Homebrew Aegises (Public Version) Species Details

 

"I like yer attitude!"


haha sword

In Blade and Body

Aegises are sentient weapons that have concentrated enough magical energy to construct a corporeal, human form. In their construct form, they can appear as any humanoid race, most often related to who/where/how they were made. They typically keep motifs relating to how they look as a weapon, such as height, skin color, hair color, etc. An Aegis can be nearly indistinguishable from another humanoid, although they may have a gem embedded on their bodies, and they are surprisingly heavy for their size.

The construct form can weave magic to condense their bodies back into their weapon form, acting as a magical weapon. While they can still die, Aegises are most vulnerable and most powerful in their weapon forms. Most Aegises have an aversion to water due to their ability to rust as a weapon, where rust and tarnish can be likened to a skin condition. Polishing, waxing, and sharpening can be likened to a massage or pedicure to them.

Strength of Sheer Will

These sentient weapons may possess a goal that they may have served in their time as a weapon (such as Steel, wanting to help people, or Dawnbringer, possessing a kind yet fierce disposition), want to fight on their own accord rather than be bound to a wielder, or maybe the weapon just wants to know what it's like to be "human." Their reasons for existing vary greatly, as well as their personalities.  No two Aegises are the same, but it's very unlikely that you'll ever find two in the same place. Some Aegises even believe that they are the only one to exist.

Aegis Names

Aegis names vary greatly. They may name themselves after a concept, a passion, a hero from legend, keep their previous name from when they were just a weapon, or whatever sounds cool. It also may vary based on the "race" that their form is based upon.

Male Aegis Names: Malos, Godfrey, Dromarch, Floren, Boreas, Wulfric, Aegeon, Perceval

Female Aegis Names: Pyra, Mythra, Agate, Azami, Adenine, Kasandra, Newt, Brighid, Ursula

Aegises (Public Version) Traits

Aegises possess certain traits due to their inherent magical nature, as well as their unique bodies.

Ability Score Increase

When determining your character’s ability scores, increase one of those scores by 2 and increase a different score by 1, or increase three different scores by 1. Follow this rule regardless of the method you use to determine the scores, such as rolling or point buy.

The “Quick Build” section for your character’s class offers suggestions on which scores to increase. You’re free to follow those suggestions or to ignore them. Whichever scores you decide to increase, none of the scores can be raised above 20.

Age

It is unknown how old an Aegis is, as only some keep track. The maximum Aegis lifespan remains a mystery; so far, Aegises have shown no signs of deterioration due to age. There are so few Aegises that it's not something easy to test for. You are also immune to magical aging effects.

Size

Aegises may vary in size and shape but are overall classified as either Small, Medium or Large creatures.

Speed

You have a walking speed of 30 feet.

Languages

You can speak, read, and write Common and one other language of your choice.

Vision

Your artificial nature allows you to see clearer in darker environments. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray.

Additionally, while in weapon form and sharing a bond with another creature, you share their vision, being able to perceive whatever they can. If that bond is broken, or if your weapon form leaves the hand of your wielder, then you possess 10 ft. of blindsight.

Artificial Nature

Your body has a consistency alike to that of metal and is artificially created, represented by the following benefits:

  • You have advantage on saving throws against disease and being poisoned.
  • You have advantage on death saving throws.
  • You don’t need to eat, drink, or breathe.
  • You don’t need to sleep, and magic can’t put you to sleep.
  • You can finish a long rest in 4 hours if you spend those hours performing only light activity, or at least nothing too taxing.

Additionally, at the moment of your conception, you are assigned an element. This element decides the damage type for your weapon form abilities, as well as gives you resistance to that damage type.

Spiritual Sword

As a bonus action, you can turn into a weapon form by sacrificing your humanoid body. This lasts as long as you want unless magic forces you into another shape. You can only switch to weapon form twice per short or long rest, but at level 20, you can do it as many times as you'd like. You have the following properties as a weapon:

  • While within weapon form, you share initiative with the creature that wields you. You choose the weapon type during character creation, and the creature wielding you has proficiency with this weapon class while you allow them to wield you. If your weapon form is more than 30 ft. away from your wielder, the bond automatically breaks, and you instinctually switch back into construct form, consuming no actions.

  • On your turn as a weapon, you are incapable of taking the Attack, Dash, Disengage, Dodge, Grapple, Help, Hide, Improvise, Ready, Search, Shove, or the Use an Object actions You can, however, use your action to cast a spell, use a class ability, and so on, so long as they do not require your physical body to use. Touch spells require your wielder to touch the target or your weapon form to be in contact with the target. Additionally, you cannot use cantrips while in weapon form

In Body and Soul

You share your traits with the creature you've created a bond with, gaining certain effects for yourself and bestowing others to your wielder while in weapon form.

  • Your wielder has full access to any racial traits that your construct form has. However, they do not have access to any spellcasting or class features that you may possess. If you possess the Paladin's Smite ability or the Eldritch Smite Invocation, your wielder may use them.

  • You share initiative with your wielder and grant them a bonus to their initiative based on your Dexterity modifier. If the bond is broken, you act after your previous wielder. If you switch wielders, you change your initiative to match theirs.

  • You share your vision with your wielder, meaning you can see anything they can see. If your weapon body is removed from their grasp, or if you are currently not being carried, you have 10 ft. of blindsight instead.

Driving Force

The strength of your bond with your wielder influences who can wield you in weapon form. Trust acts as the requirement to use the weapon, driving you forward. You grant your wielder a special magical weapon with the following properties:

  • The weapon has a magic bonus equal to your character level divided by 5, rounded up (1-5 = +1, 6-10 = +2, 11-15 = +3, 16-20 = +4). You can telepathically speak to the person bonded with you, as well as anyone within line of sight. Additionally, your wielder deals an extra d8 of elemental damage with the weapon you become.

  • You can use your reaction to share any damage dealt to your wielder, taking half the damage instead, or taking up to your character level's worth of damage.

  • If you use a class ability while being wielded as a weapon, the wielder receives its benefits instead, such as Action Surge. The wielder loses its effects if you return to construct form in the middle of its duration and are passed onto you instead, such as the case with certain Channel Divinities.

Coalescence Blast

The weapon can create a blast of energy. Each creature's specified range makes a Dexterity saving throw. The DC for this saving throw equals 8 + your Constitution modifier + your Proficiency Bonus. A creature takes 2d12 damage on a failed save, and half as much damage on a successful one. The damage increases to 3d12 at the 6th level, 4d12 at the 11th level, and 5d12 at the 16th level. The range can be either a 5 by 30 ft. line or a 15 ft. cone, with the type of damage chosen during character creation. After using your energy blast, you cannot use it again until you complete a short or long rest.

Affinity Assault

As an action, you can deal extra damage to one target when you deal damage to it with a melee attack or spell. The extra damage equals your level, and the damage type is chosen during character creation. You can do this once per short or long rest.

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