Homebrew Weapon Spirit Species Details

Be it a sacred sword that acompanies a hero, a cursed sword forged with evil intent, or just an experiment gone wrong, a Weapon Spirit is a wepon with a will of its own. Some might have a great purpose they are to fulfill, and some might just be searching for a purpose as they never had one, but be it as it may, a Weapon Spirit is one to go on a long journey, often meeting many adventurers, and sometimes joining them in their travels.

A Weapon Spirit looks like a normal weapon, or at least it's true body does. From within the true body, a Weapon Spirit may manifest a humanoid body, often somewhat similar to the true body, in order to advance it's goals. After all, it's wielder might need some asistance, or maybe it hasn't found a worthy wielder yet, and nothing gets done by waiting in some temple or armory for too long.


Weapon Spirit Traits

Creature Type: Construct
Size: Medium
Speed: 0 feet / 30 feet, fly 30 feet (hover)

As a Weapon Spirit, you have these special traits.

Speed

Your speed is 0 ft.

True Body

You are an awakened weapon, which gives you certain traits:

  • Choose a weapon type for your true body. You have proficiency with the chosen weapon type.
  • You are blind, but have 30 ft blindsight.
  • You can't speak or make somatic components.
  • If the mending spell is cast on your true body, you regain 2d6 hit points.
  • You can benefit from only half of the healing (rounded down) from spells.
  • Your true body is immune to damage.
  • You do not need to eat, drink, breathe or sleep.
  • You are unafected by age, and can only die of old age by staying innactive for a too long period of time (determine setting apropiate time with DM). The requiered time is shortened while affected by antimagic.
  • When taking a long rest, you remain conscious, but must stay in place for 8 hours, recovering your energy.
  • As an awakened weapon, you have the ability of growing and improving. Your true body becomes a +1 weapon at lvl 5. This bonus increases to +2 at lvl 11, and to +3 at lvl 17.
  • When you are incapacitated, weapon attacks made using your true body do not benefit from your bonuses.

Manifestation of Mind

As a Bonus Action, you are capable of manifesting a humanoid body in a free space within 5 ft from your true body. This body has certain traits:

  • Your manifested body is medium size.
  • Your walking speed is 30. You have a flying speed (hover) equal to your walking speed.
  • You cannot benefit from your true body's blindsight while manifested, and instead use your manifested body's senses, which are the normal senses plus 60 ft darkvision.
  • Your manifested body shares your stats, and you act as if you were your manifested body, controlling it and using your actions through it.
  • You can demanifest your manifested body as a free action during your turn.
  • Your manifested body can receive damage, and shares your hit points. If you are reduced to 0 hit points, your manifested body demanifests, and you are immediately stabilized.
  • Your manifested body can only move while within 30 ft of your true body. You cannot willingly move further, and if you are pushed further, or your true body is moved further, your manifested body is pushed towards your true body until it's within 30 ft again. If your manifested body can somehow not be pushed towards your true body, it demanifests.

Magical Nature

If your true body or your manifested body are within an antimagic field, you have disadvantage in all d20 tests.

A Worthy Wielder

Your true body can be wielded only by those you allow (no action required). Attacks made with your true body as a weapon are made with Disadvantage by those without permission, and do not benefit from any bonus you might normally grant them.

Limited Telepathy

You can telepathically speak to a creature that has your true body on them (no action required), but this feature doesn't grant them a way to answer. For you to be understood, you must speak in a language the other knows.

Internal Storage

Your manifested body can be equipped with armor and a shield (if proficient). When your manifested body is demanifested willingly, you can meld your equipment and equipped armor and shield into your body. When you manifest again, you do so with the equipment, armor and shield equipped.

Awakened Soul

When reaching level 3, choose one of the soul options below:

  • Blessed Soul:
    • Attacks made with your true body can deal radiant damage instead of its normal damage (your choice, even when wielded by someone else)
    • You know the bless spell, and can cast it without spending a spell slot a number of times equal to your proficiency bonus per long rest. When casting it in this way, you cast it without components, and the spell doesn't require concentration, but only affects the one wielding your true body. The spell ends if your true body is separated from its wielder.
  • Cursed Soul:
    • Attacks made with your true body can deal necrotic damage instead of its normal damage (your choice, even when wielded by someone else)
    • You know the hex spell, and can cast it without spending a spell slot a number of times equal to your proficiency bonus per long rest. When casting it this way, you cast it without components, and the spell doesn't require concentration, but you cannot curse a new creature when the first one drops to 0 hit points.
  • Arcane Soul:
    • Attacks made with your true body can deal force damage instead of its normal damage (your choice, even when wielded by someone else)
    • You know the hunter's mark spell, and can cast it without spending a spell slot a number of times equal to your proficiency bonus per long rest. When casting it this way, you cast it without components, and the spell doesn't require concentration, but you cannot move the mark to a new creature when the first one drops to 0 hit points.
  • Psionic Soul:
    • Attacks made with your true body can deal psychic damage instead of its normal damage (your choice, even when wielded by someone else)
    • You know the heroism spell, and can cast it without spending a spell slot a number of times equal to your proficiency bonus per long rest. When casting it in this way, you cast it without components, and the spell doesn't require concentration, but you can only target the one wielding your true body. The spell ends if your true body is separated from its wielder.

Forged by Destiny

You can do a 1 hour ritual to absorb a magic weapon into your true body. While a magic weapon is within your true body, it gains the properties of the absorbed magic weapon. If the absorbed magic weapon has a bonus to hit and damage, you choose wether to keep that bonus or use your true body's bonus. If the magic weapon requieres attunement, you attune to it during the absorbtion ritual, and the wielder can benefit from the weapon as if it was attuned to it. You can only have one magic weapon absorbed into your true body, and can extract the absorbed magic weapon with the same ritual.

Previous Versions

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