Perfect Blade (5e Subclass)
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Those who practice the way of the perfect blade are some of the best warriors that have ever decided to roam the land. Your skills in textbook swordplay are so good that they have ascended normal bounds of power, such that even some masters of the craft cannot stand up to you. You have honed your skills over years of intense training and practice. You live the way of the blade.
Mastery Of Defensive Actions
Starting at 3rd level, you've mastered defensive actions to better your defenses. As a reaction, you may choose one of the following effects. You can use this feature three times, regaining all uses upon finishing a short or long rest:
Perfect Parry: When you are successfully hit by a melee attack, you can take no damage and force the attacker to make a Dexterity saving throw (DC= 8 + your Dexterity or Strength modifier + your proficiency bonus). On a failed save, they are knocked prone if they are equal or smaller than you in size. If they are larger than you, then they are instead knocked off guard, suffering a -1 to their Armor Class until the end of their next turn. On a successful save, they are immune to this reaction's effect for the next 24 hours.
The Aegis: You summon a magic shield when you are targeted by a ranged spell attack. You take no damage from the spell if it hits. You may also summon this shield to protect another creature within 5 feet of you if they are targeted.
Perfect Block: You can use yourself as a shield when range proves a problem. If a creature within 30 feet of you is targeted by a ranged attack, you may make yourself the real target and have the attack automatically hit you even if the attack roll would have missed.
Mastery of Offensive Actions
Starting 7th level, you mastered offensive strikes to get the jump on opponents. Once per turn, you may use a bonus action to utilize one of the following effects:
Secondary Strike: When use your Action Surge, you may use the additional bonus action and make another attack. If you roll a 20 on the attack roll, your weapon deals an extra damage die. If you roll the maximum amount of damage for the extra die, you may roll one more damage die and add both rolls to the total damage dealt.
Masterful Displacement: All damage you take until the beginning of your next turn is halved. If the damage is received from a melee attack, the attacker takes damage equal to half of the original amount of damage dealt + your Dexterity modifier.
The Vital Strike: You take a bit of extra time to strike an enemy and render them helpless. When you land a 20 on a melee attack roll, you can choose to reduce your movement speed to 0 until the end of your turn. If you do, you deal two extra damage die with your weapon, and the target's speed is halved for a number of turns equal to your Dexterity modifier.
Mastery Of Footwork
Starting 10th level, you have mastered the 3 basic stances. You may use a bonus action to take one of the following stances. You hold this stance and gain its effects until the end of your next turn, or until you take a reaction:
Steady Stance: You become immune to being knocked prone and you cannot be moved against your will.
Defensive Stance: Your Armor Class gains a +2 bonus.
Offensive Stance: You have a +3 to hit on all melee attack rolls and your damage rolls get an additional +2.
Mastery Of Quick Actions
Starting 15th level, you become a Master of the quickest actions. You now gain the following Benefits:
Untouchable Strike: You are so fast with a blade that people can barely see the tip of the sword you are wielding. While in your Offensive Stance, if you successfully hit another creature, the target suffers a -2 to their armor class until the end of their next turn.
Untouchable Stance: You no longer lose the benefit of your Defensive Stance when you take a reaction.
Mastery Of Tactics
Starting at the 18th level, you have now become a quick thinker that you can change tactics in the most stressful of battles. You may now use one of the following tactics as an action. You can use this feature a number of times equal to 1 + your Intelligence Modifier, regaining use upon finishing a long rest:
Perfect Remise: You make a special string of attacks with your weapon. If it hits, your weapon deals its normal damage and you add 4d6 extra damage to the attack.
Second Intention: You make a feint attack against a creature within range of your weapon. If it hits, you may strike again, adding 1 extra damage die to your attack and reducing their AC by 1 until the end of your turn.
Perfect Lunge: You make a reaching maneuver as a special attack. This attack has a reach of 10 feet. If it hits, you have a +3 bonus to any attack rolls you make for the rest of this turn.