Dark Weapon (5e Class)
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- 1 Dark Weapon
- 2 Creating a Dark Weapon
- 3 Class Features
- 3.1 Table: The Dark Weapon
- 3.2 Chosen Weapons
- 3.3 Weapon Invocation
- 3.4 Dark Contract
- 3.5 Nature of the Soul
- 3.6 Dark Souls
- 3.7 Shared Awareness
- 3.8 Enhanced Weapons
- 3.9 Ability Score Increase
- 3.10 First Release
- 3.11 Dark Return
- 3.12 Mind over Matter
- 3.13 Second Release
- 3.14 Soul Renewal
- 3.15 Focus
- 3.16 Demonic Hunger
- 4 Dark Weapon Archetypes
- 4.1 Hexed Weapon
- 4.2 Demon Weapon
- 4.3 Dark Armament
- 5 Soul Type
- 5.1 Soul of Battle
- 5.2 Warrior Spirit
- 5.3 Soul of Nature
- 5.4 Soul of Magic
- 5.5 Soul of Darkness
- 5.6 Soul of Light
- 6 Multiclassing
The first Dark Weapons were once the subordinates of powerful Hag covens and the Raven Queen. In exchange for their loyalty, the Hags bestowed upon them the ability to take on the form of weapons- each form possessing abilities far greater than their forged counterparts. The first Dark Weapons were made by tearing out the souls of demonic entities and merging it with the soul of the intended Dark Weapon. These dark entities are the center of the Dark Weapon’s abilities and by feeding the souls of those they have slain to their demonic side the Dark Weapons are able to boost their own abilities.
Creating a Dark Weapon
Do you want to play a character able to support your allies offensively? If you want to quick-build a Dark Weapon make your highest ability score either Strength or Dexterity, then your second highest should be Wisdom or Constitution. Afterwards choose the Perception and Insight skills and take the Sage, Soldier, or Outlander background.
As a Dark Weapon you gain the following class features.
- Hit Points
Weapons: Your Chosen Weapon
Saving Throws: Constitution, Charisma
Skills: Choose two from: Arcana, Deception, Intimidation, Insight, Perception, Stealth, or Survial
You start with the following equipment, in addition to the equipment granted by your background:
- (a) A tassel of leather, woven gold or metallic lace or (b) bronze or iron ring on your pommel (or head of your haft) (both these show up as a bracelet in human form)
- a turquoise, azurite, eye agate (or other gem worth 10 gp) embedded in your crossguard (or haft) (this shows up as a embedded gem on the back of your hand in human form)
|1st||+2||-||Chosen Weapon, Weapon Invocation|
Dark Contract, Nature of the Soul
|2nd||+2||10||Dark Souls, Shared Awareness|
|4th||+2||20||Ability Score Improvement, Nature of the Soul Feature|
|5th||+3||25||First release, Extra Form|
|7th||+3||35||Enhanced Weapon Improvement|
|8th||+3||40||Ability Score Improvement|
|10th||+4||50||Enhanced Weapon Improvement|
|11th||+4||55||Mind Over Matter, Shared Awareness Improvement|
|12th||+4||60||Ability Score Improvement|
|14th||+5||70||Second release, Extra Form|
|15th||+5||75||Enhanced Weapon Improvement|
|16th||+5||80||Ability Score Improvement, Nature of the Soul Feature|
|18th||+6||90||Enhanced Weapon Improvement|
|19th||+6||95||Ability Score Improvement, Focus|
|20th||+6||100||Demonic Hunger, Nature of the Soul Feature|
At 1st Level, choose a weapon from the weapon list from the Player's Handbook. This weapon becomes your Chosen Weapon and it will be the weapon that you transform into, as well as the weapon you summon with the Weapon Invocation feature.
As a bonus action, you can transform your body, and in a swirl of visible black smoke your body mangles and warps into your Chosen Weapon. You fly to your Dark Contract Holder no more than 30 feet away. If your Holder is too far or obstructed from you, you drop to the ground. You can maintain your transformation for up to 4d4 hours + your Constitution Modifier, after which you revert back into your humanoid form. As a weapon you cannot use your actions to attack, move, dodge, disengage, help, or hide. You cannot speak aloud, however you can maintain a telepathic link to your Dark Contract Holder only when they are wielding you. Therefore it is important you have a Holder.
Actions you can take when wielded are as followed:
- You may use your action/bonus action to use features granted through the Dark Weapon Class.
- You may use any Dark Weapon features that apply during your Holder’s turn.
- You may cast a spell or spell like feature that is granted by your Dark Weapon Features as an action. When casting a spell you ignore all verbal and somatic components however your Holder must provide any and all material components required.
- You may use a full turn to revert to your Humanoid Form.
While in Weapon Form you are immune to all damage types. However you are still affected by spells that deal psychic damage, or spells that are designed to affect the same material as you are, such as the shatter or heat metal spells. Any feats or spells that would affect your Humanoid Form also affect your Holder. Should your Holder not possess these feats, they gain access to them while wielding you if they meet the prerequisites. (Any ability score increases granted by feats don not apply to your Holder). Damage Immunity only applies when wielded by your Dark Contract.
Additionally, while you are being wielded in Weapon Form, your Holder gains an attack bonus equal to your Proficiency Bonus and a damage bonus equal to your Strength Modifier. If you are a ranged weapon use your Dexterity Modifier and if the weapon is finesse you can choose between Strength or Dexterity Modifier.
You also gain the ability to consume other weapons to your benefit. Devouring a weapon requires 1 minute of concentration as if concentrating on a spell. When you devour a weapon (magic or not), your Weapon Form gain its abilities. You may only devour one magic weapon a week. If you do not have the form of the weapon you devoured, you gain that form and may transform into it with your features. If magic weapons that would deal elemental damage (such as, poison, fire, cold, psychic, etc.) are devoured you gain the highest damaging dice of one element (For example, if you devoured a weapon that would deal 1d4 cold damage and devour another that would deal 1d6 cold damage, you would deal 1d6 cold damage). You may only gain the weapons form when consuming +1,+2... weapons. This feature does not affect Artifacts ,Sentient Weapons, magical summoned weapons like Spiritual Weapon, or weapons from the Pact of the Blade feature. Your DM may limit what weapons you may devour based on level and/or other circumstances.
You may only posses one extra damage type along with your weapon forms damage, during a long rest you may select a single damage type you have gained from this feature.
At 1st level while in Humanoid Form, You may use your action to summon a spectral representation of your chosen weapon. The weapon posses the same traits and properties of your chosen weapon. The weapon cannot be disarmed from your hand until you fall unconscious, die or dismiss it as a bonus action.
The bond between Dark Weapon and Holder is very important and must benefit both sides. Anyone who wields the Dark Weapon must agree to a Contract with it or the weapon can make a roll to attempt to charm the wielder. The DC equals to 10 + Wisdom Modifier + Proficiency Bonus, the wielder rolls a Charisma Save to contest. If the wielder fails, they are possessed by you for 1d6 hours. If you are removed from their possession, the charm ends. You cannot use the charm effect of this feature again until you finish a long rest.
When the creature agrees to the Contract they fall unconscious for 1d4 hours. You immediately transform into your Humanoid Form and cannot transform into a weapon until the creature is conscious again. The creature is considered the Holder of the Dark Weapon with the purpose of receiving the Dark Weapon's bonuses and effects. The creature as well as the Dark Weapon cannot have more than one Dark Contract active at a time.
If you or your weilder is slain, the Dark Contract ends even if the slain memeber is resurrected. However the Dark Contract can be attempted again with the same said creature after a day of the resurection.
Nature of the Soul
As a Dark Weapon grows in power your power adapts to the nature of your soul. You gain one benefit at 1st Level, and additional benefits at Levels 4, 10, 16 and 20.
At 2nd level, you gain a pool of 10 souls that you use for your abilities. For each level, there is a maximum number of souls that you can hold as shown in the table. A short rest restores 1/2 your maximum pool rounded down. A long rest restores everything. Killing a monster grants a number of souls equal to its CR rating. ( minimum 1)
Starting at 2nd Level, you may add your Wisdom Modifier to your wielders Passive Perception and Investigation checks. At 11th Level you may additionally add your Wisdom modifier to any Initiative roll made by your wielder.
Starting at 3rd Level you become an enhanced weapon. As a Dark Weapon consumes souls its own strength grows in power, these powers fall into one of three categories: Hexed Weapon, Demon Weapon, and Dark Armament. You gain additional benefits from these categories at Levels 7, 10, 15, and 18.
Ability Score Increase
When you reach 4th level, and again at 8th, 12th, 16th, and 19th level. You may increase one ability score of your choice by 2, increase two ability scores of your choice by 1, or take a feat. As normal, you can not increase an ability score above 20 using this feature.
At 5th level, pick an additional weapon from the Players Handbook. You may use an action to transform into your First release. In this form, your abilities are stronger, and you have additional traits based on your weapon path. In order to maintain the first release form, you must sacrifice 5 souls per turn until you revert back to your Humanoid Form, change into the Second Release or cancel it with a bonus action.
At 6th level, you may teleport to your Holders hand as an action. The distance you may teleport is equal to your Level times 5 in feet. You may use this feature 3 times, regaining uses after a long rest. You gain an additional use at 12th level and again at 18th up to 5 uses.
Mind over Matter
At 11th level, you gain proficiency in 4 skills of your choice. Your Holder gains proficiency in skills you are proficient in while wielding you, if they already are proficient in a skill granted by this feature they may double the proficiency bonus to skill checks with that skill.
At 14th level, you gain your final weapon form and the ultimate culmination of your powers. Pick an additional weapon from the Players Handbook. You must use an action to transform into your Second Release. In this form, you have access to all of the benefits of your First Release, and your skills are enhanced even further, you deal double damage compared to the normal form. In order to maintain your second release, you must sacrifice 15 souls per turn.
At 17th level you have gained new power over souls. When you take a short rest, you restore all of your dark souls.
Starting at 19th Level, you may intently focus on one opponent, granting you and your Holder complete awareness against the marked creature. As an action you may spend 25 Dark Souls to indicate one Creature within 30ft. For the next minute that creature is vulnerable to all damage from you and your Holder.
At 20th level, you gain the ability to consume magic items to your benefit. Once per week you may devour a magic item that is not a consumable item and/or an item with charges. You may transform into that magic item granting all benifits the item possesses to your Holder. Your Holder automatically counts as attuned to you, and you do not count twards attunement limit.
Dark Weapon Archetypes
The Hexed weapons are the most favored by their Hag masters, unlike the Demon Weapon’s mighty strength, or the Armament’s powerful defensive capabilities, the Hexed Weapons specialize in enhancing the strength of their bearer’s magic. When choosing the Hexed Weapon path you gain one of the below listed features at third level and another one at 7th, 10th, 15th and 18th.
Hexed Weapon Bonus
Wand Form: You can transform yourself into any wand or staff, you can also consume any type of Arcane focus and gain its abilities , charges and recharge condition.
Magical Projectile: While in a form of a weapon that uses ammunition you have infinite standard ammunition, you also receive a bonus of damage equal to the highest slot spell available for your wielder.
Magical Damage: You can add your Wisdom modifier to any damage or healing from a spell used by your wielder at the cost of 5 Dark souls. In addition, you can add your Wisdom modifier to the damage of any cantrip used by your wielder for 1 Dark Soul.
Dark Range: While in a ranged weapon form your effective range and secondary range are both increased by 60ft. In addition, your wielder never gains disadvantage when attacking with a ranged weapon at melee range.
Magical Range: Your wielder's spells have their range increased by 15ft, if the spell has touch range the range becomes 10ft.
At 3rd level you can be used as a Arcane focus by your Holder no matter what form you are in. Whenever your wielder would cast a spell that would inflict damage, they regain 1d8 hitpoints. This bonus increase to 1d10 at 7th Level, and again at 10th Level to 1d12.
At 7th level, you gain the ability to amplify your Holder's magic. You may spend 15 Dark Souls to grant your wielder advantage on their ranged spell attack. If the next spell they would cast requires a saving throw, the target(s) make the saving throw at disadvantage.
At 10th level, Using an action and sacrificing 10 souls you are able to grant your Holder an extra 1st Level spell slot. Spell slots of higher levels require 10 additional souls per level past 1 up to 5th level.
These spell slots last until your wielder's next short rest or long rest, when they are used. You cannot exceed the maximum number of spell slots with this feature.
Starting at 15th level, you can amplify your Holder's magic by adding your Wisdom Modifier to your wielder's spell save DC and spell attack bonus.
At 18th level you gain the ability to create a portal to a pocket dimension. This ability can only be used during Second Release. You may use an action to spending 25 souls and pull all creatures within 120 foot sphere into a pocket dimension that lasts for 1 minute or until: you are unconscious, your wielder becomes unconscious, or you revert to humanoid form. The form of this dimension coincides with your Holder's psyche, however the basic terrain is always the same: it is a flat area about 120 square feet in diameter. When Dark Realm ends, You, your wielder, and anyone or anything caught are ejected outside to the same place they were pulled into.
While in this dimension you and your Holder gain advantage on saving throws and ability checks. Any spell that would teleport a creature out of the Dark Realm fails to cast, and any creature that is hostile to your Holder has disadvantage on saving throws and ability checks while in the Dark Realm. Additionally you grant your Holder the ability to cast one spell from their spell list without spending a spell slot, at the cost of 25 Dark Souls. After the spell is cast Dark Realm ends, and your Second Release state ends. You must finish a long rest before you may use Dark Realm again.
The Demon Weapons while they do not offer magical prowess like the Hexed Weapons, or physical enhancement like the Dark Armament, their sheer size and brute force make them terrifying to both enemies and allies alike.
Demon Weapon bonus
You gain access to the following abilities:
Demonic Form: You may use an action to spend 15 dark souls to transform into a Demonic Weapon for 1 minute. While in this form you can bite any enemy hit by your Holder with a reaction. The bite deals 3d4 in piercing damage, this ignores resistances.
Weightless Form: You learn to lighten your body until you are almost weightless. As a bonus action you may spend 20 Dark Souls, your weapon form will lose the Heavy property until you revert to your Humanoid Form. If your weapon does not possess the Heavy property, then it gains the Light property instead.
Throw: You gain the Throw property if your weapon form does not possess the Heavy property. Your range incriments are (30/60). If your Holder attacks with this property, they may use their reaction to return you to their hand.
True Great Weapon Master: Your Holder gains the Great Weapon Master feat if they have not already taken it. At 20th Level when your wielder uses the Great Weapon Master feature they may choose to receive -10 on the attack roll to gain +20 on the damage roll instead.
Starting at 3rd Level, you may use your reaction to spend 15 Dark Souls when your Holder lands an attack. Your weilder heals for half of the damage delt rounded up, if the health restored exceeds their maximum HP then they gain the remaining HP as Temporary HP up to your Level + Your Strength Modifier.
Starting at 7th level, if your Holder lands a critical on their attack, treat all dice rolled as the highest number. This may only be applied to one attack per turn.
Starting at 10th level, you use an action to spend 20 Dark Souls to grant your wielder advantage on their next attack roll. In First Release this ability also causes your wielder's next attack to knock the target prone if it hits. In Second Release this ability also causes paralysing pain, the target must make a Constitution Save or be stuned until the end of its next turn. The DC is equal to 8 + Your Strength Modifier + Your Proficiency Bonus.
Starting at 15th level, while in either first or second release, you can use an action to expend 10 dark souls and send your wielder into a Berserker's rage, dealing extra 2d6 damage. you can maintain them in this state by expending 5 souls every turn. During Second Release your weilder also gains resistance to slashing, pericing, and bludgeoning damage. This effect will end if they are disarmed or rendered unconscious.
Starting at 18th level, you may activate the Lord Slayer. You must be in Second Release and must spend 20 souls to use this feature. Before your wielder makes an attack against a target, you may choose to add xd12 damage, the x representing the amount of Dark Souls sacrificed during the attack using this ability. The starting damage begins at 2d12 and increases by an additional 1d12 for every 10 souls sacrificed. If your wielder misses, the effect, and souls are lost. If your wielder critically hits, instead of doubling the damage, the target takes the maximum amount of damage from the dice used.
Where the Hexed Weapons enhanced the user's magic, and the Demon weapon’s allow for simply destructive power, the Dark Armaments are capable of empowering the wielder defense to another level.
Dark Armament Bonus
Shield Form: You may now transform into a shield with your Choosen Weapon feature as a bonus action. While in shield form you grant 2 + half your Legendary Weapon bonus to your Holder's AC. While in this form your Holder may use their reaction to reduce any damage taken by 1d8 + Half your Dark Weapon level rounded down.
Your Holder may use a bonus action to apply one of the following effects with an attack.
Armor Crush: You enhance the strength of a single blow made by your Holder. Each time your Holder attacks a target with this effect, you reduce the target's AC by 1, up to a maximum of -3 AC. This effect lasts for up to 1 minute, or untill the target is healed.
Concussion: You land a solid blow at the creature's head. The target has disadvantage on all Wisdom, Intelligence and Charisma checks, and must make a DC 15 Constitution check each turn to maintain concentration until they save or 1 minute has passed.
Kneecap: You swing low and crack the target's knee joint. The target's movement is halved until the start of your next turn.
Winded: You land a solid blow to the center of the chest, knocking the wind out of your opponent. The target has disadvantage on all Strength, Dexterity and Constitution Checks until the end of your next turn.
Dislocate: You strike the target's shoulder, painfully wrenching it from the socket. The target has disadvantage on its next attack.
Starting at 3rd level, you gain the ability to form a pair of gauntlets around your Holder's hands when in Weapon Form increasing their AC by 1. In First Release, you grant them more armour on the arms and legs increasing the bonus to 2. In Second Release, you form further with other articles of armour as well, increaseing the bonus to 3. You may use your reaction to spend souls to increase the defense of your Holder. You grant your Holder +1 AC for every 20 souls you spend for 1 minute.
At 7th level you are able to grant your Holder resistance to certain damage types. Using an action and expending 10 souls you are able to grant your wielder resistance to slashing, bludgeoning and piercing damage while your wielder is using you for 1 minute. At 15th Level, while this ability is active, you may spend an additional 10 Souls to give your Holder resistance to one additional chosen damage type. You can not grant more than 5 additional resistances with this ability at a time.
At 10th level, you grant your Holder immense physical power. During combat while your Holder cannot be unwillingly moved by any physical or magical means and cannot be knocked prone while wielding you. Additionally attacks made using you deal double damage against structures and constructs.
At 15th level your demonic powers enhance your Holder's abilities and senses. Whenever your Holder makes a saving throw you may add your Constitution Modifier to the saving throw, if you are proficient in the saving throw then you can also add half your Proficiency bonus rounded down to the saving throw.
At 18th Level, you are able to heal your Holder's wounds and suppress any ailments using the Souls you have gathered. While you are in weapon form, you may use an action and expend any amount of Dark Souls to restore hit points to your Holder equal to the amount of Dark Souls spent. Any poisons, diseases or curses that are afflicting your wielder are suppressed as long as they are wielding you.
Additionally, once per long rest you can use 35 dark souls to imbue your wielder with massive power for 1 minute. Each attack made by your wielder deals an additional 2d8 bludgeoning damage. In addition, you may apply Armour Crush on every attack your wielder makes.
As a Dark Weapon, your soul affects the way that your curse evolves.
Soul of Battle
At 1st Level, your familiarity with combat allows your soul to aid your Holder. When your Holder and you roll initiative, you both take the best results from each other's and act in the same turn. You may instnantly transform into your Weapon Form as part of your Initiative roll.
As a bonus action, you may channel your spirit into a ghostly figure of yourself within. Your figure forms within 5ft of your Holder, following them wherever they go and granting them the following benifits.
- Your Holder gains temporary HP equal to 1/2 of your Maximum HP. While your wielder has these temporary hitpoints he is vulnerable to psychic damage.
- You may use your Weapon Invocation feature to attack in this form. You cannot benifit from Duplicity while in this form.
This ability lasts for 1 hour or until your Holder loses all temporary HP. You must finish a long rest to use this ability again. Any excess damage taken while your Holder possess the Temporary HP from this feature are send to you instead.
At 4th Level, you observe the ebb and flow of battle, seeing what your allies can not. You learn 3 maneuvers of your choice from the Battle Master's list of maneuvers. You can also use your superiority dice to enhance your Holder's attacks, should the maneuver apply to one while in your Weapon Form. You can use only one maneuver per turn.
You learn a additional maneuver of your choice at 6th, 9th, and 12th level. Each time you learn new maneuvers, you can also replace one maneuver you know with a different one.
Superiority Die: You gain four superiority dice, each of which are d6s. A superiority die is expended when you use a maneuver. You regain all of your expended superiority dice when you finish a long rest. You gain another superiority die at 6th level and one more at 9th level. At 12th level your Superiority Die turn into d8's, at 20th level they turn into d10's.
The DC for any saving throws in relation to your maneuvers is 8 + Your Proficiency Bonus + Your Wisdom Modifier
At 10th Level, while being wielded your demonic soul grants your Holder an additional attack when they take the attack action on their turn. The number of extra attacks increases to 2 at 15th level. This may stack with extra attacks given to your Holder from their class. This effect applies to you instead of your Hollder if you are not in Weapon Form.
At 16th Level, you may spend 15 dark souls to send out a wave of mental fortitude centered on your body to up to 5 creatures within a 30ft radius. The creatures are purged of any effect taking hold of their mind including charm, sleep, fear, paralysis, as well as any effects currently reducing their attributes.
Avatar of War
At 20th Level, During Second Release, you may use an action to grant your Holder what remnants of strength you have in life for 1 minute. During this time, your Hollder gains the following benefits:
- Your Holder gains advantage on Dexterity and Strength checks and saving throws.
- Your Holder gains +6 to their Strength, Dexterity and Constitution saving throws for the duration.
- Your Holder gains +5 to to every attack for the duration.
- Your Hollder gains a base movement speed of 50ft, This cannot be reduced unless a condition reduces speed to 0.
You must complete a long rest to use this ability again.
Soul of Nature
At 1st Level, your Weapon Form cannot be made of metal or any other material that is not naturally grown. You are now considered a plant, your skin become hard as wood, and your unarmored AC becomes 13 + your Wisdom modifier. You are vulnerable to fire damage and resistant to cold damage.
You learn the Shillelagh and Druidcraft cantrips and can cast them on yourself at will even in Weapon Form. When Shillelagh is active and you are used to attack, you can apply your own Wisdom modifier as the attack roll instead of your Wielder's.
At 4th Level, you can select one of the following elements: Fire, Cold, Lightning or Poison. You deal extra damage based on the selected element on each attack. You can use this ability once a day.
At 4th Level: You deal an additional 1d6 damage.
At 12th Level: You deal an additional 2d6 damage.
You gain access to one of the bonus spell lists below corresponding to your element. In addition, you learn 2 non-damaging druid cantrips of your choice. You may cast these within your weapon form. You gain a number of spell charges equal to your Dark Weapon level + wisdom modifier. See the table below to know each spell you can access and how much it cost. You may only expend a number of points less than or equal to your level. You regain half your expended charges at dawn.
Your spell save DC is 8 + your wisdom modifier + your proficiency bonus.
Element of Fire
Points / Spells Learned
3 / Absorb Elements, Burning Hands
5 / Flaming Sphere, Pyrotechnics, Aganazzar's Scorcher
7 / Fireball, Melf's Minute Meteors, Flame Arrows
9 / Fire Shield, Wall of Fire
Element of Cold
Points / Spells Learned
3 / Absorb Elements, Ice Knife
5 / Misty Step, Snilloc's Snowball Swarm, Water Walk
7 / Sleet Storm, Tidal Wave, Wall of Water
9 / Ice Storm, Control Water
Element of Lightning
Points Spells Learned
3 / Absorb Elements, Witch Bolt
5 / Invisibility, Hold Person, Blur
7 / Call Lightning, Lightning Bolt, Lightning Arrow
9 / Storm Sphere, Freedom of Movement
Element of Poison
Points Spells Learned
3 / Entangle, Ray of Sickness
5 / Barkskin, Melf's Acid Arrow, Maximilian's Earthen Grasp
7 / Erupting Earth, Plant Growth, Stinking Cloud
9 / Giant Insect, Grasping Vine
Ritual of Nature
At 10th Level, you learn to travel long distances through the power of plants and nature. You learn and can cast Treestride at its base level once per long rest without expending a spell charge. To do so, you must be thrust against the tree used for the travel.
In addition, you learn the Speak With Plants spell and can cast it once per long rest without expending a spell charge.
Heart of the Forest
At 16th Level, when thrust into the ground for over a minute, you sprout roots and form a connection to the spirits of nature in a 90ft area. This must be done in the open and in soil that is capable of supporting plant life. You are considered unwielded in this state. You can perform one or all of the following effects:
-You can grow any plants that are local to the region from seeds to their adult form.
-You can grow any fruits of your choice from surrounding plants, the fruits do not need to be of a type that grows naturally from the plants in question. Each fruit has the properties of one Goodberry from the Goodberry spell. You can create a number of fruits up to your Dark weapon level.
-You can grow large, thorny vines out of the ground to create walls up to 10ft tall around the outskirts of the 30ft area. This functions as wall of thorns at half damage. This effect ends as soon as you are removed from the ground or are rendered unconscious.
-Individuals that take a long rest within 30ft of you become cured of any poison, sickness and diseases.
-You can use Entangle and Grasping Vine spells on any creature you wish within 30ft of you without expending a spell slot.
You must maintain this form for at least 1 hour for any plants and good berries to finish growing. Being removed from the ground leaves any plants that have grown as a result of your influence, but any magical fruits lose their enchantment after 1 full day.
Avatar of Nature
At 20th Level, During Second Release you can channel the power of your chosen element into your Holder as an action for up to 1 minute. During this time, your Holder gains the following benefits:
-Your Holder gains immunity to the type of element you have chosen for the day.
-Your Holder constantly deals 2d6 damage per round to enemies within 10ft at the end of their turn. The damage type is the same as your chosen element for the day.
-Your Holder can float up to 5ft above the ground and move freely, ignoring the effects of difficult terrain.
-You can spend one spell charge to transport yourself and your Holder up to 90ft away. Any enemies within 5ft of your original and new location take 2d6 of magic damage according to your attuned element for the day.
You must complete a long rest to use this ability again.
Soul of Magic
At first level you gain the Prestidigitation cantrip and choose another cantrip from any spell list, and may choose one additional spell from any spells list. These spells may be cast within you weapon form. You gain additional cantrips at level 7 and 14.You learn a extra spell on the 3rd, 5th, 7th, 9th, 11th, 13th, 15th, 17th and 19th level
You use the spell slot table from the Warlock class.
Your spell save DC is 8 + your Wisdom modifier + your proficiency bonus
Spell attack modifier = your proficiency bonus + your Wisdom modifier
Any spells gained from this feature are shared with your Holder and are treated as spells of their class. You also gain the ability to devour spellbooks, when you do so you learn the spells written within and the spells are considered Dark Weapon spells for you.
Mystic Battle Style
At 4th Level, you develop a combat style that combines magic and martial combat to enhance your Holder. Your Holder may use an action to consume one of your spell slots. When they do so they assume a fighting stance that will grant the following benefits for 1 minute:
- Your wielder gains a bonus to damage on their first attack equal to your Proficiency Bonus.
- Once durring the durration your weilder may use a bonus action to heal 1d10 + Your Wisdom Modifier.
- When an enemy hits your wielder with a melee attack, you can use your reaction to cast a cantrip you know.
Rites of the Arcane
At 10th Level, you may choose to transfer your arcane energy to others. Once per long rest, you may grant knowledge of your spells to creatures up to the spell level of their wisdom modifier. For example, a creature with an wisdom of 14 (+2) can receive a free cast of one of your 2nd level spells. For the purposes of this ritual, cantrips count as 1st level spells.
Allies granted these spells may cast them once at lowest level. Creatures use their Wisdom Modifier as their Spell Attack Bonus and Spell DC. You can perform this ritual with up to as many creatures as your Wisdom modifier. Creatures cannot benefit from this ability again until they perform a long rest.
At 16th Level, you discover how to channel your spells through your weapon form in an amazing and devastating way. Whenever your Holder lands a critical hit with you, you may immediatly cast a 1st to 3rd level spell without spending a spell slot as a reaction.
In addition, you have enhanced the power of the Mage Hand cantrip. You may manifest yourself using an action as a full-body, physically tangible form who can perform physical tasks to the same level as an Unseen Servant spell. You can separate from your physical body at will and move up to 200ft away from it. You are unable to fly or move through terrain otherwise impossible for a physical creature to do so.
Avatar of Arcane Energy
At 20th Level, during Second release you may channel all of your arcane knowledge and power to your Holder as an action for up to 1 minute. During this time, they gain the following benefits.
- Your Holder may cast a spell with a casting time of an action as a bonus action once per round.
- Your Holder may use your Intelligence, Wisdom and Charisma scores for any checks they must accomplish. In doing so, you speak through them to accomplish any verbal component of the check.
- You may use a reaction for any spell that you see. Make an Arcana check, the DC is equal to 10 + The Spells Level. On a success, you learn the spell.
- Your Holder is under the effects of Mystic Battle Style. You grant the damage bonus to all attacks, and killing an enemy in this state grants another use of the healing feature.
You must complete a long rest to use this ability again.
Soul of Darkness
Weapon of Darkness
Your alignment cannot be Good. Your Holder can be of any alignment.
The charm effect for Dark Contract has no limit of uses. You may attempt to dominate your Holder at any point. Upon failing a possession attempt, you must submit to your Holder's will for the rest of the day. If your weilder fails the save, you gain control for 24 hours, to which your Holder may attempt the save again every hour beyond the 24th.
Additionaly as a weapon of darkness, you now deal Necrotic damage instead of your original weapon damage.
At 6th Level: You deal an additional 1d4 necrotic damage.
At 9th Level: You deal an additional 2d4 necrotic damage.
You can manifest yourself using a action, when you do so you appear as cloud of black smoke with glowing red eyes.
At 4th Level, you learn the Chill touch and Spare the Dying cantrips and you can cast them in your weapon form:
You use the spell slot table of the Warlock class.
You learn all the Necromancy School spells, as long as you can cast it.
Your spell save DC is 8 + Your Charisma Mod + Your Proficiency Bonus.
Your spell attack bonus Your Charisma Mod + Your Proficiency Bonus.
Once per short or long rest, you can cast a damaging spell of the Necromancy School that is less than or equal to 1/4 of your Dark Weapon level without using a spell slot.
Dominate Lesser Beings
At 10th Level, Once per short rest you can cast Dominate Person at its base level without expending a spell slot.
At 16th Level, you demand the life of those who dare disrespect you and your chosen minion. Once per long rest, you may cast Finger of Death at its base level without expending a spell slot. If a creature is slain by this effect, it bears twice the amount of souls granted by it's CR should the creature bear a soul itself.
Avatar of Shadows
At 20th Level, as an action you can channel all of your dark powers into your Holder for 1 minute. During this time, they gain the following benefits.
- Your dark presence manifests as a cloud of dread. All creatures within 30 feet of you must immediately make a Wisdom saving throw or become frightened of you until the end of their next round.
- Your Holder is enveloped in a cloud of obscuring black smoke. Your Holder gains your Charisma bonus as AC and gains advantage on saving throws to avoid the effects of a spell.
- Your Holder can attempt to grapple a medium sized or smaller enemy as a bonus action. On a success, you deal 4d6 necrotic damage per turn to your grappled target. The target cannot regain hitpoints by any means while grappled this way. Your Wielder may still attack with an action while grappling.
- Your blade or handle extends and enlarges, you gain the reach property. If you already have reach, you gain an additional 5ft of range.
- Your Wielder gains advantage on Wisdom saving throws and becomes immune to the effects of fear, charm, and exhaustion.
- Your Wielder can dash as a bonus action.
This ability cannot be used again until you have finished a long rest.
Soul of Light
Weapon of Light
Your alignment cannot be Evil. Your Holder must not be evil. Any evil creatures that attempt to hold you must make a wisdom saving throw against a DC of 10 + Your Wisdom Modifier + Your Proficiency Bonus. On a failed save, the creature takes 4d8 radiant damage, drops you and becomes frightened of you.
As a weapon of light, you now deal Radiant damage instead of your original weapon damage.
At 6th Level: You deal an additional 1d4 radiant damage.
At 9th Level: You deal an additional 2d4 radiant damage.
As an action you may manifest yourself, you shed bright light in a 10ft radius and dim light an additional 10ft.
Beacon in the Dark
At 4th Level, you learn 1 cleric cantrip. The cantrip chosen is always active when your Holder when you are in weapon form. Cantrips that apply temporary effects are reapplied at the begining of you weilders next turn as if the cantrip had been cast again.
You may switch out the cleric cantrip with another cantrip from the cleric spell list after a long rest.
Additionally once per long rest, your weilder my cast the spell Sunlight, with the origin being you while in weapon form. The sunlight additionally deals damage equal to your Weapon of Light feature within its radius to all hostile creatures once.
Soul of Divinity
At 10th Level, you learn to Channel Divinity as the Cleric ability. Select one Cleric Domain, you add the Domain's Channel Divinity as your effect. If you are in weapon form, you grant this feature to your weilder.
If your weilder possesses the Channel Divinity feature from it's own class, you grant your choosen effect to their list as well as granting them an additional use of Channel Divinity.
If your Channel Divinity effect requires a save DC, it equals to 8 + Your Wisdom Mod. + Your Proficiency Bonus
At 16th Level, when thrust into the ground you sanctify the area in a 30ft radius for 8 hours.
While in the ground you are treated as unweilded in this state, and the area beneath you ignites and begins to burn, illuminating the area. The fire provides warmth for all creatures within 60ft. The fire is harmless to any who touch it. You also garant the following benifits.
-You have complete knowledge of any creatures that enter or reside within the sanctified area. You can see through any illusions and you can see the true form of any shapeshifters in the area.
- Any creature who finishes a long rest within the radius gains an addional 3d8 temporary HP.
- While inside the Sanctified area any poison, fear, disease and marking effects are suppressed.
- Any magic user attempting to cast a spell into the sanctified area must succeed on a DC 20 wisdom check, on a failure you will be alerted to the presence of the spellcaster.
- Any undead, fiends or abyssal creatures that enter the sanctified area must succeed on a DC 15 wisdom saving throw every round or be turned for 1 minute or until damaged.
You must complete a long rest to use this ability again. While using this you are in a meditative state but you still have awareness of your surroundings. Spending all the 8 hours in the meditative state is considered a long rest .
Avatar of Light
At 20th Level, when in Second Release you may use an action to infuse your Holder with the radiant power of light for up to one minute. During this time, they gain the following benefits:
-Upon activating Avatar of Light, all creatures within 30ft of your Wielder must make a Constitution saving throw. On a failed save they are blinded until the start of their next turn.
- Your Holder begins to glow bright light for 30ft and dim light for an additional 30ft.
- Your Holder deals 4d8 radiant damage per turn to evil creatures within 10ft of them. Creatures who are Neutral take 2d8 radiant damage.
- Undead creatures within 20ft of your Holder must succeed a Wisdom saving throw at the start of their turn. Upon a failed save they are turned for 1 minute or until they take damage.
- A pair of glowing wings sprout from the back of your Wielder . For the duration of Avatar of Light, your wielder has a flight speed of 60ft.
- All allies within 30ft of your Holder gain advantage on all saving throws.
You must complete a long rest before using this ability again.
You cannot multiclass into or out of this class