Bladeheart. The bladeheart can summon a blade in their hand as a bonus action. When they do, their previous blade disappears. If another creature attempts to wield the blade, it takes 13 (2d12) force damage and the blade disappears.
Brute. A melee weapon deals one extra die of its damage when the bladeheart hits with it (included in the attack).
Legendary Resistance (3/Day). If the bladeheart fails a saving throw, they can choose to succeed instead.
Magic Resistance. The bladeheart has advantage on saving throws against spells and other magical effects.
Magic Weapons. The bladeheart's weapon attacks are magical.
Unarmored Defense. While the bladeheart is wearing no armor, their AC includes its Constitution modifier.
Multiattack. The bladeheart makes three attacks with their Blade.
Blade. Melee or Ranged Weapon Attack: +14 to hit, reach 10 ft. or range 30/60 ft., one target. Hit: 20 (2d12 + 7) slashing damage.
Parry and Counter. The bladeheart adds 3 to its AC against one melee or ranged weapon attack that would hit them. To do so, they must see the attacker and be wielding a melee weapon. If the attack misses, the bladeheart can make one melee attack against the attacker if it is within their reach.
The bladeheart can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. The bladeheart regains spent legendary actions at the start of its turn.
Devastating Strike. The bladeheart makes a Blade attack. On a hit the target takes an extra 13 (2d12) psychic damage and must make a DC 18 Wisdom saving throw or become frightened until the end of their next turn.
Flung Blade. The bladeheart throws their blade in a 60 foot long, 5 foot wide line. Each creature in the line must make a DC 22 Dexterity saving throw. On a failed save, a creature takes 13 (2d12) slashing damage and is knocked prone. On a successful save, the creature takes half as much damage and isn't knocked prone. The blade is then summoned back into the bladeheart's hand.
Whirling Swing. The bladeheart summons their blade and swings it in a circle around themselves. Each creature within 10 feet of the bladeheart must make a DC 22 Dexterity saving throw or take 13 (2d12) slashing damage.
Description
Alchemical augmentations and magical enchantments bond warrior and blade by spirit and form. These warriors, called bladehearts, wield heavy and deadly polearms balanced for close combat or to be thrown. Bladehearts take on a semi-metallic cast that increases their durability and gain dimensional control of their weapon.
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