Blademaster
| Level | Proficiency Bonus | Features | Arts Known | Stances Per Short Rest |
|---|---|---|---|---|
| 1st | +2 | Blademaster Path | — | — |
| 2nd | +2 | Combat Arts, Stances | 2 | 2 |
| 3rd | +2 | Crescent Slash | 2 | 2 |
| 4th | +2 | Ability Score Increase | 2 | 2 |
| 5th | +3 | Extra Attack | 3 | 2 |
| 6th | +3 | Path Feature | 3 | 2 |
| 7th | +3 | ─ | 4 | 3 |
| 8th | +3 | Ability Score Increase | 4 | 3 |
| 9th | +4 | ─ | 5 | 3 |
| 10th | +4 | Path Feature | 5 | 3 |
| 11th | +4 | Mastery of Self | 5 | 3 |
| 12th | +4 | Ability Score Increase | 6 | 3 |
| 13th | +5 | Breakthrough | 6 | 3 |
| 14th | +5 | Path Feature | 6 | 4 |
| 15th | +5 | Ability Score Increase | 7 | 4 |
| 16th | +5 | ─ | 7 | 4 |
| 17th | +6 | ─ | 7 | 4 |
| 18th | +6 | ─ | 8 | 4 |
| 19th | +6 | Ability Score Increase | 8 | 4 |
| 20th | +6 | Transcendence | 8 | ─ |
Class Features
As a Blademaster, you gain the following class features
Hit Points
- Hit Dice: 1d8 per Blademaster level
- Hit Points at 1st Level: 8 + Your Constitution Modifier
- Hit Points at Higher Levels: 1d8 (or 5) + your Constitution Modifier per Blademaster level
Proficiencies
- Armor: Light Armor
- Weapons: All Simple and Martial Melee Weapons
- Tools: Calligrapher’s Supplies
- Saving Throws: Strength, Constitution
- Skills: Choose two from Athletics, Acrobatics, Insight, Investigation, persuasion, perception
- Recommended Ability Scores: Dexterity or Strength, followed by constitution and wisdom.
Equipment
You start with the following equipment, in addition to the equipment granted by your background:
- (a) Chain mail or (b) Leather Armor
- (a) One Martial Weapon and a Shield or (b) Two Melee Weapons of your choice
- (a) a Diplomats Pouch or (b) an Explorers Pack
Blademaster Path
At 1st level you have just begun your studies as a Blademaster. Following the teachings of one of 5 different Paths: The Mountain, The Tides, Storms, Flames and Beasts each of these paths are detailed at the end of the class description. Your choice grants you features at 1st level and again at 6th, 10th and 14th level.
Stances
One of your greatest strengths as a blademaster is your ability to maintain powerful stances during combat. These stances grant the user supernatural abilities determined by their Path. Stances are entered as a bonus action and require concentration as if you were concentrating on a spell. You can enter a stance a number of times per rest as outlined in the class table, though specific stances may follow other rules. You gain your first stance at level 2 and gain other stances as you progress in this class. While in a stance you cannot rest.
Combat Arts
In your study of both combat and yourself you have mastered various techniques to bolster yourself both in and out of combat. A level prerequisite refers to your level in this class.
Some of your arts and class features require a saving throw which is determined by your wisdom modifier, or charisma modifier if you follow the Path of Flames.
At 2nd level, you gain two combat arts of your choice. Your options are detailed at the end of the class description. When you gain certain blademaster levels, you gain additional arts of your choice, as shown in the Arts Known column of the Blademaster Table.
Additionally when you gain a level in this class, you can choose on the the arts you know and replace it with another invocation that you could learn at that level.
Combat Art DC
Crescent Slash
Starting at third level you learn how to handle your weapons with finesse. Once per short rest, as an action, instead of making a regular attack roll you cause all creatures within 5 feet of you to make a Dexterity saving throw against your combat art save DC. On a failed save they take damage as if you had hit them with your weapon (including any other effects that increase your weapon damage), on a successful save they take no damage.
Ability Score Increase
When you reach 4th level, and again at 8th, 12th, 15th, and 19th level, you can increase one ability score of your 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.
Extra Attack
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
Mastery of Self
Beginning at 11th level you ignore the penalties from the 1st level of exhaustion and you can no longer die from exhaustion. In addition, once per long rest you can end all status effects on yourself as an action.
Breakthrough
Starting at 13th level. While you are maintaining a stance, when you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.
Transcendence
At 20th level your dexterity and wisdom scores increase by 4, as do your maximums for these scores. In addition you can no longer die from natural causes. Also you can enter your stances an unlimited amount per day.
Blademaster Path
Different blademasters value different virtues and methods to combat. The Path you choose to follow reflects how you act both in and out of combat.
Path of Beasts
While other blademasters try to temper their emotions and curb their instincts, those who follow the Path of Beasts choose to hone their primal instincts to a fine edge. Sometimes referred to as Wildwalkers, these blademasters are known for exploiting the smallest of openings with primal savagery and dizzying blows.
Fang and Claw
You gain proficiency with unarmed attacks and may choose strength or dexterity to determine attack and damage bonuses. In addition whenever you make an attack action you may make an unarmed attack as a bonus action. You also gain proficiency in survival
Honed Instincts
Starting at 1st level you add your wisdom modifier to your initiative rolls.
Stance of The Hunter
Beginning at 2nd level you learn the Stance of The Hunter. While maintaining this stance you gain advantage to hit creatures that are within 5 feet of your allies.
Four Limbed Fighting
Starting at 6th level your unarmed strikes now deal 1d6 damage instead of 1d4 and become magical for the purpose of overcoming resistances. In addition, when you successfully hit a creature with your both your attack action attacks you can use your bonus action to do the following:
- Make two unarmed attacks.
- Cause a creature with melee to make a strength saving throw or be knocked prone.
- Attempt to grapple a creature in melee.
- Cause hostile creatures with 15 feet of you to make a wisdom saving throw or become frightened.
Go for the throat
Starting at 10th level, as a bonus action while in Stance of the Hunter you may grant yourself an extra 1d8 damage on each of your damage rolls against creatures below their hit point maximum for that turn. You can do this a number of times equal to your wisdom modifier per long rest.
Apex Predator
Starting at 14th level your unarmed strikes now deal 1d8 damage instead of 1d6 and you learn a powerful new stance known as Wildwalking.
Path of Flames
Those who walk the Path of Flames believe that the soul should be expressed to the fullest and honed into a weapon. Often called flamedancers, these blademasters are able to use their spirit to form fire and mesmerize onlookers.
Burning Soul
You gain proficiency in the Performance Skill. In addition you may use Charisma instead of Wisdom for the purpose of your Blademaster Arts and for determining your Saving throw DC. You also gain the ability to, as an action; light or snuff a small fire (Such as a campfire or torch), alternatively you can cause a small flame to sit in your palm. This flame sheds bright light in a 20 foot square and dim light for another 20 feet. Instead of holding this flame you can throw it at a creature within 20 feet, making a ranged attack roll using your charisma modifier and dealing 1d10 fire damage on a hit.
Stance of The Dancing Heart
Starting at 2nd level you learn how to enter the Stance of The Dancing Heart. While maintaining this stance your attacks gain an extra 5 ft reach and deal an additional 1d4 fire damage.
Breath of the Soul
Starting at 6th level you gain the ability to expel a fraction of your spirit as an action, causing the air in front of you to ignite. Creatures in a 15-foot cone from you must succeed on a Dexterity saving throw or take 4d6 Fire damage. Creatures who succeed on this saving throw take half damage. You can do this a number of times equal to your proficiency bonus per long rest.
Dazzling Display
Also at 6th level, once per turn when you deal fire damage to a creature they must succeed on a dexterity saving throw or become blinded until the start of your next turn.
Seared in Summer
Starting at 10th level your reach granted by your Stance of The Dancing Heart increases to 10 feet and your weapon attacks deal extra damage equal to your charisma modifier regardless of if they hit.
Sun Dancing
Starting at 14th level you learn the art of Sun Dancing, a stance unique to this path.
Path of the Mountain
Often viewed as stoic or standoffish, these blademasters champion the art of defense, becoming like stone themselves. They argue that the best way to protect others is to protect yourseslf. Many stonewardens value strength over dexterity and become incredible bodyguards as a result.
Resolute Body
You gain proficiency in Medium armor and shields. And you gain 1 Hit point per level.
Stance of Unbreakable Earth
Starting at 2nd level you learn the Stance of Unbreakable Earth. While maintaining this stance you have resistance to nonmagical bludgeoning, piercing and slashing damage.
Dig Deep
Starting at 6th level you gain the ability to negate the effects of critical hits against you as a reaction. You can do this a number of times equal to your wisdom modifier per day.
Roots of the Earth
Also at 6th level you gain advantage against effects that would push, pull or knock you prone.
Diamond Hide
Starting at 10th level, while maintaining your Stance of Unbreakable Earth you gain resistance to magical slashing, piercing and bludgeoning damage.
Landslide
Starting at 10th level you are no longer effected by difficult terrain. In addition, creatures you critically hit must succeed on a strength saving throw or be knocked prone, taking 1d12 bludgeoning damage from the force.
Core of the Earth
Starting at 14th level your body and mind become like the earth itself. You can no longer be knocked prone or pushed or pulled against your will. In addition you learn Mountain Stance.
Path of Storms
Their moods change with the wind. At one moment you could be in the midst of negotiations with a stormlord, the next you could be clashing blades. These blademasters go where the wind takes them. They are hard to pin down and rival flamedancers for their raw power. Oddly, stormlords have the closest relationship to their primal teacher, often seeking out Air elementals in an effort to understand themselves further.
Gathering Winds
Starting at 1st level you gain an extra 10 feet of movement. You gain proficiency in one wind instrument of your choice
Stance of Dancing Leaves
Starting at 2nd level you learn the Stance of Dancing Leaves. While maintaining this stance, attacks of opportunity against you are made with disadvantage. Also while maintaining this stance you can use the Dash action as a bonus action on your turn.
Windswept Barrier
Starting at 6th level while maintaining a stance, Ranged weapon attacks against you from beyond 30 feet are made with disadvantage.
Channel the Storm
Also at 6th level, you can call on the storms to bolster you as a bonus action. When you hit a creature with a melee weapon attack you can channel the storm into your attacks, dealing an extra 2d8 lightning damage. You can do this twice per short rest.
Storms Guide
Starting at 10th level you learn the Auran language if you dont already know it. Also, you can punish those for attempting to catch the wind. When creatures make an attack of opportunity against you they take 1d8 lightning damage.
Storms Rage
Starting at 14th level you tap into the heart of the storm and gain access to a new stance, tapping into the raw powr of the storm.
Path of the Tides
The Kindest of the blademasters. Those who wade in the Path of the Tides master the arts of misdirecting foes and healing. Able to ward off attacks with protective mists or intercede attacks with gouts of water. Not being able to stay at a safe distance, these healers are just as deadly as any other warrior.
Cleansing Pool
You gain a pool of hit points equal to your blademaster level x 5. These points can be used to grant temporary hitpoints as an action to a creature of your choice within 15 feet or you can spend 5 points to remove a poison effect, level of exhaustion or stabilize one creature within range. These temporary hit points last for an hour and you regain your pool on a long rest.
Stance of Crashing Waves
Starting at 2nd level you learn the Stance of Crashing waves. While maintaining this stance creatures you hit have their movement speed lowered by 10 feet until the start of your next turn.
Ebb and Flow
Starting at 6th level, creatures who attack someone who currently has temporary hit points granted by you take cold damage equal to 2 times the temporary hit points lost.
Guardian Waters
Also at 6th level, as a reaction you can cause a gout of water to erupt around you, imposing disadvantage on a melee attack roll within 15 feet of you against yourself or allies. You may do this a number of times equal to your wisdom modifier per long rest.
Frigid Seas
Starting at 10th level, while maintaining Stance of Crashing Waves creatures hit by your attacks cannot take reactions until their next turn.
Moonlit Warden
Also at 10th level, whenever you grant a creature temporary hit points you also grant those temporary hitpoints to yourself.
Tranquility
Starting at 14th level, you learn how to enter Tranquility during combat, a unique stance to the Path of Water. While in tranquility you have disadvantage on concentration checks but gain the following abilities:
Combat Arts
These arts represent different teachings of martial techniques amongst the blademaster schools and act as a way to differentiate yourself among the class.
If a combat art has prerequisites, you must meet them to learn it. You can learn the art at the same time that you meet its prerequisites. A level prerequisite refers to your level in this class.
Absolute Precision
Prerequisite: 12th level
Beastial Tenacity
Prerequisite: Path of Beasts
Binding
Prerequisite: 9th level
Brief Respite
Prerequisite: 9th level
Challenge Spirit
Prerequisite: 3rd level
Cinders and Ash
Prerequisite: Path of flames
Claws of the Earth
Prerequisite: Path of the Mountain, 5th level
Counter
Prerequisite: 7th level
Crescent Spear
Prerequisite: 7th level
Dance of Summer
Prerequisite: Path of Flames, 5th level
Duelist Feint
Frightening Presence
Prerequisite: 5th level
Feathered Step
Prerequisite: 4th level You can use your reaction when you fall to reduce any falling damage you take by an amount equal to four times your blademaster level.
Grace
Prerequisite: 5th level
Inner Peace
Iron Heart
Prerequisite: Path of the Mountain
Mastered Reflexes
On the Hunt
Prerequisite: Path of Beasts
Perfect Precision
Prerequisite: Weapon Precision fighting style, 9th level
Primal Hunter
Prerequisite: Path of Beasts, 7th level
Rest Through Reflection
Ride the Lightning
Prerequisite: Path of Storms 9th level
Run Through
Prerequisite: 5th level
Rumbling Earth
Prerequisite: Path of the Mountain
Safe Harbor
Prerequisite: Path of the Tides
Snap Freeze
Prerequisite: Path of the Tides
Soul's Rebuke
Prerequisite: Path of flames
Spirited Defense
Prerequisite: 7th level
Spirited Weapon
Prerequisite: 5th level
Strength in numbers
Prerequisite: 9th level, Path of Beasts
Stance of the Discerning
Stance of the Wary
Prerequisite: 5th level
Stifled Presence
Studied Diplomat
Unbreakable Body
Prerequisite: Path of the Mountain 10th level
Water Walking
Prerequisite: 5th level
Wind Wall
Prerequisite: Path of Storms, 7th level