Dark Weapon (Solo) (5e Class)

From D&D Wiki

Jump to: navigation, search
Work In Progress

Dark Weapon (Solo)[edit]

3.00
(3 votes)

!IMPORTANT! This class is a copy of a previously made class by another user. This version of the class is for those (like me) who like the class but want to use it as a solo character as the original class is meant to be used in tandem with another player. The idea of the edits is to make it similar to how hexblade works. Instead of you being the weapon, you possess a sentient weapon that shares its power with you. I take no credit for this, show love to the original creator.

The first Dark Weapons were once the subordinates of powerful Hag covens and the Raven Queen. In exchange for their loyalty, the Hags bestowed upon them the ability to take on the form of weapons- each form possessing abilities far greater than their forged counterparts. The first Dark Weapons were made by tearing out the souls of demonic entities and merging it with the soul of the intended Dark Weapon. These dark entities are the center of the Dark Weapon’s abilities and by feeding the souls of those they have slain to their demonic side the Dark Weapons are able to boost their own abilities.

Creating a Dark Weapon[edit]

Do you want to play a character able to support your allies offensively? If you want to quick-build a Dark Weapon make your highest ability score either Strength or Dexterity, then your second highest should be Wisdom or Constitution. Afterwards choose the Perception and Insight skills and take the Sage, Soldier, or Outlander background.

Class Features

As a Dark Weapon you gain the following class features.

Hit Points

Hit Dice: 1d10 per Dark Weapon level
Hit Points at 1st Level: 10 + Constitution modifier
Hit Points at Higher Levels: 1d10 (or 6) + Constitution modifier per Dark Weapon level after 1st

Proficiencies

Armor: None
Weapons: Your Chosen Weapon
Tools: None
Saving Throws: Constitution, Charisma
Skills: Choose two from: Arcana, Deception, Intimidation, Insight, Perception, Stealth, or Survival

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

  • (a) A tassel of leather, woven gold or metallic lace or (b) metal ring on your pommel (or head of your haft) (both these show up as a irremovable (But replaceable!) bracelet in human form).
  • a turquoise, azurite, eye agate (or other gem worth no more than 10 gp per starting level) embedded in your crossguard (or haft) (this shows up as a embedded gem on the back of your hand in human form).

Table: The Dark Weapon

Level Proficiency
Bonus
Dark Souls Features
1st +2 - Chosen Weapon, Weapon Invocation
Dark Contract, Legendary Weapon, Nature of the Soul
2nd +2 10 Dark Souls, Shared Awareness
3rd +2 15 Enhanced Weapon
4th +2 20 Ability Score Improvement, Nature of the Soul Feature, Legendary Weapon Improvement
5th +3 25 First release, Extra Form, extra attack
6th +3 30 Dark Return
7th +3 35 Enhanced Weapon Improvement
8th +3 40 Ability Score Improvement, Legendary Weapon Improvement
9th +4 45
10th +4 50 Enhanced Weapon Improvement
11th +4 55 Mind Over Matter, Shared Awareness Improvement
12th +4 60 Ability Score Improvement, Legendary Weapon Improvement
13th +5 65
14th +5 70 Second release, Extra Form
15th +5 75 Enhanced Weapon Improvement
16th +5 80 Ability Score Improvement, Nature of the Soul Feature, Legendary Weapon Improvement
17th +6 85 Soul Renewal
18th +6 90 Enhanced Weapon Improvement
19th +6 95 Ability Score Improvement, Legendary Weapon Improvement, Focus
20th +6 100 Demonic Hunger, Nature of the Soul Feature


Chosen Weapons[edit]

At 1st Level, choose a weapon from the weapon list from the Player's Handbook. This weapon becomes your Chosen Weapon and it will be the weapon that you summon.


As a bonus action, in a swirl of visible black smoke, you can summon your weapon from its pocket dimension. If your weapon is in the same plane as you but not on your person, You can have the weapon fly into your hand, which is no more than 30 feet + 5 feet per Dark Weapon level away. If your weapon is too far away or obstructed from you, it drops to the ground. When speaking to your weapon, You and your weapon can maintain a telepathic link in order to speak when you are wielding it.


When casting a spell from this class, you ignore all verbal and somatic components however you must provide any and all material components required.

Your weapon is immune to all forms of damage. However your weapon is still affected by spells that are designed to affect the same material as it, such as the shatter or heat metal spells.


Additionally, while you are being wielded in Weapon Form, your Holder gains an attack bonus equal to your Proficiency Bonus and a damage bonus equal to your Strength Modifier. If you are a ranged weapon use your Dexterity Modifier and if the weapon is finesse you can choose between Strength or Dexterity Modifier.


You also gain the ability to have your weapon consume other weapons to your benefit. Devouring a weapon requires 1 minute of concentration as if concentrating on a spell. When you devour a magical weapon, your Weapon gains its abilities. You may only devour one magic weapon every 24 hours. If magic weapons that would deal elemental damage (such as poison, fire, cold, psychic, etc.) are devoured you gain the highest damaging dice of one element (For example, if you devoured a weapon that would deal 1d4 cold damage and devour another that would deal 1d6 cold damage, you would deal 1d6 cold damage). You may only gain the weapons form when consuming +1,+2... weapons. This feature does not affect Artifacts ,Sentient Weapons, magical summoned weapons like Spiritual Weapon, or weapons from the Pact of the Blade feature. Your DM may limit what weapons you may devour based on level and/or other circumstances.

You may only use one extra damage type along with your weapon form's damage, during a long rest you may select a single damage type you have gained from this feature.

Weapon Invocation[edit]

You may summon the spirit of your weapon to aid you in your time of need. As a reaction, you send the spirit of your weapon towards a target (within 50 feet; that you can see) to impose disadvantage on their next roll. (Ex: right before you attack, before casting a spell, before your target makes an action, etc.) You may use this feature a number of times equal to your proficiency.

Dark Contract[edit]

The bond between Dark Weapon and Holder is very important and must benefit both sides, so you must choose the weapon that will be the chosen weapon until the end of the contract.. Anyone who wields your Dark Weapon will get strange feelings and will be urged to drop it or the weapon can make a roll to attempt to charm the creature. The DC equals to 10 + Wisdom Modifier + Proficiency Bonus, the wielder rolls a Charisma Save to contest. If the wielder fails, they are possessed by your weapon for 1d6 hours but you do not have control of the person. Your weapon is very powerful and can cause much chaos if you do not keep it in check and your weapon having control of another creature can have positive or negative effects. The possessed wielder cannot reroll to be uncharmed unless stated otherwise but the charm can be stopped by spells, items, etc. that have the ability to stop charming effects. You cannot summon your weapon to your hand while they possess someone.

Once possessed, you (or the dm) roll 1d6 and the possessed creature acts based on the table below:

1: The creature will feel the strong urge to end their own life. They must hit or stab themselves with the weapon if possible and the damage they deal to themselves will count as a crit. If for some reason they are unable to harm themselves with the weapon, the possessed wielder will instead harm themselves with anything close to them (sharp objects, burning water, a cliff, etc.) When damaged and still alive, the possessed wielder may roll to possibly break out of the charm. If they still fail they continue to harm themselves until they break the charm or die.

2-3: Your weapon will feel as if you have abandoned them and are trying break the contract and will burn your soul until you return. every 5 minutes you will take 1d6 damage until you find and take back the weapon. This damage can make you fall unconscious but cannot kill you. The wielder possessed by the weapon will still be conscious and can act as normal but will be unable to let go of the weapon and will hear the voice of the weapon in their head.

4-5: The possessed wielder will attack all creatures in its vicinity including you in order to feed the weapon souls. If no one is around the possessed wielder it will try to find others to kill so the weapon can feed. They will not stop until the duration of the charm ends, the possessed wielder is unconscious or dead.

6: the possessed wielder will try to hunt you down in order to become the new master of your weapon by trying to end your life with it. They will always know where you are and will attack you until the charm ends, you take the weapon back by force, or the creature dies. If anyone is in their way while hunting you, they will get attacked as well.

The Weapon cannot use the charm effect of this feature again until you finish a long rest.

Legendary Weapon[edit]

The dark weapon is considered a +1 magic weapon at 1st Level. This increases to +2 at 4th Level, +3 at 8th Level, +4 at 12th Level, +5 at 16th level and +6 at 19th level.

Nature of the Soul[edit]

As a Dark Weapon grows in power your power adapts to the nature of your soul. You gain one benefit at 1st Level, and additional benefits at Levels 4, 10, 16 and 20.

Dark Souls[edit]

At 2nd level, you gain a pool of 10 souls that you use for your abilities. For each level, there is a maximum number of souls that you can hold as shown in the table. A short rest restores 1/2 your maximum pool rounded down. A long rest restores everything. Killing a monster grants a number of souls equal to its CR rating, minimum 1 soul gained.

Shared Awareness[edit]

Starting at 2nd Level, you may double your Wisdom Modifier to your Passive Perception and Investigation checks. (If you have a wisdom modifier of +2 and no proficiency in perception, your passive perception will be 14). At 11th Level you may additionally add your Wisdom modifier to any Initiative rolls.

Enhanced Weapons[edit]

Starting at 3rd Level you become an enhanced weapon. As your Dark Weapon consumes souls its strength grows in power, these powers fall into one of three categories: Hexed Weapon, Demon Weapon, and Dark Armament. You gain additional benefits from these categories at Levels 7, 10, 15, and 18.

Ability Score Increase[edit]

When you reach 4th level, and again at 8th, 12th, 16th, and 19th level. You may increase one ability score of your choice by 2, increase two ability scores of your choice by 1, or take a feat. As normal, you can not increase an ability score above 20 using this feature.

First Release[edit]

At 5th level, pick an additional weapon from the Players Handbook. You may use a bonus action and 5 souls to transform into your First release. In this form, your abilities are stronger. You deal an extra 2d6 Necrotic damage and you have additional traits based on your weapon path. In order to maintain the first release form, you must sacrifice 5 souls at the start of each of your turns until change into the Second Release or cancel it with a bonus action.

Extra Attack[edit]

Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

Dark Return[edit]

At 6th level, you may teleport to your weapon as an action. The distance you may teleport is equal to your Level times 5 in feet. You may use this feature 3 times, regaining uses after a long rest. You gain an additional use at 12th level and again at 18th up to 5 uses.

Mind over Matter[edit]

At 11th level, you gain proficiency in 4 skills of your choice. If you already are proficient in a skill granted by this feature they may double the proficiency bonus to skill checks with that skill.

Second Release[edit]

At 14th level, you gain your final weapon form and the ultimate culmination of your powers. Pick an additional weapon from the Players Handbook. You must use an action to transform into your Second Release. In this form, you have access to all of the benefits of your First Release, and your skills are enhanced even further, you deal double damage compared to the normal form. In order to maintain your second release, you must sacrifice 15 souls per turn.

Soul Renewal[edit]

At 17th level you have gained new power over souls. When you take a short rest, you restore all of your dark souls.

Focus[edit]

Starting at 19th Level, you may intently focus on one opponent, granting you complete awareness against the marked creature. This gives you your proficiency bonus to AC and saving throws against the focused opponent. As an action you may spend 25 Dark Souls to indicate one Creature within 30ft. For the next minute that creature is vulnerable to all damage from you.

Demonic Hunger[edit]

At 20th level, you gain the ability to consume magic items to your benefit. Once every 24 hours, you may devour a magic item that is not a consumable item and/or an item with charges. (This consumption shares a cooldown with your ability to consume magical weapons.) You may transform into that magic item granting all benefits the item possesses to your Holder. Your Holder automatically counts as attuned to you, and you do not count towards attunement limit.

Dark Weapon Archetypes[edit]

Hexed Weapon[edit]

The Hexed weapons are the most favored by their Hag masters, unlike the Demon Weapon’s mighty strength, or the Armament’s powerful defensive capabilities, the Hexed Weapons specialize in enhancing the strength of their bearer’s magic. When choosing the Hexed Weapon path you gain one of the below listed features at third level and another one at 7th, 10th, 15th and 18th.

Hexed Weapon Bonus[edit]

Wand Form: You can transform your weapon into any wand or staff, you can also consume any type of Arcane focus and gain its abilities , charges and recharge condition.

Magical Projectile: While in a form of a weapon that uses ammunition you have infinite standard ammunition, you also receive a damage bonus equal to the highest slot spell available to you.

Dark Range: While in a ranged weapon form your effective range and secondary range are both increased by 60ft. In addition, your never gain disadvantage when attacking with a ranged weapon at melee range.

Magical Damage: You can add your Wisdom modifier (minimum of 1) to any damage or healing from a spell you use at the cost of 3 Dark souls. In addition, you can add your Wisdom modifier (minimum of 1) to the damage of any cantrip for 1 Dark Soul.

Magical Range: Your spells have their range increased by 15 feet, if the spell has touch range the range becomes 10 feet.

Spell Siphon[edit]

once you reach 3rd level, you can use your weapon as an Arcane focus no matter what form it is in. Whenever you would cast a spell that would inflict damage, at the cost of 5*(spell level/2, rounded up) dark souls, you regain 1d8 hitpoints. This bonus increases to 2d8 at 8th level, 3d8 at 12th level, 4d8 at 16th level and 5d8 at 19th level.

Channeled Magic[edit]

At 7th level, you gain the ability to amplify your magic. You may spend 15 Dark Souls to gain advantage on your next spell attack. If the next spell you would cast requires a saving throw, the target(s) make the saving throw at disadvantage.

Sacrificial Magic[edit]

At 10th level, Using a bonus action and sacrificing 10 souls you are able to grant yourself an extra 1st Level spell slot. Spell slots of higher levels require 10 additional souls per level past 1 up to 5th level.

These spell slots last until your next short rest or long rest, or until they are used. You cannot exceed your maximum number of spell slots with this feature.

Guided Casting[edit]

Starting at 15th level, you can amplify your magic by adding your Wisdom Modifier to your spell save DC and spell attack bonus.

Dark Realm[edit]

At 18th level, you gain the ability to create a portal to a pocket dimension. This ability can only be used during Second Release. You may spend 20 dark souls to pull all creatures within a 120 foot sphere into a pocket dimension that lasts for 1 minute or until you are unconscious. You may spend 20 more dark souls to extend the duration for another minute. The form of this dimension coincides with your psyche, however the basic terrain is always the same: it is a flat area about 120 square feet in diameter. When Dark Realm ends, You and anyone or anything caught are returned to the same square(s) they were taken from.

While in this dimension you gain advantage on saving throws and ability checks, and your second release consumes no dark souls. Any spell that would teleport a creature out of the Dark Realm fails to cast, and any creature that is hostile to you has disadvantage on saving throws and ability checks while in the Dark Realm. Additionally you are granted the ability to cast one spell from their spell list without spending a spell slot, at the cost of 25 Dark Souls. After the spell is cast Dark Realm ends, and your Second Release state ends. You must finish a long rest before you may use Dark Realm again.



Demon Weapon[edit]

The Demon Weapons while they do not offer magical prowess like the Hexed Weapons, or physical enhancement like the Dark Armament, their sheer size and brute force make them terrifying to both enemies and allies alike.

Demon Weapon bonus[edit]

You gain access to the following abilities:

Demonic Form: You may use a BONUS action to spend 10 dark souls to transform your dark weapon into a Demonic Weapon for 1 minute. While in this form the weapon can bite any enemy you hit. The bite deals 3d4 in piercing damage, this ignores resistances. In First Release the die increase to 4d4.

Weightless Form: You learn to lighten your body until you are almost weightless. As a bonus action you may spend 5 Dark Souls, your weapon will lose the Heavy and Two-Handed property for 1 minute. If your weapon does not possess the Heavy and Two-Handed property, then it gains the Light and Finesse property instead.

Throw: You gain the Throw property if your weapon form does not possess the Heavy property. Your range increment is (30/60). If your Holder attacks with this property, they may use their reaction to return you to their hand. On the other hand, if the weapon chosen for the ranged attack, you can fire magical energy projectiles according to your soul type, piercing, elemental, magical, necrotic or radiant.

True Great Weapon Master: You gain the Great Weapon Master feat if you have not already taken it. At 20th Level when you use the Great Weapon Master feature they may choose to receive -10 on the attack roll to gain +20 on the damage roll instead.

Blood Leech[edit]

Starting at 3rd Level, you may spend 15 Dark Souls when you lands an attack. You heal for half of the damage dealt, rounded up. If the health restored exceeds their maximum HP then you add the remaining HP to your Temporary HP up to your Level + Your Strength Modifier. In second release, you instead heal equal to the full damage dealt.

Lusting Blade[edit]

Starting at 7th level, if you land a critical on your attack, treat all dice rolled as the highest number. This may only be applied to one attack per turn.

Demonic Strikes[edit]

Starting at 10th level, you may use a bonus action to spend 20 Dark Souls to grant yourself advantage on your next attack roll. In First Release this ability also causes your next attack to cause the opponent to be stunned if it hits and they fail a con save. In Second Release this ability also causes paralyzing pain, the target must make a Constitution Save or be paralyzed until the end of its next turn. The DC is equal to 8 + Your Strength Modifier + Your Proficiency Bonus.

Berserker’s Might[edit]

Starting at 15th level, while in either first or second release, you can use a bonus action to expend 10 dark souls and send yourself into a Berserker's rage, dealing extra 2d6 damage. you can maintain this state by expending 5 souls every turn. During First Release you also gain resistance to slashing, piercing, and bludgeoning damage. During Second Release you also gains resistance to fire, acid, and necrotic damage. This effect will end if you are disarmed or rendered unconscious.

Lord Slayer[edit]

Starting at 18th level, you may activate the Lord Slayer. You must be in Second Release and must spend 20 souls to use this feature. Before you make an attack against a target, you may choose to add xd12 damage, the x representing the amount of Dark Souls sacrificed during the attack using this ability. The starting damage begins at 2d12 and increases by an additional 1d12 for every 10 souls sacrificed. If you miss, the effect, and souls are lost. If you critically hit, instead of doubling the damage, the target takes the maximum amount of damage from the dice used.



Dark Armament[edit]

Where the Hexed Weapons enhance the user's magic, and the Demon weapon’s allow for great destructive power, the Dark Armaments are capable of empowering the wielder defense to another level.

Dark Armament Bonus[edit]

Shield Form: You may now transform your weapon into a shield with your Chosen Weapon feature as a bonus action. While in shield form you are granted 2 + your Legendary Weapon bonus to your AC. While in this form you may use your reaction to reduce any damage taken by 1d8 + Half your Dark Weapon level rounded down.

You may use a bonus action to apply one of the following effects with an attack.

Armor Crush: You enhance the strength of a single blow you make. Each time you attack a target with this effect, you reduce the target's AC by 1, up to a maximum of -3 AC. This effect lasts for up to 1 minute, or until the target is healed.

Concussion: You land a solid blow at the creature's head. The target has disadvantage on all Wisdom, Intelligence and Charisma checks, and must make a DC 15 Constitution check each turn to maintain concentration until they save or 1 minute has passed.

Kneecap: You swing low and crack the target's knee joint. The target's movement is halved until the start of your next turn.

Winded: You land a solid blow to the center of the chest, knocking the wind out of your opponent. The target has disadvantage on all Strength, Dexterity and Constitution Checks until the end of your next turn.

Dislocate: You strike the target's shoulder, painfully wrenching it from the socket. The target has disadvantage on its next attack.

Armored Weapon[edit]

Starting at 3rd level, you gain the ability to transform your weapon into a pair of gauntlets around your hands when in Weapon Form increasing your AC by 2. In First Release, you grant yourself more armor on the arms and legs increasing the bonus to 4. In Second Release, your weapon forms further with other articles of armor as well, increasing the bonus to 6. You may use your reaction to spend souls to increase your defense. You grant yourself +1 AC for every 10 souls you spend for 1 minute.

Advanced Aegis[edit]

At 7th level you are able to grant yourself resistance to certain damage types. Using a bonus action and expending 10 souls you are able to grant yourself resistance to slashing, bludgeoning and piercing damage for 1 minute. At 15th Level, while this ability is active, you may spend an additional 10 Souls to give yourself resistance to one additional chosen damage type. You can not grant more than 5 additional resistances with this ability at a time.

Juggernaut[edit]

At 10th level, you are granted immense physical power. During combat you cannot be unwillingly moved by any physical or magical means and cannot be knocked prone while wielding your weapon. Additionally attacks you make deal double damage against structures and constructs.

Demonic Enhancement[edit]

At 15th level your weapon's demonic powers enhance your abilities and senses. Whenever you make a saving throw you may add your Constitution Modifier to the saving throw, if you are proficient in the saving throw then you can also add half your Proficiency bonus rounded down to the saving throw.

Demonically Forged[edit]

At 18th Level, you are able to heal your wounds and suppress any ailments using the Souls you have gathered. You may use a bonus action and expend any amount of Dark Souls to restore hit points to yourself equal to the amount of Dark Souls spent. Any poisons, diseases or curses that are afflicting you are suppressed as long as you are wielding your weapon.

Additionally, once per long rest you can use 35 dark souls to imbue yourself with massive power for 1 minute. Each attack you make deals an additional 4d8 bludgeoning damage. In addition, you may apply Armor Crush on every attack you make.

Soul Type[edit]

As a Dark Weapon, your soul affects the way that your curse evolves.

Soul of Battle[edit]

Warrior Spirit[edit]

At 1st Level, your familiarity with combat allows your weapon's soul to aid you. When you roll for initiative, roll with advantage. You may summon your Weapon as part of your Initiative roll.


As a bonus action, you may channel your weapon's spirit into a ghostly figure you summon. The figure forms within 5ft of you, following you wherever you go and granting you the following benefits.

- You gain temporary HP equal to 1/2 of your Maximum HP. While you have these temporary hitpoints you are vulnerable to psychic damage.

- as a reaction, while you still have temporary hp (including if you would lose the temp hp), you may use a charge of your weapon invocation to have the spirit of your weapon reflect half of the damage you took from an attack back to the attacker.

This ability lasts for 1 hour or until you lose all temporary HP. You must finish a long rest to use this ability again.

Tactician[edit]

At 4th Level, you observe the ebb and flow of battle, seeing what your allies can not. You learn 3 maneuvers of your choice from the Battle Master's list of maneuvers. You can also use your superiority dice to enhance your attacks. You can use only one maneuver per turn.

You learn a additional maneuver of your choice at 6th, 9th, and 12th level. Each time you learn new maneuvers, you can also replace one maneuver you know with a different one.

Superiority Die: You gain four superiority dice, each of which are d6s. A superiority die is expended when you use a maneuver. You regain all of your expended superiority dice when you finish a long rest. You gain another superiority die at 6th level and one more at 9th level. At 12th level your Superiority Die turn into d8's, at 20th level they turn into d10's.

The DC for any saving throws in relation to your maneuvers is 8 + Your Proficiency Bonus + Your Wisdom Modifier

Duplicity[edit]

At 10th Level your weapon's demonic soul grants you an additional attack when you take the attack action. The number of extra attacks increases to 2 at 15th level and 3 at 20th level. This stack's with extra attack.

Rally Arms[edit]

At 16th Level, you may spend 15 dark souls to send out a wave of mental fortitude centered on your body to up to 5 creatures within a 30ft radius. The creatures are purged of any effect taking hold of their mind including charm, sleep, fear, paralysis, as well as any effects currently reducing their attributes.

Avatar of War[edit]

At 20th Level, During Second Release, you may use a bonus action for your weapon to grant you what remnants of strength you have in life for 1 minute. During this time, you gain the following benefits:


- You gain advantage on Dexterity and Strength checks and saving throws.


- You gain +6 to your Strength, Dexterity and Constitution saving throws for the duration.


- You gain +5 to to every attack for the duration.


- You gain a base movement speed of 50ft, This cannot be reduced unless a condition reduces speed to 0.


You must complete a long rest to use this ability again.


Soul of Nature[edit]

Nature's Wrath[edit]

At 1st Level, your Weapon's Form cannot be made of metal or any other material that is not naturally grown. You are now considered half-plant, as your weapon changes you physically, your skin becomes hard as wood, and your unarmored AC becomes 13 + your Wisdom modifier. You are vulnerable to fire damage and resistant to cold damage.

You learn the Shillelagh and Druidcraft cantrips. When Shillelagh is active, the duration of the spell instead last until you long rest or let go of your weapon.

You may spend a charge of your weapon invocation, as a bonus action the spirit of your weapon will fly towards a target within 40 feet and force them to make a wisdom saving throw based on your dc. If they fail, they are rooted for 2 rounds. If they succeed they instead have their movement cut in half for 2 rounds.

Also anyone that is killed due to the dark contract feature will have a seed planted in their corpse upon death. The seed will fully grow into a tree, bush, or sprouting flowers after 2 hours.

Elemental Attribute[edit]

At 4th Level, you can select one of the following elements: Fire, Cold, Lightning or Poison. You deal extra damage based on the selected element on each attack. You can use this ability once a day.

At 4th Level, You deal an additional 1d6 damage. Every 4 levels, you gain another damage die and another use. This means at 20th level, you deal an extra 5d6 damage of your choice.

You gain access to one of the bonus spell lists below corresponding to your element. In addition, you learn 2 non-damaging druid cantrips of your choice. You gain a number of spell charges equal to your Dark Weapon level + wisdom modifier. See the table below to know each spell you can access and how much it cost. You may only expend a number of points less than or equal to your level. You regain half your expended charges at dawn.

Your spell save DC is 8 + your wisdom modifier + your proficiency bonus.

Element of Fire[edit]

Points / Spells Learned

3 / Absorb Elements, Burning Hands

5 / Flaming Sphere, Pyrotechnics, Aganazzar's Scorcher

7 / Fireball, Melf's Minute Meteors, Flame Arrows

9 / Fire Shield, Wall of Fire

Element of Cold[edit]

Points / Spells Learned

3 / Absorb Elements, Ice Knife

5 / Misty Step, Snilloc's Snowball Swarm, Water Walk

7 / Sleet Storm, Tidal Wave, Wall of Water

9 / Ice Storm, Control Water

Element of Lightning[edit]

Points Spells Learned

3 / Absorb Elements, Witch Bolt

5 / Invisibility, Hold Person, Blur

7 / Call Lightning, Lightning Bolt, Lightning Arrow

9 / Storm Sphere, Freedom of Movement

Element of Poison[edit]

Points Spells Learned

3 / Entangle, Ray of Sickness

5 / Barkskin, Melf's Acid Arrow, Maximilian's Earthen Grasp

7 / Erupting Earth, Plant Growth, Stinking Cloud

9 / Giant Insect, Grasping Vine

Ritual of Nature[edit]

At 10th Level, you learn to travel long distances through the power of plants and nature. You learn and can cast Treestride at its base level once per long rest without expending a spell charge. To do so, you must be thrust against the tree used for the travel.

In addition, you learn the Speak With Plants spell and can cast it once per long rest without expending a spell charge.

Heart of the Forest[edit]

At 16th Level, when you thrust your weapon into the ground while continuing to hold onto it for over a minute, you sprout roots and form a connection to the spirits of nature in a 90ft area. This must be done in the open and in soil that is capable of supporting plant life. You can perform one or all of the following effects:

-You can grow any plants that are local to the region from seeds to their adult form.

-You can grow any fruits of your choice from surrounding plants, the fruits do not need to be of a type that grows naturally from the plants in question. Each fruit has the properties of one Goodberry from the Goodberry spell. You can create a number of fruits up to your Dark weapon level.

-You can grow large, thorny vines out of the ground to create walls up to 10ft tall around the outskirts of the 30ft area. This functions as wall of thorns at half damage. This effect ends as soon as your weapon is removed from the ground, let go of your weapon for more than 30 seconds or are rendered unconscious.

-Individuals that take a long rest within 30ft of you become cured of any poison, sickness and diseases.

-You can use Entangle and Grasping Vine spells on any creature you wish within 30ft of you without expending a spell slot.

You must maintain this form for at least 1 hour for any plants and good berries to finish growing. Removing your weapon from the ground leaves any plants that have grown as a result of your influence, but any magical fruits lose their enchantment after 1 full day.

Avatar of Nature[edit]

At 20th Level, During Second Release you can channel the power of your chosen element into yourself as an action for up to 1 minute. During this time, you gain the following benefits:

-You gain immunity to the type of element you have chosen for the day.

-You constantly deal 2d6 damage per round to enemies within 10ft at the end of their turn. The damage type is the same as your chosen element for the day.

-You can float up to 5ft above the ground and move freely, ignoring the effects of difficult terrain.

-You can spend one spell charge to transport yourself up to 90ft away. Any enemies within 5ft of your original and new location take 2d6 of magic damage according to your attuned element for the day.

You must complete a long rest to use this ability again.


Soul of Magic[edit]

Magical Bond[edit]

At first level you gain the Prestidigitation cantrip and choose another cantrip from any spell list, and may choose one additional spell from any spells list. You gain additional cantrips at level 7 and 14.You learn a extra spell on the 3rd, 5th, 7th, 9th, 11th, 13th, 15th, 17th and 19th level

You use the spell slot table from the Warlock class.

You may spend a charge of your weapon invocation to have your weapons spirit assist you in the casting of your spells. For your next spell cast, double your wisdom modifier as an increase to the spells attack roll and spell save dc. You must announce this before making your roll or before forcing the target to make a roll.

Your spell save DC is 8 + your Wisdom modifier + your proficiency bonus

Spell attack modifier = your proficiency bonus + your Wisdom modifier

You also gain the ability to have your weapon devour spellbooks and spell-scrolls, when you do so you learn the spells written within and the spells are considered Dark Weapon spells for you.

Mystic Battle Style[edit]

At 4th Level, you develop a combat style that combines magic and martial combat to enhance prowess. You may use an action to consume one of your spell slots. When you do so you assume a fighting stance that will grant you the following benefits for 1 minute:

- You gain a bonus to damage on your first attack equal to your Proficiency Bonus.

- Once during the duration you may use a bonus action to heal 1d10 + Your Wisdom Modifier.

- When an enemy hits you with a melee attack, you may use your reaction to cast a cantrip you know.

Rites of the Arcane[edit]

At 10th Level, you may choose to transfer your arcane energy to others. Once per long rest, you may grant knowledge of your spells to creatures up to the spell level of their wisdom modifier. For example, a creature with an wisdom of 14 (+2) can receive a free cast of one of your 2nd level spells.


Allies granted these spells may cast them once at lowest level. Creatures use their Wisdom Modifier as their Spell Attack Bonus and Spell DC. You can perform this ritual with up to as many creatures as your Wisdom modifier. Creatures cannot benefit from this ability again until they perform a long rest.

Devastating Channel[edit]

At 16th Level, you discover how to channel your spells through your weapon in an amazing and devastating way. Whenever you land a critical hit with you, you may immediately cast a 1st to 3rd level spell without spending a spell slot as a reaction.

In addition, you have enhanced the power of the Mage Hand cantrip. You may manifest yourself using an action as a full-body, physically tangible form who can perform physical tasks to the same level as an Unseen Servant spell. You can separate from your physical body at will and move up to 200ft away from it. You are unable to fly or move through terrain otherwise impossible for a physical creature to do so.

Avatar of Arcane Energy[edit]

At 20th Level, during Second release you may channel all of your weapon's arcane knowledge and power to yourself as an action for up to 1 minute. During this time, you gain the following benefits.

- You may cast a spell with a casting time of an action as a bonus action once per round.

- You may use your Intelligence, Wisdom and Charisma scores for any checks they must accomplish. In doing so, your weapon speaks through you to accomplish any verbal component of the check.

- You may use a reaction for any spell that you see. Make an Arcana check, the DC is equal to 10 + The Spells Level. On a success, you learn the spell.

- You are under the effects of Mystic Battle Style. You are granted the damage bonus to all attacks, and killing an enemy in this state grants another use of the healing feature.


You must complete a long rest to use this ability again.


Soul of Darkness[edit]

Weapon of Darkness[edit]

Your weapon's alignment becomes evil or neutral. You can still be of any alignment (with consequences).


The charm effect for Dark Contract has no limit of uses and will now affect you. Your weapon may attempt to dominate you at any point to cause an act of evil. Upon failing a possession attempt, your weapon must submit to your will for the rest of the day. If you fail the save. You become evil aligned, your morals flip and you will be tempted to commit evil acts on all those around you. During your hour of possession, you will be whispered by your weapon (dm or anything agreed upon by you and the dm) to commit a specific deed and must do it before the hour ends. Failing to do so will have your max hp reduced by 10 hit points that cannot be healed in anyway and won't come back until you take a long rest. After one hour you can make another wisdom save to remove the charm, failing again will force you to do another evil deed within the next hour. If you are originally evil aligned, this possession effect does not affect your character at all.

Additionally as a weapon of darkness, you now deal Necrotic damage instead of your original weapon damage.

At 3rd Level, you deal an additional 1d6 necrotic damage. Every three levels, you gain another die. This means that at 18th level, you'll deal an additional 6d6 necrotic damage.

You can manifest your weapon's soul using an action, when you do so they appear as cloud of black smoke with glowing red eyes. Upon manifesting, each creature within ten feet must make a fear save of 8 + Wisdom Modifier + proficiency bonus. A failed save causes each failed creature to flee in terror for 2 round.

Dark Spells[edit]

At 4th Level, you learn the Chill touch and Spare the Dying cantrips:

You use the spell slot table of the Warlock class.

You learn all the Necromancy School spells, as long as you can cast it.

Your spell save DC is 8 + Your Wisdom Mod + Your Proficiency Bonus.

Your spell attack bonus Your Wisdom Mod + Your Proficiency Bonus.

Once per short or long rest, you can cast a spell of the Necromancy School that is less than or equal to 1/2 of your Dark Weapon level without using a spell slot, with a minimum of a first level spell slot.

once a day you can level up a circle of magic that you can use in exchange for a sacrifice of your dark souls. The sacrifice is equal to 5 x the level of the increased space.

Dominate Lesser Beings[edit]

At 10th Level, Once per short rest you can cast Dominate Person at its base level without expending a spell slot.

Cursed Earth[edit]

At 16th Level, when you thrust your weapon into the ground, you curse the area in a 30ft radius for 8 hours.


While your weapon is in the ground, you do not need to be wielding it, and the area beneath you ignites and begins to burn with dark fire, causing darkness to spread through the area. The fire is harmless to allies, but intruders who touch it take 6d4 Necrotic damage. You also grant the following benefits.

- You have complete knowledge of any creatures that enter or reside within the cursed area. You can see through any illusions and you can see the true form of any shapeshifters in the area.

- Any creature who finishes a long rest within the radius gains an additional 6d8 temporary hitpoints, but are vulnerable to sonic and psychic damage while they still have these temporary hitpoints.

- While inside the cursed area, any scrying effects are blocked.

- Any magic user attempting to cast a spell while within or into the cursed area must succeed on a DC 18 charisma check. On a failure, the spell will fail to manifest, as though by a counterspell.

- Any celestials or aberrations that enter the cursed area must succeed on a DC 18 charisma saving throw every round or be turned for 1 minute, or until damaged.


You must complete a long rest to use this ability again. While you can still move about within the area, you will not be able to use any other class abilities unless you are still wielding your weapon, whether it is still in the ground or not.

Avatar of Shadows[edit]

At 20th Level, as a bonus action you can channel all of the dark powers of your weapon into yourself for 1 minute. During this time, you gain the following benefits.

- Your dark presence manifests as a cloud of dread. All creatures within 30 feet of you must immediately make a Wisdom saving throw or become frightened of you until the end of their next round.

- You are enveloped in a cloud of obscuring black smoke. You gain your Wisdom bonus as AC and gain advantage on saving throws to avoid the effects of a spell.

- You can attempt to grapple a medium sized or smaller enemy as a bonus action. On a success, you deal 4d6 necrotic damage per turn to your grappled target. The target cannot regain hitpoints by any means while grappled this way. You may still attack with an action while grappling.

- Your weapon's blade or handle extends and enlarges, as it gains the reach property. If it already has reach, it gains an additional 5ft of range.

- You gain advantage on Wisdom saving throws and become immune to the effects of fear, charm, and exhaustion.

- You can dash as a bonus action.

This ability cannot be used again until you have finished a long rest.


Soul of Light[edit]

Weapon of Light[edit]

Your weapon's alignment becomes good or neutral. You can still be of any alignment (with consequences). Any evil creatures that attempts to hold your weapon must make a wisdom saving throw against a DC of 10 + Your Wisdom Modifier + Your Proficiency Bonus. On a failed save, the creature takes 4d8 radiant damage, drops your weapon and becomes frightened of it. If you are evil, you must still make the wisdom save, but on a fail you only take 2d8 radiant damage and the damage cannot be healed until you long rest, you do not have to drop your weapon and you don't become frightened of it.

Also if your weapon possesses someone through the dark contract feature, the possession will still take affect but with these changes:

1: instead of the creature feeling the urge to end their life, they feel a strong urge to repent instead. The possessed wilder will still harm themselves in anyway possible as according to before but will no longer kill themselves in the act. Instead they will always fall unconscious (unless the damage exceeds their max health past zero.) and no wounds will be permanent as the weapon will heal all bleeds and wounds will instead scar the body (temporary or permanent scars depending on the wound).

2-3: The damage you take will no longer make you fall unconscious, but instead will leave you at 1 hp as the damage from your weapon scars your body as if it directly cut you. You cannot be healed during this, instead all attempts to heal you or to give you temp. hp will instead hurt you with agonizing pain for the same amount (this damage can make you unconscious. If you are evil, the damage you take from all sources during this is doubled.

4-5: The possessed wielder will instead only attack those that are evil aligned around them as the weapon gives them the ability to detect alignment. The possessed wielder will go after you as well if you are evil aligned.

6: If you are good aligned, the possessed wielder will still hunt you down but will not try to kill, will only make you fall unconscious as a way to make you repent for your actions of losing the weapon.

As a weapon of light, you now deal Radiant damage instead of your original weapon damage.

At 3rd Level, you deal an additional 1d6 radiant damage. Every three levels, you gain another die. This means that at 18th level, you'll deal an additional 6d6 radiant damage.

As a bonus action you may manifest weapon's spirit, using one of your weapon's invocation charges, and have it shed bright light in a 20ft radius and dim light an additional 20ft. for 2 rounds or until you return the spirit back into the weapon. Any creature caught within the bright light radius have the blinded condition imposed on them.

Beacon in the Dark[edit]

At 4th Level, you learn 1 cleric cantrip. Cantrips that apply temporary effects are reapplied at the beginning of your next turn as if the cantrip had been cast again.

You may switch out the cleric cantrip with another cantrip from the cleric spell list after a long rest.

Additionally once per long rest, you may cast the spell Daylight, with the origin being you. The sunlight additionally deals damage equal to your Weapon of Light feature within its radius to all hostile creatures once.

Soul of Divinity[edit]

At 10th Level, you learn to Channel Divinity as the Cleric ability. Select one Cleric Domain, you add the Domain's Channel Divinity as your effect.

If you already possesses the Channel Divinity feature from another class, you grant your chosen effect to your list as well as granting an additional use of Channel Divinity.

If your Channel Divinity effect requires a save DC, it equals to 8 + Your Wisdom Mod. + Your Proficiency Bonus.

Guardian Bonfire[edit]

At 16th Level, when you thrust your weapon into the ground you sanctify the area in a 30ft radius for 8 hours.


While in the ground you do not need to wield your weapon, and the area beneath you ignites and begins to burn, illuminating the area. The fire provides warmth for all creatures within 60ft. The fire is harmless to any who touch it. You also grant the following benefits.

-You have complete knowledge of any creatures that enter or reside within the sanctified area. You can see through any illusions and you can see the true form of any shapeshifters in the area.

- Any creature who finishes a long rest within the radius gains an additional 3d8 temporary HP.

- While inside the Sanctified area, any poison, fear, disease and marking effects are suppressed.

- Any magic user attempting to cast a spell into the sanctified area must succeed on a DC 20 wisdom check, on a failure you will be alerted to the presence of the spellcaster.

- Any undead, fiends or abyssal creatures that enter the sanctified area must succeed on a DC 18 wisdom saving throw every round or be turned for 1 minute or until damaged.


You must complete a long rest to use this ability again. While using this you are in a meditative state but you still have awareness of your surroundings. Spending all the 8 hours in the meditative state is considered a long rest.

Avatar of Light[edit]

At 20th Level, when in Second Release you may use a bonus action to infuse yourself with the radiant power of light from your weapon for up to one minute. During this time, you gain the following benefits:


-Upon activating Avatar of Light, all creatures within 30ft of you must make a Constitution saving throw. On a failed save they are blinded until the start of their next turn.

- If you are evil, you are considered Lawful good during this duration.

- You begin to glow bright light for 30ft and dim light for an additional 30ft.

- You deal 4d8 radiant damage per turn to evil creatures within 10ft of them. Creatures who are Neutral take 2d8 radiant damage.

- Undead creatures within 20ft of you must succeed a Wisdom saving throw at the start of their turn. Upon a failed save they are turned for 1 minute or until they take damage.

- A pair of glowing wings sprout from the back of you. For the duration of Avatar of Light, you have a flight speed of 60ft.

- All allies within 30ft of you gain advantage on all saving throws.

You must complete a long rest before using this ability again.

Multiclassing[edit]

You cannot multiclass into or out of this class

Back to Main Page5e HomebrewClasses

Home of user-generated,
homebrew pages!


Advertisements: