Base Class: Fighter
The warblade was born for conflict. Swift, strong, enduring, and utterly confident in their martial skills, they seek to test themselves against worthy foes. Battle is beautiful to them—a perfect moment in which life hangs suspended on the bright edge of a sword. Sheer combat skill is important to a warblade, so they train intensely with their chosen weapons. But even more important is their athleticism, endurance, daring, recklessness, and joy in the hour of danger. Warblades, often called sword princes, live for the chance to test themselves in battle—the stronger the foe, the greater the glory once an enemy is defeated.
Steel Gale
This technique is granted at 3rd level.
When you initiate this technique as a bonus action, your melee weapon attack rolls are made with advantage until the end of the current turn. All creatures, other than the creatures you attacked this turn, have advantage on attack rolls against you until the start of your next turn. This technique may be used a number of times equal to your proficiency bonus, and uses are restored on a short or long rest.
Disarming Strike
This technique is granted at 3rd level.
When you initiate this technique as a bonus action, until the end of your turn whenever you hit a creature with a melee weapon attack you can attempt to disarm them. The creature must make a Strength saving throw (DC = 8 + your Strength modifier + your proficiency bonus). On a failure, it drops an object you choose. The object lands at its feet. This technique may be used a number of times equal to twice your proficiency bonus, and uses are restored on a long rest.
Wall of Blades
This technique is granted at 3rd level.
When you are hit by an attack you can see, you can initiate this technique as a reaction to try and deflect the attack with a weapon you are holding. Make a melee weapon attack roll. If the result of the attack roll is higher than the result of the attack roll made against you, the result of your attack roll becomes your AC, including against the triggering attack, until the start of your next turn. This technique may be used a number of times equal to your proficiency bonus, and uses are restored on a long rest.
Iron Heart Surge
This technique is granted at 7th level.
When one of the following conditions is inflicted upon you, you can initiate this technique as a reaction to end the effect on yourself, essentially shrugging off the condition:
Disease
Blinded
Charmed
Deafened
Frightened
Paralyzed
Poisoned
Incapacitated
This technique may be used twice per long rest.
Lightning Recovery
This technique is granted at 7th level.
When you miss with a melee weapon attack, you can initiate this technique as a reaction to reroll the attack roll. This technique may be used once per short or long rest.
Mithral Tornado
This technique is granted at 7th level.
When you initiate this technique as an action, you can make one melee weapon attack against every creature within the reach of your melee weapon. This technique may be used a number of times equal to your proficiency bonus, and uses are restored on a long rest.
Iron Heart Endurance
This technique is granted at 10th level.
When you initiate this technique as a bonus action, you heal hit points equal to twice your Fighter level. This technique may be used once per short or long rest.
Lightning Throw
This technique is granted at 10th level.
When you initiate this technique as an action, you throw a weapon you are holding, which hits every creature in a 60 ft. line with powerful force. Each creature in the area must make a Dexterity Saving throw (DC = 8 + your Strength modifier + your proficiency bonus). On a failure, a creature takes damage equal to your melee weapon damage roll + 8d6 damage and is knocked prone. Creatures take half damage on a successful save and are not knocked prone. After initiating the technique the weapon magically returns to your hand. This damage increases to 10d6 at level 14, and 12d6 at level 18.
This technique is magical. This technique may be used a number of times equal to half your proficiency bonus, rounded down, and uses are restored on a long rest.
Adamantine Hurricane
This technique is granted at 15th level.
When you initiate this technique as an action, you make two melee weapon attacks with advantage against each creature within the reach of your melee weapon. This technique may be used once per short or long rest.
Finisher
This technique is granted at 18th level.
Your supreme focus and perfect fighting form allow you to make a single, devastating attack. You execute a flawless strike to drop your foe with a single attack. You must call out that you are attempting a Finisher before making the attack roll.
When you initiate this technique as an action, make a single melee weapon attack. On a hit, the attack deals an extra 100 damage. If a creature is reduced to 0 hit points by this technique it dies. This technique may be used once per short or long rest.
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5/21/2024 8:08:25 PM
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