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View Full Version : D&D 5e/Next Bladedancer, a Fighter Subclass



Kouta
2018-04-20, 09:56 PM
Hey guys, what do you think?

Blademaster

Trance
When you choose this archetype at level 3 you gain the ability to enter a trance as part of an attack action or when attacked by an enemy. Trance lasts until the start of your next turn. You may use this 3 times and you regain these uses when you take a short or long rest. You gain an extra use of trance at level 10.

When you enter a trance your movement speed is increased by 10ft and enemies have disadvantage on attacks of opportunity against you. During a trance you may use one of the strikes in the list below as long as you are wielding two light weapons, at 7th level you may use 2 strikes furing a trance and at level 15 you may use 3. You may not use the same strike more than once in a turn.

Strike save DC = 8 + your proficiency bonus + your Strength or Dexterity modifier (your choice)

The Dance
At 3rd level you gain proficiency in the performance skill, or double your proficiency if you are already proficient.

Cadence
Beginning at 7th level. When you start your turn and are about to come out of a trance, make a performance check with a DC of 5 x the amount of turns you have been in a trance (Incluing this turn)If you are successful, the
duration of the trance is increased to the start
of your next turn. This does not allow you to make additional strikes

Like Water
Beginning at 10th level you gain the ability to flow through the battlefield while attacking. After each weapon attack against an enemy, you must make a free 5ft move.

Encore
Starting at 15th level, when you roll initiative and have no uses of trance remaining, you regain one use of trance.

Like Fire
At 18th level, when you engage in two-weapon fighting, you can attack twice as a bonus action with an off-hand light weapon.

In addition, every time you extend your trance you may use one extra strike during that trance.


List of Strikes

Focus:
When you miss with a weapon attack you make an additional attack with an off hand weapon.

Flurry:
Immediately after you take the Attack action on your turn, you can two attacks as a Bonus Action. (This increases to three attacks at 18th level).

Reckless:
Gain advantage on melee weapon Attack rolls during this turn, but Attack rolls against you have advantage until your next turn.

Rend:
When you hit a creature with a melee weaponattack, if it is the first attack you have made thisturn, add 2d6 damage of the same type of the weapon to the damage roll.

Tear:
When you hit a creature with an melee weapon attack, they must make a Constitution saving throw, on a fail they take damage equal to your proficiency at the start of their turn for a minute or until healed. The damage is doubled if used after Rend.

Spring:
You double your movement speed and jumping distance for the turn.

Leap:
As an Move Action, you may make a 10ft horizontal jump. This does not use an action if used after Spring or Reckless.

Parry:
When another creature hits you with a weapon attack, spend your Reaction and roll an attack roll with advantage, if you beat the attacking roll the opponent misses instead.

Disarm:
When you hit a creature with a melee weapon attack, you can force the target to take a Strength saving throw, on a fail they drop one item of your choice. If used after Parry, the target has disadvantage on the saving throw.

Riposte:
When a creature misses you with a melee attack, you can use your Reaction make a melee weapon attack against the creature. This does not require a reaction if used after Parry.

Down:
When you hit a creature with a weapon attack, you can attempt to knock the target down. If the target is Large or smaller, it must make a Strength saving throw. On a failed save, you knock the target prone. If used after Tear, Focus or Leap, the target has disadvantage on the saving throw.

Out:
When you hit another creature with a melee weapon Attack, you can attempt a stunning strike. The target must succeed on a Constitution saving throw or be Stunned until the end of your next turn. If this is used after Down or Focus, the target has disadvantage on their saving throw.

Finale:
When you hit a creature with a weapon attack, deal and extra 1d8 damage, this damage increases by 1d8 for each strike used this turn.

ShadowSandbag
2018-04-21, 07:33 AM
Overall I like it but it could use some clarification. Does Like Water trigger AoO? With parry do you get to deal damage with the attack as well or does it just block?
I would also remove Out, stunning strike is one of the monks signature abilities and it really doesn't feel like it fits here.

Composer99
2018-04-21, 09:18 AM
Overall, I'd say pretty good. Leap needs some re-wording, though, as there's no move action in 5e. Did you mean bonus action, or in place of moving? I'm guessing the former, since you can easily leap 10 feet as part of your normal movement.