Weapon Pact (3.5e Feat)

From D&D Wiki

Jump to: navigation, search

Weapon Pact [General]

You can bind spirits to your weapon and armor.
Prerequisite:
Benefit: Whenever you bind to a spirit, instead of binding to yourself you can bind it to a weapon or worn item of your choice. To infuse an item, you perform the spirit’s ceremony as usual but with the item on your person. You bind the spirit to the item regardless of the binding check result, and on a failed check you suffer the spirit’s sign and influence whenever you wield or wear the item. The pact lasts 24 hours or until exorcised or dismissed using the Expel Spirit feat. A weapon pact does not effect your ability to seal pacts for yourself. The bound spirit’s granted abilities become available to you as if you had bound the spirit to yourself, provided the item is on your person. You are limited to your usual number of actions per round. You have no access to a spirit’s abilities when the item is not on your person. Only you benefit from the item. Sealing a spirit into an item makes it more resilient and potent. For each spirit level, the item gains +1 to its hardness rating and 5 additional hit points. A sealed weapon does +1 hit point per spirit level, while sealed armor provides DR 1/- per spirit level. Finally, you enjoy an empathic link with the item such that you always know which direction to move to find it.
Normal: You can only bind a spirit to yourself.



Back to Main Page3.5e HomebrewCharacter OptionsFeats Feats

Home of user-generated,
homebrew pages!


Advertisements: