3rd-level Relic Knight feature
(From Setting Document)
Relic Knights are warriors who have bonded with a piece of pre-Unveiling technology—a weapon, suit of armor, or other relic—creating a symbiotic relationship between fighter and artifact. The relic is semi-sentient, with a will of its own, and the knight must balance their own desires with those of their ancient companion. This is not mere equipment—it is partnership.
Relic Bond
When you choose this archetype at 3rd level, you bond with a relic. Work with your DM to determine the relic's history and personality. The relic can be:
- A Weapon: Any martial weapon that is now a sentient magic item.
- Armor: Any type of armor that is now a sentient magic item.
- A Shield: A shield that is now a sentient magic item.
Your relic has the following properties:
- It is a +1 magic item.
- It is sentient, with an Intelligence, Wisdom, and Charisma score of 10. It can communicate telepathically with you.
- It cannot be disarmed or removed from you against your will.
- If lost or destroyed, it reforms in your possession after 1d4 days.
The relic's bonus increases to +2 at 10th level and +3 at 18th level.
Relic Awakening
At 3rd level, your bond with the relic grants you power. Choose one of the following awakenings:
- Offensive Awakening: When you hit with a weapon attack using your relic, you can deal an extra 1d6 damage (your choice of fire, cold, lightning, or force). This damage increases to 1d8 at 10th level and 1d10 at 18th level.
- Defensive Awakening: While wielding or wearing your relic, you have a +1 bonus to AC. This bonus increases to +2 at 10th level and +3 at 18th level.
- Utility Awakening: Your relic can cast one cantrip (your choice from any spell list). Intelligence is the spellcasting ability for this cantrip. At 10th level, your relic can cast one 1st-level spell once per long rest. At 18th level, it can cast one 2nd-level spell once per long rest.
Symbiotic Resilience
At 7th level, your bond with the relic fortifies you. You gain the following benefits:
- You have advantage on saving throws against being charmed or frightened.
- When you are reduced to 0 hit points while wielding or wearing your relic, you can choose to drop to 1 hit point instead. Once you use this feature, you can't use it again until you finish a long rest.
Relic Mastery
At 10th level, you and your relic have achieved deep synchronization. You gain one additional awakening from the Relic Awakening list (choose a different one from your original choice). If you chose Offensive Awakening initially, for example, you could now also choose Defensive or Utility Awakening.
Additionally, your relic develops a personality quirk or special ability. Work with your DM to determine what this is. Examples: it can detect nearby aberrations, it glows when enemies are within 60 feet, it can speak one additional language, etc.
True Symbiosis
At 15th level, you and the relic have become one. You gain the following benefits:
- Your relic's bonus to attack rolls, damage rolls, or AC (depending on what it is) increases by 1.
- You can communicate telepathically with any creature within 30 feet, as long as you're wielding or wearing your relic.
- Once per long rest, you can ask your relic for guidance. The DM provides you with a helpful piece of information or advice related to your current situation (similar to augury or divination, but more conversational).
Eternal Bond
At 18th level, you and your relic are inseparable. You gain the following benefits:
- If you die while bonded to your relic, your consciousness is transferred into it. You become a sentient magic item, retaining your Intelligence, Wisdom, Charisma, personality, and memories. A new wielder can bond with you (and you can communicate with them), or magic such as resurrection can return you to a body.
- While alive, you can summon your relic to your hand from up to 1 mile away as a bonus action.
- Your relic gains a powerful ability. Work with your DM to design this. Examples: once per day, it can cast a 5th-level spell; it grants you resistance to all damage for 1 minute once per long rest; it can transform into a different weapon or armor type as an action.