Homebrew Weapon Spirit Species Details

You are a magical weapon Inhabiting spirit given sentience by some strange means, your original purpose could have been to serve an evil being, guard a dungeon, or perhaps be a companion to an adventurer, you have a versatile background as you can be a spirit of a dead adventure, a mundane weapon cursed with knowledge and sentience, or the trapped spirit of an aincent entity, your background is only limited by your imagination and the dungeon master, you have the ability to move from weapon to weapon, allowing for versatile strategy or even a means of being a spellcaster, your size is dependent on what weapon you are in control of, and you have access to a small pocket dimension useful for storing items you can't carry as well as a spectral hand that allows you to be unarmed. 

(For Magical equipment that requires attunement such as wonderous items, rings, and clothes the DM will decide how they work or if they work at all)

 

Weapon Spirit Traits

You are indistinguishable from the weapon you are currently while you are stationary

Lesser Antimagic Susceptibility

The player must make a DC 15 Constitution saving throw when entering an antimagic field and once again every 10 minutes you remain in the antimagic field. If you fail you are incapacitated for 10 minutes, If targeted by dispel magic, the player must succeed on a Constitution saving throw against the caster's spell save DC or fall unconscious for 1 minute.

Wieldable

As a weapon/tool/arcane focus/instrument you can allow yourself to be used by other members of the party, while they wield you they can use you as if you were the weapon/tool/arcane focus/instrument you are currently Inhabiting. When a creature holding you makes an attack roll or ability check using you, you can cause them to have advantage or disadvantage a number of times equal to your proficiency bonus, you regain all expended uses of this trait after a long rest. When a creature wields you into a battle your turn in initiative is directly after their turn, you can take actions as usual from their space but your flying speed is 0 unless you make a dexterity or strength save against the creatures own strength save to excape the creature, or if the creature lets go of you willingly. If you move into a creature's hand during combat your initiative is moved to after the creature starting the next round of combat, if a creature wants to forcefully take you they will have to make a grapple check. If they succeed they grab you, if they fail you get to make an opportunity attack.

You and other creatures weilding you cannot contain concentration on a spell that effects you (Such as Enlarge/Reduce or searing Smite) while you are being wielded

Ability score improvement

As a weapon Spirit you can be strong, durable, or dexterus, or even magical you can increase any one ability score by 2 or any two by one.

Weapon Inhabiting

As a weapon spirit you can start inhabiting any weapon, tool, or  magic focus you are proficient with, you can also take the form of a spectral hand to make unarmed strikes

To change form you spend one hour during a short or long rest with another weapon, tool, or magical focus, during that hour you'll move your spirit into the chosen weapon, tool, instrument, or magical focus or to become a spectral hand that can make unarmed strikes, leaving the old weapon behind and all traces of you being there removed. When you're a magical focus, you don't have to supply somatic components for spells.

If a Weapon/Arcane Focus/Tool/Instrument usually requires attunement inhabiting it will allow you to bypass attunement, Acting like you are attuned to the weapon without actually needing to attune to it but if someone else wants to wield you they will have to attune to you.

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You are currently a finesse or light weapon your Armor Class is 12+Dex (Armored) if the weapon is +1, +2, or +3 you gain that bonus to Armor Class

Weapons with Light/Finesse 

Club/CrossbowHand/Dagger/Dart/Handaxe/Light Hammer/PalmPistol/Rapier/Scimitar/Shortsword/Sickle/Whip/

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You are currently a weapon that's not heavy, light, or finesse Armor Class is 15+Dex (Max 2)(armored) if the Item is +1 +2 or +3 you gain that bonus to Armor Class

Weapons you can Inhabit

AntimatterRifle/Bad News/Battleaxe/Blowgun/ Blunderbuss/Boomerang/CrossbowLight/ DoubleBladedScimitar/ Flail/Greatclub/HandMortar/Javelin/Lance/ LaserPistol/LaserRifle/Longsword/Mace/ Morningstar/Musket/Musket(Exandria)/Net/ Pepperbox/Pistol/Pistol(Exandria)PistolAutomatic/Quarterstaff/Revolver/RifleAutomatic/RifleHunting/Shortbow/Shotgun/Sling/Spear/Trident/ Warhammer/WarPick/Yklwa/Shield

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You are currently a heavy weapon your Armor Class is 18 (Armored) if the weapon is +1 +2 or +3 you gain that bonus to Armor Class

Heavy Weapons

CrossbowHeavy/Glaive/Greataxe/Greatsword/ Halberd/Longbow/Maul/Pike/

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You are currently a magical Focus, Tool, or instrument your Armor Class is 11+Dex (Armored) if the Item is +1, +2, or +3 you gain that bonus to AC

Objects You can Enhabit

ArcaneFocus/Crystal/Orb/Rod/Staff/Wand/Druidic Focus/SprigOfMistletoe/Totem/WoodenStaff/ YewWand/Amulet/Emblem/HolySymbol/Reliquary/Carpenter'sTools/Cartographer'sTools/ Cobbler'sTools/Glassblower'sTools/Jeweler'sTools/ Leatherworker'sTools/Mason'sTools/ Navigator'sTools/Potter'sTools/Smith'sTools/ Thieves'Toolss/Tinker'sTools/Weaver'sTools/ Woodcarver'sTools/Bagpipes/Birdpipes/Drum/ Dulcimer/Flute/Glaur/HandDrum/Horn/Longhorn/ Lute/Lyre/PanFlute/Shawm/Songhorn/Tantan/ Thelarr/Tocken/Viol/Wargong/Whistle-Stick/ Yarting/Zulkoon/

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 You are currently a spectral hand, you share the abilities of mage hand but can also make unarmed strikes your Armor Class is 10+Dex (Unarmored)

 You can use the hand to manipulate an object, open an unlocked door or container, stow or retrieve an item from an open container, pour the contents out of a vial, or make unarmed strikes.

The hand can’t carry more than 10 pounds or be used to attack with a weapon.

(YOU HAVE TO MANUALLY SET ARMOR CLASS IN CHARACER SHEET)

Senses

As a weapon spirit you can see like a human as well as having blindsight for 50 feet

 

Pocket Dimension

Because you are a weapon and can't wear a bag, the process that gained you sentience also gave you Access to a small pocket dimension that you can use to store objects.

It takes one minute to move an item into the pocket dimension and a minute to move an item out. The item cannot be living or larger than 5 cubic feet and placing a bag of holding or similar item within the dimension will not have negative effects. When you draw back a bow an arrow from your dimension will appear in the bow, same with all other ranged weapons. This does not overcome any weapon properties, it just let's you carry ammunition while being only a weapon. Material components for spells can also be left inside the pocket dimension

At level 1 it can hold 50 pounds of weight

At level 3 it can hold 100 pounds of weight

At level 5 it can hold 150 pounds of weight

False appearance

While you remain motionless and aren't flying, you are indistinguishable from a normal weapon, tool, or magical focus

Constructed Resilience

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.

Weapon's Rest

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, you can't see, but you have blindsight for 50 feet and can hear as normal.

Unwelcome Guest

When you try to inhabit an item that is sentient, cursed or has a spirit trapped inside you must make a DC 15 Intelligence saving throw or take 1D10+your level psychic damage if you pass the savings throw, nothing happens and you remain in the previous item

Unique Design

Every weapon has something unique about it, you carry one feature from Weapon to Weapon, Tool to Staff, roll a D6 or choose one of the 6 options for the unique trait will follw you no Matter what you currently are (the item you change out of loses its unique design feature)

1. A small gemstone of your preferred colour is present on the weapon's handle

2. There's a crack going down the center of the weapon, that appears to be filled with gold

3. When you are a weapon you are always weielded backwards

4. When you rest you slightly bend until you finish the rest

5. When you become a new item, the item you were before is engraved into the new item

6. When a creature holds you they hear silent screams 

 

Limited Flight

You cannot fly above 20 feet off the ground, if you are knocked prone in mid-air you will always hover at 5 feet off the ground, and won't take falling damage. You can only fly higher than 20 feet if you gain flight from an outside source.

Languages

You can speak, read, and write common and one other language of your choosing.

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