Wondrous item, uncommon
A glowing blue crystal with eight faces. You can spend 10 minutes attempting to resonate with this crystal. At the end of the 10 minutes, you must roll a DC 15 Constitution saving throw, taking 2d10 force damage on a failed save. Also on a failed save, the core crystal loses its glow and becomes non-magical for 24 hours. On a success, the core crystal is awakened, and a Blade is born.
The Blade takes the appearance of a Medium humanoid or animal of your choice, with a glowing blue crystal on its head or chest. They have their own ability scores, which can be decided via standard array or rolled for, and have hit points equal to 1d8 per every level your character has, plus the Blade’s Constitution modifier. They do not benefit from racial ability score increases. Whenever you get an ability score increase from your class, they get one, too. The Blade has two personality traits, two ideals, and one flaw. The Blade acts as its own character outside of combat, under your (the player’s, not the character’s) control.
In combat, the Blade moves and acts at the end of your turn. You are in control of your Blade during combat. On its turn, it can Dash, Disengage, Dodge, Help, Hide, ready an action, Search, or use an object, but it cannot make weapon attacks or cast spells. The Blade’s movement speed is 5 feet slower than yours. Your Blade grants use of a +1 magic weapon that it creates at the start of combat. This weapon determines the way by which your Blade can aid you during combat. Each weapon has a role associated with it, which are listed in further detail below. The weapons are as follows:
*Twin Weapon: You get one weapon in each hand, and can make an attack with the second one as a bonus action.
Attacks made with these weapons can use the usual weapon attack modifiers, or you can substitute Charisma in place of Strength or Dexterity. Along with this weapon, the Blade grants an elemental mastery. If the effect granted by the elemental mastery is not a damage increase or an effect that ignores resistance, the target of the attack must make a saving throw to resist it. The DC of this saving throw is 8 plus your Strength modifier plus your proficiency.
While standing within 5 feet of your Blade, you have advantage on attack rolls made with your Blade’s weapon. If you and your Blade are further than 15 feet apart, you do not benefit from the Blade’s elemental mastery.
After landing 5 attacks with your Blade’s weapon, if you are standing within 5 feet of your Blade, you can perform a Driver Art. Your Driver Art is determined by your Blade’s weapon and its elemental mastery. Driver arts are performed like normal attacks, but deal more damage and have secondary effects.
*Save: Strength save
For Driver Arts, the Blade’s elemental mastery determines the type of damage dealt. The elements Fire, Ice, Dark, Electric, and Light all deal the same type of damage that their extra damage effect deals. The other elements, Water, Earth, and Wind, deal the same type of damage as the weapon used for the Driver Art.
After performing two successful Driver Arts, the next time you’d be able to perform a Driver Art, you can choose to perform a Blade Special instead. Blade Specials are like Driver Arts, except they are determined by your weapon’s role instead of the weapon itself. Blade Specials are much stronger and have much more powerful effects than Driver Arts. Like a Driver Art, you must be standing within 5 feet of your Blade to use a Blade Special. (For abilities that have saves, creatures that succeed them take half damage.)
Aside from use in determining a Blade’s Blade Special, a Blade’s role also grants a passive boost to one of its Driver’s stats. Attackers add +2 to your attack and damage rolls, Healers add +2 to your Constitution score, and Tanks add +2 to your Armor Class.
If your Blade takes damage in combat, it will quickly recover its wounds. Blades heal passively while within close proximity to their Driver. While within 10 feet of your Blade, it heals 1d8 hit points at the start of each of its turns. While within 5 feet of your Blade, it heals 2d8 hit points at the start of each of its turns. While further than 10 feet from your Blade, it heals 1d4 hit points at the start of each of its turns.
If you die, or if the Blade dies, it returns to its core crystal form, and it becomes inert and non-magical for 24 hours. After 24 hours have passed, the Blade can be reawakened by somebody else, via the resonating process described previously. It will have no memory of its previous experiences, including you or any of your allies, but it will have the same personality, weapon, elemental mastery, and appearance.
You can resonate with as many as 6 core crystals, but you can only have three equipped Blades at once, and you can only have one active Blade during combat. Switching your active Blade for another equipped Blade takes an action. You can switch your equipped Blades after each long rest. While Blades are not equipped, they still exist as NPCs under the DM’s control. While unequipped, Blades may stay with the party, or they may go off to do their own thing. If reequipped, the Blade will teleport to within 10 feet of its Driver.
If you want to give someone else your Blade to use, you must first obtain an item called an Overdrive Protocol, which can be crafted in 5 hours using a diamond worth at least 50 gold pieces, a scroll of parchment paper, and a bar of pure silver worth at least 50 gold pieces. The recipient of the Blade must then resonate with the Blade. If the resonation is successful, the recipient then becomes the Blade’s new Driver.
At the DM’s discretion, some blades can be born with powerful, unique weapons. Rare Blades have their own weapon types, and have unique Driver Arts as a result. Below is a list of unique Blade weapons.
*Big Bang Edge: The Big Bang Edge can be used as a normal melee weapon, or at range as a magical weapon that uses your Charisma modifier instead of your Strength modifier to make attacks.
**Loading: Dual Swords must be loaded with sling bullets before using the ranged attack. It only takes one action to load both of them. However, it still takes at least one bullet per sword to use the ranged attack. Each sword can have two bullets loaded at a time.
Like with the normal weapon types, these rare weapons also have unique Driver Arts, which are listed in the Driver Arts chart below:
*Save: Dexterity save.
Like with the normal weapons, the type of damage dealt by the Driver Art is determined by your Blade’s Elemental Mastery.