Base Class: Fighter
Blade Scribe is a warrior able to enhance their weapon and armor with magical calligraphy, to kill and protect against different monsters.
Their art is highly sacred and guarded derived from the study of creating magical scrolls and sigils. As many of the Blade Scribes are mages, clerics and sometime druids with great martial talents.
Your spell casting ability and subclass features change and depend on your chosen spell list.
Spellcasting
You learn two cantrips of your choice from the Wizard, Druid or Cleric spell list.
Intelligence or Wisdom is your spellcasting ability for your spells, since you learn your spells through study and memorization. You use your Intelligence/Wisdom whenever a spell refers to your spellcasting ability. In addition, you use your Intelligence/Wisdom modifier when setting the saving throw DC for a Wizard, Druid or Cleric spell you cast and when making an attack roll with one.
Spell save DC = 8 + your proficiency bonus + your Int/Wis modifier
Spell attack modifier = your proficiency bonus + your Int/Wis modifier
Blade Wrap
At 3rd level you can use magical wraps to enhance your gear. You learn to create two script wraps of your choice, from among the scripts described below, and each time you gain a level in this class, you can replace one script you know with a different one from this feature. When you reach certain levels in this class, you learn additional runes, as shown in the Scripts Known table.
Whenever you finish a long rest, you can make a number of wraps equal to your PRO + INT/WIS, and you inscribe what type of script you write in each wrap. During a short rest you can make a calligrapher's supplies or painter's supplies check to create half or less wraps of your maximum amount wraps with a DC15 for each additional wrap you cant go over the maximum amount.
You can take and action to apply a wrap to your weapon that will last an amount of attacks equal to you proficiency bonus.
Your scripts are written in arcane runes (Wizard). Druidic, Sylvan or Primordial (Druid). Celestial or language of the gods race (Cleric).
| Fighter Level | Number of Scripts |
|---|---|
| 3rd | 2 |
| 7th | 3 |
| 10th | 4 |
| 15th | 5 |
Each script does 1d6 of the respected damage type at 3rd level, 1d8 at 10th level, 1d10 at 18th level.
Acid Script
Acid damage
Fire Script
Fire damage
Force Script
Force damage
Frost Script
Cold damage
Lightning Script
Lightning damage
Necrotic Script
Necrotic damage
Psychic Script
Psychic damage
Radiant Script
Radiant damage
Thunder Script
Thunder damage
Venom Script
Poison damage
Bonus Proficiencies
Origin Proficiencies
Tool proficiency
Calligrapher's supplies or Painter's supplies.
Shield Script
At 7th level during a short or a long rest you can write a script of your choice on your shield.
When an enemy attacks you with a melee attack and it misses, you can use your reaction to deal 1d4 of chosen script damage according to Blade Wrap feature.
Empowered Blade Wrap
At 10th level you can now apply Blade Wrap as a bonus action.
With this feature you can forgo one of your attacks as a Empowered Blade Wrap ability once per turn that will consume the current wrap.
Empowered Acid Script
Strike the ground creating a 15ft. square patch of sticky acid where each creature needs to make a Dexterity saving throw (according to your spell save DC) be covered in acid for 1 minute until the creature uses its action to scrape or wash the acid off itself or another creature. A creature covered in the acid takes 2d4 acid damage at start of each of its turns. On a successful save take only half damage and is not covered in acid.
Empowered Fire Script
Slash forward creating a 15ft. cone of fire where each creature needs to make a Dexterity saving throw (according to your spell save DC) or take 4d8 fire damage. On a successful save take only half damage.
Empowered Force Script
Slash forward creating a curved edge of force traveling up to 90ft. dealing 4d8 force damage. On a successful save take only half damage.
Empowered Frost Script
You make a melee attack adding your weapon damage and the target makes a Constitution saving throw (according to your spell save DC) or take 3d8 cold damage and it has disadvantage on the next weapon attack roll it makes before the end of its next turn. On a successful save take only half damage and no disadvantage.
Empowered Lightning Script
Thrust forward firing a 60ft. line each creature needs to make a Dexterity saving throw (according to your spell save DC) or take 4d8 lightning damage. On a successful save take only half damage.
Empowered Necrotic Script
You make a melee attack adding your weapon damage and the target makes a Constitution saving throw (according to your spell save DC) or take 3d8 necrotic damage and on a failed save you gain health equal to the necrotic damage dealt and the excess goes to your temporary hit points. On a successful save the target takes half damage and you gain only healing done by the necrotic damage.
Empowered Psychic Script
You make a melee attack adding your weapon damage and the target makes a Intelligence saving throw (according to your spell save DC) or take 3d8 psychic damage and subtract 1d4 from the next saving throw it makes before the end of your next turn. On a successful save take only half damage.
Empowered Radiant Script
You make a melee attack adding your weapon damage and 3d8 radiant damage as the next attack roll made against this target before the end of your next turn has advantage, thanks to the mystical dim light glittering on the target until then. On a successful save take only half damage.
Empowered Thunder Script
You make a melee attack adding your weapon damage and the target makes a Strength saving throw (according to your spell save DC) or take 3d8 thunder damage and it is pushed back 15ft. if its large or smaller. On a successful save take only half damage and is not pushed.
Empowered Venom Script
You make a melee attack adding your weapon damage and the target makes a Constitution saving throw (according to your spell save DC) or take 3d8 poison damage and on a failed save target is paralyzed. On a successful save take only half damage and is not paralyzed. At the end of each of your turns, you can repeat the saving throw.
Armor Script
At 15th level during a long rest you can write a script of your choice on your armor.
You gain resistance to one of the chosen damage types according to Blade Wrap feature.
Improved Script
At 15th level your Blade Wrap will last up to double your proficiency bonus unless you use Empowered Blade Wrap feature, roll a d20 to determine if the wrap is consumed (DC=15) if you succeed the wrap last for 1d6 attacks, and if you fail the wrap is consumed normally.
Empowered Blade Wrap feature damage increases by one extra damage die (d8 and d4).
Shield Script features damage increases from 1d4 to 1d6, and it will let you use this feature on all attacks.
Double Blade Wrap
At 18th level you can use an action to double the amount of wraps you use, and if you do so Blade Wrap script damage goes up by 1d10 and Enhanced Blade Wrap damage die goes up by one (d8 to d10 and d4 to d6). But they need to be the same type of wrap otherwise the wrap that was there all ready in use gets consumed.
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