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Living Weapon Class Features Guide

This document outlines the class features of the Living Weapon class, which allows the player to shift between humanoid and weapon forms. As a weapon, they gain bonuses like increased AC and the ability to cast cantrips. When wielded, they can communicate with and benefit their wielder through features like adding damage or allowing extra attacks. They can also use magic through their Aether Attunement ability to buff their wielder with effects like granting temporary hit points or animating their wielder's shadow. Their power increases at higher levels through improved damage dice, additional magic uses, and abilities like inducing vulnerability in foes.

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Alex Woodroffe
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0% found this document useful (0 votes)
21 views3 pages

Living Weapon Class Features Guide

This document outlines the class features of the Living Weapon class, which allows the player to shift between humanoid and weapon forms. As a weapon, they gain bonuses like increased AC and the ability to cast cantrips. When wielded, they can communicate with and benefit their wielder through features like adding damage or allowing extra attacks. They can also use magic through their Aether Attunement ability to buff their wielder with effects like granting temporary hit points or animating their wielder's shadow. Their power increases at higher levels through improved damage dice, additional magic uses, and abilities like inducing vulnerability in foes.

Uploaded by

Alex Woodroffe
Copyright
© All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd

The Living Weapon

Level Proficiency Bonus Features Cantrips Known


1st +2 Form Shift, Weapon Focus, To Arms 3
2nd +2 Honed Edge (1d6) 3
3rd +2 Form Speciality 3
4th +2 Ability Score Improvement 4
5th +3 Aether Attunement (2 uses) 4
6th +3 Honed Edge (1d8) 4
7th +3 Aether Attunement (3 uses) 4
8th +3 Ability Score Improvement 5
9th +4 Bloodthirsty (1d4) 5
10th +4 Honed Edge (1d10) 5
11th +4 Form Ascendance 5
12th +4 Ability Score Improvement 5
13th +5 Bloodthirsty (1d6) 6
14th +5 Aether Attunement (5 uses) 6
15th +5 Extra Attack 6
16th +5 Ability Score Improvement 6
17th +6 Bloodthirsty (1d8), Indomitable Spirit 6
18th +6 Aether Attunement (7 uses) 7
19th +6 Ability Score Improvement 7
20th +6 Soul Resonance 7

Class Features Spellcasting


At 1st level, you know three cantrips of your choice from the
As a living weapon, you gain the following class features: weapon spell list. You learn additional weapon cantrips of
your choice at higher levels, as shown in the Cantrips Known
Hit Points column of the Weapon table.
Hit Dice: 1d8 per weapon level
Hit Points at 1st Level: 8 + your Constitution modifier Spellcasting Ability
Hit Points at Higher Levels: 1d8 (or 5) + your Constitution Constitution is your spellcasting ability for your weapon
modifier per weapon level after 1st cantrips, since you must possess a strong toughness and
Proficiencies resolve to will magic through you. You use your Constitution
Armor: Light Armor whenever a spell refers to your spellcasting ability.
Weapons: Simple weapons, Martial weapons In addition, you use your Constitution modifier when
Saving Throws: Constitution, Wisdom setting the saving throw DC for a weapon spell you cast and
Skills: Choose two from Arcana, Intimidation, Survival, when making an attack roll with one.
Investigation, or Perception Spell save DC = 8 + your proficiency bonus + your
Equipment
Constitution modifier
You start with the following equipment, in addition to the Spell attack modifier = your proficiency bonus +
equipment granted by your background: Constitution modifier
a martial weapon of your choice, or two simple weapons
leather armor Spellcasting Focus
a quartz whetstone You are your own spellcasting focus, you can cast spells with
an explorer's pack, or a dungeoneer's pack your hands, fingertips, and weapon form.
Form Shift Form Speciality
At 1st level, you may use an action to shift between your At 3rd level, you may choose a speciality, enhancing a type of
human form, and your innate weapon form.
Your weapon your weapon form:
form coalesces as a reflection of your soul, you may choose
which simple or martial weapon you become.
One-Handed

Your one-handed weapon form becomes swifter. When in the


As a weapon, your AC is naturally 19, and unless you are shape of a one-handed weapon, your Wielder may use their
wielded, you automatically fail Strength and Dexterity saving bonus action to attack again when wielding you.
throws. Your speed becomes 0, you retain your natural
senses, and you cannot perform any actions unless specified.

Two-Handed

Your two-handed weapon form becomes deadlier. When in


When wielded by another creature willingly, you may the shape of a two-handed weapon, your Wielder may reroll
telepathically communicate with them if you share a one damage die and keep the higher amount, once per turn
language. A creature doing such becomes your Wielder.

when wielding you.

Your gear melds into your weapon form. You cannot activate, Ranged
nor make use of your gear. Bonuses and effects regarding Your ranged weapon form becomes swifter. You create
Attunement still apply, however. magical arrows or bolts freely when pulled back, and any
crossbow form you take does not require to be loaded.
Weapon Focus Furthermore, enemies do not benefit from quarter or half
At 1st level, you may cast Cantrips in your weapon form.
cover from your Wielder's ranged attacks using you.
The somatic requirements for these spells are removed for
the purpose of casting. Versatile
Your weapon form becomes malleable and easier to use.
To Arms When in the shape of a weapon with the Versatile trait, your
Wielder may use your two-handed dice even when being held
At 1st level, you can follow up Form Shift using a bonus with one hand.
action to teleport yourself into the hands or sheath of a
willing ally, provided you can see them and they are within
Aether Attunement
30 feet of you.

At 5th level, you achieve a new understanding over your


You may also use this feature to revert to human form, weapon form. Magic flows more freely through you as you
appearing in a space no more than 5 feet away from your become more conductive.

Wielder.

You may activate one of the following magical effects on your


Honed Edge turn, as an action. At level 5, you may use this feature twice.
At 7th level, you may use this feature three times, and after
At 2nd level, you may pick a weapon archetype: reaching level 14 you may use this feature five times.
At 18th
level, you may use this feature up to seven times.

Guardian All uses are regained after a long rest.


Your Wielder has a + 1 to their AC whilst wielding you.
Abjuration: The next attack made against your Wielder
You may use your reaction to roll 1d6 and reduce your falters, the creature attacking them must succeed on a
Wielder's damage taken by that amount.
You may do this
Wisdom saving throw or they fail the attack completely.
a number of times equal to your proficiency bonus, and
regain these charges on a long rest. Conjuration: Your Wielder's shadow becomes animate,
and attempts to grapple a creature within 5 feet. They
Sharpened must make a Strength saving throw or be restrained. A
Your Wielder has a + 1 to all attack rolls made with you. creature can use its action to make a Strength check
against your spell save DC. On success, it breaks free.
You may use your reaction to add 1d6 to your Wielder's
damage roll. You may do this a number of times equal to Divination: You forsee an enemy's weakpoint. Your
your proficiency bonus, and regain these charges on a Wielder gains advantage on their next attack roll.
long rest. Evocation: Your weapon form explodes with magical
Tactician energy. All enemies in a 10 feet radius around you must
Your Wielder has a + 5 to their Initiative whilst wielding you. succeed on a Dexterity saving throw or take 2d10 force
damage. Enemies that succeed take half damage.
You may use your reaction to add 1d6 to any ability check Transmutation: You immediately transform into a
your Wielder makes. You may do this a number of times different weapon of your choice, provided your Wielder
equal to your proficiency bonus, and regain these charges has the capability to hold you. The next attack made

on a long rest. with you deals 1d10 extra force damage.


Honed Edge Improvement Soul Resonance
At 6th level, you may pick a second weapon archetype from At 20th level, you have reached peak psychic power.

the Honed Edge feature. Whenever Honed Edge asks you to Using your action, you may amplify your connection to your
roll 1d6, you may roll 1d8 instead.

Wielder and greatly increase the next attack they make.

Your total uses are shared between archetypes. For example, In a shimmering display of magic, your weapon form
with both Guardian and Sharpened, you still only have access expands, becoming more powerful. The next attack your
to your proficiency bonus number of charges. Wielder makes with you is guaranteed to be a critical and you
deal an extra 12d10 force damage in a swathe of energy.

Bloodthirsty

After the attack, both of you gain one level of exhaustion.


At 9th level, you can tap into a vampiric hunger to heal your
Wielder.
Once per turn, if your Wielder successfully hits a Resonance
creature they regain 1d4 hitpoints, or 2d4 hitpoints on a Evocation Cantrip
critical hit.

Casting Time: 1 action


You may also transfer your own life force this way, using an Range: Self
action to sacrifice 1d8 of your own hitpoints to heal your Duration: One attack
Wielder for 1d8 hitpoints.

You and your Wielder gain a burst of power as you

resonate with one another. Your Wielder's next weapon


Beginning at 13th level, your Wielder restores 1d6 hitpoints attack using you is enhanced, allowing you to add a d4 to
per successful hit, or 2d6 on a critical hit.

either their attack or damage roll, but not both.

At 17th level, this increases to 1d8 per successful hit, or 2d8

on a critical hit. The spell's damage increases when you reach 5th level (2d4),
11th level (3d4), and 17th level (4d4).
Honed Edge Improvement
Glaive Blade
At 10th level, you may pick the third weapon archetype from Transmutation Cantrip
the Honed Edge feature. Whenever Honed Edge asks you to
roll 1d6, you may roll 1d10 instead.
Casting Time: 1 action

Range: Self
Your total uses are shared between archetypes. For example, Duration: One attack
with Guardian, Sharpened, and Tactician you still only have You project a force larger than your current form. Your
access to your proficiency bonus number of charges. Wielder's next weapon attack is enhanced, allowing them to
hit another creature within 5 feet of their target, dealing 1d4
Form Ascendance force damage to them.

At 11th level, you have gained a deep and spiritual

understanding over your weapon form.


The spell's damage increases when you reach 5th level (2d4),

11th level (3d4), and 17th level (4d4).


Over the course of a long rest, you may study a magic weapon Transform
closely to reveal its inner workings. After at least 1 hour of Transmutation Cantrip
intense examination, your soul slips delicately into the magic
weapon and you gain the abillity to transform into it at will, Casting Time: 1 action
using Form Shift. Your Wielder does not require attunement.

Range: Self

Duration: Instantaneous
If you transform into a cursed weapon, your curse lingers Your weapon form shimmers with light as you manifest
until Remove Curse spell is cast upon your human form. into a different shape of your choosing, provided your
Wielder has the capacity to hold you.
Extra Attack
At 15th level, you have attained ample strength that flows
directly to your current Wielder, allowing them extra attacks.

They may Attack again once per turn. This feature adds on
top of any Extra Attack features they may have.
Indomitable Spirit
At 17th level, your Wielder is shielded by your strong
presence. While you are being held, your Wielder gains
immunity to charm effects and cannot be frightened.

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