Grayfigure
2015-08-14, 10:32 AM
Hi all. I've had this class concept bouncing around in the back of my head for a while now, and figured I'd let it be my first try posting one of these.
The class is based off of Archer from the Type-MOON Fate Franchise. The second path is something I've based off of the Kensai class in spirit, but heavily modified to fit the ideals of Archer's original origin. I've completed both Paths, but have to clean up the second path, spell list, and Blade Archery. *FAIR WARNING* Ive been known to be a wordy bastard..... Anyway, without further ado......
THE AVATAR OF BLADES
A Grizzled veteran Warrior in a red coat stands on a rooftop, bow in hand. He gestures with his
other hand and draws, not an arrow, but a sword. Fitting the sword to bow, he whispers to himself
that HE is the bone of his sword, and fires.......
A young broken hero stands across a battleground facing a golden demon with a king's visage.
Removing the arm he had lain across his chest, faint blue lines of energy follow his hand from his
shoulder, where a tried and true friend has placed a Bond of energy to loan him for this fight.
As the power builds, he tells the Demon King that he is right; he is only a faker, but even a fake
can defeat the genuine article. He then reveals the truth as the world begins to change: That his
body is made of infinite blades.......
a young idealist faces a bitter knight in red across an elegant antechamber brought to ruin in
earlier battles. As the two begin to cross the floor toward each other, intent on destroying each
other's ideals, and their opponent in the process, they both reach downward with both hands and whisper
the words ' Trace: ON!' The SAME pair of black and white scimitar appear in both the combatants' hands,
signifying a shared FATE.......
It takes more than fierce training, and more than magical adeptness to walk the path of an Avatar of
Blades. Something Fundamental inside the being must change. An Avatar leaves behind what it means to
be a living being, and instead instinctively embraces an ideal: to become a weapon. However, the change
is deeper than that of a living being strving toward an ideal. The being is surrendering its identity
as a person to become a thing: a weapon, a sword, or even a shield. Typically, the change in an Avatar
is on such a fundamental level, that the Avatar will not even realize the change in most cases. Once it
has occured, this surrendering of self for the ideal of being a Blade, an Avatar forms a strange fixation
on bladed weapons. though never to physically wield: they will be driven to touch, and study blades,
finding them beautiful, and admiring their quality, even the mundane ones.
Once this ideal is accepted, however, does not immediatly grant an Avatar their power. The power is earned
through horrifying thorough training, near suicidal acts of bravery, and a willingness to endure great
pain to form the weapon that is themselves. All of this is required to reach the very beginning of
their power's path: Projection Magic. A seemingly limited use of Evocation magic, nearly all Modern
schools of wizardry regard it with disdain, as projections are rarely as ideal as the original from which
they have spawned. Though useful in some edge cases, users of Projection Magic are often pitied by more
kind wizards, while laughed at by most others of Higher eldritch Acumen.
The Avatar, though, does not care about their jibes.
For they see something in Projection Magic normal people cannot: A Path. A Path that leads from the
Real World, to the concept in their soul's eye......a place of endless possibility....a place...of endless
Blades.....
Made of Blades
An Avatar's soul, once steeped and ready, accesses itself to produce the various projection feats that
is utilized. Thier ability is less about 'creating swords' and more along the lines of 'Reaching inside the
soul for the form of the blade wanted, and giving THAT image shape in the real world'. It is through Projection
Magic, or at least its basic tenets, that creates a unique pathway to an Avatar's power. So, while the ability
to 'create swords' will no doubt underwhelm most modern magic users, the strange and oftimes shocking uses
an Avatar puts his projections to will no doubt confound those same magic users, drawing from them looks of
shocked confusion, or awed wonder.
Blood of fire, Heart of Glass
Many, many people have no doubt met Avatars in their lives. they simply do not know they're meeting one. An
Avatar starts life as a regular person. In many cases, they don't even start out as adventurers. Many Avatars
recall living their lives up to certain points, as regular villagers, farmers, even townsfolk. But at one point
in every Avatar's life, comes a Fracturing. An event so tragic and traumatic, that it breaks down and hollows
out an Avatar's very ideal of self. It could be a raid that destroys an entire town, a Dark God dragging an
entire city into the Underdark, or a magical fire that kills hundreds. The Avatar, however, inexplicably
survives this through Fate, or Luck. Stunned with the shock of surviving where none other did, burdened with
the guilt that survival can bring, an Avatar is changed forever. Whether comatose for months, or back on their
feet in mere days, these people are struck by the wonder of life, and how fragile it is...how much it needs someone..
or something, to protect it. More times than not, it is here that an Avatar begins to physically train the body, though
not even aware of doing so. This continues until, like heroes large in heart if not in stature, they come to the
realization that home is now, somehow, too small for them, and only out in the world can they find the missing
pieces to themselves.
Most Avatars take up the mantle of adventurer, though not sure what drives them to said adventure. Indeed, without
a profound moment that unveils their true talent, most Avatars wander the world for all of their lives, never
truly understanding the longing they have within. A few though, through Fate and/or Fortune, are placed in
sets of circumstance that force them into their pivotal moment: the First Projection. As ill conceived, as
structurally weak, as flimsy a projection as it is, that moment sings to an Avatar. THIS is the moment an Avatar's
story truly begins.
Creating an Avatar of Blades
When creating an Avatar of Blades, you will be tempted to consider the ideal by which an Avatar lives, but that ideal
is set in stone: to be a sword, a weapon. However, a sword can be handled by any hand, for any cause. Instead,
flesh out your Avatar's defining events, at least for yourself. What tragedy shattered their soul? Consider that
this tragedy is more than 'just' the loss of a loved one, or even an entire family. It is more of a fundamental
scouring away of everything human around you, to the point of senselessness. From this, your character has miraculously
survived. What changes did that bring about within you?
From there, think about how your first Projection occured. Did you, as an amateur adventurer, find yourself unarmed
and facing death? A death that meant an end to your pursuit of ideal? Did you need an item (a rope, or a pole) to
help protect an innocent? Were you faced with villains like the ones that destroyed your way of life during your
Fracturing, and the need for vengeance, to swing your blade at the heart of this horror, was great enough to supply
you with 'your' blade? All these things and more, make up an Avatar's tale.
While there is no Alignment restrictions outside of the ones imposed by your DM, Chaotic characters find it
more difficult than others to be Avatars. Though Chaotic Good characters have an easier time of it than Chaotic
Neutral or Chaotic Evil characters, the extremely disciplined inner nature of your ideal will mean that giving in to
Chaotic whims will be difficult. However, a good story trumps restrictions, and chaotic Avatars have been known to happen.
Also, it is possible for good aligned Avatars to become Evil Aligned, as long as the Alignment does not overly change
the underlying Ideal of Being a Sword. Too much of a change to that Ideal will rob Avatars of their ONLY path to power:
The Path to understanding the Soul.
Class modifier: Charisma
Saving throws: Constitution and Dexterity
Skills: Select 2 from athletics, persuasion, survival,
Investigation, insight, perception, intimidation
Proficiencies: light armor, simple weapons
Hit Die: d8
Hit points at 1st level: 8 + constitution modifier
Hit points after first level : 1d8 (or 5) + constitution modifier
Starting Wealth: 4d4 x 10 gp
Equipment:
You start with the following equipment, in addition to
the equipment granted by your background:
• (a)Padded or (b) leather armor
• (a) a simple weapon or (b) 1 simple weapon and 1 dagger
• (a) a dungeoneer’s pack or (b) an explorer’s pack
The Avatar of Blades
Level
Proficiency Bonus
Features
Magic Points
Total Magic Points
Sig. Weapon To Hit/ Damage
1st
+2
Tracing, Reinforcement (lvl 1), Untapped Reserve, Spectral Bow
5
5
-----
2nd
+2
Avatar Paths
2
7
-----
3rd
+2
Signature Weapon (lvl 1)
2
9
+1 / 1d4
4th
+2
Ability Score Improvement, BladeCraft
3
12
+1 / 1d4
5th
+3
Extra Attack, Avatar Path Feature
2
14
+1 / 1d4
6th
+3
-----
2
16
+1 / 1d4
7th
+3
Reinforcement (lvl 2)
2
18
+1 / 1d4
8th
+3
Ability Score Improvement, Avatar Path Feature (PotS)
3
21
+1 / 1d4
9th
+4
Signature Weapon (lvl 2), Avatar Path Feature (PotA)
2
23
+2 / 1d4
10th
+4
Avatar Path Feature (PotA)
2
25
+2 / 1d4
11th
+4
-----
2
27
+2 / 1d4
12th
+4
Ability Score Improvement, Avatar Path Feature
3
30
+2 / 1d4
13th
+5
-----
2
32
+2 / 1d4
14th
+5
Reinforcement (lvl 3)
2
34
+2 / 1d4
15th
+5
Signature Weapon (lvl 3), Avatar Path Feature
2
36
+2 / 1d6
16th
+5
Ability Score Improvement, Prana Bond
3
39
+2 / 1d6
17th
+6
Avatar Path Feature
2
41
+2 / 1d6
18th
+6
Unlimited Blade Works
2
43
+2 / 1d6
19th
+6
Ability Score Improvement, Avatar Path Feature (PotS)
3
46
+2 / 1d6
20th
+6
-----
4
50
+2 / 1d6
CORE CLASS FEATURES
Projection Magic
The world around you is filled with magics. These magics are the keys that bring the fury and wonder
of the cosmos to our world. These magics exist within nature and within the gods...but you have learned to
tap into a force very few have come to recognize as a power in its own right: the magic of the human body
and soul. Unlike the physical artists of the monastic teachings, you've found a font of power that is
accessed differently. Due to your beginnings, and the lack of teaching, your body has become incapable
of forming the efficient pools of mana within, that arcane users of the world regard as spell slots. Instead
you are able to access the points that form these wells. This is not as efficient as spell slotting, unfortunately.
your limits are more nebulous, and power for your limited spells is always a concern. At level 1
you gain access to Magic Points (MP).
Magic Points
Magic points are the two conduits from which Mana that creates a spell slot flows. You gain 5 MP at lvl 1,
and gain 2 MP every level until level 19. At level 20 you gain 4 MP, and you gain 1 extra MP at every Ability
Score INcrease level. Total MP at level 20 is 50 MP. Your MP recharges at a rate of 1/10th used MP rounded up
on a short rest, and fully recharges on a long rest.
Inner World Focus
As an Avatar, you are capable of casting spells in a limited fashion. To do so requires a focus, as all magic
seemingly does. However, your focus.....is your inner world. Projection Magic is the key to accessing the magics
of your inner world. At level 1, any weapon created via your Projection Magic becomes a spellcasting focus in
the real world for your Inner World magic, acting as an access gateway for your magic.
Tracing
At level 1, you gain the ability to create physical copies of the memory of weapons you have seen or handled.
These copies are not of the same quality as the originals; though they all gain the magical weapon attribute
due to the method of their creation, they do not retain any magical effects that are associated with the original.
They are also more fragile than real weapons: you will BREAK your projection if you roll a natural 1-5, or a natural
16-20, though if a 16-20 is part of a successful attack roll, the attack will go through as normal, your weapon breaking
after damage is resolved. Enemies may also break your projection on a natural roll of 18-20. Because of your
tracing ability, you gain proficiency with any weapon you create in this manner. This proficiency does not carry
over fully to real weapons; you only gain half your proficiency bonus when wielding a real version of said weapons.
One handed weapons are created at the cost of 1 MP, while 2 handed weapons are created at the cost of 2 MP. Creating
two weapons (one in each hand) is considered making a paired weapon, and also costs 2 MP. Pair weapons must follow
the usual rules of Two Weapon Fighting, though it can be effected by the Feat Dual Wielder. Creating weapons costs
1 Action. Projected weapons will disappear in 1 hour, losing all MP that was used in its creation. Projected weapons
can be 'uncast', however, regaining half the weapons' casting cost, rounded up. Paired Weapons will only recoup
half of the casting cost of its summoning, and not half MP of two one handed weapons, due to its Paired nature.
Reinforcement
At level 1, you gain the amazing ability to strengthen your projections by using the incantation, Reinforce.
As a bonus action, using reinforcement gains your projected weapon +1 to attack and damage until the end of your
next turn. The spell's cost is 2 MP. You can extend this enchantment at the cost of half an enchanted item's
total cost + original reinforcement cost (rounded down). At lvl 7, Reinforcement reaches level 2, now capable
of granting a +2 to attack and damage for the cost of 4 MP, and costing 6 MP for a +3 to attack and damage at
level 14 (lvl 3 Reinforcement). A projected weapon may only carry one Reinforcement at a time. Though Myth
whispers of Avatars capable of reinforcing real items in this mannerit is seemingly a lost art, and you are only
capable of reinforcing items projected from your inner world. Signature Weapons (accessible at level 3) cannot be
reinforced in this manner.
Untapped Reserve
Your character can, through feats of concentration, find an inner well of extra mana capable of being used, for
a price. At level 1, your character is able to recoup half of all expended MP, rounded up. However, if, after using
this technique, all Mana is expended, then you are immediately afflicted with 2 stacks of Exhaustion. 1 stack of
Exhaustion may be negated per long rest. It also takes a long rest to recharge this feature.
Spectral Bow
Though it will take time to fully master, New Avatars have seen the need to have some sort of long range
attack option. With difficulty, you have managed to project a spectral bow, from which you can fire arrows of force.
Though not very powerful, you sense a rightness to this ability, and feel that rigorous training will yield great
results in the future. At level 1, you gain the Eldritch Blast cantrip, with the caveat that it must be fired from
your Spectral bow. Though the bow can be summoned as a Free Action, your hands must be empty in order to summon it.
The bow, being a projected weapon, acts as your Inner World Focus for the purpose of this spell.
Paths of the Avatar
At level 2, your burdgeoning strength grows, and now a direction for that strength to flow much be chosen.
Choose between two Paths in which to hone your power: The Path of the Saint, or the Path of the Archer. These two
Paths are detailed at the end of the class description. Each Path grants you new abilities at level 2, and again at
levels 5, 12, and 17.
Signature Weapons
At level 3, you have developed a special affinity with a specific set of projection weapons. Such is the strength
of your bond with the weapon that you gain greater benefits from those weapons than any other projection weapon
you can create. Choose a specific style of melee weapon (scimitar, shortsword, longsword, etc..). The weapon may
be one handed, two handed, or two weapons (a Paired Weapon). You may now spend 3 MP and create an enhanced version
of those weapons. Your Signature Weapons gain an automatic +1 to attack, and adds an additional 1D4 weapon damage
to all attacks made with them. In addition, Signature Weapons are tougher; Signature Weapons will break on successful
attack rolls of natural 19-20 and natural 1-2. They will also break if an enemy rolls a successful attack roll of
natural 20. Signature weapons have a greater spiritual affinity with you as well: once summoned, they remain in
existance for 2 hours. In that time frame, they may be unsummoned and recast at no MP cost 3 times. Breaking
your Signature Weapons/having your Signature Weapons broken counts as an unsummon, and they may be resummoned without
cost depending on if you have any chances to summon left. At higher levels, your Signature Weapons will grow stronger still;
the bous to attack will become +2 at level 9, and the damage die will upgrade to 1d6 at level 15. It costs 1 Action to
summon all projection weapons, Signature Weapons included.
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. As normal, you can’t increase an ability
score above 20 using this feature.
Bladecraft
At 4th level, Your control over your Inner World, the Reality Marble, is such that you can perform limited function
spells. These spells are more inefficient than many of their counterparts, requiring more Mana from you than if you
were able to use a Spell Slot for them. However, through focus on your Inner World, you have been able to shape these
'Bladespells' to at least match your Inner Ideal. Most Bladespells are either spells concerning swords, or spells
that amplify your physical or defensive abilities, offering more mobility, higher momentary AC, or the ability to cast
your projected weapons into this world in larger multiples for a short time. You learn a number of Bladespells from the
Bladecraft list equal to your Charisma modifier, but the Bladespells you learn are always prepared. The number of
Bladespells you know increases by 1 at every Ability Score Increase level after 4th level. Bladespell attacks are made
using your CHA modifier + your Proficiency Bonus. Bladespell DC equals 8 + you CHA modifier + your proficiency
bonus. Bladespells will have 3 ranks, which grant higher benefits, but will cost more MP to cast at that rank. The Avatar
Spell list can be found at the end of this Class description.
Extra Attack
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
Should your projected weapon break while executing a successful strike on the first attack, you may summon a new
weapon/resummon a Signature weapon as a Free Action and continue into the second attack without penalty. You lose
the weapon/Signature Weapon as normal on a failing attack attempt that breaks the weapon, and end your Attack
Action without making your second attack or resummoning/casting a new weapon.
Prana Bond
At level 16, your Avatar can, at times of need, beseech his fellow adventurers for a gift of excess mana. In a
two hour ritual, you may form a Prana Bond with up to 4 other party members. Participants in this bond must be of
spellcasting classes. The participant sacrifices a spell slot of no less than 3rd level for the duration of this bond;
doing so grants you 5 MP per spell slot donated. A participant may only donate 1 spell slot in such a way, and the
participant loses the use of that Spell slot until they take a long rest. You gain glowing rune like crests on parts
of your body that signifies each participant's gift, and each participant receives a +2 to their AC for 4 hours.
The Crests dissipate and participants receive their returned spell slots at the end of a long rest. Some rumors
state that the bond is followed by unconsiousness, and strange dreams of odd energetic animal symbolism, plus a
strange euphoric feeling upon completion of the Bond, but these allegations have never been fully noted.......
Unlimited Blade Works
At 18th level, your mastery of your Reality Marble is such, that for a few moments, you may break the laws of
the natural world itself and shape the immediate reality around you into a version of your Inner World. *WARNING*
This spell takes 7 TURNS TO CAST! *WARNING* For the first 4 turns, you must spend your bonus action speaking the first
4 lines of this Incantation. During these 4 turns, the incantation is considered under Concentration. If you are hit,
you must make a Concentration saving throw (CON). The DC of the Saving Throw grows higher depending on the turn
you are attacked. Turn 1's DC is 8, Turn 2's DC is 9, Turn 3's DC is 10, and Turn 4's DC is 12. If your Concentration
is broken during these 4 turns, the spell is interrupted but may be attempted again. Upon reaching Turn 5, your
character may make a move action, then must crouch as if bowing, and stay unmoving until turn 7, doing nothing else
except reciting the next part of the incantation. You may take no other action for these Turns. Due to the Power
that is tied up in the spell at this point, Concentration checks are no longer required, but if you are brought to
0 hitpoints, or are stunned or put to sleep, the Incantation will dissipate and cannot be recast until a long rest is
taken. Upon completion of this Spell, a wave of Spectral fire sweeps out and encompasses all creatures within a 200 ft
radius of you, blinding all until the end of this turn. The spectral fire does no damage, but instead perverts the rules of
Reality itself, overwriting all Terrain with the Terrain of your Inner World. Your Reality Marble's details are left up to
you, but ALL Reality Marbles resemble an endless Battlefield of one sort or another. All across this Battlefield are
an endless amount of Swords. This space is the storage point for all of the blades you have seen and copied in your
life. You have named this endless battleground the Unlimited Blade Works, and it is here you see the true shape of
your Soul. While inside the Reality Marble, all bladespells cost no MP to cast, all Rank 1 Bladespells may be cast as
a bonus action, and the Concentration requirement for all spells is ignored. This includes Projection Magic as well.
Dance of Blades now counts all bonus action attacks as free actions instead. GullWing Attack now completes in 1 turn
while inside the Blade Works; two weapons from the endless battlefield fly in as the two distraciton attacks.
Blade Archery functions as normal, however. Once 5 turns have passed, the real world rejects this reality and reinstitutes
itself, forcing all creatures back to the Real World. Those creatures that can travel between planes of existance may escape
the Unlimited Blade Works, but a DC 15 check with their Spellcasting Modifier is required. If the DC check succeeds, they
may cast the spell that lets them travel with no issues. If they fail their DC check, their spells fissle and is lost.
Using the Unlimited Blade Works is taxing, requiring a long rest before it may be used again.
PATH OF THE ARCHER: THE ARCHER OF BLADES
Through your adventures you have begun to hone your skills in ranged combat, matching your natural predilection
with melee combat. Using your projections rigorously in such an uncharacteristic way has granted you a surprising
flexibility in your projections, allowing you to produce surprising Effects. From learning to create limited
protection armor, to using deceptive maneuvers that uses multiple projections, to even seemingly leaving yourself
open to assault, only to whisk away or attack your now vulnerable foe, becoming an Archer of Blades forces you to
think on your toes, and live on the edge of death.
Armor Of Souls
At 2nd level, you've learned sufficient flexibility in your projections to cover yourself in a shroud of limited
defense. When covered in this cloak, your AC becomes 13 + either your DEX or CHA modifier, whichever is higher.
It's effects last for 8 hours. The cloak can be made to look like any cloak, shroud, or coat you have seen before,
but will inherently take the shape of a covering that holds a special significance with you. The armor may be sum-
moned with a bonus action and dismissed as a free action, but dissipates if you Don real armor.
One Step Ahead
As you gain experience in copying weapons into your Inner World, you begin to gain limited insight on the tactics
enemies facing you are using, to such a degree that you are able to, for an instant, see ahead of your enemies and
predict their attacks enough to dodge them more easily. Beginning at the 2nd level, you may use your bonus action to
grant Disadvantage to all enemy attacks in which you are targeted with an enemy attack roll until the start of your
next turn. You must take a Short or long rest before using this ability again. You gain extra uses of this ability
at 9th and 15th level.
Blade Archery
Through experimentation and necessity, all Avatars learn that some weapons are so powerful that they cannot be
sufficiently projected to be used in battle traditionally. It was discovered, though, that by doubling the amount of
power placed in creating the weapon, the weapon becomes unstable enough that a single strike of the weapon will cause
it detonate in a powerful blast. Although extremely dangerous to any enemy, it also proved dangerous to the wielder as
well. An Archer of Blades came with a unique solution: to reshape the sword into a projectile version that can be mounted
on a spectral bow and fired, safely delivering the explosion without endangering the bowman. As an Archer of Blades,
you garner an affinity with this skill more quickly, while Saints of Blades learn this ability at a slower pace. At 5th
level, you can choose one of the Blade Archery abilities from its list. You may then fire that ability as a specialized
arrow. This arrow will deliver it's listed ability upon arrival at target. This ability is taxing and will require a
long rest before you may use it again, but you gain extra uses of this ability at 10th and 15th level. Each Blade Arrow is
a High Quality Concept, complete with its own enclosed Mana Pool. Recreating the Blade Arrow a second time forces you
to completely rebuild the concept from the beginning; the only way to use a Blade Arrow multiple times is to choose it
more than once, as one of your higher level Blade Arrow options.
Eldritch Marksman
Through continuous use of both your Spectral bow and Blade Archery, you gain precise control of charging projectiles.
Starting at 5th level, whenever you use the Eldritch blast cantrip, you fire two blasts instead of one. You make two
attack rolls, which may target the same creature or two different targets. If successful, roll damage for each attack
separately.
Two Steps Ahead
Experience in blending your supreme insight and whip quick reflexes with nerves of Steel and near perfect timing has
allowed you to further develop your prediction and evasion strategies to escape even more scenarios. Beginning at 12th
level, you may use your bonus action to grant Disadvantage to all enemy attacks in which you are targeted with an enemy
attack roll until the end of your next turn. You also gain Advantage on any DEX saving throws you make until the end of
your next turn. You may use this ability again after taking a short or long rest.
Gullwing Attack
Through inventive use of projections in unpredictable patterns, you have learned an incredible technique that carries
a surprising power. You gain this ability at level 12. *WARNING* This maneuver takes 3 TURNS to complete and can only be
performed with Signature Weapons. *WARNING* On the first turn of this maneuver, you spend your action throwing your Sign-
ature weapon to an un-occupied square within 30 ft of the intended target. You then use your bonus action to make a second
Signature Weapon. You may take move actions as normal, provided the move does not take you further than 30 ft. from the target.
Repeat the entire sequence on the second round. On your third turn, move your speed into melee contact. As you do so, your
two thrown Signature Weapons will sweep in from 2 directions while you engage your enemy. The third attack is a slow build
up power attack that can be easily read by combat savvy enemies, so it would normally be done under Disadvantage. However,
the two thrown weapons act to injure and distract the enemy. Make 3 attack rolls with your Signature Weapon. Success on the
first attack will do the weapon's default damage only, but will grant your third attack an Advantage *stack*, nullifying the
natural Disadvantage of the attack. Success on the second attack will do the weapon's default damage only, but will also grant
a second *stack * of Advantage to your third attack. You only get the Advantage *stacks* on the successful attacks; one
success will only nullify the natural Disadvantage of the third attack, and no successful pre-attacks will force the third
attack to be made under Disadvantage.
On a hit, the third attack will do listed weapon damage, and the Signature Weapon damage dice will convert to d10. If
a paired weapon is Your Signature Weapon, both of the weapons' damage dice will be applied as a single damage roll (1d6 +
1d6 = 2d6, etc...), and both weapons must be used in all 3 attacks. You may choose to end the ability early by having the
first thrown weapon attack on the first turn, or both thrown weapons attack on the second turn. Doing so, however, will see
each attack be made with a -2 to the attack(s), damage will be as listed and the ability will cease without finishing any sub-
sequent attacks left to go. Concentration is required to sustain the maneuver through the attacks of enemies: your DC during
first round is 8, Second round con-centration check is 12. If an enemy manages to break the sig. weapon(s) being held, any weapons
involved in this maneuver immediately fall to the ground, and the maneuver is expended. Whether you finish this ability,
end it early, or are caught in an effect that stops you from continuing/completing the maneuver, you will need to complete a
short or long rest before having access to this ability again. You gain a second use of this ability at 15th level.
Eldritch Archer
You gain a still greater proficiency with your Spectral bow. At 12th level, you can now fire 3 blasts with the Eldritch
Blast cantrip. You may target the same enemy3 times or fire at 3 separate targets that are in range. Allattacks and damage
are rolled separately.
5 Steps Ahead
Your tactical reasoning and intuitive flashes have reached the level of true prescience, allowing you to lead a combatant
down a set path of attack/counterattack that will emphasize vulnerabilities in their attacks by seemingly emphasizing vul-
nerabilities in yours. At 17th level, you may use your bonus action to grant Disadvantage to all enemy attacks in which you
are targeted with an enemy attack roll for the next 5 turns. You gain Advantage on any DEX saving throws you make for the next
5 turns as well. You also gain Advantage on all attack rolls you make for the next 5 turns. You may use this ability again after
taking a short or long rest.
Eldritch Mastery
Your proficiency with your Spectral bow has reached full mastery. At 17th level, you may add your CHA modifier to the
damage of all your Eldritch Blasts.
PATH OF THE SAINT: THE SAINT OF BLADES
You have realized, through the heat and struggle of your adventures thus far, that you are not comfortable unless
you are in the thick of things; toe to toe with the things that would cause you, and more importantly your friends,
harm. To do this, most master their weapons and armor to gain the most benefit. But, as a Saint of Blades, you
ARE your weapon and armor. Through stunning changes to your very physical nature, to quick surges of energy and
strength, to an otherworldly ability to take punishment and keep moving, you realize that while your hardier team-
mates may be the tip of your team's "spear", You are the "Bone" of your team's Sword.
Body Of Steel
The forging of your soul has had a strange and unexpected effect on your physical body. At 2nd level, your
body begins to miraculously toughen as it strives to be the blade upon which the enemy breaks. Your natural
AC becomes 11 + your DEX bonus + your CHA bonus. This gift comes at a price however; donning any armor
will completely negate the effect. Magic items that grant an AC bonus may still be worn, though they may only be
accessories.
Second Wind
Your body has begun to show an innate capability in healing itself. At level 2, you can, as a bonus action, will
your body to force a stamina rush through its system, granting momentary boosts in toughness. You gain 1d8 +
your class level in hit points when you do so. Once you expend all uses of this power, you must take a short or
long rest before it becomes usable again. This ability becomes stronger at higher levels: the hit point die becomes
1d10 at 8th level, and you gain a second use of this ability at 15th level. This ability may be used only once per turn.
Dance Of Blades
At 5th level, you gain a dizzying Mastery over a seeming whirlwind of blades, able to momentarily recoup MP
spent in the maneuver and reapply it to continue the assault. When you use your action to make 2 melee attacks,
you will earn a 3rd melee attack on this action if you manage to make a successful attack while breaking your weapon
in the attack (natural 16-20 on projection weapons; natural 19-20 on Signature Weapons). You may only earn 1
attack in this fashion, even if you manage to successfully attack while breaking your weapon on the first AND
second attack. Also, if you manage to break your weapon while successfully attacking on any melee attack made
with this action, you may, as a Free Action, resummon your Signature Weapon or trace a new weapon at no
cost of MP or Signature Weapon Counter, and immediately use it for the next attack. This benefit
does not cover weapons lost in an attack made as a possible bonus action. All weapons broken while successfully
attacking, whether on an Action or Bonus Action, will add 1d6 damage of the weapon's damage type to the damage
roll of the attack in which the weapon was broken. This damage only applies when you break your melee weapon
while successfully attacking an enemy.
Eldritch Mastery
Your proficiency with your Spectral bow has reached a mastery focused on a single projectile. At 5th level, you may
add your CHA modifier to the damage of your Eldritch Blast.
Resilience
You begin to find that, at times, you are able to shrug off blows that would deter the stoutest hearts. At 12th level,
you may use your Action and grant yourself 2d4 + 10 Temporary Hitpoints. The temporary Hitpoints will disappear within
10 minutes, and cannot be reactivated until a long rest has been taken.
Blade Archery
Through experimentation and necessity, all Avatars learn that some weapons are so powerful that they cannot be
sufficiently projected to be used in battle traditionally. It was discovered, though, that by doubling the amount of
power placed in creating the weapon, the weapon becomes unstable enough that a single strike of the weapon will cause it
detonate in a powerful blast. Although extremely dangerous to any enemy, it also proved dangerous to the wielder as well.
An Archer of Blades came with a unique solution: to reshape the sword into a projectile version that can be mounted on
a spectral bow and fired, safely delivering the explosion without endangering the bowman. As a Saint of Blades, you garner
an affinity with this skill more slowly, while Archers of Blades learn this ability at a quicker pace. At 12th level, you can choose
one of the Blade Archery abilities from its list. You may then fire that ability as a specialized arrow. This arrow will deliver it's
listed ability upon arrival at target. This ability is taxing and will require a long rest before you may use it again, but you gain
extra uses of this ability at 15th and 17th level. Each Blade Arrow is a High Quality Concept, complete with its own enclosed
Mana Pool. Recreating the Blade Arrow a second time forces you to completely rebuild the concept from the beginning; the only
way to use a Blade Arrow multiple times is to choose it more than once, as one of your higher level Blade Arrow options.
Eldritch Marksman
Through continuous use of both your Spectral bow and Blade Archery, you gain precise control of charging projectiles.
Starting at 12th level, whenever you use the Eldritch blast cantrip, you fire two blasts instead of one. You make two
attack rolls, which may target the same creature or two different targets. If successful, roll damage for each attack separately.
Mythic Recovery
Your drive to push through agony to Shape yourself into the ideal weapon has brought about the shocking ability to
repair wounds you have received but seconds ago, your body knitting itself together even in the middle of battle. At 17th
level, your body regains Hitpoints at a rate of 5 + your CON modifier at the start of each turn. This ability activates when your
Hitpoints reach 1/4th of your Maximum total Hitpoints, and deactivates when you reach 1/2 of your Hitpoint total, or if you fall in battle.
Eldritch Proficiency
Through continuous use of your Spectral Bow, you have gained a level of Proficiency only surpassed by Archers of
Blades. You may add 1/3 of proficiency bonus to the dmg of each Eldritch blast you fire.
SPELL LIST - BLADECRAFT
Most of the Spells have differing effects dependent on the Rank its cast at. Rank 1 spells cost 2 MP,
Rank 2 costs 4 MP, and Rank 3 costs 6 MP to cast.
Blade Cage
Blade's Edge
Blade's Respite
Identify Weapon
Jump
Shield
The Poised Blade
The Wandering Way
Blade Cage
Bladecraft
Level 4
Casting Time: 1 Action (all 3 Ranks)
Range: 60 ft. (all 3 Ranks)
Components: V, S
Concentration, up to 1 minute (Concentration, up to 30 Seconds at Rank 2, Concentration,
up to 30 Seconds at Rank 3).
Rank 1: Choose a humanoid that you can see within range. The target must succeed on a
Strength saving throw or be restrained for the duration. At the end of each of its turns,
the target can make another Strength saving throw. On a success, the spell ends on the
target.
Rank 2: Choose 3 humanoids that you can see within range. The targets must succeed on a
Strength saving throw or be restrained for the duration. At the end of each of their turns,
the targets can make another Strength saving throw. On a success, the spell ends on that
target.
Rank 3: Choose a creature that you can see within range. The target must succeed on a
Strength saving throw or be restrained for the duration. At the end of each of its turns,
the target can make another Srength saving throw. On a success, the spell ends on the target.
This is a BladeCraft spell and cant get no stronger than the levels listed.
Blade's Edge
Bladecraft
Level 4
Casting Time: 1 Action (all 3 Ranks)
Range: 60 feet (10 ft radius within 60 ft at Rank 2) (30 ft cone at Rank 3)
Components: V, S
Duration: Concentration, up to 1 minute (Concentration, up to 30 seconds at Rank 2)
(Instantaneous at Rank 3)
Rank 1: You fill the air with spinning blades in a cube 5 feet on each side, centered on a
point you choose within range. A creature takes 4d4 slashing damage when it enters the spell's
area for the first time on a turn or starts its turn there.
Rank 2: You launch a host of blades at 4 5ft cubes of your choice within a 10 ft radius within
60 feet of you. A creature takes 4d4 slashing damage when it enters the spell's area for the
first time on a turn or starts its turn there.
Rank 3: You point your weapon at your foes, and dozens of clones of your memory weapons erupt
forth in a 30-foot cone. Each creature in the area must make a Dexterity saving throw, taking
10d4 damage on a failed save, or half as much on a successful one. The damage shares the damage
type of the bonded weapon used to cast this spell.
This spell cannot be leveled up higher than the listed abilities.
Blade's Respite
Bladecraft
Level 4
Casting Time: 1 action
Range: 90 feet
Components: V, S
Duration: 1 minute
Rank 1: This spell sends creatures into a magical slumber. Roll 5d8; the total is how many
hit points of creatures this spell can affect. Creatures within 20 feet of a point you choose
within range are affected in ascending order of their current hit points (ignoring unconscious
creatures).Starting with the creature that has the lowest current hit points, each creature
affected by this spell falls unconscious until the spell ends, the sleeper takes damage, or
someone uses an action to shake or slap the sleeper awake. Subtract each creature’s hit points
from the total before moving on to the creature with the next lowest hit points. A creature’s
hit points must be equal to or less than the remaining total for that creature to be affected.
Undead and creatures immune to being charmed aren’t affected by this spell.
Rank 2: Add 2d8 to the slumber roll.
Rank 3: Add 4d8 to the slumber roll.
Identify Weapon
Bladecraft
Level 4
Casting Time: 1 minute
Range: Touch
Components: V, S,
Duration: Instantaneous
Rank 2:You choose one Weapon that you must touch throughout the casting o f the
spell. If it is a magic weapon, you learn its properties and how to use them, whether it requires
attunement to use, and how many charges it has, if any. You learn whether any spells are
affecting the weapon and what they are. If the weapon was created by a spell, you learn
which spell created it.
This spell may only be used on weapons.
Jump
Bladecraft
Level 4
Casting Time: 1 action
Range: Touch
Components: V, S
Duration: 1 minute
Rank 1: You touch a creature. The creature’s jump distance istripled until the spell ends.
Rank 2: You touch a creature. The creature's jump distance increased by a factor of
5.
The Poised Blade
Bladecraft
Level 4
Casting Time: 1 reaction, which you take when you or a
creature within 60 feet of you falls
Range: 60 feet
Components: V
Duration: 1 minute
Rank 1: Your rate of descent slows to 60 feet per round until the spell ends. If you land
before the spell ends, you takes no falling damage and can land on your feet.
Rank 2: Choose up to five falling creatures within range. A falling creature's rate of descent
slows to 60 feet per round until the spell ends. If the creature lands before the spell ends,
it takes no falling damage and can land on its feet, and the spell ends for that creature.
Shield
Bladecraft
Casting Time: 1 reaction, which you take when you are hit by an attack or targeted by the magic
missile spell.
Range: Self
Components: V, S
Duration: 1 Round
Rank 2: An invisible barrier of magical force appears and protects you. Until the start of your
next turn, you have a +5 bonus to AC, including against the triggering attack, and you take no
damage from magic missile.
This is a Rank 2 Bladespell, which requires 4 MP to cast.
The Wandering Way
Bladecraft
Level 4
Casting Time: 1 action (1 Bonus Action at Ranks 2 and 3)
Range: Touch
Components: V, S
Duration: 1 hour (Concentration, up to 10 minutes at Rank 2; 1 minute at Rank 3)
Rank 1: You touch a creature. The target’s speed increases by 10 feet until the spell ends.
Rank 2: This spell allows you to move at an incredible pace. When you cast this spell, and
then as a bonus action on each of your turns until the spell ends, you can take the Dash
action.
Rank 3: This spell allows you to move at an incredible pace.When you cast this spell, and
then as a bonus action on each o f your turns until the spell ends, you can take the Dash
action. Concentration is no longer required at this rank, but the spell's effects only last
for 1 minute.
The class is based off of Archer from the Type-MOON Fate Franchise. The second path is something I've based off of the Kensai class in spirit, but heavily modified to fit the ideals of Archer's original origin. I've completed both Paths, but have to clean up the second path, spell list, and Blade Archery. *FAIR WARNING* Ive been known to be a wordy bastard..... Anyway, without further ado......
THE AVATAR OF BLADES
A Grizzled veteran Warrior in a red coat stands on a rooftop, bow in hand. He gestures with his
other hand and draws, not an arrow, but a sword. Fitting the sword to bow, he whispers to himself
that HE is the bone of his sword, and fires.......
A young broken hero stands across a battleground facing a golden demon with a king's visage.
Removing the arm he had lain across his chest, faint blue lines of energy follow his hand from his
shoulder, where a tried and true friend has placed a Bond of energy to loan him for this fight.
As the power builds, he tells the Demon King that he is right; he is only a faker, but even a fake
can defeat the genuine article. He then reveals the truth as the world begins to change: That his
body is made of infinite blades.......
a young idealist faces a bitter knight in red across an elegant antechamber brought to ruin in
earlier battles. As the two begin to cross the floor toward each other, intent on destroying each
other's ideals, and their opponent in the process, they both reach downward with both hands and whisper
the words ' Trace: ON!' The SAME pair of black and white scimitar appear in both the combatants' hands,
signifying a shared FATE.......
It takes more than fierce training, and more than magical adeptness to walk the path of an Avatar of
Blades. Something Fundamental inside the being must change. An Avatar leaves behind what it means to
be a living being, and instead instinctively embraces an ideal: to become a weapon. However, the change
is deeper than that of a living being strving toward an ideal. The being is surrendering its identity
as a person to become a thing: a weapon, a sword, or even a shield. Typically, the change in an Avatar
is on such a fundamental level, that the Avatar will not even realize the change in most cases. Once it
has occured, this surrendering of self for the ideal of being a Blade, an Avatar forms a strange fixation
on bladed weapons. though never to physically wield: they will be driven to touch, and study blades,
finding them beautiful, and admiring their quality, even the mundane ones.
Once this ideal is accepted, however, does not immediatly grant an Avatar their power. The power is earned
through horrifying thorough training, near suicidal acts of bravery, and a willingness to endure great
pain to form the weapon that is themselves. All of this is required to reach the very beginning of
their power's path: Projection Magic. A seemingly limited use of Evocation magic, nearly all Modern
schools of wizardry regard it with disdain, as projections are rarely as ideal as the original from which
they have spawned. Though useful in some edge cases, users of Projection Magic are often pitied by more
kind wizards, while laughed at by most others of Higher eldritch Acumen.
The Avatar, though, does not care about their jibes.
For they see something in Projection Magic normal people cannot: A Path. A Path that leads from the
Real World, to the concept in their soul's eye......a place of endless possibility....a place...of endless
Blades.....
Made of Blades
An Avatar's soul, once steeped and ready, accesses itself to produce the various projection feats that
is utilized. Thier ability is less about 'creating swords' and more along the lines of 'Reaching inside the
soul for the form of the blade wanted, and giving THAT image shape in the real world'. It is through Projection
Magic, or at least its basic tenets, that creates a unique pathway to an Avatar's power. So, while the ability
to 'create swords' will no doubt underwhelm most modern magic users, the strange and oftimes shocking uses
an Avatar puts his projections to will no doubt confound those same magic users, drawing from them looks of
shocked confusion, or awed wonder.
Blood of fire, Heart of Glass
Many, many people have no doubt met Avatars in their lives. they simply do not know they're meeting one. An
Avatar starts life as a regular person. In many cases, they don't even start out as adventurers. Many Avatars
recall living their lives up to certain points, as regular villagers, farmers, even townsfolk. But at one point
in every Avatar's life, comes a Fracturing. An event so tragic and traumatic, that it breaks down and hollows
out an Avatar's very ideal of self. It could be a raid that destroys an entire town, a Dark God dragging an
entire city into the Underdark, or a magical fire that kills hundreds. The Avatar, however, inexplicably
survives this through Fate, or Luck. Stunned with the shock of surviving where none other did, burdened with
the guilt that survival can bring, an Avatar is changed forever. Whether comatose for months, or back on their
feet in mere days, these people are struck by the wonder of life, and how fragile it is...how much it needs someone..
or something, to protect it. More times than not, it is here that an Avatar begins to physically train the body, though
not even aware of doing so. This continues until, like heroes large in heart if not in stature, they come to the
realization that home is now, somehow, too small for them, and only out in the world can they find the missing
pieces to themselves.
Most Avatars take up the mantle of adventurer, though not sure what drives them to said adventure. Indeed, without
a profound moment that unveils their true talent, most Avatars wander the world for all of their lives, never
truly understanding the longing they have within. A few though, through Fate and/or Fortune, are placed in
sets of circumstance that force them into their pivotal moment: the First Projection. As ill conceived, as
structurally weak, as flimsy a projection as it is, that moment sings to an Avatar. THIS is the moment an Avatar's
story truly begins.
Creating an Avatar of Blades
When creating an Avatar of Blades, you will be tempted to consider the ideal by which an Avatar lives, but that ideal
is set in stone: to be a sword, a weapon. However, a sword can be handled by any hand, for any cause. Instead,
flesh out your Avatar's defining events, at least for yourself. What tragedy shattered their soul? Consider that
this tragedy is more than 'just' the loss of a loved one, or even an entire family. It is more of a fundamental
scouring away of everything human around you, to the point of senselessness. From this, your character has miraculously
survived. What changes did that bring about within you?
From there, think about how your first Projection occured. Did you, as an amateur adventurer, find yourself unarmed
and facing death? A death that meant an end to your pursuit of ideal? Did you need an item (a rope, or a pole) to
help protect an innocent? Were you faced with villains like the ones that destroyed your way of life during your
Fracturing, and the need for vengeance, to swing your blade at the heart of this horror, was great enough to supply
you with 'your' blade? All these things and more, make up an Avatar's tale.
While there is no Alignment restrictions outside of the ones imposed by your DM, Chaotic characters find it
more difficult than others to be Avatars. Though Chaotic Good characters have an easier time of it than Chaotic
Neutral or Chaotic Evil characters, the extremely disciplined inner nature of your ideal will mean that giving in to
Chaotic whims will be difficult. However, a good story trumps restrictions, and chaotic Avatars have been known to happen.
Also, it is possible for good aligned Avatars to become Evil Aligned, as long as the Alignment does not overly change
the underlying Ideal of Being a Sword. Too much of a change to that Ideal will rob Avatars of their ONLY path to power:
The Path to understanding the Soul.
Class modifier: Charisma
Saving throws: Constitution and Dexterity
Skills: Select 2 from athletics, persuasion, survival,
Investigation, insight, perception, intimidation
Proficiencies: light armor, simple weapons
Hit Die: d8
Hit points at 1st level: 8 + constitution modifier
Hit points after first level : 1d8 (or 5) + constitution modifier
Starting Wealth: 4d4 x 10 gp
Equipment:
You start with the following equipment, in addition to
the equipment granted by your background:
• (a)Padded or (b) leather armor
• (a) a simple weapon or (b) 1 simple weapon and 1 dagger
• (a) a dungeoneer’s pack or (b) an explorer’s pack
The Avatar of Blades
Level
Proficiency Bonus
Features
Magic Points
Total Magic Points
Sig. Weapon To Hit/ Damage
1st
+2
Tracing, Reinforcement (lvl 1), Untapped Reserve, Spectral Bow
5
5
-----
2nd
+2
Avatar Paths
2
7
-----
3rd
+2
Signature Weapon (lvl 1)
2
9
+1 / 1d4
4th
+2
Ability Score Improvement, BladeCraft
3
12
+1 / 1d4
5th
+3
Extra Attack, Avatar Path Feature
2
14
+1 / 1d4
6th
+3
-----
2
16
+1 / 1d4
7th
+3
Reinforcement (lvl 2)
2
18
+1 / 1d4
8th
+3
Ability Score Improvement, Avatar Path Feature (PotS)
3
21
+1 / 1d4
9th
+4
Signature Weapon (lvl 2), Avatar Path Feature (PotA)
2
23
+2 / 1d4
10th
+4
Avatar Path Feature (PotA)
2
25
+2 / 1d4
11th
+4
-----
2
27
+2 / 1d4
12th
+4
Ability Score Improvement, Avatar Path Feature
3
30
+2 / 1d4
13th
+5
-----
2
32
+2 / 1d4
14th
+5
Reinforcement (lvl 3)
2
34
+2 / 1d4
15th
+5
Signature Weapon (lvl 3), Avatar Path Feature
2
36
+2 / 1d6
16th
+5
Ability Score Improvement, Prana Bond
3
39
+2 / 1d6
17th
+6
Avatar Path Feature
2
41
+2 / 1d6
18th
+6
Unlimited Blade Works
2
43
+2 / 1d6
19th
+6
Ability Score Improvement, Avatar Path Feature (PotS)
3
46
+2 / 1d6
20th
+6
-----
4
50
+2 / 1d6
CORE CLASS FEATURES
Projection Magic
The world around you is filled with magics. These magics are the keys that bring the fury and wonder
of the cosmos to our world. These magics exist within nature and within the gods...but you have learned to
tap into a force very few have come to recognize as a power in its own right: the magic of the human body
and soul. Unlike the physical artists of the monastic teachings, you've found a font of power that is
accessed differently. Due to your beginnings, and the lack of teaching, your body has become incapable
of forming the efficient pools of mana within, that arcane users of the world regard as spell slots. Instead
you are able to access the points that form these wells. This is not as efficient as spell slotting, unfortunately.
your limits are more nebulous, and power for your limited spells is always a concern. At level 1
you gain access to Magic Points (MP).
Magic Points
Magic points are the two conduits from which Mana that creates a spell slot flows. You gain 5 MP at lvl 1,
and gain 2 MP every level until level 19. At level 20 you gain 4 MP, and you gain 1 extra MP at every Ability
Score INcrease level. Total MP at level 20 is 50 MP. Your MP recharges at a rate of 1/10th used MP rounded up
on a short rest, and fully recharges on a long rest.
Inner World Focus
As an Avatar, you are capable of casting spells in a limited fashion. To do so requires a focus, as all magic
seemingly does. However, your focus.....is your inner world. Projection Magic is the key to accessing the magics
of your inner world. At level 1, any weapon created via your Projection Magic becomes a spellcasting focus in
the real world for your Inner World magic, acting as an access gateway for your magic.
Tracing
At level 1, you gain the ability to create physical copies of the memory of weapons you have seen or handled.
These copies are not of the same quality as the originals; though they all gain the magical weapon attribute
due to the method of their creation, they do not retain any magical effects that are associated with the original.
They are also more fragile than real weapons: you will BREAK your projection if you roll a natural 1-5, or a natural
16-20, though if a 16-20 is part of a successful attack roll, the attack will go through as normal, your weapon breaking
after damage is resolved. Enemies may also break your projection on a natural roll of 18-20. Because of your
tracing ability, you gain proficiency with any weapon you create in this manner. This proficiency does not carry
over fully to real weapons; you only gain half your proficiency bonus when wielding a real version of said weapons.
One handed weapons are created at the cost of 1 MP, while 2 handed weapons are created at the cost of 2 MP. Creating
two weapons (one in each hand) is considered making a paired weapon, and also costs 2 MP. Pair weapons must follow
the usual rules of Two Weapon Fighting, though it can be effected by the Feat Dual Wielder. Creating weapons costs
1 Action. Projected weapons will disappear in 1 hour, losing all MP that was used in its creation. Projected weapons
can be 'uncast', however, regaining half the weapons' casting cost, rounded up. Paired Weapons will only recoup
half of the casting cost of its summoning, and not half MP of two one handed weapons, due to its Paired nature.
Reinforcement
At level 1, you gain the amazing ability to strengthen your projections by using the incantation, Reinforce.
As a bonus action, using reinforcement gains your projected weapon +1 to attack and damage until the end of your
next turn. The spell's cost is 2 MP. You can extend this enchantment at the cost of half an enchanted item's
total cost + original reinforcement cost (rounded down). At lvl 7, Reinforcement reaches level 2, now capable
of granting a +2 to attack and damage for the cost of 4 MP, and costing 6 MP for a +3 to attack and damage at
level 14 (lvl 3 Reinforcement). A projected weapon may only carry one Reinforcement at a time. Though Myth
whispers of Avatars capable of reinforcing real items in this mannerit is seemingly a lost art, and you are only
capable of reinforcing items projected from your inner world. Signature Weapons (accessible at level 3) cannot be
reinforced in this manner.
Untapped Reserve
Your character can, through feats of concentration, find an inner well of extra mana capable of being used, for
a price. At level 1, your character is able to recoup half of all expended MP, rounded up. However, if, after using
this technique, all Mana is expended, then you are immediately afflicted with 2 stacks of Exhaustion. 1 stack of
Exhaustion may be negated per long rest. It also takes a long rest to recharge this feature.
Spectral Bow
Though it will take time to fully master, New Avatars have seen the need to have some sort of long range
attack option. With difficulty, you have managed to project a spectral bow, from which you can fire arrows of force.
Though not very powerful, you sense a rightness to this ability, and feel that rigorous training will yield great
results in the future. At level 1, you gain the Eldritch Blast cantrip, with the caveat that it must be fired from
your Spectral bow. Though the bow can be summoned as a Free Action, your hands must be empty in order to summon it.
The bow, being a projected weapon, acts as your Inner World Focus for the purpose of this spell.
Paths of the Avatar
At level 2, your burdgeoning strength grows, and now a direction for that strength to flow much be chosen.
Choose between two Paths in which to hone your power: The Path of the Saint, or the Path of the Archer. These two
Paths are detailed at the end of the class description. Each Path grants you new abilities at level 2, and again at
levels 5, 12, and 17.
Signature Weapons
At level 3, you have developed a special affinity with a specific set of projection weapons. Such is the strength
of your bond with the weapon that you gain greater benefits from those weapons than any other projection weapon
you can create. Choose a specific style of melee weapon (scimitar, shortsword, longsword, etc..). The weapon may
be one handed, two handed, or two weapons (a Paired Weapon). You may now spend 3 MP and create an enhanced version
of those weapons. Your Signature Weapons gain an automatic +1 to attack, and adds an additional 1D4 weapon damage
to all attacks made with them. In addition, Signature Weapons are tougher; Signature Weapons will break on successful
attack rolls of natural 19-20 and natural 1-2. They will also break if an enemy rolls a successful attack roll of
natural 20. Signature weapons have a greater spiritual affinity with you as well: once summoned, they remain in
existance for 2 hours. In that time frame, they may be unsummoned and recast at no MP cost 3 times. Breaking
your Signature Weapons/having your Signature Weapons broken counts as an unsummon, and they may be resummoned without
cost depending on if you have any chances to summon left. At higher levels, your Signature Weapons will grow stronger still;
the bous to attack will become +2 at level 9, and the damage die will upgrade to 1d6 at level 15. It costs 1 Action to
summon all projection weapons, Signature Weapons included.
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. As normal, you can’t increase an ability
score above 20 using this feature.
Bladecraft
At 4th level, Your control over your Inner World, the Reality Marble, is such that you can perform limited function
spells. These spells are more inefficient than many of their counterparts, requiring more Mana from you than if you
were able to use a Spell Slot for them. However, through focus on your Inner World, you have been able to shape these
'Bladespells' to at least match your Inner Ideal. Most Bladespells are either spells concerning swords, or spells
that amplify your physical or defensive abilities, offering more mobility, higher momentary AC, or the ability to cast
your projected weapons into this world in larger multiples for a short time. You learn a number of Bladespells from the
Bladecraft list equal to your Charisma modifier, but the Bladespells you learn are always prepared. The number of
Bladespells you know increases by 1 at every Ability Score Increase level after 4th level. Bladespell attacks are made
using your CHA modifier + your Proficiency Bonus. Bladespell DC equals 8 + you CHA modifier + your proficiency
bonus. Bladespells will have 3 ranks, which grant higher benefits, but will cost more MP to cast at that rank. The Avatar
Spell list can be found at the end of this Class description.
Extra Attack
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
Should your projected weapon break while executing a successful strike on the first attack, you may summon a new
weapon/resummon a Signature weapon as a Free Action and continue into the second attack without penalty. You lose
the weapon/Signature Weapon as normal on a failing attack attempt that breaks the weapon, and end your Attack
Action without making your second attack or resummoning/casting a new weapon.
Prana Bond
At level 16, your Avatar can, at times of need, beseech his fellow adventurers for a gift of excess mana. In a
two hour ritual, you may form a Prana Bond with up to 4 other party members. Participants in this bond must be of
spellcasting classes. The participant sacrifices a spell slot of no less than 3rd level for the duration of this bond;
doing so grants you 5 MP per spell slot donated. A participant may only donate 1 spell slot in such a way, and the
participant loses the use of that Spell slot until they take a long rest. You gain glowing rune like crests on parts
of your body that signifies each participant's gift, and each participant receives a +2 to their AC for 4 hours.
The Crests dissipate and participants receive their returned spell slots at the end of a long rest. Some rumors
state that the bond is followed by unconsiousness, and strange dreams of odd energetic animal symbolism, plus a
strange euphoric feeling upon completion of the Bond, but these allegations have never been fully noted.......
Unlimited Blade Works
At 18th level, your mastery of your Reality Marble is such, that for a few moments, you may break the laws of
the natural world itself and shape the immediate reality around you into a version of your Inner World. *WARNING*
This spell takes 7 TURNS TO CAST! *WARNING* For the first 4 turns, you must spend your bonus action speaking the first
4 lines of this Incantation. During these 4 turns, the incantation is considered under Concentration. If you are hit,
you must make a Concentration saving throw (CON). The DC of the Saving Throw grows higher depending on the turn
you are attacked. Turn 1's DC is 8, Turn 2's DC is 9, Turn 3's DC is 10, and Turn 4's DC is 12. If your Concentration
is broken during these 4 turns, the spell is interrupted but may be attempted again. Upon reaching Turn 5, your
character may make a move action, then must crouch as if bowing, and stay unmoving until turn 7, doing nothing else
except reciting the next part of the incantation. You may take no other action for these Turns. Due to the Power
that is tied up in the spell at this point, Concentration checks are no longer required, but if you are brought to
0 hitpoints, or are stunned or put to sleep, the Incantation will dissipate and cannot be recast until a long rest is
taken. Upon completion of this Spell, a wave of Spectral fire sweeps out and encompasses all creatures within a 200 ft
radius of you, blinding all until the end of this turn. The spectral fire does no damage, but instead perverts the rules of
Reality itself, overwriting all Terrain with the Terrain of your Inner World. Your Reality Marble's details are left up to
you, but ALL Reality Marbles resemble an endless Battlefield of one sort or another. All across this Battlefield are
an endless amount of Swords. This space is the storage point for all of the blades you have seen and copied in your
life. You have named this endless battleground the Unlimited Blade Works, and it is here you see the true shape of
your Soul. While inside the Reality Marble, all bladespells cost no MP to cast, all Rank 1 Bladespells may be cast as
a bonus action, and the Concentration requirement for all spells is ignored. This includes Projection Magic as well.
Dance of Blades now counts all bonus action attacks as free actions instead. GullWing Attack now completes in 1 turn
while inside the Blade Works; two weapons from the endless battlefield fly in as the two distraciton attacks.
Blade Archery functions as normal, however. Once 5 turns have passed, the real world rejects this reality and reinstitutes
itself, forcing all creatures back to the Real World. Those creatures that can travel between planes of existance may escape
the Unlimited Blade Works, but a DC 15 check with their Spellcasting Modifier is required. If the DC check succeeds, they
may cast the spell that lets them travel with no issues. If they fail their DC check, their spells fissle and is lost.
Using the Unlimited Blade Works is taxing, requiring a long rest before it may be used again.
PATH OF THE ARCHER: THE ARCHER OF BLADES
Through your adventures you have begun to hone your skills in ranged combat, matching your natural predilection
with melee combat. Using your projections rigorously in such an uncharacteristic way has granted you a surprising
flexibility in your projections, allowing you to produce surprising Effects. From learning to create limited
protection armor, to using deceptive maneuvers that uses multiple projections, to even seemingly leaving yourself
open to assault, only to whisk away or attack your now vulnerable foe, becoming an Archer of Blades forces you to
think on your toes, and live on the edge of death.
Armor Of Souls
At 2nd level, you've learned sufficient flexibility in your projections to cover yourself in a shroud of limited
defense. When covered in this cloak, your AC becomes 13 + either your DEX or CHA modifier, whichever is higher.
It's effects last for 8 hours. The cloak can be made to look like any cloak, shroud, or coat you have seen before,
but will inherently take the shape of a covering that holds a special significance with you. The armor may be sum-
moned with a bonus action and dismissed as a free action, but dissipates if you Don real armor.
One Step Ahead
As you gain experience in copying weapons into your Inner World, you begin to gain limited insight on the tactics
enemies facing you are using, to such a degree that you are able to, for an instant, see ahead of your enemies and
predict their attacks enough to dodge them more easily. Beginning at the 2nd level, you may use your bonus action to
grant Disadvantage to all enemy attacks in which you are targeted with an enemy attack roll until the start of your
next turn. You must take a Short or long rest before using this ability again. You gain extra uses of this ability
at 9th and 15th level.
Blade Archery
Through experimentation and necessity, all Avatars learn that some weapons are so powerful that they cannot be
sufficiently projected to be used in battle traditionally. It was discovered, though, that by doubling the amount of
power placed in creating the weapon, the weapon becomes unstable enough that a single strike of the weapon will cause
it detonate in a powerful blast. Although extremely dangerous to any enemy, it also proved dangerous to the wielder as
well. An Archer of Blades came with a unique solution: to reshape the sword into a projectile version that can be mounted
on a spectral bow and fired, safely delivering the explosion without endangering the bowman. As an Archer of Blades,
you garner an affinity with this skill more quickly, while Saints of Blades learn this ability at a slower pace. At 5th
level, you can choose one of the Blade Archery abilities from its list. You may then fire that ability as a specialized
arrow. This arrow will deliver it's listed ability upon arrival at target. This ability is taxing and will require a
long rest before you may use it again, but you gain extra uses of this ability at 10th and 15th level. Each Blade Arrow is
a High Quality Concept, complete with its own enclosed Mana Pool. Recreating the Blade Arrow a second time forces you
to completely rebuild the concept from the beginning; the only way to use a Blade Arrow multiple times is to choose it
more than once, as one of your higher level Blade Arrow options.
Eldritch Marksman
Through continuous use of both your Spectral bow and Blade Archery, you gain precise control of charging projectiles.
Starting at 5th level, whenever you use the Eldritch blast cantrip, you fire two blasts instead of one. You make two
attack rolls, which may target the same creature or two different targets. If successful, roll damage for each attack
separately.
Two Steps Ahead
Experience in blending your supreme insight and whip quick reflexes with nerves of Steel and near perfect timing has
allowed you to further develop your prediction and evasion strategies to escape even more scenarios. Beginning at 12th
level, you may use your bonus action to grant Disadvantage to all enemy attacks in which you are targeted with an enemy
attack roll until the end of your next turn. You also gain Advantage on any DEX saving throws you make until the end of
your next turn. You may use this ability again after taking a short or long rest.
Gullwing Attack
Through inventive use of projections in unpredictable patterns, you have learned an incredible technique that carries
a surprising power. You gain this ability at level 12. *WARNING* This maneuver takes 3 TURNS to complete and can only be
performed with Signature Weapons. *WARNING* On the first turn of this maneuver, you spend your action throwing your Sign-
ature weapon to an un-occupied square within 30 ft of the intended target. You then use your bonus action to make a second
Signature Weapon. You may take move actions as normal, provided the move does not take you further than 30 ft. from the target.
Repeat the entire sequence on the second round. On your third turn, move your speed into melee contact. As you do so, your
two thrown Signature Weapons will sweep in from 2 directions while you engage your enemy. The third attack is a slow build
up power attack that can be easily read by combat savvy enemies, so it would normally be done under Disadvantage. However,
the two thrown weapons act to injure and distract the enemy. Make 3 attack rolls with your Signature Weapon. Success on the
first attack will do the weapon's default damage only, but will grant your third attack an Advantage *stack*, nullifying the
natural Disadvantage of the attack. Success on the second attack will do the weapon's default damage only, but will also grant
a second *stack * of Advantage to your third attack. You only get the Advantage *stacks* on the successful attacks; one
success will only nullify the natural Disadvantage of the third attack, and no successful pre-attacks will force the third
attack to be made under Disadvantage.
On a hit, the third attack will do listed weapon damage, and the Signature Weapon damage dice will convert to d10. If
a paired weapon is Your Signature Weapon, both of the weapons' damage dice will be applied as a single damage roll (1d6 +
1d6 = 2d6, etc...), and both weapons must be used in all 3 attacks. You may choose to end the ability early by having the
first thrown weapon attack on the first turn, or both thrown weapons attack on the second turn. Doing so, however, will see
each attack be made with a -2 to the attack(s), damage will be as listed and the ability will cease without finishing any sub-
sequent attacks left to go. Concentration is required to sustain the maneuver through the attacks of enemies: your DC during
first round is 8, Second round con-centration check is 12. If an enemy manages to break the sig. weapon(s) being held, any weapons
involved in this maneuver immediately fall to the ground, and the maneuver is expended. Whether you finish this ability,
end it early, or are caught in an effect that stops you from continuing/completing the maneuver, you will need to complete a
short or long rest before having access to this ability again. You gain a second use of this ability at 15th level.
Eldritch Archer
You gain a still greater proficiency with your Spectral bow. At 12th level, you can now fire 3 blasts with the Eldritch
Blast cantrip. You may target the same enemy3 times or fire at 3 separate targets that are in range. Allattacks and damage
are rolled separately.
5 Steps Ahead
Your tactical reasoning and intuitive flashes have reached the level of true prescience, allowing you to lead a combatant
down a set path of attack/counterattack that will emphasize vulnerabilities in their attacks by seemingly emphasizing vul-
nerabilities in yours. At 17th level, you may use your bonus action to grant Disadvantage to all enemy attacks in which you
are targeted with an enemy attack roll for the next 5 turns. You gain Advantage on any DEX saving throws you make for the next
5 turns as well. You also gain Advantage on all attack rolls you make for the next 5 turns. You may use this ability again after
taking a short or long rest.
Eldritch Mastery
Your proficiency with your Spectral bow has reached full mastery. At 17th level, you may add your CHA modifier to the
damage of all your Eldritch Blasts.
PATH OF THE SAINT: THE SAINT OF BLADES
You have realized, through the heat and struggle of your adventures thus far, that you are not comfortable unless
you are in the thick of things; toe to toe with the things that would cause you, and more importantly your friends,
harm. To do this, most master their weapons and armor to gain the most benefit. But, as a Saint of Blades, you
ARE your weapon and armor. Through stunning changes to your very physical nature, to quick surges of energy and
strength, to an otherworldly ability to take punishment and keep moving, you realize that while your hardier team-
mates may be the tip of your team's "spear", You are the "Bone" of your team's Sword.
Body Of Steel
The forging of your soul has had a strange and unexpected effect on your physical body. At 2nd level, your
body begins to miraculously toughen as it strives to be the blade upon which the enemy breaks. Your natural
AC becomes 11 + your DEX bonus + your CHA bonus. This gift comes at a price however; donning any armor
will completely negate the effect. Magic items that grant an AC bonus may still be worn, though they may only be
accessories.
Second Wind
Your body has begun to show an innate capability in healing itself. At level 2, you can, as a bonus action, will
your body to force a stamina rush through its system, granting momentary boosts in toughness. You gain 1d8 +
your class level in hit points when you do so. Once you expend all uses of this power, you must take a short or
long rest before it becomes usable again. This ability becomes stronger at higher levels: the hit point die becomes
1d10 at 8th level, and you gain a second use of this ability at 15th level. This ability may be used only once per turn.
Dance Of Blades
At 5th level, you gain a dizzying Mastery over a seeming whirlwind of blades, able to momentarily recoup MP
spent in the maneuver and reapply it to continue the assault. When you use your action to make 2 melee attacks,
you will earn a 3rd melee attack on this action if you manage to make a successful attack while breaking your weapon
in the attack (natural 16-20 on projection weapons; natural 19-20 on Signature Weapons). You may only earn 1
attack in this fashion, even if you manage to successfully attack while breaking your weapon on the first AND
second attack. Also, if you manage to break your weapon while successfully attacking on any melee attack made
with this action, you may, as a Free Action, resummon your Signature Weapon or trace a new weapon at no
cost of MP or Signature Weapon Counter, and immediately use it for the next attack. This benefit
does not cover weapons lost in an attack made as a possible bonus action. All weapons broken while successfully
attacking, whether on an Action or Bonus Action, will add 1d6 damage of the weapon's damage type to the damage
roll of the attack in which the weapon was broken. This damage only applies when you break your melee weapon
while successfully attacking an enemy.
Eldritch Mastery
Your proficiency with your Spectral bow has reached a mastery focused on a single projectile. At 5th level, you may
add your CHA modifier to the damage of your Eldritch Blast.
Resilience
You begin to find that, at times, you are able to shrug off blows that would deter the stoutest hearts. At 12th level,
you may use your Action and grant yourself 2d4 + 10 Temporary Hitpoints. The temporary Hitpoints will disappear within
10 minutes, and cannot be reactivated until a long rest has been taken.
Blade Archery
Through experimentation and necessity, all Avatars learn that some weapons are so powerful that they cannot be
sufficiently projected to be used in battle traditionally. It was discovered, though, that by doubling the amount of
power placed in creating the weapon, the weapon becomes unstable enough that a single strike of the weapon will cause it
detonate in a powerful blast. Although extremely dangerous to any enemy, it also proved dangerous to the wielder as well.
An Archer of Blades came with a unique solution: to reshape the sword into a projectile version that can be mounted on
a spectral bow and fired, safely delivering the explosion without endangering the bowman. As a Saint of Blades, you garner
an affinity with this skill more slowly, while Archers of Blades learn this ability at a quicker pace. At 12th level, you can choose
one of the Blade Archery abilities from its list. You may then fire that ability as a specialized arrow. This arrow will deliver it's
listed ability upon arrival at target. This ability is taxing and will require a long rest before you may use it again, but you gain
extra uses of this ability at 15th and 17th level. Each Blade Arrow is a High Quality Concept, complete with its own enclosed
Mana Pool. Recreating the Blade Arrow a second time forces you to completely rebuild the concept from the beginning; the only
way to use a Blade Arrow multiple times is to choose it more than once, as one of your higher level Blade Arrow options.
Eldritch Marksman
Through continuous use of both your Spectral bow and Blade Archery, you gain precise control of charging projectiles.
Starting at 12th level, whenever you use the Eldritch blast cantrip, you fire two blasts instead of one. You make two
attack rolls, which may target the same creature or two different targets. If successful, roll damage for each attack separately.
Mythic Recovery
Your drive to push through agony to Shape yourself into the ideal weapon has brought about the shocking ability to
repair wounds you have received but seconds ago, your body knitting itself together even in the middle of battle. At 17th
level, your body regains Hitpoints at a rate of 5 + your CON modifier at the start of each turn. This ability activates when your
Hitpoints reach 1/4th of your Maximum total Hitpoints, and deactivates when you reach 1/2 of your Hitpoint total, or if you fall in battle.
Eldritch Proficiency
Through continuous use of your Spectral Bow, you have gained a level of Proficiency only surpassed by Archers of
Blades. You may add 1/3 of proficiency bonus to the dmg of each Eldritch blast you fire.
SPELL LIST - BLADECRAFT
Most of the Spells have differing effects dependent on the Rank its cast at. Rank 1 spells cost 2 MP,
Rank 2 costs 4 MP, and Rank 3 costs 6 MP to cast.
Blade Cage
Blade's Edge
Blade's Respite
Identify Weapon
Jump
Shield
The Poised Blade
The Wandering Way
Blade Cage
Bladecraft
Level 4
Casting Time: 1 Action (all 3 Ranks)
Range: 60 ft. (all 3 Ranks)
Components: V, S
Concentration, up to 1 minute (Concentration, up to 30 Seconds at Rank 2, Concentration,
up to 30 Seconds at Rank 3).
Rank 1: Choose a humanoid that you can see within range. The target must succeed on a
Strength saving throw or be restrained for the duration. At the end of each of its turns,
the target can make another Strength saving throw. On a success, the spell ends on the
target.
Rank 2: Choose 3 humanoids that you can see within range. The targets must succeed on a
Strength saving throw or be restrained for the duration. At the end of each of their turns,
the targets can make another Strength saving throw. On a success, the spell ends on that
target.
Rank 3: Choose a creature that you can see within range. The target must succeed on a
Strength saving throw or be restrained for the duration. At the end of each of its turns,
the target can make another Srength saving throw. On a success, the spell ends on the target.
This is a BladeCraft spell and cant get no stronger than the levels listed.
Blade's Edge
Bladecraft
Level 4
Casting Time: 1 Action (all 3 Ranks)
Range: 60 feet (10 ft radius within 60 ft at Rank 2) (30 ft cone at Rank 3)
Components: V, S
Duration: Concentration, up to 1 minute (Concentration, up to 30 seconds at Rank 2)
(Instantaneous at Rank 3)
Rank 1: You fill the air with spinning blades in a cube 5 feet on each side, centered on a
point you choose within range. A creature takes 4d4 slashing damage when it enters the spell's
area for the first time on a turn or starts its turn there.
Rank 2: You launch a host of blades at 4 5ft cubes of your choice within a 10 ft radius within
60 feet of you. A creature takes 4d4 slashing damage when it enters the spell's area for the
first time on a turn or starts its turn there.
Rank 3: You point your weapon at your foes, and dozens of clones of your memory weapons erupt
forth in a 30-foot cone. Each creature in the area must make a Dexterity saving throw, taking
10d4 damage on a failed save, or half as much on a successful one. The damage shares the damage
type of the bonded weapon used to cast this spell.
This spell cannot be leveled up higher than the listed abilities.
Blade's Respite
Bladecraft
Level 4
Casting Time: 1 action
Range: 90 feet
Components: V, S
Duration: 1 minute
Rank 1: This spell sends creatures into a magical slumber. Roll 5d8; the total is how many
hit points of creatures this spell can affect. Creatures within 20 feet of a point you choose
within range are affected in ascending order of their current hit points (ignoring unconscious
creatures).Starting with the creature that has the lowest current hit points, each creature
affected by this spell falls unconscious until the spell ends, the sleeper takes damage, or
someone uses an action to shake or slap the sleeper awake. Subtract each creature’s hit points
from the total before moving on to the creature with the next lowest hit points. A creature’s
hit points must be equal to or less than the remaining total for that creature to be affected.
Undead and creatures immune to being charmed aren’t affected by this spell.
Rank 2: Add 2d8 to the slumber roll.
Rank 3: Add 4d8 to the slumber roll.
Identify Weapon
Bladecraft
Level 4
Casting Time: 1 minute
Range: Touch
Components: V, S,
Duration: Instantaneous
Rank 2:You choose one Weapon that you must touch throughout the casting o f the
spell. If it is a magic weapon, you learn its properties and how to use them, whether it requires
attunement to use, and how many charges it has, if any. You learn whether any spells are
affecting the weapon and what they are. If the weapon was created by a spell, you learn
which spell created it.
This spell may only be used on weapons.
Jump
Bladecraft
Level 4
Casting Time: 1 action
Range: Touch
Components: V, S
Duration: 1 minute
Rank 1: You touch a creature. The creature’s jump distance istripled until the spell ends.
Rank 2: You touch a creature. The creature's jump distance increased by a factor of
5.
The Poised Blade
Bladecraft
Level 4
Casting Time: 1 reaction, which you take when you or a
creature within 60 feet of you falls
Range: 60 feet
Components: V
Duration: 1 minute
Rank 1: Your rate of descent slows to 60 feet per round until the spell ends. If you land
before the spell ends, you takes no falling damage and can land on your feet.
Rank 2: Choose up to five falling creatures within range. A falling creature's rate of descent
slows to 60 feet per round until the spell ends. If the creature lands before the spell ends,
it takes no falling damage and can land on its feet, and the spell ends for that creature.
Shield
Bladecraft
Casting Time: 1 reaction, which you take when you are hit by an attack or targeted by the magic
missile spell.
Range: Self
Components: V, S
Duration: 1 Round
Rank 2: An invisible barrier of magical force appears and protects you. Until the start of your
next turn, you have a +5 bonus to AC, including against the triggering attack, and you take no
damage from magic missile.
This is a Rank 2 Bladespell, which requires 4 MP to cast.
The Wandering Way
Bladecraft
Level 4
Casting Time: 1 action (1 Bonus Action at Ranks 2 and 3)
Range: Touch
Components: V, S
Duration: 1 hour (Concentration, up to 10 minutes at Rank 2; 1 minute at Rank 3)
Rank 1: You touch a creature. The target’s speed increases by 10 feet until the spell ends.
Rank 2: This spell allows you to move at an incredible pace. When you cast this spell, and
then as a bonus action on each of your turns until the spell ends, you can take the Dash
action.
Rank 3: This spell allows you to move at an incredible pace.When you cast this spell, and
then as a bonus action on each o f your turns until the spell ends, you can take the Dash
action. Concentration is no longer required at this rank, but the spell's effects only last
for 1 minute.