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
Proficiencies
Starting Equipment
Class Resources
Class Abilities
Martial Abilities
Trick — Ricochet
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.
Trick — Pinning Throw
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.
Trick — Grapple Shot
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).
Trick — Disarming Toss
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.
Trick — Blinding Dust
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.
Quickdraw Throw (Bonus Attack)
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.
Missile Snaring (Martial Ability)
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.
Ricochet Volley (Improved)
Enhanced ricochet that can hit more targets and later deals full damage at high level (see Ricochet & Volley feature).
Returning Weapon (Martial)
Spend 1 Flash Point to cause a non-expendable thrown weapon to return to your hand immediately after the attack.
Spin Dance (Transformation - Martial)
Enter a heightened state of mobility for 1 minute for 2 Flash Points. Grants additional attack and defensive bonuses (see feature).
Unerring Aim (Reroll / Damage Boost)
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.
Volley of Returning Blades (Blade Tempest component)
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.
Trick — Blinding Explosion (Gadget/Stormcombo)
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).
Trick — Disruption Toss
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.
Trick — Returning Boomerang
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.
Transformations
Spin Dance
A whirling, light-footed form that multiplies your thrown attacks and reduces incoming physical threats.
Advantage on Dexterity saving throws, Opportunity attacks against you have disadvantage, One extra thrown attack as part of the Attack action
Extra thrown attack with Attack action
Ends if incapacitated or you dismiss it as a bonus action
Auras
Thrower's Focus (AURA)
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.
Allies using thrown weapons: +1 to attack rolls; reroll one damage die once per short rest
Class Features
Thrown Weapon Training (Level 1)
Flash Points (Level 1)
Trick Arsenal (Level 1)
Quickdraw (Level 2)
Resource Cost: 1 Flash Point (for the bonus-action attack)
Missile Snaring (Level 3)
Resource Cost: 1 Flash Point
Critical Throw (Level 3)
Trickshot Mastery (Level 5)
Ricochet & Volley (Level 7)
Resource Cost: 2 Flash Points (for extra ricochets at 7th; 0 for the base ricochet)
Returning Armament (Level 9)
Resource Cost: 1 Flash Point
Spin Dance (Transformation) (Level 11)
Resource Cost: 2 Flash Points
Unerring Aim (Level 13)
Resource Cost: 1 Flash Point
Master Trickery (Level 15)
Blade Tempest (Capstone) (Level 20)
Resource Cost: All remaining Flash Points
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