Dark Weapon, Weapon Paths (Homebrew Class Addendum)

At 1st level, the dark weapon must choose his weapon path. This choice cannot be altered once made, so choose wisely!

## Dark Armament

Where the Hexed Weapons enhanced the user's magic, and the Demon weapon’s allow for simply destructive power, the Dark Armaments are capable of empowering the wielder defense to another level.

### Shield Form

You may now transform into a shield with your Chosen Weapon feature. While in shield form you grant 2 + your Legendary Weapon bonus to your wielder's AC

### Dark Armament Features

You may use an immediate action to apply one of the following effects to your wielder’s attack.

##### Armor Crush

You enhance the strength of your blows made by your Holder. Each time your Holder attacks a target with this effect, you reduce the target's AC by 1, up to a maximum of -3 AC. This effect lasts for up to 1 minute, until the target receives magical healing or makes a successful DC 15 Heal check.

##### Concussion

You land a solid blow at the creature's head. The target must make a fortitude save. On a successful save, they have roll twice and take the lower result on all Wisdom, Intelligence, and Charisma checks and must make a DC 15 Constitution check when maintaining concentration effects for one round. On a failed save this condition remains until 1 minute has passed or they take a standard action to attempt a new fortitude save to end the effect.

##### 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 center of the chest, knocking the wind out of your opponent. The target has to roll twice and take the lower result on all Strength, Dexterity, and Constitution checks until the end of its turn.

##### Dislocate

You strike the target's shoulder, painfully wrenching it from the socket. The target has to roll twice on its next attack and take the lower result.

### Armored Weapon

Starting at 3rd level, you gain the ability to form a pair of gauntlets around your wielder's hands when in weapon form, increasing their AC by 1. In First Release, the armor also covers their arms and legs, increasing the bonus to 2. In Second Release, it further protects their body with additional articles of armor, increasing the bonus to 3. This ability does not count as armor for purposes of other class abilities.

As an immediate action, you can spend souls to increase the defense of your wielder, increasing their AC by 1 for every 10 souls spent this way. This effect lasts for 1 minute.

### Advanced Aegis

Starting at 7th level, you grant the wielder DR 2/-. This bonus increases by 1 on level 10 and every 3 levels thereafter, to a maximum of DR 6/- at level 19.

In addition, by spending 10 souls per minute, you can double the DR bonus granted by this class feature.

### Juggernaut

Starting at 10th level, you grant your wielder immense physical power. During combat, while your wielder is holding you, they cannot be unwillingly moved by any physical or magical means and cannot be knocked prone. Additionally attacks made using you deal double damage against structures and constructs.

### Demonic Enhancement

At 15th level, your demonic powers enhance your wielder's abilities and senses. Whenever your wielder makes a saving throw you may add your Constitution modifier to the saving throw.

### Demonically Forged

At 18th level, you are able to heal your partner's wounds and suppress any ailments using the souls you have gathered.

While you are being held by your wielder, any poisons, diseases, or curses that are afflicting your wielder are suppressed, furthermore, you can use a standard action and expend any amount of dark souls to restore an equal amount of hit points to your wielder.

## Demon Weapon

The Demon Weapons, while they do not offer magical prowess like the Hexed Weapons, or physical enhancement like Dark Armaments, their sheer size and brute force make them terrifying to both enemies and allies alike.

### Demon Weapon Features

##### Demonic Form

You can use your action to become a demonic weapon, you need to spend 50 dark souls to use this ability. While in this form you can bite any enemy hit by your wielder as an attack of opportunity, this form lasts for 1 minute. The bite deals 3d4 in piercing damage, this ignores damage Reduction of any type.

##### Weightless Form

You learn to lighten your body until you are almost weightless. At the cost of 20 dark souls, your weapon form is considered as one category lighter (two-handed > one-handed > light) until you return to your human form.

##### Throw

Your wielder can choose to use an attack to throw you as a ranged strength weapon with a range increment of 30 ft. If used in this way, your wielder can use his swift action to bring you back to his hand.

##### Great Power attack

Gain power attack as a bonus feat, if you already have power attack, increase the damage bonus by 1 after any other modifiers. This bonus is increased by 1 for every 4 BAB you have.

##### Leech

You can, as a move action, consume 10 dark souls to heal your wielder by half the damage they deal with their next successful attack.

### Blood Form

Starting at 3rd level, you manifest as a blood Crystallized version of your original form. Your weapon form will now deals 1d6 bonus negative energy damage. When in First Release your weapon form deals 2d6 bonus negative energy damage. When in Second Release your weapon form deals 3d6 bonus negative energy damage. This damage does not heal undead unless the wielder wants it to and is not multiplied on critical hits.

### Lusting Attack

Starting at 7th level, if your wielder the attack rolls a natural 20 and confirms the subsequent critical hit, maximize all damage dice. This may only be applied to one attack per turn.

### Demonic Strikes

Starting at 10th level, as a standard action, you can expend 20 Dark Souls to let your wielder roll twice and take the better result on their next attack roll.

In First Release this ability also causes your wielder's next attack to knock the target prone unless they make a fortitude save. In addition to the ability granted in First Release, in Second Release this ability also causes the target to be stunned until the start of your next turn.

The DC is your 10 + half level + Constitution modifier.

### Berserker’s Might

Starting at 15th level by spending 10 souls you can send your wielder into a Rage, using your level in Dark Weapon as Barbarian levels to determine the granted bonuses for 1 round. By spending an extra 5 souls per round, you may maintain this rage.

### Lord Slayer

Starting at 18th level, while in Second Release, you can spend 20 souls to increase the damage of one of your wielder’s attacks. Before your wielder makes an attack against a target, you may choose to add 2d12 damage and increase it by an additional 1d12 for every additional 10 souls you spend. If your wielder misses, the bonus damage and souls are lost. If your wielder confirms a critical strike while Lord Slayer is active, instead of doubling the damage, the damage is maximized. For every multiplier above 2, you only add, and maximize, the bonus damage gained from Lord Slayer.

## Hexed weapon

The Hexed weapons are the most favored by their Hag masters, unlike the Demon Weapon’s mighty strength, or the Armament’s powerful defensive capabilities, the Hexed Weapons specialize in enhancing the strength of their bearer’s magic. When choosing the Hexed Weapon path you gain one of the below listed hexed weapon features at 3rd level and another one at 7th, 10th, 15th and 18th level.

### Hexed Weapon Features

##### Wand Form

You can transform yourself into any wand or staff you consume, and gain its abilities, charges, and recharge condition. You also count as a focus for the purposes of spells requiring one, however, you cannot be used in place of a Divine Focus.

##### Magical Projectile

While in a form of a weapon that uses ammunition, you are treated as if you have the Endless Ammunition enhancement and your wielder deals bonus damage equal to the highest slot spell available to them.

##### Magical Damage

You can add your Wisdom modifier to any damage or healing from a spell used by your wielder at the cost of 5 Dark Souls. In addition, you can add your Wisdom modifier to the damage of any cantrip used by your wielder for 1 Dark Soul.

##### Dark Range

While in a ranged weapon form, your effective range and secondary range are both increased by 60ft.

##### Magical Range

Your wielder's spells have their range increased by 15ft, if the spell has touch range the range becomes 15ft.

### Spell Syphon

At 3rd level, while you’re within 10 ft. of your wielder, you can be used as a focus, regardless of your form. Whenever your wielder would cast a spell that would inflict damage, they regain 1d4 hit points. This healing increases to 1d8 at level 9 and 1d12 at level 15.

### Channeled Magic

At 7th level, you gain the ability to amplify your wielder's magic. If your wielder is holding you, you may spend 15 Dark Souls to add your Wisdom bonus to your wielder’s next spell DC.

### Sacrificial Magic

At 10th level, using a standard action and sacrificing 10 souls you are able to grant your wielder an extra level 1 spell slot, Spell slots of higher levels require 10 additional souls per level past 1 up to 9th level.

### Guilded Magic

Starting at 15th level, you can amplify your wielder's magic by adding your Wisdom modifier to your wielder's spell save DC and spell attack bonus, as long as your wielder is holding you, you no longer need to spend dark souls to do this.

### Dark Dimension

At 18th level you gain the ability to create a portal to a pocket dimension. This ability can only be used during Second Release. By using a standard action and expending 25 souls you pull all creatures within a 120 foot sphere into a pocket dimension that lasts for 1 minute or until you are unconscious, your wielder becomes unconscious, or you revert to humanoid form. The form of this dimension coincides with your wielder's psyche, however, the basic terrain is always the same: it is a flat area about 120 square feet in diameter. When Dark Realm ends, You, your wielder, and anyone or anything caught are ejected outside to the same place they were pulled into.

While in this dimension you and your wielder roll twice and take the better roll on saving throws and ability checks. Any spell that would teleport a creature out of the Dark Realm fails to cast, and any creature that is hostile to your caster gains a -4 on saving throws and ability checks while in the Dark Realm. Additionally, you grant your wielder the ability to cast one 9th spell at the cost of your Second Release state, 25 souls, and instantly ending Dark Realm, however, they may not cast the spells Wish, Miracle or True Resurrection.