Character Weapons

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Character Weapons are sentient items that can magically convey their emotions and intentions. They cannot speak any tongue upon first attuning to the items they can but can understand its wielder alignment, intentions, and actions in the world at large. After some time the items can magically speak to the user in a tongue and the target can understand into their mind (5th level), and then eventually be able to magically speak outside the owner’s mind (10th or 15th level). If the weapon dislikes you and you make an attack roll with it, the weapon turns on you, dealing that weapon’s damage or applying its effect to your character. All character weapons are unique, there are no two exactly alike in personality and powers as another. Character weapons improve with the total class levels of the owner’s character (e.g. a Fighter 7 Warlock 3 would be considered a 10th level character). Character weapons can choose to relinquish their functionality, giving you a disadvantage to attack rolls with them, removing your proficiency bonus with them, and just generally being unhelpful. This is done in cases of abusive wielders.

Chiyome the Kunai

Requires attunement
(This item has all the properties of a +1 dagger.)
 
Chiyome is a mischievous prankster, likes people who are in on the joke and dislikes when people are boring or take themselves too seriously. 
 
At 5th level, you have mastered the art of the deflection in order to defend your vitals under Chiyome's tutelage. As a reaction to being hit by a non-spell attack, reduce that damage by 2d4 at 5th, 4d4 at 10th, 6d4 at 15th, and 8d4 at 20th level.
 
At 10th level, Chiyome allows you to use up to two additional spells per day. You can cast a limited list of spells using either your Intelligence, Wisdom, or Charisma as your chosen spell modifier. Using Chiyome to cast a spell from its list does not expend any material components.
  • Bunshin: You can cast mirror image.
  • Henge: Cast disguise self.
  • Kawarimi: You can teleport to a place within 30 feet of you by trading places with a non-living construct located within that space. That construct must be within the size categories of small to large in order to be a valid target.
  • Kinobori no Waza: Cast spider climb on yourself.
  • Suimen Hoko no Waza: Cast water walk on yourself.
 
At 15th level, while using the disengage action you can attack with the kunai as a ranged attack. At the beginning of the next round, if Chiyome was used as a ranged weapon, she appears within your hand or near your grasp. 
 
At 20th level Chiyome trusts you implicitly, and so whenever you make a weapon attack you can guarantee that attack will hit by reducing your own AC by 5 for that round. This guaranteed hit may apply sneak attack dice. This ability can only be used once per day. 


Rolf the Scythe

Requires attunement
(This item has all the properties of a +1 glaive.)

Rolf is strong-willed and dutiful, but tends to tunnel vision and is socially inept. He always puts his loved one's first.
 

At 5th level as an action, you can swing in a 5 ft circle all around you damaging all creatures and constructs in your path for 2d6 slashing damage and moving up to 10 feet without provoking attacks of opportunity. This improves at 10th level to up to 15 feet, 15th level up to 20 feet, and 20th level up to 25 feet. Using this ability draws from the amount of base movement speed your character has during that round.

When you reach 10th level, up to twice per day, Rolf can harvest an enemy that is a CR less than half your level (rounded down), killing it, and giving you an extra 1d10 to your attacks with your scythe for one round.

By 15th level Rolf allows you to harvest enemies essence. By killing an enemy you gain 15 essence points. You can have up to twice your level essence points at any given time. You may at least one essence point as a bonus action to heal a creature you can touch equal to the number of essence points spent.

At 20th level Rolf trusts you implicitly, once per day you can cast Power Word: Kill on any target within 60 feet of you and upon doing so you and allies within a 15 feet circle of you are healed 60 Hit Points.


Iris the Shield

Requires attunement
(This item has all the properties of a +1 buckler shield.)

Iris dislikes when her wielder is aggressive towards others, likes when conflict is avoided. When peril is afoot however, she is a fierce protector.

At 5th level if you are struck by a non-bludgeoning, non-piercing, or non-slashing damage type you gain resistance to that damage type for the remainder of that combat.

At 10th level Iris can be held up to expel a zone of truth centered on the shield. This feature can only be used twice per day.
 
At 15th level Iris can absorb the force of a blow you take from an attack, charging it with the same type of damage and the same amount of damage you were inflicted. You can, as a reaction to being hit later that combat, expel the stored energy within a 5 foot sphere around you.
 
At 20th level Iris trusts you implicitly, and so can cause a soothing force to emulate from her making every creature fall into a magical slumber 30 feet around it, except for you. Creatures that would be affected must make a DC 20 Wisdom save or succumb to the shield’s influences. This can be used once per day.

Crixus the Gladius

Requires attunement
(This item has all the properties of a +1 short sword.)

Instead of being magical in nature, Crixus psychically conveys its information. It deals psychic damage instead of slashing. The demeanor of Crixus is warlike and combative, it dislikes retreat immensely. 

At 5th level you can deal 1d6 psychic damage to creatures within 40 feet of you that you can see, this damage increases by 1d6 at levels 10, 15, and 20. 

At 10th level you can make a creature within 40 feet of you make a Charisma save of 15 or become plagued with visions that it would deem unpleasant, thereby causing it to be feared for 5 rounds. This feature can only be used twice per day.

At 15th level you can read the minds of other creatures within 40 feet susceptible to psychic connections. 

At 20th level you can cause a creature that is susceptible to psychic influences to be blinded, deafened, and become unable to attack or move for 2 rounds if they fail a DC 20 charisma save. This can only be used once per day.

Elaine the Whip

Requires attunement
(This item has all the properties of a +1 whip.)

Elaine is manipulative and shifty. She enjoys seeing people who have a knack for social engagement and dislikes wallflowers immensely.

At 5th level, while attacking you may make the whip extend an additional 10/20/30 feet as a bonus action.
 
At 10th level she upon striking a creature, only up to twice per day, and only if that creature fails a DC 15 Charisma save, that creature is affected by the charm condition for 1 minute.

At 15th level every subsequent hit Elaine does against the same target each round deals an additional 1d4 of damage up to 6d4.

At 20th level Elaine trusts you implicitly, you can be affected by the spell glibness for up to 8 hours once per day while wielding Elaine.


Coyotl the Net
Requires attunement
(This item has all the properties of a +1 net.)

An energetic and friendly being, that Coyotl! He dislikes people who hurt others without cause, even of the emotional variety. Once the net is damaged or removed it appears in your reach instantly.

At 5th level attacking with Coyotl no longer incurs disadvantage on throwing him within 5ft or up to 15 ft. Increase his maximum range by 10 at 10th, 15th, and 20th levels. As well, increase the restraining Strength DC by +2 and HP by +10 at 10th, 15th, and 20th levels.

At 10th level, twice per day, you can use Coyotl to steal a skill (for example: Perception, Athletics, etc.) from a creature restrained by it. You retain that skill for 24 hours.
 
At 15th level creatures restrained by Coyotl are mute while restrained and cannot forge a psychic or magical connection to other planes of existence or creatures.

At 20th level Coyotl trusts you implicitly, a restrained creature cannot escape from the net aside by your own hand, the net even follows a creature that would teleport with the exception of that creature entering another plane of existence.


Amira the Blowgun
Requires attunement
(This item has all the properties of a +1 blowgun.)

Patient, predatory, and cold in disposition. Amira dislikes rambunctious people who leap before they look.

At 5th level the darts Amira gun uses are always poisoned. On a failed DC 15 Constitution save the target takes 1d6 poison damage and is affected by the poison condition for 1 minute. Improve the DC by +1 at 10th, 15th, and 20th levels.

At 10th level, twice per day, you can negate a hit target’s poison immunity and resistance for 1 minute.

At 15th level enemies hit by a dart propelled from this blow gun are blinded for 1 minute if they fail a DC 17 Constitution save.

At 20th level Amira trusts you implicitly so once per day, she can make a target petrified instead of poisoned if they fail the Constitution saving throw. This ability does not bypass normal petrify immunities a creature might have.


Auguste the Lance
Requires attunement
(This item has all the properties of a +1 lance.)

Auguste is always gallant and honorable, but an unyielding and stubborn individual. Dislikes people who go back on their word or are dishonest, even from a "place of kindness".
 
At 5th level you can cast Find Steed once per day using Auguste. While wielding Auguste you can choose to ignore the casting time for the Find Steed, Find Greater Steed, and Find Mythical Steed* spells.

At 10th level you can cast Find Greater Steed once per day using Auguste. While mounted, you can make a dash attack after having traveled 20 feet toward the target that round. While using this attack you do not incur opportunity attacks from other creatures. You may use this attack up to twice per day.

At 15th level you may cast Find Mythical Steed* once per day using Auguste. Once per day, you can make a solemn vow to destroy one creature you can see, thereby critting on 18-20 on attacks against it. If you fail to fell the creature then the lance will rescind its powers for the rest of that day, becoming a normal +1 lance and dismissing your mount.

At 20th level Auguste trusts you implicitly, your steed that has been summoned by this weapon has a number of hit points equal to 2/3 of your hit point maximum (rounded up). Once per day you can heal a creature up to 40 Hit Points that you can touch, as well freeing it of any diseases, curses, or conditions except prone.


*Find Mythical Steed

5th-level conjuration

Casting Time: 10 minutes
 Range: 30 feet
 Components: V, S
 Duration: Instantaneous

You summon a spirit that assumes the form of a loyal, intelligent, and strong mount. Appearing in an unoccupied space within range, the spirit takes on a form you choose: Unicorn, giant shark, giant crocodile, triceratops, or a giant eagle. The creature has the statistics provided in the Monster Manual for the chosen form, though it is a celestial, a fey, or a fiend (your choice) instead of its normal creature type. Additionally, if it has an Intelligence score of 5 or lower, its Intelligence becomes 6, and it gains the ability to understand one language of your choice that you speak. You control the mount in combat. While the mount is within 1 mile of you, you can communicate with it telepathically. While mounted on it, you can make any spell you cast that targets only you also target the mount. The mount disappears temporarily when it drops to 0 hit points or when you dismiss it as an action. Casting this spell again re-summons the bonded mount, with all its hit points restored and any conditions removed. You can’t have more than one mount bonded by this spell or find steed at the same time. As an action, you can release a mount from its bond, causing it to disappear permanently. Whenever the mount disappears, it leaves behind any objects it was wearing or carrying.

Paladin spell


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