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: 8 + 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:

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 subjects beyond battle such as weapon smithing and calligraphy. Not every fighter absorbs the lessons of history, theory, and artistry that are reflected in the Battle Master archetype, but those who do are well-rounded fighters of great skill and knowledge.

COMBAT SUPERIORITY

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

Maneuvers You learn three maneuvers of your choice, which are detailed under "Maneuvers" below. Many maneuvers enhance an at lack in some way. You can use only one maneuver per attack. You learn two additional maneuvers of your choice at 7th, 10th, and 15th level. Each time you learn new maneuvers, you can also replace one maneuver you know with a different one.

Superiority Dice You have four superiority dice, which are d8s. A superiority die is expended when you use it. You regain all of your expended superiority dice when you finish a short or long rest. You gain another superiority die at 7th level and one more at 15th level.

Saving Throws Some of your maneuvers require your target to make a saving throw to resist the maneuver's effects. The saving throw DC is calculated as follows:

               Maneuver save DC = 8 + your proficiency bonus + your Strength or Dexterity modifier (your choice)

STUDENT OF WAR

At 3rd level, you gain proficiency with one type of artisan's tools of your choice.

KNOW YOUR ENEMY

Starting at 7th level, if you spend at least 1 minute observing or interacting with another creature outside combat, you can learn certain information about its capabilities compared to your own. The DM tells you if the creature is your equal, superior, or inferior in regard to two of the following characteristics of your choice:

  1. Strength score
  2. Dexterity score
  3. Constitution score
  4. Armor Class
  5. Current hit points
  6. Total class levels (if any)
  7. Fighter class levels (if any)

IMPROVED COMBAT SUPERIORITY

At 10th level, your superiority dice turn into dlOs, At 18th level, they turn into d12s.

RELENTLESS

Starting at 15th level, when you roll initiative and have no superiority dice remaining, you regain 1 superiority die.

MANEUVERS

The maneuvers are presented in alphabetical order.

Commander's Strike When you take the Attack action on your turn, you can forgo one of your attacks and use a bonus action to direct one of your companions to strike, When you do so, choose a friendly creature who can see or hear you and expend one superiority die. That creature can immediately use its reaction to make one weapon attack, adding the superiority die to the attack's damage roll.

Disarming Attack When you hit a creature with a weapon attack, you can expend one superiority die to attempt to disarm the target, forcing it to drop one item of your choice that it's holding. You add the superiority die to the attack's damage roll, and the target must make a Strength saving throw. On a failed save, it drops the object you choose, The object lands at its feet.

Distracting Strike When you hit a creature with a weapon attack, you can expend one superiority die to distract the creature, giving your allies an opening. You add the superiority die to the attack's damage roll. The next attack roll against the target by an attacker other than you has advantage if the attack is made before the start of your next turn,

Evasive Footwork When you move, you can expend one superiority die, rolling the die and adding the number rolled to your AC until you stop moving.

Feinting Attack You can expend one superiority die and use a bonus action on your turn to feint, choosing one creature within 5 feet of you as your target. You have advantage on your next attack roll against that creature, If that attack hits, add the superiority die to the attack's damage roll.

Goading Attack When you hit a creature with a weapon attack, you can expend one superiority die to attempt to goad the target into attacking you. You add the superiority die to the attack's damage roll, and the target must make a Wisdom saving throw. On a failed save, the target has disadvantage on all attack rolls against targets other than you until the end of your next turn.

Lunging Attack When you make a melee weapon attack on your turn, you can expend one superiority die to increase your reach for that attack by 5 feet. If you hit, you add the superiority die to the attack's damage roll.

Maneuvering Attack When you hit a creature with a weapon attack, you can expend one superiority die to maneuver one of your comrades into a more advantageous position. You add the superiority die to the attack's damage roll, and you choose a friendly creature who can see or hear you. That creature can use its reaction to move up to half its speed without provoking opportunity attacks from the target of your attack.

Menacing Attack When you hit a creature with a weapon attack, you can expend one superiority die to attempt to frighten the target. You add the superiority die to the attack's damage roll, and the target must make a Wisdom saving throw. On a failed save, it is frightened of you until the end of your next turn.

Parry When another creature damages you with a melee attack, you can use your reaction and expend one superiority die to reduce the damage by the number you roll on your superiority die + your Dexterity modifier,

Precision Attack When you make a weapon attack roll against a creature, you can expend one superiority die to add it to the roll. You can use this maneuver before or after making the attack roll, but before any effects of the attack are applied.

Pushing Attack When you hit a creature with a weapon attack, you can expend one superiority die to attempt to drive the target back. You add the superiority die to the attack's damage roll, and if the target is Large or smaller, it must make a Strength saving throw. On a failed save, you push the target up to 15 feet away from you,

Rally On your turn, you can use a bonus action and expend one superiority die to bolster the resolve of one of your companions. When you do so, choose a friendly creature who can see or hear you, That creature gains temporary hit points equal to the superiority die roll + your Charisma modifier.

Riposte When a creature misses you with a melee attack, you can use your reaction and expend one superiority die to make a melee weapon attack against the creature. If you hit, you add the superiority die to the attack's damage roll.

Sweeping Attack When you hit a creature with a melee weapon attack, you can expend one superiority die to attempt to damage another creature with the same attack. Choose another creature within 5 feet of the original target and within your reach. If the original attack roll would hit the second creature, it takes damage equal to the number you roll on your superiority die. The damage is of the same type dealt by the original attack.

Trip Attack When you hit a creature with a weapon attack, you can expend one superiority die to attempt to knock the target down. You add the superiority die to the attack's damage roll, and if the target is Large or smaller, it must make a Strength saving throw. On a failed save, you knock the target prone.


ELDRIC KNIGHT:

The archetypal Eldritch Knight combines the martial mastery common to all fighters with a careful study of magic. Eldritch Knights use magical techniques similar to those practiced by wizards. They focus their study on two of the eight schools of magic: abjuration and evocation. Abjuration spells grant an Eldritch Knight additional protection in battle, and evocation spells deal damage to many foes at once, extending the fighter's reach in combat. These knights learn a comparatively small number of spells, committing them to memory instead of keeping them in a spellbook.

SPELLCASTING

When you reach 3rd level, you augment your martial prowess with the ability to cast spells. See chapter 10 for the general rules of spellcasting and chapter 11 for the wizard spelllist.

Cantrips

You learn two cantrips of your choice from the wizard spell list. You learn an additional wizard cantrip of your choice at 10th level.

Spell Slots

The Eldritch Knight 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.

    For example, if you know the 1st level spell shield and have a 1st level and a 2nd level spell slot available, you can cast shield using either slot.

Spells Known of 1st-Level and Higher

You know three 1st level wizard spells of your choice, two of which you must choose from the abjuration and evocation spells on the wizard spelllist. The Spells Known column of the Eldritch Knight Spellcasting table shows when you learn more wizard spells of 1st level or higher. Each of these spells must be an abjuration or evocation spell of your choice, and must be of a level for which you have spell slots. For instance, when you reach 7th level in this c1ass, you can learn one new spell of 1st or 2nd level. The spells you learn at 8th, 14th, and 20th level can come from any school of magic. Whenever you gain a level in this c1ass, you can replace one of the wizard spells you know with another spell of your choice from the wizard spelllist. The new spell must be of a level for which you have spell slots, and it must be an abjuration or evocation spell, unless you're replacing the spell you gained at 8th, 14th, or 20th level.

Spellcasting Ability

Intelligence is your spellcasting ability for your wizard spells, since you learn your spells through study and memorization. You use your Intelligence whenever a spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a wizard 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

WEAPON BOND

At 3rd level, you learn a ritual that creates a magical bond between yourself and one weapon. You perform the ritual over the course of 1 hour, which can be done during a short rest. The weapon must be within your reach throughout the ritual, at the conc1usion of which you touch the weapon and forge the bond. Once you have bonded a weapon to yourself, you can't be disarmed of that weapon unless you are incapacitated. If It is on the same plane of existence, you can summon that weapon as a bonus action on your turn, causing it to teleport instantly to your hand. You can have up to two bonded weapons, but can summon only one at a time with your bonus action. If you attempt to bond with a third weapon, you must break the bond with one of the other two.

ELDRITCH KNIGHT SPELLCASTlNG

-Spell Slots per Spell Level-

Fighter Level Cantrips Know Spells Known 1st 2nd 3rd 4th
3rd 2 3 2 0 0 0
4th 2 4 3 0 0 0
5th 2 4 3 0 0 0
6th 2 4 3 0 0 0
7th 2 5 4 2 0 0
8th 2 6 4 2 0 0
9th 2 6 4 2 0 0
10th 3 7 4 3 0 0
11th 3 8 4 3 0 0
12th 3 8 4 3 0 0
13th 3 9 4 3 2 0
14th 3 10 4 3 2 0
15th 3 10 4 3 2 0
16th 3 11 4 3 3 0
17th 3 11 4 3 3 0
18th 3 11 4 3 3 0
19th 3 12 4 3 3 1
20th 3 13 4 3 3 1

WAR MAGIC

Beginning at 7th level, when you use your action to cast a cantrip, you can make one weapon attack as a bonus action.

ELDRITCH STRIKE

At 10th level, you learn how to make your weapon strikes undercut a creature's resistance to your spells. When you hit a creature with a weapon attack, that creature has disadvantage on the next saving throw it makes against a spell you cast before the end of your next turn.

ARCANE CHARGE

At 15th level, you gain the ability to teleport up to 30 feet to an unoccupied space you can see when you use your Action Surge. You can teleport before or after the additional action.

IMPROVED WAR MAGIC

Starting at 18th level, when you use your action to cast a spell, you can make one weapon attack as a bonus action.

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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