Blademaster v2

by DnDingus

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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 = 8 + your proficiency bonus +

your Wisdom or Charisma modifier

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.

While Wildwalking you have disadvantage on concentration checks and gain the following abilities:
You treat all die rolls on perception or survival checks lower than 10 as if you rolled 10.
Advantage on attack rolls against creatures who have not yet acted in combat.
When attacking a creature that is either surprised or has one of your allies within 5 feet of them you deal an additional 1d6 slashing damage on each attack.
You can only enter this stance once per long rest.

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.

While Sun dancing you have disadvantage on concentration checks and gain the following abilities:
You shed bright light in a radius of 30 feet and creatures within 15 feet of you must succeed on a con save or be blinded until the start of their next turn.
Your Breath of the Soul feature deals 6d6 damage instead of its normal damage and its range increases to a 30 foot cone.
Hostile creatures within 15 feet of you take fire damage equal to half your blademaster level at the start of each of their turns
You can only enter this stance once per long rest.

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.

While in Mountain Stance you have disadvantage on concentration checks and gain the following abilities:
Resistance to all damage except for force.
Creatures who you hit with a weapon attack must succeed on a constitution saving throw against your Combat Art DC or become stunned until your next turn.
You add +10 to any strength based check and create difficult terrain where you walk.
You can only enter this stance once per long rest.

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.

While maintaining Storms Rage, you have disadvantage on concentration checks and gain the following abilities:
You gain a flying speed of 30 feet.
You can cause a tunnel of wind to form as an action. Causing all creatures in a 20 foot line to succeed on a dexterity saving throw or be pushed or pulled 20 feet from or to you, taking 3d6 bludgeoning damage on a failed save or half as much on a successful save.
All ranged attacks against you or anyone within 15 feet of you are made with disadvantage.
You can only enter this stance once per long rest.

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:

Immunity to fear, charm and sleep effects.
Allies within 15 feet of you have advantage against fear and charm effects
As an action on each of your turns you may choose up to 6 creatures within 15 feet. They each regain 1d8+ your wisdom modifier hit points.
You can only enter this stance once per long rest.

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

Whenever you critically hit a creature you treat any die rolls lower than 3 as if you had rolled a 3 instead.

Beastial Tenacity

Prerequisite: Path of Beasts

As a reaction to taking damage you can reduce the damage of the attack by 1d8+ your constitution modifier. You can do this once per short rest. In addition your carrying capacity is doubled.

Binding

Prerequisite: 9th level

Choose up to 5 creatures within 60 feet of you. They must succeed on a constitution saving throw against your combat art DC or become restrained. While this effect holds on any of targets you are also restrained and must make concentration checks to maintain this effect.

Brief Respite

Prerequisite: 9th level

As an action you enter a trance like state. Becoming blind, deaf and unable to move for 1 minute. After which you gain the benefits of a short rest. You can do this once per day.

Challenge Spirit

Prerequisite: 3rd level

As an action you may challenge the spirit of an opponent, choosing one creature within 30 feet they must succeed on a Wisdom saving throw or become Challenged. While Challenged creatures have disadvantage on attack rolls against creatures besides you for 1 minute. The challenge ends if you attack any other creature, if you cast a spell that targets a hostile creature other than the target, if a creature friendly to you damages the target or casts a harmful spell on it, or if you end your turn more than 30 feet away from the target. You may do this once per short rest.

Cinders and Ash

Prerequisite: Path of flames

Creatures hit by your abilities that deal fire damage do not benefit from resistance to fire damage.

Claws of the Earth

Prerequisite: Path of the Mountain, 5th level

Choose one creature you can see within range. Earthen tendrils reach up and wrap around the creature. The target must succeed on a Strength saving throw, or its flying speed (if any) is reduced to 0 feet for one minute. You can do this ability twice per long rest.

Counter

Prerequisite: 7th level

If a creature misses you with a melee attack roll you can immediately make an attack roll against them as a reaction.

Crescent Spear

Prerequisite: 7th level

Your Crescent slash ability can now strike in a 20 foot line instead of its normal range.

Dance of Summer

Prerequisite: Path of Flames, 5th level

While maintaining Stance of The Raging Heart your first attack each turn deals an additional 1d6 fire damage

Duelist Feint

As a bonus action you may make a dexterous feint, baiting your enemies into exposing themselves, foes must succeed on a wisdom (insight) check vses your blademaster art DC, on a fail, you gain advantage on your next weapon attack.

Frightening Presence

Prerequisite: 5th level

The first creature per combat that fails to hit you with a melee attack must succeed on a wisdom saving throw or become frightened of you until the end of their next turn.

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

When you hit a creature with a weapon attack, you can use your bonus action to attack a different creature within 5 ft.

Inner Peace

You may as an action suppress any effect causing yourself to be charmed or frightened for 1 minute. After this time the effects resume. This requires concentration to maintain. You can do this once per short rest.

Iron Heart

Prerequisite: Path of the Mountain

You gain resistance to Poison damage and gain advantage on poison saving throws.

Mastered Reflexes

While you are not wearing armor or a shield you may add your wisdom modifier to your armor class in addition to your other bonuses. This Effect does not stack with similar unarmored abilities.

On the Hunt

Prerequisite: Path of Beasts

Honing your senses on your to find any potential prey. For the next hour you have advantage on perception and survival checks. You use this ability a number of times equal to your proficiency bonus per long rest.

Perfect Precision

Prerequisite: Weapon Precision fighting style, 9th level

Your critical hit range increases to 19-20 when wielding only one weapon and you deal an extra weapon die of damage on critical hits.

Primal Hunter

Prerequisite: Path of Beasts, 7th level

When attacking creatures below their hit point maximum you may add your wisdom modifier to your unarmed strike damage rolls.

Rest Through Reflection

You no longer have to sleep for 8 hours to get the benefits of a long rest. Instead you can spend up to 4 hours in deep meditation, becoming aware of all creatures within a 20 foot cube centred on yourself for the duration.

Ride the Lightning

Prerequisite: Path of Storms 9th level

You coil yourself like a spring. Becoming hyper-aware of the air currents around you. Waiting for the right wind to carry your spirit, when you find it you lash out with your weapon. Once per long rest as an action, you travel up to 60 foot in a line, creatures between you and your destination must succeed on a dexterity saving throw or take 8d6 lightning damage or half as much on a successful save.

Run Through

Prerequisite: 5th level

When you take the dash action you may make 1 weapon attack as a bonus action. This attack occurs after you have moved, not before

Rumbling Earth

Prerequisite: Path of the Mountain

While you are not moving you gain tremorsense to a range of 30 feet. Starting at 9th level you can maintain tremorsense whilst moving.

Safe Harbor

Prerequisite: Path of the Tides

As an action you can touch one creature warding them from harm for up to a minute. Until the effect ends, any creature who targets the warded creature with an attack or a harmful spell must first make a Wisdom saving throw. On a failed save, the creature must choose a new target or lose the attack or spell. You can do this once per short rest. The effect ends if the warded creature takes any action that causes harm to another creature.

Snap Freeze

Prerequisite: Path of the Tides

As a reaction when you take damage. You can encase your attacker in ice. They gain temporary hit points equal to 10 x your level. They cannot move or act and are vulnerable to fire damage until your next turn. You can do this once per long rest. This does not interact with your other abilities.

Soul's Rebuke

Prerequisite: Path of flames

As a reaction to being hit you can cause the attacker to make a dexterity saving throw or be engulfed in flames on a failed save. Taking 1d10 fire damage immediately and 1d6 fire damage on each of its turns. The Creature can re-attempt the saving throw as an action on each of its turns to put out the flames. You can do this once per short rest.

Spirited Defense

Prerequisite: 7th level

Once per short rest you can cloak your body in a fraction of your spirit. As a bonus action you gain resistance to an elemental damage type of your choice for the next minute. You can choose either fire, cold, lightning, thunder or acid as the damage type.

Spirited Weapon

Prerequisite: 5th level

Once per short rest you can imbue part of your spirit into your weapon. As a bonus action you can cause one weapon to deal an extra 1d6 of elemental damage for the next minute. You can choose either fire, cold, lightning, thunder or acid as the damage type.

Strength in numbers

Prerequisite: 9th level, Path of Beasts

When you have advantage on an attack roll you deal an extra d4 damage to your target for each ally within 5 feet of them.

Stance of the Discerning

You learn a new blademaster stance. While maintaining this stance you gain advantage on insight checks and as an action can cause a creature to make a wisdom saving throw against your combat art DC. On a fail you learn the creatures highest ability score and whether or not that score is higher than yours. You can maintain this stance for up to 10 minutes.

Stance of the Wary

Prerequisite: 5th level

While maintaining this stance Creatures cannot gain advantage on attacks against you (unless you are unable to move). While in this stance you cannot make attacks of opportunity.

Stifled Presence

You learn to hide your spirit, your breathing becomes shallow and your steps become light on the ground. As a bonus action you can grant yourself +10 to stealth rolls and you do not leave tracks for one hour. You can use this ability once per short rest.

Studied Diplomat

You gain proficiency in Insight and Deception.

Unbreakable Body

Prerequisite: Path of the Mountain 10th level

As a bonus action you may enter this stance, while maintaining this stance you gain +2 to your armor class but your movement speed is reduced to 20 feet.

Water Walking

Prerequisite: 5th level

You can walk on liquids as if they were solid ground. Though you would still take heat damage from lava.

Wind Wall

Prerequisite: Path of Storms, 7th level

Once per long rest as an action you can create a wall of wind that is 25 foot long and 15 foot tall. You can shape the wall in any way you choose so long as it makes one continuous path along the ground. When the wall appears, creatures in the area must make a Strength saving throw. A creature takes 3d6 bludgeoning damage on a failed save or half as much on a successful one. Arrows, bolts, and other ordinary projectiles launched at targets behind the wall are deflected upward and automatically miss though heavier projectiles, like that fired from a siege weapon can still pass through.
 

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