Level
Cantrip
Casting Time
1 Action Ritual
Range/Area
Touch
Components
V, S, M *
Duration
Instantaneous
School
Enchantment
Attack/Save
None
Damage/Effect
Buff (...)

When making an alternate version of this spell, a homebrew spell, item, monster or anything of the like relating to this spell, please add "(A. W. S. T.)" for ease of finding and relating to this skill without having to write its mechanics again. It is also recommended to add a line such as:
This <version/homebrew type> is for campaigns using "Absolute Weapon Skill Tree" (A. W. S. T.) homebrew spell by EdWinMaster
This is the original version.

You can cast this spell in three ways:

  • Cast it as a ritual to gain skill points and consume a monster part
  • Cast it on a weapon normally to use skill points
  • Use an item crafted by a 3rd level artificer (costing 50 gp of materials and 3 hours of time to make) that appears as a medallion, allowing anyone to know how to cast this spell as a cantrip regardless of class, race or modifiers as long as they are attuned (these are example rules for a setting where the spell is common)

Gaining Skill Points.

You can gain skill points by casting the spell as a ritual following ritual casting rules on a monster part. Each monster has a total skill point amount of one-hundredth of their XP +5 yield (XP/100 + 5). You can't cast this spell on anything other than an extracted organ you can hold, such as a dragon's scale. The skill point yield is determined by how important the organ was for the creature. For example, a scale would give minimal skill point(s) but an organ that, when injured, leads to the death of the creature, such as a dragon's heart, would always yield all of the monster's skill point yield, making all other parts drop to 0 skill point yield and makes them redundant and useless in using them for this spell. Using up less important organs consumes from total yield. Even if all other parts are destroyed, the yield will remain the same and remains relative to the importance it may have had, not the total yield the monster may have had. Biomass works the same as percentage for oozes and monsters without organs. A Tarrasque's heart always yields 2,500 skill points instead of 1555.

Skill points are stored per person and not per weapon and can only be reduced by using them on weapon skills. Weapons store the skills they have gained, and after the weapon gains a skill, it requires attunement and works as a magic item. The weapon itself has to not be a magic item, and all skills it has are added to its description. Removing a skill can only be done by the one that placed it on the weapon and yields 3/4 the cost.

Rules of the Spell.

When the weapon has at least one skill toggled, or for every 2 new skills added, the one wielding it loses their highest level class feature (If you have 3 skills toggled, you lose 2 class features. They come back when this requirement is no longer met) as long as they are attuned (except ability score improvement and spellcasting). One skill can not be used twice or more on the same weapon. If you have multiple weapons with skills, you untoggle all skills on the weapon you attuned to last that the first weapon already has, and you cannot toggle these skills again until you unattune from the first weapon. When you can cast spells with a skill, you don't expend a spell slot or need to hold concentration unless otherwise specified. You can only have as many active skills toggled as your level times 2. If you have multiple weapons, you are attuned to, the total skills toggled limit between all your weapons is still your total toggle limit. Charge-based skills are always considered toggled. If you have strategy and setup skills, it's recommended to have at least one empty toggle slot. Toggleing takes 1 action. Skills are not magic and thus cannot be dispelled or removed by an outsider.

The skills have 4 tiers. Regular (also Advanced skills are notable), Master, Ruler and God. Each is indicated by a different color, and the spell must be cast at a higher level whenever you apply these skills (as indicated in parentheses). Regular (cantrip) skills wary in requirements, use and cost. Master (5th level) skills are purple in color and require at least two skills, at least one of them usually being from a different branch, or alternatively one other Master skill. Master skills are usually above 100 skill points in cost. Ruler (7th level) skills are a dark red in color. They need many skills, two being Master tier. They are extremely powerful and cost at least 1000 skill points. God (9th level) skills have a vibrant golden hue, representing their superiority to all skills, and are usually so powerful that only curses or charges* can contain their power. They require at least two Ruler skills. They are downright broken and unbeatable, costing at least 10,000 skill points. God skills are only a provided as examples and not actually recommended to include. Your DM may ban any skill or tier from God down to Master (naturally), and it is recommended to ban PCs having God skills, but bans should be discussed before the game. There's also a tier only used a few times called Advanced (3rd level) skills. They are stronger than regular and never basic in terms of requirements. They are indicated by Bold, Italic text and usually don't branch too far apart.

*Charges are an expendable resource that can only be gained by God tier skills. See Sage or Excalibur, harbinger of Oblivion, for more info.

There are 4 things you need to remember for skills:

  • Requirements(r): What skills are needed to be able to gain this skill. Basic skills only say "basic" for the requirements, meaning no previous skills are needed for the weapon.
  • Cost(c): How many skill points you need to gain the skill. For upgrades, the cost of each upgrade is separately present, separated by commas.
  • Description(d): Always written as if part of the weapon's description. Describes how the skill works.
  • Upgrade(u): Describes how the skill can be upgraded. Only present for upgradeable skills.

Skill Tree.

There are 8 main branches of the Skill Tree: Elemental; Holy; Unholy; Utility; Enchantment; Setup and Strategy; Curse; Spellcasting. Spellcasting is strictly for spellcasters, as it gives no benefit to martials even if it would normally.

Elemental.

Each skill in this branch of the skill tree causes either acid, cold, fire, lightning, poison or thunder damage or is associated with one of these damage types. If not specified, you can choose the element, but only one element unless specified otherwise. Elemental skills are simple but cheap.

Elemental Hit. r: Basic c: 10, 13, 15 d: Your strikes cause 1d6 elemental damage. u: +one die for every upgrade (max 3d6)

Acidic. r: Elemental Hit (acid) c: 30 d: Those struck must roll a d20, and on 1-7, the opponent is bathed in acid and takes 1d8 acid damage each turn for 3 turns.

Frozen. r: Elemental Hit (cold) c: 30 d: Those struck must roll a d12, and on a 1, the opponent is frozen and is restrained for 3 turns, making a DC12 DEX save to be freed.

Flaming. r: Elemental Hit (fire) c: 30 d: Those struck must roll a d20, and on 1-7, the opponent is set on fire and takes 1d8 fire damage each turn for 3 turns.

Paralyze. r: Elemental Hit (lightning) c: 30 d: Those struck must roll a d12, and on 1-3, the opponent is paralyzed for 1 turn.

Poison. r: Elemental Hit (poison) c: 35 d: Those struck must roll a d20, and on 1-7, the opponent is poisoned and takes 1d8 poison damage each turn for 3 turns, but the condition remains.

Supersonic. r: Elemental Hit (fire) c: 30 d: Those struck are pushed 30 ft. and take 6d8 bludgeoning damage if they hit a wall, but one die less for every 5 ft traveled (min 1d8) except thefirst 5 ft.

Multielemental Hit. r: Elemental Hit (upgraded twice) c: 50, 55, 60 d: The weapon has 2 slots for Elemental Hit, as long as it is multiple elements. The effects can be switched around at will. This allows you to have 2 skills that require elemental hit, such as Poison and Paralize, but only when their elements are selected. u: 2 more slots per upgrade.

Draconic Acid. r: Elemental Hit (acid) c: 45 d: You can use a Young black dragon's acid breath once a day.

Lingering acid. r: Draconic acid c: 30, 40, 55, 70 d: Draconic acid's attack gains one more daily use u: 1 more use per upgrade (max 5)

Powerful acid. r: Draconic acid c: 50, 70 d: Draconic acid's attack becomes an Adult black dragon's acid breath u: Upgrades to Ancient black dragon.

Draconic Frost. r: Elemental Hit (cold) c: 45 d: You can use a Young white dragon's cold breath once a day.

Lingering frost. r: Draconic frost c: 30, 40, 55, 70 d: Draconic frost's attack gains one more daily use u: 1 more use per upgrade (max 5)

Powerful frost. r: Draconic frost c: 50, 70 d: Draconic frost's attack becomes an Adult white dragon's fire breath u: Upgrades to Ancient white dragon.

Draconic Fire. r: Elemental Hit (fire) c: 45 d: You can use a Young red dragon's fire breath once a day.

Lingering flame. r: Draconic fire c: 30, 40, 55, 70 d: Draconic fire's attack gains one more daily use u: 1 more use per upgrade (max 5)

Powerful flame. r: Draconic fire c: 50, 70 d: Draconic fire's attack becomes an Adult red dragon's fire breath u: Upgrades to Ancient red dragon.

Draconic Lightning. r: Elemental Hit (lightning) c: 45 d: You can use a lightning (60 ft line), dealing 14d6 lightning damage once a day.

Lingering lightning. r: Draconic lightning c: 30, 40, 55, 70 d: Draconic lightning's attack gains one more daily use u: 1 more use per upgrade (max 5)

Powerful lightning. r: Draconic lightning c: 50, 70 d: Draconic lightning's attack upgrades to 16d6 damage u: Upgrades to 24d6.

Draconic Poison. r: Elemental Hit (poison) c: 45 d: You can use a Young green dragon's poison breath once a day.

Lingering poison. r: Draconic poison c: 30, 40, 55, 70 d: Draconic poison's attack gains one more daily use u: 1 more use per upgrade (max 5)

Powerful poison. r: Draconic poison c: 50, 70 d: Draconic poison's attack becomes an Adult green dragon's poison breath u: Upgrades to Ancient green dragon.

Draconic Roar. r: Elemental Hit (thunder) c: 45 d: You can use a Supersonic attack (30 ft. cone), dealing 7d6 thunder damage and causing those caught in it to make a DC 21 WIS saving throw or be frightened. This can be used once a day.

Lingering rage. r: Draconic roar c: 30, 40, 55, 70 d: Draconic roar's attack gains one more daily use u: 1 more use per upgrade (max 5)

Powerful rage. r: Draconic roar c: 50, 70 d: Draconic roar's attack upgrades to 9d6 damage u: Upgrades to 16d6.

Elemental. r: Draconic fire, Draconic roar, Draconic frost, Allegiance (Utility branch) c: 130 d: You can cast the spell Conjure Elemental at 7th level without needing concentration, a spell slot or need to know the spell, 3 times a day.

Tempest. r: Draconic lightning, Elemental c: 1500, 2000, 2500 d: The weapon gains the ability to create a storm cloud once a day above the wielder upon hitting a target. The cloud lasts for 1 minute and can be moved by the wielder as a bonus action. Creatures within a 30-foot radius of the cloud must make a Dexterity saving throw (DC 15) or take 10d12 lightning damage and be knocked prone. The DC increases by 1 per upgrade. u: The damage increases by 4d12 per upgrade (max 18d12). DC increases by one each time (max DC 17)

Holy.

Holy skills give you the abilities of a paladin, allowing you to heal others and slay undead and fiends. These skills are powerful but expensive.

Smite. r: basic c: 30, 35, 40, 45, 50 d: your attacks gain 1d8 radiant damage and the damage doubles against undead or fiends. u: each upgrade adds an additional die to the attack (max 5d8)

Vampiric smite. r: Smite c: 45 d: your attacks' damage is stored and can be used to heal any amount of hp to anyone in 30 ft. of you as an action, but undead are no longer vulnerable as described in smite. You can't get this if you have holy Smite.

Holy smite. r: Smite c: 30 d: fiends and undead now take 4 times damage from Smite instead of double. You can't get this if you have vampiric smite.

Revival. r: Basic c: 40, 60, 80 d: You have the ability to cast Revivify as a ritual once a week. u: changes to Resurrection after the first, and True Resurrection after the second upgrade.

Charge Revival. r: Revival c: 50, 55 d: Revival's weekly recharge changes to 3 days. u: reduced to daily

Deus vult. r: Basic c: 150 d: You can deal 1d12*CR radiant damage once a week to a fiend or undead.

Pacifist. r: Basic c: 40 d: You have 50*your level amount of hp that you can use to heal 1 target in 30 ft. of you. Recharges daily. The healing works like this: roll a WIS save that works like a death saving throw (20 is 3 successes and 1 is 2 fails) on a success, roll again until you fail twice. The amount of successful rolls you had is the amount of d6 dice you can roll for healing. For example, success; success; fail; success; critical success; fail. In this example, you can heal 1+1+1+3d6, so a total of 6d6 hp. If you commit an act of evil while this skill is toggled, you take 7d12 radiant damage.

Master pacifist. r: Pacifist c: 55 d: you gain +3 on the saving throws of Pacifist.

Patient pacifist. r: Pacifist c: 55, 70 d: the multiplier for hp changes to 100*your level. u: changes to 150*your level

Undeath undo. r: Basic c: 80 d: When you kill an undead, they must make a DC 5+CR/level (rounded up) saving throw and on a success, the undead gets revived as the creature they were with 1 hit point and no recollection of what happened and the penalties that would come with Revivify.

10 Commandments. r: Deus vult c: 150 d: You can weaken 1 evil aligned creature to deal half damage for a day (even spells). Doesn't stack, 10 daily uses.

Hero of Legend. r: Patient Pacifist, Heal (Utility branch), Pentagonal push (Utility branch), Soul stealing slash (Utility branch), Strong bond (Utility branch) Truesight (Utility branch) c: 6100, 7350, 8000 d: You gain a +2 point increase in all 6 scores (max 25). Your experience requirements for leveling up are halved. You gain +1 AC. If you commit an act of evil, you take 8d20 radiant damage and die if you hit 0 hit points. Only seven weapons can have this skill at a time. u: At first upgrade, you change increase to +3 and gain +1 AC. At the second upgrade, increase changes to +5, and when you die, you can use 1d20 soul charges to reincarnate. Roll 1d4. On a 4, you reincarnate instantly; on a 3, after 5 years; on a 2, after 10 years and on a 1, after 100 years. You gain the Dead skill, but cannot lose it.

Unholy.

Unholy skills are the opposite of holy skills and you can only choose one or the other. The main functions are damaging, revival, and undead creation.

Blight. r: Basic c: 30, 35, 40, 45, 50 d: your attacks gain 1d8 necrotic damage, and the damage doubles against humanoids. u: each upgrade adds an additional die to the attack (max 5d8)

Absorb. r: Blight c: 45 d: your attacks' damage is stored and can be used to heal any amount of hp to anyone in 30 ft. of you as an action, but humanoids are no longer vulnerable as described in blight. You can't get this if you have unholy blight.

Unholy Blight. r: Blight c: 30 d: fiends and undead now take 4 times damage from smite instead of double. You can't get this if you have absorb.

Unkill. r: Basic c: 40, 60, 80 d: You have the ability to cast Animate Dead as a ritual once a week. u: changes to Finger of Death after the first, and Create Undead at 9th level (still as a ritual) after the second upgrade.

Charge Unkill. r: Unkill c: 50, 55 d: Unkill's weekly recharge changes to 3 days. u: reduced to daily

Diabols Vult. r: Basic c: 150 d: You can deal 1d12*CR necrotic damage once a week to a humanoid.

Unrelenting. r: Basic c: 40 d: You have 50*your level amount of hp that you can use to damage 1 target in 30 ft. of you with necrotic damage. Recharges daily. The damage works like this: roll a CHA save that works like a death saving throw (20 is 3 successes and 1 is 2 fails) on a success, roll again until you fail twice. The amount of successful rolls you had is the amount of d12 dice you can roll for damage. For example, success; success; fail; success; critical success; fail. In this example, you can deal1+1+1+3d6, so a total of 6d6 necrotic damage.

Merciless. r: Unrelenting c: 55 d: you gain +3 on the saving throws of Unrelenting.

Rampaging. r: Unrelenting c: 55 d: the multiplier for hp changes to 100*your level. u: changes to 150*your level

Undeath Undertake. r: Basic c: 80 d: When you kill a non-undead, they must make a DC 35-CR/level (rounded down) saving throw and on a fail, the creature becomes an undead version of themselves or an undead with 1 less CR than level/CR.

Laws of evil. r: Basic c: 100 d: You strengthen 1 undead creature to deal double damage (even spells). Doesn't stack, 10 daily uses.

Improve Undead. r: Undeath Undertake, Soul of Death (Spellcasting branch), Soul appraise (Utility branch) c: 250 d: You turn an undead under your command into a stronger version of itself by using a gem costing at least 10,000 gp. The stone will be embedded into the undead's body. An undead can only use 3 types of gems and once a gem type is applied, another gem of the same type cannot be used. If a gem breaks or is used up, a gem of that type still can't be re-applied. The type of gem used alters the improvement as described in the following table:

Type Price Improvement
Pearl 10,000 Loyal. The undead cannot be controlled by another necromancer.
Topaz 25,000  Skill. +2 to attack and damage rolls for this undead.
Amethyst 25,000 Strength. +5 to Strength score.
Sapphire 50,000 2nd Phase. When the undead dies it revives and the gem now has no effect. The undead recovers all hit points and gains any benefit that would come from a day of rest. It also gains 5d10 temporary hit points.
Emerald 50,000 Life Drain. Whean dealing damage to a creature that isn't an undead or construct, hit points equal to 10% of the damage dealt will be recovered by the undead.
Ruby 75,000 Action Surge. The undead can make a second action 5 times a day.
Diamond 100,000 Shadow Form. The undead now appears as a shadow silhouette made of shifting shadows and purple, blue or red flames. Gems are now hidden. The undead can hide in your, or someone else's shadow. if the undead dies, you can revive it by using a 5th level or higher spell slot.

Utility.

Utility skills are for exploration, problem-solving, and quality of life uses and not specifically for battle, although some can help you in a pinch. They are expensive but helpful.

Redirect. r: Basic c: 40 d: You can redirect the route of a projectile you launch with this weapon, turning the attack roll into a deception roll. You only roll attack if the deception fails.

Scry. r: Basic c: 50 d: Once a week, you hold the weapon to the sky and select one creature within 100 ft. of you. This creature makes a DC 15 saving throw, and on a fail, you instantly know the creature's location, but the creature knows magic has been used on it.

Divine Object. r: Scry c: 55 d: You can use scry on objects 50 ft. of you.

Loyalty. r: Basic c: 30 d: You can't unintentionally drop this item, even if cursed and someone casts Remove Curse or any other strategy if you don't want to.

Allegiance. r: loyalty c: 50 d: You can telekinetically bring your weapon back to you. It breaks through objects with AC 15 or lower and 150 hp or lower and moves 60 ft a round.

Obedience. r: allegiance c: 75 d: You can teleport your weapon into your hand.

Blink. r: obedience c: 115 d: roll a d20. On a roll of 20, you can teleport up to 15 ft as a bonus action.

Strong bond. r: allegiance c: 75 d: The telekinesis becomes so strong the weapon melds back together after broken as a bonus action.

Parry. r: Basic c: 175, 200, 225 d: You can add 5 to your AC as a reaction to being attacked 10 times a day if you are aware of the attack (AC drops to normal level after the hit). u: daily use rises by 5 for each upgrade (max 20 daily uses)

Appraise. r: Basic c: 120 d: You see an opponent's current hp, total hp, resistances, vulnerabilities, immunities, AC, CR and everything else you can see of a stat block when hovering over them in DnD beyond, like for Skeleton, unless the CR is higher than your level + 5. This is only active once at a time and switched when you look at another monster. This doesn't activate if you are unaware of the monster being present but activates before you make an investigation or perception roll, making the roll unnecessary (even if invisible).

Soul appraise. r: appraise c: 145 d: You can see the full stat block of any creature in your line of sight and 5 ft. through walls, even if hidden or invisible. This can see through your eyelids, and although it can't see creatures in magical darkness, it can see the other side, even if magical. There is no limit to monsters at once and stat block doesn't actually block vision.

Object appraise. r: appraise c: 60 d: You can see the descriptions of objects you look at the same way you can use appraise skill. You can't see descriptions for a rarity you haven't attuned to or curses (The DM decides how much to share)

Soul Stealing Slash. r: soul appraise; sentient (curse branch) c: 170 d: When you kill a creature with the weapon with this skill, you gain soul power in charges. The amount of charges is half CR/level rounded down (min 1). You can use charges to use any skill up to ruler tier for 1 minute, but only one per charge. You can recharge the minute by expending another charge. You can also put skills (even curses) on another creature's weapon when you touch it, and this can be recharged (as described above) without needing to touch it again.

Double Hit. r: Basic c: 170, 180, 190, 200, 225, 260 d: Roll 2d4 at dawn. This is how many times you can use your weapon to hit twice a turn. This resets at dawn. u: For each upgrade, you gain 2 additional die daily (max 10d4), and after 10d4 it becomes 4 die per upgrade (max 18d4).

Triple Hit. r: Double hit c: 50, 85, 120 d: When using double hit, roll a d6. On a roll of 5 or 6, your attack becomes a triple hit, allowing you to use your weapon 3 times a turn. u: Chance becomes 4-6 on the first and 3-6 on the second upgrade.

Fourfold Foray. r: Triple hit c: 185, 205, 245 d: 4 times a day, you can turn a triple hit into a fourfold foray, attacking 4 times a turn. u: the amount doubles per upgrade (8 times and 16 times)

Pentagonal Push. r: Fourfold Foray (once upgraded) c: 205 d: 5 times a day, you can turn a fourfold foray into a pentagonal push, attacking 5 times a turn.

Heal. r: Basic c: 50, 55, 65,75 d: You heal 1d8 hp to anyone you touch while holding the weapon. Roll a d6 when used, and on a 5-6 or at dawn, it recharges. u: each upgrade adds two additional dice (max 7d8)

+1. r: Basic c: 50 d: +1 to attack and damage rolls made with this weapon.

+2. r: +1 c: 80 d: +2 to attack and damage rolls made with this weapon.

+3. r: +2 c: 120 d: +3 to attack and damage rolls made with this weapon.

Open. r: Basic c: 50 d: You open a lock, even if magical. 3 daily uses.

Preferred opponent. r: Basic c: 50 d: You choose 1 monster type. You deal 1.5 times damage to this monster. Chosen type cannot be changed.

Windbender. r: Redirect, Flight (Enchantment branch), Elemental resistance (Thunder) (Enchantment branch) c: 250 d: You have a flight speed of 120 ft., and you can make a DC 10 DEX save whenever you're hit with a projectile to completely redirect it, you can give anyone in 30 ft. flight speed, push away opponents as an action 60 ft., you are immune to thunder damage and can alter wind strength as an action.

Curse handler. r: Sentient (Curse branch) c: 300 d: While attuned to this weapon, you can unattune from cursed items at will, but only if you gained the secondary effect of sentient. (each new wielder must accomplish this).

Truesight. r: Scry, Concentrate (Enchantment branch), Soul appraise, Object appraise c: 290 d: You have truesight for 120 feet

Enchantment.

Enchantments are simple ways to power up both the weapon and tghe wielder. They strike a balance of cost and use.

Immovability. r: Basic c: 75 d: You can make the weapon immovable at will. It can carry 1 ton, ceasing immovability afterward. It can levitate if immovable above ground.

Elemental resistance. r: Basic c: 75 d: You gain resistance to a damage type of your choosing, but only one. Cannot be changed unless removed and reapplied.

Worthless words. r: elemental resistance (psychic) c: 85 d: You gain psychic immunity, and cannot be charmed or controlled.

Unknowable. r: worthless words c: 115 d: You can't be tracked by divination spells or magic items.

Invisibility. r: Basic c: 110 d: You can cast Invisibility once a day.

Buoyancy. r: Basic c: 5 d: The weapon floats in water.

Propeller. r: Buoyancy c: 25 d: Hold out the weapon and toggle this ability. You propel yourself in water and create a small gust of wind outside.

Channeling. r: Basic c: 60 d: When there is thunder, you can choose to toggle this ability. If you use it, your strikes hit with thunder, dealing 12d12 lightning damage to anyone in a 10ft. diameter sphere of where you attack (including yourself). It is recommended to throw your weapon.

Feather Falling. r: Basic c: 5 d: Fall damage reduced to half.

Bird's Stride. r: Feather falling c: 25 d: Falling speed reduced to half, fall damage reduced to 0.

Flight. r: Bird's Stride c: 125 d: You gain flight speed double your walking speed (min 30).

Multishot. r: Basic c: 60 d: You fire 3 shots at a 30° angle of eachother that stops when it hits a target or when it misses. Doesn't consume multiple projectiles.

Riptide. r: Basic c: 60 d: When you throw this weapon, you fail to drop it. When in water, you get launched on the path the weapon would have taken. Anyone you strike takes 2d12 bludgeoning damage. You can drop it whenever you want, only not throw it.

Thorns. r: Basic c: 120 d: Whenever you take damage from a melee or ranged weapon, your attacker takes 10% of the damage dealt.

Tarrasque slayer. r: Unknowable, +3 (Utility branch), Pentagonal push (Utility branch), Reactive (Setup and strategy branch), Determination (Setup and strategy branch), Sentient (Curse branch), Curse of destruction (Curse branch) c: 2,500 d: You can kill a Tarrasque by expending 5 soul charges while striking the monster. You gain 3 Tarrasque soul charges, which can be converted to 5 soul charges, but can't be converted back. Any other creature with a CR of 30 will yield 2 Tarrasque soul charges.

Concentrate. r: Basic c: 115, 135, 200 d: While toggled, you gain +2 to your proficiency bonus and any check, roll or save that uses it, but you can't cast concentration spells or hold concentration (even with Weapon focus skill) u: bonus changes to +3 and +4 (gaining one per upgrade)

Dead. r: Basic c: none, 6,611 d: You gain this skill after the death of the attuned wielder and keep it if you revived, reincarnated or arose as an undead, but the weapon immediately loses this skill if someone who hasn't died wielding it attunes. No effect. u: Once upgraded, the name changes to "Oblivion." on appraisal and is considered god tier. Still no effect, but it doesn't disappear.

Excalibur, harbinger of Oblivion. r: Oblivion (Dead upgraded), Hero of legend (fully upgraded), Curse of Destruction (Curse branch), +3, Worthless words, Sentient (Curse branch) c: 16,720 d: Your score increases change from +5 to +10 in all scores (max 30), and your experience requirements for leveling up are one third. You gain +2 AC and 100 hit points. All your attack rolls have advantage. If you commit an act of evil, you instantly die, and your soul disintegrates. When your opponent parries or you target their weapon, roll 1d100 and if the roll is lower than half your level, it breaks and loses all skills and magic. This cannot be countered or prevented. Additionally, your weapon becomes intricately decorated and becomes unbreakable, but you cannot gain curse of eternity and cannot remove your soul from your body. If you have an evil alignment, removed your soul from your body, or your goal is to use your weapon, not for the protection of others but for selfish gain, you are not worthy and cannot attune to this weapon and take 20d20 force damage when trying to attune or being attuned and no longer meeting these requirements. Only one weapon can have this skill at a time. Twice a week, you gain a charge (see Sage skill) that you can maintain for 3 days. You can use your charge (without using a spell slot) to gain +300 hit points, +100 to damage rolls and +10 AC for 12 hours and 3 levels If you aren't already level 20. While in this state, all spells not cast by you or your allies under level 7 get nullified in a 1500 feet radius. Additionally, when your attack rolls are between 11 and 20, your attacks always land and are always critical hits. All your rolls have advantage in this state. When using inspiration in this state, you instantly succeed on any roll unless they have a DC of 30. If that is the case, you only gain a +10 bonus to the roll.

Compass. r: Basic c: 10, 5 d: You can put your weapon in water, and it will point towards north. If it sinks, drip oil on it that then falls into water. It will slowly float northwards for a minute. u: Your weapon points towards the closest piece of metal when it is put on a small stand.

Setup and Strategy.

Setup and Strategy skills are cheap skills that reward critical thinking and creativity. They are easy to get yet have one of the highest damage potentials of all skills. The backbone of these skills is the "if" skill, allowing you to setup traps and contingencies, but the others are also useful in unique ways, such as exploiting the opponent's weaknesses or removing resistances.

If. r: Basic c: 3, 5, 7 d: You have as many if slots as many skill points you used in total (max 15). You can set an event in an if slot as a trigger (only 1 event), as well as either a toggleable, charge-based or otherwise not always active skill or a spell of any level that you are normally capable of using (spell slot only expended when applied or reapplied) or even a magic item. When the trigger happens, the skill or spell activates. This can be as simple as "Draconic fire skill activates If you are hit" (still needs an action) or as complex as "If you are halfway submerged in water, cast Water Breathing" and another that has set "If water breathing is cast, torn on propeller" and yet another set to "If concentration spell is cast, redirect concentration to weapon focus skill". It is recommended to also get Soul Stealing Slash to use any skill. You can remove these at will, but only your own. You can choose to make the if slot disappear or remain, but spell slots have to be reapplied, or they are used when triggered. u: +5 and +7 slots (8 and 15)

Else, Else If, And, Or. r: If c: 55 d: You have twice as many slots for each feature as many if slots you have (max 30 each). You can stack as many of these on a single if slot as many slots and ideas you have, and you can have all 4 on a single if slot at once. This skill has 4 main functions that can be attached to an if slot. Else: While a trigger doesn't happen, you can set something else depending on the possibilities, for example "weapon focus holds concentration." Here's an example: "If not underwater, turn off propeller. Else, turn on propeller". Else if: In the event of a trigger not happening, you can set an else if event, which is useful for not needing another if slot. For example: "If hit by a melee attack, toggle thorns. Else if hit by a ranged attack, toggle windbender". And: You can set multiple events both as a trigger. Usable at once with "or". For example, "If hp under 20% And opponent total hp is higher than party total hp, toggle blink And cast Mage armor". Or: You can set 2 possible events as either being the trigger. Usable at once with "and". For example: "(If wielder is damaged And dealing damage) Or under 20% hp, toggle double hit And triple hit And (fourfold foray Else If vulnerable, Draconic fire). Else, hold concentration on Mage Hand". You could see all features being used at once, only using 1 if slot instead of possibly all. The checks with priority are to be put in brackets to ensure that there is no misunderstanding of the trigger or reaction. This example makes it so that you can carry items with mage hand and redirect focus to battle even if surprised. The most important rule is to be smart and be creative.

Creative. r: If (twice upgraded) c: 70 d: Your if slots double in number (and so do "else," "else if," "and," "or" slots).

Reactive. r: If, Creative c: 180 d: Actions and bonus actions set in an if slot only take a reaction.

Trap. r: Basic c: 50 d: You can set a trap on a 10 ft. by 10 ft cube on the ground or a wall and expend a spell slot to cast the spell you set when someone touches it. The trap can be seen and sheds dim light in 5 ft. You need to cast the spell again when the trap is set up.

Determination. r: Basic c: 30 d: When you hit an opponent with an attack it is resistant to, you gain a 10% bonus to that damage type for 5 turns (half a minute), but if you get this boost again, the counter resets.

Stone Skin. r: Basic c: 35 d: You gain a bludgeoning damage vulnerability, but you have advantage on CON saving throws, and your hp rises to 1.5 times (untoggle reduces hp to 66% current hp)

Trick Room. r: Basic c: 45 d: In a 1 mile of your weapon, priority is reversed.

Greenhouse Heat. r: Basic c: 65 d: Activating this skill doubles fire damage in 1 mile of your weapon for 5 turns daily.

Hail Terrain. r: Basic c: 65 d: Activating this skill doubles cold damage in 1 mile of your weapon for 5 turns daily.

Stall. r: Basic c: 20 d: The damage you deal and the damage dealt to you are halved.

Protect. r: Stall c: 25 d: You use an action to make yourself invulnerable for a round. If used twice in a row, you must make a DC 10 WIS save and +5 to DC each time it's used consecutively. When failed, you waste the action and the counter resets to no save.

Double Vision. r: Basic c: 25 d: You use an action to gain +5 to Dexterity (ability score, not roll) for 1 minute.

Radio Frequency. r: Basic c: 5, 15, 5 d: The weapon gains a button that appears as a gem. You can retract the button at will. You can set an RGB color code (or any password and a color) a password, and that will be the color of the button gem (normally transparent). If you speak to the weapon while holding the button, all weapons with that code (color and code if that was chosen)will hear the message. u: You know how many people are connected to your weapon's code and what kind of weapon it is on the first upgrade. You can spend an hour to change the code on the second upgrade.

Record. r: Radio frequency c: 30 d: You can record 5 minutes of your vision at a time and store a total of 1 hour of recordings on your weapon. You can Show any recordings by the weapon's gem shifting colors to imitate what you saw at a slightly decreased quality. You can also send recordings to other weapons of the same code.

Buff. r: Stall, Pacifist (Holy branch), Trick room c: 185 d: You don't take actions for 3 turns, but instead, you charge the buff. If you are hit when charging, you need to restart the charge. When complete, all creatures you choose get revived, fully healed, gain 50 temporary hit points, resistance to all damage types and their attack is multiplied by 2.5. This lasts 3 minutes.

Charge. r: Basic c: 95 d: You deal 1d8 damage. You can choose not to use this skill's attack. If you do this, the damage is doubled the next time you attack unless you were hit while not acting. Increased damage lasts 2 rounds. Stacks infinitely. Components work as if it was a spell with verbal and somatic components.

Curse.

Curses are for letting the wielder face their fears, improve their weaknesses or sway to the side of evil for power. They can also be used to curse those that wish to steal the weapon and use it for their own goals. You cannot untoggle curses. They are powerful but come at a cost, and that cost may not just be skill points...

Sentient. r: Basic c: 120 d: You gain +1 to attack and damage rolls on this weapon (stacks with other effects like this), but you must make a DC 12 WIS saving throw each long rest, or you will be convinced in your dreams to do something unreasonable but beneficial in the short term, but you do not remember committing the action. You only remember the action as a dream. For example, if an alchemist is brewing you a bad tasting potion that can heal a condition you have and fail the throw, you wake up to see the alchemist's lab trashed. The fifth failed saving throw will be to solve the sentient weapon itself. On a fail, you wake up with 1 (or +1) level of exhaustion and must repeat the saving throw every 5 long rests (not fails), until you succeed. When you do, you can make a DC 20 CHA (Persuasion) saving throw to convince the weapon that their behavior is not defending you but leads to more problems, but you must promise that you will consider his advice. Deception always fails. Afterward, the weapon will start giving useful advice, has darkvision and 22 INT (+6), 8 WIS (-1) and 14 CHA (+2) and a passive perception of 21, but it is constantly paranoid. If you fail the persuasion, you can retry the next long rest, but you have to wait 5 long rests if you tried deception.

Curse of Vanishing. r: Basic c: 35 d: When the wielder dies, the weapon ceases to exist.

Fearful. r: Basic c: 55 d: After initiative, each opponent must make a DC 21 WIS save or be Frightened for 3 minutes. The wielder must make a DC 5 WIS save or be Frightened and flee from battle. You can intentionally fail this roll. For each 5th intentional fail, the DC lowers by 1 until it becomes unnecessary. After this, DC rises to 23 for opponents.

Curse of Greed. r: Curse of vanishing c: 85 d: Your skill toggle slots triple.

Blessing or a Curse. r: Basic c: 25 d: Everyone around you believes that you are or have become with this skill twice as powerful as you actually are.

Berserker. r: Curse of vanishing c: 95 d: Your damage with this weapon is multiplied by 1.2, but you take 10% of the damage dealt.

Maddening might. r: Berserker c: 150 d: Once a day, you can use this skill to double your damage and STR modifier for a minute, but you must attack the highest CR/ level creature you can see for the duration.

Curse of Destruction. r: Soul Stealing Slash c: 375 d: You can expend 2*opponent CR/level soul charges to destroy an opponent's soul as long as it's lower than 29 CR. You don't gain soul charges.

Curse of Eternity. r: Sentient, Curse of Destruction, Windbender (Utility branch), Reactive (Setup and Strategy branch), Undeath undertake (Unholy branch), Curse handler (Utility branch), Archmage (Spellcasting branch) c: 1750 d: You seal your soul away inside the weapon when you die while attuned to it (can't be suicide). Your skill settings and toggles, such as if slots remain. When any creature with lower than 30 CR touches the weapon, they attune to it and instantly die. Your mind overtakes their body and you can fully use their stat block along with spells you had before. The creature's INT, WIS and CHA get replaced with your scores. When another creature touches the weapon, and the previous ceases contact, the previous creature dies, and your soul instead enters the new creature. The weapon is completely indestructible. You also fuse with the sentience in the weapon. The side effect mechanics are still the same (if not yet nullified), but only the INT WIS and CHA of the higher ability score remains. For example, 19 INT 12 WIS 10 CHA and 22 INT 8 WIS 14 CHA becomes 22 INT 12 WIS 14 CHA. Your weapon is no longer vulnerable to curse of Vanishing.

Curse of Calamity. r: Curse of eternity, Tarrasque slayer c: 10,000 d: You can use a Tarrasque soul charge to summon a Tarrasque without a heart. Slaying them will still give you Terrasque soul charges. You WILL cause the end of the world. This is the Curse of Calamity.

Spellcasting.

Spellcasting skills are strictly for spellcasters, as it provides no benefit to martials, even if it would or should. They are skills that are basic and essential for spellcasting.

Weapon Focus. r: Basic c: 30 d: Your weapon holds the concentration of a spell for you

Laser focus. r: Weapon Focus c: 180 d: You can hold 2 concentration spells at a time.

School's student. r: Basic c: 30 d: Choose 1 school of magic. Each time you cast a spell of that school, you gain 1 charge. You can expend a charge not to use a spell slot of that school when you cast a spell. Charges required are charge level*2 of spell level.

School's teacher. r: School's student c: 45 d: School's student charge requirement reduced to half.

School's master. r: School's student c: 45, 65, 90, 115, 145, 175, 210 d: You get an additional school to gain the school's student benefit u: +1 school for each upgrade until you have all schools.

Passion of Fire. r: School's student (evocation) c: 45, 65, 90 d: The damage of spells that cause fire damage increases to 120%. u: 140% and 160%

Heart of Cold. r: School's student (evocation) c: 45, 65, 90 d: The damage of spells that cause cold damage increases to 120%. u: 140% and 160%

Soul of Death. r: School's student (necromancy) c: 45, 65, 90 d: The damage of spells that cause damage (necrotic) increases to 120%. u: 140% and 160%

Archmage. r: School's teacher, School's master (fully upgraded), Passion of fire, Heart of cold, Soul of death, +1 (Utility branch) c: 245 d: You gain 11 - spell level amount of slots for each level of spell slots.

Protected Knowledge. r: Basic c: 20 d: You gain proficiency with all armors, allowing you to cast spells in them.

Sage. r: Archmage, Reactive (Setup and Strategy branch), Protected knowledge, Hero of legend (Holy branch), Elemental (Elemental branch), Obedience (Enchantment branch) c: 18,980, 19,870 d: Choose one of 6 Sage branches and gain relating abilities and a unique cantrip of the same name:

Sealing Sage

You can pick any lock even if magical. Your Antimagic Field and Imprisonment spells can be cast at 2 levels lower. Sealing sage cantrip: You can fully lock anything that can be opened like doors. You can also make non-living matter stop moving in a 150 feet wide cube (at most) at 250 feet range, like running water, constructs or even air to make a platform or suffocating cube. Lasts 1 minute.

Holy Sage

You can make light appear anywhere. Your Holy Aura and Divine Word spells are 2 levels lower. Holy Sage cantrip: You can deal 4d12 radiant damage to Undead or Fiends at a range of 250 feet in a 30 feet diameter cylinder. Any non-Undead or Fiend in the area will drop and unattune from cursed items and be healed of disease or curses from a spell at most level 5.

Demon Sage

You can steal small objects 10 feet away no matter how supervised. Your Dominate Monster and Delayed Blast Fireball are 2 levels lower. Demon Sage cantrip: You can deal 5d8 necrotic damage to good aligned beings in a 250 foot cone. If they hit 0 hit points, they die. When used on objects, they will heat up as if it was in a desert for years.

Spatial Sage

You move twice your speed. Your Demiplane and Teleport spells are 2 levels lower. Spatial Sage cantrip: You can teleport small objects anywhere you have been. You can also slow down a chosen creature to half speed for one minute.

Temporal Sage

You can move if someone cast Time Stop, and Items in your possession do not age or degrade. Your Time Stop spell is 2 levels lower. Temporal Sage cantrip: If time stop is active, you can extend the duration by 1d4-2 turns (min 0). You can also rewind the age of a nonliving object. Roll a d4. On a 1, time rewound is 1d20 minutes. On a 2, time rewound is 1d20 hours. On a 3, time rewound is 1d100 days. On a 4, time rewound is 1d100 years.

 Fire Sage You can freely extinguish flames smaller than 30 ft in a 60 ft area and can breathe fire. Your Fireball and Delayed Blast Fireball spells are 2 levels lower. Fire Sage cantrip: You attack with fire of maximum efficiency. You deal 4d10 fire damage in a 60 ft. line. This spell's damage increases by 2d10 when you reach 5th level (6d10), 11th level (8d10), and 17th level (10d10).

u: you gain an Ultimate spell you can only use by expending every spell slot a full caster has at level 20 along with those provided by the Archmage skill to charge (remains charged for 3 days, one at a time) and using a 9th level spell slot to cast (or a Boon of High Magic):

Power word Sealing

You can seal away any entity, including gods (but excluding Ao), In any of the ways listed in Imprisonment, but they cannot get out unless they meet the requirement you set (if you did). You can also seal away this entity's power, such as spellcasting, ability scores or anything in their stat block or even make them into your slave (if they are under CR/level 10), either removing their free will, suppressing their free will when given a command or giving them pain when refusing a command (works on constructs). This seal can be removed by you casting the Sealing sage cantrip.

Power word Pray

You persuade your god by offering them your charge to grant your wish. They will likely grant you any wish in their power as long as it doesn't destroy the material plane or the plane your god resides in. Gods(only gods) can improve their power greatly (as if they gained 10 million permanent followers) with charges, so they would be foolish not to grant your wish.

Power word Deal

You offer a contract to someone, and if they agree, they cannot harm you in any way until the contract expires. Anything written in the contract must be carried out even if it breaks the laws of physics. This, however, cannot perform actions that neither party can do. Example: you can force the other party to give up their soul even if they cannot extract it, but you cannot make yourself a god (unless you made a contract with a god).

Power word Warp

You teleport any amount of anything from anywhere to anywhere, even across other planes. You can even travel to the far realm. You can choose to make it a portal or perform this spell in an instant. You can choose to make something go nowhere, thus making a black hole that is limited to 100 miles of gravitational pull and an event horizon the same size as the teleported object's size. Additionally, you can choose to bring the chosen object(s) come back after a specific condition is met.

Power word Reincarnate

You reincarnate after any time (even in the past), keeping all your memories and your powers. You can also choose to reincarnate in a different plane, as a different race or even in a different setting.

Power word Sun You release the power inside the charge at a range of 15 miles. Anyone in a 1 mile diameter sphere will take 242 (4d100+40) fire damage, 121 (2d100+20) bludgeoning damage and 46 (3d10+30) radiant damage and be Poisoned indefinitely, taking 50 (1d100) poison damage each hour. Anyone in a 2 mile diameter sphere will take 41 (2d20+20) bludgeoning damage and 46 (3d10+30) radiant damage and be Poisoned indefinitely, taking 10 (1d20) poison damage each hour. Anyone in a 3 mile diameter sphere will take 46 (3d10+30) radiant damage and be Poisoned for a month, taking 5 (1d10) poison damage each hour. Anyone in a 10 mile diameter takes 31 (3d20) radiant damage.
* - (weapon you choose to upgrade / a monster part (consumed))

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Spell Tags: Healing Summoning Teleportation Damage Communication Buff Debuff Scrying Detection Utility Exploration Combat Warding Special

Available For: Bard (Legacy) Cleric (Legacy) Druid (Legacy) Ranger (Legacy) Sorcerer (Legacy) Warlock (Legacy) Wizard (Legacy) Fighter (Legacy) - Eldritch Knight (Legacy) Rogue (Legacy) - Arcane Trickster (Legacy)

EdWinMaster

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