Living Weapon (5e Class)

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Living Weapon[edit]

For so long, all I could do was destroy. But now, I have a chance to save something...

Natural Killer or No?[edit]

Living weapons are typically organisms that have been engineered to be tools of war. They may have weaponized limbs or enhanced skills meant to be used for violence. Living weapons are also capable of being born or created. They are often subjected to lives of emptiness due to their dangerous nature and often unstable mentalities from scarred childhoods of experimentation if not outright rejection and abuse. Mixtures of magic can sometimes also be a factor, contributing to destructive magical capabilities in a living weapon.

Creating a Living Weapon[edit]

Was your living weapon created? Or were they born naturally, perhaps from an infected bloodline or some other effect that made them so? Were they engineered instead, in a horrible factory or lab? Were they embraced or rejected for their abilities? Do they harbor resentments and grudges so high it impedes their very thought and warps their personality? Does your living weapon embrace their weaponized capabilities, or reject and try to hide them?

Quick Build

You can make a living weapon quickly by following these suggestions. First, Constitution should be your highest ability score, followed by Strength or Wisdom, depending on what subclass you look forward to. Second, choose the Secret Identity background.

Class Features

As a Living Weapon you gain the following class features.

Hit Points

Hit Dice: 1d10 per Living Weapon level
Hit Points at 1st Level: 10 + Constitution modifier
Hit Points at Higher Levels: 1d10 (or 6) + Constitution modifier per Living Weapon level after 1st


Armor: Medium and Heavy
Weapons: Martial and simple weapons
Tools: None
Saving Throws: Constitution and Strength
Skills: Choose two from Athletics, Acrobatics, Intimidation, Perception, History, Medicine and Survival


You start with the following equipment, in addition to the equipment granted by your background:

  • (a) a mace and quarterstaff or (b) a longsword and dagger
  • a dungeoneer's pack
  • a useless trinket of sorts connected with your origin as a living weapon
  • If you are using starting wealth, you have 5d6 gp in funds.

Table: The Living Weapon

Level Proficiency
Weapons Mastered Features
1st +2 0 Weapon-Like, Bodily Attack
2nd +2 0 Bodily Attack Improvement
3rd +2 0 Weapon Type
4th +2 0 Ability Score Improvement
5th +3 1 Weapon Master
6th +3 1 Sail True
7th +3 1 Weapon Type feature
8th +3 1 Ability Score Improvement
9th +4 1 Proliferate
10th +4 2 Weapon Type feature
11th +4 2 Barrage Burst
12th +4 2 Ability Score Improvement
13th +5 2 Hardened Heart, Proliferate Improvement
14th +5 2 Rebound
15th +5 3 Weapon Type feature
16th +5 3 Ability Score Improvement
17th +6 3 Hardened Heart Improvement
18th +6 3 Weapon Type feature
19th +6 3 Ability Score Improvement
20th +6 4 Ace of Arms


You are composed like a weapon, a nonliving thing. You take pain better than others and it is harder to hurt you. While you are not wearing any armor, your Armor Class equals 10 + your Dexterity modifier + your Constitution modifier. You can use a shield and still gain this benefit.

Bodily Attack[edit]

As a weapon who's got the stuff inside you, it only makes sense you can attack and deal a good deal of damage using just yourself. You can roll a d6 in place of the normal damage of your unarmed strike which will increase to d8 at 5th, d10 at 8th, d12 at 15, and 2d8 at 18th.

Starting 2nd level, the toughness of your body as a weapon impacts your power when you attack. As you get harder and stronger, so do your strikes. You can use Constitution or Strength for the attack and damage rolls of your unarmed strikes.

Weapon Type[edit]

At 3rd level, you chose a weapon type to become in totality. Choose between Magic and Might, both detailed at the end of the class description. Your choice grants you features at 3rd level and again at 7th, 10th, 15th, and 18th levels.

Ability Score Increase[edit]

When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.

Weapon Master[edit]

You are a master of weapons, but not in the traditional sense. You can subvert weapons to your will and absorb them and their properties to use in your body. Starting 5th level, you gain the power to absorb weapons into your body. The number of weapons you may absorb into your body at a time are shown under the Weapons Mastered column on the class table. You may only assimilate up to that number of weapons before needing to complete a long rest to regain use of this feature.

You may expend one uninterrupted hour to perform a ritual with a weapon which you are touching, through which the weapon melds and assimilates into your weapon body. The weight of the absorbed weapon counts toward your carrying capacity. The weapon then lends its properties to your Bodily Attack(e.g., absorbing a dagger lets your attack deal slashing damage, absorbing a bow allows you to load arrows onto your body acting as a bow). The damage die of your Bodily Attack does not change and the property absorbed cannot be used if it involves displacing a part of your body, like the Thrown property. You are also unable to absorb magical properties.

These weapons, though your tools, are foreign to you and so can only remain inside you for a limited amount of time. You may retain each weapon in your body for minutes equal your Strength modifier (min. 1), after which the weapon is expelled out of you. The weapon is not damaged by this process.

Sail True[edit]

Starting 6th level, your aim sharpens and you can manipulate your body and power accurately to pin down enemies at the last second, like using your weapon body property to change the direction of attacks. If you roll a 1 in an attack roll for a weapon or spell attack, you may reroll the dice. You must take the subsequent roll even if it is another 1. You regain use of this feature after a short or long rest.


You gain the ability to make multiple attacks with your body, be it an amplification of magical powers or a multitude of weaponry from your body. Starting 9th level, you can attack twice, instead of once, whenever you use your Bodily Attack on your turn. At 13th level, you may attack up to three times.

Barrage Burst[edit]

Starting 11th level, you gain a burst of power allowing you to scissor past enemies and gore them with magic. When you land a critical hit on a creature, you may have the damage die quadruple instead of just double. You can only use this feature once, regaining use after finishing a long rest

Hardened Heart[edit]

Starting 13th level, you retain your mental state and perceptions, but your body has slowly gotten tougher. It becomes colder, more like a weapon now. You gain advantage in saving throws against effects that would have your be petrified or paralyzed.

At 17th level, your mental state is affected by this power growing in you and slightly changes your vision of the world, making it much less colorful and clearer. You gain advantage in saving throws against effects that would have you be charmed, incapacitated or frightened.


Starting 14th level, you gain the power to re-calibrate your strikes if needed, with calculation like a weapon. If you would miss an attack with your Bodily Attack, you may instead have the attack hit. You may use this feature once, regaining use after you complete a long rest.

Ace of Arms[edit]

Starting 20th level, you embody a weapon truly. Not only do you use your body as a weapon, but like a weapon, you aid others in their combat. By expending an action, you may designate up to six weapons you can see and grant them critical rolls on 19-20 for an amount of turns equal your Strength modifier. On a critical hit, these weapons deal damage equal to their regular damage die plus a max roll of their damage die rather than a normal critical's roll. You may only use this feature once, regaining use after you finish a long rest.


The power to cast spells to obliterate is programmed and implanted in you so you need not rely always on brute strength.


Starting 3rd level, you activate the power inside you and use it as magic. Your casting ability is your Wisdom, since you draw from the power stored within you. Your focus can be any weapon of your choice. It loses its damage properties to become a focus.

The table below shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest. You prepare each spell only once, imbuing it into your focus. You can cast each as many times as your spell slots will allow.

Each time you gain access to a new level of spell, you learn a single spell chosen from the sorcerer or warlock spell list of the appropriate level.

Living Weapon Spell Table
— Spell Slots per Spell Level —
Level 1st 2nd 3rd 4th 5th
1st - - - - -
2nd - - - - -
3rd 2 - - - -
4th 3 - - - -
5th 3 - - - -
6th 4 2 - - -
7th 4 2 - - -
8th 4 3 - - -
9th 4 3 - - -
10th 4 3 2 - -
11th 4 3 2 - -
12th 4 3 3 - -
13th 4 3 3 - -
14th 4 3 3 2 -
15th 4 3 3 2 -
16th 4 3 3 3 -
17th 4 3 3 3 2
18th 4 3 3 3 2
19th 4 3 3 3 3
20th 4 3 3 3 3
Magical Embodiment

Starting 7th level, when you can absorb a weapon into your body, why not your focus to cut out some middle men and free up a hand? You may use Weapon Master to absorb your arcane focus into your body. You may then cast spells without needing to hold the focus constantly.


You, as a weapon able to use magic, should be able to deal magical damage. Starting 15th level, your Bodily Attacks deal magical damage instead of their nonmagical slashing, piercing or bludgeoning.

Magic Eater

Due to your attunement with magic, you are able to hone the properties of magic weapons and resonate your body with them, taking on their properties. Starting 18th level, when you use the Weapon Master feature, you may absorb one property of one magical weapon you have in your body.


You are a brute force weapon that can smash through anything with your body's capabilities alone.

Hard Edge

Starting 3rd level, by charging in brutishly with savage abandon, you may drive yourself like a weapon into enemies. If you move at least 15 feet in a straight line towards another creature, as a bonus action, you can make a special attack with your Bodily Attack. If the attack hits, it deals its normal damage, plus damage of the same type equal to your Armor Class.

Weapon Mold

Starting 7th level, you can mold your body's special qualities to form an actual weapon which comes from your body! Thus, you're never without arms. While you have any weapons inside you from your Weapon Master feature, you may choose one to thoroughly manifest into your hand of your own flesh, so it appears as though part of your body, but with all its properties and damage dices. You cannot be disarmed of this weapon if you form it using this feature. However, doing so puts immense strain on the weapon and it breaks after 1 minute.


You can extrapolate your body in a flurry to bluster enemies and buffet them with blows. Starting 10th level, when you use your Proliferate feature, you may take the Attack action again by expending your bonus action. You must finish a long rest before finishing this feature again.

True Strike

Starting 15th level, when you use the Rebound feature, you may have the attack become a critical hit instead.

Weapons Might

Starting 18th level, when you use the Weapon Master feature, you may have your Bodily Attack fully embody one weapon of your choice that you absorbed. It takes on all its properties and damage dices by using an action. You must use a bonus action to revert your body back before using this feature again. Upon reverting, the weapon embodied is lost.


You cannot multiclass into this class.

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