Master of the Dancing Blade (5e Class)
BladeWraith[edit]
The air shimmered as the BladeWraith moved through the dense forest, his eyes locked on the group of goblins crouched by a campfire. With a wave of his hand, the blades floating around him hummed to life, spinning in deadly circles. The goblins barely had time to react before the swords darted through the air, slashing through their ranks with blinding speed. One by one, the goblins fell, their cries of panic silenced by the precise and relentless strikes. As the last goblin dropped to the ground, the BladeWraith lowered his hand, his swords returning to their hovering formation, ready for the next battle.
Creating a BladeWraith[edit]
The path to becoming a BladeWraith is one of both shadow and steel. Many who choose this path are those who have felt the weight of loss—warriors who were betrayed by comrades, or outcasts who’ve honed their skills in solitude. Some are mystics, born with a natural connection to telekinetic power, seeking to refine it into a deadly art. Others are former spies or assassins, whose mastery of stealth and deadly precision made them the perfect candidates for learning to control weapons with their minds. But not all BladeWraiths are shaped by pain or secrecy. Some are simply driven by an insatiable thirst for power, using their mastery of the mind to manipulate the very swords they wield, turning them into extensions of their will. Regardless of their past, all BladeWraiths are defined by their ability to dance through combat, their swords moving with a will of their own, as they strike from a distance with deadly force, a wraithlike presence haunting the battlefield.
- Quick Build
You can make a BladeWraith quickly by following these suggestions. First, strength or intelligence should be your highest ability score depending on which aspect of the class you would like to focus on more, followed by the one you didn't make the highest, followed by Constitution. Background is optional, although it would be a good idea for a more mystical one.
Class Features
As a BladeWraith you gain the following class features.
- Hit Points
Hit Dice: Hit Dice: 1d8 per BladeWraith level
Hit Points at 1st Level: Hit Dice: 1d8 + Constitution modifier
Hit Points at Higher Levels: Hit Dice: 1d8 (or Expression error: Unrecognized word "h".) + Constitution modifier per BladeWraith level after 1st
- Proficiencies
Armor: All armor, shields
Weapons: Simple weapons, martial weapons
Tools: None
Saving Throws: Strength, Constitution
Skills: Choose two skills from Acrobatics, Animal Handling, Athletics, History, Insight, Intimidation, Perception, and Survival
- Equipment
You start with the following equipment, in addition to the equipment granted by your background:
- (a) chain mail or (b) leather, longbow, and 20 arrows
- (a) a martial weapon and a shield or (b) two martial weapons
- (a) a light crossbow and 20 bolts or (b) two handaxes
- (a) a dungeoneer's pack or (b) an explorer's pack
Level | Proficiency Bonus |
Features |
---|---|---|
1st | +2 | Telekinetic Weapons |
2nd | +2 | Techniques of the Blade |
3rd | +2 | Arts of Swordsmanship Archetype |
4th | +2 | Ability Score Improvement |
5th | +3 | Extra Attack |
6th | +3 | BladeWraith Archetype Feature |
7th | +3 | Whirlwind of Blades, Technique |
8th | +3 | Ability Score Improvement |
9th | +4 | BladeWraith Archetype Feature, Technique |
10th | +4 | Aerial Maneuvers |
11th | +4 | BladeWraith Archetype Feature, Extra Attack (2) |
12th | +4 | Ability Score Improvement |
13th | +5 | Telekinetic Mastery |
14th | +5 | Technique |
15th | +5 | — |
16th | +5 | Ability Score Improvement |
17th | +6 | BladeWraith Archetype Feature |
18th | +6 | Last Attempt, Technique |
19th | +6 | Ability Score Improvement |
20th | +6 | Soul of the Sword Saint, Extra Attack (3) |
Telekinetic Weapons[edit]
By imprinting your living essence on a sword, you can control that sword as if it's apart of you. You can magically bond with any bladed weaspon over the course of 1 hour, which can be done during a short rest. You must be touching the weapon throughout the bonding process, at the conclusion of which you stain the weapon with your own blood which forges the bond. Your bonded longsword can be wielded telekinetically and does not does not require you to use your hand to wield it if its within 5 feet of you.
You have mastered the use of telekinesis for the purpose of wielding weapons. The maximum number of weapons you can control telekinetically at any point is given by a number of telekinetic points, you have 3 points at 3rd level, 4 points at 7th level, 5 points at 10th level and 6 points at 15th level. A Heavy melee weapon requires 3 points; a Light melee weapon requires 1 point; other melee weapons requires 2 points; a shield requires 2 points. A weapon with the Versatile property can require two or three points, in the latter case the damage die used is as if it was wielded with two hands.
Level | Telekinetic Points | Telekinetic Range |
---|---|---|
3rd | 3 | 30ft |
7th | 4 | 40ft |
10th | 5 | 50ft |
15th | 6 | 60ft |
18th | 6 | 60ft |
Telekinetic Point Cost | |
---|---|
1 | Light melee weapon. |
2 | Melee weapon without the Light or Heavy properties. |
2 | Shield. |
2 or 3 | Melee weapon with the Versatile property. |
3 | Heavy melee weapon. |
Holding the weapons telekinetically requires your concentration as if you were concentrating on a spell; if you lose concentration all weapons which you are currently controlling telekinetically fall to the ground. You can use a bonus action to gain or regain telekinetic control of a weapon which is currently not being held by a creature; at 10th level you can gain control of two weapons with a single bonus action.
You can move the weapons which you telekinetically control up to 30 feet each as part of your movement each turn, twice if you use the Dash action. If a weapon which you telekinetically control is at any point outside of your control range, you lose telekinetic control of that weapon. Your control range is 30 ft at 3rd level, 40 ft at 7th level, 50ft at 10th level and 60ft at 15th level.
When you take the Attack action, you can replace one or more of your attacks with a melee attack from one of the weapons you are controlling telekinetically. When making an attack with a weapon which you are controlling telekinetically, you use your Intelligence modifier for the attack and damage rolls, instead of Strength. Weapons with the Finesse property can use Intelligence or Dexterity for the attack and damage rolls, but you must use the same modifier for both rolls. Weapons with the Thrown property can be telekinetically thrown, in which case you lose telekinetic control of the weapon after throwing it. Weapons without the Thrown property gain the thrown property with range 10/30.
Weapons which you telekinetically control and that you can see act as if you were there for the purposes of features such as opportunity attacks or the protection fighting style. If you telekinetically control a shield, you can have it hover around a creature, granting it a bonus to their AC equal to the shield's bonus to AC, though a creature can still only benefit from one shield at a time.
Creatures may attempt to attack or grapple the weapons you telekinetically control. Their AC is 10 plus your Intelligence modifier plus your Proficiency bonus minus the number of telekinetic points the weapon requires. You contest a grapple check with an Intelligence (Athletics) or Intelligence (Acrobatics) check. If the weapon is hit or grappled, you lose telekinetic control of it. Moving your weapons outside of a creature's reach provokes an opportunity attack in which the enemy can attempt to grapple or attack your weapon.
Techniques of the Blade[edit]
At 2nd level you have practiced the way of the blade as you go about in your adventures to decimate enemies when they least expect it. You learn 2 Techniques of your choice, you gain an additional Technique at 7th level, 9th level, 12th level, 14th level, and 18th level. You cannot select the same technique multiple times. Due to the complexity of the Techniques they are quite taxing to use, 1 technique use uses up 1 technique die. Technique die can all be recovered on a short or long rest. Technique die are d6s and add 1d6 of damage to the technique being used. The damage is added to each attack if an AOE technique is used.
Level | Number of Technique Die |
---|---|
2 | 4 |
7 | 5 |
15 | 6 |
Arts of Swordmanship[edit]
At 3rd level, your constant practice and concentration in sword handling and use, advances your techniques in the Arts of Swordsmanship. Your combat prowess and intellect helps you as you choose a unique style of battle from two different arts: The Art of many weapons, and the art of the great weaspon, detailed at the end of the class description. Your decision grants you a feature at 3rd level, and again at 6th level, 9th level, 11th level, 13th level, and 17th level.
Whirlwind of Blades[edit]
At 7th level, You learn a way to make your weapons dance in an area for devastating effects. As an action, choose a point within your telekinetic range around which to unleash your Whirlwind of Blades. The radius of the Whirlwind of Blades is 15ft at 7th level, 20ft at 10th level, 25ft at 15th level and 30ft at 18th level. Every creature of your choice within this area must make a dexterity saving throw whose Difficulty Class is 8 plus your Intelligence modifier plus your proficiency, if they fail they take full damage, if they succeed they take half damage. The damage is obtained by rolling the damage die of each weapon you are telekinetically or manually controlling in the area of the whirlwind of blades.
Aerial Maneuvers[edit]
At level 10, You can spend 5 feet of movement to stand atop, or step off your bonded weapon. While you stand atop your bonded weapon, you can use it to magically fly through the air, but cannot use it to make weapon attacks. Your bonded weapon has a flying speed of 60 feet. It can carry up to a number of pounds equal to your weight + your carrying capacity + 50 pounds. On your turn, you can mentally command your bonded weapon to travel alone to a destination within 1 mile of you if you can name the location, and are familiar with that place. The bonded weapon comes back to you when you mentally command it to do so, provided that the weapon is still within 1 mile of you.
Telekinetic Mastery[edit]
At level 13, You begin to master your mind and concentrate on objects as practice using your telekinetic powers in daily life. When you reach 10th level, you are able to cast telekinesis equal to your proficiency modifier times per long rest.
Last Attempt[edit]
At level 18, you gain more and more swords in your arsenal you can now make all your swords fuse together into one giant sword and combine all of each weapons abilities. At your 18th level, as an action, you can make one attack roll against one Large creature or larger. If you hit, the enemy has to make a Constitution saving throw Spell Save DC. If it fails, it takes 12d8 magical slashing damage and any other extra damage generated from the weapons you use. It takes half on a successful save, but the effects of the elements still take effect. You can use this feature once per long rest.
Soul of the Sword saint[edit]
At level 20, you have complete mastery over your telekinetic abilities. Once per turn, whenever you use an bonus action to command your bonded sword to move and attack, you can command another bonded sword to move and attack as a part of with same bonus action without spending an additional use of the feature. In addition, as the sword saint you are empowered by the mana of swords you wield. While you are wielding at least 2 swords and nothing else, you gain half cover. Not only that, you can attune to up to six magic items at once. You can use this action once per short rest.
The Art of Many Weapons[edit]
One with the weapons
At 3rd level, When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.
Sword Armor
At 6th level, you can use any amount of swords to help block an attack from your foe. Any sword used for blocking damage is +1 AC and cannot be used in an attack. You may place a sword to an ally to help take on damage as a bonus action on your turn. (If using the two-handed technique, you get +2 instead.)
Weapon Storm
At 9th level, you can use an action to make all your weapons storm around in a 10 feet radius. This uses concentration. Any creature within the area must make a Dexterity saving throw as the swords fly around rapidly slashing and piercing them at every turn. On a failed save, they take 2d8 x number of swords + your ability modifier + proficiency bonus worth of damage. Otherwise, they take half damage.
Level the Playing Field
At 11th level you understand masterfully the battle in any playing field. You increase the base damage output of all your swords by one step, this includes the weapon you have naturally equipped in your hands. For example, if your short sword deals 1d6, you increase it to 1d8 (1d4, 1d6, 1d8, 1d10, 1d12, 2d6, 2d8).
Almighty Duelist
At 17th level, you've told more stories to your swords about heroic battles against the strongest of monsters, weapons that have taken down the gods, and massacring hordes of the darkness. Your swords get excited to fight and be like those legendary swords. Your bonded swords have advantage on attacks against dragons, celestials, beasts, giants and monstrosities
The Art of the Great Weapon[edit]
Increased Skill
At 3rd level, You are able to gain an additional technique.
Great weapon master
At 6th level, On your turn, when you score a critical hit with a melee weapon or reduce a creature to 0 hit points with one, you can make one melee weapon attack as a bonus action.
Telekinetic Sharpness
At 9th level your bonded swords wound enemies through great tactical prowess. Enemies have to make a Constitution Saving Throw against your Intelligence + proficiency bonus or become wounded, taking "Sword Study" damage dice as bleeding damage at the beginning of their turns for 1d4 rounds.
Parallel Thoughts
At Level 11, You can follow multiple trains of thought simultaneously. You have up to two Reactions every turn, provided they are used on different weapons you are telekinetically controlling. Using the second reaction is mentally taxing, you take psychic damage equal to a roll of the damage die of the weapon you used the second reaction with. At 18th level, you have 3 Reactions, and only the third is mentally taxing enough to make you take the psychic damage above.
Almighty Cleaver
At level 17, your telekinetic strength is beyond powerful, the force behind your attacks is so great they deal damage not just at your target, but also around it. When wielding a great weapon telekinetically, your attacks deal AOE damage in a 5ft area around the targeted creature. The Damage is equal to that of the target creature.
Techniques[edit]
As you grow and understand your playing style, you learn techniques that help give you advantages in battle and can help allies if need be.
Mind over Body
Can use Int instead of Con for concentration checks
Fast Re-imbuement
Can re-imbue with weapon as a bonus action
Mastery Of Weapon Fighting
Allows you to imbue one extra weapon, this weapon also gets proficiency to attack and ability modifier to damage.
Chains Of Binding
Bonus action, you can use chains or other on hand materials and attempt to grapple an enemy up to 60 feet away. This uses your spells save DC. The enemy has to make a Strength saving throw against your Intelligence + proficiency bonus or else become grappled. The creature can attempt to break free from your chains by doing a Strength check against your spell save DC. You can use this feature once per long rest.
Shielded
You realize that a great defense helps make the best offense and help the survivability of your team. You are now able to imbue a shield that floats around you or an ally and must remain with 5ft of them granting the shields bonus. If the ally has a shield already, the bonus does not come into effect.
Retaliation
Sometimes the enemy wins, but always having the last laugh is what you aim for in every battle. If an enemy attacks you and there is a visible imbued sword 10 feet away from you, you can use your reaction to attack the enemy with your imbued sword. Up to one sword can be used for this technique.
Vacuum Blade
When you hit a creature with one of your bound weapons, you can move that creature in a straight line 5 feet closer to the weapon.
Hidden Blade
While an enemy focuses onto you, you can make a Stealth check to one of your swords as a bonus action. On a successful check, you can stab the enemy in the back as an action and gain advantage. On a failed check, you gain disadvantage on your next attack roll.
Collateral Damage
You have learned since your training that the faster the sword goes, the more enemies you can take down. One of your imbued swords can exceed the sound barrier as it attacks multiple enemies. If there are up to three enemies 5 feet away from each other, you can use your bonus action to drive your sword through them and make an attack roll for each enemy you go through. This Technique deals piercing damage.
Parry
You've learned the arts of parrying from generations of teachings and try to incorporate them using your imbued swords. If an enemy attacks you with a melee weapon and there is an imbued sword 5 feet away from you, you can use your reaction to parry the attack and reduce it by 1d6 + your Int-modifier. You can only do this three times until you need a short rest.
Disarm
You may attempt to use an action to disarm an enemy if they are wielding a weapon you have studied with. The target must roll a Strength saving throw against your Int proficiency modifier. If the creature fails, they let go of the weapon they are currently holding. Can only be used if sword is within 5 ft.
Tendon Swipe
As a reaction, you can make an opportunity attack against a creature that reduces their speed by half but deal no damage. You must be no more than 5ft from a blade.
Life steal edge
Your blades heal you for each strike they land equal to half the damage dealt, this bonus damage is considered temp HP. This changes your bonus damage to Necrotic. You can use this feature once per long rest.
Long Range
Your training has increased the range at which you are connected to your weapons. You can control your weapons an extra 20ft from whatever level you are currently wielding at.
Cleave
You can use your sword to swipe a horizontal distance hitting multiple targets. You can use your sword to sweep across a 15ft distance. This Technique deals slashing damage.
Return
You can command your blade to return to you violently when you need it most. Your blade returns to your hand, you can make an attack against any enemy caught between you and your blade.
Credits: This class is a mashup of several different of the same class concept.
Agecaf on dnd beyond
HfUfH on reddit
Telekinetic Sword Mage (5e Class) on this same site
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