Demon Weapon (5e Race)
Demon Weapon
Physical Description
Demon weapons share their appearance with that of Humans and Elves. Their design, clothes, and colors reflect their weapon. Colors can range from vibrant to dull, from natural to metallic, and anywhere in between.
History
The first demon weapons were made by tearing out the souls of demonic entities and merging it with the soul of the intended demon weapon. These dark entities are the center of the demon weapon’s abilities and by feeding the souls of those they have slain to their demonic side the demon weapons are able to boost their own abilities. Now spellcasters are ripping the souls out of humans and elves to see if the same thing will happen.
Demon Weapon Traits
Ability Score Increase. Your Dexterity or Strength score increases by 2.
Age. Your race was created long before humans and will be here long after you are ageless.
Alignment. Any, but tend to be lawful due to the nature of their adherence to contracts.
Size. Demon Weapons vary widely in height and build, from barely 5 feet to well over 6 feet tall. Your size is Medium.
Speed. Your base walking speed is 30 feet.
Darkvision. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.
Chosen Weapons. You can choose 1 weapon that your DM allows. This weapon becomes your Chosen Weapon and will be the weapon that you transform into and it is also the weapon that you can transform any of your limbs into as a bonus action. The damage you deal corresponds to the weapon you chose and is located in the Player's Handbook and counts as a magical in the case of resistances.
You can use your action to transform your body, and in a swirl of visible black smoke, your body mangles and wraps into your Chosen Weapon. You can maintain your transformation for a total amount of hours equal to your Dexterity or Strength modifier, after which you revert back into your humanoid form. As a weapon you cannot move or make your own attack actions, therefore it is important you have a wielder. While in weapon form you are immune to most damage during combat, not including Psychic. Additionally, while you are being wielded in weapon form, your wielder gains an attack bonus equal to your proficiency bonus and a damage bonus equal to either your Strength or Dexterity modifier depending on your chosen weapon. While in weapon form you cannot speak aloud, however, you can maintain a telepathic link to your Dark Contract Holder even if they are not wielding you.
Dark Contract. The bond between weapon and wielder is very important and must benefit both sides. Anyone wanting to wield the Dark Weapon must agree to a contract with it
Hunger. At level 5, You may devour a weapon, magic or not, and gain its abilities. If you do not have the form of the weapon you devoured, you gain that form and can transform as if it was your chosen weapon. 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). Each of these different damage types must be individually selected upon your transformation, and stacks with the damage you would normally deal as a weapon in any form.
Dark Omen. Your race type is both Humanoid and Infernal
Languages. You can read and speak Common and one other language of your choice.
Subrace. The soul type of the Demon Weapon.
Soul of Battle
Something about fighting just resonates with your core.
Ability Score Increase. Your Constitution score increases by 1.
Warrior of spirit. Your familiarity with combat makes your soul appear over the shoulders of your wielder. As a bonus action, you may appear as a ghost until the start of your next turn. You only may use your action to attack using a spiritual version of your weapon form. You do not gain the benefits from the magical weapons that you devour.
Your soul is immune to any non-magical attacks, and is vulnerable to psychic damage in this state. You receive any damage taken by your soul.
Soul of Nature
You've loved plants and nature and most likely will for the rest of your life.
Ability Score Increase. Your Wisdom score increases by 1.
Greenthumb Soul. Your race type changes to Humanoid and Plant.
Your Weapon Form cannot be made of metal or any other material that is not naturally grown. You are now considered a plant, and your skin become hard as wood, your ac natural armor becomes 10 + your Dexterity and Wisdom modifier. You are vulnerable to fire, even in weapon form.
You learn the Shillelagh and Druidcraft cantrips and can cast Shillelagh on yourself at will even when in weapon form. When Shillelagh is active and you are used to attack, you can use your own Wisdom score as the attack modifier instead of your Wielder's.
Arcane Soul
Magic is the core of your being you've studied magic so hard that it engraved it's self into your soul.
Ability Score Increase. Your Intelligence score increases by 1.
Soul of Magic. Your race type changes to Humanoid and Fey. As a weapon of the Arcane, you can be used as an Arcane focus by your wielder. After an enemy has taken physical damage from your strikes, any spell attack rolls you make against them gains advantage. You may use an action to manifest yourself as an illusion. The illusion can appear within 30 ft. of yourself while in weapon form, and you may choose the form in which you appear to those around you, and you can choose to see via your illusion. You can cast any spells via your illusion. You take any psychic damage received by your illusion.
You learn the Mage Hand, Prestidigitation. You may cast these spells within weapon form.
Your spell save DC is 10 + your Intelligence modifier + your proficiency bonus
Spell attack modifier = your proficiency bonus + your Intelligence modifier
Any spells you know are granted to your wielder. You also gain the ability to devour books; scrolls; and wands, that contain spells written in them. When you do so you learn the spells are written or contained within and the spells are considered learned for you.
Soul of Death
You're dark to your core you've embraced the entirety of your race and it has corrupted your soul.
Ability Score Increase. Your Charisma score increases by 1.
Soul of the Undead. Your race type changes to Humanoid and Fiend.
Any creature within 10 ft. of you in weapon or humanoid form has to make a DC of 8 + Charisma + proficiency or be frightened if the creature succeeds the check it is not frightened by you via this ability. This ability has no effect on your wielder in weapon form.
Also, your base weapon damage in weapon form is necrotic damage.
Angel Soul
Somehow you've fought against the evil within you and found a new light.
Ability Score Increase. Your Charisma score increases by 1.
Healing Soul. Your race type changes to Humanoid and Celestial
Any ally within 30 ft. of you in weapon or humanoid form is healed for every other turn for 1d4 + your character level.
Also, your base weapon damage in weapon form is radiant damage.
Smith's Soul
Your body is strong enough to withstand being edited by a blacksmith.
Ability Score Increase. Your Constitution score increases by 1.
Soul of Revision. You can take one of the Gagetsmith, Cannonsmith, or Warsmith upgrades from Revised Artificer
Your body is now disfigured from your experimentations, but your ac increases by 1.
You gain more upgrades at levels 5, 9, 12, 17 and 20.
Armored Soul. You can also consume shields and armor to increase your AC taking the highest bonus overall. (the bonuses don't stack.) You also gain the magic of the items consumed and can take to form of a devoured shield granting any one elemental resistance magic and AC bonus gained from previous consumption of magic items.
Suggested Characteristics
When creating a Demon Weapon character, you can use the following table of traits, ideals, bonds and flaws to help flesh out your character. Use these tables in addition to or in place of your background's characteristics.
d8 | Personality Trait |
---|---|
1 | I see omens in every event and action. The gods try to speak to us, we just need to listen. |
2 | I have a joke for every occasion, especially occasions where humor is inappropriate. |
3 | "Once something is lost it can never return" |
4 | I bluntly say what other people are hinting or hiding. |
5 | I think anyone who's nice to me is hiding evil intent. |
6 | I ask a lot of questions. |
7 | I can stare down a hellhound without flinching. |
8 | I'm haunted by memories of war. I can't get the images of violence out of my mind. |
d6 | Ideal |
---|---|
1 | Charity. I always try to help those in need, no matter what the personal cost. (Good) |
2 | Change. We must help bring about the changes the gods are constantly working in the
world. (Chaotic) |
3 | Independence. I am a free spirit--no one tells me what to do. (Chaotic) |
4 | Aspiration. I seek to prove my self worthy of my god's favor by matching my actions against
his or her teachings. (Any) |
5 | Creativity. The world is in need of new ideas and bold action. (Chaotic) |
6 | Honesty. Art should reflect the soul; it should come from within and reveal who we really
are. (Any) |
d6 | Bond |
---|---|
1 | I owe a debt I can never repay to the person who took pity on me. |
2 | My honor is my life. |
3 | My life's work is a series of tomes related to a specific field of lore. |
4 | My house's alliance with another noble family must be sustained at all costs. |
5 | I pursue wealth to secure someone's love. |
6 | I protect those who cannot protect themselves. |
d6 | Flaw |
---|---|
1 | I am inflexible in my thinking. |
2 | People who don't take care of themselves get what they deserve. |
3 | My hatred of my enemies is blind and unreasoning. |
4 | My pride will probably lead to my destruction |
5 | I overlook obvious solutions in favor of complicated ones. |
6 | Violence is my answer to almost any challenge. |
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