Dungeons & Dragons Online

pact of the blade, and natural weapons

Content of the article: "pact of the blade, and natural weapons"

now on, some of you might be wondering what exactly I'm talking about, but the latest sage advice compendium has the following ruling:

Are natural weapons considered weapons?

Things designated as weapons by the rules, including natural weapons, are indeed weapons. In contrast, unarmed strikes are not weapons. They are something you do with an unarmed part of your body.

some of you might already be grasping what I'm talking about, but to make it more clear, let's have a look at pact of the blade.

Pact of the Blade

You can use your action to create a pact weapon in your empty hand. You can choose the form that this melee weapon takes each time you create it (see chapter 5 for weapon options). You are proficient with it while you wield it. This weapon counts as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.

Your pact weapon disappears if it is more than 5 feet away from you for 1 minute or more. It also disappears if you use this feature again, if you dismiss the weapon (no action required), or if you die.

You can transform one magic weapon into your pact weapon by performing a special ritual while you hold the weapon. You perform the ritual over the course of 1 hour, which can be done during a short rest. You can then dismiss the weapon, shunting it into an extradimensional space, and it appears whenever you create your pact weapon thereafter. You can't affect an artifact or a sentient weapon in this way. The weapon ceases being your pact weapon if you die, if you perform the 1-hour ritual on a different weapon, or if you use a 1-hour ritual to break your bond to it. The weapon appears at your feet if it is in the extradimensional space when the bond breaks.

if you look at the highlighted parts, you can see pact of the blade only cares that the Weapon you create is a melee weapon, making it so it cares not if the weapon is a simple or a martial melee weapon… or even a natural melee weapon.

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this effectively makes it so you are able to replicate the natural melee weapon of any creature, be it the claws of a tabaxi or the grappling appendages of a simic hybrid.. or even the claws of an ancient dragon.

even further, you also could just laugh at the face of the path of the beast barbarian as you can just use pact of the blade to replicate their rage-gained natural weapons. particularly amusing if you are a feylock and they went with the "A fey spirit gifted you with the ability to adopt different bestial aspects." explanation for their own power.

now on, this is understandably very silly, and is CERTAINLY not what was intended by the creator wizards, but still, it's now technically how it all works, which is great.

oh, and if you have a DM who allows you to use the oold ultimate pact weapon invocation, and also were to get a insignia of claws and an eldritch claw tattoo, you could have +5 tentacles

also, before anyone even mentions the "see chapter 5 for weapon options" bit, it says weapon options, not THE weapon options. if you say that's what causes this all to collapse down, that also would mean pact of the blade is unable to replicate the Double-Bladed Scimitar from Eberron: rising from the last war, as that too is not listed in chapter 5's weapon options.

hearing what manners of depraved thoughts this causes to resonate within your skulls would be quite interesting to hear, as well as if some interesting build concepts pop to mind

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Source: reddit.com

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