Blazer (5e Class)
Blazer
Two people stand apart facing each other in the center of a packed arena. Each person stares intensely at each other as they both summon weapons out of thin air. One stands pretentiously and wields a beautifully ornate Longsword he claims is called "Swiftwolf" while the other without saying a word readies himself with his simple yet beautiful black Japanese Katana. As soon as the announcer starts the match the Longsword wielder points his sword at his target and wind bursts attempt to knock over the Katana wielder. In the blink of an eye the Katana wielder almost seemly disappears and proceeds to close the distance between the two while the Longsword continues to throw air blasts. The Katana finally closes in on his target and proceeds to launch a flurry of blows that throw the Longsword off balance. As the melee continues it is obvious that the Katana is almost holding back as his relentless attacks destory the Longsword's defense. The longer the Longsword goes on the more desperate his attacks the mix of wind and sword attacks don't even seem to be on par with the grace and skill of the Katana's swordsmanship. In a final act of desperation the Longsword releases a wind attack upon the Katana so large it would seemingly destroy a whole army but as the dust kicks up you can see the Katana increasing his speed beyond what was already shown earlier and within a second the Longsword drops down to his knees and proceeds to pass out with the Katana standing next to him also passing out. All you hear in the background is the announcer congratulating the Katana for his victory.
The Magical Knight
A Blazer or sometimes referred to as a Magical Knight is a someone born with the ability to use their soul to summon a weapon or armor that represents them. Along with the ability to summon a weapon they also have their own special abilities. Some have the ability to control one of the elements, a sword with special powers, or some have little to no special abilities at all and have to focus on their physical abilities. The power of a Blazer normally is determined at birth but some have been able to go over their limits. Overall Blazers are a diverse group of individuals with a variety of powers.
Creating a Blazer
What type of Blazer do you want to be? Does your character rely on their magical abilities or do they care about their physical abilities.
- Quick Build
You can make a Blazer quickly by following these suggestions. First, Charisma should be your highest ability score, followed by Dexterity or Strength. Second, choose the Soldier background. Third, choose a simple or martial melee weapon.
Class Features
As a Blazer you gain the following class features.
- Hit Points
Hit Dice: 1d8 per Blazer level
Hit Points at 1st Level: 1d8 + Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + Constitution modifier per Blazer level after 1st
- Proficiencies
Armor: None
Weapons: All martial and simple weapons
Tools: One artisan's tool of your choice
Saving Throws: Charisma, Dexterity
Skills: Choose two of the following: Athletics, Acrobatics, Stealth, Slight of Hand, Performance, Deception, Persuasion, Insight,
- Equipment
You start with the following equipment, in addition to the equipment granted by your background:
- (a) Any Simple Weapon or (b) Any Martial Weapon
- A set of Artisan’s Tools
- (a) Scholar's Pack or (b) Explorer's Pack
Level | Proficiency Bonus | Features |
---|---|---|
1st | +2 | Soul of a Blazer |
2nd | +2 | Blazer Abilities |
3rd | +2 | Fate |
4th | +2 | Ability Score Improvement |
5th | +3 | Extra Attack |
6th | +3 | — |
7th | +3 | Fate Feature |
8th | +3 | Ability Score Improvement |
9th | +4 | Fate Feature |
10th | +4 | Awakening |
11th | +4 | Fate Feature |
12th | +4 | Ability Score Improvement |
13th | +5 | — |
14th | +5 | [[#|]] |
15th | +5 | Fate Feature |
16th | +5 | Ability Score Improvement |
17th | +6 | — |
18th | +6 | — |
19th | +6 | Ability Score Improvement |
20th | +6 | — |
Soul of a Blazer
- Weapon of the Soul
Choose one simple or martial weapon that you claim is your Device. This weapon is your soul put into weapon form. You gain expertise with the weapon. You also can summon it as a free action on your turn, by speaking its name, causing it to teleport instantly to your hand. You also can’t be disarmed of that weapon unless you are incapacitated. Your weapon for purpose of overcoming resistance and immunity to nonmagical attacks and damage your Device counts as a magic weapon.
- Magical Defense
As a Blazer you have a inherent magical defense that becomes stronger the more you train and get better as a Blazer. Beginning at 1st level, while you are wearing no armor and not wielding a shield, your AC equals 10 + your Dexterity modifier + your Charisma modifier.
- Blazer's Style
Fighting Style You adopt a particular style of fighting as your specialty. Choose one of the following options. You can’t take a Fighting Style option more than once, even if you later get to choose again.
Archery You gain a +2 bonus to attack rolls you make with ranged weapons.
Dueling When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.
Great Weapon Fighting When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you 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.
Blazer Abilities
Every Blazer is born with unique abilities at birth but there are some abilities that all Blazers have. Mana surrounds a Blazer and with that power they can enhance themselves defensively or offensively but they have a limit.
At 2nd level you gain a pool of Mana to spend on abilities. With that pool you can cast an amount of abilities equal to your Level + your Charisma modifier (Minimum of 1). Your Mana pool recovers after a short or long rest.
- Mana Defense
Whenever a creature casts a spell on you, you can use a Mana point and your reaction to make them roll at a disadvantage.
When you have to roll for a spell saving throw you can use a Mana point to roll with advantage.
- Mana Offense
When you make an attack action you can spend Mana to add bonuses to your attack equal to the number of Mana points spent to your attack role.
When you take a movement action move you can spend a bonus action with a Mana point to double your movement speed.
- Spellcasting Ability
Charisma is your spellcasting ability for your Blazer spells, so you use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a Blazer spell you cast and when making an attack roll with one.
Spell save DC = 8 + your proficiency bonus + your Charisma modifier
Spell attack modifier = your proficiency bonus + your Charisma modifier
Spellcasting Focus Your spellcasting focus is your Device.
Blazer's Fate
At 3rd level, you chose your "Fate". Choose between The Swordsman, The Elemental or The Manipulator detailed at the end of the class description. Your choice grants you features at 3rd, 7th, 9th, 11th and 15th level.
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.
Awakening
At 10th level, you have broken free from the limits set upon you by the world and now can increase your power through training, Add your proficiency bonus to your Mana pool.
Excessive Awakening
At 14th level, you have learned how to achieve immense power through your awakening but at the cost of your humanity. As an action you can activate your "Brute Soul." Your "Brute Soul" is something that represents your character, like a dragon for someone who uses fire magic or a demon for a swordsman. Your Mana pool doubles and your device becomes with you
The Swordsman
The Swordsman is someone who has little magical talent or someone who prefers to focus on training their physical attributes and swordsmanship skills.
- Will of the Swordsman
At 3rd level, you have mastered the ability to control your body on a level most cannot. As an action you can concentrate all of your Mana to boost your physical ablities doubling your Strength, Constitution and Dexterity ability score bonuses. You gain an extra attack and your movement speed also doubles. For every Mana point spent you gain 1 round of this effect (Minimum of 1 minute). Once you use this ability you gain 1 Exhaustion and cannot use it until you take a long rest.
- Honing the Body and Soul
At 7th level, your intense training regiments expand your body's limits beyond what is normally possible. Your ability score maximums for Strength, Constitution and Dexterity increase to 22. Additionally increase two of those ability scores by 2.
- Unrivaled Swordsmanship
At 9th level, you have dedicated your life to expanding your knowledge of sword techniques and with that knowledge you can counter and predict opponents attacks. Your AC is now calculated like this 10 + Dexterity modifier + Charisma modifier + Wisdom modifier. You also can attack three times, instead of twice, whenever you take the Attack action on your turn.
- Demon of the Sword
At 11th level, you have awoken the Demon inside of you and have evolved Will of the Swordsman. You can now choose to quadruple your Strength, Constitution, and Dexterity ability score bonuses. You gain two more attacks and your movement also quadruples. For every 4 mana points spent you get 1 round of these bonuses. After you use this ability you gain 1 exhaustion and cannot use it again until you take a long rest.
- Power Through Practice
At 15th level, your training has increased your power enough to not completely drain yourself when you spend all of your energy. You now do not take any exhaustion when you use your Demon of the Sword and Will of the Swordsman anymore.
The Elemental
<!-Introduce this subclass here->
- Soul and Sword
At 3rd level, you become closer to your Device. With your DM discuss magical properties that fit your character and weapon that you can agree on. Your weapon now takes on those properties.
- <!-Class Feature->
<!-Class feature game rule information->
- <!-Class Feature->
<!-Class feature game rule information->
The Manipulator
<!-Introduce this subclass here->
- <!-Class Feature->
<!-Class feature game rule information->
- <!-Class Feature->
<!-Class feature game rule information->
- <!-Class Feature->
<!-Class feature game rule information->
Spell List
You know all of the spells on the basic spell list and additional spells based on your subclass.
- 1st Level
<!-1st level spell list->
- 2nd Level
<!-2nd level spell list->
- 3rd Level
<!-3rd level spell list->
- 4th Level
<!-4th level spell list->
- 5th Level
<!-5th level spell list->
Multiclassing
Prerequisites. To qualify for multiclassing into the <!-class name-> class, you must meet these prerequisites:
Proficiencies. When you multiclass into the <!-class name-> class, you gain the following proficiencies:
Back to Main Page → 5e Homebrew → Classes