Contents
The Bladebearer
- Introduction...................................................................................... 1
- Class Features.................................................................................. 2
- Spell List........................................................................................... 6
Subclasses : Archetypal Weapons
- Clarent............................................................................................... 7
- Excalibur............................................................................................ 8
- Galatine............................................................................................. 9
- Laevatein........................................................................................... 9
- Raikiri.............................................................................................. 10
- Swordsoul....................................................................................... 12
Artist Credits
- Cover : アルトリア・ペンドラゴン by devend
- Contents : 雷之律者 by MadYY
- Page 1 : 【C96】Eternal Black by MISSILE228
- Page 4 : nexus by Tuda6
- Page 5 : 【Skeb】よその子イラスト by mytea
- Page 6 : シャイニング 1007 by 竜崎いち
- Page 8 : アルトリア・ペンドラゴン by devend
- Page 10 : 42 by 五洋北
- Page 11 : 狂风,臣服于我! by MAOH玥儿
- Page 12 : cross sword by グリーンナイト
- Back : 49 by Dr.Rohan
Bladebearer
Humming softly, a human kneels as she performs a ritual to connect with a longsword. When she is done with the ritual, the once-ordinary blade shines brightly with magical energy, far more than that of a blade enchanted with simple sorcery.
Disarmed and weaponless, an elf smirks as his attacker closes the distance. Before his foe can react, he swoops forth on his own with a sword shaped with divine force in his hand, ready to counterattack.
Beset on all sides by enemies, a dragonborn plants his enchanted blade into the earth, and overwhelming magic erupts from the ground, sending those around him flying away in pain.
Whether enchanter, swordmaster, or spellcaster, a bladebearer weaves ancient magic through their blade. Far from ordinary enchanters who imbibe mundane items with magic, these unique casters specialize in imbuing a single weapon with strength that rivals swords of ancient legend.
Primordial Enchanters
Bladebearers are casters first and fighters second but, before all that are enchanters who live by the one weapon they bless with their primeval magic. The magic that binds their chosen weapon to them persists beyond death itself; the next to wield their blade can feel the overwhelming magic that flows within it, even if its creator has passed away years ago.
The magic harnessed by bladebearers is unique - no mere enchanter can replicate their talents, even with years of study and practice, without resorting to esoteric rituals or stooping to lows such as sacrificing masses of the living. The magic of a bladebearer is both inherited and mastered through study.
Bound by the Blade
While bladebearers seek to perfect their craft, they do not always find someone who can immediately make use of their gift. Thus, bladebearers learn the art of warfare so the sword they've chosen is never dull, be it someone else teaches them the basics of fighting, or learning on their own.
Not every bladebearer strikes out to adventure across the land. Some journey out to learn of mythical weapons, so that they may one day best them with their own weapon that has been enchanted by their hand. Other bladebearers venture forth to find someone worthy of inheriting their finest craft, perhaps etching their name into the records of history.
Creating a Bladebearer
When creating a bladebearer, consider what goals they have. Do they strive to find someone worthy of wielding the sword they have chosen, or do they seek to create a weapon worthy of being passed down the generations, no matter the wielder?
Have you always been an adventurer, studying on the go with what little spare time you had, or did you first spend time honing your craft before setting out? Or perhaps you are seeking motivation that will lead you to bringing forth a blade whose name will echo for centuries to come.
The Bladebearer
| Level | Proficiency Bonus | Features | Cantrips Known | Spells Known | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th |
|---|---|---|---|---|---|---|---|---|---|---|---|
| 1st | +2 | Consecrated Weapon, Spellcasting | 2 | 4 | 2 | — | — | — | — | — | — |
| 2nd | +2 | Arcane Blade, Archetypal Weapon | 2 | 5 | 3 | — | — | — | — | — | — |
| 3rd | +2 | Mystic Infusion | 2 | 6 | 4 | 2 | — | — | — | — | — |
| 4th | +2 | Ability Score Improvement | 3 | 7 | 4 | 3 | — | — | — | — | — |
| 5th | +3 | Bladebearer's Absolution | 3 | 8 | 4 | 3 | 2 | — | — | — | — |
| 6th | +3 | Archetypal Weapon Feature | 3 | 9 | 4 | 3 | 3 | — | — | — | — |
| 7th | +3 | Swordwright's Initiative | 3 | 10 | 4 | 3 | 3 | — | — | — | — |
| 8th | +3 | Ability Score Improvement | 3 | 11 | 4 | 3 | 3 | 1 | — | — | — |
| 9th | +4 | Bladebearer's Absolution (+2) | 3 | 12 | 4 | 3 | 3 | 2 | — | — | — |
| 10th | +4 | Archetypal Weapon Feature | 4 | 13 | 4 | 3 | 3 | 3 | — | — | — |
| 11th | +4 | Extraplanar Bond | 4 | 13 | 4 | 3 | 3 | 3 | 1 | — | — |
| 12th | +4 | Ability Score Improvement | 4 | 14 | 4 | 3 | 3 | 3 | 1 | — | — |
| 13th | +5 | Bladebearer's Absolution (+3) | 4 | 14 | 4 | 3 | 3 | 3 | 1 | — | — |
| 14th | +5 | ─ | 4 | 15 | 4 | 3 | 3 | 3 | 1 | 1 | — |
| 15th | +5 | Archetypal Weapon Feature | 4 | 15 | 4 | 3 | 3 | 3 | 2 | 1 | — |
| 16th | +5 | Ability Score Improvement | 4 | 16 | 4 | 3 | 3 | 3 | 2 | 1 | — |
| 17th | +6 | ─ | 4 | 16 | 4 | 3 | 3 | 3 | 2 | 1 | 1 |
| 18th | +6 | Archetypal Weapon Feature | 4 | 17 | 4 | 3 | 3 | 3 | 2 | 2 | 1 |
| 19th | +6 | Ability Score Improvement | 4 | 17 | 4 | 3 | 3 | 3 | 2 | 2 | 1 |
| 20th | +6 | Enchanter of the Ages | 4 | 18 | 4 | 3 | 3 | 3 | 2 | 2 | 1 |
Quick Build
You can create a bladebearer by following these suggestions. First, Intelligence should be your character's highest ability score, followed by either Strength or Dexterity, depending on the type of weapon they are consecrating. Make Constitution your next-best score instead if you do not intend to wield your consecrated weapon, bestowing it upon another to use. Then, choose the sage background.
Optional Rule : Multiclassing
If your group uses the optional rule on multiclassing in the Player's Handbook, you must meet the prerequisites listed below in order to multiclass into a bladebearer.
Ability Score Minimum. The prerequisites to multiclass into a bladebearer or take a level in another class if you are already a bladebearer is a Strength or Dexterity score of at least 13 and Intelligence score of at least 13.
Proficiencies Gained. If bladebearer isn't your initial class, you gain proficiency with simple weapons and martial weapons that do not have the heavy or two-handed property.
Spell Slots. As an atypical wielder of the arcane arts, with the most potent spells you can use being of 7th level, you add two thirds of your bladebearer levels (rounded down) to your total multiclass spellcaster level to determine your available spell slots when multiclassing as a bladebearer and at least one other class with the spellcasting feature.
Class Features
As a bladebearer, you gain the following features.
Hit Points
- Hit Dice : 1d8 per bladebearer level
- Hit Points at 1st Level : 8 + your Constitution modifier
- Hit Points at Higher Levels : 1d8 (or 5) + your Constitution modifier per bladebearer level after 1st level
Proficiencies
- Armor : Light armor
- Weapons : Simple weapons, martial weapons that do not have the heavy or two-handed property
- Tools : None
- Saving Throws : Constitution, Intelligence
- Skills : Choose three from Arcana, Athletics, History, Insight, Investigation, Perception, and Religion
Starting Equipment
You start with the following equipment, in addition to the equipment granted by your background:
- (a) a longsword or (b) any martial weapon that doesn't have the heavy or two-handed property
- (a) a scholar’s pack or (b) an explorer’s pack
- leather armor and a dagger
Consecrated Weapon
All bladebearers learn an ancient ritual that creates a magical bond between themselves, a weapon, and at the bladebearer's discretion, another person they deem worthy enough to wield the weapon. The ritual takes 1 hour to complete, but as it is a far more complex and archaic rite, can't be carried out during a short rest. The weapon and any others partaking in the rite must be within your reach throughout the ritual, at the end of which you touch the weapon and forge the bond. At the DM's discretion, a person may participate in the ritual even if they are not within your reach - perhaps you wish to bestow your consecrated weapon upon someone you haven't met but see fit to eventually wield the newly bonded weapon. The weapon that is being bonded to you must be a melee weapon that isn't an artifact or legendary.
Once you have bonded a weapon to yourself, you can't be disarmed of that weapon unless you are incapacitated. If it is on the same plane of existence as you, you can summon that weapon as a bonus action on your turn, causing it to teleport instantly to your hand.
You can only have a single consecrated weapon at a time. If you attempt to consecrate a different weapon, you must break the bond with the other weapon, voiding it of all blessings you had bestowed upon it. Additionally, a weapon can't be bonded with or consecrated twice - the binding of the first ritual stops any further rituals peformed by others from affecting it. A consecrated weapon loses its boons if it's not wielded by you or the other creature bonded to it, aside from basic blessings such as bonuses to attack and damage rolls.
Glory in Death
The archaic magic used to perform a bladebearer's ritual can last beyond their death, but not forever. If your character dies, the magic that binds itself to your consecrated weapon lasts a number of years equal to your bladebearer level. At 20th level, the consecration lasts permanently after your death instead.
Outside interference can prolong or shorten the duration of the consecration after a bladebearer dies. For example, a god or other being of incredible power might deem a consecrated weapon worthy of being permanently blessed with its current boons, or a wish spell rendered the binding magic inert for all eternity until the bladebearer returns to perform another rite to restore the magic that was stored in the now-inert weapon. Other characters can extend, or shorten, the duration after a bladebearer dies at the DM's discretion, though doing so isn't a simple feat.
Legacy Weapon
Should you die and the other creature that is bonded to your consecrated weapon would like to pass it onto a creature they deem worthy of it, they can perform a ritual to unbind it from themselves and onto another creature. It must be done over a long rest and takes 1 hour to complete, and the weapon must be in their reach throughout the ritual. They may not know all of the minute details to pull off the ritual without making any mistakes, but what matters more is the intent to bestow it on another creature. They can bind it to another creature that is participating in the ritual, or they can specify conditions that only allows certain creatures to bind to it in the future. From then on, your consecrated weapon can only be bound to one creature at a time. If you are brought back to life, the weapon bonds itself to you again.
Sacred Bequeathal
Should you choose to bestow your weapon upon a creature you deem worthy, they gain the benefits of the consecrated weapon and its properties. As such, they can't be disarmed of the consecrated weapon unless they're incapacitated and can summon it to their hand as a bonus action if it's on the same plane as them.
Because you have ceded your weapon to another creature, you don't gain any benefits from being bonded to it. You can't summon your consecrated weapon to your side unless the other creature bonded to it is on another plane of existence, is dead or incapacitated, or lets you summon it or voluntarily returns it to you. You may force the weapon to return to your side any time you could use a bonus action if the need arises; if it's in the possession of the other creature bonded to it, the other creature must succeed on an Intelligence saving throw or the weapon is forcibly removed from them and they cannot summon it to their hand again until you give them permission to do so. The DC for this save equals your bladebearer spell save DC.
As mentioned in the Consecrated Weapon feature, you can have a creature participate in the binding ritual at the DM's discretion even if they are not within range. As you partake in the ritual, you may specify conditions that let the consecrated weapon bind to a future wielder without performing the ritual again. You may be as specific, or broad, as you like describing the conditions but if you want to change them you must carry out the ritual once more.
Consecrating a weapon, be it a new weapon or the same one, removes the bond between it and the other creature it was previously bonded to.
Primeval Benediction
At first, a consecrated weapon simply turns into a magical weapon if it isn't already magical. The weapon gains more abilities as you gain more levels as a bladebearer.
The boons imparted on your consecrated weapon are more apparent when it is wielded by the other creature bonded to it rather than you. No matter how potent a bladebearer's magic, it only unveils its true strength when the consecrated weapon is wielded by the one chosen by the bladebearer.
Eternal Pilgrimage
Alternatively, you can perform an extended ritual that takes 2 hours rather than one (it still must be done during the course of a long rest). You touch the weapon and bond with it at the end of the ritual as normal, except the ritual is only done with you and the weapon. Instead, you permanently establish a set of conditions that allow another creature to freely wield the weapon that you've consecrated, or prevent a creature from wielding it due to not meeting its conditions, without forming a connection to it. These conditions persist even beyond your death, and ends only by consecrating the weapon once again. A creature wielding a weapon consecrated this way gains all of the benefits of wielding it and being bonded to it, but can't use their bonus action to summon it to their hand, since the weapon might stumble across another potential wielder. In order do to so, they must spend a short rest attuning to the weapon, which can only be attuned to after this variation of the ritual has been performed.
As long as you're on the same plane of existence as your consecrated weapon, you always know if it's being wielded by another creature, but do not know the location of the weapon. If you know the spell locate object, you can cast it to find the general direction of your consecrated weapon, regardless of how far away it is and you're both on the same plane.
If a creature wielding a weapon consecrated this way does something arbitrary to the conditions you set for the weapon, it surrenders itself from the wielder, stops being attuned to them, and cannot be picked up by them or attuned to them again until they make up for their affront to the conditions you've established (at the DM's discretion).
Spellcasting
As an enchanter, you naturally study the arcane, and channel the spells that you cast through the weapon you are wielding.
Cantrips
At 1st level, you know two cantrips of your choice from the bladebearer spell list. You learn more bladebearer cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Bladebearer table.
Spell Slots
The Bladebearer table shows how many spell slots you have to cast your bladebearer spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest.
For example, if you know the 1st-level spell cure wounds and have a 1st-level and a 2nd-level spell slot available, you can cast cure wounds using either slot.
Spells Known of 1st Level and Higher
You know four 1st-level bladebearer spells of your choice.
The Spells Known column of the Bladebearer table shows when you learn more bladebearer spells. Each of these spells must be of a level for which you have spell slots. For instance, when you reach 3rd level in this class, you can learn one new spell of 1st or 2nd level.
Additionally, whenever you gain a level in this class, you can choose up to three of the bladebearer spells you know and replace them with another spell from the bladebearer spell list, which also must be of a level for which you have spell slots.
Spellcasting Ability
Intelligence is your spellcasting ability for your bladebearer spells, since you learn your spells through memorization and practice. You use your Intelligence whenever a spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a bladebearer spell you cast and when making an attack roll with one.
Spell Save DC
Spell attack modifier = your proficiency bonus +
Ritual Casting
You can cast a bladebearer spell as a ritual if that spell has the ritual tag and you know that spell.
Spellcasting Focus
You can use a magical melee weapon that you're wielding as the focus for your bladebearer spells.
Arcane Blade
Beginning at 2nd level, you can augment yourself should you be unarmed or the weapon you consecrated is being wielded by another creature. Using your bonus action, you can create a magical blade of force from one of your hands. While one of your hands is manifesting a blade, you can't hold anything in that hand. You can dismiss it at any time (no action required).
The sword is a magical martial melee weapon with the versatile property and deals force damage equal to 1d8 (1d10) + your ability modifier when it hits a creature. It disappears if you're incapacitated or you let go of it.
Archetypal Weapon
When you reach 2nd level, you choose an archetype for your consecrated weapon to emulate. The archetype you choose grants you, your consecrated weapon, and the one wielding your consecrated weapon features when you first choose it and again at 6th, 10th, 15th, and 18th level. Moreover, your chosen archetype also grants you archetype spells.
Archetype Spells
Each archetype has a list of spells associated with it. You gain access to these spells at the levels specified in the archetype's description. Archetype spells don't count towards your known spells. Once you gain access to an archetype spell, you always have that spell memorized.
If you have an archetype spell that does not appear on the bladebearer spell list, the spell is nonetheless a bladebearer spell for you.
Mystic Infusion
When you reach 3rd level, your innate weapon magic blooms, enhancing the Arcane Blade you conjure. You gain one of the following features of your choice.
Arcane Finesse
Your Arcane Blade gains the finesse and light properties. In addition, the hand your Arcane Blade is in counts as an open hand for the purpose of performing the somatic components of your bladebearer spells, an extension of your arcane might.
Giantesque Extension
Your expertise with weapons grows, granting you proficiency with all martial melee weapons instead of only martial melee weapons that don't have the heavy or two-handed property. In addition, when you summon it, your Arcane Blade now takes the shape of a giant sword, gaining the two-handed property and dealing 2d6 force damage on a hit instead of 1d8 (1d10).
Mercurial Weapon
You can freely draw your Arcane Blade at any time, no action required, and it doesn't disappear if it leaves your hand. It gains the range and thrown properties (range 20/60 feet).
Ability Score Improvement
When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2 or you can increase two ability scores of your choice by 1.
Some archetypal weapon features allow you to cast spells without expending spell slots. A spell that is cast this way doesn't require material components.
Bladebearer's Absolution
When you reach 5th level, your consecrated weapon gains a +1 bonus to attack and damage rolls if it already doesn't have a bonus to those rolls. The bonus increases to +2 at 9th level and +3 at 13th level. Your Arcane Blade also gains this bonus.
Swordwright's Initiative
At 7th level, you have honed your battle instinct to better seize the initiative. Add your Intelligence modifier (a minimum of 1) to initiative rolls and Dexterity saving throws that you make.
Extraplanar Bond
When you reach 11th level, you can use your bonus action to summon your consecrated weapon even if it isn't on the same plane of existence as you, or use your bonus action to teleport it from your side to the other creature that's bonded to it even if they're on a different plane of existence from you. However, the other creature that is bonded to your consecrated weapon can still only summon it if it's on the same plane as them.
Additionally, you and the creature that is bonded to your consecrated weapon can summon it even if a ward or other effect is in place that prevents teleportation or planar travel.
Enchanter of the Ages
When you reach 20th level, you have reached the pinnacle of your magic. You can now consecrate artifacts and legendary weapons. Your consecrated weapon becomes an artifact and the bonus to attack and damage rolls with it increases to +4.
Bladebearer Spells
Cantrips (0 Level)
- Blade Ward
- Guidance
- Mage Hand
- Mending
- Message
- Prestidigitation
- Resistance
- Spare the Dying
- Sword Burst
- True Strike
1st Level
- Alarm
- Bless
- Charm Person
- Command
- Comprehend Languages
- Cure Wounds
- Detect Magic
- Expeditious Retreat
- Find Familiar
- Healing Word
- Identify
- Illusory Script
- Magic Missile
- Shield
- Sleep
2nd Level
- Aid
- Arcane Lock
- Blur
- Calm Emotions
- Detect Thoughts
- Enhance Ability
- Find Traps
- Gentle Repose
- Hold Person
- Knock
- Lesser Restoration
- Levitate
- Locate Object
- Magic Mouth
- Misty Step
- Prayer of Healing
- See Invisibility
- Silence
- Suggestion
- Zone of Truth
3rd Level
- Aura of Vitality
- Beacon of Hope
- Blink
- Clairvoyance
- Counterspell
- Dispel Magic
- Enemies Abound
- Fly
- Glyph of Warding
- Haste
- Hypnotic Pattern
- Leomund's Tiny Hut
- Magic Circle
- Mass Healing Word
- Nondetection
- Remove Curse
- Revivify
- Sending
- Tiny Servant
- Tongues
4th Level
- Arcane Eye
- Aura of Healing
- Aura of Purity
- Banishment
- Compulsion
- Death Ward
- Dimension Door
- Freedom of Movement
- Locate Creature
- Otiluke's Resilient Sphere
5th Level
- Animate Objects
- Arcane Hand
- Circle of Power
- Dominate Person
- Dream
- Geas
- Greater Restoration
- Hold Monster
- Legend Lore
- Mass Cure Wounds
- Scrying
- Skill Empowerment
- Telepathic Bond
- Teleportation Circle
- Wall of Force
6th Level
- Arcane Gate
- Blade Barrier
- Contingency
- Find the Path
- Forbiddance
- Globe of Invulnerability
- Heal
- Mass Suggestion
- True Seeing
- Word of Recall
7th Level
- Etherealness
- Plane Shift
- Regenerate
- Sequester
- Teleport
Archetypal Weapon
Bladebearers are enchanters who strive to leave behind a weapon of legend, whether or not it becomes a symbol of good or evil. You might seek to forge a weapon that rivals ageless swords or create a blade that challenges divinity. Several archetypes are detailed here.
Clarent
The ceremonial blade of King Arthur, you seek to leave behind a weapon that appears before only the most glorious of formalities. However, just as Clarent was used by Mordred to end his father's life, perhaps the weapon that's graced with your magic will end the life of you or someone who trusts the wielder.
Archetype Spells
You gain archetype spells at the bladebearer levels listed.
Archetype Spells
| Bladebearer Level | Spells |
|---|---|
| 2nd | Ceremony, Sanctuary |
| 3rd | Augury, Borrowed Knowledge |
| 5th | Create Food and Water, Glyph of Warding |
| 9th | Banishment, Mordenkainen’s Private Sanctum |
| 11th | Circle of Power, Hallow |
Ceremonial Weapon
When you first choose this archetype at 2nd level, your consecrated weapon becomes a conduit for spells that take time to cast. You and the other creature that is bonded to it can use the weapon as a focus for spells with a casting time that's greater than 1 action, even if the caster can't normally use a spellcasting focus to cast that spell. Additionally, if the other creature bonded to your weapon knows a spell with the ritual tag, they can cast that spell as a ritual with the weapon as the spellcasting focus, even if they can't normally cast that spell as a ritual.
Additionally, you have advantage on Constitution saving throws that you make to maintain your concentration on a spell when you take damage.
Ritual Focus
When you reach 6th level, your consecrated weapon contains a degree of magical potential, granting the wielder access to ritual casting. While it's wielded by you or the other creature bonded to it, your consecrated weapon's wielder can cast the spells ceremony, detect magic, and silence as rituals.
While your consecrated weapon is wielded by you or the other creature bonded to it, the wielder can cast dispel magic using the weapon, using your Intelligence modifier if they are forced to make an ability check. Once used, this property of the weapon can’t be used until the next dawn.
Moreover, you learn two 1st-level spells and one 2nd-level spell of your choice from any classes. The spells you choose must have the ritual tag, count as bladebearer spells for you, and don't count against the number of bladebearer spells you know. Whenever you gain another level as a bladebearer, you can replace one of these spells with another spell of the same level with the ritual tag, which can also be from any class.
Liturgical Ascent
Beginning at 10th level, the magic bound to your consecrated weapon grows. While you or the other creature that's bonded to it are wielding your consecrated weapon, the wielder can cast the spells divination, feign death, and phantom steed as rituals.
While your consecrated weapon is wielded by you or the other creature bonded to it, the wielder can cast magic circle and remove curse with the weapon, using your spell save DC. Once a spell is cast with the weapon, that spell can't be cast again with it until the next dawn.
In addition, when you use a focus to cast your bladebearer spells as rituals, you ignore the material cost of components required to cast those spells as long as the components cost less than a total of 150 gp and aren't consumed by the spell.
Symbol of Majesty
When you reach 15th level, your consecrated weapon has become a ceremonial weapon worthy of participating in the most stately of events. While you're wielding it, you can cast heroes' feast with the weapon. In addition, instead of twelve creatures, up to 60 creatures can participate in the the feast created by the spell when it's cast this way. Once used, this property of the weapon can’t be used until you gain another level as a bladebearer or you offer up a gem-encrusted bowl worth at least 1,000 gp to the weapon, which the weapon consumes to fuel your next casting of heroes' feast with it.
Moreover, while your consecrated weapon is wielded by you or the other creature bonded to it, the wielder can cast forbiddance with the weapon. Material components are only required for the final casting of the spell with the weapon in order for the spell to last until dispelled when forbiddance is cast in the same location with the weapon every day for 30 days; otherwise, the spell lasts only 1 day as normal.
Prelate's Regalia
At 18th level, your consecrated weapon becomes a symbol of the wielder's power and rank (political or social, for instance). While you're wielding your consecrated weapon, you can cast holy aura with the weapon. Once used, this property of this weapon can't be used until next dawn.
While your consecrated weapon is wielded by you or the other creature bonded to it it, the wielder can cast antimagic field with the weapon. When it's cast with the weapon, the sphere of antimagic created by the spell doesn't affect you, the other creature bonded to it, or any equipment that's being worn or carried by the two of you. Once used, this property of this weapon can't be used until next dawn.
Excalibur
You seek to forge a bond with a weapon that rivals Excalibur, the legendary sword of King Arthur. The one who bears your consecrated weapon is destined for glory, etching their name into future books and scriptures for centuries to come.
Archetype Spells
You gain archetype spells at the bladebearer levels listed.
Archetype Spells
| Bladebearer Level | Spells |
|---|---|
| 2nd | Detect Evil and Good, Shield of Faith |
| 3rd | Moonbeam, Spiritual Weapon |
| 5th | Crusader's Mantle, Spirit Guardians |
| 8th | Divination, Find Greater Steed |
| 11th | Destructive Wave, Holy Weapon |
Mythic Weapon
When you first choose this archetype at 2nd level, your consecrated weapon gains a +1 bonus to attack and damage rolls that are made with it if it doesn't have a bonus to attack and damage rolls made with it.
The bonus from this feature is added to the bonus from the Bladebearer's Absolution and Enchanter of the Ages features. For instance, at 9th level, the bonus increases to +3 instead of +2.
Additionally, the magic that sustains the blessings that grace your consecrated weapon after you die lasts much longer than normal. Instead of lasting a number of years equal to your bladebearer level, the magic persists for a number of years equal to 15 times your bladebearer level.
Regal Splendor
Starting at 6th level, your Arcane Blade scores a critical hit on a roll of 19 or 20.
Additionally, your consecrated weapon gains the following benefits.
- Attacks that are made with it score a critical hit on a roll of 19 or 20.
- If it is wielded by the other creature that's bonded to it, they can roll one additional weapon damage die when determining the extra damage for a critical hit. This is increased to two extra dice at 14th level and three extra dice at 18th level.
Imperial Proclamation
Beginning at 10th level, as long as your consecrated weapon is wielded by the other creature bonded to it, they can make two attacks, instead of one, whenever they take the Attack action during their turn, or three attacks if they have Extra Attack or another feature that grants them additional attacks. In addition, they score a critical hit with it on a roll of 18—20. They don't get additional attacks if they're already capable of making three or more attacks without this feature.
Sovereign's Majesty
At 15th level, you score a critical hit with your Arcane Blade and consecrated weapon on a roll of 18—20. Moreover, when the other creature that's bonded to your consecrated weapon makes an attack with it, they now score a critical hit on a roll of 17—20.
Glory Manifest
At 18th level, your consecrated weapon is steeped in magical energy. Attacks made with it ignore resistance and immunity.
Moreover, when it's wielded by the other creature bonded to it, whenever they take the Attack action on their turn, they can make two additional attacks with that action, instead of one with the Imperial Proclamation feature. A creature can't make more than four attacks with the Attack action this way.
Galatine
You seek to create a weapon that shines as bright as Galatine, the sister sword of Excalibur wielded by Gawain, one of King Arthur's most loyal knights. Like Galatine, your weapon shall also draw upon the might of the sun, burning away those who would threaten its wielder.
Archetype Spells
You gain archetype spells at the bladebearer levels listed.
Archetype Spells
| Bladebearer Level | Spells |
|---|---|
| 2nd | Guiding Bolt, Heroism |
| 3rd | Branding Smite, Find Steed |
| 5th | Blinding Smite, Daylight |
| 8th | Guardian of Faith, Sickening Radiance |
| 11th | Dawn, Wall of Light |
Radiant Weapon
When you first choose this archetype at 2nd level, your touch can heal wounds. You have access to a pool of healing power that is replenished whenever you finish a long rest. With that pool, you can restore a total number of hit points equal to your bladebearer level × 5.
As an action, you can touch another creature and draw power from the pool to restore a number of hit points to that creature up to the maximum amount remaining in your pool, provided it's not a construct or undead.
Moreover, when you or the other creature bonded to your consecrated weapon hits a creature with it, the wielder can replace the damage dealt by one of the weapon's damage die with radiant damage. The extra damage on a critical hit with the weapon also becomes radiant damage.
Divine Infusion
Beginning at 6th level, your consecrated weapon is charged with the sun's might. While the other creature that's bonded with your consecrated weapon is wielding it and in sunlight that is nonmagical, they can use a bonus action to empower the weapon with radiant energy until the end of the current turn. The next time they hit a creature with the weapon this turn, that creature is dealt an additional 2d8 radiant damage, and the infusion ends.
The other creature that is bonded to your consecrated weapon can bolster the weapon this way a number of times equal to their proficiency bonus. They regain expended uses when they finish a short or long rest. The additional damage increases to 3d8 at 14th level.
Ageless Brilliance
Starting at 10th level, whenever you or the other creature that is bonded to your consecrated weapon draws it for the first time in any combat, blinding radiance erupts from it — each creature within 60 feet of the weapon's wielder must succeed on a Constitution saving throw or be blinded for one round. A creature has advantage on this saving throw if it is at least 30 feet away from the wielder of your consecrated weapon. The wielder may choose any number of creatures to automatically succeed on the saving throw, provided they're aware of or can see those creatures.
The save DC for this feature is equal to 10 + the wielder's proficiency bonus + the wielder's Strength modifier. Once this feature is used, it can't be used again until the wielder rolls initiative.
Moreover, while you or the other creature bonded to your consecrated weapon is wielding it, the wielder can use their action to make melee attacks with it against any number of creatures within the weapon's reach, with a separate attack roll for each target.
Luminous Resilience
Beginning at 15th level, while your consecrated weapon is bonded to a creature other than you, they have resistance to all damage, as well as immunity to necrotic damage, as long as they're in nonmagical sunlight.
Incandescent Invocation
When you reach 18th level, your consecrated weapon is able to hold tremendous magical energy. While you or the other creature bonded to your consecrated weapon are wielding it, the wielder can cast sunburst using the weapon, centered on the consecrated weapon and using your spell save DC. When cast this way, sunburst has no effect on the caster and has no effect on you. Once used, this property of the weapon can’t be used again until the wielder finishes a long rest.
Laevatein
You seek to forge a weapon that burns hotter than Laevatein, the fiery sword created by the god Loki and purported to be wielded by the giant Surtr. Maybe the sword you consecrate will also bring down gods or other beings of immense power one day.
Archetype Spells
You gain archetype spells at the bladebearer levels listed.
Blazing Weapon
When you first choose this archetype at 2nd level, a creature that is dealt fire damage by your Arcane Blade or consecrated weapon can't regain hit points until the end of its next turn, as searing heat surges through its body. In addition, your Arcane Blade deals an additional 1d4 fire damage on a hit.
Archetype Spells
| Bladebearer Level | Spells |
|---|---|
| 2nd | Burning Hands, Searing Smite |
| 3rd | Flame Blade, Scorching Ray |
| 5th | Ashardalon's Stride, Fireball |
| 8th | Elemental Bane, Wall of Fire |
| 11th | Flame Strike, Immolation |
Additionally, your consecrated weapon gains the following features.
- On a hit, the weapon deals an additional 1d4 fire damage. The additional damage increases to 2d4 at 11th level and 3d4 at 17th level.
- The wielder can use their bonus action to command the weapon to shine, radiating bright light in a 5-foot radius and dim light for an additional 10 feet if it isn't sheathed, or cease shining. The weapon stops illuminating, even if not commanded to, if it's stowed. The radius of the bright light and dim light the weapon emits each increase by 10 feet at 6th level and again at 10th, 14th, and 18th level.
Extinguishing Flame
Beginning at 6th level, your Arcane Blade and consecrated weapon ignite flammable objects that aren't being worn or carried that they hit. Additionally, the other creature that is bonded to your consecrated weapon gains the following benefits.
- Attacks they make with the consecrated weapon deal an additional 1d4 fire damage on a hit.
- Their Strength score becomes 16 unless their Strength score without the consecrated weapon is equal to 16 or greater already. This is increased to 18 at 10th level and 22 at 18th level.
Fires of Perpetuity
When you reach 10th level, your consecrated weapon imparts incredible endurance upon the one bonded to it. While your consecrated weapon is bonded to a creature other than you, that creature gains the following benefits.
- Their maximum hit points are increased by an amount equal to your bladebearer level × 3.
- They have resistance to fire damage.
Eradicating Inferno
When you reach 15th level, your consecrated weapon billows with unquenchable fury. Whenever the other creature that is bonded to your consecrated weapon makes an attack with it, it unleashes a rippling wave of fire. Each other creature that's within 10 feet of them must make a Dexterity saving throw. A creature takes 1d10 fire damage on a failed save, or only half damage on a success. You take no damage from the searing flames if you're within range. The save DC for this feature is equal to your bladebearer spell save DC.
Godslayer's Armament
At 18th level, your consecrated weapon has become worthy enough to pierce divinity and cut down those who would look down upon you or the one that has been chosen to wield your consecrated weapon. For as long as it is bonded to a creature other than you, that creature gains the following benefits.
- They have immunity to fire damage.
- They can't be charmed or frightened.
Additionally, your consecrated weapon ignores resistance to fire damage and deals half damage, instead of no damage, to a creature or that has immunity to fire damage.
Raikiri
You seek to leave behind a weapon that can surpass lightning itself, cleaving bolts that strike those you choose to wield the weapon. The weapon that you consecrate wields thunderous might that defies the gods, challenging them to split it in half themselves.
Archetype Spells
You gain archetype spells at the bladebearer levels listed.
Archetype Spells
| Bladebearer Level | Spells |
|---|---|
| 2nd | Thunderous Smite, Thunderwave |
| 3rd | Gust of Wind, Shatter |
| 5th | Lightning Bolt, Thunder Step |
| 8th | Control Water, Storm Sphere |
| 11th | Control Winds, Maelstrom |
Thunderous Weapon
When you first choose this archetype at 2nd level, the speed of you and the creature bonded to your consecrated weapon each increase by 10 feet.
Moreover, while your consecrated weapon is wielded by the other creature bonded to it, they can cast thunderous smite using the the weapon. When cast this way, the spell triggers only with the consecrated weapon. Once used, this property of the weapon can’t be used again until the wielder finishes a short or long rest.
The additional damage from the spell when it's cast using this feature is increased to 3d6 at 5th level, 4d6 at 11th level, and 5d6 at 17th level.
Deafening Escape
When you reach 6th level, you can cast thunder step without expending a spell slot. When you cast it without expending a spell slot this way, you can cast it as normal or as a reaction in response to being attacked, taking damage, being affected by a spell or effect, or before you are forced to make a saving throw. Once it is cast this way, you can't cast it this way again until you finish a short or long rest.
In addition, while your consecrated weapon is wielded by the other creature bonded to it, they can cast thunder step using the weapon. This property of the weapon can be used twice, and all expended uses are regained when the wielder finishes a long rest.
Stormbreaker's Reflexes
Beginning at 10th level, your consecrated weapon imbues the other creature bonded to it with superior reflexes. While your consecrated weapon is bonded to a creature other than you, that creature gains the following benefits.
- They can take the Dash, Dodge, or Disengage action with their bonus action on their turn.
- When they're forced to make a Dexterity saving throw, they can add your proficiency bonus to the total result.
Storm's Reach
Starting at 15th level, your consecrated weapon is suffused with immense magical energy. Its reach is increased by 10 feet, and it deals an additional 2d6 lightning damage to a creature on a hit. When the weapon hits a creature that's beyond its normal range (most likely because this feature increased its range), the creature only takes the additional lightning damage dealt by this feature.
Stormcaller's Zenith
When you reach 18th level, you learn the spells chain lightning and whirlwind, befitting of your mastery of storms. They count as bladebearer spells for you, don't count against the number of bladebearer spells you know, and you can cast each of them without expending a spell slot.
Once you cast a spell this way, you must finish a long rest before you can cast that spell again. You can also cast them with spell slots you have of the appropriate level.
Moreover, your consecrated weapon now contains a titanic amount of energy. As an action, the other creature bonded to your consecrated weapon can unsheathe the energy within it in a thunderous burst that is reminiscent of a colossal blade being drawn. Each creature other than you within 90 feet of them must make a Constitution saving throw. A creature takes 10d6 lightning damage on a failed save and half as much damage instead on a success. Once used, this property of the weapon can’t be used again until the wielder finishes a long rest.
Swordsoul
Swordsouls are rare bladebearers who eschew bestowing their consecrated weapon upon others. Instead, they keep their chosen weapon close, and their magic parts from the weapon they graced the moment they die, lost to the wind.
Archetype Spells
You gain archetype spells at the bladebearer levels listed.
Blade Mystic
When you first choose this archetype at 2nd level, instead of using the ability score that is normally associated with your consecrated weapon to determine your bonus to attack and damage rolls you make with it, you can use your Intelligence modifier. You also gain proficiency in medium armor.
Spellweaver's Assult
Starting at 6th level, whenever you cast a bladebearer spell of 1st level or higher, you gain 15 extra feet of movement for the rest of the turn.
You can use your bonus action to make an attack with your consecrated weapon on the same turn you use your action to cast one of your bladebearer cantrips.
Lastly, you can attack twice, instead of once, whenever you take the Attack action on your turn.
Spelltwined Blade
When you reach 10th level, you learn how to carefully blend the arcane arts and swordplay in battle. You can cast one of your bladebearer spells of 1st level or higher with a casting time of 1 action in place of one of the attacks that you make when you take the Attack action on your turn.
Arcane Aggression
At 15th level, you learn to spend magical energy to hasten yourself in battle. You can expend one of your bladebearer spell slots at any time during your turn, and upon doing so, you gain the following benefits (but no more than once per turn, no action required).
- Your movement speed this turn is increased by an amount of feet equal to 5 times the level of the expended spell slot.
- If the spell slot that was expended was of at least 3rd level, you can end one effect on yourself that is causing you to be blinded, charmed, or frightened.
- If the spell slot that was expended was of at least 5th level, you can make three attacks, instead of two, when you take the Attack action this turn.
Annihilating Spellblade
Starting at 18th level, when you cast one of your bladebearer spells of at least 3rd level, your consecrated weapon becomes charged with arcane energy. The next attack you make with it this turn deals an additional 3d10 force damage on a hit.
Archetype Spells
| Bladebearer Level | Spells |
|---|---|
| 2nd | Wrathful Smite, Zephyr Strike |
| 3rd | Mind Spike, Warding Wind |
| 5th | Slow, Wind Wall |
| 8th | Raulothim's Psychic Lance, Staggering Smite |
| 11th | Banishing Smite, Steel Wind Strike |
The Bladebearer
Bladebearer (v.1.0.0) by u/Avaricium
Become a wielder of magic who devotes their studies to the pursuit of enchanting a weapon that will last for centuries.