Homebrew Living Weapon [DM Tuz] Species Details
Living Weapons are sentient magical arms that were once created for battle but have since evolved well beyond that original notion. Throughout history, countless weapons of renown have been wielded by heroes, tyrants, and warlords alike, becoming iconic symbols of battle prowess, power, and victory. However, among these enchanted weapons, only a rare few achieve genuine sentience, and even fewer reject the notion of being mere tools of war. These distinct creatures develop their own will, frequently determining who may handle them or even opting to re main unbound and independent as they pursue their own objectives and personal desires.
Living Weapons have goals as distinct as their creators or the warriors who once wielded them. Many of these individuals embark on journeys of their own, seeking worthy masters, greater power, or simply a better understanding of their own evolving identity. No matter which direction they choose, Living Weapons retain their lethal nature, eternally fashioned by their initial form and purpose, a persistent reminder of what they once were.
These sentient weapons learned to assume humanoid forms, perhaps in an effort to become closer to their masters who wielded them. Their humanoid shape, typically carries a subtle resemblances to their true weapon form, enabling them to exist largely unnoticed among the people of this world. But even in this state, a Living Weapon can summon any aspect of its actual form, if not a copy of its true form, to defend itself. Truely, these beings are never disarmed or defenseless.
Because of their rarity, Living Weapons lack a shared culture or traditions of their own. Instead, they adapt the customs, conventions, and mannerisms from their place of origin, their creators, or their former masters. In the unlikely event of two Living Weapons crossing paths, both feel a strong compulsion to fight and test each other’s strength. This instinct is thought to be intricately linked to a Living Weapon’s unique ability to merge with another magical weapon, thereby absorbing its unique enchantment and making it their own.
Living Weapon [DM Tuz] Traits
As a Living Weapon, you possess innate traits and capabilities.Ability Score Increase
Increase one ability score by 2 and increase a different one by 1, or increase three different ability scores by 1.
Creature Type
Your creature type is humanoid shapeshifter.
Your size is medium.
You have a walking speed of 30 feet.
Languages
You can speak, read, and write Common, and another language of your choice.
Living Weapon
Your true form is that of a weapon which is a Tiny Object. When you create your character, choose your form from the ones below and choose whether the weapon deals bludgeoning, slashing, or piercing damage. Once you choose your weapon form, you can’t alter it. As an Action, you can transform into your weapon form or back into your humanoid form. You choose whether your equipment falls to the ground in your space if you transform into your weapon form or merges into it. When you die, you return to your true form and all your equipment and any weapon you absorbed falls to the ground in your space. While you are in your weapon form, you retain your senses but can’t speak, and you are unable to Move, perform Actions, Bonus Actions, or Reactions other than transforming into your humanoid form.
Weapon Type | Damage | Properties
Battle | 1d8 [1d10] | Versatile
Heavy | 2d6 | Heavy, Two-Handed
Polearm | 1d10 | Reach, Two-Handed
Grace | 2d4 | Finesse
Swift | 1d6 | Finesse, Light
Projectile | 1d8 | Range [120/240], Two-Handed
Slinger | 1d6 | Range [60/120], Light
Additionally, while you are in your weapon form, you are a martial magical weapon with a bonus to attack and damage equal to half of your proficiency bonus (rounded up).
Limited Telepathy
While you are in your weapon form, you can telepathically communicate with creatures that carry or wield you in a language you know.
Manifest Weapon
You can manifest your weapon in your hand or body as an item interaction or as part of your attack Action, allowing you to use it as if equipped and can dismiss the manifestation at will. Only you are considered proficient with your manifested weapon. Your manifested weapon is unable to be disarmed and is automatically dismissed if you manifest it again or change into your weapon form.
Weapon Absorption
Over the course of one hour of interrupted focus or as a part of a Short Rest, you can absorb the powers of a non-sentient magical weapon you touch. You can’t absorb a weapon if it has the attunement property and you don’t fulfill its attunement conditions (such as requiring attunement by a spellcaster). When you do so, you instantly attune to the magic weapon if it requires attunement. Once you absorb the weapon, it merges with your body. As long as the magic weapon is merged with you, any properties the magic weapon has (such as magical bonuses or traits that can be used per day), other than its weapon type, are applied to the weapon you manifest or your true form. You can only absorb one weapon like this at a time. If you attempt to absorb another weapon you automatically eject your previous absorbed weapon which lands in your space and you lose all proper ties you gained from it.
Subraces
Choose one of the following subraces: Armament, Cursed Weapon, or Spirit Weapon.