Homebrew Airmborn Species Details

Airmborn are living symbiotic beings capable of transforming themselves into weapons, armor, tools, and other objects while retaining their consciousness and magical abilities.

Airmborn Usually come from some form of hybridization with a mimic, however it can be passed down to offspring even skipping generations.

Airmborn appear as members of another species save for small details that give away their true nature, such as metallic sounds when tapping their nails, or a voice that sounds like an instrument is being played to match it. 

Airmborn Traits

Creature Type: Humanoid, and Monstrosity
Size: Medium (about 4–7 feet tall) or Small (about 2–4 feet tall), chosen when you select this species
Speed: 30 feet

As a Airmborn, you have these special traits.

Tremorsense

You have Tremorsense out to a range of 10ft

Blended Ancestry

You resemble another humanoid species chosen at character creation while in your humanoid form. You gain one non-damaging trait associated with that species, chosen with your DM’s approval. Examples include Darkvision, a climbing speed, or a swimming speed.

Armament Shifting

As a bonus action, you may transform yourself into a designated object form or manifest that object onto your body, or in your empty hand.

You may also transform as a reaction when a creature attempts to grapple, restrain, or forcibly move you. You may choose to equip yourself to a creature you are touching if it is willing when you transform.

The nature of your transformed state depends on your chosen Airmborn Type.

You begin with one object form at 1st level. At 3rd level, you gain two additional forms related to your original form. These forms should remain thematically connected. For example, a longsword form might expand into a rapier or whip form.

While fully transformed into an object, you gain the following traits:

  • You are treated as a sentient magical object.
  • You cannot move except through magical means.
  • You retain your mental ability scores, hit points, class features, and spellcasting abilities.
  • You may still cast spells while transformed.
  • Spells that normally target only yourself may instead target the creature wielding or wearing you.
  • Your Wielder or Wearer may facilitate verbal, and somatic components for spells you cast while they have you equipped.
  • You are always considered proficient with your transformed forms.
  • Your AC becomes appropriate to your object form, as determined by the DM.
  • Any attack roll, ability check, or skill check directly involving your transformed form gains a bonus equal to your proficiency bonus.
  • Your clothing and carried equipment merge into your transformed state.
  • While transformed, you may telepathically communicate with any creature wielding or wearing you. You may also share sensory information with that creature so long as they are willing to do so.

Airmborn type

Your Airmborn type that grants you affinity for certain forms when you use your Armament Shifting. Choose a type from the Airmborn Types table. You gain the level 1 benefits of that type.
When you reach character levels 3 and 5, you learn a higher-level spell, as shown on the table. You always have that spell prepared. You can cast them a number of times equal to your proficiency bonus without a spell slot, and you regain the ability to cast it in that way when you finish a Long Rest. You can also cast the spell using any spell slots you have of the appropriate level.
Intelligence, Wisdom, or Charisma is your spellcasting ability for the spells you cast with this trait (choose the ability when you select the type).
You also may Replace Cantrips and spells gained via this Species with a Cantrip or spell of your choice of the same level from the Wizard Spell list During a long Rest.

Airmborn Types
Type Level 1 Level 3 Level 5
Warrior

Your transformed form becomes a weapon or set of weapons. While transformed, you gain the following benefits:

  • You and your wielder may use the Weapon Mastery property of your current weapon form.
  • Once per turn, you may cast a spell in place of one attack made using your form.
  • You count as a spellcasting focus for your own spells.
  • When you take the Attack action, you may allow your wielder to make the attacks in your place. Features you possess that modify weapon attacks or damage rolls resulting from weapon attacks. also apply to attacks made using your object form.
You also know the True Strike cantrip.
Hunter's Mark Magic Weapon
Guardian

Your transformed form becomes a suit of armor or a shield. While transformed, you gain the following benefits: 

  • You provide all normal benefits of your armor or shield form.
  • The creature wearing or wielding you gains an additional bonus to AC equal to half your proficiency bonus (rounded down).
  • Once per short rest as a reaction to a person wearing or wielding you getting attacked you can cast an adjuration spell with a casting time of one action, or take the Dodge action.
  • When you take the Attack action, you may allow your wielder to make the attacks in your place.
  • If you are Heavy armor the person wearing you has advantage on saving throws against any form of forced movement, and whenever they are forced to move they move 5 foot less than normal.
  • If you are medium armor the person wearing you has advantage on any save or check to avoid being knocked prone, additionally you may use your reaction to grant your wear the benefits of the disengage action.
  • If you are light armor you may use your reaction when the person wearing you moves to grant them the benefits of the dash action. Additionally they have advantage on stealth checks.
  • If you are a shield when your wielder is hit by an attack you may use your reaction to attempt to make a shove attack against the attacking creature.

You also know the Blade Ward cantrip.

Shield Warding Bond
Artisan

Your transformed form becomes a tool, instrument, arcane focus, or another non-weapon object. While transformed, you gain the following benefits:

  • You count as any spellcasting focus required by your wielder, or yourself.  
  • A creature wielding you may use your action to cast one additional spell of 1st level or higher during their turn. If they do you cannot take actions during your next turn.
  • Features involving spellcasting or checks using your object form may apply to both you and your wielder.
  • You and your wielder may share spell slots for the purposes of casting spells
  • Spells you cast that haven't an effect that applies to yourself may instead be applied to your wielder in your place.

You also know the Prestidigitation cantrip.

Magic Missile Enhance Ability

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