The Steel Born - Martial Sentient Weapon Class/Race

by Fun_kiddo

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The Steel Born

 

Steel Born

A figure walks through the battlefield, covered with mortal wounds and lifeless eyes, yet its sword is raised in a permanent dignified stance, almost as if eternally seeking for a fight.

A young elf in a forest sits quietly in a bush, biding time with his bow, waiting for the perfect shot against the invading bandits. Time strikes, but unexpectedly, an animal startles the ranger, making him release a hopeless shot. Yet the arrow with a slight glow, as if having a mind of it's own, with a curve changes its route, striking true.

A scoundrel gets ambushed by a pair of thieves, and as the young kid tries to pull out a white crystal dagger, he quickly gets disarmed, with the dagger being thrown away. As the figures close in on the young kid, suddenly one of the attackers reels in pain as the dagger lifts off the ground and jams itself in its back.

A noble knight sits in prayer, preparing to take his oath. In front of him is a beautiful set of armor with a golden blade resting besides it, the quietness in the room almost observing him. Just as his father and grandfather did, he will take on the duty and the privilege of carrying the family blade, for never again will he be alone.

All of these people may at once have been regular people, but in some way they have found themselves side by side with a Steel Born - a living and thinking weapon. These weapons bond with their partners, sometimes even linking their souls in return for great power. Always by their side they shall have an ally that will know no fear, and whomever crosses their path shall face the judgment of steel.

Steel Born Origins

Steel born have have varying and mysterious origins. Some have been known to have been made by various gods, deities and even extremely skilled archmages. Others might have been souls of the departed, latching on to the sword they spent most of their lives wielding, choosing to fight with it even after death. Their origins can be as varied as the types of swords and bows.

Bonds Forged in Battle

The steel born are known to bond with their long time wielder, granting them parts of their power. These connections often are quite close, due to them often having to rely on each other when staring death straight in its eyes. Some grow close and become unbreakable companions, but some simply acknowledge each others power but stay wary of each other, only working together to achieve their own goals, using each others strength.

Weapons of Legends

No matter their origins, these weapons tend to be ancient and once locating a suitable host tends to grant them power rarely if ever achievable through normal means. Often that, whether be for better or worse, greatly impacts the course of history, known to give rise to tyrants and heroes just alike, sometimes even creating legends of regular people striking down creatures of myths.

Steel Born Racial Features

As a steel born you gain these features

Ability Score Increase. Your Strength or Dexterity score increases by 2, and one other ability score of your choice increases by 1.

Age. Steel Born can be of various origins and don't age, therefore being able to reach ages of 500+.

Size. Size tends to be between small and tiny and varies depending on the weapon, such as a longsword being small and a dagger tiny.

Speed. Your base walking speed is 0 feet. You have a fly (hover) speed of 30 feet. You cannot fly higher than 5 feet.

Weapon Physiology. You cannot wear armor, wield weapons or hold items. You can wear rings, amulets and other jewelry on your haft, crossguard, through holes in your blade or any other means of having it on your weapon.

Innate Magic. You can innately without any spell components cast mage hand cantrip.

Living Construct. Your type is Construct and that fortitude gives you some benefits:

  • You have advantage on saving throws against being poisoned, and you have resistance to poison damage.
  • You don't need to eat, drink, or breathe.
  • You are immune to disease.
  • You don't need to sleep, and magic can't put you to sleep.
  • If the mending spell is cast on you, you regain 2d6 hit points. The caster additionally to casting this spell, may expend a spell slot to heal you for 1d6 extra hit points, for each spell slot level expended.
  • If you are reduced to 0 hit points, while unconscious you lose all of your magical properties and return to your true form. Additionally you cannot be stabilized by a medicine check. Instead, you can be stabilized by a successful DC 10 Arcana or an appropriate Artisan's tools check(Up to DM's discretion)

Recharge When you take a long rest, you must spend at least six hours in an inactive, motionless state, rather than sleeping. In this state, you appear inert, but it doesn't render you unconscious, and you can see and hear as normal.

Living Weapon. You resemble a weapon from the weapons list in the PHB. You are always considered to be wielding that weapon, and you are proficient with it. You do not suffer disadvantage to your attack rolls due to being a Small creature attacking with a heavy weapon if you are a heavy weapon. You can allow yourself to be wielded by another creature. That creature must attune itself to you as though you were a magic item. If you are unwilling to be wielded, that creature must succeed on a grapple check against you. Additionally you gain the properties of the weapon whom form you take (such as a dagger, having light, finesse and thrown properties.). If the weapon you are has the thrown property, it can only be used when you are wielded. If you are a weapon that requires ammunition, you can conjure a singular piece of ammunition every time living weapon makes an attack, after which the ammunition disappears.

False Appearance. When you remain motionless and you are not flying, you are indistinguishable from a normal weapon. In combat, while motionless and as long as you haven't take any actions enemies can identify you as a threat and attack you if their Passive Insight is higher than your Passive Deception (Passive Deception is 10 + Your Deception Modifier) or by making a successful Insight check.

Malleable. As an Action you can change your form into any other basic non-magical weapon in the PHB. You can use this trait a number of times equal to your Constitution modifier (minimum of 1), and you regain all expended uses when you finish a long rest.

Limited Telepathy. You can telepathically speak to any creature you can see within 15 feet of you. You can only speak to the creature telepathically through languages you understand.

Languages. You can speak, read and write Common and a language of your choice.

Class features

As a steel born, you gain following class features.

Hit Points

  • Hit Dice: 1d6 per steel born level
  • Hit Points at 1st Level: 6 + your Constitution modifier
  • Hit Points at Higher Levels: 1d6 (or 4) + your Constitution modifier per steel born level after 1st
Proficiencies

  • Armor: None
  • Weapons: Simple weapons, martial weapons
  • Tools: None

  • Saving Throws: Dexterity, Charisma

  • Skills: Choose two from Stealth, Arcana, History, Perception, Deception, Intimidation, Performance or Persuasion
Equipment

You start with the following equipment, in addition to the equipment granted by your background:


  • • (a) A tassel of leather, woven gold or metallic lace or (b) bronze ring on your pommel (or head of your haft).
  • • a turquoise, azurite, eye agate (or other gem worth 10 gp) embedded in your crossguard (or haft).
Quick Build

First, make Strength or Dexterity your highest ability score, depending on whether you want to focus on melee weapons or on archery (or finesse weapons). Your next-highest score should be Charisma. Second, choose the hermit background.

The Steel born
Level Proficiency Bonus Features
1st +2 Host, True Form, Perfect Partner, Unarmored Defense, Made to Fight
2nd +2 Fight Plans
3rd +2 Steel Born Method
4th +2 Ability Score Improvement
5th +3 Improved Fight Plans
6th +3 Evasion
7th +3 Steel Born Type feature
8th +3 Ability Score Improvement
9th +4 Soaring Armament
10th +4 Steel Born Method feature
11th +4 Soul Manifest
12th +4 Ability Score Improvement
13th +5 Dynamic Strategy
14th +5 Magic Weapon (+2)
15th +5 Steel Born Method feature
16th +5 Ability Score Improvement
17th +6 Call to Arms
18th +6 Steel Born Method feature
19th +6 Ability Score Improvement, Magic Weapon (+3)
20th +6 Fragment of Perfection
Multiclass Restriction

If you pick this class or race, you cannot multiclass into any other classes as well as multiclassing into this class.

Host

You have a spiritual bond with a person attuned to you and gain various benefits due to that. In this class the term Host will relate to a creature that is currently attuned to you. To equip the steel born the host or the steel born has to use a bonus action during their turn. Additionally, limited Telepathy range is increased to 30 feet when used to communicate to your host.

True Form

At 1st level, you choose your True living weapon form. The True Form, is your preferred weapon. While in that form you gain various benefits in addition to the ones you gain from the base weapon. If it has multiple keywords, you gain all of their benefits.

  • Versatile. Your living weapon has one die higher damage and the versatile attack is one die higher as well(for example a longswords damage would be a d10 one handed and a d12 two-handed).
  • Light. You gain proficiency with the sleight of hand skill.
  • Finesse. You gain proficiency with the Acrobatics skill.
  • Two-handed. When an attack is made with your living weapon, you or the host may choose to make the attack with disadvantage. On a hit, the attack deals an extra die of damage.
  • Thrown. You can take the Dash action as a bonus action. If your host makes a ranged attack with you, you return to your host's hand after the attack is resolved.
  • Ammunition. Once per turn when you hit a creature with an attack, you can reduce the speed of the target by 10 feet until the start of your next turn.

If you do not have any of the above properties (you are a morningstar or flail, for example), you gain the following benefit:

  • You deal double damage against objects.

Unarmored Defense

Beginning with 1st level, while you are not wearing any armor, your Armor Class equals 10 + your Dexterity modifier + your Charisma modifier.

Perfect Partner

Starting at 1st level, as a weapon you are ready for battle and know how to assist your companion. Your host can make attacks with you with the following benefits:

  • The host always counts as having proficiency with your living weapon and may use either its or your proficiency, whichever is higher.
  • The host may use your Ability Scores to make attacks with your living weapon, whichever is appropriate.
  • You can be wielded in one hand. If your living weapon feature has the heavy property, a Small creature can wield you in two hands without the normal penalties.
  • You can be used as a spellcasting focus.
  • While being wielded, you can still take actions as normal.
Feat Interactions

If the Steel Born has features such as Slasher, Crusher or similar type Feats that empower your attacks, you only gain such benefits when you make attacks yourself and not your host. Similarly if your host has such feats, the host gains benefits of them as normal.

Made to Fight

At 1st level your form has been made perfectly to withstand harsh onslaught. You gain resistance to Slashing, Piercing and Bludgeoning damage.

Fight Plan

Starting at 2nd level, you have started gaining a deeper understanding of fighting by someone else's side and created multiple strategies for it.

You gain access to a d4 Steel Die which is used for your Fighting Plan Stances. Your Steel die increases to a d6 when you reach 5th level, d8 at 11th level, and d10 at 17th level.

As an Action while wielded you can select a stance, which grant you various benefits:

Striker

While in this stance, you may once per round add your Steel Die to your damage and once per round when the Host hits with your living weapon, you may add your Steel Die to the damage roll.

Vanguard

While in this stance, you and your host gain a bonus to Strength, Dexterity and Constitution Saving throws equal to half your proficiency bonus (rounded down). Additionally when your host is struck by an attack as a reaction you may attempt to parry it and reduce it's damage by your Steel Die + half your Steel Born level.

Support

While in this stance, you may choose your host to receive one of the following benefits:

  • Your hosts first attack each turn has advantage and has a bonus to hit equal to your Steel Die.
  • Your hosts Spell Save DC is increased by half your proficiency bonus (rounded down).

Steel Born Method

At 3rd level, choose the type of steel born you are. Each choice is detailed after the class's description. Your choice grants you features at 3rd level and again at 7th, 10th, 15th and 18th.

Ability Score Improvement

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.

Magic Weapon

Starting at 4th level, you grown more powerful and you are considered to be a magic weapon. Your living weapon gains a +1 bonus on weapon attack rolls and damage rolls. This improves to +2 at 14th level and +3 at 19th level.

Improved Fight Plans

Beginning at 5th level, you have gained a deeper understanding of your maneuvers and gain additional benefits.

Striker

You may choose to charge up a powerful attack in coordination with your host. You may as an action coordinate a strike with your host, after which you may once at any time your host makes an attack, declare a coordinated strike and if your host hits the creature, you may act as if you hit it as well and your Striker damage for this attack is increased by a number of Steel Dice equal to your proficiency instead.

Vanguard

You gain an extra reaction that you can only use for parrying. You can't use both parry reactions on the same attack.

Support

After taking this stance, you may choose your host to receive one of the following benefits:

  • If you choose to give the attack advantage, additionally the attack scores a critical hit on a roll of 19 or 20.
  • If you choose to empower the Spell Save DC, the creature has disadvantage on that saving throw as well.

Evasion

Beginning at 6th level, your small frame allows you to dodge out of the way of certain area effects, such as a red dragon's fiery breath or an ice storm spell. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.

Soaring Armament

Starting at 9th level, you have finally managed to manifest the magical force in you to lift off the ground and fly with ease. You gain flying speed equal to your hover speed.

Soul Manifest

When you reach 11th level, your soul has become powerful enough, to be able to manifest in a semi ethereal state. As an action you may gain a humanoid body wielding your True Form for up to an hour. This body appears semi ethereal and has your characteristics. When you take damage while in this state, you may make a concentration check, turning back into a weapon on a failure.

Dynamic Strategy

At 13th level, you are fast on changing your tactics in the middle of a battle. You may change your stances as a bonus action instead of an action.

Call to Arms

At 17th level, your bond with the host has become one of legends, and you yourself have become versatile enough to be used by anyone, ready to rise to the call of battle at any time. You can now be wielded by anyone of your choice and they gain the benefits of all other Host benefits while wielding you. Additionally, while wielded by your original host, stances gain these additional benefits:

Striker

Attacks with your living weapon ignores resistances and treats immunities as resistances instead.

Vanguard

As an Action you can prepare to go into a completely defensive stance, giving you and your ally an AC bonus equal to your Steel Die. You can use this feature a number of times equal to your Charisma modifier. When you finish a long rest, you regain all expended uses.

Support

After taking this stance, you may choose your host to receive one of the following benefits:

  • You may choose to give advantage on all attacks instead of one as well as ignoring disadvantage on those attacks.
  • If you choose to empower the Spell Save DC, and the creature fails the spell by 5 or more, the damage of the spell is doubled. If the spell doesn't deal damage, it becomes weakened by you and gains a level of exhaustion. After a minute, the creature loses all levels of exhaustion gained this way.

Fragment of Perfection

At 20th level, you have become a masterpiece of a weapon, becoming a thing of legends and myths. As long as you are on the same plane of existence, you are always aware of your hosts location and either as your hosts or your action, you may teleport to the hosts hand and strike down any foe standing in your way. The next attack that hits an enemy deals extra 2d6 Radiant, 2d6 Necrotic, 2d6 Fire, 2d6 Acid damage, 2d6 Cold damage and 2d6 Thunder damage to the target. If that attack reduces a creature to 50 or less hit points, the creature immediately dies as it is reduced to light. Once you use this feature, you can't use it again until you finish a long rest.

Steel Born Method

Not all steel borns are made the same. Some are weapons forged by the gods or fiends, and others simply become sentient after possessing a weapon.

Method of The Binded

Some creatures become steel born by being bound to weaponry or by experiencing tragic deaths and refusing to move on, trapping their souls in a piece of equipment. With that binding most steel born lash out at the world, trying to gain their own freedom in any way possible.

Withering Strike

At 3rd level, you are ready to strike down any foe in your way. While you are in the Striker stance, when you or your host hits a target with your living weapon, you can use your reaction to deal an additional Steel Die of necrotic damage to that target. This increases to two dice at 5th level, three at 11th level and four at 17th level. You can use this feature a number of times equal to your Charisma modifier. When you finish a short or long rest, you regain all expended uses.

Possesion

From 7th level onwards, you can use your willpower to bind another's will to your own. If you are being held by a creature of CR equal to quarter of your level or less, you may as an action try and take control. The creature rolls a Charisma Saving throw against your Steel Born DC. On a failure, you gain control of the creature for as long as it holds you and it counts as being attuned to you. While controlling the creature, it acts on your initiative and you may command it as a free action. Additionally for all intents and purposes, while controlling it, the creature counts as your original host

Steel Born DC = 8 + your proficiency bonus +

your Charisma modifier

The possession lasts for the next 8 hours, after which the possession ends. Once you use this feature, you can't use it again until you finish a long rest.

Fury of The Bound Soul

Beginning at 10th level, you can unleash your anger onto the world, making foes tremble and preparing you for combat. As an action when you are wielded you can make the host release a terrifying shriek, your host gains temporary hit points equal to your level and all creatures of your choice within 60 feet of you must make a Wisdom saving throw against your Steel Born DC or become frightened for 1 minute. At the end of each of their turns, they may repeat the saving throw, ending the condition on a success. Once you use this feature, you can't use it again until you finish a long rest.

Blades Unchained

At 15th level, you have managed to release a fragment of your potential in a chaotic outburst. As an Action while you are a melee weapon you may start flying through the field, cutting anyone in your path. Any creatures of your choice within 15 feet of you must make a Dexterity saving throw against your Steel Born DC or take 10d8 Slashing, Piercing or Bludgeoning damage, depending on your current form. On a success they take half damage. Once you use this feature, you can't use it again until you finish a short or long rest.

Improved Possession

Starting at 18th level, your influence has grown strong enough to break the wills of seasoned veterans. You may now innately once per long rest cast Dominate Monster using your Steel Born DC. Additionally, after the 8 hour duration of the possession, it no longer ends and instead the creature must make a Charisma saving throw with disadvantage to try and break the possession. On a failure, possession continues for the next 8 hours, after which the creature can repeat its saving throw. The range of possession is also increased to 15 feet, and the range for maintaining Possession increases to 30ft from the Host. You cannot command the creature to attack unless it is currently wielding you. Once you use this feature, you must finish a long rest before you can do so again.

Method of The Guardian

Some steel born take over equipment and pieces of armor to protect people, serving as eternal guardians and guards. Many are made through rituals, while some are forged by beings of myths.

Aegis of Steel

At 3rd level you have found yourself dedicated to protect others in more ways that just using your forms. You gain proficiency with Light, Medium and Heavy armor as well as ignore strength requirements for wearing it. During part of a long rest, you can connect yourself with currently not worn set of armor and have it become part of you. While connected with armor this way, your size is medium and your AC is as if you donned that set of armor. Instead of a bonus action now you can be donned and wielded as an action from either the host or you. Depending on the type of armor, you gain different benefits:

  • Light Armor. You and your host gain advantage on dexterity skill checks.
  • Medium Armor. At the start of the hosts turn, you and the host gain temporary hit points equal to half your level (rounded up).
  • Heavy Armor. When you choose Heavy Armor Aegis, you gain a resistance of your choice from the following list: fire, cold, lighting, acid, necrotic and radiant . Additionally, the host receives all resistances and immunities you have.

The creature donning you, counts as wearing the armor and suffers the same penalties if it is not proficient in it. If your hit points are reduced to 0 while being donned, you immediately drop from the host

Protectors Duty

Beginning with 7th level, you have sworn to protect your host no matter what. While in the Vanguard stance, you may as a bonus action rejuvenate your allies and restore your hosts hit points equal to half your level(rounded up) + your Charisma modifier . You can use this feature a number of times equal to your Charisma modifier. When you finish a long rest, you regain all expended uses.

Lawful Restraint

Starting with 10th level, you have found that sometimes restrictions need to be put on some, to stop them from harming others. When not donned, you can attempt to grapple a creature of medium size or smaller. On a success you and the creature are restrained. While restrained this way, the creatures AC is equal to either your AC or it's, whichever is higher. You can take the attack action, while restraining a creature this way.

Guardian's Resolve

At 15th level, you have dutied yourself to go to any lengths to seek and protect others, even if you break. While in the Vanguard stance, if your host is hit by an attack, you may choose to take the damage instead of the host.

Undying Legionnaire

Starting with 18th level, you have gone through all kinds of dangers and your steel has been tested in many battles, making you and your host near unstoppable. You have advantage on death saving throws. While you are donned by your host, if yours or the hosts hit points are reduced to 0 hit points, the host and you may choose to remain conscious and continue fighting. If you take damage while at 0 hit points this way, you may make a Concentration check, not gaining a failed death save on a success. While at 0 hit points this way, you still make death saving throws at the end of your turns.

Method of The God-Forged

Some steel born are made in the fires of volcanoes and by the hands of gods in the mighty heavens, made to serve as divine artifacts or weaponry for their chosen, allowing them to carry out their will with holy power. These steel born often make heroes, bolstering them and becoming an unwavering duo even in the roughest of battles.

Spellcasting

The divine power instilled in you by the deities allows you to augment your attacks and aid your allies. This divine font of magic, fuels your spells. See chapter 10 for the general rules of spellcasting and chapter 11 for the steel born spell list.

Spell Slots. The Steel Born table shows how many spell slots you have to cast your steel born spells of 1st level and higher. To cast one of these steel born spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.

For example, if you know the 1st-level spell bless and have a 1st-level and a 2nd-level spell slot available, you can cast bless using either slot.

Spells Known of 1st Level and Higher. You know three 1st-level spells of your choice from the paladin spell list.

The Spells Known column of the steel born table shows when you learn more steel born spells of your choice. Each of these spells must be of a level for which you have spell slots. For instance, when you reach 6th level in this class, you can learn one new spell of 1st or 2nd level.

Additionally, when you gain a level in this class, you can choose one of the steel born spells you know and replace it with another spell from the steel born spell list, which also must be of a level for which you have spell slots.

Spellcasting Ability. Charisma is your spellcasting ability for your paladin spells, since you gain the magic from innate divine power. You use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a w izard spell you cast and when making an attack roll with one.

Spellcasting Focus. You can use yourself as a spellcasting focus of your spells.

Spell Save DC = 8 + your proficiency bonus +

your Charisma modifier

Spell attack modifier = your proficiency bonus +

your Charisma modifier

Emissary of The Gods

At 3rd level you are able to use a part of the divine laying dormant inside you to bolster your host. When in the Support stance the creature has a 5 feet bonus to it's move speed and instead of choosing any other Support benefits, they may receive this:

  • You and your host gain advantage against frightened, charmed and petrified conditions.
God-Forged Spellcasting
Level Spells Known 1st 2nd 3rd 4th
3rd 3 2
4th 4 3
5th 4 3
6th 4 4 2
7th 5 4 2
8th 6 4 2
9th 6 4 3
10th 7 4 3 2
11th 8 4 3 2
12th 8 4 3 2
13th 9 4 3 3
14th 10 4 3 3
15th 10 4 3 3
16th 11 4 3 3
17th 11 4 3 3
18th 11 4 3 3
19th 12 4 3 3 1
20th 13 4 3 3 1

 

Divine Decree

Beginning with 7th level, the wicked cannot escape the fate you have planned for them. When your living weapon hits an enemy, the creature becomes marked for 1 minute. The marked creature sheds bright light in a 30-foot radius and dim light for an additional 30 feet. While the creature is marked, it loses invisibility additionally, creatures gain extra 10 feet of movement speed to move towards that creature. Once you use this feature, you must finish a long rest before you can do so again.

Boon of Magic

Starting with 10th level, you have gained the ability to bestow some of your magical power to your host. While in the support stance, as a bonus action you can expend any spell slot you have available and either the host or a creature of your choice within 10 feet of you regains an expended spell slot of that level. You can use this feature a number of times equal to your Charisma modifier. When you finish a long rest, you regain all expended uses.

Cleanse Soul

At 15th level you have gained the ability to cleanse any ailments that your host may suffer, pushing them on to the tasks end. As an action you may end any spell or condition your host is currently being affected by. You can use this feature a number of times equal to your Charisma modifier. When you finish a long rest, you regain all expended uses.

Annointed by Steel

At 18th level you are able to not only bestow the power bestowed to you, but your own power as well, exalting the host as your champion. As an action you may exalt yourself and your host for the next three rounds. During those rounds your host gains a +10 bonus to hit, to each of it's first attacks and gains the ability to dash once per turn as a free action. Additionally while exalted, when striking a target marked by divine decree, your living weapon attacks scores a critical hit on a roll of 17, 18, 19 or 20. Once you use this feature, you must finish a long rest before you can do so again.

Method of The Arcane

Not all steel born are born out of paranormal or the divine, some are man made. By use of old and archaic arts of the arcane there are blades made by mages and sorcerers of myths creating tools of war, that could even greater empower their magic while still granting protection.

Spell Blade

At 3rd level you gain the ability to imbue magic of your host into your attacks. When in the Striker stance, when your host casts a spell, it may choose to imbue you with the spell instead. Imbued spells have specific requirements:

  • For the imbued spell to be cast, the target of the spell must be within the spells original range.
  • If the spell has multiple targets and requires a saving throw, the hit creature has disadvantage for the initial saving throw, while the others make saving throws as normal.

Until the start of your hosts next turn, next time you or the host hits an enemy with an attack using your living weapon the spell becomes cast with the creature being hit being the target if it's a targeted spell and with the creatures location being the point of origin if it is an AoE spell. Additionally when you hit a creature with Spell Blade, it counts as if you hit it with the spell attack if it requires a saving throw, it gets disadvantage on it.

Arcane Overcharge

Beginning with 7th level, you have adapted to your hosts spells, even if some of them may be quite harmful. When you or the Host is affected by your Host's spell that requires a saving throw, you both automatically succeed on your saving throws against the spell, and you both take no damage if you would normally take half damage on a successful save.

Additionally, if either of you is affected by a Host's damaging spell, the affected creature gains temporary hit points equal to twice the expended spell slot's level

Syphoning Slash

When you reach 10th level, your connection to magic has grown to be quite strong, even allowing you to fizzle and capture the essence of stray or hostile spells. You may innately cast Counterspell at a level equal to your proficiency modifier, using your Charisma as your spellcasting modifier. If you successfully counter a spell this way, your host regains an expended spell slot of up to the level of the spell countered this way. Once you use this feature, you must finish a long rest before you can do so again.

Adaptive Edge

At 15th level, when you become imbued with a spell, you adapt to, even further empowering your potential. Whenever the Host chooses to use the Spell Blade feature, you may choose to Adapt until the start of your Host's next turn. When you do, your living weapon damage type changes to be the same as the imbued spell (if it has multiple, choose one) or force damage if it has none. Additionally while Adapted, your next hit deals extra damage equal to the imbued spells level.

 

Mystical Confluence

At 18th level, when you pick a Stance, you may choose to become unchained. When you use the Fight Plans feature to switch features, you may instead until the start of your next turn gain benefits of an additional stance. Once you use this feature, you must finish a long rest before you can do so again.

Art Sources

Note of Appreciation

I am unfortunately not a very artistic person, so I take most of the art off the internet and try to credit as well as I can. So I wish to say thanks to all the great artists whose art is used.

Additionally if any artist whose art is used deems it to be not credited appropriately or wishes it to be removed, you can feel free to contact me and I will fix it up immediately!

Once again great thank you and appreciations!

Heirloom Blade

by Carmen Sinek

Elite knight

by DongJun Seo

Sword of Light and Shadow (Kaladesh Inventions)

by Matt Stewart

Chishiro, the Shattered Blade

by Lius Lasahido

Dancing Sword

by Wisnu Tan

Aatrox, the Darkin Blade

by Victor Maury

THE ARMOR IN THE CRYPT

by Wesley Burt

Sigarda's Aid

by Howard Lyon

Elspeth Sun's Champion

by Eric Deschamps

Starforge Sword

by Jaan van Eeden

This class has been made by BreathingPotato

Changelog

v.1.5

Race

  • Added Limited Telepathy - for ease of RP and higher accessibility as well as increased potency when used with the Host.

Base Class

  • Added Soul Manifest
  • General clarifications
  • Grammar and typo fixes
  • Perfect Partner - Gets some of it's power removed to make it less complex and weaken your neutral power while transferring it to the stances.
  • Steel Dice - giving the stances a better and clearer system and simplifying the amount of effects that the host gets once at the time.
  • Striker rework - Striker having different effects for the Steel Born and the host turned out to be too complex, therefore is being changed. Now a singular attack is stronger, to support all classes and a new combat action added to add to the Steel Born's playstyle variety.
  • Vanguard rework - Vanguard has been found to be quite underwhelming with the Parry mechanic, so thats being changed.

Method of The Binded

  • Withering Strike - Scaling has been changed to be in line with the new Steel Die basis.

Method of The Guardian

  • Aegis of Steel - Tracking damage from AoE attacks for Heavy Armor as well as damage that was either resistant or not turned out to be an absolute mess in addition for the class turning out to be quite more vulnerable than expected, even with the resistances. Because of that Heavy Armor is being changed, no longer making you take damage.
  • Guardian's Resolve - Due to Vanguard stance rework, this feature is getting changed as well, but still allows you to fulfill the fantasy of saving your host.
  • Undying Legionnaire - Is being buffed to be more in line with other subclasses.

New Subclass: Method of The Arcane

First Release!

v.2.0

Race

  • False Appearance - Clarified its functions in combat.

Base Class

  • Extra ability clarifications.
  • Added clarifications on interactions with certain Feats.
  • Soul Manifest - Now has infinite uses, due to it not having major powers and being a roleplay ability in the first place.

Method of The Binded

Possession had too much power budget in it later in the game, so it has been adjusted to be more in line with others.

  • Possession - now has been adjusted so you can possess creatures of CR equal to quarter of your level.
  • Improved Possession the possession CR improvement has been removed and you gain a once per long rest casting of Dominate Monster to have a more in combat usage of the feature.

Method of The Guardian

Currently it felt like the weakest and least interesting option so has been adjusted all around to be a bit stronger!

  • Aegis of Steel - Light Armor now provides advantage on all dexterity checks instead of only stealth, Medium Armor now is a bit weaker early in the game, but stronger later and Heavy Armor gives you and your host an additional resistance.
  • Protectors Duty - now does healing instead of granting temporary hit points, so it wouldn't clash with Medium Armor feature.

Method of The Arcane

  • Spellblade - Added some restrictions on the ways the spells can be cast using it(No more 600+ feet misty steps xD).

The

Steel Born

Bolster your allies and maim your foes with The Steel Born class for D&D 5th! Connect with your host and build your unique character with the following Methods:

The Binded - The Guardian - The God-Forged - The Arcane

This brew has been made by /u/Fun_Kiddo

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