Nailmaster Class

by Hollowed Kingdoms

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Nailmaster

A Powerful Beetle warrior surveys a battlefield before him. In an instant he locates and charges into the most dire skirmish on the field. With a single swing of his nail, he changes the tide of an entire fight.

An elegant Butterfly soars above her targets with her nail twirling. Her every step is a carefully planned performance of sword and skill. She weaves in and out of the thieves she has decided have overstayed their welcome in the living world, every stroke creating swaths of beautiful colors that mix with the blood of her foes.

A secluded Moth faces down invaders who approach her hermitage. In one hand she grasps her Nail. In the other, she calls forth the void to fight by her side. In a swirling chaos of Blade and Spell, she dispatches her assailants, condemning their souls to the abyss for their transgression.

A Nailmaster is the epitome of the lone warrior. One who has devoted themselves to reaching the pinnacle of combat with a blade. A Nailmaster fights with equal parts of Skill, Grace, and Power. Whether they rely on one over the other two in no way diminishes their expertise in any of them. A single Nailmaster is worth 100 untrained soldiers and can dispatch as many in an instant. The warriors who have fallen to their Nails are innumerable. The last sight any of them ever see is the whirling, rending, and unyielding slash of their Nail.

All Against One

The Nailmaster is most at home when facing multiple opponents, the more the better. They flow, effortlessly, through the ranks of enemy soldiers or hordes of monsters. The blood of their enemies seems to quench and sharpen their nails. A Nailmaster has been trained to move about enemy ranks, directing enemy attacks to hit each other, or forcing them to stumble into hazards.

Every movement is a life or death situation, and in this constant stream of combat and near-death, a true Nailmaster reaches a state of Nirvana. They are at peace amongst the screams and cuts, shaded below arrows that fly overhead, and euphoric in the face of their own demise. They find no greater joy in life than pitting their skills against the greatest odds they can find and pushing past their limits. A Nailmaster dreams of the day they cross blades with a stronger opponent, so that they can overcome them.

The most powerful aspect of a Nailmaster is their slash. They cut every enemy around them in a storm of blades. It is this skill that helps them to move from foe to foe, leaving fallen enemies behind every step. Few are those who have lived through a Nailmaster’s slash, and those who do tend to run in fear as fast as they can. An honorable Nailmaster will not give chase, though. There is no honor or glory in besting a warrior who has lost his will to fight. Better to let them live to fight another day, so that they can come back stronger than before.

Nailmaster
Level Proficiency Bonus Features Number of Slashes
1st +2 Skillful Nail, Nailmaster Slash 2
2nd +2 Fighting Style, Maneuverability 2
3rd +2 Nailmaster Style 3
4th +2 Ability Score Increase 3
5th +3 Extra Attack 4
6th +3 Soul Meditation, Agile Movement 4
7th +3 Nailmaster Style Feature 5
8th +3 Ability Score Increase 5
9th +4 Challenge 6
10th +4 Improved Nail 6
11th +4 Nailmaster Style Feature 7
12th +4 Ability Score Increase 7
13th +5 Lone Warrior 8
14th +5 Nailmaster Style Feature 8
15th +5 Extra Attack 9
16th +5 Ability Score Increase 9
17th +6 Nailmaster Style Feature 9
18th +6 Master's Nail 10
19th +6 Ability Score Increase 10
20th +6 Ultimate Slash 10

Class Features

As a Nailmaster, you gain the following class features

Hit Points


  • Hit Dice: 1d10 per Nailmaster level
  • Hit Points at 1st Level: 10 + your CON Modifier
  • Hit Points at Higher Levels: 1d10 (or 6) + your Constitution modifier per Nailmaster level after 1st

Proficiencies


  • Armor: Light and Medium
  • Weapons: All Simple Melee Weapons, Darts, Glaives, Greatswords, Halberds, Longswords, Rapier, Scimitars, Shortswords, Whips and Nets
  • Tools: 1 Artisans tools of your choice

  • Saving Throws: Strength and Dexterity
  • Skills: Choose three skills from Acrobatics, Athletics, History, Insight, Medicine, Perception, Stealth or Survival

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

  • (a) A Longsword and Shortsword or (b) a Greatsword or (c) any 2 simple weapons
  • (a) Leather Armor or (b) Scale Mail or (c) Chain Mail (if proficient)
  • (a) An Explorer’s Pack or (b) A Scholar’s Pack
  • (a) 2 Daggers
  • (a) Any set of Artisan's Tools

Skillful Nail

The heart of any Nailmaster is threefold: Skill, Grace, Power. The Nail is the embodiment of these virtues. For the purpose of your Nailmaster abilities, the following weapons are considered to be a Nail: Daggers, Greatswords, Longswords, Rapiers, Scimitars, and Shortswords. Draw and stow speeds for all Nails are ignored.

Additionally, you can add damage equal to your Nailmaster level to the damage of any attack made with a Nail. The damage is the same type as the attack. You can only use this feature once per short or long rest. If used with a Slash, this damage is split among the enemies hit as you wish

Nailmaster Slash

The Slash is the fundamental skill of a Nailmaster. It embodies their Soul and their skill in one. You swing your nail like a hurricane around you, striking everything in its wake. As an action, roll a single (1) weapon attack against every creature within 5 ft of you. The result is used against the AC of every creature within range.

Every creature hit takes slashing damage from the weapon damage roll being used as well as damage equal to half your Nailmaster level, rounded up. This attack ignores all but full cover. The amount of times this feature can be used is detailed in the Nailmaster table, under Number of Slashes. You must be wielding a Nail to use this ability. Each use of this ability is restored after a long rest.

Fighting Style

At 2nd level, you adopt a style of fighting as your specialty. Choose one of the following options. You can’t take a Fighting Style option more than once, even if you later get to choose again.

Defense

While you are wearing armor (including Natural Armor), you gain a +1 bonus to AC.

Dueling

When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.

Great Weapon Fighting

When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.

Two-Weapon Fighting

When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.

Maneuverability

When blades clash, a skilled Nailmaster will look for the slightest advantage, including the best possible positioning. At 2nd level, as a bonus action, you can swap spaces with an enemy creature you are engaged with, size Large or smaller. This movement does not provoke attacks of opportunity, for either creature. A creature with a movement of 0 (including if it is affected by a condition such as stunned) or one that is flying cannot be targeted with this ability. A creature effected by this ability (including the one who used it) cannot disengage with the other creature, even with abilities. Additionally, opportunity attacks made against you are made at disadvantage.

Nailmaster Style

At 3rd level, you learn to focus your skill into a specialized style. You choose an archetype from the list below: Artistic Style, Forceful Style or Void Nail Style. You gain additional abilities as you level up at levels 7, 11, 14, & 17.

Ability Score Improvement

When you reach 4th level, and again at 8th, 12th, 16th, 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.
Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.

Extra Attack

Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. The number of attacks increases to three when you reach 15th level in this class.

Soul Meditation

At 6th level, you’ve learned to focus your mind. You block out distractions and feel the soul flow through you to your blade. As an action, you may activate this ability, focusing your power. Until the end of your next turn, your AC increases by 2. Additionally, your melee attacks (including a Slash) made next turn are made with advantage. You cannot use this technique again until you finish short or long rest or until you reduced a creature’s Hit Points to 0.

Note: an ally reducing a creature you are engaged with to 0 is considered to meet this requirement, so long as you have dealt it damage and are still engaged with it.

Agile Movement

When you gain this feature at level 6, you gain the ability to move like the wind atop the world. Your movement speed increases by 10. Additionally, creatures cannot gain advantage against you from flanking abilities (ie pack tactics) and you have advantage against being restrained.

Challenge

At 9th level, you gain the ability to bring your foes to you. You can, as an action, cast Compelled Duel on a creature within the spell’s range. WIS is your spellcasting ability for this spell. A creature targeted with this ability makes its initial saving throw at disadvantage. You can use this ability once per short or long rest.

Improved Nail

At 10th level, Your Nail attacks are considered magical for the purpose of resistances. Additionally, you can alter the shape of your slashes. Rather than hitting every creature within 5 ft of you, you can instead make it hit every creature in a 30ft line in front of you.

Lone Warrior

The path of a Nailmaster is often a solitary one. A Nailmaster knows how to watch their own back. When you gain this ability at 13th level, you learn the power of a solitary warrior. When you are not within 15ft of an allied creature (including familiars, etc) you gain a +1 to your AC and all saving throws. When you are 30ft away, the bonus increases to +2.

Master's Nail

The ultimate Nailmaster wields their Nail with a power and precision unrivaled by any warrior in, or under, the land. Upon gaining this feature at 18th level. When you make a weapon attack with a Nail, you cannot roll a critical failure. Any roll of a 1 is rerolled until you receive a result that is not a 1. Additionally, you can reroll any 1 on a damage dice for a Nail attack until you receive a result that is not a 1. You must use the new rolls.

Ultimate Slash

Only the most dedicated Nailmasters ever learn how to utilize an Ultimate Slash. A truly devastating whirlwind of pain and punishment, it is designed to destroy an entire enemy squadron in a single blow. At 20th level, when you make a slash, you can use this ability. You can choose to use this feature after you roll your attack, but before you see the results. Any creature hit by this attack takes the maximum possible weapon damage, and the extra damage from the base Slash feature equals your full Nailmaster level for this attack. A creature cannot resist this damage, though immunities still apply.

Additionally, if a creature hit by the attack is reduced to 0 Hit Points, the remaining damage can be applied to one other creature within range of the attack (regardless of if the initial attack hit or not). You can only use this feature once. You regain it after you finish a long rest.

Nailmaster Styles

Artistic Style

As any master will tell you, combat is an art. A Nailmaster leaves their mark on every battlefield they encounter. Nailmaster’s who devote themselves to this style tend to see the world as their canvas, with their enemies’ blood as their paint. These Nailmasters find an inner peace within themselves by embracing their artistic expression. They find joy in artistic pursuits beyond combat and take that same peace and focus with them when they step into a warzone.

Artistic Talent

When you take this Style at 3rd level You gain proficiency with Painters tools and the Performance skill. If you are already proficient in either of these, you can add twice your proficiency bonus to them instead.

Colorful Slash

At 3rd level, whenever you make a Slash, you can declare one of the following Damage types: Fire, Cold, Acid, Poison, Lightning or Thunder. Your slash deals this damage type in place of its standard damage. Additionally, your nail deals an extra D4 of the same damage until the end of your next turn.

Color Distortion

At 7th level, you gain the ability to manifest the colors as powerful magic. You gain the ability to cast Hypnotic Pattern twice, with all uses recharging on a short or long rest. WIS is your spellcasting ability for this spell.

Artistic Soul

When you gain this feature at level 11, you gain proficiency in either INT, WIS, or CHA saving throws. You can only choose an option in which you are not already proficient. Additionally, when you use your “Colorful Slash” ability, you gain resistance to one of the listed damage types (your choice) until the end of your next turn.

Improved Colorful Slash

When you gain this feature at 14th level in this class, you gain the ability to increase the duration of the effects of your Colorful Slash. The Extra Damage now equals 3D4 and the effect now lasts for a minute. The effect ends early if you use your Colorful Slash again. Additionally, when you hit an enemy with your slash, you learn any elemental weaknesses, resistances and immunities for the Damage types listed in the Colorful Slash.

Painted Terrain

At 17th level, you learn to turn the very ground beneath you into a work of art. When you use your Colorful Slash ability, you can choose to have all terrain around you within 15ft radius shift as you use your slash. The terrain is considered difficult for all creatures other than you. The effects for each element are listed below.

You and a number of creatures equal to your WIS modifier designated by you are immune to these effects. The effects dissipate after 1 minute. You can only use this feature once per long rest. You cannot use this ability in tandem with the Ultimate Slash ability gained at level 20.

Fire: The ground becomes superheated. All creatures starting their turn in the area take 2D8 Fire Damage. Any flammable objects on the ground ignite, causing a fire in the space, dealing 4D8 Fire damage to any creature that passes through, including ones protected from this feature.

Cold: The ground freezes over beneath your feet. When a creature starts its turn in or enters into the area, it makes a DC16 DEX saving throw. On a failure, it falls prone. Any water in the affected area immediately freezes.

Acid: The ground turns into a corrosive swamp and is considered Very difficult terrain, taking 3ft of movement for every 1. Any creature that ends its turn in the swamp takes 3D4 Acid damage.

Poison: The ground becomes covered in a dense fog of poison gas. Vision within the cloud is reduced to 5ft. Creatures with blindsense, etc. are unaffected. Creatures who begin or end their turn within the area effected must make a DC 16 CON saving throw. On a failure, they become poisoned for 1 minute. Constructs are immune to this effect.

Lightning: The ground below you becomes magnetically charged as energy crackles over it. Any creature that begins its turn that is wearing or holding metal must make a DC16 STR saving throw. On a failure, any metal they are holding is pulled from their hands to the ground and they must use their action to repeat the saving throw, only lifting it on a success. If they are wearing metal armor, they fall prone and must repeat the saving throw at the end of their turn and must succeed or remove the armor to stand up again.

Thunder: The area becomes deafening as the sound echoes through it. All creatures who are within the area are deafened until they leave it. Spells that require vocal components cannot be cast within this area. A creature leaving the area must succeed a DC 16 CON saving throw, or else be deafened for a minute.

Forceful Style

Some Nailmasters rely on force and power when in Battle. What better way to win than to cut every foe down in a single blow? Nailmasters who find themselves with an abundance of strength often tend towards this style. In its simplicity, it finds an eloquence in how their enemies are dispatched before them. One strike, one death. One who stands before a master of the Forceful Style is destined to fall before them as well. Might makes right, and they are never wrong.

Heavy Build

When you choose this style at 3rd Level, you gain proficiency in Heavy Armor. Additionally, Glaives and Halberds are treated as Nails for the purposes of your abilities.

Forceful Slash

At 3rd level, whenever you make a Slash using (a) a Heavy Nail or (b) a versatile Nail wielded with both hands, every creature you hit, size large or smaller, makes a STR saving throw vs. [8 + Your Proficiency Bonus + your STR modifier]. Creatures that fail the save are pushed 5 feet away from you. Creatures that fail the save by 5 or more are knocked prone as well. Large creatures have advantage on the saving throw. You can use this ability three (3) times. You regain all expended uses after finishing a long rest.

Holdfast

When you gain this ability at 7th level, you learn how to dig in against powerful enemies and nature itself. You have advantage with saving throws against effects that would push you back or knock you prone. Spells and attacks made against you that would push you back or knock you prone without a STR saving throw are made against you at disadvantage. Effects that move you with magic (such as teleportation) are unaffected by this ability.

Retaliation

When you reach 11th level, you learn to respond harshly to anyone who would harm your allies. When an enemy within range of your attacks hits you or a friendly creature, you can use your reaction knock them to the ground. When you use this ability, you shove an enemy with your forceful strength. A creature size Large or smaller makes a STR saving throw vs. [8 + Your Proficiency Bonus + your STR modifier]. A creature who fails is knocked prone. You can use this ability three (3) times and regain all uses after you finish a short or long rest.

Execution

At 14th level, when you would hit a prone enemy with a melee attack that uses your STR modifier, you can forgo the damage roll and instead have it deal Maximum damage. You can only use this ability once per turn. A creature reduced to 0 hit points by this attack is killed outright and has its head severed from its body (if it has one).

Earth Shaker

At 17th level, you gain the power to move the very earth below you. As an action, you can expend a use of your Slash ability to slam the ground with your Nail, causing it to shake and crack. Every creature within 15 feet of you size Large or smaller must make a STR saving throw vs [8 + Your Proficiency Bonus + your STR modifier]. On a failed save, they fall prone, the damage instead being dealt as magical bludgeoning damage. You may then use your bonus action to make a weapon attack on an enemy within range.

A creature knocked prone by this ability must use its entire movement speed to stand up again and all creatures other than you within range of the spell (even if they passed the Saving Throw) makes its first melee or ranged attack on its next turn (not including spells) at disadvantage. You can only use this ability once per long rest. You cannot use this ability in tandem with the Ultimate Slash ability gained at level 20.

Void Nail Style

Some Nailmasters find an ally within the darkness and power of the void. They learn to call forth this power to augment their own, emboldening their prowess in battle with the shadows rising forth from their own Soul. With the darkness in one hand and their Nail in the other, they are truly a force to be reckoned with.

Spellcasting

When you reach 3rd level, you gain the power to cast spells. See Spells Rules for the general rules of spellcasting and the Spells Listing for the wizard spell list.

Cantrips

You learn two cantrips of your choice from the Wizard spell list. You learn an additional Wizard cantrip of your choice at 7th level and one more at 14th.

Spell Slots

The Void Nail Spellcasting table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest.

For example, if you know the 1st-level spell shield and have a 1st-level and a 2nd-level spell slot available, you can cast shield using either slot.

Spells Known of 1st-Level and Higher

You know three 1st-level Wizard spells of your choice, two of which you must choose from the Divination or Transmutation spells on the Wizard spell list.

The Spells Known column of the Void Nail Spellcasting table shows when you learn more spells of 1st level or higher. Each of these spells must be a Divination or Transmutation spell of your choice from the wizard spell list and must be of a level for which you have spell slots. For instance, when you reach 7th level in this class, you can learn one new spell of 1st or 2nd level.

The spells you learn at 8th, 14th, and 20th level can come from any school of magic, but they must still be on the Wizard spell list. Whenever you gain a level in this class, you can replace one of the spells you know with another spell of your choice from the wizard spell list. The new spell must be of a level for which you have spell slots, and it must be a divination or transmutation spell, unless you’re replacing the spell you gained at 3rd, 8th, 14th, or 20th level from any school of magic.

Game Credit

This Class was inspired by the game Hollow Knight by Team Cherry. A labor of love made solely for entertainment purposes and not-for-profit. No copyright infringement is intended.

Designed by: Nick
Art by: crankyteapot

Spellcasting Ability

Wisdom is your spellcasting ability for your Nailmaster spells, as it takes a calm mind and sound body to bring forth the power of the Void. You use your Wisdom whenever a spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a Nailmaster spell you cast and when making an attack roll with one.

Spell Save DC = 8 + your proficiency bonus +

your Wisdom modifier

Spell attack modifier = your proficiency bonus +

your Wisdom modifier

Void Nail Style Spellcasting

Nailmaster Level Cantrips Known Spells Known 1st 2nd 3rd 4th
3rd 2 3 2
4th 2 4 3
5th 2 4 3
6th 2 4 3
7th 3 5 4 2
8th 3 6 4 2
9th 3 6 4 2
10th 3 7 4 3
11th 3 8 4 3
12th 3 8 4 3
13th 3 9 4 3 2
14th 4 10 4 3 2
15th 4 10 4 3 2
16th 4 11 4 3 3
17th 4 11 4 3 3
18th 4 11 4 3 3
19th 4 12 4 3 3 1
20th 4 13 4 3 3 1

Nailcasting

When you take this subclass at 3rd level, you gain the ability to use your Nail as a spellcasting focus for your Nailmaster spells. Additionally, you can use your spells to wrap yourself in protective shadows. When you cast a spell of first level or higher, you gain temporary HP equal to 2 times the spell level you cast.

Focus Soul

At 7th level, you gain the ability to recover your energy by focusing your soul. During a short rest, you can recover spell slots of total levels equal to your WIS Modifier (min 1). Once you use this feature, you cannot do so again until completing a long rest.

Spell Reinforcement

At 11th level, you can infuse the Void into your spells to make them more potent. When you cast spells higher than their base level, they gain unique increases of power.

  • If it is a spell attack, you can add 1 to your roll for every spell level over its original level.
  • If it requires a saving throw, increase the Spell Save DC by 1 for every spell level over its original level.
  • If it doesn’t use either of the prior conditions, and you expend a higher-level spell slot for a spell than its original level, you gain 1 to your AC for every level over its original level until the start of your next turn.

This feature does not work in tandem with slots expended for abilities other than spells (ie- Mystic Slash or Smite).

Offerings to the Void Heart

At 14th level, you give yourself over fully to the void, letting its embrace envelop you. When you call forth the void, you can summon dark tendrils, grasping enemies and pulling them to you. When you cast a spell of first level or higher, you can summon a number of tendrils up to or equal to the spell level cast.

Each tendril can be summoned within 20 feet of you and grasp a target 10 feet away from them. They last for a minute and can move 10 ft on your turn A creature ensnared by a tendril makes a STR saving throw vs your Spell Save DC. On a failed save, they are grappled, and you can move them anywhere within the range of the tendril, dragging them by force. They can repeat the saving throw at the start of their turn to escape. You can summon a total number of Tendrils equal to your Wisdom modifier. You regain all uses after completing a long rest.

Mystic Slash

When you gain this feature at 17th level, you gain the ability to infuse magical power into your slashes. When you choose to use your slash, you can expend a Nailmaster spell slot of first level or higher and apply the following effects.

  • You can add [2 x the spell level expended] to the attack roll made with the slash.
  • You can increase the range of the slash by 5 ft in every direction, avoiding a number of creatures equal to the spell level expended.
  • You can add 1 D6 of magical slashing or Necrotic damage (your choice) per spell slot level expended.

You can use this feature once per long rest. This feature cannot be used in tandem with the Ultimate Slash ability gained at level 20.

 

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