Wizard (Bladesinger), Variant
Wizard (Bladesinger), Variant[edit]
“ | Those who see a blade singer in battle never forget the sight. Amid the chaos and blood, the bladesinger moves in an otherworldly dance. Spells and sword act as partners, matching awe-inspiring beauty with an awful deadliness. When the bladesinger engages in the true heart of the art, when the sword whirls through the air so swiftly that it keens and the air hums and whistles in chorus, when the bladesong has begun-then the bladesinger becomes something unreal, something timeless. | ” |
Class Traits |
Role: Striker. You use blade and magic to blast and slice through enemies indiscriminately. |
Power Source: Arcane. Many argue that the martial skill required is as great as some fighters, but you mainly rely on your magic to guide you through battle. |
Key Abilities: Intelligence, Dexterity or Strength |
Armor Proficiencies: Cloth |
Weapon Proficiencies: Simple Melee, Military light blades, Military heavy blades, Simple Ranged |
Bonus to Defense: +1 Reflex and +1 Will |
Hit Points at 1st Level: 12 + Constitution score |
Hit Points per Level Gained: 5 |
Healing Surges per Day: 7 + Constitution modifier |
Trained Skills: Arcana (Intelligence). From the class skills list below, choose 3 more trained skills at 1st level. Class Skills: Acrobatics, Arcana, Athletics, Diplomacy, Endurance, History, Insight, Perception, Religion, Stealth |
Build Options: Light Blade Style, Heavy Blade Style |
Class Features: Guarded Flourish, Instinctive Attack, Weapon Style, Ritual Caster |
You focus on melee and should be in the thick of the battle, but wearing cloth armor without a shield means you need to use careful strategy and apply your powers to control the foes that can reach you.
Wizard (Bladesinger) Overview |
Characteristics: Intelligent and prepared, as ready to fight as to learn. |
Religion: No preferences |
Races: Any and all are welcome though Eladrin claim to be the only "true" bladesingers. Prove them wrong. ;) |
Creating a Bladesinger[edit]
All Bladesingers' main focus is their Intelligence, but whether stronger, heavier blades or quick, lighter blades are better is heavily debated.
Heavy Blade Style
You prefer a large sword in hand to cleave easily through foes.
- Ability Scores: Intelligence, Strength
- Feats: Bastard Sword Proficiency
- Equipment: Cloth Armor, a Longsword, and an Adventurer's Kit
Heavy Blade Style Features:
- Gain proficiency in Martial Heavy Blades and gain proficiency with them as implements.
- You add your Str mod (Str mod + 2 at 11th level, Str mod + 4 at 21st level) to arcane damage rolls.
Light Blade Style
You forgo raw power in favor of precise strikes.
- Ability Scores: Intelligence, Dexterity
- Feats: Unarmored Agility
- Equipment: Cloth Armor, a Rapier, and an Adventurer's Kit
Light Blade Style Features:
- Gain proficiency in Martial Light Blades and gain proficiency with them as implements.
- You add your Dex mod (Dex mod + 2 at 11th level, Dex mod + 4 at 21st level) to arcane damage rolls.
- +1 to Fort
Level 1: Guarded Flourish[edit]
Using magic and swordplay, you know how to defend yourself from attacks as well as most armors.
Benefit: Do not provoke opportunity attacks from ranged and area attacks when they are cast through a melee weapon implement. Also, gain +2 shield bonus to AC when you wield a one-handed weapon and no shield in your other hand and you're wearing cloth or no armor.
Level 1: Instinctive Attack[edit]
You have trained your body and your mind to work in concert so well that you can act without conscious thought. In your hands a sword is no mere weapon. It becomes an extension of your deadly will.
Benefit: You can use Intelligence in place of Strength for melee basic attack and damage rolls.
Bladesong:
You can take this power at 1st, 3rd, 7th, 13th, 17th, 23rd, or 27th level encounter power.
Back to Main Page → 4e Homebrew → Powers → Wizard Powers
Level 1: At-Will Powers[edit]
Benefit: You gain two of the following powers.
Back to Main Page → 4e Homebrew → Powers → Wizard Powers
Back to Main Page → 4e Homebrew → Powers → Wizard Powers
Back to Main Page → 4e Homebrew → Powers → Wizard Powers
Back to Main Page → 4e Homebrew → Powers → Wizard Powers
Back to Main Page → 4e Homebrew → Powers → Wizard Powers
Level 1: Magic Missile[edit]
Benefit: Gain three wizard cantrips (PHB 1) and Magic Missile.
Back to Main Page → 4e Homebrew → Powers → Wizard Powers
The rest of the encounter, daily, and utility powers are to be picked from the Core Wizard class.
Back to Main Page → 4e Homebrew → Classes, Paragon Paths, and Epic Destinies → Classes