Homebrew Excalibur Species Details

Excaliburs are living weapons of divine origin, imbued with consciousness and moral will. They float gracefully across the battlefield, capable of independent attacks or lending their formidable power to a worthy wielder. While they can act alone, they retain free will and may refuse commands that conflict with their nature. They communicate telepathically, possess an innate longsword attack, and gain specialized abilities as they grow. When broken, they shatter and require magical reconstruction to return to action. Excaliburs embody both weapon and companion, blending lethal efficiency with divine intelligence.

Excalibur Traits

You are a living, divine weapon, blending the essence of a sentient creature and a longsword. Hovering gracefully above the ground, you can act independently or be wielded by a worthy being. Your divine consciousness grants telepathy, moral judgment, and a suite of powers that grow with experience. You can be healed with Mend, and if reduced to 0 HP, you shatter and must be rebuilt to act again.

Ability Score Increase

Your Strength score increases by 2, and your Dexterity increases by 1. (You’re divine and unbreakable steal.)

Age

Excaliburs are immortal constructs of divine magic. They do not age, but their power can wax or wane with the alignment of their wielder or the world.

Alignment

You are inherently lawful good (or the alignment of your divine creator), but free will allows you to diverge slightly based on your experiences. You tend to pursue heroic ideals.

Size

You are roughly the size of a longsword: 4–5 feet long and weighing 10–15 lbs. While hovering, you occupy a 1-foot cube in space.

Speed

  • Hover: 30 ft. flying speed (cannot hover if stunned, paralyzed, or restrained).

  • You cannot move on your own if restrained by magic or a strong gravitational field.

 

Language

Languages.
You can speak, read, and understand Common and one language of your creator.

Telepathy.
You can communicate telepathically with creatures within 60 feet that you can see.

Combat Features

Unwielded Attacks (Independent Form).

  • You can attack as if wielding a longsword (1d8 slashing, versatile 1d10).

  • You can attack only one creature per turn when acting independently.

Wielded Form.

  • When wielded, your attacks scale with your wielder’s Strength.

  • You gain 5 special skills automatically as you level (levels 3, 5, 7, 10, 15, 20).

Levitation & Movement.

  • You can hover freely up to your flying speed.

  • You cannot hover while incapacitated or restrained.

Damage & Healing.

  • You have HP and can be healed with Mend or similar magic. However you cannot be healed normally and are treated as an Item, likewise any status condition your affected with will be immune but rather imbue you with that damage type.

  • If reduced to 0 HP, you shatter and cannot act until rebuilt, which requires a special ritual or smithing process determined by DM.

Wielding Excalibur.

  • A creature wielding you gains your special skills at the appropriate levels.

  • You retain free will and may refuse to act if your moral compass conflicts with commands, this does not dismiss your owner but will prohibit him from making attacks with you if you choose to refuse an act in doing so you may drop blade face down in the floor and gain an un-liftable weight (If wielder rolls Nat 20 it prevents this) you will always avoid enemies when doing such as if moved by an unstoppable force forcing you to not hit them but rather move away from them to a distance in which they won't be harmed or touched or but will not respect any of there personal item, just there life (This means you can go through someones shoe provided there shoes may be to big and will not go through there foot).

These can include: Killing the unarmed, Killing those you deem as Allies, Killing someone in unethical/painful ways or anything you deem against your moral compass that you and your DM work out.


  • The skills you gain may be Radiant (Default) or Necrotic depending on your wielders Alignment, the following skill will be using Radiant but just replace all mentions with Necrotic if your wielder is mentioned as such under Split Personalities.

I will have a Warrior Subclass for these features:

  •  Level 1 – Owner Bond:You can only be held by the person you deem as your owner (speak with your DM at the start to determine ownership). You may not gain a new owner unless your old one dies, and the new wielder must succeed on a Natural 20 Strength check to wield you.
  • Level 3 – Radiant Strike:
    You deal 2d6 radiant damage plus your Strength modifier.

  • Level 5 – Ranged Slash (Wielded):
    You can make a ranged slashing attack up to 10 ft., dealing radiant damage. This attack pierces all enemies in a line and can be slashed in any direction.

  • Level 7 – Passive Blessing:
    Grants your wielder a passive benefit.

  • Level 10 – Radiant Resistance:
    Gain resistance to radiant damage, and treat immunity as resistance.

  • Level 15 – Wielder Protection:
    You cannot be wielded by the impure; anyone attempting to wield you without approval from your wielder takes radiant damage.

  • Level 20 – Divine Judgment (Wielded):
    Once per long rest, if your wielder is at 20 HP or below, you can instantly slay one creature. Cannot be used unless wielded.

Dual Personalities

IMPORTANT:

Your damage may be considered differently depending on the Alignment of you Owner, you have 2 personalities Divine and Corrupt while corrupt all Radiant features are changed to Necrotic. 

Good Alignments (deal Radiant damage)

  • Lawful Good: Follows rules and justice to protect the innocent.

  • Neutral Good: Does good without being bound by rules.

  • Chaotic Good: Values freedom and good over laws or tradition.

Evil Alignments (deal Necrotic damage)

  • Lawful Evil: Uses law, rules, or structure to dominate or harm others.

  • Neutral Evil: Pursues self-interest without regard for law or chaos.

  • Chaotic Evil: Destroys, harms, and acts unpredictably for personal gain or malice.

Neutral Alignments (default to Good unless DM decides otherwise)

  • Lawful Neutral: Follows rules or structure strictly, but morally ambiguous.

  • True Neutral: Seeks balance or avoids extremes; morally neutral.

  • Chaotic Neutral: Values freedom and randomness, morally flexible.

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