Homebrew Armament Weapon (DM Tuz) Species Details
A living weapon inhabited by a good spirit
Armament Weapon (DM Tuz) Traits
TraitsLanguages
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.
Protective skin
When you are not wearing heavy armor gain +1 to ac
Direction
When you are in your weapon form, you can use an Action to grant a creature that wields you advantage on its next attack roll using you. You can still use this Action while you are in your weapon form.
Decisive strike
You can use a Bonus Action to observe a target that you can see and get advantage on your next attack roll you make against it before the end of your next turn. When you use this trait and both rolls of your advantage roll would hit the target, your next attack roll against it before the end of your turn also has advantage. You can use this bonus action an amount of times equal to your proficiency modifier before you have to finish a Long Rest to use it again.
Gymnast
You are proficient in Acrobatics or Athletics.
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