Base Class: Rogue
This unique brand of rogue is a more martial form of assassin, specializing in thrown weaponry and curved blades. Their tactics involve much stealth until they must confront a target, then that foe is quickly felled with a flurry of whirling blades, often for them to simply vanish again once the target is eliminated. Many are adept at many other skills that hide their true persona, but the main gamut of their ability lies in high-speed stealth assassination, battlefield priority target elimination, or bounty hunting.
The Bladespinners have a unique history of the city of Port Van Des. Where the city might seem to those in the know to be infested with rogues and scoundrels of many kinds, the dangerous Bladespinners have earned a differentiation among even those elements of the criminal existence. You'll never know the person you're dealing with is a Bladespinner until it's far too late, when their signature scimitar and sickle blades appear to rend you low. Operating as assassins, elite warriors-for-hire, and as bounty hunters, the Bladespinner tradition has but one rule: Never kill your own. Once a Bladespinner, these hidden operatives will not kill another Bladespinner, and doing so can mean a ruthless execution by another who seeks the glory of your bounty. This fact doesn't hinder them, however, and these hidden hands perform deadly assaults with specialized curved throwing blades as a calling card of their work. Outsiders only know to fear this elite brand of killer, and the Red Gauntlet guards of the city refuse to investigate murders performed with the signature tactics of a Bladespinner. They know it's fruitless and usually deadly to be too nosy in a city filled with murderous criminals like these.
Bonus Proficiencies
3rd-level Bladespinner Dervish Feature
When you choose this class at 3rd level, you gain proficiency in the sickle, scimitar, and the Disguise Kit.
Whirling Blades
3rd-level Bladespinner Dervish feature
At 3rd level when you choose this class, you learn to wield thrown weapons quite well, and learn to throw unique crescent throwing daggers, which you can use in a defensive spinning motion. You gain the Thrown Weapon Fighting fighting style. Additionally, when you use a sickle, you treat it as if it had the Thrown property (range 20/60). Lastly, you may use a bonus action to rapidly spin in your current space, which confers a +2 bonus to your armor class for as long as you remain in your square or as long as you are considered spinning.
Spinning Step
9th-level Bladespinner Dervish feature
At 9th level, you learn the amazing dancing step techniques that carry you through battles with masterful expertise. When you use the bonus action from your Whirling Blades feature to rapidly spin, you can move up to half your speed in a straight horizontal line without provoking opportunity attacks and you are considered as spinning until the beginning of your next turn. Additionally, if at the beginning of your turn, you used this bonus action to rapidly spin in your previous turn, you gain +1d6 bonus Sneak Attack damage until the end of this turn.
Lastly, if you roll an Acrobatics check and roll a 9 or less on the die, you may treat that die as if it had rolled 10 instead.
Revolution Stance
13th-level Bladespinner Dervish feature
At 13th level, you gain the ability to enter a spinning step stance, which grants a number of benefits. As an action, you enter a spinning step stance, and you are considered as spinning for as long as you are this stance, which confers the following benefits:
- You cannot move more than half your speed, but no movement you make provokes opportunity attacks from nearby creatures. If you choose to move more than half your speed, this stance ends.
- Whenever you hit with a thrown weapon in this stance, it deals 1d4 additional damage of its type.
- Whenever you are hit with a critical hit, you may use your reaction to roll an Acrobatics check DC 16, and if you succeed, you cause that critical hit to be treated as if it were a normal hit instead.
You can remain in this stance for a number of rounds equal to your Dexterity bonus. You may use this stance once before you must finish a short or long rest to use it again.
Deadly Spin
17th-level Bladespinner Dervish feature
At 17th level, you gain a mastery of your spinning strikes that causes you to be able to be far more dangerous with your blades. When you are considered to be spinning, your weapon attacks inflict critical hits on attack rolls of 19 or 20.
Additionally, you may treat any roll of 10 or less on a roll for either Acrobatics, Athletics or Thieves' Tools use checks as a roll of 11.
Previous Versions
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1/3/2023 8:45:12 AM
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5
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1
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1.0
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Coming Soon
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