Base Class: Fighter
Glassblade Initiate
3rd-level Path of the Glass Blade feature
Glassblade Stance
As a bonus action, you can enter a Glassblade Stance until the start of your next turn. While in this stance:
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You gain +1 to attack rolls.
You can use this feature a number of times equal to your proficiency + 1 per long rest.
Glassblade Flourish
While in Glassblade Stance, when you hit a creature with a weapon attack, you deal an additional 1d6 force damage.
- this becomes 1d10 at 7th level
Translucent Resolve
7th-level Path of the Glass Blade feature
Inner Samadhi
When you enter Glassblade Stance, you gain temporary hit points equal to 2 × your Fighter level.
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If you hit 2+ times in your turn, gain +1 to attack rolls until your next turn.
Focused Strike
Once per short, when you hit a creature with a melee weapon attack, you deal 4d6 force damage. On a hit, you gain 1d6 temporary hit points.
Sword of All Heavens
10th-level Path of the Glass Blade feature
All-Heavens Strike (Recharge 5–6)
As a action you can make a melee weapon attack, you deal 8d8 force damage. On a critical hit, the target is restrained until the start of your next turn.
Foolish Old Man Moves Mountains
While in Glassblade Stance, whenever you hit a creature, roll 1d12. On a roll of 8 or higher, you can immediately make another weapon attack.
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Each successful hit during this effect increases the damage of your next attack by +1d6.
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If you hit 3 or more times in a turn, you gain temporary hit points equal to 1d6 × number of hits.
Gang Qi Healing
Using your enhanced body you can heal wounds. As a bonus action you regain 4d10 hit points. You can also activate this as part of a combo or after a hit.
You can use this feature a number of times equal to your proficiency bonus + Constitution modifier.
- you regain all charges when you finish a long rest.
Immortal Glass Synthesis
15th-level Path of the Glass Blade feature
Formless storm
While in Glassblade Stance, when your hit, you can use your reaction to deal 1d12 radiant damage to the attacker.
Protective Gang
You gain resistance to Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Void Step
You can move through spaces occupied by enemies without provoking opportunity attacks.
Star Shattering Technique
18th-level Path of the Glass Blade feature
Star Shattering Slash (1/Long Rest)
As an action, make a sweeping attack in a 15-foot radius. Each creature of your choice in that area must make a Strength saving throw (DC = 8 + proficiency bonus + Strength modifier), taking 12d8 force damage on a failed save and being knocked prone. On a successful save, they take half damage and are not knocked prone.
Ultimate Glassblade Stance (1/Long Rest)
You can enter Glassblade Stance as a free action at the start of your turn. For 1 minute:
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Foolish Old Man Moves Mountains rolls succeed on a 6 or higher instead of 8+.
Level 3: Glassblade Initiate
As a bonus action, you can enter a Glassblade Stance until the start of your next turn. While in this stance:
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You gain +1 to attack rolls.
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You can use this feature a number of times equal to your proficiency + 1 per long rest.
Glassblade Flourish
While in Glassblade Stance, when you hit a creature with a weapon attack, you deal an additional 1d6 force damage.
- this becomes 1d10 at 7th level
Level 7: Translucent Resolve
Inner Samadhi
When you enter Glassblade Stance, you gain temporary hit points = 2 × Fighter Level.
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If you hit 2+ times in your turn, gain +1 to attack rolls until your next turn.
Focused Strike
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Melee attack: 4d6 force damage.
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On hit, regain 1d6 temporary hit points.
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Uses: 1 per short rest.
Level 10: Sword of All Heavens
All-Heavens Strike (Recharge 5–6)
As a action you can make a melee weapon attack, you deal 8d8 force damage. On a critical hit, the target is restrained until the start of your next turn.
Foolish Old Man Moves Mountains
While in Glassblade Stance, whenever you hit a creature, roll 1d12. On a roll of 8 or higher, you can immediately make another weapon attack.
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Each successful hit during this effect increases the damage of your next attack by +1d6.
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If you hit 3 or more times in a turn, you gain temporary hit points equal to 1d6 × number of hits.
Gang Qi Healing
Using your enhanced body you can heal wounds. As a bonus action you regain 4d10 hit points. You can also activate this as part of a combo or after a hit.
You can use this feature a number of times equal to your proficiency bonus + Constitution modifier.
you regain all charges when you finish a long rest.
Level 15: Immortal Glass Synthesis
Formless storm
While in Glassblade Stance, when your hit, you can use your reaction to deal 1d12 radiant damage to the attacker.
Protective Gang
You gain resistance to Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Void Step
You can move through spaces occupied by enemies without provoking opportunity attacks.
Level 18: Severing Heaven Technique
Star Shattering Slash
As an action, make a sweeping attack in a 15-foot radius. Each creature of your choice in that area must make a Strength saving throw (DC = 8 + proficiency bonus + Strength modifier), taking 12d8 force damage on a failed save and being knocked prone. On a successful save, they take half damage and are not knocked prone.
Ultimate Glassblade Stance
You can enter Glassblade Stance as a free action at the start of your turn. For 1 minute:
Foolish Old Man Moves Mountains rolls succeed on a 6 or higher instead of 8+.
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