Blade Mage (5e Class)
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|"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
As a Blade Mage you gain the following class features.
- Hit Points
Armor: Light armor, medium armor, shields
Weapons: simple and martial weapons
Saving Throws: Dexterity, Charisma
Skills: Choose two from Acrobatics, Arcana, Athletics, History, Deception, Intimidation, and Persuasion
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) One martial weapon or (b) 2 simple weapons
- (a) 10x daggers or (b) A long bow and a quiver of 20 arrows
- (a) An explorer's pack or (b) An adventurer's pack
|Features||Spells Known||—Spell Slots per Spell Level—|
|1st||+2||Blade Bond, Blade Magic||1||—||—||—||—||—|
|2nd||+2||Fate's Protection, Spellcasting||2||2||—||—||—||—|
|4th||+2||Ability Score Improvement||3||3||—||—||—||—|
|6th||+3||Charged Strike (d4)||4||4||2||—||—||—|
|8th||+3||Ability Score Improvement||5||4||3||—||—||—|
|9th||+4||Charged Strike (d6)||6||4||3||2||—||—|
|10th||+4||Lingering Magic, Blade Magic (swift)||6||4||3||2||—||—|
|12th||+4||Ability Score Improvement||7||4||3||3||—||—|
|13th||+5||Charged Strike (d8)||8||4||3||3||1||—|
|14th||+5||Blade Magic (Elemental Fury)||8||4||3||3||1||—|
|16th||+5||Ability Score Improvement||9||4||3||3||2||—|
|17th||+6||Destiny of the Ill Fated||10||4||3||3||3||1|
|19th||+6||Ability Score Improvement||11||4||3||3||3||2|
|20th||+6||Destined for Greatness||11||4||3||3||3||2|
At 2nd 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.
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.
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
A blade mage can only learn Conjuration, Evocation, and Transmutation Spells from the Sorcerer's Spell List
- 1st Level
- 2nd Level
Aganazzar's scorcher, alter self, cloud of daggers, darkness, darkvision, dust devil, earthbind, enhance ability, enlarge/reduce, gust of wind, hold person, knock, levitate, Maximilian's earthen grasp, misty step, pyrotechnics, scorching ray, shatter, Snilloc's snowball swarm, spider climb, warding wind, web.
- 3rd Level
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 Level
- 5th Level
You have an incredible bond with your blades. Any weapon you have proficiency in can be used as your spellcasting focus if you attune to it. 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.
When you use your action to cast an evocation spell of 1st level or higher, you can charge a melee weapon you are holding with that spell instead of casting it immediately. The weapon retains the spell for a duration of 1 minute, after which it harmlessly dissipates. The spell also dissipates if you charge the weapon with another spell or are no longer holding the weapon.
Once a weapon is charged, you can use an action to make an attack with the weapon. Immediately after the attack is resolved, the weapon charge is expended and the spell is cast. If the spell targets a creature, the target of the weapon attack is the target of the spell. If the spell has an area of effect, it must include the target's space.
Starting at 2nd level, you have advantage on magic saves from spells that damage an area rather than a specific target.
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 18.
Beginning at 5th level, you can attack twice, instead of once, whenever you take the attack action on your turn.
Beginning at 6th level, your blade glows with magical energy when it isn't charged with magic. In addition while it is charged with a spell it can deal an additional 1d4 of relevant spell damage on a hit. The damage increases to 1d6 at 12th level, and to 1d8 at 15th level.
Magic Absorption Node
At 10th level, your weapon has the ability to absorb a foes magic that has targeted an ally. Make a Charisma save. If you beat the caster's/spell's DC, you have absorbed the spell. If it is an evocation, that spell is now charged in your weapon if it is not charged already. If your weapon is charged, the effects are negated. On a failed save the spell is redirected towards you (or the center of the effect is on your center) and you take the damage. You also have disadvantage on saving throws for spells higher than 5th level. you can only use this as many times as your charisma modifier rounded down, then you must complete a long rest to regain this skill. This does not work for cantrips.
Destiny Of The Ill Fated
Starting at 17th level, when you strike a creature with your blade magic, you can release a blue glow from your blade which imposes disadvantage on their saving throw for your spell. On a failed save they take an extra 1d6 per spell level of damage. you can use this once per day and then must complete a long rest.
Destined For Greatness
At 20th level, your devotion to the blade and the power it grants you has earned you favor. Once per day you can put all your magic power into your blade. When you cast a spell from it, you may choose to make the creature you target automatically fail its save. If the creature has a legendary resistance, it is nullified and must roll normally. In doing so you weaken your strength and roll with disadvantage with that weapon for one hour.
Master Of Blades
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. 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.
Elemental Fury.Starting at level 14 your elemental mastery has erupted and now any attack that you make against an opponent bursts out and does area of effect damage to any other enemy within 5 feet of you and your target. The area of effect damage is halved damage dealt to the primary target. Likewise, any effects of your broad sword are also applied as AOE on a successful hit (burning, paralysis, etc).
- 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.
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.
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 enhance your own skill. you have the ability to learn Cure Wounds, but can only use it on yourself. In addition, you can spend an bonus action to put a cantrip into your blade and use your blade magic normally. You can use this ability equal to your charisma modifier rounded down, and then must complete a long rest to regain it.
- Blade Of The Destroyer
When you reach 7th level, your strikes with your charged blades cause ruin. After a successful hit with your Blade Magic on a target, you gain advantage on attacks to that target for 1 hour, if you use the same weapon that released the magic.
- Forged in Blood and Steel
When you reach 11th level, you can regain a spell slot by offering your blood to your bonded weapon. When using this ability you can sacrifice 1d10 of health per spell slot level. Once done you regain the desired spell slot. Through blood, you gain victory.
- Brink Of Death
At 18th level, when you are on Death's door, you can activate one last surge. If you are at 1/4 your health you may roll your percentage dice. Depending on the dice roll you may cast the spell that corresponds with the number. This spell comes from the spells list your class can choose from but does not have to be a spell you know. This does not require an attack roll. Also for the level cast you lose that many hit points. If you cast a 5th level spell you lose 5 hit point. You may only use this ability once per day. 01-19 = 1st level 20-29 = 2nd level 30-39 = 3rd level 40-49 = 4th level 50-59 = 5th level 60-69 = 6th level 70-79 = 7th level 80-89 = 8th level 90-000 = 9th level
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.