Living Weapon

Psychometabolism

Manifesting Time: 1 bonus action

Range: Self

Maintenance: Concentration, up to 10 minutes

Detection: Psychic, Visual (overt)

You fashion your bones or other body parts into weapons, such as bone claws. Visually, you can make multiple living weapons when you manifest the power, but the living weapon is considered to be a single weapon.

The living weapon is a simple weapon with which you are proficient, and you can use your manifesting ability modifier in place of your Strength on its attack and damage rolls. The living weapon can’t be disarmed, and doesn’t count as holding an object in your hand. It deals 1d6 damage on a hit which can be bludgeoning, piercing, or slashing (you choice when you manifest the power).

Should you lose concentration on the power, you can take a bonus action on your next turn to restore the power as if you never lost your concentration.


0. The living weapon’s damage die increases when you reach 5th level (1d8), and its critical damage increases by one die at 11th level (2d8) and 17th level (3d8).


1. While the power is in effect and when you use the Attack action to make an attack with the living weapon, you can take a bonus action to make another attack with the living weapon.


2. The living weapon gains a +1 bonus on attack and damage rolls and counts as a magical weapon for the purpose of overcoming damage resistance and immunity. It is still psionic and not magical for the purpose of dispel and suppression.

Empower. For every 4 additional power points you spend, to a maximum of 8, the bonus to attack and damage rolls increases by 1.


2 (Acid). A target hit with the living weapon must succeed on a Constitution saving throw or it takes 2d4 acid damage at the start of its next turn.

2 (Necrotic). A target hit with the living weapon must succeed on a Constitution saving throw or until the end of your next turn, it can’t regain hit points and takes 1 additional point of damage each time it takes weapon damage.

2 (Poison). A creature hit by the living weapon must succeed on a Constitution saving throw or become poisoned until the end of its next turn.


3. The living weapon deals you choice of an extra 1d4 acid, necrotic, or poison damage. You can take an augmentation of the same type.

Empower. For every 4 additional power points you spend, to a maximum of 8, the damage increases by 1d4.


4. Once during each of your turns, you regain hit points equal to half the damage the living weapon deals to a creature.


7. The living weapon causes creatures to bleed, provided they are capable. After a creature takes damage from the living weapon, it must succeed on a Constitution saving throw, or it takes 1d8 damage from blood loss at the start of each of its turns for 1 minute or until it regains hit points through magical or psionic means. A creature which uses its action and succeeds on a DC 10 Wisdom (Medicine) check with a healer’s kit also stops the bleeding.

A creature only suffers blood loss from the living weapons once on its turn.


11. When you hit a creature with the living weapon, you may take a bonus action to inflict 5d8 additional weapon damage. If this damage reduces the target to 0 hit points, you can make another attack with the weapon against a different creature within your reach.

If you spend at least 17 power points to augment the power, the bonus action deals an extra 5d8 damage on a critical hit.