Wizard
Base Class: Wizard

Spellslinging Bladesingers learned to master wizardry as an outlaw while incorporating swordplay and quick wits in order to get what they want. This build focuses on the Swashbuckling Bladesinger variant.

This could possibly be an Acolyte runaway who stowed away on the wrong ship, or possibly an arcane scholar taken prisoner while their class ship was seized, or even a pirate who plundered a few magical texts that caught their eye. Amongst the treasure and ports they may have stumbled across an old tome of Bladesinging - originally created by elves - and has since been adapted to enhance their sword skills against enemy pirates or navy that dare to take them on.

In combat, a Swashbuckling Bladesinger uses a series of intricate, dastardly maneuvers that fend off harm and allow the Bladesinger to channel magic into devastating attacks and a cunning defense. Many who have observed these Bladesingers remember the display as one of the more terrifying experiences in their life; a cold and calculated dance accompanied by a singing blade and powerful pistol.

A Pirate's Life for Me

2nd-level Bladesinging feature

You gain proficiency with light armor, either Woodcarver's Tools or Smith's Tools, and you gain proficiency with Flint-Lock Spellslingers as well as one type of one-handed melee weapon of your choice.

You also gain proficiency in the Performance skill if you don’t already have it.

Flint-Lock Spellslinger

2nd-level Bladesinging feature

You've learned how to create a magical Spellslinger. Using Woodcarver's Tools or Smith's Tools during a long rest, you can create a Spellslinger that can be held in one hand. This can either be made from scratch (100gp) or by modifying an existing Spellslinger's Type (50gp). It counts as a simple ranged weapon, with a normal range of 20 feet and a long range of 90 feet, and it deals 1d6 damage on a hit (damage type determined by Spellslinger Type).

While wielding the Spellslinger you have the following benefits:

  • You can use this as a spellcasting focus for your wizard spells.
  • This weapon produces its own ammunition, automatically creating one piece of magic ammunition when you make a ranged attack with it. The ammunition created by the weapon vanishes the instant after it hits or misses a target.
  • When you attack with this weapon, you can add your Intelligence modifier, instead of Strength or Dexterity, to the attack and damage rolls.
  • When you use the Attack action with a melee weapon on your turn, you can make one Spellslinger attack as a bonus action.
  • You can customize your Spellslinger. When you do so, choose one of the Spellslinger Types from the table below. The type you choose gives you a Secondary Spell Ability while you wield it, which you can cast as an action.

You can cast your Secondary Spell Ability once, but then you can’t use this feature again until you finish a short or long rest. 

Spellslinger Types

TYPE SECONDARY SPELL ABILITY

Fire Damage

Rapid Fire

The Spellslinger rapidly spits X fire bullets (X = your proficiency bonus) at targets you can see within 20 feet. You can fire them at one target or several.

Make a ranged spell attack for each bullet. On a hit, the target takes 2d6 fire damage. If you hit a single creature with more than one bullet, then the creature is pushed back 5 feet per bullet after the first. The fire ignites any flammable objects it hits that aren’t being worn or carried.

Cold Damage

Freeze Ray

A freezing spray blasts out of the Spellslinger. Each creature within a 15 foot cone must make a Constitution saving throw against your spell save DC. On a failed save, a creature takes Xd6 cold damage (X = your proficiency bonus) and is restrained in a block of ice. On a successful save, they take half as much damage and are not restrained.

To break out, a restrained creature can use its action to make a Strength check against your spell save DC. On a successful save, the target escapes and is no longer restrained by the ice.

Lightning Damage

Stun Gun

A jolt of electrified energy zaps a target within 5 feet of you. The target must make a Constitution saving throw against your spell save DC. On a failed save, the target takes Xd6 lightning damage (X = your proficiency bonus) and is paralyzed until the start of your next turn. On a successful save, they take half as much damage and are not paralyzed.

Bladeshanty

2nd-level Bladesinging feature

You can invoke an elven magic called the Bladesong, provided that you aren’t wearing medium or heavy armor or using a shield. It graces you with supernatural speed, agility, and focus.

You can use a bonus action to start the Bladesong, which lasts for 1 minute. It ends early if you are incapacitated, if you don medium or heavy armor or a shield, or if you use two hands to make an attack with a weapon. You can also dismiss the Bladesong at any time (no action required).

While your Bladesong is active, you gain the following benefits:

  • You gain a bonus to your AC equal to your Intelligence modifier (minimum of +1).
  • Your walking speed increases by 10 feet.
  • You have advantage on Dexterity (Acrobatics) checks.
  • You gain a bonus to any Constitution saving throw you make to maintain your concentration on a spell. The bonus equals your Intelligence modifier (minimum of +1).
  • You don't have disadvantage for being within 5 feet of a targeted creature when you shoot a Flint-Lock Spellslinger.

You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses of it when you finish a long rest.

Extra Attack

6th-level Bladesinging feature

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. 

In addition, when you attack with a melee weapon while your bladesong is active, you can use your Intelligence modifier, instead of Strength or Dexterity, for the attack and damage rolls.

Song of Storms

10th-level Bladesinging feature

Your skill with Bladesong has allowed you to go into a calming meditative state, like a calm in a storm.

While Bladesong is active you can add your Intelligence modifier (minimum of +1) to the damage of your melee weapon attacks and Spellslinger attacks.

Captain's Cunning

14th-level Bladesinging feature

You learned to think quickly on your feet, realizing its sometimes better to hit the deck than to stand and fight.

When you take damage while in Bladesong, make an Intelligence saving throw. The DC = 10 + Damage/10 (rounded up or down to the nearest whole number)

On a successful save, you can use your reaction to reduce that damage by 10 hit points per round of your remaining Bladesong that you choose to expend - up to 10 rounds. If you roll a natural 20, you automatically succeed on the save and double the number of damage reduced.

You may only use this feature once per Bladesong.

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