Invisible Blade (5e Subclass)

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The Invisible Blade[edit]

Rogue Subclass

Invisible blades are great swordmasters, named after their ability to strike with swords with sudden speed, causing the blade to basically disappear in its movement. Blades of Invisible Blade swordsman seem to teleport from a place to another, as wounds seem to appear from nowhere on the flesh of their targets.

While beginners in this combat art use trickery and deception to mislead their targets and pass through their defenses, advanced users of this style acquire supernatural powers, and become able to literally become invisible until the moment of the inescapable strike comes.

Unfettered Defense

At 3rd level, while you are wearing no armor and not wielding a shield, your AC equals 10 + your Dexterity modifier + your Intelligence modifier.

Feint

Also at 3rd level, you gain the ability to feint in combat. As a bonus action, choose one creature you can see and make a Charisma (Deception) check against their Wisdom (Insight) check. If you succeed, the next melee attack you make against the target before the end of your turn doesn't allow them to add their Dexterity to their AC. If their Dexterity modifier is +0 or negative, this has no effect on them.

Imperceptible

At 9th level, you can cast invisibility on yourself using this feature, without providing the material components. You can use this feature a number of times equal to your Intelligence modifier (minimum one use), and you regain all expended uses when you finish a long rest.

Feint Mastery

At 13th level, you have advantage on all Charisma (Deception) checks.

Fatal Wound

At 17th level, when you would deal your Sneak Attack damage to a creature, you can choose to cause that creature to bleed instead of dealing Sneak Attack damage. If the creature is physically incapable of bleeding, you can't use this feature on them. If you cause a creature to bleed in this way, they take 2d6 damage of the weapon's type at the start of each of their turns. This effect can stack with itself any number of times.

Anyone that can reach a creature bleeding in this way can use their action to stop the bleeding with a successful Wisdom (Medicine) check. The DC equals 8 + your proficiency bonus + your Intelligence modifier. On a successful check, all instances of the bleeding effect end for the creature. Alternatively, if a creature bleeding in this way regains at least 5 hit points, an instance of the bleeding effect ends for the creature for every 5 hit points regained.

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