Difference between revisions of "Singing Sword (5A)"
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=== Weapon Bond === | === Weapon Bond === | ||
− | A singing sword can forge a bond with a willing creature you touches with one-hour ritual, becoming partners | + | A singing sword can forge a bond with a willing creature you touches with one-hour ritual, becoming partners. Any old bond is automatically broken if a new bond is made, and an existing partner is immediately aware that a new bonding ritual has begun and where it is taking place. The bond can otherwise be broken as if it was a curse. |
− | When thus bonded, | + | When thus bonded, each can sense the partner's mood, health, and the approximate distance and direction between them. If either uses a teleport power, they can choose to unerringly teleport to the partner if within range. |
=== Absorb Weapon === | === Absorb Weapon === |
Revision as of 11:27, 18 November 2022
Starfox's 5th Edition Fan Page |
- This is a work in progress.
This is an original Cleric domain for 5A.
A singing sword is a creature that can take the form of a weapon, usually a sword. Whether the singing sword was originally a humanoid that learned to take on the form of a weapon, or an intelligent weapon that learned to take the form of a humanoid matters little. Some singing swords are actually created by a curse, forcing a creature into the form of a weapon.
Singing sword is unusual as a cleric domain. While gods of war are more likely to sponsor singing swords, it otherwise has little to do with the domains of the gods or even with personal devotion to a god, it is about devotion to another player character.
The singing sword is designed to play second fiddle to another character. They bond with their chosen companion and become night inseparable, gaining synergies when acting together. While some players may appreciate this play-style, it is also suitable to NPCs, especially cohorts. Both can be used to make a full character out of what is normally just a helpful accessory, the singing sword is an interesting way to spice up an intelligent weapon.
Source: Original.
Class Information
This is an archetype for a character that assumes the shape of a weapon to support her companions. This can be a creative solutions for occasional players, who can only join the game now and then, providing an explanation for what the character does when the player is not around.
Subclass Features
Domain Spells
Cleric Level | Spells |
1 | Booming Blade, Sword Burst |
1 | False Life, Shield of Faith |
3 | Blur, Magic Weapon |
5 | Counterspell, Elemental Weapon |
7 | Death Ward, Freedom of Movement |
9 | Dispel Evil and Good, Holy Weapon |
Class Abilities
The singing sword has all normal features, plus the ones noted.
Channel Divinity: XXX
Singing Weapon
You select a type of weapon when you first takes a level in this class; this is usually a sword, but can be any weapon the singing sword is familiar with. This item can be of any size. At will you can assume the form of the chosen weapon as a reaction. You retains your own attributes, but your physical attributes are limited to the following effects:
- Strength: Add half your Strength modifier (rounded down) to the damage of the weapon.
- Constitution and Hit Points: Damage to weapon rarely comes up, but if it comes up this is how it works. Add your Constitution modifier to the damage threshold of the weapon. A metal weapon has a damage threshold of 19. You keep your normal Hit Points.
- Dexterity: Add half your Dexterity modifier (rounded down) to attack rolls and combat maneuver rolls made with the weapon.
You counts as a magic weapon in your singing sword form.
In weapon shape you can perceive, speak, and spend a bonus action to resume your normal form but not take any other actions.
When wielded, you can take any action you wish. You can use your weapon form to attack, and you are also considered proficient with yourself in whatever form. You can access and use any items worn by your creature shape, including material foci and components, and can give such items to your wielder. You do not age, eat, breathe, sleep, or execrate. If killed or rendered unconscious in weapon form, you assume your normal form. True Seeing sees both your creature and weapon form.
Weapon Bond
A singing sword can forge a bond with a willing creature you touches with one-hour ritual, becoming partners. Any old bond is automatically broken if a new bond is made, and an existing partner is immediately aware that a new bonding ritual has begun and where it is taking place. The bond can otherwise be broken as if it was a curse.
When thus bonded, each can sense the partner's mood, health, and the approximate distance and direction between them. If either uses a teleport power, they can choose to unerringly teleport to the partner if within range.
Absorb Weapon
Starting at 6th level, you can absorb and use the abilities of other weapons. As a full-round action when in creature form, the singing sword can move a single weapon to or from a personal extra-dimensional space. This extra-dimensional space can hold only weapons, and can hold a number of weapons equal toy our Proficency Bonus. You cannot store an intelligent weapon or another singing sword this way.
As a bonus action, you can assume the form and powers of any stored weapon, becoming this weapon. If the weapon is magical you gain the abilities of that weapon.
When the singing sword is in your creature form, you are possible to steal a weapon from her extra-dimensional space if you are known to be there; this is about as hard as stealing an item carried in a backpack. When in your weapon form, a wielder can force the singing sword to drop one of your absorbed weapons; this is a full-round action that requires a successful Will save against the singing sword's ego; on a failure that creature becomes dominated for a single round and cannot attempt this task again for 24 hours.
Blessed Strikes
When you reach 8th level, you are blessed with divine might in battle. When a creature takes damage from one of your cantrips or weapon attacks, you can also deal 1d8 radiant damage to that creature. Once you deal this damage, you can't use this feature again until the start of your next turn.
Call to Revolution
Starting at 17th level, you