Medium Humanoid, Any Alignment
Armor Class 19 Unarmoured
Hit Points 100 (11d10)
Speed 40 ft.
STR
14 (+2)
DEX
18 (+4)
CON
14 (+2)
INT
10 (+0)
WIS
20 (+5)
CHA
8 (-1)
Saving Throws DEX +8, WIS +9
Skills Perception +14
Senses Blindsight 60ft - Against targets affected by True Strike, Passive Perception 24
Languages --
Challenge 12 (8,400 XP)
Proficiency Bonus +4
Traits

Blind - The Blademaster permanently suffers from the Blinded status effect. 

Two-Weapon Fighting - When you engage in two-weapon fighting, you can add your ability modifier to the damage of offhand attacks.
Action Surge -
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.
Maneuvers - Gain 5 d8 Superiority Dice. Maneuver save DC = 16
Extra Attack - You can attack twice, instead of once, whenever you take the Attack action on your turn.

Martial Arts - You can use Dexterity instead of Strength for the attack and damage rolls of your unarmed strikes and monk weapons. Roll a d4+4 in place of the normal damage for an unarmed strike. When you use the Attack action with an unarmed strike or a monk weapon on your turn, you can make one unarmed strike as a bonus action.
Unarmoured Defense -
While wearing no armor or shield, AC = 10 + DEX modifier + WIS modifier.
Unarmoured Movement - +10ft Movement Speed while you not wearing armour or wielding a shield.
4 ki Points
Kensei Weapons - 
Choose two weapons to be your kensei weapons. The weapons can be any simple or martial weapon that lacks the heavy and special properties. You gain proficiency with these weapons if you don't already have it and can be considered monk weapons.
Agile Parry - If you make an unarmed strike as part of the Attack action or bonus action on your turn, and are holding a kensei weapon, you can use it to defend yourself if it is a melee weapon. Gain a +2 bonus to AC until the start of your next turn, while the weapon is in your hand and aren't incapacitated.


 

Feats - The Blademaster has the following feats/features;

Alert - +5 Bonus to Initiative, and can't be Surprised.
Observant - +5 Bonus to WIS (Perception) rolls
Dual Wielder - Can use two-weapon fighting even when the onehanded melee weapons you are wielding aren't light.

"Honed Body and Senses"

  • At the start of every combat round, make a contested WIS (Perception) check against an enemy's DEX (Stealth) check that start within a 60ft sphere of you. Upon a success, gain Advantage on Melee attacks against a "perceived" enemy and a +2 AC bonus against attacks made by the "perceived" enemy until the start of the next combat round. Automatically succeed WIS (Perception) checks against enemies that are critically injured (below 10% max HP.) 
  • If you are unable to hear for any reason (typically via magical means), you automatically fail WIS (Perception) checks and suffer a -5 to your AC. 

 

Actions

Melee Attack - "[Weapon] of True Striking +1": (Stats determined by weapon of choosing.) Successful attacks brand the target with True Strike, also granting Blindsight of the branded target for 6 seconds. This effect can stack, but not refresh the duration of previous applications.

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.

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 (DC 16). On a failed save, it drops the object you choose. The object lands at its feet.

 

Bonus Actions

Off-hand Melee Attack - "[Weapon] of the Dervish +1": (Stats determined by weapon of choosing) Successful melee attacks grant an additional free Off-hand Melee Attack. Can only be triggered once per round, and the free attack must be rolled with disadvantage, regardless of other magical effects or conditions.

Unarmed Strike - Opt to use your fist or the hilt of your Weapon to make an unarmed melee attack.

Second Wind - On your turn, you can use a bonus action to regain hit points equal to 1d10 + 8. Once you use this feature, you must finish a short or long rest before you can use it again.

Patient Defense - You can spend 1 ki point to take the Dodge action as a bonus action on your turn.

Step of the Wind - You can spend 1 ki point to take the Disengage or Dash action as a bonus action on your turn, and your jump distance is doubled for the turn.

Quick Toss - Expend one superiority die and make a ranged attack with a weapon that has the thrown property. You can draw the weapon as part of making this attack. If you hit, add the superiority die to the weapon's damage roll.

 

Reactions

Opportunity Attack - Use a Reaction to strike a target leaving melee range with a Melee Attack. Target must either be perceived with "Honed Body and Mind" or affected by True Strike. 

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.

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 + 4

 

Legendary Actions

The Blind Blademaster has 1 available Legendary Action to use per round.

Retaliatory Blind Swipe (Costs 1 Legendary (Action)
When hit by an enemy melee attack, the Blademaster can choose to spend 1 Legendary Action to use Retaliatory Blind Swipe as a free reaction to melee attack the enemy. 

 

 

 

 

Description

The 'Monster's' Type, Race, Backstory and choice of weapons can be interchanged at a DM's choosing to provide flexibility in storytelling and can adopt racial abilities, stats and custom appearances of the choice. This 'Monster' uses the Battle Master Fighter/Kensei Monk classes and archetypes - this build follows a tweaked Level 8 fighter / Level 4 Monk baseline in terms of combat capabilities and stats, serving as basic design which can be configured at the DM's whim. 

The Blind Blademaster has spent years training; honing their body and senses to greater capabilities in an attempt to overcome their lack of eyesight. With an impeccable sense of hearing and dexterity, they are a force to be reckoned with, boasting an unnatural combat prowess.

Wielding a Magical weapon in each hand, the Blademaster has a way of overcoming their natural limits, maneuvering and striking true where it should not be possible.

Previous Versions

Name Date Modified Views Adds Version Actions
4/22/2024 4:38:07 AM
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1.0
Coming Soon
4/22/2024 12:55:27 PM
17
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1.1
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Monster Tags: humanoid

Tonnkka

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