Blade (5e Class)

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Blade as a Class[edit]

In the course of a lifetime, a man will see uncountable meetings and partings. Yet, as your life’s candle sputters and dies, whose face is it that smiles to greet you? Happy is the man that can sleep in the comfort of the smile he sees then. No, I don’t wish for 'forever.' Even just for one moment, it’s enough if it’s with her. And yet, what is the man to do who has not been afforded that chance? The road stretches on without end. I cannot but walk down it. As long as I can keep walking, I can hold out hope that one day, the time may come when I see her smile again.
—Jin, A Flesheater Blade

Creating a Blade[edit]

Have you ever wanted another melee fighter with a bit of flair? Maybe a sort of ranger without the need for complicated spells? Tired of managing all the weapons in your inventory and keep it down to just one that grows with you? Then look no further! Being a Blade offers customization to your wildest desires, minus spells of course. You wanna be a fire based melee fighter? Go ahead! Maybe a sort of electric Club? It's on the list! Try something a bit wild for your every taste!

Quick Build

You can make a Blade quickly by following these suggestions. First, Dexterity or Strength should be your highest ability score, followed by Constitution. Second, choose the Roamer background. Third, choose the personal journal- thieve's tools and a burglar's pack. (This is more of a rogue-like starter)

Class Features

As a Blade you gain the following class features.

Hit Points

Hit Dice: 1d8 per Blade level
Hit Points at 1st Level: 1d8 + Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + Constitution modifier per Blade level after 1st

Proficiencies

Armor: No Armor
Weapons: Any One Simple or Martial Melee Weapon of your Choice
Tools: One of the Artisan’s tools of your choice
Saving Throws: Constitution and Strength or Dexterity
Skills: Choose 2: Athletics, Acrobatics, Stealth, Investigation, Nature, Insight, Perception, Intimidation, Performance

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

  • (a) A Personal Journal or (b) A Heart Locket or (c) Any other type of trinket related to you
  • The Artisan's Tool you chose to be proficient with
  • (a) A Burglar's Pack or (b) Scholar's Pack or (c) Dungeoneer's Pack or (d) Entertainer's Pack
  • One simple or martial weapon that you have proficiency in. This weapon is affected by you Bound feature.
  • If you are using starting wealth, you have 5d4*10 gp in funds.

Table: The Blade

Level Proficiency
Bonus
Features Elemental Core Die Blade Points
1st +2 Elemental Core, Bound, Return To Core 1d6 0
2nd +2 Ether Recharge 1d6 0
3rd +2 Blade Class 1d6 0
4th +2 Ability Score Improvement 2d6 0
5th +3 Extra attack 2d6 0
6th +3 Blade Arts 3d6 3
7th +3 Swift Blade 3d6 3
8th +3 Ability Score Improvement 1d6 3
9th +4 Blade Type Feature 1d8 4
10th +4 Overdrive Alpha 1d8 4
11th +4 Extra Attack 1d8 4
12th +4 Ability Score Improvement 1d8 4
13th +5 Blade Type Feature 1d8 5
14th +5 [[#|]] 1d10 5
15th +5 [[#|]] 1d10 5
16th +5 Ability Score Improvement, [[#|]] 1d10 5
17th +6 Blade Type Feature 1d12 6
18th +6 Overdrive Omega 1d12 6
19th +6 Ability Score Improvement 1d12 6
20th +6 Ballad of the Aegises 2d12 6

Elemental Core[edit]

By harnessing the elemental particles in the air around you. You're able to add a little bit of a punch to your bonded weapon. You choose which element you use at first level: Fire and Acid, Cold and Force, Lightning and Poison, and Radiant and Necrotic. By choosing one you gain a resistance to that element type. However, you gain a vulnerability of the one your element is paired with. (Example, if you choose Fire you're then vulnerable to Acid, or vice versa.) Your elemental typing also adds onto your bonded weapon doing an extra 1d6 [Elemental Damage type] at first level. Increasing by dice size every few levels. This ability may only be used as much as your Strength/Dexterity (Whichever is higher) Modifier + Your Constitution Modifier (Minimum of 1) times per long rest.

Bound[edit]

At first level you're given a choice. You have the choice of wielding one of any simple or martial weapon. Once you choose this, this cannot be changed. This weapon starts out as it's basic self at level one. It will improve over time as you do. As a blade you're able to summon this weapon from your core crystal as a bonus action. To break your weapon it takes a Strength check with a DC equal to your Armor Class. If your weapon is broken it will explode in a bit of energy and take 1d4 days to return to you. This weapon is the only weapon you're able to add your Elemental Core bonus to, any other weapon you wield will not gain it's benefit.

Return to Core[edit]

If broken, the blade is returned to the core, and must be summoned via a ritual that lasts two hours. The ritual consists of meditation with the core crystal held in your hands.

Ether Recharge[edit]

At Second level, Using an action, you're able to harness the energy in the air around you, the ether. Absorbing this ether into your core crystal will rejuvenate (heal) you to an extent. Roll a 1d6 + your Constitution modifier, you gain a number of hit points back equal to that number. You can do this once per short or long rest.

Blade Class[edit]

At third level, you're given a large choice of how you want to affect your battles from now on. There are three types of blades. Attackers, Healers, and Tanks. When all three are paired in conjunction there are devastating results. See the Blade Classes listed later.

Healer, Attacker, Tank

Blade Arts[edit]

Once you reach 6th level in this class, you gain a set of techniques known only as “Blade Arts”. You also gain a number of Blade Points equal to your Proficiency Bonus, which fuel your attacks. You may only use one point per turn.

Some arts require saving throws. DC equals 8+Your ProficiencyBonus+Your Strength Modifier
Swift Strike - You can make one attack as a bonus action.
Retaliate - As a reaction, you make an attack against someone who attacked you and hit.
Expert Blade - You gain advantage on ONE attack of your choice.
Close Quarters - You attempt to grappled a creature within range, you gain advantage on the required check.

Blade Classes[edit]

At third level, you chose a blade class. Choose between Attacker, Healer, and Tank. Your choice grants you features at third level and again at the 9th, 13th, and 17th levels.

Attacker[edit]

You can count on them to fight!

Agro Points

You gain a number of Agro Points equal to half of your level in this class (rounded down). You can expend one point, which gives you a +1 to either an attack roll or damage roll done by you. You may only expend one point per turn on this feature.

Sharp Blade

At level 13, you may expend a number of Agro points equal to your Strength modifier. You force one creature within your sight to make a Wisdom saving throw with a DC equal to 8 + your Strength + your proficiency bonus. If they fail, they are frightened by your for a number of rounds equal to the amount of Agro points you expended.

Blade Boost

At level 17, by expending 6 Agro points, you may add your Dexterity modifier to any damage roll you make with your Blade for five rounds. You may only apply this damage if the weapon does not already add your dexterity modifier to the damage, and doesn’t have the Heavy property. You may only use this feature once per long rest.

Healer[edit]

Healer’s got your back!

Fresh Heal

When you pick this subclass at level 3, you can use your action to target one creature in range who is below half of their hit point maximum. They gain a number hit points equal to your Ether Recharge feature.

Boost

At level 13, as a reaction, you can give one creature advantage on a saving throw. Doing so gives you disadvantage on your next saving throw. This feature can be used a number of times equal to your proficiency bonus per long rest.

Maxiumum Heal

Once per long rest, at level 17, you can use this ability to restore one creature within 30 ft. of you to their hit point maximum. Doing this takes a lot out of you and you gain one level of exhaustion.

Tank[edit]

Tanks are focused on being able to take either a lot of damage, or narrowly avoid blows.

Parry

As a reaction, you may expend one of your

Hit Point Boost

At level 13 in this subclass, you are able to add your Proficiency Bonus x 2 to your hit points.

Tank AC

At level 17 in this subclass, you gain a permanent +4 boost to AC, to a maximum of 30.


Multiclassing[edit]

Prerequisites. To qualify for multiclassing into the Blade class, you must meet these prerequisites: Constitution 13

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