Base Class: Fighter
Most bladesmen are well-known throughout the Sword Coast for bravery and honor. They are often mercenaries and adventurers, but have a code of honor that keeps them from becoming greedy and working only for cash. However, some bladesmen break this code, becoming embroiled in money and will do anything to get more. These "scourges" will risk lives for pleasure, and are often the enemies of true swordsmen. Nonetheless, every bladesman is extremely skilled, and can be incredible allies.
Dual Blades
You can now wield two weapons of any property exept for the two-handed property, as long as it is a sword. Also, you have proficiency in the Stealth skill, if you aren't already.
Blade Defense
At 7th level, you can use your swords to you can block attacks before they hit. If you are wielding swords, add these modifiers to your AC per damage die: +1 for a d6, +2 for a d8, and +3 for a d10. If you wield two swords, then add both modifiers.
Legacy of the Blade
At 10th level, you gain the ability to decipher the legacy of an ancient blade. You have advantage on History checks made to decipher when a sword was made, and the legacy behind it, if it was well-known. In addition, you are considered proficient in Arcana checks made to determine if a sword is magic.
Deadly Strike
You have trained extensively, and you are certain you can defeat anyone. Starting at 15th level, attacks using a longsword, short sword, scimitar, and rapier deal double the damage dice per hit as long as you have two of one kind. In addition, sword attacks are considered magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.
Master of the Blade
You now have reached the end of your path and have become one of the most respected bladesmen. At 18th level, your Strength or Dexterity (your choice) increases by two, as does their maximum. In addition, your current speed increases by 10 feet.







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