Homebrew Spirit Weapon (DM Tuz) Species Details

A living weapon inhabited by an elemental spirit

Spirit Weapon (DM Tuz) Traits

Traits

Languages

You learn common and one other language of your choice

Living weapon

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 dam-age. 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 Ac-tions, Bonus Actions, or Reactions other than transforming into your humanoid form.

Slinger

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.

Absorb weapon

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-sen-tient 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 properties you gained from it.

Spirit nature

 When you choose this subrace choose among the following damage types: Acid, Cold, Fire, Light-ning, Necrotic, Poison, Psychic, Radiant, Thunder. You gain Resistance against the chosen damage type, and the type will determine the damage type of your Release and Infused Strike trait, and the creature's saving throw against your Release trait (see table below).

Release

When you are in your weapon form and a creature wields you, you can use an action to force a creature within 30 ft. of you to make a saving throw. On a failed save a creature takes 1d6 + your Intelligence/Wisdom/Charisma modifier + your proficiency bonus damage of your chosen energy type. The DC is equal to 8 + your Intelligence, Wis-dom, or Charisma modifier + your proficiency bonus. If you target the the creature that wields you, the creature has disadvantage on the saving throw. You can still use this Action while you are in your weapon form.

Infused Strike

Once per turn, when you hit with a weapon or spell attack, you can choose to infuse your strike. If you do so, the damage type of your attack becomes your chosen damage type. If the attack is a weapon attack it also deals an additional 1d6 damage of the same type. You can use this trait an amount of times equal to your proficiency modifier before you have to finish a Long Rest to use it again.

When you use this trait, you can choose to expend additional uses of it to increase the additional damage of your weapon attack by 1d6 for each use you expend.

Observant

You are proficient in Insight or Perception.

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