Tahl'shias (5e Subclass)

From D&D Wiki

Jump to: navigation, search

Tahl'shias[edit]

Fighter Subclass

A Seldarine Knight can come from one of two traditions: Tahl'shias (two-weapon style) and Ver'yn (single weapon style). Both approach combat with distinctly different styles but are equally competent spell casters. The Tahl'shias focus on a particular form of combat mastery that utilizes a two-weapon fighting style.

First and foremost, the tahl'shias perceives the use of swords as an art form. Finesse is valued over sheer brute strength. As the tahl'shias gains proficiency in this style, they are able to increase their number of attacks per round, decrease the penalties normally associated with using two weapons, as well as utilize a two-weapon stance that adds to their protection in combat.

Due to the tahl'shias total commitment to this type of blade artistry, the class does face some fairly tough restrictions. The class cannot use heavy armor without sacrificing their special combat forms likewise cannot be used without forfeiting their skills. And finally, a tahl'shias will only use the following weapons: dagger, longsword, rapier, scimitar, short sword, and short bow. Furthermore, a tahl'shias chooses a particular weapon to be there "blade companion" throughout their studies.

The preponderance of all tahl'shias are Elves and, to a lesser extent, Half-Elves. Due to some intermingling over the years, a few fey-related races have also dedicated their lives to the art of the blades, but this is very rare.

This is an adaptation from a 3.5e homebrew. For the 3.5e version, look at [1]

Tahl'shias Knight Spellcasting
Fighter
Level
Cantrips
Known
Spells
Known
—Spell Slots per Spell Level—
1st 2nd 3rd 4th
3rd 2 3 2
4th 2 4 3
5th 2 4 3
6th 2 4 3
7th 2 5 4 2
8th 2 6 4 2
9th 2 6 4 2
10th 3 7 4 3
11th 3 8 4 3
12th 3 8 4 3
13th 3 9 4 3 2
14th 3 10 4 3 2
15th 3 10 4 3 2
16th 3 11 4 3 3
17th 3 11 4 3 3
18th 3 11 4 3 3
19th 3 12 4 3 3 1
20th 3 13 4 3 3 1
Spellcasting
When you reach 3rd level, you learn how to use spells in battle.
Cantrips
You learn two cantrips of your choice from the tahl'shias spell list. You learn an additional tahl'shias cantrip of your choice at 10th level.
Spell Slots
The tahl'shias Spellcasting table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell's level or higher. you regain all expended spell slots when you finish a long rest.
In addition, at 3rd, 8th, 14th, and 20th level, you can choose a spell from any spell list that is from the Evocation school and that causes damage. You can learn that spell, and it causes cold damage when cast by you.
Spells Known of 1st Level and Higher
You know three 1st-level tahl'shias spells of your choice. The Spells Known column of the tahl'shiast spellcasting table shows when you learn more tahl'shias spells of 1st level or higher.
Whenever you gain a level in this class, you can replace one of the tahl'shias spells he know with another spell of your choice from the tahl'shias spell list. The new spell must be of a level for which you have spell slots.
Spellcasting Ability
Intelligence is your spellcasting ability for the tahl'shias spells, since you learn this power through research and study. You use your Intelligence whenever a spell refers to his spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a tahl'shias spell you cast and when making an attack roll with one.
Spell save DC = 8 + your proficiency bonus + your Intelligence modifier
Spell attack modifier = your proficiency bonus + your Intelligence modifier
Crescent Moon

At 3rd level when you choose this archetype, you have mastered the style of fighting with sword and dagger, and know how to twist an opponent's weapons from its grasp with a single graceful motion while using your two weapons together. You gain the following benefits:

  • You can engage in two weapon fighting when wielding a rapier or longsword, as long as one of the two weapons is a dagger.
  • You can use a dagger as a spellcasting focus for your spells.
  • If you hit a target Large or smaller with a sword (shortsword, scimitar, rapier or longsword) and a dagger on the same turn, the target must succeed on a Dexterity saving throw (DC 8 + your proficiency bonus + your Dexterity modifier) or be disarmed. A target wielding a weapon in both hands have advantage on the save.
Quickdraw

At 7th level you can draw weapons with startling speed. You gain the following benefits:

  • When you roll initiative, you can draw weapons without requiring an action.
  • You can draw two-weapons when you would be able to draw only a single one.
  • When you make ranged attacks with light thrown weapons, you draw the weapon as part of the attack made, without using an Use an Object action.
Snatch Weapon

At 10th level, you can disarm an opponent, then pluck the weapon from midair. Once per turn when you hit a creature Large or smaller with a melee weapon attack, you can force the creature to make a Dexterity saving throw (DC 8 + your proficiency bonus + your Dexterity modifier) or be disarmed.

If you succeed in disarming an opponent and you have a free hand, you can grab the weapon yourself instead of letting it fall. If you are wielding a dagger, you can drop the dagger to catch the weapon.

If you can wield that weapon in one hand, you can immediately make a single attack with it, using your reaction.

Two Weapon Defense

At 15th level, your two-weapon fighting style bolsters your defense as well as your offense. When you are hit by a weapon attack, you can add your Proficiency bonus to your AC against that attack, potentially causing it to miss.

In addition, as a bonus action on your turn, you can assume a defensive stance, that adds a bonus of +2 to your AC and Dexterity saving throws until the start of your next turn.

Two Weapon Rend

At 18th level, you wield two weapons with an artisan's precision. Each strike builds on the next, allowing you to deal more damage. If you successfully hit an opponent with both of the weapons you wield on the same turn, you deal extra damage equal to 3d6. This extra damage is piercing, and if any of the weapons is magical, the damage ignore resistance and immunity to non-magical damage.

You can gain this extra damage once per turn against a given opponent.

Tahl'shias Spell List[edit]

Cantrips

blade ward, booming blade, friends, green-flame blade, light, mage hand, minor illusion, prestidigitation, resistance, sword burst, true strike

1st-level

absorb elements, color spray, comprehend languages, expeditious retreat, feather fall, faerie fire, identify, mage armor, magic weapon, fog cloud, protection from evil and good, ray of sickness, shield, thunderwave.

2nd-level

arcane lock, blur, enhance ability, invisibility, knock, levitate, magic weapon, mirror image, see invisibility, shatter, ray of enfeeblement, warding wind, web

3rd-level

blink, dispel magic, fly, haste, hypnotic pattern, hold person, magic circle, nondetection, protection from energy, remove curse, slow, stinking cloud, water breathing, wind wall, vampiric touch.

4th-level

arcane eye, dimension door, fire shield, greater invisibility, locate creature, stoneskin, otiluke’s resilient sphere, wall of fire.

0.00
(0 votes)

Back to Main Page5e HomebrewCharacter OptionsSubclasses

Home of user-generated,
homebrew pages!


Advertisements: