Wielder of a Legendary Weapon (5e Class)
Wielder of a Legendary Weapon[edit]
An archer, protected by his zombie, fires arrows at hordes of goblins, and hits them with his spiritually summoned sword. He is confident he will succeed because the past heroes who wielded his bow told him so.
A warrior attacks a fearsome dragon with two shortswords, one of which is covered in green flames. She makes 3 attacks with each sword, an unusual skill.
A half-orc accidentally throws his axe at his wizard companion, but it changes direction in midair to hit the gelatinous cube he was aiming at. He then pulls out an unbreakable net to trap the ooze.
These adventurers are all wielders of legendary weapons, having some training with combat but mostly skills of getting the most out of their rare items.
A Cleric of Sorts[edit]
A Wielder of a Legendary Weapon’s power comes from their bond with their weapon, not with any skills or abilities they have. That means that like clerics and warlocks your weapon has to have a reason to give you those powers if they're sentient and could mean that you worship them.
Creating a wielder of a legendary weapon[edit]
As you build your character, think about your bond with your legendary weapon. Are you able to force the weapon to give you powers using your mastery of it? Do you worship and serve it and get powers as a reward for your loyalty? Or are you unaware that there is anything special about the weapon? Also think about how you got the weapon. Did you find it in a dungeon, receive it as a gift, or forge it yourself? And how did you get the personal training that shows at 3rd level?
- Quick Build
You can make a wielder of a legendary weapon quickly by following these suggestions. First, Strength or Dexterity should be your highest ability score, followed by Constitution, or Charisma if you want to get spellcasting. Second, choose the soldier background.
Class Features
As a Wielder of a Legendary Weapon you gain the following class features.
- Hit Points
Hit Dice: 1d10 per Wielder of a Legendary Weapon level
Hit Points at 1st Level: 10 + Constitution modifier
Hit Points at Higher Levels: 1d10 (or 6) + Constitution modifier per Wielder of a Legendary Weapon level after 1st
- Proficiencies
Armor: All armor
Weapons: Simple weapons, your legendary weapon
Tools: None
Saving Throws: Constitution, Strength
Skills: Choose two from Acrobatics, Athletics, History, Insight, Intimidation, Perception and Survival
- Equipment
You start with the following equipment, in addition to the equipment granted by your background:
- (a) Chainmail or (b) Leather armor and 20 pieces of ammunition. or (c) Chain shirt and 10 pieces of ammunition.
- (a) A melee weapon that is not two-handed and a shield or (b) Any weapon
- (a) A dungeoneer’s pack or (b) An explorer’s pack
- A simple weapon
- If you are using starting wealth, you have 4d4x10 gp in funds.
Level | Proficiency Bonus |
Features |
---|---|---|
1st | +2 | Artifact Type, Endure Damage |
2nd | +2 | Fighting Style |
3rd | +2 | Personal Skill |
4th | +2 | Ability Score Improvement |
5th | +3 | Extra Attack |
6th | +3 | Artifact Feature |
7th | +3 | Transfer Enchantments |
8th | +3 | Ability Score Improvement |
9th | +4 | Combat Superiority |
10th | +4 | Artifact Feature |
11th | +4 | Extra Attack |
12th | +4 | Ability Score Improvement |
13th | +5 | Artifact Feature |
14th | +5 | Personal Skill Improvement |
15th | +5 | Improved Critical |
16th | +5 | Ability Score Improvement |
17th | +6 | Improved Combat Superiority |
18th | +6 | Improved Transfer Enchantments |
19th | +6 | Ability Score Improvement |
20th | +6 | Multiclass Emulation |
Artifact Type[edit]
When you take your first level in this class choose one weapon you possess (must be the same weapon that you gain proficiency with). When features from this class talk about your legendary weapon they mean this weapon. Starting at 1st level it has magical abilities that you must master and becomes indestructible. Choose Sentient Weapon, Magic Weapon or Weapon of Legacy. Each artifact type is detailed at the end of the class description. Your choice gives you abilities while you are wielding your weapon at 1st, 6th, 10th and 14th level.
Endure Damage[edit]
When you are hit by an attack, you may use your reaction to endure the hit. If you do, that attack deals no damage to you. Once you have used this feature, you can't use it again until you finish a long rest.
Fighting Style[edit]
Starting at 2nd level you adopt a particular style of fighting as your specialty. Choose one of the following options. You can’t take an option more than once, even if you later get to choose again.
- Archery
You gain a +2 bonus to attack rolls you make with your legendary weapon. Your legendary weapon must have the ranged property for you to choose this fighting style.
- Dueling
While you are wielding your legendary weapon in one hand and no other weapons you get a +2 bonus to damage rolls with that weapon. Your legendary weapon must be melee for you to choose this fighting style.
- Great Weapon Fighting
When you roll a 1 or 2 on a damage die for an attack you make with your legendary weapon, and you are wielding it with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. Your legendary weapon must be a two-handed or versatile melee weapon for you to choose this fighting style.
- Two-Weapon Fighting
When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack if one of the two weapons is your legendary weapon.
Personal Skill[edit]
Most of your abilities are linked to your weapon, but starting at 3rd level you have some skills of your own to fall back on if you lose it. You gain one of the following benefits. At 14th level you may either gain the improved ability described or take the benefits of another skill in addition to your current one.
- Spellcasting
You have a powerfull connection to the arcane, and have improved so that you could cast spells using your Legendary Weapon as a Spell Focus. You can only cast the spells up to 13th level, but if you use Improved Skill you may go up to 5th level spells.
Spell save DC = 8 + proficiency bonus + Charisma Modifier
Spell attack modifier = proficiency bonus + Charisma Modifier
— Spell Slots per Spell Level — | |||||||||
---|---|---|---|---|---|---|---|---|---|
Level | Cantrip | 1st | 2nd | 3rd | 4th | 5th | |||
1st | 3 | - | - | - | - | - | |||
2nd | 3 | - | - | - | - | - | |||
3rd | 3 | 2 | - | - | - | - | |||
4th | 4 | 3 | - | - | - | - | |||
5th | 4 | 3 | - | - | - | - | |||
6th | 4 | 4 | 2 | - | - | - | |||
7th | 4 | 4 | 2 | - | - | - | |||
8th | 5 | 4 | 3 | - | - | - | |||
9th | 5 | 4 | 3 | - | - | - | |||
10th | 5 | 4 | 3 | 2 | - | - | |||
11th | 5 | 4 | 3 | 2 | - | - | |||
12th | 6 | 4 | 3 | 3 | - | - | |||
13th | 6 | 4 | 3 | 3 | - | - | |||
14th | 6 | 4 | 3 | 3 | 2 | - | |||
15th | 6 | 4 | 3 | 3 | 2 | - | |||
16th | 7 | 4 | 3 | 3 | 3 | - | |||
17th | 7 | 4 | 3 | 3 | 3 | 2 | |||
18th | 7 | 4 | 3 | 3 | 3 | 2 | |||
19th | 7 | 4 | 3 | 3 | 3 | 3 | |||
20th | 8 | 4 | 3 | 3 | 3 | 3 |
- Backup Weapon
You have a second weapon of power in case you lose your legendary weapon. At 3rd level choose one weapon you possess (not your legendary weapon) to be a backup weapon. Also choose an artifact type for that weapon (can be the same or different from your original artifact type). If you are not wielding your legendary weapon but you are wielding your backup weapon you have use of the 1st level feature of the chosen artifact type. Also while you are wielding your backup weapon you get the following features at higher levels: at 9th level you can use Extra Attack (but with only one extra attack), at 12th level you can use the 6th level artifact feature and at 18th level you can use combat superiority. Additionally, starting at 6th level you can choose one fighting style which you get the benefits of for your backup weapon and at 15th level you can use Transfer Enchantments to enchant your backup weapon. If you choose improved ability for your personal skill you can make two more backup weapons at 14th level, each may have its own artifact type and/or fighting style.
- Unarmed Combat
You were trained in martial arts so you could defend yourself even without your legendary weapon. You roll a 1d6 in place of the normal damage of your unarmed strikes. When you use the Attack action on your turn with an unarmed strike you can make another unarmed strike as a bonus action. You have two ki points + your Wisdom modifier which you can spend for the following features. At 14th level (if you choose improved ability) you get two more ki points and roll 1d8 instead of 1d6.
Flurry of Blows. Immediately after you take the Attack action on your turn with an unarmed strike you can spend your ki point to make two unarmed strikes as a bonus action.
Patient Defence. You can spend your ki point to take the Dodge action as a bonus action if at least one of your hands is empty.
Step of the Wind. You can spend your ki point to take the Disengage or Dash action on your turn as a bonus action if at least one of your hands is empty.
Legendary Strike. Starting at 14th level (if you choose improved ability) you can spend 3 ki points immediately after making an unarmed strike to gain the use of all your Wielder of a Legendary Weapon features until the end of the turn after next.
- Custom Skill
Choose two of your skill proficiencies. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies. Then gain proficiency in any skill. You cannot choose this as an improved ability at 14th level.
Ability Score Improvement[edit]
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. You do not need to be wielding your legendary weapon for this ability score improvement to be active.
Extra Attack[edit]
Beginning at 5th level, you can attack twice, instead of once, whenever you take the attack action with your legendary weapon. The number of attacks changes to three when you reach 11th level.
Transfer Enchantments[edit]
Starting at 7th level you can spend 10 hours to improve your legendary weapon using another weapon with enchantments (example +1 or wand charges). At the end of the 10 hours the enchanted weapon loses all of its magical properties and your legendary weapon gains the properties you choose to gain, with some exceptions. Your legendary weapon cannot end up with an enchantment of +2 or +3 and can only function as a wand for one spell. If you have never used this feature your legendary weapon gains +1 damage. Starting at 18th level the forging only takes 8 hours, there is no longer a limit to how well enchanted your legendary weapon can become and if you have never used this feature your legendary weapon gains +2 damage. (Keep track of all +1, +2 and +3 enchantments. Three +1s count as a +2, two +1s and two +2s, five +1s or three +2s count as a +3.)
Combat Superiority[edit]
Starting at 9th level, you learn maneuvers fuelled by special dice called superiority dice.
- “Maneuvers.” You learn two maneuvers of your choice, which are detailed under “Maneuvers” on page 74 of the Player’s Handbook. At 17th level you learn an additional maneuver of your choice.
- “Superiority Dice.” You have two superiority dice, which are d8s. A superiority die is expended when you use it. You regain both of your superiority dice when you finish a short or long rest. At 17th level your superiority dice become d10s
- “Saving Throws.” Some of your maneuvers require your target to make a saving throw. The saving throw DC = 8 + proficiency bonus + Strength or Dexterity modifier (your choice).
Improved Critical[edit]
Beginning at 15th level, your weapon attacks score a critical hit on a roll of 19 or 20.
Multiclass Emulation[edit]
At 20th level you gain two class feature from any class/classes. Neither can be an archetype feature or a feature you already have (including Ability Score Improvement). One of the features can be one that would be received by the normal class at a level up to 5th, and the other between 6th and 15th.
Sentient Weapon[edit]
Your weapon is alive. It has given you some of its powers in exchange for you helping it with something. As you gain levels and your bond with it becomes stronger it gives you more of its powers.
- Sentience and Telepathy
Roll 4d6 and take the best 3 for each of the weapon’s ability scores (Intelligence, Charisma and Wisdom). You can communicate telepathically with your weapon while you are within 10 feet of it and anyone can communicate telepathically with it while holding it. Intelligence and Charisma work normally for the weapon, Wisdom is slightly different, due to the weapon sensing things instead of seeing or hearing them.
- Spellcasting
Your weapon knows one spell from the Wizard, Bard or Cleric spell list and has one level 1 spell slot. On your turn if you do not attack with it your weapon can cast that spell. Your weapon’s spellcasting ability for that spell depends on which spell list it’s from. (Charisma if it’s from the bard list, Intelligence if it’s from the wizard list, Wisdom if it’s from the cleric list).
- Voice of Fear
You have proficiency with intimidation while wielding your legendary weapon, and you have advantage on intimidation checks against creatures that you have attacked with that weapon.
- Auto-pilot
Starting at 6th level before you make the attack roll for an attack with your legendary weapon you must decide whether or not you want to use this feature. If you choose to use it roll two d20s and use the mean average of the results(add the results and divide by two). If you make the attack with advantage use the mean of the third roll and either the first or second roll (whichever is higher). If one of the rolls is a 20 and the other is 6 or higher, it is a guaranteed hit. If one of the rolls is a 1 and the other is 14 or lower, it is a guaranteed miss.
- Long-Distance Telepathy
Starting at 10th level you can communicate telepathically with your weapon while you are within 1000 feet of it and you always know that a random location within 100 feet of it is within that distance. Anyone can communicate telepathically with it while within 10 feet of it.
- Divine Intervention
Beginning at 13th level your weapon can call upon their deity to intervene on their behalf when their need is great. Your weapon worships a god (normally one with something to do with crafting or using weapons). Imploring a deity’s aid requires you to use your action, and your weapon can’t cast spells the turn you do it. Describe the assistance you seek, and your weapon's deity will provide it. The DM chooses the nature of the intervention; the effect of any cleric spell or cleric domain spell would be appropriate. After the deity intervenes, you can’t use this feature again for seven days.
Magic Weapon[edit]
Your weapon has powerful enchantments on it. You have access to some of these enchantments, and as your bond with the weapon becomes stronger you will gain access to more. Unlike the other artifact types magic weapons have no ability to think whatsoever, but they are powerful weapons.
- Damaging Weapon
Due to the magical properties imbued within your weapon, it's overral damage has increased. When you deal damage with your legendary weapon you will deal extra damage equal to your proficiency bonus. At 6th level, you will deal extra damage equal to twice your proficiency bonus. At 14th level you will deal extra damage equal to three times your proficiency bonus.
- Magic Flames
Starting at 6th level your weapon can spontaneously light on fire. Roll a d6. Whatever number you roll determines the colour of the flames. You can spend a bonus action to ignite or douse the flames. While they are active whenever you hit an enemy with your legendary weapon you deal an extra 2d6 damage of a damage type determined by the colour of the flames. Whenever you gain a wielder of a legendary weapon level you may roll a d8 to try and change the colour of your flames.
1-Red: Fire
2-Orange: Acid
3-Yellow: Lightning
4-Green: Poison
5-Blue: Cold
6-Violet: Special. While the flames are active, if you hit a creature with your legendary weapon it becomes blinded.
7 or 8-Nothing Changes. You keep the same flame colour you already had.
- Improved Property
Starting at 10th level your weapon gets a bonus based on its properties. Choose one of the weapon properties listed below. You get the bonus written in this list next to the chosen property.
- Ammunition.
If you expend a piece of ammunition that wasn’t created by this feature to attack with your legendary weapon, a piece of ammunition is created magically and appears in your quiver or hand. You cannot recover pieces of ammunition created by this feature.
- Finesse.
You can add both your strength and your dexterity modifier to attack and damage rolls with your legendary weapon.
- Heavy.
When you get a critical hit with your legendary weapon you may stun the target until the end of their next turn. If you do, you don't get to roll the damage dice extra times.
- Light.
If you use your bonus action for two-weapon fighting and one of the two weapons is your legendary weapon, you can make the same amount of attacks with both weapons, even if you have extra attack.
- Reach.
Your legendary weapon adds 10 to your reach, instead of 5 or 15 instead of 10
- Special.
If your legendary weapon is a lance you never require two hands to wield it. If your legendary weapon is a net, the creature has disadvantage on their Strength check to get free.
- Thrown.
If you throw your legendary weapon it returns to you at the end of your next turn.
- Two-Handed.
Even if you don't have the Great Weapon fighting style, when you roll a 1 or 2 on a damage die for an attack you make with your legendary weapon, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. If you do have it you can reroll a 3 on a damage die.
- Versatile.
If you use one hand to attack with your legendary weapon you get +1 to the attack roll. If you use two hands you get +2 to the damage roll.
If your weapon is a Mace, Flail, Morningstar or War pick you get +1 to the attack and damage rolls.
- Retrieve Weapon
Starting at 13th level you can perform an 8 hour ritual to retrieve your weapon. At the end of the ritual, if it is on the same plane as you it teleports into your hand, otherwise you learn which plane it is on. If your weapon cannot teleport you instead learn its exact location.
Weapon of Legacy[edit]
Your legendary weapon has been wielded by many great heroes in its time, and some of their heroism has rubbed off on it. As your bond with the weapon grows stronger you will gain skills mimicking those of the heroes and possibly communicate with their ghosts.
- Innate Fighting Style
A particular style of fighting has been imprinted into your weapon. Choose one of the following options.
- Archery
You gain a +2 bonus to attack rolls you make with your legendary weapon. Your legendary weapon must have the ranged property for you to choose this innate fighting style.
- Dueling
While you are wielding your legendary weapon in one hand and no other weapons you get a +2 bonus to damage rolls with that weapon. Your legendary weapon must be melee for you to choose this innate fighting style.
- Great Weapon Fighting
When you roll a 1 or 2 on a damage die for an attack you make with your legendary weapon, and you are wielding it with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. Your legendary weapon must be a two-handed or versatile melee weapon for you to choose this innate fighting style. If you obtain the Great Weapon Fighting fighting style you may reroll as many times as you like (but still only 1s and 2s).
- Two-Weapon Fighting
When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack if one of the two weapons is your legendary weapon. If you obtain the Two-Weapon Fighting fighting style you may add double your ability modifier to one of them.
- Speak with Dead
Starting at 6th level you can talk to the past heroes who wielded your weapon. On your turn you may choose to use this feature. If you do, you will become incapacitated for 1 minute, during which you can see and converse with the ghosts of past heroes. You can ask them for advice, or inform them of what has happened, if you do so it has no mechanical benefits. You may instead ask permission to take a course of action. If they give you permission, you get +2 to all attack and damage rolls for attacks that you make to complete the goal, and the ghosts may cast Augury for you. If they do not give you permission, you get -1 to all attack and damage rolls that you make to complete the goal. Once you have used this feature you can't use it again until you finish a long rest.
- DMing Speak with Dead.
There are many ways to determine whether or not the ghosts give you permission, such as rolling, deciding based on what you want, deciding based on what the ghosts would want, etc. I suggest that you determine what the ghosts would probably think, then have them make an Insight check (d20+1) and your player make a persuasion check. If you think the ghosts would agree, add the results of the check together, and if the total is higher than 20 the ghosts give permission. If you don't think the ghosts would agree, contest the results against each other.
- Animate Dead
Starting at 10th level you can animate the dead with your legendary weapon. You may perform a 1 minute ritual to animate a corpse. Your new servant has the stats of a zombie or skeleton, and the personality/alignment of a past hero who has wielded your legendary weapon. That means that it isn't under your control, although it will usually do what it's told to do. Once you have used this feature you can't use it again until you finish a long rest, and you can only have one undead servant created by this feature at a time.
- Will o' Wisps
Starting at 13th level ghosts will help you find your legendary weapon. If you are more than 50 feet away from your legendary weapon an illusion of a will o' wisp will appear in the direction where your legendary weapon is. As you move toward the wisp it moves away, until you are within 50 feet of your weapon. If your legendary weapon is on a different plane the wisp will guide you towards the closest method of getting to that plane. Also starting at 13th level you can use your Speak with Dead to ask permission for travel to a specific location. If permission is given, choose up to 6 creatures. You, as well as any of those creatures that the DM also chooses, get a flying speed equal to your walking speed plus 10 feet per round, which can only be used to move towards that destination. If permission is not given, your speed decreases by 10 feet per round when moving toward it.
Wielder of a Legendary Weapon Spell List[edit]
- 0 Level (Cantrips)
blade ward, guidance, light, mending, resistance, sacred flame, spare the dying, thaumaturgy, true strike
- 1st Level
bless, command, compelled duel, cure wounds, detect magic, heroism, searing smite, shield of faith, thunderous smite, wrathful arrow (go to history and find the edit made at 18:49 on 2 June 2018), wrathful smite
- 2nd Level
aid, augury, blindness/deafness, calm emotions, continual flame, enhance ability, find traps, gentle repose, hold person, locate object, silence, spiritual weapon, warding bond, zone of truth
- 3rd Level
animate dead, beacon of hope, bestow curse, clairvoyance, daylight, dispel magic, feign death, glyph of warding, magic circle, mass healing word, meld into stone, protection from energy, remove curse, sending, speak with dead, spirit guardians, tongues, water walk
Multiclassing[edit]
Prerequisites. To qualify for multiclassing into the wielder of a legendary weapon class, you must meet these prerequisites: Strength 13 or Dexterity 13 and a weapon
Proficiencies. When you multiclass into the wielder of a legendary weapon class, you gain the following proficiencies: all armor, shields, simple weapons, one weapon of your choice
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