

Blademaster Class Features
CLASS FEATURES
As a Blademaster, you gain the follow class features.
HIT POINTS
Hit Dice: 1d10 per Blademaster level
Hit Points at 1st Level: 10 + your Constitution modifier
Hit Points at Higher Levels: 6 + your Constitution modifier per Varlet level after 1st
PROFICIENCIES
Armor: Light armor, medium armor
Weapons: All electroweapons, and all fuse weapons
Tools: None
Saving Throws: Dexterity, Strength
Skills: Choose two from Acrobatics, Athletics, Intimidation, Investigation, Perception, Piloting, Sleight of Hand, Stealth
STARTING WEALTH & EQUIPMENT
In addition to items given from your background, you start with your own wealth to purchase your starting gear. You gain the below amount for your starting wealth plus any credit given from your background:
Blademaster: 2000 Credits
CLICK HERE FOR EQUIPMENT
CLOSE THE GAP
For your first two rounds of combat, roll for movement. Passing this check allows you to begin attacking your opponent immediately. Rolling a 20 for this roll also counts as your attack roll and damage can be rolled accordingly. Failing forfeits your turn, but grants advantage on your second roll. Each subclass provides safety during this period, making Blademaster a very dangerous class to play early on, getting stronger as your levels increase.
DANGER CLOSE
After completing your Close the Gap phase, add your proficiency bonus to all damage dealt from your melee weapon.
BLEED
Beginning at 2nd level, you are able to inflict more severe wounds than most. When scoring a critical hit with a melee strike while using a cutting or piercing weapon, roll an extra 1d4 damage for the next 2 turns. This is done whether or not you hit your opponent during that period of combat. This ability does not stack when additional hits are scored, however, scoring a hit extends the timer.
BLUDGEON
Beginning at 2nd level, you are able to inflict more severe wounds than most. When scoring a critical strike on your opponent with a blunt weapon, the target is dazed for their turn. Should they fail a constitution check, they attack with disadvantage, however, their bonus action is lost regardless.
BLADEMASTER ARCHETYPE
At 3rd level, you choose a practice that you emulate in the exercise of your operative abilities, which is detailed at the end of the class description. Your practice choice grants you features at 3rd level and then again at 9th, 13th, and 17th level.
ABILITY SCORE IMPROVEMENT
When you reach 4th level, and again at 8th, 12th, 16th, and 19th 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. Alternatively, you can choose a feat. (see here)
DISTRACTION
Starting at 5th level, in place of a melee attack, you can instead choose to dishevel your enemy. Be it striking metal to fling sparks, fling blood from your blade, or shoot a chandelier down before your opponent. Give them disadvantage on all attack rolls for the next 2 turns.
DUELIST
Beginning at 7th level, when you are attacked with a melee weapon, your provoke disadvantage.
BLEED/BLUDGEON II
-Beginning at 8th level, you hone your targeting and are able to inflict deeper wounds. Deal double damage with the effect (2d4).
-Bludgeoning attacks that critically strike guarantee disadvantage for the targets next attack without a constitution saving throw. In addition, they still lose their bonus action.
SHARP BLADE SHARP MIND
At 11th level, you understand that a sharp mind, is equally as important as a sharp blade. Crowd control effects are halved in their effects against you.
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SPACIAL AWARENESS
Starting at 14th level, targets that you've already hit become marked. You cannot provoke disadvantage when you roll against that target.
RAZOR PRECISION
At 20th level, you have mastered the art of the blade. Your Dexterity and Strength scores increase by 2. Your maximum for those scores is now 22. As you have complete control over your weapons, you are able to hit vulnerable areas with precision.
-Your bleed effect now lasts until the end of combat (or until the target bandages with a successful medicine check) once your target is hit and its damage, per turn, is doubled again (4d4).
-Critical strikes with a bludgeoning weapon stun the target for their next turn. So vicious are these blows that the target cannot even attempt to escape during this turn.