ThirteenthArk

Blademaster

Mar 15th, 2021 (edited)
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  1. Blademaster: Prestige Class
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  3. Requirement: The Way of the Blademaster can only be learned from another Blademaster, and the training must be completed with them.
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  5. Bonded Weapon
  6. At 1st level, your connection with your weapon allows you to channel your technique through a particular weapon. Whenever you finish a long rest, you can touch a weapon, and bond with it. You can chose one of the following weapons as your bonded weapon: battleaxe, dagger, glaive, greataxe, greatsword, halberd, handaxe, longsword, rapier, scimitar or shortsword.
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  8. While you are wielding your bonded weapon and are not wearing armor or shield, your Armor Class equals 10 + your Dexterity modifier + your Wisdom modifier. When you make an attack with a light or finesse bonded weapon, you can use your Wisdom modifier, instead of your Strength or Dexterity, for attack and damage rolls. Also, you cannot be disarmed.
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  10. You actively move your blade, using the connection between you and your bonded weapon to fend off enemies. While wielding your bonded weapon you can use your reaction to gain resistance to any type of damage until the beginning of your next turn.
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  12. Starting at 5th level, when you make a melee weapon attack with an bonded weapon, you can make an additional attack using that weapon as a bonus action.
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  14. Battle Stance
  15. At 2nd level, while wielding your bonded weapon, you can assume a battle stance, as a bonus action. You remain on your stance until you drop to 0 hit points, become unconscious or chose to drop the stance, as a bonus action.
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  17. Offensive Stance. As a bonus action, you can assume a offensive stance. In this stance, all attacks against you are made at advantage, but you can make a melee weapon attack on your turn, without spending an action. On a hit, you deal damage equal to the damage die of your weapon, without any bonuses or modifiers. Each turn you start on this stance, you gain temporary hit points equal to your blade master level. These hit points last until you are unconscious or lose the benefits of this style.
  18. Defensive Stance. As a bonus action, you can assume a defensive stance. While in defensive stance, all attacks against you are made at disadvantage. In addition, you have advantage on Wisdom saving throws against be frightened or charmed.
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  20. Lethal Precision
  21. Starting at 3rd level, you have developed your technique with weapons, aiming to end fights with one clear strike. Once in each of your turns, when you take the Attack action and hit a creature with an attack from your bonded weapon, you can add 1d6 to the damage of successful attacks with that weapon.
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  23. As you gain levels in this class, your damage increases, increasing in one die at 5th level (2d6), at 7th level (3d6), and 9th level (4d6).
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  25. Tactical Fighter
  26. At 4th level, you learn how to use supernatural fighting techniques to gain the upper hand on a fight. Once in each of your turns, you can use one tactic bellow. You can't use the same tactic in two consecutive turns.
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  28. Distracting Movement. As a bonus action, each creature within 5 feet of you can't take reactions until the start of its next turn.
  29. Mindful Defense. As a bonus action, until the beginning of your next turn, your armor class increases by your Wisdom modifier.
  30. Aerial Corridor. As a reaction when you fall, or as a bonus action on your turn, you can chose to magically dash through the air, to a place within half your movement speed in distance. This movement does not provoke opportunity attacks.
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  32. Improved Bound Weapon
  33. Starting at 5th level, your attacks made with your bound weapon count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.
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  35. Shadowless Strike
  36. Starting at 6th level, you can draw your weapon and strike with an uncanny speed. If you take the Attack action on your first turn of a combat, you can make one additional melee weapon attack as part of that action.
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  38. Blinkstep
  39. At 7th and 10th levels a Blade Master can instantly move into an open square, within 10 feet for 7th level and 20 feet for 10th level, in any direction the Blade Master can see, this is a move equivalent action.(this doesn't prompt an attack of opportunity for leaving an attackers range nor will it when entering the threat range of an enemy. Blink stepping but remaining within a enemies attack radius will not cause an attack of opportunity.
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  41. Blinkstrike: At 8th Level When attacking you seem to flicker in and out of existence as you move upon your opponent to attack, leaving the enemy unable to predict where the strike is coming from allowing for the Blade Master to seek a chink in the enemies defenses dealing a worse blow than normally possible. This ability doubles your threat range for a critical strike, does not stack with other abilities to improve criticals.
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  43. Execution
  44. At 10th level, you learn how to focus all your energy and strength in a vital spot of your enemy. When you hit an creature with an attack, you can force the creature to make a Constitution saving throw against a DC equal 8 + your proficiency bonus + your Dexterity or Strength modifier (your choice). On a failure, a creature with 100 hit points or less dies instantly. If the creature has more than 100 hit points, it takes 10d10 additional damage. On a success, a creature takes half this total.
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  46. Once you use this feature, you can't do it again until you complete a long rest.
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