Blades Caster (class)

## Blades Caster

A mage who uses weapons as a casting focus, allowing them to extend their reach of magic and perform unique spells.

## Progression

**1st Level**

Choose 2 proficiencies out of the following: Acrobatics, Arcana, Athletics, Insight, Investigation, or Mobility.

**Caster Archetype**: Choose one of the following weapon types to cast with: Swords, Spears, or 2 Daggers. You gain proficiency with this specific kind of weapon

**Beam Blade**: Although spellcasting isn’t unlocked until second level, Blades Casters get this cantrip for free at level 1.

**2nd Level**

**Spellcasting**: You can now cast spells. See the information below.

**3rd Level**

**Kinetic Dodge**: Once per long rest, as a reaction, you may instantly gain a +6 evasion to avoid an attack. You may activate this ability after a creature’s accuracy roll to hit you is revealed, but before any effects are rectified. At the beginning of your next turn, your evasion returns to normal.

**4th Level**

**Ability score Improvement**: You can improve two stats by one, or one stat by two out of the main six stats.

**5th Level**

You gain expertise with your casting archetype weapon. This does not apply to all melee weapons, but only your archetype weapon.

**6th Level**

**Counterattack**: Whenever a melee attack against you misses, you can use your reaction to attempt to attack the creature that attacked you.

**7th Level**

**Elemental Infusion**: 3 times per short rest, as a bonus action, you can infuse your blade with elemental power, adding an extra 1d8 damage (of fire, energy, light, electric, cold, or air). This doesn’t affect projectiles from your blade.

**8th Level**

**Ability score Improvement**: you can improve two stats by one, or one stat by two out of the main six stats.

**9th Level**

**Reflection**: once per long rest, as a reaction, you can try to reflect a projectile that is either directed at you, or the projectile will pass within 5ft of you. Make a mobility check, the DC of which is determined by the strength of the projectile you are trying to reflect. If you pass, the projectile is sent back in a straight line as you swing your blade and deflect it.

**10th Level**

**Extra Attack**: you can use a weapon attack twice per action.

**11th Level**

**Energy Wave**: Every time you use your archetype weapon, you can shoot a projectile dealing 1d8 energy damage on a hit, with a range of 30ft. If you are at melee with a creature, the energy damage is added onto your basic weapon damage.

**12th Level**

**Ability score Improvement**: you can improve two stats by one, or one stat by two out of the main six stats.

**13th Level**

**Lifesteal**: Every time you successfully hit a creature with your archetype weapon (not magic or projectiles) you gain 1d4 health.

**14th Level**

**Blade Predictor**: you gain a +3 evasion to any attack against you made with a melee weapon.

**15th Level**

**Blade Lock**: as an action, you can attempt to lock your blade against another creature's melee weapon. While your blades are clashed, the target creature cannot take action or movement. On the target creature's turn, they can make a STR check, opposed to your STR check, to get out of the blade lock.

**16th Level**

**Ability score Improvement**: you can improve two stats by one, or one stat by two out of the main six stats.

**17th Level**

**Ever Alert**: you gain a +5 to initiative, and can never be surprise attacked.

**18th Level**

**Psychic Blade**: As a bonus action, you can transform your weapon into a mind blade, which is able to penetrate through any solid object, and cannot be blocked anymore. You may attack a creature with this blade, and they must make an INT save, or take 3d8 psychic damage, or half on a success. On a natural 1, the target creature is stunned until the start of their next turn.

**19th Level**

**Extra Attack**: you can use a weapon attack 3 times per action

**20th Level**

**Ability Score Improvement**: you can improve two stats by one, or one stat by two out of the six main stats.

**21st Level**

**Soul Warp**: whenever an attack against you misses, you may teleport up to 30ft away to an area you can see.

**22nd Level**

**Environmental Attunement**: as a turn, you may attune yourself and your weapon to the environment that you are currently in. This may have a variety of effects, but in general, this allows you to gain resistance to damage affiliated with the environment (Water, Fire, Earth, etc.), and add 4d8 environmental damage to all your attacks, and allows you to control the environment around you to some degree. The DM may elaborate on or grant other effects to this ability.

**23rd Level**

**Arcane Armor**: as an action, you can create a magical armor for yourself which lasts for 1 minute. This armor gives you resistance to all magical damage. This armor has three durability, and any melee weapon attack deals 1 durability to the armor. The armor vanishes after its durability is all spent. Every time you summon the armor, it loses 1 durability. If the armor has 0 durability when it is summoned, it does 20 unresistable damage to the caster, and is instantly broken by any attack, although it still does provide resistance to magic damage. The durability charges reset during a long rest.

**24th Level**

**Ability Score Improvement**: you can improve two stats by one, or one stat by two out of the six main stats.

**25th Level**

**Ultimate Blademage**: your attacks dealing energy damage pierce through damage resistance. Creatures immune to energy damage are only resistant to your energy attacks. Your spell slots also are restored to half of the max, rounded down, so if you had 1 9th level spell slot used, it would not be restored by this.

## Spellcasting

Spells can be cast by half casting classes and full casting classes. Each class has their own unique list of spells which they can learn and cast. Full casting classes can learn up to 2+MAG Cantrips, and learn prepared spells according to their level and Magic Score. A full casting class can learn up to 20 prepared spells, but that number also cannot exceed their current Level+2 or their Magic Score. If a character has a Magic Score and level above 19, their Magic Score becomes their new maximum prepared spells.

During a long rest, spells can be forgotten to make room for other spells that one may want to learn.

## Spell Slots

Below is a table of spell slots, based on level.

## Spell List

Here is an index of spells for this class:

* All Spells
* Cantrips
* 1st Level
* 2nd Level
* 3rd Level
* 4th Level
* 5th Level
* 6th Level
* 7th Level
* 8th Level
* 9th Level