Sentient Weapon (5e Class)

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Sentient Weapon[edit]

The sentient weapon is a composite character. You do not select a separate race and class combination. You begin play with one level of the sentient weapon class, which also includes all your racial features. You cannot multiclass: when your level increases, you must take a level of the sentient weapon class. This is because, as a construct, your unusual physiology is unsuitable for many features granted by other classes.

Sentient Weapon Names[edit]

  • Alondite, Amatsu, Amiti, Aqqar, Arbalest, Armads, Arondight, Audhulma, Aurgelmir, Balmung, Baselard, Basilikos, Blaggi, Bölverk, Breidablik, Caladbolg, Chakram, Chrysaor, Cymbeline, Durandal, Dyrnwyn, Eckesachs, Ecthelion, Einherjar, Élivágar, Ereshkigal, Ettard, Excalibur, Falchion, Fensalir, Florete, Fólkvangr, Fujin Yumi, Gáe Bolg, Galatine, Garm, Geirskögul, Gradivus, Gungnir, Hagakure, Hauteclere, Helswath, Ichival, Imhullu, Jack, Jokulsnaut, Kalevanmiekka, Kladenets, Kriemhild, Lævatein, Leiptr, Lorelei, Lughnasadh, Maltet, Mercurius, Mjölnir, Mulagir, Mystletainn, Nidhogg, Nóatún, Onager, Parthia, Peshkatz, Pugi, Ragnell, Raijinto, Reginleif, Rex Hasta, Rienfleche, Siegfried, Sieglinde, Siegmund, Sinmara, Skadi, Sol Katti, Swanchica, Tarvos, Thökk, Tyrfing, Urðr, Urvan, Valaskjálf, Vidofnir, Wo Dao, Yato, Yewfelle, Zephyr, Zulfiqar

Creating a Sentient Weapon[edit]

There are several ways in which a weapon can gain sentience. You might be a holy weapon, sent by one of the gods of the many outer planes. You might be an animated object granted self-awareness through spellcraft. Or you might be possessed by an otherwise disembodied soul, or haunted by the spirit of the weapon's owner.

Quick Build[edit]

You are a front-line fighter focused on melee attacks, so make Strength your highest ability, or Dexterity if you are a finesse weapon. Make Wisdom your next best ability if you are taking the Godforged archetype, Charisma if you are taking the Haunted archetype, or Intelligence if you are taking the Zoetic archetype. Make Constitution your tertiary ability score. Finally, choose the soldier background.

Sentient Weapon Traits[edit]

Class Features

As a Sentient Weapon you gain the following class features.

Hit Points

Hit Dice: 1d6 per Sentient Weapon level
Hit Points at 1st Level: 6 + Constitution modifier
Hit Points at Higher Levels: 1d6 (or 4) + Constitution modifier per Sentient Weapon level after 1st


Armor: None
Weapons: None
Tools: None
Saving Throws: Dexterity, Charisma
Skills: Choose two from Stealth, Arcana, History, Perception, Deception, Intimidation, Performance or Persuasion


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 ring on your pommel (or head of your haft).
  • a turquoise, azurite, eye agate (or other gem worth 10 gp) embedded in your crossguard (or haft)

Table: The Sentient Weapon

Level Proficiency
1st +2 Sentient Weapon Racial Traits
Innate Spellcasting
Live to Fight
Parrying Form
2nd +2 Acuity
3rd +2 Sentient Weapon Archetype
4th +2 Ability Score Improvement, Magic Weapon (+1)
5th +3 Extra Attack
6th +3 Hardened Body, Hardened Soul
7th +3 Sentient Weapon Archetype Feature
8th +3 Ability Score Improvement, Magical Aegis
9th +4 Flying Weapon
10th +4 Sentient Weapon Archetype Feature
11th +4 Extra Attack (2)
12th +4 Ability Score Improvement, Magic Durability (+1)
13th +5
14th +5 Magic Weapon (+2)
15th +5 Sentient Weapon Archetype Feature
16th +5 Ability Score Improvement, Magic Durability (+2)
17th +6
18th +6
19th +6 Ability Score Improvement, Magic Weapon (+3)
20th +6 Extra Attack (3)

Sentient Weapon Racial Traits[edit]

Ability Score Increase. Either your Strength score or your Dexterity score increases by 2 (your choice).
Age. Godforged weapons might exist on the mortal plane only until their divine task is completed, by which point the weapon will cease to exist outside of the god's domain plane. A haunted weapon's soul may wane after inactivity or a need for their final rest, the soul and the power it imbued the weapon with abandoning the material plane to depart for the afterlife. Zoetic weapons may dissipate similarly over time, or may "dispel" themselves if they really feel satisfied with ending there.
Alignment. Godforged weapons tend towards the Good and the Lawful paths, but will defer if their origin god is on the negative spectrum. Haunted weapons take on the alignment of their previous life, unless some force interferes and causes their soul to mutate, causing them to take any other alignment. Zoetic weapons will either take on the alignment of their creator, or one on the opposite spectrum if they dislike their creator.
Size. Your size is Small, unless you are a weapon that would be Tiny, such as a dagger.
Speed. Your base walking speed is 0 feet. You have a fly (hover) speed of 30 feet. You cannot fly higher than 5 feet.
Monstrous Physiology. You cannot wear armor, wield weapons or hold items. You can wear rings, amulets and other jewelry on your haft or crossguard, or through holes in your blade.
Living Construct. Your type is Construct. You do not need to breath, eat or drink. You are immune to poison damage and the poisoned condition.
Mendable. When the mending spell is cast on you, it has the following alterations: It has a casting time of 1 action. If you have 0 hit points you become stable. As part of the casting of mending the caster may expend any level of spell slot to cause you to regain a number of hit points equal to 1d8, plus their spellcasting ability modifier. For each level of the spell slot expended you regain an additional 1d8 hit points
Recharge. Living Weapons don’t need to sleep. Instead, they become temporarily inert, while remaining semiconscious, for 4 hours a day. While recharging, you can dream after a fashion; such dreams are actually a way of continuing to think whilst you are inactive. After resting in this way, you gain the same benefit that a human does from 8 hours of sleep.
Living Weapon. You resemble a melee weapon from the weapons list in the PHB. You are always considered to be wielding that weapon, and you are proficient with it. You do not suffer disadvantage to your attack rolls due to being a Small creature attacking with a heavy weapon if you are a heavy weapon. You can allow yourself to be wielded by another creature. That creature must attune itself to you as though you were a magic item. If you are unwilling to be wielded, that creature must succeed on a grapple check against you. You cannot take the attack action while you are wielded. If the weapon you are has the thrown property, it can only be used when you are wielded.
False Appearance. When you remain motionless and you are not flying, you are indistinguishable from a normal weapon.
Steel Body. Your Armor Class is 13 + your Constitution modifier.
Languages. You can speak and understand Common.


Several class features grant bonuses to a creature attuned to you and wielding you. This creature is referred to as your "host". A creature is not considered your host if it is either not wielding you or not attuned to you.

Innate Spellcasting (Psionics)[edit]

You know the mage hand cantrip. This feature has the psionic tag, and you can cast psionic spells without requiring components.

Live to Fight[edit]

Your host can make attacks with you with the following benefits:

  • The attack roll can be made with proficiency, and with your proficiency bonus if it is higher than the host's.
  • The host has a bonus to the damage roll equal to your Strength modifier, or your Dexterity modifier if you are a Finesse weapon.
  • You can be wielded in one hand. If your living weapon feature has the heavy property, a Small creature can wield you in two hands without the normal penalties.

Such strikes are a synergy of your host's skill and your innate ability. Moments of extreme failure or success can break this relationship with a clash of egos. At the end of a turn during which your host makes an attack roll with you that results in a 1 or 20, they lose the above benefits until you finish a short rest.

Parrying Form[edit]

You have resistance against damage caused by melee weapon attacks.


When your host acts in a manner opposed to your alignment or ideals, you can make a Charisma check opposed by the wielder's Charisma check. If you win the contest, you can make one or more of the following demands:

  • You insist on being carried or worn at all times.
  • You demand that the wielder dispose of anything you find repugnant.
  • You demand that the wielder pursue your ideal to the exclusion of other ideals.
  • You can demand to be given to someone else.

If your host refuses to comply with your demands, you can do any or all of the following:

  • Make it impossible for the wielder to attune to you.
  • Suppress one or more of the benefits you grant to the wielder.
  • Attempt to take control of your wielder.

If you try to take control, your host makes a Charisma saving throw, with DC equal to 8 + your Proficiency bonus + your Charisma modifier. On a failed save, your host is charmed by you for 1d12 hours. While charmed, the host must try to follow your commands. If the host takes damage, it can repeat the saving throw, ending the effect on a success. Whether the attempt succeeds or fails, you cannot use this power again until you finish a long rest.


From 2nd level onward, you gain the following benefits depending on if you are wielded by a host or not:

Not wielded
  • You gain a +1 bonus to melee attack rolls.
  • If you drop a creature to 0 hit points while you are not being wielded, you can use a bonus action to Dash if this will return you to the hand of a creature attuned to you. That creature subsequently gains a +2 bonus to damage rolls made with you for the following 1 minute.
Wielded by your host
  • Your host gains a +2 bonus on Initiative checks.

Sentient Weapon Archetype[edit]

When you reach 3rd level, you begin to manifest abilities related to the origin of your sentience. You can choose Ersatz, Godforged, Haunted, Varmint and Zoetic. You gain a benefit immediately upon choosing an archetype, and later at 7th, 10th, and 15th level.

Magic Weapon[edit]

Starting at 4th level, you are considered to be a magic weapon. Your living weapon gains a +1 bonus on weapon attack rolls and damage rolls. This improves to +2 at 14th level and +3 at 19th level.

Extra Attack[edit]

Beginning at 5th level, you gain the following benefits depending on if you are wielded by a host or not:

Not wielded
  • You can attack twice, instead of once, whenever you take the Attack action on your turn. The number of attacks increases to three when you reach 11th level in this class and to four when you reach 20th level in this class.
Wielded by your host
  • Your host can make one opportunity attack per turn without using a Reaction. The number of free opportunity attacks increases to two when you reach 11th level in this class and to three when you reach 20th level in this class.

Hardened Body, Hardened Soul[edit]

At 6th level, you gain benefits that depend on the weapon properties of your Living Weapon racial trait. If you have multiple properties with benefits, you gain the bonuses of all of them.

  • Versatile. You gain resistance against ranged weapon attacks.
  • Light. You gain the sleight of hand skill.
  • Finesse. You gain the Acrobatics skill.
  • Two-handed. Your host gains the Great Weapon Fighting Style while you are wielded
  • Reach You or your host can make a sweeping strike in place of an attack. Each creature within 10 feet of you must make a Strength saving throw. The DC is 8 + your Strength modifier + your proficiency bonus. On a failed save, the creature is knocked prone. You must finish a short rest before you can use this feature again.
  • Thrown. You can take the Dash action as a bonus action. If your host makes a ranged attack with you, you return to your host's hand after the attack is resolved.

If you do not have any of the above properties (you are a morningstar or flail, for example), you gain the following benefit:

  • You deal double damage against objects.

Magical Aegis[edit]

Starting at 8th level, you gain a +1 bonus to all saving throws.

Flying Weapon[edit]

From 9th level onward, your flying speed increases to 40 feet and you no longer have an altitude limit.

Magic Durability[edit]

  • At 12th level, you gain a +1 bonus to AC. This improves to +2 at 16th level.

Sentient Weapon Archetypes[edit]

Sentient weapons have many origins. To account for all of the ones a DM could possibly imagine is impossible, but listed here are some common ones.


You are a technological weapon, forged by a technologically advanced society or a genius artificer. Your consciousness was pre-programmed, making yourself an A.I., capable of learning and making your own decisions.


When you reach 3rd level, your programmed psionic abilities are unlocked, you can master and use psionic talents and disciplines. Psionics is a special form of magic use, distinct from spellcasting.

Psionic Talents. When you reach 3rd level, you learn one talent of your choice. You learn an additional talent of your choice at 10th level.

Psionic Discipline. At 3rd level, you know one Awakened discipline of your choice. The table below shows how many disciplines you know, Psi Points you have to cast your spells and your Psi Limit. 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.

Level Talents Known Disciplines Known Psi Points Psi Limit
3rd 1 1 2 2
4th 1 1 6 2
5th 1 1 6 2
6th 1 1 6 2
7th 1 2 14 3
8th 1 2 14 3
9th 1 2 14 3
10th 2 2 17 3
11th 2 3 17 3
12th 2 3 17 3
13th 2 3 27 5
14th 2 3 27 5
15th 2 4 27 5
16th 2 4 32 5
17th 2 4 32 5
18th 2 4 32 5
19th 2 5 38 6
20th 2 5 38 6

Psionic Ability. Intelligence is your psionic ability for your psionic disciplines. You use your Intelligence modifier when setting the saving throw DC for a psionic discipline or when making an attack roll with one.

Discipline save DC = 8 + Your proficiency bonus + Your Intelligence modifier

Discipline attack modifier = Your proficiency bonus + Your Intelligence modifier

Psychic Focus. You can focus psionic energy on one of your psionic disciplines to draw ongoing benefits from it. As a bonus action, you can choose one of your psionic disciplines and gain its psychic focus benefit, which is detailed in that discipline’s description. The benefit lasts until you are incapacitated or until you use another bonus action to choose a different focus benefit. You can have only one psychic focus benefit at a time, and using the psychic focus of one discipline doesn’t limit your ability to use other disciplines.

Energy Blaster

Starting at 7th level, when you cast a damaging Psionic Discipline, add your Intelligence modifier to the damage. Additionally, Energy Beam can be cast as a bonus action, and while Wielded, your host can use his/her bonus action to cast energy beam. Once you've casted Energy Beam as a bonus action, you have to finish a long rest to use it again. The number of uses increases to two when you reach 12th level in this class.


At 10th level, you gain the following benefits:

Wielded. You have a mental link to your host and can telepathically speak to them, you can substitute his/hers Intelligence modifiers by yours on skill checks and saving throws(Also adding proficiency bonus if you have the requested skill). Additionally, you can shield your host from 1d8 damage for each Psi Point spent up to your Psi Limit, once you use 5 Psi Points in this feature, you can't use it again, regaining that use when you finish a long rest.

Not Wielded. When you hit another creature with a melee or ranged weapon attack, or with the talent Energy Beam, you can shield yourself or a creature that you can see within 90 feet of you with a Psychic Barrier. The barrier has hit points equal to the damage dealt. Whenever the creature would take damage, the barrier takes the damage instead. If this damage reduces the barrier to 0 hit points, the creature take any remaining damage. You can only use this feature two times until you finish a long rest.


Your can connect to your host better than ever before. At 15th level, your host can spent your Psi Points to use the disciplines you know, you are allowed to use his/hers spell slots/psi points(if any) to cast the spells he/she knows. Additionally you gain the following features depending on your host class with more levels(starting class if tied).

Artificer. When wielded, you absorbs alchemical properties and weaponry into itself and better its effects, increases damage/healing of Alchemist's Alchemical Formula and Canons by 2 dices. Additionally, you can use your reaction to spent 3 Psi Points to reload a canon or change area of effect of alchemical formulas to single target or 30’ cone.

Barbarian. Rage(2 uses).

Bard. Bardic Inspiration(d6) (2 uses).

Cleric. 2 Cleric cantrips.

Druid. 2 Druid cantrips.

Fighter. Action Surge(1 use).

Monk. 5 Ki Points, Patient Defense, Step of the Wind, Stunning Strike.

Mystic. 1 Psionic discipline, 1 Psionic talent.

Paladin. Divine Smite(2d8-2 Psi Points, 3d8-3 Psi Points, 4d8-5 Psi Points, 5d8-6 Psi Points).

Ranger. +2 to Attack Rolls when wielded, +1 AC when not.

Rogue. Sneak Attack(1d6), +2d6 sneak damage to host when wielded.

Sorcerer. 2 Sorcery Points, 1 Sorcerer cantrip.

Warlock. 1 Eldritch invocation

Wizard. 2 Wizard cantrips


You are a weapon of the gods, forged by a deity for the purpose of advancing their cause in the material plane. Your soul was crafted from a shard of divine energy.

Godly Nature.

Any instance of radiant damage dealt by a class feature here may be substituted for necrotic damage if your deity is from the negative plane, or is otherwise evil.


When you reach 3rd level, you are able to cast divine spells.

Cantrips. When you reach 3rd level, you learn one cantrip of your choice from the cleric spell list. You learn an additional cleric cantrip of your choice at 10th level.

Preparing and Casting Spells. At 3rd level, you can cast cleric spells. The table below shows how many spell slots you have to cast your spells of 1st level or 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 the list of cleric spells that are available for you to cast, choosing from the cleric spell list. When you do so, choose a number of cleric spells equal to your Wisdom modifier + half your sentient weapon level, rounded down (minimum of one spell). The spells must be of a level for which you have spell slots.

Somatic Casting. You can cast spells with somatic components, as long as you are not being wielded by another creature.

Level 1st 2nd 3rd 4th
3rd 2
4th 3
5th 3
6th 3
7th 4 2
8th 4 2
9th 4 2
10th 4 3
11th 4 3
12th 4 3
13th 4 3 2
14th 4 3 2
15th 4 3 2
16th 4 3 3
17th 4 3 3
18th 4 3 3
19th 4 3 3 1
20th 4 3 3 1

Spellcasting Ability. Wisdom is your spellcasting ability for your cleric spells. You use your Wisdom whenever a spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a wizard spell you cast and when making an attack roll with one. Your spell save DC = 8 + your proficiency bonus + your Wisdom modifier. Your spell attack modifier = your proficiency bonus + your Wisdom modifier.

Spellcasting Focus. Your physical form is considered to be a holy symbol of your deity and can be used as a spellcasting focus for your cleric spells by either yourself or a host that worships the same deity.

Divine Brand

At 7th level, you gain the following benefits:

Wielded. When your host hits another creature with you, you can use your Reaction to expend a spell slot to deal an additional radiant damage to that target. The extra damage is 2d8 for a first level spell slot, plus 1d8 for each spell level higher than 1st, to a maximum of 5d8.

Not Wielded. When you hit another creature with a melee weapon attack, as a bonus action you can brand that creature for 1 minute(10 rounds). A branded creatures takes 1d6 extra radiant damage each time it takes damage from another creature, but only once per an attacking creature's turn, up to 5 times per round. When you use the Divine Brand feature in this way again, any remaining brands disappear.

Divine Runes

Starting at 10th level, when plunged or thrown into the ground, you can emit an area of Divine Runes along the ground in a sphere of 25ft. Your host can throw you at a location within 30 feet as an action. Alternatively, they can stab, swing, or otherwise embed you into the ground within 5 feet as a bonus action, or as an action if your Living Weapon racial trait includes Heavy or Two-handed, and your Live to Fight class feature is inactive. However while you are planted, you suffer from the Grappled condition. Any creatures you choose that start their turn in the runes or moves inside it for the first time must make a Constitution saving throw against your spell save DC. On a failed save, they take 5d8 radiant damage, or half of that on a successful save.

You can, at no action cost, expend a 2nd level spell slot to enhance your Divine Runes when they are first laid. All these effects cease when a creature leaves the runic area.

Shine. A creature that fails its saving throw is blinded until the start of their next turn and takes 1d8 radiant damage.

Boom. A creature that fails its saving throw is deafened until the start of their next turn and takes 1d8 thunder damage.

Sanctum. A creature that fails its saving throw is frightened until the start of their next turn, with the source being the center of the Divine Runes.

Mire. A creature that fails its saving throw moves through the divine runes as though it were difficult terrain.

Divine Runes ends after it has lasted for a minute, or when you are removed from the ground as a major action by yourself or another creature. if you are unwilling to be removed, the creature trying to remove you must make an Athletics check, with a DC equal to your spell save DC.

You can use this feature once, regaining that use when you finish a long rest.

Beseech Creator

Your connection to the deity that created you is deeper than ever before, allowing you to call upon aid from their higher plane. Starting at 15th level, you can cast Planar Ally once per long rest without expending a spell slot. During the casting, you must remain still and plunged into the ground while you ask for help from your origin god. The summoned creature is less inclined to ask for gold donations than they are when the spell is cast normally, though they are not made incapable of asking for money or valuable objects.


Your body was created through nonmagical means but became infused with the spirit of a creature closely associated with the weapon. You may have been its owner, who battled with you over dozens of years. You may have been a mighty warrior who was slain by the weapon even as you killed its wielder. You may have been a free-roaming disembodied entity who was attracted to the weapon's prestige and heritage.

Withering Strike

At 3rd level, when your host hits a target with you, you can use your reaction to deal an additional 1d6 necrotic damage to that target. This increases to 2d6 at 5th level, 3d6 at 11th level and 4d6 at 17th level.


From 7th level onwards, you can use the ego class feature to take control of a humanoid of CR 1 or less, even if they are not attuned to you or refusing your demands. If you successfully charm them, they immediately become attuned to you.


Beginning at 10th level, you can hit creatures on the ethereal plane while you are on the material plane.

In addition, when you or your host make an attack with you, you can choose to make a ghoststrike. Instead of making an attack roll, the target must make a Dexterity saving throw. The DC is 8 + your Charisma modifier + your proficiency bonus. On a failure, the target takes 3d6 necrotic damage.

Improved Possession

At 15th level, your ability to possess a creature's body unwillingly is empowered by your experience in the task.

You can possess creatures with a Challenge Rating up to your Charisma modifier. The creature also no longer needs to be humanoid, but it must have an intelligence score above 5 to be possessed, and be able to hold you by some method. This can include the tail for creatures with prehensile tails, or sideways by your hilt in their mouths, or similar situations.

The target creature has disadvantage on any saving throws made to escape possession after it is established. The range of Possession is also increased to 15 feet, and the range for maintaining Possession increases from 'being host' to 30 feet. You cannot command the creature to attack unless they are your host, however.

Finally, Possession can be used again at the end of every short rest, as opposed to at the end of every long rest. Your ability to take control of a regular host, as per the Ego ability, remains unchanged by this.


You are organical, a living abomination made of flesh and bones. You weren't intended to be a weapon, but your format, size and biology makes you a suitable one. You may also be the creation of a twisted spellcaster or a cursed martyr. Nature, or whatever made you, has given you parasitic properties, making it advantageous for you to have a host.


Starting at 3rd level you gain the following features:

  • Adaptation Focus: Starting at 3rd level, you gain 3 Adaptation focus. Adaptation focus can be converted into temporary hit points as a bonus action. Each level you gain an additional Adaptation focus. You regain all adaptation focus after a long rest. You can grant temporary hit points to your host as well.
  • Natural Adaptation: You gain resistance to Acid, Cold, Fire or Necrotic(your choice). At 5th level you gain another resistance, at 11th you become immune to the first one you've chosen, at 17th to the other. Additionally, you can regain 1 adaptation focus whenever affected by the resisted damage, and 2 if affected by a damage type you're immune to.
  • Organic Mature: Starting at 3rd level, your size becomes Medium, and you became an oversized weapon, you gain one additional damage dice to your weapon. You gain 3 hit points and 1 additional hit point every level.

At 7th level, choose between poisonous-claws, bloodsucker or carnivorous grapple.

  • Bloodsucker: When you or your host hits a creature, regain hit points equal to half of the damage dealt to you and your host. Once you've used this feature, you have to finish a long rest before using it again. Additionally, increases your damage modifier by 1 against damaged creatures. At 15th level you can use this feature an additional time before having to rest and your damage modifier granted by this feature increases to 2.
  • Carnivorous Grapple: You can open yourself like a a carnivorous plant and perform a grapple action on a large or smaller creature while in this form, dealing your normal weapon damage plus an additional piercing damage dice equal to your weapon damage dice. During each of the affected creature turn, it can try to escape your grapple, if they fail, the struggle hurts them, causing an additional slashing damage dice equal to your weapon damage dice. During your turn, you can attept to devour the grappled creature.(Creatures smaller than your size category have disadvantage to this, bigger have advantage) At 15th level you can grapple a Gargantuan or smaller creature, attempt to devour a huge or smaller creature, and creatures bigger than you are not given advantage.
  • Poisonous claws: Once per turn, creatures you hit with melee attacks take extra poison damage equal to 1d2 and have to make a Constitution save throw (DC=8 +Proficiency Bonus + For or Des) or be poisoned, suffering an extra 1d2 poison damage every turn. If you are being wielded by your host, they deal 1d4 extra poison damage, taking half of the poison damage dealt(rounded up) and having, along with the target, to pass a Constitution save to not be poisoned. This extra damage increases by 1 dice when you reach 11th level, 15th level, and 20th level, this feature constitution save also increases by 1 to the target.

At 10th level, you gain the following benefits:

Wielded. Granting yourself temporary hit points with Adaptation Focus also grant the same amount to your host. Additionally, your resistances granted by the Natural Adaptation feature are bestowed to your host.

Not Wielded. You can become Large for one minute as a action, your hit points becomes 10d8 + 20 +level(Constitution Modifier+2). While you are large, you can be mounted by creatures of medium or smaller size. You are granted advantage on Strength and Constitution checks, disavantage on Dexterity checks and your AC is reduced by 1, your hide by 4, special attack increases by 4. You became a Large Weapon, adding an additional damage dice to your weapon damage, your melee range becomes 10ft. Once you've used this feature, you have to finish a long rest before using again.

Greater Anathema

At 15th level, you can chose another feature from Anathema, or one of the following features:

  • Predator: As a bonus action, for 1 minute you can grant yourself advantage on attack throws and skill checks(Intimidation, Insight, Nature, Stealth) against one target. The targeted creature also has disavantage against being grappled or poisoned by you. Once you've used this feature, you have to finish a long rest before using again.
  • Prey: As a bonus action, for 1 minute you can grant your target advantage on attack throws against you. The targeted creature also has disavantage when attacking other creature that aren't you. Once you've used this feature, you have to finish a long rest before using again.


You were crafted by a wizard or other magic user and granted self-awareness. You may have been tasked to guard a location, to be used as a personal weapon, or as a tool for assassination. Whatever your purpose, your master has long since perished, leaving you in charge of your own destiny.

Magical Attunement

Starting at 3rd level you gain the following features:

  • Magical charges: You gain a pool of magical charges, their amount is equal to your sentient weapon level, your regain all charges and the end of a long rest.
  • Energized weapon: Once per turn creatures you hit with melee attacks take extra damage equal to 1d4. The damage is of a type you choose, which you can change with a bonus action from the list below. If you are being wielded by your host, they gain the same extra damage on damage rolls using you.

you may choose between acid, cold, fire, lightning, or thunder damage.

Once per turn, you may spend 1 magical charge to reset the once per turn feature of energized weapon.

This extra damage increases by 1d4 when you reach 5th level (2d4), 11th level (3d4), and 17th level (4d4).

Telumic re-Purposing

Your master designed you to be the perfect weapon for any and all situations. starting at 7th level, you can use your action to reselect the melee weapon you resemble as per your Living Weapon trait. As that new weapon, you gain it's damage, weight, and properties in place of your original values.

To use this feature costs 1 magical charge.

Zoetic Re-Purposing

You can now hide in plain sight as well as help your host fight in countless new ways. Starting at 10th level, you Choose any 3 non-swarm beasts, plants, or a mix between the two, of CR 1/4 or lower. You can transform into one as an action as though targeted by the Polymorph spell, but without material components, and with a duration of 1 hour without concentration. you keep any bonuses from any enchanted/special items or special features while transformed. If the creature you transform into has a DC it is replaced by your DC. DC = 8 + proficiency bonus + inteligence modifier.

At 13th level you may replace any of your forms with new non-swarm beasts or plants, of CR 1/2 or lower. And at 18th level you may do so again but with non-swarm beasts or plants, of CR 1 or lower.

To use this feature costs 1 magical charge.

Antimagic Blade

Your adaptable nature can now cancel out spells you come into contact with. Starting at 15th level, you can cast Counterspell and Dispel Magic at their lowest levels. Both spells have a range of touch and require no components, and Counterspell can only be cast if you or your host are the target of a spell, or if you or your host are within the area of effect of an AoE spell. When casting Counterspell in this way, if you exceed the DC by at least 5 you can chose to redirect the spell and choose a new target. If a spell can have multiple specific targets(Like the case with Command, cast at a higher level), you can only cancel the effect on yourself and your host. Intelligence is your spellcasting modifier for both of these abilities.

To use this feature costs 2 magical charges. In adition, you may spend aditional charges to increase the spell level by 1.


Due to the unusual physiology of a sentient weapon, this class cannot be multiclassed into, nor can you take levels in any other class.

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