Base Class: Wizard
This ancient sect is believed to be a human interpretation of their Elven counter parts Bladesingers. Where as, the Elves focused on one blade this unique style incorporates this use of two finesse type weapons while still being able to spell cast if needed. The use of the second blade is believed to put Arcane Blade Masters on par with Elven Blade singers offsetting their nimbleness and forcing them to deal with the extra attack. It is rumored that this Ancient sect was actually created by a former Elf bladesinger whether this is true or just rumored fancy it's difficult to tell.
Combat Fluidity
When you choose this archetype at 2nd level, you learn twin blade maneuvers that are fueled by special dice called Combat Fluidity dice.
Twin Blade Maneuvers. You learn three defensive maneuvers Parry, Riposte and Evade. You can use only one maneuver per attack. Upon reaching 7th level you learn two additional offensive style maneuvers of your choice at 7th, 10th, and 15th level. Each time you learn new maneuvers, you can also replace one maneuver you know with a different one.
Combat Fluidity . You have three Combat Fluidity dice, which are d8s. A Combat Fluidity die is expended when you use it. You regain all of your expended Combat Fluidity dice when you finish a short or long rest. You gain another Combat Fluidity dice die at 7th level and one more at 15th & 18th level.
Saving Throws. Some of your maneuvers require your target to make a saving throw to resist the maneuver’s effects. The saving throw DC is calculated as follows:
Maneuver save DC = 8 + your proficiency bonus + your Strength or Dexterity modifier (your choice)
Eldritch Blades and Eldritch Armor
At 2nd level, you gain proficiency with light armor, however most Arcane Blade Masters opt to master Eldritch armor (mage armor spell) magical armor that can be called upon at will.
You perform the ritual over the course of 1 hour, weaving eldritch ethereal blades into being.These blades are considered Light, Finesse, and have the thrown property. The caster can also bond these blades with regular material blades though each weapon must be within your reach throughout the ritual, at the conclusion of which you touch the weapons and forge the bond.
Once you have bonded a weapon(s) to yourself, you can’t be disarmed of that weapon(s) unless you are incapacitated. If it is on the same plane of existence, you can summon that weapon as a bonus action on your turn, causing it to teleport instantly to your hand.
You can have up to two bonded weapons, but can summon only one at a time with your bonus action. If you attempt to bond with a third weapon, you must break the bond with one of the other two.
Two Weapon Mastery
add proficiency bonus to off hand
Dance of Blades
Starting at 2nd level, you can enter into the dance of blades form, provided that you aren’t wearing medium or heavy armor or using a shield. It graces you with supernatural speed, agility, and focus.
You can use a bonus action to start the dance of blades form, which lasts for 1 minute (10 rounds). It ends early if you are incapacitated, if you don medium or heavy armor or a shield or wield a two handed weapon. You can also dismiss the dance of blades form at any time you choose (no action required).
While this form is active, you gain the following benefits:
- You gain a bonus to your AC equal to your Intelligence modifier (minimum of +1).
- Your walking speed increases by 10 feet.
- You have advantage on Dexterity (Acrobatics) checks.
- You gain a bonus to any Constitution saving throw you make to maintain your concentration on a spell. The bonus equals your Intelligence modifier (minimum of +1).
You can use this feature twice. You regain all expended uses of it when you finish a short or long rest.
Twin Bladed Defensive Flourish
At 3rd level, you learn to perform impressive displays of martial prowess and speed.
Whenever you take the Attack action on your turn, your walking speed increases by 10 feet until the end of the turn, and if a weapon attack that you make as part of this action hits a creature, you can use the following Blade Flourish.
Twin Bladed Defensive Flourish. By expending a Combat Fluidity Dice and adding the number to your AC until the start of your next turn
Twin Bladed Whirlwind
Arcane blade master starts down the path of mastering offensive maneuvers as such they may begin to choose from the maneuver list.
Disarming Attack
When you hit a creature with a weapon attack, you can expend one combat fluidity die to attempt to disarm the target, forcing it to drop one item of your choice that it’s holding. You add the combat fluidity die to the attack’s damage roll, and the target must make a Strength saving throw. On a failed save, it drops the object you choose. The object lands at its feet.
Distracting Strike
When you hit a creature with a weapon attack, you can expend one combat fluidity die to distract the creature, giving your allies an opening. You add the combat fluidity die to the attack’s damage roll. The next attack roll against the target by an attacker other than you has advantage if the attack is made before the start of your next turn.
Feinting Attack
You can expend one combat fluidity die and use a bonus action on your turn to feint, choosing one creature within 5 feet of you as your target. You have advantage on your next attack roll against that creature this turn. If that attack hits, add the combat fluidity die to the attack’s damage roll.
Goading Attack
When you hit a creature with a weapon attack, you can expend one combat fluidity die to attempt to goad the target into attacking you. You add the combat fluidity die to the attack’s damage roll, and the target must make a Wisdom saving throw. On a failed save, the target has disadvantage on all attack rolls against targets other than you until the end of your next turn.
Menacing Attack
When you hit a creature with a weapon attack, you can expend one combat fluidity die to attempt to frighten the target. You add the Combative fluidity die to the attack’s damage roll, and the target must make a Wisdom saving throw. On a failed save, it is frightened of you until the end of your next turn.
Precision Attack
When you make a weapon attack roll against a creature, you can expend one combat fluidity 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.
Sweeping Attack
When you hit a creature with a melee weapon attack, you can expend one combat fluidity die to attempt to damage another creature with the same attack. Choose another creature within 5 feet of the original target and within your reach. If the original attack roll would hit the second creature, it takes damage equal to the number you roll on your combat fluidity die. The damage is of the same type dealt by the original attack.
Blade & Spell Attack
Arcane Blades have mastered attacking with the blade(s) and casting of spells.
Fury of The Twin Blades
Upon reach 10th level if you cast a cantrip you can attack once with your main hand and once with your off hand.
Song of Victory
In addition to either your {{modifier:dex@min:1}} or {{modifier:str@min:1}} mod which ever is being used You add Intelligence {{modifier:int@min:1}} to the damage of your melee weapon attacks while your Two heavens as One Form is active.
Previous Versions
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11/11/2019 10:26:19 PM
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7/14/2020 9:35:00 PM
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9/19/2022 1:37:53 PM
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