Dark Weapon, Nature of Souls (Homebrew Class Addendum)

As a Dark Weapon grows in power your power adapts to the nature of your soul. You gain one benefit at 1st Level, and additional benefits at Levels 4, 10, 16 and 20.

A Dark Weapon may only be aligned to one soul and this choice cannot be altered once made, so choose wisely!

## Spirit of battle

### Warrior Soul

At level 1, whenever you and your wielder roll initiative, you may use the higher roll and act in the same turn.

### Tactician

At level 4 you gain a bonus teamwork feat, and while you are being wielded, you and your wielder treat any other team member as having the feat for purposes of the effect.

### Duplicity

At level 10, while being wielded, as part of a full-round action, your wielder can take an extra attack. This stacks with haste or similar effects.

At level 15 your wielder can make an additional attack.

### Rally arms

At Level 16, you can spend 15 dark souls to send out a wave of mental fortitude centered on your body to up to 5 creatures within a 30ft radius. The creatures are purged of any effect taking hold of their mind including charm, sleep, stun, silence, and any effects currently reducing their ability scores.

### Avatar of war

At 20th level, once per day while in Second Release, you can use a standard action to grant your Wielder what remnants of strength you had in life for 1 minute. During this time, your wielder gains the following benefits:

+6 bonus to Strength, Dexterity, and Constitution.

+5 to all attack rolls

+30ft movement speed

## Spirit of Darkness

### Weapon of Darkness

Your alignment cannot be Good, however, your Wielder can be of any alignment. All features granted by Spirit of Darkness use your charisma to calculate their DCs.

Any creatures that attempt to hold you without your permission must make a Will save. On a failed save, the creature becomes dominated by you until the next dawn, when the creature will need to do another will save.

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

At 1st Level, as a weapon of darkness, you bypass DR/ Good

At 6th Level: You deal an additional 1d6 Unholy damage.

At 9th Level: You deal an additional 2d6 Unholy damage.

You can manifest yourself using a full-round action, when you do so you appear as a cloud of black smoke with glowing red eyes.

### Dark Spells

At 4th level, you may choose to learn one additional necromancy spell from any spells list. These spells may be cast while you’re in weapon form.

You learn a extra spell on the 3th,5th,7th,9th,11th,13th,15th,17th and 19th level.

Your available spell slots and levels follow the wizard’s table and use your charisma score to determine for what spell levels you qualify.

### Dominate Lesser Beings

At 10th Level, 3 times a day you can cast Dominate Person at caster level 1, as a spell-like ability.

### Demand Life

At 16th Level, you demand the life of those who dare disrespect you and your chosen minion. Once per day, you may cast Finger of Death using your Dark Weapon level as its class level as a spell-like ability. If a creature has a soul and is slain by this effect, you regain twice its CR in Dark Souls.

### Avatar of Shadows

At 20th level, once per day while in Second Release, you can channel all of your dark powers into your wielder for 1 minute as a standard action. During this time, they gain the following benefits:

- Your dark presence manifests as a cloud of dread. All creatures within 30 feet of you must immediately make a Will save or become frightened of you until the end of their next round.

- Your Wielder is enveloped in a cloud of obscuring black smoke. Your Wielder gains your Charisma bonus to their AC and Saves.

- 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 Wielder becomes immune to the effects of fear, charm, and exhaustion.

## Spirit of Light

### Soul of Light

Neither your alignment nor your wielder’s alignment can be evil. All features granted by Spirit of Light use your wisdom to calculate their DCs.

At 1st level, if any evil creatures that attempt to hold you, they must make a will save or take 4d8 Holy damage, drop and become frightened of you.

As a weapon of light, you bypass DR/ Evil

At 10th Level: You deal an additional 1d6 Holy damage.

At 16th Level: You deal an additional 2d6 Holy damage.

### Beacon in The Dark

At 4th Level, you learn 1 cleric cantrip. The cantrip chosen is always active when your wielder holds you in weapon form. Cantrips that apply temporary effects are reapplied at the beginning of you wielders next turn as if the cantrip had been cast again.

You learn Cure spells on 3rd, 5th, 7th, 9th, 11th, 13th, 15th and 17th level and Heal on 19th level. These spells use your Dark Weapon level as your caster level.

You switch out the cleric cantrip with another cantrip from the cleric list after 24 hours.

### Soul of Divinity

At 10th level pick a cleric domain, you access to all the spells and features of that domain.

### Guardian Bonfire

At 16th Level, as an action when thrust into the ground, you can use one spell slot to sanctified the area in a 30ft radius for 8 hours.

While in the ground you are treated as unwielded in this state, and the area beneath you ignites and begins to burn, illuminating the area. The fire provides warmth for all creatures within 60ft. 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 and you can see the true form of any shapeshifters within it.

- Resting for 8 hours within the sanctified area grants 3d8 temporary hit points to all creatures within.

-While inside the sanctified are area, any poison, fear and disease effects are suppressed.

-Any magic-user attempting to cast a spell into the sanctified area must succeed on a Will save, on a failure you will be alerted to the presence of the spellcaster.

-Any undead, fiends, or abyssal creatures that enter the sanctified area must succeed on a Will save every round or be turned for 1 minute or until damaged.

### Avatar of Light

At 20th level, once per day while in Second Release, you can use a standard action to infuse your wielder with the radiant power of light for up to one minute. During this time, they gain the following benefits:

-Upon activating Avatar of Light, all creatures within 30ft of your Wielder must make a fort save be blinded until the start of their next turn.

-Your Wielder begins to glow bright light for 30ft and dim light for an additional 30ft.

-Your Wielder deals 4d8 Holy damage per turn to undead creatures within 10ft around you.

-Undead creatures within 20ft of your wielder must succeed on a Will save 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 wielder. For the duration of Avatar of Light, your wielder has a flight speed of 60ft and good maneuverability.

## Spirit of Magic

### Soul of Magic

All features granted by Spirit of Magic use your wisdom to calculate their DCs.

At first level, you gain the Prestidigitation cantrip and choose another cantrip from any spell list, and may choose one additional spell from any spell list. These spells may only be cast while you are in weapon form. You gain additional cantrips at levels 7 and 14.

You learn an extra spell on your 3th,5th,7th,9th,11th,13th,15th,17th and 19th level.

Your available spell slots and levels follow the wizard’s table and use your wisdom score to determine for what spell levels you qualify.

### Mystic Battle Style

At 4th Level, you develop a combat style that combines magic and martial arts to enhance your wielder’s resistances and grants them formidable attacks. Your wielder can, with as a swift action, consume one of your spell slots to assume a fighting stance that confers the following benefits for 1 minute:

- Your wielder get a bonus on damage equal to half your level on the first melee attack each round.

- Your wielder heals a number of life points equal to 1d10 + your Dark Weapon level per spell slot used.

### Rites of Arcana

At 10th level, you can transfer spell slots to your wielder, provided they have the proper casting abilities. Each slot costs 2 Dark souls per spell level to transfer.

### Devastating Channel

At 16th Level, you discover how to channel your spells through your weapon form in an amazing and devastating way. Whenever your wielder confirms a critical hit while wielding you, you can cast a 1st to 5th level magic on target hit as an immediate action that must include the target of the critical hit.

In addition, you have enhanced the power of the Mage Hand cantrip. You can manifest yourself using a standard action as a full-body, physically tangible form who can perform physical tasks to the same level as the 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.

### Avatar of Arcane Energy

At 20th level, once per day while in Second Release, you can use a standard action to channel all of your arcane knowledge and power to your Wielder for up to 1 minute. During this time, they gain the following benefits:

- Your wielder may cast a spell with a casting time of a standard action as a swift action once per round.

- They can use your intelligence, wisdom, or charisma scores for any checks they must accomplish. In doing so, you speak through them to accomplish any verbal component of the check.

## Spirit of Nature

### Weapon of Nature

When selecting this type of spirit, you must pick a weapon that cannot be made of metal or any other material that is not naturally grown. Furthermore, you gain the plant subtype (but none of the type’s resistances or other racial features), your skin becomes hard as wood and gain a +2 natural armor bonus. All features granted from Spirit of Nature use your wisdom for purposes of its class abilities.

In addition, when you're set on fire, you automatically take 1d4 of fire damage at the start of your turn, but you deal an additional 1d4 of fire damage on your attacks.

You gain Shillelagh as a bonus spell and can cast it on yourself at will even when in weapon form. When Shillelagh is active and you are in your weapon form attack, you can use your own Wisdom modifier as the attack roll modifier instead of your wielder’s regular modifier.

### Elemental Attribute

At 4th Level, once per day, you can select one of the following elements: Fire, Cold, Lightning, or Acid. You deal 1d6 extra damage based on the selected element on each attack. This damage is not multiplied on a critical strike.

At 12th Level, the extra damage increases to 2d6 damage of your chosen type.

### Ritual of Nature

At 10th Level, you learn to travel long distances through the power of plants and nature. You gain Tree Stride Speak With Plants as bonus spells and can cast them once per day each, using your Dark Weapon level as your caster level.

To travel using Tree Stride, you must be thrust against the tree used for the travel.

### Heart of the Forest

At 16th Level, when thrust into the ground for over a minute, you sprout roots and form a connection to the spirits of nature within a 90ft area. This must be done in the open and in soil that is capable of supporting plant life. You are considered unwielded in this state. You can perform one 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 Goodberry spell. You can create a number of fruits up to your Dark weapon level.

-You can grow large, thorny vines out of the ground to create walls up to 10ft tall around the outskirts of a 30ft area surrounding you. This functions as wall of thorns but only deals half damage. This effect ends as soon as you are removed from the ground or are rendered unconscious.

-Individuals that rest for 8 hours within 30ft of you become cured of any poisons, sicknesses, and diseases.

-You can use Entangle and Grasping Vine spells on any creature you wish within 30ft of you without expending a spell slot.

You must maintain this form for at least 1 hour for any plants and good berries 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.

### Avatar of Nature

At 20th level, once per day while in Second Release, you can use a standard action to channel the power of your chosen element into your wielder for up to 1 minute. During this time, your wielder gains the following benefits:

-Your Wielder gains immunity to the type of element you have chosen for the day.

-Your Wielder constantly deals 2d6 damage per round to enemies within 10ft at the end of their turn. The damage type is the same as your chosen element for the day.

-Your Wielder can float up to 5ft above the ground and move freely, ignoring the effects of difficult terrain.