Blademaster, Variant (5e Class)

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Blademaster[edit]

Introduction[edit]

The man appears to dance through the battlefield, each strike leading into the next, climaxing in brillant decapitations and vital point blows. The warriors deft hands and feet never out of place and always a blur, striking swiftly at any advantage given.

Blademasters are diligent artists with the blade, working years at mastering combinations of attacks and footwork accumulating in stances and strikes for all situations.

Mechanically, the blademaster uses stances and successive attacks to build combos to unleash stronger and stronger attacks.

Creating a Blademaster[edit]

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 someone or are they simply trying to find the pinnacle of blade artistry?

Quick Build

You can make a Blademaster quickly by following these suggestions. First, Dexterity should be your highest ability score, followed by Constitution. Second, choose the folk hero or hermit background. Third, choose one handed weapons and an explorer's pack.

Class Features

As a Blademaster you gain the following class features.

Hit Points

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

Proficiencies

Armor: Light and medium armor
Weapons: Simple Weapons,Martial Melee Weapons
Tools: None
Saving Throws: Dexterity, Strength
Skills: Choose two skills from Acrobatics, Animal Handling, Athletics, History, Insight, Intimidation, Perception, and Survival.

Equipment

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

  • (a) or (b) leather armor
  • Two daggers
  • (a) five javelins or (b) Two shortswords
  • (a) a dungeoneer's pack or (b) an explorer's pack
  • If you are using starting wealth, you have 5d4 x 10gp in funds.

Table: The Blademaster

Level Proficiency
Bonus
Features Combo Points
1st +2 Stances, Combat Points, Fighting Style Feature, Teleport Feature -
2nd +2 Second Wind, Maneuvers -
3rd +2 Martial Archetype Feature, Teleport Feature (2) 6
4th +2 Ability Score Improvement, Action Surge, Meditation 7
5th +3 Extra Attack, Uncanny Dodge, Teleport Feature (3) 8
6th +3 Ability score improvement 9
7th +3 Martial Archetype Feature (2) 10
8th +3 Ability Score Improvement, Meditation (2) 11
9th +4 Fighting Style Feature (2) 12
10th +4 Martial Archetype Feature (3), Teleport Feature (4) 13
11th +4 Extra Attack (2), Second Wind (2) 14
12th +4 Ability Score Improvement, Meditation (3) 15
13th +5 Fighting Style Feature (3) 16
14th +5 Ability score improvement 17
15th +5 Martial Archetype Feature (4), Teleport Feature (5) 18
16th +5 Ability Score Improvement 19
17th +6 Action Surge (2) 20
18th +6 Martial Archetype Feature (5) 21
19th +6 Ability Score Improvement 22
20th +6 Extra Attack (3) 23

Stances[edit]

At the end of each turn, you can go in “Stance”. You can use this feature as a reaction on your next attack or the attack of the enemy.

Offensive Stance: +3 to your next Attack roll or damage roll with a basic melee attack against a single creature.

Defensive Reaction: +3 to AC against melee attacks.

Combat Stance: If you’re still in stance on your next turn without using it, you can can go in Combat Stance to regain 1 CP.

Alert Reaction: You can add your Constitution modifier to your saving throws.

Parry Reaction: Reflect half of the damage back to the enemy if a enemy attack you with a meele weapon while in stance.

Combat Points[edit]

Starting at 1st level, you learn to fluidly connect your attacks. Each attack you make generates a combat point. Whenever a combat starts you gain 3 CP. You may have a maximum of 3+ your level number of Combat Points. If you would gain a combat point while you are at the maximum number of combat points, instead nothing happens.

Maneuvers[edit]

Starting at 1st level, every time you make an attack, you may add the effects of a maneuver to the attack. You learn these basic maneuvers to include in your combo.

If a maneuver would require a saving throw, the DC is: 8 + your proficiency modifier + your choice of strength or dexterity modifier.

You start off knowing the following maneuvers:

  • Backstab (2 CP): You backstab the enemy dealing 2d4 + 2x Dexterity modifier slashing damage. You can use this attack only if you behind the enemy & by dualwielding daggers.
  • Bloody Mary (1 CP): You teleport through the enemy damaging his internal organs dealing 2d4 + Dexterity modifier slashing damage and inflicts bleeding to the enemy. Bleeding enemies lose each turn 1d6 HP. Usable only if you dualwield daggers.
  • Stuning Action (2 CP): You attack fast the enemys vital points dealing 1d4+1d6 + Dexterity modifier slashing damage and he must succeed a Dexterity saving throw or he is Stunned for the next turn. Usable only if you dualwield a dagger & a shortsword.
  • Revenge Strike (2 CP): If a enemy damaged you in the last turn, you can use this attack to deal the exact same dmg to him that he does to you + Dexterity modifier Usable only if you dualwield a dagger & a shortsword.
  • Whirlwind (2 CP): You start to rotate around you with your swords dealing to all enemys in a 10 foot circle 2d6 + Dexterity modifier slashing damage. Usable only if you dualwield shortswords.
  • Disarming Blow (2 CP): You attack the hands of the enemy. On a hit, the creature suffers 2d6 + Dexterity modifier slashing damage and must succeed on a Strength saving throw or drop 1 held object of your choice and have that object be pushed 10 feet away from him. Usable only if you dualwield shortswords.
  • Teleportation Strike (5 CP): You teleport to each enemy in teleportation range and strike it with both of your weapons dealing normal weapon damage + Dexterity modifier slashing damage You make one Attack roll for all enemys.
  • Blade Drill (5 CP): You start to rotatating and act like a drill & teleports through one single enemy dealing 2x your weapon dice + 2x Dexterity modifier and inflicts bleeding to the enemy. Bleeding enemys lose each turn 1d6 Hit Points.
  • Throwing Stars (1 CP): You throw 6 throwing stars on the enemy dealing 6d4 + Dexterity modifier piercing damage.
  • Dancing Blades (2 CP): Choose one ally, and 2 of your weapons starts to float around him to support him by his attacks dealing normal weapon damage + Dexterity modifier. When you activate this maneuver you can't attack by your self, if you do the maneuver immediately ends.

Fighting Style[edit]

You adopt a particular style of fighting as your specialty. Choose one of the following options. You can’t take a Fighting Style option more than once, even if you later get to choose again.

•Archery You gain a +2 bonus to attack rolls you make with ranged weapons.

•Defense While you are wearing armor, you gain a +2 bonus to AC.

•Prepare You can add your proficiency to your Initiative rolls

•Great Weapon Fighting When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.

•Dual wield precision When you dual wield you gain +2 on Attack rolls on each weapon

•Two-Weapon Fighting When you engage in two-weapon fighting, you can add your Dexterity modifier to the damage of the second attack & you can switch between one handed weapons as a bonus action.

Teleport Feature[edit]

Range: 10ft/30ft/60ft/100ft/∞ Casting time: 1 action/bonus action

Your body becomes black dust and you instantly teleport to a place in range and that you can see. The teleport distance increase with levels. To be able to teleport you need Teleport points. You have 5 TP which restores per short rest. You can use CP as TP aswell.

Lvl. 1: Teleports you 10ft away to a place that you can see.

Lvl. 3: Teleports you 30ft away to a place that you can see & you can teleport with you other creatures or things that are max. half of your own body weight.

Lvl. 5: Teleports you 60ft away to a place that you can see & you can teleport with you other creatures or things that are equal your own body weight.

Lvl. 10: Teleports you 100ft away to a place that you can see & you can teleport with you other creatures or things that you touch or touches you.

Lvl. 15: Teleports you and up to eight willing creatures of your choice that you can see within range, or a single object that you can see within range, to a destination you select. If you target an object, it must be able to fit entirely inside a 10-foot cube, and it can’t be held or carried by an unwilling creature. The destination you choose must be known to you, and it must be on the same plane of existence as you. Your familiarity with the destination determines whether you arrive there successfully.

Second Wind[edit]

You have a limited well of stamina that you can draw on to protect yourself from harm. On your turn, you can use a bonus action to regain hit points equal to 1d10 + your level. Once you use this feature, you must finish a short or long rest before you can use it again. On 11th level you gain one additional use.

Action Surge[edit]

Starting at 2nd level, you can push yourself beyond your normal limits for a moment. On your turn, you can take one additional action. Once you use this feature, you must finish a short or long rest before you can use it again. Starting at 17th level, you can use it twice before finishing a short or long rest, but only once on the same turn.

Martial Archetype Feature[edit]

At 3rd level, you choose an archetype that you strive to emulate in your combat styles and techniques. Choose Champion, Battle Master, or Eldritch Knight. The archetype you choose grants you features at 3rd level and again at 7th, 10th, 15th, and 18th level.

CHAMPION:

Perfect Combatant

The archetypal fighter focuses on the development of physical power and agility honed to deadly perfection. Those who model themselves on this archetype combine rigorous training with physical excellence to deal devastating blows.

Improved Critical Beginning when you choose this archetype at 3rd level, your weapon attacks score a critical hit on a roll of 19 or 20.

Remarkable power Starting at 7th level, you can add half your proficiency bonus (round up) to any dmg roll made by a one handed weapons.

Master weapon user Starting at 10th level, you can choose two weapon types. Increase the dice using for this weapons by one stage (d4=d6, d6=d8….)

Superior Critical Starting at 15th level, your weapon attacks score a critical hit on a roll of 18–20.

Survivor At 18th level, you attain the pinnacle of resilience in battle. At the start of each of your turns, you regain hit points equal to 5 + your Constitution modifier if you have no more than half of your hit points left. You don’t gain this benefit if you have 0 hit points.


BATTLEMASTER:

See Player's Handbook under the Fighter class Battlemaster sub class.


Those who emulate the archetypal Battle Master employ martial techniques passed down through generations. To a Battle Master, combat is an academic field, sometimes including some subject beyond battle such as weaponsmithing and calligraphy. Not every fighter absorbs the lessons of history, theory, and artistry that are reflected in the Battle Master archetype, but those that do are well-rounded fighters of great skill and knowledge.


Combat Superiority


When you chose this archetype at 3rd level, you learn maneuvers that are fueled by special dice called superiority dice.


ELDRIC KNIGHT:

See Player's Handbook under the Fighter class Eldric Knight sub class.

Ability Score Increase[edit]

When you reach 4th level, and again at the 6th, 8th, 12th, 14th, 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.

Meditation[edit]

Starting at 4th level, you can Meditate to gain CP equal to your Dexterity modifier as a bonus action. You can use this feature once before needing a short or long rest. You gain additional uses at 8th, 12th level.

Extra Attack[edit]

Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

The number of attacks increases to three when you reach 11th level in this class and to four when you reach 20th level in this class.

Multiclassing[edit]

Prerequisites. To qualify for multiclassing into the blademaster class, you must meet these prerequisites: 13 Dexterity.

Proficiencies. When you multiclass into the blademaster class, you gain the following proficiencies: light armor, simple weapons, and martial weapons.


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