Homebrew Weapon Spirit Species Details

Physical Description

 
 
 
Weapon spirits share their appearance with that of humans and elves. Their design, clothes, and colors reflect their weapon. Colors can range from vibrant to dull, from natural to metallic, and anywhere in between. For example, if a weapon has runes engraved into its blade, its weapon spirit will likely have "tattoos" of these runes on its body. A weapon that can come apart will likely result in a weapon spirit with an invisible joint. A weapon with a bluish hilt will likely result in a blue or purple weapon spirit, while a blade made from pure emerald would result in a crystalline green spirit. If a weapon has an accessory or a unique design, this will also affect what the weapon spirit will look like.

History and Society

Weapon spirits don't have a history in the sense that the other races do. They have no unique civilization, cities, kings, gods, nor advanced culture. As such, they usually share the culture of their creator or the culture of the people where they currently reside. Despite this, one thing that weapon spirits do have is a deep storytelling tradition, telling the tales and legends of heroes and their weapon spirits of ages past. If their purpose doesn't prevent them from doing so, it is possible for weapon spirits to come together and form a group, though these are rarely large enough to form any sort of society larger than a small hamlet. The largest recorded weapon spirit village counted only 25 weapon Spirits, most of which were tasked to remain in the area. Groups are commonly closer to 3-6 individual weapon Spirits.

Weapon Spirit Names

Weapon spirits are named by their creators and rarely have more than one name, usually tending towards less than 3 syllables. This name usually comes to the creator in a vision near the time of the weapon spirit's creation. Masculine names tend to end in a consonant, while feminine names tend to end in a vowel. It isn't uncommon for a weapon spirit to have a name from the culture of its creator as well. However, on occasion, a weapon spirit will choose a personal name, usually an attribute they value, a self-description, something relating to their purpose, or the name of a previous legendary weapon spirit.

Male: Ghirahim, Astral, Calamity, Branam, Gan

Female: Fi, La, Kana, Ko, Losora

Personal: Vigor, Sly, Charm, Bright, Blue, Red, Tall, Wise, Sage, Temple, Guard, Destiny

Weapon Spirit Traits

Weapon spirits are created to serve a purpose, whether it be guiding a hero through their prophecy, protecting their weapon, or aiding their creator.
Ability Score Increase. Your Constitution score increases by 2, and one other ability score of your choice increases by 1.
Age. Weapon spirits live as long as they are not killed, and do not die from natural causes. A Weapon spirit has a physical appearance of an age determined by its creator for its entire existence.
Alignment. Weapon spirits are rarely chaotic, tending to remain loyal to their creator and their purpose.
Size. Weapon spirits are as tall as their creators designed them to be. Your size is Small or Medium.
Speed. Your base walking speed is 30 feet.
Man-made. You are a construct 

Body Projection. You project your physical body from your linked weapon and as such you cannot move more than 30 feet away from your linked weapon. If you or your weapon is moved more than 30 feet away from each other your body disappears inside of your weapon. While inside your weapon, you can't move, but you can cast spells only targeting yourself or anything touching you, ignoring the verbal and somatic components. You can use your class feature from the user wielding you as if they where you if they are wiling. You have hearing and blindsight with a 30-foot radius as well as resistance to non-magical bludgeoning, piercing, and slashing damage, and have ac of 17. You can leave your weapon as a bonus action and enter it as an action.


Telepathy. You can communicate mentally with another creature that knows at least one language within a 30-foot radius. This creature doesn't need to share a language with you but unless they have telepathy themselves they can only receive and respond but can't initiate or terminate a telepathic conversation. You must be conscious to use this trait and cannot telepathically communicate with multiple creatures at once.

Linked Weapon. You were magically linked with a weapon at your creation. This can be any weapon you are proficient in. When not being held or sheathed the weapon hovers within 30 feet of you and you can recall it into your hand or move it to any space within 30 feet of you as a bonus action. You can link to a new weapon you are proficient with over the course of a short rest, this weapon must remain within 5 feet of your linked weapon. If you are killed your body disappears and your linked weapon is considered the dead creature for spells that would return you to life.


Legendary Smithwork. Your consciousness assists you in helping your allies even when you are within your weapon. If an ally uses you to attack, they can add a 1d6 to attacks and damage rolls. This cannot be done while your physical body is outside of your linked weapon.


Spirit's Rest. You do not need to sleep nor eat, but you must spend at least six hours of your long rest inside of your weapon. While in this state, you have the traits you would normally have while within your weapon.

Healing Machine. If the Mending spell is cast on you, you can spend a Hit Die, roll it, and regain a number of hit points equal to the roll plus your Constitution modifier (minimum of 1 hit point). In addition, your creator designed you to benefit from several spells that preserve life but that normally don't affect Constructs: Cure Wounds, Healing Word, Mass Cure Wounds, Mass Healing Word, and Spare the Dying

Weapon Spirit Traits

As a Weapon Spirit player character, you have the following traits.

Body Projection

You project your physical body from your linked weapon and as such you cannot move more than 30 feet away from your linked weapon. If you or your weapon is moved more than 30 feet away from each other your body disappears inside of your weapon. While inside your weapon, you can't move, but you can cast spells only targeting yourself or anything touching you, ignoring the verbal and somatic components. You can use your class feature from the user wielding you as if they were you if they are willing. You can hear and see normally while in this form, as well as have resistance to non-magical bludgeoning, piercing, and slashing damage, and have ac of 17. You can leave your weapon as a bonus action and enter it as an action.

Telepathy

You can communicate mentally with another creature that knows at least one language within a 30-foot radius. This creature doesn't need to share a language with you but unless they have telepathy themselves they can only receive and respond but can't initiate or terminate a telepathic conversation. You must be conscious to use this trait and cannot telepathically communicate with multiple creatures at once.

Linked Weapon

You were magically linked with a weapon at your creation. This can be any weapon you are proficient in. When not being held or sheathed the weapon hovers within 30 feet of you and you can recall it into your hand or move it to any space within 30 feet of you as a bonus action. You can link to a new weapon you are proficient with over the course of a short rest, this weapon must remain within 5 feet of your linked weapon. If you are killed your body disappears and your linked weapon is considered the dead creature for spells that would return you to life.

Legendary Smithwork

Your consciousness assists you in helping your allies even when you are within your weapon. If an ally uses you to attack, they can add a 1d6 to attacks and damage rolls. This cannot be done while your physical body is outside of your linked weapon.

Spirit's Rest

You do not need to sleep nor eat, but you must spend at least six hours of your long rest inside of your weapon. While in this state, you have the traits you would normally have while within your weapon.

Creature Type

You are a Construct.

Size

You are Small or Medium

Speed

Your walking speed is 30 feet.

Healing Machine

If the mending spell is cast on you, you can spend a Hit Die, roll it, and regain a number of hit points equal to the roll plus your Constitution modifier (minimum of 1 hit point).

In addition, your creator designed you to benefit from several spells that preserve life but that normally don’t affect Constructs: cure wounds, healing word, mass cure wounds, mass healing word, and spare the dying.

Previous Versions

Name Date Modified Views Adds Version Actions
4/16/2026 3:23:40 AM
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