Homebrew Demon Weapon Species Details

Origin
The first Demon Weapons were created 800 years ago. Both Eibon and Death sought to even the odds in the strife between witches and humans. Inspired by Excalibur, Eibon and Death sought to create the Demon Weapons and learned that Demon Weapons required the sacrifice of a witch's soul.

Aftermath
Shortly after the founding of Death Weapon Meister Academy, Death made the academy's vocation to take in Demon Weapons and train them. Overtime, the Demon Weapon's inability to control their powers subjected them to discrimination and the academy made efforts to have them accepted into normal society.

Physical Description
Demon weapons possess a humanoid appearance, although they may take up some attributes of their weapon form.
While Demon Weapons usually take any form of traditional weapons, a few Demon Weapons exist that may be considered unconventional.

Depending on their weapon form, the appearance of the soul may reflect some of the weapons physical attributes in the soul itself.

Due to the weapon gene, Demon Weapon transformations are passed to offspring, allowing humanoids to be born with the ability to transform into a weapon.
There are also instances where the weapon gene can skip generations and families are sometimes unaware of their weapon gene.

Demon Weapon Traits

Down to your very soul, you are a weapon.

Ability Score Increase

When determining your character’s ability scores, increase one score by 2 and increase a different score by 1, or increase three different scores by 1.

Languages

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

Age

Demon Weapons live as long as their base race

Alignment

Demon Weapons value freedom and self expression tending them toward Neutral and Chaotic alignments.

Size

Your size is Medium or Small. You choose the size when you select this race.

Speed

Your base walking speed is 30 feet.

Soul Perception

The most basic of Soul Wavelength skills.
The user is able to sense and perceive the souls of other beings, they can see the form of the soul, read an individuals personality, characteristics and Soul Wavelength (Relative Strength)

Living Weapon

You have the ability to turn into a weapon, choose what weapon you turn into during character creation.

  • Partial Transformation
    Once per turn as a free action, or as part of an attack.
    Transform partially into one of your weapon forms.
    You are considered to be wielding the weapon(s) that you have turned into.
    While transformed partially you are considered to be in possession of the weapon and can use it normally.
    Thrown weapons vanish immediately after it hits or misses its target and returns to you.
    You may dismiss a partial transformation at any time as a free action.
  • Weapon Transformation
    As a Bonus Action during your turn, or as a Reaction to your wielders prompt, you transform completely into your chosen weapon form and can be wielded.
    You may revert at any time as a free action.
    While transformed your weight changes to an appropriate one for the weapon, you occupy the same space as your wielder, and are immune to attacks that do not specifically target the weapon of your wielder.
    When your wielder makes an attack they use their to hit and damage modifier, likewise you use your own.
    If you have any effects that could activate whenever you land an attack with your weapon, you may do so when your wielder uses you for an attack, likewise whenever you make an attack while wielding you they may use their abilities as well.

    For the effects of features and spells from a friendly creature, you are considered an ally, a creature, and a weapon.
    For the effects of features and spells from hostile creatures, you are a creature while not transformed, a weapon while completely transformed, and both while partially transformed.
    If you are rendered unconscious you do not revert, and can continue to be used as a weapon.

Soul Link

While being wielded your soul is linked to your wielder, you are able to communicate telepathically as well as sense each others emotions, intentions and mental well being.
As a result, it is possible to lend a hand whenever your partner needs it the most.

  • Fight Against Madness
    Whenever your wielder would fail a mental saving throw, and you have not already failed the same roll, you can roll for them as well, the saving throws DC is increased by 2.
    Passing the saving throw changes your allies roll into a success, failing result in both of you receiving the effect for failing the roll.
    Your wielder can do the same for you.
  • Get Down!
    As a Reaction while being wielded, whenever your wielder would take damage, you may change out of your weapon form and take the damage instead of them.
    You take twice the damage they would have.

Demon Weapon Type

Multi-Form High Performance Weapon
  • A weapon that starts with three forms and can also become ranged weapons, and consumable items.
    Whenever your consumable items such as a potion, or explosive are used they are considered broken.
  • You can also turn into a pair of weapons that are connected by a chain that extends and retracts at will though not further than the weapons can be thrown away from each other.
  • While being wielded by another creature you have the Repeating shot, and Returning Weapon properties, and are considered a spell focus.
  • At 5th,10th, and 15th, levels you gain an additional form and your weapon forms increase by +1.
  • Additional forms that are identical in terms of stats do not take one of your weapon form slots.
  • Gain an additional Form at levels 7, 12, 18, and 20.
Death's Weapon

A weapon that specializes in souls and can grow in power.

  • Reaper
    Dealing fatal damage to a creature with an attack from a Death's Weapon severs their soul from their body, souls severed in this way take the form of a small orb that floats in place for a minute.
    Good and neutral aligned souls pass on after a minute.
    Evil aligned souls do not pass on, and after a minute gain 15ft of fly speed.
  • Soul Absorption
    Death's Weapons have the ability to consume the souls of others to empower themselves.
    Any spell or effect that requires a creatures absorbed soul fails.
    Absorbing a soul that is not Evil is considered taboo and will change your alignment to an evil one.
    Anyone that has Soul Perception would be able to tell what kind of souls you absorb.
    You may release absorbed souls of your choosing at any time.
    Dying releases all Absorbed souls, including your own, which can be collected by someone else.
    Every one hundred souls absorbed you can choose between a Feat, increasing your weapon form by +1, or increasing one ability score by 2 or two ability scores by 1.
    Ability scores increased by this feature can go above 20.
  • Certain Death
    Starting at 5th level, your damage is magical, and when you damage a creature with an attack using this magic weapon, the target can't regain hit points until the start of your next turn.
Deadly

You are a Deadly weapon, all Deadly weapons have Gear and can Assimilate Weapons.

  • Gear
    You attain Gear at the same rate that a half caster would gain spell slots.
    1st Gear.
    Levels: 1,1,3,5.
    2nd Gear.
    Levels: 5,5,7.
    3rd Gear.
    Levels: 9,9,11.
    4th Gear.
    Levels:13,15,17.
    5th Gear.
    Levels: 17,19.
  • Assimilate Weapon
    Over a long rest you may integrate a weapons special passive properties into yourself, doing so renders the weapon nonmagical and it loses it's effects.
    You may enable or disable an effect during a short rest.
    While an effect is enabled you are considered to have the assimilated effect(s)
    Effects are not limited to but may include, +1,+2,+3, Warning, Giant Slayer, Dragon Slayer, Corpse Slayer, Wounding, Life Stealing, Disruption, Smiting, Vicious, Certain Death, Sharpness, Speed.
    You may not assimilate an effect more than once, and if an effect is a direct upgrade it replaces the previous.

Choose between Chainsaw, and Jet.

Chainsaw
  • Roller Blades
    While transformed partially or wholly while your body is in contact with a creature or solid surface.
    Once on each of your turns as a free action, or as a Reaction to your wielders prompt.
    Once per short rest at your highest available Gear level without spending a Gear, or by spending a Gear, pull yourself and your wielder along the surface or creature with your chains 10ft, +5ft for every Gear higher than 1st.
    Until the end of your next turn, you or your wielder can move across walls, ceilings, and creatures and you ignore difficult terrain when doing so.
  • Rev Chains
    While partially or wholly transformed.
    As a Bonus Action by you or your wielder.
    Once per short rest at your highest available Gear level without spending a Gear, or by spending a Gear, deal an additional 1d4 slashing damage on your unarmed strikes and attacks with your weapon form until the start of your next turn.
    Landing an attack on a target with your weapon form while revved will automatically grapple them.
    While the creature is grappled in this way, attacks made with your weapon form have advantage.
    While in contact with a hostile creature, or if you have one grappled they take the same damage immediately, at the start of your and their their turns, and if they escape your grapple.
    For every 5ft you move while they are grappled they take two slashing damage, plus one for every level of Gear above the first.
    If you are bound by something that can be cut by magical slashing damage you are freed instantly without needing to make a check.
    Damage die size increases when using higher levels of Gear.
    1st:d4, 2nd:d6, 3rd:d8, 4th:d10, 5th:d12.
Jet
  • Jetsmite
    While partially or wholly transformed, whenever an attack is landed with your unarmed strike, or with your weapon form.
    Once per short rest at your highest available Gear level without spending a Gear, or by spending a Gear deal an additional 2d4 damage.
    Deal an additional 2 damage for every 10ft traveled in a straight line during your turn before the attack was landed, plus another 2 for every level of Gear above the first.
    Damage die increases when using higher levels of Gear.
    1st:d4, 2nd:d6, 3rd:d8, 4th:d10, 5th:d12.
  • Jetburst
    While partially or wholly transformed.
    Once as a free action during your turn, or as a Reaction to your wielders prompt.
    Once per short rest at your highest available Gear level without spending a Gear, or by spending a Gear, move 15ft +10ft in a straight line for every Gear higher than 1st.
    For the rest of the current turn you, or your wielder have flight equal to your walk speed and you are under the featherfall effect until the start of your next turn.
  • Jetflight
    While partially or wholly transformed, as a Bonus Action or as a Reaction to your wielders prompt.
    Once per short rest at your highest available Gear level without spending a Gear, or by spending a Gear you may grant yourself or your wielder flight without hover equal to twice your movement for a number of minutes equal to twice the Gear level spent.
    Jetflight ends if an attack is made with your weapon form.
  • Landing Jets
    As a Reaction to you or your wielder falling.
    Once per short rest at your highest available Gear level without spending a Gear, or by spending a Gear to reduce the fall damage taken by 25, +15 per Gear level past the first.

Previous Versions

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