A veilblade turns combat into a conversation with possible futures. Reading intent through flashes of foresight, they cross the battlefield in paired-blade patterns and make each cut land where an enemy is about to be. Their psychic disciplines are martial techniques, not spells: the class excels at mobile melee damage, defense, and short bursts of battlefield control.
Mobile dual-wielding striker with reactive defense, psychic disruption, and limited foresight.
VVeilblade
At a glance
Level
1
Proficiency
+2
bonus at this level
Insight points
Hit die d10
PrimaryDexterityIntelligence
Features
22, levels 1 to 20
1Level 1, reached
Veilblade Training
You gain proficiency with light armor, simple weapons, and martial weapons. Choose two skills from Acrobatics, Athletics, Insight, Perception, Performance, and Stealth.
Psychic Forms
You gain a pool of Insight points equal to your Veilblade level + your proficiency bonus, regaining all spent points when you finish a short or long rest. Your Veilblade save DC equals 8 + your proficiency bonus + your Intelligence modifier; when a feature calls for an attack, use your Intelligence modifier. You also learn two Psychic Forms from the Psychic Forms list, learning another at levels 5, 9, 13, and 17; you can replace one known form whenever you gain a Veilblade level.
Paired-Blade Rhythm
While wielding a separate light melee weapon in each hand, you can draw or stow both as part of the same action. Once on each of your turns when you take the Attack action and attack with a light weapon, you can make one additional attack with a different light weapon as part of that action; this extra attack does not add your ability modifier to its damage unless that modifier is negative.
2Level 2
First Glimpse
You can read the immediate intent of creatures you can see within 30 feet. You have advantage on initiative rolls, and when a creature you can see makes an attack roll against you, you can use your reaction and spend 1 Insight point to impose disadvantage on that roll.
3Level 3
Veilblade Calling
Choose a subclass. Your choice grants features at levels 3, 6, 10, and 14.
4Level 4
Ability Score Improvement
5Level 5
Twin Cadence
You learn one additional Psychic Form. Your paired-blade extra attack now adds your ability modifier to its damage.
6Level 6
Calling Feature
You gain your subclass feature. In addition, your Speed increases by 10 feet while you aren't wearing Heavy armor.
7Level 7
Slip Between Moments
When you use First Glimpse, you can move up to 10 feet without provoking opportunity attacks from the attacker. You can use this movement before or after the attack roll.
8Level 8
Ability Score Improvement
9Level 9
Thought-Cut
You learn one additional Psychic Form. Once per turn when you hit a creature with a weapon attack, you can spend 1 Insight point to deal an additional 2d8 Psychic damage to it.
10Level 10
Calling Feature
You gain your subclass feature. Also, your weapon attacks count as magical for overcoming resistance and immunity to nonmagical attacks and damage.
11Level 11
Quiet Mind
When you roll initiative and have no Insight points remaining, you regain 2 points. You can also communicate telepathically with a creature you can see within 60 feet if you share a language.
12Level 12
Ability Score Improvement
13Level 13
Deepened Pattern
You learn one additional Psychic Form. Your Thought-Cut deals 3d8 Psychic damage instead of 2d8.
14Level 14
Calling Feature
You gain your subclass feature. When you use First Glimpse, you can spend 2 Insight points to turn the triggering attack into a miss instead of imposing disadvantage.
15Level 15
Opening Written Ahead
When you roll initiative, you can choose a number of creatures you can see up to your Intelligence modifier (minimum one). Until the end of your first turn, those creatures can't surprise you, and you have advantage on the first attack roll you make against each of them.
16Level 16
Ability Score Improvement
17Level 17
Unbroken Flow
You learn one additional Psychic Form. Once on each of your turns when you spend Insight on a Veilblade feature, you can move up to 10 feet without provoking opportunity attacks.
18Level 18
Crossing Futures
When you use Thought-Cut, you can affect two creatures you hit this turn, spending 1 Insight point for each. The damage increases to 4d8 Psychic damage.
19Level 19
Epic Boon
You gain an Ability Score Improvement feat or another feat for which you qualify. You also gain an Epic Boon feat or another feat for which you qualify.
20Level 20
Perfected Refrain
At the start of each of your turns, if you have no Insight points remaining, you regain 2 points. Once per turn when you hit with a weapon attack, you can use Thought-Cut without spending Insight.
Core traits
Hit die
d10
Primary
DexterityIntelligence
Saves
DexterityIntelligence
Hit points per Veilblade level; Hit Points at 1st Level: 10 + your Constitution modifier; Hit Points at Higher Levels: (or 6) + your Constitution modifier per Veilblade level after 1st.
DefensesVeilblade save DC = 8 + proficiency bonus + Intelligence modifier.
ArmorLight armor.
WeaponsSimple and martial weapons.
ToolsNone.
Saving ThrowsDexterity and Intelligence.
SkillsChoose two from Acrobatics, Athletics, Insight, Perception, Performance, and Stealth.
ResourceInsight points: a pool equal to your Veilblade level + your proficiency bonus, recovered on a short or long rest. Several high-level features restore or waive costs in limited circumstances.
MulticlassingPrerequisite: Dexterity 13 and Intelligence 13. When you multiclass into Veilblade, you gain light armor, simple weapons, and martial weapons proficiency. You gain the class's Insight pool and features according to your Veilblade level; features that require a Veilblade save DC use the formula in Psychic Forms.
Spells and options
Psychic Forms
Martial psychic techniques known as forms; unless a form says otherwise, using one requires the action or reaction specified and costs the listed Insight points.
Echoing Cut
When you hit a creature with a weapon attack, spend 1 Insight point to deal an extra Psychic damage and prevent it from taking reactions until the start of its next turn.
Flicker Step
As a bonus action, spend 1 Insight point to take the Disengage action and teleport up to 15 feet to an unoccupied space you can see.
Misread Opening
When a creature you can see within 30 feet makes an attack roll, use your reaction and spend 1 Insight point to give that creature a penalty to the roll equal to your Intelligence modifier (minimum 1).
Shoving Current
When you hit a creature with a weapon attack, spend 1 Insight point to force a Strength saving throw. On a failure, it is pushed up to 10 feet and has its Speed reduced by 10 feet until the start of your next turn.
Stillwater Guard
As a bonus action, spend 1 Insight point to gain + your Intelligence modifier temporary Hit Points. They last for 1 minute.
Unseen Tell
As a bonus action, spend 1 Insight point to choose a creature you can see within 60 feet. Until the start of your next turn, you know its location while it remains within 60 feet, even if it is Invisible or hidden, provided it isn't behind Total Cover.
Subclasses
3
Duelist of the Near Future
You see the next opening and make it inevitable.
Level 3: Read an enemy's attack pattern and mark a foe.
Level 6: Counterstrike when a marked foe misses.
Level 10: Extend predictive pressure to nearby allies.
Level 14: Briefly turn a predicted opening into an overwhelming sequence.
Mindthread Dancer
Your rhythm binds companions into one moving pattern.
Level 3: Reposition allies with linked steps.
Level 6: Share a defensive flash of foresight.
Level 10: Disrupt enemies who enter your reach.
Level 14: Lead a coordinated burst of movement and attacks.
Astral Edge
Your blades cut through certainty as well as flesh.
Level 3: Infuse blade strikes with sharper psychic force.
Level 6: Turn psychic pressure into temporary protection.
Level 10: Disturb an enemy's concentration and resolve.
Level 14: Unleash a sweeping psychic blade pattern.
Playing one
What it is
A veilblade turns combat into a conversation with possible futures.
Reading intent through flashes of foresight, they cross the battlefield in paired-blade patterns and make each cut land where an enemy is about to be. Their psychic disciplines are martial techniques, not spells: the class excels at mobile melee damage, defense, and short bursts of battlefield control.
How to play one
Stay mobile, attack with both blades, and spend Insight at decisive moments rather than hoarding it.
Use First Glimpse and defensive forms to survive close combat, then turn a key hit into a disruption or burst of psychic damage. Your foresight is strongest when it informs choices, not when it replaces them.
Make one
Personality
I pause for one breath before answering, as if listening to a reply that has not arrived.
Ideal
Attention. The present deserves as much respect as any possible future.
Bond
I carry a blade entrusted to me by someone whose future I failed to foresee.
Flaw
I mistake a strong possibility for a certainty and act before checking the present.
Quirk
Practices blade patterns with chopsticks, pens, or empty hands.
Personality
I pause for one breath before answering, as if listening to a reply that has not arrived.
I describe people by the choices they are about to make.
I treat every sparring match as a conversation and every conversation as a possible duel.
I am unexpectedly playful when a plan goes exactly wrong.
Ideals
Attention. The present deserves as much respect as any possible future.
Freedom. Knowing what may happen does not give me the right to choose for others.
Mastery. A graceful motion is earned through discipline, not bestowed by visions.
Bonds
I carry a blade entrusted to me by someone whose future I failed to foresee.
My former dance partner vanished during a shared vision, and I still search for them.
I owe my life to a community that fears my abilities but sheltered me anyway.
Flaws
I mistake a strong possibility for a certainty and act before checking the present.
I find it difficult to trust anyone whose intentions I can read.
I turn ordinary disagreements into contests of timing and nerve.
Quirks
Practices blade patterns with chopsticks, pens, or empty hands.
Glances at a person's shadow when considering what they might do next.
Counts steps aloud when entering an unfamiliar room.
Uses phrases like “not yet” and “that was the other version.”
In the world
Training
A prospective Veilblade usually begins with a discipline of paired-weapon practice, dance, or acrobatics.
Initiation comes when the student learns to perceive an opponent's intention as a physical rhythm, then acts on that perception without losing awareness of the present. Traditions differ on whether this first glimpse is taught, awakened, or survived.
How others see them
Ordinary people may admire a Veilblade's grace while worrying that their private intentions are being read.
Communities often welcome their uncanny warning of danger, then blame them when a vision fails to come true.
Famous practitioners
VeilbladeSella Vey, the UnstruckA duelist who claims she has never parried a strike that actually happened.
VeilbladeOrun Two-EchoesA wandering instructor who teaches that every opponent has a rhythm, even before they draw steel.
VeilbladeMaelis of the Glass StepA former court performer whose warnings have toppled three dynasties and saved a fourth.
Factions
The Open-Hand Cadence
A loose fellowship that teaches paired-blade forms and refuses to sell its students' prophecies to rulers.
The Ninefold Vigil
A secretive circle of seers who train bodyguards to intercept danger before their charges perceive it.
The Lantern-Step Troupe
A traveling company of duelists and performers whose choreographed shows conceal real psychic instruction.
Regions
The Windcut Steps
Mountain monasteries where students learn to feel changes in balance and intention before they draw steel.
The Saffron Quays
Busy port cities where dance halls, fencing schools, and fortune-tellers quietly share instructors.
The Ashen Marches
Borderlands where communities value Veilblades as scouts but distrust their warnings of disaster.
Character hooks
A vision showed your hometown burning, but every attempt to prevent it changes who starts the fire.
You were trained as a ceremonial performer until a second, impossible shadow began matching your steps.
A ruler hires you to predict threats, while secretly fearing what you have foreseen about their reign.
You inherited two mismatched swords from rivals who died before settling their duel.
You escaped a psychic academy after discovering it was manufacturing prophecies to control its students.
You seek the person whose mind appeared in your dreams decades before you were born.
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