Blade Savant

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Blade Savant Class Features

A tough human wielding a greatsword dives into the melee. As a Blade Savant, you gain the following class features
One swing and a Kobold falls unconscious, and two flying
daggers strike down the goblins waiting in ambush. A rugged Hit Points
elf standing within a storm of blades sighs as the bandits fall, Hit Dice: 1d8 per Blade Savant level
almost too easily to her powers. Hit Points at 1st Level: 8 + your Constitution modifier
A lithe half-elf swings his twin blades, felling one of the Hit Points at Higher Levels: 1d8 (or 5) + your Constitution
orcs, and spins, slaying another. modifier per Blade Savant level after 1st
The Blade Savant is a fighter, born for battle and made for
slaying. You can tap into arcane energies and commune with Proficiencies
the ambient spirits within blades, to learn their secrets and Armor: Light armor
feel the energies of others nearby. Weapons: Simple weapons and one martial weapon of
choice
Creating a Blade Savant Tools: None
First, choose Strength or Dexterity as your highest stat, Saving Throws: Strength, Dexterity
depending on wether you want to focus on finesse weapons Skills: Choose three from Athletics, Acrobatics, Deception,
or not, then choose Constitution. Perception, Insight, Investigation, or Performance
For your background, pick the soldier background You are Equipment
a Blade Savant, a mystical fighter who is a cut above the rank You start with the following equipment, in addition to the
and file. What drove you to the intensive study required to equipment granted by your background:
learn the powers? What drives your fight? Were you a soldier
who was hand-picked for the path, or self-taught, learning in a (a) Choice martial weapon or (b) a shortsword
secret library somewhere? (a) Choice martial weapon or (b) a shortsword
(a) 2 daggers or (b) a shortbow
(a) Dungeoneer's Pack or (b) Explorer's Pack
leather armor

The Blade Savant 1


Weapon Float Arcane Wounds
At the 1st level, you tap into the mystic powers of the blade At 8th level, when you deal damage you may force the target
savant to lift 2 light melee weapons, or 1 non-two-handed to make a Wisdom save with DC equal to 8 + your proficiency
melee weapon per blade savant level. Two-handed weapons bonus + half of your Blade Savant level (rounded down). On a
count as 2 non-two-handed weapons. Floated weapons failed save, the target takes psychic damage equal to the DC.
cannot move more than 10 feet away from you, and if your You cannot target the same creature again until you have
movement would break this restriction, any weapons that succeeded against a different creature. Once you use this
would break this restriction move to your side. You may use feature, you must finish a long rest before you can use it
your action to attack with any one weapon you have Floated, again.
but you may not engage in Two Weapon Fighting with
weapons that you are carrying. You may lift any weapon Detect Life
within 10 feet that is not being wielded by another creature. At 9th level, the spirits within your blades allow you to feel the
At the 6th level, you may make a ranged attack with the life force of creatures within 10 feet of you for a number of
floated weapon using your Dexterity with range 30/60ft, and minutes equal to your Wisdom modifier+half of your Blade
it returns to you after the attack is resolved. Savant level (rounded down), and you must maintain
At 10th level, the mystic energies flowing through your concentration for this period, as if concentrating for a spell.
blades grow stronger, allowing you to move weapons 5 feet You cannot tell their alignments, equipment, AC, or whether
further away from you. they are hostile, but you do know their size, current activity,
At the 14th level, Floated weapons may move an additional and whether they know any languages (but not which ones). If
5 feet further away from you. they would be within line of sight, you may target them with
At 18th level, any floated weapon attacks count as being attacks, but their AC is considered 1 higher than normal, and
magical for the purposes of overcoming resistance and you must overcome any barriers in your path.
immunity if they are not already. If you so choose, you may lift At 13th level, the range of this ability is increased to 20 feet,
2 Tiny objects in place of a Light weapon or 1 Small object in and at 17th level, the range is increased to 30 feet. This ability
place of a non-two-handed weapon. Medium objects count as has no effect on undead, constructs, or creatures that are
two-handed weapons. immune to psychic damage. To detect creatures with
Rapid Strike resistance to psychic damage, you must make a Wisdom
check with DC equal to 8 + The creature's proficiency bonus
Beginning at 1st level, the unmatched speed of the blade + The creature's Wisdom modifier, and the creature is made
savant allows them to deal 1 additional point of damage to aware of your presence, regardless of wether you succeed or
any enemy that has not yet acted during the current round. fail. You may use this feature a number of times per long rest
This increases to 1d4 at 6th level, 1d6 at 10th level, 1d8 at equal to your Wisdom modifier (minimum once).
14th level. In addition, at 14th level your first attack during an Creatures vulnerable to psychic damage can always be
encounter deals an extra 1d10 instead of 1d8. detected, without the need to use this feature
Whispering Blades Arcane Slayer
At 2nd level, you may cast guidance on yourself or one other At 20th level, mastery of the blade comes naturally to you,
creature within 5 feet of you. Once you use this feature, you and the power that flows through your blades shifts their
must finish a long rest before you can use it again. colours. When you deal any weapon damage, you may add 1
die of the weapon's kind to the weapon's damage.
Blade Savant Archetype
At 3rd level, choose the Whirling Blade, Ravager, or
Bladestorm archetype, detailed at the end of this class
description. Your archetype grants you features at 3rd level
and again at 7th, 11th, and 15th level.
Ability Score Increase
When you reach 4th level, and again at 8th, 12th, 16th and
19th level, you can increase one ability score of you 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.

2
Blade Savant Archetypes Bladestorm
You are a warrior who stands alone in a storm of steel of your
Whirling Blade own creation, a master of the Weapon Float.
You hone your speed to become a blur of light, a flash of steel
to cut through any foe. Windswept Blade
When you choose this archetype at 3rd level, you may use
Whirlwind Weapon Float on 1 additional weapon with the Light Quality
When you choose this archetype at the 3rd level, you increase per blade savant level, and you may make Floated Weapon
your land speed by 5 feet. attacks with 2 floated weapons at a time.
Spinning Slash Maelstrom
At 7th level, when you hit a target with two different melee At 7th level, you may simultaneously make an attack with all
weapons on your turn, as a bonus action you may attack of your floated weapons at once. Once you use this feature,
another creature within 10 feet of you with the same you must finish a short or long rest before you can use it
weapons if you could attack this new target normally. Once again.
you use this feature, you must finish a short or long rest
before you can use it again. Lift Creature
At 11th level, you may use Weapon Float on a creature,
Speeding Death counting it as 3 one-handed weapons (plus or minus 1 for
At 11th level, you deal an extra 2d4 weapon damage for 10 each size category above or below Medium, Tiny creatures
minutes. When this period ends, you gain one level of count as Light weapons and you may not lift Gargantuan
exhaustion and are incapacitated for 5 minutes. Once you use creatures), and lift it for a number of minutes equal to your
this feature, you must finish a long rest before you can use it Blade Savant level. If using the lifted creature as a weapon, it
again. deals 3d6 bludgeoning damage (plus or minus 1d6 for each
size category above or below Medium). If made of soft
Liquid Agility materials like fabric, use d4 instead of d6; if made of hard
At 15th level, increase your land speed by 5 feet. In addition, materials like metal, use d8 instead of d6. Once you use this
you cannot have your speed lowered unless you are feature, you must finish a long rest before you can use it
restrained, and you ignore nonmagical difficult terrain. again.
Ravager Storm's Wrath
You are a terror to behold, a master of armour and heavy At 15th level, weapons lifted with Weapon Float can move up
blades, a master of strength. When you choose this archetype to 30 feet away from you, and you gain a fly speed equal to
at 3rd level, you gain proficiency in medium and heavy your land speed as long as you are floating at least one
armour, and martial weapons. weapon.
Power Smash
At 7th level, when you hit an enemy with a weapon that you
are holding with both hands, attacks made against that
enemy have advantage, and it has disadvantage on Strength
and Dexterity saves for a number of minutes equal to your
Strength modifier. Once you use this feature, you must finish
a short or long rest before you can use it again.
Forceful Slash
At 11th level, when you hit an enemy with a weapon that you
are holding with both hands, you can force the enemy to
make a Constitution saving throw with DC equal to the
damage you rolled. On a failed save, the creature falls
unconscious for a number of minutes equal to your Strength
modifier. Once you use this feature, you must finish a long
rest before you can use it again. This feature may only affect
creatures with fewer than 100 hit points remaining.
Solid Strength
At 15th level, wearing armour never reduces your movement
speed, all damage you deal that includes your Strength
modifier is increased by 1d4, and you are resistant to all non-
magical slashing, bludgeoning, and piercing damage as long
as you are wearing armour.

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