Blade Singer (5e Class)

Blade Singer

A class that uses a magical blade to gracefully eradicate their foes.

More Than Murder, An Art:

An elf weaves and glides through the battle field, leaving a tail of blazing fire and lavish silk ribbons in her wake. Each step is accentuated by the sweet song of her blades whirling through the air, and the mesmerising tune that echoes from within her throat. The elf crosses the battle field in a blur, cutting enemies down with precise skill. All the while the elves foes are unable to draw their eyes away, captivated by a dance so beautiful, yet so deadly.

Those who study the blade song spend years honing their craft, usually from birth. It is a unique blend of magic and sword, fused together and brought forth through fluid, dance like movements. Yet enemies should beware; despite it's beauty, blade song is a deadly art.


Creating a Blade Singer

How did your character start practicing this art? Were they a performer before a fighter, or vice versa? What led to them utilize magic into their swordplay?

Quick Build

You can make a Blade Singer by following these suggestions. First, Dexterity should be your highest score, followed by Charisma. Next, choose the entertainer background.

Class Features

As a Blade Singer you gain the following class features.

Hit Points

Hit Dice: 1d10 per Blade Singer level
Hit Points at 1st Level: 10 + Constitution modifier
Hit Points at Higher Levels: 1d10 (or 6) + Constitution modifier per Blade Singer level after 1st

Proficiencies

Armor: Light
Weapons: Martial weapons, weapons with the finesse property
Tools: Disguise Kit, Thieves' Tools
Saving Throws: Dexterity, Charisma
Skills: Choose 3 from Acrobatics, Arcana, Deception, Performance, Persuasion and Stealth

Equipment

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

  • (a) Two daggers or (b) A shortsword
  • (a) A disguise Kit or (b) A thieves' tools
  • (a) A longsword or (b) A greatsword
  • (a) A dungeoneer's pack or (b) An explorer's pack
  • If you are using starting wealth, you have 4d8x10 gp in funds.

Table: The Blade Singer

LevelProficiency
Bonus
Features
1st+2Blade Song
2nd+2Dual Striking, Dual Mastery
3rd+2Blade Singer Form
4th+2Ability Score Improvement
5th+3Extra Attack
6th+3Improved Physique
7th+3Blade Singer Form Feature
8th+3Ability Score Improvement, Precision Footwork
9th+4Blade Singer Form Feature
10th+4Extra Attack (2)
11th+4Blade Singer Form Feature
12th+4Ability Score Improvement
13th+5Flourish
14th+5Improved Physique (2)
15th+5Precision Footwork (2)
16th+5Ability Score Improvement
17th+6Blur
18th+6Blade Singer Form Feature
19th+6Ability Score Improvement
20th+6Precision Footwork (3), Improved Physique (3)

Class Features

Blade Song

When you start, you have learned the basics of blade song, allowing you mastery over any sword you hold as if it were an extension of your own body. After spending 8 hours of practice with a sword in your possession, you wield them as if they are weightless. You can use any one-handed sword as a finesse weapon. You have +1 added to your attack bonus, and are unable to be disarmed of your weapon. You also learn one of the following cantrips of your choice: Control Flames, if you are going to choose Flame Song or Shape Water, if you are going to choose Frost Song.

Dual Striking

Starting at 2nd level, you gain the ability to strike with two weapons in one swift, spinning attack. When you make an attack roll against a creature, you may make the decision to roll your attack roll once and add only half your proficiency bonus, rounded down, in exchange to apply damage from both your weapons. Your ability modifier is added twice, to your damage, once for each weapon, but all other modifiers are only added once. You must decide to attack in this manner before you make your attack roll, and must call your attack as such. You must be moving to attack in this manner. If you can attack multiple times in one round, then you can choose to use this attack, instead of your standard attack, for every attack you make. You can't use this feature if you are not proficient with both the weapons you are wielding.

Dual Mastery

Starting at the 2nd level, when you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.

Blade Singer Form

At 3rd level you may choose one of two elemental songs, which are described at the end of this page. These forms grant abilities at 3rd, 7th, 9th, 11th, and 18th levels.

Ability Score Increase

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.

Extra Attack

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

The number of attacks increases to three when you reach 10th level in this class.

Improved Physique

At level 6th you have pushed the limits of your body. Your muscles tone to perfection as your form grows to match your talent. Your Dexterity increases by 2 along with the max. Your maximum for this ability score is now 22.

  • At 14th level, your Dexterity increases by 1 again, to a maximum of 23. In addition, when you make an ability check that allows you to add your Dexterity modifier, you do it with advantage.
  • At 20th level, your Dexterity increases by 1 again, to a maximum of 24.

Precision Footwork

At 8th level, your talent with the blade has increased, and you are able to find weak spots in armor and plating that much easier. When you make an attack roll, you are able strike with a critical on a roll of 19-20.

  • At 15th level, you are able to strike with a critical on a roll of 18-20.
  • At 20th level, you are able to strike with a critical on a roll of 17-20.

Flourish

At 13th level, your skill with the blade has become well known to those around you. When you fell an enemy, friendly creatures within 15 feet of you are inspired, and receive temporary HP equal to your charisma modifier (minimum of 1).

Blur

Beginning at the 17th level you have learned to move continuously with the flow of combat. If you do not use your bonus action to attack with an offhand weapon, you may instead use it as a Dash or Disengage action.

Blade Singer Forms

Flame Song

The Fire Song is a dance that prioritises movement around the battle field and area of effect damage, whilst assisting your allies by distracting enemies.

Improved Blade Song

At 3rd level your Blade Song improves with your form. After much practice, as a bonus action you are able to cloak your blades in a plume of fire for 1 minute. Attacks with your weapons during this time deal extra fire damage equal to your Charisma modifier (minimum of 1). You can use this feature once at 3rd level, 2 times at 6th level, and 3 times at 15th. You regain expended uses of this feature upon completing a short or a long rest.

Whirl

At 3rd level you can use your power over the flames to burn enemies around you. As an action, you spin on the spot and attack all enemies in a 10 foot range, dealing the damage of both your weapons including modifiers and a bonus 1d10 fire damage. This feature can be used a number of times equal to your charisma modifier, and all expended uses are regained after completing a short or a long rest. At level 15 the bonus damage from this ability increases to 3d10 bonus fire damage.

Mesmerise

At 7th level you are able to charm enemies with your beautiful, fiery dance. As an action, you can make the flames that trail behind your blades and body catch the attention of your enemies, slowing their movements. Enemies that can see you must make an Intelligence saving throw (DC 8 + Proficiency Modifier + Charisma Modifier). On a failed save enemies gain disadvantage on attacks against you and your allies. Enemies must roll their save every turn, and this effect lasts for 1 minute or until a successful save is rolled. You are able to use this feature a number of times equal to your charisma modifier, and you regain expended uses upon completing a long rest.

Trailblazer

At 9th level, as an action, you are able to cover yourself in a cloak of fire that gives you a +1 bonus to your AC. For 1 minute you are wreathed in a cloak of flames that does no harm to you, your belongings, or any friendly creature. Hostile creatures that come within 5 feet of you must roll a Constitution saving throw (DC 8 + Proficiency Modifier + Charisma Modifier). On a failed save enemies are set on fire, and take 1d6 fire damage plus your charisma modifier on each one of their turns for two turns. This feature can be used once per day, and you are able to use it again on the following dawn.

This damage uses double your charisma modifier at 15th level.

Ember Breath

At 11th level, as an action you are able to breathe a cloud of embers and smoke in a 15 foot cone in front of yourself. Enemies must roll a Constitution saving throw (DC 8 + Proficiency Modifier + Charisma Modifier). On a failed roll enemies take 5d10 fire damage and are blinded for a number of turns equal to your charisma modifier (minimum of 1). On a successful save, the targeted creatures takes half of fire damage, and are not blinded. This feature can be used once, and may be used again after finishing a short or a long rest.

The damage on a failed saving throw against this feature increases to 8d10 at 20th level. A successful save is reduced to 4d10.

Phoenix Song

At 18th level, you gain complete mastery in your chosen form. As an action, a great cloak of fire in the shape of a phoenix surrounds you and your weapons for one minute. You gain 30 feet of flying speed, your number of attacks during these turns are doubled, and you are able to use the dash action before you make any attack with a weapon. Attacks with your weapons cause an extra 2d10 fire damage. As an alternative to any of your attacks, you may also choose to dash to an ally, to heal them for 2d10 + Cha. modifier HP. This feature can only be used once per day, and you are able to use it again on the following dawn.

Frost Song

The Frost Song is a dance that prioritizes defensive fighting techniques, whilst hindering enemies and reducing their effectiveness.

Improved Blade Song

At 3rd level your Blade Song improves with your form. After much practice you are able to coat your blades in a layer of ice as an action for 1 Minute. Attacks with your weapons during this time deal bonus ice damage equal to your Charisma modifier and count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage. You can use this feature once at 3rd level, 2 times at 6th level, and 3 times at 15th level. You regain expended uses after finishing a short or a long rest.

Flow

At 3rd level you learn to move with the flow of battle, ducking and weaving away from enemy blows with precise skill. Your AC is 10 + dex modifier + Charisma modifier as long, as you are not wearing armor. The benefits of the feature are nullified when you wear armor, or are holding a shield.

Ice Step

At 7th level a trail of ice follows wherever you go. Hostile creatures that come within 10 feet of you must make a dexterity saving throw (DC 8 + Proficiency Modifier + Charisma Modifier). On a failed save a hostile creature is unable to move, and on a successful save a hostile creature moves as if the ground were difficult terrain.

Sweep

At 9th level you learn to drop down and perform a leg sweep in a circle around yourself. As an action, you can make all hostile creatures within 5 feet of you make a Dexterity saving throw of DC 13 + DEX modifier. For each failed save, the targeted creature is knocked prone. Attacks against enemies that are prone are done with advantage. You may use this feature once per day, and are able to use it on the following dawn. Uses increase to twice per day at 15th level.

Misty Veil

At 11th level, as an action you are able to exhale a cloud of icy mist. All hostile creatures in a 20 foot cone in front of you must make an Intelligence saving throw (DC 8 + Proficiency Modifier + Charisma Modifier). On a successful save, hostile creatures take 1d10 cold damage. On a failed save hostile creatures take 2d10 cold damage and have disadvantage on attacks for two turns.

Serpent Form

At 18th level, you have mastered the Frost Song, and are able to radiate a cold aura of ice. As an action, you are able to create an aura in a 50 foot radius around yourself. All friendly creatures within the aura's radius gain bonus AC equal to your charisma modifier. All hostile creatures within the aura's radius have disadvantage on attacks and saving throws, and take 2d12 ice damage at the start of every turn. The effects of this aura last for one minute. You are able to use this feature once a day, and are able to use it again on the following dawn.

Multiclassing

Prerequisites. To qualify for multiclassing into the Blade Singer class, you must meet these prerequisites: 14 Dex, 13 Cha

Proficiencies. When you multiclass into the Blade Singer class, you gain the following proficiencies: Finesse weapons, martial weapons


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