Bravo Blade (5e Subclass)
Blade Bravo[edit]
Rogue Archetype
The martial tradition of the blade bravo was created by gnomes who enjoy the thrill of duels. Engaging in dueling games, these fencing masters use exaggerated movements to distract their opponents, and agile movement to get away from a blow at the last moment. Often blade bravos don't fight for anything other than the enjoyment of the fight itself, treating the swordplay as a sport. Although, those who mistake this style as nothing more than a game can be surprised by the lethal accuracy of their blade.
- Flourish
Starting at 3rd level, you learn how to fight with style and flair, diverting your foe's eyes with flourishes and preventing them from fully defending against your attacks. While wielding a melee weapon you are proficient with, and within 5 feet of a hostile creature, you can use your bonus action to make a Dexterity Sleight of Hand check, contested by the creature's Wisdom Perception check. On a success, until the end of your turn, the next attack you make has advantage.
- Goad
Also at 3rd level, you can use your bonus action to taunt an opponent within 30 feet into attack you. One creature that you can see within range must make a Wisdom saving throw (DC = 8 + your proficiency bonus + your Charisma modifier). On a failed save, the creature have disadvantage on attack rolls against creatures other than you, and must make a Wisdom saving throw each time it attempts to move into a space that is more than 30 feet away from you; if it succeeds on this saving throw, The target’s movement isn't restricted for the remainder of the turn.
This effect lasts until the end of your next turn, ending earlier if you attack any other creature, if you cast a spell that targets a hostile creature other than the target, or if you end your turn more than 30 feet away from the target. If a creature friendly to you damages the target or casts a harmful spell on it, the target can make a Wisdom saving throw to attempt to end the effect.
- Mobile Fighting
Starting at 9th level, opportunity attacks made against you have Disadvantage.
In addition, when you use your Sneak Attack on your turn, you can move up to 10 feet without provoking opportunity attacks. This movement doesn't count against your maximum movement speed on your turn.
- Small but Deadly
At 13th level, when you make a melee attack against a creature that is larger than you, you score a critical hit on a roll of 18-20.
In addition, if you are within 5 feet of a hostile creature of large size or larger, and no other hostile creatures are within 5 feet of you, you gain a +1 bonus to your AC. For each size category the creature is above large, the bonus to your AC increases by 1.
- Lethal Riposte
At 17th level, you become an unparalleled lethal combatant, able to find an advantageous situation in any fight. When a creature within 5 feet of you misses you with a melee weapon attack, you can make an opportunity attack against that creature. In addition, opportunity attacks you make are made with Advantage.
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