Blade Grappler (5e Subclass)
Blade Grappler[edit]
The archetypal Blade Grappler focuses on precise and deliberate movements and the art of countering their opponent by manipulating them and their weapon. Those who practice the art of blade grappling often are trained due to a family tradition or are picked out by traveling masters who wish to pass on the art. Blade grapplers are cunning and generally focus on one opponent, controlling and limiting their actions.
- Unmatched Agility
Starting at 3rd level, due to your special training, gain proficiency in Acrobatics.
- Blade Training
When you choose this archetype at 3rd level, you've practiced your art with all types of swords. While not wearing a shield, you can use your Dexterity, instead of Strength, while using any slashing or piercing melee weapon that lacks the heavy or the two handed property. In addition, you gain access to the dueling fighting style if you don't already have it. If you already have access to this fighting style, you can choose another one that you don't already have.
- Unique Techniques
Beginning at 3rd level, you can choose one of the unique techniques of sword fighting bellow. To gain the benefits of the chosen technique, you must be wielding a slashing or piercing melee weapon without the heavy or the two handed property. You can't be wearing heavy armor or a shield, and must have at least one hand free. You can choose another technique at 10th level and gain the last at 18th level.
Riposte. You are skilled in the manipulating of your opponent’s attacks. While taking the Dodge action, if a creature make a melee weapon attack against you and misses, you can use your reaction to make a single melee attack against the attacker. If the same enemy misses multiple attacks as part of the same action, you can make multiple ripostes in the same reaction. If the enemy attacking doesn’t have a weapon, these attacks have disadvantage.
Flourish. You know how to flaunt your skill in a way that angers your opponents. You may use your bonus action to perform a blade flourish which focuses enemies onto you. An enemy of your choice within 30 feet must make a Wisdom saving throw. If their roll is less than your save DC (8 + your proficiency bonus + your Dexterity modifier), they must spend their next turn attempting to attack you. The target must be able to see to be effected. You may do this only once to a specific enemy but have unlimited uses.
Steady Advance. You have mastered the control of your opponent’s stance. When you succeed on a melee weapon attack you can choose to advance toward your enemy, you move onto their space and they move back 5 feet. If they are unable to move back 5 feet you have advantage on the attack roll (unless you are also unable to move back 5 feet). Doing this costs 10 feet of movement and can only be done to a Large or smaller creature.
- Tactician's Taunt
A blade grappler can keep a target’s attention in more ways than one. At 7th level you gain the ability to keep a target’s attention focused on you by performing a taunt which mimics the effects of a compelled duel spell. It can be used a number of times equal to your Charisma modifier + 1 (minimum of 1). One use is refreshed on a short rest and all are regained on a long rest. The Save DC is equal to 8 + your proficiency bonus + your Charisma modifier.
- Blade Grappling
Starting at 7th level, you are no longer afraid of your opponent’s weapon. When you attempt to grapple a humanoid with a weapon you may roll a Dexterity (Acrobatics) check rather than a Strength (Athletics) check and if you succeed you grab the opponent’s weapon and the target cannot attack with it until the grapple ends. You also enter the space of the target during the grapple. If the target can still make an attack it has disadvantage.
- Agile Nature
Starting at 10th level, when blade grappling an opponent, add your Dexterity modifier to your AC, even it it is already being added due to your armor. If you are attacked while blade grappling you may use your reaction to make a Dexterity saving throw to contest the attack. If you succeed, the attack now targets the creature you're grappling.
- Reversal
Starting at 15th level, when an enemy attacks you with disadvantage you may choose to forgo the disadvantage. If they still miss then you may use your reaction to immediately grapple them.
- Disarm
At 15th level, if you are grappling an opponent’s weapon you can use your action to attempt to disarm them. Make an Dexterity (Acrobatics) as an action contested by a Dexterity (Sleight of Hand) check by the opponent. If you succeed then you take the opponent's weapon in your off hand. If the opponent is wielding the weapon with two hands, roll your check at disadvantage.
- David's Defense
When you reach the 18th level, you’ve learned to treat giants as any normal foe. You may use Steady Advance against Huge foes, your Riposte attacks don’t have disadvantage if your target is a Huge or larger creature without a weapon, and when you have advantage on an attack against a Huge or larger creature your attacks deal extra damage equal to your proficiency modifier.
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