D&D 5E 5e Homebrew: The Warblade

Ashkelon

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The Warblade

Warblade
A warblade is a front-line melee combatant, much like a fighter or barbarian. They engage their enemies toe to toe and defeat them through skill at arms.

The Warblade
Class Features
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 1st

Proficiencies
Armor: Light armor, medium armor, and shields
Weapon: Simple weapons, martial weapons
Saving Throws: Strength, Constitution
Skills: Choose two from Acrobatics, Athletics, Insight, Intimidate, and Persuasion

Level 1: Battle Clarity
In battle, you can attain a focused state that grants you near perfect mental clarity.
Benefit: When combat begins and you roll initiative, you gain your combat focus. You lose your combat focus whenever you are hit by an attack.
You regain your combat focus whenever you hit with an attack. During battle, you may also use your action to regain your combat focus.
While you maintain your combat focus, you have advantage on all saving throws against mind-affecting spells and abilities.

Level 1: Martial Adept
Through intense mental exercise and training, you have learned techniques that allow you to attain superhuman levels of endurance, perception, and mental toughness.
Benefit: You are able to perform incredible martial exploits known as maneuvers. You begin your career with knowledge of a two martial maneuvers and a single stance. You continue to learn additional maneuvers and stances as you gain levels, as noted on the Warblade table.
Whenever one of your maneuvers forces a creature to make a saving throw, the DC equals 8 + your Strength modifier + your proficiency bonus.
The three basic types of maneuvers are counters, strikes, and stances. The type of action necessary to initiate a maneuver varies depending on the type of maneuver.

Counter: A counter is a maneuver that allows a you to foil an opponent’s attack or interrupt an their action. Initiating a counter requires a specific trigger to be met and uses your reaction. To initiate a counter, you must expend your combat focus.

Strike: A strike is an attack maneuver that draws on your skill, training, and ki to invoke powerful effects. You can initiate a strike as an action. To initiate a strike, you must have your combat focus.

Stance: A stance is a special type of maneuver. Each stance is a particular fighting pose that grants you special benefits and actions. You can activate a stance, or change from one stance to another, at any time on your turn by expending your combat focus. Unlike other maneuvers, once activated, stances can remain in effect for an indefinite amount of time.

Level 2: Battle Cunning
Your instinct for seizing the moment gives you a significant advantage over your foes.
Benefit: You may add your proficiency bonus to all ability checks you make that are part of improvised actions and contests.

Level 3: Martial Discipline
You are a student of the Sublime Way and you follow a particular school or philosophy known as a martial discipline.
Benefit: Choose a martial discipline. Each discipline is detailed at the end of the warblade section. Your choice grants you features at certain warblade levels.

Level 4: Martial Training
Your training with a wide range of weaponry and tactics gives you great skill in battle.
Benefit: When you reach certain levels noted in the warblade table, you can gain a feat of your choice. Alternatively, when you reach one of the noted levels, you can forgo gaining a feat in order to increase two ability scores of your choice by 1.

Level 5: Extra Attack
You can unleash a brutal barrage of attacks upon your foes, overwhelming their defenses.
Benefit: You can attack one extra time whenever you take the attack action on your turn. If you haven’t used your whole move for the turn, you can move between your attacks.

Level 6: Iron Will
Your mental focus and martial study have rendered your will into an unbreakable iron wall.
Benefit: You gain proficiency in Wisdom, and Charisma saving throws.

Level 7: Battle Skill
You easily anticipate your enemies’ ploys and tactics.
Benefit: Whenever you would be grappled, disarmed, or knocked prone, you may use your reaction to negate that effect.

Level 10: Legendary Maneuvers
You have begun to master some of the secret techniques of your discipline. These powerful maneuvers combine ki use and martial prowess to devastating effect.
Benefit: Whenever you learn a new maneuver, you may choose to learn a special legendary maneuver in place of a regular maneuver. You may only learn a legendary maneuver from a martial discipline in which you already know at least three other maneuvers and one stance.
Legendary maneuvers function exactly like regular maneuvers except that they are more physically and mentally straining so once you initiate a legendary maneuver, you may not initiate another until you have completed a short rest or a long rest.

Level 11: Battle Ardor
The sheer love of battle lends uncanny strength to your blows.
Benefit: When you roll damage for a weapon attack, you can roll the weapon’s damage twice and add the results together.
At 17th level you can roll your weapon's damage dice three times and add the result together.

Level 12: Lightning Reflexes
Your expertly honed reflexes allow you react to danger at lightning speeds.
Benefit: When gain proficiency in Dexterity saving throws and you may also add your proficiency bonus to your initiative rolls.

Level 15: Great Fortitude
Your physical and mental resolve allows you to shrug off attacks that would cripple a lesser person.
Benefit: When you are reduced to 0 HP, you may immediately gain temporary hit points equal to 25% of your maximum hit points. These temporary hit points fade after 5 minutes. Once you use this ability, you may not use it again until you complete a short rest or a long rest.
Additionally, as long as you have any temporary hit points, you remain conscious while at 0 HP and you do not need to make death saving throws.

Level 16: Battle Mastery
You are able to take advantage of the most subtle openings and cues offered by your opponents.
Benefit: Your weapon attacks can score a critical hit on a roll of 19 or 20.

Level 20: Avatar of War
You become an unstoppable force of nature on the battlefield.
Benefit: Your Strength, Dexterity, and Constitution all increase by 4.
 
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