Base Class: Rogue
Blade Disciples are rogues who specialise in the art of hand-to-hand combat. Relying on wit and intellect, they analyse their targets searching for unguarded weak spots that they can exploit to their advantage. In order to do this, they shun armour and shields and use their keen powers of observation to defeat their foes. While they are proficient with an array of weapons, tradition holds they use daggers as their primary weapon - and with great effect. All of their training and technique is based on using one or more daggers. In order to become a Blade Disciple, a potential candidate must be the victor in one-on-one combat without wearing armour and using only daggers.
Unarmoured Defence
Starting at 3rd level, when not wearing armour or bearing a shield, your armour class equals 10 + your Dex modifier + your Int modifier. Additionally, when wielding a weapon, you must only wield daggers (including kukris and other dagger-like weapons). If you wield any other weapon, this feature no longer applies.
Intelligent Strike
When you choose this archetype at 3rd level, and when making an attack with a dagger, once per turn you may add your Intelligence modifier to the damage.
Intelligent Defence
While wielding a dagger and not wearing armour, if an enemy makes a melee attack against you, you can use your Reaction to grant it disadvantage on the attack. If the attack hits, you take half the damage.
Insightful Strike
When wielding a dagger and not wearing armour, you can make a special attack. As part of the attack action, make an Investigation (Intelligence) check opposed by the target's armour class. If successful, the creature takes damage from the attack as normal. It then must make a Constitution saving throw (DC = 8 + your proficiency bonus + your Intelligence modifier). If it succeeds, it suffers no effects. If it fails, you may immediately apply one of the following conditions on the target. The target may save against the effect at the end of each of its turns. A creature may only have one of these conditions applied to them at a time. If you attempt to apply a new condition, the active condition ends.
- Blind
- Deafened
- Frightened
- Prone
Debilitating Strike
When you reach 17th level, are not wearing armour or bearing a shield, and are wielding a dagger, you may make a special attack. As part of the attack action, you make an Investigation (Intelligence) check opposed by the target's armour class. On a hit, you deal damage and the target must make a Constitution save (DC = 8 + your proficiency bonus + your Intelligence modifier). If the target succeeds, the attack is resolved as normal. If it fails, you may apply one of the following effects on the target. The target can save against this effect at the end of each of its turns.
- Bleeding wound: The target takes damage equal to your Intelligence modifier at the beginning of each of its turns. The effect ends when the creature makes a successful save at the end of its turn.
- Crippling wound: The target's speed is reduced by half, it can't take reactions and has disadvantage on Dexterity saving throws. The effect ends when the creature makes a successful save at the end of its turn.
- Weakening Wound: The target's attacks only deal half damage and it has disadvantage on Strength checks and skill checks based on Strength. The effect ends when the creature makes a successful save at the end of its turn.
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