Sentient Weapon (5e Class)
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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
- 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
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.
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 or Heirloom 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
As a Sentient Weapon you gain the following class features.
- Hit Points
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)
|1st||+2||Sentient Weapon Racial Traits|
Live to Fight
|3rd||+2||Sentient Weapon Archetype|
|4th||+2||Ability Score Improvement, Magic Weapon (+1)|
|6th||+3||Hardened Body, Hardened Soul|
|7th||+3||Sentient Weapon Archetype Feature|
|8th||+3||Ability Score Improvement, Magical Aegis|
|10th||+4||Sentient Weapon Archetype Feature|
|11th||+4||Extra Attack (2)|
|12th||+4||Ability Score Improvement, Magic Durability (+1)|
|14th||+5||Magic Weapon (+2)|
|15th||+5||Sentient Weapon Archetype Feature|
|16th||+5||Ability Score Improvement, Magic Durability (+2)|
|19th||+6||Ability Score Improvement, Magic Weapon (+3)|
|20th||+6||Extra Attack (3)|
Sentient Weapon Racial Traits
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. Heirloom and Zoetic weapons may dissipate similarly over time, or may "dispel" themselves if they really feel satisfied with ending there. Varmits are organical, and have lifespans close to that of humans.
Alignment. Godforged and Heirloom weapons tend towards the Good and the Lawful paths, but will defer if their origin god or ascendents are 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. Varmint weapons are from natural origins, and tend to neutrality. 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.
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.
Shapechanger. As an action, you can change your shape from your weapon form to your non-weapon form or vice versa. This is limited by your constitution modifier (minimum of 1) and is replenished upon short or long rest.
Clothing, armour, rings, jewlery or any outside objects on your person will drop to the floor upon shapechange. The clothing covering the non-weapon form is composed of extremely fine metal threading that makes up the body of the weapon form.
Languages. You can speak and understand one language known by your creator. If your creator is unknown, 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)
You know the mage hand cantrip. This feature has the psionic tag, and you can cast psionic spells without requiring components.
Live to Fight
Your host can make attacks with you with the following benefits:
- The attack roll can be made with proficiency, or 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.
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
When you reach 3rd level, you begin to manifest abilities related to the origin of your sentience. You can choose Godforged, Haunted, Heirloom, Varmint and Zoetic. You gain a benefit immediately upon choosing an archetype, and later at 7th, 10th, and 15th level.
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.
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
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 proficiency with the sleight of hand skill.
- Finesse. You gain proficiency with the Acrobatics skill.
- Two-handed. Instead of rolling for initiative, you can choose to have your turn on initiative count 1. If you do so, you and your host each gain temporary hit points equal to 1d8 + your Constitution modifier at the start of your first turn. These temporary hit points are lost after 1 minute.
- Reach You or your host can add 10 feet (instead of 5 feet) to your reach for the purpose of making opportunity attacks.
- 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.
Starting at 8th level, when you are within 5 feet of an enemy creature, gain +2 AC against ranged attacks.
From 9th level onward, your flying speed increases to 50 feet and your flight has no altitude limit.
- At 12th level, you gain a +1 bonus to AC. This improves to +2 at 16th level.
Sentient Weapon Archetypes
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, you augment your martial prowess with the ability to cast spells. See chapter 10 in the players handbook for the general rules of spellcasting and chapter 11 for the cleric spell list.
Cantrips. You learn two cantrips of your choice from the artificer spells. You learn an additional cleric cantrip of your choice at 10th level.
Spell Slots. The ersatz spellcasting table 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.
Preparing and Casting Spells. At 3rd level, you can cast ersatz spells. The table below shows how many spell slots you have to cast your ersatz spells. To cast one of your ersatz spells of 1st level or higher, 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 ersatz spells that are available for you to cast, choosing from the artificer spell list. When you do so, choose a number of artificer spells equal to your Intelligence modifier + a third of your sentient weapon level, rounded down (minimum of one spell). The spells must be of a level for which you have spell slots.
For example, if you are a 7th-level sentient weapon, you have four 1st-level and two 2nd-level spell slots. With an Intelligence of 14, your list of prepared spells can include four spells of 1st or 2nd level, in any combination. If you prepare the 1st-level spell cure wounds, you can cast it using a 1st-level or a 2nd-level slot. Casting the spell doesn't remove it from your list of prepared spells.
You can change your list of prepared spells when you finish a long rest. Preparing a new list of ersatz spells requires time spent tinkering with your spellcasting focuses: at least 1 minute per spell level for each spell on your list.
Spellcasting Ability. Intelligence is your spellcasting ability for your ersatz spells. You use your Intelligence whenever a spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a ersatz spell you cast and when making an attack roll with one.
Spell save DC = 8 + your proficiency bonus + your Intelligence modifier.
Spell attack modifier = your proficiency bonus + your Intelligence modifier.
Spellcasting Focus. You can be used as a spellcasting focus.
Somatic Casting. You can cast spells with somatic components, as long as you are not being wielded by another creature.
- Gadget Mode
Starting at 3rd level, as a bonus action you may take the form of a tool of your choice, you gain profiency at the choosen tool while in that form and may use your Intelligence modifier when using that tool.
- High Guard
At 7th level, when a creature that you can see within 90 feet of you is targeted by an attack, as a reaction, you can reduce the damage that creature takes by 1d8 + your Intelligence modifier.
When you reach 10th level, when you finish a short or long rest, you may choose one Artificer Infusion, you gain that infusion effects, you consider yourself as the equipment needed for the infusion. While wielding you, your host is also considered as wearing you for the Artificer Infusion. At 15th level, you may choose two Artificer Infusion when you finish a short or long rest.
You have to meet the level Prerequisites of the Artificer Infusion you choose.
At 15th 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). You may use the High Guard feature once without consuming your reaction.
Not Wielded. When you hit another creature with a melee or ranged weapon attack, 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 the you have to finish a long rest before using it again.
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.
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.
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 a target 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 1d8 per level of the spell slot expended.
Not Wielded. When you attack you can choose to expend a spell slot to deal an additional radiant damage to your attack. The extra damage is 1d8 per level of the spell slot expended.
- 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 an action you or another creature take. 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.
Your body was created as the holy symbol to a noble house, you are a valuable relic that have been passed down generation upon generation. You carry the will of the heritage you defend, you may have been the amalgamation of the combined will of those who wielded you, carrying their wisdom and prowess. A blade to be used only by those of blue blood. You could also be the almighty weapon of a wargod, forged to conquer, but only suited for those who are worthy of your power.
- Divinely Appointed
The might of your blade is attuned to a magical law, those who do not meet the requirements, those who are not worthy of you or maybe those who don't possess royal blood can't wield you. You can choose a condition, when a creature, who do not meet the requirements, tries to use you, you can choose one of the following consequences:
- Your blade becomes extremely dull;
- You become magically unliftable;
- When that creature attacks anything with you, your blade becomes incorporeal.
Alternatively, you may choose another consequence(That is not directly harmful to creatures that tries to use you) that better fits your character instead.
Starting at 3rd level: you can choose one of the following features
- Convoy: You can attune yourself to holding bag or backpack to create a greater rune on it. While you are attuned to a bag, it is benefited from the divinely appointed feature, becoming either magically unliftable or incorporeal to other beings, and can only be carried by you and your host. You can make up to your wis modifier lesser runes on backpacks, bags and mallets, storages, caravans, etc. A bag with a greater rune has a portal to the inside of the storages branded with lesser runes, the portal is only acessible from the attuned bag, not allowing a bag with lesser runes to access it from the other way. Making a greater or lesser rune takes an hour, and can be dispelled by destroying the rune, using a spell of the likes of dispell magic or by destroying the object.
- Strategy Lore: You learn maneuvers that are fueled by special dice called superiority dice.
Maneuvers. You learn two maneuvers of your choice. Many maneuvers enhance an attack in some way. You can use only one maneuver per attack. You learn one additional maneuvers of your choice at 7th and 15th level. Each time you learn new maneuvers, you can also replace one maneuver you know with a different one.
Superiority Dice. You have four superiority dice, which are d8s. A superiority die is expended when you use it. You regain all of your expended superiority dice when you finish a short or long rest. You gain another superiority die at 7th level and one more at 15th level.
Saving Throws. Some of your maneuvers require your target to make a saving throw to resist the maneuver's effects. The saving throw DC is calculated as follows:
Maneuver save DC = 8 + your proficiency bonus + your Strength or Dexterity modifier (your choice)
Wielded. You can use your reaction to use any maneuver that require an action or bonus action to use. Additionally, you may consider your host you for any maneuver that effect yourself, and when your host attacks with you, or moves while holding you, you may use maneuvers that require an attack or movement.
You may choose maneuvers from the following list:
- Disarming Attack: When you hit a creature with a weapon attack, you can expend one superiority die to attempt to disarm the target, forcing it to drop one item of your choice that it's holding. You add the superiority die to the attack's damage roll, and the target must make a Strength saving throw. On a failed save, it drops the object you choose. The object lands at its feet.
- Evasive Footwork: When you move, you can expend one superiority die, rolling the die and adding the number rolled to your AC until you stop moving.
- Feinting Attack: You can expend one superiority die and use a bonus action on your turn to feint, choosing one creature within 5 feet of you as your target. You have advantage on your next attack roll against that creature before the end of your turn. If that attack hits, add the superiority die to the attack's damage roll.
- Parry: When another creature damages you with a melee attack, you can use your reaction and expend one superiority die to reduce the damage by the number you roll on your superiority die + your Dexterity modifier.
- Precision Attack: When you make a weapon attack roll against a creature, you can expend one superiority die to add it to the roll. You can use this maneuver before or after making the attack roll, but before any effects of the attack are applied.
- Riposte: When a creature misses you with a melee attack, you can use your reaction and expend one superiority die to make a melee weapon attack against the creature. If you hit, you add the superiority die to the attack's damage roll.
When you reach 7rd level your flying speed increases by 10 feet. Additionally, you may move up to your movement speed towards your host as a special reaction that does not consume your regular reaction, you can't use this feature again until you finish a long rest.
- Mythical Edge
At 10th level, choose one of the following features
- Royal Bane: The bloodline of your oath fought for centuries against a threat only they could handle, and you were made to slay this threat. You become proficient in the History or Religion skill(Your choice), additionally, you may choose a type of favored enemy: aberrations, beasts, celestials, constructs, dragons, elementals, fey, fiends, giants, monstrosities, oozes, plants, or undead. You, or your host wielding you, deal normal damage against your favored enemy if they are immune to your damage type, otherwise, they are aways treated as being vulnerable.
- Elemental Bless: You may choose one damaging 1st or 2nd level spell from the wizard spell list that deals fire, cold, thunder, lightning, poison or acid damage, wisdom is your casting ability for it and you may cast it your wis modifier number of times, having to finish a long rest before using this feature, your again. Additionally, you learn two cantrips somehow related to the spell you choose.
- Blueblood Attunement: Wielded: You may grant your host a particular style of fighting as your specialty when he is wielding you. You can choose one of the listed below .
- Protective Defense: Your host gain the defense and the protective fighting style if he doesn't already have it.
- Swift Dueling: Your host gain the duelist fighting style if he doesn't already have it. When your host attacks with you they can move 5ft as part of the same action. They can choose to move before of after attacking and this movement don't provoke opportunity attacks.
- Greater Weapon Fighting: Your host gain the great weapon fighting style if he doesn't already have it. When your host roll a weapon damage die for an attack they make with you, treat any 1 as the maximum the dice can roll.
- Two-Weapon Master: Your host gain the two-weapon fighting style if he doesn't already have it. If your host is wielding another weapon in their other hand, they can use their bonus action to make two meelee weapon attacks against two creatures.
Not Wielded: You may take an action to move up to twice your speed towards your host, ignoring obstacles and creatures in the way. You need to finish a short rest before using this feature again.
- Eternal Synergy
Starting at 15th level, extreme success and failure won't break this relationship with a clash of egos. Live to Fight benefits are not lost when rolling a 1 or 20 in a d20. In addition to this, if your host is not benefited by the extra attack feature or has less attacks than you currently have, thanks to said feature, the host may attack que number of times you can attack with their attack action while wieldind you.
You are organical, a living abomintaion 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: You gain 3 Adaptation focus. Each Adaptation focus is a d8 be converted into temporary hit points as a bonus action. At level 5, 11, and 17 you gain an additional Adaptation focus. You regain all adaptation focuses 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 increases by one level, and you became an oversized weapon, you do an extra damage dice every melee attack. You gain 3 hit points and 1 additional hit point every level.
At 7th level you gain the following benefits: 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. Once you've used this feature, you have to finish a long rest before using it again. Additionally, increases your damage modifier by 2 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 4.
- Carnivorous Grapple: You can open yourself like 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's 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 attempt to analyze the affected creature's genetic make-up. Make a Wisdom check versus their Constitution save, if you succeed you can add a d4 on an attack roll made against that monster type for the next 4 hours. Once you've used this feature, you have to finish a long rest before using it again, until you reach level 15th at which you can use this feature an additional time before having to rest.
- Poisonous claws: Once per turn, creatures you hit with melee attacks take extra poison damage equal to 1d6 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 alongside the normal poison debuff. 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. Once you've used this feature twice, you have to finish a long rest before using it again.
You lose your ability to hover and gain a walking speed of 50 feet, and an additional +1 to your AC (This negates the flying ability gained at level 9)
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, disadvantage 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 it again.
- Apex Predator
At 15th level, you can chose one of the following features:
- Focused Mind Your mind narrows and focuses on your prey, analyzing their every movement and opening. Unnecessary stimuli and harmful influences are eliminated, shut out by a stalwart mental barrier that can only be formed by a predator with decades of experience and an unnaturally powerful psyche. Every move you make is deliberate, and every attack against your prey is calculated to deal maximum damage. As a bonus action, for 1 minute you grant yourself advantage on all saving throws and become immune to psychic damage and the charm and frightened conditions. While this ability is active you can use your reaction to analyze the weakness of a creature attacking you or your allies. The next attack you or your host makes against this creature crits on a 15. Once you've used this feature, you have to finish a long rest before using it again.
- Silent Killer Lithe blades spring from your body, gracefully arcing through the air as they rend flesh and bone. After each strike you melt back into the darkness, watching with glee as your prey frantically tries to determine where you went. As a bonus action, for 1 minute you grant yourself the ability to use the Hide action as a bonus action and gain +10 on stealth checks. Attacking a creature that does not know your location grants you an additional d10 damage against the target every time you make a melee attack against it. Once you've used this feature, you have to finish a long rest before using it again.
- Overwhelming Offensive Your body grows and transforms, turning into a horrid amalgamation of various predators. Teeth and claws jut out at random angles, while sinewy muscles flex and bulge, seemingly threatening to burst forth from your raw and steaming flesh. Your form stretches and covers your host, rendering them restrained within your body. For 1 minute you have advantage on attack throws against one target and an additional d8 damage against that target every time you make a melee weapon attack against it. Your movement speed increases by 30 feet when moving toward the target and decreases by 30 feet when moving away from the target. During the duration of this ability, any hostile creature that enters within a 10 foot radius centered on you for the first time must succeed on a DC 15 wisdom saving throw or be frightened of you for the remainder of this ability. Once your target dies you may pick another one up to a limit of 3 total. Once you've used this feature, you have to finish a long rest before using it 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.