Furious Blade (5e Class)

From D&D Wiki

Jump to: navigation, search

Furious Blade[edit]

The Furious Blade is a formidable warrior class renowned for its lightning-fast attacks, unparalleled agility, and exceptional reflexes in combat. Masters of melee weapons, they effortlessly blend speed, precision, and relentless ferocity to overwhelm their foes with a whirlwind of strikes.

Furious Blades are trained in the art of fluid motion, allowing them to seamlessly transition between offensive and defensive maneuvers. Their agility and swift footwork enable them to effortlessly evade incoming attacks while simultaneously launching a barrage of lightning-quick strikes upon their adversaries. With unparalleled reflexes, they can swiftly react to any threat, turning their opponents' aggression against them.

Agile Swords[edit]

In the hands of a Furious Blade, melee weapons become deadly extensions of their body. Whether wielding a pair of razor-sharp daggers, a swift and elegant rapier, or a dual-bladed saber, their proficiency in close-quarters combat is unmatched. Through years of dedicated training and disciplined practice, they have honed their skills to exploit the weaknesses in their opponents' defenses and strike with surgical precision.

The Furious Blade's combat style is characterized by a combination of relentless speed and calculated aggression. They excel at hit-and-run tactics, darting in and out of the melee, slicing through enemies before they can even react. Their lightning-fast attacks are often accompanied by acrobatic maneuvers, allowing them to maneuver around the battlefield with unmatched finesse and grace.

While their offensive capabilities are exceptional, Furious Blades are not solely focused on dealing damage. Their exceptional reflexes and situational awareness also make them skilled at parrying and countering enemy strikes, turning defense into offense with swift and decisive ripostes. This versatility grants them the ability to adapt to any combat situation and emerge victorious.

Deadly Assassins[edit]

In a group setting, Furious Blades often assume the role of agile assassins or vanguard warriors, striking down key targets swiftly and efficiently. Their mastery of fast attacks and reflexes makes them invaluable for disrupting enemy formations and creating chaos on the battlefield.

To become a Furious Blade, one must endure grueling training, both physically and mentally. They must possess incredible dexterity, quick thinking, and an unwavering focus to maintain their precision and composure in the heat of battle. Only those who can harness their inner fury while maintaining complete control over their movements can unlock the true potential of this remarkable class.

Creating a Furious Blade[edit]

When creating a furious blade ask yourself the following questions: What motivated your character to pursue the path of the Furious Blade? Was it a desire for revenge, a quest for justice, or a thirst for personal power? Consider the driving force behind their choice and how it shapes their character.

How did your character acquire their exceptional reflexes and mastery of melee weapons? Were they trained in a formal martial arts academy, or did they learn through unorthodox means? Explore the training and experiences that forged their skills and honed their abilities.

What challenges did your character face during their training? Did they encounter formidable opponents, undergo grueling physical tests, or endure intense mental discipline? Delve into the hardships they overcame, highlighting the defining moments that pushed them to their limits and shaped their resolve.

Remember to keep in mind the balance between your character's strengths and weaknesses. A Furious Blade may excel in speed and reflexes, but they may also have vulnerabilities or personal flaws that add depth and complexity to their backstory. By answering these questions, you can lay the foundation for an engaging and well-rounded Furious Blade character with a rich and compelling background.

Quick Build

You can make a Furious Blade quickly by following these suggestions. First, Constitution should be your highest ability score, followed by Dexterity. Second, choose the Folk Hero background.

Class Features

As a Furious Blade you gain the following class features.

Hit Points

Hit Dice: 1d12 per Furious Blade level
Hit Points at 1st Level: 12 + Constitution modifier
Hit Points at Higher Levels: 1d12 (or 7) + Constitution modifier per Furious Blade level after 1st

Proficiencies

Armor: none
Weapons: simple weapons, martial weapons
Tools: none
Saving Throws: Dexterity, Wisdom
Skills: Choose 2 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:

  • one martial melee weapon
  • two simple melee weapons
  • (a) explorer's pack or (b) dungeoneer's pack

Table: The Furious Blade

Level Proficiency
Bonus
Features
1st +2 Unarmored Defense, Furious Surge
2nd +2 Danger Sense, Improved Blade Critical, Cunning Action
3rd +2 Blade Path Feature, Furious Spirit
4th +2 Ability Score Improvement
5th +3 Extra Attack, Fast Movement, Furious Smite
6th +3 Blade Path Feature, Roving
7th +3 Evasion
8th +3 Ability Score Improvement
9th +4 Indomitable
10th +4 Blade Path Feature, Fade Away
11th +4 Blade Counter
12th +4 Ability Score Improvement
13th +5 Relentless Blade
14th +5 Blade Path Feature
15th +5 Uncanny Dodge
16th +5 Ability Score Improvement
17th +6 Beastly Reflexes
18th +6 Blindsense, Aura of Furious Mind
19th +6 Ability Score Improvement
20th +6 Superior Blade Critical

Unarmored Defense[edit]

At 1st level, While you are not wearing any armor, your Armor Class equals 10 + your Dexterity modifier + your Constitution. You can use a shield and still gain this benefit.

Furious Surge[edit]

At 1st level, you can push yourself beyond your normal limits for a moment. On your turn, you can take one additional action.

You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

Danger Sense[edit]

At 2nd level, you gain an uncanny sense of when things nearby aren't as they should be, giving you an edge when you dodge away from danger. You have advantage on Dexterity saving throws against effects that you can see, such as traps and spells. To gain this benefit, you can't be blinded, deafened, or incapacitated.

Cunning Action[edit]

Starting at 2nd level, your quick thinking and agility allow you to move and act quickly. You can take a bonus action on each of your turns in combat. This action can be used only to take the Dash, Disengage, or Hide action.

Improved Blade Critical[edit]

Starting at 2nd level your melee weapon attacks score a critical hit on a roll of 19 or 20.

Blade Path[edit]

At 3rd level, you choose a path that shapes the nature of your blade from the list of available paths. Your choice grants you features at 3rd level and again at 6th, 10th, and 14th levels.

Furious Spirit[edit]

Starting at 3rd level, your intensity in battle can shield you and help you strike true. As a bonus action on your turn, you can give yourself advantage on weapon attack rolls until the end of the current turn. When you do so, you also gain 5 temporary hit points. The number of temporary hit points increases when you reach certain levels in this class, increasing to 10 at 10th level and 15 at 15th level.

You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a short or long rest.

Ability Score Improvement[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.

If your DM allows the use of feats, you may instead take a feat.

Extra Attack[edit]

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

Furious Smite[edit]

Starting at 5th level, when you hit a creature with a melee weapon attack, you can expend hit dice to deal addition weapon's damage. The extra damage is 2d8 for a 1st expended hit die, plus 1d8 for each dice higher than 1st, to a maximum of 6d8.

Fast Movement[edit]

Starting at 5th level, your speed increases by 10 feet while you aren't wearing heavy armor.

Roving[edit]

At 6th level, your walking speed increases by 5, and you gain a climbing speed and a swimming speed equal to your walking speed.

Evasion[edit]

Beginning at 7th level, you can nimbly dodge out of the way of certain area effects, such as a red dragon's fiery breath or an ice storm 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.

Indomitable[edit]

Beginning at 9th level, you can reroll a saving throw that you fail. If you do so, you must use the new roll, and you can't use this feature again until you finish a long rest.

Fade Away[edit]

Beginning at 10th level, You can use a bonus action to magically become invisible, along with any equipment you are wearing or carrying, until the start of your next turn.

You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

Blade Counter[edit]

At 11th level, you gain the ability to parry weapon strikes. Whenever you are targeted by an attack made by a creature within 5 feet, you can use your reaction to make one weapon attack against the attacker. You make this attack immediately before the attack made against you. If your attack hits, your enemy attack automatically fails, in addition to the attack's normal effects.

Relentless Blade[edit]

Starting at 13th level, your rage can keep you fighting despite grievous wounds. If you drop to 0 hit points and don't die outright, you can make a DC 10 Constitution saving throw. If you succeed, you can delay falling unconscious, and you can immediately take an extra turn, interrupting the current turn. While you have 0 hit points during that extra turn, taking damage causes death saving throw failures as normal, and three death saving throw failures can still kill you. When the extra turn ends, you fall unconscious if you still have 0 hit points.

Each time you use this feature after the first, the DC increases by 5. When you finish a short or long rest, the DC resets to 10.

Uncanny Dodge[edit]

Starting at 15th level, when an attacker that you can see hits you with an attack, you can use your reaction to halve the attack's damage against you.

Beastly Reflexes[edit]

Beginning at the 17th level, you are able to make two reactions per round.

Blindsense[edit]

Starting at 18th level, if you are able to hear, you are aware of the location of any hidden or invisible creature within 15 feet of you.

Aura of Furious Mind[edit]

Starting at 18th level, you and a friendly creature within 15 feet of you have resistance to damage from spells and whenever they must make a saving throw, the creature gains a bonus to the saving throw equal to your Constitution modifier (with a minimum bonus of +1). You must be conscious to grant this bonus.

Superior Blade Critical[edit]

Starting at 20th level, your melee weapon attacks score a critical hit on a roll of 18-20.

Blade Path[edit]

At 3rd level, you choose a path that shapes the nature of your blade from the list of available paths. Your choice grants you features at 3rd level and again at 6th, 10th, and 14th levels.

Wanderer[edit]

The Wanderer is a captivating path within the Furious Blade class, embodying the essence of a nomadic warrior who traverses vast lands in search of enlightenment, mastery, and a deeper understanding of their own inner power. Guided by a profound connection with nature and the world around them, Wanderers harness their agility, speed, and reflexes to unleash devastating melee attacks while maintaining a harmonious balance with their surroundings.

Steel Tempest

Starting at 3rd level, as an action, choose up to five creatures you can see within 10 feet. Make a melee attack against each target.

You can then teleport to an unoccupied space you can see within 5 feet of one of the targets you hit or missed.

You can use this feature a number of times equal to your Constitution modifier (a minimum of once). You regain any expended uses when you finish a long rest.

At 5th level, you deals its weapon and bonus damage twice when you use Steel Tempest.

At 18th level, the Steel Tempest's range increases to 30 feet.

Rascally Vagrant

At 6th level, you have picked up some tricks of a thief in your travels. You gain proficiency in two of the following skills or tool set: Deception, Sleight of Hand, Stealth, or Thieves' Tools.

Way of the Wind

Starting at 10th level, when you hit a creature with a melee attack, you can move up to half your speed immediately after the attack and as part of the attack. This movement doesn't provoke opportunity attacks.

Last Breath

Starting at 14th level, you learn to trade accuracy for swift strikes. If you take the Attack action on your turn and have advantage on an attack roll against one of the targets, you can forgo the advantage for that roll to make an additional weapon attack against that target, as part of the same action.

Emperor[edit]

Path of the Emperor, who uses the blade to rule them all

Blade of Conquest

Starting at 3rd level, as a bonus action, you can imbue a weapon you are holding with positive energy. For 1 minute, you add your main modifier back to attack and damage rolls made with that weapon. The weapon also emits bright light up to 20 feet and dim light up to 20 feet beyond that. If the weapon is not already magical, it will become magical for the duration.

This increases to 2 minutes at level 7 and 3 minutes at 12th.

Diplomatic Applicator

Starting at 3rd level, while you are within 30 feet of a target creature, you double your proficiency bonus when making Persuasion, Deception, and Intimidation checks.

If a medium or smaller creature has fewer hit points than you, you gain advantage on Intimidate checks against that creature.

Aura of the Emperor

Starting at 6th level, you and allies within 10 feet of you gain a bonus to melee weapon damage rolls equal to your Constitution modifier (minimum of +1).

At 18th level, the range of this aura increases to 30 feet.

Eternal Authority

Starting at 10th level, a holy presence heals your wounds in battle. You regain hit points equal to 4d6 + half your Raging Blade level if you end your combat turn without being incapacitated.

This increases to 4d6 at 12th level, 5d6 at your 15th level, 6d6 at your 18th level, and 8d6 at your 20th level.

Invincible Emperor

From 14th level onwards

you gain the ability to harness extraordinary martial prowess. As an action, you can magically become an avatar of the Emperor, gaining the following benefits for 1 minute:

  • You have resistance to all damage.
  • Whenever a creature hits you with an attack, it takes radiant damage equal to half the damage you take from the attack.

Once you use this feature, you cannot use it again until you finish a long rest.

Heaven[edit]

Heaven is a transcendent path within the Furious Blade class, embodying the awe-inspiring mastery of wielding blades infused with the very essence of wind and the devastating power of elemental strikes. Those who follow the path of Heaven harness the forces of nature, conjuring swirling tempests and unleashing devastating storms with each swing of their enchanted blades. Their strikes are imbued with the raw power of wind, slicing through foes with unparalleled force, while elemental energies crackle and surge, scorching or freezing enemies in their wake. As masters of the heavens, they command the very elements themselves, leaving behind a trail of destruction and unmatched power in their wake.

Piercer of Heaven

Starting at 3rd level,as an action you may make a ranged weapon attack with a range of 30ft. using blades of wind. Make this attack and damage roll as though you are making a melee weapon attack. Attacks made in this way deal thunder damage.

Starting at 5th level, you may make two ranged melee weapon attacks when you use Piercer of Heaven.

Starting at 10th level, the range of this attack increases to 60 feet.

Starting at 18th level, the range of this attack increases to 120 feet.

Mind Eye

Starting at 6th level, you have gained proficiency in the Insight skill and a set of gaming tools of your choice. When making a skill check, saving throw or attack roll with die result 9 or lower, you may expend one hit die to add 1d12 + your Constitution modifier to your roll.

True Slash

Starting at 10th level, you can channel Elemental fury into your weapon strikes. When you damage a target with an melee weapon attack, you can change the damage type to Fire, Cold, Lightning or Thunder. The first creature you hit on each of your turns with a weapon attack takes extra damage equal to 1d12 + Furious Blade level.

Split the Sky

Starting at 14th level, As an action,you make a melee weapon attack,This attack has a critical range of 15-20. On a Hit , you deal the regular damage of the attack and 5d12 damage.

Once you use this action, you can't use it again until you finish a long rest, unless you expend a 7 hit die to use it again.

Multiclassing[edit]

Prerequisites. To qualify for multiclassing into the Furious Blade class, you must meet these prerequisites: Ability Score Minimum: Constitution 13, Dexterity 13

When you gain a level in a class other than your first, you gain only some of that class's starting

Proficiencies. When you multiclass into the Furious Blade class, you gain the following proficiencies: simple weapons, martial weapons

5.00
(7 votes)

Back to Main Page5e HomebrewClasses

Home of user-generated,
homebrew pages!


Advertisements: