Bladelinked Archer (5e Class)
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Bladelinked Archer[edit]
“ | Do you understand the burden of remembering every blade that you have ever seen? They cut and slash away at my mind, trying to break out of me. I am the bone of my sword. | ” |
Bladelinked Archer Class[edit]
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. Without careful management of summoned blade Projections and spell slots, this class can easily fall in battle.
Creating a Bladelinked Archer[edit]
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.
Class Features
As a Bladelinked Archer you gain the following class features.
- Hit Points
Hit Dice: 1d10 per Bladelinked Archer level
Hit Points at 1st Level: 10 + Constitution modifier
Hit Points at Higher Levels: 1d10 (or 6) + Constitution modifier per Bladelinked Archer level after 1st
- Proficiencies
Armor: light armor, medium armor, shields
Weapons: Simple and martial ranged weapons, simple and martial sword & polearm variants
Tools: None
Saving Throws: Constitution Charisma
Skills: Choose 3 from: Athletics, Intimidation, Insight, Performance, Perception, and Arcana
- Equipment
You start with the following equipment, in addition to the equipment granted by your background:
- (a) two shortswords or (b) a spear
- (a) scale mail or (b) leather armor
- a shortbow and a quiver of 20 arrows
- (a) A explorer's pack or (b) A dungeoneer's pack
Level | Proficiency Bonus |
Features | Cantrips Known | Spells Known | —Spell Slots per Spell Level— | ||||
---|---|---|---|---|---|---|---|---|---|
1st | 2nd | 3rd | 4th | 5th | |||||
1st | +2 | Arcane Reinforcement, Bladeworks | 2 | 1 | — | — | — | — | — |
2nd | +2 | Spellcasting, Fighting Style, Oath of Steel | 2 | 1 | 2 | — | — | — | — |
3rd | +2 | Heroic Archtype | 2 | 1 | 3 | — | — | — | — |
4th | +2 | Ability Score Improvement | 2 | 2 | 3 | — | — | — | — |
5th | +3 | Extra Attack | 2 | 2 | 4 | 2 | — | — | — |
6th | +3 | Steel Soul | 2 | 2 | 4 | 2 | — | — | — |
7th | +3 | Heroic Archtype Feature | 2 | 2 | 4 | 3 | — | — | — |
8th | +3 | Ability Score Improvement | 2 | 3 | 4 | 3 | — | — | — |
9th | +4 | Transference | 2 | 3 | 4 | 3 | 2 | — | — |
10th | +4 | Improved Arcane Reinforcement | 2 | 3 | 4 | 3 | 2 | — | — |
11th | +4 | Heroic Archtype Feature | 2 | 3 | 4 | 3 | 3 | — | — |
12th | +4 | Ability Score Improvement | 2 | 4 | 4 | 3 | 3 | — | — |
13th | +5 | — | 2 | 4 | 4 | 3 | 3 | 1 | — |
14th | +5 | Battle Tempo | 2 | 4 | 4 | 3 | 3 | 1 | — |
15th | +5 | Heroic Archtype Feature | 2 | 4 | 4 | 3 | 3 | 2 | — |
16th | +5 | Ability Score Improvement | 2 | 5 | 4 | 3 | 3 | 2 | — |
17th | +6 | Legendary Spell | 2 | 6 | 4 | 3 | 3 | 3 | 1 |
18th | +6 | Improved Transference | 2 | 6 | 4 | 3 | 3 | 3 | 1 |
19th | +6 | Ability Score Improvement | 2 | 7 | 4 | 3 | 3 | 3 | 2 |
20th | +6 | Reality Marvel: Infinite Blades | 2 | 7 | 4 | 3 | 3 | 3 | 2 |
Arcane Reinforcement[edit]
You gain the ability to channel your latent magical energy into weapons, increasing their durability and effectiveness. You may use a bonus action to increase the damage die of one weapon you can see by 2 die tiers (1d8=>1d12, etc.). If this would cause the tier to exceed a d12, a d4 is added to the weapon's damage dice and increases are applied to it instead. This magical reinforcement lasts for 1 minute and a weapon can only be reinforced once.
You may use this ability a number of times equal to your 1+ your *Charisma Modifier*. When you finish a long rest, you regain all expended uses. You gain additional benefits from this ability at the 10th level.
Bladeworks[edit]
Fueled by magic and honed through martial training, your mind begins to analyze weapons in inexplicable ways. By simply looking at a sword or polearm, you instantly comprehend its structure, composition and nature as if looking at a blueprint or design. Weapons analyzed in this way can be summoned as "Projections" that you can manipulate using your spells and abilities. Summoned Projections have 10AC and have hitpoints equal to their maximum damage dice (1d4 = 4HP). If a projection takes or deals damage, reduce its hit points by that amount.
You may spend 1 hour studying a projection to learn it is a magical weapon. If you do, you learn its properties and how to use them, whether it requires attunement to use, and how many charges it has, if any. You also learn whether any spells are affecting the weapon and what they are. Projections retain the magical abilities and enhancements of the original, including to hit and damage bonuses.
- Memory of a Past Age
Additionally, a past experience (visit to museum, glimpse of family heirloom, an artifact wielded by another adventurer) where you interacted with a legendary weapon resurfaces in your mind. Look at the "Legendary Projection" list at the end of the class description: choose 1 weapon from that and add it to your spell list as a Projection you can summon.
Spellcasting[edit]
At the 2nd level, your innate arcane power manifests as the ability to manipulate your memories of weapons. Your spells are cast without a focus and are not prepared. Due to the specific nature of your magical abilities you may only learn spells from the Bladelinked class Spell-list.
- Cantrips
At 2nd level, you learn the two cantrips "Summon Projection" and "Command Projection" from the Bladelinked spell list at the end of this class description.
- Spell Slots
The Bladelinked Archer 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. You regain all expended spell-slots following a long rest.
Weapons you analyze using your "Bladeworks" ability may also be added to your spell list according to their damage dice. Weapons that use d4-d6 appear under 1st level spellslots, d8-d10 under 2nd level spellslots, d12 or minorly magical weapons under 3rd level spell slots, uniquely powerful or strongly magical weapons under 4th level spellslots, and legendary weapons under 5th level spellslots. Such "Projection Spells" do not count against your total spells known.
Fighting Style[edit]
At the 2nd level, you adopt a particular fighting style to hone and develop. Choose one of the following options:
- Archery
You gain a +2 bonus to attack rolls you make with a ranged weapon. This applies to ranged attacks made using your projections.
- Dueling
When you are wielding a melee weapon in one hand and your other hand is free, that weapon gains the "Versatile" property.
- Protection
When a creature you can see makes an attack against a target that is within 10-feet of you, you may use your reaction to to impose disadvantage on the attack roll. If you do, destroy one of your summoned projections.
- Two-Weapon Fighting
When you engage in two-weapon fighting, you may add your ability modifier to the damage of the second attack. You can draw or stow two one-handed weapons when you are normally only able to draw or stow one.
Oath of Steel[edit]
Beginning at the 2nd level, your pursuit of martial excellence resonates with weapons you wield. Over a long rest you may affirm this magical bond with a weapon or projection, or a pair of identical weapons, by performing a ritual "Oath of Steel".
Once bonded, you may use a reaction or bonus action to call the weapon/s back to you. The weapon will fly to your empty hand handle-first using the straightest path possible. If the weapon is restrained in any way, make a Charisma ability check versus the Strength of the restraint. You cannot use this ability if you do not have free hand to catch the returning weapon, or if you are incapacitated.
If you bond with another weapon, or pair of weapons, your previous bond dissipates.
Heroic Archtype[edit]
Bladelinked Archers will choose to emulate different heroic archtypes based on their pasts, the degree of their magical ability, and their fighting style preferences. This choice will be reflected in the way the Bladelinked interacts with the surrounding world, both in combat and in social situations.
At the 3rd level, choose a Heroic archtype to emulate in the exercise of your abilities: Bladelinked Archer, Bladelinked Saber, or Bladelinked Caster, all detailed at the end of the class description. Your choice grants you features at the 3rd level, and again at the 7th, 11th, and 15th levels. This choice could be based off events in your past, a great hero of the land whose deeds you wish to emulate, or simply personal preference. The chosen path will greatly shape your character moving forward.
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. Alternatively, you can choose a feat (see Chapter 6 of the PHB for a list of feats).
Extra Attack[edit]
Beginning at 5th level, you can attack twice, instead of once, whenever you take the attack action on your turn.
Steel Soul[edit]
Starting at the 6th level, your arcane connection with weapons strengthens your mental fortitude. When making Intelligence, Wisdom or Charisma saving throws or checks, you may add your Charisma modifier to the result in addition to any other bonuses or proficiencies.
Transference[edit]
Beginning at the 9th level, your connection to your summoned Projections has increased greatly. When you receive damage from an attack, you may use your reaction to divert damage up to your Charisma modifier + your Bladelinked level to a summoned Projection, not exceeding its maximum hit points. You may use this ability a number of times equal to your Charisma modifier. Regain all expended uses of this ability after a long rest.
Improved Arcane Reinforcement[edit]
Beginning at the 10th level, your command over your latent magical energy has substantially increased. When you use your "Arcane Reinforcement" ability on a weapon, its damage dice increase by 3 tiers (1d6=>1d12 etc.). This bonus is automatically applied to any projections you summon.
Battle Tempo[edit]
Starting at 14th level, when you take the attack action may also cast a cantrip for free.
Improved Transference[edit]
At the 18th level, summoned Projections are extensions of your very being. Transference may now be used when you receive damage from any source, and damage may be diverted to up to two summoned Projections. Spend one charge per use of this ability. If you have 0 charges after completing a short rest, regain 1 charge of this ability.
Reality Marvel: Infinite Blades[edit]
Beginning at the 20th level, you gain the ability to impose the crushing burden of your gifts onto the world, manifesting your mindscape in the physical plane. Create a demi-plane in a 500ft radius spherical area around you which contains an infinite number of Projections and lasts for 3 rounds. All creatures, objects and structures in that area are now considered to be within this demi-plane. This demi-plan cannot be dispelled or otherwise destroyed except by a wish spell, and abilities or spells causing planar travel cause the traveling creatures to appear exactly where they were in the outside world when this ability was used.
Cantrips and spells you cast or abilities you use that target or manipulate projections now affect or manipulate 5 Projections each during this time, and may originate from any location within the demi-plane. All projections are considered "4th level", and represent an even mix of any Projection Spells you know of that level. You regain use of this ability after 3 long rests.
Bladelinked Archer[edit]
Inspired by a great archer, Bladelinked warriors who choose follow this path forgo developing raw physical power in favor of more precise combat abilities. Their projections become precise missiles capable of piercing even the strongest armor, and they prefer to operate from the backlines of a fight.
- Deadshot
At the 3rd level, your training with a bow has increased your shooting ability significantly. Ignore half-cover on targets, and when you roll a 1 or a 2 on a damage die for a ranged Attack you make with a bow you may reroll the die. If you do, you must use the new roll even if it is a 1 or a 2.
- Morphous Blades Pierce
Starting at 7th level, you gain the ability to manipulate the form of Projections into slender, aerodynamic projectiles. All summoned Projections may become "Ammunition" for ranged attacks; to use a summoned projectile as ammunition, the projection must be within 5ft of you. If used as ammunition, add the damage dice of the projection to your ranged attack and apply any effects normally applied by the projection on a hit.
- Nimble
Starting at 11th level, your experience has heightened your quickness and footwork. Difficult terrain does not reduce your movement speed and opportunity attacks against you are made at disadvantage.
- Deadshot Bombardment
Beginning at the 15th level, your skill with the bow has become supernatural. If you take an attack action on your turn, you may use already summoned Projections to make additional ranged attacks against creatures within 15ft of the original target (maximum of 3 additional attacks per attack action).
Bladelinked Saber[edit]
Inspired by a great bladesman, Bladelinked Sabers dedicate their lives to mastering the the sword. They often wield their projections themselves, cutting down foes with replicas of their own weapons. Hardy and agile, these duelists prefer to be in the center of the fray.
- Martial Excellence
Starting at the 3rd level, summoned projections you bond to with Oath of Steel no longer disappear after 5 minutes. If a bonded projection is destroyed, you may resummon it in your hand as if drawing a weapon. You may add your proficiency bonus to all attack rolls made using summoned projections.
- Morphous Blades Cleave
Starting at 7th level, you are able to manipulate the form of summoned Projections. All projections you summon gain additional hit points equal to 1 + your Charisma modifier when summoned. When summoned, you may choose to give a projection +5ft of reach.
- Mana Burst
Starting at 11th level, you can enhance your physical abilities by briefly channeling raw magical into your body. After rolling an attack or saving throw (but before you know the outcome of the roll), you may spend a spell slot to add the slot's tier to the roll. After the attack resolves, lose life equal to the Spell Slot tier expended.
- Absorption
Beginning at the 15th level, your projections absorb magical energy from the surrounding environment. Whenever you take damage from an enemy spell while wielding a projection, you gain resistance to that damage type until that projection is destroyed or you take a different type of damage. When you hit with an attack while you have such a resistance, you may spend a spell slot to do Spell Slot Tier d8 bonus damage of that type to all creatures in a 10ft radius. If you do, immediately lose the resistance.
Bladelinked Caster[edit]
Unable or unwilling to use weapons, Bladelinked Casters instead seek to control the underlying magic within that allows them manipulate and create weapons. They are often eccentric, jealously guarding the weapons they have analyzed from others and traveling extreme distances just to catch sight of a legendary hero's blade.
- Enchantment
Starting at 3rd level, you gain the ability to manipulate the properties of your summoned Projections. All projections you summon are considered "magical" for the purposes of overcoming resistances and do not disappear until you dismiss them.
- Morphous Blades Detonate
Starting at 7th level, you are capable of summoning flawed Projections overloaded with magical energy. When casting the summon projection cantrip, you may exhaust an additional spell slot equal to the projection level to make it an "Unstable Projection". Unstable Projections explode upon hitting an enemy, falling to 0 durability, or being otherwise destroyed, dealing Projection leveld6 fire damage to everything in a 15-ft radius.
- Unbreakable Will
Starting at the 11th level, your training has greatly strengthened your mind. Gain proficiency in Charisma, Intelligence, or Wisdom saving throws (choose 1). When you succeed on a Charisma, Intelligence, or Wisdom saving throw, the source of the effect must make a Wisdom save against your Spell Save DC or be frightened for 1 minute.
- Versatile Projections
Starting at 15th level, you have gained mastery over the innate magic which allows you to summon Projections. Before rolling to attack with a Projection, you may declare the damage type as fire, cold, lightning or poison. The attack deals that type of damage on hit.
Legendary Projection List[edit]
DMs are encouraged to populate this list with their own weapons, although some examples are given below.
- Dawn, Aegis of Solara
The famed shield of the Solaran empire, wielded during the Second Planar Crisis. The legends say it can deflect even the strongest spell or missile directed against its bearer.
- The Dragonspear
Spear wielded by various knights in the northern steppes during the Purge, and is said to have slain over 100 dragons. Now displayed in the Royal Museum of Ansum.
- Mormacil, the Falling Curtain
Elven blade, name translates literally as "Black Sword" in common. Whereabouts of the actual sword are unknown, though several noble houses claim the one they possess is the original. One of two short swords allegedly wielded by the infamous elf assassin Darkfire.
- Heartrend
Final longsword forged by the great weapon-smith Doran, said to have been quenched in the tears he shed over the death of his only daughter to plague.
- Narmacil, the Burning Agony
Companion sword of Mormecil, known to history as "The Sword That Slew an Empire". Wielded by the pure elf Darkfire to assassinate all three heirs to the Ilbaereth dynasty in 912 P.C., leaving no legitimate successors and throwing the realm into chaos.
Bladelinked Spell List[edit]
You know all of the spells on the basic bladellinked archer spell list and additional spells based on your subclass.
- Cantrips
summon projection, command projection, sword burst, true strike, mending
- 1st Level
hunter's mark, zephyr strike, thunderous smite
- 2nd Level
kinetic jaunt, magic weapon, misty step, cloud of daggers
- 3rd Level
blade storm, conjure barrage, elemental weapon, dispel magic
- 4th Level
freedom of movement, staggering smite
- 5th Level
conjure volley, steel wind strike, destined death, legacy of the first bladelinked
Multiclassing[edit]
Prerequisites. To qualify for multiclassing into the bladelinked archer class, you must meet these prerequisites:
Proficiencies. When you multiclass into the bladelinked archer class, you gain the following proficiencies:
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