Greater Radiant Soul.The Acolyte of Weapons is immune to diseases and poisons. The Body sheds dim light of 30ft. Also, the Acolyte of Weapons's attack is considered as magical and if the weapon contains versatility, the Acolyte of Weapons can wield weapon with versatility and gaining the versatility feature while wielding it with one hand.
Consequences. Whenever an enemy faces death, instead of dying, the enemy's body converts into radiant soul which will be stored within the Acolyte of Weapons.
Crafter's Knowledge.The Acolyte of Weapons automatically knows if you are vulnerable to bludgeoning, slashing, and/or piercing damage. If the enemy has vulnerability to those following damage, that enemy becomes first priority of the Acolyte of Weapons.
Devastating Creation. The Acolyte of Weapons has gauge called Devastating Creation. Specific actions will trigger actions will trigger to gain charges for this gauge and it can be used to perform following abilities. The Devastating Creation has total of 10 charges:
-Concoction Madness (2 charges). The Acolyte of Weapons makes two Enlightened Concoction attack.
-Greater Guardbreak (5 charges). The Acolyte of Weapons draws Swordsman's Gift and attempts to strike the enemy six times. If one of the attacks hit, the rest of the remaining attacks are considered as automatic hit. If three of six attacks hit, the Acolyte of Weapons gain 1 charge.
-Bonds (10 charges). The enemy must succeed on Wisdom saving throw DC 20 or become marked as a puppet of creation. The puppet of creation is controlled by Acolyte of Weapons and it will take action whenever one of the Acolyte of Weapons takes an action, too. While being controlled in this way, this effect cannot be healed unless someone makes Persuasion check DC 20 or the Acolyte of Weapons is killed. If the Persuasion check succeeds, the enemy is freed. On fail, the creature who initiated the Persuasion check must succeed on Wisdom saving throw DC 20 or become marked as a puppet of creation.
Inner Spellcasting. The Acolyte of Weapons's spellcasting is Charisma (DC 20). It can innately cast the following spells, requiring only verbal components:
At will: Prestidigitation, Thaumaturgy, Levitate, Message
3/day: Forcecage, Greater Restoration
Cruel Punishment. The Acolyte of Weapons makes two Breaking Hands attack.
Breaking Hands. The Acolyte of Weapons converts its staff into one of the weapon on the following list. The weapons are spectral and it dissipates after the one attack and it cannot be broken or destroyed by any means. The Acolyte of Weapons makes three attacks with one of the weapon of it's choosing and can change the weapons as a free action.
-Swordsman's Gift (Longsword +2). Melee Weapon Attack: +14 to hit, reach 5ft., single-target. Hit: 14 (1d10 + 9) slashing damage. If hit, gain 1 charge for Devastating Creation.
-Gunsmith's Gift (Musket +2). Ranged Weapon Attack: +14 to hit, range 100/400ft., single-target. Hit: 14 (1d10 + 9) piercing damage. If hit, take 2d6 fire damage that continues for two turns.
-Poisoner's Gift (Dagger +2). Melee Weapon Attack: +14 to hit, reach 5ft., range 20/60ft., single-target. Hit: 11 (1d4+9) piercing damage. If hit, the enemy must succeed on Constitution saving throw DC 20 or takes 6d6 poison damage. If the enemy succeeds on Constitution saving throw, the enemy is resistant to that effect for 24 hours. If this effect ends when the dagger is thrown, the dagger will dissipate.
Enlightened Concoctions. The Acolyte of Weapons pulls out various concoction from it's pouch and attempts to make three attacks. The attack can be focused on single target or it can be multiple targets. The enemy must succeed on Dexterity saving throw DC 20 or takes following effect depending on the concoction:
-Final Sight. The enemy takes 6d6 fire damage and become blinded for three turns.
-Final Heaven. The enemy takes 4d6 radiant damage and become incapacitated for one turn.
-Last Word. The enemy takes 6d6 cold damage and cannot cast any spells containing somatic components.
-Final Struggle. The enemy takes 4d6 lightning damage and cannot cast any spells containing verbal components.
-Ichorous Concoction. The enemy takes 8d8 acid damage and any armor or weapon made of metal is destroyed.
-Last Bless. The enemy must succeed on Wisdom saving throw DC 20. On fail, the enemy heals for 6d6, and the enemy is charmed. When the enemy is charmed in this way, the enemy must attack nearby allies for four turns and it must do the best to kill the ally. This effect cannot be dispelled by any means.
Augmentation. The Acolyte of Weapons can add one of the following Augmentation to the weapon that is listed in Breaking hands. Those effects last one turn for each different weapons.
-Brutal Critical. Whenever wielding a weapon augmented with Brutal Critical, any die that results in 18-20 are considered as critical. If the weapon strikes a critical hit, the Acolyte of Weapons rolls one additional die for the damage roll.
-Leg Swipe. If the weapon with Leg Swipe augmentation hits an enemy, the enemy cannot move for two turns.
-Edmune's Smite. If the weapon with Edmune's Smite augmentation hits an enemy, the enemy suffers extra 6d6 radiant damage and must succeed on Wisdom saving throw DC 20 or polymorphs into statue resembling Edmune's form.
Defensive Stance. The Acolyte of Weapons goes on a defensive stance. On this one turn, the Acolyte of Weapons gains +2 to AC.
Quickdraw. Whenever the Acolyte of Weapons sees a single attack hurling towards it, it can use a reaction to quickly draw a Longsword and attempt to attack. If the attack hits the enemy, the enemy's attack is cancelled and the Acolyte of Weapons makes additional attack with the Longsword.
Alchemist's Mercy. Whenever the Acolyte of Weapons takes damage, the Practitioner gains half of the damage restored to it's hit points.