Dual Blade, Variant (5e Subclass)
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Dual Blade[edit]
Fighter Subclass
Dual blades are fighters that seek the mastery over the art of two weapon fighting, specializing in quick strikes and precise maneuvers. These warriors possess unparalleled dexterity and lethal proficiency with their dual blades, making them a force to be reckoned with on the battlefield.
- Claw and Fang
Starting at 3rd level, you can draw or stow two one-handed weapons when you would normally be able to draw or stow only one. When you are holding a weapon in each hand with the light and finesse properties, the damage die of the weapon increases: 1d4 becomes 1d6 and 1d6 turns into 1d8.
- Survival of the Fittest
At 3rd level, you can now evade and block attacks that would have struck you. As a reaction to being hit by an Attack, you can increase your AC until the beginning of your next turn. This bonus is equal to your proficiency bonus.
You can use this feature a number of times equal to your Dexterity modifier (minimum once) and regain your uses after completing a short or a long rest.
- Rip and Tear
At 7th level, you have learned the ways of the combat. While two-weapon fighting, when you attack with your off-hand weapon as a bonus action you may add a number of attacks equal to your extra attack feature.
- Like the Wind
Also at 7th level, you gain proficiency in Dexterity saving throws. Additionally, your walking speed increases by an additional 10 feet, and whenever you make a Dexterity (Acrobatics) check, you add your proficiency bonus twice to the roll.
- Swift Defeat
Starting at 10th level, your attacks get stronger with every blow. After the first time you hit a creature on your turn with a melee weapon attack, you gain 1 combo point. You can have a number of combo points up to your proficiency bonus. If you miss an attack or take damage, you lose all your combo points.
When you hit a creature with a melee weapon attack, you cause additional damage equal to the amount of combo points you currently have. For example, if you have 2 combo points, you gain +2 on your damage rolls with melee weapons.
- Perfect Two-Weapon Combo
At 15th level, when you have 1 combo point or more, you score critical hits on a roll of 19 or 20 on your attack rolls. If you have at least 5 combo points, you score critical hits on a roll of 18-20 on the d20.
- Devour
Starting at 18th level, you have reached the pinnacle of self control and the motion of the body. When you use Action Surge, you can also take an additional bonus action.
In addition, if you would reduce a creature to 0 hit points or kill it, you regain hit points equal to as if you had used the Second Wind feature.
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