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Do you imagine your fighter charging through the battlefield, slashing at enemies with a great two-handed sword or axe? Then choose the following options:


Blademaster Class Features

The Blademaster gains the following class features:

Attacks and Weapon Proficiencies
Hit Points, Defenses and Armor Proficiencies
  • The Blademaster's maximum hit points are equal to his racial hit points plus his level.
  • The Blademaster's Vitality is equal to 5 + his Constitution modifier.
  • The Blademaster gains a +1 class bonus to Reflex and Fortitude. His Defenses are:
    • Reflex: 11 + Dex (+racial bonuses)
    • Fortitude: 11 + Con (+racial bonuses)
    • Will: 10 + higher of Wis or Cha (+racial bonuses)
  • The Blademaster is proficient with light armor, heavy armor, and shields. When wearing Chainmail and wielding a Greatsword, his Defenses are:
    • Armor: 14 + Con
    • Reflex: 10 + Dex (+racial bonuses)
    • Fortitude: 11 + Con (+racial bonuses)
    • Will: 10 + higher of Wis or Cha (+racial bonuses)
Trained Skills
  • The Blademaster is proficient in Athletics, Craft, Endurance, and Intimidate. His trained skill bonuses are:
    • Athletics: Str +3 (Str +2 in chainmail)
    • Endurance: Con +3 (Con +2 in chainmail)
    • Intimidate: Cha +3
    • Craft: Int +3
Class Maneuvers
  • At level 0, the Blademaster may perform one class Maneuver per encounter, and knows the following class Maneuvers:

Power Strike

(per-encounter free reactionstrike maneuver)

Prerequisites:

Martial Prowess

Trigger:

You hit a creature with a weapon attack.

 
 

Effect:

+1dW + your level damage, and the target is pushed one square.

Precision Strike

(per-encounter free interruptstrike maneuver)

Prerequisites:

Weapon Master

Trigger:

You would miss an enemy with a weapon attack.

Effect:

You gain a +4 feat bonus to the attack roll.

Cleaving Strike

(per-encounter free reactionstrike)

Prerequisites:

Heavy Blade fighting style

Trigger:

You hit an enemy with an axe or sword that you are wielding with both hands.

Effect:

The attack gains the piercing property.

After the attack, You may shift one pace. Make a basic melee attack with the same weapon against a creature adjacent to both you and the first target.

  • The Blademaster starts with the following equipment:


Blademaster At-Will Maneuvers

At level 0, the Blademaster may choose two at-will Maneuvers from the following list. At each even level, the Blademaster gains one additional at-will Maneuver that they do not already possess.

At-Will Maneuvers

(Level 0+)

Instill Cowardice

(at-will immediate actionfear attack maneuver)

Prerequisites:

Martial Prowess

Target:

One enemy within 5 paces (Intimidate vs. Will)

 
 

Hit:

The target is pushed 1 pace and grants advantage to you and your allies until the end of your next turn. The next time you deal damage to the target with a weapon attack before the end of your next turn, you deal additional damage equal to your Charisma modifier.

Miss:

You grant advantage to the target until the end of your next turn.

Stick and Move

(at-will move actionstance maneuver)

Prerequisites:

Martial Prowess

Effect:

You may move up to your speed as you enter this stance. Until the stance ends, whenever you hit an enemy with a melee attack, you may move a number of squares equal to your Dexterity modifier as a free reaction, and do not provoke an opportunity attack from the creature you hit.

Invigorating Victory

(at-will immediate reactioninvigorating maneuver)

Prerequisites:

Martial Prowess

Trigger:

You roll a natural 20 on a weapon attack roll, or you reduce a non-minion enemy to 0 hit points with a weapon attack.

Effect:

You may use your second wind as part of this action. If you do, you regain the use of your lowest expended per-encounter maneuver.

Brash Strike

(at-will standard actionattack maneuver)

Prerequisites:

Martial Prowess

Target:

One adjacent creature

Effect:

Make a basic melee attack with advantage against the target. You grant advantage to the target until the end of your next turn.

Warrior's Poise

(at-will immediate actionstance maneuver)

Prerequisites:

Weapon Master

Effect:

Until this stance ends, you gain a +1 stance bonus to all weapon attack rolls.

Quick Draw

(at-will free actionutility maneuver)

Prerequisites:

Weapon Master

Effect:

You may sheath or ready a weapon that you have Expertise in. You may only perform this feat once per turn.

Special

When you roll Initiative to begin an encounter, you may use this maneuver as an immediate reaction to ready a weapon, shift one square, then make a basic attack with that weapon against a target that rolled a lower Initiative result than you.

Special

When you perform an opportunity attack, you may use this maneuver to draw a weapon before you make the attack. If you do, you gain advantage for that attack.

Parrying Stance

(at-will immediate actionstance maneuver)

Prerequisites:

two-weapon, light blade, or heavy blade fighting style

Requirement

You must be wielding a melee weapon with a +1 or greater equipment bonus. You must designate that melee weapon as you enter this stance; this stance ends if you make any attack with that weapon.

Effect:

Until this stance ends, you gain a stance bonus to your Reflex and Armor defenses vs. melee attacks equal to your weapon’s equipment bonus. When an adjacent enemy misses you with a melee attack, you may shift one pace as a free reaction, or may immediately end this stance as an immediate reaction to make a basic melee attack against that opponent with your weapon.

Brutal Charge

(at-will standard actionattack maneuver)

Prerequisites:

blunt weapon, heavy blade, polearm or spear fighting style

Requirement

You must be wielding a spear or a two-handed weapon.

Effect:

Make a charge attack against a creature 4 or more paces away, with a +1 stance bonus to speed and a stance bonus to damage equal to your Constitution modifier.

Brash Stance

(at-will move actionstance maneuver)

Prerequisites:

blunt weapon, heavy blade or light blade fighting style

Effect:

You may move up to your speed as you enter this stance. Until the stance ends, you gain a stance bonus to attack rolls equal to half your Dexterity modifier (minimum +1) and a stance bonus to damage equal to your Constitution modifier for all melee weapon attacks, but grant advantage to all enemies. You may end this stance as an immediate reaction when hit by a melee attack to perform a basic melee attack with advantage against your attacker, with a stance bonus to damage equal to your Constitution modifier.

Power Stance

(at-will standard actionstance maneuver)

Prerequisites:

heavy blade, polearm, or blunt weapon fighting style

Effect:

You may shift one pace when you enter this stance. Until the stance ends, you suffer a -1 penalty to melee weapon attacks, but gain a stance bonus to melee weapon damage equal to your Constitution modifier for all two-handed melee weapon attacks. You may end this stance as a free interrupt when you would hit with a melee attack to suffer a -4 penalty to that attack roll, but add 4 + your Constitution modifier to damage.

Jarring Strike

(at-will standard actionattack maneuver)

Prerequisites:

Heavy Blade fighting style or Blunt Weapon fighting style

Requirement

You must be wielding an axe, bludgeon or hammer.

Target:

One creature within reach (Weapon vs. Armor)

Hit:

1dW damage, and the target is knocked prone.


Leveling Up

At each level, you gain new features and bonuses to increase your fighting prowess.

Level 1

(1,000 XP)

Rank 1 Maneuvers

(Level 1+)

Opening Rush

(per-encounter free reactionattack maneuver)

Prerequisites:

Martial Prowess

Target:

One enemy within charging range who has not yet acted in the encounter.

Effect:

You charge the target with a stance bonus to speed equal to your Dexterity modifier. If you hit, the target is dazed until the end of your next turn.

Rain of Blows

(per-encounter standard actionattack maneuver)

Prerequisites:

Weapon Master

Target:

One creature within reach of your melee weapon (Weapon vs. Armor, two attacks).

Hit:

1dW + [ melee damage bonus ] damage per hit.

Whirlwind Strike

(per-encounter standard actionattack maneuver)

Prerequisites:

Weapon Master

Target:

Each adjacent enemy (Weapon vs. Armor)

 
 

Hit:

1dW damage. If your weapon would deal piercing damage, it deals slashing damage instead.

Miss:

The target may shift one pace.

Impaling Charge

(per-encounter free reactionstrike maneuver)

Prerequisites:

Heavy Blade fighting style or Polearm fighting style

Trigger:

You hit an enemy with a charge attack with a sword or polearm.

Effect:

The attack deals an additional +1dW damage, and the target grants advantage to your allies until the end of your next turn.

Sundering Strike

(per-encounter free reactionstrike maneuver)

Prerequisites:

Heavy Blade fighting style

Trigger:

You hit an enemy with an axe.

Effect:

Your attack’s damage is halved, but ignores resistances. Choose one of the following options:

  • Subtract the damage from the target’s armor defense instead of applying it to the target’s hit points; this damage remains until the armor is repaired. Each point of damage reduces the target's armor defense by 1, and the armor no longer provides any resistances. You may not reduce the target’s armor defense below their adjusted reflex defense; excess damage is applied to the target’s hit points as normal.
  • If the target is wielding a non-magical weapon and you deal more damage with this attack than their weapon's damage die size, subtract that weapon's damage die size from the damage dealt and destroy that weapon. Excess damage is applied to the target's hit points as normal.

Whirling Slash

(per-encounter standard actionprovoking attack maneuver)

Prerequisites:

light blade, heavy blade, spear, or polearm fighting style

Target:

Each enemy within reach of your weapon (Weapon vs. Armor)

Hit:

half dW damage. If your weapon would deal piercing damage, it deals slashing damage instead.

Miss:

The target may shift one pace.

Level 2

(3,000 XP)

Level 3

(6,000 XP)

Rank 2 Maneuvers

(Level 3+)

Brute Strike

(per-encounter standard actionattack maneuver)

Prerequisites:

Martial Prowess

Target:

One creature within reach (Weapon vs. Armor).

Hit:

3dW + [ melee damage bonus ] damage.

Miss:

The target grants advantage to you and your allies until the end of your next turn, and you may make a basic melee attack against it as an immediate reaction.

Hurricane Strike

(per-encounter standard actionattack maneuver)

Prerequisites:

Weapon Master

Target:

Each enemy within reach (Weapon vs. Armor)

Hit:

1dW + [ melee damage bonus ] damage. If your weapon would deal piercing damage, it deals slashing damage instead.

Effect:

You slide the target one space.

Level 4

(10,000 XP)

Level 5

(15,000 XP)

  • Per-encounter feats: ⓈⓇ Ⓒ①①②②
  • You may choose another [[Rank 2 {{[2}}}]] from the list above.

Level 6

(21,000 XP)

Level 7

(28,000 XP)

  • Per-encounter feats: ⓈⓇ ⒸⒸ①②②③
  • You may choose one of the following Rank 3 Maneuvers:

Rank 3 Maneuvers

(Level 7+)


Great Cleave

(per-encounter standard actionattack maneuver)

Prerequisites:

Heavy Blade fighting style

Target:

Each creature within reach of your sword or axe (Weapon +2 vs. Armor)

Hit:

2dW + Strength modifier piercing damage.

Miss:

Half damage.

Level 8

(36,000 XP)

Level 9

(45,000 XP)

  • Per-encounter feats: ⓈⓇ ⒸⒸ①②②③③
  • You may choose another Rank 3 maneuver from the list above.

Level 10

(55,000 XP)

Level 11

(65,000 XP)

  • You become a paragon hero, and your adventures pass beyond the scope of these rules.
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