Homebrew Living Sentient Magic Weapon Species Details

A Living Sentient Magic Weapon can be found in any form of any conceivable weapon, be it blade, bow, or anything in between. However, they are easy to identify, for an uncovered Living Sentient Magic Weapon catches light even when there is none to be found. As a side effect of their magical construction, they are often considered indestructible depending on the building material. Who knows what powers they also may possess?

A Living Sentient Magic Weapon has some problem on its own. As they cannot move only by slowing flying and hovering over the ground

Living Sentient Magic Weapon Traits

A Living Sentient Magic Weapon has the following trait

Immutable Form

A Living Sentient Magic Weapon is immune to any spell or effect that would alter its form.

Magic Weapons

The Living Sentient Magic Weapon's natural attacks are magical and replace your unarmed attack.

And at level 4 you gain a +1 to your attack modifier and damage.

And at level 9 this bonus pass to a +2 to your attack modifier and damage

And at level 15 you gain a +3 to your attack modifier and damage

Convince or Control

While good and neutral Living Sentient Magic Weapon tend to work in tandem with their wielders, an evil-aligned Living Sentient Magic Weapon is more prone to simply dominating the wills of those who come into contact with them. When attempting to Convince an NPC or PC to wield you, you are considered proficient and have expertise in Charisma (Persuasion) ability checks. When attempting to Control an NPC or PC to wield you, they must succeed on a Wisdom Saving throw or be completely under your influence. The save DC is equal to 8 + your Charisma Modifier + your proficiency bonus.

While being wielded, you use the physical ability scores of your host (STR, DEX, CON), and your host takes on your mental ability scores (INT, WIS, CHA). Your host also uses your class ability but cannot use theirs.

Indestructible by Known Means

You calculate your hit points according to your host. When your host dies or falls unconscious, you are considered incapacitated until you can find a new wielder. You are incapable of sight, speech, or other forms of communication unless another creature physically touches you or engages in telepathy with you.

natural weapon attack

Your natural attack varies in function of your weapon type.

Greataxe 1d12

Greatsword 2d6

Longsword 1d8 and d10

Shortsword 1d6

 

Ability Score Increase

Your Charisma score increases by 2 and your intelligence modifier increases by 1.

 

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