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by NinthBlade

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Spellblade

A Human swings a strange sword through the air at an orc, the strike booming with thunder on impact sending the orc flying.

A Tiefling wielding a wicked looking longbow smirks as with one shot loosed it strikes down a gang of goblins.

A serene looking Elf strides forth surrounded by whirling blades while also wielding blades of shadow and darkness before cutting down an Ogre in a swirl of strikes.

Living Weapons

A Spellblade is a mage who, through their tireless study and many trials, has managed to forge a Living Weapon. This creation is born partly from the spellblade’s own soul, it's form is malleable and it's sense of self like a newborn which will grow and develop alongside it's creator. Spellblades and their Living Weapons are true partners, with each lending their strength to one another. One without the other would be lost and useless in comparison.

The Spellblades rely on an ancient, unknown form of arcane lore that is tightly connected to the soul and its manifestations. Knowledge of these arts has been lost to the passage of time, rediscovered only through great effort by mages and scholars. In some worlds however they are numerous, such as in Occterria, where the nation of Valkaedrium has rediscovered these hidden techniques, forming different Spellblade Orders, which are counted as one of that Nation's many oddities.

True Partners

Spellblades are as much their Living Weapon as their Living Weapon is them - without one the other struggles, yet together they represent a truly dangerous force. Indeed, without its master, a Living Weapon would soon fade and die, its sentience lost forever. Yet similarly, the spellblade would falter without their partner, who is their sole focus of arcane power. The spellblade is similar to wizard in their arcane study but their use of soul magic has forever tied their spellcasting directly to their ultimate manifestation; the Living Weapon.

As the Living Weapon is born from it’s master’s own soul, it manifests a personality and mental capabilities similar in nature. However, even so, it’s sentience can twist in unexpected ways, revealing strange quirks, mannerisms and goals. On occasion this can lead the two partners into subtle disagreements and more than slight bickering but ultimately the two are always on the same side.

In the few worlds where spellblades are present; they are often known as seekers of arcane knowledge, forever searching for more insights into the lost ancient lore from which their art is formed. Their goal in some cases is to find the more esoteric components in the creation of a Living Weapon so that they may train more of their kind.

Forging a Bond

The ancient techniques required for the creation of a Living Weapon is lost to history in many worlds, however even those few who have uncovered these truths guard them carefully. The secrets to becoming a spellblade is often hidden by other Spellblades, who refuse to reveal their secrets until an apprentice has proven themselves worthy.

One such secret, critical to the creation of a Living Weapon, is a difficult and gruelling trial that the future wielder must face. The emotions and desires brought out and inflamed by the trial is key to the forging of the weapon. The feelings and emotions are the catalyst which, combined with the esoteric knowledge and intense study done prior, will allow for the kindling of the Living Weapon into consciousness.

Even at this stage, the process is far from over, as a proper bond between the apprentice and Living Weapon must be set in stone. The proper use of spiritual energy and arcane force, which are the components of soul magic, are vital for this to succeed. Some spellblades have been known to fail at this late stage, a traumatic mistake which can leave their soul shaken. The Living Weapon you see a Spellblade carry might not be their first weapon but instead the successful result of many a painful attempt.

Creating a Spellblade

When making a Spellblade, consider what trials your character has undertaken, what hardships they faced in order to draw out the proper emotions required. How they were chosen to learn this art and what sort of Living Weapon they purposefully, or perhaps unknowingly, helped create.

Perhaps your character while in an old wizard's library touched an unusual artefact and was immediately taken on by the wizard for unknown purposes. Perhaps your character was under the tutelage of another Spellblade in a world where they are more common, unsure if they were even worthy of such an honour.

Were you always adventurous before the connection with your Living Weapon was made or have you as a result of your new role taken up the adventuring life in a quest for mutual understanding with your Living Weapon.

Quick Build

You can make a Spellblade Quickly by following these suggestions

The Spellblade
Level Proficiency Bonus Features Spells Known 1st 2nd 3rd 4th 5th
1st +2 Living Weapon, Arcanovision
2nd +2 Fighting Style, Spellcasting 2 2
3rd +2 Discipline, Surging Power 3 3
4th +2 Ability Score Improvement 3 3
5th +3 Extra Attack, Weapon Eccentricities 4 4 2
6th +3 Arcane Assimilation 4 4 2
7th +3 Discipline Feature, Weapon Specialization 5 4 3
8th +3 Ability Score Improvement, Weapon Vision 5 4 3
9th +4 6 4 3 2
10th +4 Discipline Feature 6 4 3 2
11th +4 Combat Companion 7 4 3 3
12th +4 Ability Score Improvement 7 4 3 3
13th +5 8 4 3 3 1
14th +5 Discipline Feature 8 4 3 3 1
15th +5 Weapon Realm 9 4 3 3 2
16th +5 Ability Score Improvement 9 4 3 3 2
17th +6 10 4 3 3 3 1
18th +6 Discipline Feature 10 4 3 3 3 1
19th +6 Ability Score Improvement 11 4 3 3 3 2
20th +6 Manifested Blades 11 4 3 3 3 2

Class Features

As a Spellblade, you gain the following class features

Hit Points


  • Hit Dice: 1d10 per Spellblade level
  • Hit Points at 1st Level: 10 + your Constitution modifier
  • Hit Points at Higher Levels: 1d10 (or 6) + your Constitution

Proficiencies


  • Armor: Light Armor, Medium Armor, Shields
  • Weapons: Simple Weapons, Martial Weapons
  • Tools: None

  • Saving Throws: Constitution, Intelligence
  • Skills: Choose two from Arcana, Athletics, History, Insight, Investigation, Nature, Perception, Persuasion

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

  • (a) Scale Mail or (b) Leather Armor
  • (a) a Longsword or (b) any Martial Melee Weapon
  • 5 Javelins
  • (a) Scholar’s Pack or (b) Explorer’s Pack
  • Your Living Weapon

Living Weapon

Starting at 1st level, you have forged a bond with a living weapon, a sentient item which grows as you do. Your living weapon takes the form of a weapon you are proficient with, in addition it has finesse quality. Your living weapon has its own personality, goals, and flaws.

The weapon is partially born of your soul, so it takes after some of your characteristics. Your weapon shares your alignment, Intelligence, Wisdom and Charisma scores. It does not have Strength, Dexterity, or Constitution scores. The living weapon has proficiency in any one skill of your choice that uses Intelligence, Wisdom, or Charisma. Whenever you gain the ability score improvement class feature, your Living Weapon may also choose to improve one of its scores by 2, or two of its scores by 1 (to a maximum of 20)

Your weapon can hear and see out to a range of 60 feet, can telepathically communicate with you within that range or speak out loud if it so chooses. You can use a bonus action to cause this weapon to teleport into your hands, regardless of distance or plane. While holding your living weapon, you can perform an arcane ritual over the course of 1 minute. The weapon can change into any other weapon you are proficient with.

If your living weapon is in the form of a weapon that has the ammunition property, you can ignore it, as your weapon generates its own ammunition as you fire it, which disappears after the attack.

Arcanovision

Starting at 1st level, through your bond, your Living Weapon shares it’s magical insights with you, using it’s inherently magical nature to see other magic clearly.

Your Living Weapon may gain access to a special sense, that it can activate using your action. This special sense functions identically to the Detect Magic spell, however instead of the normal duration of the spell you have a pool of time you must expend instead. This pool is equal to your Spellblade level x 3 minutes, and this pool replenishes when you complete a Long Rest.

You may instead choose to expend 5 minutes of your pool of Arcanovision to have your Living Weapon use its reaction to cast the Identify spell on an object it is touching without requiring material components.

Fighting Style

You adopt a particular style of fighting as your specialty. Choose one of the following options. You can't take the same Fighting Style option more than once, even if you get to choose again.

Archery

You gain a +2 bonus to attack rolls you make with ranged weapons.

Defense

While you are wearing armor, you gain a +1 bonus to AC.

Dueling

When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.

Great Weapon Fighting

When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.

Two-Weapon Fighting

When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.

I'm not just any old Weapon, I'm a Living Weapon!

Your Living Weapon is more than a mere tool of battle, it has its own personality along with its own likes and dislikes. Your living weapon considers you its partner and happily cooperates with you on most things, though may have its own separate opinion on the matter and won’t be too subtle about it.

If a significant conflict does arise, the weapon may refuse to communicate or allow use of one of your features for a short time, Though such disagreements are rare.

You may roll on the Living Weapon Personality Table later in this document to separately determine your weapons goals, quirks and flaws. You may instead create your own or simply choose.

Spellcasting

Through your study and experimentation you have gained an affinity for magic. See chapter 10 for the general rules of spellcasting and the list at the bottom for the Spellblade spell list.

Spell Slots

The Spellblade table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these Spellblade spells, you must expend a slot of the spell's level or higher. Your regain all expended spell slots when you finish a long rest. For example, if you know the 1st level spell Ice Knife and have a 1st-level and a 2nd-level spell slot available, you can cast Ice Knife using either slot

Spells Known of 1st level and higher

You know two 1st-level spells of your choice from the Spellblade spell list. The Spells Known column of the Spellblade table shows when you learn more Spellblade spells of your choice. Each of these spells must be of a level for which you have spell slots. For instance, when you reach 3rd level in this class, you can learn one new spell of 1st or 2nd level. Additionally, when you gain a level in this class, you can choose one of the Spellblade spells you know and replace it with another spell from the Spellblade spell list, which also must be of a level for which you have spell slots.

Spellcasting ability

Intelligence is your Spellcasting ability for your Spellblade spells, since you learn your spells through dedicated study and memorization. You can use your intelligence whenever a spell refers to your spellcasting ability. In addition, you can use your Intelligence modifier when setting the saving throw DC for a Spellblade spell when 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 must use your Living Weapon as a spellcasting focus for your Spellblade spells, in addition you can perform the somatic components of spells even when you have weapons or a shield in one or both hands.

Discipline Styles

Starting at 3rd level, you choose which discipline style defines your connection to your Living Weapon. Your choice reflect the training and preparations in this certain style finally manifesting themselves. You may choose from Prowess, Amplification or Disruption.

Surging Power

Starting at 3rd level, during battle your Living Weapon surges with arcane power, fuelling both you and itself with temporary energy.

When you land a successful weapon attack using your Living Weapon or land a spell attack using a spell from the Spellblade spell list against a hostile creature, you gain 1 Surge Charge.

Your Surge Charges are lost when you complete a short or long rest, and you cannot have more charges than your Spellblade level.

You may expend these charges to fuel some of your Spellblade features and abilities. One of these features is your Weapon Artes. You learn three Weapon Artes of your choice, which are listed under "Weapon Artes" at the end of this document. Many Weapon Artes enhance an attack in some way, and you must be holding your Living Weapon in order to activate them.

You learn an additional Weapon Arte of your choice at 7th, 11th, 15th and 19th level. Each time you gain a level in this class, you can also replace one Weapon Arte you know with a different one.

Ability Score Improvement

When you reach 4th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.

Extra Attack

Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

Weapon Eccentricities

At 5th level, you gain one of the following features of your choice for your Living Weapon to manifest.

  • Weapon Rack. Your Living Weapon can now act as if it was a Bag of Holding, absorbing items that touch it as an action, with a capacity of 500lb. It can absorb items no larger than a 5ft cube in any one dimension. Additionally as an Action you may magically draw an item within 30 feet that fits the above criteria into your Living Weapon. Items that are being held, worn, carried, or are heavier than 10lb are not drawn.
  • Weapon Ritual. Your Living Weapon can spend time channeling arcane energy, allowing you may cast spells with the Ritual Tag, as a Ritual.
  • Weapon Lore. Your living weapon gains one new skill proficiency that uses intelligence, wisdom or charisma. In addition, when you make a skill check using a skill that you and your living weapon are proficient in, your combined knowledge allows you to double your proficiency modifier with that skill.

Arcane Assimilation

Starting at 6th level, your Living Weapon is now able to take the properties and abilities of other Magical Weapons. You may now absorb magical weapons, through an arcane ritual performed over the course of a short rest. Your Living Weapon can only benefit from the properties of one magical weapon at a time and cannot absorb another sentient item or artefact in this way.

When you complete a short or long rest, you may choose which magical weapon that Your Living Weapon may gain properties from, among the items it has absorbed previously

In addition your Living Weapon counts as magical for the purposes of overcoming resistances.

Weapon Specialization

At 7th level, you gain one of the following features of your choice for your Living Weapon to manifest.

  • Duplicating. As a bonus action, you can have your Living Weapon split itself into two separate weapons, or a weapon and shield. In addition your Living Weapon may now absorb shields, both mundane and magical which are counted separately from weapons via the Arcane Assimilation feature.
  • Rebounding. While your living weapon is in the form of a weapon that has the thrown property, it returns to your hand immediately after you complete a ranged weapon attack using it. In addition, the short range of the thrown weapon is doubled.
  • Surging. You may activate two Weapon Artes using the same bonus action, however you must expend a number of charges equal to their combined cost in order to do

Weapon Vision

At 8th level, your bond with your Living Weapon deepens even further. Your Living Weapons senses increase out to a range of 120ft and the range at which you can telepathically communicate with your Living Weapon increases to a 1 mile radius.

While your living weapon is within 1 mile of you, as an action, you can see through your weapon’s senses until the start of your next turn, gaining the benefits of any special senses that your weapon has. During this time, you are deaf and blind with regard to your own senses.

You can also use your action to peer through the ammunition fired from your living weapon, as if seeing through the living weapons senses. The ammunition remains for 1 minute until it disappears.

Combat Companion

At 11th level, you've learned that your living weapon isn't merely a tool but an active participant in battle.

Your Living weapon has an action that it can take each round of combat while you are wielding it. It regains use of this action at the start of each of your turns and can only use it in ways outlined in this feature, unless otherwise specified.

You must expend 3 Surge charges before your Living Weapon can take this action.

Your Living Weapon can take the Help action, targeting you or whoever is holding it. This help action allows you to gain advantage on your next attack roll, or your next ability check (only if it is appropriate for your Living Weapon to do so, as determined by the DM).

Alternatively, your Living Weapon can take the Search action, using its senses to do so.

Weapon Realm

At 15th level, your Living Weapon can manifest a pocket dimension within it’s being to hold you and your allies.

As an action you and your allies may touch your Living Weapon and be transported inside it. The weapon creates an extradimensional space equivalent to the Mordenkainen’s Magnificent Mansion spell. Your Living Weapon decides on the floor plan, decorations and the form the servants take, preferring a humanoid version of itself.

When you wish to leave the Weapon Realm, you must use your action to appear in an unoccupied space within 5 feet of the Living Weapon and when you do so, you are stunned for 1 round after exiting.

Manifested Blades

At 20th level, you and your Living Weapon channel your arcane abilities together to summon a wall of blades. You may cast the Blade Barrier spell as an action. The spell does not require concentration from you, and remains for its full duration, or until you dismiss it with a bonus action.

You may change the spell’s dimensions from among the options as described in the spell using a Bonus Action, or choose to move it up to 30 feet in any direction. You may use this feature once per short rest.

Discipline of Disruption

The teachers of the Discipline of Disruption were the first to observe the ability of a Living Weapon to absorb magic. They continuously developed this ability to absorb magic force further and further as the years went on. Leaning on this history, practitioners of this style can use their techniques to disrupt, nullify and destroy other magic users with ease. This led to the forming of the Spell Breakers, powerful shock-troops, assassins and bodyguards, much feared by other mages.

Since the early days of this Discipline’s development the Spell Breakers have refined their techniques, allowing their Living Weapons to absorb and release elemental energy. This allows them to be useful in controlling any number of opponents, rather than just enemy mages.

This style finds a balance between melee clashes and spellslinging, combining swordwork and elemental magic rather than focusing on one or the other. Spell Breakers often consider the other disciplines too narrow and close minded for their tastes.

Disruptive Nature

Starting at 3rd level, you can apply negative effects to your enemies using your Living Weapon’s ability to absorb and release elemental power.

When you deal Acid, Cold, Fire, Lightning, Poison or Thunder damage with one of your Spellblade spells, Weapon Artes or using your Living Weapon to attack, you may also apply the appropriate effect listed, in addition to the spell or attacks normal effects.

The target must succeed on a Constitution saving throw versus your Spell DC or be affected by the bonus effect until the start of your next turn.

  • Acid. The target has its regular vision reduced to a 30ft radius and is blind beyond that range, as you splash acid into its eyes. If the target benefits from any special senses, other than Darkvision, those senses are unaffected.
  • Cold. The target has its speed reduced by 10ft, as you rime it with frost.
  • Fire. The target has disadvantage on its next weapon attack, as painful burns distract them.
  • Lightning. The target cannot take reactions, as they are briefly dazed by sparks.
  • Poison. The target has disadvantage on their next ability check, as noxious fumes weaken their resolve.
  • Thunder. The target is Deafened, as you slam them with sonic force.

Arcane Analysis

Starting at 7th level, you gain proficiency in the insight skill, if you didn’t have it already. Additionally, if you spend at least 1 minute observing or interacting with another creature outside combat, you can make a contested insight check (vs their deception check). If you win the contest, you learn certain information about the creatures magical capabilities. The DM provides you with information in regard to two of the following characteristics of your choice:

  • What class spell list the creature can cast from (if any)
  • The level of the highest level spell the creature currently has access to.
  • The creatures spellcasting ability
  • The creatures spell DC
  • The number of expended spell slots or spell uses (if any).
  • Whether the creature is under the effects of a spell or not

Debilitation

At 10th level, you can intensify the suffering of your foes using the power of your Living Weapon. When a creature fails its save versus your Disruptive Nature feature, you may choose to expend 3 Surge Charges to amplify the effect.

  • Acid. The target is Blinded instead.
  • Cold. The target's speed becomes 0
  • Fire. The target begins to panic as it burns and is Frightened.
  • Lightning. The target cannot take reactions and must take either an action or bonus action on its turn, not both.
  • Poison. The target becomes Poisoned.
  • Thunder. In addition to the regular effects, the target cannot concentrate on spells, if it is concentrating on a spell when hit, it must make its concentration check with disadvantage.

Living Weapon: Nullification

At 14th level, your Living Weapon begins to automatically absorb hostile magic and use it against your foes. You have advantage on saving throws against spells & magical effects. In addition, when you take damage from a spell or magical effect, you gain a Surge Charge.

Null Zone

Starting at 18th level, you can use your action to project an aura that acts as a zone of magical neutralization that lasts for 1 minute or until you dismiss it with a bonus action. Creatures within 10 ft of you suffer the following effects:

  • If a creature other than you attempts to cast a spell within the aura, the spell automatically fails, consuming the spell slot used, and if a spell slot was consumed you gain a surge charge.
  • You and creatures within the aura can’t be targeted by spells or magical effects originating from outside the aura.
  • If the area of another spell or magical effect, such as Fireball, overlaps with your aura then the part of the area that is covered by the aura is suppressed.
  • Magic items function as normal within the aura, but can’t be used to cast spells or activate abilities that require you to expend the items charge(s).

You regain use of this feature after completing a long rest.

Discipline of Prowess

Disciples of Prowess often start from a more martial background, forming a bond with their weapon first before developing their magic capabilities. Due to this, many of those who follow this discipline consider themselves warriors, rather than mages or scholars. Their connection to their Living Weapon is deeper and often more personal. Their ability to wield their Living Weapon expertly in battle far out matches other disciplines

They consider their weapon a true partner, an almost symbiotic relationship, where both parties give and share equal amounts of magic. They are not rigid in their approach, as their weapon mastery spans all forms of martial prowess, referring to every cut, parry, crushing blow, thrown blade and fired shot as the finest form of art.

The most martial of the disciplines, they are often known as the Blade Guard, who stand side by side with eldritch knights and paladins as a powerful legion of arcane warriors.

Prowess of Form and Function

Starting at 3rd level, you and your Living Weapon are able to flow between different styles and forms of attack. Once per turn, you may use your object interaction to transform your Living Weapon into another weapon type that you are proficient in, instead of needing to complete the 1 minute transformation ritual.

When your Living Weapon changes forms into a different weapon, you may also switch your current Fighting Style to a different choice from among those listed in the ‘Fighting Style’ feature above.

Glancing Blows

Also at 3rd level, your skill in combat turns even your missed blows into subtle impacts

When you miss with a weapon attack using your Living Weapon, you may deal damage to the target equal to half your proficiency modifier (rounded down).

Weapon Lineage

Starting at 7th level, your Living Weapon can create a phantom version of itself for others to use, sharing the mastery of arms you both hold.

Using your action, your Living Weapon can create a mundane weapon that you are proficient in to magically appear in an unoccupied space with 5ft of you. Any creature that uses the phantom weapon is considered proficient in it and attacks made with it count as magical for overcoming resistances and immunities.

The phantom copy remains for 8 hours or until you dismiss it as a bonus action. You can summon a number of these weapons equal to your intelligence modifier per long rest.

In addition, when you change your Living Weapon's Form, the phantom versions also change weapon type

Cleaving Strike

At 10th level, you may feed your Living Weapon arcane power in order to cleave through enemy ranks.

When you hit a creature with a successful weapon attack using you Living Weapon, you may expend 3 Surge Charges to make the attack a Cleaving Strike.

If you made a melee attack, you may target any number of other creatures within your reach with the same attack roll. If the original attack roll would hit one of the other targets in range, that creature takes half the damage received by the initial target (rounded down).

If instead you made a ranged attack, this feature affects any creature of your choice within 5 feet of your initial target.

Living Weapon: Assimilation

At 14th level, your living weapon has learned to manifest many forms at once, gathering its collective magic strength.

Your Living Weapon can benefit from the magical bonuses and features of all magical weapons it has previously absorbed, at the same time, up to a limit of 3 items combined at once.

The features and bonus effects must be appropriate to your Living Weapon’s current form (as determined by the DM) in order to function and you must be attuned to all the items you are drawing effects from.

If your Living Weapon has two or more abilities or bonuses which are either similar or contradictory but are gained from multiple sources, you must choose which one of these features or bonuses to benefit from.

Clash of Blades

Starting at 18th level, you and your Living Weapon have mastered the art of dueling and are now able to engage your opponents in intense clashes.

When you land a melee weapon attack against another creature that is also holding a melee weapon, you can enter a clash of blades with the opponent. To do so, you must roll an attack roll using your weapon versus the creatures attack roll using their weapon, with the highest result determining the winner.

If you win the contest, you may make a melee weapon attack against the target as a reaction. The attack is made with advantage and disarms your opponent of their weapon if it hits, which lands 10ft away in a random unoccupied space. You may choose to destroy their weapon instead if it is non magical.

However if your opponent wins the contest, they may make a melee weapon attack against you as a reaction.

Multiclassing

When Multiclassing into a Spellblade you need 13 Int and 13 Dex/Str and you gain the following

1st Level
  • Absorb Elements
  • Alarm
  • Catapult
  • Chromatic Orb
  • Compelled Duel
  • Comprehend Languages
  • Detect Magic
  • Expeditious Retreat
  • Feather Fall
  • Fog Cloud
  • Hunter's Mark
  • Ice Knife
  • Identify
  • Jump
  • Longstrider
  • Searing Smite
  • Thundering Smite
  • Witch Bolt
  • Zephyr Strike
2nd Level
  • Cloud of Daggers
  • Darkness
  • Flame Blade
  • Heat Metal
  • Hold Person
  • Locate Object
  • Magic Weapon
  • Magic Mouth
  • Melf’s Acid Arrow
  • Misty Step
  • Shadow Blade
  • Shatter
  • Spiritual Weapon
  • Warding Bond
3rd Level
  • Clairvoyance
  • Dispel Magic
  • Elemental Weapon
  • Flame Arrows
  • Lightning Arrow
  • Nondetection
  • Phantom Steed
  • Protection from Energy
  • Thunder Step
  • Tiny Servant
4th Level
  • Dimension Door
  • Elemental Bane
  • Freedom of Movement
  • Locate Creature
  • Stoneskin
5th Level
  • Animate Objects
  • Awaken
  • Conjure Volley
  • Destructive Wave (Force Damage)
  • Far Step
  • Hold Monster
  • Legend Lore
  • Modify Memory
  • Rary’s Telepathic Bond
  • Steel Wind Strike
  • Swift Quiver
  • Telekinesis

Living Weapon Personality Table

d8 Goal Quirk Flaw
1 We should seek to defeat or destroy those of a particular kind, such as Fiends, Shapechangers, Trolls, or Wizards! I like to shine when feeling proud. I am the greatest weapon made, you cannot convince me otherwise.
2 We should be exemplars of a certain ideal or code of honour! I love to give running commentary during battle. I do not like anyone other than my partner touching or using me.
3 We are key to some future event, and should not avoid our destiny! I try to speak to other weapons...but they never talk back. I am deathly afraid of anything that might tarnish me, such as rust, acid or fire.
4 I believe you and I should see and experience all the world has to offer! I love making weapon based puns. I insist on being cleaned at least once a day.
5 We should further the interests and protect the followers of our favourite deity! I rattle in my sheath when annoyed. I am so desperate for combat that its my default suggested course of action.
6 We should seek to defeat or destroy those of our opposed alignment! I visibly rust when sad. I try to conceal my true nature to anyone who is not my partner.
7 We should seek out knowledge of the arcane, or mysteries or secrets important to us! I rarely trust a blacksmith or a forge. If my partner does not wield me properly, I’ll let them know
8 We should be champions and defenders of our home and our people! I try to stand out by taking strange or unusual styles of weapons or designs. I can’t help but verbally defend my partner if someone is bad mouthing them.

Weapon Artes

Detonation


  • Activation Time: Bonus Action
  • Surge Charge Cost: 2
  • Duration: 1 Round

Your Living Weapon surges with magical energy, unleashing a magical shockwave with it's next strike. The next time you hit with a weapon attack using your living weapon within this Weapon Arte's duration, each creature within 5 feet of the target, other than you, must succeed on a Dexterity saving throw or take 1d4 force damage.

This Weapon Arte’s damage increases by 1d4 when you reach 5th level (2d4), 11th level (3d4), and 17th level (4d4).

Attraction


  • Activation Time: Bonus Action
  • Surge Charge Cost: 2
  • Duration: 1 Round

You charge your Living Weapon with an unusual form of Lightning, the next time you hit with a weapon attack using your living weapon within this Weapon Arte's duration, the target must succeed on a Constitution saving throw or take 1d4 lightning damage, in addition creatures allied to the target that are within 30 feet of the target must succeed on a Strength Saving throw or be pulled up to 5 feet in a straight line toward the target.

This Weapon Arte’s damage increases by 1d4 when you reach 5th level (2d4), 11th level (3d4), and 17th level (4d4).

Warning Shot


  • Activation Time: Bonus Action
  • Surge Charge Cost: 3
  • Duration: 1 Round

The next time you hit with a weapon attack using your Living Weapon within this Weapon Arte’s duration, the target suffers the attack’s normal effects, and it becomes illuminated in ways that draws your Living Weapon to it until the start of your next turn. If the target willingly moves before then, you may make an immediate attack using your reaction with your Living Weapon against it if you are in range to do so.

Diffusion


  • Activation Time: Bonus Action
  • Surge Charge Cost: 3
  • Duration: 1 Round

The next time you hit with a weapon attack using your living weapon within this Weapon Arte's duration, choose one of the damage types your weapon dealt. Until the start of your next turn, when you take damage of the type you chose, reduce the damage by 1d4.

This Weapon Arte’s damage reduction, increases to 1d6 when you reach 5th level (1d6), 11th level (1d10), and 17th level (1d12).

Attune Element


  • Activation Time: Bonus Action
  • Surge Charge Cost: 1
  • Duration: 1 turn

Until the start of your next turn, attacks made with your Living Weapon deal one of the follow damage types, Acid, Cold, Fire, Lightning, Poison or Thunder instead of the weapon's regular damage type. You may choose a different damage type on each attack.

Weapon Glow


  • Activation Time: 1 Action
  • Surge Charge Cost: 0
  • Duration: Until Dispelled

Until this Weapon Arte ends, your Living Weapon sheds bright light in a 20-foot radius and dim light for an additional 20 feet. The light can be colored as you like. Completely covering your Living Weapon with something opaque blocks the light. The Weapon Arte ends if you activate it again or dismiss it as an action.

Shared Thoughts


  • Activation Time: 1 Action
  • Surge Charge Cost: 0
  • Duration: 1 Round

You may point your Living Weapon, towards a creature within 120 feet and telepathically send a message. The target (and only the target) hears the message and can reply in the same manner.

You can activate this Weapon Arte through solid objects if you are familiar with the target and know it is beyond the barrier. Magical silence, 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood blocks the spell. The Weapon Arte doesn’t have to follow a straight line and can travel freely around corners or through openings.

 

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