Blade
Hit Points
Hit Dice: d8 per Blade level
Hit Points at first Level: 8 + Constitution Modifier
Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per blade level after 1st
Proficiences
Armor: light, medium
Weapons: Shortsword, Longsword, Rapier, Scimitar
Tools: Tinker's Tools
Saving Throws: Dexterity, Wisdom
Skills: Choose two from Athletics, Acrobatics, Intimidation, Medicine, Nature, Perception, and Survival.
Class Features
Life with your Blade
Lvl1
You gain the Dueling Fighting Style.
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.
Careful Treatment of your blade
Lvl1
You gain proficiency with tinker's tools.
Parry
Lvl1
If you will get hit by an melee attack, you can use your reaction to roll 1d4. The amount is added to your AC. At Level 5 you can Deflect projectiles. Every level the dice increases to the next higher one.
At Level 9 you gain a bonus, regarding which subclass you chose. These effects only applay if you succeed to parry the attack (your whole AC is higher than the Attack roll)
- Shadow Blade: Jump - You jump 5ft away of his melee attack range.
- Spell Blade: Deflect Magic - You can deflect magic projectiles.
- Hired Blade: Disarm - You can try to disarm your opponent, which attacked with a melee attack.
Disarm
A creature can use a weapon attack to knock a weapon or another item from a target's grasp. The attacker makes an attack roll contested by the target's Strength (Athletics) check or Dexterity (Acrobatics) check. If the attacker wins the contest, the attack causes no damage or other ill effect, but the defender drops the item.
The attacker has disadvantage on its attack roll if the target is holding the item with two or more hands. The target has advantage on its ability check if it is larger than the attacking creature, or disadvantage if it is smaller.
Levels |
Base Class |
Shadow Blade |
Spell Blade |
Hired Blade |
1 |
1d4 |
- |
- |
- |
5 |
1d6, Deflect |
- |
- |
- |
9 |
1d8 |
Jump |
Deflect Magic |
Disarm |
13 |
1d10 |
- |
- |
- |
17 |
1d12 |
- |
- |
- |
Quick Step
Lvl1
You can decide on your first attack to attack a target being 5ft away from you. After you did the attack you may go back to your original position immediately. This uses half your movement speed, rounded down. This doesn't provoke an opportunity attack if you hit. You can decide to stay there for the rest of your round but you will lose all your movement. Only possible with light weapons. The range increases to 10ft at lvl 5, 15ft at lvl 9, 20ft at lvl 13 and 25ft at lvl 17.
Band of Blades
At Level 2, you choose a path you devote your blade to.
In-fighting
lvl3
As a bonus action you close in on your target as close as you can. You and your enemy do a Dexterity(Acrobatics) Check. If your Roll is higher, the enemy gains disadvantage on his attack rolls until he pushes you away or moves to the next unoccupied space in 5ft (which does provokes your opportunity attack). If your Roll is lower, he moves 5ft away from you, attacks as normal (this doesn't provoke opportunity attacks).
Extra Attack
At Level 6 you gain an additional Attack whenever you attack.
Blade Dance
At your Blades Grace
At Level 14, you can choose, instead of rolling an attack roll, roll a d20. If it is under 10, the attack misses, if it is 10 or above the attack hits. You can use this way of attacking 2 times per long rest.
Devoted Disciple
At Level 18 you learn a feat.
Starting Equipment
You may pick either (a) or (b)
- (a) a Rapier or (b) a Shortsword and a Dagger.
- (a) a simple weapon or (b) two Daggers
- (a) a Explorer's Pack or (b) a Dungeoneer's Pack
- (a) an Leather armor or (b) an Hide armor
Alternatively, you can ignore the equipment from your class and background, and start with 4d4 x 10 gp.
Spellcasting
Your Spellcasting Modifier ist Wisdom, since you most of the power you gain from yourself and your devotion to your blade.
Spell save DC = 8 + your proficiency bonus + your Wisdom modifier
Spell attack modifier = your proficiency bonus + your Wisdom modifier
Subclass Options
Shadow Blade
Live your life in the shadows and turn your foes into darkness.
You gain proficieny with Daggers.
Eager Eyes
At level 2 you can cast Darkness once per long rest. He isn't affected by this spell.
Unseen Blade
At Level 5, whenver you attack a target that is surprised by your attack (that can't see you or is 5 feet away from an enemy of it), you gain +2 extra damage. This applies to every damage roll. It increases every three levels.
The Bonus doesn't apply to the "Addtional Attack".
Level |
Damage |
Bonus |
5 |
+3 |
- |
9 |
+4 |
Additonal Attack |
14 |
+5 |
- |
17 |
+6 |
Blinded |
Darken the senses
At Level 2 you gain proficiency in Deceiption or Stealth. If you are already proficient, you get Expertise.
Shadow Step
At Level 7 you can mark a creature with a successful attack. Instead of using Quick Step, you can teleport to the marking. This does only apply if you are hidden from the creature. Using it this way for your attack doesn't reveal you if you are hidden. If you the creature is surrounded by darkness, you can always use this feature. You jump out of the shadow of the creature.
Darkness
At level 11 you gain Darkvision 60ft.
In the Shadows
At level 15 you are easily hidden in the dark. Shadows from houses or walls make you very hard to see. In Darkness you get advantage on Stealth Throws. If the enemy has Darkvision this doesn't apply.
Mind in Darkness
At Level 20 you can implement an idea in a persons mind 60 feet away from you. The idea has to be logical to the person. A good cleric won't kill his underlings or destroy his temple, which a demon might do. The DM rolls a d20. On a 5 or lower the person knows you implemented the idea and knows where you are (he will instantly look directly at your location). Between 6-10, nothing happens, it was just a random thought coming up. Between 11-15 he will do a similiar thing. (He didn't completely grasp the idea or some other thoughts collided/combined with the idea, which leads to an unpredicatable action. The DM decides another action the person will do, in relation to the intentional idea.) At 16 or higher he will follow the idea to the best of its ability.
The effect ends, when either he finish the activity regarding the idea or when he gets forcefully drawn way from it.
Spell Blade
Infuse your blade with the power of magic.
Level |
Cantrips |
Spells |
1st |
2nd |
3rd |
4th |
5th |
6th |
2nd |
2 |
2 |
3 |
- |
- |
- |
- |
- |
3rd |
2 |
3 |
3 |
1 |
- |
- |
- |
- |
4th |
3 |
4 |
3 |
2 |
- |
- |
- |
- |
5th |
3 |
5 |
4 |
2 |
- |
- |
- |
- |
6th |
3 |
5 |
4 |
3 |
- |
- |
- |
- |
7th |
3 |
7 |
4 |
3 |
1 |
- |
- |
- |
8th |
3 |
7 |
4 |
3 |
1 |
- |
- |
- |
9th |
3 |
8 |
4 |
3 |
2 |
- |
- |
- |
10th |
3 |
8 |
4 |
3 |
3 |
- |
- |
- |
11th |
3 |
10 |
4 |
3 |
3 |
1 |
- |
- |
12th |
4 |
10 |
4 |
3 |
3 |
1 |
- |
- |
13th |
4 |
11 |
4 |
3 |
3 |
2 |
- |
- |
14th |
4 |
11 |
4 |
3 |
3 |
2 |
- |
- |
15th |
4 |
12 |
4 |
3 |
3 |
3 |
- |
- |
16th |
4 |
13 |
4 |
3 |
3 |
3 |
1 |
- |
17th |
4 |
14 |
4 |
3 |
3 |
3 |
2 |
- |
18th |
4 |
15 |
4 |
3 |
3 |
3 |
2 |
1 |
19th |
4 |
15 |
4 |
3 |
3 |
3 |
2 |
1 |
20th |
4 |
15 |
4 |
3 |
3 |
3 |
2 |
1 |
Cantrips
- Blade Ward (Abj)
- Booming Blade (Evo)
- Green Flame Blade (Evoc)
- Lightning Lure (Trans)
- Mending (Trans)
- Message (Trans)
- Prestidigitation (Trans)
- Sword Burst (Conj)
- True Strike (Div)
Magic Step
Magic Step
Starting at 2 level, you may expend all of your movement in order to cast misty step without expending a spell slot and without provoking attacks of opportunity with a max. range of 10ft. This ability look as if you are surrounded in purple mist, and once it swarms, you appear in purple mist in the location you choose near an enemy. At at 9th and again 13th and 17th level, the range of each blink charge increases by 5 feet each. You can use this ability 3/short rest (+1 at 5th, 9th, 13th, 17th level).
Lost Knowledge
At Level 5 you gain the ability to cast a cantrips as a bonus action. At Level 13 you can also cast spells as a bonus action.
School of your Blade
At Level 5 you choose one school of magic. Your weapon gets a bonus regarding the school of magic. You also get advantage on saving throws against that school.
Soul bound, Spell bound
At Level 7 you can use your wisdom modifier instead of any other modifier for attack rolls and damage with your meele weapons.
Grasp
At Level 11, as an Bonus Action, you can try to grab one enemy creature, that isn't heavier than 330lbs or bigger than 12 foot, and drag him to a position in a 30 foot cone. He has to make a Strenght check against your Spell save DC. If he fails you may do as stated. If he succeeds, you fall prone.
Magic Immunity
At Level 15, the power of your blade extends to your whole body. A magic armor appears around your body. You add your wisdom modifier to your unarmored AC.
OP.Exe
Whenever you can attack you can cast a spell or cantrip instead.
Hired Blade
You are a free warrior that fights for anyone...for the right price.
Versatile Fighting
At Level 2 choose one bonus Fighting Style from:
- Defense: While you are wearing armor, you gain a +1 bonus to AC.
- 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.
- Protection: When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield.
- Two-Weapon Fighting: When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.
Additionally you can choose to get proficiency in heavy armor or shields and two melee martial weapons.
Mercenary Life
At Level 2 you gain proficiency in Persuasion.
You gain Expertise in one of the following if you are proficient in it:
- Medicine
- Persuasion
- Perception
- Survival
Contract
At Level 5, whenever you start a quest, you can do a Charisma(Persuasion) Check. The DC depends on the DM. If you suceed, everyone in your group rolls a d4 and add the amount times ten as a gold coin reward, when finishing the quest. This increases to a d6 at level 10, a d8 at lvl 15 and a d10 at lvl 20.
A worthy Leader
At Level 7, once per long rest, you can use an action to change the battlefield. The effect lasts for 1 min or until you are incapacitated
You can choose to:
- Weaken their hearts: Make a charisma(Persuasion) Check against their Charisma Saving throw. If you succeed, every enemy 30ft around you has to take one d4 of their saves, attack roles or ability checks.
- Strenghten their minds: You inspire every ally 30ft away from you. Everyone affected adds a 1d4 to their attack, save or ability check.
- Desperate victory: You can give your allies hope to win the battle, so everyone takes 2 less damage of enemies attack (it can't be less than 1).
- Push foward: Every ally standing 5ft besides you, can take his/her reaction to attack the same target if you use your action to attack a target.
Helpful Ally
At Level 11 you can use Help as a reaction to anyone 5ft away from you.
Loyality
At Level 15 you are loyal to your Master, which gives you proficiency in Charisma saving throws.
Last Skill
At Level 20
Level | Proficiency Bonus | Features |
---|
1st | +2 | Life with your Blade, Parry, Careful Treatment of your Blade, Quick Step |
2nd | +2 | Band of Blades |
3rd | +2 | In-Fighting |
4th | +2 | Ability Score Improvement |
5th | +3 | Blade Archetype, Parry Improvement |
6th | +3 | Extra Attack |
7th | +3 | Blade Archeytpe |
8th | +3 | Ability Score Improvement |
9th | +4 | Parry Improvement |
10th | +4 | Blade Dance |
11th | +4 | Blade Archetype |
12th | +4 | Ability Score Improvement |
13th | +5 | Parry Improvement |
14th | +5 | At your Blades Grace |
15th | +5 | Blade Archetype |
16th | +5 | Ability Score Improvement |
17th | +6 | Parry Improvement |
18th | +6 | Devoted Disciple |
19th | +6 | Ability Score Improvement |
20th | +6 | Blade Archetype |