Homebrew Awakened Object Species Details
Unlike other races that inhabit the world, you were not birth into it; you were wrought forth into it through arcane means. You were made to serve a singular purpose, an intelligent eye envisioned you, nimble fingers shaped your form, and a stubborn will forged you in fire. You are a weapon made to obey and serve, a tool to be used, a will to be subjugated. What ever form you take, a dagger, a sword, staff, or wand, you are alive. Within you there is a sentient mind, with its own goals and agenda. Will you ally yourself with a partner in a symbiotic relationship working together for a common goal, or take over a humanoids mind and use it as a host?
(Disclaimer: This home-brew might be slightly overpower and it was made for the purpose of playing in tandem with a friend. I wanted to create a unique form of game/playing opportunities supported by game-play mechanics. Its important to not ruin the game for others or overwhelm you DM/GM, please us it in good faith. Feedback is welcome)
Awakened Object Traits
Your awakened weapon character has some unique characteristics.Ability Score Increase
Your charisma score increases by 2.
Age
You're an ageless magical construct. You are eternal, and everlasting. Yet you know that for you "death" is still a possibility. Your destruction can be achieved in two ways, by breaking the enchantmets, and spelled casted on you during the time of your making. If the magic that give you life is dispelled and your form is burnt or broken, you will be destroyed. Your form can also sustain so much damage before its enchantments become inert and their macigs fade.
Alignment
Awakened objects were forged to fulfill a purpose, as such you seek purpose in your life. Your need makes you seek out those that will agree to fulfill that purpose in exchange for the right to wild you. Most Awakened objects are neutral or lawful neutral in nature.
Size
You are an awaken weapon or construct you can be tiny, small, median, or large in stature.
Speed
Your base walking speed is 0 ft without a host.
Darkvision
You extend your will to sense the world around you. You have darkvision to 120 ft.
Will Without Form
A mind without form trapped within an object of power, as such your Strength, Dexterity, and Constitution all suffer a penalty of -10. This effect cannot drop your scores below a minimum of 3, but must be overcome for the purpose of increasing them above 3. When you occupy a host body you may use the physical stats of that host instead of your own, as well as the hosts AC and initiative bonus.
Animate Existence
You're an awakened object, as such you are immune to diseases and cannot be poisoned. You don't need to drink, eat, sleep, or breath. However your mind still needs to rest as it can become exhausted. You can spend your nights doing light activities such as planning and keeping watch. A host body still needs to fulfill its biological needs, and is not granted your immunity to disease or poison unless stated otherwise.
Non-Organic Life
Normal healing has no effect on you, you're not made from flesh or blood, but from arcane workings. You cannot drink potions or have medication work on you as you don't have an organic form. Your only form of healing comes from using your hit die.
When you drop to 0 hit points you become inert instead of falling unconscious, an arcane check can be made to stabilize you in lieu of a medicine check or a medicine kit. If your form is damaged it can be mended by the use of spells like Mending or tools that are applicable your from.
If you fail your death saves, the magics that give you life become too unstable and you become a non magical mundane item. You cant be resurrected, but a skilled enchanter or smith might be able to reforge you. A skilled and powerful spell caster might be able to Wish you back into existence.
Overwhelming Will
You're an awakened object, a weapon of some kind and every weapon needs a wielder. Yet this doesn't mean that your wilder needs to have their mind intact, or a will of their own for that matter. Once per turn you have the ability to take over a creature's mind. You do this using your mind shatter ability as an action. If the creature fails mind shatters DC it becomes your host. Mind shatter only affects creatures with an intelligence of 8 or higher.
Mind Shatter
You've shattered the mind of a creature, and now they are forced to serve you as your host body.
You and the host act on the same turn, and it must always obey your commands when under mind shatters effect. In combat, its actions are your own. You use its physical stats, like Strength, Dexterity, and Constitution. The host is your physical body as such, you also use its initiative, speed, and AC. You may also benefit from items attuned to the host.
You add your hosts current hit points to your own health pool as a form of temporary hit points. Your host hit points can be heal through the use of normal means like spells and potions, as you are essentially healing the host body and not your own.
If your host's hit points drop to 0, it falls unconscious, dropping you in the process. If the hit points drop to 0 due to damage, you take the remaining damage if any, and you are dropped.
Your host will act as your body, giving you access to all things that require a physical form. With a host body you can act upon the world and take actions such as: attack actions, bonus actions, reactions, cast spells, attune and use items, speak, walk, swim, open doors, eat, smell, move, and carry objects, bags etc. Your host is your body, without one you cant do any of the things that require corporeal form.
While you are in contact with your host you can use its senses, and talk through it. Your host is a biological creature and it's up to you to ensure that it rests, eats, drinks, and sleeps, or it will die from exhaustion, dehydrate,or malnutrition.
Mind Shatter deals 1d6 psychic damage, and its damage increases by 1d6 at higher levels. If the creature fails your mind shatter DC, you take over its mind for 24 hours. After the 24 hours you must shatter its mind again to keep control over your host. If your host succeeds Mind Shatters DC it knows what you tried to do, and has advantage against it for 24 hours.
You can't have more than one host at a time. If while inhabiting a host you use Mind Shatter to take over another creatures mind, you will loose the control you have on the your current host.
If your host dies, you're dropped on the ground and cant do anything that requires the use body. You loose access to what your host had on them, gear, bags, items, attunements, and your stats revert to that of an awakened object.
At Higher Levels. When you use this ability at higher levels the damage increases, 2d6 at 6th level, 3d6 at 12th level, 4d6 at 18th level.
Symbiotic Partnership
You have entered into a pact with willing creature, and allowed them to wield you as a weapon. In doing so you have forge a strong bond and both you and the humanoid creature gain certain boons.
Benefits of Friendship
You and the willing creature have entered into a pact, and now share a body and mind. You each gain the following benefits and faults.
- You use your hosts defenses, and in return grant them a bonus to AC equal to your Charisma modifier while being carried.
- When making a save like a constitution save, or preforming a skill like Acrobatics that requires the use of a physical skill, you use the stats of your host. Your host can up to let you aid in there saves that require the use of a mental stat like a will save or a skill like Arcana.
- You and your host both benefit from magical effects as if you were one person. If your host benefits from magical items, attuned or otherwise, you too gain the effects. If you cast a spell that affects the self, the effects too apply to your host. Spells like Shield or Invisibility will apply to your host. On the same note, harmful effects that afflict your host will affect you if applicable. You cannot be poisoned but you can be banished by the spell Banishment if casted on your host.
- You and your host are connected, as such you share a mind. You and your host now understand each others languages, and have use of each others senses, like vision, smell, and taste.
(If your host gets hit by banish, you are banished with it. If you are concentrating on a spell and your host gets hist roll for a CON save using their CON modifier. )
Voice Your Will
You can communicate telepathically with intelligent creatures you can sense within a range of 60 ft.
Language
You can speak, read, and write common and on other language of your choice. Usually whatever language your maker knew.
Previous Versions
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