View Full Version : D&D 3.5 Senient Magic Weapon Campaign Homebrew Help

2019-02-16, 03:57 AM
So Im the DM for an upcoming campaign and after talking about it with the players, they agreed to try an unorthodox campaign. The players will be sentient magic weapons who can transform into humanoids (imagine soul eater).

This means I need a lot of homebrew to do and im not sure whether they would be balanced. So please take a look and comment on it, thankyou.

Special Stats:
- Ego: (Equals to total modifier of all abilities + other bonuses) Ego determines how often and how strong your control is over your wielder.
- Hardness: In weapon form you have full hardness, but in humanoid form, you only have half the hardness.
- Magical Conductivity: Increase the CL of spells you or your wielder casts. The maximum caster level allowed by spells also increases by 1 per 2 magical conductivity.

Features in Weapon form:
- 30 ft. Blindsight
- Gain the senses of wielder
- Telepathy to wielder
- Wielder gains a bonus/ penalty to STR, DEX and CON equal to your STR, DEX and CON modifiers respectively.
- When your wielder takes damage, you instead take half the damage (hardness applies).

2019-02-16, 03:59 AM
LA 0 Materials (Races):

- A common metal that is easily worked with, giving it the potential to become anything.
- +1 to all abilities
- Hardness: 12
- Magical Conductivity: 2

- Found only in meteorites and the rarest of veins in magical areas, it is an ultrahard metal.
- +1 Constitution, +1 Strength
- Hardness: 20
- Magical Conductivity: 0
- Follow normal Adamantine rules

- A very rare silver, glistening metal that is lighter than iron but just as hard. Aside from being lightweight, strong and beautiful, it is also conductive to magic.
- +1 Dexterity, +1 Charisma
- Hardness: 12
- Magical Conductivity: 3
- Follow normal Mithral rules

Cold Iron
- This iron mined deep underground is known for its effectiveness against fey creatures, and it's ability to resist magic.
- +1 Strength, +1 Wisdom
- Hardness: 10
- Magical Conductivity: 0
- You and your wielder gain spell resistance 8 + HD
- Gain Magebane enhancement

- This dull looking metal is extremely heavy and dense.
- +3 strength
- Hardness: 15
- Magical Conductivity: 1
- You are 2x heavier than normal.

- A relative soft liquid metal that must first be processed, but is highly conductive to magic.
- +1 Intelligence, +1 Dexterity
- Hardness: 10
- Magical Conductivity: 4

- A blood colored stone that has liquid absorbent properties that allows it to enhance and repair itself. Some make weapons out of bloodstone despite its relatively low hardness due to its ability to repair itself, ensuring the sharpness of the weapon.
- +1 Constitution, +1 Charisma
- Hardness: 8
- Magical Conductivity: 3
- Whenever you or your spells deal lethal damage to a living creature, you recover 1/5 of the damage dealt.
- Whenever you reduce a creature to 0 or lower health, you immediately cast death knell onto it if they are within 30 ft.

Void Obsidian
- A very hard stone that absorbs the light from your surroundings.
- +1 Wisdom, +1 Intelligence, +1 Charisma
- Hardness: 10
- Magical Conductivity: 2
- When you cast spells with the darkness or shadow descriptor, magical conductivity increases by 1. When you cast spells with the light descriptor, magical conductivity decreases by 1.
- While in weapon form, the area within 10 ft. of you has shadowy illumination (10% concealment) unless a light spell is cast upon this are, in which case both effects are suppressed.

World Oak
- Wood that was cut from a world tree. Even after being severed, life force still flows within.
- +1 Constitution, +1 Wisdom
- Hardness: 8
- Magical Conductivity: 3 (4 when enhanced)
- When casting spells from the plant domain, magical conductivity increases by 1
- Fast Healing 3

- This rare magical wood is as hard as metal but very light. It is considered as the wooden form of mithral.
- +1 Dexterity, +1 Strength, +1 Charisma, +1 to another ability
- Hardness: 12
- Magical Conductivity: 2
- Follow normal darkwood rules, except weight is now 1/4.

Elder Ash
- An extremely old wood that has absorbed a tremendous amount of energy throughout its life time.
- +2 Wisdom, +2 Intelligence, -1 Strength, -1 Constitution
- Hardness: 3
- Magical Conductivity: 5

LA 1:

Star Metal
- A superior alloy made from meteoric iron, specifically ore refined from rare comets. Star Metal is as hard as adamantine but is also a great medium for magic.
- + 2 Strength, +2 Intelligence
- Hardness: 20
- Magical Conductivity: 5

Cloud Steel
- A weightless metal renowned for its quirks. It never makes a sound no matter what it does, and can float in air.
- +4 Dexterity, +2 Charisma
- Hardness: 10
- Magical Conductivity: 4
- While in weapon form, you do not make a sound no matter what you do, unless you chose to do so.
- Materials made fully out of cloud steel weight becomes 0, this lets you float in the air and slowly move around. While in weapon form you have a flight speed of 15 ft. You can will to become the normal weight as a free action.
- The range of ranged and thrown weapons increase by 50%.

- This luminous steel gleams with varying hues of pink and indigo. When broken, it can be reformed by bringing the pieces back together, which bond quickly and seamlessly, restoring the item to its previous state.
- +2 Constitution, +2 Wisdom, +2 Charisma
- Hardness: 12
- Magical Conductivity: 4 (5 when enhanced)
- As a standard action, you can make a will or fortitude saving throw. You recover that much damage.
- When you cast spells with the holy, light or good descriptor, magical conductivity increases by 1.

- A gem made out of pure magic and has no equal in magical conductivity
- +3 Intelligence, +2 Charisma or Wisdom
- Hardness: 6
- Magical Conductivity: 8

- This dark violet metal is the naturally hardest metal in the universe.
- +3 Constitution, +3 Strength
- Hardness: 30
- Magical Conductivity: 0
- Follow normal Obdurium rules

- An alloy that uses furion and is extremely heavy.
- +6 strength, +2 Constitution
- Hardness: 18
- Magical Conductivity: 1
- You are 3x heavier than normal. In addition you can freely change your weight from 3x heavier, to up to 10x heavier

2019-02-18, 12:13 AM
I made a "Relic (http://www.giantitp.com/forums/showthread.php?539049-Relic-Cohort-(feat-and-intelligent-magic-item-class)&p=22472797)" race and class along those lines earlier, though they're designed to be wielded by another character.