Living Weapon, Variant (5e Class)
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A triton skims across the water, ensuring that there are none who dare challenge his people from above. He spots someone, targets them, and then obliterates them.
A tiefling soars through the skies with metal wings, keeping an eye out for danger. She spots some bandits, and pummels them with missiles before taking back to the skies.
What are you? What is your purpose?
You volunteered to become a weapon for your race. When you went in you were weak, but through advanced nano-tech and arcane surgical procedures, you have become something more. Before the final process it was explained it that it was your choice what you wanted to in-body. The weapon you wanted to become. From here on your life as a -insert race- here is over and now you move on to something new. You are a living weapon and you will not be stopped by normal means. The only question now is...what will you rule? Sky, Land or Sea?
Creating a Living Weapon
|[Yamato, from the anime Kantai Collection]|
Think about whether you'd like to rule over the land, sea, or sky.
- Quick Build
As a Living Weapon you gain the following class features.
- Hit Points
Armor: Light armor, shields.
Weapons: Simple weapons, Martial weapons, Firearm weapons
Tools: Tinker's Tools, smith's tools
Saving Throws: Dexterity, and your choice of Strength or Intelligence.
Skills: Choose 3 of the following: Acrobatics, Athletics, History, Intimidation, Investigation, Perception, Stealth, and Survival.
You start with the following equipment, in addition to the equipment granted by your background:
- (a) One Finesse weapon of your choice or (b) One Ranged Weapon of your choice along with 20 pieces of ammunition fit for your weapon (bolts for crossbows, arrows for bows, appropriate bullets for guns)
- (a) A shield or (b) One simple weapon of your choice
- If you are using starting wealth, you have 3d4x10 gold in funds.
|Features||Artillery Shot Damage|
|1st||+2||Built in Defense, Custom Weapon, Weapon Type Choice||1d4|
|2nd||+2||Ammo Manufacturing, Radar||1d4|
|4th||+2||Ability Score Improvement||1d4|
|6th||+3||Arcane Engine, Weapon ability||1d6|
|8th||+3||Ability Score Improvement||1d6|
|9th||+4||Unknown System Activation||1d8|
|10th||+4||Minor Self Repair System, Weapon Ability||1d8|
|11th||+4||NanoSurge, Extra Attack||1d8|
|12th||+4||Ability Score Improvement||1d8|
|13th||+5||Artillery Cannon Evolution||1d10|
|15th||+5||Arche type ability||1d10|
|16th||+5||Ability Score Improvement||1d10|
|19th||+6||Ability Score Improvement||1d12|
|20th||+6||Weapon ability, Grand Finale||1d12|
Note: If a saving throw or attack roll is called for from one of your features, you use your Dexterity, Strength, or Intelligence ability score modifier. This will be stated in the description of the ability.
Built in Defense
You were made to be tougher than others. Your Armor Class becomes equal to 10 + your Dexterity ability score modifier + your Constitution ability score modifier, so long as you are not wearing any armor. You can use a shield and still gain this benefit.
At 1st level, you must choose your weapon type among the B-52 Staofortress, the Panzer Tank, the SS Missouri, and the USS Laffey. The weapon type you choose will give you special features at 1st, 6th, 10th, 15th, and 20th levels.
You are outfitted with an artillery cannon, which you are proficient with, at 1st level.
Artillery Cannons are customized equipment made by the scientists that remade your body. They are a part of you as much as your hair or bones. They can only be removed and reattached by you or someone you willingly let help you. They typically take the form of slightly oval-shaped cylindrical plates on your hands, shoulders or bulkier frames may be used, though ultimately they are customized to the user's preferences and can take any (reasonable) form.
The one constant is that they are attached to the body in some way but can be removed for maintenance if ever needed, or can be jettisoned if they are caught on something. They can always be reattached later, but if lost it will take 3 days to craft. You need 5 lbs. of steel to remake it.
Ammo Weights 10 rounds = 2 lbs.
The artillery cannons have a range of 120/400 ft.
Make a ranged attack roll using Dexterity. You roll a d4 for your damage die. The damage die changes as you gain levels according to the artillery shot damage table. You can only have up to 10 rounds loaded at a time. To reload completely, it takes an action. If you reload using a bonus action, roll a 1d4 to determine how many rounds are reloaded during that time.
At 2nd level, you have figured out the finer mechanics to how your bullets work and how to make it with ease. With the proper supplies and time you can now make your own bullets. At 6th level you can now make half the amount of what you normally would make while moving.
Each set of bullets (10 bullets) requires 2 lbs. of a sturdy, metallic material (such as steel, iron, platinum, etc.) and 3 oz. of gunpowder to create.
You have unlocked access to a radar. This radar gives information about the locations of creatures within a 5x ft. circle, x being equal to your levels in Living Weapon, Variant. Creatures in that range cannot benefit from invisibility and cannot get advantage against you as a result of being hidden from you.
Starting at 3rd level, while wearing light or no armor, you gain an extra 10 feet of movement speed.
Ability Score Increase
When you reach 4th level, and again at 8th, 12th, 16th and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.
Starting at 5th level, you can attack twice instead of once whenever you take the attack action on your turn. This increases to 3 times at 11th level.
Starting at 6th level, your attacks count as magical for the purpose of overcoming resistances and immunities.
Starting at 7th level, you can over clock your arcane engine and create a barrier as a reaction to an attack. This barrier raises your AC by 5 until the start of your next turn. You can also use 2 uses at once to move in front of an ally and defend them as a reaction. The ally can be no more than 20 feet away. You can do this an amount of times equal to your proficiency bonus. You must complete a long rest to regain all uses of this feature.
Unknown System Activation
Starting at 9th level your combat systems have improved and you've gained a special ability that even your creators didn't expect. These abilities can be used a total amount of times equal to your Constitution ability score modifier. You then need to complete a long rest to regain your uses.
Sonic Boom - Your engine ports open fully as you move for triple your base movement speed in a straight line in an instant without provoking opportunity attacks. Arcane blades form from your arms and cut all creatures within 5 feet of you on either side in the path. Each target must make a Dexterity saving throw. Use Dexterity for the DC. The target takes 3d6 piercing damage, half on a success. This doesn't use up your movement action for the turn, but when using the ability you must move the full distance. If there is a wall in your way you can turn only once to avoid it but you can only go left or right, not backwards. Objects less than 3 inches thick are simply destroyed. If you crash into an object, you(and the object if it has HP) take 1d4 damage for every 10 feet traveled and you stop moving.
Giga Drill - You manifest arcane drills on your arms and slam them into the ground creating an arcane earthquake in a 60ft radius with yourself at the center. Each creature except yourself must make a Dexterity saving throw (use Strength for DC calculations), taking 4d6 bludgeoning damage and being knocked prone, or half on a success without being knocked prone.
Homing Shot - Your eyes glow as a single arcane shell forms in your barrel. Choose a target that you can currently see or have seen. The shell then goes after the target, who has to make a Dexterity saving throw. Use Intelligence for the DC. The target takes 3d6 piercing damage, half on a success. This damage is not reduced by Evasion.
Minor Self Repair System
Starting at 10th level, you are better at healing yourself, as if you have extra reserves. You gain an extra amount of hit dice equal to half your levels in this class, rounded down.
Starting at 11th level you discover that you have nanobots in your body. Strangely enough they reacted different to each of your siblings giving them different abilities.
The nanobots seem to be concerned with your ammo reserves. Once per combat they can fully restore either your missiles OR your artillery cannon ammo.
The nanobots seem to be just as rough and rumble as you and are giving you their support. Once every five rounds you can overcharge your artillery shot and fire a powerful arcane beam. This attack deals an additional 3 damage dice. EX: 1d4 > 4d4
The nanobots seem to be mostly concerned with the health of yourself and allies. You can use your nanobots to heal yourself or an ally within 5ft of you for 2d20 health. You can do so again after finishing a short rest.
Starting at 13th level the magic from your arcane engine and the nanobots concern for your safety has caused an evolution in your custom weapon and improved it. You can use these abilities twice, regaining all uses upon finishing a short rest.
You can now attack four times, rather than two, when you take the attack action.
Your artillery can now manifest the arcane drills for close combat. You may make two unarmed strikes for the damage of your artillery shot, and the damage type is changed to piercing. Roll separately for each attack using Dexterity. Additionally, the target makes a Dexterity saving throw if wearing armor, DC using Strength, or some of their armor is stripped away. On a failure, the target loses 1d4 AC until they get spend some time with Smith's Tools to fix it, DC 15.
Your artillery cannons can now fire chaff shots with special effects. You fire two shots at a time, using Dexterity for the attack rolls. Target makes a Constitution saving throw, DC uses your Intelligence modifier. On a success they only take the normal artillery cannon damage. On a failure, roll a 1d6. 1. Target is asleep until your next turn, or until attacked. 2. Target is paralyzed until the end of your next turn. 3. Target is poisoned and takes 1d4 poison damage at the start of their turn until they make the save. 4. Target is blinded until the end of your next turn. 5. Target is deafened until the end of your next turn. 6. Target takes all negative effects of 2-5.
Starting at 14th level, choose two of your skill proficiencies. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies.
Starting at 17th level you have evolved further than either you or your doctors had ever imagined and gained yet another unexpected ability. You choose one of the following benefits:
Fighter Weapon - Your now have two additional mounted artillery cannons each capable of their own separate attacks. Whenever you take the attack action, you can make two additional attacks with your artillery cannons on each turn.
Driller - You can use your arcane drills to drill under ground and move around freely. You now have 40 feet of burrowing movement.
Heavy Artillery - You now have a heavy artillery cannon on your back. You must use an action to load it with your special mechanics. During the loading process you have to bear down and brace giving you an additional 2 AC until the cannon is fired. On the following turn you can use your action to fire the cannon, or continue to hold fire. Upon firing, make a ranged attack roll using Dexterity. The heavy artillery shell deals 4d8 fire and 4d8 force damage. to the target. Every creature within 30 feet of the shot needs to make a Dexterity saving throw, DC uses Intelligence). The creature takes 3d6 piercing damage from shrapnel, or half as much on a successful save.
Creature Carrier - You can make an arcane platform behind you that up to 8 people can stand on regardless of their weight and you can move with them behind you at 3/4 your movement speed. During this time you can share your radar guidance with anyone, granting them advantage on Wisdom (Perception) within a 100 ft. radius from you.
Hardened Steel - Your ac is increased by 2, and you can give yourself xd6 temporary hitpoints, x being equal to half your level, rounded down, at the start of combat. You then need to complete a long rest. before giving yourself temporary hit points again.
Starting at 18th level, you can use an action to pull out the true power of your arcane engines core and enter Hyper Drive for 1d4+1 rounds. During this time there are various effects. You can do so again after finishing a long rest.
Your body and artillery cannons glow a bright yellow, green, or blue (your choice) shedding bright light for 30 feet and dim light for an additional 10 feet. This light shines even within magical darkness. Your artillery cannons deal double damage during this time, and you gain one of the following effects based on your color:
Yellow: You roll 2 additional damage dice when determining the damage of your class features.
Green: You have advantage on all attack rolls.
Blue: You heal 2d10 hit points at the start of your turn for the duration.
Starting at 20th level, you may use one of the following ultimate abilities as an action. You will appear as if you are in hyper drive at this time. You can do so again after finishing a long rest.
- Sonic Dash
Your body becomes streamlined as you dash forward, dealing 7d10 slashing damage to all within 10 feet on either side of your dash. You can only move in a straight line. Each creature in range must make a Dexterity saving throw. The DC uses your Dexterity ability score modifier.
- Explosive Beam
The tank cannon on your back extends and expands into a massive cannon with a large barrel gathering energy. Firing a blast of fire laced with arcane energy, so concentrated it appears as a beam. The heat so intense it turns the ground under it to magma as it travels, and the ground around self becomes a semi-liquid rock. Target makes a Constitution save, DC using your Dexterity ability score modifier. On a failure, the target takes 10d10 fire, 5d10 force, and 2d8 bludgeoning damage, is knocked back 100 ft, and knocked prone. On a success, they take half damage, are moved back 10 feet, and are not knocked prone.
- Healing Wave
Your ultimate is not like the others. Rather than outright destruction, your power flows out from you in a light that appears as a tidal wave moving out from you in all directions for 200ft. Foes caught in this wave make a Strength saving throw, with your DC using Intelligence. On a success, they are only pushed back 50ft. On a failure they take 5d10 radiant damage. You and your allies roll 5d10, and regain that much health. Anything leftover is counted as temporary hit points.
You have become the embodiment of a fighter plane to rule the skies.
Starting at 1st level you gain the ability to fly freely in the air and even hover. Your base flight speed is 30 feet.
Strong winds or storms now count as difficult terrain while you fly and affect you accordingly.
- Jet Burners
Starting at 6th level you have learned how to use your flight boosters in different ways. You gain expertise in acrobatics while in the air, and gain plus 2 to AC while in the air. Additionally, you can move for double your flight speed just once as a bonus action in any direction with out invoking opportunity attacks. You can do so again after finishing a long rest.
- Heat Seekers
Starting at 10th Level you have gained access to small but effective heat seeking missiles. The amount of missiles you have is equal to half your Living Weapon Level. You may use this feature an amount of times equal to your Dexterity modifier so long as you have the missiles to do so. Each missile deals 1d6 force damage and 1d4 fire damage. Extremely hot objects, such as fire or lava pits will draw the missiles in over living beings. You can sacrifice your bonus action to make them "smart" missiles that will only seek the targeted heat signature. You can regain used missiles by spending 2 hours per day making a new missile. You can not make more than what you can equip to your wings unless you have an appropriate place to store them and can not equip them during battle. Each missile in storage weighs exactly 10 pounds.
- Target Locked
Starting at 15th level a new system comes online that you didn't know you had. A targeting system has activated. You now have advantage on attacks made from more than 10 feet(minimum) away from the target. You may use this targeting system an amount of times equal to your Intelligence modifier. Additionally if you roll a natural one while using this, you can reroll it, but only once per combat. If you roll a critical hit, you triple the damage dice rolled, rather than double. You regain all uses after finishing a long rest
- Total Air Domination
Starting at 20th level you are no longer effected by storms or strong winds. Additionally you can choose to expend all your bullets and charge your opponent in a kamikaze attack, dealing 2d8 damage per bullet + half of your current HP to target. The target must make a Dexterity saving throw, DC using your Dexterity. On a failed save, the target is also stunned. On a success, they are not stunned and take half damage. You lose half of your current hp, and cannot fly until you repair yourself fully. You must spend 1d4 days repairing yourself. Since you now have no ammo, you may still attack with unarmed strikes using your arm mounted weapons as bludgeoning tools, using Dexterity for attack and damage rolls, dealing 2d4 bludgeoning damage.
You are tougher than anyone else and your fire power is supreme!
- Tank Treads
Starting at 1st level you have developed tank tread-like feet, which prevent you from being hindered by difficult terrain on land and you seem to skim along the ground at times rather than just walk. You're tougher than your siblings and gain an additional 2 hp every time you level up.
- Unstoppable Force
You have learned how to stay on your feet. Starting at 6th level, so long as you are in contact with the ground, you cannot be knocked prone, and you have advantage against being moved against your will. If the description does not include a roll, you may roll to resist using your reaction.
- Double Tap
You're more efficient and even deadlier now than ever before. Starting at 10th level, you can attack once more per round with your weapon as a bonus action. This increases to three times at 20th level. This attack is with advantage so long as you've had one successful hit the same target on the same turn you activate this. You may do this a number of times equal to your Strength modifier, regaining all uses upon finishing a long rest.
- I WON'T FALL!
You have gained systems that allow you to last well beyond your past limits. Starting at 15th level when an attack would drop you to zero hp, you may choose to drop to 1 hp instead. Any attacks after this that would drop you, you must roll a Constitution save, DC 5 or you will drop to 0. The Constitution save increases by 5 with each consecutive use of this ability.
- All Out
You have gained even more systems that allow you to strike with everything you've got. Starting at 20th level, you can open fire with all your weapon ports and unleash a barrage of fire power down on to a 15 ft. radius within 120 ft of you. Each creature in the area must make a Dexterity saving throw, the DC uses your Strength ability score modifier and they take 3d10 fire damage, 2d8 force damage, and 1d6 piercing damage per artillery shot spent. On a fail, they are also stunned. On a success, they take half damage. You may use this ability once, regaining usage upon finishing a long rest
The land can not reach you, and the sky fears you. You are the apex predator of the water.
- Water Skimmer
Starting at 1st level you have discovered you are at home most while on the water. You only sink if you want to sink or lose consciousness. You do not just "walk" on water, you skim over it with ease and can stand on it as if it were a solid surface. Your movement speed over water and land are the same. When ever one increases so does the other.
- Defensive Tactics
Starting at 6th level, so long as you are on the water, ranged attacks against you are made at disadvantage so long as you can see where they are coming from. You can use your reaction to fire an explosive round into the water causing a water wall to form horizontally on that side of you giving you plus 5 to your AC until the start of your next turn. This increases to two uses at 13th level and three uses at 20th level. You regain all uses upon finishing a short rest.
- Anti-Air/Land Artillery
You have learned how to hurt those on land and in the air a little more. Starting at 10th level, if the target of your attack is on land or in the air, you can grant yourself advantage against them until the end of the current turn. On a hit, they take an extra 1d8 bludgeoning damage. You may use this an amount of times equal to your Intelligence ability score modifier, regaining all uses upon finishing a short rest
- Targeted Attacks
You have learned how to aim with your radar. Starting at 15th level, you may grant yourself advantage for 1 minute against all creatures you attack. You do not deal the extra damage from Anti-Air/Land Artillery ability, but you do not hit your allies using this ability.
- Wide Range Assault
Starting at 20th level, you can use your action to let loose an assault on every enemy within a 240 ft. cone. This barrage assault does not target allies. Each creature in range must make a Dexterity saving throw, DC uses your Intelligence and takes 4d10 force and 4d8 bludgeoning damage per artillery shot used. On a success, they take half damage.
After using this ability, you can not attack with ranged attacks any more as you have no ammo for them until your body makes them naturally over the course of a long rest. You may use your custom weapons to deal bludgeoning damage equal to 3d4 + Strength modifier.
You may use this feature again after finishing a long rest.
Benson-class destroyer, Laffey.
- Water Skimmer
Starting at 1st level you have discovered you are at home most while on the water. You only sink if you want to sink or lose consciousness. You do not just "walk" on water, you skim over it with ease and can stand on it as if it were a solid surface. Your movement speed over water and land are the same. When ever one increases so does the other. Additionally, you may use your action to fire a torpedo in a straight line up to 50 feet long, detonating on the first thing it hits. On detonation, the torpedo explodes in a 5-foot radius. Targets caught in the blast must make a Dexterity saving throw or take 4d4 fire damage on a failed save and half as much on a successful one. You may use this up to 4 times, regaining all uses upon finishing a long rest.
- Anti-air Guns
Starting at 6th level you have learned how to eliminate those pesky fliers. You may use your bonus action to lock onto a creature that is currently flying, granting you advantage. On a hit, you deal an additional 2d4 bludgeoning damage, and the target must make a Constitution saving throw, or else they will start falling. Use Intelligence for the DC.
- Wargod of Solomon
Starting at 10th level, every time you land a critical hit on an attack roll, you roll an additional 2d4 force damage. This increases to 4d4 at 15th level, and 6d4 at 20th level.
- All Out Assault
Starting at 15th level, after every 10 attacks you make, you may use your bonus action to fire a barrage of armor-piercing shells in a 25-foot long straight line. Targets in this line must make a Dexterity saving throw or take 8d8 piercing damage on a failed save, or half as much on a successful one. The count for attacks made resets to 0 after finishing a short or long rest. Use Intelligence for the DC.
- Annihilation Mode
Starting at 20th level , you may roll a 1d10 at the start of your turn. If you do, you may only do so again after 4 turns. If the number from the roll is higher than 5, you may use your action to fire a stream of armor-piercing shells in a 35-foot long 5 ft wide line. Anyone caught in the line must make a Dexterity saving throw or take 12d10 piercing damage on a failed save and half as much on a successful one. Additionally, for the next 3 turns you may attack 3 more times with your main guns each turn. If you activate this feature, you may only do so again after completing a long rest.