Bladesinger Compendium

by PhillyMoo

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Bladesinger Compendium

Bladesinger

Bladesingers master a tradition of wizardry that incorporates swordplay and dance. Originally created by elves, this tradition has been adopted by non-elf practitioners, who honor and expand on the elven ways.

In combat, a bladesinger uses a series of intricate, elegant maneuvers that fend off harm and allow the bladesinger to channel magic into devastating attacks and a cunning defense. Many who have observed a bladesinger at work remember the display as one of the more beautiful experiences in their life, a glorious dance accompanied by a singing blade.

Table of Contents
Spell Level Page Number
Cantrips 3
1st Level 3
2nd Level 4
3rd Level 4
4th Level 5
5th Level 5
6th Level 5
7th Level 6
8th Level 6
9th Level 6

Cantrips

Moonlight Blade

Evocation cantrip


  • Classes: Wizard
  • Casting Time: 1 Action
  • Range: Self (5-foot radius)
  • Components: S, M (a melee weapon worth at least 1 sp)
  • Duration: Instantaneous

You brandish the weapon used in the spell’s casting and make a melee attack with it against one creature within 5 feet of you. On a hit, the target suffers the weapon attack’s normal effects. The moonlight guides the blade towards weaknesses in the target's defenses. Your attack scores a critical hit on a 19-20.

At Higher Levels. At 5th level, the melee attack deals an extra 1d8 radiant damage to the target on a hit, and the attack now scores a critical hit on a 18-20. The damage roll increases by 1d8 and the critical hit range by 1 at 11th level (2d8 and 17-20) and 17th level (3d8 and 16-20).

Voltaic Blade

Evocation cantrip


  • Classes: Wizard
  • Casting Time: 1 Action
  • Range: Self (5-foot radius)
  • Components: S, M (a melee weapon worth at least 1 sp)
  • Duration: 1 round

You brandish the weapon used in the spell’s casting and make a melee attack with it against one creature within 5 feet of you. On a hit, the target suffers the weapon attack’s normal effects and an electric charge surrounds the target until the beginning of your next turn. If the target uses its reaction before then, the target takes 1d8 lightning damage, and the spell ends.

At Higher Levels. At 5th level, the melee attack deals an extra 1d8 lightning damage to the target on a hit, and the damage the target takes for using its reaction increases to 2d8. Both damage rolls increase by 1d8 at 11th level (2d8 and 3d8) and again at 17th level (3d8 and 4d8).

1st Level

Song of Fury

1st-level transmutation


  • Classes: Wizard
  • Casting Time: 1 Action
  • Range: Self
  • Components: S
  • Duration: Concentration, up to 1 minute

You imbue your body and fighting form with offensive evocation and divination magic to greatly enhance your ability to strike the weak points of all targets. Until the spell ends, you can roll one additional weapon damage die when determining the extra damage for a critical hit with a melee Attack.

Additionally, you can use a bonus action to gain a +1 bonus to your critical hit range. This bonus applies even if your critical hit range is already enlarged.

Water-Stance

1st-level transmutation


  • Classes: Wizard
  • Casting Time: 1 Bonus Action
  • Range: Self
  • Components: S
  • Duration: Concentration, up to 1 minute

Your own body becomes a channel for magic that increases your survivability. Until the spell ends, you gain a +1 bonus to AC.

Additionally, when you cast this spell, and then as a bonus action on each of your turns until the spell ends, you can take the Disengage action.

2nd Level

Song of Battle

2nd-level transmutation


  • Classes: Wizard
  • Casting Time: 1 Action
  • Range: Self
  • Components: S
  • Duration: Concentration, up to 1 minute

You imbue your body and fighting form with the most basic, but most universal of magics, to augment both your offensive and defensive capabilities. Until the spell ends, you gain a +1 bonus to your attack and damage rolls with your melee weapons. If the weapon isn’t magical, it becomes a magic weapon for the spell’s duration.

Additionally, you can use a bonus action to gain a +2 bonus to AC until the beginning of your next turn.

Stone-Stance

2nd-level transmutation


  • Classes: Wizard
  • Casting Time: 1 Bonus Action
  • Range: Self
  • Components: S
  • Duration: Concentration, up to 1 minute

Your own body becomes a channel for magic that increases your survivability. Until the spell ends, you gain a +2 bonus to AC.

Additionally, when you cast this spell, and then as a bonus action on each of your turns until the spell ends, you can gain temporary hit points equal to your spellcasting ability modifier.


3rd Level

Song of Death

3rd-level transmutation


  • Classes: Wizard
  • Casting Time: 1 Action
  • Range: Self
  • Components: S
  • Duration: Concentration, up to 1 minute

You imbue your body and fighting form with offensive evocation and necromancy magic to greatly enhance your speed and offensive prowess. Until the spell ends, you can make an additional attack each time you reduce a creature to 0 hit points with a melee weapon attack during your turn.

Additionally, you can use a bonus action to mark a target until the beginning of your next round. The marked target takes an additional 1d8 necrotic damage from your melee weapon attacks.

Wind-Stance

3rd-level transmutation


  • Classes: Wizard
  • Casting Time: 1 Bonus Action
  • Range: Self
  • Components: S
  • Duration: Concentration, up to 1 minute

Your own body becomes a channel for magic that increases your mobility. Until the spell ends, you do not provoke opportunity attacks.

Additionally, when you cast this spell, and then as a bonus action on each of your turns until the spell ends, you can use a bonus action to take the Dodge action.

4th Level

Song of Tragedy

4th-level transmutation


  • Classes: Wizard
  • Casting Time: 1 Action
  • Range: Self
  • Components: S
  • Duration: Concentration, up to 1 minute

You imbue your body and fighting form with enchantment and necromancy magic to enhance your focus. Until the spell ends, you are immune to the charmed and frightened conditions.

Additionally, you can use a bonus action to show a target their greatest fears. The target must make a Wisdom saving throw against your spellcasting DC or become frightened of you until the beginning of your next turn.

Lightning-Stance

4th-level transmutation


  • Classes: Wizard
  • Casting Time: 1 Bonus Action
  • Range: Self
  • Components: S
  • Duration: Concentration, up to 1 minute

Your own body becomes a channel for magic of storms and thunder. Until the spell ends, your melee weapons attacks deal an additional 1d8 thunder damage.

Additionally, when you cast this spell, and then as a bonus action on each of your turns until the spell ends, you can shoot a bolt of lightning against a creature that you can see within range. Make a ranged spell attack against a creature within 120 feet of you. On a hit, the target takes 2d8 lightning damage.


5th Level

Song of Zealotry

5th-level transmutation


  • Classes: Wizard
  • Casting Time: 1 Action
  • Range: Self
  • Components: S
  • Duration: Concentration, up to 1 minute

You imbue your body and fighting form with powerful evocation and transmutation magic to enhance your attunement with magic. Until the spell ends, you can use your bonus action to cast a cantrip, as long as you have not already cast a spell of 1st level or higher as an action.

Flame-Stance

5th-level transmutation


  • Classes: Wizard
  • Casting Time: 1 Bonus Action
  • Range: Self
  • Components: S
  • Duration: Concentration, up to 1 minute

Your own body becomes a channel for magic of passionate flames. Until the spell ends, your melee weapons attacks deal an additional 2d6 fire damage.

Additionally, when you cast this spell, and then as a bonus action on each of your turns until the spell ends, you can grant yourself advantage on all melee weapon attack rolls until the beginning of your next turn.


6th Level

Song of Mastery

6th-level transmutation


  • Classes: Wizard
  • Casting Time: 1 Action
  • Range: Self
  • Components: S
  • Duration: Concentration, up to 1 minute

You imbue your body and fighting form with magic with expertise and perfect harmony. Until the spell ends, you gain the following benefits:

  • Your speed is doubled
  • +2 AC
  • You do not provoke opportunity attacks
  • You can cast cantrips as a bonus action as long as you have not already cast a 1st level or higher spell as an action.

Storm-Stance

6th-level transmutation


  • Classes: Wizard
  • Casting Time: 1 Bonus Action
  • Range: Self
  • Components: S
  • Duration: Concentration, up to 1 minute

Your own body becomes a channel for magic that channels natural disasters. Until the spell ends, your melee weapons attacks deal an additional 2d8 thunder damage. Additionally, the your movement is unaffected by difficult terrain, and spells and other magical effects can neither reduce the you speed nor cause you to be paralyzed or restrained.

Additionally, when you cast this spell, and then as a bonus action on each of your turns until the spell ends, you gain an additional reaction until the beginning of your next turn. You can use reactions on the same turn, but not against the same trigger.

7th Level

Crescendo

7th-level transmutation


  • Classes: Wizard
  • Casting Time: 1 Action
  • Range: Self
  • Components: S
  • Duration: Concentration, up to 1 minute

Your martial abilities increase as the length of the fight increases. When you cast this spell, you gain a +3 bonus to your attack and damage rolls with your melee weapons. If the weapon isn’t magical, it becomes a magic weapon for the spell’s duration.

At the beginning of each of your turns, the bonus increases by 1 (+4/4, +5/5, etc.)

Inferno-Stance

7th-level transmutation


  • Classes: Wizard
  • Casting Time: 1 Bonus Action
  • Range: Self
  • Components: S
  • Duration: Concentration, up to 1 minute

Your own body becomes a channel for magic that channels natural disasters. Until the spell ends, your melee weapons attacks deal an additional 3d6 fire damage. Additionally, when you take the Attack action, you may make one additional attack.

Additionally, when you cast this spell, and then as a bonus action on each of your turns until the spell ends, you grant yourself advantage on all melee weapon attack rolls until the beginning of your next turn.


8th Level

Accelerando

8th-level transmutation


  • Classes: Wizard
  • Casting Time: 1 Bonus Action
  • Range: Self
  • Components: S
  • Duration: Instantaneous

You use magic to supernaturally enhance your perceptive abilities, as though time has slowed for you. You gain an addition Action and reaction for the next 1d4 turns.

Forbidden-Stance

8th-level transmutation


  • Classes: Wizard
  • Casting Time: 1 Bonus Action
  • Range: Self
  • Components: S
  • Duration: Concentration, up to 1 minute

Your own body becomes a channel for forbidden magic that brings you closer to death in exchange for great power. Until the spell ends, you gain the following benefits:

  • Your melee weapons attacks deal an additional 4d8 force damage,
  • +4 AC,
  • You have advantage on attack rolls and saving throws.
  • You do not suffer from the negative effects of exhaustion, but may still gain points of exhaustion.

You gain one point of exhaustion at the end of each turn.


9th Level

Finale

9th-level evocation


  • Classes: Wizard
  • Casting Time: 1 Action
  • Range: Self
  • Components: S, M (a melee weapon worth at least 1 sp)
  • Duration: Instantaneous

You end a brilliant performance of sword and spell. Make an attack roll against your target with advantage. On a hit, you deal damage equal to xd8, where x equals the total level of spell slots expended before casting this spell. (An expended second level spell slot would count as 2.)

 

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