Edgemaster (5e Subclass)

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Author: Ghostwheel (talk)
Date Created: December 7th, 2017
Status: Complete
Editing: Clarity edits only please
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Edgemaster[edit]

Most who speak of weapons care not for the blade they carry, or their true soul. But the edgemaster knows that within each weapon is a soul, one which can resonate with your own to unleash truly devastating techniques, each unique to the weapon at hand.

First Form: Flourishing Call[edit]

When you choose this archetype at 3rd level, you gain the ability to stow weapons and shields on the fly. As a bonus action, you may change your equipped items to a one-handed weapon and shield, a single weapon, or a two-handed weapon.

At the same time, choose three weapon categories from the following list:

  • One-handed bludgeoning
  • One-handed piercing
  • One-handed slashing
  • Shields
  • Two-handed bludgeoning
  • Two-handed piercing
  • Two-handed slashing

Note that versatile weapons still count as one-handed, even if wielded two-handed.

You learn the first form techniques from the chosen weapons (listed below). Before activating one of the techniques below, you must be wielding a weapon of that type, and be harmonized to it. You may harmonize with a weapon as an action that allows you to make one melee weapon attack. Once you have used a technique for a particular weapon type, you cannot use that same technique again until you harmonize to another weapon of a different type, and back to the original weapon's type. One-handed weapon techniques cannot be used while wielding a shield, and if a technique requires a creature to make a saving throw, the DC equals 8 + your proficiency bonus + your Strength or Dexterity modifier.

Second Form: Reflecting Blade[edit]

Starting at 7th level, your soul reflects in your weapon's edge causing it to resonate with you, allowing you to unlock part of its true potential. Weapons you are harmonized with and wielding count as both magical and silver. Furthermore, you unlock one additional type of weapon category, and gain access to the techniques listed under Second Form for all weapons you have unlocked.

Third Form: Quickened Strike[edit]

Beginning at 10th level, you may speak directly to the soul of a weapon, learning of its abilities and effects. Immediately upon touching a weapon, you automatically identify it, including any traits or curses it might possess. Furthermore, you gain access to the techniques listed under Third Form.

Fourth Form: Unsheathed Instinct[edit]

At 15th level, your ability to harmonize with a weapon grows in leaps and bounds. Should you hit with a weapon while harmonizing with it, the attack deals damage as though you had critically hit the enemy. This does not stack with actually scoring a critical hit, and does not count as having critically hit a foe. Furthermore, you gain access to the techniques listed under Fourth Form.

Fifth Form: Soul's Edge[edit]

At 18th level, you have reached the zenith of your ability, and are one of the few warriors who can truly call themselves a master. Choose another four options from the Fighting Style class feature. You gain these fighting styles. Furthermore, you gain access to the techniques listed under Fifth Form.


Techniques[edit]

One-handed Bludgeoning[edit]

First Form[edit]

Improvised Shield. Using the blunt end of your weapon, you ward off blows. On your turn, make a melee attack as an action. On a successful hit, you gain resistance to damage done by the target enemy. This effect ends at the start of your next turn or if you are no longer wielding the harmonized weapon.

Rapped Knuckles. With a quick movement, you rap the side of your blunt instrument, warding off further blows from that enemy. On your turn, make a melee attack as an action. On a successful hit, the target has disadvantage on attacks against you until the start of your next turn.

Second Form[edit]

Shield of Swings. A quick twirl of your weapon turns away blows that would have hit you. As a reaction upon being hit by an attack, you may activate this technique to increase your AC by 5 against the triggering attack and all other attacks made by the target until the start of your next turn.

Third Form[edit]

Parrying Twirl. Your blunt instrument of destruction swings about you, parrying blows that might otherwise reach you. As a bonus action, you may make a melee attack roll. Until the start of your next turn, or until you are no longer wielding the harmonized weapon, your armor class is equal to the attack roll, or your normal armor class, whichever is higher.

Fourth Form[edit]

Stoneskin Bash. Your weapon sings as it flies through the air, causing foes to falter. On your turn, you may make an attack action. Until the start of your next turn, or you are no longer wielding the harmonized weapon, you gain resistance to all attacks and effects of the creatures hit.

Fifth Form[edit]

Earth's Blood. With a swing of your weapon, you regain your strength. Reinvigorated, you are once more ready for battle. On your turn, you may make a melee attack as an action. If you hit, you regain hit points, so that your new total hit points is equal to one-half your maximum hit points.

One-handed Piercing[edit]

First Form[edit]

Bloodletting. Blood can as easily slow one down as hurt you. On your turn, make a melee attack as an action. On a successful hit, whenever the target makes a saving throw, the target must roll a d4 and subtract the number rolled from the saving throw. A creature affected by this ability makes a Constitution saving throw at the end of each of its turns, though the penalty does not apply to these saves. On a successful save, this effect ends.

Handprick. A quick thrust, and blood wells from an enemy's appendage, slowing their attacks. On your turn, make a melee attack as an action. On a successful hit, whenever the target makes an attack roll, the target must roll a d4 and subtract the number rolled from the attack roll. A creature affected by this ability makes a Constitution saving throw at the end of each of its turns. On a successful save, this effect ends.

Second Form[edit]

Antagonizing Stroke. You hand seems to disappear as you riposte from a blow, cutting deeper into your enemy's heart with your words than your blade could reach. As a reaction upon an enemy within your reach missing you with an attack, you may make a melee attack against the enemy. On a successful hit, the target has disadvantage on attack rolls for one round, and on subsequent rounds must roll a d4 and subtract the number rolled from attack rolls. A creature affected by this ability makes a Constitution saving throw at the end of each of its turns. On a successful save, this effect ends.

Third Form[edit]

Open Defenses. With a quick prick and a whirl, you open up an enemy for further attacks. On your turn, make a melee attack against an enemy as a bonus action. On a hit, you deal no damage and roll 1d4. The target's armor class is reduced by the rolled total until the start of your next turn.

Fourth Form[edit]

Nerve Pinch. Expertly, you throw yourself into a single attack that causes your target's nerves to quiver, slowing them down for a vital moment. On your turn, make a melee attack against an enemy as an action. On a hit, the target is stunned until the start of your next turn.

Fifth Form[edit]

Heart-Quiver. Masterfully, you target your enemy's heart, causing them to freeze as you pierce all their defenses. On your turn, make a melee attack against an enemy as an action. On a hit, the target is paralyzed until the start of your next turn.

One-handed Slashing[edit]

First Form[edit]

Furious Flurry. One slash becomes many as you target your foe over and over. On your turn, make a melee attack against an enemy as an action. If you hit, you must move up to 10 ft. and then may make another attack against the same enemy at a -5 cumulative penalty to the attack roll. Repeat this until you miss, each attack after the first only deals damage equal to the ability modifier used to make the attack.

Unsheathed Blade. The patter of footsteps before the sound of a sword being drawn, and the drip of blood. On your turn, move up to your speed before making a melee attack against an enemy as an action. You must end adjacent to an enemy when using this technique.

Second Form[edit]

Tactical Retreat. As your enemy comes closer, you seem to disappear from view, appearing elsewhere a moment later. As a reaction to an enemy moving into your reach, you may move up to one-half your speed. This movement does not provoke opportunity attacks.

Third Form[edit]

Riposting Strike. You strike out at an enemy as they attempting to hit you. On your turn, make a melee attack against an enemy who has made an opportunity attack against you this turn as a bonus action.

Fourth Form[edit]

Lightning Slash. You move forward, slashing wildly at all enemies in your path. On your turn, you may move up to your speed in a straight line as an action. This movement does no provoke opportunity attacks. Make a melee attack against any enemy you pass within 5 ft. of during your movement.

Fifth Form[edit]

Whirling Dervish. You becoming a whirl of blades as you move between your targets, leaving them stunned and broken in your wake. On your turn, you may move up to 60 ft. as an action, ignoring difficult terrain and restrictions for passing through creatures. This movement does not provoke opportunity attacks. Each time you enter an enemy's square, you may make a melee attack against that enemy. You must still end your movement in an unoccupied area.

Shield[edit]

First Form[edit]

Aegis of Protection. With the movement of your weapon, you ward blows against your allies, keeping them safe within your circle of protection. On your turn, you may grant all allies within your reach advantage on Dexterity saving throws, and attacks made against them are made at disadvantage as an action. This lasts until the start of your next turn, or you are no longer holding a shield. If an ally is no longer within your reach, this does not apply to them.

Shining Beacon. You raise your shield high, raising the morale of your friends at the same time. On your turn, grant up to three allied creatures a number of temporary hit points equal to your fighter level plus your Constitution modifier as an action. These last until the start of your next turn.

Second Form[edit]

Rallying Words. Eyes widened, your mouth moves almost unconsciously as you shout words of encouragement to a waning ally. As a reaction upon an ally within 30 ft. taking damage, you may reduce the damage taken by an amount equal to your one-half your fighter level plus your Constitution modifier.

Third Form[edit]

Alluring Shield. The clear ring of a weapon impacting a shield gets your enemies' attention, and with venomous words you draw their ire. On your turn you may choose up to three enemies within 30 ft. who must make a Wisdom save as a bonus action. On a failed saving throw, they must attack you, or include you within the effects of an ability they use. This lasts until the beginning of your next turn, or you are no longer holding a shield.

Fourth Form[edit]

Illuminating Reflectiom. You single out an enemy, illuminating them in the light of your reflecting shield, causing allies to easily target them. On your turn, you may choose one enemy within 30 ft., as an action. All allies gain advantage with attacks against that enemy until the start of your next turn, or you are no longer holding a shield.

Fifth Form[edit]

Battlemaster's Call. Pointing at an enemy, you single them out with your shield, allowing your allies to pepper them with arrows, and bring them down. On your turn, make a melee attack against an enemy as an action. On a hit, all allies within 30 ft. may make an attack action or cast a cantrip on that enemy as a reaction.

Two-handed Bludgeoning[edit]

First Form[edit]

Banish the Wicked. You send your foe flying with the force of your hammer. On your turn, make a melee attack as an action. On a successful hit, the target moves 10 ft. in a direction of your choosing into an unoccupied square. This movement does not provoke opportunity attacks.

Bring Down the Hammer. Smashing someone to a pulp is a sure way to kill them. On your turn, make an attack action. Each hit deals additional damage equal your proficiency bonus.

Second Form[edit]

Rampaging Roar. Bloodied, you roar in pain, turning your rage into force as you ready to bring your hammer down on the enemy. As a reaction upon taking damage, you may increase the damage you do on the next melee attack against the target with your harmonized weapon by an amount equal to twice your proficiency modifier.

Third Form[edit]

Batter's Up. You bring your weapon behind your head, ready to release your rage upon an enemy. On your turn as a bonus action you may add 1d8 to each melee weapon attack you make with your harmonized weapon.

Fourth Form[edit]

Tide of Iron. With every blow, you push an enemy back, taking their place ready for another attack. On your turn, make an attack action. Every time you hit you may move the target 5 ft. in a direction away from you.

Fifth Form[edit]

Pierce the Hide. With a cry, you batter down your target's defenses, leaving them weak and bloodied. On your turn choose a physical ability score and make an attack action. The target's armor class for the attack action is equal to that score's total.

Two-handed Piercing[edit]

First Form[edit]

Brace for Impact. You ready your spear against the tide of your foes. On your turn, you may take an action. Until the start of your next turn, you may make an opportunity attack which does not require a reaction against any enemies entering or moving through your threatened area. On a successful hit with an opportunity attack, your target's speed becomes 0 until the start of your next turn.

Dancing Step. You dance around an enemy, disorienting them and causing them to lose other targets. On your turn, move at least 10 ft. while remaining within an enemy's threatening area as an action before making a melee attack. On a successful hit, the target suffers from disadvantage when making attacks against any target apart from you. The movement from this technique does not provoke an opportunity attack.

Second Form[edit]

Halting Blow. The enemy tries to advance, but at every step finds the tip of your spear before their face, stopping them from advancing. As a reaction to an enemy moving into or within your threatened area, you may make a melee attack. On a successful hit, your target's speed drops to 0 until the end of their next turn, or you are no longer threatening them.

Third Form[edit]

Lightning Spear. Your spear flashes like lightning, striking twice against enemies. On your turn you may take a bonus action. Until the start of your next turn, whenever you would make an opportunity attack, you instead make two melee attacks.

Fourth Form[edit]

Ring of Spears. You throw your spear into the sky, before it rematerializes in your hand. At the same time, a ring of blinding spears appear around you. On your turn you may cause all enemies within your reach to have their speed become 0 as an action until the start of your next turn.

Fifth Form[edit]

Impaling Talon. Your spear impales its targets into the ground, leaving them immobile. On your turn make an attack action. Any creature hit has their speed become 0. At the end of their turn each around they may make a Strength saving throw to end this effect.

Two-handed Slashing[edit]

First Form[edit]

Arcing Blade. Your weapon travels in a wide arc, slashing at two foes. On your turn, make a single attack against two adjacent enemies within your reach as an action. Each attack is made with disadvantage.

Bloodied Edge. Your blade thirsts for more blood, tearing into more of your enemies. On your turn, make an attack action. Each time you hit, you may cause an enemy adjacent to you to take damage equal to the ability modifier used to make the attack.

Second Form[edit]

Cornered Fury. As enemies close on you, you release an angry growl followed by a blade that cuts your foes down like grass. As a reaction in response to an enemy moving adjacent to you while one other enemy is adjacent to you, you may make a single melee attack. Compare the attack roll to both of your targets' AC, and deal one-half the normal damage to each of them if you would have hit them with an attack.

Third Form[edit]

Scything Claw. With a cry, you turn your blade's edge to an unsuspecting enemy who thought they were safe from your wrath. On your turn, after making an attack action, make a melee attack against a creature you have not attacked this turn as a bonus action.

Fourth Form[edit]

Whirlwind Attack. You release your blade in a boomerang arc, searing through your foes before returning to your hand. On your turn, make a melee attack as an action. Compare the total to all enemies within 15 ft., and deal damage to each of those who you would have hit as if you had hit them.

Fifth Form[edit]

Blood-Curdling Roar. You release a primal roar from deep inside you, causing all enemies to glance at your with trepidation. On your turn, you cause all enemies within 30 ft. to have vulnerability against the next time they take damage as an action. This ends at the end of your next turn.



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Ghostwheel's Homebrew (394 Articles)
Ghostwheelv
AuthorGhostwheel +
ClassFighter +
Identifier5e Subclass +
RatingUnrated +
SummaryOnly once one masters all weapons can one master oneself. +
TitleEdgemaster +