Bound Weapon
simple or martial weapon, (Requires Permanent Attunement)
Whether created through arcane experimentation or divine blessings Bound Weapons are extremely rare and will only bond with one being, when that being dies it maintains all the powers it had with them.
When you reach higher levels your GM can allow the weapon to grow to its next stage becoming more powerful. At 8th, 14th, and 20th levels the weapon gains a unique characteristic; this characteristic can be chosen by the player or GM (listed at those levels are possible options but players and GMs can work together to create their own).
Initial Stage
At 3rd level, when the first creature attunes with this weapon they gain access to a number of unique abilities. This weapon counts as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage. You can then dismiss this weapon, shunting it into an extradimensional space and can summon this weapon as a free action on your turn, causing it to teleport instantly to your hand. you can't be disarmed of this weapon unless you are incapacitated.
The weapon appears at your feet if it is in the extradimensional space when you die. A creature other than you can now attune to this weapon but it loses its ability to grow more powerful, if you are revived any creature attuned to this weapon becomes unattuned and your attunement is restored.
Improved Weapon
At 5th level, the wielder gains a +1 bonus to attack and damage rolls made with this weapon.
Unique Weapon
At 8th Level, This weapon has now gained a unique property in line with its wielder.
- This weapon does an additional 1d6 acid, cold, fire, lightning, poison, psychic, or thunder damage. When you reach 14th level the additional damage is changed to a d8, this die increases to a d10 at 20th level.
- This weapon has 4 charges and regains 1d4 expended charges daily at dawn or dusk. This weapon can be used to cast one first level spell using 1 of its charges. Choose two first level spells, those are the spells that can be cast using charges from this weapon.
- This weapon gains 1 minor beneficial properties.
Superior Weapon
At 11th level, the bonus to attack and damage rolls increases to a +2.
Exotic Weapon
At 14th level, The weapon has once again grown to better suite the needs and desires of its wielder.
- You can choose the additional damage from Unique Weapon, if you already choose that option it now gains an additional damage die of that damage type.
- This weapon’s maximum charges becomes 6, and it regains 1d6 +2 charges daily. In addition this weapon can now be used to cast spells up to second level, the number of charges used to cast the spell equals the level the spell is cast at and cannot exceed 2. Choose one second level spell, that spell can be cast using charges from this weapon.
- This weapon gains 1 minor beneficial properties or 1 major beneficial properties.
Ultimate Weapon
At 17th level, the bonus to attack and damage rolls increases to a +3.
Legendary Weapon
At 20th level, The weapon has reached its final form becoming an instrument of great good or epic evil.
- You can choose the additional damage from Unique Weapon, if you already choose that option it now gains an additional damage die of that damage type. If the weapon already does 2d10 of that damage type it now does 3d10.
- This weapon’s maximum charges becomes 10, and it regains 1d6 +4 charges daily. In addition this weapon can now be used to cast spells up to third level, the number of charges used to cast the spell equals the level the spell is cast at and cannot exceed 3. Choose one third level spell, that spell can be cast using charges from this weapon.
- This weapon gains 1 minor beneficial properties or 1 major beneficial properties.