Weapon Spirit (5e Race)
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|“||The one is chosen by my creator. I have been waiting for you. You will play a role in a great destiny. According to your social customs, I should provide you with my personal designation. Fi is the name I was given. I was created for a single purpose, long before the recorded memory of your people. I must aid you in fulfilling the great destiny that is your burden to carry.||”|
Weapon spirits share their appearance with that of humans and elves. Their design, clothes, and colors reflect their weapon. Colors can range from vibrant to dull, from natural to metallic, and anywhere in between. For example, if a weapon has runes engraved into its blade, its weapon spirit will likely have "tattoos" of these runes on its body. A weapon that can come apart will likely result in a weapon spirit with an invisible joint. A weapon with a bluish hilt will likely result in a blue or purple weapon spirit, while a blade made from pure emerald would result in a crystalline green spirit. If a weapon has an accessory or a unique design, this will also affect what the weapon spirit will look like.
History and Society
Weapon spirits don't have a history in the sense that the other races do. They have no unique civilization, cities, kings, gods, nor advanced culture. As such, they usually share the culture of their creator or the culture of the people where they currently reside. Despite this, one thing that weapon spirits do have is a deep storytelling tradition, telling the tales and legends of heroes and their weapon spirits of ages past. If their purpose doesn't prevent them from doing so, it is possible for weapon spirits to come together and form a group, though these are rarely large enough to form any sort of society larger than a small hamlet. The largest recorded weapon spirit village counted only 25 weapon Spirits, most of which were tasked to remain in the area. Groups are commonly closer to 3-6 individual weapon Spirits.
Weapon Spirit Names
Weapon spirits are named by their creators and rarely have more than one name, usually tending towards less than 3 syllables. This name usually comes to the creator in a vision near the time of the weapon spirit's creation. Masculine names tend to end in a consonant, while feminine names tend to end in a vowel. It isn't uncommon for a weapon spirit to have a name from the culture of their creator as well. However, on occasion, a weapon spirit will choose a personal name, usually an attribute they value, a self-description, something relating to their purpose, or the name of a previous legendary weapon spirit.
Male: Ghirahim, Astral, Calamity, Branam, Gan
Female: Fi, La, Kana, Ko, Losora
Personal: Vigor, Sly, Charm, Bright, Blue, Red, Tall, Wise, Sage, Temple, Guard, Destiny
Weapon Spirit Traits
Weapon spirits are created to serve a purpose, whether it be guiding a hero through their prophecy, protecting their weapon, or aiding their creator.
Ability Score Increase. Your Constitution score increases by 2, and one other ability score of your choice increases by 1.
Age. Weapon spirits live as long as they are not killed, and do not die from natural causes. A Weapon spirit has a physical appearance of an age determined by its creator for its entire existence.
Alignment. Weapon spirits are rarely chaotic, tending to remain loyal to their creator and their purpose.
Size. Weapon spirits share the same height and build as humans and elves. Your size is Medium.
Speed. Your base walking speed is 30 feet.
Linked Weapon. You were magically linked with a weapon at your creation. This can be any weapon you are proficient in. When not being held or sheathed the weapon hovers within 30 feet of you and you can recall it into your hand or move it to any space within 30 feet of you as a bonus action. You can link to a new weapon you are proficient with over the course of a short rest, this weapon must remain within 5 feet of your linked weapon. If you are killed your body disappears and your linked weapon is considered the dead creature for spells that would return you to life.
Body Projection. You project your physical body from your linked weapon and as such you cannot move more than 30 feet away from your linked weapon. If you or your weapon is moved more than 30 feet away from each other your body disappears inside of your weapon. While inside of your weapon, you can't act, but you have hearing and blindsight with a 30 foot radius as well as resistance to non-magical bludgeoning, piercing and slashing damage. You can leave your weapon as a bonus action and enter it as an action.
Legendary Smithwork. Your consciousness assists you in helping your allies even when you are within your weapon. If an ally uses you to attack, they can use your modifier for attack and damage rolls. This cannot be done while your physical body is outside of your linked weapon.
Spirit's Rest. You do not need to sleep nor eat, but you must spend at least six hours of your long rest inside of your weapon. While in this state, you have the traits you would normally have while within your weapon.
Telepathy. You can communicate mentally with another creature that knows at least one language within a 30-foot radius. This creature doesn't need to share a language with you but unless they have telepathy themselves they can only receive and respond but can't initiate or terminate a telepathic conversation. You must be conscious to use this trait and cannot telepathically communicate with multiple creatures at once.
Hybrid Nature. You have two creature types: construct and humanoid. You are affected by an effect if it works on either of your creature types. However, you cannot be mended to heal hit points.
Languages. You can speak, read and write Common and one other language of your choice.
Random Height and Weight
|4′ 7″||+2d10||80 lb.||× (2d4) lb.|
*Height = base height + height modifier