Martial Blade (5e Subclass)
Martial Blade[edit]
This is a Ranger Conclave, specifically built for Revised Ranger.
Rangers of the Martial Blade Conclave practice extensive swordsmanship and face to face combat. All Rangers that choose this Conclave will wield their blades with utmost precision and devastation, to swiftly and effectively take down threatening enemy's.
Credit to Found image on https://talesfromthecards.wordpress.com/2014/11/21/deck-spotlight-defenders-of-eriador/ |
Martial Blade Training[edit]
When choosing this conclave, your in-depth swordsmanship begins to truly shine. You gain one of the Following Features:
- Long Blade Training: Any non heavy melee weapon that you wield gains Finesse.
- Heavy Blade Devastation: Critical hits get an additional damage equal to your Strength Modifier, with any two-handed and heavy melee weapon.
- Light Blade precision: Light and Finesse melee weapons can get a critical hit, on a 19-20.
Parry Technique[edit]
Starting at the 3rd level, you have learned the parry stance. While wielding at least a melee weapon and not wearing heavy armor or a shield, you can go into a parry stance as a Bonus Action. While in this stance your AC increases by +1, and you can not be disarmed. This lasts until the beginning of your next turn. While assuming your Parry stance, if a creature attacks you and misses, you can make a single melee weapon attack against that creature with a reaction.
When you reach 11th level, your bonus to AC increases to +2 while using the parry stance .
Extra Attack (Revised Ranger)[edit]
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
Unbreakable Will[edit]
Upon reaching the 7th level, your Ranger experience has hardened your grit and will. With this, as long as you are not under the status effect of being unconscious, you can add your Wisdom modifier to your saving throws.
Martial Improvement[edit]
Upon reaching the 11th level, you can choose one of the following:
- Long Blade Training: You get a +2 to all damage and attack rolls, with longswords. Additionally you no longer need to be One-handing to gain the benefit of using Dexterity in place of strength for your attack and damage modifiers.
- Heavy Blade Devastation: Attacks with modifiers that score above a 20, with two-handed blades, have a chance to stun an enemy. dc save will be (8 + Prof + Str Mod), against there Constitution saving throw. If they fail they are stunned until the end of your next turn, on a success they are not stunned.
- Light Blade precision: Light and Finesse weapons can get a critical hit, on a 18-20. Additionally, Your attacks have a chance to bleed on Critical hits. DC is (8 + Prof + Dex mod), against their constitution saving throw. If they fail, they take 1d4 bleed damage at the beginning of every turn in combat for 1 minute. On a success nothing happens. They can repeat the saving throw at the end of their turns.
Martial Execution[edit]
Upon reaching the 15th level, Your blade is an extension of yourself, and you can freely take down even the mightiest of enemy's with a good strike. To begin this move you must roll all of your current amount of melee attacks against a single creature, without rolling there damage. If at least one of those hits against a creature with less then half of there hit points remaining. You can attempt a perception check (This will take a bonus action) to glance over your enemy while in combat to see vital weak spots in there armor. If your hit was a Critical hit, you have advantage on your perception check. If you rolled high or low (Gm dependent) determines weather or not the enemy has advantage, disadvantage, guaranteed success, or guaranteed failure against the saving throw. The enemy must either make a Dexterity or Constitution saving throw against your save dc. (Save dc is 8 + Proficiency bonus + Dexterity or Wisdom Modifier) or be struck down where they stand. If they fail there saving throw, they are killed outright. If they succeed they take the lowest rolled damage out of the melee attack that hit them. After this, whether they fail or succeed, your turn is ended.
- You can do this an amount of times equal to your Dexterity or Wisdom modifier. Before needing a long rest to refill all uses.
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