Fighter
Base Class: Fighter

A Blademaster is the perfect balance between deadly sword cutting and martial prowess. Dashing, slashing and devastating enemies with deadly and precise cuts, the Blademaster is at home in the midst of combat, where their skills can be put to the test. Honor, Skill and Grace are three words most Blademasters choose to follow, but with that said: many Blademasters follow their own path, either that be: money, power, lust, vengeance, revenge and so on. Not one Blademaster is alike to the other in motive, but in combat efficiency they prove to be quite the toppling foe.

Master of The Blade

Starting at 3th level when you choose this archetype, you can choose on of the following weapons to be your chosen Blademaster Blade: Handaxe, Sickle, Battleaxe, Greatsword, Longsword, Scimitar and Greataxe.

While you are wielding your chosen Blademaster Blade, you gain a +1 bonus to all your melee weapon and damage rolls. If you don't already have weapon proficiency with your chosen weapon, you gain it. This effect is is not applied to a magical weapon that already have the +1 to attack and damage rolls or higher. Lastly, when you use your Blademaster Blade, you can choose to use your Strength or Dexterity modifiers on attack and damage rolls.

At 5th and 10th level, you may choose one additional cutting-edge weapon as your Blademaster Blade.

Secondly when you choose this archetype at 3rd level, you gain Martial Wits which you are able to use while in combat and to some extent before combat. You start with four Martial Prowess Points and gain one more at 4th, 7th, 9th, 11th, 13th, 15th and 17th level. When you are in combat, you can spend Martial Prowess Points to perform certain acts of combat skills that you have learned over the course of your Blademaster training. You may choose Martial Wits Action (listed below) equal to your proficiency bonus + Constitution modifiers (rounded down). You regain half your spent Martial Prowess Points after a short rest and all of them after a long rest. You may change one Martial Wits Action for another by undergoing meditation or intense training over the course of an hour per Martial Wits Action. This can be performed during short and long rests. You may only perform one Martial Wits per round, unless the Martial Wits says otherwise. Spending Martial Prowess Points can only be done when you use your action to take the attack action, unless the Martial Wits says otherwise. Using the Action Surge feature allows you to use Martial Prowess Points again.

Felling Blade

By spending one Martial Prowess Point, you deal additional damage equal to your Strength or Dexterity modifier. This can be performed multiple times if you have the Extra Attack feature, but no more than two times per targeted creature. 

Focused

By spending two Martial Prowess Points, you gain advantage on all your melee attack rolls until the end of your next turn.

Mist Step

By spending one Martial Prowess Point, you instantly teleport up to 15 feet towards a creature that you can see. If you end this movement within 5 feet of a creature, you may perform one melee weapon attack as a bonus action. You make this attack roll with a +2 bonus to the attack roll.

Mirror Image

By spending three Martial Prowess Points, you cast the Mirror Image spell. This is done by using your bonus action.

Lunge

By spending one Martial Prowess Point, you gain Reach of 10 feet until the end of your next turn. If your weapon already has the Reach property, you gain no additional benefits.

Defensive Position

By spending two Martial Prowess Points, all melee weapon attacks against you until the start of your next turn has a penalty to their attack roll equal to your proficiency bonus.

Upperhand

By spending two Martial Prowess Points, you gain one additional attack until the end of your next turn. You gain this benefit on the same turn that you use this Matial Prowess Action.

Parry and Deflect

By spending two Martial Prowess Points, when you are subjected to a melee weapon attack that hits you, you can use your reaction to take only half the damage. This effect lasts until the end of your next turn.

Whirlwind

By spending two Martial Prowess Points and use your action, you may strike all creatures that you choose that is within 5 feet of you. You gain a +2 bonus to your attack rolls when you perform this.

Stillness of the Mind

By spending one Martial Prowess Point, you gain temp.hit points equal to your proficiency bonus + your Constitution modifier. These temp.hit points lasts until the end of your next turn. 

Battle Awareness

By spending two Martial Prowess Points, you gain advantage on Dexterity saving throws against negative effects that you can see, such as the blast from a Fireball spell or a trap. This lasts for one minute. Lastly, you gain +1 to your AC for the duration.

Wind Strike

By spending one Martial Prowess Point, your blade emits a faint howling noise that lasts until the end of your next turn. Until this effect is over, you gain range of 20 feet and all your attacks emits a wind-like cutting edge. You make these ranged attacks with normal melee attack rolls. Striking a creature within 5 feet while you are under the effect of Wind Strike deals additional damage equal to you Wisdom modifiers. Striking a creature that is 10 feet or further away deals normal damage.

Death`s Cut

By spending four Martial Prowess Points, your cuts are exceptionally deadly! Until the end of your next turn, you have a penalty to all your melee weapon attacks equal to your proficiency bonus, but you deal an additional 10 damage on all your melee weapon attacks made with a cutting-edge blade.

Shadowmeld

By spending one Martial Prowess Point, you are able to become completely invisible while standing still. You may only gain this benefit if you are in dim light or darker lit areas. Shadowmeld lasts a total of one minute. If you move, casts a spell, attacks or someone bumps into you, the invisibility ends. Making a melee weapon attack while in the Shadowmeld form against a unaware target gains advantage and deals an additional 2d6 damage. 

Bladestorm

By spending one or more Martial Prowess Point(s) (a maximum of five), you make one weapon attack roll against a creature that is within your weapon`s reach. Attack rolls that hits a creature from Bladestorm deals only the weapon's damage dice(s). The attack rolls are made with your Strength or Dexterity modifiers + proficiency bonus as normal.

Splitting Image

At 7th level and as an action, you splitt yourself into two identical copies of yourself. The clone acts as if it was a mirror image from the Mirror Image spell, however it is different. The Clone will take it`s turn directly after your turn in combat and is able to deal damage. The clone has the same stats as the original Blademaster, wields the same weapon and behaves just like the Blademaster. The damage done from the Clone is equal to twice the original Blademaster`s Strength or Dexterity modifiers. The clone does not roll weapon damage dices. It also has Extra Attack equal to the original Blademaster (if any). The clone makes saving throws as normal with all the bonuses that the original Blademaster also has. Lastly, the clone can verbally (without an action needed) be commanded to attack a target, use an item, help an ally and so on. The Clone will perform its task to the best of its ability. The Clone shares the same AC as the original Blademaster, but it only has health equal to the Blademaster`s Constitution Score times two.

The Clone cannot speak and lasts for an hour, until killed (upon which the clone will vanish in a thick, white smoke), the Blademaster is killed or knocked unconscious. While your clone is active, you are unable to use the Mirror Image Martial Wits Action.

Lastly as an action on the Blademaster`s turn, he or she can switch places with his or her clone. The clone must be within 60 feet and in sight of the Blademaster. Creatures are able to decipher if the clone is the clone or the actual Blademaster with a Investigation (Intelligence) check of 16. For the deciphered creature, the clone shimmers and is more unclear than the actual Blademaster.

You are able to use this feature once per long rest.

At 18th level, the Clone has health equal to the Blademaster`s Constitution Score times four.

Flowing Mind

At 10th level, you gain proficiency in the Intelligence or Wisdom saving throw.

Death`s Gambit

Starting from the 15th level, your attacks made with advantage is exceptionally deadly! You may spend four Martial Prowess Points to turn a melee weapon attack made with your Blademaster Blade that hits a creature with advantage into a critical hit. You may only use this feature once per turn and a total of two times per long rest.

True Blademaster

At 18th level, you have attained the peak of your prowess in battle. If you start combat without any Martial Prowess Points, you instantly gain half of your Martial Prowess Points (Rounded down). Your Martial Wits Action costs are also permanently reduced by 1 (minimum of 1 cost, this effect is ignored when using the Bladestorm Martial Wits Action). In addition to this, whenever you kill or knock a creature unconscious, you regain one Martial Prowess Point (you regain three if you score a critical hit). Lastly, you deal an additional 1d8 damage when you use your chosen Blademaster Blade.

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