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Blade Enforcer

Level Proficiency Bonus Arcanum Class Features


1 2 1 Blade Master, Arcanum, Mystic Power
2 2 1 Jack of all trades, Versatile Training
3 2 2 Archetype
4 2 2 Ability Score Improvement
5 3 2 Extra Attack
6 3 3 Arcanum, Phase Momentum
7 3 3 Archetype
8 3 3 Ability Score Improvement
9 4 3 Arcanum
10 4 4 Arcanum Body
11 4 4 Force of Will
12 4 4 Ability Score Improvement
13 5 4 Archetype
14 5 4 Ability Score Improvement
15 5 5 Guided Jump
16 5 5 Ability Score Improvement
17 6 5 Phase Sight
18 6 5 Archetype
19 6 5 Ability Score Improvement
20 6 5 Death From Above

Hit Points
Saves: D10 per Blade Enforcer level.
Hit Points at 1st level: 10 + your constitution.
Hit Points at Higher Levels: 1d10 (or 6) + your Constitution modifier per Blade Dancer level after 1st.

Proficiencies
Armour: Simple amour
Weapons: Simple weapon, martial weapons
Tools: None
Saves: Dexterity & Charisma
Skills: Choose three skills from: Athletics, Acrobatics, Stealth, Arcana, Investigation, Insight,
Perception, Deception, Intimidation and Persuasion.

Equipment
You start with the following equipment in addition to the equipment granted by your background:
A longsword
3 daggers
Leather
(a) a dungeoneers pack or (b) an explorers pack

Blade Master
While wielding a bladed weapon (dagger, short sword, long sword, and scimitar) in one hand and no
other weapon or shield in the other your weapon deals +1 damage and you increase your AC by 2.
In addition all bladed weapons count as finesse weapons.
Mystic Power
Unless otherwise stated any time a Blade Enforcer feature requires others to make a saving throw
the DC is calculated as follows:
Mystic save DC = 8 + your proficiency bonus + your Charisma modifier.

Arcanum
You gain a pool of Arcanum listed in your class table. This pool is refreshed after a long rest.

Enforcers Presence
At first level you may spend 1 Arcanum as a bonus action to attempt to charm a creature within 30.
The creature must make a Wisdom saving throw or be charmed for one minute or until you attack it.
This affect automatically fails if you have attacked the target within the last minute.

Guided Arcanum
At first level you may spend 1 Arcanum (no action required) before making a roll to gain advantage
on the check.

Phase Jump
At first level you may spend 1 Arcanum (no action required) allowing you to use your movement
speed to teleport. As normal this can be split up allowing multiple teleported movements until you
run out of movement. Teleportation does not provoke attacks of opportunity but you must be able
to see where you are going, whether that be with regular vision, blind sense or true sight.

Phase Lock
At 6th level you may spend 1 Arcanum as a bonus action to lock yourself to a creature (or object)
adjacent to you. The target resists with a Charisma Saving throw, on a failure the Blade Enforcer is
locked and will always appear adjacent to its target (or the nearest free square) at the start of the
Enforcers turn. If the Blade Enforcer would normally fall while in a phase lock he does not, however
to move he would require teleportation from Phase Jump. This lasts for one minute, or until ended
by the Blade Enforcer as a reaction.

Phase Sense
At 9th level you may spend 1 Arcanum (no action required) to gain blind sense to within 10 of you.

Jack of All Trades


At 2nd level you may add half your proficiency bonus onto any ability check you make that doesnt
already include your proficiency bonus.

Versatile Training
At 2nd level you may gain proficiency in two skills of your choice.

Archetype
At 3rd level you gain one archetype, Brute or Mystic. These grant new features at 3rd level and again
at 7th, 13th and 18th level.

Ability Score Improvement


At 4th level you and again at 8th, 12th, 14th, 16th and 19th level you can increase one ability score by 2
or two ability scores by 1 to a maximum of 20.
Extra Attack
At 5th level you can attack twice whenever you use the attack action.

Phase Momentum
At 6th level when you use Phase Jump you may take the Dash action (no action required).

Arcanum Body
At 10th level as long as you have at least 1 Arcanum left you take no falling damage and are immune
to poison (, both damage and the condition).

In addition your body counts as having one rune slot, a rune inserted into yourself cannot be
removed without your consent. You can only ever have 2 runes in affect at any time between those
within weapons, shields and your body.

Force of Will
At 11th level you may add your charisma modifier (in addition to your Dexterity/Strength modifier)
onto damage dealt with bladed weapons.

Guided Jump
At 15th level whenever you activate Phase Jump, you may also gain advantage on one roll of your
choice on the same turn.

Phase Sight
At 17th level when you activate Phase Sense you also gain True Sight out to 10.

Death From Above


At 20th level whenever you are directly above a creature (or object) you may rapidly descend upon
them dealing falling damage to them and you, except that it is 1d10 magical bludgeoning damage
per 5 fallen. Any creature that would suffer damage this way may make a dexterity check to avoid
all the damage, you however may not (Arcanum Body does count against this damage). Once this
has been used you must finish a long rest before you may use Death from Above again.

Archetype
Brute
Domineering Presence
At 3rd level you may spend 1 Arcanum as a bonus action to attempt to frighten a creature within 30.
The creature must make a Wisdom saving throw or be frightened for one minute.

Terrifying
At 7th level you gain proficiency with the intimidate skill or expertise if already proficient.

Unstoppable
At 13th level you may spend an Arcanum after failing a saving throw to re roll using your Charisma
saving throw.

Inevitable Death
At 18th level whenever you hit a creature with a bladed weapon they must make a Constitution
saving throw or gain 1 level of exhaustion.

Mystic
Infused Blade
At 3rd level you may infuse a bladed weapon in your possession during a short rest. As a bonus action
you may summon that weapon into your hand regardless of what location/dimension it and you are
on. You may only Infuse one weapon at a time, infusing a new weapon causes the previous one to
lose its infused power.

An infused Blade can never have its damage reduced by any damage resistance or invulnerabilities.

Mystic Knowledge
At 7th level you gain proficiency with the Arcana skill or expertise if already proficient.

Mystic Shield
At 13th level your unarmoured AC = 10 + your Dexterity Modifier + you Charisma Modifier

Mystic Everlasting
At 18th level you may designate any place you have been or yourself during a long rest. When you die
(or if you wish upon falling unconscious) you resurrect on your turn one round later in the
designated location. Your previous body vanishes, but your items remain where your previous body
was. After resurrecting from Rise Again you may not use the feature for a week.

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