Heavy Blademaster (3.5e Class)

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Scales.png This page is of questionable balance. Reason: Proficiency in all slashing weapons gives them proficiency in a helluva lot of exotic weapons. At 8th level they can wield colossal weapons dealing 6d6 or 6d8 damage, which is absurd. The training required for Blade Master's Path is quite silly, you have to make 100 saves in a nonsensical fashion?

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Heavy Blademaster (revised)[edit]

Tried to balance this class while keeping to its core fundamentals of being a melee monster (tryndamere??) Either way this large hulking tank did not 500 H.P. at level 20. Nor did it need to be able to pick a small tree and beat all that was holy out of the next thing it saw. I scaled back the health 1 H.D. and dropped a few of the improved toughness at level 20 you were getting 200 bonus H.P from that skill alone. Most classes only get near 200 H.P. without the help of that ability. I also dropped the movement speed and initiative bonus someone that big carrying that a tree should not be able to move like lightning. ~ Telano

Heavy Blademaster[edit]

The Heavy Blademaster is a tank down to his/her very core. Their bodies were built to take more punishment than humanly possible and dish out even more. Usually found swinging weapons two or three times their own size, cleaving horse and man alike is part of their nature. Rarely do they care about protection, and so they wear anything but heavy armor. Focused on becoming a master capable of killing giants or demons, they master any bladed weapon they want.

Making a Heavy Blademaster[edit]

Heavy Blademasters are all about the front line combat.

Abilities: A high damage and tanky class, I would recommend placing your highest stat in CON for hit points followed by your STR and then DEX, this class doesn't really need INT, WIS, or CHA.

For balancing your characters stats simply place your highest stat point in either CON or Int followed by WIS or CHA as you will be receiving buffs to your STR and AC.

Races: Any Medium Sized race except Elf.

Alignment: Any Chaotic

Starting Gold: 3d6x10 (100gp)

Starting Age: Same as Fighter

Table: Heavy Blademaster
    Hit Die: d10 

Level Base
Attack Bonus
Saving Throws Special
Fort Ref Will
1st +1 +2 +1 +0 Powerful Build, Toughness, Bonus Feat, Favored Weapon
2nd +2 +3 +2 +0 Weapon Focus, Blade masters path
3rd +3 +3 +2 +1
4th +4 +4 +2 +1 Weapon Specialization
5th +5 +4 +3 +1 Uncanny Dodge, Blade masters path
6th +6/+1 +5 +3 +2 Improved Toughness +1
7th +7/+2 +5 +3 +2 Bonus Feat, Titan Grip
8th +8/+3 +6 +4 +2 Greater Weapon Focus, Dragon grip, Blade masters path
9th +9/+4 +6 +4 +3 Damage Reduction 1/-,
10th +10/+5 +7 +5 +3
11th +11/+6/+1 +7 +5 +3 Blade masters path, Bonus Feat
12th +12/+7/+2 +8 +6 +4 Greater Weapon Specialization, Improved Toughness +2
13th +13/+8/+3 +8 +6 +4 Damage Reduction 2/-,
14th +14/+9/+4 +9 +6 +4 Blade masters path
15th +15/+10/+5 +9 +7 +5 Bonus Feat ,
16th +16/+11/+6/+1 +10 +7 +5

17th +17/+12/+7/+2 +10 +8 +5 Damage Reduction 3/-, Blade masters path
18th +18/+13/+8/+3 +11 +8 +6 Supreme Cleave, Improved toughness +3
19th +19/+14/+9/+4 +11 +8 +6 Bonus Feat
20th +20/+15/+10/+5 +12 +9 +6 Blade masters path

Class Skills (2 + Int modifier per level, ×4 at 1st level)
Balance (Dex), Climb (Str), Craft (Bladed Weapon) (Int), Intimidate (Cha), Jump (Str), Knowledge (Int), Sense Motive (Wis), Survival (Wis), Swim (Str), Tumble (Dex), Use Ropes (Dex).

Class Features[edit]

All of the following are class features of the Heavy Blademaster.

Weapon and Armor Proficiency: Proficient with all Slashing weapons, and not proficient in the use of bows. Proficient in only light armor. The Blademaster feels as if his/her blade is the only thing he/she needs to protect his/herself.

Bonus Feats: Pick a bonus feat from Fighter's bonus feat list.

Favored Weapon: Pick one slashing weapon. That is the Blademaster's weapon of choice and the only weapon that he/she may use. The Heavy Blademaster grows so attuned with his/her weapon that he feels insulted to pick up any other lesser weapon.

Powerful Build: A Heavy Blademaster specializes in the use of the largest weapon possible, allows you to use all weapons one size category higher.

Toughness: +3 to hp

Weapon Focus: Pick a slashing or slashing/piercing weapon of your choice. +1 to attack roll

Blade Masters Path The Heavy Blade Master has now truly begun walking his to dominate the battlefield with his heavy weapons, believing that they will give him strength and protect him. Starting at 2nd level and every 3 levels after (5,8,11,14,17,20) the Blade Master makes a choice between specially training with his heavy weapons for more power, or to learn how to use his weapons for protection.

Training to make his attacks stronger takes 4 days of swinging his sword furiously for 6 hours where at no time can he be interrupted for more then 15 minutes. The blade master may take a single day of rest between training days. At the end of training the blade master is fatigued for 2d6 hours or until he has had 8 hours of uninterrupted sleep. After completing this training the blade master receives a +2 to strength while wielding any bladed weapon at least one size category larger than normal.

Training to defend with your heavy weapon takes no set amount of time. Instead you must successfully block 100 attacks from a sparring partner. The DC to successfully block an attack is D20+BAB+ECL, Where ECL is the effective character level of your sparring partner. Your save roll is D20+10+(DEXM*-1) where DEXM is your dexterity modifier. (if your dex modifier is 0 treat it as 1.) Failing a blockcauses you to take Xd6/2 damage. Where x is your ECL. Upon completion of the 100 blocks you gain +2 ac shield if you blocked melee or +2 ac deflection if you blocked ranged attacks. This bonus only works if in medium or lower armor and you have a weapon of 1 size category larger than normal.

Should a Heavy blade master weapon break in combat he must redo this training with a new weapon to regain his stat increases. (only needs to be done once to regain all his bonuses.)

Titan Grip: You may wield weapons 2 size categories larger than you.

Dragon Grip: You may wield weapons up to 4 size category larger than you at no penalty to attack rolls, and no increase in effort. You may also wield weapons 2 two handed weapons with no penalties.

Weapon Specialization: Must pick weapon that you picked for Weapon Focus. +2 to damage roll

Damage Reduction (EX): Starting at level 9 you get Damage Reduction 1/Magic, 13TH DR 2/Magic, and at 17th DR 3/Magic

Uncanny Dodge (EX): Keeps Dexterity bonus to AC when flat-footed or struck by an invisible attacker.

Improved Toughness: +1 hp per HD. Take into account past levels also.

Greater Weapon Focus: Pick same weapon as previous focus feat. +2 to attack roll.

Greater Weapon Specialization: Pick same weapon as previous specialization feat. +4 to damage roll.

Supreme Cleve (EX): Can make a +5 ft movement between Cleave or Great Cleave. Only can be used once per round. If you don't have Cleave consider the Supreme cleave to be regular Cleave.

Ex-Heavy Blademaster[edit]

Must be Chaotic to continue leveling up in this class. If you move from chaotic to something else progression in this class stops until your alignment moves back to chaotic.

Epic Heavy Blademaster[edit]

Table: The Epic Heavy Blademaster

Hit Die: d8

Level Special
23rd Bonus Feat
27th Bonus Feat
30th Bonus Feat

5 + Int modifier skill points per level.

Epic Heavy Blademaster Bonus Feat List: Use Epic level fighter bonus feat list.

Campaign Information[edit]

Playing a Heavy Blademaster[edit]

Religion: A God of Blood or God of War, or God of Sword, or God of Death. Something along the lines of God for killing and death and mayhem and destruction. Blademasters love to show off and appease their God hoping to one day be their diety's champion for heroic quests.... and killing.

Other Classes: Heavy Blademasters are the one man wrecking crew of the world. Looking to charge forward into a fight without thinking twice if they're questioned why later? The weapon said it sounded like a good idea at the time. They have a vast resentment for the arcane arts. They prefer the true arts of a fair fight with blood, sweat, and steel. The rouges they have little respect for with their run hide and cheap tactics that is no way to fight. Now our divine healers as clerics? They're close to what a true fighter should be some respect is shown for that and they usually realize their importance. However, if the fight were truly good, the wounds must heal on their own. Other fighters are revered as brothers and barbarians are regarded as the "crazy uncle" that has anger issues, but blademasters have no issue with charging headlong into battle with the two.

Combat: Blademasters like to be up close and personal. Here's your face here's my axe (Or other slashy weapon) there goes your face. They love to go where the fighting is thick and just cleave away at all the tiny opponents with their big big weapons. The more opposition; the better.

Advancement: Just killin' 'n' trainin'. That's what we do best. However, it gets boring after a while and there's only so much you can learn from killing mongrels. After level 10 a blademaster needs to find bigger sparring partners to train and advance in level. To advance through levels 10 and 13 his sparring partner must be at least a large size humanoid creature of equal or higher level. 14 through 16 a huge creature humanoid of equal or higher level must be found to advance and 17 to 20 a Warrior Giant must be found.

No less than 1 day per level must be spent in training in order to advance at any time. (Level 2 = 2 days of training, Level 3 = 3 days of training etc. etc.)

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