Twirling Blade (5e Subclass)
Twirling Blade
Martial Archetype for Fighter
Twirling Blades are experts at dodging powerful blows and using their enemies' force against themselves. They use a variety of techniques based on lightweight equipment and redirection. They study extensively, and like the famed Battle Masters, they turn combat into an academic subject. Twirling Blades are often underestimated because of their use of lighter weaponry, but this is where their enemies are gravely mistaken.
Elegant Dueling
When you take this archetype at 3rd level, you undergo extensive training in the study of dueling. You have mastered the fine art of one-handed, dexterous combat. You gain the following benefits:
- You gain a +1 to attack rolls when wielding a single melee weapon in one hand without a shield.
- Your speed increases by 5 feet when wielding a single one-handed finesse weapon.
- You can make a weapon attack as a bonus action when wielding a single finesse weapon. It is treated a if it was a bonus attack from two-weapon fighting. However, it does not benefit from the "two-weapon fighting" fighting style. Instead, you gain those bonuses from the "Dueling" fighting style.
Combat Flourish
Starting at 7th level, you learn four maneuvers that aid you in battle. You can use Flourishes only when you are wielding a single melee weapon. You can use Flourishes a number of times equal to 4+your Dexterity modifier (minimum of 4) before needing to finish a long rest. You learn the following Flourishes:
- Cleaving Slash. Take the attack action. You can choose to use this flourish along with it. The attack gains a +1 to damage rolls. If you are within 5 feet of another creature, you can use your extra attack on it as normal. However, the damage is maximized, and acts like a critical hit for the purpose of overcoming damage absorption or saving throws that apply to normal hits (e.g. the Zombie's "Undead Fortitude" trait). You can use only one extra attack, no matter how many you have.
- Feinting Blow. Take the attack action. You can choose to use this flourish along with it. You force your opponent to make a Wisdom (Perception) check, contested by your Dexterity (Sleight of Hand) check. If the target fails, you have advantage on your attack rolls against that opponent until the end of your next turn.
- Sweeping Strike. As an action, Swing your weapon out as far as you can. Every creature in a 5ft radius (10ft if your current weapon is Two-Handed) must make a Dexterity saving throw (DC 8+ your Dexterity modifier+ your Proficiency bonus). On a failure, the targets take 1d8 Slashing damage, or Bludgeoning if your weapon has no blade. If they roll a 1, they are knocked prone. This doesn't stack with any extra attacks.
- Cascading Flurry. As an action, make a melee attack with a +1 to to damage rolls. If you roll a 19 or 20, the attack acts as a critical. You can roll again. This time, the range is 18-20,and you have a +2 to damage. If a crit, roll again with a range of 17-20, and a damage bonus of +4. Continue this process until the range had expanded to 15-20. This doesn't stack with extra attacks.
Lightweight Agility
Starting at 10th level, you learn to best take advantage of the lightweight equipment you prefer. When wearing light armor and no shield, you add half of your proficiency bonus (rounded up) to your AC.
Redirected Attack
Beginning at level 15, you gain the ability to take your enemies' attacks and turn them to your advantage. When a creature misses an attack against you, you can use your reaction to make a melee attack against them. On a hit, the target takes 1d6+the target's Strength modifier (minimum of 1) Bludgeoning damage and is pushed 5ft behind you. In addition, the target falls prone. You can use this feature 3 times before needing to finish a long or short rest.
Mastery of Elegance
At 18th level, you achieve perfection with your weapons of choice. You gain Expertise in 3, Finesse weapons of your choice (you add double your proficiency bonus to attacks). In addition, while wielding only one of these weapons, you gain a +1 bonus to Dexterity saving throws.
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