Blademaster.

Homebrew class.

My blade can cut through armor, and still cut a tomato!.

Blademaster

Breathing calmly the dwarf stood with his sword ready in the cool mountain air, unconcerned with the dark tide of orcs charging his way. With sure steps the dwarf dashed toward his foes, long blade ready. With precise movements, the dwarf deftly leapt into the orcs disrupting their charge. The orcs swung widely howling as they missed their mark. All around the dwarf orcs died as easily as cutting clouds.

The halfling lands gently on the ground. Smiling confidently, she goes to work, whirling, jumping and dodging her foes ax – watching his movements carefully. She sees the weakness in his defenses, and like parting silk, her blade rends her foe.

These skilled warriors are blademasters. They emphasize grace and effectiveness with every swing of their sword. Proud nobles, military commanders, cunning mercenaries, warrior kings on the front lines – as blademasters, they all possess an unparalleled understanding of the anatomy of their blades, and how to make it a perfect extension of themselves in battle.

Path of the Blade

A blademaster isn’t your common foot soldier or warrior. They’ve trained for years to gain mastery of the blade, and they continuously train to maintain and improve their skills. They find a perfect focus that makes their execution of the blade forms perfect and in that perfection, they become some of the deadliest warriors. Many foes underestimate blademasters when they see an unarmored foe with nothing but a sword engage them in combat.

Bladesmasters are adept at turning their foes own untrained movements against them, analyzing their every move, and executing the perfect form for the encounter. Moving with a grace that would make a panther jealous, the blademaster strikes when their foes are most vulnerable.

Mark of the Blademaster Sidebar

Where there is typically nothing different about a blademasters sword. Upon proving their mastery of the blade and the many sword forms, they receive a blade with a special mark to signify their achievement. (This mark is dependant on your DM and the campaign)

Sometimes this blade is specially commissioned or made by their master and teacher. Other times this marked blade is received by winning it from another blademaster in a duel. Still, other times the blademaster receives their blade as part of an inheritance, and after years of training and practice, they are finally worthy of the mark upon the blade.

If the blademaster is being used in the campaign, the mark is usually recognizable to most people. Commoners will often be wary of the blademaster, while others proficient in martial fighting my challenge those who bear the mark to a duel. Due to this dynamic, those who carry a marked sword do not do so lightly, and those who carry it fraudulently, usually do not for long.

Training and Mastery

Blademasters spend years learning the many blade forms and years more gaining mastery of those forms. Mastery of the forms though does not come through practice on the field but also through a honing of one’s mind. Their knowledge of the forms and focused mind grants them unparalleled grace and prowess in combat.

With their observant eyes taking in the entire battlefield, they utilize the perfect form for the situation to keep their foes at a disadvantage and maintain the upper hand in every encounter.

Creating a Blademaster

As you build your blademaster, think about these related elements from your character’s backstory: Where did you
first learn the blade forms, and what drove you to rise above other sword users?

Were you quick on your feet and deft with a blade? Were you trained by a renowned blademaster, or did you watch one from afar, mimicking their movements? What drove you to take up the blade? Was it a war? A desire to be the best swordsman or maybe you sought vengeance?

Perhaps your training is due to your noble pedigree, or from enduring the hardships of war in the militia of a small nation. Did you take up the sword to escape the limits of farm life, or are you chasing after your family’s proud tradition?

The Blademaster Table

LevelFeaturesKiTrancesBlade Forms
1stUnarmored Defense, Blade Arts, The Flame and the Void1
2ndKi, Blade Forms322
3rdBlade Discipline422
4thAbility Score Improvement532
5thExtra Attack633
6thKi Sense733
7thDiscipline Feature833
8thAbility Score Improvement1044
9thRenowned Blade1144
10th1245
11thDiscipline Feature1345
12thAbility Score Improvement1455
13th1656
14thIron Soul1756
15thDiscipline Feature1856
16thAbility Score Improvement1967
17th2167
18thSheathing the Sword2267
19thAbility Score Improvement2368
20thSwallows Daze24Unlimited8

Class Features

As a blademaster, you gain the following features.

Hit Points
Hit Dice: 1d10 per blademaster level
Hit Points at 1st Level: 10 + your Constitution modifier
Hit Points at Higher Levels: 1d10 (or 6) + your Constitution modifier per blademaster level after 1st

Proficiencies
Armor: None
Weapons: Simple weapons, martial weapons
Tools: Choose one type of artisan’s tools or one musical instrument
Saving Throws: Strength, Dexterity
Skills: Choose two from Acrobatics, Athletics, History, Insight, Intimidation, Medicine, Perception

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

  • (a) two shortswords or (b) a longsword
  • (a) two daggers or (b) any simple melee weapon
  • (a) a dungeoneer’s pack or (b) an explorer’s pack

Features

Nimble Warrior
Beginning at 1st level, while you are not wearing heavy armor you gain a +1 bonus to AC.

Deft Discipline (Blade Arts)
You have specialized training fighting with weapons. At 1st level, when you use a melee weapon that does not have the heavy property, you can use Dexterity instead of Strength for the attack and damage rolls.

The Flame and the Void
In battle, you fight dispassionately, you perceive reality as it is, in the present. Pain and fear become merely passing phenomena. On your turn, you can enter a trance as a bonus action.

While in your trance, you gain the following benefits if you aren’t wearing heavy armor.

  • You have advantage on saving throws to be charmed or frightened.
  • When you make a melee weapon attack, you gain a +2 bonus to the damage roll.
  • Your move speed increases by 10 feet.

This trance lasts for 10 minutes. It ends early if you are knocked unconscious, become charmed or frightened, or if you end it on your turn as a bonus action. Once you have used your trance the number of times shown for your blademaster level in the Trances column of the Blademaster table, you must finish a long rest before you can trance again.

Leaf on the Wind
Starting at 2nd level, your quick and smooth movements allow you to weave through your foes like a leaf in the wind. You can take a bonus action on each of your turns to take the Dash or Disengage. Additionally, when you take one of these actions, movement through other creatures does not count as difficult terrain. 

Fighting Style
At 2nd level, you adopt a style of fighting as your specialty. Choose one of the following options. You can’t take a Fighting Style option more than once, even if you later get to choose again.

Blind Fighting
You have blindsight with a range of 10 feet. Within that range, you can effectively see anything that isn’t behind total cover, even if you’re blinded or in darkness. Moreover, you can see an invisible creature within that range, unless the creature successfully hides from you.

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.

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.

Interception
When a creature you can see hits a target, other than you, within 5 feet of you with an attack, you can use your reaction to reduce the damage the target takes by 1d10 + your proficiency bonus (to a minimum of 0 damage). You must be wielding a shield or a simple or martial weapon to use this reaction.

Two-Weapon Fighting
When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.

Blade Discipline
When you reach 3rd level, you commit yourself to a discipline that you strive to emulate in your blade forms. Your path grants you features at 3rd level and again at 7th, 11th, and 15th level.

Ability Score Improvement
When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature.

Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.

Extra Attack
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

Ki Senses
Starting at 6th level, your mastering of ki begins to grow. You are able to detect the presence of ki in other beings. As an action you can spend 1 ki point to focus your awareness to detect beings with ki flowing through them. For the next 10 minutes, you know the location of any living being (not constructs or undead) within 60 feet. You know the type of creature you are sensing for instance, the ki of a fiend may feel rancid, a giants ki may feel large, or the ki of a fey may feel sweet. You do not know the identity of any creature you detect with your ki sense.

Renowned Blade
At 9th level, your reputation as a skilled blademaster becomes more widely known. You become skilled at ending a fight before it even starts. You gain proficiency in Intimidation and Persuasion skills if you don’t already have it. Your proficiency bonus is doubled for any ability check you make that uses either of those proficiencies.

Iron Soul
Beginning at 14th level, you gain proficiency in Wisdom saves, if you already have proficiency in Wisdom saves, you may choose Intelligence or Charisma instead.

Additionally, whenever you make a saving throw and fail, you can spend 2 ki point to reroll it and take the second result.

Sheathing the Sword
At 18th level, you may choose to allow an attack you can see to strike you in order to deliver a potentially fatal blow. This attack must be resolved first and the damage cannot be prevented or reduced in any way. After you take the damage you may use your reaction to strike the creature. When you use this reaction, the creature must make a Constitution saving throw. If it fails, it is reduced to 0 hit points. If it succeeds, it takes 10d10 necrotic damage.

Swallows Daze
At 20th level you may move up to your speed in a special blade form. This movement does not provoke opportunity attacks, ignores difficult terrain, you may move along vertical surfaces, and across liquids without falling. You must end this movement in an unoccupied square and not on a vertical or liquid surface. During this movement, you may attack one creature for every 3 ki points you spend. Any hit you score against a creature is a critical hit.

Blade Forms

Heron Spreads its Wings

For 4 ki, When you roll a 1 on your attack roll, you may choose to reroll your attack. You must use the new roll, even if its a 1.

Parting the Silk

For 4 ki, You can use a bonus action on your turn to make a Wisdom (Insight) check against a creatures AC. If your total is equal to their AC or higher, you have advantage on your attack rolls against them until the end of your turn.

Black Lance’s Last Strike

For 4 ki, As an action, you may make an attack against a creature that has not taken a turn in combat yet. You have advantage on this attack, in addition, if the creature is surprised it is a critical hit and you may roll three additional dice for this critical.

Threading the Needle
You can spend 1 ki, until the end of your next turn, you gain reach with a spear or javelin and you gain a bonus to attack rolls equal to half your Wisdom modifier rounded down (minimum 1)

Moon Over Water
When you make a successful melee attack against a creature, you may spend 2 ki, that creature has disadvantage on the next attack that they make against you on their turn.

Leopard in High Grass
For 4 ki, when an ally attacks a creature within your reach, you may use your reaction to target the same creature with a melee weapon attack.

Kingfisher takes a Silverback
For 4 ki, Until the your next turn, your reach with melee weapons is increased by 5ft.

Kissing the Adder
When you are below half your hitpoint maximum and a hostile creature targets you with a melee weapon attack roll, you can spend 3 ki points and use your reaction to make an attack against the creature before they deal damage.

Heron Takes Flight
Prerequisite: 5th Level
You can use your reaction to deflect a missile with your sword when you are hit by a ranged weapon attack. When you do so, the damage you take from the attack is reduced by 1d10 + your Dexterity modifier + your blademaster level.

If you reduce the damage to 0, until the beginning of your turn all ranged weapon attacks have disadvantage against you.

Evasion
Prerequisite: 7th Level
Your instinctive agility lets you dodge out of the way of certain area effects, such as a blue dragon’s lightning breath or a fireball spell. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.

Agile Athletics
Prerequisite: 7th Level
You learn to use your speed and agility to fuel feats of strength. You may use your Dexterity modifier in place of your Strength modifier whenever a Strength ability check is called for.

Blademaster Disciplines

Blade Lord

“My blade can cut through armor, and still cut a tomato!” Blade Lord Sharpstone

You have exemplary prowess in single combat and you perfect your blade forms accordingly. You know that before too long you will be called to defend your status and skills as a blademaster. You have sharpened your mind to be alert and to strike a foe quickly and end the fight before it even begins.

Honed Senses
Starting at 3rd level, you have honed an uncanny sense for when a fight is about to break out. You can give yourself a bonus to your initiative rolls equal to your Wisdom modifier. Additionally, you may enter your trance as part of the initiative roll.

Swift Reflexes
At 3rd level, at the start of your first turn of each combat, your speed increases by 10 feet, which lasts until the end of that turn. Additionally, you have advantage on attack rolls against any creature that hasn’t taken a turn in the combat yet.

Disciplined Study
You have spent countless hours practicing and perfecting blade forms. At 7th level, you may choose an extra blade form, this does not count against the number of forms you can know. Additionally at 15th level, you may choose another blade form.

Cutting the Clouds
Beginning at 11th level, you can attack three times, instead of twice, whenever you take the Attack action on your turn.

Tireless Focus
Starting at 15th level, When you roll for initiative and have no ki points remaining, you regain 1 + your Wisdom modifier ki points.

GrandMaster

“The edge of the sharpest blade is no match for the calm of the peaceful mind.” Grandmaster Inejiro

Disciplined Mind
Starting at 3rd level, you can’t be charmed or frightened while you are in your trance. If you are charmed or frightened when you enter your trance, the effect is suspended for the duration of the trance.

Ki Disruption (Cut into the Soul)
Starting when you choose this discipline at 3rd level, your blade strikes not only cut and harm the body, but also the very ki in a creature. Whenever you hit a creature with an attack granted by your Blade Flurry, you can impose one of the following effects on that target:

  • It must succeed on a Charisma saving throw or be poisoned for 1 minute.
  • It must succeed on a Wisdom saving throw or be blinded for 1 minute.
  • It can’t take reactions until the end of your next turn.

Heightened Trance
Starting at 7th level, on the first round of a combat, you may take your turn to enter your trance, stand still, and mentally prepare yourself for combat. When you do so, you must concentrate as if concentrating on a spell. You cannot take actions, move, or speak until the beginning of your next turn. During this time, any creature who targets you with an attack or a harmful spell must first make a Wisdom saving throw. On a failed save, the creature must choose a new target or lose the attack or spell. Standing Still doesn’t protect you from area effects, such as the explosion of a fireball.

At the beginning of your next turn, the effect ends, you regain up to your Proficiency bonus + your Wisdom modifier expended ki points. For the next minute, or until you lose concentration, your bonus damage and movement speed bonuses from your Trance are doubled. Furthermore, whenever a melee weapon attack against you misses, you may use your reaction to force the attacker to make a Dexterity saving throw. If the saving throw fails, you may disarm the held weapon that made the attack. You may choose to grab the weapon yourself, or have it land anywhere within 10 feet of the attacker.

Once you use Heightened Trance, you may not use it again until you complete a short or long rest.

Ki Sight
Beginning at 11th level, when you use your Ki Senses you gain Blindsight out to a range of 60 feet.

Feed the Flame
Starting at 15th level, when you enter your trance you may spend 6 ki points. If you do, you gain resistance to all damage except psychic damage. Through the intense focus of your trance you are able to ignore even the toughest punishment.