Homebrew Armamental Species Details

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Armamental Traits

Armamentals share certain racial traits as a result of their magical nature.

Ability Score Increase

Choose an ability score to increase by 2,  and another by 1.

Language

You learn common and one other language of your choice.

Age

Armamentals age at the same rate as their parent race.

Alignment

Armamentals follow no particular alignment, they have the best and worst among them.

Size

Your size reflects the standard of your parent race. You are Small or Medium.

Speed

Your base walking speed is 30 feet,

Weapon form

As an Action you can change your appearance into that of a weapon. You deal bludgeoning, piercing, or slashing damage. You determine the specifics of the changes, including your coloration, and size. You can make yourself appear as any melee weapon however your damage remains as follows. Levels 1-7 1D8, Levels 8-15 1D10. 16+ 2D6. Your clothing and equipment meld into this form.

You stay in the new form until you use an action to revert to your true form or until you die.

 

Mental Bond

You and one creature of your choice spend an hour creating a deep bond. At the end of the hour you must both make a Wisdom saving throw, the DC is as follows:
Same Alignment - The DC is 10
Similar Alignment - The DC is 13
Different Alignment - The DC is 16
Upon failing the saving throw both people take 2d6 psychic damage, the bond fails, and the DC goes up by 3.
Upon a successful save, the two creatures share a deep mental bond and gain the following effects.
The wielder gains proficiency with attacks with the bonded weapon
The weapon can add their Constitution modifier to damage rolls made with them
You both gain a telepathic bond while within a mile of each other

Meld into Self

Over the course of a short rest you can meld a magical weapon or piece of armor into your body. Doing this takes an attunement slot if the item would normally need one and you gain its effects as normal. While in weapon form if you have a Mental Bond active and that creature is wielding you, they gain the effects of the magical items.

Natural Weapons

As part of the Attack action, you can manifest one of your hands into a weapon. The damage in this form is as follows. Levels 1-7 1D6, Levels 8-15 1D8. 16+ 1D10.

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