Arma
Arma or Weaponfolk are similar in line with ancestries to mimics, except the concept has been severely expanded. Wielding some form of limited shapechanging / mutation abilities, but only in the form of growing natural weapons that appear as the most dangerous forms of modern weapons, merely only limited by the Arma's imagination and physical capabilities.
Weapon-Form. Choose one weapon from the PHB or other sources. This weapon is considered your true form, and you revert into it when you die.
You can make unarmed strikes with this weapon, and consider it a weapon that you cannot be disarmed with (unless your limbs are severed of course).
You can use a bonus action to shift into your full-weapon form.
Mind's Eye. You have advantage on saving throws or ability checks against seeing through illusions. You also can tell if an object has the False Appearance trait, using any Perception rolls required to determine that.
Martial Prowess. You were built to be useful. If you or your wielder miss with an attack roll or fail an ability check or a saving throw, you can gain a bonus to the roll equal to your Constitution modifier. Once you use this trait, you can't use it again until you finish a short or long rest.
Natural Armor. You dislike wearing armor, but can still wear it. While you aren't wearing armor, your AC is 13 + Your Constitution modifier. You cannot wield shields, they are your most natural enemy.
Full Weapon Form
You can stay in your weapon form for an unlimited amount of time, or until you use a bonus action to revert into a different form as by the Weapon-Form trait.
While you are morphed, the following rules apply.
- You retain your alignment, personality and Intelligence, Wisdom, and Charisma scores. You also retain all your skill and saving throw proficiencies.
- When you transform into a full weapon, you are considered an object and creature that weighs the same as the original object, and any other properties. You keep your Hit Points in any form. You gain immunity to poison damage. A spell that changes your size, appearance, or statistics is suppressed while you are in Weapon Form.
- You can cast spells, performing them with the verbal and somatic, and with material if you morphed with the components, you keep your ability to speak normally. You still require saving throws to maintain concentration whenever you take damage. You cannot interact or wield anything using hands in this form, your movement speed is reduced to 0, and you retain your senses and special senses.
- When you are being wielded or held by another creature, you cannot use your action to Morph unless your wielder is non-hostile. If you are thrown you, whether you hit or not you land in a space within 5 feet of the target, and can use your reaction to Morph. If your wielder is compromised in such a way that they cannot hold you or you meld into their form (like Polymorph), you are unable to be affected by such, and are dropped onto a space 5 feet nearby your wielder.
- While you are being wielded, saving throws or effects that target (opportunity attacks or attack rolls), can affect you.
- You can take actions as normal, and when you take the attack action, your wielder makes the attacks with your to-hit modifier and damage rolls, costing no action or reaction from them.
- You choose whether your equipment falls in the ground in your space or merges into your new form (not appearing on the physical weapon). Equipment that merges with the form has no effect until you leave the form.
Weapon Benefits
Depending on your Weapon Properties, you gain additional benefits which also apply to your Full-Weapon form:
- You draw the weapon your true form is considered, of which you cannot be disarmed with (unless your limbs are severed of course).
- If your true weapon type has the Finesse trait, your Natural Armor's AC adds your Dexterity instead of your Constitution (whichever is higher).
- If your true weapon type has the Heavy trait, you gain a +1 to AC.
- If your true weapon type has the Light trait, your base walking speed increases to 35 feet and you can draw two weapons at a time.
- If your true weapon type has the Reach trait, your own unarmed strikes or hand-based manipulation increases to 10 feet.
- If your true weapon type has the Thrown trait, you have an amount of those weapons equal to your Constitution modifier which you can throw, which grow back at the end of a short or long rest.
- If your true weapon type has the Loading or Reload trait, you ignore it.
- If your true weapon type has the Ammunition trait, you are considered to have infinite amounts of it.
- If your true weapon type has the Two-Handed or Versatile trait, you can use these traits by only using one appendage.
Arma Bond
You can spend a 1-hour ritual to Bond with a creature/wielder, this bond allows you to be unable to be disarmed from it while the wielder isn't incapacitated, and you or the wielder can use a bonus action teleport back into the wielder's hand if you are within 5 feet of each other.
You do not retain of any features from your class, which for mechanical purposes transfer over onto your wielder instead. Abilities that require actions or effects are done through the wielder, but consume the Arma's resources (i.e. spell slots, etc.). This ability can only be shared if the Arma Bonds with its wielder. For the purposes of when you hit, it also applies to your wielder.
A wielder can only bond with one Arma, and vice versa.
Weapon Hunger
You can eat inferior weapons and gain the ability to transform into them as part of your Weapon-Form Trait. In addition, you can also absorb magical weapons and also retain all of their benefits in Full-Weapon Form.
Arma Quirks
d6 | Quirk |
---|---|
1 | You use a whetstone to brush your teeth, scrape your arms or fingers, always to stay sharp. |
2 | You like to sleep using your Full Weapon form, why bother having a knife under your pillow when you are the knife under someone's pillow. |
3 | Whenever you find a weapon similar to yours, you can't help but take it or break it to assert dominance. |
4 | You are deathly afraid of rust or being near water or moisture. |
5 | Minerals or processed metals remind you of children, even if that wasn't what you looked like when you were young. |
6 | Whenever you get into Full-Weapon form you then get this annoying itch you can't scratch. You know it's somewhere and it bothers you immensely. |