Base Class: Fighter
Many a warrior has called their weapon of choice an extension of their body and will. Some take this concept even further and make their weapons an extension of their very soul. Whether they are awakening the dormant sentience of their weapons, storing fragments of their own being inside their weapons, or imbuing them with the souls of others, Weapon Spirit fighters are forces to be reckoned with more akin to fighting a battalion than a single enemy.
Bond Forger
At 3rd level, you learn to better make connections with others through your work with the spirits of objects. You gain proficiency in the Insight and Persuasion skills.
Awaken Spirit
At 3rd level, you have learned how to bring forth the living spirit of the weapons you wield. You can awaken a melee weapon over the course of 1 hour, which can be done during a short rest. You must be proficient with the weapon and it must be within your reach throughout the hour, at the conclusion of which you touch the weapon and awaken the spirit.
Your weapons fly from your hand and strike on their own. While wielding an awoken weapon, your reach extends by 10 feet.
When you use the attack action with an awoken weapon on your turn, you can make an attack with each awoken weapon on your person as a bonus action. Each attack uses the statistics and range of weapon used; however the damage dealt is equal to 1d4 + your Charisma modifier. This damage goes up to 1d6+Charisma at 10th level and 2d6+Charisma at 15th level.
You can have up to two awoken weapons at a time. If you attempt to awaken a third weapon, one of the other two ceases to be awoken. This increases to three at 7th level and and four at 18th level.
Imbue Thought
At 7th level, your awoken weapons have grown enough to act on their own. As an action while one of your awoken weapons is on your person, you can imbue it with thought and will.
The imbued awoken weapon acts as a familiar from the Find Familiar spell with it's appearance matching the weapon imbued and it's type being Construct. Additionally it has blindsight of 30 feet, being blind beyond this range, and a hover speed of 40 ft. While the weapon can communicate telepathically, it communicates through feelings and flashes of images.
Whenever you make an attack on your turn, you can make it as though you were in your weapon's space, instead of your own, using it's senses. You can do so a number of times per day equal to your Charisma modifier, and you regain all expended uses when you finish a long rest.
Once you imbue a weapon, you can't do so again until you finish a long rest, unless you expend a use of Second Wind to imbue a weapon again.
Flying Strike
At 10th level, you can temporarily extend the range at which you can control your weapons. The reach of all awoken weapons increases to 30 feet.
Additionally, when you use your bonus action to attack with your Weapon Spirits, you can cause the range of all awoken weapons to become 60 feet. You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
Weapon Master
At 15th level, you gain the ability to temporarily awaken other weapons in your vicinity under your control. You can cast Animate Objects with the only viable objects being weapons or objects in the shape of weapons e.g. a statue's sword. You may command your objects as part of the same bonus action used to attack with your awoken weapons.
Additionally, you may target worn and carried weapons when casting Animate Objects. When used in this way the target carrying or wielding the weapon may make a Charisma saving throw against your DC which equals 8 + your proficiency bonus + your Charisma modifier. On a failed save their weapon is effected by the spell and on a successful save the object is not animated and you may not choose another object in it's place.
Once you use this feature you cannot do so again until a long rest, unless you expend a use of Action Surge to cast it again.
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Previous Versions
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