Blademaster Discipline
Hit Points
Hit Dice: d4 per Blademaster Discipline level
Hit Points at first Level:
Hit Points at Higher Levels:
Proficiences
Armor:
Weapons:
Tools:
Saving Throws:
Skills:
Overview & Creation
The blademaster is the purest of the kensai, focusing solely on his connection with and mastery of his blade.
Blademasters are usually calm, honorable, and eventually train students in the way of the kensai. Most blademasters are unaffiliated with a clan, and spend their days with meditation and training in secluded areas from imperial influence.
Maneuvers
When taking the Blademaster Discipline, you can take two maneuvers. At 5th and 12th level, you can take two more.
Fighting Style
Starting when you choose this martial discipline at 1st level, you adopt a particular style of fighting as your specialty. Choose one of the following options. You can’t take a Fighting Style option more than once, even if you later get to choose again.
Dueling
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
Way of the Blade
You gain proficiency with martial weapons and the perception skill. Additionally, you cannot be disarmed of your bonded weapon, as long as you aren’t incapacitated.
Blinkstrike
Your intense training, sharp senses, and incredible speed, allow you to move into battle quickly. You move so quickly, that you seem to blur out of existence for a split second before reappearing blade in hand. Beginning at 6th level, Once per turn, When you take the Attack action, you may teleport up to 30ft, teleporting right before you make your attack.
Attacking this suddenly leaves your target unprepared for the incoming strike, granting you advantage on the strike’s attack roll, and dealing 1d6 additional weapon damage. Once you reach 11th level, you can expend 1 Ki to increase the extra damage from 1d6 to 2d6, and upon reaching 17th level, you can expend 2 Ki to increase your additional damage from 2d6 to 4d6. You must be able to attack immediately after teleporting, in order to get these bonuses.
Ki Defense
Starting at 10th level, while wielding only your bonded weapon and no other weapons, you can focus on a single creature that you can see by expending 1 Ki as a bonus action. The target you are focusing on has disadvantage on all attack rolls against you, and you have advantage on saving throws against spells and effects from that creature.
Your focus is broken if you can no longer see the creature, if you lose your concentration (as if concentrating on a spell), or if you focus on a new target. Once you use this feature on a creature, you cannot do so again until you finish a short or long rest if your concentration is broken, or if you switch targets.
Inner Peace
Through mastery of your Ki, your bond to your weapon, and your deep spirituality, you’ve found inner peace. Starting at 15th level, while wielding your bonded weapon, you cannot become charmed or frightened.
Kai
Through sheer will and deep understanding of the blade, you’ve learned to turn a successful hit into a deadly strike. Beginning at 18th level, when you successfully hit a creature with your bonded weapon, you can maximize the damage of all dice. Once you use this feature, you must finish a long rest before you can do so again.
Blademaster Maneuvers
Mind over Body Your training and mental endurance allow you to use your focus to overcome physical challenges. By spending 2 Ki points when you fail a Strength, Dexterity, or Constitution saving throw, you can reroll the saving throw and use the new result.
Rejuvenation Drawing upon her Ki reserves, the Blademaster bolsters her physical wellbeing. By spending 1 Ki point per hit die as an action, you may heal yourself for 1 hit die + your Constitution modifier for every 1 Ki point used, expending any hit dice you use.
Quick-Strike While tumbling away from danger, the Blademaster’s blade bursts forth in a sudden thrust. Attacking this quickly shouldn’t be possible. By spending 1 Ki point when you use the Disengage action, you may spend a bonus action to make a single weapon attack with your bonded weapon.
Mirror Image Through tricks, misdirection, and sheer speed, it seems as if the Blademaster conjures forth copies of herself. By spending 2 Ki points as an action, you can cast Mirror Image without expending a spell slot or without needing material components.
Ki Shuriken The Blademaster manifests her Ki as a volley of spiritual shuriken, which she launches at her enemies. By spending 1 Ki point or more a line of pure spiritual energies 5 feet wide and 30 feet long bursts from your bonded weapon in a direction of your choosing, piercing through any creature in its path. Each creature in the line must make a Dexterity saving throw or only take half damage on a successful save. On a failed save, a creature takes force damage equal 1d6 per Ki point spent, to a maximum of 5d6.
Serpent’s Reach You strike forward like a slithering snake, extending yourself almost beyond your ability to maintain your balance. By spending 1 Ki point when you make a melee weapon attack, you can increase your reach for that attack by 5 feet.
Heel Cut You slice into your opponent’s legs, leaving him hobbled and stumbling about. By spending 1 Ki point when you hit a Large or smaller creature with a melee weapon attack, you can attempt to cripple the target. The target must succeed a Dexterity saving throw, or have it’s walking speed halved until the end of your next turn.