User:Antoni3497
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Blade Caster[edit]
Wizard Subclass
Most wizards are known as masters of the arcane, but frail and too weak to fight with a sword. You're here to prove all of them wrong, but not in the way you'd think. You've spent years learning and mastering the properties of sword and the like and how magic effects them, and now you can bend them to your will. Whether it be sending down a hailstorm of blades on your opponent or creating solid walls of steel to protect you or your friends. You are a perfect mix between the arcane and the physical.
- Blade Magic
Starting at 2nd level, you become a master in the use of blades. You gain proficiency with simple or martial weapons. You may use your weapon as a spellcasting focus. In addition, whenever you make an attack with a simple or martial magical melee weapon, you can use your Intelligence modifier, instead of Dexterity, for attacks and damage rolls.
Finally, while wielding a melee weapon in one hand, and nothing in the other, nor wielding a shield, your AC equals 10 + your Dexterity modifier + your Intelligence modifier.
- Wall of Steel
Starting at 2nd level, you can animate small blades you carry with, causing them to attack nearby enemies. When a creature you can see moves into a space within 10 feet of you or starts its turn there, you can use your reaction to make a melee spell attack against it with a dagger you carry. On a hit, you cause the dagger's damage die (without modifiers). The dagger flies back to its sheath after the attack.
At 6th level you can animate scimitars, shortswords and handaxes, at 10th level you can animate longswords, rapiers and battleaxes and finally, at 14th level, you can animate halberds and glaives.
- Blade Magister
Also at 2nd level, you gain the ability to infuse magic into a melee weapon you hold, causing it to become even more powerful, using a bonus action. For the next 10 minutes, you gain the following benefits:
- You can use your Action to make melee spell attacks with this weapon, against creatures within 10 feet. The weapon flies back to your hand after each attack, when you attack creatures within that reach.
- When you hit a creature with this attack, you can use your reaction to cause additional damage equal to your proficiency bonus.
- Your attacks with this weapon cause additional 1d6 force damage on a hit.
- When you infuse the blade, you gain a pool of dice, which are d6's, equal to your Wizard level. While you have at least 1 dice on that pool, attacks with that weapon are considered magical. In addition, whenever you hit a creature with an attack using this weapon, you can spend any amount of dice from this pool, up to your proficiency bonus, and cause additional damage equal to the number rolled on that die. The damage is force.
You can use this feature a number of times equal to your proficiency bonus, and regain your uses when you finish a long rest.
- Extra Attack
At 6th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. Moreover, you can cast one of your cantrips in place of one of those attacks.
- Dancing Blades
At 10th level, you gain the ability to animate melee weapons of your choice within 10 feet of you. As a bonus action, you can infuse life on one or more weapons you can see. The weapon have the properties of an animated object (as per animate object spell) for the next minute, but not requiring concentration. The animated weapon has only 5 hit point, regardless of size.
You can use this feature a number of times equal to your Intelligence modifier (minimum of once), and you regain all expended uses of it when you finish a long rest.
- Explosion of Blades
At 14th level, you can unleash blades towards enemies surrounding you. You can use your Wall of Steel reaction once in each of your turns, unless you have taken a reaction on that turn already.