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

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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.
 
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.
 
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. This allows both you and your wielder to use the abilities of that weapon when you become that weapon.
+
To be bonded with a weapon that requires attunement, you must be attuned to that weapon. This allows both you and your wielder to use the abilities of that weapon when you become that weapon as if you both were attuned to it.
 
You can bond with a number of weapons equal to your Proficency Bonus. If you exceed this number, you must break a bond before you can create a new one.
 
You can bond with a number of weapons equal to your Proficency Bonus. If you exceed this number, you must break a bond before you can create a new one.
  

Revision as of 23:42, 25 November 2022

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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 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. A singing sword need not have a patron god, their powers deriving from the magic that made them, fate, and devotion to a person or cause. Some were created by a god but set free upon the world.

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 a powerful and 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 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

Class Abilities

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

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.

Singing Weapon

You select a type of weapon when you first takes a level in this class; this is usually a type of sword, but can be any weapon. At will you can assume the form of the chosen weapon as a reaction. You do not age, eat, breathe, sleep, or execrate in weapon form. You retains your own ability scores, 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 weapons 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 normally 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 by another, you can take any action you wish, but you cannot move—only your wielder can move, carrying you along. You use your wielder's body to make weapon attacks, but can only do so with a willing wielder. You can attack using your weapon form, and you are considered proficient with yourself in whatever weapon form you take. In weapon shape you cannot use the weapons or armor of your creature form but can otherwise access and use any items worn by your creature shape, including material foci and components. You can apply equipment like potions to yourself or your wielder, but not to other creatures. If killed or rendered unconscious in weapon form, you assume your normal form. True Seeing sees both your creature and weapon form.

When when 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. This allows both you and your wielder to use the abilities of that weapon when you become that weapon as if you both were attuned to it. You can bond with a number of weapons equal to your Proficency Bonus. If you exceed this number, you must break a 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 Singing Sword ability.

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