Living Weapon, Variant (5e Class)
Living Weapon
- A special Note from the creator
Thank you for viewing this page and considering useing it! Honestly it is my first time making one of these fully fleshed out. However i feel the need to point out that when making this, it was designed for use in a campaign with only 3 players including me as the DM. I am still pretty inexperienced both as a player and a DM but i am getting better with time! That said, you may need to make adjustments for your own campaign and if i see variants floating around out there than that would be awesome for me! Once again thank you all for viewing the page.
Also I should note: i edited out my "short hand" that was complained about, though i feel it was unneeded so long as its understood. I wish to abide by as many rules as I can! I have seen complaints on the "time duration" being 5 minutes and odd. I did say that there may need to be adjustments for individual campaigns but as it was made it was meant to function in a non-standard and unconvientional way as the campaign(which is still ongoing ^_^) is non-standard and unconventional as well. So please make appropriate adjustments when using in your own campaign and remember everyone it's just a game so have fun! DND is all about hanging with friends and having fun adventures in your own way so dont be afraid to break a few rules to spice things up for everyone!
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
[Random image on google that i cropped] |
Consider what you want to rule over. Air, Land, or Water. Your weapons and abilities will depend on it.
- Quick Build
You can make a Living Weapon quickly by following these suggestions. First, for Air Dexterity should be your highest ability score, followed by Intelligence. First, for Land Constitution should be your highest ability score, followed by Strength. First, for water Intelligence should be your highest ability score, followed by Dexterity.
Class Features
As a Living Weapon you gain the following class features.
- Hit Points
Hit Dice: 1d10 per Living Weapon level
Hit Points at 1st Level: 1d10 + Constitution modifier
Hit Points at Higher Levels: 1d10 (or 6) + Constitution modifier per Living Weapon level after 1st
- Proficiencies
Armor: Land: Light, Medium, Heavy Air: Light, Medium Water: Medium, Heavy
Weapons: Air: finesse, Versatile, ranged Land: Heavy, two handed, ranged Water: Light, Martial, Ranged
Tools: Tinkers Tools, Black Smith tools
Saving Throws: Air and Water Intelligence, Dexterity. Land Strength, Constitution.
Skills: Acrobatics, and choose 1 from stealth, athletics, intimidation, and 1 other of your choice.
- Equipment
You start with the following equipment, in addition to the equipment granted by your background:
- (a) Refer to class and any clothing or armor of choice that you can use. or (b) {{{item1b}}}
- If you are using starting wealth, you have 3d4 gold in funds.
Level | Proficiency Bonus | Features | Panzer Shot Damage |
---|---|---|---|
1st | +2 | Built in Defense, Custom Weapon, ArcheType, Archetype ability | 1d4 |
2nd | +2 | Ammo Manufacturing | 1d4 |
3rd | +2 | Unarmored movement | 1d4 |
4th | +2 | Ability Score Improvement | 1d4 |
5th | +3 | Extra Attack, Arche type ability | 2d6 |
6th | +3 | Arcane Engine | 2d6 |
7th | +3 | Over Drive, Extra attack improvement | 2d6 |
8th | +3 | Ability Score Improvement | 2d6 |
9th | +4 | Unknown System Activation | 3d8 |
10th | +4 | Minor Self Repair System, Arche Type Ability | 3d8 |
11th | +4 | NanoSurge | 3d8 |
12th | +4 | Ability Score Improvement | 3d8 |
13th | +5 | Panzer Evolution | 3d10 |
14th | +5 | Expertise | 3d10 |
15th | +5 | Arche type ability | 3d10 |
16th | +5 | Ability Score Improvement | 3d10 |
17th | +6 | My Specialty | 4d10 |
18th | +6 | Hyper Drive | 4d10 |
19th | +6 | Ability Score Improvement | 4d10 |
20th | +6 | Arche Type ability, Grand Finale | 4d12 |
Built in Defense
Air and Water: Your Armor Class is equal to 10 + your proficiency modifier + either your Intelligence or Dexterity modifier
Land: Your Armor Class is equal to 10 + Proficiency + Strength or Constitution
Archetype
At level 1, you must choose your archetype from below. Which gives you special features at levels 1,5,10,15, and 20.
Custom Weapon
You are outfitted with a custom weapon set, known as the Panzers. You are proficient with these ranged weapons. Note: Your panzer is based on the archetype you choose. Panzers 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 circular cylindrical(?) plates on your hands, shoulders or bulkier frames may be used(EX: the picture used) though ultimately they customized to the users 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 a lot of time to be remade(Your DM can determine the time to better suit each individual campaign) The materials needed for remaking it(While it may differ in campaigns and amounts) is generally Steel, or other highly durable metal and 25GP(Smaller versions) up 150GP(bulkier versions).
The panzers are unable to use common bullet types(EX: 45 caliber, machine gun, 50 caliber, etc) and are only capable of firing their own specific type of ammo and cannot swap ammo on the fly. For one panzer to use another panzer types ammo, they would need a source to make that specific ammo and take an additional time to recraft the ammo manually for use.
Ammo Weights Air: 20 rounds = 2 lbs Land: 4 rounds = 1 lbs Water: 10 rounds = 2 lbs.
- Air Panzer
Fires as a full auto weapon, you make three attacks, doing damage(see table above)+dexterity. You must roll separately for each attack. Range of 5ft to 20ft max. The damage is piercing. Maximum ammo rounds that can be loaded at once - 20
- Land Panzer
Fires high power artillery slugs doing damage(see table above)+strength. Target makes a dexterity saving throw of 8+prof+strength or be knocked back 10 foot and prone. On a successful save, it will be knocked back 5 feet and not prone. The damage is piercing or fire, your choice. Range minimum 5ft, and maximum 30ft. Maximum ammo rounds that can be loaded at once - 4
- Water Panzer
Fire's concussive artillery rounds. It can fire up to two times doing damage(see the above table)+Intelligence doing thunder damage. The target must also make a constitution save of 8+profiency+Intelligence or be deafened and blinded until its next turn. Range minimum 5ft, and maximum 25ft. Maximum ammo rounds that can be loaded at once - 6
Ammo Manufacturing
At level 2 You have figured out the finer mechanics to how your ammo works and how to make it with ease. With the proper supplies and time you can now make your own ammo. You can carry as many as your weight limit(carrying capacity) allows, so long as you have a way to store them. At level 5 you can now make half the amount of what you normally would make while moving. At level 10 you can start making special bullets, for twice the amount of material.
The bullets are typically made from steel, but can be made from any type of metal, including Copper, silver and gold. You can even use your money as material as long as its a type of metal. When using money as material, the amount needed is the same regardless of monetary value.
- Air
These bullets are smaller then the other panzers. 20 of these bullets weight about 2lbs. Takes 2.5(two and a half)lbs of material to make 20 rounds. For every one hour spent crafting, you can make 6 pieces of ammo for your panzer. Special Bullets - Exploding Ammo - Adds an additional 2d4 fire damage.
- Land
These are bigger than the other panzer rounds. 4 rounds weigh 1lb. It takes 1.5lbs of material to make 4 rounds. For every one hour spent crafting you can make 4 pieces of ammo for your panzer. Special Slugs - Frost Slugs - Adds an additional 2d4 cold damage.
- Water
These rounds are not as big as the land panzers but not as small as the air. 10 of these rounds weighs 2lbs. It takes 2.5 lbs of material to make 10 rounds. For every one hour spent crafting you can make 20 bullets for your panzer. Special Artillery - Electro Shells - Adds an additional 2d4 Electric damage.
Unarmored Movement
At level 3, 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.
Extra Attack
At level 5 You can attack once again in as a bonus action addition to first attack. This increases to twice at level 7.
Arcane Engine
At level 6 your attacks count as magical for the purpose of overcoming resistance's and immunities.
Over Drive
At level 7 you can over clock your arcane engine and create a barrier as a reaction to an attack. This barrier raises your AC by 4 until your next turn. You can do this twice. You can also use both 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 regain 1 use after a short rest or both after a long rest.
Unknown System Activation
At level 9 your combat systems have improved and you've gained a special ability that even your creators didn't expect. These abilities can be used twice per short or long rest.
- Air
Sonic Boom - Your engine ports open fully as you move for triple your base movement speed in a straight line in an instant without invoking opportunity attacks. Arcane blades form from your wings and cut anyone in the path(creatures you move by) causing slashing damage of 4d6. 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. Smaller objects such as vases, pots, small trees(EX: less then 4 inches thick, use common sense) Etc are simply destroyed. If you crash into an object, you(and the object if it has HP) take 1d4 for every 10 feet traveled and stop movement.
- Land
Giga Drill - You manifest arcane drill's on your arms and slam them into the ground creating an arcane earthquake in a 100ft circumference(AKA everything in 100ft of you) with yourself at the center causing 4d6 bludgeoning damage to anything in the area other than yourself and making the terrain upturned and rocky, making it a difficult terrain...for normal people.
- Water
Homing Shot - Your eyes glow the color of the sea as a single arcane shell forms in your barrel. A targeting system locks on and you fire the shot. It doesn't matter the distance it homes in and follows the target even going around corners until it finally finds it target and pierces them through dealing 4d6 piercing damage.
Minor Self Repair System
At level 10 You need less time to be ready for combat again, and you no longer require sleep or food. You gain the benefits of a long rest from a short rest now. During the time you are resting, you are not asleep but simply in a stasis mode though you are still fully aware of every thing around you. The downside is that you will never dream again. Though you no longer require food, you can still eat it safely. Additionally during this time you make half the ammo you normally would if you were awake through automatic manufacturing.
NanoSurge
At level 11 you discover that you have nanobots in your body. Strangely enough they reacted different to each of your brothers and sisters giving them different abilities.
- Air
The nanobots seem to be concerned with your ammo reserves. Once per combat they can fully restore either your missiles OR your panzer shot ammo.
- Land
The nanobots seem to be just as rough and rumble as you and giving you their support. Once every five rounds you can overcharge your panzer shot and fire a powerful arcane beam. This attack deals an additional 3 damage dice. EX: 1d4 > 4d4
- Water
The nanobots seem to be mostly concerned with the health of yourself and allies. Once per short rest you can use your nanobots to heal yourself or an ally within 5ft of you for 2d20 health.
Panzer Evolution
At level 13 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 per combat.
- Air
Increased auto fire rate, for the cost of three times the normal ammo you can attack 6 times with your panzer instead of just three times.
- Land
Your panzers can now manifest the arcane drills for close combat. You may make two unarmed strikes for the damage of your panzer shot, the damage type is changed to piercing. Roll separately for each attack. Additionally the target makes a dexterity saving throw of 8+profciency+strength or some of their armor is stripped away. On a failure target loses 3 AC.
- Water
Your panzers can now fire chaff shots with special effects. You fire two shots at a time. Target makes a constitution save of 8+Dexterity+Intelligence. On a success they only take the normal panzer damage. On a failure roll a 1d6. 1. target is asleep until your next turn, or until attacked. 2. Target is paralyzed for two full rounds of combat. 3. Target is poisoned and takes 1d4 damage every turn until they make the save. 4. Target is blinded until their next turn. 5. Target is deafened until next turn. 6. Target takes all negative effects of 2-5.
Expertise
At level 14 You gain expertise in 2 skills of your choice. If you already have expertise then add in triple proficiency. If you are not proficient in the skill, then you instead become proficient.
My Specialty
At level 17 you have evolved further than either you or your doctors had ever imagined and gained yet another unexpected ability. Please choose only 1 the choices under your archetypes specialty.
- Air
Cargo Carrier - You can carry one person or object regardless of size, so long as its mass(weight) Is not more than three times your own. At this time, you can only attack with a single shot from your panzers, which have conveniently become wing mounted and can rotate 360*.
Fighter Plane - Your now have two wing mounted panzers each capable of it's own separate attacks. You can make one additional attack action with your panzers on each turn if you are flying.
- Land
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 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 your action to fire the cannon, or continue to hold fire. The heavy artillery shell damage is 4d8 fire Damage from its explosion and 4d8 force damage damage from the concussion of the explosion. If it destroys an object than the shrapnel deals 3d6 damage to everything with-in 30 feet.
- Water
Cargo ship - 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 who has either other living weapons, cyborgs or androids.
Battle Ship - Your ac is increased by 2 and at the beginning of combat if you are at full health you gain Temporary health equal to half of your maximum health.
Hyper Drive
At level 18 Once per long rest you can pull out the true power of your arcane engines core and enter Hyper Drive for 5 minutes. During this time there are various effects.
- Air
Your Wings and panzers glow a bright Yellow shedding light even in a magical darkness for 30 feet and dim light for 10 feet. Damage from your abilities deal an extra 4d6 damage, your panzers damage dice increase becoming 6d12 during 5 minutes.
- Land
Your armor and panzers glow a bright green shedding light even in a magical darkness for 30 feet and dim light for 10 feet. You have advantage on all your initial attacks on your turns and your panzers damage dice increase becoming 6d12 during these 5 minutes.
- Water
Your Skimmers and panzers glow a bright blue shedding light even in a magical darkness for 30 feet and dim light for 10 feet. You heal by 2d10 at the start of every turn and your panzers damage dice increase becoming 6d12 during these 5 minutes.
Grand Finale
At level 20. Once per long rest you may use your ultimate ability. You will appear as if you are in hyper drive at this time.
- Air
Arial Ace is your ultimate attack. Your glowing wings become more slim line and golden arcane blades extend from their tips. In an instant you rip through the air and appear behind your target. Target makes a dexterity save of 8+proficency+Dexterity. On a failure it dies instantly being cut in half. On a success it takes 10d10 slashing damage.
- Land
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, 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 of 8+proficency+constitution. On a failure it is obliterated from existence in a blazing inferno. On a success it takes 10d10 fire damage and is pushed back 100 feet.
- Water
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. It restores land and heals allies caught in it by 75% of their maximum health going no higher than their max. Foes caught in this wave make a Intelligence saving throw of 8+proficency+Intelligence. On a success, they are only pushed back 50ft. On a failure they 5d10 radiant damage and you heal by that amount. Health beyond max is turned into temporary health for you.
Air: B-52 Stratofortress
You have become the embodiment of a fighter plane to rule the skys.
- Flight
At level 1 you gain the ability to fly freely in the air and even hover. Your base flight speed and height is calculated the way you would normally have your base land speed. On land you move for only 3/4 of your flight speed. While in the air your not effected by difficult terrain(Ex: Up turned earth or icy roads), but strong winds or storms now count as difficult terrain while you fly and affect you accordingly.
- Jet Burners
At level 5 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, once per long rest you can move for double your flight speed just once as a bonus action in any direction with out invoking opportunity attacks.
- Heat Seekers
At Level 10 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 up to your dexterity modifier times 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 sacrifice 2 uses 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. missiles in storage weigh exactly 10 pounds.
- I've got you in my cross hairs
At level 15 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 up your Intelligence modifier times. Additionally if you roll a natural one while using this, it is counted at a 20, but only once per combat. If you roll a crit while using then than just once per combat will it do it double damage. All uses reset after a long rest.
- Aerial Supreme
At level 20 you are no longer effected by storms or strong winds. Additionally you can choose to expend all your ammo and charge your opponent in a kamikaze attack. Damage = 2d8 per missile + half of your current HP to target. You lose half of your current hp, and all ability to fly until you've taken time to repair all damage to your self(A long rest). Since you now have no ammo, you may still attack with unarmed strikes using your arm mounted weapons as bludgeoning tools. Dealing 3d4 Bludgeoning damage + Dexterity modifier.
Land: Panzer Tank
You are tougher than anyone else and your fire power is supreme!
- Tank Treads
at level 1 you are not hindered by bumpy or rocky terrain and much like your water based counterpart you seem to skim along the ground at times rather than just walk. You're tougher than your brothers and sisters and gain an additional 2 hp every time you level up.
- Unstoppable Force
At level 5 Your carrying capacity is doubled, and you have advantage on checks having to do with physical strength or fitness. So long as you remain in contact with the ground, you may add half of your proficiency to your AC.
- Double Tap
At level 10 You're more efficient and deadly now than ever before. With practice you have figured out how to fire your customized weapon safely at close and long range with no disadvantage. Additionally you can attack once more per round with your custom weapon as a bonus action(This increases to three times at level 20). This attack is with advantage so long as you've had one successful hit before firing it, otherwise you do not get advantage. You may do this a number of times per long rest equal to your Strength Modifier.
- I CAN NOT BE STOPPED!
at level 15 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 10 or you will drop to 0. The constitution save increases by 5 with each consecutive use of this ability.
- All Out
At level 20. You open fire with all your weapon ports and unleash a barrage of fire power down on to a single target. The target makes a DC Constitution save of 10 + double your proficiency. If successful they take half damage. If failed they take full 10d20 damage and are stunned until their next turn. You may use this ability once per long rest. Additionally your strength and constitution stat increases by 4, the maximum for these stats is now 24.
Water: SS Missouri
The land can not reach you, and the sky fears you. You are the apex predator of the water.
- Water Skimmer
At level 1 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 Fire
At level 5, 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. Once per long rest, you can fire explosive rounds into the water causing a water wall to form horizontally on that side of you giving you plus 5 to your AC until you next turn. This increases to two uses at level 13 and three uses at level 20.
- Anti-Air/Land Artillery
at level 10 you will no longer any disadvantage due to range, and all your range capable weapons gain an additional 50 feet of distance. Additionally once per long rest, you can load special ammo into your custom weapon that seems to be naturally made some how, but only three at a time. You fire all three shots at a target rolling separately for each one. The ammo deals 3d4 force, and 1d4 Electric, Cold, or Fire damage in which ever order you choose, but all three shots must be different. The uses increase to two per long rest at level 20.
- Radar Guidance
at level 15, you have gained a radar like vision in a 360* dome around yourself that stretches out 70 feet in every direction. This does NOT extend underground, or into other planes of existence, nor can it detect things like ghosts or specters. The range for this increases too 140 feet at level 20. Additionally at level 20, your radar vision can now distinguish between friend and foe.
- Wide Range Assault
At level 20, Twice per long rest you let loose an assault on every enemy withing your radar visions line of sight. This barrage assault does not target allies, but the damage depends on the amount of targets. One target 10d10 damage, 2-5 targets 6d10 each, 6-8 targets 3d10 each, 9 or more targets 1d10 each. If used a second time, you have less ammo to spend, and will burn out the remainder. The damage for the second attack is slightly lower at: One target 5d10 damage, 2-5 targets 3d10 each, 6-8 targets 2d10 each, 9 or more targets 1d10 each.
After the second use, 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 of 3d4+strength mod. All uses for this ability are restored after a long rest.
Water Variant: USS Laffey
Benson-class destroyer, Laffey. This Variant of water courtesy of "Laffeybest."
- Water Skimmer
At level 1 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 (increases by 1d4 for each level after 1) fire damage on a failed save and half as much on a successful one. You may use this up to 4 times every long rest.
- Anti-air Guns
At level 2 you may use your anti-air guns as a bonus action. The damage is the same as your main gun, and uses the same amount of ammunition. You may target any airborne target in sight within a 50-foot radius.
- Wargod of Solomon
At level 5, every time you land a critical hit on an attack roll, attack rolls targeting you will have disadvantage and your attack damage for your main gun increases by 1d4 force damage for the next 2 turns. This increases by another 1d4 at levels 7, 9, 11, 13, and 15.
- All Out Assault
At level 7, 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 (increaess by 4d8 at level 13) of piercing damage on a failed save and half as much on a successful one. The count for attacks made resets to 0 after every short or long rest.
- Annihilation Mode
At level 17, 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 6 (requires only higher than 4 at level 20), you may use your action to fire a stream of armor-piercing shells in a 35-foot long straight 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 a long rest.
Multiclassing
Main stat for Archetype is 13 and be Level 15 To qualify for multiclassing into the Wizard(Air), Barbarian(Water), or Sorcerer(land) class, you must meet these prerequisites:
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