Blade (5e Class)

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Blade as a Class

Creating a Blade

Have you ever wanted another melee fighter with a bit of flair? Maybe a sort of ranger without the need for complicated spells? Tired of managing all the weapons in your inventory and keep it down to just one that grows with you? Then look no further! Being a Blade offers customization to your wildest desires, minus spells of course. You wanna be a fire based melee fighter? Go ahead! Maybe a sort of electric Club? It's on the list! Try something a bit wild for your every taste!

Quick Build

You can make a Blade quickly by following these suggestions. First, Dexterity or Strength should be your highest ability score, followed by Constitution. Second, choose the Roamer background. Third, choose the personal journal- thieve's tools and a burglar's pack. (This is more of a rogue-like starter)

Class Features

As a Blade you gain the following class features.

Hit Points

Hit Dice: 1d8 per Blade level
Hit Points at 1st Level: 1d8 + Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + Constitution modifier per Blade level after 1st

Proficiencies

Armor: No Armor
Weapons: Any One Simple or Martial Melee Weapon of your Choice
Tools: One of the Artisan’s tools of your choice
Saving Throws: Constitution and Strength or Dexterity
Skills: Choose 2: Athletics, Acrobatics, Stealth, Investigation, Nature, Insight, Perception, Intimidation, Performance

Equipment

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

  • (a) A Personal Journal or (b) A Heart Locket or (c) Any other type of trinket related to you
  • The Artisan's Tool you chose to be proficient with
  • (a) A Burglar's Pack or (b) Scholar's Pack or (c) Dungeoneer's Pack or (d) Entertainer's Pack
  • If you are using starting wealth, you have 5d4*10 gp in funds.

Table: The Blade

LevelProficiency
Bonus
FeaturesElemental Core DieBlade Points
1st+2Elemental Core, Bound, Return To Core1d60
2nd+2Ether Recharge1d60
3rd+2Blade Class1d60
4th+2Ability Score Improvement2d60
5th+3Extra attack2d60
6th+3Blade Arts3d63
7th+3Swift Blade3d63
8th+3Ability Score Improvement4d63
9th+4 Blade Type Feature4d64
10th+4Overdrive Alpha5d64
11th+4Extra Attack5d64
12th+4Ability Score Improvement6d64
13th+5Blade Type Feature6d65
14th+5[[#|]]7d65
15th+5[[#|]]7d65
16th+5Ability Score Improvement, [[#|]]8d65
17th+6Blade Type Feature8d66
18th+6Overdrive Omega9d66
19th+6Ability Score Improvement9d66
20th+6Ballad of the Aegises10d66

Elemental Core

By harnessing the elemental particles in the air around you. You're able to add a little bit of a punch to your bonded weapon. You choose which element you use at first level: Fire and Acid, Cold and Force, Lightning and Poison, and Radiant and Necrotic. By choosing one you gain a resistance to that element type. However, you gain a vulnerability of the one your element is paired with. (Example, if you choose Fire you're then vulnerable to Acid.) Your elemental typing also adds onto your bonded weapon doing an extra 1d6 [Elemental Damage type] at first level. Increasing every two levels by an extra 1d6. This ability may only be used as much as your Strength/Dexterity (Whichever is higher) Modifier + Your Constitution Modifier times.

Bound

At first level you're given a choice. You have the choice of wielding one of any simple or martial weapon. Once you choose this, this cannot be changed. This weapon starts out as it's basic self at level one. It will improve over time as you do. As a blade you're able to summon this weapon from your core crystal. To break your weapon it takes a Strength check with a DC equal to your Armor Class. If your weapon is broken it will explode in a bit of energy and take 1d4 days to return to you. This weapon is the only weapon you're able to add your Elemental Core bonus to, any other weapon you wield will not gain it's benefit.

Return to Core

If broken, the blade/

Ether Recharge

Using an action, you're able to harness the energy in the air around you, the ether. Absorbing this ether into your core crystal will rejuvenate (heal) you to an extent. Roll a 1d6 + your Constitution modifier. You can do this once per short or long rest.

Blade Class

At third level, you're given a large choice of how you want to affect your battles from now on. There are three types of blades. Attackers, Healers, and Tanks. When all three are paired in conjunction there are devastating results. See the Blade Classes listed later.

Healer, Attacker, Tank

Blade Arts

Once you reach 6th level in this class, you gain a set of techniques known only as “Blade Arts”. You also gain a number of Blade Points equal to your Proficiency Bonus, which fuel your attacks. Using a Blade point costs a bonus action.

Some arts require saving throws. DC equals 8+ProficiencyBonus+StrengthModifier
Swift Strike - You can make two attacks, but both are at disadvantage unless otherwise affected.
Retaliate - As a reaction, you make an attack against someone who attacked you and hit.
Expert Blade - You gain advantage on ONE attack of your choice.
Close Quarters - You attempt to grappled a creature within range, you gain advantage on the required check.

Blade Classes

At third level, you chose a blade class. Choose between Attacker, Healer, and Tank. Your choice grants you features at third level and again at the 9th, 13th, and 17th levels.

Attacker

You can count on them to fight!

Agro Points

You gain a number of Agro Points equal to half of your level in this class (rounded down). You can use a bonus action to expend one point, which gives you a +1 to either an attack roll or damage roll done by you.

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Healer

Healer’s got your back!

Healer

As an action, you target one creature in range who is below half of their hit point maximum. They gain 1d6 + Proficiency Bonus + Constitution Modifier (your stats) of Hit points back.

Boost

As a reaction, you can give one creature advantage on a saving throw. Doing so gives you disadvantage on your next saving throw. This feature can be used once per long rest.

Maxiumum Heal

Once per long rest, you can use this ability to restore one creature within 30 ft. of you to their hit point maximum. Doing this takes a lot out of you and you gain one level of exhaustion.

Tank

Tanks are focused on being able to take either a lot of damage, or narrowly avoid blows.

AC Boost

Once per short rest, you can gain a +2 bonus to AC for 6 rounds or until knocked unconscious.

Hit Point Boost

At level 13 in this subclass, you are able to add your Proficiency Bonus x 2 to your hit points.

Tank AC

At level 17 in this subclass, you gain a permanent +4 boost to AC.


Multiclassing


Prerequisites. To qualify for multiclassing into the Blade class, you must meet these prerequisites: Constitution 13

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