Hykeru
2018-04-15, 04:00 AM
Weapon wyrds, translating roughly to “Fated Weapons,” are beings who, through some magical means or another, have gained the ability to transform their own bodies into physical weapons. Swords, axes, bows, great swords, if it was made to kill, then a weapon wyrd can become it. Forge your legacy!
Hello everyone!
This is my first time posting on the site. I've been working on this class for a while now, and finally thought it was good enough to post on here to get some constructive criticism. I tried to keep the style, writing, and formatting as close to the original Player's Handbook, but I haven't had the chance to playtest it much, which is why I'm on here. Please feel free to use it in your game, or even share it around, but remember to give credit where it's due. I worked hard on this, but I know it's bound to have some issues. So please, if there's anything about the class that you either like, or dislike, tell me honestly. I'm fairly good at taking criticism, and honestly, I just appreciate you using some of your time to try out my little creation. Thank you so much! Keep on rollin!
Sincerely,
Hykeru
Weapon Wyrd
A D&D 5e Class by Stuart Urquhart
Grasping a shining sword with a golden hilt, a dwarf charges forward against a horde of zombies. He is the only member of his party still standing, but is not alone. He is suddenly flooded with courage as his blade lights up with a brilliant glow. When the light dies down, the dwarf stands weaponless beside one other individual amongst a heap of slain undead.
A pillar of fire erupts around a massive orc as a sorcerer casts her most powerful spell. To her dismay, when the fire dies down, the orc is still standing. Horrified, the sorcerer stands paralyzed with fear as the huge creature charges towards her, raising a mighty battle axe above its head. Just as the beast is about to strike, a rune on the sorcerer’s spear flares to life, gleaming as the orc is immolated with the same spell that the mage cast only moments ago.
A jewelled dagger seemingly quivers with excitement as a lowly thief creeps toward it, hand outstretched. It beckons him forth with a powerful dark energy, daring him to take it. As his hand closes around the hilt, too late does the thief realize his mistake. There is a surge of darkness and the thief lets out a brief scream before his eyes go dull. He sheathes the dagger in his belt and turns to leave out the window, the dagger eager to test out its new thrall.
Living Weapons
Weapon wyrds, translating roughly to “Fated Weapons,” are beings who, through some magical means or another, have gained the ability to transform their own bodies into physical weapons. Swords, axes, bows, great swords, if it was made to kill, then a weapon wyrd can become it. Through a process called forging, a weapon wyrd can deeply study a weapon of any type to intrinsically discover everything there is to know about it and become a master of its use. From there, they can harness a mysterious and powerful transmutation magic woven into their very being to transform part or all of their body into that weapon. A weapon wyrd is never unarmed, making them dangerous in combat. But perhaps even more useful is their ability to be wielded by other warriors, enhancing their abilities and turning even a simple farmhand into a formidable foe.
Magic of Myth
Among the many types of magic that swirl throughout the multiverse, few are as little understood as that which makes up the weapon wyrd. The subject of many myths and legends, the actual existence of weapon wyrds is a subject of much debate. Many people, both scholars and common folk, deny the existence of weapon wyrds altogether, whereas most others have never even heard the term. Some whisper the names of legendary weapons such as Excalibur and Murasame, wondering if in fact these long lost artifacts could be forgotten wyrds. All of this stems from the fact of just how rare these beings are; generations will come and pass without a single weapon wyrd being born into a world. In fact, even the subject of whether weapon wyrds are born with their powers is unknown, with many believing wyrding to be either a curse, or the product of divine will. Because of this, weapon wyrds must be cautious and secretive when traveling, as misunderstanding breeds fear and mistrust. Indeed there are many who would take advantage of the weapon wyrd through extortion or slavery. With so few people similar to them, its unlikely that they've ever had much chance to talk about themselves, and may seem withdrawn. It may take a while for the wyrd to open up to a group about the exact nature of their abilities, but once their trust is earned other adventurers will find themselves a powerful ally in the weapon wyrd. Whatever the nature and origin of their strange abilities, everyone agrees, weapon wyrds are good to have in battle, either at your back, or in your hand.
The Weapon Wyrd
Level
Proficiency Bonus
Maximum Forges
Features
1
+2
1
Wyrding, Forging, Sheaths Skin
2
+3
1
Wyrd Guidance
3
+3
1
WyrdLegacy
4
+3
2
Ability Score Improvement
5
+4
2
Extra Attack, Wyrding Improvement
6
+4
2
Flight of Fate
7
+4
3
Rapid Wyrding
8
+5
3
Ability Score Improvement
9
+5
3
Wyrd Legacy Feature
10
+5
4
Wyrding Improvement
11
+6
4
Wyrd Mastery
12
+6
4
Ability Score Improvement
13
+6
5
Wyrd Legacy Feature
14
+6
5
Melding
15
+7
5
Wyrding Improvement
16
+7
5
Ability Score Improvement
17
+7
6
Wyrd Legacy Feature
18
+7
6
Wyrd Skin
19
+8
6
Ability Score Improvement
20
+8
6
Wyrd Legend
Building a Weapon Wyrd
As you create your weapon wyrd character, consider the character’s relationship with their own power. How did they come by it? Were they born with it? Were they cursed with it? Were they bestowed it as a gift from the gods? Do they even know? Since the nature of the power is so poorly understood, the origin of that power is really up to you.
In addition, how does your character deal with the myth and apprehension that their power entails? Do they try to dispel it by talking with and educating those who are misinformed about their abilities? Or do they enshroud themselves in the mystery and isolation that such misinformation provides? Many legendary weapons lost to time are rumored to be weapon wyrds, leaving behind a tremendous legacy. What are your character’s goals and aspirations? Do they wish to write their own legacy into the annals of time? Or perhaps they simply wish to live a simple life surrounded by close companions and comforts.
Quick Build
You can make a weapon wyrd quickly by following these suggestions. First, Constitution should be your highest ability score, followed by Charisma, and then Strength or Dexterity. Second, choose the soldier background.
Class Features
As a weapon wyrd, you have the following class features.
Hit Points
Hit Dice: 1d12 per weapon wyrd level
Hit Points at 1st Level: 12 + your Constitution modifier
Hit Points at Higher Levels: 1d12 (or 7) + your Constitution modifier per weapon wyrd level after 1st
Proficiencies
Armor: None
Weapons: None
Tools: None
Saving Throws: Constitution, Charisma
Skills: Choose two from Arcana, Deception, Intimidation, Persuasion, and Religion
Equipment
You start with the following equipment, in addition to the equipment granted by your background:
any simple or martial weapon
(a) a quiver of 20 arrows or (b) 20 bolts
(a) an explorer’s pack or (b) a dungeoneer’s pack
Wyrding
A strange magic courses through your very flesh, blood, and bones. You can take a bonus action to Transform your own body to take on the aspect of a weapon you are proficient with.
You may choose to fully transform your body into the chosen weapon, or partially transform one of your arms or legs. While in this form you, or any transformed parts of you, are treated as the chosen weapon, and gain its damage, weight, size, and properties. You may edit the physical features of the weapon however you wish. Your HP and AC remain the same.
While partially transformed, you are considered to be holding the weapon, and the following rules apply:
While an arm is transformed this way, the transformation begins from the forearm down.
While a leg is transformed this way, the transformation begins from the shin down, and your walking speed is halved.
While fully transformed, you are treated as a sentient object which may be wielded by another creature, and the following rules apply:
Your speed is reduced to zero, and you may not take any action on your turn except for the Transform action, which may not be used for partial transformations.
You lose your own sense of sight, smell, hearing, taste and touch, but you share all of the senses of creatures that wield you. They do not know that you share their senses, and may not magically protect themselves from it. While not being wielded, you gain blindsense.
You may communicate telepathically with any creature that is touching you.
Effects that would break the chosen weapon instead cause your HP to become 0. This loss of life cannot be prevented by other effects.
You choose whether your equipment falls to the ground in your space, or merges into your new form.
If any transformed parts of you are used for a successful attack, roll a d20. Roll with advantage if the hit was a critical. You take damage equal to the total damage of the attack, minus the value rolled. On a 20, you take no damage. This damage is affected by your resistances.
The transformation lasts until you take the Transform action again, you fall unconscious, your hit points drop to 0, or you die. You may only reassume your normal form if there is space to do so, and if you are forced to transform while there is not enough space (as with being unconscious) then you are crushed. If you attempt to transform while being wielded by a creature, they may make a Strength check contested by your Constitution check. If they are successful, you are forced to remain in your current form until the next round. The same rule applies if you are being grappled.
At 1st level you can only manage one partial transformation at a time. At 5th level, you can manage two partial transformations simultaneously, and at 11th level you can manage three.
Forging
Beginning at 1st level you know that by meditating on a weapon you can come to understand it's very essence, learning its makeup and purpose. By focusing on a weapon in your grasp for a short or long rest, you can become forged with it. Forging with a weapon grants you proficiency with all weapons of that type. You do not need to have a weapon with you to be forged with it. You cannot have two forges of the same weapon at the same time.
At 1st level, you can only forge with one weapon at a time. The number of weapons you can simultaneously forge with increases as you gain levels in this class, as shown in the Maximum Forges column in the Weapon Wyrd table. When trying to forge with a new weapon while all of your forges are used, you must replace a previous forging with the new one.
Sheath Skin
Powerful transmutation magic is woven through your very flesh, hardening it against attacks. While you are not wearing any armor, your Armor Class equals 10 + your Constitution modifier + either your Strength or Dexterity modifier. You can use a shield and still gain this benefit, but you no longer add your Strength or Dexterity modifiers.
Wyrd Guidance
Starting at 2nd level, your strength flows into your wielder and you can guide their hand to assist them in battle. While a creature is wielding you, you may choose to grant it proficiency in your current form for as long as they are holding you.
When a creature wielding you makes a melee attack, you may choose to have it use your proficiency bonus instead of its own for the attack roll.
Wyrd Legacy
At 3rd level, you begin the creation of your legend by choosing one of three legacies that will determine what type of weapon you will become: a Holy Weapon, a Runic Weapon, or a Cursed Weapon, all detailed at the end of the class description. Your legacy choice grants you features at 3rd level and then again at 9th, 13th, and 17th level.
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 once with each of your partially transformed body parts whenever you take the Attack action on your turn.
Whenever a creature wielding you takes the Attack action on their turn, you may choose to allow them to attack one additional time.
Flight of Fate
Beginning at the 6th level, your guidance has manifested into something far more powerful, and you can now control your flight path when thrown. When a creature wielding you throws you as part of a ranged attack, you may have them make the attack roll with advantage. If you do not, you may use your reaction to gain a flight speed of 60 ft until the end of the turn and then immediately take a single uninterrupted Move action. You may also gain this flight speed and Move action when you take the Transform action.
If you end your movement next to a creature with an empty hand, you may attempt to force them to wield you by making a Charisma check contested by the creature’s own Charisma check. A creature can choose to voluntarily fail this contest. If they fail, they are now wielding you.
You can use this feature a number of times equal to 1 + your Charisma modifier. When you finish a short or long rest, you regain all expended uses.
Rapid Wyrding
At the 7th level, your understanding of the magic that flows through your veins is growing. You may take the Transform action as a reaction at the beginning of any creature’s turn. You can use this feature a number of times equal to 1 + your Constitution modifier. When you finish a short or long rest, you regain all expended uses. You may also take one additional reaction per round.
Wyrd Mastery
At the 11th level, you’re beginning to gain mastery of your mysterious power, and have much more control over your transformations. When you take the Transform action, you may transform any appendage of your body, or cause a weapon to protrude from any area of your body.
While your body is partially transformed, the following rules apply in addition to the ones listed in the Wyrding feature:
While a digit is transformed this way, the transformation begins just after the first joint, but the size of the weapon is treated as tiny, and it does only half damage, rounded up. In addition, if the chosen weapon deals slashing damage, then you have advantage on ability checks made to cut small objects, such as food or rope.
While your head is transformed this way, the transformation begins at the neck, and you lose your sense of sight, taste, smell, and hearing, as well as your ability to speak. You are not considered to be holding the weapon. In addition, your unarmed strikes now deal 1d6 damage of the appropriate type if they are made by headbutting.
While your tail is transformed this way, you may have the transformation begin wherever you choose, and you are not considered to be holding the weapon. In addition, your unarmed strikes deal 1d8 damage of the appropriate type if they are made with your tail.
While an appendage not referred to above is transformed this way, you may have the transformation begin wherever you choose, the weapon is of similar size to the transformed appendage, and you are not considered to be holding the weapon.
If a weapon is extruded from an area of your body, the weapon projects out perpendicularly from the surface and only half the weapon is created. You are considered to be holding the weapon, but attacks made with it are made with disadvantage.
When a creature makes a melee attack against you, if you are not fully transformed, you may use a reaction to extrude a weapon from your body to impose disadvantage on the attack roll. You can use this feature a number of times equal to 1 + your Constitution modifier, and only once per round. When you finish a long rest, you regain all expended uses.
Melding
Starting at 14th level, your understanding of weapons is so deep that you can combine various aspects of different types of weapons for use in your transformations, even breaking the limits of reason. When you forge with a weapon, you can choose to instead forge with one of its nonmagical properties, such as thrown, light, or reach. That property takes up one of your forges, and you can now apply that property to any weapon you transform into, regardless of type. You cannot forge two properties from the exact same weapon, and you cannot forge with the same property twice.
Wyrd Skin
At 18th level, extended use of your power has worked it like a muscle, and it is now entwined with every fibre of your being. You have resistance to slashing, bludgeoning and piercing damage, as well as any resistances described in your chosen Wyrd Legacy option.
When you use Wyrd Mastery to impose disadvantage on an attack, you may expend additional uses of the feature to extrude more weapons, and for each weapon extruded, deal that weapon’s damage to the attacker.
Wyrd Legend
At 20th level, your power is truly worthy of legend, and through your legacy you will live eternally. While you are transformed, effects that would cause you to be broken, disintegrated, or otherwise destroyed instead do nothing, and your transformation no longer ends if you fall unconscious, your hit points drop to 0, or you die.
If you die, you lose the Wyrding, and Forging features. Your other features may be activated by a creature you are attuned with, and all decisions regarding those features are made by that creature.
Wyrd Legacies
Throughout the ages, many magical weapons rise out of and fall into obscurity, but a precious few survive the trials of time to become legends. Excalibur, Durandal, Kusanagi, Gram. All of them ancient and powerful weapons whose names are engraved into myth eternally, and you may one day count yourself among them. Some rumors claim that many of these mighty blades were once weapon wyrds who’s exploits were so great that they were recounted in stories even centuries after their passing. But as each wyrd is different as a person, so are they as a weapon. The path along which you choose to hone and cultivate your powers will determine how you will be remembered.
Holy Weapon
You shine with divine radiance as you cut down swaths of undead, demons, and other evil beings. Holy blades turn even the weakest of wielders into formidable fighters, and those they deem worthy into unstoppable forces of divine justice. Through your blade, you might channel the will of a deity, or your own mighty conviction. Whatever the source of your magic, you use it to empower your wielder and rout your enemies.
Holy Glow
At 3rd level, the nature of your magic has begun to reveal itself, and you feel a powerful connection with something greater than yourself. Any transformed parts of your body count as magical for the purposes of overcoming resistances, and deal an additional 1d4 radiant damage.
At 9th level, the extra damage increases to 1d6. At 13th level it increases to 1d8, and at 17th level it increases to 1d10.
Transformed parts of you and creatures wielding you have resistance to radiant and fire damage.
Pious Reward
Beginning at 3rd Level, you are filled with a surge of energy when you smite the wicked. When you or any transformed parts of you are used to bring a creature of evil alignment's hit points to 0, you and your wielder both gain temporary hit points equal to your weapon wyrd level + your Charisma modifier.
Angelic Protection
Starting at 9th level, you can maneuver your wielder’s hand to block strikes they otherwise couldn't. While you will it, creatures wielding you gain an AC bonus equal to your Charisma modifier.
Divine Intervention
Beginning at 13th level, in moments of desperation, you feel the presence of a greater force guiding you to protect your wielder. When a creature wielding you is hit by an attack, you may use a reaction to prevent all slashing, bludgeoning, and piercing damage to that creature. You take all damage prevented this way. You can use this feature a number of times equal to 1 + your Charisma modifier. When you finish a long rest, you regain all expended uses.
Heavenly Edict
At 17th level onwards, while fully transformed, you are considered a legendary magic weapon, and you can be attuned by a creature of good alignment. The attunement lasts while you and the creature are on the same plane of existence, even if you are not transformed.
Attuned creatures add half the value of all of your ability modifiers, rounded down, to their own while they wield you, and you can communicate with them telepathically at any time.
Runic Weapon
Raw magical energy emanates from you as you channel and focus your wielder’s spells through your body, empowering them beyond their previous potential. Runic Weapons are laced with various arcane symbols that amplify the magic of mages who wield them. Even novice spellcasters equipped with a Runic Weapon can approach archmage levels of power.
Runic Glow
At 3rd level, the nature of your magic has begun to reveal itself, and you begin to see the weave of magic flowing from yourself out into the universe. Any transformed part of your body counts as magical for the purposes of overcoming resistances, and deals an additional 1d4 of the last damage dealt by a spell cast by a creature while wielding you.
At 9th level, the extra damage increases to 1d6. At 13th level it increases to 1d8, and at 17th level it increases to 1d10.
Transformed parts of you and creatures wielding you have resistance to the last damage dealt by a spell cast by your wielder while holding you.
Wyrd Level
Spell
Slots
per
Spell Level
1st
2nd
3rd
4th
3rd
2
-
-
-
4th
3
-
-
-
5th
3
-
-
-
6th
3
-
-
-
7th
4
2
-
-
8th
4
2
-
-
9th
4
2
-
-
10th
4
3
-
-
11th
4
3
-
-
12th
4
3
-
-
13th
4
3
2
-
14th
4
3
2
-
15th
4
3
2
-
16th
4
3
3
-
18
4
3
3
-
19th
4
3
3
1
20th
4
3
3
1
Spellcasting
When you reach 3rd level, you gain the ability to cast spells. See chapter 10 for the general rules of spellcasting. You may ignore the verbal, and somatic components of the spell. You may act as an arcane focus for your own spellcasting, and that of a creature wielding you. If a spell’s casting time is an action, you may cast it on your turn.
Spell Slots. The Runic Weapon Spellcasting table shows how many spell slots you have to cast spells of 1st level and higher. To cast a spell, you must expend a slot of the spell’s level or higher, you regain all expended spell slots when you finish a long rest
Spells Known of 1st Level or Higher. While being wielded, you know all spells known by your wielder, so long as they are of a level for which you have spell slots. While not being wielded, you know the last three spells cast by you or a previous wielder.
Spellcasting Ability. Charisma is your spellcasting ability for your spells, since you learn them not by memorization, but through a connection with your wielder. 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 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
Etched Conduit
Beginning at 9th level, you have learned to use you own magical properties as a catalyst for the magic of your wielder. When a creature wielding you uses you as an arcane focus for a spell, they may add your Charisma modifier to their own Spell attack modifier or their Spell save DC. In addition, if the spell deals damage, add the damage from the Runic Glow feature to the damage roll.
Font of Power
Starting at 13th level, you may take an action on your turn to restore one of your wielder’s expended spell slots by expending spell slots of your own whose total level meets or exceeds the level of the slot being restored. Spell slots expended this way are not regained during the next long rest. Once you use this feature, you cannot use it again until you finish a long rest.
Arcane Commandment
At 17th level onwards, while fully transformed, you are considered a legendary magic weapon, and you can be attuned by a bard, cleric, druid, sorcerer, warlock, or wizard. The attunement lasts even while you are not transformed.
You may now use the melding feature with any magical properties from non-legendary weapons. Properties that grant bonuses to attack rolls are exempt. Each magical property you forge with uses up two of your forges. You may not forge multiple properties from the same weapon or forge with the same property twice. Your DM decides what constitutes a single property. In addition, you may now forge with staffs, rods, and wands.
When wyrded, these properties are only active while you are being wielded by a creature you are attuned with.
Cursed Weapon
You are shrouded in a beguiling presence as you muddle the minds and ensnare the souls of those who dare to touch you, or who are tricked into it. Cursed Weapons are those that possess their wielders, using the creature’s greed and lust for power to tempt them into picking them up. When a creature does, the trap is sprung, and the weapon dominates their will, turning them into a thrall that carries out the weapon’s will.
Cursed Glow
At 3rd level, the nature of your magic has begun to reveal itself, and you feel a powerful connection with something greater than yourself. Any transformed part of your body counts as magical for the purposes of overcoming resistances, and deals an additional 1d4 necrotic damage.
At 9th level, the extra damage increases to 1d6. At 13th level it increases to 1d8, and at 17th level it increases to 1d10.
Transformed parts of you and creatures wielding you have resistance to necrotic and cold damage.
While you are fully transformed, you gain blindsight for 60ft.
Enthralling Aura
Beginning at 3rd level, by focusing you can create a powerful and beguiling aura that surrounds you and draws in unsuspecting creatures. While you are fully transformed, you can cast the enthrall spell at will. Instead of speaking distracting words, you manifest promises of power and riches in the minds of your targets, and any creature that succumbs to the spell feels an intense desire to pick you up.
Also while you are fully transformed, whenever a creature touches you, as a reaction you may cast the charm person spell at first level, except the range of the spell is touch, and the spell lasts as long as the target is touching you. If the creature succeeds on any one of it's saving throws against an effect you control, it is immune to all your effects for the next 24 hours.
Charisma is your spellcasting ability for all spells, and you may ignore spells’ verbal and somatic components. Unless otherwise stated, you may cast spells on your turn as an action.
Dominating Will
Starting at 9th level, your magic allows you to take full possession of anyone folly enough to pick you up. While you are fully transformed, you may cast the dominate person spell at will, except the range of the spell is touch, and the spell lasts indefinitely while you are within 10ft of the target, unless the target succeeds on one of its saving throws against the spell, or you lose concentration over the spell, in which case the target becomes immune to the spell for 24 hours.
Overwhelming Control
When you reach 13th level, your control over those you enthrall is absolute. While you are fully transformed, creatures have disadvantage on saving throws made against your spells. In addition, the dominate person spell no longer requires concentration, and you may be up to 100ft away from the target without the spell ending.
You may take an action to suspend the effect of your own dominate person spell, and if you do, the dominated creature is considered to be under the the effect of the charm person spell until you take another action to reinstate the effect of the dominate person spell. The creature still makes saving throws as normal, and when the spell ends, the creature does not remember actions it took while dominated.
Demonic Dictate
At 17th level onwards, while fully transformed, you are considered to be a legendary magic weapon, and you can be attuned by any creature. The attunement lasts even while you are not transformed. You cannot force a creature to attune with you using the dominate person spell.
The attuned creature can cast the mass suggestion spell as a 6th level spell using your spellcasting ability while wielding you. The creature can use this ability a number of times equal to 1 + your Charisma modifier. Alternatively, the creature may expend additional uses of this feature to cast the spell at higher levels, with each additional use granting one additional spell level. The creature may regain 1 expended use each time they complete a long rest, but must suffer a point of exhaustion at the end of the rest.
Cursed. You are a cursed item. Attuning with you causes a creature to become cursed until they are targeted by the remove curse spell or similar magic. Creatures cursed by you instantly fail saving throws made against your spells if they have disadvantage against the spell.
When the cursed creature takes a long rest, you may cast the modify memory spell targeting them. The duration of the spell is the entire long rest, and you do not gain the benefits of this rest. The first time you cast this spell on a creature you must cast it as a 5th level spell, the second time on the same creature as a 6th level spell, the third time as a 7th level spell, the fourth time as 8th level, and the 5th time as 9th level. The sixth time you attempt to cast this spell, you may instead choose a new alignment for the cursed creature. The 7th time you successfully cast this spell on the creature, the effects of this curse are no longer affected by the remove curse and greater restoration spells, and can only be removed by a god or an archdevil.
Once you use this feature, you can’t use it again for 1d12 days.
Hello everyone!
This is my first time posting on the site. I've been working on this class for a while now, and finally thought it was good enough to post on here to get some constructive criticism. I tried to keep the style, writing, and formatting as close to the original Player's Handbook, but I haven't had the chance to playtest it much, which is why I'm on here. Please feel free to use it in your game, or even share it around, but remember to give credit where it's due. I worked hard on this, but I know it's bound to have some issues. So please, if there's anything about the class that you either like, or dislike, tell me honestly. I'm fairly good at taking criticism, and honestly, I just appreciate you using some of your time to try out my little creation. Thank you so much! Keep on rollin!
Sincerely,
Hykeru
Weapon Wyrd
A D&D 5e Class by Stuart Urquhart
Grasping a shining sword with a golden hilt, a dwarf charges forward against a horde of zombies. He is the only member of his party still standing, but is not alone. He is suddenly flooded with courage as his blade lights up with a brilliant glow. When the light dies down, the dwarf stands weaponless beside one other individual amongst a heap of slain undead.
A pillar of fire erupts around a massive orc as a sorcerer casts her most powerful spell. To her dismay, when the fire dies down, the orc is still standing. Horrified, the sorcerer stands paralyzed with fear as the huge creature charges towards her, raising a mighty battle axe above its head. Just as the beast is about to strike, a rune on the sorcerer’s spear flares to life, gleaming as the orc is immolated with the same spell that the mage cast only moments ago.
A jewelled dagger seemingly quivers with excitement as a lowly thief creeps toward it, hand outstretched. It beckons him forth with a powerful dark energy, daring him to take it. As his hand closes around the hilt, too late does the thief realize his mistake. There is a surge of darkness and the thief lets out a brief scream before his eyes go dull. He sheathes the dagger in his belt and turns to leave out the window, the dagger eager to test out its new thrall.
Living Weapons
Weapon wyrds, translating roughly to “Fated Weapons,” are beings who, through some magical means or another, have gained the ability to transform their own bodies into physical weapons. Swords, axes, bows, great swords, if it was made to kill, then a weapon wyrd can become it. Through a process called forging, a weapon wyrd can deeply study a weapon of any type to intrinsically discover everything there is to know about it and become a master of its use. From there, they can harness a mysterious and powerful transmutation magic woven into their very being to transform part or all of their body into that weapon. A weapon wyrd is never unarmed, making them dangerous in combat. But perhaps even more useful is their ability to be wielded by other warriors, enhancing their abilities and turning even a simple farmhand into a formidable foe.
Magic of Myth
Among the many types of magic that swirl throughout the multiverse, few are as little understood as that which makes up the weapon wyrd. The subject of many myths and legends, the actual existence of weapon wyrds is a subject of much debate. Many people, both scholars and common folk, deny the existence of weapon wyrds altogether, whereas most others have never even heard the term. Some whisper the names of legendary weapons such as Excalibur and Murasame, wondering if in fact these long lost artifacts could be forgotten wyrds. All of this stems from the fact of just how rare these beings are; generations will come and pass without a single weapon wyrd being born into a world. In fact, even the subject of whether weapon wyrds are born with their powers is unknown, with many believing wyrding to be either a curse, or the product of divine will. Because of this, weapon wyrds must be cautious and secretive when traveling, as misunderstanding breeds fear and mistrust. Indeed there are many who would take advantage of the weapon wyrd through extortion or slavery. With so few people similar to them, its unlikely that they've ever had much chance to talk about themselves, and may seem withdrawn. It may take a while for the wyrd to open up to a group about the exact nature of their abilities, but once their trust is earned other adventurers will find themselves a powerful ally in the weapon wyrd. Whatever the nature and origin of their strange abilities, everyone agrees, weapon wyrds are good to have in battle, either at your back, or in your hand.
The Weapon Wyrd
Level
Proficiency Bonus
Maximum Forges
Features
1
+2
1
Wyrding, Forging, Sheaths Skin
2
+3
1
Wyrd Guidance
3
+3
1
WyrdLegacy
4
+3
2
Ability Score Improvement
5
+4
2
Extra Attack, Wyrding Improvement
6
+4
2
Flight of Fate
7
+4
3
Rapid Wyrding
8
+5
3
Ability Score Improvement
9
+5
3
Wyrd Legacy Feature
10
+5
4
Wyrding Improvement
11
+6
4
Wyrd Mastery
12
+6
4
Ability Score Improvement
13
+6
5
Wyrd Legacy Feature
14
+6
5
Melding
15
+7
5
Wyrding Improvement
16
+7
5
Ability Score Improvement
17
+7
6
Wyrd Legacy Feature
18
+7
6
Wyrd Skin
19
+8
6
Ability Score Improvement
20
+8
6
Wyrd Legend
Building a Weapon Wyrd
As you create your weapon wyrd character, consider the character’s relationship with their own power. How did they come by it? Were they born with it? Were they cursed with it? Were they bestowed it as a gift from the gods? Do they even know? Since the nature of the power is so poorly understood, the origin of that power is really up to you.
In addition, how does your character deal with the myth and apprehension that their power entails? Do they try to dispel it by talking with and educating those who are misinformed about their abilities? Or do they enshroud themselves in the mystery and isolation that such misinformation provides? Many legendary weapons lost to time are rumored to be weapon wyrds, leaving behind a tremendous legacy. What are your character’s goals and aspirations? Do they wish to write their own legacy into the annals of time? Or perhaps they simply wish to live a simple life surrounded by close companions and comforts.
Quick Build
You can make a weapon wyrd quickly by following these suggestions. First, Constitution should be your highest ability score, followed by Charisma, and then Strength or Dexterity. Second, choose the soldier background.
Class Features
As a weapon wyrd, you have the following class features.
Hit Points
Hit Dice: 1d12 per weapon wyrd level
Hit Points at 1st Level: 12 + your Constitution modifier
Hit Points at Higher Levels: 1d12 (or 7) + your Constitution modifier per weapon wyrd level after 1st
Proficiencies
Armor: None
Weapons: None
Tools: None
Saving Throws: Constitution, Charisma
Skills: Choose two from Arcana, Deception, Intimidation, Persuasion, and Religion
Equipment
You start with the following equipment, in addition to the equipment granted by your background:
any simple or martial weapon
(a) a quiver of 20 arrows or (b) 20 bolts
(a) an explorer’s pack or (b) a dungeoneer’s pack
Wyrding
A strange magic courses through your very flesh, blood, and bones. You can take a bonus action to Transform your own body to take on the aspect of a weapon you are proficient with.
You may choose to fully transform your body into the chosen weapon, or partially transform one of your arms or legs. While in this form you, or any transformed parts of you, are treated as the chosen weapon, and gain its damage, weight, size, and properties. You may edit the physical features of the weapon however you wish. Your HP and AC remain the same.
While partially transformed, you are considered to be holding the weapon, and the following rules apply:
While an arm is transformed this way, the transformation begins from the forearm down.
While a leg is transformed this way, the transformation begins from the shin down, and your walking speed is halved.
While fully transformed, you are treated as a sentient object which may be wielded by another creature, and the following rules apply:
Your speed is reduced to zero, and you may not take any action on your turn except for the Transform action, which may not be used for partial transformations.
You lose your own sense of sight, smell, hearing, taste and touch, but you share all of the senses of creatures that wield you. They do not know that you share their senses, and may not magically protect themselves from it. While not being wielded, you gain blindsense.
You may communicate telepathically with any creature that is touching you.
Effects that would break the chosen weapon instead cause your HP to become 0. This loss of life cannot be prevented by other effects.
You choose whether your equipment falls to the ground in your space, or merges into your new form.
If any transformed parts of you are used for a successful attack, roll a d20. Roll with advantage if the hit was a critical. You take damage equal to the total damage of the attack, minus the value rolled. On a 20, you take no damage. This damage is affected by your resistances.
The transformation lasts until you take the Transform action again, you fall unconscious, your hit points drop to 0, or you die. You may only reassume your normal form if there is space to do so, and if you are forced to transform while there is not enough space (as with being unconscious) then you are crushed. If you attempt to transform while being wielded by a creature, they may make a Strength check contested by your Constitution check. If they are successful, you are forced to remain in your current form until the next round. The same rule applies if you are being grappled.
At 1st level you can only manage one partial transformation at a time. At 5th level, you can manage two partial transformations simultaneously, and at 11th level you can manage three.
Forging
Beginning at 1st level you know that by meditating on a weapon you can come to understand it's very essence, learning its makeup and purpose. By focusing on a weapon in your grasp for a short or long rest, you can become forged with it. Forging with a weapon grants you proficiency with all weapons of that type. You do not need to have a weapon with you to be forged with it. You cannot have two forges of the same weapon at the same time.
At 1st level, you can only forge with one weapon at a time. The number of weapons you can simultaneously forge with increases as you gain levels in this class, as shown in the Maximum Forges column in the Weapon Wyrd table. When trying to forge with a new weapon while all of your forges are used, you must replace a previous forging with the new one.
Sheath Skin
Powerful transmutation magic is woven through your very flesh, hardening it against attacks. While you are not wearing any armor, your Armor Class equals 10 + your Constitution modifier + either your Strength or Dexterity modifier. You can use a shield and still gain this benefit, but you no longer add your Strength or Dexterity modifiers.
Wyrd Guidance
Starting at 2nd level, your strength flows into your wielder and you can guide their hand to assist them in battle. While a creature is wielding you, you may choose to grant it proficiency in your current form for as long as they are holding you.
When a creature wielding you makes a melee attack, you may choose to have it use your proficiency bonus instead of its own for the attack roll.
Wyrd Legacy
At 3rd level, you begin the creation of your legend by choosing one of three legacies that will determine what type of weapon you will become: a Holy Weapon, a Runic Weapon, or a Cursed Weapon, all detailed at the end of the class description. Your legacy choice grants you features at 3rd level and then again at 9th, 13th, and 17th level.
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 once with each of your partially transformed body parts whenever you take the Attack action on your turn.
Whenever a creature wielding you takes the Attack action on their turn, you may choose to allow them to attack one additional time.
Flight of Fate
Beginning at the 6th level, your guidance has manifested into something far more powerful, and you can now control your flight path when thrown. When a creature wielding you throws you as part of a ranged attack, you may have them make the attack roll with advantage. If you do not, you may use your reaction to gain a flight speed of 60 ft until the end of the turn and then immediately take a single uninterrupted Move action. You may also gain this flight speed and Move action when you take the Transform action.
If you end your movement next to a creature with an empty hand, you may attempt to force them to wield you by making a Charisma check contested by the creature’s own Charisma check. A creature can choose to voluntarily fail this contest. If they fail, they are now wielding you.
You can use this feature a number of times equal to 1 + your Charisma modifier. When you finish a short or long rest, you regain all expended uses.
Rapid Wyrding
At the 7th level, your understanding of the magic that flows through your veins is growing. You may take the Transform action as a reaction at the beginning of any creature’s turn. You can use this feature a number of times equal to 1 + your Constitution modifier. When you finish a short or long rest, you regain all expended uses. You may also take one additional reaction per round.
Wyrd Mastery
At the 11th level, you’re beginning to gain mastery of your mysterious power, and have much more control over your transformations. When you take the Transform action, you may transform any appendage of your body, or cause a weapon to protrude from any area of your body.
While your body is partially transformed, the following rules apply in addition to the ones listed in the Wyrding feature:
While a digit is transformed this way, the transformation begins just after the first joint, but the size of the weapon is treated as tiny, and it does only half damage, rounded up. In addition, if the chosen weapon deals slashing damage, then you have advantage on ability checks made to cut small objects, such as food or rope.
While your head is transformed this way, the transformation begins at the neck, and you lose your sense of sight, taste, smell, and hearing, as well as your ability to speak. You are not considered to be holding the weapon. In addition, your unarmed strikes now deal 1d6 damage of the appropriate type if they are made by headbutting.
While your tail is transformed this way, you may have the transformation begin wherever you choose, and you are not considered to be holding the weapon. In addition, your unarmed strikes deal 1d8 damage of the appropriate type if they are made with your tail.
While an appendage not referred to above is transformed this way, you may have the transformation begin wherever you choose, the weapon is of similar size to the transformed appendage, and you are not considered to be holding the weapon.
If a weapon is extruded from an area of your body, the weapon projects out perpendicularly from the surface and only half the weapon is created. You are considered to be holding the weapon, but attacks made with it are made with disadvantage.
When a creature makes a melee attack against you, if you are not fully transformed, you may use a reaction to extrude a weapon from your body to impose disadvantage on the attack roll. You can use this feature a number of times equal to 1 + your Constitution modifier, and only once per round. When you finish a long rest, you regain all expended uses.
Melding
Starting at 14th level, your understanding of weapons is so deep that you can combine various aspects of different types of weapons for use in your transformations, even breaking the limits of reason. When you forge with a weapon, you can choose to instead forge with one of its nonmagical properties, such as thrown, light, or reach. That property takes up one of your forges, and you can now apply that property to any weapon you transform into, regardless of type. You cannot forge two properties from the exact same weapon, and you cannot forge with the same property twice.
Wyrd Skin
At 18th level, extended use of your power has worked it like a muscle, and it is now entwined with every fibre of your being. You have resistance to slashing, bludgeoning and piercing damage, as well as any resistances described in your chosen Wyrd Legacy option.
When you use Wyrd Mastery to impose disadvantage on an attack, you may expend additional uses of the feature to extrude more weapons, and for each weapon extruded, deal that weapon’s damage to the attacker.
Wyrd Legend
At 20th level, your power is truly worthy of legend, and through your legacy you will live eternally. While you are transformed, effects that would cause you to be broken, disintegrated, or otherwise destroyed instead do nothing, and your transformation no longer ends if you fall unconscious, your hit points drop to 0, or you die.
If you die, you lose the Wyrding, and Forging features. Your other features may be activated by a creature you are attuned with, and all decisions regarding those features are made by that creature.
Wyrd Legacies
Throughout the ages, many magical weapons rise out of and fall into obscurity, but a precious few survive the trials of time to become legends. Excalibur, Durandal, Kusanagi, Gram. All of them ancient and powerful weapons whose names are engraved into myth eternally, and you may one day count yourself among them. Some rumors claim that many of these mighty blades were once weapon wyrds who’s exploits were so great that they were recounted in stories even centuries after their passing. But as each wyrd is different as a person, so are they as a weapon. The path along which you choose to hone and cultivate your powers will determine how you will be remembered.
Holy Weapon
You shine with divine radiance as you cut down swaths of undead, demons, and other evil beings. Holy blades turn even the weakest of wielders into formidable fighters, and those they deem worthy into unstoppable forces of divine justice. Through your blade, you might channel the will of a deity, or your own mighty conviction. Whatever the source of your magic, you use it to empower your wielder and rout your enemies.
Holy Glow
At 3rd level, the nature of your magic has begun to reveal itself, and you feel a powerful connection with something greater than yourself. Any transformed parts of your body count as magical for the purposes of overcoming resistances, and deal an additional 1d4 radiant damage.
At 9th level, the extra damage increases to 1d6. At 13th level it increases to 1d8, and at 17th level it increases to 1d10.
Transformed parts of you and creatures wielding you have resistance to radiant and fire damage.
Pious Reward
Beginning at 3rd Level, you are filled with a surge of energy when you smite the wicked. When you or any transformed parts of you are used to bring a creature of evil alignment's hit points to 0, you and your wielder both gain temporary hit points equal to your weapon wyrd level + your Charisma modifier.
Angelic Protection
Starting at 9th level, you can maneuver your wielder’s hand to block strikes they otherwise couldn't. While you will it, creatures wielding you gain an AC bonus equal to your Charisma modifier.
Divine Intervention
Beginning at 13th level, in moments of desperation, you feel the presence of a greater force guiding you to protect your wielder. When a creature wielding you is hit by an attack, you may use a reaction to prevent all slashing, bludgeoning, and piercing damage to that creature. You take all damage prevented this way. You can use this feature a number of times equal to 1 + your Charisma modifier. When you finish a long rest, you regain all expended uses.
Heavenly Edict
At 17th level onwards, while fully transformed, you are considered a legendary magic weapon, and you can be attuned by a creature of good alignment. The attunement lasts while you and the creature are on the same plane of existence, even if you are not transformed.
Attuned creatures add half the value of all of your ability modifiers, rounded down, to their own while they wield you, and you can communicate with them telepathically at any time.
Runic Weapon
Raw magical energy emanates from you as you channel and focus your wielder’s spells through your body, empowering them beyond their previous potential. Runic Weapons are laced with various arcane symbols that amplify the magic of mages who wield them. Even novice spellcasters equipped with a Runic Weapon can approach archmage levels of power.
Runic Glow
At 3rd level, the nature of your magic has begun to reveal itself, and you begin to see the weave of magic flowing from yourself out into the universe. Any transformed part of your body counts as magical for the purposes of overcoming resistances, and deals an additional 1d4 of the last damage dealt by a spell cast by a creature while wielding you.
At 9th level, the extra damage increases to 1d6. At 13th level it increases to 1d8, and at 17th level it increases to 1d10.
Transformed parts of you and creatures wielding you have resistance to the last damage dealt by a spell cast by your wielder while holding you.
Wyrd Level
Spell
Slots
per
Spell Level
1st
2nd
3rd
4th
3rd
2
-
-
-
4th
3
-
-
-
5th
3
-
-
-
6th
3
-
-
-
7th
4
2
-
-
8th
4
2
-
-
9th
4
2
-
-
10th
4
3
-
-
11th
4
3
-
-
12th
4
3
-
-
13th
4
3
2
-
14th
4
3
2
-
15th
4
3
2
-
16th
4
3
3
-
18
4
3
3
-
19th
4
3
3
1
20th
4
3
3
1
Spellcasting
When you reach 3rd level, you gain the ability to cast spells. See chapter 10 for the general rules of spellcasting. You may ignore the verbal, and somatic components of the spell. You may act as an arcane focus for your own spellcasting, and that of a creature wielding you. If a spell’s casting time is an action, you may cast it on your turn.
Spell Slots. The Runic Weapon Spellcasting table shows how many spell slots you have to cast spells of 1st level and higher. To cast a spell, you must expend a slot of the spell’s level or higher, you regain all expended spell slots when you finish a long rest
Spells Known of 1st Level or Higher. While being wielded, you know all spells known by your wielder, so long as they are of a level for which you have spell slots. While not being wielded, you know the last three spells cast by you or a previous wielder.
Spellcasting Ability. Charisma is your spellcasting ability for your spells, since you learn them not by memorization, but through a connection with your wielder. 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 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
Etched Conduit
Beginning at 9th level, you have learned to use you own magical properties as a catalyst for the magic of your wielder. When a creature wielding you uses you as an arcane focus for a spell, they may add your Charisma modifier to their own Spell attack modifier or their Spell save DC. In addition, if the spell deals damage, add the damage from the Runic Glow feature to the damage roll.
Font of Power
Starting at 13th level, you may take an action on your turn to restore one of your wielder’s expended spell slots by expending spell slots of your own whose total level meets or exceeds the level of the slot being restored. Spell slots expended this way are not regained during the next long rest. Once you use this feature, you cannot use it again until you finish a long rest.
Arcane Commandment
At 17th level onwards, while fully transformed, you are considered a legendary magic weapon, and you can be attuned by a bard, cleric, druid, sorcerer, warlock, or wizard. The attunement lasts even while you are not transformed.
You may now use the melding feature with any magical properties from non-legendary weapons. Properties that grant bonuses to attack rolls are exempt. Each magical property you forge with uses up two of your forges. You may not forge multiple properties from the same weapon or forge with the same property twice. Your DM decides what constitutes a single property. In addition, you may now forge with staffs, rods, and wands.
When wyrded, these properties are only active while you are being wielded by a creature you are attuned with.
Cursed Weapon
You are shrouded in a beguiling presence as you muddle the minds and ensnare the souls of those who dare to touch you, or who are tricked into it. Cursed Weapons are those that possess their wielders, using the creature’s greed and lust for power to tempt them into picking them up. When a creature does, the trap is sprung, and the weapon dominates their will, turning them into a thrall that carries out the weapon’s will.
Cursed Glow
At 3rd level, the nature of your magic has begun to reveal itself, and you feel a powerful connection with something greater than yourself. Any transformed part of your body counts as magical for the purposes of overcoming resistances, and deals an additional 1d4 necrotic damage.
At 9th level, the extra damage increases to 1d6. At 13th level it increases to 1d8, and at 17th level it increases to 1d10.
Transformed parts of you and creatures wielding you have resistance to necrotic and cold damage.
While you are fully transformed, you gain blindsight for 60ft.
Enthralling Aura
Beginning at 3rd level, by focusing you can create a powerful and beguiling aura that surrounds you and draws in unsuspecting creatures. While you are fully transformed, you can cast the enthrall spell at will. Instead of speaking distracting words, you manifest promises of power and riches in the minds of your targets, and any creature that succumbs to the spell feels an intense desire to pick you up.
Also while you are fully transformed, whenever a creature touches you, as a reaction you may cast the charm person spell at first level, except the range of the spell is touch, and the spell lasts as long as the target is touching you. If the creature succeeds on any one of it's saving throws against an effect you control, it is immune to all your effects for the next 24 hours.
Charisma is your spellcasting ability for all spells, and you may ignore spells’ verbal and somatic components. Unless otherwise stated, you may cast spells on your turn as an action.
Dominating Will
Starting at 9th level, your magic allows you to take full possession of anyone folly enough to pick you up. While you are fully transformed, you may cast the dominate person spell at will, except the range of the spell is touch, and the spell lasts indefinitely while you are within 10ft of the target, unless the target succeeds on one of its saving throws against the spell, or you lose concentration over the spell, in which case the target becomes immune to the spell for 24 hours.
Overwhelming Control
When you reach 13th level, your control over those you enthrall is absolute. While you are fully transformed, creatures have disadvantage on saving throws made against your spells. In addition, the dominate person spell no longer requires concentration, and you may be up to 100ft away from the target without the spell ending.
You may take an action to suspend the effect of your own dominate person spell, and if you do, the dominated creature is considered to be under the the effect of the charm person spell until you take another action to reinstate the effect of the dominate person spell. The creature still makes saving throws as normal, and when the spell ends, the creature does not remember actions it took while dominated.
Demonic Dictate
At 17th level onwards, while fully transformed, you are considered to be a legendary magic weapon, and you can be attuned by any creature. The attunement lasts even while you are not transformed. You cannot force a creature to attune with you using the dominate person spell.
The attuned creature can cast the mass suggestion spell as a 6th level spell using your spellcasting ability while wielding you. The creature can use this ability a number of times equal to 1 + your Charisma modifier. Alternatively, the creature may expend additional uses of this feature to cast the spell at higher levels, with each additional use granting one additional spell level. The creature may regain 1 expended use each time they complete a long rest, but must suffer a point of exhaustion at the end of the rest.
Cursed. You are a cursed item. Attuning with you causes a creature to become cursed until they are targeted by the remove curse spell or similar magic. Creatures cursed by you instantly fail saving throws made against your spells if they have disadvantage against the spell.
When the cursed creature takes a long rest, you may cast the modify memory spell targeting them. The duration of the spell is the entire long rest, and you do not gain the benefits of this rest. The first time you cast this spell on a creature you must cast it as a 5th level spell, the second time on the same creature as a 6th level spell, the third time as a 7th level spell, the fourth time as 8th level, and the 5th time as 9th level. The sixth time you attempt to cast this spell, you may instead choose a new alignment for the cursed creature. The 7th time you successfully cast this spell on the creature, the effects of this curse are no longer affected by the remove curse and greater restoration spells, and can only be removed by a god or an archdevil.
Once you use this feature, you can’t use it again for 1d12 days.