The Living Weapon V2.5

by BunnytopiaMaster

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Class: The Living Weapon

Grinning, as a group of armor clad ruffians close in on him, a scrawny human suddenly transforms into a hulking mass of a man. His arms fusing into a large brawling hammer which he begins to swing at the now fleeing bandits.

Slinking through the shadows towards the kings quarters, she accidentally draws the attention of two royal guards. As they attack, spears in hand, the tiefling disappears in a puff of smoke, and just as suddenly the two guards find kunai, sheathed in poison, in both their backs.

Running with unparalleled speed, an elf dodges a wizard’s barrage of spells. With unseen agility they flip over the cliff upon which the wizards stands. With one graceful movement they pirouette through the air, while their whole arm becomes a blade, the tip of it resting level at the wizard’s neck.

Living Weapons are exemplars of the upper limits of what a creature can accomplish. Filled with innate magic from an outside source, Living Weapons use their mastery over various weapon forms to accomplish their own personal goals.

Master of One

The power of a Living Weapon comes from their innate understanding of the weapons in their arsenals and the ability to push these weapons and abilities to their higher limits. This innate mastery and constant improvement makes Living Weapons stronger than many fighters at using their tools. Although, this limits a Living Weapon to the weapons within them, often stopping them from learning other weapons to any similar proficiency. Regardless of their singularly focused nature, Living Weapons are readily sought after by those in need of strong warriors due to their innate strength, skill, and mastery over their power.

Magical Source

A Living Weapon’s innate weapons and magical ability comes from some form of strong magic imbued within them. This power may come from the experimentation of an Artificer or a strong transmutation Wizard, or possibly from the blessing of some Deity or an Unknown Patron’s attempt to make an earthly challenger to represent them. Regardless of its source, Living Weapons may feel some sort of kinship with their source, maybe sympathizing with their goals in some way. Others may despise their source, hating the magic that lies within them, or hating the goals or methods of their source in some way.

Self Defined Purpose

Living Weapons struggle with the concept of purpose. The reason why they sharpen their blades and hone their skills differs as much as any other aspect of a Living Weapon. Some live to fulfill the goals of the source of their innate weapons and magic, fighting to see such goals carried through. Others live to spite their creators, working to fight against the best-laid plans of their source. Some may live and fight for the people around them. A party of adventurers they take a liking to or an army in which they are enlisted. Regardless of why a Living Weapon fights, a Living Weapon knows they must fight to accomplish their goal. As a Living Weapon was created with fighting in mind and often will die with fighting in mind.

Creating a Living Weapon

When creating a Living Weapon think about your character’s relationship with the source of their magic. How does it shape how they think and what they do. Also think about how they fight and why they fight. Do they prefer one form over the others, do they prefer strategy over rushing in blindly? Do they fight for their allies or for personal reasons? Talk to your DM about the role of Living Weapons in the world and common purposes or reasons why they are created, or if Living Weapons are common at all.

Quick Build

You can make a Living Weapon quickly by following these suggestions. First, put your highest ability score in Charisma, followed by Constitution or Dexterity. Second choose the Hermit or Outlander Background.

Optional Rule: Multiclassing

If your group uses the optional rule of multiclassing in the Player’s Handbook, here’s what you need to know if you choose Living Weapon as one of your classes.

Ability Score Minimum. As a multiclass character, you must have a Constitution of 13 and a Charisma of 13 to take a level in this class, or to take a level in another class if you are already a Living Weapon.

Proficiencies Gained. If Living Weapon isn’t your initial class, here are the proficiencies you gain when you take your first level as an Living Weapon: simple weapons.

Weapon Forms. When you multiclass into Living Weapon for the first time you only gain one weapon form. You cannot gain more than one weapon form. Your original form becomes the core form for the intents and purposes of the Living Weapon abilities, although you only benefit from core form abilities if you take a core form in multiclassing. Spell Slots. If you take the core form, add half your levels (rounded up) in the Living Weapon class to the appropriate level from other classes to determine your available spell slots.

Living Weapon
Level Proficiency Bonus Features Cantrips Known Spells Known 1st 2nd 3rd 4th 5th
1st +2 Mutable Flesh, Spellcasting, Synthesis, Weapon Forms 2
2nd +2 2 2 2
3th +2 Weapon Form Upgrade 2 3 3
4th +2 Ability Score Improvement 2 3 3
5th +3 Extra Attack 2 4 4 2
6th +3 Hardened Defenses 3 4 4 2
7th +3 Weapon Form Upgrade 3 5 4 3
8th +3 Ability Score Improvement 3 5 4 3
9th +4 3 6 4 3 2
10th +4 Weapon Form Upgrade 4 6 4 3 2
11th +4 Extra Attack (2) 4 7 4 3 3
12th +4 Ability Score Improvement 4 7 4 3 3
13th +5 4 8 4 3 3 1
14th +5 Hardened Defenses (2) 4 8 4 3 3 1
15th +5 Weapon Form Upgrade 4 9 4 3 3 2
16th +5 Ability Score Improvement 4 9 4 3 3 2
17th +6 4 10 4 3 3 3 1
18th +6 Immutable Form 4 10 4 3 3 3 1
19th +6 Ability Score Improvement 4 11 4 3 3 3 2
20th +6 Seamless Killing Machine 4 11 4 3 3 3 2

Class Features

As a Living Weapon, you gain the following features.

Hit Points

Hit Dice: 1d10 per living weapon level
Hit Points at 1st Level: 10 + your Constitution modifier Hit Points at Higher Levels: 1d10 (or 5) + your Constitution modifier per living weapon level after 1st

Proficiencies

Armor: None (in base form)
Weapons: Simple weapons (in base form)
Tools: None
Saving Throws: Constitution, Charisma
Skills: Choose two from Acrobatics, Arcana, Athletics, History, Intimidation, Investigation, Perception, and Stealth

Equipment

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

  • (a) a dungeoneer's pack or (b) an explorer's pack
  • a simple weapon of your choice

Mutable Flesh

Depending on the weapon form you are currently manifesting your armor class may change. Refer to the table below when determining your armor class in a given form.

Armor Type Armor Class
Unarmored 10 + your Dexterity modifier
Tactical 13 + your Dexterity modifier (maximum of 2)
Brutal 16

Spellcasting

Your very nature is the result of unrestrained magic. When you are in a Core Form you gain the ability to cast spells associated with that form. You can concentrate on a spell while in any form. See chapter 10 of the Player's Handbook for the general rules of spellcasting. You do not require a spell focus for spells you cast.

Cantrips & Spells Known

Each Core Form comes with its own suite of cantrips and spells. You can only cast those cantrips and spells while in your Core Form. You cannot learn or cast spells that are higher level than your highest spell slot level, as seen on the living weapon table.

Spell Slots

The Living Weapon table shows how many spell slots you have to cast your Living Weapon spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest.

Spellcasting Ability

Charisma is your spellcasting ability for your living weapon spells as they pull from your innate arcane energy. You use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a living weapon spell you cast and when making an attack roll with one.


Spell save DC = 8 + your proficiency bonus + your Charisma modifier

Spell attack modifier = your proficiency bonus + your Charisma modifier

Synthesis

Your shifting nature means you cannot utilize some magic items in the traditional manner. During a long rest or short rest, you may absorb the magic from an item, adding its properties to your character as if attuning to it. This does not take up an attunement slot unless the item requires attunement. During a long rest or short rest, you may also expel magic you no longer wish to keep from your system. Armor and weapon enchantments carry to all forms that can carry such properties. You are still subject to attunement limits.

Weapon Forms

All living weapons start with three forms. A Melee Form, a Ranged Form, and a Core Form utilizing the living weapon's magic. As a bonus action, you can switch from your current form to any one of your other forms. At 1st level select one option from those listed below for each type of form.

These forms improve at 3rd level and again at 6th, 10th, and 15th level. You are considered to be proficient with any weapon you utilize while in that weapon's form and can utilize your Charisma modifier in place of your strength or dexterity modifier when making attack rolls and damage rolls. Most magical items that require an action to use must be used while you are in your Core Form, as their manipulation requires full use of your hands.

Ability Score Improvement

When you reach 4th level, and again at 8th, 12th, 16th and 19th 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.


The number of attacks increases to three when you reach 11th level in this class.

Hardened Defenses

At 6th level, your skin naturally starts to harden. You gain a +1 bonus to AC in every form. This bonus increases to +2 at 14th level and you can now utilize the Tactical entry to determine your AC in your Core Form.

Immutable Form

At 18th level, your form cannot be changed or morphed against your will in any way have.

Seamless Killing Machine

At 20th level, you can now switch between forms as a free action once on your turn. If you are attacked you may use your reaction to switch between forms before the attack is resolved.

Living Weapon Forms

Living Weapons come in many forms. Here are the weapon forms you may choose from.

Melee Forms

When in a melee form your body shifts to become the weapon listed, you may only benefit from the abilities of this form, while in melee form. You cannot be disarmed of your melee weapon while in this form and you are proficient with any of the weapons or armor granted to you while in this form. While in melee form, you benefit from the Brutal Mutable Flesh Armor Class.

Primal Claws

The primal claws take on the strength of a wild animal. A Living Weapon with primal claws may have been imbued with the power of a great druid or blessed by an archfey.

Weapon Form

At 1st level, your hands become two sharp claws resembling an animal of your choice. These claws deal 1d4 slashing damage and have the light and finesse properties.

Bestial Savagery

At 3rd level, When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack. Additionally, when you make a second attack with your claws, you may make the attack as a free action instead of as a bonus action.

Primal Bloodlust

At 7th level, when a creature ends its turn within 15 feet of you, you can use your reaction to move up to half your speed to a space closer to the creature. This movement doesn’t provoke opportunity attacks.

Animal Ferocity

At 10th level, when you take the Attack action on your turn, you may also make a bite attack as a bonus action, this attack deals 1d4 piercing damage.

Savage Efficiency

At 15th level, when using your Primal Bloodlust ability, you may also, using the same reaction, make a melee bite attack against the creature if you end your reaction in a space adjacent to it.

Rogue's Daggers

The rogue's daggers take on the stealth and efficiency of a skilled assassin or thief. A Living Weapon with rogue's daggers may have been made to assassinate enemies of a king's court or an otherworldly patron.

Weapon Form

At 1st level, your hands form into two sharp daggers. These daggers deal 1d4 slashing damage and have the light and finesse properties.

Refined Blades

At 3rd level, when you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack. Additionally, you deal 1d6 damage instead of 1d4.

Uncanny Dodge

At 7th level, when an attacker that you can see hits you with an attack, you can use your reaction to halve the attack’s damage against you.

Unseen Affinity

At 10th level, when you are in darkness or dim light, you have advantage on Dexterity (Stealth) checks and you have advantage on all attack rolls made while hidden, even if your target is obscured or unseen.

Repositioning Dodge

At 15th level, when you Uncanny Dodge, you may also move up to half your movement speed, this movement does not trigger attacks of opportunity.

Refined Duelist

The refined duelist takes on the grace and agility of a master duelist. A Living Weapon of the refined duelist may be the worldly champion of a deity or the forged and chosen blade of an aristocracy.

Weapon Form

At 1st level, one of your arms forms into a sharp blade that comes to a rapier point. The blade deals 1d8 piercing damage and has the finesse property.

Duelist’s Finesse

At 3rd level, 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. Additionally, when you take the attack action you may feint as a bonus action, this places a target creature in a poor stance granting advantage your first attack roll.

Demand Satisfaction

At 7th level, when an attacker that you can see hits you with an attack, you may use your reaction to make one melee attack against the attacker, if they are in range.

Quarry

At 10th level, as an action, you can make a Charisma (Persuasion) check contested by a creature's Wisdom (Insight) check. The creature must be able to hear you, and the two of you must share a language. The creature then has disadvantage on attack rolls against targets other than you and can't make opportunity attacks against targets other than you. This effect lasts for 1 minute, until one of your companions attacks the target or affects it with a spell, or until you and the target are more than 70 feet apart.

Experienced Duelist

At 15th level, when you Quarry with another creature, as a reaction, you may move up to your movement towards the creature and then make a melee attack against the creature, if it is in range.

Shield Master

The shield master takes on the strength and stalwart form of a master of defense. A Living Weapon of the shield master may be a wizard's great protector or a deity's servant made to protect the weak.

Weapon Form

At 1st level, one of your arms form into a longsword, while the other forms into a large shield. The blade deals 1d8 slashing damage and you gain the benefit of a shield.

Shield Mastery

At 3rd level, when a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. Additionally, as a bonus action you may hit a creature with your shield. Make a melee attack roll, if it hits the creature takes 1d4 bludgeoning damage and is pushed back 5 feet.

Shield Training

At 7th level, when an attacker that you can see hits you with an attack, you may use your reaction to add +3 AC to your current AC for the purposes of determining if the attack hits.

Bulwark

At 10th level, your Shield Bash deals 1d6 damage instead of 1d4 and your shield grants you +3 to AC instead of +2 to AC. You also take half damage on a failed save, from effects that would require you to make dexterity or strength saving throws, and no damage on a successful save.

Practiced Regiment

At 15th level, when you Parry, you may also attempt to Shield Bash the target as part of the reaction.

Brutish Hammer

A brutish hammer is a mass of raw strength and power. A Living Weapon with the brutish hammer may be the manifestation of a powerful demon's bloodlust or the secret weapon of a king's war effort.

Weapon Form

At 1st level, both of your arms form together into a large bulky hammerhead. The hammerhead deals 2d6 bludgeoning damage, and has the two-handed property.

Crushing Blows

At 3rd level, 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. Additionally, you may, as a bonus action, head crack an enemy. Make a melee attack, if it hits the target has disadvantage on its next attack roll.

Tremor Strikes

At 7th level, when a creature enters or leaves a space adjacent to you, you may use your reaction to hit the ground beneath its feet. The creature makes a Dexterity saving throw against your spell save DC. On a failure, the creature falls prone, on a successful save the creature’s total movement speed is halved until the start of its next turn.

Steeling Brace

At 10th level, you have advantage against resisting effects that would physically move you against your will. Additionally, when an effect would have you make a dexterity saving throw, you instead may make a strength saving throw.

Living Wall

At 15th level, when you use Tremor Strikes instead of halving a creature’s movement on a failed save, you instead halt its movement entirely.

Brass Scrapper

The brass scrapper takes on skills of fisticuffs and fighting dirty. A Living Weapon with the brass scrapper may be the product of a skilled boxer seeking great power, or a back alley brawler taken in by some form of otherwordly patron.

Weapon Form

At 1st level, both of your hands fuse shut around a pair of brass knuckles. These knuckles deal 1d4 bludgeoning damage, and have the light property.

Bob and Weave

At 3rd level, when you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack. Additionally, if you engage in two-weapon fighting in this form and you hit with both attacks, you benefit from the disengage action until the end of your turn.

Sucker Punch

At 7th level, when a creature misses you with a melee attack, you may use your reaction to make two attacks against them.

Brass Uppercut

At 10th level, when you take the attack option on your turn, you may use your bonus action to uppercut the target. The target makes a Constitution saving throw against your spell DC and on a failure, the target is knocked prone.

Scarper

At 15th level, when you sucker punch a creature, you may move up to half your movement, without taking attacks of opportunity.

Ranged Forms

When in a range form your body shifts to become the weapon listed, you may only benefit from the abilities of this form, while in range form. You cannot be disarmed of your ranged weapon while in this form, and you are proficient with any of the weapons or armor granted to you while in this form. You magically create the required ammunition for the form you take, and the ammunition disappears after being used. While in range form, you benefit from the Tactical Mutable Flesh Armor Class.

Hunter's Bow

The hunter's bow is a visage of patience and cunning. A Living Weapon with the hunter's bow may be blessed by the magic of a powerful druid or an elven deity.

Weapon Form

At 1st level, one of your arms forms into a longbow. This longbow deals 1d8 piercing damage and has a range of 150/700. It also has the two-handed and loading property.

Hunter's Snare

At 3rd level, you gain a +2 bonus to attack rolls you make with ranged weapons. As a bonus action, when you hit a creature with an attack, you may reduce the target creature’s speed to 0 until the end of your next turn.

Patient Hunter

At 7th level, when a creature enters or leaves an adjacent space to yours, you may make a melee attack. If you hit, instead of dealing damage, you knock the target prone until the end of your next turn.

Hunter's Mark

At 10th level, when snaring a creature as a bonus action, you instead inflict restrained condition until the end of your next turn.

Swift Scarper

At 15th level, when you knock an enemy prone with the Scrappy Fighter ability, you may move up to half your movement speed without triggering attacks of opportunity as part of the same reaction.

Bulwark Ballista

The bulwark ballista is a siege weapon of destruction and power. A Living Weapon with the bulwark ballista may been created as a siege weapon for an invading force, or as the worldly servant for a deity of war.

Weapon Form

At 1st level, both of your arms form together into an unwieldy ballista. This ballista deals 1d12 piercing damage and has a range of 100/400. It also has the two-handed and loading property.

Steady Shot

At 3rd level, you gain a +2 bonus to attack rolls you make with ranged weapons. As a bonus action, you may bunker down. While bunkered down, you have advantage on all attack rolls but your movement is limited to 5 feet. You may stop bunkering down as a bonus action.

Defensive Stance

At 7th level, while you are bunkered down, when a creature moves within 100ft of you, you may use your reaction to make one attack against it. When taking this reaction, you have disadvantage on rolls against any creature within 10 feet of you.

Dig in Heels

At 10th level, you are unable to be physically moved against your will while bunkered down. Additionally, when an effect would have you make a dexterity saving throw, you instead may make a strength saving throw.

Swift Turret

At 15th level, you gain another reaction which may only be used to use your Defensive Stance ability.

Agile Chakram

The agile chakram is a weapon that draws out skill and finesse. A Living Weapon with the agile chakram may have been created as the benefactor of elven training and magic, or with the blessing of a deity or patron of battle.

Weapon Form

At 1st level, your hands form to create chakrams. You may make melee and ranged attacks with these chackrams. They deal 1d6 slashing damage and have a thrown range of 25/100. They also have the finesse property.

Deft Thrower

At 3rd level, you gain a +2 bonus to attack rolls you make with ranged weapons. Additionally, as bonus action, when you take the attack action, you may make a second attack against another enemy within 5ft of the first enemy attacked.

Swift Disruption

At 7th level, when an attacker you can see makes an attack against an ally within 25 ft, as a reaction you impose disadvantage on the attack.

Agile Strikes

At 10th level, when you make a second attack, as a bonus action, you may attack a third enemy as well. The enemies may be 10 ft of each other instead of 5 ft.

Agile Disruption

At 15th level, when you use Swift Disruption, you grant advantage to the next attack made against the attacker.

Assassin's Kunai

The assassin's kunai are a mark of stealth and cunning. A Living Weapon with the assasin's kunai may have been created to assassinate enemies of a king's court, or as a silent killer of an otherworldly patron.

Weapon Form

At 1st level, your hands form into two kunai. You may make melee attacks, as well as ranged attacks in this form. They deal 1d4 piercing damage and have a thrown range of 25/100. Additionally, these weapons have the light and finesse properties.

Afflicting Blades

At 3rd level, when you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack. Additionally, as a bonus action, you may poison your blade. The next target struck by the poison blade must make a Consitution saving throw or suffer from the poison condition until the start of your next turn.

Deft Retaliation

At 7th level, when an attacker you can see makes an attack against you or an ally in range, you may make a melee or ranged attack as a reaction.

Practiced Application

At 10th level, you may poison a blade as a free action. Alternatively, you may poison both blades as a bonus action.

Swift Retaliation

At 15th level, when you use Deft Retaliation, you may make a second attack as part of the reaction.

Elemental Cannon

The elemental cannon is a volatile weapon that draws on the powers of the elements. A Living Weapon with the elemental cannon may have been infused with the power of an elemental or have been blessed by a denizen of an elemental plane.

Weapon Form

At 1st level, one of your arms becomes a cannon that shoots fire from the end. The cannon deals 1d8 fire damage and has a range of 80/300.

Adaptive Cannon

At 3rd level, you gain a +2 bonus to attack rolls you make with ranged weapons. Additionally, as a bonus action you may swap the damage type of your weapon. You may change your weapon’s damage type to fire, acid, thunder, cold, or lightning damage.

Elemental Absorption

At 7th level, when you take fire, acid, thunder, cold, or lightning damage, you may use your reaction to absorb some of the energy of the attack. You half the damage of the incoming attack and deal a bonus 1d8 damage of the absorbed type the next time you deal damage.

Elemental Body

At 10th level, when you are touched or melee attacked from within 5 ft. the attacker takes 2 damage of your current damage type.

Elemental Mastery

At 15th level, when you use your reaction to Absorb Element, you instead take no damage from the attack and you deal 2d8 bonus damage of the absorbed type the next time you deal damage.

Core Form

When in a core form your body shifts to represent the form in some way. You have hands in this form so you may cast spells with somatic components. You have an arcane focus which you use to cast spells, your arcane focus is determined by the core you take. You cannot be disarmed of your arcane focus while in this form. You may only cast spells from the list while in mage from, but you may concentrate on them while in other forms. While in mage form, you benefit from the Unarmored Mutable Flesh Armor Class.

Health Core

You radiate dim light from your chest. Your arcane focus manifests as a holy symbol of a deity of light or life, it may also take the form of a symbol of life and healing like a caduceus staff or doctor’s bag. A Living Weapon with a Health Core may have been crafted as a worldly servant by a deity of life or by a strong spellcaster as a protector of a village.

Health Core Spells

At 1st level, you gain a pool of spells you may choose from when gaining spells in this class. These spells count as Living Weapon spells for you.

Health Core Spells
Spell Level Spell
Cantrip Guidance, Light, Word of Radiance, Spare the Dying
1st Guiding Bolt, Cure Wounds, Healing Word
2nd Prayer of Healing, Lesser Restoration, Spiritual Weapon
3rd Revivify, Dispel Magic, Flame Arrows
4th Death Ward. Guardian of Faith, Locate Creature
5th Cure Mass Wounds, Skill Empowerment, Flame Strike

Arcane Healing

At 3rd level, whenever you use a spell of 1st Level or higher to Restore Hit Points to a creature, the creature regains additional Hit Points equal to 2 + the spell’s level. You have a pool of healing energy represented by a number of d6s equal to your Charisma Modifier. You may expend dice up to half your living weapon level as a bonus action to heal a creature you can touch, including yourself.

Dire Healing

At 7th level, when a creature within 5 feet of you takes damage, you may mitigate the damage as a reaction. You reduce it by your living weapon level.

Arcane Regeneration

At 10th level, your healing dice pool becomes d8s.

Swift Recovery

At 15th level, when a creature within 5 feet of you takes damage, you may cast a healing spell with a spell slot of 2nd level or lower on the creature, if this spell heals the creature above their maximum hit points, they gain the extra healing in temporary hit points.

Stealth Core

You are always shrouded ever so slightly in shadow. Your arcane focus is an item shrouded in shadow or mystery. A rod that emanates darkness or an archaic wand wreathed in glowing runes. A Living Weapon with a stealth core may have been created to become an thief of high class artifacts for a wizard's collection or been blessed with the power of a Shadowfell patron.

Stealth Core Spell List

At 1st level, you gain a pool of spells you may choose from when gaining spells in this class. These spells count as Living Weapon spells for you.

Stealth Core Spell List
Spell Level Spell
Cantrip Mage Hand, Message, Minor Illusion, Lightning Lure
1st Disguise Self, Ice Knife, Fog Cloud
2nd Invisibility, Pass Without Trace, Mind Spike
3rd Major Image, Vampiric Touch, Non-Detection
4th Arcane Eye, Greater Invisibility, Phantasmal Killer
5th Mislead, Cloudkill, Passwall

Exceptional Stealth

At 3rd level, you gain proficiency in Dexterity (Stealth), your proficiency bonus is doubled for Dexterity (Stealth) checks. Additionally, you make take the hide action as a bonus action on your turn.

Smokescreen

At 7th level, as a reaction, you may attempt to dodge an incoming attack. You gain +1 to AC for the purposes of determining if this attack hits and regardless of if the attack hits or not, you disappear in a puff of smoke and reappear 10 feet away.

Stealth Casting

At 10th level, when casting a spell with verbal components, you may ignore the verbal component when casting the spell. Your spell casting is not affected by silence or similar spell affects.

Smoke Bomb

At 15th level, when you use Puff of Smoke, you gain +2 to AC and you may teleport up to 15 feet instead.

Agility Core

When you run wind whips up around you and electricity runs up and down your body. Your arcane focus takes the form of a symbol of speed and agility, like a lightning bolt shaped rod or a wand engraved with wings. A Living Weapon with an Agility Core may have been crafted by a deity of travel or lightning, or they might have been created as the result of a strong transmutation wizard.

Agility Core Spells

At 1st level, you gain a pool of spells you may choose from when gaining spells in this class. These spells count as Living Weapon spells for you.

Agility Core Spells
Spell Level Spell
Cantrip Lightning Lure, Gust, Sword Burst, Sacred Flame
1st Zephyr Strike, Longstrider, Jump
2nd Enhance Ability, Blur, Warding Wind
3rd Haste, Thunder Step, Wind Wall
4th Freedom of Movement, Storm Sphere, Evard’s Black Tentacles
5th Control Winds, Skill Empowerment, Steel Wind Strike

Superior Speed

At 3rd level, whenever you cast a spell that requires a Dexterity saving throw, targets suffer a -2 penalty. Additionally, you make take the Dash action as a bonus action on your turn.

Agile Dodge

At 7th level, when you would make a dexterity saving throw, you may choose to use your reaction to gain advantage.

Infallible Agility

At 10th level, you gain proficiency in Dexterity saving throws, your proficiency score is doubled for all Dexterity skill checks, attack rolls, and saving throws.

Perfect Dodge

At 15th level, when you would make a Dexterity saving throw, you may choose to succeed as a reaction.

Fey Core

You have fey glamor that manifests in subtle ways. Your arcane focus is an object relating to the Feywild or fey creatures, like the hat of a Redcap or Pixie wings, it may also take the form of a druidic focus such as a mistletoe or sprig of holly. A Living Weapon with a fey core may have been created by a powerful archfey warlock or from long term exposure with the feywild.

Fey Core Spells

At 1st level, you gain a pool of spells you may choose from when gaining spells in this class. These spells count as Living Weapon spells for you.

Fey Core Spells
Spell Level Spell
Cantrip Primal Savagery, Thorn Whip, Thaumaturgy, Infestation
1st Charm Person, Sleep, Thunderwave
2nd Hold Person, Spike Growth, Calm Emotions
3rd Plant Growth, Erupting Earth, Fear
4th Hallucinatory Terrain, Charm Monster, Confusion
5th Geas, Tree Stride, Commune with Nature

Fey Core

At 3rd level, you have advantage on saving throws against being charmed, and magic can’t put you to sleep. Additionally, you may empower any spell that inflicts the charmed condition as a bonus action. Creatures that are affected have disadvantage on the saving throw, and if they have advantage, they instead roll normally.

Feywild Core

At 7th level, you may try and convince a creature to not attack you. You use your reaction to charm an attacker, they make a Wisdom saving throw contested by your Persuasion (Charisma) check if you roll higher than them, their attack fails. Any creature immune to the charmed condition instantly succeeds the contest.

Fey Familiarity

At 10th level, you learn Sylvan if you didn’t already know the language, you have advantage on all checks to converse with Fey creatures or creatures from the Feywild. Additionally, you gain +2 to your spell DC when using enchantment spells.

Otherworldly Allure

At 15th level, if you successfully dissuade a creature from attacking you with your Feywild Charm, you may instantly attempt to cast a spell that inflicts the charmed condition against them.

Elemental Core

You react strongly to elements, when you are near a bright fire you feel impassioned, during a thunderstorm you feel energized. Your arcane focus takes the form of a raw element, like staff formed of packed mud and earth or a tinderbox.A Living Weapon with the elemental core may have been infused with the power of an elemental or have been blessed by a denizen of an elemental plane.

Elemental Core Spells

At 1st level, you gain a pool of spells you may choose from when gaining spells in this class. These spells count as Living Weapon spells for you.

Elemental Core Spells
Spell Level Spell
Cantrip Firebolt, Frostbite, Lightning Lure, Mold Earth
1st Absorb Elements, Chaos Bolt, Earth Tremor
2nd Pyrotechnics, Snilloc's Snowball Swarm, Maximilian’s Earthen Grasp
3rd Call Lightning, Elemental Weapon, Wall of Water
4th Elemental Bane, Fire Shield, Wall of Fire
5th Wrath of Nature, Cone of Cold, Maelstrom

Elemental Attunement

At 3rd level, whenever you deal cold, fire, thunder, lightning, or acid damage, add +2 to one damage die of the attack. Additionally, as a bonus action, you may change the element of a spell, if a spell mentions cold, fire, thunder, lightning, or acid damage you may change that element to another one from that list.

Elemental Absorption

At 7th level, when you take fire, acid, thunder, cold, or lightning damage, you may use your reaction to absorb some of the energy of the attack. You half the damage of the incoming attack and deal a bonus 1d8 damage of the absorbed type the next time you deal damage.

Wrath of Elements

At 10th level, when you deal cold, fire, thunder, lightning, or acid damage with a spell that has multiple damage dice, you may change half of the damage dice to damage from another element from that list.

Elemental Mastery

At 15th level, when you use your reaction to Absorb Element, you instead take no damage from the attack and you deal 2d8 bonus damage of the absorbed type the next time you deal damage.

Notes and Recognitions

This class is heavily inspired by the The Living Weapon Class made by user r/OdinsFury. Thank you to everyone that helped suggesting revisions and proofreading!

Changelog

Version 2

Thank you to @Thunder_Thighs and @Nixarii on discord for suggestions and revisions for Version 2!

  • Improved Grammar and Syntax
  • Changed 6th level Weapon Upgrade to 7th level to mirror the table
  • Changed d8 hit point calculation to d10
  • Clarified triggering effects in Hunter’s Bow: Hunter’s Snare
  • Changed Brass Scrapper: Fighting Dirty -> Brass Uppercut
  • Added saving throws to appropriate abilities
  • Changed Rogue’s Daggers: Hidden Strike -> Unseen Affinity
  • Changed Stealth Core: Lvl 2 Spells Knock -> Darkness
  • Added Arcane Foci to the Core Forms
  • Added Flavor Text to the Beginning of the Class
  • Added Quick Build
  • Added Multiclassing Rules
Version 2.1
  • Changed spells in Agility Core spell list
  • Added Flavor Text to Subclasses
  • Converted to GM Binder
Version 2.2
  • Tactical armor adjusted to add a Maximum of 2 dex mod
  • Fixed text issues in Multiclassing section
Version 2.3
  • Changed name of Stealth Core 7th level ability from Puff of Smoke to Smokescreen
  • Changed the names of the 3rd and 10th level abilities from Health Core
  • Changed Bonus Action from Medicine Check to Healing Dice pool
  • Changed level 10 ability from augmenting Medicine Checks to upgrading 3rd level Healing Dice pool
  • Fixed some grammar and syntax errors
  • Changed Darkness to Pass Without Trace on the Stealth Core spell list
Version 2.4
  • Removed the bonus action ability from the Bob and Weave Subclass, replaced with a passive ability triggered by engaging in two-weapon fighting.
Version 2.5
  • Removed requirement to switch back to core form from Weapon Forms
  • Added an additional Extra Attack at 11th level [Extra Attack (2)]
 

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