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Excal-heim

Living Weapon

Ever pick up a curse weapon that makes your character do something against their will? Ever want to play as the magic weapon that makes characters do something against their will?   Recomended background. Work with your DM to make a custom background as to how the weapon was made. This will grant 2 skill proficiencies of your choice which apply to both the weapon and its host.
Please keep in mind that you will need seperat sheets for the weapon and your host.
An example of a weapons sheet can be found here
This is designed to be used with martial classes and may not work with casters.
ability score increase: Choose either Int, Wis, or Cha, this will be the weapons "CAS". It gains +3 CAS.
age: You don't age but your host does
Size: Tiny
speed: One 30ft teleport per day when not bound to a host. The weapon must be unseen and unheard to use this. When attuned but not "hosted", the weapon can teleport to the their hand if they are unaware.
Languages: You can speak, read, and write the language(s) of your host and one "exotic" language of choice.
race features:
Steel Soul. The weapon's creature type is construct for the purposes of spells and effects. Additionally the following apply to the weapon.
  • Healing potions and spells don't work, instead mending will heal 1d6 hp.
  • It's immune to diseases and poison damage.
  • Its AC is equal to the primary matierial as shown in the table below.
  • Its HP is dependant on level as shown in the table below.
  • It doesn't need to eat, breathe, or sleep.
  • Auto Attunement. The weapon requiers attunement but will automatically attune itself to a charecter if worn or carried for an hour. The weapon can end this attunement as an action at any time.   Keep the Host. Any time a creature that is attuned to the weapon takes a long rest, they must make a CAS saving throw against Test's CAS score. On a fail, the attuned creature becomes/stays the "host" of the weapon. Each time the attuned creature fails the save, the weapon gains a +1 to all subsiquient "Keep the Host" saves up to a maximum of +10. However the attuned creature gains a bonus to all "Keep the Host" saves equal to their level and/or CR with a minimum of +1. The weapon compleatly overwrites the will of its host. This appears as a normal attunement to all low level divination spells(DM disscretion).   As a guidline, The host should be a basic commoner when joining the campaign with the weapon having a +10 bonus.   Arcane Blindsight. You can perceive your surroundings within 15 feet of you. You can't discern color or invisible things. Additionally, you can see and hear through the eyes and ears of your host.   Bite the hand. Any time the weapon would be knocked or dropped from the attuned creatures hand, they can make a Str or Dex saving throw to remain.   Magic Weapon Bonus. As you level up the host will gain a bonus to attack and damage rolls made with the magic weapon as show on the MWB column below.  
    Matierial AC Level Hit Points MWB
    Cloth, paper, rope 11 1 to 3 7(2d6+Con) hp .+0
    Crystal, glass, ice 13 4 to 6 10(3d6+Con) hp .+1
    Wood, bone 15 7 to 9 13(3d8+Con) hp .+1
    Stone 17 10 to 12 18(4d8+Con) hp .+2
    Iron, steel 19 13 to 15 22(4d10+Con) hp .+2
    Mithral 21 16 to 18 27(5d10+Con) hp .+3
    Adamantine 23 19 to 21 32(5d12+Con) hp .+3

    Created by

    stormgate_dnd.

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