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https://www.dandwiki.com/wiki/Blade_Master_(5e_Class)

Blade Master

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.
hit dice: 1d8
hit points at 1st level: 8 + Constitution modifier
hit points at higher levels: 1d8 (or 5) + Constitution modifier
armor proficiencies: Light armor, medium armor, shields
weapon proficiencies: Simple weapons and martial weapons.
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
starting equipment:
(a) rapier or (b) martial weapon
(a) leather armor or (b) scale mail
(a) dungeoneer's pack or (b) explorer's pack or (c) 5 daggers
If you are using starting wealth, you have 5d4x10 in funds.
spellcasting:
class features:

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.  

Prodigious Smith

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.  

Bonded Weapon

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.  

Battle Stance

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 the beginning of your next turn or the next time this ability triggers. 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. However you cannot take the Dodge or Dash action, and you cannot move if you attacked this turn.  

Lethal Precision

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.  

Tactical Fighter

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 choose 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.  

Evasion

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.  

Shadowless strike

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 combat, you can make one additional melee weapon attack as part of that action.  

Execution

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.
subclass options:

Blade Master Disciplines

Shadow Dragon

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.  

Bladedancer

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.
LevelTechniquesAbilities
11Blade Master Techniques, Bonded Weapon, Prodigious Smith
22Lethal Precision, Battle Stance
33Blade Master Discipline
43Ability Score Improvement
54Lethal Precision Improvement, Tactical Fighter
64Blade Master Discipline Feature, Improved Bound Weapon
75Evasion
85Ability Score Improvement
96Prodigious Smith Improvement
106Blade Master Discipline Feature
117Lethal Precision Improvement
127Ability Score Improvement
138Prodigious Smith Improvement
148Blade Master Discipline
159Prodigious Smith Improvement
169Ability Score Improvement
1710Lethal Precision Improvement
1810Shadowless Strike
1910Ability Score Improvement
2010Execution

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