TEXT: Blademage
  
  Blademage
  By: Robert Buckley
  Compatible for
  Blademage- Pg 5
  New Spells - Pg 14
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  5
  Blademage
  Academies of High Arcana are often places of danger, both from the novice spellcasters within
  and from those who would do the young wizards harm. In order to protect their students, some of these
  schools began to employ squads of specially-trained guards who could contend with threats both
  mundane and magical, thus leading to the rise of the blademage. The path of the blademage is one of
  diligent study and intense physical training, as they are charged with the defense of their fellow students
  and faculty, standing proud in the face of danger with determination and intense focus.
  Role: A blademage was once a rare sight in most cities, as those who chose the calling of martial
  and arcane would rarely leave their colleges. As news of their exploits reached more ears through
  fantastic tales of bravery and ability, more people began to show up at the steps of the college, seeking
  not wizardly training, but that of the blademage. The blend of fighting techniques and arcane spellcasting
  of a blademage is best suited to dealing as much damage as quickly as possible while keeping a watchful
  eye on lesser-armored party members.
  Quick Build
  You can make a blademage quickly by following these suggestions. First, Strength or Dexterity
  should be your highest ability score, depending on whether you want to focus on large or small-bladed
  weapons. Intelligence should be your next-highest ability score. Second, choose the soldier, sage, or
  entertainer (gladiator) background. Third, choose the Evocation School and the cantrips blade ward and
  poison spray.
  Class Features
  As a blademage, you gain the following class features.
  Hit Points
  Hit Dice: 1d8 per blademage level
  Hit Points at 1st Level: 8 + your Constitution modifier
  Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per blademage level after 1st
  Proficiencies
  Armor: Light armor, medium armor
  Weapons: Dagger, handaxe, sickle, spear, dart, light crossbow, battleaxe, glaive, greataxe, greatsword,
  halberd, longsword, pike, rapier, scimitar, shortsword, trident, war pick
  Tools: Calligrapher's supplies
  Saving Throws: Strength, Intelligence
  Skills: Choose two skills from Acrobatics, Animal Handling, Arcana, Athletics, History, Insight,
  Intimidation, Investigation, and Religion
  Equipment
  You start with the following equipment, in addition to the equipment granted by your background:
  ● (a) a dagger (b) or a sickle
  ● (a) a scholar's pack or (b) an explorer's pack
  ● (a) greatsword or (b) a longsword or (c) a spear
  ● Chain shirt, calligrapher's supplies, 5 darts
  
  6
  Level
  Proficiency
  Bonus
  Feature
  Edge Points
  Cantrips
  Known
  1
  + 2
  Arcane Training I, Blade Attunement,
  Cantrips
  1 + INT Modifier
  2
  2
  + 2
  Combat Training
  1 + INT Modifier
  2
  3
  + 2
  Fighting Style Feat
  1 + INT Modifer
  2
  4
  + 2
  Ability Score Improvement
  1 + INT Modifier
  3
  5
  + 3
  Extra Attack
  2 + INT Modifier
  3
  6
  + 3
  Ability Score Improvement
  2 + INT Modifier
  3
  7
  + 3
  Arcane Training II
  2 + INT Modifier
  4
  8
  + 3
  Ability Score Improvement
  2 + INT Modifier
  4
  9
  + 4
  Arcane Recovery I
  3 + INT Modifier
  4
  10
  + 4
  Fighting Style Feat
  3 + INT Modifier
  5
  11
  + 4
  Extra Attack (2)
  3 + INT Modifier
  5
  12
  + 4
  Ability Score Improvement
  3 + INT Modifier
  5
  13
  + 5
  –
  4 + INT Modifier
  6
  14
  + 5
  Arcane Training III, Ability Score
  Improvement
  4 + INT Modifier
  6
  15
  + 5
  Improved Combat Training
  4 + INT Modifier
  6
  16
  + 5
  Ability Score Improvement
  4 + INT Modifier
  6
  17
  + 6
  –
  5 + INT Modifier
  6
  18
  + 6
  Arcane Recovery II
  5 + INT Modifier
  6
  19
  + 6
  Ability Score Improvement
  5 + INT Modifier
  6
  20
  + 6
  Extra Attack (3)
  5 + INT Modifier
  6
  Arcane Training
  Beginning at 1st level, you may choose one Arcane School to specialize in. Once
  the choice is made, it cannot be changed. Specializing in an arcane school
  grants you spells and abilities associated with the school, as well as allowing
  you to learn more powerful spells and abilities as you gain levels. You are able
  to choose additional Schools at level 7 and 14, at which point you are able to
  immediately use any spells or abilities you meet the prerequisite for.
  Blade Attunement
  At 1st level, you are able to tap into the power of your blades. This power is
  represented by edge points, which allow you to augment some of your abilities.
  You must be wielding a weapon you are proficient with to use edge points.
  Edge Points
  You have 1 edge point + your Intelligence modifier at 1st level. You can never have
  more edge points than shown on the table for your level. You regain all spent edge
  points at the end of a long rest.
  Flexible Casting
  You can use your edge points to recast any blademage spell you know, with the
  exception of cantrips, without needing to finish a rest. The edge point requirements
  are as described in the Flexible Casting table.
  Table: Blademage
  Level
  Edge
  Point
  Cost
  1
  2
  7
  3
  14
  4
  Flexible Casting
  Blademage Spell
  List
  Cantrips. Acid Splash,
  Blade Ward, Chill Touch,
  Dancing Lights, Fire Bolt,
  Friends, Light, Mage
  Hand, Mending,
  Message, Minor Illusion,
  Poison Spray,
  Prestidigitation, Ray of
  Frost, Shocking Grasp,
  True Strike
  
  7
  Cantrips
  You know two cantrips of your choice from the
  blademage spell list. You learn additional
  blademage cantrips of your choice at higher
  levels, as shown in the Cantrips Known column
  of the Blademage table.
  Combat Training
  You adopt a particular style of fighting as your
  specialty. Choose one of the following options;
  you cannot take a Fighting Style option more
  than once, even if you are able to choose again.
  ● Dueling - When you are wielding a melee
  weapon in one hand and no other
  weapons, you gain a +1 bonus to damage
  rolls with that weapon.
  ● Great Weapon Fighting - When you roll a
  1 on a damage die for an attack made
  using a melee weapon wielded in two
  hands, you can re-roll the die and must
  use the new roll, even if the new roll is
  also a 1. The weapon must have the two-
  handed or versatile property for you to
  gain the benefit.
  ● Two-Weapon Fighting - You may add
  your ability score modifier to the damage
  of the second attack.
  Fighting Style Feat
  At 3rd level, you gain a Feat associated with your
  chosen Fighting Style. You gain an additional Feat
  at level 10.
  Dueling
  Disarm. At level 3, you can attempt to disarm
  your opponent by using your action to force your
  target to make a Dexterity saving throw against 8
  + your proficiency + your Strength modifier. On a
  failed save, your target drops any weapon they
  are wielding.
  Trip. At 10th level, you can attempt to trip your
  opponent, using your action to force your target
  to make a Dexterity saving throw against 8 + your
  proficiency + your Strength modifier. On a failed
  save, your target is knocked prone.
  Great Weapon Fighting
  Overhand Chop. At level 3, you are able to
  deliver a greater blow with weapons wielded
  with both hands, but the attack leaves you open
  for retaliatory strikes. Any time you take the
  attack action, you can choose to make an
  overhand chop, allowing you to double your
  Strength modifier when calculating the damage
  on a successful strike. Your AC is reduced by 1 on
  your next turn whether you succeed on the
  strike or not. Critical damage is not doubled this
  way.
  Cleave. At level 10, if you land a killing blow on a
  creature, you may use your bonus action to
  attack another creature within your reach. You
  must be wielding a weapon in two hands in
  order to use this ability.
  Two-Weapon Fighting
  Defensive Blade. At level 3, you are able to forgo
  an attack with your off-hand weapon and
  instead use it to defend yourself, giving a +2
  bonus to your AC for that round.
  Deep Slice. At level 10, if you succeed in striking
  with both of your weapons, you can double the
  damage of whichever weapon you scored the
  highest melee attack roll with. If you rolled the
  same number with both attacks, you can choose
  which weapon's damage to double.
  Ability Score Improvement
  When you reach 4th level, and again at
  6th, 8th, 12th, 14th, 16th and 19th level,
  you can increase one ability score
  of your choice by 2, or two ability
  scores of your choice by 1. As
  normal, you cannot 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. The number
  of attacks increases to
  three when you reach level 11 in this class, and
  to four when you reach level 20 in this class.
  
  8
  Arcane Schools
  When you choose an Arcane School to specialize
  in, you immediately gain access to any of that
  School's spells and abilities that you qualify for.
  Unfortunately, because of the diligent work it
  takes to specialize in one of the Schools, a
  blademage must choose a Prohibited School
  associated with the School. If the blademage is
  already prohibited from one school, they must
  choose the other school to be prohibited. If the
  blademage is already prohibited from both
  choices, the GM will choose a school at random
  from those that remain to be prohibited.
  All blademage spells, with the exception of
  Cantrips, are able to be cast once before
  finishing a long rest unless otherwise stated. All
  spells are cast as if using a spell slot that
  corresponds with the spell's level, if applicable.
  Spell Runes
  A blademage must paint or draw arcane runes
  and symbols on their weapon in order to cast
  their blademage spells, with the exception of
  Cantrips. A blade decorated this way can also be
  used an arcane focus. These runes must be
  created with the use of calligrapher's supplies.
  Once the symbols are drawn on, they are
  permanent and can only be removed via magical
  means.
  Drawing blademage symbols on a weapon does
  not make the weapon magical or confer any
  bonus to its attack or damage rolls. Should the
  blademage lose a weapon decorated this way,
  they cannot cast their spells again until they
  either retrieve the blade or paint the required
  symbols on a new blade.
  The decorated blades, in essence, serve as the
  blademage's spellbook.
  Arcane Recovery
  At 9th level, you gain the ability to cast any level
  1 or level 7 blademage spell you know after a
  short or long rest. When you reach level 18, you
  are able to cast any level 14 blademage spell
  you know after a short or long rest.
  Improved Combat Training
  Upon reaching level 15, you become deadlier in
  your chosen fighting style.
  ● Dueling - Your AC increases by 2 when
  you are wielding a melee weapon in one
  hand and no other weapons.
  ● Great Weapon Fighting - When a
  creature in your line of sight attacks a
  target other than you that is within your
  weapon's reach, you can use your
  reaction to impose disadvantage on the
  attack roll. You must be wielding your
  weapon with two-hands to use this
  ability.
  ● Two-Weapon Fighting - Your AC
  increases by 1 when you are wielding a
  second melee weapon. In addition, you
  are now able to wield any weapon that
  does not have the two-weapon, range,
  heavy, or versatile property in your off
  hand.
  
  9
  Abjuration (Prohibited School - Necromancy
  or Enchantment)
  Spells Known. shield (level 1), glyph of warding
  (level 7), globe of invulnerability (level 14)
  Damage Shield. Beginning at 1st level, you are
  able to use your action to surround yourself with
  a translucent field of force that absorbs damage
  done to you. The shield lasts for 4 rounds + your
  Intelligence modifier, or until it has absorbed 10
  + your Intelligence modifier in damage. At level 7,
  the shield is able to absorb a total of 25 (plus
  modifiers) points of damage and 55 (plus
  modifiers) points at level 14. You are able to
  manifest this shield once before a short or long
  rest. You may spend 2 edge points at the shield’s
  creation to have it explode out from your
  position when it reaches the maximum amount
  of damage it can absorb, dealing half (rounded
  down) of the absorbed damage to any being
  within 10 feet. An exploded shield deals force
  damage.
  Spell Disruption. Beginning at 7th level, you are
  able to disrupt the casting of spells by others
  through touch. You must first succeed in a melee
  attack, if successful, your target is allowed a
  Wisdom saving throw against a DC of 8 + your
  proficiency + your Intelligence modifier. On a
  failed save, the target is unable to cast any
  magical spells for 2 rounds + you Intelligence
  modifier. You are able to use this ability once
  before a short or long rest.
  Reflect. At level 14, you are able to use your
  action to surround yourself in a shimmering field
  that reflects all harmful spells cast upon you back
  to their origin. The field lasts for 4 rounds + your
  Intelligence modifier. Harmful spells are any that
  would force you to perform a saving throw to
  avoid an adverse effect or that would cause hit
  point damage. You are able to use this ability
  once before a long rest. You cannot reflect spells
  while you have an active damage shield.
  Conjuration (Prohibited School -
  Transmutation or Evocation)
  Spells Known. ensnaring strike (level 1),
  dimension door (level 7), incendiary cloud (level
  14)
  Conjure Blade. Beginning at 1st level, you are
  able to use your action to summon to your hand
  a single slashing or piercing weapon that you are
  proficient with. The weapon is non-magical, but
  expertly crafted. The weapon remains for 4
  rounds + your Intelligence modifier, after which
  time it disappears into harmless mist. At 7th
  level, the blade is considered magical and grants
  a +1 bonus to attack and damage rolls. At level
  14, the blade can adopt one of these properties
  for the duration it is summoned: dancing, frost
  brand, or flame tongue. You may spend 2 edge
  points to increase the blades duration to 6 +
  your Intelligence modifier rounds. You may
  conjure a blade once before a short or long rest.
  The conjured blade disappears into harmless
  mist if it is wielded by anyone but you.
  Acid Bolt. At 7th level, you are able to shoot a
  bolt of acid from the tip of one of your wielded
  blades. If you succeed in a ranged attack, the
  bolt deals 4d4 acid damage and an additional
  2d4 acid damage on the following round. You
  are able to shoot one acid bold before a short or
  long rest.
  Trap the Soul. At level 14, you are able to
  attempt to trap the soul of any creature inside
  your blade after successfully striking with a
  critical hit. If your target fails a Wisdom saving
  throw against 8 + your proficiency bonus + your
  Intelligence modifier after being subjected to
  one of your critical hits, their soul is sucked into
  your blade for 4 rounds + your Intelligence
  modifier, regardless of if the critical hit killed
  them or not. If the creature did not die as a
  result of the critical strike, and their soul was
  trapped, their body lies comatose and is
  considered paralyzed for the duration. The
  blade with the trapped soul gains an additional
  +3 to its attack and damage rolls and deals an
  additional 6 points of necrotic damage on
  successful strikes. You are able to use this ability
  once before a long rest.
  
  10
  If the critical strike did not kill the creature, but
  its soul was trapped, it leaves the blade at the
  end of the duration and returns to its host body
  if the creature is still alive. If the creature died as
  a result of the critical strike or dies after the soul
  is trapped, the soul disappears into nothingness
  once the duration is done.
  Divination (Prohibited School -
  Enchantment or Illusion)
  Spells Known. comprehend languages (level 1),
  arcane eye (level 7), find the path (level 14)
  Gain Insight. Beginning at 1st level, you are able
  to study a creature and gain important insights
  to its physiology and demeanor. On your turn,
  you designate one creature within 30 feet of
  your position and within your line of sight. You
  may choose to either take a +2 to attack rolls or
  +2 to your AC while engaging in combat with the
  chosen creature, but not both. The bonus lasts
  until you switch targets, your target dies, or you
  use the disengage action. At level 7, the bonus
  increases to +3, and at level 14, the bonus
  increases to +4. You may spend 2 edge points to
  increase the bonus by 1. You may use this ability
  once before a short or long rest.
  Forewarned. At 7th level, you gain the uncanny
  ability to avoid area damage. When you are
  subjected to an effect that allows you to make a
  Dexterity saving throw to take only half damage,
  you instead take no damage so long as you
  succeed on the saving throw, and only 1/2
  damage if you fail.
  Glimpse Future. Beginning at level 14, you are
  able to see into the immediate future and act
  accordingly. As a result, you can never be
  flanked or surprised and become immune to
  sneak attacks. You also gain advantage on your
  initiative rolls.
  Enchantment (Prohibited School -
  Divination or Abjuration)
  Spells Known. dissonant whispers (level 1),
  confusion (level 7), dominate monster (level 14)
  Hypnotic Gaze. Beginning at 1st level, you are
  able to use your action to attempt to stun a
  creature that can meet your gaze. Your target is
  allowed a Wisdom saving throw against a DC of
  8 + your proficiency bonus + you Intelligence
  modifier. On a failed save, your target is
  considered stunned for 1 round. At level 7, this
  duration increases to 3 rounds. At level 14, the
  target is now considered paralyzed for the
  duration. You are able to spend 3 edge points to
  force the saving throw to be at a disadvantage.
  You may use this ability once before a short or
  long rest.
  Commanding Shout. At level 7, you are able to
  use your action to shout commands at either
  your enemies or your allies. If you choose to
  shout at your allies, any creatures designated as
  your ally and within 30 feet of your position
  gains advantage to their next attack, saving
  throw, or ability check. If they already receive
  advantage for the roll, they gain a +2 bonus
  instead. If you choose to shout at your enemies,
  any creature that is hostile to you or to a
  creature designated as your ally must succeed in
  a Wisdom saving throw against a DC of 8 + your
  proficiency bonus + your Intelligence modifier.
  On a failed save, all affected creatures within 30
  feet of your position gain disadvantage on their
  next attack, saving throw, or ability check. If
  they already receive disadvantage for the roll,
  they receive a -2 penalty instead. You may use
  this ability once before a short or long rest.
  Aura of Emotion. At level 14, you can emit a 30-
  foot aura of strong emotion that affects any
  hostile creatures within its radius. Affected
  creatures must succeed in a Wisdom saving
  throw against a DC of 8 + you proficiency bonus
  + your Intelligence modifier. On a failed save,
  affected creatures succumb to one of three
  heightened emotional states for 4 rounds + your
  Intelligence modifier. The emotion you project
  must be chosen before you use this ability.
  
  11
  • Rage - Creatures can do nothing but
  relentlessly attack until they are somehow
  incapacitated or slain. They seek to attack the
  nearest creature, regardless of previous
  allegiance.
   
  • Sorrow - Creatures can do nothing but
  weep uncontrollably, giving them a -4 to attack,
  saving throw, or ability check for the duration.
   
  • Calm - Creatures can do nothing except
  stare, quietly content with their place in the
  multiverse. They will not raise a hand to attack
  anything, regardless of pervious allegiance. They
  will still attempt to defend themselves if they
  are attacked. While in this state, affected
  creatures receive a -4 to saving throws against
  other mind effecting spells or abilities.
  Evocation (Prohibited School - Necromancy
  or Conjuration)
  Spells Known. chromatic orb (level 1), *scream
  (level 7), forcecage (level 14)
  Charge Blade. Beginning at 1st level, you are
  able to charge a single blade you are wielding,
  and proficient in, with elemental energy. On
  your turn, you may use your action to choose
  either acid, cold, fire, lightning, or thunder to
  infuse your blade with. Any successful hit with
  that charged blade deals an additional 1d6 of
  the chosen damage type. This effect lasts for 2
  rounds, and increases to 4 rounds at level 7, and
  6 rounds at level 14. You may spend 2 edge
  points to increase the damage by 2 points for
  the duration.
  Bolts of Force. At 7th level, you are able to use
  your action to empower a number of crossbow
  bolts equal to 2 + your Intelligence modifier to
  deal additional damage on successful strikes.
  The bolts glow with intense light and deal an
  additional 1d12 force damage. A creature struck
  by one of these bolts must succeed in a Strength
  saving throw against a DC of 8 + your proficiency
  bonus + your Intelligence modifier or they are
  knocked prone. The bolts can be used by others
  but only retain their magic for 4 rounds. You
  may use this ability once before a short or long
  rest.
  Arcane Explosion. At level 14, you are able to
  use your action to charge your body with arcane
  energy, then release it in a destructive blast
  centered on your position. Anything within 10
  feet of you is subject to 10d8 force damage and
  1/2 as much on a successful Dexterity saving
  throw against a DC of 8 + your proficiency bonus
  + your Intelligence modifier. Creatures who fail
  the saving throw are also pushed back 5 feet.
  You can use this ability once before a long rest.
  You are not affected by the blast.
  *New spell
  
  12
  Illusion (Prohibited School - Divination or
  Transmutation)
  Spells Known. silent image (level 1), major
  image (level 7), mirage arcana (level 14)
  Illusionary Appearance. Beginning at 1st level,
  you can magically alter your appearance and
  assume the form of any humanoid type creature
  that you have seen and is the same size or one
  size larger or smaller than yourself. Your voice is
  not affected, and you do not gain any special
  abilities your chosen form may possess; only
  your outward appearance is affected. The ability
  lasts for 5 minutes and is useable once before a
  short or long rest. You may spend 3 edge points
  to increase the duration by 3 additional minutes.
  Blinding Strike. At level 7, you can attempt to
  blind creatures you hit with a critical strike. You
  must declare the strike before the critical
  damage is calculated. If they fail a Constitution
  saving throw against 8 + your proficiency bonus
  + your Intelligence modifier, the creature is
  blinded and can only regain their sight through
  magical means. You may use this ability once
  before a short or long rest.
  Create Illusionary Double. Upon reaching level
  14, you are able to use your action to create an
  illusionary double of yourself. Your double
  comes into existence anywhere within 30 feet of
  your position and within your line of sight. They
  are clothed and equipped identical to you in
  every way, even so far as duplicating magical
  items. Illusionary magical  items cease to exist if
  removed from your double, but artifacts are
  never duplicated this way.
  Your double can use any level 1 or level 7
  ability you know, but cannot cast any
  spells or cantrips. They have every
  proficiency you have and use your
  proficiency bonus if applicable.
  They come to existence with 1/2
  (rounded down, minimum of 1 hit point) the
  amount of hit points you had when you
  activated the ability. You can mentally send
  commands to your double and they will do their
  best to mimic you and follow your instructions.
  You may also choose to mentally inhabit your
  double for the duration of the ability, but doing
  so leaves your body comatose and vulnerable.
  Should you choose to inhabit your double, it is
  only your consciousness that is doing so, and
  you are bound by the confines of the double’s
  restrictions on abilities and items. Your double
  exists for 6 rounds + your Intelligence modifier.
  If your double reaches 0 hit points, it dissolves
  into harmless mist. You may use this ability
  once before a long rest.
  
  13
  Necromancer (Prohibited School -
  Evocation or Abjuration)
  Spells Known. ray of sickness (level 1), animate
  dead (level 7), *haunted steps (level 14)
  Leech Life. Beginning at 1st level, you can absorb
  some of the damage you cause with your
  blades, taking the health of your target for
  yourself. After you successful wound a creature
  in melee combat with your blade, they must
  succeed in a Constitution saving throw against a
  DC of 8 + your proficiency bonus + your
  Intelligence modifier. On a failed save, the
  creature takes an additional 1d6 points of
  necrotic damage. You receive 1/2 of the total
  damage (from the hit and additional necrotic
  damage, rounded down) back in healing. You
  can spend 2 edge points to increase the damage
  by 2. You can use this ability once before a short
  or long rest.
  Lifesight. At level 7, you gain the ability to sense
  the life, or lack of life, around you. You gain +4
  to any Wisdom (Perception) ability checks to
  notice living beings who are trying to hide
  themselves from you, even if it is though
  magical means such as invisibility. You are also
  instantly aware of any undead creatures
  presence within 30 feet of your position at all
  times.
  Aura of Decay. Upon reaching level 14, you can
  emit a 30-foot aura of death and decay that
  weakens all living thing and bolsters any undead
  creature. Creatures who fail a Constitution
  saving throw against a DC of 8 + your proficiency
  bonus + your Intelligence bonus take 10 points
  of necrotic damage and -4 to every attack,
  saving throw, or ability check. The damage and
  penalties persists as long as the creatures stays
  in the aura.
  Another saving throw is allowed if the
  creature leaves the radius of the aura and
  enters it again. Any undead creature within
  the aura gain advantage to any attack, saving
  throw, or ability check. The aura lasts for 4
  rounds + your Intelligence modifier. You can use
  this ability once before a long rest.
  *New Spell
  Transmutation (Prohibited School -
  Illusion or Conjuration)
  Spells Known. alter self (level 1), animate
  objects (level 7), *evolve (level 14)
  Telekinetic Strike. Beginning at 1st level, you are
  able to make a melee attack with one of your
  blades as if it was a ranged attack. If the attack
  succeeds, the target takes all damage as force
  damage. The range for this attack is 30 feet at
  1st level, but it increases to 90 feet at level 7
  and 120 feet at level 14. You can spend 3 edge
  points to make the attack at an advantage. If
  you already receive an advantage on the attack,
  you gain a +2 bonus to hit instead. You can use
  this ability once before a short or long rest.
  Transmute Blade. At level 7, you are able to use
  your action to transform the blade of a weapon
  you are wielding into a living snake. The weapon
  still functions as the same type, but now deals
  an additional 2d6 piercing damage with a
  successful strike and has the ability to inject a
  debilitating poison. A Constitution saving throw
  against a DC of 8 + your proficiency bonus +
  your Intelligence modifier is needed to resist the
  poison. On a failed save, the target receives the
  poisoned condition. Your blade remains this way
  for 2 rounds + your Intelligence modifier. The
  blade only functions this way if it is wielded by
  you. You can use this ability once before a short
  or long rest.
  Perfect Self. Upon reaching level 14, you are
  able to use your action to temporarily boost
  your attributes and sculpt your body and mind
  to near perfection. All of your ability scores that
  are below 18 are increased to 18 for 4 rounds +
  your Intelligence modifier (before the increase).
  If you have an ability score already at or above
  18, it is increased by 2 instead. Your ability
  scores can go above 20 by the use of this ability.
  You can use this ability once before a long rest.
  
  14
  New Spells
  Evolve
  8th level transmutation
  Casting Time: 1 action
  Range: Self
  Components: V, S
  Duration: 2 hours
  By means of this spell, you rapidly decrease the
  amount of time your body needs to adapt to
  adverse environments. Whenever you are
  subjected to environmental effects that would
  cause you harm, your body immediately adapts
  to compensate.
  For example, if you were tossed into the sea tied
  to a heavy rock, just at the point you would begin
  to pass out for lack of air, your body would grow
  gills and allow you to process oxygen from the
  water or if you were subjected to hundreds of
  mile an hour winds, your legs might develop
  spurs in which to anchor yourself to the ground.
  This process is completely involuntary and
  infallible for the duration of the spell. Your body
  is also able to instantly develop an immunity to
  any damage type that deals more than 10 hit
  points of damage to you, at one time, during the
  duration of the spell.
  Haunted Steps
  7th level necromancy
  Casting Time: 1 minute
  Range: Touch
  Components: V, S
  Duration: Special or up to 1 hour
  By means of this spell, you can tether a spirit of
  the underworld to a creature. The spirit will then
  haunt your chosen target for the duration of the
  spell. The target is entitled to a Wisdom saving
  throw to resist the effects. On a failed save,
  anytime the creature takes an action they must
  roll a 1d4. A roll of 1 or 2 results in nothing
  happening. A roll of 3 or 4 results in the creature
  being attacked by the spirit that haunts them.
  If the spirit is reduced to 0 hit points, it
  disappears but will reform on another roll of 3 or
  4 until its conditions for destruction are met or
  the spell's duration ends.
  Spirit of Death
  Medium undead, neutral evil
  AC 17
  Hit Points 1/2 of the hit points of the haunted creature
  Speed 60 ft., fly 60 ft. (hover)
  STR 16 (+3) DEX 16 (+3) CON 16 (+3) INT 16 (+3) WIS 16 (+3) CHA 16 (+3)
  Damage Immunities. Necrotic, poison
  Condition Immunities. Charmed, frightened, paralyzed,
  petrified, poisoned, unconscious
  Senses. Darkvision 60 ft., truesight 60 ft., Passive
  perception 13
  Languages: All languages known by spellcaster
  Challenge n/a (0 xp)
  Incorporeal Movement. The spirit of death can move
  through other creatures and objects as if they were
  difficult terrain. It takes 5 (1d10) force damage if it
  ends its turn inside an
  object.
  Turning Immunity. The
  spirit of death is
  immune to features
  that turn undead.
  Reaping Scythe. The
  spirit sweeps its
  spectral scythe
  through the creature
  it is haunting, dealing 7
  (1d8+3) slashing damage
  plus 4 (1d8) necrotic
  damage.
  The spirit can be destroyed by dealing
  more than 50% of its hit points in radiant
  damage, thus destroying its ability to reform
  and ending the spell. The casting of greater
  restoration upon the haunted creature while
  the spirit is materialized will cancel the spell
  and also destroy the spirit.
  Actions
  
  15
  Scream
  4th level evocation
  Casting Time: 1 action
  Range: 30 feet + 1 foot per level
  Components: V
  Duration: Instantaneous
  You are able to magically augment your voice for
  one ear splitting scream. Your scream shatters
  non-magical objects of crystal, glass, ceramics, or
  porcelain. All such unattended objects within 30
  feet of your position are smashed into dozens of
  pieces by your scream. Objects weighting more
  than 1 pound per your level are not affected, but
  all other objects of the appropriate composition
  are destroyed. Living beings are allowed a
  Constitution saving throw to avoid taking 4d8
  thunder damage and being rendered stunned for
  1 round. This spell does not affect the undead or
  deafened beings. The spell's damage is doubled
  against constructs made of crystal, glass,
  ceramics (clay), or porcelain.
  At Higher Levels. When you cast this spell using a
  spell slot of 5th level or higher, the thunder
  damage increases by 1d8 for each slot level
  above 4th.
  
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SOURCE: textdata/thevault/Dungeons & Dragons [multi]/5th Edition (5e)/3rd Party/Terran Empire Publishing/Blademage - For 5th Edition.pdf