Weapon Mage (5e Class)

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Weapon Mage[edit]

A group of bandits ambushed a man walking down the road late at night and threatened to kill him if he didn't hand over all his money. The man laughed and 4 daggers flew out from underneath his cloak and stabbed each of the men in the throat killing them all

On the battlefield, a soldier watches as a man sends swords flying at his opponents, then unleashes a hurricane of swords and weapons around him, cutting down dozens of people, and adding their weapons to the massive hurricane.

Weapon mages mix arcane magic and martial prowess to fight in combat, using magic to enhance and control weapons. They use magic to give them additional effects and to allow them to fly through the air at their opponents.

Steel Magic[edit]

Weapon mages control a special brand of arcane magic, devoting their lives and study to the control of weapons. They focus in a specific brand of Telekinesis to make weapons float around them, creating a dangerous field of blades and causing them to fight as if these weapons had a life of their own.

Creating a Weapon Mage[edit]


Quick Build

You can make a Sword Mage quickly by following these suggestions. First, Intelligence should be your highest ability score, followed by Dexterity or Strength depending on the weapons you want to use, and then Constitution. Second, choose the Soldier or Sage background.

Class Features

As a Weapon Mage you gain the following class features.

Hit Points

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

Proficiencies

Armor: Light armor, medium armor, shields
Weapons: Simple weapons, martial weapons
Tools: Smiths tools
Saving Throws: Intelligence, Wisdom
Skills: Choose two from Arcana, Athletics, Deception, Investigation, Insight, Intimidation, History, Perception

Equipment

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

  • (a) scale mail or (b) leather armor
  • (a) a rapier and a hand crossbow with 20 bolts or (b) two martial weapons
  • (a) explorer's kit or (b) dungeoneer's kit
  • a simple weapon, a shield and smiths tools
  • If you are using starting wealth, you have 3d4x10 gp in funds.

Table: The Weapon Mage

Level Proficiency
Bonus
Features Bonded Weapons
1st +2 Bonded Weapons, Sword Senses 1
2nd +2 Weapon Magic 1
3rd +2 Weapon Specialty 1
4th +2 Ability Score Improvement 1
5th +3 Weapon Cyclone, Eldritch Strike 2
6th +3 Steel Step 2
7th +3 Unseen Arsenal 2
8th +3 Ability Score Improvement 2
9th +4 Blade Barrier, Weapon Specialty 2
10th +4 Shielding Summon 2
11th +4 Blade Hurricane 3
12th +4 Ability Score Improvement 3
13th +5 Weapon Specialty 3
14th +5 Dancing Sword 3
15th +5 Arcane Sharpening 3
16th +5 Ability Score Improvement 3
17th +6 Weapon Specialty 4
18th +6 Weapon Explosion 4
19th +6 Ability Score Improvement 4
20th +6 Flurry of Weapons 4

Bonded Weapons[edit]

Starting at 1st level, you learn how to use magic to forge a powerful bond with your weapons. You start with one bonded weapon, but you gain more as you gain levels in this class.

Your bonded weapon can be any simple or martial melee weapon of your choice. When you make attacks with your bonded weapon, you can choose to use your Weapon Magic Attack modifier, to make your melee and ranged weapon attacks. In addition, you can add your Intelligence modifier to your damage rolls with the bonded weapon and with magic weapons.

Your bonded weapon remains stored into a pocked dimension until you decide to call it as a bonus action.

Some of your weapon features call for a saving throw or require an attack roll. In those situations, use the calculations bellow:

Weapon Magic DC = 8 + your proficiency bonus + your Intelligence modifier.

Weapon Magic Attack Modifier = your proficiency bonus + your Intelligence modifier.

Sword Senses[edit]

At 1st level, you can sense the world through the position of your weapon. As an action, choose one of your bonded weapons up to 100 feet of you. As long as you keep this concentration active, you gain blindsight of 30 feet, centered on your weapon's position, and is considered blinded and deaf of your own senses.

Weapon Magic[edit]

Starting at 2nd level, you learn how to enchant weapons, performing powerful tricks. You learn the following weapon magics:

Mantle of Swords. You can use your action to make a simple weapon with the light property to spin around you, cutting any enemy within range. All creatures within 5 feet must succeed on a Dexterity saving throw, or suffer damage equal to the damage of the weapon + your Intelligence modifier. You must be wielding the weapon.

Steel Tempest. You can use your action to hurl a piece of ammunition against a target within 120 feet of you. Make an attack, dealing the damage of the weapon + your Intelligence modifier on a hit.

Invisible Hand. While wielding a melee weapon, all your melee attacks are considered to have the reach property.

Weapon Specialty[edit]

At 3rd level, you chose a specialty. Choose between Shattered Blade and Arcane Blade , both detailed at the end of the class description. Your choice grants you features at 3rd level and again at 9th, 13th and 17th levels.

Ability Score Increase[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.

Weapon Cyclone[edit]

Starting at 5th level, whenever you use your weapon magic ability, you no longer need to be wielding the weapon. In addition, whenever you use any of your weapon magic as an action, you can use your bonus action to make an attack with your bonded weapon.

Eldritch Strike[edit]

Starting at 5th level, you can choose to enchant your weapon with arcane energy. All your attacks and features that use weapons are considered magical.

In addition, when you finish a short or a long rest, choose a damage type between the following: acid, cold, fire, lighting or thunder. Every time you make an attack, you can choose to deal damage of the chosen type with your bonded weapon, instead of the normal damage type. Starting at 11th level, you can choose to replace the damage to force damage.

Steel Step[edit]

Beginning at 6th level, you can throw any weapon you are proficient with up to a range of 60 feet. Weapons without the thrown property don't add your ability modifier to the damage.

When you throw a weapon, you can teleport to its position as a bonus action until the end of your turn up to a range of 60 feet. You can also always teleport to your bonded weapon position as an action, as long as you can see the weapon or feel through its senses, up to a range of 100 feet.

Weapon Forging[edit]

At 7th level, you can instantly materialize any weapon you are proficient with, using your action. The weapon is considered magical, for the purposes of overcoming resistance to magical damage. If you summon a ranged weapon, you can fire 10 pieces of ammunition before the weapon disappear in the air. Otherwise, the weapon lasts for 1 minute, or until dismiss it as a action or bonus action.

Shielding Summon[edit]

Starting at 10th level, you can summon a weapon to make a quick parry against an attack. Doing so requires a reaction, and will give you a bonus to your AC equal to your proficiency bonus until the start of your next turn.

You can use this feature a number of times equal to your Intelligence modifier, regaining the ability to do so after completing a long rest.

Blade Hurricane[edit]

Starting at 11th level, you can use any weapons that lack the heavy or two handed property on the spin. In addition, you can now spin two weapons on the spin of your mantle of swords, an throw two weapons with your steel tempest.

Blade Barrier[edit]

At 14th level, you can choose a melee weapon without the heavy or two handed property, to float around you and attack in a independently manner. The chosen weapon will make attacks against any creature that you do not declare as friendly within 5 feet of you.

A non-friendly creature will take damage equal to the weapon's damage every time it enters or start its turn within this area. The damage is considered magical, for the purposes of overcoming resistance to non-magical damage.

Arcane Sharpening[edit]

Starting at 15th level, you can cast magic weapon as a 6th level spell once, regaining the ability to do so after a short or a long rest.

Weapon Explosion[edit]

Starting at 18th level, you can choose a point you can see within 60 feet to cause your Mantle of Swords feature to happen.

Flurry of Weapons[edit]

Starting at 20th level, you can use all your bonded weapons to make a devastating flurry of attacks. Choose one creature within 60 feet and make one attack with advantage against it with your first bonded weapon. Hit or miss, you can then, swap of bonded weapon and make a second attack against another enemy within 60 feet of the last one, and keep jumping between enemies and attacks until you have attacked with the four bonded weapons.

Once you use this feature, you can't do it again until you finish a long rest.

Shattered Blade[edit]

Hands of Shattering

Starting at 3rd level, you gain the ability to charge objects and breaking them with arcane energy. You deal double damage when attacking objects, and as an action, you can make a melee spell attack against objects, dealing damage equal to half your level in this class.

Shattering Strike

Starting at 3rd level, you can sacrifice one of your bonded weapons to make a powerful attack. When you hit a creature, you can decide to deal additional damage equal to your Intelligence modifier x 1d10. The damage type is the same of the weapon damage. After this attack, your bonded weapon breaks.

Broken Shield

Starting at 9th level, whenever a creature hit you with an attack, you can magically throw one of your weapons on the way, reducing the damage. The damage reduction equals the weapon damage die + your Intelligence modifier. If the number rolled is higher than the damage dealt, subtract the number by the damage and deal the result as damage to the attacker. If the number rolled is equal or lower, you take the rest of the damage and the weapon is broken.

You can use this feature a number of times equal to your Intelligence modifier, being unable to do it again until you finish a long rest.

Shard Wall

At 13th level, when you finish a long rest, you can shatter one weapon and surround yourself with pieces of broken metal and wood, that act as a protective shield around you. The shard wall has a number of hit points equal to your level in this class + your Intelligence modifier. Whenever you take damage, the shard wall takes the damage instead. If the damage reduces the shard wall to 0 hit points, you take any remaining damage. In addition, you can choose to use your reaction on your turn, when you deal damage to a creature with a melee weapon attack, you can reduce a number of hit points from the shard wall to add to the damage roll of your weapon attacks or from your Weapon Magic tricks.

Whenever you break a bond weapon, you can absorb the fragments into the shard wall, without spending an action. The wall regains two hit points for each bond weapon broken.

Once you create the shard wall, you can't create it again until you finish a long rest.

Overcharged Blade

Starting at 17th level, you can use your bonus action to become a conduit of a powerful and volatile arcane energy, that makes any weapon you wield become extremely powerful until shattering. For 1 minute, any weapon you touches deal additional 3d6 damage, from the same damage type of the weapon, breaking with this energy at the end of your next turn.

For the duration, you can also overcharge a weapon, making it explode in shrapnel on a 30-foot radius centered on you, causing 3d8 piercing damage to any creature other than you on the area of effect that fails a Dexterity saving throw.

Any weapon shattered by this feature is instantly absorbed by your shard wall.

You can use this feature once, being unable to do so until you finish a short or a long rest.

Arcane Blade[edit]

Arsenal Magic

Starting at 3rd level, you learn a specific brand of spellcasting for weapons. When you finish a long rest, you can choose three of the following cantrips to cast at will: blade ward, true strike, magic stone, shillelagh, green-flame blade, booming blade, sword burst and mending. Intelligence is your spellcasting ability for these spells.

In addition, you can cast magic stone affecting any type of throwing weapon, and shillelagh affecting any melee weapon. Otherwise, the effects of these spells remain the same.

Energy Weapon

Starting at 9th level, arcane energy start's to coat permanently any bonded weapon you hold. You deal additional damage equal to half your Intelligence modifier (rounded down) with your attacks with the bonded weapon. You can choose between the following damage types: acid, cold, fire, lighting or thunder. You make this choice at the end of a short rest or a long rest.

At 13th level, the additional damage you deal increases to an amount equal to your Intelligence modifier, and you can also choose between necrotic and radiant.

Weapon Magician

Starting at 13th level, you start to write a special book containing weapon specific spells. This book contain the following spells: searing smite, wrathful smite, cloud of daggers, cordon of arrows, branding smite, spiritual weapon, blinding smite, magic weapon, elemental weapon, flame arrows, lighting arrow, staggering smite, and fabricate.

You can cast any of these spells as a 4th-level spell, a number of times equal to your Intelligence modifier. The fabricate spell can only be cast to create weapons. You regain the ability to do so after completing a long rest.

Weapon Archmage

When you reach the 17th level, you open a space on your spellbook for more powerful spells. You add to the book the following spells: animate objects, holy weapon, swift quiver, blade barrier and steel wind strike.

When you finish a long rest, you must prepare one of these spells. You can cast the prepared spell once, as a 7th-level spell, needing to complete a long rest before being able to do it again.

Weapon Animator[edit]

Weapon animator's are weapon mages capable of infusing life and consciousness into weapons, turning them into servants and capable defenders.

Dancing Blade

Starting at 3rd level, you learn how to infuse life into a weapon. As a bonus action, you can turn a weapon you are holding into a dancing blade. The dancing blade has the statistics of a flying sword. This flying sword is friendly to you and to your allies, and can move to any direction up to 30 feet of you.

If you are at any moment 30 feet away from the flying sword it falls on the ground and becomes a regular weapon. You can command the sword to take any action on its statblock, and the Dash, Disengage, Help and Dodge as a bonus action on your turn. When you command this weapon to attack, it deals damage equal to the chosen animated weapon damage.

Your dancing blade can use your Weapon Magic feature, using your Intelligence modifier. In addition, you take psychic damage equal to any damage suffered by this weapon.

Autonomy

Starting at 9th level, the artificial life of your weapon ignores limits for enchanted items. Your dancing blade is no longer subjected to the effects of the "Antimagic Susceptibility" trait. In addition, it becomes able to parry attacks made against it, causing any melee attack to have Disadvantage against it.

Precise Commands

At 13th level, whenever the dancing blade causes damage, it adds your Intelligence modifier (minimum 1) to the result.


Multiclassing[edit]

Prerequisites. To qualify for multiclassing into the weapon mage class, you must meet these prerequisites: 13 Intelligence

Proficiencies. When you multiclass into the weapon mage class class, you gain the following proficiencies: Light weapon, medium armor, shields, simple weapons, martial weapons, tinker's tools or smith's tools.

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