Base Class: Fighter
You have dedicated yourself to mastering the blade and bringing it to its peak. Whether a honorable duelist, a rampaging ravager or a protective knight your path will take you to the peak of your world and let you reach absolute mastery.
Blade Mastery
Beginning when you choose this archetype at 3rd level, while wielding a weapon you are a proficient in that deals slashing damage you gain a +1 to attack and damage rolls. This increases to +2 at level 13 and again to +3 at level 17.
Blade Master Focus
Starting at 7th level, you pick one of three paths to augment your sword skills.
Duelist: An expert in 1 on 1 combat that focuses on precise strikes and challenges to lock down an opponent.
Ravager: A professional slaughterer dedicated to slaying as many enemies as possible with little regard to their own safety and positioning.
Knight: The true frontline of any group, wearing heavy armor and shields to soak up damage and then retaliate when the time is right.
Duelist
While wielding any slashing weapon that doesn't have the heavy property you gain access to the following abilities.
You gain access to a resource pool of "Duelist points" that may be spent on duelist abilities.
Rite of Challenge (1DP): You call out a rite of challenge to one creature, if you are out of combat then the creature can choose to accept or decline. If they accept you gain advantage on your first attack, if they decline and you fight them anyway you have disadvantage on your first attack. If you do this while in combat then the creature is forced to accept. After the first turn, this creature gains disadvantage on attacks against other creatures that aren't you. After the second turn you may add your proficiency bonus to your damage rolls against this creature. After the third turn you gain +1 to your AC for attacks from this creature as well as a +1 to your attack rolls against this creature. This bonus increases by +1 for every 3 turns after this (6th turn, 9th turn etc..)
Knight
While either wearing heavy armor or using a shield you gain access to the following.
You gain access to the "Knight Points" resource point to be spent on the following Knight abilities.
Focus on Me (1 KP): You let out a taunting shout, all enemies within a 30ft. radius must make a DC 15 wisdom saving throw or receive disadvantage on all attacks against every other creature that isn't you. You gain a +1 to your AC against all creatures who are under this affect.
Ravager
While either duel wielding slashing weapons or wielding a slashing weapon in two hands you gain access to the following.
A resource pool of "Rampage Points" to spend on Ravager abilities.
Rampage (1RP every 2 turns): You gain Haste, but when ever you attack an enemy that enemy gains advantage on attacks against you till the end of your next turn.
Blade Master Style
At 10th level, you can choose an Blade style to master.
Bleed
Bleed: Once per turn when you hit an enemy with a slashing weapon they have to make a DC 10 + your STR or DEX modifier constitution check. If they fail they take 1d6 slashing damage at the start of your next turn. If they pass the check they take 1d2 slashing damage instead.
Flat of the Blade
.Flat of the Blade: Whenever you hit an enemy with a bladed weapon you can choose to hit them with the flat of your blade instead. When you do this, you only deal half of your damage and its dealt as bludgeoning (This damage is non-lethal). This allows you to push your target backwards 5ft.
Heavy Strike
Heavy Strike: Once per turn when you hit an enemy with a bladed weapon that has the heavy property you can force them to make a DEX saving throw, the DC of which is 10 + your STR modifier. On a fail they fall prone and take 1d4 bludgeoning damage. On a success you are both knocked off balance, granting all melee attacks on both of you advantage until the start of the next round of combat.
Tendon Cut
Tendon Cut: Once per turn when you hit an enemy with a slashing weapon they have to make a DC 10 + your STR or DEX modifier constitution check. If they fail their movement speed is halved for their next turn. If they pass their movement is reduced by 10ft. instead.
Blade Master Expertise
Starting at 15th level, you gain one more active ability and a passive ability for your chosen Blade Master path.
Duelist: Critical Strikes and Slay thy enemy.
Ravager: Chain Strikes and Slaughterer.
Knight: Fortify and Stand your Ground.
Duelist Expertise
You have learned to strike your enemy at their weakest and to avoid their resistances.
Critical Strikes (2 DP): You can spend 2 DP to guarantee a critical hit on a target. You can only do this to a creature once per encounter, unless you use Rite of Challenge on them which allows you to use it again.
Slay thy Enemy: When fighting a creature that you have declared Rite of Challenge on, you ignore all resistances and immunities they may have.
Knight Expertise
You've learned to take damage even better allowing you to protect your teammates more effectively.
Fortify (1KP per turn): You cannot be critically hit while you have this active and you subtract your AC from all damage that you take. When you dismiss this ability you gain temporary hit points equal to your fighter level.
Stand your Ground: You have advantage on checks to avoid being moved or frightened. Additionally while fortified you cannot be moved by force unless you allow it.
Ravager Expertise
You have learned to slaughter your enemies even more efficiently.
Chain Strikes (1 RP): When you kill a creature (must be in the order of initiative) you can spend a RP to move up to 10ft. for free and take the attack action against another creature. (You can do this multiple times in a row as long as your strike kills)
Slaughterer: While you have Rampage active you gain a number of temporary hit points equal to your wisdom modifier at the start of your turn.
Blade Master Ascendant
At 18th level, you gain your final ability for your path.
Duelist: Do Not Interfere! Duels are sacred and none should interfere.
Ravager: Whirlwind of Violence. Let all know of your impressive violence.
Knight: Final Stand. The last man standing was never meant to be you, but since it is you'll show your enemies why that was a mistake.
Do Not Interfere
The sanctity of the duel is unmatched.
Do Not Interfere (All available DP): Once you've used Rite of Challenge on a creature you can spend all remaining DP to activate Do Not Interfere. This ability causes the creature and you to become spatially isolated until one of you is either dead or unconscious at which point you are both spat out at the same place you where when the ability was activated. While in this space creatures lose plane benefits, lair actions, buffs cast by casters from the material plane, and anything else that would be disabled by planar transport. Casting magic in this space costs two spells slots of the spells level instead of one. While in this space you gain 1 temporary hit point every time you take an action or a bonus action. A creature can escape this space by dealing damage equal to 20 times you fighter level to the space itself.
The space appears to be a 150ft. cube of white light to those inside, meanwhile those outside simply witness both individuals disappear.
Final Stand
You were not meant to be the last one standing, but since you are you will make your enemies pay.
Final Stand (All Remaining KP and at least one teammate down): For the next minute you embody the very concept of vengeance. You gain 5 temporary hit points, +1 to attack and damage rolls, and a +1 to your AC per downed teammate. You gain advantage on attacks against the creatures who downed your teammates. Downed teammates within 20ft. of you automatically stabilize and cannot be targeted. This state ends the moment you no longer have any teammates down and if you haven't killed the enemy that downed them by that point then you gain an exhaustion point.
Whirlwind of Violence
You become a hurricane of violence tearing across the battlefield.
Whirlwind of Violence (All remaining RP): For the next 5 turns you lose the ability to use any more then one attack per turn. On your turn when you attack you don't target a creature, instead you begin spinning dealing 1 attack to every creature within 5 feet of you. While spinning you can move up to half of your movement speed, every creature (including friendly creatures) that comes within 5 feet of you takes 1 attacks worth of damage from you. A creature can only take this damage once per 15ft. of movement you spend (I.e. you move 5ft. and hit a creature, you must then move another 15ft. to let that creature get hit again.)
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