Core Crystal

Core Crystal

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:

Weapon

Damage

Range

Attributes

Role

Bit Ball

1d6 bludgeoning

Melee 5 ft., Range 20 ft.

Thrown

Healer

Chroma Katana

1d10 slashing

Melee 5 ft.

Finesse 

Tank

Ether Cannon

1d10 piercing

Range 100 ft.

Two Handed

Attacker

Great Axe

1d12 slashing

Melee 5 ft.

Two Handed, Heavy

Attacker

Knuckle Claws

1d6 bludgeoning

Melee 5 ft.

Twin Weapon, Light

Healer

Megalance

1d8 piercing

Melee 10 ft.

Reach

Attacker

Shield Hammer

1d12 bludgeoning

Melee 5 ft.

Two Handed, Heavy

Tank

Twin Rings

1d6 slashing

Melee 5 ft.

Twin Weapon, Light

Healer

*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.

Element

Effect

Element

Effect

Fire

You can add 1d6 fire damage to your weapon attacks

Earth

You can knock a target prone as a bonus action if you land an attack

Ice

You can add 1d6 cold damage to your weapon attacks

Wind

You can push a target 5 feet as a bonus action if you land an attack

Water

You can ignore resistance to magic weapons when making an attack

Electric

You can add 1d6 lightning damage to your weapon attacks

Dark

You can add 1d6 necrotic damage to your weapon attacks

Light

You can add 1d6 radiant damage to your weapon attacks

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. 

Weapon

Damage

Effect

Bit Ball

3d6 

Heal half the damage dealt to you, your blade, and one other ally.

Chroma Katana

3d10

You draw the target’s attention to yourself. If it makes any attacks on its next turn, they must be directed at you.

Ether Cannon

3d10

You push the target and any creature within 5 feet of it 10 feet in a direction of your choice.

Great Axe

3d12

You knock the target prone. (Save DC 10+STR+PROF)*

Knuckle Claws

3d6

You knock the target prone, and they cannot attack on their next turn. 

(Save DC 10+STR+Prof)*

Megalance

5d8

No secondary effect.

Shield Hammer

3d12

You push the target 10 feet from you.

Twin Rings

3d6

The target and any creature within 5 feet of it are knocked prone. (Save DC 10+STR+Prof)*

*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.)

Element

Attacker

Tank

Healer

Fire

You cause a 15 foot explosion in a space you can see within 60 feet of you, dealing 6d10 fire damage to any creature you choose in the space.

(Save DC 10+STR+PROF)

Any enemy within 30 feet of you that can see you takes 3d10 fire damage, and their attention is drawn to you. You gain +2 to AC for the round this is used.

You scorch one enemy within weapon range, dealing 4d6 fire damage. You and up to 5 allies are healed for half the damage.

Ice

You freeze one target in weapon range solid, dealing 4d10 cold damage. The target is then incapacitated for 1d6 rounds.

You create a wall of ice 5 feet in front of you and your Blade that is 5 feet thick and 10 feet wide. Any creature in the space the wall forms takes 3d10 cold damage and is shunted out into the nearest unoccupied space.

You drain blood from the limbs and extremities of one target within weapon range, dealing 4d6 cold damage. You and up to 5 allies are healed for half the damage.

Water

You slice through one target within weapon range with razor thin jets of water, dealing 6d10 slashing damage.

You use water to hold back one target within 5 feet of you, dealing 3d10 bludgeoning damage and reducing the damage that target does to you or your allies for 3 rounds.

You absorb water from one target you can see within weapon range, dealing 4d6 necrotic damage. You and up to 5 allies are healed for half the damage.

Dark

You call spirits from beyond to leech energy from any creature within 15 feet of you that you choose, dealing 6d10 necrotic damage.

(Save DC 10+STR+PROF)

You siphon vitality from one target within weapon range, dealing 3d10 necrotic damage. You gain +2 to AC for the round this is used, and reduce the target's AC by 2.

You leech energy from one target within weapon range, dealing 4d6 necrotic damage. You and up to 5 allies are healed for half the damage.

Earth

You move a giant boulder in a straight line for 60 feet. Any creature in this line takes 6d10 bludgeoning damage.

(Save DC 10+STR+PROF)

You create a wall of stone in front of you and your Blade that is 5 feet thick and 10 feet wide. Any creature in the space the wall forms takes 3d10 bludgeoning damage, and is shunted out into the nearest unoccupied space. 

You surround one target within weapon range in plants and foliage, dealing 3d6 piercing damage. You and up to 5 allies are healed for half the damage, and the target is restrained for 5 rounds.

Wind

You whip up powerful winds, dealing 5d10 bludgeoning damage to any target of your choice within 15 feet of you. The targets are also knocked prone.

(Save DC 10+STR+PROF)

You surround yourself and your Blade in powerful winds, dealing 3d10 slashing damage to any creature within 5 feet of you or your Blade. Any weapon attacks made against you on the round this is used are done with disadvantage. 

You remove the oxygen from the lungs of one target within weapon range, dealing 4d6 necrotic damage. You and up to 5 allies are healed for half the damage.

Electric

You cause a 15 foot electrical explosion centered on a space you can see within 60 feet of you. Any creature in this space takes 6d10 lighting damage.

(Save DC 10+STR+PROF)

You shock neurons in the brain of a target within weapon range of you, dealing 3d10 lightning damage. That target cannot move or take any actions on its next turn.

You cause the neurons of one target within weapon range to short, dealing 3d6 lightning damage. You and up to 5 allies are healed for half the damage, and the target cannot move or take any actions on its next turn.

Light

You summon a 15 foot star in a space within 60 feet of you. Any creature within the space of the star takes 6d10 radiant damage.

(Save DC 10+STR+PROF)

You and your Blade emit radiant light for 15 feet. Any creature within range that can see you is blinded and dealt 3d10 radiant damage.

You summon a small star inside the body of one target within weapon range, dealing 4d6 radiant damage. You and up to 5 allies are healed for half the 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.

Rare Blades

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.

Weapon

Damage

Range

Attributes

Role

Aegis Sword

2d6 slashing

Melee 5 ft.

Two Handed

Attacker

Dual Scythes

1d6 slashing

Melee 5 ft.

Twin Weapon

Attacker

Catalyst Scimitar

1d10 slashing

Melee 5 ft.

Finesse

Healer

Whipswords

1d8 slashing

Melee 10 ft.

Twin Weapon, Finesse

Tank

Big Bang Edge*

2d6 bludgeoning or 2d6 elemental mastery damage when used at range

Melee 5 ft., range 60 feet

Two Handed, Heavy

Attacker

Uchigatana

1d8 slashing or 1d10 slashing if used with 2 hands

Melee 5 ft.

Versatile

Tank

Dual Swords

1d8 slashing or 1d6 piercing if used at range

Melee 5 ft., range 100 ft.

Twin Weapon, Loading**

Attacker

Knives

1d6 slashing

Melee 5 ft.

Twin Weapon, Light

Healer

Monado

2d6 slashing

Melee 5 ft.

Two Handed

Attacker

*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:

Weapon

Damage

Effect

Aegis Sword

3d12

If the attack is made with advantage, and it lands, it is automatically a critical hit.

Dual Scythes

4d6

Any of the target’s allies within 10 feet of it take half the damage of the attack. (Save DC 10+STR+PROF)*

Catalyst Scimitar

3d10

Heals you, your Blade, and up to 2 other allies for half the damage dealt.

Whipswords

4d8

Your Dexterity score increases by 4 for the next minute.

Big Bang Edge

3d12

You make a ranged attack against the target. Any of the target’s allies within 10 feet of it take half the damage of the attack. (Save DC 10+CHA+PROF)*

Uchigatana

3d10

Your Dexterity score increases by 4 for the next minute.

Dual Swords

3d8

If the attack is made with advantage, and it lands, it is automatically a critical hit.

Knives

4d6

Heals you, your Blade, and one other ally for half the damage dealt. Becomes a critical hit on a 19 or 20.

Monado

3d12

Grants use of a D8 that can be added to an attack roll, skill check, or saving throw made one minute after the attack.

*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.

Leave a Comment

Your email address will not be published. Required fields are marked *

/* add by OCEANUS */