Base Class: Rogue
Bladework
By 3rd level you have gained proficiency with simple melee weapons.
- When you use any simple melee weapon that deals piercing/slashing damage you can make it slashing/piercing instead.
- When you turn ends with an empty hand you may choose to immediately draw any stowed weapon to fill it, this is limited once a turn.
- You can instantly stow any simple melee weapon without cost.
- When throwing any simple melee weapon you no longer have disadvantage.
Improvise Toolkit
Beginning at 3rd level you gain the instinctive mastery of simple melee weapons.
When carrying 3 different types of simple melee weapons you may use them as a thieves tools' substitute. When you use your weapons this way you have proficiency with expertise for ability checks for this feature.
While you have at least 1 simple melee weapon in hand and another in stow you have advantage on intimidation checks. This requires the intimidated person to detect the equipped weapon in some sense (see, feel, feel, etc.)
Bladed mastery
You've started to notice how unique these weapons truly are.
Starting at 9th level you gain the ability to dual wield simple melee weapons, now being ambidextrous, you have the ability to attack using your off hand and you may specify which hand you're using each attack.
When attacking with a dagger you deal 1d6 damage rather than 1d4.
You gain the Bladed Mastery ability: once per long rest, while dual-wielding simple melee weapons, you may use choose to activate this ability to gain varying bonuses (listed below) for 10 minutes. None of the benefits stack with its self.
- If you're wielding a dagger in either hand you role two damage dice rather than one and your armor class raises by 1.
- If you're wielding a hand axe in either hand your attacks using simple melee weapons deal 1d6 fire damage.
- If you're wielding a javelin in either hand your attacks using simple melee weapons deal deal an extra 1d6 thunder damage.
- If you're wielding a sickle in either hand your attacks using simple melee weapons deal deal 1d6 cold damage.
- If you're wielding a spear in either hand your attacks using simple melee weapons deal deal an extra 1d6 lightning damage.
- If you're wielding two of the same type simple melee weapon then whenever you attack you get a free second attack with your other hand.
Intrinsic Blades
Your journey so far has given you insights into every line and curve these weapons hold, along with their vastness, furthering your simple flow these weapons give you.
While dual-wielding two simple melee weapons your armor class is naturally raised by 1.
You now crit on an attack role of 19 or 20 while dual-wielding simple melee weapons. (this is changed to 18, 19, and 20 while under the effects of the first form of Bladed Mastery)
Bladework Mastery
Your experience with these seemingly simple weapons has lead you to an understanding of them as if they where your own limbs.
Starting at 17th level your Bladed Mastery ability can now be cast as a ritual spell that costs 25 golds worth of gold. This ritual is done over one hour and can be done over short rest. When using the Bladed Mastery ability this way you attune to the two equipped weapons under one attunement slot and gain the Bladed Mastery abilities associated with them when either are equipped. This ritual still costs the usages of your Bladed Mastery ability, and lasts until you expend Bladed Mastery (otherwise you can undo the attunement at any time).
- Weapons attuned this way can be summoned into your hands as an object interaction, along with that both weapons will always be summoned together and neither can be summoned if either is another plane then you.
Bladework
- When you use any simple melee weapon that deals piercing/slashing damage you can make it slashing/piercing instead.
- When you turn ends with an empty hand you may choose to immediately draw any stowed weapon to fill it, this is limited once a turn.
- You can instantly stow any simple melee weapon without cost.
- When throwing any simple melee weapon you no longer have disadvantage.
Improvised Toolkit
When carrying 3 different types of simple melee weapons you may use them as a thieves tools' substitute. When you use your weapons this way you have proficiency with expertise for ability checks for this feature.
While you have at least 1 simple melee weapon in hand and another in stow you have advantage on intimidation checks. This requires the intimidated person to detect the equipped weapon in some sense (see, feel, feel, etc.)
Bladed Mastery
Starting at 9th level you gain the ability to dual wield simple melee weapons, now being ambidextrous, you have the ability to attack using your off hand and you may specify which hand you're using each attack.
When attacking with a dagger you deal 1d6 damage rather than 1d4.
You gain the Bladed Mastery ability: once per long rest, while dual-wielding simple melee weapons, you may use choose to activate this ability to gain varying bonuses (listed below) for 10 minutes. None of the benefits stack with its self.
- If you're wielding a dagger in either hand you role two damage dice rather than one and your armor class raises by 1.
- If you're wielding a hand axe in either hand your attacks using simple melee weapons deal 1d6 fire damage.
- If you're wielding a javelin in either hand your attacks using simple melee weapons deal deal an extra 1d6 thunder damage.
- If you're wielding a sickle in either hand your attacks using simple melee weapons deal deal 1d6 cold damage.
- If you're wielding a spear in either hand your attacks using simple melee weapons deal deal an extra 1d6 lightning damage.
- If you're wielding two of the same type simple melee weapon then whenever you attack you get a free second attack with your other hand.
Intrinsic Blades
While dual-wielding two simple melee weapons your armor class is naturally raised by 1.
You now crit on an attack role of 19 or 20 while dual-wielding simple melee weapons. (this is changed to 18, 19, and 20 while under the effects of the first form of Bladed Mastery)
Bladework Mastery
Starting at 17th level your Bladed Mastery ability can now be cast as a ritual spell that costs 25 golds worth of gold. This ritual is done over one hour and can be done over short rest. When using the Bladed Mastery ability this way you attune to the two equipped weapons under one attunement slot and gain the Bladed Mastery abilities associated with them when either are equipped. This ritual still costs the usages of your Bladed Mastery ability, and lasts until you expend Bladed Mastery (otherwise you can undo the attunement at any time).
- Weapons attuned this way can be summoned into your hands as an object interaction, along with that both weapons will always be summoned together and neither can be summoned if either is another plane then you.
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