Base Class: Fighter
Trained in the ancient art of wielding blades made from the elements, you are able to conjure twin short swords and on occasion a broad sword to vanquish your foes. Fire, Ice, Lightning, Darkness and Light are all at you disposal in combat.
Able to attack fiercely and isolate enemies for extra damage, Blade Casters are formidable fighters no matter what kind of situation they are in. Having the ability to fight with two weapons simultaneously, they are seldom matched for combat capability.
"One shall rue the day they cross blades with a Caster, for the blades they clash with are as a raging storm in the night."
Blade Caster's Repertoire
Starting at level 3, you are granted the ability to summon weapons of five different elements. First you must roll a 1d20 and a 1d6 to determine which weapons you summon.
On your 1d20 roll, if the number is below 16, you will summon two short swords. If the number is 16 or higher, you will be granted a surge of power and summon a giant broad sword instead.
The 1d6 will determine the element of blade that will be summoned.
1: you summon a sword of flame.
2: you summon a sword of ice.
3: you summon a sword of lightning.
4: you summon a sword of radiance.
5: you summon a sword of darkness.
6: you can decide which element to summon yourself.
Arc Blade
You summon an arcane blade of electricity that can paralyze it's foes with a single swing.
If you've summoned short swords, you deal 1d6 lightning slashing damage plus your damage modifier on a successful hit.
If you've summoned your broad sword, you deal 1d12 lightning slashing damage plus your damage modifier on a successful hit. Your target then must make a dc 12 dex saving throw or be paralyzed until the end of its next turn. paralysis effect cannot be stacked and has a one round cool-down once applied.
Divine Blade
You summon an arcane blade of light that shines through even the darkest of nights.
If you've summoned short swords, you deal 1d6 holy slashing damage plus your damage modifier on a successful hit.
If you've summoned your broad sword, you deal 1d12 holy slashing damage plus your damage modifier on a successful hit. Your target then must make a dc 12 wis saving throw or take an additional 1d8 holy damage.
Frost Blade
You summon an arcane blade of pure ice that cannot be melted by even the hottest of fires.
If you've summoned short swords, you deal 1d6 cold slashing damage plus your damage modifier on a successful hit.
If you've summoned your broad sword, you deal 1d12 cold slashing damage plus your damage modifier on a successful hit. Your target then must make a dc 12 con saving throw or be slowed losing half its movement speed and gaining disadvantage on all attacks and saving throws until the end of its next turn.
Inferno Blade
You summon an arcane blade of blazing fire that cannot be quenched or burnt out.
If you've summoned short swords, you deal 1d6 fire slashing damage plus your damage modifier on a successful hit.
If you've summoned your broad sword, you deal 1d12 fire slashing damage plus your damage modifier on a successful hit. Your target then must make a dc 12 dex saving throw or be set on fire, taking 1d6 fire damage at the end of each of its turns until the target puts out the flames.
Shadow Blade
You summon an arcane blade of darkness etching fear into all who feel it's anger.
If you've summoned short swords, you deal 1d6 necrotic slashing damage plus your damage modifier on a successful hit.
If you've summoned your broad sword, you deal 1d12 necrotic slashing damage plus your damage modifier on a successful hit. Your target then must make a dc 12 con saving throw or be feared until the target passes a dc 12 con save at the end of its turn.
Soul Caliber
Starting at level 7, up to three times per long rest, you may apply soul caliber to your attacks to force the special effect onto your target based on your weapon's element. However, on a critical hit, soul caliber will automatically be applied for free.
On a critical hit, Shadow blade's special effect evolves. If the targets challenge level is equal or less than your level, and the target is below 20% of its max hp, that target's hp immediately drops to zero and is rendered dead. Otherwise the fear affect is still used.
In addition, if Divine blade is summoned, you can use Soul Caliber to apply a healing effect on any creature and restore hp equal to 1d10 + your level. Your blade must come into contact with the target creature to apply the healing effect. Critical hits have no applicability on healing. If the target is undead, there will be no healing effect. Instead, the original extra 1d8 holy damage will be applied.
Blade Storm
Starting at level 10, you gain the ability to release a raging storm of blades at your isolated foes.
If you attack a target that is ten or more feet way from one of its allies, you may roll an additional 3d6 damage on a successful hit.
Blade storm may only be applied once per turn.
Elemental Fury
Starting at level 15 your elemental mastery has erupted and now any attack that you make against an opponent bursts out and does area of effect damage to any other enemy within 5 feet of you and your target. The area of effect damage is the same as the damage dealt to the primary target.
Likewise, any effects of your broad sword are also applied as AOE on a successful hit (burning, paralysis, etc), and Blade Storm can be applied once per turn as well (if applicable).
Requiem of the Ancients
Starting at level 18 your mastery of the elements has reached it's pinnacle. You now have the ability to choose which element you want to summon and the weapon type in which you wish to use.
you also gain 50% resistance to any and all elemental damage dealt to you. *any elemental damage dealt to you is cut in half
Previous Versions
| Name | Date Modified | Views | Adds | Version | Actions |
|---|---|---|---|---|---|
|
1/2/2019 12:53:34 AM
|
147
|
3
|
1
|
Coming Soon
|
|
|
1/23/2019 5:53:33 AM
|
368
|
4
|
--
|
Coming Soon
|
-
View User Profile
-
Send Message
Posted Apr 24, 2019mmm I guess I should specify that haha! but the way I've been going about it is one full combat encounter. So they can stay summoned as long as the encounter lasts. At least that's what it is currently. However, if you are looking to play more strictly, I would say that any anti-magic would cancel them out. As well, if you are knocked unconscious you would probably have to re-summon them. I'll update that asap lol
-
View User Profile
-
Send Message
Posted Apr 23, 2019How long do the summoned weapons last? Apologies if i missed that part
-
View User Profile
-
Send Message
Posted Feb 27, 2019Thanks! I put a lot of thought into how I wanted this class to turn out, so your feedback means a lot.
-
View User Profile
-
Send Message
Posted Feb 21, 2019I just want to say I love this idea alot. In my opinion, it's the best elemental swordsman subclass I've found. For me, anyway. Thanks for sharing this with us!