Gentle Blade (5e Subclass)

From D&D Wiki

Jump to: navigation, search

Gentle Blade[edit]

Rogue Subclass

Like a Tender Rain Falling Before the Storm[edit]

A soft wind billows through the air, carrying on it the weak cries of those wounded and left behind. Lost in the thicket with nary a hope for their safety, the tired adventurer ceases the pointless limping they’ve been partaking in for the better part of an hour, slumping against the rough bark of a gnarled tree. The canopy of leaves somehow seem so much more grim, almost prison-like, the unsettling sound of the night encroaching inwards on their position, but the pool of blood underneath their figure a greater concern. A lull of sleep begins to overcome the sensation of pain, and their eyes start to close, exhaustion and fatigue mounting on, before an unusual sensation overcomes their body: warmth.

Instead of sorrow, there is hope, as a subtle energy from an unknown source begins to flood their form, flowing from the hands of a nearby shadow. An acute feeling like the glowing rays of sunlight enthrall their mind, restoring vigor to the wayward adventurer. Confused but thankful, they pull themselves from the mud, casting dirt and soot from their person, before quickly casting off towards the nearest exit of the forest, within their heart an eternal sense of gratitude for whatever had saved them.

Pulling a hood to further obscure their features, the silhouette pulls an arm back inside their cloak. They quietly follow the lost adventurer, assuring that they make the path out of the woods safety. They speak not a word, utter not a noise, before solemnly disembarking, their duty as a Gentle Blade fulfilled.

A Hallowed History[edit]

A Gentle Blade is an obscure classification of Rogue, those walking the path of remedy over vengeance. Gentle Blades specialize in the art of healing, using their own sacred dualities as a conduit for mending others. Despite this, they are commonly thought of as rogues with the addition of healing.

In their land of origin, Gentle Blades were an order who used a combination of medicinal healing and special magical signs to aid the oppressed peasant population. Their acts inspired what would become known as the Shinobi, a clan of rebels who used espionage and trickery to aid the fight against the tyranny of the nobility. What was once a group of healers became a feared force of covert warriors, losing the ways of the true Gentle Blades.

After word had spread, the legends of the Gentle Blades would morph into a heavily debated philosophy within the underground community. To some, the way of a Gentle Blade was akin to ‘rogue ethics’, something that many found ill-suited to the life of a rogue. Others saw it as an honourable code in a dishonourable life, a standard to look up to in a world of scoundrels.

The original Gentle Blades were said to have had a deep connection with the mountainous wolf spirits, who were guides and guardians of their realm. This relationship inspired the rogues of the mountains, helping others in kind. To this day, the spirit of the wolf remains interwoven with the hearts of the Gentle Blades

The Gentle Blade use a distinct form of magic, one that shapes itself around the use of written symbols. These sacred icons can be casted with one’s finger or focusing tool, and once drawn, would have their desired action(s) unfold.

To become a Gentle Blade is a process very few can maintain. One must abandon their selfish ways, and uphold a creed:

  • Guard With Compassion - Preserve the mortality of your peers, even if it means putting yourself in danger.
  • Protect Without Mercy - Those who pose a threat to others must be stopped before harm can be done.
  • Arbitrate With Judiciousness - Make your choices with a level head, never forget that you too are mortal.
  • Shelter Without Recourse - Do good without expecting a reward. The world is cruel, living is reward enough.


The Sign of The Wolf

The Gentle Blade draws its magical power from the ancient spirit of the wolf, and from writing hallowed symbols in the air. A Gentle Blade can only be under the effect of one sigil at a time - you can freely choose between sigils as a bonus action, but doing so within range of an enemy will provoke an opportunity attack. Depending on what sigil the Gentle Blade is under, they will have shifting resistances.

Sign
Affinity
Powers Imparted
Rain Water Cold The sign of Rain, quiet and gentle. This sign of power allows the Gentle Blade to teleport as a replacement for their movement action. The amount of space you can teleport is equal to half of your max speed. If you use Tender Rain While under the effect of this sign, the amount of distance you can teleport to your allies is doubled. At 17th level you can teleport your full movement speed.
Gale Storm piercing The sign of Wind, sharp and deadly. This sign of power allows you to throw two thrown weapons per attack (you must roll individually for each attack), and any thrown weapon deals additional piercing damage equal to 1d4; this die increases to 1d10 at 17th level. Critical hits with thrown weapons while under this sign give you one extra damage die and your sneak attack can be used by a thrown weapon, although only one thrown weapon can benefit from this feature a turn.
Soothing Sunlight Fire The sign of Light, warm and relaxing. Using Sunlight’s Reprieve while under the effect of this sign allows you to heal at a distance of half your maximum movement speed. Using Sunlight’s Reprieve in this manner decreases the amount of healing, equaling 1d6 instead of 1d8. If you choose to heal at a distance of touch, the healing increases to 1d10. The amount of healing increases at level 17 to 2d6, 2d8, and 2d10 respectively.
Requiem Bolt Lightning The sign of Lightning, quick and biting. While under the effect of this sign, your movement speed increases to 40 ft, and you can move through enemies by using 10 ft of movement. Enemies you pass through using this feature take piercing damage equal to your rogue level. The movement penalty for moving though people is removed upon reaching 17th level.
Cloud Burst Thunder The sign of Thunder, deafening yet freeing. While under this sign, you can use your reaction to impose disadvantage on enemies that are attacking your allies by channeling thunder into your body. As long as you are within 30 ft, you can cause a blast of sound to originate from a ball of thunder, forcing an enemy to re-roll an attack or saving throw. This increases to 60 ft at 17th level.

To Guard With Compassion[edit]

When you choose this subclass at 3rd level, you gain access to two traits: Tender Rain, and Sunlight’s Reprieve. These features are influenced by which Sign of The Wolf you are currently using. Refer back to the ‘Sign of The Wolf’ table for information regarding what extra each sign receives.

  • Tender Rain - You can, as a replacement for your movement action, teleport to the side of one of your allies, assuming they are within your maximum movement speed.
  • Sunlight’s Reprieve - You can, as a replacement for one of your attack actions, touch an ally and impart upon them some of the healing energy within you. The amount of healing you give them is 1d8; you can choose to expend additional attack opportunities to add extra healing dice. You can only heal every other turn.

To Protect Without Mercy[edit]

When you reach 9th level, you receive an extra attack opportunity. Your damage with throwing weapons is increased by 1 flat damage for each 5 ft of movement travelled, thrown weapons count as magical for the purpose of overcoming resistances, and you treat a piercing immunity as a resistance.

To Arbitrate With Judiciousness[edit]

At 13th level, you receive access to Purity’s Song. As an action on your turn, you can call upon the Sign of The Wolf to negate the first instance of damage one of your allies receives. This effect lasts for 12 seconds; you can use this trait twice per long rest.

To Shelter Without Recourse[edit]

Upon reaching 17th level, your Sign of The Wolf abilities will increase in strength. The amount of times you can use Purity’s Song also increases by 2 per day, to a maximum of 4 times a day before you need to take a long rest.

0.00
(0 votes)

Back to Main Page5e HomebrewCharacter OptionsSubclasses

Home of user-generated,
homebrew pages!


Advertisements: