Bonded Blade Many warriors, mercenaries, and fighters of all types have a special connection to their favorite weapon. They name them, clean them, sharpen them. A warrior's weapon is his lifeblood and status symbol. A select few choose to elevate their connection between weapon and warrior, undergoing a ritual to form a magic bond that ties them together forever. Enter the Bonded Blade. Devoted to a Single Weapon Warrior's of the bonded blade choose a single weapon to devote their time and training to. They undergo a magic ritual permanently binding them to their weapon of choice. As they grow in power, bonded blade’s unlock the true magic potential of their bond, casting powerful spells from their weapon to protect allies or destroy enemies. Even when caught unarmed, a Bonded Blade can call their weapon to join the fray. Creating a Bonded Blade As you create your bonded blade, keep in mind why their weapon of choice is special to them and why they decided to undergo the ritual to bind themselves to it. Are they part of a society of bonded blades? Was the binding offered to them by a powerful wizard? Or did they seek out a weapon they could bind to to gain more power? Bonded blades typically hold themselves to a higher standard than any run-of-the-mill mercenary or soldier. As such, some prefer to work alone, but many bonded blades welcome the company of others to work together to accomplish their goals. Quick Build You can make a bonded blade quickly by following these suggestions. First, make Strength your highest ability score. Your second highest score should be Wisdom or Constitution, depending on if you want to focus more on straightforward combat or spellcasting. Class Features As a Bonded Blade, you gain the following class features. Hit Points Hit Dice: 1d8 per Bonded Blade level

Hit Points at 1st Level: 8 + your Constitution modifier

Hit Points at higher levels: 1d8 (or 5) + your Constitution modifier per Bonded Blade level after the first. Proficiencies Armor: Light & Medium Armor, Shields

Weapons: Simple Weapons

Tools: None



Saving Throws: Strength, Wisdom

Skills: Choose two from Arcana, Acrobatics, Athletics, History, Medicine, Perception, Survival Equipment You start with the following equipment, in addition to the equipment granted by your background: Any metallic melee weapon

(a) Chainmail, (b) sacle mail, or (c) Leather

(a) A sheild or (b) another weapon

(a) A Dungeoneer’s pack or (b) an Explorer’s pack Bonded Weapon You have taken an oath and magically bound yourself to a particular weapon. The weapon cannot be a ranged or nonmetal weapon. The weapon carries a set of runes down its edge and is a magical weapon. Bonded weapons look slightly different for each warrior who carries one. The metal and runes can be any combination of colors. You gain proficiency in this type of weapon. You can detect the exact position of your weapon if it is within (Bonded Blade Level x 100) feet from you. Outside of this range you can detect the general direction of your weapon. As you grow in power, so does your weapon. At 6th level, your bonded weapon becomes a +1 version of the same weapon. At 10th a +2, and 14th a +3. Binding Ritual If your bonded weapon is irrecoverably lost or destroyed by magical means, a new one can be created with the proper ritual. The ritual requires an unscathed weapon of equal or greater magical power than your lost bonded weapon and magical components to inscribe the runes upon the blade. The ritual takes 24 hours of uninterrupted work to complete. Weapon Call As a bonus action, you can telekinetically call your Bonded Weapon to you if it is within exact detection range. The weapon moves at up to twice your movement rate per turn. The Weapon will attempt to fly to your hand and can be caught unless you are currently grappled. The Weapon moves in a straight line towards you, but cannot move around obstacles or creatures. At 6th level, you can manipulate the blade as it comes to you to twist around enemies or obstacles. Alternatively, you can forcefully pull the blade through fabric, liquids, 6 inches of wood, 1 inch of stone, or ½ inch of metal. Attempting to pull the weapon through a creature imposes a dexterity check. If failed, the creature takes 3d8 bludgeoning damage. At 9th level, you gain the ability to teleport your Bonded Weapon to your hand. You may choose to telekinetically move it instead. 1

The Bonded Blade Level Proficiency Bonus Features Spells Known 1st 2nd 3rd 4th 5th 1st +2 Bonded Weapon, Weapon Call — — — — — — 2nd +2 Spellcasting, Bladefire 2 2 — — — — 3rd +2 Fighting Style, Bonded Blade Facet 3 3 — — — — 4th +2 Ability Score Improvement 3 3 — — — — 5th +3 Extra Attack 4 4 2 — — — 6th +3 Bonded Weapon and Weapon Call improvements 4 4 2 — — — 7th +3 Facet Feature 5 4 3 — — — 8th +3 Ability Score Improvement 5 4 3 — — — 9th +4 Weapon Call improvement 6 4 3 2 — — 10th +4 Bonded Weapon improvement, Searing Bladefire 6 4 3 2 — — 11th +4 Facet Feature 7 4 3 3 — — 12th +4 Ability Score Improvement 7 4 3 3 — — 13th +5 — 8 4 3 3 1 — 14th +5 Bonded Weapon improvement, Bonded Retribution 8 4 3 3 1 — 15th +5 Facet Feature 9 4 3 3 2 — 16th +5 Ability Score Improvement 9 4 3 3 2 — 17th +6 — 10 4 3 3 3 1 18th +6 Facet Feature 10 4 3 3 3 1 19th +6 Ability Score Improvement 11 4 3 3 3 2 20th +6 Unbreakable Bond 11 4 3 3 3 2 Spellcasting By the time you reach 2nd level, you have learned to channel your magical bond to cast spells through your Weapon. See chapter 10 for the general rules of spellcasting and the Bonded Blade spell list below. Spell Slots The Bonded Blade table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest. For example, if you know the 1st-level spell Shield and have a 1st-level and a 2nd-level spell slot available, you can cast Shield using either slot. Spells Known of 1st Level and Higher You know two 1st-level spells of your choice from the Bonded Blade spell list. The Spells Known column of the Bonded Blade table shows when you learn more spells of your choice. Each of these spells must be of a level for which you have spell slots. For instance, when you reach 5th level in this class, you can learn one new spell of 1st or 2nd level. Additionally, when you gain a level in this class, you can choose one of the Bonded Blade spells you know and replace it with another spell from the Bonded Blade spell list, which also must be of a level for which you have spell slots. Spellcasting Ability Wisdom is your spellcasting ability for your spells, since your magic draws on your magical bond. You use your Wisdom whenever a spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a Bonded Blade spell you cast and when making an attack roll with one. Spell save DC = 8 + your proficiency bonus + your Wisdom modifier Spell attack modifier = your proficiency bonus + your Wisdom modifier Fighting Style At 2nd level, you adopt a style of fighting as your specialty. Choose one of the following options: Defense While you are wearing armor, you gain a +1 bonus to AC 2

Dueling 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. Great Weapon Fighting When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll. The weapon must have the two-handed or versatile property for you to gain this benefit. Protection When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield. Bonded Warrior Facet At 3rd level you devote yourself to one facets of the Bonded Blade. Your choice of facet grants you features at 3rd level and again at 7th, 11th, 15th, and 18th level. Bladefire At 3rd level you gain the ability to ignite your blade with runic fire as a bonus action. Bladefire adds 1d6 fire damage to attacks made with your bonded weapon. It lasts 1 minute, but ends if you fall unconscious or a Dispel Magic spell is used. Activating Bladefire consumes a 1st level spell slot; casting it at a higher spell level increases the damage by 1d6 for each level after the first (2d6 for a 2nd level, up to a maximum of 5d6). Bladefire gives off light in a 10 foot radius and dim light in an additional 10 foot beyond. 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. Extra Attack Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. Searing Bladefire At 10th level you learn to overcharge your Bladefire to cut through armor and gain advantage on all attacks with your bonded weapon on your next turn. At the end of that turn, Bladefire will be dispelled. This ability takes 1 bonus action to cast, and can only be cast if Bladefire is already active. Searing Bladefire can only be cast once per short rest. At 14th level Searing Bladefire can be cast twice per short rest, and 3 times per short rest at 18th level.







Bonded Retribution If you take an attack as a result of being surprised or an attack while your bonded weapon isn’t in your hands, you can use your reaction to immediately call your weapon to your hands and make an attack on the creature that attacked you. Unbreakable Bond At 20th level, you and your bonded weapon act as one. When you sheathe or put away your weapon, you can choose to magically absorb it into your body. The weapon can be pulled or teleported back to your hand via Weapon Call. Your bonded weapon can be detected and called at any distance. If it is on another plane, you can detect what plane it is currently on. Additionally, Bladefire can be cast at any level without expending a spell slot. Bonded Blade Facets Every bonded blade chooses a facet of their bond to specialize in: The Facet of the Mind, The Facet of Blood, or the Facet of the Guardian. Facet of the Mind The Facet of the Mind focuses on the magic of your bonded blade and pushing it to it’s greatest extent. You learn additional spells and unique ways of controlling your weapon to fight as one. Telekinetic Blade When you focus on this facet, you learn to better telekinetically control your bonded weapon. While using Blade Call, you can manipulate the blade as it comes back to you to twist around enemies or obstacles. Additionally, as an attack you may throw your weapon at a target within 30 ft. You can also pull your weapon blade first (using Blade Call) as an attack action. Use your spell attack modifier for the attack roll for throwing or pulling your weapon. The attack receives no ability bonuses when rolling for damage. Bonded Blade Magics At level 7 you open your mind to new magics from the Facet of the Mind spell list. You may choose a level 1 and level 2 spell from this list. These spells can each be cast once per long rest without consuming a spell slot. At level 9, you gain a similar 3rd level spell from the list, at 13th level a 4th level spell, and at 17th level a 5th level spell. Facet of the Mind Spell List Spell Level Spells 1st Thunderwave, Unseen servant 2nd Levitate, Invisibility 3rd Clairvoyance, Hypnotic Pattern 4th Confusion, Greater Invisibility 5th Bigby’s Hand, Telekinesis 3

Call of the Bond At 11th level, you gain the ability to teleport to your bonded weapon as a bonus action. Upon completing the teleport, you appear at the weapon’s location with it in your hand. If there isn’t room for you where you attempt to teleport, the ability fails and you take 4d6 force damage and remain where you started. Dancing Bladefire At 15th level, you may take an action and spend a 3rd level spell slot to cast Dancing Bladefire (Bladefire must be active on your weapon). The bladefire leaps from your weapon to form an ethereal blade that fights at a location within 30 feet of you. As a bonus action, you may command the dancing bladefire to move to a new location up to 30 feet away. The Ethereal weapon fights independently from you, taking action at your initiative count beginning on the round after this spell was cast. It deals 1d10 + 3d6 Bladefire damage, or 1d10 + the damage from your original Bladefire spell, whichever is higher. It lasts the remaining duration of Bladefire, or until dispelled by your command (as a bonus action) or until it takes [Your Bonded Blade level] worth of damage from magical weapons or spells. While Dancing Bladefire is active, Bladefire is inactive on your weapon and cannot be activated. Casting Dancing Bladefire using a 4th level spell slot increases the minimum damage to 2d10 + 3d6, or 3d10 + 3d6 for a 5th level spell slot. Battle Caster Starting at 18th level, when you use your action to cast a spell, you can make one weapon attack as a bonus action. Facet of Blood The Facet of Blood focuses on unleashing the raw magical power of you and your weapon. You learn to use your enemies life force (or your own) to energize your weapon and unleash powerful magics. Energized by Blood By focusing on the Facet of Blood, you learn to energize your bonded weapon in the blood of your enemies. After landing a successful attack with your weapon on a target that bleeds, the weapon becomes energized. An energized weapon deals an extra 1d4 damage on hit, or can be used for a variety of effects. Rush of Vitality You learn to channel the energy of your weapon inward, granting health and advantage on your next attack or saving throw. Rush of Vitality takes 1 action to cast and expends one spell slot of 1st level or greater. Your weapon must be energized to cast, and after casting your weapon is no longer energized. You gain 1d4 hit points and 1d4 + your Wisdom modifier temporary hit points. Casting Rush of Vitality at a higher level grants an extra 1d4 hit points and 1d4 temporary hit points per level above 1. For example, casting Rush of Vitality using a 3rd level spell slot will grant 3d4 hit points and 3d4 + your Wisdom modifier temporary hit points.



Strength from Within At 7th level, you learn to sacrifice your own vitality in order to energize your weapon. As a bonus action you can temporary reduce your maximum health by a number equal to your Bonded Blade level. Your weapon is now energized. Strength from Within can only be used once per long rest, and the sacrificed hit points are regained after a long rest. Sundering Strike At 7th level you also learn to channel the energy of your bonded weapon outward. As an attack, you can use a spell slot of 2nd level or greater and consume your weapon’s energized state. The energy of your weapon and magical power guide your weapon to strike true at your target. The target makes a Dexterity Saving throw, and on a failure takes 2d8 force damage in addition to your weapon damage (and any bonus damage you would normally deal on hit) and is knocked prone. On a successful save, the target takes half damage. Casting Sundering Strike using a higher level spell slot increases the damage by 1d8 for each level higher than 2, up to a maximum of 5d8. Rush of Power At 11th level you greatly improve the boons received from Rush of Vitality. If cast using a 3rd level spell slot or higher, in addition to the effects of Rush of Vitality, you gain a +1 to Strength, Dexterity, Constitution, and AC. Casting using a higher level spell slot grants and additional +1 for each level above 3rd (+2 for level 4, +3 for level 5) Torrent of Blood At 15th level you gain the ability to use your energized weapon to unleash a torrent of power to everything around you. Casting Torrent of Blood uses a 3rd (or greater) level spell slot and consumes your weapon’s energized state. Every creature within 30 foot radius of you must succeed on a Constitution saving throw or take 6d6 force damage and be incapacitated for until the end of your next round. On a successful save, creatures take half damage and are not incapacitated. When you cast this spell using a higher level spell slot, add 1d6 damage for each level above 3rd. Stolen Life Starting at 18th level, whenever your weapon becomes energized you drain 1d8 + your Wisdom modifier necrotic damage from all enemies not at maximum health within a 10 foot radius and recover that many hit points. Facet of the Guardian The Facet of the Guardian focuses on protecting yourself and others around you in battle. You learn to absorb magical attacks with your bonded weapon and to shield and redirect attacks away from allies in battle. Heavy Guardian By focusing on the Facet of the Guardian, you gain proficiency in wearing heavy armor. 4