Taking Bookings Now! Scheduling for new player/character building free!
Taking Bookings Now! Scheduling for new player/character building free!
The Sentient Plague had claimed many victims but those who travel through Sarcgheel's Scar and survived sometimes leave with a mark upon them. Plaguewalkers have learned to utilize the corruption to enhance their martial capabilities in unique ways but with the understanding that their curse will often claim their lives if they cannot find a cure.
At 3rd level you may at the end of a long rest focus on a 1 handed melee weapon for 1 hour. After this time the weapon begins to gain sentience and mimics your personality, alignment, and mannerisms. Its vision is comprised of your own as the weapon is an extension of you. Only creatures capable of telepathy or you can communicate with the weapon. The weapon can then be released and hovers within 5 feet of you. This weapon can make an extra attack on each of your turns as part of your action using your statistics as if you were wielding it. However doing so wracks the mind as your consciousness is split between the weapon and your own body. Each time you make an additional attack with this weapon you must succeed a DC 8+prof mod Wisdom saving throw or be afflicted with a cloudiness in your mind (See Sentient Cloud Table) on your subsequent turn. In addition, you gain Sarcgheel's Scar as one of the terrains for your natural explorer. Additionally a number of times per day you can extend your control of Plague Brand weapon allowing it grant flanking to you and the weapon. This feature may be used a number of times per day equal to your strength/dexterity modifier and lasts for 1 minute. Sentient Cloud roll 1d4
1. Attack the nearest creature ally or enemy
2. Do nothing
3. Lose bonus action
4. Act normally
At 3rd level when a creature attempts to strike you with an attack you may use a reaction to cause your Sentient brand weapon to deflect the blow. Roll an attack against the striking creature. If the outcome of the attack roll is higher than the attackers the attack is harmlessly parried to the side. You may use this feature a number of times equal to your dexterity or strength modifier.
At 7th level your understanding of your curse peaks and you develop methods of staving off the negative effects of the Sentient Brand. You now have advantage on savings throws against Sentient Cloud. In addition, when you fail any Wisdom saving throw, you may reroll your save and take the new roll. This feature can be used a number of times equal to your proficiency modifier per long rest.
At 11th level The line between yourself and your weapon begins to blur further. When you use Sentient Brand to make an additional attack you may infuse it with one of your emotions. (This may be dependent on your personality and consult your GM if you have a preference).
At 15th level (Either in this class or combined if mulit-classing) if you have not found a cure for the Sentient Plague, you die as your sentience fully transfers to your Sentient Brand weapon. Your body dies as a result of this and without the intervention of magic or proper burial, will rise as an undead of the appropriate CR. Your Sentient weapon becomes you but drops to the ground. Other characters can wield you and communicate with you telepathically. You gain Blindsight out to 60' and retain your mental statistics. Whichever personality trait was most prevalent during your life becomes an effect of yourself when creatures use you to attack (Check Blade and Blood). You are considered a +1 for each 5 levels in Sentient Plaguewalker, intelligent weapon.
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