Homebrew Armivant Species Details

Armivants are a unique race of sentient and living weapons, each embodying the essence of craftsmanship and warfare. They vary widely in appearance, reflecting their diverse origins and the cultures that created them. Some Armivants resemble finely forged swords with intricate runes etched along their blades, while others might appear as massive warhammers with glowing, gem-like cores embedded in their heads. Their forms often incorporate elements of the materials used to craft them, such as gleaming steel, shimmering mithril, or even rare arcane alloys.

Despite their weapon-like appearance, Armivants possess a distinct personality and consciousness. Their eyes, typically glowing with an inner light, convey emotions ranging from curiosity to determination, reflecting their unique experiences and interactions with the world around them. They are born from the fusion of powerful magic and master craftsmanship. Their creation involves a complex ritual where a skilled artisan imbues a weapon with a fragment of their soul, granting it sentience. As a result, Armivants often hold a deep reverence for their creators and the art of crafting. They value skill, dedication, and honor, traits that shape their societal norms and interactions.

Due to their unique nature, Armivants possess innate magical abilities tied to their origins. They can enhance their physical forms with elemental energies, channeling fire, lightning, or frost through their strikes. Some Armivants also possess the ability to communicate telepathically with their wielders or forge temporary psychic bonds, granting them enhanced coordination in combat. They do not require sustenance or sleep in the traditional sense, deriving their energy from the magic that animates them. However, they do require occasional periods of meditation or communion with their Forge-Minds to maintain their mental and spiritual well-being.

Armivants are naturally drawn to adventure and quests that allow them to test their mettle and forge new legends. Many Armivants seek to understand their place in the world beyond their creators' workshops, longing to explore distant lands, face new opponents, or uncover lost knowledge. Some Armivants also forge deep bonds with mortal adventurers, serving as steadfast companions and guardians in times of peril. In a party of adventurers, an Armivant brings a blend of martial prowess, mystical abilities, and unwavering loyalty. Their unique perspective on the world, shaped by their origins as sentient weapons, often provides valuable insights and strategies that prove invaluable in overcoming challenges.

Armivant Traits

You are a sentient weapon.

Living Weapon

You are a sentient weapon brought to life through powerful magic and skilled craftsmanship. Your body is composed of a unique material that reflects your origin, such as steel, mithril, or an arcane alloy. Through the use of magic, you are able to impart some of your skills to the person you are bonded with. You also possess a consciousness and self-awareness, with eyes that glow with inner light. You have advantage on saving throws against being charmed or frightened.

Forge-Born Resilience

You have resistance to fire damage. 

Telepathic Bond

You can communicate telepathically with your wielder within 30 feet of you. You can speak and read Common and one other language of your choice, typically reflecting the culture or origin of your creator.

Proficient Weaponry

Anyone who wields an Armivant gains proficiency with the weapon. If the user is already proficient with the weapon type that the Armivant variant is, they gain extra power from it:

Simple Melee Weapons
Club 1 sp Xd4 bludgeoning 2 lb. Light
Dagger 2 gp Xd4 piercing 1 lb. Finesse, light, thrown (range 20/60)
Greatclub 2 sp Xd8 bludgeoning 10 lb. Two-handed
Handaxe 5 gp Xd6 slashing 2 lb. Light, thrown (range 20/60)
Javelin 5 sp Xd6 piercing 2 lb. Thrown (range 30/120)
Light hammer 2 gp Xd4 bludgeoning 2 lb. Light, thrown (range 20/60)
Mace 5 gp Xd6 bludgeoning 4 lb.
Quarterstaff 2 sp Xd6 bludgeoning 4 lb. Versatile (1d8)
Sickle 1 gp Xd4 slashing 2 lb. Light
Spear 1 gp Xd6 piercing 3 lb. Thrown (range 20/60), versatile (1d8)
Simple Ranged Weapons
Crossbow, light 25 gp Xd8 piercing 5 lb. Ammunition (range 80/320), loading, two-handed
Dart 5 cp Xd4 piercing 1/4 lb. Finesse, thrown (range 20/60)
Shortbow 25 gp Xd6 piercing 2 lb. Ammunition (range 80/320), two-handed
Sling 1 sp Xd4 bludgeoning Ammunition (range 30/120)
Martial Melee Weapons
Battleaxe 10 gp Xd8 slashing 4 lb. Versatile (1d10)
Flail 10 gp Xd8 bludgeoning 2 lb.
Glaive 20 gp Xd10 slashing 6 lb. Heavy, reach, two-handed
Greataxe 30 gp Xd12 slashing 7 lb. Heavy, two-handed
Greatsword 50 gp Xd6 slashing 6 lb. Heavy, two-handed
Halberd 20 gp Xd10 slashing 6 lb. Heavy, reach, two-handed
Lance 10 gp Xd12 piercing 6 lb. Reach, special
Longsword 15 gp Xd8 slashing 3 lb. Versatile (1d10)
Maul 10 gp Xd6 bludgeoning 10 lb. Heavy, two-handed
Morningstar 15 gp Xd8 piercing 4 lb.
Pike 5 gp Xd10 piercing 18 lb. Heavy, reach, two-handed
Rapier 25 gp Xd8 piercing 2 lb. Finesse
Scimitar 25 gp Xd6 slashing 3 lb. Finesse, light
Shortsword 10 gp Xd6 piercing 2 lb. Finesse, light
Trident 5 gp Xd6 piercing 4 lb. Thrown (range 20/60), versatile (1d8)
War pick 5 gp Xd8 piercing 2 lb.
Warhammer 15 gp Xd8 bludgeoning 2 lb. Versatile (1d10)
Whip 2 gp Xd4 slashing 3 lb. Finesse, reach
Martial Ranged Weapons
Blowgun 10 gp X piercing 1 lb. Ammunition (range 25/100), loading
Crossbow, hand 75 gp Xd6 piercing 3 lb. Ammunition (range 30/120), light, loading
Crossbow, heavy 50 gp Xd10 piercing 18 lb. Ammunition (range 100/400), heavy, loading, two-handed
Longbow 50 gp Xd8 piercing 2 lb. Ammunition (range 150/600), heavy, two-handed
         

X is equal to your current level divided by four rounded up.

Previous Versions

Name Date Modified Views Adds Version Actions
7/14/2024 7:22:20 PM
12
1
1
Coming Soon

Comments

Posts Quoted:
Reply
Clear All Quotes