Deem Leem's bag o' Stuff
Ever pick up a curse weapon that makes your character do something against their will? Ever want to play as the magic weapon that makes characters do something against their will?
Recomended background. Work with your DM to make a custom background as to how the weapon was made. This will grant 2 skill proficiencies of your choice which apply to both the weapon and will later be granted to its host.
Class and Leveling. Your class, ability scores, and levels are attached to the weapon and overwrite the abilities of the host.
Please keep in mind that you will need seperat sheets for the weapon and your host. Additionally, this race has been designed for use with martial classes and may not work with pure casters.
An example of a weapons sheet can be found here
Material. The weapons AC is equal to the primary material of the weapon as shown in the table on the right.
Steel Soul. The weapon's creature type is construct. Additionally the following apply to the weapon.
Arcane Blindsight.
The weapon can perceive its surroundings within a 15 foot radius.
The weapon can't discern color or invisible things.
Additionally, the weapon can use the senses of its host.
Auto Attunement. The weapon will automatically attune itself to a character if worn or carried for an hour. The weapon can end this attunement as an action at any time.
Magic Weapon Bonus. As you level up the weapon will gain a bonus to attack and damage rolls made with the magic weapon as show on the MWB column below.
| Matierial | AC |
|---|---|
| Cloth, rope | 12 |
| Crystal, glass | 13 |
| Wood, bone | 14 |
| Copper, Electrum | 15 |
| Stone | 16 |
| Iron, Silver | 17 |
| Bronze, Steel | 18 |
| Magic Metals | 20 |
Bite the hand. Any time the weapon would be knocked or dropped from the attuned creature's hand(host or not), they can make a Str or Dex saving throw to remain. Should the weapon Critically Fail the save by rolling a 1, the host takes 1d4 slashing damage.
Keep the Host. Any time a creature that is attuned to the weapon takes a long rest, they must make a CAS saving throw against the weapon's KH.
On a fail, the attuned creature becomes or stays the "host" of the weapon and its free will is completely overwritten by the weapon.
This happens weather the weapon wants it to or not.
The weapon's KH(keep host) is equal to 10 + CAS and each time the host fails the save, the weapon gains a +1 to its KH up to a maximum of +10.
The weapon loose its KH bonus if the host is lost.
Finally, creatures that are immune to being charmed are immune to this effect.
As a guidline, The initial host should be a basic commoner with the weapon having a +10 bonus.
| Player Level | Hit Points | Magic Weapon Bonus |
|---|---|---|
| 1 to 3 | 7(2d6+Con) hp | +0 |
| 4 to 6 | 10(3d6+Con) hp | +1 |
| 7 to 9 | 13(3d8+Con) hp | +1 |
| 10 to 12 | 18(4d8+Con) hp | +2 |
| 13 to 15 | 22(4d10+Con) hp | +2 |
| 16 to 18 | 27(5d10+Con) hp | +3 |
| 19 to 20 | 32(5d12+Con) hp | +3 |