User:ZarHakkar/Untouchable Blade (5e Class)
Untouchable Blade[edit]
Creating an Untouchable Blade[edit]
[1] by Kekai Kotaki |
Class Features
As a Untouchable Blade you gain the following class features.
- Hit Points
Hit Dice: 1d8 per Untouchable Blade level
Hit Points at 1st Level: 8 + Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + Constitution modifier per Untouchable Blade level after 1st
- Proficiencies
Armor: Light Armor.
Weapons: Simple Weapons, finesse weapons, and all one-handed slashing weapons.
Tools: None.
Saving Throws: Dexterity, Intelligence
Skills: Choose three from the following: Acrobatics, Athletics, Intimidation, Perception, Performance, Insight, and Sleight of Hand.
- Equipment
You start with the following equipment, in addition to the equipment granted by your background:
- (a) a longsword or (b) a rapier
- (a) a light crossbow and 20 bolts or (b) 3 daggers
- (a) a dungeoneer's pack or (b) an explorer's pack
- Leather armor
Level | Proficiency Bonus |
Features |
---|---|---|
1st | +2 | Parry, Arrogance, Duelist, Riposte, Nimble Frame |
2nd | +2 | Dexterous Intellect |
3rd | +2 | Untouchable Blade Technique |
4th | +2 | Ability Score Improvement |
5th | +3 | Uncanny Dodge |
6th | +3 | Untouchable Blade Technique Feature |
7th | +3 | Extra Attack |
8th | +3 | Ability Score Improvement |
9th | +4 | Deflect Missiles |
10th | +4 | Precision |
11th | +4 | Untouchable Blade Technique Feature |
12th | +4 | Ability Score Improvement |
13th | +5 | Frightening Defense |
14th | +5 | Blindsense |
15th | +5 | Deep Reserves |
16th | +5 | Ability Score Improvement |
17th | +6 | Untouchable Blade Technique Feature |
18th | +6 | Missile Defense |
19th | +6 | Ability Score Improvement |
20th | +6 | Vorpal Defense |
Parry[edit]
At 1st level, when hit by a weapon attack, you may choose to use your reaction to parry the attack instead, reducing the damage by your weapon damage + your Dexterity modifier. This decision must be made before the DM determines the damage of the attack. Parrying an attack from a creature larger than you is done at one disadvantage per size category, and vise-versa for creatures smaller than yourself. You may use this feature a number of times equal to 1 + your Dexterity modifier, regaining spent uses during any short or long rest.
Arrogance[edit]
The Untouchable Blade has spent an uncountable amount of hours practicing the art of parrying an attack, to the point that an Untouchable Blade character arrogantly boast that they cannot be harmed by any normal means of attack. This arrogance has been the cause of many Untouchable Blades' deaths. Starting at 1st level, you take an extra 2 damage from any damage you receive.
Duelist[edit]
Starting at 1st level, when you are wielding a melee weapon in one hand and no other weapons, or shields, you gain a +2 bonus to damage rolls with that weapon.
Riposte[edit]
Beginning at 1st level, you can make an attack to counter the one whom you parried completely. You may use this ability a number of times equal to 1 + your dexterity modifier. These uses refresh with a short or long rest.
Nimble Frame[edit]
At 1st level, the Untouchable Blade is not able to use the following class features: Parry, Riposte, or any "Defense" feature, while wearing medium or heavy armor, while wielding a shield or encumbered.
Dexterous Intellect[edit]
You are able to see through any feint attack, and are able to perceive where your opponent is going to attack from next. At 2nd level, while wearing light or no armor you add your Intelligence modifier to your Armor Class. Also, you may substitute your Intelligence modifier for your Dexterity modifier for any Dexterity skill checks and vise-versa for Intelligence skill checks.
Untouchable Blade Technique[edit]
At 3rd level, you gain the attention of the Untouchable Blade Society, allowing you to choose to be taught in one the three Untouchable Blade techniques. Choose the school of The Unbreakable Blade, The Piercing Spire, or The Flashing Steel, all are detailed at the end of the class description. Your choice grants you features at 3rd, 6th, 11th, and 17th levels.
Ability Score Increase[edit]
When you reach 4th level, and again at 8th, 12th, 16th and 19th level, you can increase one ability score of you choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.
Uncanny Dodge[edit]
Starting at 5th level, when an attacker that you can see hits you with an attack, you can use your reaction to halve the attack's damage against you. The Arrogance feature is added in after Uncanny Dodge takes place.
Extra Attack[edit]
Beginning at level 7, you can attack twice, instead of once, whenever you take the Attack action on your turn. At thirteenth level you can attack three times. And at level 17 you can attack Four times.
Deflect Missiles[edit]
Starting at 9th level, you can use your reaction to deflect the missile when you are hit by a ranged weapon attack. When you do so the damage you take from the attack is reduced by 1d10 + your Dexterity modifier + your Untouchable Blade level. The projectile is destroyed in the process
Precision[edit]
At 10th level, you now add your Intelligence modifier to melee weapon attack and damage rolls. The weapon must be a one-handed slashing/piercing weapon.
Frightening Defense[edit]
Upon reaching 13th level, when you Parry an attack the creature attacking it must make a successful Wisdom saving throw against your Intimidation skill + half your Untouchable Blade level (rounded down). Upon a failed saving throw the creature becomes Frightened, causing it to disengage in combat with you. A frightened creature has disadvantage on ability checks and attack rolls while you are within line of sight. The creature can't willingly move closer to you.
Blindsense[edit]
Starting at 14th level, if you are able to hear, you are aware of the location of any hidden or invisible creature within 10 feet of you.
Deep Reserves[edit]
Because of your countless hours in training your body to near perfection you have deep reserves of stamina. Starting at 15th level, as a bonus action you can draw on your untapped stamina. When doing so you are able to use your full round of actions again. Tapping into you stamina reserves is extremely draining, you are able to perform this action once per day.
Missile Defense[edit]
Upon reaching 18th level, you are now able to use the Deflect Missiles feature a number of times equal to your Dexterity modifier per round. Additionally, instead of rolling a 1d10, you now roll 2d8 to determine the damage reduction.
Vorpal Defense[edit]
Beginning at 20th level, anytime that you use the Riposte feature, as a bonus action, you can make up to three additional melee attacks against any target within range, each attack is made separately and no target may be attacked twice with this feature.
Untouchable Blade Techniques[edit]
Receiving the opportunity to learn one of the fabled fighting styles of the Untouchable Blade is rare. One must train tirelessly for years to even hope to gain the attention of one of the three schools. If that attention is gained though, the offer is extended to learn amongst history's greatest duelists.
The Unbreakable Blade[edit]
- Reckless Arrogance
The school of The Unbreakable Blade believes that the harder the body, the stronger the pupil. This belief causes many students to intentionally be struck during training. Over the years the students of The Unbreakable Blade School have acquired many scars, as well as a deep understanding of pain. Starting at 3rd level, you are now able to ignore the damage received from the Arrogance feature. At 6th level, you gain a damage reduction bonus of 1, this increases to 3 at 11th level, and to 6 at 17th level.
- Unbreakable Strength
Starting at 6th level, the Unbreakable Blade is able to double the strength bonus they add to weapon damage. This bonus only applies to non-finesse one-handed melee weapons.
- Meditation
Beginning at 11th level, an Unbreakable Blade is able to spend one full round to gain health points. To do so the Unbreakable Blade must be sitting the meditative state it was taught in school - on the floor, legs crossed, hands in fists with knuckles touching. The Unbreakable Blade must then spend the rest of its turn meditating, regaining hit points equal to its Untouchable Blade level x3 + its Strength modifier. The Unbreakable Blade is treated as prone until the beginning of its next turn. This feature may be used once per long rest.
- Unbreakable Focus
Starting at 17th level, as a bonus action, the Unbreakable Blade is able to enter a state of heightened focus, causing it to gain the following benefits:
- +4 bonus to Strength ability score.
- Damage reduction increases by 4.
- Another attack when making an Attack action, this bonus stacks with the Extra Attack feature.
- One extra use of the Parry feature per round.
These benefits last for a number of rounds equal to half you Untouchable Blade levels (rounded down) + your Constitution modifier. The Unbreakable Blade is able to use this feature once per long rest. This is increased to twice per long rest at 20th level.
The Piercing Spire[edit]
- Penetrating Strike
Starting at 3rd level, a pupil of The Piercing Spire School is able to make an attack with such precision that it is able to ignore armor. Make an attack roll vs. 10 + the targets Dexterity modifier, if the attack is successful roll for damage as normal. A Piercing Spire is able to use this feature a number of times equal to their dexterity modifier per long rest, increasing by 1 at 6th, 11th, and 17th levels. This feature can only be used with one-handed melee piercing weapons. Additionally, you gain proficiency with one-handed melee piercing weapons, and you are able to benefit from any Untouchable Blade feature that would normally require one-handed melee slashing weapons, with one-handed melee piercing weapons.
- Heart Seeker
Beginning at 5th level, a Piercing Spire is able to make an attack at their opponent's heart. Upon using this feature you make a Penetrating Strike against your opponent at a disadvantage, if the attack is successful your opponent must make Death Saving Throws as though it were unconscious and bleeding out, even though the creature is still able to move and take actions as normal. This feature is only usable while the character is wielding a one-handed melee piercing weapon.
- Meditation
Beginning at 11th level, a Piercing Spire can spend one full round to learn its opponents weaknesses. To do this the Piercing Spire must be sitting in the meditative state it was taught in school - on the floor with knees bent and soles of feet touching, heels of feet pulled close. With their hands on knees palms up. After completing this meditation the Piercing Spire gains all expended uses of the Penetrating Strike feature. The character is treated as prone until the beginning of it next turn. The Piercing Spire is able to perform this feature once per long rest.
- Piercing Focus
Starting at 17th level, as a bonus action, the Piercing Spire is able to enter a state of heightened focus, causing it to gain the following benefits:
- +4 bonus to Dexterity ability score.
- Penetrating Strike feature refreshed.
- Another attack when making an Attack action, this bonus stacks with the Extra Attack feature.
- One extra use of the Parry feature per round.
These benefits last for a number of rounds equal to half you Untouchable Blade levels (rounded down) + your Dexterity modifier. The Piercing Spire is able to use this feature once per long rest. This is increased to twice per long rest at 20th level.
The Flashing Steel[edit]
- Flashing Steel
Beginning at 3rd level, a pupil of The Flashing Steel School is taught in the art of defending itself. The Flashing Steel can make a counter action even if the parried attacks are not fully nullified. Additionally, the Flashing Steel is able to make 2 parries against a single creature in one round.
- Informed Defense
Starting at 6th level, a Flashing Steel is able to increase its uses of the Parry feature by an amount equal to its Intelligence modifier.
- Meditation
Starting at 11th level, the Flashing Steel is able to spend one round to revitalize its sword arm. To do so the character must be sitting in the meditative state it was taught in school - on your heels, legs tucked underneath you, knees touching floor, with your hands on your hips, palms down. After completing this action the Flashing Blade gains all expended uses of the Counter feature. The character is treated as prone until the beginning of its next turn. The Flashing Blade is able to use this feature once per long rest.
- Steel Focus
Starting at 17th level, as a bonus action, the Flashing Blade is able to enter a state of heightened focus, causing it to gain the following benefits:
- +4 to Dexterity ability score
- Counter feature is refreshed
- Another attack when making an Attack action, this bonus stacks with the Extra Attack feature
- When using the Counter feature, you are able to take a full Attack action.
- When using the Vorpal Defense feature, you are able to attack each creature in range twice. Each attack is rolled separately.
These benefits last for a number of rounds equal to half you Untouchable Blade levels (rounded down) + your Inteligence modifier. The Flashing Steel is able to use this feature once per long rest. This becomes twice per long rest at level 20.
Multiclassing[edit]
Prerequisites. To qualify for multiclassing into the Untouchable Blade class, you must meet these prerequisites: Strength, Dexterity, and Intelligence of 13 or higher.
Proficiencies. When you multiclass into the Untouchable Blade class, you gain the following proficiencies: One-handed melee slashing weapons.
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