Relic Weapon (5A)
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This is an original Cleric domain for 5A. A similar sublcass for Bards is the Singing Sword.
A relic weapon is a cleric that can take the form of a weapon. Whether the relic weapon was originally a humanoid blessed with the ability to take on the form of a weapon, or an intelligent weapon that miraculously can the form of a humanoid matters little.
Relic weapons are often created from champions of the divine that choose to fight on rather than to go to their final reward, or it can be a divine spirit manifested as a weapon. Some were created by a god but set free upon the world. Still others were created by a mishap with divine magic or even by a curse.
The relic weapon 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 during play. This can also 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.
Greyhawk Intelligent swords are common in The World of Greyhawk, but the ability of such a weapon to assume humanoid form is not generally known, but clearly possible.
Source: Original.
Subclass Features
The relic weapon has all normal class features of the cleric class, plus the ones noted.
Domain Spells
Cleric Level | Spells |
1 | Booming Blade, Sword Burst |
1 | False Life, Shield of Faith |
3 | Magic Weapon, Warding Bond |
5 | Counterspell, Elemental Weapon |
7 | Death Ward, Freedom of Movement |
9 | Dispel Evil and Good, Holy Weapon |
Relic Weapon
At 1st level when you choose this domain you select a 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 area effects.
- You are immune to poison damage, exhaustion, and the poisoned condition.
- You are a magic weapon.
- 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 Proficiency 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 Relic Weapon ability and wielded by a willing creature, 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 self to yourself or your wielder, but not to other creatures.
You can be targeted by spells that affect creatures while in weapon form, but you ignore area attacks and cannot be attacked. When wielder takes damage or is otherwise disturbed you may lose your concentration.
At 8th level the damage bonus from Blessed Strikes apply to you do your weapon form, even if the attack is executed by your wielder.
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 Relic 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. It is otherwise permanent.
- 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 Weapon Bond at any range. In addition to the normal effect, you assume weapon form and teleport into the hand of your bonded partner.
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 relic weapon or 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 whose form you assume is nonmagical, you keep all abilities from the Relic Weapon and Wielded Weapon features.
If the weapon is magical you gain the magical abilities of that weapon. You cannot use the bonuses from your Relic 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.
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.
Blessed Host
Starting at 17th level, you can channel energy to imbue the weapons of allies with some of your power.
- As an action you enhance the weapons of all allies within 100 feet for ten minutes. Add half your Strength modifier (rounded down) to damage and half your Dexterity modifier (rounded down) to attack rolls with these weapons. The weapons become magical for the duration. If you are in your weapon form, the bonuses for wielding you increases while Blessed Host lasts, add your full Strength modifier to damage and your full Dexterity modifier to attack rolls.