Blade Parior (5e Class)
Blade Pariors[edit]
The ancient red dragon watching over its gold pile sees a half-elf with daggers walk in the entrance of his domain. "Ha" he says "Did you really think that you could sneak up on me like that? You rogues cannot hide from me, for I am thousands of years older than you and am experienced with dealing with your kind". The half-elf just keeps walking in the direction of the dragon. Then suddenly the half-elf is directly in front of the dragon. In the blink of an eye, he attacks the dragon with many slashes from his sword, and he then slices the dragon's head clean off and slowly walks out.
Blade pariors are agile blade masters, specialized in the use of the blade. Unleashing the full potential of these small blades, they can retaliate against their enemies with a devastating flurry of strikes.
Creating a Blade Parior[edit]
How did you learn the ways of a Blade Parior, did you learn from a master in your village, did you teach yourself, or did you find the arts in an ancient book. why didn't you go in the ways of a rogue instead or a fighter and be the master of attack fast with daggers.
- Quick Build
You can make a Blade Pariors quickly by following these suggestions. First, Dexterity should be your highest ability score, followed by .Constitution. Second, choose the folk hero background.
Class Features
As a Blade Pariors you gain the following class features.
- Hit Points
Hit Dice: 1d8 per Blade Pariors level
Hit Points at 1st Level: 8 + Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + Constitution modifier per Blade Pariors level after 1st
- Proficiencies
Armor: Light armor
Weapons: Simple weapons
Tools: One tool of your choice
Saving Throws: Dexterity, Charisma
Skills: Acrobatics and choose two from Athletics, Insight, Intimidation Investigation, Perception, Performance, Sleight of Hand or Stealth
- Equipment
You start with the following equipment, in addition to the equipment granted by your background:
- a pair of daggers and leather armor
- (a) a shortbow and a quiver with 20 arrows or (b) a light crossbow and 20 bolts
- (a) dungeoneer's pack or (b) explorer's pack
- five daggers
Level | Proficiency Bonus |
Features |
---|---|---|
1st | +2 | Aerial Artistry, Acrobatic Master, Dagger Expert |
2nd | +2 | Dagger Parry |
3rd | +2 | Blade Parior Style |
4th | +2 | Ability Score Improvement |
5th | +3 | Dagger Flurry |
6th | +3 | Finisher Strike |
7th | +3 | Style Feature |
8th | +3 | Ability Score Improvement |
9th | +4 | Dueling Focus |
10th | +4 | Style Feature |
11th | +4 | Aerial Slayer |
12th | +4 | Ability Score Improvement |
13th | +5 | Aerial Retreat |
14th | +5 | Uncanny Dodge |
15th | +5 | Style Feature |
16th | +5 | Ability Score Improvement |
17th | +6 | Blade Rage |
18th | +6 | Style Feature |
19th | +6 | Ability Score Improvement |
20th | +6 | Supreme Flurry |
Aerial Artistry[edit]
Starting at 1st level, you gain the ability to move with incredible speed, precision, and power. Few obstacles can prevent you from reaching your destination.
If you are wearing light or no armor, when you move, you can instead take one short movement by flying. This movement is at 15 feet, and you must end each one on a creature, solid object, or ground. If you do not, you fall and your movement ends.
The amount of short movements you can make using this feature increases to two at 5th level, three at 11th level and four at 17th level.
Acrobatic Master[edit]
Starting at 1st level, your balance and grace of movement is unparalleled. You gain the following benefits:
- You have advantage on Dexterity checks and saving throws made to avoid falling or being knocked prone.
- If you fall no more than 10 feet, you can land on your feet if you’re not incapacitated, and take no fall damage.
- Getting up from prone cost you only 5 feet of movement, rather than half your speed.
Dagger Expert[edit]
At 1st level, your knife fighting abilities are legendary. You gain the following benefits when fighting with daggers:
- When engaged in two-weapon fighting with daggers, you can add your ability modifier to the damage of the bonus action attack.
- You can choose to cause slashing or piercing damage with your daggers.
- When you attack a creature with a dagger, you can move 5 feet, without provoking opportunity attacks. This movement doesn't count against your maximum movement speed on your turn.
- You gain a bonus of +1 on damage rolls with daggers.
- You can draw two daggers without using an action.
Dagger Parry[edit]
At 2nd level, when you are hit by an attack, you can sacrifice your weapon to protect yourself from that attack. You can choose to cause half the damage to target the weapon.
If the dagger suffer 5 damage or more, the dagger is broken, and the remaining damage is dealt to you. Magical daggers gain 10 additional hit points for each rarity grade it has (common, uncommon, rare, very rare, legendary) and can be repaired after a long rest.
Blade Parior Style[edit]
Starting at 3rd level, you choose a style through which you express your blade mastery. You can choose between the Styles shown at the end of the class description. Your choice give you features at 3rd level, and again at 7th, 10th, 15th and 18th levels.
Ability Score Improvement[edit]
When you reach 4th level, and again at 8th, 12th, 16th and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.
Dagger Flurry[edit]
At 5th level, when you take the Attack action and make an attack with a dagger, you can make another attack as part of the same Action.
If you are engaged in two-weapon fighting and attack with a dagger using your bonus action, you can attack once more as part of the same bonus action.
Finisher Strike[edit]
At 6th level, you gain the ability to slay a creature with a finishing blow. A creature that takes damage from the attack with your dagger must make a Constitution saving throw. The saving throw to resist the finisher is equal 8 + your proficiency bonus + your Dexterity modifier.
If you use finisher strike after hitting with both your main and bonus attack in the same round, the saving throw is increased by +2, to a maximum of +4 with dagger flury, and with supreme flury the target automatically fails if all attacks are successful.
On a failed save, the target takes additional damage equal to 3d6, or half as much on a successful one. This feature can be used a number of times equal to your Dexterity modifier (minimum once). Once you have spent all your uses of this feature, it cannot do so again until you finish a short rest.
The finisher damage increases in 1d6 when you reach the 8th level (4d6), 11th level (5d6), 14th level (6d6), 17th level (7d6) and 20th level (8d6).
Dueling Focus[edit]
You excel in duels. At 9th level, while you are within 5 feet of a hostile creature and there's no friendly creature within 5 feet of you or that enemy, your duel focus is active. While in duel focus, you gain the following benefits:
- You have advantage on all saving throws.
- You are immune to the frightened and charmed conditions.
- You gain an AC bonus equivalent to your proficiency.
Aerial Slayer[edit]
At 11th level, you have trained your aerial combat abilities. You take no fall damage if you fall from 40 feet or lower. You also ignore non-magical effects that reduce your movement speed to halve or higher.
In addition, once in each of your turns when wielding a dagger, you can make an attack while airborne (right after falling or jumping). This aerial attack causes 2d6 + your Dexterity modifier, instead of the normal damage for the dagger. The damage increases to 2d8 when you reach 16th level.
Aerial Retreat[edit]
When you reach the 13th level, you can perform quick aerial retreat. When you fly or jump out of an enemies reach, you don't provoke opportunity attacks.
Uncanny Dodge[edit]
At 14th level, you can dodge certain area effects, such as the fiery breath of a red dragon or an ice storm spell. When you suffer an effect that allows you to make a Dexterity saving throw to take only half damage, you take no damage if you succeed in the saving throw, and only half damage if you fail, and whenever an attacker that you can see hits you with an attack, you can use your reaction to halve the attack’s damage.
Blade Rage[edit]
At 17th level, you can use your Action to make one attack against each creature of your choice within 5 feet of you.
When you use this Action while wielding a pair of daggers, you can also use your Bonus action to use this feature again, attacking with your other dagger.
Supreme Flurry[edit]
When you reach the 20th level, when you take the Attack action and make two attacks with a dagger against a single creature, you can make a third one as part of the same action against the same creature.
If you are engaged in two weapon fighting with a pair of daggers, you can also make three attacks using a dagger as a bonus action. All attacks must be made against the same creature.
Styles[edit]
Blade pariors follow different traditions of blade fighting, with different techniques and martial doctrines, that explore distinct aspects of the mastery over the dagger. There are three styles:
Ironheart Style[edit]
Blade pariors from the ironheart style have a strong connection with the metal used to forge their daggers. They are blacksmith masters, who can create masterpieces with the metal at their disposal, and who understand in a transcendental level the properties of metal, and how to use them in combat.
Ironhearts have a powerful connection with nature, through the understanding that the natural spirit is alive even in iron ores, and combine the essence of nature contained in metals with the ferocity of animals to create martial maneuvers that mimic the movements of animals and the the innate lethality of metallic weapons.
- Ore Masters
Starting at 3rd level, you have mastered the art of molding the iron and forging it. You gain proficiency with the smith's tools, and add your proficiency bonus to any Dexterity, Intelligence, Wisdom or Charisma check related to working or analysing metals.
Finally, you can craft an extremely light and durable type of armor by creating a special metal alloy. You can use this material to make a medium armor of your choice, or modify the composition of a magic armor. In doing so, you double the cost of the armor, which is then considered light, halving its weight, no longer limiting the dexterity bonus to class armor, and removing the disadvantage to stealth tests if necessary.
- Ironheart Block
At 3rd level, you have mastered the defensive techniques of the Ironheart style. When you finish a short or long rest, you gain a pool of block points equal to twice your Blade Parior level.
Whenever you take damage, you can spend any amount of points from this pool to reduce the damage taken by the amount spent. Any unused point is spent whenever you start a short ot long rest.
- Bladeshield Stance
At 3rd level, you can use your bonus action to enter in a defensive stance with your pair of daggers. This stance lasts until the start of your next turn, and while in this stance you are considered to be with Half Cover.
Assuming this stance behind half cover gives you three quarters cover, and behind three quarters give you full cover.
- Iron-Horned Bull
At 7th level, you charge towards your enemies with a pair of daggers in front of you, like a ferocious bull. When you take the Dash action and move at least 10 feet in a straight line, you can perform a single charge attack against a creature as part of the same action. The iron-horned bull's charge damage is 2d4 + Dexterity modifier (daggers damages), + 1d6 for every 10 feet of remaining movement, and the target is thrown to the ground and its movement speed reduced to 0 until the end of its next turn. The target must make a Constitution saving throw to resist the charge equal to 8 + your Mastery bonus + your Dexterity modifier to halve the damage and avoid falling to the ground. After performing this attack, your movement speed is reduced to 0 for the rest of the turn.
This ability can be used a number of times equal to your Dexterity modifier (at least once). You regain your ability to do so when you complete a long rest.
- Blade Guardian
At 10th level, whenever a friendly creature you can see within a distance equal to your current movement speed is hit by an attack, you can use your reaction to move to an unoccupied space within 5 feet of it. When you do this, you take damage instead of the creature.
If the attack was a melee attack, the attacker must make a Strength saving throw against a DC equal to 8 + your proficiency bonus + your Strength or Dexterity modifier. On a failed save, the creature is pushed 5 feet away from you and knocked prone.
You can use this feature a number of times equal to your Dexterity modifier. You regain your ability to do so when you complete a short or a long rest.
- Wall of Daggers
At 15th level, when you are wielding a dagger, you can make a free opportunity attacks whenever a creature enter a space within 5 feet of you.
In addition, if you are wielding one dagger in each hand, you can attack with both daggers whenever you make an free opportunity attack.
- Iron Tiger Pounce
At 18th level, once per turn, you leap like a tiger 20 feet in a straight line, landing on your prey before making a destructive attack. The target must make a Dexterity saving throw against a DC equal to 8 + your skill bonus + your Dexterity modifier. On a failed save, the target falls to the ground and suffers damage equal to the sum of all your dagger attacks, then you perform your attack action normally and immediately gain a free use of finisher strike at the end of your action.
You can use this feature a number of times equal to your Dexterity modifier. You regain this ability when you finish a long rest.
Mind Battle Style[edit]
Mind battle blade pariors are powerful empath warriors, able to almost read the minds of their targets, through the careful study of their expressions, movements, and body languages, using this analysis to anticipate their targets next movement. They are focused warriors, capable to logically predict each of their opponents attacks and devise their strategy, looking for the best way to strike.
- Mentalism
At 3rd level, you gain proficiency in two from the following skills: Deception, Intimidation, Insight and Persuasion. If you are already proficient with these skills, you can add the double of your proficiency bonus to checks made with it.
- Empathetic Link
Starting at 3rd level, you can read the emotions and body language of your target, allowing you to anticipate its movements. As a bonus action on your turn, you can make a Wisdom (Insight) check against a creature you can see within 60 feet, contested by the target's Charisma (Deception). On a success, you forge an Empathetic Link that lasts until you are no longer able to see the target for 1 minute. If you fail the contested check, the creature is immune to the Empathetic Link for 24 hours.
While the link is forged, you gain the following benefits:
- When the linked creature attack you, you can use your reaction to add your proficiency bonus to your AC, potentially causing the attack to fail.
- You can use your reaction to give yourself Advantage on an attack made against the linked creature.
- Sense Weaknesses
At 7th level, you start to furthering your connection with your linked creature, allowing you to probe into its weaknesses. When a creature fails the contested check against your Empathetic Link feature, you can choose to discover one of the following informations about it:
- Damage Resistances, Immunities or Vulnerabilities
- Condition Immunities
- Armor Class
- Saving Throw Proficiencies
- Surface thoughts of the creature—what is most on its mind in that moment.
- Defensive Bond
At 10th level, when the target of your link causes damage that would reduce you to 0 hit points, you can use your reaction to reduce that damage to 0. Doing so ends the link.
Once you use this feature, you can't use it again until you complete a short or a long rest.
- Manipulative Combat
At 15th level, you can manipulate the next movement of your enemy. While you and your linked target can see each other and are within 30 feet of one another, you can use your Action to force your target to take one Action of your choice from the following: Attack, Dash, Disengage, Hide, Dodge or Search. You can't control how the target use the chosen action. The target can make a Wisdom saving throw (DC 8 + your proficiency bonus + your Charisma modifier) to resist this effect.
When you use this ability, you can attack the target using a bonus action.
- Absolute Focus
At 18th level, you can enter in a state of absolute focus, predicting each movement of your target and creating counter measures. You can do so at the start of your turn, without using an action.
For 1 minute, whenever the creature takes an Action, Bonus Action or Reaction, you can take the same Action, Bonus Action or Reaction. If taking the same action is not possible, you can choose any action, bonus action or reaction.
This feature ends earlier if you make an attack against a creature other than your linked target or force a creature other than your linked target to make a save.
When the effect ends, you suffer one level of exhaustion. Once you use this feature, you can't do it again until you complete a long rest.
Weave Soul Style[edit]
Weave soul blade pariors are masters of the blade who can sense the weave, and have an innate connection with it. They use this natural propensity to magic to further their martial abilities, combining their dagger combat style with arcane magic.
Blade Parior Level |
Cantrips Known |
Spells Known |
—Spell Slots per Spell Level— | ||||
---|---|---|---|---|---|---|---|
1st | 2nd | 3rd | 4th | 5th | |||
3rd | 2 | 3 | 2 | 2 | — | — | — |
4th | 2 | 4 | 3 | 3 | — | — | — |
5th | 2 | 4 | 3 | 3 | — | — | — |
6th | 2 | 4 | 3 | 3 | — | — | — |
7th | 2 | 5 | 4 | 4 | 2 | — | — |
8th | 2 | 6 | 4 | 4 | 2 | — | — |
9th | 2 | 6 | 4 | 4 | 2 | — | — |
10th | 3 | 7 | 4 | 4 | 3 | — | — |
11th | 3 | 8 | 4 | 4 | 3 | — | — |
12th | 3 | 8 | 4 | 4 | 3 | — | — |
13th | 3 | 9 | 4 | 4 | 3 | 2 | — |
14th | 3 | 10 | 4 | 4 | 3 | 2 | — |
15th | 3 | 10 | 4 | 4 | 3 | 2 | — |
16th | 3 | 11 | 4 | 4 | 3 | 3 | — |
17th | 3 | 11 | 4 | 4 | 3 | 3 | — |
18th | 3 | 11 | 4 | 4 | 3 | 3 | — |
19th | 3 | 12 | 4 | 4 | 3 | 3 | 1 |
20th | 3 | 13 | 4 | 4 | 3 | 3 | 1 |
- Magic Feeling
When your chose this style at 3rd level, you can use your Charisma modifier, rather than your Intelligence, for your Arcana checks.
In addition, as long as you have at least one spell slot left, you can cast detect magic at will, without spending spell slots.
- Spellcasting
- When you reach 3rd level, you learn how to connect yourself with the weave to cast spells.
- Cantrips
- You learn two cantrips of your choice from the sorcerer spell list. You learn an additional sorcerer cantrip of your choice at 10th level.
- Spell Slots
- The Weave Soul Spellcasting table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell's level or higher. you regain all expended spell slots when you finish a long rest.
- Spells Known of 1st Level and Higher
- You know three 1st-level sorcerer spells of your choice. The Spells Known column of the Weave Soul spellcasting table shows when you learn more sorcerer spells of 1st level or higher.
- Whenever you gain a level in this class, you can replace one of the sorcerer spells he know with another spell of your choice from the sorcerer spell list. The new spell must be of a level for which you have spell slots.
- Spellcasting Ability
- Charisma is your spellcasting ability for the sorcerer spells, since you learn this power through your ability to sense magic. You use your Charisma whenever a spell refers to his spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a sorcerer spell you cast and when making an attack roll with one.
Spell save DC = 8 + your proficiency bonus + your Charisma modifier
Spell attack modifier = your proficiency bonus + your Charisma modifier
- Spellcasting Focus: Glyph Dagger.
- You can cover a dagger in glyphs and magical substances to turn it into an arcane focus, by spending 25 gp in components, on a 1 hour process that can be completed during a short rest.
- Spell Blade
At 7th level, your attacks with daggers are considered magical, for the purpose of overcoming resistances and immunity to nonmagical damage.
- Aether Daggers
At 7th level, you can use shape the weave around your dagger, to create multiple ethereal copies of it, made out of pure arcane energy. As an action, you can hurl a dagger, creating a cone 30-foot wide, and deals damage equal to the damage of your Finisher Strike feature. The type of damage force.
Using this ability requires you to spend one of your uses of your Finisher Strike feature.
- Magical Conductor
At 10th level, you can use your glyph daggers to channel the power of your spells. You can cast any spell you know from your glyph dagger position, as if you were there, as long as you are within 60 feet of the dagger and is able to see it.
In addition, you can spend 1 minute to store a any spell with self or touch range on your glyph dagger, and use your reaction to activate it. The spells with "self" range can only be cast if you are holding the dagger. The spells with the touch range can be delivered after a successful attack with the dagger.
You can store up to three spell slots onto your wyvern. The level of the spell slot stored must be one below the higher level spell slot available to you.
- Blade Jump
At 15th level, you gain the ability to teleport using your dagger. Once per turn when you make a ranged attack
- Combat Magic
At 18th level, whenever you cast a spell using your action, you can attack with your dagger using a bonus action.
Multiclassing[edit]
Prerequisites. To qualify for multiclassing into the blade parior class, you must meet these prerequisites: 13 Dexterity and 13 Charisma.
Proficiencies. When you multiclass into the blade parior class, you gain the following proficiencies: light armor, simple weapons, Acrobatics skill.
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