5e class: Blademaster

by Vaydin, Chaos Master

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Blademaster

A human walks down a lonely road, a single longsword resting on their hip. From the ground a rumble is heard, and a bulette erupts up from the earth. An unearthly smile growing on their face, the human eviscerates the monster in seconds, letting it fall limply to the ground as the human continues on its face.

An elf fingers a knife at their belt, eyes darting all around them. A gang of surly orcs close in from all sides, their eyes gleaming as they ponder their delight in what they assume will be their next kill. Suddenly the elf lashes out, the dagger seeming to be propelled faster than the elf's arms could make it towards the lead orc. With a grunt, the orc swings their massive greatsword in front of the tiny blade, a look of disdain on their face. The two eye each other more cautiously now, aware of their equality, and that any mistake now could lead to their demise.

A tiefling mingles at a gala, smiling and laughing with the crowd. Now famous from their stint in the war, the crowd oohs and aahs at their glamorous longsword, sheathed in a solid gold scabbard at the tiefling's side. A scimitar suddenly flashes out of the crowd, the tiefling barely dodging it. They whip out their longsword, magical energy crackling along its length, but nobody seems to know who attacked. Nobody, save perhaps the smiling tabaxi, their assassination attempt unsuccessful, but their presence undetected.

Blademasters are very similar to the main three martial classes; the fighters, rogues, and barbarians that we know well; but rather than train themselves in any sort of variety they focus their studies to a needle sharp point, usually only a single weapon. However their dedication pays off, their lack of variety empowering them as they prove time and again that it's always best to prioritize quality over quantity.

Multiclassing

In order to multiclass a level in Blademaster, or take a level in another class if Blademaster is your base class, you need to have either a strength or dexterity score of at least 13. If you multiclass into Blademaster you gain proficiency in your choice of eithers daggers, greatswords, longswords, rapiers, scimitars, sickles, or shortswords (or if already proficient choose one for your Specialized Weapon) and Smith's tools.

Quick Build

You can make a Blademaster quickly by following these suggestions. First, strength or dexterity should be your highest ability score (depending on whether you want to use finesse weapons), followed by constitution. Intelligence should be your second highest ability score if you plan to follow the Spellblade Tradition. Second, choose the soldier background and select the Waterstance Stance.

Blademaster
Level Proficiency Bonus Features Enhancements
1st +2 Specialized Blade, Stance(1)
2nd +2 Enhancements, Multi-hit 1
3rd +2 Blademaster Tradition 1
4th +2 Ability Score Increase 2
5th +3 Extra Attack (1) 2
6th +3 Tradition Feature 3
7th +3 Resilience 3
8th +3 Ability Score Increase 4
9th +4 Stance(2) 4
10th +4 Blade Mastery 5
11th +4 Tradition Feature 5
12th +4 Ability Score Increase 6
13th +5 Forbidden Technique(1) 6
14th +5 Ability Score Increase 7
15th +5 Extra Attack (2) 7
16th +5 Ability Score Increase 8
17th +6 Tradition Feature 8
18th +6 Stance(3) 9
19th +6 Ability Score Increase 9
20th +6 Master's Touch, Forbidden Technique(2) 10

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: Your hitpoints at 1st level + 1d8 + your constitution modifier per level after 1st

Proficiencies


  • Armor: Light armor
  • Weapons: One weapon of your choice, choosing between dagger, greatsword, longsword, rapier, scimitar, sickle, and shortsword.
  • Tools: Smith's tools

  • Saving Throws: Strength and Dexterity
  • Skills: Choose two from Acrobatics, Arcana, Athletics, Intimidation, Investigation, Perception, and Sleight of Hand.

Equipment

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

  • (a) a martial weapon or (b) a simple weapon
  • (a) an Explorer's Pack or (b) a Dungeoneer's pack
  • Leather armor and smith's tools

Specialized Blade

At 1st level, you have honed all of your training into a single weapon, which is the weapon you gained proficiency with when you selected this class. This blade will be used in many of this class' features, and if you gain proficiency with other weapons (including weapons from which you selected when you chose this class) they are not considered a Specialized Blade unless otherwise specified. If you possess multiple identical weapons of the same variety that count as your Specialized Blade (such as having two daggers), choose one of them to gain the benefits of your Enhanced Blade. You can select a different weapon of that variety to gain the benefits of your Specialized Blade feature at the end of a long rest. If you possess multiple different varieties of weapons that would count as Specialized Blades (such as one rapier and one dagger) then one weapon of each variety gains the benefits of your Specialized Blade feature.

While wielding your Specialized Blade, you gain a +1 bonus to AC, attack rolls, and damage rolls. This bonus increases to +2 at 10th level, and +3 at 20th level.

Stance

Also at 1st level, you have learned a Stance, which is always active. Your Stance grants you certain benefits, and will gain additional features at 18th level. You can only have 1 Stance active at a time. You can have 2 Stances active at the same time once you reach 18th level in this class. You know 1 Stance at 1st level, and learn 1 additional stance at 9th level (2) and 18th level (3). When you gain a level in this class, you can exchange one Stance you know for a different Stance you do not know.

  • Windstance: While in this Stance, you can take the Dodge action as a bonus action. At 18th level, you also gain advantage on your first attack roll each turn.
  • Stonestance: While in this Stance, when you are hit by an attack you can use your reaction to reduce the damage by an amount equal to your proficiency bonus. At 18th level, you instead reduce the damage by an amount equal to your level.
  • Flamestance: While in this stance, you deal an additional 1d4 fire damage with the first weapon attack you make using your Specialized Blade each turn. At 18th level, the extra damage applies to all attacks you make on your turn.
  • Waterstance: While in this Stance, you can use your reaction when you are targeted by an attack to increase your AC by an amount equal to half of your Proficiency Bonus (rounded down) until the start of your next turn. At 18th level, the first attack roll made against you each round is made with disadvantage.
  • Vinestance: While in this Stance, when you are hit by a melee attack, you can use your reaction to make one attack using your Specialized Blade against the creature that attacked you, provided that it is within reach. At 18th level, you take the Attack action using this reaction, instead of making a single attack.
  • Smokestance: While in this Stance, you can take the Hide action as a bonus action. At 18th level, you also have advantage on dexterity(stealth) checks when you have moved no more than half of your speed.
  • Riverstance: While in this Stance, your movement speed is increased by 10 feet. At 18th level, you don't trigger opportunity attacks when you move.

Enhancements

Starting at 2nd level, you've begun to Learn how to Enhance your Specialized Blade. Select one Enhancement from the Enhancements table at the end of the class description for which you meet all prerequisites (if any). One Specialized Blade of your choice gains the benefits of this Enhancement. You can exchange one Enhancement on your Specialized Blade(s) for a different Enhancement for which you meet all prerequisites (if any) at the end of a long rest. You gain additional Enhancements to apply to your Specialized Blade(s) at certain levels, as specified in the Enhancements column of the Blademaster class table. If you possess multiple weapons which are considered Specialized Blades, each Specialized Blade has separate Enhancements, the total of which cannot exceed the number of Enhancements for your level. You cannot take an Enhancement more than once, and Enhancements that enhance the same statistic (such as damage and attack rolls) can only be applied once, using whichever Enhancement provides a higher bonus. In addition, your attacks using your Specialized Blade(s) now count as magical for the purpose of overcoming resistance and immunity.

Multi-hit

Starting at 2nd level, you have begun to learn how to turn a flurry of hits into something attainable. When you take the attack action on your turn and hit with at least 1 attack, you can use your bonus action to make an additional number of attacks equal to your Proficiency Bonus. If any of these attacks miss, you do not make any further attacks using this feature, even if they would not exceed the maximum. You can use this feature a number of times equal to your Proficiency Bonus, regaining all expended uses at the end of a long rest.

Blademaster Tradition

At 3rd level you hone your skills using a certain Blademaster Tradition. Choose one Tradition between the Assassin Tradition, the Brute Tradition, the Ironscale Tradition, the Slayer Tradition, the Spellblade Tradition, and the Versatile Tradition. Your chosen Tradition grants you features at 3rd level, and again at 6th, 11th, and 17th levels.

Ability Score Increase

At 4th level and again at 8th, 12th, 14th, 16th, and 19th level, you can increase one Ability Score of your choice by 2, or two Ability Scores of your choice by 1. As normal, you cannot increase an Ability Score above 20 using this feature. If your DM allows the optional Feats rule, you may take one Feat instead.

Extra Attack

At 5th level, you can attack twice, instead of once, when you take the attack action on your turn. At 15th level you can attack three times, instead of twice, when you take the attack action on your turn.

Resilience

At 7th level, you have honed yourself to be able to shrug off blows. When you are forced to make a saving throw, you can use your reaction to give yourself advantage on the saving throw. You can use this feature a number of times equal to your Proficiency bonus, and regain all expended uses at the end of a long rest.

Blade Mastery

At 10th level, you have truly mastered the blade you have chosen. The first time on each of your turns when you would miss with an attack roll using your Specialized Blade, you can reroll the attack roll, but must take the second roll.

Forbidden Technique

At 13th level, you learn a Forbidden Technique, a special way to use your Specialized Blade. The Forbidden Techniques list is detailed at the end of the class description. At 20th level, you learn one additional Forbidden Technique. When you gain a level in this class, you can exchange a Forbidden Technique you know for a different Forbidden Technique for which you meet all prerequisites (if any).

Master's Touch

At 20th level, you have achieved such Mastery over your Specialized Blade that even the famous warriors of old would look at their skills in shame. Once per turn, when you hit an enemy with a weapon attack using your Specialized Blade, you can choose to either deal additional damage equal to your Proficiency Bonus or ignore any resistance or immunity the target has to the damage type(s) of the attack.

Assassin Tradition

Those who align themselves with the Assassin Tradition value the ability to sharpen one's own mind almost as much as the ability to sharpen one's blade.

Sharp Wit

Starting when you choose this Tradition at 3rd level, you learn the Vicious Mockery cantrip, and can cast it using your Charisma modifier. In addition, you gain proficiency in the Deception and Persuasion skills, as well Poisoner's kits.

Assassin's Strike

Starting at 6th level, you become a master at stealthily eliminating targets. If you deal damage to a creature that has not taken a turn in combat, you deal an additional 2d10 necrotic damage. In addition, you gain a bonus to your initiative checks equal to your proficiency bonus.

Assassin's Guile

Starting at 11th level, you can use your bonus action to make a charisma(deception) check contested by a wisdom(insight) check made by a creature you can see. If you win the contest, then you gain advantage on your next attack roll against that creature and, if it hits, you deal an additional 4d10 necrotic damage. You can use this feature a number of times equal to your proficiency bonus, regaining all expended uses at the end of a long rest.

Battlewraith

At 17th level, you have become a force of hidden death. As a bonus action, you can become invisible. This invisibility lasts until the start of your next turn. While invisible in this way, your movement speed increases by 15 feet, you gain a bonus to your damage rolls equal to your proficiency bonus, and have advantage on charisma(intimidation) checks against creatures that can't see you. You can also only use your action to attack or make a charisma(intimidation) check while invisible in this way. You can use this feature a number of times per long rest equal to your proficiency bonus, regaining all expended uses at the end of a long rest.

Brute Tradition

Battlemasters of the Brute tradition value raw power over all else, and hit harder than most would think is possible.

Dedicated Strike

When you choose this Tradition at 3rd level, you can choose to make a dedicated strike. You can use your bonus action to grant advantage to your next attack roll made with your Specialized Blade. On a hit, the attack deals additional damage of the weapon's type equal to twice your Blademaster level, and the target must succeed on a constitution saving throw with a DC of 8 + your strength modifier + your proficiency bonus or be stunned until the end of your next turn. You can use this feature once, and regain all expended uses at the end of a long rest.

Brutish Fury

Starting at 6th level, when you use your Multi-hit feature, you deal 2 additional damage of the weapon's type for each attack that hits after the first. This bonus applies to all hits after the first.

Powerful Strikes

Starting at 11th level, if you hit a single enemy at least twice during your turn with your Specialized Blade the creature must succeed on a strength saving throw with a DC of 8 + your strength modifier + your proficiency bonus or be knocked prone.

Eviscerating Assault

At 17th level, you can use a bonus action to enter a state of raw power for one minute. During this time you have disadvantage on intelligence and wisdom checks and saving throws and can't cast or concentrate on spells, however each of your attacks using your Specialized Blade deals additional damage equal to your proficiency bonus and you can make one additional attack as part of the attack action on your turn. You can use this feature once, regaining any expended uses at the end of a long rest.

Ironscale Tradition

Those of the Ironscale Tradition seek ways to turn their Specialized Blades into a defense. After all, the best defense is a good offense.

Ironscale Defense

Starting at 3rd level, your AC if you aren't wearing armor your AC is equal to 10 + your constitution modifier + your proficiency bonus. In addition, your hit point maximum increases by 3, and increases by 1 each time you gain a level in this class.

Durable Blade

At 6th level, you can use your Specialized Blade as a sort of shield. When you take the Attack action, you can forgo making one or more attacks to increase your AC by the number of attacks forgone until the start of your next turn.

Iron-scaled

Starting at 11th level, you gain resistance to one damage type of your choice. In addition, if you are dealt damage of this type, your AC increases by 1 until the start of your next turn.

Unbreakable

Starting at 17th level, you have become supremely durable. While you are not wearing armor, you have resistance to nonmagical bludgeoning, slashing, and piercing damage. In addition, you gain immunity to the damage type you chose in your Iron-scaled feature.

Slayer Tradition

Members of the Slayer Tradition practice techniques to hone their ability to wield their weapon in any way, allowing for increased versatility without straying from the highly-specified ways of the Blademasters.

Versatile Fighter

At 3rd level, when you choose this Tradition, you gain one Fighting Style, choosing from the Fighting Styles available to the Fighter class. When you gain a level in this class, you can exchange one Fighting Style you know for a different Fighting Style from the Fighter class Fighting Style options. You cannot take a Fighting Style more than once, even if you are able to gain additional Fighting Styles.

Blade Lore

Also at 3rd level, you gain proficiency in the History Skill, and have advantage on intelligence(history) checks made relating to the history of your Specialized Blade variety.

Dedicated Fighting

Starting at 6th level, you have become able to hone your focus during battle. While you are in combat and wielding your Specialized Blade, you have advantage on saving throws to resist the Afraid, Charmed, and Stunned status effects.

Whirlwind

At 11th level, you have learned how to move like a whirlwind while in battle. If you miss with an attack roll when you take the Attack action on your turn, you can make one additional attack as part of that action. You can use this ability a number of times equal to your proficiency bonus, and regain all expended uses at the end of a long rest.

Blade Savant

At 17th level, you have fully mastered your particular blade, and gain benefits depending on which option you chose:

  • Dagger: When you have advantage on an attack roll using a dagger, if you hit you deal an additional 1d8 piercing damage
  • Greatsword: Once per turn, you can forgo making two of your attacks to make a wild swing. Each creature in a 5 foot cone in front of you must make a dexterity saving throw with a DC of 8 + your strength modifier + your proficiency bonus or take the weapon's normal damage, taking half as much damage on a success.
  • Longsword: Your longsword now uses a d10 as its damage die when you wield it one handed, and a d12 for its damage die if you wield it two handed. In addition, if you make at least one attack wielding your longsword one-handed and make an additional attack on the same turn wielding it two-handed, the two-handed blow deals additional damage equal to your proficiency bonus.
  • Rapier: If you score a critical hit while wielding a rapier, you can force the target to succeed on a saving throw with a DC of 8 + your dexterity modifier + your proficiency bonus, becoming wounded on a failure. While wounded, the target takes 1d6 necrotic damage at the start of each of their turns, unless they use an action to tend to the wound, ending this effect. This effect does not stack.
  • Scimitar: Once per turn, if you miss an enemy with an attack roll, you can redirect the attack towards an enemy within 5 feet of you and within 5 feet of the target, rerolling the attack roll against the new target.
  • Sickle: Once per turn, you can forgo one attack to make a special crippling blow. On a hit, the target's speed is reduced by 10 feet. This speed penalty lasts until the target uses one action to tend to the wound, ending the effect. This effect does not stack.
  • Shortsword: Once per turn, if you make an attack roll and hit, you can forgo one attack to deal additional damage to the target equal to half of your level (rounded up).

Spellblade Tradition

Members of the Spellblade Tradition use spells in order to augment their own power, using magic to fuel their own power.

Spellblade Smite

At 3rd level, you have learned how to magically smite your enemies using your Specialized Blade. You learn the Wrathful Smite spell, and can cast it at 1st level a number of times equal to half of your proficiency bonus (rounded down), regaining all expended uses at the end of a long rest. Intelligence is your spellcasting modifier for this spell.

Arcane Knowledge

Also at 3rd level, you gain proficiency in the Arcana skill, if you did not already have it. Your proficiency bonus is doubled for checks made using this skill. In addition, you learn one cantrip from the Wizard spell list, and can cast it using your Intelligence modifier.

Strengthened Blows

At 6th level, you can further channel magic into smiting your enemies. You learn the Branding Smite spell, and can cast it at 2nd level a number of times equal to half of your Proficiency Bonus (rounded down), regaining all expended uses at the end of a long rest. Intelligence is your spellcasting modifier for this spell.

Arcane Fueling

At 11th level, you become able to repel magic you do not desire. You learn the Counterspell and Dispel Magic spells, and can cast each of them at 3rd level a number of times equal to half of your Proficiency bonus (rounded up), regaining all expended uses at the end of a long rest.

Extreme Fueling

At 17th level, you have become capable of tapping into incredible magical power. You can cast Elemental Weapon at 5th level, targetting your Specialized Blade, without needing to maintain concentration. You can use this feature once, and regain any expended uses at the end of a long rest.

All-Powerful Smite

Also at 17th level, you can smite foes with power beyond that which most mortals can attain. You can cast Banishing Smite at 5th level, without needing to maintain concentration. You can use this ability once, and regain any expended uses at the end of a long rest.

Versatile Tradition

Those of the Versatile Tradition believe that, although paring down is necessary to achieve perfection, having a small variety of weapons at your disposal can be useful. These Blademasters are usually shunned by Blademasters of other traditions, who believe that their desire for variety has undone the very purpose of becoming a Blademaster.

Specialization Versatility

When you select this Tradition at 3rd level, you can choose one additional weapon variety from the Class Feature block to gain proficiency in. This variety of weapon is also considered your Specialized Blade.

Versatile Training

At 6th level, if you are dual-wielding two weapons of different varieties, you gain a +1 bonus to AC, attack rolls, and damage rolls.

Versatile Attacks

Starting at 11th level, if you hit an enemy with an attack using one of your Specialized Blades, you can make one additional attack as part of the same action using a different Specialized Blade. You can use this ability only once per turn, and you can use this feature a number of times equal to your proficiency bonus, regaining all expended uses at the end of a long rest.

Versatile Annihilator

At 17th level, you can use your Versatile Attacks feature a number of times per turn equal to half of your proficiency bonus (rounded up) and regain one expended use of your Versatile Attacks feature whenever you score a critical hit.

Enhancements

Just as a disclaimer, the Enhancements aren't organized at the moment, but they will be organized at a later date. I will probably also add more Enhancement options at a later date.

Slightly Enhanced Accuracy

Your Specialized Blade gains a +1 bonus to attack rolls.

Moderately Enhanced Accuracy

Prerequisites: 8th level

Your Specialized Blade gains a +2 bonus to attack rolls.

Extremely Enhanced Accuracy

Prerequisites: 16th level

Your Specialized Blade gains a +3 bonus to attack rolls.

Slightly Enhanced Power

Your Specialized Blade gains a +1 bonus to damage rolls.

Moderately Enhanced Power

Prerequisites: 8th level

Your Specialized Blade gains a +2 bonus to damage rolls.

Extremely Enhanced Power

Prerequisites: 16th level

Your Specialized Blade gains a +3 bonus to damage rolls.

Evocation Runes

Prerequisites: 10th level

Your Specialized Blade deals 1d4 additional damage when you hit of a damage type of your choice, choosing between acid, cold, fire, poison, radiant, necrotic, force, and lightning.

Annihilator's Rune

Prerequisites: 20th level

Once per turn, when you hit with an attack using your Specialized Blade, the target must succeed on a Constitution saving throw with a DC of 8 + your Strength or Dexterity modifier (your choice) + your Proficiency Bonus. On a failure, the target takes an additional 2d10 necrotic damage, taking half as much damage on a success.

Defensive Array

Prerequisites: 12th level

While wielding your Specialized Blade, you gain a +1 bonus to AC.

Fury Rune

When a creature hits you with a melee attack, you gain advantage on your next attack roll against them using your Specialized Blade.

Calming Rune

While wielding your Specialized Blade, you have advantage on saving throws against becoming afraid.

Antimagic Rune

Prerequisites: 20th level

When you hit a ceature with an attack using your Specialized Blade, the creature is subjected to the effects of the Dispel Magic spell as if it was cast at 3rd level.

Serrated Edge

Once per turn, when you hit with an attack using your Specialized Blade, you can deal 1d4 additional slashing damage.

Extended Blade

Your Specialized Weapon gains the Reach property. If you are a Slayer Tradition Blademaster with a Greatsword, the range of the cone in your Blade Savant feature increases to 10 feet. If you are a Slayer Tradition Blademaster with a scimitar, the target of your Blade Savant feature can be within 10 of you and 10 feet of the original target.

Supernatural Edge

Prerequisites: 6th level

Your Specialized Blade now counts as being both Adamantine and Silvered.

Foeslayer Rune

Prerequisites: 10th level

You are aware of the exact position of any enemy within 120 feet of you that you have hit with an attack using your Specialized Blade within the last minute. You do not suffer disadvantage on attack rolls against creatures hiding from you or that are invisible if you are aware of their position due to this effect.

Chaos Rune

Prerequisites: 16th level

When you hit an enemy with an attack using your Specialized Blade, the enemy must succeed on a Wisdom saving throw with a DC of 8 + your intelligence modifier + your proficiency bonus or become blinded, deafened, and stunned until the end of your next turn, suffering no ill effects on a success.

Assassin Rune

Prerequisites: Assassin Tradition, 10th level

When you hit with an attack using your Specialized Blade when you had advantage on the attack roll, you deal 1d8 additional damage of the weapon's type and gain a 1d8 bonus to the next dexterity(stealth) check you make.

Brute Rune

Prerequisites: Brute Tradition, 10th level

If you attack with your Specialized Blade, you can suffer a -3 penalty to the attack roll, dealing 10 additional damage on a hit.

Ironscale Rune

Prerequisites: Ironscale Tradition, 10th level

While wielding your Specialized Blade, you gain a +2 bonus to your AC against the first attack made against you each round.

Slayer Rune

Prerequisites: Slayer Tradition, 10th level

While you are wielding your Specialized Blade, you gain a +2 bonus to the attack and damage rolls of the first attack you make each turn.

Spellblade Rune

Prerequisites: Spellblade Tradition, 10th level

When you force a creature to make a saving throw against a spell you cast, you can force them to make the saving throw with disadvantage. You can use this ability a number of times equal to your proficiency bonus, and regain any expended uses at the end of a long rest.

Versatile Rune

Prerequisites: Versatile Tradition, 10th level

While you are wielding two different Specialized Blades, you gain a +2 bonus to damage rolls.

Critical Rune

Prerequisites: 10th level

You score a critical hit on a roll of 19-20 while wielding your Specialized Blade.

Superior Critical Rune

Prerequisites: 18th level

You score a critical hit on a roll of 18-20 while wielding your Specialized Blade.

Ethereal Weapon

Prerequisites: 6th level

Your Specialized Weapon's damage type changes to your choice of either psychic, radiant, force, fire, necrotic, thunder, or lightning, however additional damage (such as damage dealt by the Evocation Rune or Oni's Enlargement) retains its original damage type.

Poisonous Rune

Prerequisites: 4th level

When you hit a creature with an attack using your Specialized Blade you can force them to make a constitution saving throw with a DC of 8 + your intelligence modifier + your proficiency bonus, becoming poisoned for one minute on a failed save. On a successful save the target is not poisoned and is immune to this effect for the next 24 hours.

Explosive Rune

Prerequisites: 8th level

When you hit a creature with an attack using your Specialized Blade, you can choose to cause a small explosion. The attack's target and each creature of your choice within 5 feet of that creature must make a dexterity saving throw with a DC of 8 + your intelligence modifier + your proficiency bonus or take 2d6 fire damage. You can use this feature a number of times equal to your proficiency bonus, and regain all expended uses when you finish a long rest.

Forbidden Techniques

These will also be pretty disorganized for the moment, and I will organize them and potentially add more at a later date.

Dragon's Fang

You can use your action to make one lunging attack. Each creature in a 5 foot by 30 foot line away from you must succeed on a dexterity saving throw with a DC of 8 + your strength or dexterity modifier (your choice) + your proficiency bonus or take 4d10 magical piercing damage and be pushed 5 feet away from you, taking half as much damage and not being pushed away from you on a success. You can use this feature twice, and regain any expended uses at the end of a long rest.

Serpent's Glare

You can use your action to brandish your Specialized Blade and glare, forcing each creature of your choice that you can see in a 30 foot cone to succeed on a wisdom saving throw with a DC of 8 + your charisma modifier + your proficiency bonus or become afraid and paralyzed for one minute. You can use this feature once, and regain any expended uses at the end of a long rest.

Oni's Enlargement

You can use your bonus action to enlarge your body, and more importantly your muscles. You grow by one size (from small to medium, from medium to large, etc.) for one minute. During this time, you have advantage on charisma(intimidation) checks made against creatures with a smaller size than you, and deal 1d6 additional cold damage when you hit a creature with an attack using your Specialized Blade. You can use this feature twice, and regain any expended uses at the end of a long rest.

Wolf's Howl

You can use your action to let loose a frightening howl. All creatures of your choice within 10 feet of you must succeed on a wisdom saving throw with a DC of 8 + your charisma modifier + your proficiency bonus or become frightened of you for one minute. In addition, all allies within 15 feet of you that could hear the howl gain advantage on their next attack roll they make within the next minute. You can use this feature a number of times equal to your proficiency bonus, and regain any expended uses at the end of a long rest.

Tiamat's Breath

You can use your action to cause a rainbow-like plume of power to spew form your mouth, forcing each creature in a 30 foot cone in front of you to make a dexterity saving throw with a DC of 8 + your constitution modifier + your proficiency bonus or take 2d8 each of fire, cold, acid, poison, and lightning damage, taking half as much damage on a success. You can use this feature once, and regain any expended uses at the end of a long rest.

Roc's Dark Wingbeat

Prerequisites: 20th level

You grow a pair of avian wings grow from your back, granting you a flying speed of 60 feet. Once per turn, if you fly at least 20 feet in a straight line before making an attack, you deal additional damage equal to your proficiency bonus.

Bahamut's Platinum Blades

Prerequisites: 20th level

You launch a devastating barradge of attacks using your action. Using your action you can make 10 attacks using your Specialized Blade, after which you gain two levels of exhaustion. These attacks deal radiant damage instead of the weapon's normal damage type and ignores resistance and immunity, however additional damage (such as damage dealt by the Evocation Rune or Oni's Enlargement) retains its original damage type. Exhaustion caused by this ability can only be removed by completing a long rest.

Fenrir's Iron Coat

Prerequisites: 20th level

You channel the indestructible fur of Fenrir. You can use your bonus action to gain immunity to magical and nonmagical bludgeoning, piercing, and slashing damage and one additional damage type of your choice for one minute. After the minute is over, you gain five levels of exhaustion, which can only be removed by taking a long rest.

Dendar's Nightmarish Gaze

Prerequisites: 20th level

You can summon a mote of pure terror in the hearts of those who gaze upon you. As an action, you can force each creature of your choice within 60 feet of you that can see you to succeed on an intelligence saving throw with a DC of 8 + your charisma modifier + your proficiency bonus. On a failure, the target is blinded for one minute and takes 1d10 psychic and 1d10 magical slashing damage at the start of each of its turns as you trap it in a nightmare of blades. On a successful save the target is not blinded and suffers no additional effects, and creatures that failed the saving throw can retake it as an action on each of their turns, ending the effect on themselves on a success. You can use this feature once, and regain any expended uses when you complete a long rest.

Hadar's Hungry Blade

Prerequisites: 20th level

You can use your power to incite a bloodlust within yourself that overpowers anything else. You can use a bonus action to give yourself advantage on all attack rolls for one minute, as well as a +2 bonus to damage rolls. Once the minute is over, you suffer one level of exhaustion. You can use this feature twice, regaining any expended uses when you complete a long rest.

 

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