Difference between revisions of "Singing Sword (5A)"

From Action
Jump to navigation Jump to search
Line 47: Line 47:
 
'''In Weapon Form
 
'''In Weapon Form
 
* You can perceive (including the Search action), speak, and spend a bonus action to resume your normal form but cannot move or take any other actions. See Wielded Weapon below for how you can overcome this limitation.
 
* You can perceive (including the Search action), speak, and spend a bonus action to resume your normal form but cannot move or take any other actions. See Wielded Weapon below for how you can overcome this limitation.
* You can be attacked and be targeted by spells as if you were a creature but you are immune to area attacks
+
* You can be attacked and be targeted by spells as if you were a creature but you are immune to effects that affect an area.
 
* You are immune to poison damage, exhaustion, and the poisoned condition.  
 
* You are immune to poison damage, exhaustion, and the poisoned condition.  
 
* You are a magic weapon.   
 
* You are a magic weapon.   

Revision as of 10:42, 26 November 2022

5A5A logo
Starfox's 5th Edition Fan Page
Notepad.png 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 an oddity among cleric domains. It has little to do with a god's domains or even with devotion to a god. A singing sword need not have a patron god, their powers deriving from the magic that made them, fate, or devotion to a person or cause. Some were created by a god but set free upon the world. Others accepted a divine mission and similar to normal clerics, perhaps a saint that choose to live on in a relic weapon. Still others were created by a magical mishap or even a curse.

The singing sword is destined to play second fiddle to another character. They bond with their chosen companion and become night inseparable, gaining synergies when acting together. Others wander from wielder to wielder, following a cause. While some players may appreciate this play-style, it is also suitable to NPCs. Both can be used to make a full character out of what is normally just a helpful accessory, the singing sword is a powerful and interesting way to spice up an intelligent weapon and a way to introduce an NPC cleric to a group without having to constantly care for a NPC in play.

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 solution 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

Liberation 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

Subclass Features

The singing sword has all normal class features of the cleric class, plus the ones noted.

Singing Weapon

At 1st level when you choose this domain you select a type of weapon. This is usually a type of sword, but can be any type of weapon. You can assume the form of the chosen weapon as a reaction.

In Weapon Form

  • You can perceive (including the Search action), speak, and spend a bonus action to resume your normal form but cannot move or take any other actions. See Wielded Weapon below for how you can overcome this limitation.
  • You can be attacked and be targeted by spells as if you were a creature but you are immune to effects that affect an area.
  • You are immune to poison damage, exhaustion, and the poisoned condition.
  • You are a magic weapon.
  • You cannot use non-magical items or any weapons or armor but can access and use any magic items worn by your creature form, including material foci and components.
  • If killed or rendered unconscious you assume your normal form.
  • You do not age, eat, breathe, sleep, or execrate.
  • You retain your own ability scores, but your physical attributes are limited to the following effects:
  • Strength: Add half your Strength modifier (rounded down) to damage when you are used as a weapon.
  • Constitution: You keep your normal Hit Points. You have an Armor Class of 16 plus your Constitution modifier plus your Proficency Bonus.
  • Dexterity: Add half your Dexterity modifier (rounded down) to attack rolls when you are used as a weapon.

Wielded Weapon

At 1st level, when using the Singing Weapon ability and wielded by another, you can take any action you wish, but you cannot move—only your wielder can move, carrying you along. If you take the Attack cation, your wielder performs the attack using your weapon form. When you take the Cast a Spell action you can satisfy the verbal and material components of the spell but your wielder must perform the somatic components using the hand they are holding you. In both cases the wielder must be able and willing, but need not spend any action. You can apply potions and effects with a range of touch to yourself or your wielder, but not to other creatures, even ones you touch.

You can be targeted by spells that affect creatures while in weapon form, but you ignore area attacks and cannot be attacked. When when you or your wielder takes damage or is otherwise disturbed in a way that could break concentration, just as if you had been damaged or disturbed. You can choose to your your own or your wielder's Constitution saving throw to keep your concentration.

At 8th level the damage bonus from Blessed Strikes apply to any attack using your weapon form, including attacks made by your wielder.

Weapon Union

Starting at 6th level, you can unite with and manifest the abilities of other weapons. As an action when in your normal form, you can bond with a weapon. This bond lasts as long as you carry the bonded weapon. You cannot bond with an intelligent weapon or another singing sword. To be bonded with a weapon that requires attunement, you must be attuned to that weapon. If you cease to be attuned, the bond breaks. You can bond with a number of weapons equal to your Proficency Bonus. If you exceed this number, you must spend an action to break an existing bond before you can create a new one.

When you assume weapon form, the bonded weapons become part of your form and you are still assumed to be carrying them. You can now use a bonus action to assume the form, weapon type, and powers of a bonded weapon, becoming this weapon. If the weapon is magical you gain the magical abilities of that weapon. You cannot use the bonuses from your Singing Weapon feature, but you can take actions as allowed by the Wielded Weapon feature. If you are attuned to the weapon whose form you assume, both you and your wielder can use all abilities of that weapon, as if you were both attuned to it.

Channel Divinity: Weapon Bond

Starting at 2nd level, you can use your Channel Divinity to create a bond with another creature.

You forge a bond with a willing creature you touch, becoming partners. You cast Warding Bond on them without expending a spell slot and use the Singing Weapon feature to assume your weapon form in their hand.
In addition, you create a lasting bond. Any old bond is automatically broken if a new bond is made. The bond can also be broken as if it was a curse. Until the bond is broken each of you can sense the partner's mood, health, and the approximate distance and direction between you. When in weapon form and wielded by a bonded partner, you can cast a spell with a range of self on the partner.
If you have a bond with someone from an earlier use of this feature, you can use this ability at any range. In addition to the normal effect, you teleport into the hand of your bonded partner in weapon form.

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