Inheritor

An ancient weapon of untold power made its way into your hands, most likely for some great deed you performed of a nature the weapon found compatible with its own aims. Upon taking up the weapon, you became an inheritor, one of a few individuals armed with a relic forged to accomplish some great and lasting end. The weapon offers you might, but do you have the courage to finish the work begun so long ago?
You either acquired the relic weapon recently or you have always had it with you and only now realize its potential. Nearly all relic weapons are swords, but other melee weapons are possible, if you prefer. You choose the weapon’s appearance.

Level 3 Inheritor

Attributes: Increase two attributes by 1 each.
Health: +8, Bonus Damage: +1d6
Relic Weapon: You acquire a relic weapon, which can be any melee weapon. The weapon is magical and immune to damage. The weapon grants 1 boon on your rolls to attack with it and its damage increases by 1d6, or 2d6 at level 9. Finally, while you are wielding the weapon and are not unconscious, the weapon imposes 1 bane on rolls to attack you.
Call Relic Weapon (Magical): You can use an action to cause your relic weapon to teleport to your hand from anywhere in the world.

Level 4 Inheritor

Health: +8
Magical Quality: You discover your relic weapon’s special quality. Choose one of the following varieties.

Level 6 Inheritor

Health: +8
Relic Weapon Strike (Magical): When you succeed on a roll to attack with your relic weapon, you can use this talent to deal an extra 4d6 damage. Once you use this talent, you lose access to it (luck ends).

Level 9 Inheritor

Health: +8, Bonus Damage: +1d6
Awakened Weapon (Magical): Your relic weapon has an Intellect and Will score of 10 each. The weapon knows three languages and can speak. The Sage decides the weapon’s personality and the ultimate purpose for which it was forged. Your attacks with the weapon deal an extra 1d6 damage.
If you become incapacitated, the weapon rises into the air and fights on your behalf until you are no longer incapacitated or you die. The weapon uses your rules, and has the Fly and Hover traits. Each time the weapon causes a creature to become incapacitated and you are within 15 yards of it, you heal 1d6 damage. If you die, this effect ends, and the weapon falls to the ground and becomes an ordinary weapon until another inheritor takes it up.