RPG

6 Spiritual Weapon Feats

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Publisher's blurb: Sometimes rules supplements read like the world-setting bible of frustrated novelists. While solid world-building is a useful skill, you don’t always need four paragraphs of flavor text to tell you swords are cool, magic is power, shadows are scary, and orcs are savage. Sometimes a GM doesn’t have time to slog through a page of history for every magic weapon. Sometimes all that’s needed are a few cool ideas, with just enough information to use them in a game. Sometimes, all you need are bullet points. 1 With A Bullet Point is a line of very short, cheap PDFs each of which gives the bare bones of a set of related options. It may be five spells, six feats, eight magic weapon special abilities, or any other short set of related rules we can cram into about a page. Short and simple, these PDFs are for GMs and players who know how to integrate new ideas into their campaigns without any hand-holding, and just need fresh ideas and the rules to support them. No in-character fiction setting the game world. No charts and tables. No sidebars of explanations and optional rules. Just one sentence of explanation for the High Concept of the PDF, then bullet points. The High Concept: Feats that allow spellcasters using the classic and venerable spiritual weapon spell (and, if the GM wishes, spiritual ally) to have as many options as characters who use material weapons. The feats included are: Large Spiritual Weapon [Metamagic]: You can make your spiritual weapons larger. Spiritual Arcana: You can combine your knowledge of magic weapons with your ability to evoke a spirit weapon. Spiritual Arsenal: When you call upon the weapons of your god, they take the form you desire. Spiritual Sheath: You can put away a spiritual weapon, for use later. Spiritual Specialization: You can enforce your spiritual weapon spell with other aspects of your nature. Two-Spirit Fighting: You can summon and direct twin spiritual weapons.

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