Talk:Dark Weapon (5e Class)

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This feels like it should be fleshed out more, and it does not seem very specific in the effects of the various features.

-I agree with above, as there is quite a few blanks as well as being a bit vague with existing skills. I see weapon skills listed on the table and am a bit confused if it's referencing the abilities below or something else.

--Looks much more valid now.

  • What is a "defensive weapon". Is this supposed to interact with a fighter's parry feature?
  • Why would someone want to wield you as a weapon instead of using their own weapon?
  • Dark Souls.
    • You need to specify what types of creatures work with Dark Souls. In the core books it typically excludes Constructs and Undead.
    • It doesn't say where the creature is or how it was slain. As written, a kobold could die of old age on the other side of the world and you get this benefit.
    • If dark souls work like spell slots, then make them spell slots. If they don't work at all like spell slots, then don't mention spell slots.
    • It says you consume a soul when a creature is slain, then it says consuming souls is done out of combat. Which is correct? If these are separate things, you need to distinguish them better.
    • I gain this feature at 1st level, but there's nothing I can actually do with souls at 1st level.
    • The more I read it the more confusing it gets. The class table says "10 dark souls" for 1st level. What is that for? Is it a maximum? Do I start with dark souls? What's the difference between regenerating souls and replenishing souls?
Once these 1st level features are sorted out, we can look at the rest of the class. Marasmusine (talk) 02:48, 28 February 2017 (MST)

A few Changes[edit]

I changed a few things about the Dark Souls and fleshed out the concept. I really like the idea of a gear based supporting character like a sentinent weapon and would like to flesh it out even more.

One question about your feature: Demonic Duplicity Is that just a other name for the the Extra Attack feature or do you mean to say he gets the normal extra attack and another one (so 3 attacks in total) due to Demonic Duplicity?

Recent Changes[edit]

Hello, I am Mr.IcedTea. Recently I have been trying to make this class more independent. A few changes have been the use of magic that the Dark Weapon itself may use and the slight grammar edits. I enjoy this class and have the explanation to questions asked.

No a defense weapon does not affect parry feat unless stated. The dark weapon provides supportive abilities through magic, longer reach, more damage, armor bonuses and the insperation bonuses.

The class implies that your Ally can weld you. If the person is incapable of being inspired or casting magic, then those affects don't apply to them. It does not require them to have a soul since you are the dark weapon is useing it's dark souls.

The Dark Souls reference is something that I did not come up with, but no, they are not spell slots. Although they are used like sorcery points to convert them into a spell if you are a hex weapon. Other than that, they are used for the abilities. It is stated that the soul may become consumable when the creature is dead, that is when it is available. It is consumed out of combat, when you actually "eat" it. And yes you are able to use souls to inspire at level 1.

The Dark Souls on the class table refers to your max number of souls that you also start with. When you consume souls from the enemies slain (or replenish them), you regain the amount equal to how much you consumed. When they are "regenerated", that is when they are restored through resting. It is assumed that when you start, you have the maximum amount of souls that you can have, it is also assumed that when you level up, you gain the maximum amount of souls that you can have at the time.

If you have more questions or are not happy with the changes I have made, then please let me know if there is a problem. I enjoy playing this class and continue to help edit it.

Dark Weapon questions[edit]

can you receive permanent weapon enchantments like elemental damage or a +1 to hit

-You are considered a weapon for the purpose for effects and Proficiencies and yes you may apply poison to it as normal. Unlike a normal weapon, you cannot be enchanted or enhanced by means like forging and are already considered magical. However if a spell effect were to make you for example have fire damage for a short time can effect you but only in weapon form. Spells that damages the weapon itself counts as damage to the Dark Weapons hit points unless they are resistant or the spell only targets the weilder.

  -Mr.IcedTea

I have a question, is this class going to start making sense at some point? I last looked at this in February and it hasn't improved much. I've just noticed it says "A monster with a challenge rating of 4 ¼ .will give 5 souls", I'd like to know what creature has a CR of "4 ¼". It still doesn't fully explain what's going on when "your mortal form has morphed into a weapon", or what "your wielder chooses to block with you" means, or what "twice your health" means, and this is just 1st level. Marasmusine (talk) 10:14, 13 July 2017 (MDT)

Making it Work[edit]

I've been asked what it would take to progress with this class.

Well, if we can nail 1st level, that would be a start. So Weapon Form needs to be right. What does it do? You can either change part of your body into a weapon, or you can turn into a weapon. This is actually two quite different things. Let's look at former first.

  • I can turn one body part into one specific weapon chosen at 1st level.
  • Let's be generous and say that "full round action" means "action", as this isn't 3rd edition.
  • The biggest question is why would I want to do this? It confers no advantage over just wielding a weapon. Even detrimental, given that it takes an action to form or dismiss the weapon.
  • It gives the arm as an example of a body part that can be transformed, but it can be any body part. What does it mean to turn a leg into a warhammer, or your head into a whip, or your stomach into a pike? Marasmusine (talk) 03:17, 14 August 2017 (MDT)
Next, the idea of becoming a weapon someone else can use.
  • It doesn't fully explain what you can do as a weapon. It doesn't say I can't still move around and take any action, but it's implied. It says I can use "2 abilities per turn", but doesn't explain what this means. Abilities are Strength, Dexterity, etc. So does it mean I can make 2 ability checks per turn? It mentions "class feats" which isn't a thing. It's all confoundingly vague.
  • Again, why would you do this? The wielder has the advantage of having maybe a two-handed weapon with finesse: that's only an advantage if another player character has proficiency with the weapon, and if they favour Dexterity: if there's no such PC, there's no benefit. Worse, you are giving up your own attack action, so the party as a whole is worse off!
  • The concept has so many ramifications, I tried to deal with just this aspect at Sentient Weapon (5e Class). Marasmusine (talk) 04:12, 14 August 2017 (MDT)

Progress[edit]

so far I've changed the armor proficiencies and the weapon proficiencies since having any proficiency at all didn't make sense to me in its current state. Also it didn't look good the way it was written. Removed the starting gear and replaced it with the starting gear from Sentient_Weapon_(5e_Class) Rationale: Unless you choose to start with a ranged weapon at level 1 it wouldn't make sense to have ether arrows or bolts. I'll be looking over the class and making more changes tonight Atlas Sinclair (talk) 11:17, 14 August 2017 (MDT)

I've removed the unarmored bonus which I will be revisiting when i start writing the Demonically Forged section. Added a feature named Dark Contract. I changed Weapon Form to First Form and cleaned up the descriptions to what I believe they were originally meant to be. I also limited the kinds of weapons to melee only but allowed them to be ether simple or martial. Cleaned up the text for Dark Souls. Removed inspiration die as a ability as it will be implemented in Dark Contract. I'll continue to work on this tomorrow, any feed back or criticism is welcome. Atlas Sinclair (talk) 00:27, 15 August 2017 (MDT)

I would separate the two types of weapon transformation into two different features. Something like:
Chosen Weapon. Choose one simple or martial weapon.
Weapon Arm. You can use your action to transmute a portion of your arm into your chosen weapon. (etc)
First Form. You can use your action to transmute into your chosen weapon. (etc)
I was going to suggest more mechanics for weapon arm, but I couldn't explain what physically happens when your hand turns into a dart or sling; or a bow; or a heavy weapon. Marasmusine (talk) 01:42, 15 August 2017 (MDT)


Changed multiclassing description since there should be no way that this can be multiclassed into due to specific physiology of someone playing this class
Took Marasmusine's advice and split the transformation into multiple abilities/feats and also restricted the body part to solely the arm.
The benefits to being wielded and transforming just your arm, should they be put under Weapon arm and First Form or should it be a separate feat? --Atlas Sinclair (talk) 01:52, 18 August 2017 (MDT)

We Are Close[edit]

I've really enjoyed working with such a great community. I feel like this class is really close to making a fun and unique character in any session. If anyone at all feels that there is still changes we need to make, please feel free to express your concern. I feel like we are really close to finishing this class.

   (>*-*)> --Mr.IcedTea (talk) 11:26, 14 November 2017 (MST)

Another Problem?[edit]

So it seems someone thinks we need to build this class from ground up on no claim. If theres a problem please discuss it so we may fix it. I will apologize for not being on awhile, I muself have plaied this class VERY much working day and night on balancing it and its a shame people add unnecessary buffs like true dark weapon. That is highly overpowered as I know but on the basis of "playtesting" you clearly did not state an issue. Im opening this topic AGAIN because it seems one person has claimed it unbalanced again... for the 19th time or so.

(Major edit: Im excideingly angry as to who put the level >>>>20<<<< feature as the level 1 feature that is actually unbelivable that someone would do that. No wonder people complained. Ive worked exeptionaly hatd on this class and someone literaly put the LEVEL 20 FEATURE AS A LEVEL 1 FEATURE! Secondly the class had been almost completely changed from our origonal work. It was nearly done only needing work on the tank veestion of the archttpes. The current state of the archtypes seem ok but much of the class was changed by someone who didnt know game balance so much qs even adding multiclassing as a haha joke. I am angry but Im devoting my time again to working on this class.) Mr.IcedTea (talk) 11:26, 25 February 2019 (MST)

The class doesn't respect the expected range of values that the combat mechanics rely on. For example, if you are in weapon form and someone else is wielding you, the total combat value should still be the equivalent of two characters. Effectively doubling the proficiency bonus breaks bounded accuracy; while the damage bonus is underwhelming. It would make more mechanical sense to give, say, a +1 bonus to attack and allow the wielder an extra attack.
I can also see various exploits regarding being immune to all damage. Casting spells per se isn't prohibited, nor are you prevented from having spells cast on you, so you could become an invulnerable payload for some other effect.
1st level is really weak. I either have no agency, which is bad for the player, or I'm a very weak fighter. Marasmusine (talk) 05:35, 27 February 2019 (MST)
You've also got the problem of, what if no-one wants to wield you, either because they are a spellcaster or they already have their magic weapon they're happy with.
I looked at some of these problems with the Sentient Weapon class I linked to above over a year ago, but it doesn't look like any of those lessons made it here. Marasmusine (talk) 05:40, 27 February 2019 (MST)

Sorry I just really had been working on it quite awhile. Yes level one does eem quite weak so we would have to edit what might be gained from it. However this class has its merits. Plus the arguement of someone not wanting to weild you isnt really valid since its kinda the point of playing the class. Thats quite the same as stating that playing a bard when "well what if no one wants your inspiration?" Yes its not good independent and I tried asking other people hey what are some of our options. I want to work with people on this but kinda sucks when people made the features all level 1 for concept of balance.

Ok lets begin with our actual options.

-Level one has the weapon arm feature but weapon form sucks to weild. Granted we should add a sort of bonus to counteract this without over scaling the late game. Granting a choice of bonus to hit OR damage might work well giving the weapon versatility  in more situations at early levels.
-Imunity to damage is quite powerful yes, so granted we could only allow weapon trandformatuon when next to your contract. We can also make being disarmed remove this benifit and can be consitered prone as it would make sense and give a granted weakness.
-If we wanted to take action economy into this we can grant action suge as a Level 2 skill for the weapon to grant to the weilder. Maybe make it useable as much as a fighter can giving the need actions to make up for the character taken up as a weapon.
-The class cant multiclass for the purposes of balance and game mechanics. There is no casting spells in weapon form and being invulnerable.

If this sound like reasonable solutions please tell me, Id like to work on this without seeming like I dont know how to make a class lol. Mr.IcedTea (talk) 11:00, 27 February 2019 (MST)

=I have a question[edit]

To ReiCoringa, how do you use the Dark armament bonuses. For the shield do you activate the shield before you can use the damage reduction? For things like the kneecapper do you use a reaction or what, do you have a number of uses, does the creature get a saving throw like the battlemaster. The wording on how to use them is lacking

Answer follow the same rules of Chosen Weapons, you need to transform from your humanoid form to the shield form and it last like your weapon forms.

Suggestion and Feedback[edit]

ReiCoringa or JokerKing(my nick name in english) here! I remake this class to be more precise active in battle. If anyone has a feedback or a suggestion put your idea and name bellow.

  • Make this class more active. - ReiCoringa.
  • Modify Spellcasting so Dark Weapons Cannot cast Concentration Cantrips while in weapon form, This leads to weapons using things such as Guidance or Truestrike on their holder constantly. - DecompresS
  • It talks about having an "Enhanced Mage Hand" later on in the Magic Soul. I reccommend making mage hand a free cantrip for taking the Magic Soul. -DecompresS

Some Changes we could Discuss[edit]

I like the use for two sets of archtypes for the class. Its starting to feel more unique and playable for all classes. However with the changes and multiple playtesting there is some problems that have arose especially with Dark Arment features and the Avatars.

(Keep in mind this list is long and things in bold are a nessesity to change as they are either throughly incorrect, lacking information or game breaki ng in a way.)


Firstly, as Marumusa has stated the damage reduction acctually has become a problem recently. Being able to become immune to damage wilst in the form makes the class a get out of jail free card. We need to make it avalible only with the Dark Contract weilder.

Secondly there is massive grammar and spelling issues that I have numeros times tried to fix and met with someone reverting it. *If someone is fixing something that has inncorrect spelling and/or game terminology, please do not revert to the inncorrect format.*

Dark Arment went from a viable tank option to something ludicrously broken. This class gains alot of unique features that are very fun in theory but poorly balance. Allowing the class to aplly an effect to an attack *must* require a save, and furthermore many ablities like this usually removes the damage from the attack.

This should also I assume which was the origonal intention should be only avalible to melee weapons. As a side note on this, the level 20 feature is odd in that it refences to Heavy Impact? Im not sure what that feature is or where it is located. The reduction on damage is nice as a reaction however it does far too much especially with monk having an inferior Deflect Missiles. I would say change it to a flat 1d8 + half your Dark weapon level.

Rally Arms is a good ability though I feel as if 10 Souls is too low for the cost for a 30 foot cleanse.

Oh boy, now for the biggest problem.

Avatars I feel as though are very uniqueand give a powerful for for your weilder to turn into, and while this is flavorful its has some huge issues as well as some problems with archtype features.

-Firstly each forms starting wording is the same. Using a bonus action to start the ability at NO COST. That is redicoulus.

-Secondly there is no statement in how many uses these Avatar forms have, and there is no refresh on any long rest. Is it spamable? If so its broken.

-These archtypes have the most gramatical and incorrect in game refrence. Once a day is not a term in D and D class abilities. Also they were reverted after I anonymously corrected them. 12nd????? Why?

-Another issue for these is that the spell casting classes have little to no refrence of what spells they gain and or cast. The Arcane Soul has the same spell slots as a Wizard? Thats immensly overpowered, the class doesnt also need to become a full caster, and the Druid section is a mess of what or how you cast the spells.

-Heart of the Forest and the Sanctified area are immensly ridiculous. They affect huge areas, no cost, and have effects BETTER than spell counterparts. Furthermore they have effects that confusingly change how much of the area is affected. There is also no way of stoping someone from not only spaming them but also using it in the same area.

-Writes of Arcana was hilariously reverted AGAIN TO THE INCORRECT NUMBER OF A +2 MODIFIER. It is 14... not 12. Also Manovers is not a word, I don't know why that revision was changed from maneuvers... the correct word for the Battlemasters skill.

-If 2 uses of Bend Magic is one sorcery point, then it should not be more effective/versatile at altering spells and restoring spell slots. Also converting them to sorcry point should be removed as it is the defining feature of the sorcerer.

I feel as though if we tackle these issues they will make the classes able to still be versatile though alot less than intended. The class shows far more promise granting the ability to scale well by consuming magic weapons and gives incentive to continuosly use the Dark Weapon over a Legendary Item.

Some changes are to be consitered, while gramatical errors and game terminology cannot stay. (They really need fixed in that manner.)

--Mr.IcedTea (talk) 09:46, 5 May 2019 (MDT)


Too late for the party?[edit]

Hi i am the JokerKing/ReiCoringa.Sorry for my disappearance i was too busy in the last 2 months, and also sorry my grammatical errors, i am a Brazilian and i cant write English very well, right now i made some balance changes, i want to know what experiences do you guys are having with the class, i want to balance it, and all the changes that i made was to make the class more fun to the dark weapon.


--ReiCoringa (talk) 17:29, 31 May 2019 (MDT)

A Few Touch ups on Soul of Light.[edit]

So far the class does feel great especially having an impact. The nerf to Soul of lights Damage is good as not many creatures resist Radiant damage however the changes to the skill make it not only confusing but a lack luster ability since many of the learnt cleric spells can't even be cast within weapon form. Furthermore there is no true reason for a cleric/paladin to take these since they have access to their entire spell list anyway.

I'm changing it to still give cantrips however instead of spells in general we can give it spell like effects similar to the Soul of Dark archtype. Also one last thing that urked me was that paladins don't get cantrips so that part of the ability was absolutely useless.

Aside from the Soul of Light, I have taken some time to flesh out the wording as well as defining what the class can and cannot do when in weapon form. I also tweeked a few class archtypes as a band aid such as removing gillotine from Demon Weapon as having a crit on incapacitated, prone, grappled target is rediclous for an archtype that already gets huge rewards for landing a crit. All these statuses are quite easy to apply as well.

All in all my person experience with the class has been alot better than previous iterations. Definitely needs a bit more refinement in the Weapon Enhancement Archtypes as they have felt a bit more underwhelming than the Soul portion of the class.

--Mr.IcedTea (talk) 23:45, 20 August 2019 (MDT)

Thx for the help Mr.IcedTea i will try to make a oneshot again to try the new Soul of light, my only fear is the lack of interaction that the player will have, i just add this "sub-subclass" because the lack of things to do on the dark weapon turn.


Goodness this place has seen a lot of updating since last I checked in on it. We have sub-subclasses now. This almost looking as nuts as a warlock when it comes to levels of customizability. Probably going to be overstepping bounds here, but, doesn't the soul nature seem a little excessive. It feels like something that got tagged on that doesn't need to be there.

 Sincerely, Jacklinckz92

Few Questions[edit]

I have a few questions about some of the abilities.

  -The Demon Weapon's Giant Size ability what would happen if you activate it while not being in a Release form seeing as how you get it before the First Release or can it only be used in Release form? Answer: Sorry i forgot to put the bonus that do not need your release.
  -The Soul of Darkness's Dark Spell are you able to learn spells like a warlock can with it saying you use warlock spell slots. If you can learn spells like a warlock is it only necromancy spells you can learn? Answer: I make it more clear now, you as a Soul of Darkness learn all the Necromancy spells.
  -The Soul of Magic's Spell Slots I just want to ask if the intention of it is to only be able to cast spells at a max level of 7? Answer:I am right now testing if it will be OP or balanced, i change to it because on my last playthroug the soul of magic fall a lot on the late game compared with warlocks, warriors and rangers.

Regarding the legendary weapon feature[edit]

   with the references still on the level table, was it intended for removal? feels it'd leave a few empty spaces if that was the case. 
-DragDread

Testing and Reediting[edit]

So far from my past session of experience with the class has been very fun and intresting. The class is strong with alot of potential and I think its fun for the rendition of the class I had saved on a PDF. However coming back to what was pressent was alot of very unessisary explinations, changes that took away core parts of the class or wildly threw balance away from the class. So Ill cover my problems and what I fixed. - Editing and clarity on class discriptions and ability effects.

- Tweeks to ability names, (Perfect Match is now Shared Awareness to better suit the abilitys function)

-Minor Balance changes, specifically to Shared Awareness swaping the bonuses granted at the stated levels.


Now onto the issues I either dealt with or have issues with. - Removed various unsessisary explinations. An example being how devouring +1 weapons do no grant benifits.

- Removal of the sharing feats and spell effects as while in Weapon Form there is no function to sharing for example the Haste spell. Functionaly this makes no sense and is usless in the spell term but overpowered in the terms for feats so it was best to remove it altogether.

- Reverting Arcane Souls Spell slots to match Warlock Dpell Slot table again. Dark Weapon is not an independent caster and should not ever be treated as one. Having higher level spell slots than a Warlock is absurd and is the equivalent to when the Demon Hunter Class on this wiki had the exact same problem. Additionally spells learned are no longer gained through levels but exclusively from spell books. Spell scrolls shouls not grant permanent knowlage of a spell at no cost.

*Important Lastly I want to talk about the Rune Weapon as an archtype. I honestly do not like the feeling of the class and it thematically does not fit at all. To start its another magic based archtype which should not be the basis for the Weapon Archtypes. Having Hexed Weapons was to allow people to focus on aiding a caster who was granting them a weapon while this class is in all honesty a bit of a mess.

It has no coherence on what it wants to be or what its role is defined as. While the very basic concept of it being similar to Warlocks and their Evocations, it is incredebly lackluster, conflicting with the balance and or other features which already granting the same effect, etc. And even worse are the other features themeselves. The fighting styles are wildly out of place and are rather unbalanced, catering to certain classes more than others, specifically the half casters. Furthermore the later features losses even more choerance with abilities that do not provide anything but a random effect.

My point will stand that while it is an attempt at Weapon Archtype, it does not suit the class let alone suit itselve for the various features that feel very choppy when placed together. Let me know what all your yhoughts are as well on this.

--Mr.IcedTea (talk) 00:09, 6 February 2020 (MST)


  -Mr.IcedTea
  -Editing and clarity on class discriptions and ability effects.

Thanks

  -Minor Balance changes, specifically to Shared Awareness swaping the bonuses granted at the stated levels.

Yeah "shared awareness" should recive a rework, thx for changing it.

  -Removal of the sharing feats and spell effects as while in Weapon Form there is no function to sharing for example the Haste spell. Functionaly this makes no sense and is usless in the spell term but overpowered in the terms for feats so it was best to remove it altogether.

The problem with that is: Many spells and feats will become useless when using a dark weapon. I think spells should affect your wielder if he isn't also getting affected before. About 90% of the feats become useless with this class, that is why i "buffed" it to give your wielder the feats. Another thing we can do is give this class some made just for it.

  -Reverting Arcane Souls Spell slots to match Warlock Dpell Slot table again. Dark Weapon is not an independent caster and should not ever be treated as one. Having higher level spell slots than a Warlock is absurd and is the equivalent to when the Demon Hunter Class on this wiki had the exact same problem. Additionally spells learned are no longer gained through levels but exclusively from spell books. Spell scrolls shouls not grant permanent knowlage of a spell at no cost.

I agree with the spell scroll shouldn't grant spell knowledge BUT unfortunately this subclass should be able to do more that 4 spells(4 turns) and then do anything.So or we give more spell slots or give more multiple-uses abilitys.

  -*Important Lastly I want to talk about the Rune Weapon as an archtype. I honestly do not like the feeling of the class and it thematically does not fit at all. To start its another magic based archtype which should not be the basis for the Weapon Archtypes. Having Hexed Weapons was to allow people to focus on aiding a caster who was granting them a weapon while this class is in all honesty a bit of a mess.It has no coherence on what it wants to be or what its role is defined as. While the very basic concept of it being similar to Warlocks and their Evocations, it is incredebly lackluster, conflicting with the balance and or other features which already granting the same effect, etc. And even worse are the other features themeselves. The fighting styles are wildly out of place and are rather unbalanced, catering to certain classes more than others, specifically the half casters. Furthermore the later features losses even more choerance with abilities that do not provide anything but a random effect.My point will stand that while it is an attempt at Weapon Archtype, it does not suit the class let alone suit itselve for the various features that feel very choppy when placed together. Let me know what all your yhoughts are as well on this.

Thx for the feedback, i tried to make another weapon subclass but it was pretty unsuccessful.I will remove it.


You have to remember that we are treating their spell slots like the Warlock meaning they regain their spell slots on a short rest as well as a long one. I do agree that having them be able to cast spells more often would be nice but they have such huge versatility that you can get away with a lot of shenanigans even with just 4 slots. I did think it over and it would be ok for feats to be shared, (spells can just be cast on the wielder anyway) however I think we should restrict feats to have them 1. Not stack if they possess the same feat And 2. Make it they they still must reach the prerequisites for the feat. That way its not a cheese strategy to gain multiple feats of the same kind, or to gain a spell casting feat when you don't posses the stats to even cast one.

I think these would be reasonable but of course if you have any thoughts on it we can always brainstorm more. --99.95.178.242 12:36, 10 February 2020 (MST) (This is me Mr.IcedTea, i just forgot to sign in.)

A few questions and comments[edit]

I'm a bit new to how discussion works here but I'm currently playing this class and adore it! (A soratami partisan wielded by a bulwark ratmen) I just have a "few" questions:


1. For lore and roleplay purposes, when in weapon form, can I see with my own "eyes" even without a wielder?

-Your senses keep as the same, you can still see,listen and feel, and you do need to breath, you will become a "living" weapon

2. It says I cannot be heard as a weapon, but how do I convince and lure potential wielders to wield me then? This one is important for lore and roleplay. In our game, I promised my
wielder a place of power in a kingdom (I was stuck in a river for 200 years). Perhaps I can be "heard" by whoever is currently in physical contact with me when I do not have a wielder?

-You can't lure then. You can talk telepathically with anyone who handle or carries you(you two have to know the same language to understand each other).

3. Can I use mage hand or unseen servant to pick myself up? (not wield, just picked up and placed)

-Yes

4. If someone happens to pick me up even just to put me on a shelf, does that qualify as an attempt to wield?

-yes

In soul of magic it says 3th instead of 3rd

-Thx


This class is really fun to play and explore!

First and Second Releases[edit]

First Release "At 5th level, pick an additional weapon from the Players Handbook. You may use an action to transform into your First release. In this form, your abilities are stronger, and you have additional traits based on your weapon path. In order to maintain the first release form, you must sacrifice 5 souls per turn until you revert back to your Humanoid Form, change into the Second Release or cancel it with a bonus action.

Second Release "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."

I think the releases are an interesting seal-like ability for this class, but I'm confused as to what you gain at First Release and even in Second Release there's a bit of confusion of what you gain.