Base Class: Fighter
Blades seems to live in a small closed society, but a closer look shows they only care about their master-students relationships. Blades specialize in one element at second grade, starting from none, become hybrids at third grade, legendary at fourth grade and ultimate at fifth grade. Upgrading requires an appropriate bladed-weapon. As such, only one legendary blade can be alive for each legendary weapon and the ultimate blade also can’t be possessed by more than one user.
Livin’ that blade life
Blades classes features depends on the blade’s Bladestyle. All rookie blades starts as non-specialized blades at level 1. All second grade(level 5) blades have one element and a weapon of that Bladestyle. Third grade(level 8) blades can either have dual blade styles or upgrade their one-element Bladestyle. Fourth grade(level 13) blades necessitate a legendary weapon, hence the name of legendary blade, and since legendary weapons are unique, so are legendary blades. Ruling over all blades is the ultimate blade(level 17), lone wielder of the Ultimate-Blade.
AquaBlade
AquaBlades wield dual water attribute axes and are able to heal others with their innate water proficiency.
Blader
Bladers cannot wield elemental, hybrid and legendary blades by themselves.
DarkBlade
DarkBlades wield double daggers.
EarthBlade
EarthBlades wield huge two-handed axes infused with the energy of the earth.
FrostBlade
FrostBlade are one-handed frost sword dual-wielders. Their mastery of cold is unmatched in Blade group.
HybridBlade
HybridBlades have mastered one element and are ready to either learn a new one and fuse both as a new style or to power up even further their original element.
LegendaryBlade
LegendaryBlades possess unique legendary weapons and forge their own style around that weapon.
LightBlade
LightBlades are a special case who wield one-handed swords with both hands.
PyroBlade
PyroBlades are master of the flames. They wield large two-handed swords and train their body to match their weapon.
ThunderBlade
ThunderBlades usually wield the long robust thunder lances and master lightning.
UltimateBlade
The UltimateBlade wields the Ultimate Blade and is at the pinnacle of Bladers.
WindBlade
WindBlades are masters of bladed throwing weapon such as throwing daggers, shurikens or even hatchets.
Master's mastery
When a Blader gets a new Livin’ that blade life option, he is able to take a student under his wing. He can teach any of his previous option. At level 7, he can teach newbies, at level 10 he can teach single-attributes, at level 15 he can teach hybrids, at level 18 he can teach legends ways to find their own styles. Each of those levels grant an additional score to Charisma, Intelligence, Wisdom and Strength abilities rolls for a total of +4 at level 18.
Elements Protect Me
At level 10, Bladers learn how to control the magic imbued in theirs weapons as a form of defense. As such, they get a unique reaction depending on their weapon's attribute or two if they dual-wield attributes.
Cold attribute
Cold attribute Bladers' defensive reactions are an ice shell that adds temporary life points equals to the amount of levels they have spent as a cold attribute Blader times 4, increasing to times 8 at level 15 and to times 12 at level 18.
Dark attribute
Dark attribute Bladers' defensive cloaks them in shadows, allowing them to warp from one shadow to another.
Earth attribute
Earth attribute Bladers' reaction is an additional armor layer made of whatever type of soil and rocks around them which adds a bonus to AC depending on the type of soil.
+2 for sand-like layers, similar to light armor
+3 for earth and mud-like layers, similar to medium armor
+4 for heavy rocks layers, similar to heavy armor
Fire attribute
Fire attribute Bladers defensive reaction is a wave of flame in a 15 ft. cone that deals 1d12 fire damage on failed dexterity saving throws and half as much on successful throws.
Light attribute
Light attribute Bladers' defensive reaction makes them shine so bright it blinds every character who fails a Con. saving throw and deals 1d12 damage to any undead enemy.
Thunder attribute
Thunder attribute Bladers' unique reaction is a thunder-invoking strike that interrupts any spell-casting or, if no spells are canceled, removes one beneficial effect on a target that was not applied by themselves.
Water attribute
Water attribute Bladers defensive reaction is a splash of cleansing water which removes any normal negative effect on one target.
Wind attribute
Wind attribute Bladers' defensive reaction is a blast of wind that push on aggressor 20 ft. away and knocking them prone on a failed Con. saving throw, while a successful saving throw only knocks them back 10 ft.
Reverse mode ACTIVATED
At level 15, Bladers who are not legendary Bladers can learn additional Blade Paths that are of lower level requirement than the Blader's level is. To learn a new path, Bladers still need to meet the path's requirements. This does not allow triple attributes or more hybrids Bladers.
Blade Mastery
Through their long and hard training, Bladers forge a strong mastery of Bladed Weapons. At level 18 they gain ALL the following effects :
- The ability to determine whether a bladed weapon is legendary or not;
- The ability to find trustworthy information about bladed weapons of all rarities;
- +2 to their proficiency bonus with bladed weapons;
- The ability to duel a legendary weapon wielder anywhere, anytime, unless he is three or more levels higher than him.
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