Bladecaster (5e Class)

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The Bladecaster[edit]

An elf in armor spins his blade before ramming it into a bloodthirsty orc. Right as the rapier pierces him, a blinding light knocks the Orc back 30 feet. A crater of force detonates in his stomach, blasting him to smithereens.

A human, studying ancient texts before muttering an incantation and releasing a burst of pure force from his hand, searing thousands of enemies.

A Dragonborn smiles as he talks to the guards, his honeyed words convincing them to let him in. Walking with his sword near his belt, he easily makes it past the brigade of guards with nothing but his smirk.

The Bladecaster[edit]

A Bladecaster’s life is almost synonymous with adventure. There is always some piece of lore or knowledge long forgotten in the world, waiting to be unveiled by a Bladecaster. Furthermore, a Bladecaster's character background should incorporate the reasons they decided to pursue the art, as well as their various personal goals that drove them to endure the harsh training.*

(*)Bladecaster training is very harsh and rigorous, as it typically takes five years of training to perfect.

Creating a Bladecaster[edit]

nath-batemann-ake-the-hero-armour-2.jpg
Ake the Hero By Nath. Batemann

How did you first realize your potential for the arcane arts? Were you a soldier with untapped magical potential, discovered by another Bladecaster? Perhaps one of your ancestors was a member of a Bladecaster order and you found their bonded weapon and books. What Bladecaster order did you train under? Who was your mentor? What are the connections you made with other knights and what is the specific goal of your order? Were you groomed to be in the frontlines against abusers of magic, to become a teacher yourself and enlighten the future generations, or perhaps to undergo secret missions to recover lost artifacts? What techniques did you decide to dedicate yourself to, as you polish your unique way of fighting?

Quick Build

You can make a Bladecaster quickly by following these suggestions. First, Strength or Dexterity should be your highest ability score, followed by Intelligence. Second, choose the Soldier or Sage background. Third, choose Leather Armor, 1 Martial Weapon and a Shield, and an Explorer's Pack.

Class Features

As a Bladecaster you gain the following class features.

Hit Points

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

Proficiencies

Armor: Light armor, Medium armor, shields
Weapons: Simple weapons, martial weapons
Tools: None
Saving Throws: Constitution, Intelligence
Skills: Choose two from Acrobatics, Arcana, Athletics, Insight, Intimidation, Perception, or Stealth

Equipment

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

Table: The Bladecaster

Level Proficiency
Bonus
Features Spells Known —Spell Slots per Spell Level—
1st 2nd 3rd 4th 5th
1st +2 Spellcasting, Bind Weapon
2nd +2 , Fighting Style, Quick Cast, Arcane Strike 2 2
3rd +2 Arcane Archetype 3 3
4th +2 Ability Score Improvement 3 3
5th +3 Expeditious Blade 4 4 2
6th +3 Combat Caster 4 4 2
7th +3 Archetype Feature 5 4 3
8th +3 Ability Score Improvement 5 4 3
9th +4 6 4 3 2
10th +4 Archetype Feature, Scroll Magic 6 4 3 2
11th +4 Improved Magical Weapon 7 4 3 3
12th +4 Ability Score Improvement 7 4 3 3
13th +5 8 4 3 3 1
14th +5 Glorious Renown 8 4 3 3 1
15th +5 Archetype Feature 9 4 3 3 2
16th +5 Ability Score Improvement 9 4 3 3 2
17th +6 10 4 3 3 3 1
18th +6 Archetype Feature 11 4 3 3 3 1
19th +6 Ability Score Improvement 11 4 3 3 3 2
20th +6 Superior Magical Weapon 12 4 3 3 3 2

Spellcasting[edit]

Beginning at 1st level, you have split your time learning to hone your martial prowess as well as your arcane ability. You focused your study of magic on only those spells best suited to enhance your abilities when wading into combat. As a result, you learn a comparatively small number of spells, committing them to memory instead of keeping them in a spell-book.

Casting Spells

The Bladecaster table shows how many Spell Slots you have to cast your Spells of 1st level and higher. To cast one of these Bladecaster 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.

Spell Slots

The Bladecaster table shows you how many spell slots you have to cast your spells of 1st level and higher. To cast one of these 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

Intelligence is your spellcasting ability for your Bladecaster spells since you learn your spells through your understanding of magic. You use your Intelligence whenever a spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a Bladecaster spell you cast and when making an attack roll with one.

Spell save DC = 8 + your proficiency bonus + your Intelligence modifier

Spell attack modifier = your proficiency bonus + your Intelligence modifier

Spellcasting Focus

You can use an arcane focus as your spellcasting focus for your Bladecaster spells.

Bind Weapon[edit]

Starting 1st level, you learn how to forge a magical bond between you and a weapon. Whenever you finish a long rest, you can touch one weapon that you are proficient with. When you attack with that weapon, you can use your Intelligence modifier, instead of Strength or Dexterity, for the attack and damage rolls. This benefit lasts until you finish a long rest. If you find a magical weapon that requires attunement, you can bond with that weapon during the attunement process, without the need of finishing a long rest. You can only bind one weapon in this way

Fighting Style[edit]

Also at 2nd level, you adopt a style of fighting as your specialty. Choose one of the following options. You can’t take a Fighting Style option more than once, even if you later get to choose again.

Arcane Warrior

You learn two cantrips of your choice from the Wizard spell list. Whenever you gain a level in this class, you can replace one of these cantrips with another cantrip from the Wizard spell list.

Archery

You gain a +2 bonus to attack rolls you make with ranged weapons.

Defense

While you are wearing armor, you gain a +1 bonus to AC.

Dueling

When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon

Great Weapon Fighting

When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.

Two Weapon Fighting

Whenever you engage in 2 weapon fighting, you may add your ability modifier to the second attack

Quick Cast[edit]

At 2nd level, you gain the ability to increase the speed with which you weave spells. When you cast a spell with a casting time of an action, you can use your Quick Cast to change the casting time to a bonus action for this casting. You must then finish a short or a long rest to use this feature again.

Arcane Strike[edit]

Starting at 2nd level, you learn how to imbue your weapons with arcane power. Once per turn, when you hit a creature with a weapon attack, you can expend one spell slot to enhance an attack. Choose one of the following effects:

Forceful Spellstrike

Arcane force envelops your strike. The target takes force damage, in addition to the weapon's damage. The extra damage is equal to your Bladecaster level, plus 1d4 per level of the spell slot.

Shrouded Spellstrike

An aura of mist surrounds your weapon. Choose an additional target that is within 5 feet of the original target. They take the same amount of damage the original target does. This damage ignores resistances and immunities to damage.

Arcane Archetype[edit]

At 3rd level, you choose an Archetype that you strive to perfect. Choose between the Willcaster, Spellblade, or the Spellslinger, all described at the end of the class description. The archetype you choose grants you features at 3rd level and again at 7th, 10th, 15th, and 18th level.

Ability Score Improvement[edit]

When you reach 4th level, and again at 8th, 12th, 16th and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.

Expeditious Blade[edit]

Beginning at 5th Level, you can attack with your bound weapon twice, instead of once, whenever you take the Attack action on your turn.

Combat Caster[edit]

Your training with sword and spell alike has granted you the experience to expertly combine the two, even in the midst of combat. Beginning at 6th level, you can perform the somatic components of spells even when you have weapons or a shield in one or both Hands. Additionally, at the beginning of a long rest, you can initiate a 10-minute ritual with a weapon. After the ritual is completed, if your weapon is on the same plane of existence, you can summon your weapon as a bonus action on your turn, causing it to teleport instantly to your hand. Only two weapons can benefit from this feature at a time. If you attempt this ritual with a third weapon, the first one loses the benefits of this feature.

Scroll Magic[edit]

You learn how to create scrolls imbued with magic. Beginning at 10th level, you can transcribe any Bladecaster spell that you know into a scroll, by expending a spell slot with a level equal to the spell's level, as well as 2 hours and 50 gp for each level of the spell, in addition to any material components the spell already has.

Once you have created a scroll, it retains its magical potency for a number of days equal to your Intelligence modifier (a minimum of one). After this time has passed, the scroll loses its potency and becomes non-magical as the spell is lost.

Improved Bind Weapon[edit]

Beginning at 11th level, your magical weapon’s prowess increases. Whenever you hit a creature with an attack, it deals an additional 1d4 force damage. If the target has failed a saving throw against a spell you have cast against it since its last turn, is currently under the effects of a spell you have cast, or if you are concentrating on a spell, you deal an additional 1d8 force damage instead.

Glorious Renown[edit]

Beginning at the 14th level, your presence is magically enhanced, causing you to exude majesty and grace, increasing your persuasiveness. You can add your Intelligence modifier as a bonus to any Charisma check you make.

In addition, whenever you fail a Charisma check or a creature succeeds on a saving throw against one of your spells that cause the charmed or frightened condition, you can spend a spell slot of 2nd-level or higher as a reaction to reroll the check with Advantage or force the target to reroll the check with disadvantage.

Superior Magical Weapon[edit]

Beginning at 20th level, you master the art of weapon binding. Whenever you use your Bind Weapon feature, you can apply one of the following benefits to your weapon, lasting until your next long rest ends:

Weapon Aura

An aura of force surrounds you when your weapon is drawn. Whenever you begin your turn, enemy creatures within 5 feet of you take 1d8 force damage.

Arcane Alchemy

You magically change the physical properties of the weapon that made the weapon, making a cumbersome weapon lighter and easier to handle. If your bound weapon is a heavy or two-handed weapon, you can now wield it with one hand. In addition, when you take the Attack action and attack with it, you can make an additional attack using a bonus action.

Force Blade

Once per turn, when you hit a creature with your bound weapon, it deals an additional 2d8 force damage to it. This damage only applies to an unsheathed weapon, a sheathed weapon does not deal force damage.

Arcane Archetypes[edit]

Spellblade[edit]

Spinning a hammer, a dwarf rushes into battle faster than his companions, bashing the enemy with magically enhanced strikes. His swords a flash of steel, a dragonborn slashes the enemy three times before turning them to ash with a blast of fire.

Spellblades are Bladecasters that focus on martial prowess, using magic to enhance their combat skills.

Spellblade Magic

Starting at 3rd level, you learn an additional spell when you reach certain levels in this class, as shown in the Spellblade Spells table. The spells counts as a bladecaster spell for you, but it doesn't count against the number of bladecaster spells you know.

Spellblade Spells
Bladecaster Level Spells
3rd heroism, shield
5th branding smite, enhance ability
9th fly, haste
13th freedom of movement, staggering smite
17th banishing smite, steel wind strike
Bonus Proficiencies

When you choose this class at 3rd level, you gain proficiency with medium armor and Athletics.

Quick to Strike

Starting at 3rd level, at the start of your first turn of each combat, your walking speed increases by 10 feet, which lasts until the end of that turn. If you hit a creature with a weapon attack on that turn, the attack is infused with arcane magic, causing additional 2d8 force damage.

In addition, you add your Intelligence modifier as a bonus to your initiative rolls.

Arcane Eye

Beginning at 7th level, you learn how to observe your enemies. If you spend 1 minute observing an enemy (looking at them), you can learn one of the following details:

  • The Target's Armor Class.
  • The Target's current hit points.
  • The Target's Spellcasting Ability, if any.

You can't use this feature again on the same target for the next 24 hours.

Arcane Strike Improvement

At 10th level, you gain the following arcane strike options:

Disarming Spellstrike. Your weapon is encompassed with magic. Everyone with 10ft of your weapon (Besides you) must make a Dexterity saving throw. The DC is equal to your spell saving throw. On a failed save, the target is disarmed, takes 1d8 force damage, and is pushed 10ft away from you in a straight line. If they are forced against an object, such as a wall or table, they take an additional 1d8 bludgeoning damage.
Channeled Spellstrike. You channel a spell through your blade. Select a spell that requires an attack roll of first level or higher. On a hit, the target is affected by the spell and takes weapon damage as normal.
Agile Strikes

Beginning at the 15th level, your magic infuses your body with uncanny speed. When you take the Attack action or make an opportunity attack, you can make one additional attack as part of that action.

You can use this feature a number of times equal to your Intelligence modifier (a minimum of once). You regain all expended uses when you finish a long rest.

True War Magic

At 18th level, you have mastered the art of weaving spells while performing your deadly strikes. Once per turn when you take the Attack action, you can forgo one of your attacks to cast a spell with a casting time of an Action in its place.

Spellslinger[edit]

Observing the advancing army, a Halfling in a tree summons a swarm of meteors, instantly decimating the entire army. Assisting her companion, a Tiefling in Chain Mail imbues his strikes with magic power, helping her slice through the armor of an orc.

Spellslingers are ranged blade-casters, specialized in hurling both projectiles and spells towards their enemies. Followers of this specialization are also great blasters, that can unleash magical destruction in a huge area, devastating groups of opponents alone.

Spellslinger Magic

Starting at 3rd level, you learn an additional spell when you reach certain levels in this class, as shown in the Spellslinger Spells table. The spells counts as a bladecaster spell for you, but it doesn't count against the number of bladecaster spells you know.

Spellslinger Spells
Bladecaster Level Spells
3rd ice knife, magic missile
5th shatter, scorching ray
9th fireball, counterspell
13th freedom of movement, vitriolic sphere
17th conjure volley, destructive wave
Bonus Proficiencies

When you choose this class at the 3rd level, you gain proficiency with Arcana and one language of your choice.

Spell Slinging

Also beginning at 3rd level, you gain the following ability:

Whenever you level up, including 3rd level, you gain 1 spell point. You can use spell points to learn spells. A 1st level spell costs 1 point, a 2nd level spell costs 2 points, etc. You may use you points only during a short or long rest. You may also choose to save your points for later usage. Whenever you learn a spell this way, you also gain an equivalent spell slot (i.e 1st level spell, 1st level spell slot, etc).

Arcane Support

Beginning at 7th level, as a reaction, when one of your allies hits a creature with an attack, you may expend one use of your arcane strike and apply it to their attack.

Ranged Spell Prowess

Beginning at 10th level, each spell you cast has double its range. In addition, if you deal damage with a spell that has a range of 30 feet or higher, it deals an additional 1d8 force damage.

Arcane Volley

Starting at 15th level, you learn how to cast multiple spells simultaneously. Whenever you cast a spell of 1st-level or higher that a ranged spell attack, you can use your bonus action to cast a 1st-level spell that requires an attack roll, without using a spell slot.

In addition, you can add any spell of 2nd-level or lower that requires an attack roll, from any spell list, to your known spells. You can cast the chosen spell without expending a spell slot and without preparing the spell. You can do so a number of times equal to your Intelligence modifier (minimum of once), and you regain all expended uses when you finish a long rest.

Master of Magic

By 18th level, your arcane prowess know no bounds. You can choose two evocation spells of 5th-level or lower on the Wizard's spell list. Once, you can cast one of the chosen spells without expending a spell slot, and without providing the material component. Once you cast either spell with this feature, you can't cast that spell with it again until you finish a long rest.

In addition, you are immune to the damage of your own spells.

Willcaster[edit]

Moving her arms through the air to begin in incantation, an elf summons the power of fire, burning her enemies to ash. Quickly turning around, a Human clad in armor summons a magic shield, blocking the blast of fire.

Willcasters are versatile Bladecasters, that can tap on the power of the weave directly to extract the knowledge of the world. They can quickly adapt what they know by learning new abilities or spells that are more suited to every situation.

Willcaster Magic

Starting at 3rd level, you learn an additional spell when you reach certain levels in this class, as shown in the Willcaster Spells table. The spells counts as a bladecaster spell for you, but it doesn't count against the number of bladecaster spells you know.

Willcaster Spells
Bladecaster Level Spells
3rd comprehend languages, detect magic
5th mind spike, see invisibility
9th clairvoyance, intellect fortress
13th arcane eye, divination
17th skill empowerment, rary's telepathic bond
Versatile Knowledge

At 3rd level, when you choose this archetype, you have the ability to tap into the weave to access information temporarily. You learn one skill of your choice. Whenever you finish a short rest or a long rest, you can replace any skill you know with another skill.

Superior Knowledge

Also at 3rd level, you gain access to a vast arsenal of magic, managing to tap into the knowledge of other magical traditions. Choose one of the following classes: bard, cleric, druid, paladin, ranger, sorcerer, warlock, or wizard. This class’s spells become part of your Superior Knowledge spell list. You can choose an additional class and add its spells to your Superior Knowledge at 5th, 9th, 13th, and 17th levels.

You learn an additional 1st-level spell, that doesn't count against your maximum number of spells known. This spell must be from your Superior Knowledge spell list. When you reach certain levels in this class, you increase the number of Superior Knowledge spells that you know. You know an additional 2nd-level spell at 5th level, an additional 3rd-level spell at 9th level, an additional 4th-level spell at 13th level, and an additional 5th-level spell at 17th level. Whenever you gain a level in this class, you can replace one Superior Knowledge spell you know for another superior knowledge spell available to you.

When you cast a spell you’ve prepared using this feature, it’s considered to be an bladecaster spell for you, and Intelligence is your spellcasting ability for it.

Improved Versatility

Beginning at 7th level, you can use an action to replace a cantrip, spell or fighting style you know with a different cantrip, spell or fighting style from the bladecaster's list or your Superior Knowledge spell list. Once you use this feature, you can’t use it again until you finish a short or a long rest.

In addition, you gain proficiency in one saving throw of your choice. You can replace the chosen saving throw whenever you complete a long rest.

Master of Beguiling Speech

At 10th level, your Intelligence allows you to comprehend all languages. You can now speak all languages. You cannot, however, read or write in these languages.

In addition, you add suggestion to your number of spells known. You can cast suggestion once without spending a spell slot, at 2nd level being. You are unable to do so again until you finish a short or long rest.

Skill Mastery

At 15th level, you gain the become more experienced with practical adventuring. You gain proficiency with one skill or tool of your choice. Choose one of your skill or tool proficiencies. Your proficiency bonus is doubled for any ability check you make that uses the chosen proficiency.

In addition, you add the spell enhance ability to your list of known spells. You can cast enhance ability once without spending a spell slot, at 2nd level being. You are unable to do so again until you finish a short or long rest.

Spellweaving

At 18th level, you have achieved such mastery over certain spells that you can cast them at will. Choose a 1st-level spell and a 2nd-level spell that you know. You can cast those spells at their lowest level without expending a spell slot. If you want to cast either spell at a higher level, you must expend a spell slot as normal.

When you finish a long rest, you can exchange one or both of the spells you chose for different spells of the same levels.

Bladecaster Spell List[edit]

1st Level

burning hands, chromatic orb, detect magic, expeditious retreat, feather fall, longstrider, shield, thunderwave

2nd Level

blindness/deafness, enlarge/reduce, enhance ability, flame blade, heat metal, invisibility, magic weapon, mirror image, misty step, scorching ray

3rd Level

call lightning, elemental weapon, fear, fireball, glyph of warding, haste, lightning bolt, magic circle, slow

4th Level

banishment, dimension door, fire shield, greater invisibility, ice storm, stoneskin

5th Level

cone of cold, flame strike, hold monster, teleportation circle, wall of force

Multiclassing[edit]

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

Proficiencies. When you multiclass into the Bladecaster class, you gain the following proficiencies: Light Armor, Medium Armor, Shields, Simple Weapons, Martial Weapons

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