Mageblade, Variant (5e Class)

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Creating a Mageblade[edit]

The Mageblade is built around the concept of pushing Arcane energy through a sword, creating swords of pure energy, or blessing weapons with elemental prowess. Wizards forced to take martial training during the dark age of the Spellplague wanted to fall back to something familiar. Some stayed with their new-found training of a sword, adding the newly revived magical art to martial training. Their creation became the art of the Mageblade; the ability to fight with a sword pulsing in searing flame, one conjured from pure searing cold, or singing with electric speed.

Quick Build

First, Strength should be your highest ability score, followed by Intelligence. Next, choose the soldier background.

Class Features

As a Mageblade you gain the following class features.

Hit Points

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


Armor: Light armor, shields
Weapons: Simple weapons, martial weapons
Tools: None
Saving Throws: Wisdom, Intelligence
Skills: Choose three from Arcana, Acrobatics, Athletics, History, Investigation, Medicine, and Perception


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

  • (a) One martial weapon of your choice or (b) A longbow and 20 arrows
  • (a) a dungeoneer's pack or (b) an explorer's pack
  • A spellbook and an Arcane focus
  • (a) leather armor or (b) a ring of elemental resistance(fire,cold,electric,or acid)

Table: The Mageblade

Level Proficiency
Arcane Blade Features —Spell Slots per Spell Level—
1st 2nd 3rd 4th 5th
1st +2 -- Archetype, Arcane Blade
2nd +2 1d4 Spellcasting 2
3rd +2 1d4 Fighting Style 3
4th +2 1d4 Ability Score Improvement 3
5th +3 1d6 Extra Attack 4 2
6th +3 1d6 Archetype Feature 4 2
7th +3 1d6 Exotic Arcane Blade 4 3
8th +3 1d6 Ability Score Improvement 4 3
9th +4 1d8 4 3 2
10th +4 1d8 Elemental Adept 4 3 2
11th +4 1d8 Archetype Feature 4 3 3
12th +4 1d8 Ability Score Improvement 4 3 3
13th +5 1d8 4 3 3 1
14th +5 1d10 Archetype Feature 4 3 3 1
15th +5 1d10 Arcane Versatility 4 3 3 2
16th +5 1d10 Ability Score Improvement 4 3 3 2
17th +6 1d10 4 3 3 3 1
18th +6 1d10 Archetype Feature 4 3 3 3 1
19th +6 2d6 Ability Score Improvement 4 3 3 3 2
20th +6 2d6 Archetype Feature 4 3 3 3 2

Class Features[edit]


At 1st level, you are able to choose an archetype from either Blademaster, Bulwark, or Magister. You gain features from your chosen archetype at 1st level, and again at 6th, 11th, 14th, 18th and 20th level. These Archetypes are detailed at the end of this chapter.


As a disciple of the Arcane Arts you can cast spells from the Wizards spell list, however your martial training prevents you from attaining the full mastery the disciplined wizard obtains.

```Cantrips``` At 2nd level you know two cantrips of your choice from the wizard spell list. You learn additional wizard cantrips of your choice at higher levels as shown in the cantrips known column of the wizard table.


At 1st level, you have a spellbook containing four 1st-level wizard spells of your choice

Preparing and Casting Spells

The Wizard 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 all expended spell slots when you finish a long rest.

You prepare the list of wizard spells that are available for you to cast. To do so, choose a number of wizard spells from your spellbook equal to your intelligence modifier + 3/4 your mageblade level. (minimum of one spell). The spells must be of a level for which you have spell slots.

You can change your list of prepared spells when you finish a long rest. Preparing a new list of wizard spells requires time spent studying your spellbook and memorizing the incantations and gestures you must make to cast the spell: at least 1 minute per spell level for each spell on your list.

Spellcasting Ability Intelligence is your spellcasting ability for your mageblade spells, as your hours of dedication to martial magic has allowed you to learn the movements in using your spells. You use your Intelligence whenever a spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a mageblade spell you cast and when making an attack roll with one.

   Spell save DC = 8 + your proficiency bonus + your Intelligence modifier
   Spell attack modifier = your proficiency bonus + your intelligence modifier

```Learning Spells of 1st level and Higher``` Each time you gain a mageblade level you can add two wizard spells of your choice to your spellbook. Each of these spells must be of a level for which you have spell slots, as shown on the mageblade level. On your adventures, you might find other spells that you can add to your spellbook.

Arcane Blade[edit]

You've trained to enhance your weapon with magical energy. Starting at the 1st level, you can perform a ritual upon one weapon and imbue it for one day with an element of your choosing from acid, cold, fire, or lightning. Whenever you land a successful hit with this weapon, you deal an extra 1d4 of damage of the chosen element. The amount of this damage increases as you gain levels in this class, as shown in the Arcane Blade column of the Mageblade table. You may have 2 weapons imbued with an element at a time this way. After a long rest, you may perform a ritual upon your weapon to change its element again.

If you choose the Bulwark archetype, you can spend 8 hours to perform a ritual upon one shield and imbue it with an element of your choosing from acid, cold, fire and lightning. Your shield must be imbued with the same element as your weapon.

Fighting Style[edit]

At 3rd Level, you adopt a particular style of fighting as your specialty. Choose a fighting style from the list of optional features. You can't take the same Fighting Style option more than once, even if you get to choose again

Archery: You gain +2 to attack rolls when using a ranged weapon.

Dueling: When wielding a melee weapon in one hand an no other weapons, you gain a +2 bonus to damage rolls with the weapon.

Great Weapon Fighting: When you roll a 1 or 2 on damage die for an attack with a weapon you wield with two hands, you can reroll the die and must use the second roll. The weapon must have two-handed or versatile as a property to gain this benefit.

Two Weapon Fighting: When you engage in two weapon fighting, you can add your ability modifier to the damage of the second attack.

Balanced Fighting: When attacking with a martial or simple weapon on the turn after using a spell, deal an extra 1d4 damage if hit.

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 you 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.

Extra Attack[edit]

Beginning at 5th level, you can attack twice, instead of once, whenever you take the attack action on your turn.

Exotic Arcane Blade[edit]

Starting at 7th level, you can spend 8 hours to perform a ritual upon one weapon, and imbue it with either necrotic or radiant damage equal to the arcane blade feature.

If you choose the Bulwark Archetype, you can spend 8 hours to perform a ritual upon one shield and imbue it with either radiant or necrotic element. Your shield must be imbued with the same element as your weapon.

Arcana Blades[edit]

Starting at 10th level, you may conjure three arcane swords to circle around you. When an enemy enters melee range, one sword will be expended and deal 2d6 slashing damage. The spell will end when all three swords have been expended or the spell is canceled. You can use Arcana Blades once a day. Arcana Blades regains expended uses upon finishing a long rest.

Arcane Versatility[edit]

Starting at 15th level, you learn how to more efficiently imbue your weapon with magic. Your imbued weapons will now deal 1d8 damage.



A Blademaster focuses most on attacking in combat, dealing damage with their weapons.

Close Combat

At 1st level a Blademaster gains Close Combat, and can use it twice per day as a bonus action. When an enemy successfully hits you with a melee weapon or attack, instead parry the attack.

Mental Blade

Beginning at 3rd level, when attacking with a weapon imbued by the Arcane Blade feature, a Blademaster may use their intelligence modifier instead of their strength modifier for attack and damage rolls.

Grand Duelist

Beginning at 5th level, the Blademaster can add their strength or intelligence modifier to their Arcane Blase imbued attacks.

Sheathed Magic

Beginning at 14th level, a Blademaster may choose a second element to imbue their blade with. As an action, you may then switch between one and the other. You may only have one element actively imbued on your weapon at a time.

Martial Master

At 18th level, a Blademaster chooses a second fighting style from the list presented.

Magic Master

At 20th level, the damage of the Arcane Blade class feature increases from 2d6 to 2d8 elemental damage.


A bulwark uses their magic to become an unassailable fortress in the midst of battle.


Beginning at 1st level, a Bulwark adds 1 HP to their HP total for each level they gain.


Beginning at 6th level, instead of imbuing a weapon with an element, a Bulwark may instead imbue a shield. As a reaction, you may use your shield to reduce damage to yourself by an amount equal to the damage your Arcane Blade deals. You may only reduce damage of elements that are the same as the one you imbued your shield with.

Never Give Up

Beginning at 11th level, a Bulwark becomes proficient in Constitution saving throws.

Mountain of Muscle

Beginning at 14th level, a Bulwark gains advantage on Athletics checks.

Double Magic

Beginning at 18th level, a Bulwark may imbue a shield and a weapon with two different elements, instead of making them both the same element.

Walking Fortress

At 20th level, a Bulwark becomes immune to the element they have imbued in their shield.


A magister focuses more on their spells than other Mageblades, able to cast more and greater spells than other mageblades

Spell Neophyte

Beginning at 1st level, the Magister has one more 1st-level spell slot than is listed on the Mageblade table, and is therefore able to cast one first level spell at first level, and three first level spells at 2nd level.

Spell Novice

Beginning at 6th level, the Magister has one more 2nd-level spell slot than is listed on the Mageblade table.

Spell Apprentice

Beginning at 11th level, the Magister has one more 3rd-level spell slot than is listed on the Mageblade table.

Spell Adept

Beginning at 14th level, the Magister has one more 4th-level spell slot than is listed on the Mageblade table.

Spell Expert

Beginning at 18th level, the Magister has one more 5th-level spell slot than is listed on the Mageblade table.

Spell Master

At 20th level, the Magister adds two 6th level spells to their spellbook, and gains one 6th-level spell slot.


Prerequisites. To qualify for multiclassing into the Mageblade class, you must meet these prerequisites: Int 13, Str or Dex 13

Proficiencies. When you multiclass into the class, you gain the following proficiencies: Light armor, Shields, Simple Weapons

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