Warblade (5e Martial Archetype)
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Those who devote their lives to studying the philosophy known as the Sublime Way are called Warblades. They maintain flexibility in battle, able to flow between styles as easily as breathing. Eschewing mastery of specific techniques, the Sublime Way encourages warblades to be versatile.
When you choose this archetype at 3rd level, you learn the basics of an ancient philosophy of combat. As a bonus action, you can choose one of the following options and gain its effects until the start of your next turn.
- Diamond Mind. When you take the Dodge Action, you gain advantage on the next saving throw that hasn't gained advantage from another source. You lose this benefit when you lose the benefits of the Dodge action.
- Iron Heart. You suffer disadvantage on weapon attacks. When you hit with a weapon attack, you can roll one additional weapon damage die and add it to the damage of the attack.
- Stone Dragon. While you are wearing armor, bludgeoning, piercing, and slashing damage that you take from nonmagical weapons is reduced by 3.
- Tiger Claw. When you make an attack with a melee weapon you're holding in one hand, if you are wielding a light weapon in your other hand, you can add 1d4 to the damage of your attack.
- White Raven. If you hit a creature with an attack, treat it as if you had taken the Help action to feint against that target.
Starting at 7th level, your education into the philosophy of combat is deep enough to inform situations outside battle. After a long rest, choose one of the following options; make all such checks at advantage until the end of your next long rest.
- Intelligence (Investigation) checks
- Dexterity (Acrobatics) checks
- Constitution checks
- Wisdom (Perception) checks that rely on hearing
- Charisma (Persuasion) checks
At 10th level, you have advantage on initiative rolls.
Beginning at 15th level, your practice of the sublime way has come to dominate even your instincts. When you use the Adaptive Style feature, you gain the Evasive Reflexes benefit of the same name until the start of your next turn.
- Diamond Mind. When a creature misses you with a melee attack, you can use your reaction to make a melee weapon attack against the creature.
- Iron Heart. When you are struck with a critical hit, you can use your reaction to make it a normal hit.
- Stone Dragon. When you grapple a creature, you can use your reaction to cause the target to fall prone.
- Tiger Claw. When a creature hits you with a melee attack, you can use your reaction to add your proficiency bonus to your AC for that attack, potentially causing the attack to miss you.
- White Raven. Hostile creatures within 5 feet of you can not take the Disengage action.
At 18th level, when you use a bonus action for Adaptive Style, you can choose an additional option and gain both effects until the start of your next turn.