The Soulbrand

There are tales of Heroes. Tales of individuals that achieved beyond what should be possible for living creatures. Paragons that took to the field against vile abominations, undead tyrants and even the cabals of foul gods, writing their legends with the blood of their foes.

And then there are the truly evil villains, those whose names are spoken with spit and bated breath, those who engraved themselves into the pages of history through fear, bloodsheds and unspeakable acts.

And yet they have something in common. Almost as famous as the hero is the weapon they wield. The name of the shining blade or twisted bow that accompanied them through their journey. These artefacts that endure far after their wielders have passed on.

Are you the spirit of a great warrior sealed within your own greatsword by your sworn enemy? Left upon an ancient field of battle beside your own skeletal body.

Or perhaps you are the devoted champion to your god, sealed within a elegant platinum bow to guide their champions? Placed deep within a sealed temple to be found by those that pass the trials of your god?

Or are you perhaps an ancient tyrant king that bound yourself to your great Black Warhammer in hopes of achieving eternal life? Each warrior that holds you falls serving your dark purpose of achieving lichdom without a body.

Whatever your story, you feel a new touch upon your cold and dusty handle.

It is time to write a new legend.

Soulbrand Traits

Ability Score Increase: You gain +1 to your Wisdom, Intelligence and Charisma stats. Your Strength, Constitution and Dexterity stats are 1 and cannot be increased.

Age: As long as your physical weapon body is not destroyed, you do not age and cannot die.

Alignment: Soulbrand alignment are as varied as they come. The alignment of a Soulbrand is the same their alignment from their previous life, though they normally reflect the alignment of their chosen champion.

Size: Tiny - Small, Soulbrand can vary in size depending on the object they were bound to.

Speed: 0ft. Believe it or not, you're inanimate.

Living Weapon: You cannot be killed unless your physical body is completely destroyed. You are not affected by damage that would not destroy magic equipment.

You are immune to Sleep, Poison, Disease, Blind, Fear, Stun, Deaf, Sick, Grapple, Entangle and Unconsciousness while you are in your Weapon form.

You do not need to eat, drink or breathe.

Rest: You do not need to sleep. Instead you can spend 6 hours in a less active state, resting your mind for upcoming encounters. During this time you are aware of surroundings and can return to alertness at any time. During this time you are treated as a regular +1 magic weapon and cannot grant any other Soulbrand abilities to your wielder. Your Champion can attempt to awaken you, but you can choose not to respond.

The Soulbrand
Level Proficiency Bonus Features Magic Weapon
1st +2 Weapon Type Feature, Legendary Weapon +1
2nd +2 Perfect Match, Class Feature +1
3rd +2 Weapon Type Feature +1
4th +2 +1
5th +3 Ability Score Improvement +1
6th +3 Avatar Ability +1
7th +3 Weapon Type Feature, Legendary Weapon +2
8th +3 +2
9th +4 Ability Score Improvement +2
10th +4 Soul Type Feature +2
11th +4 Weapon Type Feature, Perfect Match +2
12th +4 +2
13th +5 Ability Score Improvement, Legendary Weapon +3
14th +5 +3
15th +5 Weapon Type Feature +3
16th +5 Soul Type Feature +3
17th +6 Ability Score Improvement +3
18th +6 +3
19th +6 Weapon Type Feature, Legendary Weapon +4
20th +6 Charge Tap +4

Blindsight: You have Blindisght to a range of 10ft. While held by your champion, you perceive everything your Champion can see in addition to your Blindsight.

Chosen Champion: You are unable to take any actions (unless otherwise stated) if you are not being held by a wielder, who is considered to be your "Champion" after attuning to you through a short rest. You can reject a Champion, choosing not to let them attune to you if you find them unworthy.

After you are attuned to a Champion, that Champion gains proficiency in your use until another Champion attunes to you.

You can assist your Champion with any skill checks you are proficient in, granting them advantage on the roll.

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Mind over Matter: You gain proficiency in 4 of the following skills: Arcana, History, Investigation, Nature, Religion, Insight, Perception, Survival, Deception, Intimidation or Persuasion.

You gain Proficiency in Wisdom, Intelligence and Charisma saving throws. In addition, when you Roll for initiative you use your Wisdom modifier instead of Dexterity.

Soul Projection: You can speak at volumes the same as any race with a physical body. You can communicate mentally to willing units within 50ft.

You can project yourself as a cloud of coloured mist resembling your physical body in life within 20 feet of your weapon body.

Legendary Weapon: You are considered a +1 magic weapon at 1st Level. This increases to +2 at 7th Level, +3 at 13th Level and +4 at 19th Level.

Soulbrand Weapon Types: At 1st Level, you select the type of weapon you have been bound to. The type of weapon determines what sub-race of Soubrand you are considered to be.

Perfect Match: Starting at 2nd Level, you can add your wisdom modifier to any initiative roll made by your Champion. At 11th Level you can add your wisdom modifier to any skill checks they make.

Ability Score Increase: Your wisdom, charisma and intelligence scores increase by 1 at lvl 5, lvl 9, 13th Level and lvl 17.

You cannot select feats that require you to make any form of physical movement.

Bladed Type

This category includes shortswords, longswords, battleaxes, scimitars and whips.


Double Strike

At 1st Level you learn to move as one with your Champion. You can make an additional attack during your Champion's action using your wisdom modifier instead of strength or dexterity. You can only attack once per action using this feature. This attack does not consume your Reaction.

Guide Their Hand

At 3rd Level, You can use your reaction to select one failed attack made by your Champion to guide with increased precision. Reroll that attack using your Wisdom modifier instead of your Champion's Strength or Dexterity scores.

Precise Cut

At 7th Level you can select one successful attack your Champion made during their turn. You can reroll the attack made by your Champion, selecting either higher damage roll. You can use this ability one per turn. This ability does not consume your Reaction.

Killing Edge

Starting at 11th Level, resistance to any Piercing or Slashing damage you deal ignores all resistances.

In addition, once per short rest if your Champion has advantage an attack and hits a creature, you can use your reaction to maximise all damage dice rolled for that attack.

Coup de Grace

Starting at 15th Level, Once per long rest you amplify the speed and power of one successful attack made by your Champion to inhuman levels. The attack automatically becomes a critical hit.

Focus Intent

Starting at 19th Level, Once per long rest you can intently focus on one opponent, granting you and your Champion complete awareness against the marked creature. As an action, indicate one Creature within 30ft, for the next minute, that creature is vulnerable to all damage from you and your Champion.

Bludgeoning Type

This category includes maces, clubs, quarterstaffs, light hammers, morningstars, warpicks, flails and warhammers.


Crush Armour

At 1st Level, you enhance the strength of a single blow made by your Champion. You can select one attack made by your Champion every turn and multiply the power enough to dent steel and shatter bone. Each stack of Crush Armour reduces the target's AC by 1, up to a maximum of -5 AC. This effect does not consume your Reaction

Ring the Bell

At 3rd Level, once per short rest you can use your reaction to enhance one attack made by your Champion, adding your intelligence modifier. If the attack connects, the target is stunned until the start of your next turn.

Soft Centre

At 7th Level, if your Champion lands an attack against an enemy that has received 5 stacks of Crush Armour, the attack becomes a critical hit. This effect can only occur once against a single opponent.

Heavy Impact

At 11th Level, you ignore any resistance to bludgeoning and Piercing damage. In addition, whenever you strike a humanoid enemy more than twice in a single round, you can choose to inflict one of the following effects:

  • Concussion: You land a solid blow at the creature's head. The target has disadvantage on all Wisdom, Intelligence and Charisma checks, and must make a DC 15 Intelligence Check to cast any spells until the start of your next turn.

  • Kneecap: You swing low and crack the target's knee joint. The target's movement is halved until the start of your next turn.

  • Winded: You land a solid blow to the centre of the chest, knocking the wind out of your opponent. The target has disadvantage on all Strength, Dexterity and Constitution Checks.

  • Dislocate: You strike the target's shoulder, painfully wrenching it from the shoulder. The target has disadvantage on its next attack.

Batter Aside

At 15th Level, with enough momentum you strike with the force of a siege construct. When your Champion moves more than 10ft and hits a creature with an attack, you can choose to force them to make a Strength saving throw or be pushed half the distance your Champion moved directly away from the direction your Champion came from.

The saving throw for this ability is equal to 8 + Your Proficiency Bonus + Your Champion's Strength.

In addition, you are now considered a siege weapon, all damage you deal to structures is doubled.

Bonecrusher

At 19th Level, once per long rest you can imbue your Champion with massive power for 1 minute. Each attack made by your champion deals an additional 2d8 bludgeoning damage. In addition, you can apply Crush Armour and Heavy Impact on every attack your Champion makes.

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Thrusting Weapon

This category includes daggers, spears, lances, rapiers and Pikes.

Dance and Flourish

At 1st Level, you seek out weak points even without your Champion meaning to do so. You can score a critical hit upon rolling an 18 or a 19 on an attack roll, in addition to rolling a 20.

In addition, after striking you guide your Champion's steps to evade and escape danger. Whenever your Champion makes a successful attack against a target, they no longer trigger attacks of opportunity from that target.

En Garde

At 3rd Level, you keep your guard up, and your point poised and ready even when there's no target in range. As a reaction, when a creature enters the range of your Champion's attack, you can immediately take an attack at the target using your Wisdom in place of your Champion's Strength or Dexterity. If the attack is successful, the target immediately loses 15ft of movement, and is brought to a stop if they have no movement left.

Critical Flurry

At 7th Level, drawing inspiration from striking a vital point, you guide your Champion into a rapid series of strikes against a target. Whenever your Champion lands a critical strike, they can immediately take another attack action.

That's the Point

At 11th Level, you ignore resistance to piercing damage, and repeatedly striking a single target deals an extra 1d6 per consecutive strike. The bonus damage resets when your Champion misses an attack, or goes an entire round without striking the targeted creature.

Strikethrough

At 15th Level, Once per long rest, you can accelerate the movement of your Champion to dance through the enemy's lines, striking at each target. As an action, your Champion moves their full movement taking no attacks of opportunity. Your Champion can make one attack at each creature within range as they move. At the end of their movement, the Champion can make an additional attack at a target in range for each Critical Hit they make during their move.

Multistrike

At 19th Level, one per short rest you can guide your Champion to attack multiple enemies in rapid succession for one round. Each attack made in this round strikes all enemies around the Champion (up to 10 feet away for reach weapons). This ability stacks with Strikethrough and Critical Flurry.

Projectile Type

This category includes shortbows, longbows, blowguns, javelins, hand axes daggers and tridents.

Enhanced Marksmanship

At 1st Level, you subtlety guide yourself or any projectile you fire towards the intended target. You can add your Wisdom modifier to any attack rolls made by your Champion. If you are a thrown weapon type you blink back to your Champion's hand after each attack.

Aerodynamics

At 3rd Level, your effective range and secondary range are both increased by 30ft. In addition, your Champion is never disadvantaged when in melee with a ranged weapon.

Telekinetic Control

At 7th Level, you gain increased control over the trajectory of your projectile's flight. Once per round after striking one target, you or your projectile then ricochets and strikes one more target within 10 feet for full damage.

Eye of the Hawk

At 11th Level, you refuse to let your Champion be hit by lesser projectiles. Once per round as a reaction you can contest a ranged attack roll made against your Champion by making a ranged attack roll using your wisdom modifier + proficiency bonus. If your attack roll is higher than the attack roll targeting your Champion, you negate the attack by shooting the projectile out of the air.

Sniper

At 15th Level, your Champion gains the Sharpshooter feat if they have not already taken it. In addition, any attacks taken using you that fall within your second range increment have advantage instead of disadvantage.

Killshot

At 19th Level, once per long rest you can guide yourself or your projectile to strike true. Your range is doubled for this attack, and will hit and strike a critical point without needing an attack roll, dealing critical damage.

Heavy Type

This category include Greatswords, Greataxes, Mauls, Halberds, Glaives and Greatclubs.


Weightless Form

At 1st Level, you learn to lighten your body until you are almost weightless. You are no longer considered a Heavy weapon and can be wielded in one hand with no damage penalty. Only your Champion can gain these benefits. Your total weight is halved.

You can choose to apply this effect to another weapon of the same form as you, that can be used only by your Champion.

Momentum

At 3rd Level, your champion can choose to use an attack to throw you as a ranged strength weapon with a range of 20/60ft. if used in this way, your champion can travel with you by either jumping onto your form as you are thrown, or holding onto your hilt.

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Impact

At 7th Level, once per short or long rest you can select one attack made by your Champion and multiply the force behind the blow against an enemy of large size or smaller. Your target must make a Constitution saving throw against a DC of 10 + your wisdom modifier + your proficiency bonus. On a failed save, you can select one of the following effects

  • The target is knocked back 15 feet

  • The target is knocked prone

  • The target takes 2d6 bludgeoning damage

Wide Guard

At 11th Level, you learn to protect your Champion using your large size. Once per round as a reaction you can select one of the following effects

  • Select one attack made against your Champion and impose disadvantage on the attack roll.

  • Grant your Champion advantage on a dexterity saving throw. If your Champion would have taken half damage from a successful save and makes the save, they instead take no damage.

Guillotine

At 15th Level, You become terrifying efficient at putting enemies out of their misery. Any attack made against an incapacitated, prone or grappled enemy becomes a critical hit.

True Great Weapon Master

At 19th Level your Champion gains the Great Weapon Master feat if they have not already taken it. Every attack made with you becomes Great Weapon Mastered and you do not suffer the -5 to hit.

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THE SOULBRAND by Tyler Zhang 2016

Soulbrand Classes

As a living weapon, you are obviously unable to train in a class usable by living creatures. Instead, you hone your mind, meditating on your past and your present form, and gaining powerful abilities as you do so. These abilities could be a result of your powers from your previous life, they may be a remnant of whatever magic bound you to your weapon form, or they can be a result of your meditation and surroundings over years of isolation.

Soul of Light

You are a beacon. A symbol of holy energy and radiant light. How did you come to embody such a divine presence? Are you the great vestige of your chosen god in life, bound to a weapon to continue serving in death? Are you a lesser divine from ancient times that gave up your form in a great ritual, your remaining life force being bound to a magic weapon? Or are you an evil force that was sealed by priests within a holy vessel in hopes of repressing your dark presence, and was slowly converted good over centuries of influence?

No matter your origin, your form is brilliant, bright platinum steel with beautiful golden highlights.

Weapon of Justice

Your alignment must be cannot be chaotic or evil. Your Champion must not be evil.

Any evil creatures that attempt to hold you must make a wisdom saving throw against a DC of 10 + your wisdom modifier + your proficiency bonus. On a failed save, the creature takes 4d8 radiant damage, drops you and becomes frightened of you.

Radiant Attribute

As a weapon of light, you deal Radiant damage on each attack.

  • At 1st Level: You deal an additional 1d6 radiant damage.
  • At 5th Level: You deal an additional 2d6 radiant damage.
  • At 9th Level, You deal an additional 3d6 radiant damage.
  • At 13th Level, You deal an additional 4d6 radiant damage.
  • At lvl 17, You deal an additional 5d6 radiant damage.

Beacon in the Dark

At 1st Level, you can cast the Light cantrip on your own body at will. You can do so even when not being held by your Champion. Your Champion always knows where you are and vice-versa.

Spellcasting

At 3rd Level, you learn 2 cantrips from the cleric spell list of your choice. You gain access to one of the bonus spell lists from a single cleric domain of your choice, you learn additional spells from the same list at the same level a cleric would. Your spellcasting modifier for these spells is Wisdom. Any spells you know are automatically at the highest level corresponding to your level. Any spells that benefit you will benefit your Champion as well.

Your spell save DC is 8 + your wisdom modifier + your proficiency bonus

Avatar of Light


At 7th Level, Once per day you can infuse your Champion with the radiant power of light for 30 seconds (5 rounds).

  • Upon activating Avatar of Light, all creatures within 30ft of your Champion must make a dexterity saving throw. On a failed save they are blinded until the end of their next round.
  • Your Champion begins to glow bright enough to illuminate 60ft of darkness.
  • Your Champion deals 3d6 radiant damage per turn to undead creatures around you.
  • Undead creatures within 20ft of your Champion must succeed on a Wisdom saving throw at the start of their turns. Upon a failed save they are turned for 1 minute or until they take damage.
  • A pair of glowing wings sprout from the back of your Champion. For the duration of Avatar of Light, your Champion has a flight speed of 30ft.

Divine Intervention


At 11th Level, you can use your action to call on your deity to intervene on your behalf when your need is great. 1mploring your deity's aid requires you to use your action. Describe the assistance you seek, and roll percentile dice. If you roll a number equal to or lower than your cleric level, your deity intervenes. The DM chooses the nature of the intervention; the effect of any cleric spell or cleric domain spell would be appropriate. lf your deity intervenes, you can't use this feature again for 7 days. Otherwise, you can use it again after you finish a long rest. At 20th level, your call for intervention succeeds automatically, no roll required.

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THE SOULBRAND by Tyler Zhang 2016

Guardian Bonfire


At 15th Level, once per long rest when thrust into the ground, you can focus for 1 minute to sanctify the area 30ft around you in all directions.

  • The ground beneath you ignites and begins to burn. The fire provides warmth for all creatures within 30ft. The fire is harmless to any who touch it.
  • You have complete knowledge of any creatures that enter or reside within the sanctified area. You can see through any illusions, detect all magic and gauge the intentions of every creature in the sanctified area.
  • Spending a long rest within the Sanctified area grants 1d12 temporary hitpoints to all creatures within
  • Spending a long rest inside the area dispels any poison, curse, fear, disease and marking effects.
  • Any magic user attempting to scry into the sanctified area must succeed on a DC 20 wisdom check or their attempt will fail. You will be alerted to the attempt regardless of the result.
  • You can magically create enough food and water to provide for up to 20 creatures up to medium size.
  • Any undead creatures that enter the sanctified area must succeed on a DC 15 wisdom saving throw every round or be turned for 1 minute or until damaged.

Charge Tap - Return Life


At 19th Level, you can expend a large portion of your life force to cast True Resurrection once every 7 days. After the casting, you glow dims and your consciousness fades to a comatose state for a full day. During this time, you are considered to be a regular +1 magic weapon and grant no additional benefits. You cannot communicate with your Champion or project your consciousness in any way.

Your method of returning life is as following:

  • If the body of the deceased creature is accessible, you must be thrust into the heart of the deceased. 1 minute later, the creature will return to life and you are violently ejected from the creature's chest as the wound closes.
  • If the body has been destroyed or cannot be found, you must be thrust into the ground, at which an uninterrupted 1 hour ritual commences as the body is reformed through streams of light that appear from every light source within 30ft.
  • If your wielder falls in battle or is turned into undead, you can instantly restore life and continue to use your abilities for 2 more rounds before you fade into unconsciousness.

Soul of Darkness


You are a vile source of Evil. The result of a horrid ritual to what terrifying end? How did you come to embody such a dark power? Are you the result of a ritual made by an evil sorcerer to preserve his own life? Are you a great evil sealed within an artefact to protect the world from your terror? Or perhaps you were the minion of a lord of the nine hells, punished and bound to a weapon as punishment for showing mercy to common mortals?

No matter your origin, your form is one of twisted black stone and dark metal, your form runed and inlaid with lightly glowing runes..

Weapon of Darkness

Your alignment can not be good, however, you can be wielded by a Champion of any alignment.

Any creatures that attempt to hold you without your permission must make a wisdom saving throw against a DC of 10 + your wisdom modifier + your proficiency bonus. On a failed save, the creature becomes dominated by you for 1 day.

You can reject and attempt to dominate your Champion at any point. Upon failing a domination attempt, you must submit to your Champion's will for the rest of the day.

Dark Attribute

As a weapon of darkness, you deal Necrotic damage on each attack.

  • At 1st Level: You deal an additional 1d6 necrotic damage.
  • At 5th Level: You deal an additional 2d6 necrotic damage.
  • At 9th Level, You deal an additional 3d6 necrotic damage.
  • At 13th Level, You deal an additional 4d6 necrotic damage.
  • At lvl 17, You deal an additional 5d6 necrotic damage.

When you manifest yourself using projection, you do so as a cloud of black smoke with red irises at the eyes.

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Soulbrand Spellcasting (All but Arcane)
Level Spell Level Features Spell Slots
1st 1st Class Feature, Attribute Damage +1
2nd 1st +2
3rd 2nd Spellcasting, Learn Spells +2
4th 2nd +2
5th 3rd Learn Spells, Attribute Damage Increase +2
6th 3rd +3
7th 4th Learn Spells, Avatar +3
8th 4th +3
9th 5th Learn Spells, Attribute Damage Increase +4
10th 5th +4
11th 5th Class Feature, Learn Spells (Some classes only) +5
12th 5th +5
13th 5th Attribute Damage Increase +5
14th 5th +5
15th 5th Class Feature +6
16th 5th +6
17th 5th Attribute Damage Increase +6
18th 5th +6
19th 5th Charge Tap +7
20th 5th _ +7

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Dark Influence

At 1st Level, you can cast the Friends cantrip at will. You can do so even when not held by your Champion.

When you have no Champion, you can constantly scan the world around you for 200ft and highlight any creatures, gaining a rough understanding of their nature. You can select one creature per day within this range and compel them to assist you. The creature must succeed on an intelligence saving throw or be compelled to retrieve you and follow any orders you give for one full day. Any creature that succeeds on your saving throw can still be communicated with as long as they are within 200ft of you.

Spellcasting

As a Soul of Darkness you can cast spells even if you are not being carried by your Champion. At 3rd Level, you learn the Chill touch and Spare the Dying cantrips. You learn new necromancy spells at the following levels:

Your spell save DC is 8 + your intelligence modifier + your proficiency bonus.

Soul of Darkness Spellcasting
Level Spells Learned
3rd 2 1st level necromancy spells
5th 2 2nd level necromancy spells
7th 2 3rd level necromancy spells
9th Blight
11th Contagion, Raise Dead

Your Own Minion

At 7th Level, Once per day as a full action you teach your Champion just who the master is in this relationship. You must make a contested intelligence roll against your Champion.

On a success, you take over your Champion's body for a full minute (10 rounds).

  • Your Champion's presence is confined to your weapon body while you take over theirs.
  • Your dark presence manifests as a cloud of dread. All creatures within 30 feet of you must make a wisdom saving throw or become frightened of you until the end of their next round.
  • No units within 30 ft of you are able to heal hit points.
  • You are enveloped in a cloud of obscuring black smoke. You gain your intelligence bonus as AC and gain advantage against spell saving throws.
  • You can attempt to grapple an medium sized or smaller enemy as a bonus action. On a success, you deal 1d6 necrotic damage per turn to your grappled target as you hold them by their throat. You can still attack with your action while grappling

On a failure, your Champion manages to overcome your influence and shape you into a more effective combat form for 30 seconds (5 rounds).

  • Your blade or handle extends and enlarges, you gain reach on attacks. If you already have reach, you gain an additional 5ft of range.
  • Your Champion gains advantage on Wisdom saving throws and becomes immune to charm effects.
  • Your Champion can dash as a bonus action.

Dominate Lesser Beings

At 11th Level, Once per short rest you can cast Dominate Person at its base level without expending a spell slot.

Demand Life

At 15th Level, you demand the life of those who dare disrespect you and your chosen minion. Once per short rest you can cast Finger of Death at its base level without expending a spell slot.

Charge Tap - Dead Thrall

At 19th Level, once every 7 days you can expend a large amount of your power to separate from your chosen champion to take over another creature's body. As an action on your turn, you can tear free from your Champion's hand and embed yourself into the body of one creature within 100ft.

If the creature is still alive, you roll full weapon damage for the strike, and can cast any spells and use any abilities while embedded within the creature's body.

If the creature dies or is dead while you are embedded into its body, you take over that creature's form. You remain embedded within the body and cannot be used as a weapon yourself, but you gain access to any spells and abilities the creature had in life.

The creature you are embedded in is now considered a champion in your control. You share initiative with the controlled creature, and can take any actions you would with your weapon body in addition to any actions you take using the controlled creature's body.

You can be forcibly removed from the body by successful a strength roll contested by your intelligence roll. Upon being removed, you lose your grip on what power you had and become inanimate for an entire day while you regain your strength.

You can remove yourself from the thrall's body if you wish to, suffering no ill effects. You must re-attune to a Champion again after this process.

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THE SOULBRAND by Tyler Zhang 2016

Soul of Arcane


You are an arcane enigma. Only your own vast collection of knowledge contains knowledge of your origin and the ritual that created you. Are you an ancient and powerful wizard that sealed yourself away to continue your philosophical musings? Are you an artificial intelligence created to assist an artifice in her craft? Or maybe you just came to be one day, with no indication as to why.

No matter your origin, you gleam lightly in the darkness, a dull glow of the arcane emanating from runes etched through every inch of your body.

Weapon of the Arcane

Your alignment can not be Chaotic.

You are not as helpless alone as your fellow Soulbrand. Through your arcane knowledge and force of will, you are able to move of your own accord.

You know the Mage Hand and Prestidigitation cantrips. You can use Mage Hand to grip and move your own form around, not requiring a Champion to use your abilities.

Arcane Attribute

As a weapon of the Arcane, after an enemy has taken physical damage from your strikes, any spell attack rolls you make against them gains advantage

You are able to manifest yourself as a transparent full-body illusion. You can choose the form in which you appear.

Arcane Influence

At 1st Level, you learn Mage Hand, Prestidigitation and two additional non-damaging cantrip of your choice from the wizard spell list.

You are fully capable of self-movement through use of your Mage Hand cantrip.

In addition, you can cast any cantrips and spells you know without restriction unless you are charmed or otherwise mentally incapacitated

You have additional control over your essence compared to other Soulbrands. You can take a full uninterrupted day to transfer your essence into another item of your choice.

  • If you transfer your essence into another weapon, you gain the Soulbrand Weapon Type bonuses of that weapon group.
  • If you transfer your essence into a piece of armour, you convert the armour into a magic item at the same level as your Legendary Weapon modifier.
  • If you transfer your essence into an accessory, you can provide a +2 bonus to intelligence to your Champion.

You can provide the bonuses that the Soulbrand Weapon Type provides if you are not in weapon form. The bonuses provided corresponds to the main-hand weapon your attuned Champion is wielding.

You cannot transfer your essence into an enchanted item.

Spellcasting

As a Soul of Arcane, you are almost as potent in your spellcasting ability as any other living spellcaster even in your limited form, perhaps even more so.

At 1st Level, you learn the Mage Hand, Prestidigitation and two additional non-damaging wizard cantrips of your choice.

However, you are limited in your casting scope as your concentration is shifted between maintaining your current form and memorising spells you can cast.

You can select three schools of magic to learn spells from. You cannot select spells from the school of Necromancy.

You can learn one new spell from that level when that spell level becomes available to you. When you gain access to a new spell level, you learn one additional spell for all levels below the new level.

You have 2 1st level spell slots At 1st Level, you gain one additional use of each spell slot of lower levels when you reach a higher spell slot.

Your spell save DC is 10 + your intelligence modifier + your proficiency bonus

Your share the same spell slots and spell levels as Wizards.

Soul of Arcane
Level Spell Level Features Bend Magic Uses
1st 1st Spell School Selection, Learn Spells
2nd 1st
3rd 2nd Learn Spells
4th 2nd
5th 3rd Learn Spells, Arcane Empowerment 2
6th 3rd 2
7th 4th Learn Spells, Avatar 2
8th 4th 2
9th 5th Learn Spells 3
10th 5th 3
11th 6th Class Feature, Learn Spells 3
12th 6th 3
13th 6th 4
14th 7th Learn Spells 4
15th 7th Class Feature 4
16th 7th 4
17th 8th Learn Spells 5
18th 8th 5
19th 8th Charge Tap 5
20th 9th _ 5

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Bend Magic

Starting at 5th Level, you can bend the core energies of magic to your will. You gain 2 uses of Bend Magic, increasing by 1 at 9th Level, 13th Level and lvl 17.

You regain all your uses of Bend Magic upon taking a short rest.

You can spend 1 use of Bend Magic to use one of the following effects:

  • You can select any spell cast within your visual range that requires making a damage roll and reroll damage for that spell.
  • You can select one spell cast within your visual range that requires making a spell attack and reroll the spell attack.

You can spend 2 uses of Bend Magic to use one of the following effects:

  • You can grant yourself and up to 2 allies advantage on a saving throw against a spell.
  • You can inflict disadvantage on up to 2 enemies for one spell you cast.

You can expend 4 uses of Bend Magic to use one of the following effects:

  • You observe a spell one enemy casts and duplicate it as a reaction
  • You select one spell you cast that requires a damage roll and automatically deal maximum possible damage instead of rolling.
  • You select one spell an enemy cast that requires a damage roll and automatically make the spell deal minimum damage instead of rolling.

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Avatar of Arcane Energy

At 7th Level, once a day as your full action you can channel all of your arcane knowledge and power to your Champion for 30 seconds (5 rounds). During this time, they gain the following benefits.

  • They can use your intelligence, wisdom and charisma scores for any checks they must accomplish. In doing so, you speak through them to accomplish any verbal component of the check
  • Any spell they cast is added to your list of known spells
  • Killing a creature siphons their life essence to you, granting you additional uses of Bend Magic equal to the creature's challenge rating. (or 2 uses each if DM cbf looking)
  • You can expend uses of Bend Magic to deal an extra 1d8 force damage per use expended on a single attack

Rites of the Arcane

At 11th Level, you can choose to transfer your arcane energy to others. You can grant uses of your spells to creatures up to the spell level of their intelligence modifier. For example, a creature with an intelligence of 12 (+2) can receive the use of one of your 2nd level spells or two of your 1st level spells. For the purposes of this ritual cantrips count as 1st level spells.

You lose the spell slot(s) in question upon granting this boon. You can perform this ritual with up to as many creatures as your intelligence modifier.

The ritual takes 1 hour per spell transferred and you cannot regenerate the given slots until the spell is used.

The spellcasting modifier for any creatures casting spells granted by you is Intelligence.

Arcane Equilibrium

At 15th Level, your understanding of the arcane is unmatched, as is your ability to shape it.

  • Each spell cast within 50ft of you grants you one use of Bend Magic as you siphon excess magical energy
  • You can expend uses of Bend Magic to restore spell slots. The level of spell slots restored is equal to the number of Bend Magic uses consumed. For instance, restoring a 7th level spell slot will consume 7 uses of Bend Magic.

In addition, you have enhanced the power of the Mage Hand cantrip. You can manifest yourself using a full action as a full-body, physically tangible form who can perform physical tasks to the same level as an Unseen Servant spell. You can separate from your physical body at will and move up to 200ft away from it. You are unable to fly or move through terrain otherwise impossible for a physical creature to do so. You have just enough strength to carry your own weapon form and nothing more.

You gain proficiency in 2 types of artisan's tools or instruments you can now use while manifested in this form. You use your intelligence modifier for any checks made in relation to these tools.

Charge Tap - Free Soul

At level 19, once every 7 days after channelling for 1 minute, you can sever your connection to your weapon body and spend all of your remaining uses of Bend Magic to gain unrestricted movement for an unlimited duration.

Your hitpoints in this form is 1d8 multiplied by the number of Bend Magic uses you spent, if you spent no uses of Bend Magic your hitpoints become 1.

You take the form of your form that you held in life and can move through any creatures and physical objects. You can a movement and flying speed of 40ft. You can move through solid structures at half-speed.

You are unable to take any action but to dash while in this form. You can speak with any creatures able to understand languages. You cannot cast spells or assist your Champion with weapon form abilities.

In this form, you fail any dexterity, strength constitution checks and saving throws automatically. You cannot physically interact with any objects.

You are immune to any form of non-magical damage in this form. If you lose all of your hitpoints in this form you are transported back to your physical body. You are then trapped inside for a full day and are unable to take any action or relay any information. If you return to your body willingly you suffer no ill effects. You regain one use of Bend Magic for every 8 hit points you return with.

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THE SOULBRAND by Tyler Zhang 2016

Soul of Nature


How came I here?

Stuck within this inanimate form...what is your purpose? Who were you?

A common druid that died in nature, and imprinted your essence into a nearby tree? An earth elemental who was summoned into an implement to aid in rituals? A spirit of nature that gave up your mobile form to grant prosperity to the land around you?

No matter your origin, you are a device grown of nature. You are built of wood and plant matter, twisting and knotted to serve your purpose as a weapon.

Weapon of Nature.

You cannot be a weapon made of metal or any other material that is not naturally grown.

You are grown from a plant of some form. You are vulnerable to fire and can be destroyed if exposed to large amounts of it.

As long as a tiny piece of your wooden body survives, you can regrow yourself over the course of a day to a full sized item.

You know the Shillelagh and Druidcraft cantrips and can cast it on yourself at will. When Shillelagh is active and you are used to attack, you can use your own Wisdom score as the attack modifier instead of your Champion's.

Elemental Attribute

As a weapon of nature, once a day you can select one of the following elements: Fire, Cold, Lightning or Poison.

You deal extra damage based on the selected element on each attack.

  • At 1st Level: You deal an additional 1d6 damage.
  • At 5th Level: You deal an additional 2d6 damage.
  • At 9th Level, You deal an additional 3d6 damage.
  • At 13th Level, You deal an additional 4d6 damage.
  • At lvl 17, You deal an additional 5d6 damage.

When you manifest yourself using projection, you do so as a representation of the selected element, though you are harmless on contact.

Spellcasting

As a Soul of Nature you can cast spells even if you are not being carried by your Champion. At 3rd Level, you gain access to one of the bonus spell lists below corresponding to your spell level. In addition, you learn 2 non-damaging druid cantrips of your choice.

Your spell save DC is 8 + your wisdom modifier + your proficiency bonus

Element of Fire
Level Spells Learned
3rd Absorb Elements, Burning Hands
5th Flaming Sphere, Pyrotechnics, Aganazzar's Scorcher
7th Fireball, Melf's Minute Meteors, Flame Arrows
9th Fire Shield, Wall of Fire

-

Element of Cold
Level Spells Learned
3rd Absorb Elements, Ice Knife
5th Misty Step, Snilloc's Snowball Swarm, Water Walk
7th Sleet Storm, Tidal Wave, Wall of Water
9th Ice Storm, Control Water
Element of Lightning
Level Spells Learned
3rd Absorb Elements, Witch Bolt
5th Invisibility, Hold Person, Blur
7th Call Lightning, Lightning Bolt, Lightning Arrow
9th Storm Sphere, Freedom of Movement
Element of Poison
Level Spells Learned
3rd Entangle, Ray of Sickness
5th Barkskin, Melf's Acid Arrow, Maximillian's Earthen Grasp
7th Erupting Earth, Plant Growth, Stinking Cloud
9th Giant Insect, Grasping Vine

Avatar of Nature

At 7th Level, once a day as your full action you channel the power of your chosen element for 30 seconds (5 rounds)

  • Your Champion gains resistance to the type of element you have chosen for the day.
  • If your champion would have taken half damage from a successful saving throw and the damage type is the same as your chosen element, the damage is negated.
  • Your Champion constantly deals 2d6 damage per round to enemies within 5 feet at the end of their turn. The damage type is the same as your chosen element for the day.
  • Your Champion can float up to 5ft above the ground and move freely.
  • You can spend one spell slot to transport yourself and your Champion up to 30ft away. Any enemies within 5ft of your original and new location take 2d6 of magic damage according to your attuned element for the day.

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THE SOULBRAND by Tyler Zhang 2016

Ritual of Nature

At 11th Level, you learn to travel long distances through the power of plants and nature. You can cast Treestride at its base level once per long rest without expending a spell slot. To do so, you must be thrust against the tree used for the travel.

In addition, you learn the Speak With Plants spell and can cast it once per long rest without expending a spell slot.

Heart of the Forest

At 15th Level, when thrust into the ground for over 1 minute, you sprout roots and form a connection to the sprites of nature in a 30ft area. This must be done in the open and in soil that is capable of supporting plant life. You can select some or all of the following effects:

  • You can grow any plants that are local to the region from seeds to their adult form.
  • You can grow any fruits of your choice from surrounding plants, the fruits do not need to be of a type that grows naturally from the plants in question. Each fruit has the properties of one Goodberry from the Goodberries druid spell. You can create as many fruits as you like, but keep in mind death by overeating is a possible.
  • You can grow large, throned vines out of the ground to create walls up to 10ft tall around the outskirts of the 30ft area.
  • Individuals that take a long rest within 30ft of you become cured of any poison, sickness and diseases.
  • You can use Entangle and Grasping Vine spells on any creature you wish within the 30ft area without expending a spell slot.

You must maintain this form for at least 1 hour for any plants and goodberries to finish growing. Being removed from the ground leaves any plants that have grown as a result of your influence, but any magical fruits lose their enchantment after 1 full day.

Charge Tap - Wrath of Nature

At 19th Level, Once every 7 days as a full action, when embedded or thrust against a living piece of wood you can meld yourself with the life of that plant and create a new form for yourself.

You are absorbed into the plant and take control, becoming a Treant for a full day and gaining all the abilities and physical statistics of a Treant.

After a day or when you cancel the effect as a bonus action, the plant returns to its inanimate state. You regrow yourself from the now inanimate tree and become inanimate for another day afterwards.


Treant

Huge Plant, chaotic good


  • Armour Class 16
  • Hit Points 138 (12d12 + 60)
  • Speed 30ft.

STR DEX CON INT WIS CHA
23 (+6) 8 (-1) 21 (+5) 12 (+1) 16 (+3) 12 (+1)

  • Damage Resistances bludgeoning, piercing
  • Damage Vulnerabilities fire
  • Senses passive Perception 13
  • Languages Common, Druidic, Elvish , Sylvan
  • Challenge 9 (5 ,000 XP)

False Appearance. While the Treant remains motionless, it is indistinguishable from a normal tree.

Siege Monster. The Treant deals double damage to objects and structures.

Actions

Multiattack. The Treant makes two slam attacks.

Slam. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 16 (3d6 + 6) bludgeoning damage.

Rock. Ranged Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 16 (3d6 + 6) bludgeoning damage.

Animate Trees (1/day). The Treant magically animates one or two trees it can see within 60 feet of it. These trees have the same statistics as a Treant, except they have Intelligence and Charisma scores of 1, they can't speak, and they have only the Slam action option . An animated tree acts as an ally of the Treant. The tree remains animate for 1 day or until it dies; until the Treant dies or is more than 120 feet from the tree; or until the Treant takes a bonus action to turn it back into an inanimate tree. The tree then takes root if possible. boon. You can perform this ritual with up to as many

Soul of Battle


You are a not a mage nor a creature of magic, and yet you find yourself trapped within your own weapon. How did this happen?

You are a fighter, a creature of steel and the thrill of battle, or perhaps one of shadows and blades in the dark. You don't know how you were trapped in this form, but you do know one thing for sure...

...Whoever is responsible will pay.

You are trapped within a mundane weapon. This weapon does not appear special in any way. This weapon could have belonged to you in life, or it may be a random weapon that was selected due to proximity.

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THE SOULBRAND by Tyler Zhang 2016

Weapon of War

You are a soul trapped inside a mundane weapon. You can be enchanted and enhanced like any other regular weapon, though the bonus from Legendary Weapon remains the same.

You maintain the same effectiveness in combat regardless of any damage you sustain unless your blade or other method of damaging creatures is completely destroyed. You can be re-forged as long as a piece of your original body remains. You then take on the Weapon Variant abilities of the new weapon type.

Fight as One

At 1st Level, your familiarity with combat enhances the speed at which your Champion makes strikes, attacking with such speed that it seems like each single cut or blow from your form becomes two.

Every time your Champion lands an attack on a creature, you can roll an extra attack against another creature within 5 ft using your Charisma modifier for the attack and damage roll.

Tactician

At 3rd Level, you observe the ebb and flow of battle, seeing what your allies can not.

Manoeuvres You learn 3 manoeuvres of your choice from the Battle Master's list of manoeuvres. You can use your superiority die to enhance your Champion's attack.

Many manoeuvres enhance an attack in some way. You can use only one manoeuvre per attack. You learn two additional manoeuvres of your choice at 7th, 10th, and 15th level. Each time you learn new manoeuvres, you can also replace one manoeuvre you know with a different one.

Superiority Die You have four superiority dice, which are d8s. A superiority die is expended when you use it. You regain all of your expended superiority dice when you finish a short or long rest. You gain another superiority die at 7th level and one more at 15th level.

At 10th level your Superiority Dies turn into d10's, at 18th level they turn into d12's.

The DC for any saving throws in relation to your manoeuvres is 8 + Your proficiency bonus + Charisma or Wisdom (Your choice)

Avatar of War

At 7th Level, you grant your Champions what remnants of strength you had in life for 30 seconds (5 rounds)

  • Your Champion gains advantage on dexterity and strength checks and saving throws.
  • Your Champion gains +2 to their Strength, Dexterity and Constitution scores for the duration.
  • When moving towards enemies, your Champion gains a base movement speed of 50ft.

Projected Strike

At 11th Level, once per turn you can project one attack your Champion makes to another enemy. Instead of taking your Fight as One bonus attack against an enemy in range, you project a blurred phantom image of yourself at an enemy up to 30ft away, dealing the same damage dealt to your Champion's target to the selected creature.

Alternatively, once per turn you can allow your champion to make their attack against a target up to 30ft away, projecting the image of yourself directly.

Rally Arms

At 15th Level, once per long rest you can send out a wave of mental fortitude centred on your body to up to 8 creatures within a 30ft radius.

The creatures are purged of any effect taking hold of their mind including charm, sleep, stun, silence and any affects currently reducing their attributes.

Charge Tap - Back to Back

At 19th Level, once every 7 days you can expend all of your power to pull your own physical form back from beyond the grave.

Directly behind your Champion, you manifest yourself as a projection using your Champion's shadow. You gain a perfect copy of their equipment and any magic affecting them at the time. Removing any equipment from your body will cause it to disappear.

Your hit points, attributes, class and race are the same as your Champion's. If your Champion takes a different form, your form will shift to match theirs as long as they can still hold your physical body.

When using this ability, you must roll initiative. You are then added to the initiative order.

You are completely independent of your Champion and can take your own actions, however you cannot move. You move with your Champion and always remain one square directly behind them.

You can still use any abilities your Soulbrand weapon type grants to assist your Champion, but you cannot benefit from them yourself.

Your appearence during this effect is that of your form during life, but blurred and slightly transparent so that your finer features cannot be observed. If you had not previously defined your appearence, you must select one now.

If your Champion's hitpoints are reduced to 0, your hitpoints are reduced to 0, or when neither you nor your Champion have dealt or received damage for 1 minute, you will retract back to your Soulbrand body and become inanimate for 1 full day. You are treated as a regular +1 magic weapon while inanimate. You transfer any remaining hitpoints you had to your Champion after being dispelled.

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THE SOULBRAND by Tyler Zhang 2016