Blade Mage (5e Class)

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Blade Mage[edit]

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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[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: simple and martial weapons
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) 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

Table: The Blade Mage

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

Spellcasting[edit]

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.

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 Level

Burning hands, catapult, chaos bolt chromatic orb, earth tremor, expeditious retreat, feather fall, fog cloud, ice knife, jump, magic missile, thunderwave, witch bolt.

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

Dimension door, ice storm, polymorph, storm sphere, vitriolic sphere, wall of fire, watery sphere.

5th Level

Animate objects, cloudkill, cone of cold, control winds, insect plague, immolation, telekinesis, teleportation circle, wall of stone.

Blade Bond[edit]

You have an incredible bond with your blades. Any weapon you have proficiency in can be used as your spellcasting focus. Your blades can be dismissed and summoned by voice command within 5 feet of you. It is intangible until you touch it. You may alter the size and shape of your weapon. Treat the size increases as you would a creature but the weight for only for you doesn't change. You can have a maximum amount of blade bonds equal to your Charisma modifier (minimum of 1).

Blade Magic[edit]

When you use your action to cast an evocation spell , 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.

Once a weapon is charged, you can use an action to make an attack with the weapon. Immediately after the attack is resolved, 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.

Fate's Protection[edit]

Starting at 2nd level, you have advantage on magic saves. When you would gain a condition by failing a save you can expel one hit die and you don't. If you are holding a bonded weapon increase, your AC by 2.

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 18. You also gain a second destiny at level 6.

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 when it isn't charged with magic. In addition while it is charged with a spell it can deal an additional 3d8 of a damage of your choice on a hit. The damage increases to 4d8 at 12th level, and to 3d12 at 15th level.

Magic Absorption Node[edit]

At 10th level, your weapon has the ability to absorb a foes magic. 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.

Destiny Of The Ill Fated[edit]

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[edit]

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.

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 two signature moves or styles. 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 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 1d12 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 as a light finesse weapon.

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 you use this ability, make a constitution save of DC 10 and add the number of times this feature has been used since a long rest. 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 two signature moves or styles. 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 ammunition within your maximum range with the weapon at every single target in your range. You have advantage on every shot and can fire as long as you have ammunition. You ignore all 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 ranged or throwing weapon and a hostile creature within 30 feet of you moves more than 5 feet, you can use your reaction to make an opportunity attack against that creature.

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 7th 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 40 feet of a target.

Elemental Fury.Starting at level 10 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 30 feet of you and your target.Roll damage for each creature. Likewise, any effects of your broad sword are also applied as AOE on a successful hit (burning, paralysis, etc).

Phase Blade

Starting at 14th 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 8 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 four levels of exhaustion.

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 10th 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 14th 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 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 6th 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 and crit on a 18 or 19 on that target for 1 hour, if you use the same weapon that released the magic.

Forged in Blood and Steel

When you reach 10th level, you can conjure a spell slot of any level by offering your blood to your bonded weapon. When using this ability you can sacrifice 1d12 of health per spell slot level. Once done you conjure the desired spell slot and can cast any spell that your class can learn. You lose the spell slot after 1 hour after conjuring it. Through blood, you gain victory.

Brink Of Death

At 14th 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 any spells list you 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 up to your Charisma modifier 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

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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