Dual Blade (5e Subclass)
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Dual Blades[edit]
“ | In a duel against many when an enemy goes to pull his weapon, your's must already be drawn. When he readies to strike at you, your blade must already be at his throat. When he has fallen, you must already be striking the next. | ” |
—A master teaching his students The Methods and Paths of Combat |
Lethal and Swift, it is only by their choice whether an opponent is decisively cut down or painfully sliced apart. The training required to raise a warrior of such arts is rarely pleasant, forcing the person to slowly devolve into a more bestial persona to reach ever more swift blows. It is because of this, that later generations of these students have derived a book by necessity to control this alter ego to maintain their humanity. And so taught to move their bodies in tandem with their minds, it has become both an art of battle as much a philosophy of self-motion.
- 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.
- Predatory Instinct
The thrill of combat and the promise of death has only served to quicken your body in its anticipation. When you reach 10th level, you gain Advantage on initiative rolls.
In addition, when you use an Action Surge, your movement speed is doubled until the end of your turn.
- Heightened Reflexes
Starting at 15th level, you are fine-tuned against danger that you gained proficiency in Dexterity saving throws.
Also, you can nimbly dodge out of the way of certain area effects, such as a red dragon's fiery breath or an Ice Storm spell. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.
- 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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