Fighter
Base Class: Fighter

Bladeslingers depend on quick reflexes, good planning and of course, deadly aim to survive in a world that values brute strength over clever tactics. Bladeslingers like to frequent cities and towns were they can display their skills for others and where they can pick up new tricks or pointers from specialist in different weapons. Since such displays can be made against nonliving targets or in sport hunting, bladeslingers are often welcome in fairs and celebrations, where they use their abilities to entertain. Some bladeslingers find service in the city guard or as bodyguards for the very rich.

Deflect Missiles

Starting at 3rd level, you can use your reaction to deflect or catch the missile when you are hit by a ranged weapon attack. When you do so, the damage you take from the attack is reduced by 1d10 + your Dexterity modifier + your fighter level.

If you reduce the damage to 0, you can catch the missile if it is small enough for you to hold in one hand and you have at least one hand free. If you catch a missile in this way, you can make a ranged attack with the weapon or piece of ammunition you just caught, as part of the same reaction. You make this attack like normal using the weapons stats, and if the missile is a piece of ammunition treat it as a dagger for the attack.

Thrown Weapon Tricks

When you choose this archetype at 3rd level, you learn tricks that are fueled by special dice called trick dice.

Tricks. You learn three tricks of your choice, which are detailed under “Tricks” below. Many tricks enhance an attack in some way. You can use only one trick per attack.

You learn two additional tricks of your choice at 7th, 10th, and 15th level. Each time you learn new tricks, you can also replace one trick you know with a different one.

Trick Dice. You have four trick dice, which are d6s. A trick die is expended when you use it. You regain all of your expended tick dice when you finish a short or long rest.

You gain two trick die at 7th, 10th, and 15th level.

Saving Throws. Some of your tricks require your target to make a saving throw to resist the trick’s effects. The saving throw DC is calculated as follows:

Tricl save DC = 8 + your proficiency bonus + your Dexterity modifier.

Tricks

The tricks are presented in alphabetical order.

Ambush

When you make a Dexterity (Stealth) check or an initiative roll, you can expend one trick die and add the die to the roll, provided you aren’t incapacitated.

Ankle Strike

When you make a weapon attack roll against a creature, you can expend one trick die to damage your target's ankle. You add the trick die to the attack’s damage roll, and the target's speed is reduced by half until the end of its next turn.

Disarming Attack

When you hit a creature with a weapon attack, you can expend one trick die to attempt to disarm the target, forcing it to drop one item of your choice that it’s holding. You add the trick die to the attack’s damage roll, and the target must make a Strength saving throw. On a failed save, it drops the object you choose. The object lands at its feet.

Evasive Footwork

When you move, you can expend one trick die, rolling the die and adding the number rolled to your AC until you stop moving.

Goading Attack

When you hit a creature with a weapon attack, you can expend one trick die to attempt to goad the target into attacking you. You add the trick die to the attack’s damage roll, and the target must make a Wisdom saving throw. On a failed save, the target has disadvantage on all attack rolls against targets other than you until the end of your next turn.

Menacing Attack

When you hit a creature with a weapon attack, you can expend one trick die to attempt to frighten the target. You add the trick die to the attack’s damage roll, and the target must make a Wisdom saving throw. On a failed save, it is frightened of you until the end of your next turn.

Parry

When another creature damages you with a melee attack, you can use your reaction and expend one trick die to reduce the damage by the number you roll on your superiority die + your Dexterity modifier.

Precision Attack

When you make a weapon attack roll against a creature, you can expend one trick die to add it to the roll. You can use this trick before or after making the attack roll, but before any effects of the attack are applied.

Riposte

When a creature misses you with a melee attack, you can use your reaction and expend one trick die to make a melee weapon attack against the creature. If you hit, you add the trick die to the attack’s damage roll.

Sneaky Toss

You expend one trick dice to make a Dexterity (Sleight of Hand) check to stealthily make and attack, adding the trick dice to the ability check.

Sudden Pain

You use your reaction to make a weapon attack against a creature, you can expend one trick dice to attempt to cause your opponent unexpected pain. On a hit, the creature suffers normal damage, adding the trick dice to the damage and must make a Constitution saving throw or suffer disadvantage on attacks until the end of their turn.

Weapon Play

When you make a Charisma (Intimidation), or a Charisma (Performance) check, you can expend one trick die and add the trick die to the ability check.

Winging Attack

When you hit a creature with a weapon attack, you can expend one trick die to attempt to knock the target down. You add the trick die to the attack’s damage roll, and if the target is Large or smaller, it must make a Strength saving throw. On a failed save, you knock the target prone.

Evasion

Beginning at 7th level, you can nimbly dodge out of the way of danger. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.

Steady Hands

At 10th level, you can throw a weapon while an enemy is with 5 feet of you, and not have disadvantage on the attack roles. Further, you can forgo your full movement to steady your aim. While aiming your critical hit chance is changed to 19-20, for all attacks this turn.

Improved Trick Dice

At 10th level, your trick dice turn into d8s. At 18th level, they turn into d10s.

Master of Your Craft

Starting at 15th level, you gain proficiency with the Acrobatics and Performance skills. If you are already proficient with these skills, you add double you proficiency modifier.

Additionally, you may engage in two-weapon fight with your thrown weapons, as if you had the two-weapon fighting style. You add your ability modifier to the damage of the off-hand thrown weapon.

Improved Trick Dice

At 18th level, your trick dice turn into d10s.

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