Chance Blade
Hit Points
Hit Dice: d10 per Chance Blade level
Hit Points at first Level: 8+CON
Hit Points at Higher Levels: 1d10 (or 6) per level after first + CON
Proficiences
Armor: All Armor
Weapons: All simple, martial melee weapons, shortbows, hand crossbows.
Tools: None
Saving Throws: Strength, Constitution
Skills: Choose 3 from Athletics, Arcobatics, Insight, Intimidation, Animal Handling, Perception
Overview & Creation
A pure physical attacker class bent on taking risks to the extreme.
Class Features
Level 1:
Every long rest, you may choose to prepare a certain weapon from your inventory with which you are proficient. When chosen, you may take an additional attack action with the weapon (unless it requires reloading, in which case you may reload as that action) twice plus your DEX modifier per rest. You may not stop using the weapon or use a different weapon in a fight.
You cannot use any magic afforded to you by class choice. You may cast any magic given to you as a result of your race as normal.
Level 2:
When using your chosen weapon, you may move an additional 10 feet. You may only take this 10 feet in a single action, you may not spread the 10 feet over 2 movement actions.
Level 3:
At level 3, chose one of the following archetypes:
Breaker
When leveling up as
any class, your constitution modifier when determining max health is 0. This does not apply retroactively. Rather than consuming an extra attack roll from your reserve, you may instead sacrifice 1d8 + your Raving Sword level towards anything that does not directly heal you.
Dying Twice
While wielding your chosen weapon and taking a lethal hit, instead of falling unconscious and rolling death saves, you may choose to escape with 1 hp and take a movement action to run away. While using this action, nobody can take attacks of opportunity on you. You may do this once per long rest.
Hardly Sweating
When at full health and wielding your chosen weapon, you may roll a (DC15 + your Raving Sword Level) Dexterity roll for each damage dice to dodge the entire attack. If you take 2d6 damage, make 2 rolls. If any of them succeed, the enemy misses.You may do this instead of taking an additional attack roll.
Level 4:
Skill Point Improvement / Feat
When rolling your bonus attack, you may add 2 to your attack roll on top of any relevant bonuses
Level 5:
You may expend change your chosen weapon as an attack action, expending one of your extra attack rolls.
You may roll an extra attack with this new chosen weapon in the same turn by expending an additional extra attack roll as normal.
Level 6:
If someone rolls to hit against you, whether or not that attack did any damage, you receive advantage for your next attack against this target. This bonus expires when you either end your turn or take damage from a source other than the target.
Level 7:
If your hit your target with your extra attack, you may sacrifice 1d4 + your raving sword level in health to take an additional attack against the same target.
Level 8:
Skill Point Improvement / Feat
At level 8 choose one of the following archetypes based on your 3rd level archetype:
Breaker:
Gone Beserk:
You may choose to attack twice when expending an extra attack roll, but at disadvantage at both rolls.
Elemental Anger
When using an extra attack roll you may choose to add 1d6 damage of any non-physical kind (ie Force, Radiance, Fire, etc) to your damage roll.
Hardened
After making an extra attack roll, increase your AC by 1 until the start of your next turn.
Dying Twice:
Drunken Savant
If you are inebriated or otherwise being affected by alcohol, and you are attacked by someone, you may expend an extra attack roll and roll a DC 10 + your level in Raving Sword CON save. On a success, deflect the attack and come out of inebriation.
Traumaturgy
When you are hit for 1/8th of your total hp or higher in a single attack, you may use an extra attack roll to recoup half of your lost hp and gain resistance to the type of damage that hurt you the most in that attack until your next turn.
Quick Recovery
When you are brought down to 1 hp by Dying Twice, you may expend an extra attack roll to gain 1d8 + your Raving Sword level in health after the damage is done.
Hardly Sweating:
Breakdancing
When at full health your AC is 2 higher. You cannot regenerate health back to full health as a result of magic or potions. If after consuming a healing potion or receiving healing magic you are at full health, your health is at max - 1.
Light Feet
When at full health you have keener eyes. Gain +2 to perception rolls and have advantage when searching for traps.
Flawless Killer
You cannot regenerate back to full health except when making long rests. You can heal all of your health except for the last health point. When you finish combat with full hp, you gain advantage on your next two attacks.
Level 9:
When taking an extra attack roll, add 5 to your attack roll along with any additional bonuses instead of 4th level's effect.
Level 10:
You total extra attack roll count is now 2 + your STR modifier + DEX modifier + your level in Raving Sword