Homebrew Animated Weapon Species Details

The living manifestation of weapons which have once seen war, Animated Weapons give new meaning to the phrase "a walking weapon".

Anthropomorphized and given life through great magic, Animated Weapons take on the appearance of a normal, humanoid creature, but their inorganic body and thirst for battle distinguishes them from other, more natural life. Like with all species, individual Animated Weapons possess their own unique personalities, hopes, goals, and set of morals. However, each and every Animated Weapon is driven by their one common, irreversible attribute - their thrill for battle and blood.

Animated Weapon Traits

Born of war, Animated Weapons posses characteristics which reflect both their living and nonliving backgrounds.

Ability Score Increase.

Your Constitution score increases by 2. Your Dexterity (OR) Strength also increase by 1.

Age.

Animated Weapons do not age but maintain the age and appearance they received at their creation. Though unaging, Animated Weapons have a life span determined by the resilience of the materials they were originally made from and the strength of the magic used to give them life. Should either of these components begin to fail, the Animated Weapon will likewise begin to deteriorate and reach the end of its life cycle.

Alignment.

Animated Weapons tend to take on good and evil alignments based on the history of their use and users. An animated weapon may morph to become their own agent, but they never escape the natural tendencies of their origin.

Size.

An animated weapon can be shaped at its origin to take o any size, up to the general size of its original creator.

Speed.

An animated weapon's base speed is determined by the characteristics of the weapon they were created from, following the general guidelines listed below:

  • Light Weapon: 35 movement speed.
  • Single-Handed and Versatile Weapons: 30 movement speed.
  • Two-Handed Weapon: 25 movements speed.

Inorganic Fortitude

Due to their lack of living organic material, Animated Weapons experience the following traits:

  • Resistance to poison damage and immunity to all diseases.
  • Animated Weapons don’t need to eat, drink, or breathe.
  • Though Animated Weapons rest like all other species, they rest via entering an inert, dormant state as opposed to falling asleep. In this state, Animated Weapons maintain awareness of their surroundings.

Natural Weapon

Animated Weapons are naturally proficient in all weapons and armors. In addition, their unarmed strikes do a d6 instead of a d4 in damage, and their damage type is determined by the damage type of the weapon the Animated Weapon was created from. These unarmed strikes are considered a weapons attack.

Starting at the 11th level, these unarmed strikes can take on the abilities and modifiers (if any) of the weapon the Animated Weapon was created from.

Construct Defenses

In lieu of another armored or unarmored defense bonus, Animated Weapons may opt to gain a defense bonus based on the materials they were originally constructed of:

  • Wood (And other non-metal common materials): AC of 10 + Your Constitution and Dexterity modifiers. [You are considered to be wearing light armor.]
  • Steel (and other common metals): AC of 15 + Your Constitution Modifier. [You are considered to be wearing medium armor.]
  • Adamantine (and other legendary materials): AC of 17 + Your Constitution Modifier (Up to 3). [You are considered to be wearing heavy armor and gain the negative effects which come with it.]

Insatiable Bloodlust

Regardless of individual alignment, all Animated Weapons are bound by an innate fascination with bloodshed. As Animated Weapons participate in combat, the following features apply:

  • Whenever the player character is damaged, or when a critical hit occurs or a creature hits 0 hit points within eyesight, the player character may expend their reaction to make an extra attack against another creature within reach. For the purposes of making this attack, any unused movement speed may be expended to reach a viable attack target.
  • If this extra attack is not used, despite a viable attack target being within reach (including allies and other friendly creatures), add one bloodlust counter to your character and make a Wisdom saving roll where the DC is 8 + the number of bloodlust counters on your character. Should you fail the saving throw, your character enters a Blood Frenzy.
  • When in a Blood Frenzy: Add +2 to your damage rolls and roll all of your attack rolls as if it were a reckless attack (i.e. gain advantage on your attack roll but then give advantage to all attack rolls made against you until your next turn). Additionally, both allies and enemies are now your attack targets, starting with all creatures within your immediate reach. If there are no creatures immediately within your reach, roll a d20 for each creature within your movement range and attack the one that rolls lowest.
  • You exit a blood frenzy when you have neither attacked nor been attacked for the space of a full combat.

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