Blade Mage (5e Class)

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Blade Mage[edit]

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"Only a fool charges headlong into battle"

Soldiers of both blade and arcane, a blade mage is trained in all aspects of battle. 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 master the art of death, whilst others focus their arcane prowess on preservation.

Creating a Blade Mage[edit]

A Blade Mage is a master of both martial combat and arcane magic, wielding their weapon as an extension of their will. Unlike traditional spellcasters, Blade Mages infuse their attacks with magical energy, allowing them to strike with unparalleled precision and power. They channel their spells directly through their weapons, making every swing not just a physical attack, but a magical onslaught as well. This unique ability allows them to merge the worlds of swordplay and sorcery, and adapt to most situations.

The strength of a Blade Mage lies in their versatility. They can engage in close-quarters combat while also unleashing devastating spells that can cripple or overwhelm their foes. This duality enables them to control the flow of battle, switching between offense and defense with ease. As frontline warriors, Blade Mages excel in protecting their allies and exploiting enemy weaknesses, making them valuable assets in any adventuring party.

Although Blade Mages possess a great level of versatility on the battlefield, dipping into two completely different arts of battle means they lack the ability to master either, as they can neither bask in the huge growth and might of a war nor grasp the full prowess of a mage.

In creating a Blade Mage, consider their motivations and background. Are they a disciplined soldier trained in the arts of combat and magic, or perhaps a rogue adventurer who discovered the power of their weapon during a fateful encounter? They might be a noble seeking to uphold justice, or a mercenary looking to carve out their own legacy. Regardless of their past, a Blade Mage is defined by their commitment to blending steel and sorcery, leaving a lasting impact on the battlefield.


Quick Build

You can make a blade mage quickly by following these suggestions. First, Either strength or constitution should be your highest ability scores, followed by Charisma and Dexterity. Second, choose the soldier background.

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, heavy armor, shields
Weapons: simple and martial weapons
Tools: None
Saving Throws: Constitution, Charisma
Skills: Choose two from Acrobatics, Athletics, History, Deception, Insight, Intimidation, Persuasion, and Perception.

Equipment

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

  • (a) Chain 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 Cantrips Known Spells Known —Spell Slots per Spell Level—
1st 2nd 3rd 4th 5th
1st +2 Blade Bond, Fighting Style 0 0
2nd +2 Blade Magic, Spellcasting 3 2 2
3rd +2 Arcane Ward, Destiny 3 3 3
4th +2 Ability Score Improvement 3 4 3
5th +3 Extra Attack (x1) 3 4 4 2
6th +3 Charged Strike (1d8) 3 4 4 2
7th +3 Destiny Feature 3 5 4 3
8th +3 Ability Score Improvement 3 6 4 3
9th +4 Charged Strike (2d6) 3 6 4 3 2
10th +4 Arcane Absorption, Destiny feature 4 7 4 3 2
11th +4 4 8 4 3 3
12th +4 Ability Score Improvement 4 8 4 3 3
13th +5 Charged Strike (2d8) 4 9 4 3 3 1
14th +5 4 10 4 3 3 1
15th +5 Destiny feature 4 10 4 3 3 2
16th +5 Ability Score Improvement 4 11 4 3 3 2
17th +6 4 11 4 3 3 3 1
18th +6 Destiny Feature 4 11 4 3 3 3 1
19th +6 Ability Score Improvement 4 12 4 3 3 3 2
20th +6 Inevitable Downfall 4 13 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.

Cantrips[edit]

At second level, you learn three cantrips of your choice from the sorcerer spell list. You learn an additional sorcerer cantrip of your choice at 10th level.

Spells Known of 1st Level and Higher[edit]

The Spells Known column of the Mage Blade table shows when you learn more swordmage spells of your choice. Each of these spells must be of a level for which you have spell slots. For instance, when you reach 5th level in this class, you can learn one new spell of 1st or 2nd level. Additionally, when you gain a level in this class, you can choose one of the Mage Blade spells you know and replace it with another spell from the Mage Blade spell list, which also must be of a level for which you have spell slots

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 mage blade spells, since your magic reflects your innate arcane prowess. 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 mage blade 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

Spellcasting Focus: You can use your Bound Weapon as your spellcasting focus for mage blade spells.

See chapter 10 of the Player’s Handbook for the general rules of spellcasting.

Spell List[edit]

The list of spells available to a Blade Mage.

1st Level

absorb elements, burning hands, catapult, chaos bolt chromatic orb, Command, detect magic, earth tremor, expeditious retreat, feather fall, fog cloud, ice knife, jump, magic missile, shield, shield of faith, silvery Barbs, thunderwave, witch bolt.

2nd Level

Aganazzar's scorcher, alter self, blur, cloud of daggers, darkness, darkvision, dust devil, earthbind, enhance ability, enlarge/reduce, gust of wind, hold person, invisibility,, knock, levitate, magic weapon, Maximilian's earthen grasp, mental barrier, mirror image, misty step, pyrotechnics, scorching ray, shatter, silence, Snilloc's snowball swarm, spider climb, warding wind, web.

3rd Level

bestow curse, Blink, counterspell,, daylight, dispel magic, erupting earth, fireball, flame arrows, fly, gaseous form, haste, Intellect fortress,, lightning bolt, Melf's minute meteors, protection from energy,, sleet storm, slow, stinking cloud, wall of water, water breathing, water walk, Wind Wall.

4th Level

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

5th Level

Animate objects, cloudkill, cone of cold, control winds, dawn, dominate person, enervation, far step, Flamestrike, hold monster, insect plague, immolation, mislead, telekinesis, teleportation circle, Wall of Force, wall of stone.

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. Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.

Blade Bond[edit]

At first level, you learn a ritual that allows you to turn any weapon you have proficiency with into a conduit for your magic. The ritual takes 1 hour, and can be performed during a short or long rest. You must be holding the weapon during the ritual, anything that causes you to lose your grip on the weapon instantly ruins the ritual. You can have a maximum amount of Bound weapons equal to your charisma modifier (minimum of 1). Once a weapon is bound, it gains the following properties:

•You can use the weapon as your spellcasting focus.

•As a bonus action, you can dismiss or summon your weapon by word command. •You can always "feel" the location of your weapon, and know which direction it is in. (Similar to guiding hand)

•The weapon is intangible until you touch it, unless you choose to let someone else touch it.

•You can alter the weapon type into a different one. This feature does not work on weapons that have the magical property due to anything other than the charged weapon feature, and you cannot switch from a ranged weapon to a melee weapon.

Blade Magic[edit]

Starting at second level, when you cast a spell that has a casting time of one action or bonus action whilst holding a bonded weapon, you can charge the weapon you are holding with that spell instead of casting it immediately, then make one weapon attack. The weapon retains the spell for a duration of 1 hour, 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 final 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. If any attacks miss, the spell is cast on whichever attack hits last. If none of the attacks hit, the spell remains within the weapon. Alternatively, you can use an action to trigger the spell immediately, with the closest creature being the target. This does not require you to be holding the weapon, though you still need to hold it first to charge it with the spell. After casting a spell in this way, you may cast another spell in the same turn, provided it does not expend an action to cast.

Arcane Ward[edit]

Starting at 3rd level, you gain advantage on spell saving throws. when you would gain a condition by failing a save, you may use your reaction to gain immunity to that condition until the start of your next turn. If the spell causing the condition requires you to roll a saving throw on your next turn, you can expend one hit die to roll immediately. If you are charmed, you can end the charmed effect with this feature but cannot consciously do so as you believe nothing is abnormal. You can use this feature once per turn. You can use this feature a number of times equal to your proficiency bonus. If you are holding a bound weapon, increase your AC by 2. This is not stackable.

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, and counts as a magic weapon. In addition, while your blade is charged with a spell, your weapon attacks deal an additional 2d8 damage of the spell's damage type on a hit. If the spell deals multiple types of damage, choose one of the damage types. If the spell does not deal damage, then the damage type is that of the weapon's. The damage increases to 4d8 at 9th level, and to 6d8 at 13th level.

Arcane Absorption[edit]

At 10th level, your weapon has the ability to absorb an enemy's magic. Make a Charisma saving throw. If you beat the spell's/caster's DC, you have absorbed the spell. If it is an evocation, the spell is now loaded into your weapon if it isn't already. If your weapon is loaded, the effects are negated. On a failed save, the spell is redirected toward you (or the center of the effect is on your center) and you take damage.

Inevitable Downfall[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. After using this feature, roll a DC 10 + the spell's level Constitution save. On a failure, you suffer one level of exhaustion.


Destiny[edit]

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. The maximum amount of additional strikes is equal to half your blade mage level (rounded down). 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.

Elemental Fury

Starting at level 10, your elemental mastery has exploded, and any attack you make against an opponent now explodes, dealing area damage to any other enemies within 30 feet of you and your target. Roll damage for each creature. Likewise, all of your broadsword's effects are also applied as AOE on a successful hit (burning, paralysis, etc.).

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.

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.

Multiclassing[edit]

Prerequisites. To qualify for multiclassing into the Blade Mage class, you must have at least 13 Charisma.

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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