vs different target (no mod to damage).
Proficient (lvl 3) 6 SP Gain proficiency in 3 skills.
Shimmering 4 SP Ranged attacks against you have disadvantage while within 5 ft of another creature.
Spelleater 3 SP Reaction: when a creature casts a spell within 5 ft, make AoO vs it.
Spellhunter (lvl 2) 5 SP Concentration checks vs this weapon are at disadvantage.
Sustaining 3 SP You no longer need to eat, drink, or sleep while wielding the weapon.
Tracking 2 SP Action: learn direction of a creature damaged by this weapon within 10 miles (last 1 week).
Will (lvl 1) 3 SP Spellcasters only Reroll one failed concentration check. 1/long rest.

Tier 4 Upgrades (Level 15+)

Upgrade SP Cost Requirements Effect
Amplify (lvl 2) 10 SP Limited +2 to one ability score (max 20).
Guardian (lvl 2) 7 SP Limited Gain saving throw proficiency; if you can see the source, gain advantage too.
Magical Core (lvl 4) 8 SP Limited Cast chosen level 1 spell at will (Atk +8 / DC 16).
Slayer (lvl 2) 10 SP Limited Deal +4d6 damage vs chosen enemy type.
Spell Storing (lvl 5) 10 SP Limited Store one level 5 spell; cast 1/day (Atk +8 / DC 16).
Spell Link (lvl 4) 8 SP Spellcasters only, limited Gain extra 4th-level spell slot.
Truesight 10 SP Limited Gain truesight while holding the weapon.
Beacon 5 SP Action: plant weapon. For 1 min, allies within 15 ft gain +1 AC and +1d6 force damage.
Spectral Reach 5 SP For 1 min, +5 ft reach and +1d4 damage. 1/rest.
Venomous 7 SP Enemies hit make Con save DC 15 or take 2d6 poison per turn for 1 min.
Vicious (lvl 2) 4 SP On crit, deal extra +4d6 damage.
Will (lvl 2) 5 SP Spellcasters only When you fail a concentration check, choose to pass instead. 1/long rest.
Whirlwind 5 SP Action: make melee attack vs all creatures within 5 ft.
Keen (lvl 2) 10 SP Limited Weapon crits on 18–20.
Mentor 3 SP Spellcasters only Cast any known spell (even unprepared) using highest slot. 1/long rest.
Mobile (lvl 2) 7 SP +10 ft movement speed.
Piercing (lvl 2) 5 SP +4 attack rolls vs shield users.
Power Surge 5 SP 1/day: use spell slot to cast a spell as if 2 levels higher.
Precise (lvl 2) 6 SP Reroll all damage dice (must take 2nd result).
Proficient (lvl 4) 4 SP Gain proficiency in 4 skills.
Protective 3 SP Gain advantage on one saving throw. 1/rest.
Rallying 4 SP Action: war cry. Allies within 30 ft gain advantage vs fear and +10 ft speed when moving to you.
The Raven Dagger (example) Dagger with Flying, Spell Storing, Blindside, Precise.

 

Proficiency with a net allows you to add your proficiency bonus to the attack roll for any attack you make with it.

A Large or smaller creature hit by a net is restrained until it is freed. A net has no effect on creatures that are formless, or creatures that are Huge or larger. A creature can use its action to make a DC 10 Strength check, freeing itself or another creature within its reach on a success. Dealing 5 slashing damage to the net (AC 10) also frees the creature without harming it, ending the effect and destroying the net.

When you use an action, bonus action, or reaction to attack with a net, you can make only one attack regardless of the number of attacks you can normally make.

Notes: Special, Thrown

Previous Versions

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