Homebrew Gladisens Species Details
Overview
"We have all heard of them, those heroes in shining armor, wielding weapons of legends. Able to take down any foe, to save the people, to save the world. But what is often overlooked is, that many of those historic weapons are just as much heroes. They are assumed to be but cold steel, when in fact, they are a proud people of wondrous origin.
I found one myself, one time. Had gotten my hands on an axe that was looking quite fine and i was eager to give it a try. But when I struck at the wood I was training with, the weapon yawned. You can imagine the look on my face. My weapon had yawned. It went on to ask me where we were, what day it was, what age. And when it asked me to set it down, I sure enough did. And then, right there, in front of my eyes, my axe became a man. A human man, standing taller than me, clothed in the finest silks.
The gladisens are a wondrous people, i tell you. They make for great weapons, better than most blacksmiths could dream to achieve. But they make for even better companions. For when they trust, they trust forever. " ~Bodo, the halfling barbarian.
Gladisens are a race of animate, sentient weapons. Like with any other race, their looks, features and particular abilities depend heavily on the individual. Though they all share the ability to shift between their true appearance of a weapon, as well as a human appearance.
Brought to existence by unknown means, they now live within the world, oftenly not recognized among the humans. Despite them being literal tools of war, not all of them seek destruction and death, instead living peacefully among the other races.
A mind, a weapon
It is hard to tell apart a human from a Gladisens. But it is even harder to tell apart a normal weapon and a Gladisens. Until it starts talking to you. Gladisens can be found in almost any shape of weapon, from a bow to a greataxe. Just as in their human appearance, their looks as a weapon are unique.
Gladisens are a very proud people. They do not trust easily, but once their trust is earned, it lasts eternally. Getting to wield a Gladisens in their weapon form is one of the greatest honors to experience, as it means they fully entrust their very existence into your hands.
Gladisens Traits
There are a few core abilities present in every individual Gladisens.Ability Score Increase
Your Wisdom Score increases by 2, and your Constitution Skill increases by 1.
Age
Gladisens mature at a fast pace. While when born they look just like any human newborn would, it takes a mere week for them to grow to their final appearance. From that point onwards, Gladisens to not appear to age, remaining at the same appearance until death or destruction. Their appearance can however be magically altered, regarding both, the weapon and human form.
Alignment
Gladisens are, much like humans, not bound to any particular alignment. Every individual differs from the other, leading to the most varying views. From kindhearted heroes over neutral farmers to terrible villians, all can are within possibility for a Gladisens to be.
Size
In their looks very much akin to humans, Gladisens are usually of medium size.
Speed
Your base walking speed is 30 feet.
Languages
Gladisens language skills depend purely on where they were created or born, along with how they were raised. Due to that, it is not uncommon for a Gladisens to not speak Common, but two exotic languages.
Shift Appearance
The innate ability to shift between appearances is part of every Gladisens. This ability can be activated at any time the Gladisens is concious. Once shifted, the appearance cannot be changed again for at least 1 minute.
When in their weapon form, a Gladisens loses all abilities, feats and stats they have in their human form, in exchange gaining all properties they have as a weapon. Items worn or carried are part of the transformation, disappearing while turning to weapon form and reappearing when re-entering the human appearance. In their weapon appearance, Gladisens are unable to move on their own and cannot cast any spells, take actions or vocalize. They remain sentient and concious. In this appearance, the Gladisens perceive the world not through eyes, but magically, granting them blindsight within 30 feet. As a weapon, Gladisens gain immunity to bludegeoning, piercing, slashing, radiant, necrotic and force damage and are no longer a target to be attacked, due to being a weapon. If they fall unconcious while in their weapon appearance, they automatically shift back to their human form. They can however sleep in their weapon appearance. All saving throws or rolls that require anything but Wisdom, Charisma or Intelligence are failed automatically due to the physical restraints of being a weapon.
In their human appearance, a Gladisens loses all properties they had as a weapon and gain all abilities, feats and stats that they have in this form, along with all items carried or worn at the point of the prior shift to weapon form. In their human appearance, Gladisens are indiscernible from humans, except for a faint glow in their eyes, the color of which depends on the individual. Gladisens can achieve anything another person could in this appearance.
Spiritual Connection
As a gladisens, you have a spiritual connection to those who weild you.
In your sword form, you are able to telepathically talk to your wielder. They will understand you regardless of what languages both, you and they, speak and understand usually.
In your human form, you are able to telepathically speak to any being you touch. They will hear you, but only understand you if they understand the language you chose to communicate in.
Reinforce Self
When reaching certain levels as a human, a gladisens can reinforce their weapon form, being able to select from a variety of properties. As such, when their human appearance grows stronger, so does the weapon.
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Easier Handling (Lvl 1) |
Gain +1 to hit in weapon form |
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Stronger Hits (Lvl 1) |
Gain +1 to damage in weapon form. |
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Enchant Self (Lvl 6) |
Damage dealt by you in weapon form counts as magical. |
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Grievous Wounds (Lvl 6) |
Targets that begin their turn after being hit with this weapon in the last round take 1d4 bleeding damage. This has no effect on constructs or undead. |
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Spirit Strike (Lvl 10) |
You gain the "Spiritual Weapon" spell and can cast it once per turn as an action in weapon form without expending a spell slot. The weapon can only be cast or commanded when being wielded and vanishes when not being held by somebody. |
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Jack of All Trades (Lvl 10) |
Attacks made with you in your weapon form ignore resistances and deal half damage to targets with immunities against the dealt damage types. |
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Smoldering Touch (Lvl 15) |
Adds 1d8 fire damage to all strikes in your weapon form and sets targets on fire for up to 1 minute. Targets on fire must succeed a Dexterity Saving Throw at the start of their turn or take 1d4 fire damage. |
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Chilling Touch (Lvl 15) |
Attacks made with you in weapon form deal an extra 1d8 cold damage and half the targets movement speed on hit for 4 rounds. |
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Blinding Touch (Lvl 15) |
Attacks made with you in weapon form deal an additional 1d8 radiant damage, as well as blinding targets for 2 rounds. |
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Vampiric Touch (Lvl 15) |
Deal an extra 1d8 necrotic damage on all attacks in weapon form, as well as healing your wielder for half of the damage caused that way. |
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Coup de Grace (Lvl 20) |
You can enable your wielder to perform a Coup de Grace action once per long rest |
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Double Swing (Lvl 20) |
Once per turn, if an attack is made using you, the wielder is able to take another attack action. |
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Soothing Image (Lvl 20) |
In weapon form, when being presented by the wielder, you are soothing those that travel with you, healing them. |
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Spirit Image (Lvl 20) |
You are able to cast the Spirit Guardian spell on 3rd level equal to 1 + your Wisdom Modifier times per short rest. The guardian can only be cast when being wielded and vanishes when not being held by somebody. |
Previous Versions
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