Homebrew Sentient Weapon- Heirloom Species Details
A Sentient Weapon lives a hard life.
Whether it be used and abused by a holder that cares little for it; or if it has to struggle with its limbo-like state between constructed weapon and living being. Created through one of many ways, Sentient Weapons have the ability to change their form between that of a humanoid to that of a weapon.
Weapon Type
You can select any weapon within the PHB to be your "Weapon Form". This form is dependent on the host's compatibility. However in such cases that you are without a host, you may select a weapon form and this cannot change again until a host connection is established.
You can change the outfit of your non-weapon form at will.
Sentient Weapon Names
Sentient weapons are known to have two different names. Their Weapon Name and their Non-Weapon Name. Rudimentary as it may sound, there is an extremely important distinction between the two. Their Weapon Name is their true name and it is a reflection of their power as a weapon. It is something secret that could reveal everything about them should it be revealed. Their Non-Weapon name is a casual name given to all, irrelevant and separated from their true name. This name typically tries to blend in to the Sentient Weapons surroundings as best as possible.
Sentient Weapon- Heirloom Traits
A Sentient Weapon has traits which differ between forms.Ability Score Increase
Your Dexterity score or Strength score increases by 2 depending on the weapon form chosen, and your Constitution score increases by 1.
Age
Sentient Weapons are unaging. The only way they age is with the degradation of their weapon form. In this way, rusted blades will take on old withered forms and pristine, preserved ones will appear juvenile regardless of actual age.
Alignment
Sentient Weapons come in all alignments and it is dependent on their origin/creation.
Size
Depending on the size of your weapon form you can vary from Medium to Large.
In humanoid form you are considered Medium.
Speed
In weapon form you can hover up to 5 feet above the ground at a speed of 20 feet.
In non-weapon form you can walk at a speed of 30 feet.
Shapechanger
As an action, you can change your shape from your weapon form to your non-weapon(s) form or vice versa. This is limited by your constitution modifier (minimum of 1) and is replenished upon short or long rest.
Clothing, armor, rings, jewelry or any outside objects on your person will drop to the floor upon changing forms. The clothing covering the non-weapon form is composed of extremely fine metal threading that makes up the body of the weapon form.
*You can change your appearance and your voice. You determine the specifics of the changes, including your coloration, hair length, and sex. You can also adjust your height and weight, but not so much that your size changes. You can make yourself appear as a member of another race, though none of your game statistics change. You stay in the new form until you use an action to revert to your true form or until you die.
Living Construct
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.
Metal Body
Your Armor Class is 13 + your Constitution modifier.
Innate Spellcasting (Psionics)
You know the mage hand cantrip. This feature has the psionic tag, and you can cast psionic spells without requiring components.
Live to Fight
Your host can make attacks with you with the following benefits:
- The attack roll can be made with their proficiency bonus, or with your proficiency bonus if it is higher than the host's.
- The host has a bonus to the damage roll equal to your Strength modifier, or your Dexterity modifier if you are a Finesse weapon.
- You can be wielded in one hand. If your living weapon feature has the heavy property, a Small creature can wield you in two hands without the normal penalties.
Such strikes are a synergy of your host's skill and your innate ability. Moments of extreme failure or success can break this relationship with a clash of egos. At the end of a turn during which your host makes an attack roll with you that results in a natural 1 or natural 20, they lose the above benefits until you finish a short rest.
Ego
When your host acts in a manner opposed to your alignment or ideals, you can make a Charisma check opposed by the wielder's Charisma check. If you win the contest, you can make one or more of the following demands:
- You insist on being carried or worn at all times.
- You demand that the wielder dispose of anything you find repugnant.
- You demand that the wielder pursue your ideal to the exclusion of other ideals.
- You can demand to be given to someone else.
If your host refuses to comply with your demands, you can do any or all of the following:
- Make it impossible for the wielder to attune to you.
- Suppress one or more of the benefits you grant to the wielder.
- Attempt to take control of your wielder.
If you try to take control, your host makes a Charisma saving throw, with DC equal to 8 + your Proficiency bonus + your Charisma modifier. On a failed save, your host is charmed by you for 1d12 hours. While charmed, the host must try to follow your commands. If the host takes damage, it can repeat the saving throw, ending the effect on a success. Whether the attempt succeeds or fails, you cannot use this power again until you finish a long rest.
Acuity
You gain the following benefits depending on if you are wielded by a host or not:
- Not wielded
- You gain a +1 bonus to melee attack rolls.
- If you drop a creature to 0 hit points while you are not being wielded, you can use a bonus action to Dash if this will return you to the hand of a creature attuned to you. That creature subsequently gains a +2 bonus to damage rolls made with you for the following 1 minute.
- Wielded by your host
- Your host gains a +2 bonus on Initiative checks.
Divinely Appointed
The might of your blade is attuned to a magical law, those who do not meet the requirements, those who are not worthy of you, or maybe those who don't possess royal blood can't wield you. When a creature who does not meet the requirements, tries to use you, you can choose one of the following consequence conditions:
- Your blade becomes extremely dull, causing attacks made with you have a -3 to hit;
- You become magically unliftable;
- When that creature attacks anything with you, your blade becomes incorporeal, causing an automatic miss.
Alternatively, you may choose another consequence(That is not directly harmful to creatures that try to use you) that better fits your character instead.
Comments