Weapon Density Manipulation (5e Feat)
Prerequisites: WIS 14 or INT 14 or CHA 14
<-- You have learned how to wield heavier weapons, not by making yourself stronger, but by magically making the weapons lighter. This is done by altering their density, which means the weapon is also less sturdy than its full-weight version.
When you hold a weapon, it instantly becomes one level lighter until you let go of it or until the magic reverts, heavy weapons lose the heavy property, and normal weapons become light weapons. As a failsafe to stop the weapons from being broken, you set the magic to revert if the weapon is close to breaking.
Every time your weapon is affected by impact, roll 1d20. If you roll a 1, the magic reverts and can't be reapplied to that weapon until you're out of combat. If the impact happens outside of combat, it takes 1 minute to reapply.
This returns its density to normal but it returns its weight to normal too, so if anything about your character prevents them from using it effectively at its normal weight, it applies again.
If you are small size and your weapon becomes heavy again, you can't use it unless one of your other features says you can. If you are dual wielding and one of your weapons loses the light property, you can't dual wield it anymore unless one of your other features says you can.
The following things are sufficient impact to trigger the d20 roll.
Hitting anything with a melee or thrown weapon,
Firing any projectile from a ranged weapon (because ammo weight is not reduced, burst fire or short burst fire with a firearm triggers a separate roll for each bullet), taking any amount of fall damage.
Falling prone while wielding the weapon, or being forced to move by something that uses impact. So being shoved by a trap, creature, damaging spell, etc. does it, but being forced to move by wind, the current of water you're swimming in, or something that causes you to move by affecting your mind (such as the Cause Fear or Infestation spells) does not. -->
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