{"name":"Bladesinger","overview":"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.\r\n\r\nIn 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.\r\n\r\nYou must have an Intelligence score of 17 or higher in order to multiclass in or out of this class.","hit_dice":"1d6 per Bladesinger level","hit_points_at_1st_level":" 6 + your Constitution modifier","hit_points_at_higher_levels":"1d6 (or 4) + your Constitution modifier per Bladesinger level after 1st","armor_proficiencies":"","weapon_proficiencies":"Daggers, darts, slings, quarterstaffs, light crossbows","tools":"None","saving_throws":"Intelligence, Wisdom","skills":"Choose two from Arcana, History, Insight, Investigation, Medicine, and Religion","starting_equipment":"You start with the following equipment, in addition to the equipment granted by your background:\r\n\r\n[ul][li](a) a quarterstaff or (b) a dagger[\/li][\/ul]\r\n[ul][li](a) a component pouch or (b) an arcane focus[\/li][\/ul]\r\n[ul][li](a) a scholar's pack or (b) an explorer's pack[\/li][\/ul]\r\n[ul][li]A spellbook[\/li][\/ul]","spellcasting":"As a student of arcane magic, you have a spellbook containing spells that show the first glimmerings of your true power.\r\n\r\n[h3]Cantrips[\/h3]\r\n\r\nAt 1st level, you know three cantrips of your choice from the wizard spell list. You learn additional wizard cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Wizard table.\r\n\r\n[h3]Spellbook[\/h3]\r\n\r\nAt 1st level, you have a spellbook containing six 1st-level wizard spells of your choice. Your spellbook is the repository of the wizard spells you know, except your cantrips, which are fixed in your mind.\r\n\r\nThe spells that you add to your spellbook as you gain levels reflect the arcane research you conduct on your own, as well as intellectual breakthroughs you have had about the nature of the multiverse. You might find other spells during your adventures. You could discover a spell recorded on a scroll in an evil wizard's chest, for example, or in a dusty tome in an ancient library.\r\n\r\nCopying a Spell into the Book. When you find a wizard spell of 1st level or higher, you can add it to your spellbook if it is of a spell level you can prepare and if you can spare the time to decipher and copy it.\r\n\r\nCopying a spell into your spellbook involves reproducing the basic form of the spell, then deciphering the unique system of notation used by the wizard who wrote it. You must practice the spell until you understand the sounds or gestures required, then transcribe it into your spellbook using your own notation.\r\n\r\nFor each level of the spell, the process takes 2 hours and costs 50 gp. The cost represents material components you expend as you experiment with the spell to master it, as well as the fine inks you need to record it. Once you have spent this time and money, you can prepare the spell just like your other spells.\r\n\r\n[b]Replacing the Book.[\/b] You can copy a spell from your own spellbook into another book-for example, if you want to make a backup copy of your spellbook. This is just like copying a new spell into your spellbook, but faster and easier, since you understand your own notation and already know how to cast the spell. You need spend only 1 hour and 10 gp for each level of the copied spell.\r\n\r\nIf you lose your spellbook, you can use the same procedure to transcribe the spells that you have prepared into a new spellbook. Filling out the remainder of your spellbook requires you to find new spells to do so, as normal. For this reason, many wizards keep backup spellbooks in a safe place.\r\n\r\n[b]The Book's Appearance. [\/b]Your spellbook is a unique compilation of spells, with its own decorative flourishes and margin notes. It might be a plain, functional leather volume that you received as a gift from your master, a finely bound gilt-edged tome you found in an ancient library or even a loose collection of notes scrounged together after you lost your previous spellbook in a mishap.\r\n\r\n[h3]Preparing and Casting Spells[\/h3]\r\n\r\nThe Wizard table shows how many spell slots you have to cast your wizard 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.\r\n\r\nYou prepare the list of wizard spells that are available for you to cast. To do so, choose a number of wizard spells from your spellbook equal to your Intelligence modifier + your wizard level (minimum of one spell). The spells must be of a level for which you have spell slots.\r\n\r\nFor example, if you're a 3rd-level wizard, you have four 1st-level and two 2nd-level spell slots. With an Intelligence of 16, your list of prepared spells can include six spells of 1st or 2nd level, in any combination, chosen from your spellbook. If you prepare the 1st-level spell Magic Missile, you can cast it using a 1st-level or a 2nd-level slot. Casting the spell doesn't remove it from your list of prepared spells.\r\n\r\nYou can change your list of prepared spells when you finish a long rest. Preparing a new list of wizard spells requires time spent studying your spellbook and memorizing the incantations and gestures you must make to cast the spell: at least 1 minute per spell level for each spell on your list.\r\n\r\n[h3]Spellcasting Ability[\/h3]\r\n\r\nIntelligence is your spellcasting ability for your wizard spells, since you learn your spells through dedicated study and memorization. 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 wizard spell you cast and when making an attack roll with one.\r\n\r\nSpell save DC = 8 + your proficiency bonus + your Intelligence modifier\r\n\r\nSpell attack modifier = your proficiency bonus + your Intelligence modifier\r\n\r\n[h3]Ritual Casting[\/h3]\r\n\r\nYou can cast a wizard spell as a ritual if that spell has the ritual tag and you have the spell in your spellbook. You don't need to have the spell prepared.\r\n\r\n[h3]Spellcasting Focus[\/h3]\r\n\r\nYou can use an arcane focus as a spellcasting focus for your wizard spells.\r\n\r\n[h3]Learning Spells of 1st Level and Higher[\/h3]\r\n\r\nEach time you gain a wizard level, you can add two wizard spells of your choice to your spellbook. Each of these spells must be of a level for which you have spell slots, as shown on the Wizard table. On your adventures, you might find other spells that you can add to your spellbook.","class_features":"[h3]Arcane Recovery[\/h3]\r\nYou have learned to regain some of your magical energy by studying your spellbook. Once per day when you finish a short rest, you can choose expended spell slots to recover. The spell slots can have a combined level that is equal to or less than half your wizard level (rounded up), and none of the slots can be 6th level or higher.\r\n\r\nFor example, if you're a 4th-level wizard, you can recover up to two levels worth of spell slots. You can recover either a 2nd-level spell slot or two 1st-level spell slots.\r\n\r\n[h3]Training in War and Song[\/h3]\r\nWhen you adopt this tradition at 2nd level, you gain proficiency with light armor, and you gain proficiency with one type of one-handed melee weapon of your choice.\r\n\r\nYou also gain proficiency in the Performance skill if you don\u2019t already have it.\r\n\r\n[h3]Bladesong[\/h3]\r\nStarting at 2nd level, you can invoke an elven magic called the Bladesong, provided that you aren\u2019t wearing medium or heavy armor or using a shield. It graces you with supernatural speed, agility, and focus.\r\n\r\nYou 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).\r\n\r\nWhile your Bladesong is active, you gain the following benefits:\r\n\r\nYou gain a bonus to your AC equal to your Intelligence modifier (minimum of +1)\r\nYour walking speed increases by 10 feet.\r\nYou have advantage on Dexterity (Acrobatics) checks.\r\nYou 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).\r\nYou 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.\r\n\r\n[h3]Cantrip Formulas[\/h3]\r\nAt 3rd level, you have scribed a set of arcane formulas in your spellbook that you can use to formulate a cantrip in your mind. Whenever you finish a long rest and consult those formulas in your spellbook, you can replace one wizard cantrip you know with another cantrip from the wizard spell list.\r\n\r\n[h3]Ability Score Improvement[\/h3]\r\nWhen 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. As normal, you can't increase an ability score above 20 using this feature.\r\n\r\n[h3]Arcane Deflection[\/h3]\r\nAt 5th level, you have learned to weave your magic to fortify yourself against harm. When you are hit by an attack or you fail a saving throw, you can use your reaction to gain a +2 bonus to your AC against that attack or a +4 bonus to that saving throw.\r\n\r\nWhen you use this feature, you can\u2019t cast spells other than cantrips until the end of your next turn.\r\n\r\n[h3]Extra Attack[\/h3]\r\nStarting at 6th level, 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.\r\n\r\n[h3]Tactical Wit[\/h3]\r\nStarting at 7th level, your keen ability to assess tactical situations allows you to act quickly in battle. You can give yourself a bonus to your initiative rolls equal to your Intelligence modifier.\r\n\r\n[h3]Eldritch Strike[\/h3]\r\nAt 8th level, you learn how to make your weapon strikes undercut a creature's resistance to your spells. When you hit a creature with a weapon attack, that creature has disadvantage on the next saving throw it makes against a spell you cast before the end of your next turn.\r\n\r\n[h3]Song of Defense[\/h3]\r\nBeginning at 10th level, you can direct your magic to absorb damage while your Bladesong is active. When you take damage, you can use your reaction to expend one spell slot and reduce that damage to you by an amount equal to five times the spell slot's level.\r\n\r\n[h3]Fighting Style[\/h3]\r\nAt 12th level, you adopt a particular style of fighting as your specialty. Choose one of the following options. You can't take a Fighting Style option more than once, even if you later get to choose again.[br]\r\n[b]Dueling. [\/b]When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.[br]\r\n[b]Two-Weapon Fighting.[\/b] When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.[br]\r\n\r\n[h3]Song of Victory[\/h3]\r\nStarting at 14th level, you can add your Intelligence modifier (minimum of +1) to the damage of your melee weapon attacks while your Bladesong is active.\r\n\r\n[h3]Battle Magic[\/h3]\r\nAt 16th level, you have mastered the art of weaving spellcasting and weapon use into a single harmonious act. When you use your action to cast a spell, you can make one weapon attack as a bonus action.\r\n\r\n[h3]Spell Mastery[\/h3]\r\nAt 18th level, you have achieved such mastery over certain spells that you can cast them at will. Choose a 1st-level wizard spell and a 2nd-level wizard spell that are in your spellbook. You can cast those spells at their lowest level without expending a spell slot when you have them prepared. If you want to cast either spell at a higher level, you must expend a spell slot as normal.\r\n\r\nBy spending 8 hours in study, you can exchange one or both of the spells you chose for different spells of the same levels.\r\n\r\n[h3]Signature Spells[\/h3]\r\nWhen you reach 20th level, you gain mastery over two powerful spells and can cast them with little effort. Choose two 3rd-level wizard spells in your spellbook as your signature spells. You always have these spells prepared, they don't count against the number of spells you have prepared, and you can cast each of them once at 3rd level without expending a spell slot. When you do so, you can't do so again until you finish a short or long rest.\r\n\r\nIf you want to cast either spell at a higher level, you must expend a spell slot as normal.","subclass_options":"","table_data":"Level | XP | Abilities\r\n1 | 0 | Arcane Recovery, Spellcasting\r\n2 | 300 | Training in War and Song, Bladesong\r\n3 | 900 | Cantrip Formulas\r\n4 | 2,700 | Ability Score Improvement\r\n5 | 6,500 | Arcane Deflection\r\n6 | 14,000 | Extra Attack\r\n7 | 23,000 | Tactical Wit\r\n8 | 34,000 | Eldritch Strike\r\n10 | 64,000 | Song of Defense\r\n12 | 100,000 | Fighting Style\r\n14 | 120,000 | Song of Victory \r\n16 | 195,000 | Battle Magic\r\n18 | 265,000 | Spell Mastery\r\n20 | 355,000 | Signature Spells","source":"Home-brew","jsondata":"","tags":"","isShared":"on","templateId":"5460","blockId":"1055921","world":"165d15b9-e152-413d-b796-002dcbc2d71e","folder":""}