Blademaster (5e Class)
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The human moved at high speeds and precision to cut through her enemies, after savoring her kills, she returned home with glory to share with her friends and family.
The elven warrior, once mocked for his battle style and size, made the giant submit and die at his blades, showing that enemies and those around him should be more wary of his skill. She left with his whereabouts and intentions unknown to all.
The cruel and evil dragonborn sliced through their innocent victims in cold blood, not feeling any remorse for them as their goal was to make all around them suffer, striving for more and more power.
Warriors who combine elegance with deadly speeds in combat, almost untouched throughout the battles they fight while cutting through their enemies.
Creating a Blademaster
- Quick Build
You can make a Blademaster quickly by following these suggestions. First, Strength or Dexterity should be your highest ability score, depending on your favorite blade, followed by Constitution. Second, choose the Soldier background.
As a blademaster you gain the following class features.
- Hit Points
Armor: Light armor, medium armor
Weapons: Simple weapons, shortsword, longsword, battleaxe, rapier and scimitar.
Saving Throws: Strength, Dexterity
Skills: Choose two from Acrobatics, Athletics, Deception, Insight, Intimidation, Perception, Performance and Sleight of Hand
You start with the following equipment, in addition to the equipment granted by your background:
- (a) or (b) a longsword or (c) any martial weapon you are proficient with
- (a) leather armor and a light crossbow and 20 bolts or (b) scale mail and a handaxe
- (a) explorer's pack or (b) dungeoneer's pack
- two daggers and any simple weapon of choice
|4th||+2||Ability Score Improvement||4d4|
|8th||+3||Ability Score Improvement||8d6|
|9th||+4||Improved Focus Features||9d6|
|12th||+4||Ability Score Improvement||12d8|
|16th||+5||Ability Score Improvement||16d8|
|19th||+6||Ability Score Improvement||19d10|
Starting at 1st level, you can assume a combat posture while wielding a melee weapon, using your action. The combat posture last until the start of your next turn. While in your combat posture, you gain the following abilities:
Until the start of your next turn, when a melee weapon attack is made against you, you can deflect that attack using a reaction, causing it to miss. You must decide if you will use this ability before you know if the attack hit or miss.
When you succeed on deflecting a melee weapon attack, you can make a melee weapon attack with the weapon you are wielding against the attacker, as part of the same reaction, if the attacker is within reach.
- Break Posture
While wielding a melee weapon you are proficient with and within 5 feet of a hostile creature, you can choose to attempt to break its posture using your reaction. Make a melee weapon attack against that creature. On a hit, you don't cause damage. Instead, melee weapon attacks against that creature have advantage until the start of your next turn.
Starting at 2nd level, you have access to Focus Dice. Your Blademaster level determines the number and size of the dice, as shown on the Focus Dice column of the Blademaster table. You can spend these to fuel various features. You know three such features: Fighting Spirit, Fast Movement, and Precise Attack. When you get this feature, you can spend one Focus Die per turn.
Starting at 5th level, you can spend two Focus Dice per turn. The number you can expend increases to three at 11th level, and to four at 17th level.
A Focus Die is expended when you use it. You regain all of your expended Focus Dice when you finish a short or long rest.
- Fighting Spirit
As a bonus action, you can expend a number of Focus Dice (up to your per turn limit) to awaken your fighting spirit. The next time you hit a creature with a melee weapon attack until the start of your next turn, you add the Focus Dice to the damage roll, and you gain temporary hit points equal to the amount rolled on the Focus Dice.
- Fast Movement
As a bonus action, you can expend a number of Focus Dice (up to your per turn limit) to move fast through the battlefield.
You can then move up to your movement speed without provoking opportunity attacks. Roll the Focus Dice expended, and you gain temporary hit points equal to the number rolled.
- Precise Attack
As a bonus action, you can spend a Focus Die to give yourself advantage on your next attack made until the end of your turn.
Ability Score Increase
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.
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
You can use your Combat Posture in place of either of these attacks.
Starting at 6th level, whenever you finish a short or a long rest, you can spend a Focus Die to prepare your mind and body to battle. When you do so, you gain a number of temporary hit points equal to the number rolled x your Wisdom modifier. These temporary hit points last until your last rest.
Improved Focus Features
Starting at 9th level, your focus abilities are enhanced.
- Fighting Spirit
You double the additional damage caused by the number rolled on the focus dice.
- Fast Movement
When you use Fast Movement, you can move additional 15 feet for each additional die spent.
- Precise Attack
When you hit a creature with a precise attack, you deal additional damage equal to the number rolled on the Focus Die. In addition, you can spend additional Focus Dice, up to your maximum, to increase the damage dealt.
At 10th level, you can use your action to recenter yourself. Doing so cause you to recover 1 focus die. You can use this feature a number of times equal to your proficiency bonus, and regain your uses after finishing a long rest.
In addition, when you cause damage to a creature with a melee weapon attack, you can spend a use of this feature to cause additional damage equal to half your level in this class (rounded up).
Starting at 13th level, when you make an attack roll and roll a number on the d20 below your blademaster level, you can choose that number instead.
Once you use this ability, you cannot do this until you complete a long rest.
At 14th level, whenever you use the Dash action, you can spend a Focus Die to multiply the movement speed by 3, instead of two. If you do so, this movement doesn't provoke opportunity attacks.
Finally, until the start of your next turn when you use this feature, if a hostile creature moves within 5 feet of you, you can use your reaction to move up to half your movement speed without provoking opportunity attacks.
Starting at 17th level, whenever you use a Focus feature, you can roll a d4 and use it instead of expending a Focus die.
- Martial Proficiency
Starting at 1st level when you take this archetype, you gain proficiency in heavy armor, shields, and martial weapons.
- Battle Charge
Starting at 1st level, when you roll initiative and are not surprised, you can move up to your movement speed without taking an action.
In addition, you gain a pool of movement equal to 5 feet x your Constitution modifier x your proficiency bonus. You can spend any amount of movement from this pool to increase your movement speed on a turn by that amount. This movement must be taken to move on a straight line. Once spent, you regain your pool of movement whenever you roll initiative.
- Honorable Duel
Starting at 3rd level, you can take the Precise Attack bonus action without expending a Focus Die if you are within 5 feet of it, no other creatures are within 5 feet of you, and you don't have disadvantage on the attack roll.
When you do so, you can expend Focus Dice to use you Fighting Spirit as part of the same bonus action.
- Restless Spirit
Starting at 7th level, you can use a bonus action and expend one Focus Die to regain hit points equal to the number rolled on the die.
When you start your turn with 0 hit points, you can use your bonus action even though you are incapacitated to use this feature, and add your Wisdom modifier to the amount of hit points regained. If you are prone, you can choose to stand immediately.
- Destructive Blade
At 11th level, once per turn when you hit a creature with your Precise Attack bonus action, the attack is a critical. If you score a critical hit with this attack, you regain 1 focus die.
- Avenging Strike
At 15th level, whenever a creature within 5 feet hits you or an allied creature with an attack, you can use Precise Attack once against the attacker, without using a bonus action, on your next turn.
- Devastating Charge
At 18th level, whenever you use your Tactical Retreat feature, you can move an additional 30 feet in a straight line. In addition, whenever you pass within 5 feet of a hostile creature, that creature must succeed on a Strength saving throw (DC 8 + your proficiency bonus + your Strength modifier). On a failed save, you can choose one of the following effects:
- The target takes damage equal to your Focus Die.
- The target is pushed 5 feet back.
- The target is knocked prone.
- Improved Destructive Blade
When you reach the 20th level, all your melee weapon attacks are critical hits.
- Whirlwind Strikes
Starting at 3rd level, you can forgo an attack made as part of your Attack action and spend Focus Die up to your maximum to make one attack against each creature within your reach, up to a maximum equal to your Wisdom modifier.
You can attack a single creature more than one with this ability. In addition, on a hit you deal additional damage equal to the number rolled on the Focus Dice + your Wisdom modifier.
- Blade Flurry
At 3rd level, whenever you spend a Focus Die, you can make an additional attack as part of the Attack action per die spent. On a hit, you deal damage equal to your Focus Die, instead of the normal damage for that attack. The damage type is the same of the weapon you wield.
- Blade Rebuke
At 7th level, whenever a creature within your melee reach reduces your temporary hit points gained from Blademaster features to 0, that creature takes damage from your weapon's type. The damage equal the amount of temporary hit points you had.
- Flowing Blade
At 11th level, whenever you hit a creature that you had previously hit since the end of your last turn, that hit is a critical.
In addition, whenever you Deflect an attack from a creature you have previously damaged since your last turn using your Combat Posture, that creature takes 1d4 damage from your weapon type.
- Stunning Flurry
At 15th level, when you use your Blade Flurry, any number of creatures within range must succeed on a Constitution saving throw (DC 8 + your proficiency bonus + your Wisdom modifier) or become stunned until the end of their turn.
You can't use this feature again until you finish a short or a long rest.
- Blade Torment
At 18th level, whenever you reduce a creature to 0 hit points or score a critical hit, you can use your Whirlwind feature as a reaction, without spending Focus Die. When you do so, you use a d12, instead of your focus die.
You can use this feature a number of times equal to your Wisdom modifier, and regain your uses after a long rest.
- Living Blade
At 20th level, whenever you use one of your Focus features as a bonus action, you can make a melee weapon attack as part of that same bonus action.
Starting at 1st level, you gain proficiency in Insight, Perception and a bonus of +5 in your passive Wisdom (Perception).
- Mindful Strikes
At 1st level, when you roll initiative, you gain a pool of Mindfulness Points equal to your Wisdom modifier. Whenever you make an attack, you can spend 1 point of that pool to add your Wisdom modifier to the result of the attack. These points last for 1 minute.
- Wise Warrior
Also at 1st level, whenever you make a melee weapon attack using a weapon that lacks the heavy or two-handed property, you can use your Wisdom modifier, instead of your Dexterity, for your attacks and damage rolls.
- Martial Prowess
At 3rd level, you learn how to use special combat tactics. You gain a number of maneuvers from the Battle Master list equal to 2. You gain 2 additional ones at 7th, 11th and 15th levels.
You can use your Focus to fuel those maneuvers, and the save DC equals 8 + your proficiency bonus + your Wisdom modifier.
In addition, while not wearing heavy armor and not wielding a shield, you add half your Wisdom modifier (rounded down) to your AC.
Finally, you gain one additional focus die. You gain another one at 7th and 15th levels.
- Incredible Speed
Starting at 7th level, when you use your Fast Movement focus feature, you can spend 2 additional dice to make an attack roll using your reaction.
- Martial Mastery
Starting at 11th level, whenever you use a martial maneuver option, you can roll a d6 and use it instead of expending a Focus dice.
At 20th level, this increases to a d8.
Beginning at 15th level, you are always under the effect of sanctuary spell. The effect of the spell ends by the normal ways, as described on the spell, but returns at the start of your next turn.
The saving throw DC for the spell equals 8 + your Wisdom modifier + your proficiency bonus.
- Perfect Mastery
Starting at 18th level, whenever you roll initiative and have no Focus Die remaining, you regain 1 die.
In addition, you can spend 5 focus dice to cast steel wind strike. Wisdom is your spellcasting ability for this spell.
- Grand Master
When you reach the 20th level, whenever you finish a short or a long rest, you can replace one maneuver you know for a new one.
In addition, your Focus Die becomes a d12, and you can use a d6 for your Focus features, instead of spending your focus die. Finally, whenever you score a critical hit, you regain 1 focus.
- Holy Acolyte
Starting at 1st level, you proficiency in three of the following options: martial weapons, heavy armor, shields, Religion skill.
At 1st level, you can spend 1 minute in prayer, asking your god for guidance. When you do so, you and a number of creatures equal to your Wisdom modifier (minimum of 1) gain a bonus equal to your Wisdom modifier to one saving throw of your choice. This bonus last until the creature make that save, or until you use this feature again.
In addition, a creature can use the result of the prayer to, instead, add a bonus equal to your Wisdom modifier to its initiative roll result.
- Divine Power
At 3rd level, you learn two cantrips of your choice from the cleric's list. In addition, you can spend your focus die to cast divine shield and your choice between cure wounds or inflict wounds (choose one) as a 1st level spell.
You also choose one 1st level spell of your choice from the cleric list to be cast in that manner. At 7th level you can also choose a 2nd level spell form the same list to cast by spending 2 focus, and replace the 1st level spell previously chosen. At 11th level you can choose a 3rd level spell to cast spending 3 focus.
Your spellcasting ability is Wisdom for these spells.
- Surge of Life
Starting at 7th level, whenever you cast a spell that restores hit points on a creature, you can use your reaction an choose another creature within 30 feet. That creature regain hit points equal to a roll of your Focus Die.
- Divine Strikes
At 11th level, your melee weapon attacks cause additional radiant or necrotic damage (your choice) equal to your focus die.
In addition, whenever you use your Combat Posture, you can cast a spell from your cleric list, instead of Deflecting an attack.
- Godly Ward
At 15th level, while under the effect of divine shield, you gain spend 1 Focus Die to take the Dodge action on your turn without using an action.
In addition, whenever you use your Combat Posture, you can spend 1 Focus Die to give disadvantage on the next attack made by the creature on that turn, after deflecting the first. You can use this without spending Focus Die while under the effect of divine shield.
- Divine Templar
At 18th level, whenever you finish a long rest, you can prepare a number of spells from the Cleric list from 4th-level or lower equal to your Wisdom modifier. You can change the list whenever you complete a long rest.
Whenever you cast a cleric spell using Focus Dice, you can make a melee weapon attack using your bonus action.
- Hand of God
At 20th level, you add 1d8 damage to all your melee weapon attacks. This damage is either radiant or necrotic (chosen when you gain this feature).
- Martial Proficiency
Starting at 1st level, you gain proficiency in heavy armor, martial weapons and shields.
- Quick Draw
Starting at 1st level, you gain a bonus to your initiative rolls equal to your Wisdom modifier. In addition, the first time you hit a creature on your first turn of combat, you deal additional damage equal to your Focus Die + your Wisdom modifier.
- Fighting Style
At 3rd level you adopt a particular style of fighting as your specialty. Choose one of the following options. You can't take a Fighting Style option more than once, even if you later get to choose again.
- Defense. While you are wearing armor, you gain a +1 bonus to AC.
- Dueling. 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. 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.
- Protection. When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield.
- Two-Weapon Fighting. When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.
- Precise Cut
Also at 3rd level, once per turn when you take the Attack action, you can spend your Precise Attack to use your Fighting Spirit, without taking an bonus action. You must still spend focus for each of these abilities.
When you do so, you can add the die spent to the damage of the attack on a hit.
- Undying Will
At 7th level, whenever you are reduced to 0 hit points, you regain hit points equal to your Wisdom modifier. You can spend Focus Die to increase the amount of hit points regained.
You can't use this feature again until you finish a short or a long rest.
- Bidding Time
At 11th level, whenever you use your Deflect ability or whenever a creature misses you with an attack, you gain a d4. You can have a number of d4's on a pool equal to your Wisdom modifier.
Until the end of your next turn, when you deal damage with a melee weapon attack, you can spend any number of dice form this pool to deal additional damage equal to the rolled on the dice spent.
- Perfect Parry
At 15th level, whenever a creature hit you with an attack, you cause that attack to miss instead. If the creature can make more than one attack as part of the same action, those attacks are lost.
Once you use this feature, you can't use it again until you finish a long rest.
- Deadly Strike
At 18th level, when you hit a creature with a Precise Cut, you can force that creature to make a Constitution saving throw against a DC of 8 + your proficiency bonus + your Dexterity modifier. On a failed save, that creature's hit point maximum is reduced to 1 until the start of its turn.
You can't use this feature again on the same creature until 24 hours have passed.
- Legendary Blademaster
At 20th level, whenever you roll a 8 or lower on an attack roll with a melee weapon, you can choose a 9 instead.
- Living Shadow
When you take this archetype at 1st level, you gain proficiency in the Stealth skill and with one of the following tools: Disguise Kit, Thieve's Tools, Poisoner's Supplies.
Additionally, whenever you roll below your Dexterity modifier on the d20 when making checks with those skills, you can replace the number rolled by your Dexterity modifier.
Starting at 1st level, you add your proficiency bonus to your Initiative rolls.
Additionally, the fist melee weapon attack you make on your fist turn of combat is a critical on a hit.
- Battle Cunning
Starting at 3rd level, you can use your bonus action to gain the upper hand in combat, using trickery and agility. You can take the Dash or Hide action as a bonus action. Alternatively, you can choose one of the following benefits:
- Evade. The next attack made against you until the start of your next turn is made at disadvantage.
- Quick Step. You can move 10 feet without provoking opportunity attacks and ignoring difficult terrain. You can move through spaces occupied by hostile creatures so long as you do not end your movement in an occupied space.
- Silencing Strike. When you hit a creature with a melee weapon attack, you can cause that creature to be unable to speak until the start of your next turn.
- Deadly Attack. You can use your Precise Attack without spending Focus Die.
- Skilled Assassin
Starting at 7th level, choose two skills you are proficient with. You add twice your proficiency bonus in checks with these skills.
In addition, whenever you fail a Dexterity saving throw, check or Dexterity based melee attack, you can use your reaction and spend a Focus Die, adding the number rolled to the result, potentially changing the outcome.
- Sneaky Blade
Starting at 11th level, once per turn when you hit a creature with a melee weapon attack in which you have advantage, you cause additional 2d6 damage.
- Improved Cunning
Additionally at 15th level, whenever you use your bonus action to use one of your Focus features, you can take one of your Battle Cunning features using a reaction.
When you do so, you add the Dodge action to your option of actions you can take with this reaction.
- Versatile Cunning
At 18th level, when you use your Battle Cunning feature as a bonus action, you can choose two of those action options, instead of one.
- Lethal Strike
When you reach the 20th level, you can end the lives of your enemies with a single strike. As a bonus action on your turn, you can choose one creature you can see within 60 feet and prepare a Lethal Strike, that you can attempt until the end of your next turn.
When you hit the target of your Lethal Strike with a melee weapon attack, you can use your bonus action and spend 1 focus die to attempt the lethal strike.
The target must succeed on a Constitution saving throw (DC 8 + your proficiency bonus + your Dexterity modifier). On a failed save, the target is reduced to 0 hit points.
Proficiencies. When you multiclass into the blademaster class, you gain the following proficiencies: light armor, medium armor, simple weapons, shortsword, longsword, battleaxe, rapier and scimitar.