Blade Soul (5e Class)

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Blade Soul[edit]

A frail female halfling steps into the bar. As she approaches the bar and sits down, she overhears a Half-Orc boasting of his skill with a blade, and promising a prize to anyone who can defeat him in single combat. She glances over to an eager looking farm-boy, and offers him a shortsword of coral in exchange for a share of the winnings. Nobody knows how such a weak kid managed to win that fight. And as the halfling walks away with her share, she thinks to herself: "somebody needed to knock him down a peg".

A Dragonborn walks into the midst of a crowd of orcs, his elven companion keeping close, and providing endless amounts of power to keep the both of them alive and strong as he cleaves his way through the army.

With a smirk, the Goliath hefts his mechanical battleaxe of curious craftsmanship, a little gnome riding his back. Blow after blow, he stands his ground against forces that would kill any other mortal. But with his gnome companion by his side, nothing could stop him from protecting his homeland.

Supportive Conjurer's[edit]

WARNING: This class while still capable on its own, is only really formidable when you have an ally to protect you. If you are thinking of choosing this for a campaign, you need to work with one of the other players, or get your DM to give you someone to command. Your DM may also be kind enough to allow you to give one weapon to each of your allies as long as only one of them is considered the Wielder at a time. If your DM has something that requires you to deal the final blow, consider asking for an exception since you won't be dealing much damage yourself.

Blade Souls excel in giving a weapon to a single ally, then staying with that ally to offer healing and strength to anyone to stay nearby. They can't take much beating since they sacrifice some of their life to imbue such power into their blades. However if a sufficiently powerful creature were to wield one of these blades, they would become powerful enough to rival the strongest foes, potentially even deities.

This class is a great way to stay active during another player's turn, and is meant to be a supporting role who keeps up, and supports without being too much of a burden to others.

Another DM TIP: Try setting a Hard Minimum of +1 HP per level. This way you don't get a character who loses HP when leveling up as can easily happen with a really low Constitution Score.

Creating a Blade Soul[edit]

How did you gain your ability to forge a blade of your life force? Did you stumble upon some ancient knowledge? Were you born with this power akin to a sorcerer? Were you blessed by a deity? Or did some other powerful entity/creature grant you this power?

Quick Build

You can make a Blade Soul quickly by following these suggestions. First, Wisdom should be your highest ability score, followed by Constitution. Second, choose the Outlander background. Third, choose 20 Darts, a Component Pouch, and A Dungeoneer's Pack.

Class Features

As a Blade Soul you gain the following class features.

Hit Points

Hit Dice: 1d4 per Blade Soul level
Hit Points at 1st Level: 4 + Constitution modifier
Hit Points at Higher Levels: 1d4 (or 3) + Constitution modifier per Blade Soul level after 1st

Proficiencies

Armor: None
Weapons: Daggers, Clubs, and Darts
Tools: Artisan's Tools (for a blade you can create)
Saving Throws: Intelligence, Wisdom
Skills: Choose two of the following: Animal Handling, Arcana, History, Insight, Investigation, Medicine, Nature, Perception, Persuasion, Religion, and Survival

Equipment

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

  • (a) 20 Darts or (b) A Dagger
  • (a) Component Pouch or (b) A Spellcasting Focus
  • (a) A Dungeoneer's Pack or (b) An Explorer's Pack
  • your choice of Artisan's Tools (that you are proficient in)
  • If you are using starting wealth, you have 1d4*10 + 1d10 gp in funds.

Table: The Blade Soul

Level Proficiency
Bonus
Blade Points Blade Damage Cantrips Features —Spell Slots per Spell Level—
1st 2nd 3rd 4th 5th
1st +2 1 1d4 0 Blade Creation, Soul Channeling
2nd +2 2 1d4 2 Spellcasting 2
3rd +2 3 1d4 2 Blade Soul Archetype 3
4th +2 4 1d6 2 Ability Score Improvement 3
5th +3 5 1d6 2 Magic Blade 4 2
6th +3 6 1d6 2 Empowered Strike, Energetic Strike 4 2
7th +3 7 1d6 2 Blade Soul Archetype Feature 4 3
8th +3 8 1d8 2 Ability Score Improvement 4 3
9th +4 9 1d8 3 Soul Armor 4 3 2
10th +4 10 1d8 3 Blade Soul Archetype Feature 4 3 2
11th +4 11 1d8 3 Magic Blade Improvement 4 3 3
12th +4 12 1d10 3 Ability Score Improvement 4 3 3
13th +5 13 1d10 3 4 3 3 1
14th +5 14 1d10 3 Might of the Soul 4 3 3 1
15th +5 15 1d10 3 Blade Soul Archetype Feature 4 3 3 2
16th +5 16 2d6 3 Ability Score Improvement 4 3 3 2
17th +6 17 2d6 4 Magic Blade Improvement 4 3 3 3 1
18th +6 18 2d6 4 Blade Soul Archetype Feature 4 3 3 3 1
19th +6 19 2d8 4 Ability Score Improvement 4 3 3 3 2
20th +6 20 2d8 4 Vibrant Soul 4 3 3 3 2

Blade Creation[edit]

Beginning at 1st level, you may spend a long rest crafting. a portion of your life that has been set aside into a Melee Weapon you create called a Soul Weapon. Any creature may make attack rolls using the Soul Weapon as if it were a standard weapon of the chosen form that deals damage as shown in the Blade Damage column of the Blade Soul Table. If they wish to become the wielder, they must have proficiency with the weapon in order to attune to it over the course of a short rest. Once they do so, they are applicable for any effect that mentions the Wielder of your Soul Weapon, or Wielder. Such features will contain a [W] where a Wielder is required, even if only for special benefits.

The Soul Weapon's Damage type is non-magical bludgeoning, piercing, or slashing depending on the chosen form, and also has the characteristics of that weapon. The Wielder loses any benefits if they are not carrying the weapon or you are no longer on the same plane of existence as you, but regains them if they pick it up again, or if you find a way to their plane of existence (and vice versa). You may only have one Weapon created at a time (barring DM rulings). If you create a blade while one still exists, or you die, the old one is destroyed.

The Wielder of your Soul Weapon can make an attack with this weapon as a bonus action, even without taking the attack action. This attack counts as an off-hand attack for all intents and purposes, and as such does not add the modifier to damage rolls without Two-Weapon Fighting. [W]

You can have your Soul Weapon treated with special materials just like any other weapon to bypass certain resistances, such as silvering for certain undead, or adamantine for creatures of the earth plane. If you know how to work the treatment material, you may do so at your DM's discretion. Otherwise, a skilled artisan able to work the treatment material must do so. The weapon remains treated until removed by the wielder, or otherwise destroyed at which point the materials are left behind.

Wielding your own Weapon

While it's not the best idea, you can become the Wielder of your own Weapon in dire circumstances without requiring attunement. Just be careful about your low health, and the action economy for any potential Issues you may come across.

Soul Channeling[edit]

Beginning at 1st level, you learn how to absorb energy through your Weapon, and channel it into various effects. Whenever an enemy (DM Discretion Advised) is hit by your Soul Weapon, you gain 1 Blade point up to the amount shown on the Blade Soul Table. When you take a long rest, you retain all your current blade points, and recover 2 additional Blade Points up to half the value shown on the Blade Soul Table rounded up.

Blade Point Abilities

Empowered Constitution. You can spend a bonus action and 1 or more Blade Points to allow a creature within 5 feet of you (including yourself), or the Wielder of your Soul Weapon to expend a number of hit dice equal to the amount of Blade Points spent. You can spend additional Blade Points after the target rolls a hit die. You may use this as if you were in your Wielder's space, but you must be within 30 ft. of them, and they must use their reaction to deliver the effect. [W]

Perfect Strike. You can spend an action and 1 Blade Point to add +2 to all attack rolls made with your Soul Weapon until the start of your next turn.

Surging Strike. When your Wielder hits an attack with your Soul Weapon, you may use your reaction to expend 1 blade point, and add additional damage to the attack equal to your Wisdom Modifier. [W]

Extra Spells. You may spend a bonus action to recover spell slots using blade points at the rates on the following table. This process is irreversible beyond sorcerer multiclassing. Spell slots created this way remain until expended.

Extra Spells table
Spell Slot Level Blade Points
1st 2
2nd 3
3rd 5
4th 6
5th 7

Spellcasting[edit]

Beginning at 2nd level, you can weave your energy into spells that help you keep you and your allies up in a fight.

Spell Slots

The Blade Soul table shows 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 1 expended spell slot of the lowest level for which you have no available spell slots remaining when you finish a long rest.

For example, if you know the 1st-level spell Identify, and have a 1st-level and a 2nd-level spell slot available, you can cast Identify using either slot.

Cantrips

At 2nd level, you know two cantrips of your choice from the Blade Soul Spell List. You learn additional Blade Soul cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Blade Soul table. Additionally, when you gain a level in Blade Soul, you may replace one cantrip you know with another cantrip from the Blade Soul Spell List

Spells Known of 1st Level and Higher

You know a number of spells from the Blade Soul Table equal to half your Blade Soul Level rounded down + your Wisdom Bonus. Each spell you know must be of a level for which you have spell slots. For instance, when you reach 6th level in this class, you can learn one new spell of 1st or 2nd level.

Additionally, when you gain a level in Blade Soul, you may replace one of the spells you know with a different one from the Blade Soul Spell List, which also must be of a level for which you have slots.

Spellcasting Ability

Wisdom is your spellcasting ability for your Blade Soul Spells since your magic draws on how well you can use the materials you conjure to solve the problem at hand. Materials disappear at the end of the spell as you see fit. You use your Wisdom whenever a spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a ranger spell you cast and when making an attack roll with one.

Spell save DC = 8 + your proficiency bonus + your Wisdom modifier Spell attack modifier = your proficiency bonus + your Wisdom modifier

Ritual Casting

You can cast any spell with the ritual tag as a ritual if you have it prepared, and spend a single Blade Point to do so.

Spellcasting Focus

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

Blade Soul Archetype[edit]

At 3rd level, you chose a Blade Soul Archetype. Choose between Guardian Soul, Vengeful Soul and Fractured Soul, which are detailed at the end of the class description. Your choice 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.

Magic Blade[edit]

At 5th level, you have gained the ability to move your Weapon with the Wielder more effectively. Your Soul Weapon grants a +1 bonus to the Attack and Damage rolls, as long as it is used by the Wielder of your Soul Blade. [W]

This bonus increases to +2 at 11th Level and +3 at 17th Level. Additionally at 11th level, this Weapon is considered magical for all intents and purposes.

Empowered Blade[edit]

Beginning at 6th level, you can spend a bonus action and 3 Blade Points to allow the Wielder of your Soul Weapon to add your Wisdom modifier to Attack and Damage Rolls for the next minute. Additionally, while this ability is active and your Wielder makes any attack roll using this Weapon and you can see the target, you may spend your reaction to allow them to immediately make another "off-hand" attack at -5 to attack and damage rolls (minimum damage of 1). If this ability was triggered by an attack of opportunity, the attack is made with advantage, but does not count as an opportunity attack for the purposes of feats such as the sentinel feat, and the cavalier's Hold the Line ability unless your DM says otherwise. [W]

Energetic Strike[edit]

Beginning at 6th level, you can spend a bonus action and 1 Blade Point to change the damage type of your Soul Weapon to Fire, Lightning, Cold, Acid, Poison, Thunder, Radiant, or Necrotic damage until the start of your next turn.

At 13th Level, you may spend 1 additional blade point when you use this feature to make 1 of your Soul Weapon's damage dice deal the chosen damage type until you use this feature to change it. While this secondary feature is active, using Energetic Strike again allows you to change one or both of the damage dice for the duration, and also adds half your Blade Soul level (rounded down) to the damage of the next critical hit before the start of your next turn. This bonus damage is of the newly applied type.

Soul Armor[edit]

Beginning at 9th level, you can spend an action and 4 Blade points to grant a creature within 5 ft. of you Soul Armor for the next hour.

Might of the Soul[edit]

Beginning at 14th level, your Soul Weapon grants the Wielder a special attack depending on what damage type it normally deals.

Bludgeoning

When the Wielder of your Soul Weapon hits an attack with it, you can spend 3 Blade Points to grant one of them a shockwave that forces each enemy within 5 ft. of the original target -excluding the original target- to make a Strength Save against your Spell Save DC, taking half the original attack's damage and being pushed back 5 ft. on a failed save, or no effect on a successful one. [W]

Piercing

When the Wielder of your Soul Weapon hits an attack with it, you can spend 3 Blade points to cause that target to become vulnerable to Piercing Damage for the next minute, or until they take an action to make a Medicine check against your Spell Save DC to end the effect. If the target is resistant, they lose resistance for the duration. If the target is immune, they become resistant instead for the duration. [W]

Slashing

When the Wielder of your Soul Weapon hits an attack with it, you can spend 1 Blade point to cause the attack to target an additional creature within 5 ft. of the original target as long as the new target is in range, using the same attack roll. Attacks from this effect do not grant extra blade points. This effect can be chained by spending 1 blade point for each creature, but cannot hit the same creature more than once in the same attack. (DM Tip: on critical hits, it may be best to rule that on-crit effects only apply to the first hit while the rest just deal the standard double damage, or maybe even keep the damage consistent across all targets) [W]

Vibrant Soul[edit]

Starting at 20th Level, when you take a long rest and have less than 5 Blade Points, you may set your Blade Points to 5. Additionally, if you start combat without any Blade Points, you recover 4 Blade Points.

Guardian Soul[edit]

You have found a certain comfort in the allies you spend time with and because of that, you have found a way to return that comfort in the strength you give.

Extended Self

You have learned to echo your magic through to your Soul Weapon. Starting at 3rd Level, whenever you cast a Blade Soul spell, you may spend 1 Blade point to target your Wielder as one of the targeted creatures, as long as the spell is capable of affecting your wielder, barring range. [W]

Soul Protection

You have learned to shift your blade to make up for the shortcomings of your Wielder. Starting at 7th Level, when your Wielder is subjected to a saving throw and fails and you can see them, you can spend your reaction and 2 blade points to make them re-roll, and choose either result. [W]

Guardian's Protection

The bond you share with your Wielder becomes stronger as you approach them to the point where it bolsters the fortitude of your allies. Starting at 10th Level, while you are within 10 ft. of your Wielder, you and all creatures of your choice within that range (including the Wielder) gain Temporary Hit points equal to half your level at the end of your turn (DM Note: Temporary Hit Points do not stack). These Temporary Hit Points last for 1 minute. [W] Additionally, the use of Empowered Constitution removes these Temporary Hit Points, and either adds them to the amount healed regardless of the amount of hit dice used, or reduces all incoming damage by that amount until the start of your next turn. The choice is yours.

Warding Blow

You have learned how to cause your Soul Weapon to pull a creature's attention away from you and your allies. Starting at 15th Level, when your Wielder uses the Soul Weapon to attack an enemy within 5 ft. of you or an ally you can see and hits, you may spend 1 blade point. If you do so, that enemy must make a Wisdom Save against your Spell Save DC or be unable to target the creature with an attack or spell until the end of their next turn. They have advantage on the save if you are the Wielder making the attack, and you're pulling attention away from you. [W]

Strength of Numbers

You have learned to expand your strength to fill others. Starting at 18th Level, when you cast a single target spell that grants HP, Temp HP, improves an ability check, attack roll, or saving throw, you can affect not only you and your Wielder, but also any creature you designate within 5 ft. of you spending 1 point for each target other than you or the Wielder. Targeting your Wielder with a spell no longer costs points.

Vengeful Soul[edit]

You have a thirst for vengeance. Whether it's because of a betrayal, a dagger in the night, a lie, or something else that really makes you furious, you want to pay everything back blow for blow and while you aren't the one to be stopped, you ensure that nothing can escape the one you stand behind.

Soul Blast

You have learned to pour fury into your Weapon causing it to spill when swing towards a distant foe. Starting at 3rd Level, as long as you know the location of your Soul Weapon and it is within 120 ft. of you, you can spend your Action to empower it, consuming 2 Blade points to grant all attacks made with it a range of 30 ft. until the start of your next turn. Attacks made within the Weapon's reach are melee, while the rest are considered ranged.

Retributive Strike

You let nothing escape your vengeance. Starting at 7th Level, when you use Perfect Strike, it adds your proficiency bonus instead of +2, and also adds your proficiency bonus to the damage rolls.

Vengeful Guard

Your hatred marks nearby foes for your Weapon to find. Starting at 10th Level, when your Wielder attacks a creature that is within 10 ft. of you, they make the attack with advantage. Additionally, your Wielder has advantage on attack rolls against the last creature to damage them (If using a homebrew rule for stacking advantage, these two sources do not stack). [W]

Retaliation

Your Weapon empowers your Wielder to pay back all blows in spades. Starting at 15th Level, when a creature hits your Wielder, they can take an attack of opportunity against the offending creature if they are within range. If they are not in melee range, but still within 30 feet, you may spend 1 Blade Point (No Action Required by You) to allow the attack to be made anyway.

Fury of the Soul

With your Fervor, even the weakest and slowest of warriors become as frightening as a raging barbarian. Starting at 18th Level, Whenever the Wielder of your Soul Blade uses the attack action with your Soul Blade, they can attack twice instead of once, unless they already have the Extra Attack feature. Additionally, when they take damage, you may use 3 Blade points and your reaction to reduce the damage by your Wisdom Modifier + Your Level.

Fractured Soul[edit]

Somehow, someway, you have managed to shatter your soul into multiple pieces which allows you to share strength with many Wielders, share the power they gain, and even make what is normally impossible to maintain for long periods of time, permanent.

Re-bounding Splinters

You can shape a Weapon into something a little more suited for flight, and splinter the resulting projectile further. Starting at 3rd Level, You may now turn a Soul Weapon into a piece of Soul Ammunition over the course of a long rest. When You do this, you must designate a case for the Soul Ammunition to return to. Soul Ammunition can be used in any Ranged Weapon whether mundane or conjured and still acts as a Soul Weapon for all intents and purposes. A piece of Soul Ammunition can only be fired once per action, bonus action, or reaction spent on attacking, after which it returns to the case it has been designated. If the Wielder has multi-attack, You may spend one Blade Point for each shot they take beyond the first, regaining points on a hit as normal. If a ranged weapon has the Loading property, your Soul Ammunition ignores that property. [W]

If a Soul Weapon has the thrown property, you may now designate a holster for said Weapon to which it returns to after the action used to attack with it unless it is a Net in which case it returns upon being destroyed or when the target escapes. Soul Ammunition counts towards your Soul Weapon Cap.

Lasting Fragments

You can now refine your conjurations into something a little more permanent and are learning how to splinter your Soul Weapon in a meaningful way. Starting at 7th Level, You may spend 10 minutes and 2 blade points to magically create 5 gp worth of raw material that you can work with your tools which you gained from this class. The residue left behind by this material disappears after 1 minute, though the finished item remains. In addition, your Soul Blade Cap increases by 1 at 7th level (total 2), 10th level (total 3), 15th level (total 4), and 18th level (total 5).

You can only create one Soul Weapon or Ammunition at a time as detailed in the Blade Creation feature. Features that target your Wielder target only one wielder at a time unless otherwise stated.

Spell Refraction

The ability to split your Weapon has taught you how to split magic in a similar fashion. Starting at 10th Level, when a Wielder of your Soul Blade casts a spell with a casting time of at least 1 bonus action and you can see them, you may spend 2 blade points -plus 1 for each level of the spell slot used above 1st- as a reaction to allow the spell to target another willing Wielder you can see in addition to the original target(s). [W]

Prismatic Barrage

You now feel each Weapon and can share the state of one with another. Starting at 15th Level, when a Wielder of your Soul Blade within 20 ft. of you makes an attack roll with a Soul Weapon or Soul Ammunition, you may spend your reaction and 8 blade points to grant all Wielders advantage to hit the target before the start of your next turn. [W]

As an added benefit, you and all Wielders can communicate verbally through the Soul Blade as long as you are on the same plane of existence. [W]

Shards of a Whole

You can now pour your strength into all parts of yourself. Starting at 18th Level, when you use any ability under the Blade Point Abilities, Soul Empowered Strike, Energetic Strike, and Soul Armor Features that target a Wielder and consumes at least 1 Blade Point, you may target all Wielders you can target with said ability at the same time without spending additional Blade Points. Abilities such as Empowered Constitution which allows you to spend additional Blade Points only allows the base cost to be spent for free, though you may still use additional Blade Points on any combination of Wielders to increase the bonus.

Iridescent Soul[edit]

Most Blade Souls aren't very skilled at collecting magical energy the same way a Wizard or Sorcerer might. But with proper time and effort, or a quick blessing, or other various methods, a Blade Soul might overcome this limitation, and sling spells with the rest of the best, or even aid the best in casting spells, but they always show up with the strongest spells among Blade Souls.

Controlled Magic

You have learned how to collect and store energy like a reservoir, expanding your magical capabilities. Starting at 3rd Level, you now regain ALL Spell Slots over the course of a long rest, and when taking a long rest, you may now recover up to your Blade Point Maximum, at no change to rate. Additionally, your spellcasting feature changes:

You know all your spells and can change the list of spells you have prepared over the course of a long rest, spending 1 minute in meditation for each level of spell changed in this way. Additionally, when you select new spells to prepare, you may choose from the Sorcerer Spell list, which spells count as Blade Soul Spells for you, still limited by the spell slots you have naturally.

DM Discretion: If you would gain a feat, you can choose to instead prepare three extra spells you naturally have spell slots for, which cannot be unprepared, except when you gain an ability score increase. Your DM may rule that you can use this to prepare a single spell of a level which sorcerers of the same level could normally prepare instead of three spells, with a once per day limit.

Heightened Casting

You have honed your casting to where you can accumulate power into an especially strong spell Starting at 7th Level, you no longer need to expend spell slots to ritual cast, and can ritual cast spells even if you don't have them prepared. Additionally, you can make spell slots for any level which you can use to upcast spells, but you cannot prepare spells of a level you don't naturally recover spell slots for (See Blade Soul Table).

Example: If you were a 9th level Blade Soul, you could prepare 3rd level spells, but not 5th or 6th, but you could still spend blade points create a single Spell Slot for any of those levels, which you could use to upcast Magic Missile.

The maximum amount of slots you can have for each higher level is one, and you lose them when you finish a long rest.

Expanded Extra Spells table
Spell Slot Level Blade Points
6th 9
7th 10
8th 11
9th 13
Power Trip

With so much arcane energy at your fingertips, you feel it start threatening to spill violently from your blade into the Wielder. Starting at 10th Level, When you use your Soul Channeling Feature to create Extra Spells of 1st to 5th level, you may grant them to your Wielder so long as your Wielder is capable of using spell slots of that level. If your wielder is a Warlock, you must spend Blade Points equal to the level at which they cast their spells. Your DM should rule whether or not creating spell slots for allies causes a Wild Magic Surge Centered on you unless the target wishes to be targeted instead. [W]

Energetic Barrier

The energy spilling from your Weapon begins to form barriers around you and your wielder. Starting at 15th Level, While your Soul Weapon is held by a Wielder who is not you, both you and your Wielder gain advantage on saving throws against spells unless you indicate otherwise. If a spell does not call for a saving throw, you gain resistance to the spell if you spend 2 blade points for each target, and the damage type is Fire, Lightning, Cold, Acid, Poison, Thunder, Radiant, or Necrotic. [W]

Spell Absorption

With the time you have spent shaping your barrier, you have learned to use it as a kind of net turning incoming spells, into helpful reinforcement Starting at 18th Level, When either you or your Wielder take damage from a spell, you may spend 5 blade points as a reaction to turn the damage into Temporary Hit Points that last for the next minute. Additionally, when you create a spell slot, you may spend 1 less Blade Point (minimum of 1) to do so. [W]

Once you use this feature, you can't use it again on that Wielder until they finish a Long Rest

Blade Soul Spell List[edit]

You know all of the spells on the Blade Soul spell list.

Adding Homebrewed Spells to the list: Blade Souls cannot learn many spells that deal damage. If you give them access to a homebrew spell, be sure that it doesn't cause you to directly deal much damage, and is more support or utility/mobility focused. Magic Missile is an exception as it doesn't hit that hard for a 1st level spell, and is much more suited for an impossible target. Plus, spells like Zephyr Strike are far more useful when used as a supportive spell with the Guardian Soul, plus Thunder Step is a good way to get your allies out of danger more than it's good for dealing damage.

Cantrips*

Blade Ward, Control Flames, Dancing Lights, Guidance, Light, Mage Hand, Mending, Message, Mold Earth, Prestidigitation, Resistance, Shape Water, Thaumaturgy, True Strike

1st Level

Absorb Elements, Alarm, Bless, Charm Person, Command, Comprehend Languages, Cure Wounds, Detect Magic, Disguise Self, Faerie Fire, False Life, Feather Fall, Healing Word, Heroism, Identify, Jump, Longstrider, Magic Missile, Sanctuary, Shield of Faith, Unseen Servant, Zephyr Strike

2nd Level

Aid, Alter Self, Augury, Barkskin, Blur, Calm Emotions, Darkness, Darkvision, Earthbind, Enhance Ability, Find Traps, Hold Person, Invisibility, Lesser Restoration, Locate Object, Magic Weapon, Misty Step, Protection from Poison, Ray of Enfeeblement, See Invisibility, Silence, Suggestion, Warding Bond

3rd Level

Aura of Vitality, Beacon of Hope, Clairvoyance, Dispel Magic, Fear, Haste, Hypnotic Pattern, Mass Healing Word, Motivational Speech, Nondetection, Protection from Energy, Remove Curse, Revivify, Sending, Slow, Thunder Step, Tongues

4th Level

Banishment, Charm Monster, Compulsion, Confusion, Death Ward, Freedom of Movement, Locate Creature, Stoneskin

5th Level

Antilife Shell, Dispel Evil and Good, Dominate Person, Dream, Geas, Greater Restoration, Hold Monster, Mass Cure Wounds, Telekinesis, Telepathic Bond, Wall of Force

  • Most Half-Casters don't get cantrips, but I feel that Blade Souls need some way to stay helpful when they run out of spell slots.

Multiclassing[edit]

Prerequisites. To qualify for multiclassing into the Blade Soul class, you must meet these prerequisites: Wisdom: 13

Proficiencies. When you multiclass into the Blade Soul class, you gain the following proficiencies: One of the skill proficiencies available.

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