Blade Master (5e Class)
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- 1 Blade Master
- 1.1 Introduction
- 1.2 Creating a Blade Master
- 1.3 Class Features
- 1.4 Blade Master Disciplines
- 1.5 Techniques
- 2 Multiclassing
A man watches a group of goblins approach his party from the shadows. Drawing his sword, he dashes forward at impossible speeds, cutting through the goblins without breaking momentum.
A woman looks at the orcs surrounding her. Smirking she drops her blade causing it to sink into the soil, as mysterious ripples emanate from the weapon. Suddenly punching the ground, the woman causes blades to protrude from beneath her opponents, impaling the enemy orcs on all sides.
Looking at the oncoming volley of arrows the elf closes his eyes. Grasping his glaive and opening his eyes, lines appear in his vision. Tracing these lines with his blade, he cuts the volley to splinters at an incredible speed. The arrows have fallen without a single one hitting him.
Blade masters are fast and deadly skilled with a blade. They spend almost all their lives training just to become bound to weapons. When they are finally strong enough, they decide to leave to help the outside world. They are pretty rare due to the amount of skill having to be put in to just learn the basics of their style. They are normally feared for their skills, but there are some people who worship them.
Creating a Blade Master
Why did they become a blade master? Why did he decide to travel? Do they fight for anyone? Why or why not? What happened to their master? Are they avenging anyone? Is honor important to them?
- Quick Build
You can make a Blade Master quickly by following these suggestions. First, Strength or Dexterity should be your highest ability score, followed by Constitution. Second, choose the Soldier or Folk hero background.
As a Blade Master you gain the following class features.
- Hit Points
Armor: Light armor, medium armor, shields
Weapons: Simple weapons and martial weapons that deal slashing or piercing damage.
Tools: Smith's tools
Saving Throws: Dexterity, Strength
Skills: Choose 3 from Acrobatics, Athletics, Deception, Insight, Intimidation, Medicine, Perception, Performance, Persuasion, Religion, Stealth and Survival
You start with the following equipment, in addition to the equipment granted by your background:
- (a) rapier or (b) martial weapon
- (a) leather armor or (b) scale mail
- (a) dungoneer's pack or (b) explorer's pack or (c) 5 daggers
- If you are using starting wealth, you have 5d4x10 in funds.
|1st||+2||Blade Master Techniques, Bonded Weapon, Prodigious Smith||1|
|2nd||+2||Lethal Precision, Battle Stance||2|
|3rd||+2||Blade Master Discipline||3|
|4th||+2||Ability Score Improvement||3|
|5th||+3||Lethal Precision Improvement, Tactical Fighter||4|
|6th||+3||Blade Master Discipline Feature,Improved Bound Weapon||4|
|8th||+3||Ability Score Improvement||5|
|9th||+4||Prodigious Smith Improvement||6|
|10th||+4||Blade Master Discipline Feature||6|
|11th||+4||Lethal Precision Improvement||7|
|12th||+4||Ability Score Improvement||7|
|13th||+5||Prodigious Smith Improvement||8|
|14th||+5||Blade Master Discipline||8|
|15th||+5||Prodigious Smith Improvement||9|
|16th||+5||Ability Score Improvement||9|
|17th||+6||Lethal Precision Improvement||10|
|19th||+6||Ability Score Improvement||10|
Blade Master Techniques
At 1st level, your study of combat with blades leads you to discover special techniques. You gain one technique of your choice for which you meet the prerequisites. You learn additional techniques as you gain levels in this class, as shown on the Techniques column on the Blade Master table. Additionally, when you gain a level in this class, you can choose one of the techniques you know and replace it with another one that you could learn at that level.
Your techniques options are detailed at the end of the class description, on the section Techniques.
- Saving Throws. If one of your techniques calls for a saving throw, its DC is calculated as follows (unless stated otherwise):
- Technique save DC = 8 + your proficiency bonus + your Strength or Dexterity modifier (your choice)
- Spell attack modifier Some techniques require you to make a spell attack. Your spell attack modifier equals 8 + your proficiency bonus + your Wisdom modifier.
As a student of the blade, you learn not only how to use, but how to forge your weapons. At 1st level, whenever you use the Smith's Tools, the result of your roll can never be less than your level in this class + your Wisdom modifier.
In addition, you expand your knowledge about topics concerning forging and crafting blades. Chose one of the following skills: Arcana, History or Investigation. When you make a Smith's Tools check related with the chosen skill, you can roll the check with advantage. You can chose an additional skill at 9th, 13th and 15th level.
At 1st level, your connection with your weapon allows you to channel your technique through a particular weapon. Whenever you finish a long rest, you can touch a weapon, and bond with it. You can chose one of the following weapons as your bonded weapon: battleaxe, dagger, glaive, greataxe, greatsword, halberd, handaxe, longsword, rapier, scimitar or shortsword.
While you are wielding your bonded weapon and is not wearing armor or shield, your Armor Class equals 10 + your Dexterity modifier + your Wisdom modifier. When you make an attack with a light or finesse bonded weapon, you can use your Wisdom modifier, instead of your Strength or Dexterity, for attack and damage rolls. Also, you cannot be disarmed.
You actively move your blade, using the connection between you and your bonded weapon to fend off enemies. While wielding your bonded weapon you can use your reaction to gain resistance to any type of damage until the beginning of your next turn. Every time you reduce damage in that way, your weapon takes an equal amount of damage.
Your bonded weapon has a number of hit points equal to 5 + 5 hit points for each level you have on this class. If your weapon is reduced to 0 hit points, it is chipped and cannot be used until is repaired. When you take a long rest, you can repair your weapon to its full hit points, if you have a smith's tools in hand.
Starting at 5th level, when you make a melee weapon attack with an bonded weapon, you can make an additional attack using that weapon as a bonus action.
At 2nd level, while wielding your bonded weapon, you can assume a battle stance, as a bonus action. You remain on your stance until you drop to 0 hit points, become unconscious or chose to drop the stance, as a bonus action.
- Offensive Stance. As a bonus action, you can assume a offensive stance. In this stance, all attacks against you are made at advantage, but you can make a melee weapon attack on your turn, without spending an action. On a hit, you deal damage equal to the damage die of your weapon, without any bonuses or modifiers. Each turn you start on this stance, you gain temporary hit points equal to your blade master level. These hit points last until you are unconscious or lose the benefits of this stance.
- Defensive Stance. As a bonus action, you can assume a defensive stance. While in defensive stance, all attacks against you are made at disadvantage. In addition, you have advantage on Wisdom saving throws against be frightened or charmed.
Starting at 2nd level, you have developed your technique with weapons, aiming to end fights with one clear strike. Once in each of your turns, when you take the Attack action and hit a creature with an attack from your bonded weapon, you can add 1d6 to the damage of successful attacks with that weapon.
As you gain levels in this class, your damage increases, increasing in one die at 5th level (2d6), at 11th level (3d6), and 17th level (4d6).
Blade Master Discipline
At 3rd level, you choose a discipline that shapes the nature of your attack. Choose the Bladedancer or the Shadowdragon, both detailed at the end of the class description. Your choice grants you features at 3rd level and again at 6th, 10th, and 14th levels.
At 5th level, you learn how to use supernatural fighting techniques to gain the upper hand on a fight. Once in each of your turns, you can use one tactic bellow. You can't use the same tactic in two consecutive turns.
- Distracting Movement. As a bonus action, each creature within 5 feet of you can't take reactions until the start of its next turn.
- Mindful Defense. As a bonus action, until the beginning of your next turn, your armor class increases by your Wisdom modifier.
- Aerial Corridor. As a reaction when you fall, or as a bonus action on your turn, you can chose to magically dash through the air, to a place within half your movement speed in distance. This movement does not provoke opportunity attacks.
Improved Bound Weapon
Starting at 6th level, your attacks made with your bound weapon count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.
At 7th level, your instinctive agility lets you dodge out of the way of certain area effects, such as a blue dragon's lightning breath or a fireball spell. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.
Starting at 18th level, you can draw your weapon and strike with an uncanny speed. If you take the Attack action on your first turn of a combat, you can make one additional melee weapon attack as part of that action.
At 20th level, you learn how to focus all your energy and strength in a vital spot of your enemy. When you hit an creature with an attack, you can force the creature to make a Constitution saving throw against a DC equal 8 + your proficiency bonus + your Dexterity or Strength modifier (your choice). On a failure, a creature with 100 hit points or less dies instantly. If the creature has more than 100 hit points, it takes 10d10 additional damage. On a success, a creature takes half this total.
Once you use this feature, you can't do it again until you complete a long rest.
Blade Master Disciplines
With the soul of a shadow dragon taken by your blade's first owner, it takes you as its host, allowing you to bend the darkness to your will.
- Dark Secrets
When you choose this discipline at 3rd level, you learn how to manipulate the darkness and the shadows, using them as weapons. You learn how to cast the spells darkness and shadow blade. When you cast shadow blade, the weapon created is considered a bound weapon for you. You can cast each spell once, being unable to use it again until you complete a long rest.
At 6th level, you gain one additional use of each spell. You can spend two uses of shadow blade at once, to cast shadow blade as a 3rd level spell.
At 14th level, when you cast spells using this feature, the spells don't require concentration.
In addition, you can see through both magical and nonmagical darkness, up to a range of 60 feet
Wisdom is your spellcasting ability for these spells.
- Shadow Step
At 6th level, you gain the ability to step from one shadow into another. When you are in dim light or darkness, as a bonus action you can teleport up to 60 feet to an unoccupied space you can see that is also in dim light or darkness. You then have advantage on the first melee attack you make before the end of the turn.
- Shadow Blades
At 10th level, you summon blades made of shadows to attack your enemies. You can cast arms of hadar at will. You add your Letal Precision damage to the damage of this spell. Wisdom is your spellcasting ability for this spell.
- Shadow Dragon
At 14th level, you can shape the shadows around you in a form of a huge shadow dragon. You can cast the spell illusory dragon once. When you do this, you can't do it again until you complete a long rest. Wisdom is you spellcasting ability for this spell.
Your skill with your blade surpasses even your master's expectations. Your mind and perceptiveness are at impressive levels, and your ability to react so fast is seemingly clairvoyant.
- Nimble Performance
At 3rd level, you learn how to move with incredible swiftness and nimbleness as a dancer, being at the same time impressive and terrifying. You gain proficiency in the Performance and Intimidation skill. While wielding a light, finesse or bound weapon, you can use your Dexterity instead of your Charisma modifier when making checks with those skills.
- Blade Dance
Starting when you choose this discipline at 3rd level, you learn how to spin and move through your enemies, as if you were dancing. As a bonus action, you start the dance that lasts for 1 minute, gaining the following benefits:
- Your movement speed increase in 10 feet
- When a creature fails an attack against you, you can use your reaction to perform an attack against it.
- Your movement does not provoke opportunity attacks
- On each of your turns, if you move all your movement speed, you can make an additional attack (no action required).
You can use this feature three times. You gain an additional use at 6th, 10th and 14th level.
- Deflect Missiles
Starting at 6th level, while wielding your bound weapon, you can use your reaction to deflect the missile when you are hit by a ranged weapon attack. When you do so, the damage you take from the attack is reduced by 1d10 + your Dexterity modifier + your blade master level.
- Enthralling Performance
At 10th level, while blade-dancing, you can use your action to make any creature that can see you, within 60 feet, to make a Wisdom saving throw against 8 + your proficiency bonus + your Dexterity modifier. On a failed save, each creature is charmed until the end of your next turn.
- Steel Hurricane
Beginning at 14th level, you learn to attack enemies on all sides. As an action, you are able to spin with your weapon, attacking all hostile creatures in a 10 foot radius, dealing 6d10 slashing damage. All creatures caught in the attack radius must make a Dexterity save of DC 8 + your proficiency bonus + your Dexterity modifier, taking half damage on a successful saving throw.
Your techniques count as magical. If a technique has prerequisites, you must meet them to learn it. You can gain a technique at the same time that you meet its prerequisites. A level prerequisite refers to your level in this class.
At the start of your turn, you can chose to teleport up to an unoccupied location of your choice up to 15 feet away that you can see, at a cost of 15 feet of your movement speed.
- Uncanny Dash
When you take the Dash action, you can move over water as if it were solid ground, and on vertical surfaces.
In addition, at 5th level, when you Dash, you can treat air as if it were difficult terrain, allowing you to move trough the air. You must end your movement on the ground or else you fall.
- End Him Rightly
If you bond with a greatsword, longsword, shortsword or scimitar, you can unscrew the pommel of your sword and use it as a weapon. The pommel is a ranged weapon with a range of 60/180. If you use the pommel of your bonded weapon, you can add your Wisdom modifier, instead of Strength or Dexterity, for the attack and damage rolls. On a hit, the pommel deals 1d8 bludgeoning. When you make a melee weapon attack with your bonded weapon, you can make an additional ranged attack with the pommel as a bonus action.
You can also use the pommel to distract the target, instead of deal damage with it. If you do so, the next attack against the target is made with advantage.
- Conceal Presence
As an action, you become invisible until the beginning of your next turn, or until you make an attack, cast a spell, or use a blade master technique. You cannot use this technique in two consecutive turns. You can use this feature a number of times equal to your Dexterity modifier (minimum once). Once you spend all your uses, you can't use it again until you complete a long rest.
- Evasive Footwork
As an action, you start to actively dodging any attacks thrown at you. For 1 minute, any creature has disadvantage on attack rolls against you. Once you use this technique, you can’t use it again until you finish a long rest.
- Weapon Thrower
You learn how to throw any type of weapon, up to a short range of 30 feet and a long range of 60 feet. If your weapon has already the throwing property, you double both the short and range distance of that throw.
- Last stand
You have full control over your body. When your hit points drops to 0, but doesn't kill you outright, you regain 1 hit point. The effects of the feature only work once, and you can use it again after completing a long rest.
- Improved Defenses
You can use any objects such as tables, chairs, or doors as a cover, gaining +1 AC for each in a 5-foot radius from you that are between you and the attacker. This feature is only valid against ranged attacks.
- Uncanny Climber
You gain a climbing speed equal to your walking speed. In addition, if you have one weapon in one of your hands, you can use that weapon to allow you to move across vertical surfaces and along ceilings, leaving the other hand free.
- Versatile Weapon
You can use your weapon in a number of different ways, as follow:
- Unlocking Doors. As an action, you can use any light melee weapon you are proficient with as a thieve's tools and a woodcarver's tools, and you are considered proficient with both while you are wielding the weapon.
- Weapon Climbing. As a bonus action, you can use a one handed weapon to help you to climb, giving you advantage in any Strength (Athletics) checks you make for climbing.
- Menacing Posture. While wielding any weapon you are proficient with, you can add your Dexterity or Strength modifier (whichever is higher) to any Charisma (Intimidation) checks you make.
- Long Jump. You can use the glaive and the halberd to get an extra lift on a jump. You gain advantage on Strength (Athletics) or Dexterity (Acrobatics) related to jumps, while wielding those weapons.
- Cutting Weaves
As an action, you can swing your bonded weapon, creating a cutting wave of air against a target you can see within 30 feet. The weave automatically hits its targets and deals 1d6 slashing damage. You can generate more waves as you gain levels in this class: 2 weaves at 5th level, 3 at 11th level and 4 at 17th level. You can direct the weaves at the same target or at different ones.
- Shadow Warrior
Prerequisite: Shadow Dragon Discipline
As an action, while wielding your bonded weapon, you can make your shadow raise and attack your foes, on a unoccupied space you can see within 5 feet of you. The warrior has AC 10 and 30 hit points. Reducing the Shadow Warrior to 0 hit points destroy it, if moves to further than 60 feet of you or after 1 minute. You can command your shadow warrior mentally to move, without requiring an action, 30 feet in any direction
As a bonus action in each of your turns, you can command your shadow warrior to make a melee attack against a creature within 5 feet of it, using your spell attack modifier, dealing damage equal to 1d8 necrotic.
You can summon your shadow warrior a number of times equal to your Wisdom modifier, being unable to do it again until you complete a short or a long rest.
- Disarming Movement
As an action, while wielding any weapon you can bond with, you can move through the battlefield disarming your opponents. When using this feature, you can pass trough the space occupied by a creature, and your movement doesn't provoke attacks of opportunity. Any creature on your path that is wielding an weapon drops its weapon. You can use this feature twice, being unable to use it again until you complete a short or a long rest.
- Elemental Discipline
Prerequisite: 5th level
As an action, you can engulf your bonded weapon with elemental energy, delivering a powerful elemental strike. You don't add your Precise Strike damage to this attack. When you activate this feature, you can choose one of the following effects:
- Fire. Your weapon's blade is engulfed in flames, and you perform a melee spell attack. On a hit, you deal additional 2d6 fire damage to the target, and each creature within 5 feet of the target must make a Dexterity saving throw. On a failed save, a creature takes 2d6 fire damage and an additional 2d6 fire damage at the beginning of its next turn. On a success, a creature takes half as much damage and none at the beginning of its next turn.
- Ice. Your weapon's blade freezes, and you perform a melee spell attack. On a hit, you deal additional 2d6 cold damage to the target, and each creature within 5 feet of the target must make a Constitution saving throw. On a failed save, a creature takes 2d6 cold damage and its speed is halved until the end of its next turn. On a success, a creature takes half as much damage and its speed is not halved.
- Lightning. Your weapon's blade start to crackle with electricity, and you perform a melee spell attack. On a hit, you deal additional 2d6 lighting damage to the target, and each creature within 5 feet of the target must make a Dexterity saving throw. On a failed save, a creature takes 2d6 lighting damage and can't take reactions until the end of its next turn.
This feature improves as you gain levels in this class. At 11th level, you deal an additional 1d6 damage on a hit and when a target fails its saving throw against your elemental attack, and at 17th level, you deal an additional 2d6 damage.
- High Jumps
Prerequisite: 5th level
You can cast jump at will.
- Versatile Technique
Prerequisite: 5th level
You gain one technique of your choice that does not have prerequisites. This technique does not count against your total number of techniques known. You can use your action to change this technique into any other technique of your choice that does not have prerequisites. Once you do so, you can’t change this technique again until you finish a long rest.
Prerequisite: 5th level
You can make a reflexive attack when you are damaged. When you take damage from a creature that is within 5 feet of you, you can use your reaction to deal damage to that creature equal to your Precise Strike damage.
- Residual Image
Prerequisite: 9th level
You learn how to move so fast, to the point you appear to be in two places at the same time. As a bonus action, you create a illusory copy of yourself. The copy remains for 1 round and, for the duration, mimics your movements and actions, shifting positions with you. Each time a creature targets you with an attack, roll a d20. If you roll an 11 or higher, the strike targets the copy.
The copy has an AC equal 10 + your Dexterity modifier, and it is destroyed on a successful hit. The duplicate is not considered magical.
- Swift Striker
Prerequisite: 9th level
You can cast steel wind strike once. You can't do it again until you complete a long rest.
- Iron Rage
Prerequisite: 9th level
As an action, while wielding your bonded weapon, you can enter in a trance like state called iron rage. It lasts for 1 minute and grant you the following benefits.
- You can use your reaction to make an opportunity attack against any enemy that moves towards your reach.
- At the start of each of your turns, each of your enemies within 5 feet of any you must succeed on a Dexterity saving throw or take your weapon damage.
- At the end of each of your turns, one creature of your choice within reach must succeed on a Strength saving throw or become stunned until the iron rage ends. A stunned creature can use an action to make a Strength saving throw against your spell save DC, ending the effect on itself on a success.
- As a bonus action on your turn, you can dash towards an enemy, making an attack. Make a attack against your target. On a hit, the target in addition to the damage, must succeed on a Strength saving throw or fall prone.
Once you use this technique, you can't use it again until you complete a long rest.
- Precise Strike
Prerequisite: 9th level
On an attack roll using a weapon from your bonded weapon, you now strike with a critical on a roll of 19-20.
- Wind Rider
Prerequisite: 11th level
You gain additional movement speed of 10 feet. In addition, when you move at least 20 feet to make an attack, you add 1d12 damage on a success.
- Improved Blink
Prerequisite: 11th level, Blink technique
You can blink behind an opponent at breakneck speed and attack them. As a bonus action choose a target that is at least 30 feet of you, and you can teleport to a unoccupied position you can see within 5 feet of him. For the rest of the turn, the target is surprised, and each successful attack deal additional damage equal to 1d10 psychic. You can use this ability a amount of time equal to your Wisdom modifier(minimum 1), regaining the ability to do so after a long rest.
- Improved Precise strike
Prerequisite: 13th level, Precise Strike
On an attack roll using a weapon from your bonded weapon, you now strike with a critical on a roll of 18-20.
- Blade Flourish
Prerequisite: 13th level
You can twist and swing your bonded weapon, mesmerizing an humanoid creature within 30 feet of you. The target must succeed on a Wisdom saving throw or be charmed by you for up to 1 minute. While charmed, the target is incapacitated and its speed is 0. This effect ends early if the creature takes damage or if you use this technique again, against another creature. If the creature succeed on the saving throw, it is immune to the effect for 24 hours.
- Absorb Magic
Prerequisite: 13th level
As a reaction when a spell of 1st to 5th level that have you as a target is cast, you can trap it within your bonded weapon. You can only store one spell on the weapon at time. While wielding the weapon, you can cast the spell stored, expending it. You use the same modifiers, save DC and spell slot level of the original caster.
- Greater Precise Strike
Prerequisite: 17th level, Improved Precise Strike
You are able to strike with a critical on a roll of 17-20 when attacking with one weapon from your bonded weapon.
- Hardened Steel
Prerequisite: 17th level
You reinforce your bonded weapon, making it more resistant to harm. As a result, your bonded weapon has resistance to bludgeoning, piercing and slashing damage.
- Impenetrable Defense
Prerequisite: 17th level
For 10 minutes, whenever you use your reaction to absorb damage with your bonded weapon, both you and the weapon become immune to all forms of damage. In addition, for the duration, you have a number of special reactions equal to your Dexterity or Wisdom modifier, whichever is higher, that can be used only to absorb damage of attacks. When the duration ends, your bonded weapon loses half its hit points and you can't use this technique again until you finish a long rest.
- Tactical Master
Prerequisite: 17th level
You can use two of your Tactical Fighter techniques as a bonus action.
Prerequisite: 17th level
Your bound weapon becomes a weapon +3.
Prerequisites. To qualify for multiclassing into the Blade Master class, you must meet these prerequisites: 13 Strength or 13 Dexterity, 13 Wisdom, 13 Constitution
Proficiencies. When you multiclass into the Blade Master class, you gain the following proficiencies: Simple weapons, light armor, medium armor, one skill of your choice from the blade master list.