Blade Master, Variant (5e Class)

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Stub Logo.png This page is incomplete and/or lacking flavor. Reason: Many of these features are worded in an unusual, difficult-to-understand way. Consider, "balance of your body and blade allows you to escape opportunity of attacks by giving you a 1d6 addition to your escape." Addition to your escape? What's the "escape" here? Does it impose a 1d6 penalty to the attack roll of whoever made the attack roll? Does your AC against such attacks increase by 1d6? Aside from that, the term in 5e is opportunity attack, which has replaced "attacks of opportunity" from previous editions. Most features don't specify at what level they become available, forcing you to repeatedly reference the class table. Similar criticism can be applied to most of this class's features.


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Broom Icon.svg.png This page needs grammatical help. Reason: Class names and certain other words are capitalized when they should not be. Consult Help:When to Italicize and Capitalize. Aside from this, several phrases would benefit from conforming to the norms of 5e. For example, "1st level" should replace "level 1," and the boons granted by a class are "features" as opposed to "abilities."


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Scales.png This page is of questionable balance. Reason: The largest offender here is that this class learns ALL non-damaging spells available to ALL classes below a certain level. sorcerers are masters of cantrips, but they wish they could have even a third as many cantrips as this class. The belief seems to be that damaging spells are the most powerful, when in reality buffing spells are usually the strongest numerically—especially in a class that has other means of doing damage. Consider haste, counterspell, misty step, mage armor, shield, magic weapon, others, some of which are exceptionally useful without even using an action—and that isn't even including ritual spells. Not only is this overwhelmingly powerful in of itself (it's literally the best caster of any class at 2nd level), but it invalidates other casters' capabilities at low levels—especially classes which focus almost entirely on spellcasting, like wizards. Among other issues, this class also breaks convention by having two "common" saving throws (Con, Dex, Wis) as opposed to one common and one uncommon. It may be worth consulting the 5e Class Design Guide.


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BladeMaster[edit]

The Blade Master is no ordinary master, this Blade Master has their own soul and mind connected to the blade. The blades in which follow by command, to the Masters soul and mind which that do not take orders from another will always be with the Master. As the master charges into battle so do the blades having their own style on the Masters own traits. The will of the Master is the will of the Blades and with swift precise moves with a tempest of attacks they go. With each Blade Master being different, but similar, because they'll do what it takes to improve themselves.

Creating a Blade Master[edit]

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Blade Master.
[1]

How did your character learn the art of the soul and blade? Did they learn from another Master? Or were they gifted naturally? Perhaps the blade called out towards you. Or is the will of world wanting you to be a Blade Master.

Quick Build

You can make a Blade Master quickly by following these suggestions. First, Charisma should be your highest ability score, followed by Wisdom. Second, choose what ever background you'd like. Third, choose your style further below on what equipment you would like.

Class Features

As a Blade Master you gain the following class features.

Hit Points

Hit Dice: 1d8 per Blade Master level
Hit Points at 1st Level: 1d8 + Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + Constitution modifier per Blade Master level after 1st

Proficiencies

Armor: Light Armor
Weapons: Martial Weapons and Simple Weapons /Note: Blade Master can only use blades, all other weapons have -2 on rolls.
Tools: None
Saving Throws: Dexterity, Wisdom
Skills: Choose two from Acrobatics, Arcana, Intimidation, Athletics, Religion, Performance

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

  • Leather Armor
  • (a) 1 Long sword or (b) 3 daggers
  • (a) Smith's Tools or (b) Arcane Focus or (c) Component Pouch
  • (a) Explorer's Pack or (b) Dungeoneer's Pack

Table: The Blade Master

Level Proficiency
Bonus
Features —Spell Slots per Spell Level—
1st 2nd 3rd 4th 5th
1st +2 Master's Will, Blade's Bond
2nd +2 Mastery 2
3rd +2 Calling 3
4th +2 Ability Score Improvement 3
5th +3 Master's Will Ability 4 2
6th +3 Extra Attack 4 2
7th +3 4 3
8th +3 Ability Score Improvement 4 3
9th +4 4 3 2
10th +4 Master's Will Ability 4 3 2
11th +4 Bond 4 3 3
12th +4 Ability Score Improvement 4 3 3
13th +5 4 3 3 1
14th +5 Balance 4 3 3 1
15th +5 Master's Will Ability 4 3 3 2
16th +5 Ability Score Improvement 4 3 3 2
17th +6 4 3 3 3 1
18th +6 Beyond 4 3 3 3 1
19th +6 Ability Score Improvement 4 3 3 3 2
20th +6 Stand 4 3 3 3 2

Class Features[edit]

Master's Will[edit]

From the start, a Blade Master will have two choices of training and fighting. Blade Seeker and Caller of Blades. See down below. You get abilities at level 1,5,10,15.

Blade's Bond[edit]

As a Blade Master, you're able to use blade connections now. The blades you choose will float and follow you. Look into Mastery Feature. Currently by itself, the Blades have no extra range, therefore the still have the same melee range. Look into Master's Will Feature for max range. Also you can only use Blade's Bond by itself without having a weapon in your hand. You can not use your strength modifier for damage. You can use your charisma modifier for bonus damage instead.

Mastery[edit]

You start to understand and have a better connection with your blades. Instead of being able to use 1 blade you're able to use multiple. They must be the same weapon and can only be a sword. Daggers with Daggers.Long swords with Long swords. This is when you're using Blade's Bond. You can not attack someone with a sword in your hands and use your bond with your blades.


To find out how many blades you can move: It will be based off of your Charisma Modifier and Wisdom Modifier. Ex. Charisma Modifier is +2 Wisdom Modifier is +4, You get +3 Blade Points - because your Charisma is at +2 and you have the base 1 point, Your Wisdom Modifier cant help you because your Charisma Modifier is too low. The lowest modifier of Wisdom and Charisma is what Controls it.


Weapons On Blade Points: Weapon Weight cost extra Blade Points. Light Blades cost 1 Blade Points. Medium Blades cost 2 Blade Points. Heavy Blades cost 4 Blade Points.

Calling[edit]

When attacked, all blades with a bond within 20 feet, come to your rescue. You roll against your opponent for the higher number, you add the amount of blades that came towards your defense.+1 for light weapons, +2 for medium, +3 for Heavy. Winning will give your Wisdom Modifier to your defense AC. Losing the roll gives nothing. There is a 3 turn cooldown until your blades are ready again.

Bond[edit]

The Bond of the blade between you is very strong.The moment you're down unconscious. The blades will protect you. They will attack one creature coming towards you in a 20 foot radius. If a range attack occurs or a melee attack onto your down body. You and the opponent will roll, if the opponent fails, you are safe. If you fail, you take the negatives but reduced by half. If an killing blow is about to happen. Your blades will make one final sacrifice. The opponent will have to roll against you, but this time you gain your wisdom modifier. If you live half of your blades shatter, losing will have them all shatter, making you roll constitution if you live through. This will happen until you lose them all.

Note The blades will only attack one time and will only attack again after a long rest. They will always try to protect you from melee attacks and range attacks until they break.

Balance[edit]

Balance of your soul and mind, balance of your body and blade allows you to escape opportunity of attacks by giving you a 1d6 addition to your escape.

Beyond[edit]

At this point you have gone beyond the strength of human, you now add your Wisdom Modifier to damage. For the Caller of Blades, they gain +1 damage.

Stand[edit]

At your lowest, (being 1/4 of your max health respectfully.) your masters did not tell you to be at your lowest. Stand they said. "Stand and fight till you die. Don't think, and don't have fear. Just fight" and your body, mind, soul, and blade became one, where the only thing in your mind is to kill. You're now able to use Stand, your strongest ability.

You add your strength modifier to your attacks with Blade Bond, you also become resistant to all forms of damage. You gain health to your constitution modifier and gain an extra attack. This last stand lasts for 1minute.

Ability Score Increase[edit]

When you reach 4th level, and again at 8th, 12th, 16th and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.

Master's Will[edit]

You as the master have gone through many styles of fighting. Though two stand out to you. The Blade Seeker and Caller of Blades. You can choose only 1.

Blade Seeker[edit]

The Blade Seeker is the style of getting close and attacking with their blades while being able to move. All abilities counts as an action.

Will's Reach

The bond of your blades strengthens, allowing you to attack 5 feet farther than normal. You gain this at level 1.

Seek

You dash/blink to any blade in 60 feet of range. An enemy can be holding or carrying a blade or even a blade your throw yourself or one a teammate throws.Any blade does count. Though it is a very fast dash, opportunity attacks can still hit, and other sorts of similar mechanics. If the dash is an attack dash, all blades do their damage rolls + an extra 1d8 piercing damage for the surprise attack. Seek counts as one action, and if the target dies, in one fell swoop. The Blade Master may use Seek again without using action. If seek does not kill, then the Blade Master can not use seek until 3 turns pass successfully without breaking concentration.If a target dies to Fervor only the ability cool down is reset. You gain this ability at level 5.

Vanguard

Your blades converge into a spear point with an blue aura around them, then you command them to go. You do piercing damage to those in front of you. The range is 20 feet to hit a target. Once a target is hit the blades converge and split to make a 25 width and a 25 feet length in a triangle shape. Those hit take 1d8 piercing damage. They are to roll a dexterity save and are stuck to the ground by the blades for two turns, each turn they are allowed use a strength save to break out, they lose advantage against attacks. This spell takes 5 turns to be used again. You gain this Ability at level 10.

Fervor

In the heat of the battle your blades turn to 5 curved blades. You slash left then slash right then immediately slash down down. This does 3d12 slashing damage. When you get a kill it resets it. If you dont manage to get a kill, you have to wait 2 turns. You gain this ability at level 15.

Caller of Blades[edit]

The Caller of Blades is the style of being ranged and hitting multiple targets with the aspect of defense. All abilities counts as an action.

Blade's Aim

The bond of your blades is able to go far, the range is 80 feet. Your blades can target only one target. You gain this at level 1

Strengthened Bonds

Your bonds with your blades have strengthen.You can now target multiple people and you gain +2 extra blade point. Though targeting multiple people halves your movement speed for the turn. You gain this ability at level 5.

Defensive Shield

Blades have been used for war, and protection. This time you learn to control your blades to protect someone or yourself. For each light blade given to shield someone, gives them +1 ac. Medium blades gives +2 ac. Heavy blades give +3 ac. You gain this ability at level 10.

Fallen Blades

You immobilize yourself for two turns by connecting to blades of the fallen on the same battlefield. The blades of the fallen can only target one entity. These blades no matter how broken or small or useless, reform and get an aura. Each blade does 1d12 of damage.You do not add your own blades to this ability. You can reuse this ability after a long rest. If no blade answers the call then you gain the Spear of the fallen which does 5d12 damage but immobilizes you one extra turn by the strain of creating a ghost blade. You gain this ability at level 15.

Blade Master Spell List[edit]

The Blade Master has no time for spells to do damage for them. Blade Masters can only use supporting spells to boost themselves. I recommend the dm to control what to do.


Cantrips

You know all cantrips. No cantrip that does damage.

1st Level

Any 1st level spell that does not do damage and can only be supporting spells.

2nd Level

Any 2nd level spell that does not do damage and can only be supporting spells.

3rd Level

Any 3rd level spell that does not do damage and can only be supporting spells.



Note that I only recommend Level 1-3 Spells and do not believe 4-5 spells should be part of the kit. I only added what I recommend to the maximum for 4-5

4th Level

Any 4th level spell that does not do damage and can only be supporting spells.

5th Level

Any 5th level spell that does not do damage and can only be supporting spells.

Multiclassing[edit]

You can not multi-class as the Blade Master is only with the blade.


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