Homebrew Arsenal Species Details
Products of Arcane Experimentation
The Arsenals are the descendants of escaped experiments to hybridize humans and mimics in eons past. Most Arsenals don't become aware of their true nature until they experience an overwhelming emotional moment typically fear of death. An Arsenal is Almost indistinguishable from a human of their respective culture of birth, though rarely some will look like another race such as Elves or Dwarves. Once an Arsenal learns of their nature and how to control it they can also assume the form of any weapon, armor, shield, and rarely some can become other objects such as an arcane focus. when they change they are almost impossible to recognize as anything but another of those type of objects. Arsenals are able to duplicate more complex items such as firearms, but they have shown to need a good deal of knowledge of such items.
Always Armed
Arsenals having the unique gift to become Weapons and armor and thus are always armed, however they can not make ammo for themselves.
Arsenal Traits
Arsenals are very similar to humans but they do have their differences but all arsenals have these traits.Armament Forms and Soul Armament
you can use your action to magically assume the shape of a Weapon, Armor, Shield, Arcane Focus, Rod, Wand or Article of clothing. that you have seen before assuming you understand the functionality of such an object. also you can make such an item appear as though you are wielding/wearing it while in your human form.
You can stay in a Armament form for a number of hours equal to level (rounded down). You can revert to your normal form earlier or to a different form by using a Bonus Action on Your Turn. You automatically revert if you fall Unconscious, drop to 0 Hit Points, or die. While you are transformed, the following rules apply:
- When you transform, you assume the Object's Hit Points and Hit Dice and AC. When you revert to your normal form, you return to the number of Hit Points and AC you had before you transformed. However, if you revert as a result of dropping to 0 Hit Points, any excess damage carries over to your normal form. For example, if you take 10 damage in object form and have only 1 hit point left, you revert and take 9 damage. As long as the excess damage doesn't reduce your normal form to 0 Hit Points, you aren't knocked Unconscious.
- normal usage doesn't deal damage to you.
- Equipment you wearing changes to form a sheath, scabbard or other such object should one exist for the object you become and will change back if you do, if no such object exist for what ever you become worn gear is absorbed into you or falls to the ground at the DM's Discretion.
- Carried Items are absorbed into you or fall to the ground at the DM's Discretion, when you transform.
- You can telepathically communicate with any creature touching you while transformed similar to a Sentient magic Item
- You can cast Spells in this form ignoring verbal components, and adapting Somatic ones.
- You retain the benefit of any features from your class, race, or other source and can use them if the new form is physically capable of doing so.
- All items manifested or transformed into this way have Identical functionality and statistics as a normal one of it's type and modifications only last as long as you are transformed or manifesting a weapon with one exception your Soul Armament(detailed below)
Soul Armament
A soul Armament is a Unique form that is typically your first transformation and is tied to you as a person. this form has the following traits: - Treated as a +1 variant of whatever item it is, this increases at 8th level(+2) and 16th Level (+3).
- Treated as magical for the Purpose of overcoming Resistance and immunity to nonmagical attacks and damage.
- You are proficient with this weapon.
- All modifications are Permanent and reflect on you in your humanoid form. (Etchings becoming tattoos, set gemstones becoming piercings, enchantments leaving minor magical effects on your humanoid form)
- Effects gained by your Soul Armament are able to be used in your humanoid form. (For Example: If your Soul Armament gains the properties of an Archeron Blade, you would be able to use Dark Blessing. in humanoid form, and properties like Disheartening Strike. can be applied to your Unarmed Strike since your are the weapon. Armor properties may be applied as though you are always wearing the armor.)
- Spells and cantrips Granted by a Soul Armament are added to the spell list of all classes you have and do not count against the number of spells or cantrips known.
Ability Score Increase
One of our ability scores by 1, and another increases by 2.
Age
Once awakened an Arsenals Aging process slows to a similar rate to an Elf.
Alignment
Arsenals tend toward no particular alignment. The best and the worst are found among them.
Size
Arsenals vary widely in height and build, from barely 5 feet to well over 6 feet tall. Regardless of your position in that range, your size is Medium.
Speed
Your base walking speed is 30 feet.
Languages
You can speak, read, and write Common and one extra language of your choice. Humans typically learn the languages of other peoples they deal with, including obscure dialects. They are fond of sprinkling their speech with words borrowed from other tongues: Orc curses, Elvish musical expressions, Dwarvish military phrases, and so on.
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