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Bladewhirler Class Features Guide

The Bladewhirler is a class that emphasizes mental focus and physical prowess in combat, allowing practitioners to enhance their abilities through a state of calm and concentration. Key features include improved Dexterity and Intelligence bonuses, various combat disciplines, and unique abilities that evolve as the character levels up. The class offers a range of tactical options, including enhanced attacks, defensive maneuvers, and the ability to recover from near-death experiences while maintaining a focus on agility and precision.

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0% found this document useful (0 votes)
55 views6 pages

Bladewhirler Class Features Guide

The Bladewhirler is a class that emphasizes mental focus and physical prowess in combat, allowing practitioners to enhance their abilities through a state of calm and concentration. Key features include improved Dexterity and Intelligence bonuses, various combat disciplines, and unique abilities that evolve as the character levels up. The class offers a range of tactical options, including enhanced attacks, defensive maneuvers, and the ability to recover from near-death experiences while maintaining a focus on agility and precision.

Uploaded by

kiangilongos
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
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Download as PDF, TXT or read online on Scribd

Bladewhirler

Proficiency Focus Bladewhirlers believe in mind over matter. They enter a


Level Bonus Features Focus Bonus mental state of extreme calm and fixation, called a focus,
Focus, Unarmored and channel all their mental and emotional energy into
1st +2 Defense, Masterful 2 +3 their bodies to enhance their strength, coordination,
Form reflexes, and senses in battle. They often describe the
Evade Parry, experience as following the flow of the universe.
2nd +2 2 +3
Danger sense

3rd +2
Bladewhirler
Discipline
3 +3 Quick Build
You can make a Bladewhirler quickly by following these
Ability Score
4th +2 3 +3 suggestions. First, put your highest ability score in
Improvement
Dexterity followed by Intelligence. Second, choose the
Extra Attack, soldier background.
5th +3 3 +3
Fighting style

6th +3
Bladewhirler
Discipline Feature
4 +3 Class Features
7th +3 Attuned Instinct 4 +3 As a Bladewhirler, you gain the following class features

8th +3
Ability Score
4 +3 Hit Points
Improvement
Hit Dice: 1d8 per Bladewhirler level
9th +4 Unbroken Mind 4 +4 Hit Points at 1st Level: 10 + your Constitution modifier
10th +4 Attuned Senses 4 +4 Hit Points
Hit Points at Higher Levels: 1d8 (or 4) + your
11th +4 Painless Focus 4 +4
Constitution modifier per Bladewhirler level after 1st
Ability Score
12th +4 5 +4
Improvement Proficiencies
Bladewhirler Armor: Light armor
13th +5 5 +4
Discipline Feature Weapons: Simple weapons, martial weapons
Tools: None
14th +5 Counterattack 5 +4
Saving Throws: Dexterity, Intelligence
15th +5 Hyperfocus 5 +5 Skills: Choose two from Acrobatics, Athletics, History,
Ability Score Insight, Stealth, Perception, and Survival.
16th +5 5 +5
Improvement
Bladewhirler
Equipment
17th +6 6 +5 You start with the following equipment, in addition to the
Discipline Feature
equipment granted by your background:
18th +6 Deadly Precision 6 +5
Ability Score (a) a halberd or (b) any martial melee weapon
19th +6 6 +5 (a) two shortswords or (b) any simple weapon
Improvement
An explorer's pack and four javelins
20th +6 Transcendant unlimited +5

The greater world receded, and it was as if nothing but


he and the opposing warriors existed. Around him,
somewhere, there were voices, and thuds, and swimming
spears being pressed into bodies falling. But all he was
really aware of was the skeletons. His glaive began to
move — not in a premeditative way, but with some
instinctive precision and force utterly beyond his control.
He sliced away at bone after bone, felling them with a
predisposition to practiced grace.

1
Focus Extra Attack
In battle, you fight with unnerving vision and accuracy. On Beginning at 5th level, you can attack twice, instead of
your turn, you can focus as a bonus action. While focusing, once, whenever you take the attack action on your turn.
you gain the following benefits if not wearing heavy armor:
Fighting Style
You have advantage on all Dexterity Checks.
When you make an attack with any weapon that uses Beginning at 6th level, you adopt a particular style of
dexterity, you gain a bonus to the attack roll that fighting as your specialty. Choose one of the following
increases as you gain levels in Bladewhirler, as shown options.
in the Focus Bonus column of the Bladewhirler table.
You have resistance to Bludgeoning, Piercing, and Balance
Slashing damage. When you are wielding a melee weapon in one hand and
no other weapons, you can choose to exchange an attack
If you are able to cast spells, you can’t cast them or on your turn for a block, which allows you to add +2 to
concentrate on them while in focus. Your focus lasts for 1 your AC for every attack you exchange until the start of
minute (6 turns). It ends early if you are knocked your next turn.
unconscious or if your turn ends and you haven’t attacked Technique
a hostile creature since your last turn or taken damage When you roll a 1 or 2 on a damage die for an attack you
since then. You can also end your focus on your turn as a make with a melee weapon that you are wielding with two
bonus action. Once you have focused the number of times hands, you can treat that roll as a 4.
shown for your Bladewhirler level in the Focus column of
Synchronicity
the Bladewhirler table, you must finish a long rest before When you engage in two-weapon fighting, the weapon in
you can focus again. your off hand can add your Intelligence modifier to
damage.
Masterful Form
You may use Dexterity for all weapons in which you are
Agility.
As long as you are not wearing heavy armor or using a
proficient.
shield, you have a swimming speed and a climbing speed
equal to your normal speed, and you gain a +1 bonus to
Unarmored Defense armor class.
While you are not wearing any armor and wielding any
melee weapon, your Armor Class equals 10 + your Versatility
Dexterity modifier + your Intelligence modifier. Whenever you deal a type of damage with a specific die in
focus, you gain one link of a versatility "chain". For every
Reactive link in the chain, you gain +1 damage to all attacks. Your
chain is broken if you deal the same type of damage and
At 2nd level, time seems to slow down when you're in die or if your focus ends.
danger, giving you an edge when you need to quickly
analyze a threat. You can add your Intelligence Modifier to Attuned Instinct
Dexterity saving throws while focusing.
By 7th level, your instincts are so honed that you add your
Adapt and Overcome Intelligence Modifier to Initiative rolls. Additionally, if you
are surprised at the beginning of combat and aren’t
At 2nd level, if you miss an attack, you can use your bonus incapacitated, you can act normally on your first turn, but
action to gain advantage on your next attack against this only if you enter focus before you do anything else on that
enemy. turn.

Bladewhirler Disciplines Heightened Senses


Starting at 3rd level, you choose a discipline that shapes Beginning at 10th level, You gain proficiency with Insight,
the nature of your focus. Your choice grants you features Investigation, and Perception. If you already have
at 3rd level and again at 6th, 13th, and 17th levels. Proficiency with these skills, you can add twice your
Proficiency Bonus to rolls made using these skills.
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.

2
White Noise
Starting at 11th level, your focus allow you to forget your
wounds. If you drop to 0 hit points while you’re focusing
and don’t die outright, you can make a DC 10 Constitution
saving throw. If you succeed, you drop to 1 hit point
instead. Each time you use this feature after the first, the
DC increases by 5. When you finish a short or long rest, the
DC resets to 10.

Counterattack
Starting at 14th level, when you take damage from a
creature that is within 5 feet of you, you can use your
reaction to make a melee weapon attack against the
creature.

Hyperfocus
Beginning at 15th level, You can use your reaction to
reduce the damage of an attack by a number of D8 equal
to your Intelligence Modifier.

Deadly precision
Beginning at 18th level, your attacks are Critical Hits on a
roll of 18 or 19.

Transcendent
At 20th level, you regain a use of your Reaction after every
enemy turn. You also gain one ability from the fighting
style you picked at 6th level.

Unparalleled Balance
You have advantage on all saving throws.

Superior Technique
You ignore disadvantage on all rolls.

Unified Synchronicity
You can make 2 additional attacks each turn.

Utmost Agility.
You ignore difficult terrain, the Restrained condition, and
your speed increases by 30.

Protean Versatility
For every link in your chain, the bonus doubles starting
from 2. For example, 1 link is +2, 2 links is +4, 3 links is +8,
4 links is +16, etc...

3
Bladewhirler Disciplines
Tactitian Sentinel
Free movement Reactive
Starting at 3rd level, you can move throughout the Starting at 3rd level, you can make an opportunity attack
battlefield with ease. You can Disengage or Dash as a against an enemy that moves into a space within your
bonus action on your turn. range, or within it.

Weak spot Momentum


Starting at 6th level, you can choose to strike hard and fast Starting at 6th level, when you miss an attack, your next
against a weak spot on your opponent. When you make an attack against this enemy deals additional damage equal
attack, you can choose to enhance it. Enhanced attack rolls to your Intelligence Modifier.
gain a bonus to damage rolls equal to your Focus Bonus,
but your to hit bonus from focus is removed. Destructive Critical
Tactical advance Starting at 13th level, you gain an additional effect when
you Crit.
Starting at 13th level, when you attack, you can create an Head, The target has a -3 to AC and disadvantage on
opening for you and your allies to move forward. Once per saving throws until healed.
turn while focusing, when you damage a creature with a Legs, The target has their movement halved until healed.
melee attack, you can force the target to make a Strength Chest, The target takes two additional dice of damage
saving throw (DC 8 + your proficiency bonus + your (before the crit doubling).
Dexterity modifier). On a failure, you push the target 5 feet Arms, The target has disadvantage on attack rolls until
away from you, and you can choose to immediately move healed.
5 feet into the target’s previous position, any allies
adjacent to you can also move 5 feet into that position. If Superhuman Reflex
you choose to activate this ability on an enhanced attack,
they are subjected to an additional saving throw, and on a Starting at 17th level, you take no damage on a successful
failure, their weapon is thrown 10 feet away. Dexterity saving throw, and only half damage on a failure.
Your dexterity also increases to 22, as well as your
Graceful Swiftness maximum dexterity.

Starting at 17th level, You can choose speed over accuracy.


When you take the Attack action, you can choose to
swiftstrike, this allows you to make two additional attacks,
but you gain disadvantage on all attacks made this turn.

4
Fortress
Heightened Defense
Starting at 3rd level, when you take the Dodge action on
your turn, you gain a bonus to your AC equal to your Int
modifier.

Crushing Blows
Starting at 6th level, you can hit an enemy so hard, they
become crippled. When you beat an enemy's AC by 5 or
more or deal a Critical hit, your opponent is stunned and
prone until the start of your next turn

Beat and Bludgeon


Starting at 13th level, You can add your Intelligence
modifier to any bludgeoning or piercing damage dealing
weapon you are wielding with two hands.

Resist the Tide


Starting at 17th level, you gain advantage on any saves to
resist being moved or dropped prone, and you take no
damage on any successful Constitution saving throw, and
only half damage on a fail. Once per short or long rest, you
can also use your Int modifier in place of any other
modifier for a saving throw.

Thank You!
Big thanks to u/Erodindor, and u/Syrup_D_Erable
for their help with balancing, and thanks to
u/illahad for doing the math, which enabled me to
finish this class.
Thanks to u/Levistej for making their Path of the
Dervish Barbarian for me to use as reference.
Finally, thank You for taking the time to read this,
and for any and all feedback, positive or especially
negative, sent to ADungeonGeek@[Link]
This document was lovingly created using GM
Binder.

If you would like to support the GM Binder developers,


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