Warblade (5e Class)
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- 1 Warblade
- 2 Class Features
- 2.1 Hit Points
- 2.2 Proficiencies
- 2.3 Equipment
- 2.4 Martial Initiate
- 2.5 Weapon Aptitude
- 2.6 Battle Rage
- 2.7 Martial Style
- 2.8 Ability Score Improvement
- 2.9 Extra Attack
- 2.10 Battle Skill
- 2.11 Battle Ardor
- 2.12 Battle Cunning
- 2.13 Battle Mastery
- 2.14 Stance Mastery
- 3 Martial Style
- 3.1 Bloodclaw Style
- 3.2 Haunted Eternal Style
- 3.3 Stormblade Style
- 3.4 Legal Disclaimer
Pursuing Somatic Perfection
Martial arts is used by some to achieve unity of body, mind, and spirit. A Monk's practice of control extends beyond their physical form and manifests their ki. A Fighter is master of weapons, but will specialize to reach beyond the body and into the arcane, or study the arts of military practice. A Barbarian is fueled by instinct and tradition or culture - an often thoughtless expression of natural might. But a Warblade? A Warblade practices control without the added scope of the metaphysical; a Warblade is not just master of weapons and tactics; and a Warblade is never unthinking, nor rooted in a close-minded drive to seek battle and glory. A Warblade pursues the physical perfection only present in a hand-full of mortals. As the ancient adage goes, "The only thing that will never betray you is your training."
Every Step Is The First
When creating a Warblade, it is important to consider what such intense training will do to your character. Is everyone a first-rank, even those who wear the mantle of experience? Is power the only thing that matters, and the only power that matters that which you have earned through your hard work? Do you seek to attain this strength to pass it on to others, to rid the world of weakness through altruism or disgust? It is inevitable that the training will change you, but you know as all Warblades know, that the path is yours to choose, each day, and each moment.
Creating a Warblade
When creating a Warblade, consider the ways in which intense military training would alter your views of the world and yourself. Much of your training will prepare you for combat - for one of the crucibles of mortality - but much of what it does not do is impart communication skills and other options. As a Warblade, you will be prepared for combat at all times, but you are not so short-sighted as to neglect interpersonal considerations. As you select your various techniques and abilities, be sure to think about the bigger picture, not just the obvious enemy with blade drawn against you.
You can make a warblade easily by following these suggestions. First, Strength should be your highest ability score, followed by Constitution or Dexterity. Second, choose the soldier background.
As a Warblade, you gain the following class features.
Hit Dice: 1d12 per Warblade level
Hit Points at 1st Level: 12 + your Constitution modifier
Hit Points at Higher Levels: 1d12 (or 7) + your Constitution modifier per Warblade level after first
Armor: Light armor, medium armor, shields
Weapons: Simple weapons, martial weapons
Saving Throws: Strength, Constitution
Skills: Choose two from Acrobatics, Animal Handling, Athletics, Insight, Intimidation, Perception, Stealth, Survival.
You start with the following equipment, in addition to the equipment granted by your background:
- (a) scale mail or (b) leather, and two daggers
- (a) a martial weapon and a shield or (b) two martial weapons
- (a) a light crossbow and 20 bolts or (b) five javelins
- (a) a dungeoneer's pack or (b) an explorer's pack
|1st||+2||Martial Initiate, Weapon Aptitude||3||3||—|
|2nd||+2||Battle Rage (Critical Damage)||4||3||2|
|3rd||+2||Martial Style class feature||4||3||2|
|4th||+2||Ability Score Improvement||5||3||2|
|6th||+3||Martial Style class feature||6||4||3|
|7th||+3||Battle Skill (Athletics and Acrobatics)||6||4||3|
|8th||+3||Ability Score Improvement||7||4||3|
|9th||+4||Battle Ardor (Initiative)||7||5||3|
|10th||+4||Martial Style class feature||8||5||3|
|12th||+4||Ability Score Improvement||9||5||4|
|13th||+5||Battle Cunning (Damage)||9||6||4|
|14th||+5||Martial Style class feature||10||6||4|
|15th||+5||Battle Mastery (Opportunity Attacks)||10||6||4|
|16th||+5||Ability Score Improvement||11||6||4|
|19th||+6||Ability Score Improvement||12||7||5|
|20th||+6||Martial Style class feature||13||7||5|
You begin your journey with knowledge of three martial maneuvers. The paths available to you are from the Diamond Mind, Iron Heart, Stone Dragon, Tiger Claw, and White Raven disciplines. Once you know a maneuver, you must ready it before you can use it (see Maneuvers Readied, below). You learn additional maneuvers at higher levels, as shown on the Maneuvers Known column of the Warblade table.
See the maneuvers description for more information on maneuvers, which rank of maneuvers you are able to take, and the prerequisites for specific maneuvers. At 3rd level and every two levels afterwards (5th, 7th, 9th, and so on), you may replace one of your maneuvers with another maneuver, and at 4th, 10th, 16th, and 20th levels, you may choose to replace up to a number of maneuvers equal to your proficiency bonus, in both cases losing access to chosen maneuvers or stances and instead learning others. You must be able to fulfill any prerequisites for maneuvers and stances you know after replacing in both cases, including previous maneuvers in a specific path, and so on.
You can ready all three of the maneuvers you know at 1st level, but as you advance in level and learn more maneuvers, you must choose which maneuvers to ready. You ready your maneuvers by exercising for 5 minutes. The maneuvers you choose remain readied until you decide to exercise again and change them. You need not sleep or rest for any long period of time to ready your maneuvers; any time you spend 5 minutes in practice, you can change your readied maneuvers.
You begin an encounter with all your readied maneuvers unexpended, regardless of how many times you might have already used them since you chose them. When you initiate a maneuver, you expend it, so each of your readied maneuvers can be used once (until you recover them, as described below).
You can recover all expended maneuvers by spending an action to take the Attack action or to do nothing else (such as executing a quick, harmless flourish with your weapon). You cannot initiate a maneuver or change your stance on the same turn as which you recover your expended maneuvers, or until the start of your next turn. You may ready additional maneuvers at higher levels, as shown on the Maneuvers Readied column of the Warblade table.
At 2nd level you begin play with knowledge of two stances from any discipline open to warblades for which you meet the prerequisites. You learn additional stances as shown on the Stances Known column of the Warblade table. Unlike maneuvers, stances are not expended, and you do not have to ready them. All the stances you know are available to you at all times, and you can change the stance you are currently using as a bonus action. You are unable to concentrate on a spell while you are in a stance and are unable to maintain a stance while raging.
Some of your martial maneuvers require your target to make a saving throw to resist the maneuver's effects. The saving throw DC is calculated as follows:
Martial Maneuver save DC = 8 + your proficiency modifier + your Strength or Intelligence modifier (your choice)
Your endless training with weapons allows you to not only adopt a fighting style specific to a type of weapon, but to change between them without much trouble.
Choose one of the following options. You can't take the same Fighting Style option more than once, even if you get to choose again. Upon finishing a long rest, you may train with a weapon for 10 minutes in order to replace your fighting style with a different one from the following list.
While you are wearing armor, you gain a +1 bonus to AC.
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.
When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield.
When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.
Your sheer love of fighting allows you to make vital strikes hurt even more. Starting at 2nd level, whenever you score a critical hit with a weapon attack, add your Intelligence modifier (minimum 0) to the damage dealt.
At 3rd level, you choose which style you take to fighting, shaping the battlefield according to your specific approach towards fighting. Choose the Bloodclaw Style, the Haunted Eternal Style, or the Stormblade Style, detailed at the end of the class description. Your choice grants you features at 3rd level and again at 6th, 10th, 14th, and 20th levels.
Ability Score Improvement
When you reach 4th 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.
Beginning at 5th level, you can attack twice instead of once whenever you take the Attack action on your turn.
Your skill in battle lends itself to your more physical attributes, allowing you to gain the upper hand. Beginning at 7th level, add your Intelligence modifier (minimum 0) to Acrobatics (Dexterity) and Athletics (Strength) checks unless you would add your proficiency bonus twice to such checks.
Few can match your earnestness in battle and your wish to enter the fray as soon as possible. At 9th level, add your Intelligence modifier (minimum 0) to initiative rolls.
By 13th level, you can hone in on your opponents' weak spots, driving home your attacks to deal the most damage. Whenever you would roll weapon damage, add your Intelligence modifier (minimum 0) to the total.
At 15th level your thirst for battle is so strong that you gain the ability to hit foes who would flee from you. Whenever you make an opportunity attack, add your Intelligence modifier (minimum 0) to the attack roll.
Reaching the peak of your abilities, at 18th level you can have two stances active simultaneously. When you use a bonus action to initiate or change your stance, you can initiate or change one or both stances.
Your training yields many results, even some that may be considered supernatural. Through effort, cunning, observation, self-reflection, and new, evolving methods of attacking your every weakness, you achieve these abilities. Choose between the Bloodclaw Style, the Haunted Eternal Style, or the Stormblade Style, as you discover new ways to draw out the full potential of your body.
Masters of the Bloodclaw Style take inspiration from lycanthropes, specifically from the savagery and ferocity of the were-tiger. They learn techniques that allow them to mimic the hybrid form of the were-tiger, gaining abilities that mere mortals envy in their speed and agility, as well as their raw strength in battle.
Starting when you choose this style at 3rd level, you gain the limited ability to shift once into a more monstrous form. On your turn, you can shift as a bonus action. Shifting lasts for 1 minute or until you end it on your turn as a bonus action. Upon shifting and again at the start of each of your turns while you are still under the effect of this feature and do not have 0 hit points, you regain hit points equal to your proficiency modifier, and can make one unarmed strike as a bonus action if you take the Attack action or use a strike with a claw. This unarmed strike counts as a finesse weapon, and deals 1d4 + Strength or Dexterity modifier slashing damage.
You gain an additional use of this feature at 6th, 10th, 15th, and 20th levels, and regain expended uses of this feature at the end of a long rest.
At 6th level, you can rip and tear your enemy to shreds; should you hit with when using your bonus action to attack either with the attack granted from Shifting or from two-weapon fighting and have already hit the target, your target immediately takes 1d6 damage. This damage can only be applied once per turn, and increases to 2d6 at 15th level.
Beginning at 10th level you take on more bestial traits, allowing your savagery to manifest further. If you are shifting and move at least 20 feet in a straight line before using the attack action or initiating a martial strike, you may make two unarmed strikes as a bonus action instead of the one normally granted by shifting.
Starting at 15th level, you gain the senses of primal beasts, allowing you to sniff out even the best hidden foes. While shifting, you gain darkvision out to a range of 60 feet (or extend your current darkvision by 30 feet), and you are aware of the location of any hidden or invisible creatures within 10 feet of you.
Your fury is so vast that few can stand before the flurry of blows you bring to bear. At 20th level, your unarmed damage when shifting increases to 1d6, your speed doubles while shifting, and increase the number of attacks made when making an unarmed strike as a bonus action while shifting by one.
Haunted Eternal Style
Through your training, you have discovered an uncanny talent in battle you could not describe at first. With the appearance of a guiding spirit, flashes of memories that were not your own revealed the truth: your talent is born of many past lives, as your soul has journeyed through time to fulfill some greater purpose. What this purpose is may not be immediately clear to you, but you know that your soul is one of a reborn master, and this memetic hand guides you.
Beginning at 3rd level, you can commune with the spirits of both your ancestors and your own past lives. You can cast the find familiar spell as a ritual to summon your blade guide into a coherent collective, though its type is either celestial or fiend depending on your past lives and ancestors (though not necessarily based on you, and once you make the choice it cannot be changed). When you cast the spell, you can choose one of the normal forms for your familiar or for your blade guide to manifest as a sprite. Your blade guide always has your best interests at heart and always obeys your commands.
Your blade guide has an Intelligence of 14, has one-quarter of your maximum hit points, regains all of its hit points at the end of a short rest, and when you take the Attack action, you can forgo one of your own attacks to allow your blade guide to use its reaction to make one attack of its own or use the Help action. It is otherwise unable to use the Help action in combat.
Either as part of a counter or by spending a reaction, the next time you would take damage until the start of your next turn, reduce the damage by an amount equal to your proficiency modifier. Your blade guide takes damage equal to the amount of damage you reduced.
At 6th level you can telepathically confer with your blade guide before making an attack to guess precisely how it will move, though this communication is straining upon your psyche. You may spend a bonus action to gain advantage on your next melee attack. You regain the use of this feature at the end of a short or long rest. If you lose access to your blade guide, you lose this ability until it returns.
Upon reaching 10th level, your knowledge increases having listened to your blade guide for so long. Choose two Intelligence-based skills, which you become proficient in. Alternatively, you may add twice your proficiency bonus when making ability checks using those skills if you are already proficient in them.
Despite your apparent age, you have fought across countless fields of battle and have both defeated and been defeated by all kinds of enemies both great and small. At 15th level as a bonus action, you may assess the battlefield and impede your enemies. Until the start of its next turn, when an enemy hits you with a melee attack, any attack made by your allies is made at advantage against that enemy. You do not gain advantage to attack from this feature, and if you lose access to your blade guide, you lose this ability until it returns.
Island in Time
By 20th level you have understood fully the path that those before you have trod, and thus understand the path you yourself must tread, allowing you to virtually meld with the stream of time and act outside of it. You may spend a reaction to immediately take an additional turn. You may use this ability once, and regain its use at the end of a short or long rest.
During your studies, you have found an odd affinity with throwing weapons others may consider unorthodox. What's more, the feat happens to impress you as much as it seems to impress others. This spectacle of fighting takes many off-guard, and allows for unique applications of your other techniques, leading you to pursue perfecting this rare and difficult art.
Beginning at 3rd level, you master the basics of the stormblade style, allowing you to ricochet even heavy weapons off of enemies, catching them effortlessly as they bounce back to you and filling you with vigor in self-admiration. Any weapon you wield gains the thrown (range 20/60) property, being within 5 feet of a hostile creature doesn't impose disadvantage on your ranged attack rolls when throwing a weapon, and if you throw the weapon, you may have it return to you at the end of the turn. Whenever you catch a weapon in this way, gain a number of temporary hit points equal to your Constitution modifier.
When you reach 6th level, you learn how to use your special techniques in tandem with your personal style of fighting. You may now initiate Strikes when using Returning Attacks (though the Strike must target only one creature), and whenever you throw a weapon, you may have the weapon return to your hand immediately rather than at the end of your turn, allowing you to attack multiple times per turn.
At 10th level, you go beyond the basics, and learn to throw your weapons with even greater ferocity. Whenever you make a weapon attack with Returning Attack, you may treat the attack as though it were a melee weapon attack.
In addition, you do not suffer disadvantage when attacking beyond the weapon's normal range using Returning Attack.
Upon reaching 15th level, you learn how to create a veritable tornado of blades around you. As an action, make a single weapon attack as though using Returning Attack, and compare it to the AC of any number of creatures of your choice within 60 feet. Those enemies who you would normally hit take damage as though you had hit them. You may use this feature once, and regain its use at the end of a short or long rest.
At 20th level you have mastered the blade to such effect that you learn how to make your attacks ricochet to great effect. When you attack an enemy using Returning Attack, even when using Martial Throw, you may choose to compare the attack roll to another creature within 10 feet of it. The attack affects both if you hit (or one if only one would hit), and both take the full effects of your attack. You may use this feature three times, and regain expended uses at the end of a long rest.
|Hit Die||1d12 +|
|Identifier||5e Class +|
|Save||Strength + and Constitution +|
|Skill||Acrobatics +, Animal Handling +, Athletics +, Insight +, Intimidation +, Perception +, Stealth + and Survival +|
|Summary||The more pure of the martial adepts who uses techniques to cow his enemies and strengthen himself. +|