Blade Mage (5e Class)

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Blade Mage[edit]

CHAos.png
"Only a fool charges headlong into battle"

Soldiers of destiny and beings of fate manifested, a blade mage knows they are set apart from the world, and that their fate is one of greatness. These magical warriors are capable of channeling their magic through their blades and unleashing terror through their strikes. Many tend to be arrogant, believing in their superiority over others. Some search for their unknown destiny, while others wait for their fate to be revealed.

Creating a Blade Mage[edit]

Class Features

As a Blade Mage you gain the following class features.

Hit Points

Hit Dice: 1d8 per Blade Mage level
Hit Points at 1st Level: 8 + Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + Constitution modifier per Blade Mage level after 1st

Proficiencies

Armor: Light armor, medium armor, shields
Weapons: Dagger, unarmed strike, shortbow, greatsword, longsword, rapier, scimitar, shortsword, longbow
Tools: None
Saving Throws: Dexterity, Charisma
Skills: Choose two from Acrobatics, Arcana, Athletics, History, Deception, Intimidation, and Persuasion

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

  • (a) Scale Mail armor or (b) Leather armor and a shield
  • (a) Any sword or (b) A longbow and a quiver of 20 arrows
  • (a) A shortsword or (b) A shortbow and a quiver of 20 arrows
  • (a) An explorer's pack or (b) An adventurer's pack

Table: The Blade Mage

Level Proficiency
Bonus
Features Spells Known —Spell Slots per Spell Level—
1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st +2 Spellcasting, Blade Bond 2 2
2nd +2 Blade Magic, Fate's Protection 2 3
3rd +2 Destiny 3 4 2
4th +2 Ability Score Improvement 3 4 3
5th +3 Extra Attack 4 4 3 2
6th +3 Charged Strike (d4) 4 4 3 3
7th +3 Destiny Feature 5 4 3 3 1
8th +3 Ability Score Improvement 5 4 3 3 2
9th +4 Charged Strike (d6) 6 4 3 3 3 1
10th +4 Lingering Magic, Blade Magic (swift) 6 4 3 3 3 2
11th +4 Destiny Feature 7 4 3 3 3 2 1
12th +4 Ability Score Improvement 7 4 3 3 3 2 1
13th +5 Charged Strike (d8) 8 4 3 3 3 2 1 1
14th +5 Blade Magic (lingering) 8 4 3 3 3 2 1 1
15th +5 9 4 3 3 3 2 1 1 1
16th +5 Ability Score Improvement 9 4 3 3 3 2 1 1 1
17th +6 Destiny of the Ill Fated 10 4 3 3 3 2 1 1 1 1
18th +6 Destiny Feature 10 4 3 3 3 3 1 1 1 1
19th +6 Ability Score Improvement 10 4 3 3 3 3 2 1 1 1
20th +6 Destined for Greatness 10 4 3 3 3 3 2 2 1 1

Spellcasting[edit]

At 1st level, you gain the ability to cast spells. You know a number of spells based on your blade mage level, and when you level up you can exchange a known spell for a spell you are able to cast.

Spell Slots[edit]

The Blade Mage table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these Blade Mage spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.

Spellcasting Ability[edit]

Charisma is your spellcasting ability for your blade mage spells, since the power of your magic relies on your ability to manifest your own destiny. You use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a Blade Mage spell you cast and when making an attack roll with one.
Spell Save DC = 8 + your proficiency bonus + your Charisma Modifier
Spell Attack Modifier = your proficiency bonus + your Charisma Modifier

Spell List[edit]

A blade mage can only learn Conjuration, Evocation, and Transmutation Spells from the Sorcerer's Spell List
1st: burning hands, catapult, chromatic orb, earth tremor, expeditious retreat, feather fall, fog cloud, ice knife, jump, magic missile, thunderwave, witch bolt, chaos bolt
2nd: alter self, Agnazzar's scorcher, cloud of daggers, darkness, darkvision, dust devil, earth bind, enhance ability, enlarge/reduce, gust of wind, hold person, knock, levitate, Maximilian's earthen grasp, misty step, pyrotechnics, scorching ray, shatter, Snillloc's snowball swarm, spider climb, wandering wind, web
3rd: blink, daylight, erupting earth, fireball, flame arrows, fly, gaseous form, haste, lightning bolt, Melf's minute meteors, sleet storm, slow, stinking cloud, wall of water, water breathing, water walk
4th: dimension door, ice storm, polymorph, storm sphere, vitriolic sphere, wall of fire, watery sphere
5th: animate objects, cloudkill, cone of cold, control winds, insect plague,immolation, telekinesis, teleportation circle, wall of stone
6th: arcane gate, chain lightning, disintegrate, investiture of flame, investiture of ice, investiture of stone, investiture of wind, move earth, sunbeam
7th: delayed blast fireball, etherealness, fire storm, plane shift, prismatic spray, reverse gravity, teleport
8th: earthquake, incendiary cloud, sunburst
9th: gate, meteor swarm, time stop, wish

Blade Bond[edit]

You have an incredible bond with your blades. Any weapon you have proficiency in that is not an unarmed strike can be used as your spellcasting focus if you meditate with it for 1 hour. You can have a maximum amount of blade bonds equal to your Charisma modifier (minimum of 1). In addition, you can provide the somatic component of spells with your blade. In order to disband a blade you have bonded with, you must spend 8 consecutive hours with the weapon that is replacing the current blade.

Blade Magic[edit]

At 2nd level, you can channel your spells through your blades. You can charge your blade with a spell as a bonus action with arcane energy. When you attack, you only make a single attack with your charged blade. After the attack resolves, it releases the spell that was cast upon it. The attack is always centered on the target if it has a radius. Otherwise it begins at the target's location (if there are multiple attacks or areas only the first must be centered on the target). You may only use this feature with Evocation spells that do not require concentration. Using Blade Magic with a 6th level spell or higher is highly taxing. Once the spell triggers, make a constitution save (DC: 6th:11, 7th:12, 8th:13, 9th:14). If you fail, you receive 1 level of exhaustion. At 10th level, when you attack with a charged blade you can use all of your available attacks, although your spell is still released after an initial attack connects. At 14th level, you can hold onto the spell until the end of your turn or when your last attack connects.

Fate's Protection[edit]

Starting at 2nd level, you have advantage on magic saves if you cast the spell. Additionally, if you succeed on your spell's saving throw you take no damage. You recover your levels of exhaustion caused by this class when you take a long rest. When you take a short rest, you recover 1d4 exhaustion levels.

Destiny[edit]

At 3rd level, you choose a destiny that fate has bestowed upon you: Master of Blades, Mystical Bulwark, or Prophetic Seeker. You gain additional features from your destiny at levels 7, 11, and 15.

Extra Attack[edit]

Beginning at 5th level, you can attack twice, instead of once, whenever you take the attack action on your turn.

Charged Strike[edit]

Beginning at 6th level, your blade glows with magical energy while it is charged with a spell. While charged, it deals an additional d4 of relevant spell damage and your blade becomes magical for the purpose of overcoming resistance. The damage increases to a d6 at 9th level, and to a d8 at 13th level.

Lingering Magic[edit]

At 10th level, spells released from your blades cause a lingering energy to radiate around you. Until the end of your next turn, after you have used Blade Magic you can attempt to copy an Evocation spell that targets only you or an ally within 10 feet as a reaction. This can cause the spell to detonate prematurely or to attack you instead. In order to copy a spell, make a Charisma save. If you beat the spell's DC, you capture the spell and treat it as if you had cast it on your blade, but it must be released from your blade at the end of your next turn. This does not affect cantrips and you can only capture up to a level 5 spell. You can only have 1 spell copied at a time.

Destiny Of The Ill Fated[edit]

Starting at 17th level, when you strike a creature with your blade magic, you can use your reaction to cause them to fail their save for your spell (prior to rolling). You can use this feature once a day.

Destined For Greatness[edit]

At 20th level, your Blade Magic can mix with your spells in powerful ways. Whenever you cast an 8th or 9th level spell through your blade, pure arcana magic ripples through your body. You become a shimmering outline as magic crackles through you. This lasts until the start of your next turn. You can make up to 4 attacks when you take the attack action. Additionally, you regain your reaction on every turn while this effect goes on. You can use your reaction to move up to 10 feet without provoking an attack of opportunity or to make an attack.

Destiny[edit]

Master Of Blades[edit]

True masters of precise martial arts, a Master Of Blades has spent years honing both melee and ranged combat and carry their own signature abilities. When they strike you with their signature moves or you see their unique fighting styles, you know you face a warrior unlike any other. Blade masters focus more on physical combat then they do their own magic, preferring to have their weapons sparking with spells while in the thick of combat.

Master Swordsman

At 3rd level, your peerless skill with the sword is unparalleled. Choose one signature move or style. Each move must be executed with a melee weapon if it involves an attack.

Braver. You may make a bonus action to leap into the air with massive strength. Make an athletics or acrobatics check plus your strength score divided by 4 for distance in feet jumped vertically. You may choose to end your jump with an attack (assuming you have the attacks left in your action). If you do, add 1d6 for every 5 feet jumped in force damage to the attack. After using this ability, make a constitution check of DC 10 plus the amount of times that this feature has been used since a long rest). If you fail, you suffer 1 level of exhaustion.

Legendary Swordsmanship. (Requirement: 18 strength or 18 dexterity) Your unusual strength and nimbleness with massive weapons is incredible. You wield blades as though you were one size larger. Heavy weapons may be wielded one handed and you may wield a blade as a light finesse weapon if you have one hand free.

Unending Assault. You continuously strike a foe until they dodge your ferocious barrage. As a bonus action, after all your attacks in a round have connected against one target, you can make additional attacks until you miss. You must target the exact same target as before. The maximum amount of additional strikes is equal to half your blade mage level (rounded down). After each additional strike, the target may make a dexterity save against your spell DC to stop the assault. After you use this ability, make a constitution save of DC 10 and add the amount of times this feature has been used since a long rest times 2. If you fail, you suffer one level of exhaustion and can't use this feature again until you finish a long rest.

Legendary Sniper

At 7th level, your skill with the bow has become legendary. Choose one signature move or style. Each move must be executed with a ranged weapon if it involves an attack.

Hail of Arrows. As a bonus action, you improve your reflexes to the limit of your body's capabilities. You can then take an action to fire a single piece of ammunition within your maximum range with the weapon at every single target in your range. You ignore half and three-quarters cover and do not have disadvantage when firing at range. You may use this feature once and regain it after a short rest.

Unforgiving Presence. If you are wielding a shortbow or longbow and a hostile creature within 30 feet of you moves more than 30 feet away from you, you can use your reaction to make an opportunity attack against that creature. When you make this attack, the target is treated as having at least half cover.

Strike of Deadly Accuracy. As a bonus action, you grant yourself advantage with your next ranged attack until the start of your next turn. If this attack hits the target it is a critical hit. They must then make a dexterity save against your spell casting DC. If they fail, the damage is doubled. You can use this feature once and regain it after a short rest.

Bonds Of Destiny

At 11th level, your bond with your weapons improves. All bonded weapons may be returned to your side or to your hand (if you have a free hand). As a bonus action on your turn or as a reaction, your melee weapons gain the throwing property of 20/60 and you can strike with your bow as if it were a quarterstaff wielded in both hands (you are considered proficient in this type of attack) if you attack within 5 feet of a target.

Phase Blade

Starting at 18th level, you may use a bonus action to enhance one attack with ethereal energy. When you make this attack, you ignore their normal AC and instead their AC becomes 10 plus their dexterity modifier. If your attack connects, they take an additional 6d6 force damage, then make a constitution save DC against your spell save DC. If they fail, they receive three levels of exhaustion. At the end of each of their turns, they recover from one exhaustion level. You can use this feature once a day.

Mystical Bulwark[edit]

Your years of training have taught you that offense is good, but defense is superb. Mystical Bulwarks tend to be face to face with their opponents, flinging their shields about and vanishing from sight, typically to get up close for a better tactical position. They are known to carry a shield, sometimes even two. After all, if you are going to be up close and personal, why not be as well protected as possible? They prefer proper positioning and advantageous movement enhanced by magic as opposed to mindless hacking and slashing.

Armored Mystic

At 3rd level, you gain the ability to attack with your shield efficiently and may wield 2 shields at once. A shield wielded this way deals 1d6 bludgeoning or slashing damage (as long as it is metal) and counts as a weapon you are proficient with. You can use your bonus action to attack with the shield as though you were wielding a light weapon. You also gain proficiency in heavy armor. While you are wielding a shield, you take only half damage if you fail a spell save that you had cast.

Vanishing Death

Starting at 7th level, you can throw your shield at a range of your strength modifier times 10 as an attack. Additionally, when you do this you may teleport to your shield and grab it 5 feet away from its impact in an unoccupied area at a maximum of 60 feet. Your shield must be visible to you when it hits an object to do this. You can use this feature a number of times each day equal to your Charisma modifier.

Shifting Destinies

When you reach 11th level, you can use your bonus action to choose a creature within 60 feet. They must make a wisdom saving throw. Choose another creature in range that makes the same save. A creature may choose to fail this save. If both fail their positions are switched. You can use this feature a number of times per day equal to your Charisma modifier (minimum of 1).

Armor Of The Destined One

At 18th level, you may use a bonus action to cause your armor to temporarily disappear into an unknown plane of existence. Magical energies wrap your body and create pure arcane armor (forms as the user's wish) with massive wings. The armor shines bright light for 120 feet and dispels magical darkness. You gain resistance to all damage and immunity to piercing damage. Your AC improves by 5 and you are under the effects of the haste (The AC bonus from Haste is already applied) and fly spell. This lasts for 1 minute. You can use this feature once per day. When the affect ends you receive 1 level of exhaustion and must make a constitution save of DC 15 or receive another level of exhaustion.

Prophetic Seeker[edit]

A Prophetic Seeker believes that one should always have an ace in the hole and can bend their own destinies by pushing themselves to the absolute physical and mental limit. Seekers see themselves as the last line of defense against a terrible fate and so they spend their time meditating and finding new ways to rise against insurmountable odds.

Pursuer Of The Arcane

Starting at 3rd level, you have obtained the ability to effect the environment around you at will. You gain 2 cantrips of your choice between Control Flames, Gust, Mold Earth, and Shape Water (Found in the Player's Companion). At 7th level, you can choose one additional cantrip and at 11th level you gain the last cantrip.

Blade Of The Destroyer

When you reach 7th level, your strikes with your charged blades cause ruin if they strike. If you strike an enemy while your blade is charged with magic you can apply disadvantage to your spell's DC save if it has one (you decide prior to releasing the spell). After you use this feature, you must make a constitution save of DC 12 or receive 1 level of exhaustion.

Forgotten Magic

When you reach 11th level, you can use your action to cast any spell you have spell slots for on any spell caster's list (you cannot use this to cast a spell you know and cannot cast higher than level 6 spells). Casting time must be 1 action or a bonus action. After you use this feature, you must make a constitution save of DC 10 plus the spell's level or suffer 1 level of exhaustion.

Brink Of Death

At 18th level, you gain the ability to focus your entire being into focused arcane energy. You can use an action to take a last stand. You can only use this ability when you are missing at least half of your hit point maximum and are under at least 1 level of exhaustion. When this ability is activated, you are cleansed of every level of exhaustion. Double the amount of levels of exhaustion you previously had (1 level = 2). You can cast any spell from any list if the spell slot required is equivalent to your new exhaustion pool. If you have 5 levels of exhaustion you are fully healed. After your turn, roll 1d4. After that many rounds your exhaustion level is set to 5 and you cannot cast any spells or activate any class features until you take a long rest.

Multiclassing[edit]

Prerequisites. To qualify for multiclassing into the blade mage class, you must meet these prerequisites: Strength or Dexterity: 13, Charisma: 13

Proficiencies. When you multiclass into the blade mage class, you gain the following proficiencies: light armour, medium armour, shields, and 1 weapon proficiency.


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