Bladeslinger

Bladeslingers are nimble martialists who spin, throw and trick their way through combat. They specialize in thrown weapons and improvisational battlefield control — equal parts precision marksman and acrobatic trickster. Their hallmark is fluidity: movement, feints, and the sudden, unexpected arrival of a blade.

Class Features

Hit Die d8
Primary Ability Dexterity
Saving Throws Dexterity, Intelligence

Proficiencies

Armor Light armor
Weapons Simple weapons, Shortswords, Daggers, Handaxes, Light hammers, Thrown javelins, Sling, Hand crossbows
Tools Thieves' tools
Skills Choose 4 from Acrobatics, Sleight of Hand, Stealth, Perception, Athletics, Insight

Starting Equipment

• Light crossbow and 20 bolts OR two handaxes and a shortbow
• Leather armor, dagger, and thieves' tools OR studded leather armor and a rapier (if flavor-desired)
• Belt pouch containing 10 throwable devices (specialized thrown items) such as returning bolts, smoke cartridges, caltrops, small nets

Class Resources

Flash Points Max 4 (Short or long rest)

Class Abilities

Martial Abilities

Trick — Ricochet
Action 0 or 2 Flash Points Level 1

Modify a successful thrown attack so it bounces to a second creature within 10 feet. Costs 0 Flash Points for the base ricochet (learned by all Bladeslingers), or 2 FP to ricochet to two extra targets. Ricochet uses the original attack roll to determine additional hits.

Damage Effect
Damage: weapon damage (same as initial throw) physical
Trick — Pinning Throw
Action 1 Flash Point Level 1

A thrown weapon strikes and pins a limb or cloak, reducing target mobility. On a hit, target must succeed on a Strength saving throw (DC = 8 + proficiency bonus + Dex mod) or have its speed halved until the end of its next turn. Costs 1 Flash Point.

Control Effect
Saving Throw: Strength
Conditions: Speed halved
Duration: Until end of target's next turn
Trick — Grapple Shot
Action 2 Flash Points Level 1

You may fire a weighted cord or specially prepared weapon to restrain a small or Medium creature. On hit the target must make a Strength check contested by your Dexterity (Athletics) or be restrained until it breaks free (escape DC same as above). Costs 2 Flash Points (1 Flash Point for Gadgetspinners' Net Snare if they have it).

Control Effect
Saving Throw: Strength (contested check)
Conditions: Restrained
Duration: Until end of combat or escape
Trick — Disarming Toss
Action 1 Flash Point Level 1

Make a thrown attack with the goal of disarming. On a hit the target must succeed on a Strength saving throw or drop one item it's holding (your choice). Costs 1 Flash Point.

Debuff Effect
Saving Throw: Strength
Conditions: Drops held item
Duration: Until target retrieves the item
Trick — Blinding Dust
Action 1 Flash Point Level 1

You coat a thrown weapon with a flash or powder. On a hit the target must succeed on a Constitution saving throw or be blinded until the end of your next turn. Costs 1 Flash Point.

Condition Effect
Saving Throw: Constitution
Conditions: Blinded
Duration: Until end of your next turn
Quickdraw Throw (Bonus Attack)
Bonus Action 1 Flash Point Level 2

You can make a thrown weapon attack as a bonus action by spending 1 Flash Point. If you started your turn unarmored by heavy armor and not surprised, this attack gains a +2 bonus to hit.

Damage Effect
Damage: weapon damage physical
Missile Snaring (Martial Ability)
Reaction 1 Flash Point Level 3

As a reaction you may spend 1 Flash Point to catch or deflect a projectile aimed at you or an ally within 5 feet. See the class feature for details. If you catch it you may immediately throw it back without spending additional resources.

Defensive Effect
Ricochet Volley (Improved)
Action 2 Flash Points (optional) Level 7

Enhanced ricochet that can hit more targets and later deals full damage at high level (see Ricochet & Volley feature).

Damage Effect
Damage: weapon damage physical
Returning Weapon (Martial)
Special 1 Flash Point Level 9

Spend 1 Flash Point to cause a non-expendable thrown weapon to return to your hand immediately after the attack.

Utility Effect
Conditions: Weapon returns to hand
Spin Dance (Transformation - Martial)
Bonus Action 2 Flash Points Level 11

Enter a heightened state of mobility for 1 minute for 2 Flash Points. Grants additional attack and defensive bonuses (see feature).

Buff Effect
Conditions: Advantage on Dex saves; disadvantage on opportunity attacks against you; extra thrown attack with Attack action
Duration: 1 minute
Unerring Aim (Reroll / Damage Boost)
Reaction 1 Flash Point Level 13

Reroll a thrown weapon attack once per short rest (spend 1 Flash Point) or spend 1 Flash Point to add your proficiency bonus to a thrown weapon's damage.

Buff Effect
Volley of Returning Blades (Blade Tempest component)
Action All remaining Flash Points Level 20

As part of Blade Tempest you throw multiple returning weapons equal to twice Flash Points spent; make individual attack rolls for each. This ability is the class capstone's base attack mechanic.

Damage Effect
Damage: weapon damage + Dexterity modifier physical
Conditions: May cause exhaustion (one level) after use
Trick — Blinding Explosion (Gadget/Stormcombo)
Action 2 Flash Points Level 5

A special Trick that causes an area-of-effect flash where the thrown item lands: creatures within 5 feet must make a Con save or be blinded for 1 round and take 1d6 radiant damage. Costs 2 Flash Points (Stormcallers may change damage to lightning for 1 FP more).

Damage Effect
Saving Throw: Constitution
Damage: 1d6 radiant
Conditions: Blinded
Duration: 1 round
Trick — Disruption Toss
Action 1 Flash Point Level 6

On a hit, expend 1 Flash Point to force the target to make a Wisdom saving throw or be unable to take reactions until the end of its next turn. Useful for preventing opportunity attacks.

Debuff Effect
Saving Throw: Wisdom
Conditions: No reactions
Duration: Until end of target's next turn
Trick — Returning Boomerang
Action 1 Flash Point Level 3

A specialized returning weapon thrown that curves back to you in a wide arc. Costs 1 Flash Point; on a miss it returns to you and you may catch it (Dex save DC 10 to catch without falling prone). On a hit it deals normal weapon damage and returns.

Damage Effect
Damage: weapon damage physical
Conditions: Returns to hand

Transformations

Spin Dance
Up to 1 minute 2 Flash Points Level 11

A whirling, light-footed form that multiplies your thrown attacks and reduces incoming physical threats.

Changes:

Advantage on Dexterity saving throws, Opportunity attacks against you have disadvantage, One extra thrown attack as part of the Attack action

Special Actions:

Extra thrown attack with Attack action

Limitations:

Ends if incapacitated or you dismiss it as a bonus action

Auras

Thrower's Focus (AURA)
10-foot radius Level 14

At 14th level you emit a subtle aura of kinetic clarity. Allies within 10 feet who use thrown weapons gain a +1 bonus to attack rolls and may reroll a single damage die once per short rest.

Effect:

Allies using thrown weapons: +1 to attack rolls; reroll one damage die once per short rest

Class Features

Thrown Weapon Training (Level 1)

You gain proficiency with all simple and martial weapons that have the thrown property. You can use your Dexterity modifier instead of Strength for attack and damage rolls with thrown weapons you are proficient with.

Flash Points (Level 1)

You have a resource called Flash Points that fuels many of your trickshots and special maneuvers. At 1st level you have 4 Flash Points. This increases by +1 at 5th, 11th, and 17th levels. You recover all expended Flash Points on a short or long rest.

Trick Arsenal (Level 1)

You begin knowing two Tricks (special one-off effects you can apply to a thrown attack). You learn more Tricks as you level. Using a Trick usually costs 1 Flash Point and modifies an attack you make (see the Bladeslinger Tricks list in Martial Abilities). You can change your known Tricks after a long rest.

Quickdraw (Level 2)

You can draw a thrown weapon as part of the same action you use to throw it. Additionally, you can stow or draw one thrown weapon when you take the Attack action, and you may make one thrown attack as a bonus action if you have at least one Flash Point and expend it.

Resource Cost: 1 Flash Point (for the bonus-action attack)

Missile Snaring (Level 3)

When a creature you can see makes a ranged weapon attack against you or an ally within 5 feet of you, you can use your reaction and spend 1 Flash Point to attempt to catch or deflect the projectile. Make a Dexterity (Sleight of Hand) check contested by the attacker's attack roll or the DM's set DC (normally 10 + attacker's attack modifier). On a success you reduce the attack's damage by an amount equal to your Bladeslinger level + your Dexterity modifier; if you reduce the damage to 0 you catch the missile and may immediately throw it back as a reaction dealing normal damage (this throw does not expend additional resources).

Resource Cost: 1 Flash Point

Critical Throw (Level 3)

When you score a critical hit with a thrown weapon, you deal extra damage equal to an additional weapon damage die (one extra weapon die) and trigger any Trick used with that attack automatically (if the Trick's effect is applicable). At 11th level the extra damage becomes two extra weapon dice. At 17th level you gain Brisk Critical: whenever you score a crit with a thrown weapon against a creature that is restrained, stunned, or otherwise unable to act, you may spend 1 Flash Point to critically strike one adjacent creature the attack would logically catch (no attack roll; apply critical damage).

Trickshot Mastery (Level 5)

You learn an additional Trick at 5th level and again at 9th, 13th, and 17th levels. Tricks can be used in combination with other features unless a Trick specifies otherwise.

Ricochet & Volley (Level 7)

At 7th level you can attempt tricky multi-target throws. As an action, you may make a single thrown weapon attack that, on a hit, deals normal damage and then ricochets to a new target within 10 feet (attack roll not required, use same attack roll to hit second target at half damage). Spend 2 Flash Points to ricochet to two additional targets. At 15th level the ricochet range increases to 20 feet and each ricochet deals full weapon damage (no halving).

Resource Cost: 2 Flash Points (for extra ricochets at 7th; 0 for the base ricochet)

Returning Armament (Level 9)

Starting at 9th level, any non-expendable thrown weapon you throw can return to your hand immediately after resolving its thrown attack if you expend 1 Flash Point. The returned weapon appears in your free hand at the end of the attack. If you use Quickdraw's bonus attack, that weapon may be the returning weapon.

Resource Cost: 1 Flash Point

Spin Dance (Transformation) (Level 11)

At 11th level you unlock a brief movement-focused transformation. As a bonus action, spend 2 Flash Points to enter Spin Dance for up to 1 minute: while in Spin Dance you have advantage on Dexterity saving throws, opportunity attacks against you have disadvantage, and when you take the Attack action with thrown weapons you may make one additional thrown attack as part of that action. Spin Dance ends early if you are incapacitated or remove it as a bonus action.

Resource Cost: 2 Flash Points

Unerring Aim (Level 13)

At 13th level you can take careful aim. Once per short rest when you make a thrown weapon attack, you can spend a Flash Point to reroll an attack roll you made for a thrown weapon. You must take the new roll. You can also spend 1 Flash Point to add your proficiency bonus to the damage roll of one successful thrown attack.

Resource Cost: 1 Flash Point

Master Trickery (Level 15)

At 15th level you may use two Tricks on a single attack if one of them costs 0 Flash Points and the other 1 Flash Point, or if you expend 2 Flash Points total. Additionally, you may change your known Tricks twice when you finish a short rest.

Blade Tempest (Capstone) (Level 20)

At 20th level you can unleash a storm of returning weapons. As an action you may spend all your remaining Flash Points to hurl a number of returning thrown weapons equal to twice the Flash Points spent (minimum 6). Make attack rolls for each weapon against targets of your choice within range. Each hit deals weapon damage plus an amount equal to your Dexterity modifier. After Blade Tempest ends you are dazed: you suffer one level of exhaustion that ends after a long rest.

Resource Cost: All remaining Flash Points

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