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.
- Answerer: Once per round, when you take damage from an enemy within 5 yards, the weapon wrenches itself free from your hand to strike that enemy and then returns to your hand. The enemy that enabled the use of this effect makes an Agility roll with 1 bane. On a failure, it takes 2d6 damage.
- Flame Kiss: When you attack with the weapon, flames erupt from it and burn until the combat ends or until you drop the weapon. A creature that takes damage from an attack you make with the weapon must succeed on a luck roll or catch fire (luck ends). If you get a failure on your roll to attack, one different enemy in reach must make an Agility roll. On a failure, it takes 1d6 damage from the flames.
- Ice Heart: When you attack with the weapon, intense cold radiates from it. A creature that takes damage from an attack you make with the weapon must succeed on a luck roll or become Strength impaired (luck ends).
- Life-Stealer: The weapon cackles and howls during combat. A creature that takes damage from an attack you make with the weapon must succeed on a luck roll or lose 1d6 Health. If the target loses Health, you heal damage equal to the amount of Health the target lost.
- Snake Tongue: When you attack with the weapon, foul poison bleeds from it. A creature of flesh and blood that takes damage from an attack you make with the weapon must succeed on a luck roll or become poisoned (luck ends).
- Spellbound: The weapon contains three novice spells of your choice. The spells can come from any traditions. The weapon holds the castings for these spells, and you can cast the spells while you wield the weapon as if you knew them. The weapon regains expended castings after you rest.
- Stormheart: When you attack with the weapon, it throws off sparks and crackles with electricity. You make rolls to attack metal targets or targets that are wearing medium or heavy armor with 1 boon. A creature that takes damage from an attack you make with the weapon must succeed on a luck roll or become vulnerable (luck ends).
- Vorpal: The weapon has a keen edge. Whenever you get a critical success on a roll to attack with the weapon, the target takes an extra 1d6 damage and you make a luck roll. If the result of the luck roll is 18 or higher, the target takes an extra 5d6 damage. If the damage causes the target to become incapacitated, it dies and you sever its head (or an appendage that serves a similar purpose).
- Wallbreaker: When you deal damage with the weapon, the target takes an extra 1d6 damage and grants 1 boon on rolls made to attack it until the end of the next round.
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.