Blademaster, Stance and Combo (5e Class)

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Blademaster[edit]

Introduction[edit]

The man appears to dance through the battlefield, each strike leading into the next, climaxing in brilliant decapitations and vital point blows. The warrior's deft hands and feet never out of place and always a blur, striking swiftly at any advantage given.

Blademasters are diligent artists with the blade, working years at mastering combinations of attacks and footwork accumulating in stances and strikes for all situations. Though not magically imbued themselves, the bond between master and blade can manifest itself in seemingly arcane effects. This bond allows blademasters to fight alongside the most potent spellcasters with equal prowess.

Creating a Blademaster[edit]

Why did they become a Blademaster? Why did he decide to travel? Do they fight for anyone? Why or why not? What happened to their master? Are they avenging someone or are they simply trying to find the pinnacle of blade artistry?

Quick Build

You can make a Blademaster quickly by following these suggestions. First, Strength should be your highest ability score, followed by Constitution. Second, choose the folk hero or hermit background. Third, choose a longsword, scale mail, 5 javelins, and an explorer's pack.

Class Features

As a Blademaster you gain the following class features.

Hit Points

Hit Dice: 1d10 per Blademaster level
Hit Points at 1st Level: 10 + Constitution modifier
Hit Points at Higher Levels: 1d10 (or 6) + Constitution modifier per Blademaster level after 1st

Proficiencies

Armor: Light and Medium armor
Weapons: Simple Weapons, Bladed Martial Weapons
Tools: None
Saving Throws: Strength, Constitution
Skills: Choose two skills from Acrobatics, Animal Handling, Athletics, History, Insight, Intimidation, Perception, and Survival.

Equipment

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

  • (a) Scale mail or (b) leather armor
  • (a) a weapon you are proficient with lacking the light property or (b) two light weapons you are proficient in
  • (a) a dungeoneer's pack or (b) an explorer's pack
  • If you are using starting wealth, you have 5d4 x 10gp in funds.

Table: The Blademaster

Level Proficiency
Bonus
Features
1st +2 Stance, Combo Points, Maneuvers
2nd +2 Fighting Style
3rd +2 Second Wind, Blade's Path
4th +2 Ability Score Improvement
5th +3 Extra Attack
6th +3 Ability Score Improvement, Additional Maneuvers
7th +3 Advanced Stances
8th +3 Ability Score Improvement
9th +4 Style Feature
10th +4 Discipline and Flow
11th +4 Footwork Stances
12th +4 Ability Score Improvement
13th +5 Master Maneuvers
14th +5 Ability Score Improvement, Style Feature
15th +5 Rapid Strike
16th +5 Ability Score Improvement
17th +6 Style Feature
18th +6 Hybrid Stances
19th +6 Ability Score Improvement
20th +6 Unlimited Combo

Stance[edit]

Starting at 1st level, when you begin your turn, you may choose to shift to a stance you know. You cannot change stances if your speed is 0 or if you are incapacitated. You begin by knowing these three stances, and learn more as you gain levels in the Blademaster Class.

  • Panther Stance: You gain a +1 bonus to damage rolls.
  • Crab Stance: You gain a +1 bonus to attack rolls.
  • Serpent Stance: When you make a melee weapon attack, you can increase your reach for that attack by 5 feet.

Combo Points[edit]

Starting at 1st level, you learn to fluidly connect your attacks. Whenever you make an attack, if you have no combo points, you may use an opener maneuver, you gain the effects of that opener and begin concentrating on your combo as though you were concentrating on a spell. Each time you hit with a flourish or use an opener you begin concentrating on your combo and gain one combo point. You may generate combo points up to a maximum equal to twice your proficiency bonus. If you would gain a combo point while you are at the maximum number of combo points, you gain no combo points instead. If an attack or effect would cause you to lose concentration, you lose all combo points you have generated. You lose concentration on your combo when combat ends or when you haven't attacked or been attacked for an entire minute.

Maneuvers[edit]

Starting at 1st level, every time you make an attack, you may add the effects of a maneuver to the attack. You may not add more than one maneuver to a single attack. Each maneuver is categorized as an Opener, Flourish, or Finisher.

  • An opener can only be used when you have no combo points, If you hit you gain one combo point unless otherwise stated.
  • A flourish may be used before or while you are concentrating on your combo. If you hit, you gain one combo point.
  • A finisher can only be used when you are concentrating on your combo and have enough combo points to spend on the cost. This number is listed after “finisher” in the description of the technique. You may use up to one finisher per turn. Once you use a finisher you immediately end your concentration on your combo.

If a maneuver would require a saving throw, the DC is: 8 + your proficiency modifier + your choice of Strength or Dexterity modifier.

You learn the following maneuvers:

  • Battojutsu (Opener): If you hit with this attack, you gain 2 combo points instead of 1.
  • Counter (Opener): Until the start of your next turn, when the creature you attacked misses an attack against you, you can use your reaction to make one melee attack against that creature.
  • Mutilate (Flourish): If you hit with this attack, you gain a +1 bonus to the attack and damage roll.
  • Delayed Slash (Flourish): If you hit with this attack, you delay the damage of your strike and add a 'mark' to your target. When you loose concentration on your combo all 'marks' on your target are consumed and you deal the damage of your attack + 1d4 per mark. If you crit you add 2 'marks' instead of 1.
  • Precision Strike (Finisher 2): When you make this attack, you gain advantage on the attack roll. If you have more combo points than the cost of this finisher, you may add +1 to your attack per additional combo point.
  • Rupture: (Finisher 2): If you hit with this attack and your target has been 'marked' you deal an additional 1d4 damage per mark consumed. If you have more combo points than the cost of this finisher, you may add 1d4 damage per additional combo point up to the maximum number of 'marks' the target had.

Second Wind[edit]

Starting at 2nd level, you have a limited well of stamina that you can draw on to protect yourself from harm. On your turn, you can use a bonus action to regain hit points equal to 1d10 + your level.

Once you use this feature, you must finish a short or long rest before you can use it again.

Fighting Style[edit]

Starting at 2nd level, you may choose one of the following Fighting Styles. You can't take a Fighting Style option more than once, even if you later get to choose again.

  • Blind Fighting (TCE). You have blindsight with a range of 10 feet. Within that range, you can effectively see anything that isn't behind total cover, even if you're blinded or in darkness. Moreover, you can see an invisible creature within that range, unless the creature successfully hides from you.
  • Defense (PHB). While you are wearing armor, you gain a +1 bonus to AC.
  • Dueling (PHB). When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.
  • Great Weapon Fighting (PHB). When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.
  • Interception (TCE). When a creature you can see hits a target, other than you, within 5 feet of you with an attack, you can use your reaction to reduce the damage the target takes by 1d10 + your proficiency bonus (to a minimum of 0 damage). You must be wielding a shield or a simple or martial weapon to use this reaction.
  • Superior Technique (TCE). You learn one maneuver of your choice from among those available to the Battle Master archetype. If a maneuver you use requires your target to make a saving throw to resist the maneuver's effects, the saving throw DC equals 8 + your proficiency bonus + your Strength or Dexterity modifier (your choice.) You gain one superiority die, which is a d6 (this die is added to any superiority dice you have from another source). This die is used to fuel your maneuvers. A superiority die is expended when you use it. You regain your expended superiority dice when you finish a short or long rest.
  • Two-Weapon Fighting (PHB). When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.
  • Mariner (UA). As long as you are not wearing heavy armor or using a shield, you have a swimming speed and a climbing speed equal to your normal speed, and you gain a +1 bonus to armor class.
  • Tunnel Fighter (UA). As a bonus action, you can enter a defensive stance that lasts until the start of your next turn. While in your defensive stance, you can make opportunity attacks without using your reaction, and you can use your reaction to make a melee attack against a creature that moves more than 5 feet while within your reach.

Blade's Path[edit]

At 3rd level, you choose a path to modify your movement and blade techniques. These paths are schools of training that emphasize certain aspects of Blademaster techniques. Choose from the Path of Adamantine, Path of Mithral, or Path of Iron, all detailed at the end of the class description. The path you choose grants you features at 3rd level, and again at 9th, 14th, and 17th level.

Ability Score Increase[edit]

When you reach 4th level, and again at 6th, 8th, 12th, 14th, 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.

Extra Attack[edit]

Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

Adept Maneuvers[edit]

At 6th level, you master the following maneuvers:

  • Riposte (Opener): If you hit with this attack, you gain advantage on saving throws against your target until the start of your next turn.
  • Blunt Strike (Opener): If you hit with this attack and the target was concentrating on a spell, the target rolls the saving throw to maintain concentration with disadvantage.
  • Hamstring (Flourish): If you hit with this attack, the target’s speed is reduced by 10 feet.
  • Cleave (Flourish): When you make this attack you deal damage to an enemy adjacent to the target equal to the ability score modifier you add to damage rolls.
  • Chakra Puncture (Finisher 3): If you hit with this attack, the target must succeed on a Constitution saving throw or be stunned until the end of your next turn. If you have more combo points than the cost of this finisher, you may add the remainder to the DC of the finisher.
  • Air Slash (Finisher 2): When you make this attack you may extend the reach of your melee attacks by 20ft until the end of your turn. If you have more combo points than the cost of this finisher, you may add 10ft per additional combo point.
  • In the Zone (Finisher 3): When you activate this maneuver any ranged attacks that pass through your attack range until the end of your next turn are made at disadvantage. If you or a creature is hit by a ranged attack while in your range you can use your reaction to deflect or split the projectile. When you do so, the damage dealt is reduced by 1d10 + your Dexterity modifier + your level. If you have more combo points than the cost of this finisher, you may increase the duration by 1 round per additional combo point.

Advanced Stances[edit]

At 7th level, you master these more advanced stances:

  • Wolf Stance: Your allies have advantage on melee attack rolls against any creature within 5 feet of you that is hostile to you.
  • Hippo Stance: You gain a +1 bonus to your AC and a +1 bonus to saving throws.
  • Crane Stance: You gain a +10 bonus to your move speed, and can use a bonus action to dash or disengage.

Discipline and Flow[edit]

At 10th level, you have become disciplined enough to adapt to the ebb and flow of battle. You have advantage on your saving throw to maintain concentration on your combo.

Footwork Stances[edit]

At 11th level, you learn these stances that enable you to move and respond faster:

  • Hummingbird Stance: While in this stance, you may make an additional attack as part of your attack action. (3 total)
  • Eagle Stance: While in this stance, you gain true sight out to a range of 10ft and other creatures don't gain advantage on attack rolls against you as a result of being unseen by you.
  • Elephant Stance: While in this stance, your movement does not provoke opportunity attacks, you cannot be moved against your will or knocked prone, and you ignore difficult terrain.

Master Maneuvers[edit]

At 13th level, you learn the most advanced basic maneuvers for your combos:

  • Shunpo (Opener): teleport 15 feet in any direction before or after you make this attack.
  • Compel Duel (Opener): If this attack hits the target cannot willingly move more than 30ft away from you and has disadvantage on attack rolls against creatures other than you, this lasts until the end of the creatures next turn.
  • Pommel Strike (Flourish): If this attack hits the target has disadvantage on the next attack roll it makes before the end of its next turn.
  • True Strike (Flourish): If this attack hits you ignore resistances and immunities to the damage you deal with your weapon attacks until the end of your turn including this attack.
  • Thousand Cuts (Finisher 3): As part of this attack you may make an additional attack against the target of this maneuver for every 3 combo points you have (these do not count towards your maximum number of attacks). If you have more combo points than the cost of this finisher, you may add the remainder to both the attack and damage rolls of all the attacks made with this finisher.
  • Eviscerate (Finisher 5): If this attack hits, it becomes a critical hit and you maximize the damage dealt. If you have more combo points than the cost of this finisher, you may add 2 damage per additional combo point of this attack.

Rapid Strike[edit]

Starting at 15th level, you learn to trade accuracy for swift strikes. If you take the Attack action on your turn and have advantage on an attack roll against one of the targets, you can forgo the advantage for that roll to make an additional weapon attack against that target, as part of the same action. You can do so no more than once per turn.

Hybrid Stance[edit]

Starting at 18th level, you have learned to combine your stances. You may be in two different stances at the same time. At the beginning of your turn, you may switch one or both stances.

Unlimited Combo[edit]

Beginning at 20th level, you cannot lose concentration on your combo.

Path of Adamantine[edit]

Heavy Footed

At 3rd level, you gain an additional +1 bonus AC while you are in crab stance, hippo stance, or elephant stance. Additionally, when you hit with a flourish maneuver, you may choose to not gain combo points from that attack and instead gain temp hp equal to your constitution modifier.

Steel Scale Defense

At 9th level, you may use your action to shore up your defense. Until the start of your next turn, you gain a +4 bonus to AC and saving throws. You also gain 2 combo points.

End Strike

At 14th level, you have learned to plant yourself and strike with vigor. While in Crab stance, Hippo stance, or Elephant stance, you may use the Pommel Strike flourish as if it were a finisher with a 3 combo point cost. If Pommel Strike is used as a finisher in this way, the target also has a penalty to its attack equal to the number of combo points you had when you used the finisher.

Turtle Technique

At 17th level, you learn the very essence of the Adamantine Path in the form of a finisher. You must be in crab stance, hippo stance, or elephant stance in order to use this finisher. Unlike regular maneuvers, you must take an action to use this finisher. Once you use this finisher, you may not use it again until you finish a short or long rest.

  • Turtle Technique (Finisher 3): you shift into a defensive stance, waiting for the right opportunity to strike. You use your Steel Scale Defense feature, but do not gain combo points from it. Any time until the feature ends, you may make a free weapon Attack against a creature that misses an attack on you.

Path of Mithral[edit]

Swift Footed

At 3rd level, while in Serpent, Crane stance, or Hummingbird stance you have an additional +1 bonus to attack rolls and you may use Battojutsu as a flourish as well as an opener.

Swift Strikes

At 9th level, you may use an action to make a whirlwind attack. Make a melee weapon attack on every enemy within range. Do not add your ability score modifier to the damage rolls of these attacks. This action cannot use openers or flourishes. You only gain combo points up to your proficiency bonus from this feature, regardless of how many attacks you made.

Flash Step

At 14th level, while in Serpent stance, Crane Stance, or Hummingbird stance, you may use Shunpo as a flourish.

Hail of Blades Technique

At 17th level, you learn the very essence of the Mithral Path in the form of a finisher. You must be in Serpent stance, Crane Stance, or Hummingbird stance in order to use this finisher. Unlike regular maneuvers, you must take an action to use this finisher. Once you use this finisher, you may not use it again until you finish a short or long rest.

  • Steel Wind Strike (Finisher 5): You cast the spell 'Steel Wind Strike', These attacks cannot use flourishes and this ability is considered non magical and thus cannot be counter spelled, negated in an anti magic field or in a similar manner.

Path of Iron[edit]

Claw Footed

At 3rd level, when you are in Panther stance, Wolf stance, or Eagle stance, you gain an additional +1 bonus to damage rolls. When you use the Mutilate flourish in one of those stances, you add an additional +1 to the attack and damage roll.

Heavy Strike

At 9th level, you can make a special melee weapon attack against one target within your range. You may use maneuvers as normal with this weapon attack. If you hit and the target is one size larger than you or smaller they must make a strength saving throw against your attack or be knocked prone. Regardless if you hit or miss you still gain 1 combo point. You can use this feature a number of times equal to your proficiency bonus and regain all uses after a short or long rest.

Critical Finishers

At 14th level, when you use a finisher in Panther stance, Wolf stance or Eagle stance, treat the finisher as if you had 2 additional combo points. This may exceed the normal combo point maximum.

Crescent Claw Technique

At 17th level, you learn the very essence of the Iron Path in the form of a finisher. You must be in Panther Stance, Wolf Stance, or Eagle Stance in order to use this finisher. Unlike regular maneuvers, you must take an action to use this finisher. Once you use this finisher, you may not use it again until you finish a short or long rest.

  • Crescent Claw Technique: Finisher 5, make one attack on a creature within range. If your attack hits, they suffer a distinct crescent-shaped wound. Until the creature restores a number of hit points equal to the damage you dealt it, all hits scored against the creature are automatically critical hits.

Multiclassing[edit]

Prerequisites. To qualify for multiclassing into the Blademaster class, you must meet these prerequisites: 13 in Dexterity or Strength.

Proficiencies. When you multiclass into the Blademaster class, you gain the following proficiencies: Light armor, Medium armor, Simple Weapons, Bladed Martial Weapons


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