Bladelinked Archer (5e Class)
From D&D Wiki
- 1 Bladelinked Archer
- 2 Bladelinked Archer Class
- 2.1 Creating a Bladelinked Archer
- 2.2 Class Features
- 2.2.1 Table: The Bladelinked Archer
- 2.2.2 Bladelink
- 2.2.3 Dual Wielder
- 2.2.4 Bladeworks
- 2.2.5 Mana Stores
- 2.2.6 Reinforcement
- 2.2.7 Bladeknitting
- 2.2.8 Projection
- 2.2.9 Command Projection
- 2.2.10 Ability Score Improvement
- 2.2.11 Mana Aegis
- 2.2.12 Tactical Adaptation
- 2.2.13 Morpheus Blades
- 2.2.14 Unstable Projection
- 2.2.15 Blade's Edge
- 2.2.16 Six Blade Strike
- 2.2.17 Bladestorm
- 2.2.18 Infinite Bladeworks
- 2.2.19 Projection Tiers
"You understand the burden of remembering every blade you've ever seen They cut and slash away at my mind, trying to break out of me. I am the bone of my sword."
This class is meant to be played as a melee DPS or semi-ranged DPS. Members of this class make use of bladed weapons and bows to take down enemies, while summoning copies of weapons they have previously seen to bombard enemies. With no spellcasting ability, this class has very little in the way of reliable defensive options. High tier blade Projections allow you to make the most of your offensive abilities, but incautious use will result in quickly depleted mana. Without careful management of summoned blade Projections and mana reserves, this class can easily fall in battle.
The most important question when creating this class is whether your knowledge of weapons is considered a burden or a gift by your character. How much pride do they have in their ability to reproduce weapons owned by others? Also consider whether they place more importance on the use of a bow or their two dual wielded weapons in combat.
- Quick Build
Here are some suggestions for creating a quick Bladelinked Archer character. Ability scores should be chosen based on dexterity and strength. Charisma could be desirable for roleplaying an arrogant character of this class.
As a Bladelinked Archer you gain the following class features.
- Hit Points
Armor: Light armor, medium armor
Weapons: Simple and martial ranged weapons, simple and martial sword variants
Tools: Smith Tools
Saving Throws: Dexterity Strength
Skills: Choose 3 from: Acrobatics, Arcana, Athletics, Deception, Perception, Persuasion
You start with the following equipment, in addition to the equipment granted by your background:
- 2 scimitars
- (a) scale mail or (b) leather armor
- shortbow and a quiver of 15 arrows
- (a) A Explorer's Pack or (b) A Dungeoneer's Pack
- Starting wealth of 1d10
|1st||+2||Bladeworks, Dual Wielder, Bladelink||2|
|4th||+2||Ability Score Improvement, Mana Aegis||8|
|5th||+3||Morpheus Blades, Bladelink Slash||10|
|6th||+3||Dual Wielder (2)||12|
|7th||+3||Tactical Adaptation, Projection (2)||14|
|8th||+3||Ability Score Improvement, Mana Aegis (2)||16|
|9th||+4||Duel Wielder (3)||18|
|12th||+4||Ability Score Improvement, Mana Aegis (3)||24|
|15th||+5||Advanced Projection Command||30|
|16th||+5||Ability Score Improvement, Mana Aegis (4)||34|
|17th||+6||Six Blade Strike||38|
|19th||+6||Ability Score Improvement, Mana Aegis (5)||46|
You are magically connected to your main weapons. If you are ever holding one of these weapons, you may use a bonus action to Recall the missing weapon back to your empty hand. You may magically link to a new pair of weapons after a day or training/fighting.
At the 5th level, you gain the ability to use "Bladelink Slash" for free during this bonus action.
Bladelink Slash: After using Recall, your returning weapon may make a free attack against anything within 10-ft of it as it flies towards you.
You have become proficient at wielding two blades simultaneously and managing multiple weapons. You can draw or stow two one-handed weapons when you would normally be able to draw or stow only one. You may wield 2 weapons of the same kind together regardless of weight as long as they are a type of sword.
Starting at the 6th level, apply your ability modifier to both weapon attacks and gain +1 AC while holding both weapons.
Starting at the 9th level, you may attack with both weapons using one action.
After seeing any sword, axe or spear you have the ability to understand its structure and composition as if seeing a blueprint or design. An infinite number of replicas are then stored in your mind to be summoned later. Weapons analyzed in this way are recorded under spell slots 1-5 (called tiers), grouped based on damage and magical abilities of the original weapon (record damage, AC, Hardness and magical effects of each analyzed weapon). At 10th level you gain Advanced Bladeworks
Advanced Bladeworks: you have studied for a long time and there is no weapon in the world that can surprise you. Now you can store all kinds of weapons in your mind regardless of type.
Your body is infused with latent magical energy known as Mana (can be substituted for another form of energy at DM discretion). The maximum amount of mana you possess increases with your level, and is used by your abilities. Refresh half of maximum mana after a short rest, and all of your mana after a long rest.
Starting at the 2nd level, your body begins to manifest sharp blades that knit up wounded areas of your skin. Immediately after combat ends, regain HP equal to 1d8+ Bladelinked Archer class level. This ability refreshes after short and long rests.
Your latent magical power manifests in the ability to summon a projection of any weapon analyzed by "(Lv1) Bladeworks and (Lv10) ADvanced Bladeworks" from your Reality Marvel. Projections are identical replicas of the original weapons. The Projection emerges from 1-ft diameter portal anywhere within a 15-ft radius of you. Projections may be used as ammo in any type of bow.
Starting at the 3rd level, you may use a bonus action to summon a Tier 1 or 2 Projection, exhausting mana equal to the Projection's tier level. Only two Projection may be summoned/maintained at a time.
At the 7th level, you may use a bonus action to summon Tier 1-4 Projection, exhausting mana equal to the Projection's tier level. Additionally one identical Projections is summoned simultaneously during a summon Action at no extra mana cost. Only four Projection may be summoned/maintained at a time.
At the 13th level, you may use a bonus action to summon Tier 1-5 Projection, exhausting mana equal to the Projection's tier level. Additionally two identical Projections are summoned simultaneously during a summon Action at no extra mana cost. You may now have 6 Projections summoned/maintained simultaneously.
Projections vanish 1 hour after being summoned.
Projections are born from the essence of your being, and are controlled with your mind. Every projection can be moved freely in a 30-ft radius without using any action.
Starting at the 3rd level, you may command a Projection to do one of three things:
Deflect: When an you or an ally are attacked by a melee weapon or projectile within 30-ft of a Projection, you may use your reaction to command up to 2 Projections to attempt deflecting the attack. Make Dexterity saving throw against a DC = 15 - Projection Tier. On success add AC to the target of the attack equal to the higher Projection tier +1. Gain +2 on the check for each Projection attempts to deflect.
Launch: You may command up to 3 Projections to launch at any target within 30-ft from you as an Attack action. Make an attack roll, adding your dexterity modifier and adding 2 for each Projection launched. A Projection shatters on hit dealing damage equal to original weapon damage roll + Projection tier.
Load: When you make an Attack action with a any type of bow with a Projection already summoned, you may command a Projection to load itself into your weapon as ammunition. Gain +5 to the attack roll if using a Projection as ammunition and add 100-ft to the high range of the bow. On hit, add 1d6 for each Projection tier to the bow damage which affect everything in his path.
At 15 level you gain Advanced Command Projection.
Advanced Command Projection: Starting at level 15, Add dexterity modifier to all Projection damage rolls. You may now command up to 3 Projections with the Deflect 6 with the Launch commands and 2 with the load command.
Ability Score Improvement
When you reach 4th level, and again at the 8th, 12th, 16th and 19th level, you can increase one ability score of your choice by 2 or two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.
At the 4th level you gain to ability to deploy a shield of mana in times of desperate need. when you are targeted by a ranged attack or a damage spell from at least 10-ft away you may use a reaction to deploy a magical shield in the direction of your choice. The shield is made up of pure anergy and can't be deactivated from spells unless you fall unconcious. If the shield shatters, gain a level of exhaustion. Usage refreshed after a long rest.
At the 4th level, the shield costs 3 mana and absorbs 12 damage before shattering, and lasts until your next turn or shattering.
At the 8th level, the shield costs 5 mana and absorbs 25 damage before shattering, and lasts for 1 minute or shattering.
At the 12th level, the shield costs 7 mana and absorbs 40 damage before shattering, and lasts for 5 minutes or shattering.
At the 16th level, the shield costs 9 mana and absorbs 70 damage before shattering, and lasts for 10 minutes or shattering.
At the 19th level, the shield costs 12 mana and absorbs 100 damage before shattering, and lasts for 20 minutes or shattering.
Your experience and knowledge of spacing in combat has improved considerably. Starting at the 7th level, gain 10-ft of movement speed while all opportunity attacks made against you are taken with disadvantage.
Your affinity with weapons allow for nearly complete control over their form. Weapons you throw alter their shape to become more aerodynamic when thrown. Melee weapons without the 'Thrown' property gain it as "Thrown (range 20/60). Weapons that already possess this property gain advantage on their attack roll when thrown.
The imperfect copies of weapons you Project can become volatile, exploding on impact. Starting at level 11, you may spend 5 mana when summoning a non magical Projection to make it a Volatile Projection. Volatile Projection: They explode immediatly after hitting the target dealing additional damage equal to (Tier of Projection Level)d6's fire damage to everything in a 10ft radius but
Your speed and reactions have developed to be as fast as a slashing sword or flying arrow. Starting at the 14th level, gain one extra reaction, advantage on Initiative rolls and expertise in dexterity saving throws.
Six Blade Strike
Countless hours of training led you to discover an attack that approaches from multiple directions, cutting off all possible routes of escape. Starting at the 17th level, you may spend 10 mana to add +10 to an attack roll made with 6 projections during the launch attack. Must be done before rolling the attack dice. On hit add (Highest summoned Projection tier) * 2 d6’s to your damage roll.
Your mind is a tempest of blades. Starting at the 18th level, you may command. You can maintain up to 10 projection and attack up to five target simultaneously with any amount of projection if you have enough summoned. Moreover the launch and deflect command range is doubled.
You impose the crushing burden of your gifts onto the world, manifesting your mindscape in the physical plane.
Starting at the 20th level, you may spend 20 mana and manifest a space around you which contains an infinite number of Projections lasting for 3 rounds. The Deflect and Launch Command Projection abilities automatically use 5 and 10 Projections each during this time, and may be used even if you have 0 previously summoned Projections. The range for these action is considered infinite because the whole world is filled with your weapon's projections. You do not need to summon any Projections during the 3 rounds, but the tier level of each projection used for a Command Projection action is decided by rolling a d4 and adding 1. Any ability that costs mana is free during these rounds. Blade Knitting naturaly activates when you cast Unlimited bladeworks and at the end of evry of your turns. Once the Unlimited bladeworks ends you gain 3 level of exhaustion.
You may activate this ability even without the necessary mana only if the life of one or more people is in danger or if not doing so would allow evil to triumph with irreparable effects. if you do so the ablility last 5 rounds and when it ends you die.
Determine tiers based on the following:
Tier 1: Weapon deals damage with d4s
Tier 2: Weapon deals damage with d6s
Tier 3: Weapon deals damage with d8s or d10s
Tier 4: Weapon deals damage with multiple d10s or higher dice, and/or possesses minor magical properties (DM disgression)
Tier 5: Weapon is unique or one of a kind, regardless of damage, and/or possesses significant magical properties (DM disgression)