Homebrew Sentient Magic Weapon Species Details

You are an intelligent magical weapon, your very being driven by some powerful purpose which animates you and gives you life and sentience. Whether by practice or design you have the ability to manifest a magical corporeal body through which you can interact with the world. You are an oddity among humanoids and some of them might desire to possess you for their own ends. A sentient weapon might have been forged to champion a specific cause, slay a particular entity or even as the vessel for a spirit or a deceased humanoid. Regardless of their origin, these weapons fervently pursue these designs and seek power and allies to bring them to fruition.

Magic and Iron

Sentient weapons are constituted much like any other magic item. They might have a haft of rare wood and a point of dragon bone or a leather pommel under a blade of gleaming silvery metal. What sets them apart is the powerful and purposeful magic within them. This living core of magical energy is what animates the weapon and sustains its mind.

Though they are items, sentient weapons possess many of the same traits as any other humanoid race. Resting and healing magic can help restore the animating magic within them similar to organic healing. Since they do not possess a humanoid physiology the Medicine skill does not affect them, the Arcana skill or an appropriate tool proficiency check can provide them with similar benefits 

Sentient weapons have normal vision and can audibly speak any language they know. Sheathing the weapon does not impede either of these functions though wrapping it entirely in another material will blind it and muffle it. While its body is summoned the weapon can choose to center its voice and vision from either location or even both.

Purpose and Mission

Every Sentient Weapon exists to fulfill some specific, powerful purpose. This anchors their magical existence and shapes their personalities. A Sentient Weapon can act in opposition to their purpose but it requires a powerful force of will or outside influence.

Most Sentient Weapons have a truncated emotional range. They might experience joy, rage or impatience as appropriate to their purpose. Older Weapons tends to become more emotionally complex and nuanced as they accumulate life experience. Some Sentient Weapons become obsessed with humanoid life for this reason, seeking to understand the full range of feelings. Weapons which house a spirit or soul are often echoes of their previous lives and given to much more diverse motivations and emotions.

Magical Weapons have little purpose for the concept of gender. Some are ascribed a gender by their creator and retain it out of fondness or a sense of obligation while others might arrive at one as they develop a more concrete personality and identity. 

As long as the magical core of a Sentient Weapon remains intact the physical vessel can be altered or repaired without risk of permanent damage.

Named Weapons

Nearly every magical weapon powerful enough to be created with or achieve sentience during its existence has a name. These names are often evocative of their powers and intended purpose. Sometimes Weapons accumulate new names as their story and legend grow while others fall into disuse. Magical Weapons might also rename themselves to better reflect their growing sense of self.

Sentient Magic Weapon Traits

Your sentient magic weapon character has the following traits.

Ability Score Increase

Your Charisma score increases by 2, and one other ability score of your choice increases by 1.

Age

A sentient weapon can be of nearly any age. Many famous weapons were created in ancient times but new ones continue to come into being. Whether you are a long forgotten relic or new from the forge, you are sustained by a magically binding purpose and suffer no effects from the passage of time until your task is complete. You are immune to magical aging effects. 

Alignment

Sentient Magic Weapons are as varied in nature as any other being. However they do tend to embrace their purpose or moral vision in an extreme manner, driven by the purposes that sustain them. Whatever their alignment they are often inclined towards living out a very particular code or outlook.

Size

The size of your manifested body is Medium. Set your height and weight in keeping with the body's form.

Speed

In your manifested form your base walking speed is 30 feet.

By Fire and Forge

Your physical form is unaffected by many of the needs and vulnerabilities of humanoid life, represented by the following benefits:

  • You have advantage on saving throws against being poisoned, and you have resistance to poison damage.
  • You don’t need to eat, drink, or breathe.
  • You are immune to disease.
  • You don’t need to sleep, and magic can’t put you to sleep.

Tireless Purpose

You are driven by some great purpose or goal and do not require sleep. When you take a long rest, you must spend at least six hours in an inactive, motionless state, rather than sleeping. In this state, you appear inert, but it doesn’t render you unconscious, and you can see and hear as normal.

Weapon Form

Impatient for some mortal to come and fulfill your purpose you have instead learned to shape a body from the incredible will and magical essence within you. Your body has a consistent race and appearance determined by you at character creation. It can range from indiscernibly realistic to the clearly magical but it always appears with the same features unless you disguise them by other means. Except where otherwise noted it functions normally. When you summon your body your weapon form must remain in its hands or on its person or it will dissipate. Your body has advantage on saving throws or ability checks to avoid being disarmed while it is wielding you.

Any items you equip or carry on your body remain attached to it and reappear with it when you summon it. You can emulate the magical properties of a specific weapon by spending a long rest in contact with it. If the item leaves your person through some means you lose these traits until you reclaim it.

As an action you can voluntarily relinquish your humanoid form and exist solely as a weapon. In this state, you retain your hit points and other statistics but can not take physical actions under your own power. Your size and weight changes to one appropriate to the type of weapon you are. In this form you have a wobbling and limited form of magical self-propulsion, you have a walking speed of 10 and can ignore difficult terrain caused by obstructions on the ground. When you are motionless in this state you have advantage on Charisma (Deception) checks to appear as an innocuous item.

When you are knocked unconscious your magical energy becomes unstable and your body wavers in and out of existence. If you are killed your body dissipates and you go into a catatonic state. Any items you were carrying spill out into adjacent squares. Magic that can bring back the dead immediately restores you to sentience.

Dancing Blade

While in weapon form you can be wielded as a weapon by a creature. If you are a ranged weapon you produce your own ammunition. As a reaction you can impose disadvantage on all the wielder's attack rolls using you until the start of your next turn.

When you are conscious and equipped by a willing and informed wielder you can impart to them some of your skill and power. They are considered proficient when wielding you. Your movement speed is reduced to 0 and you are considered to be sharing a space with them. Attacks, spells and abilities can target either of you as normal though you both share the result of the wielder's dexterity saving throws against area of effect abilities. On your turn you can takes actions but you can not move. The wielder can provide somatic components for your spellcasting if they have a free hand and you count as an arcane focus for your own spells.

Magic Blade

First and foremost you are an item of intense magical power. Maintaining your body takes much of your power but you can still tap into your internal reservoir of energy to enchant your edge or point with deadly magical force. Beginning at level 5 as a bonus action you can gain the effect of the Magic Weapon spell. For 1 hour you function as a magic weapon with a +1 bonus to attack rolls and damage rolls. At level 9 this bonus improves to +2 and at level 13 it improves to +3. You do not need to concentrate to maintain this ability but it is subject to dispel magic and counterspell effects.

Inhuman

Resting and healing magic can help restore the animating magic within you similar to organic healing. Since you do not possess a humanoid physiology the Medicine skill does not affect you, the Arcana skill or an appropriate tool proficiency check can provide you with similar benefits.

A Healer's Kit does not provide any benefit to stabilize you but you can also be stabilized by a casting of the mending cantrip or a successful DC 10 Intelligence (Arcana) check.

Languages

You can speak, read, and write Common and one other language of your choice.

Previous Versions

Name Date Modified Views Adds Version Actions
8/8/2020 4:11:43 AM
35
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