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Alignment Recruiter
\pagebreak ## Alignment Recruiter Your blood has manifested a... Peculiar power. You possess the ability to transform into a weapon at will, whether you use this power to fight alone or be wielded by a noble warrior is up to you. ### Expanded Spell List *1st level Alignment Recruiter Feature* The Alignment Recruiter lets you choose from an expanded list of spells when you learn a warlock spell. The following spells are added to the warlock spell list for you. ##### Alignment Recruiter Expanded Spells | Spell Level | Spells | |:---:|:-----------:| | 1st | Command, Shield | | 3rd | Enhance Ability, Enlarge/Reduce | | 5th | Counterspell, Haste | | 7th | Death Ward, Dimensional Door | | 9th | Animate Objects, Steel Wind Strike | ### Weapon Form *1st level Alignment Recruiter Feature* You gain the ability to transform. When you gain this feature, choose a simple or martial weapon, this becomes your Weapon Form. As a bonus action, you may transform into your Weapon Form (Or back to your regular form if you are already in weapon form). When you are in Weapon Form your armor and shield count as equipped, for anything that requires having them equipped or attuned. While in weapon form, you have a flying speed equal to your walking speed and can hover, however you can be no more than 5-feet off the ground. As an action you may make an attack, using the same properties and damage said of the weapon your Weapon form is. While in weapon form, you are immune to Poison damage and the poisoned condition. You also do not require air, food or water while in this form. If you are willing, another creature can wield you as a weapon. While another creature is wielding you, they may use your Charisma modifier for the attack and damage rolls instead of their own attack modifier You are considered an arcane focus for your wielder. Additionally, when a creature wields you, you can change the appearance of your wielder's clothing or armor. When the creature wielding you takes damage you can decide to take half the damage (rounded up) each between you and the wielder (This does not apply in the case of AoEs you were both caught in) While in Weapon Form, you can only cast spells of touch range, that require melee attacks, or from your expanded list, spells that have self-range also affect your wielder. Spells with somatic components lose them while in weapon form, and you do not require material components without a gold cost. You can telepathically communicate with your wielder, but you can otherwise not communicate while in Weapon Form. If you die you revert to your true form. \columnbreak If your wielder has the Spellcasting or Pact Magic feature, both you and your wielder can expend each other's spell slots to cast a spell. >**Optional Rule:** If your DM allows it you can act on your wielder's turn together, but if your wielder takes the attack action you cannot do it, you can still cast spells or do any other action. ### Self Attack *6th level Alignment Recruiter Feature* You are a powerful weapon to behold. When you take the attack action while in Weapon Form, you can make an additional attack with yourself as apart of the attack action. If another creature is wielding you, and it does not have the extra attack or multiattack feature, it can make an additional attack. At 14th level, this is increased to two additional attacks. ### Magic Self *6th level Alignment Recruiter Feature* Your magic bleeds into weapon form. Attacks made using you while in Weapon Form are considered magical for the purposes of overcoming immunity and resistance to damage. Additionally, attacks made using you have a bonus to attack and damage rolls equal to half your proficiency bonus (Rounded down) ### Scheming good/evil *10th level Alignment Recruiter Feature* The power of your patron gives you defensive power that helps you pursue your evil/good plans. Your wielder gains a bonus to your armor class equal to half your proficiency bonus. Additionally, if your wielder is attuned to you, the bonuses from this feature and *Magic Self* are rounded up, instead of rounded down. ### For the Greater Evil/Good *14th level Alignment Recruiter Feature* You can unleash all the evil/benevolent power within you, channeled by your allies in a definitive attack. As an action, you gain resistance to all damage until the start of your next turn; each creature that can see or hear you can use their action to help you charge this energy. At the start of your next turn, you fire a massive force beam in a line 120-feet long, 5-feet wide in a direction of your choice. Each creature in this line must make a dexterity saving throw against your spell DC, taking d10s of force damage equal to your warlock level on a failed save, or half as much on a successful one. This damage increases by 2d10 for each creature that helped with the charges, to a maximum of 30d10. Once you use this ability, you cannot use it again until you finish a long rest.
**Created by:** Amon