The power blade class revolves around pushing the most Leos into your blade and exerting it all into your foes while maintaining your focus and using unrivalled technique, The power blade either focuses their Leos in one point on the blade or exerts so much power it roars over the blade. Though in the end it only matters which one will befell your opponents.
Hit dice: 1d10 per Power Blade level
Hit points at first level: 10 + Vitality modifier
Hit points at levels after first: 1d10 (or 6) + Vitality modifier
Complexity: Beginner
Multiclassing Requirement: Strength, Agility
Extra Expansion Points (Choose Two):
Two Handed Weapons
One Handed Weapons
Simple Weapons
Skills (Choose Two):
Athletics
Dexterity
Judgement
Survival
Perception
Basic Weapon from your Weapon Proficiencies (x1)
Either Steel Plate Armour or Hide Armour (x1)
Lesser Health Potion (x2)
Either Carpenters Toolkit or Smithing Toolkit (x1)
Level: Abilities Unlocked:
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1st - Kamae Stance, Imbue Weapon
2nd - Dagger Parry
3rd - Quick On your Feet, First Seal
4th - Ability Score Improvement
5th - Extra Attack
6th - Second seal
7th - Furious Patience
8th - Ability Score Improvement, IC
9th - Blade Storm
10th - Vicious Critical, Seal Control
11th - Third Seal
12th - Soul-Rip
13th -
14th -
15th -
16th - Ability Score Improvement
17th -
18th -
19th -
20th -
At 1st level, You begin to perfect a stance allowing you to prepare for any foe and counter with the swiftness of a snake and the power of a lion. At the end of a Long rest you may choose between two stances from the following options below. This Decision is flexible and can be changed at the end of a Long rest.
Hasso - You take a left footed stance enhancing your swiftness and flexibility allowing you to maneuver into the correct position to strike. You gain an additional +1 to your Attack rolls.
Chudan - You take a right footed stance enhancing the viciousness and power of your attacks making your attacks strike like a boulder. You gain an additional +2 to your Damage rolls.
Imbue Weapon -
Additionally at 1st level, You learn how to channel a constant flow of Leos into your blade and setting that Leos ablaze with the cindering burn of an element. As a Bonus Action you may Imbue your weapon with an element from the list below, allowing you to deal an additional 1d6 of that damage type. this lasts until your next short or long rest. You must wait until your imbue ends before imbuing another weapon.
Inferno Leos - The Additional damage your firearm deals is Fire.
Blitz Leos - The Additional damage your firearm deals is Ice.
Flash Leos - The Additional damage your firearm deals is Lighting.
Mourne Leos - The Additional damage your firearm deals is Acid.
At 2nd level, You gain a reaction time so fast that you may leave your blade mid-air and create a dagger from your Leos. Parrying a strike before dissipating the dagger and grabbing your blade to fight once more. When a creature targets you with a Melee attack you may use a Reaction to parry their attack. When doing so you must roll a 1d20 if your roll is the same as that creature's Attack Roll you Parry the damage. (Parrying damage will cause you to take no damage from the attack, a Natural 20 cannot be parried)
Additionally when parrying you may choose a number next to the one you rolled either higher or lower. (For example if you roll a 19, you may choose to go Lower meaning you also parry on an 18 but if you pick Higher you instead parry on a 20)
At 3rd level, You have seen many combat encounters and can almost predict when a battle may emerge, meaning that you have honed your senses and are always ready to spring from an idle position into battle. When you Draw your Combat Draw you may discard a card in your hand and draw another card. You cannot discard a Joker.
When you reach 4th level, and again at 8th and 16th level, you may 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.
At 5th level, (Flavor)
You can Attack Twice, instead of once, whenever you take the Attack Action on your Turn.
At 6th level, You have trained yourself to focus and cut down anything that shows creaks of life, leaving nothing but stained blood in your wake. You may make Attacks of Opportunity without using a Reaction.
Dagger Recall -
Additionally at 6th level, as a Bonus Action you may create a dagger and throw it up to you Movement Speed. The dagger will dissipate after a number of Combat Cards equal to your Proficiency bonus or until you decide to dissipate it.
At 7th level, (Flavor)
You may deal critical damage on a Natural 19 as well as a Natural 20 roll.
Double Dagger Parry -
Additionally at 7th level, When using your Dagger Parry ability granted at 2nd level, you are able to choose both the Higher and Lower number when choosing your parry.
When you reach 8th level, and again at 16th level, you may 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.
Imbue Control -
Additionally at 8th level, You’ve learnt how to contain a larger amount of Leos in your blade allowing even more devastating power. Your Imbue weapon ability granted at 1st level, now deals 2d6 instead of 1d6 damage.
At 9th level, (Flavor)
As an Action Draw a card. You may make a number of attacks equal to the value of that card. These attacks do not have modifiers. These attacks can be spread out across multiple creatures or focused all on one creature additionally your Attack Range increases to that of your Movement Speed while using this ability. For example you may make a melee attack against a creature within your movement speed even if you are not close to that creature, this ability does not cause you to move. Exhaust
At 10th level, (Flavor)
When rolling a Critical (Natural 19 or 20) your attack deals Maximum Damage, the highest number possible result for the Damage die. For example if your weapon deals 1d8 you may forego rolling and deal 8 (adding applicable modifiers).
At 11th level, (Flavor)
When you are reduced to 25% of your hit points or below you deal critical damage on a Natural 18, 19 and 20 roll.
At 12th level, (Flavor)
As a Bonus Action you may restore hit points by an amount equal to the amount of damage you dealt during your last attack +Vitality Modifier. You may use this ability a number of times equal to your Proficiency Bonus.
At 13th Level, (Flavor)
You may use a Reaction without playing a card. You may use this ability a number of times equal to your Proficiency Bonus.
At 14th Level, (Flavor)
When you Miss an attack against a target creature. Your next attack against the same creature gains Advantage.
Dagger Parry II -
Additionally at 14th level, When you use your Dagger Parry ability granted at 2nd level, the Acceptable range to successfully use the Parry is now 2 Higher and 2 Lower when rolling for your parry. For example if you roll an 18 when attempting to parry, you will now successfully parry the attack on a roll between 16 and 20.
At 15th level, (Flavor)
When you land a Critical Attack, you may deal Half the damage from that attack to an Additional target creature that you can reach Within your Movement. For example any creature within your movement range even if you have used your movement, this ability does not cause you to move.
Imbue Upgrade -
Additionally at 15th level, You’ve learnt how to contain an absurd amount of Leos in your blade. Your Imbue weapon ability granted at 1st level, now deals 3d6 instead of 2d6.
When you reach 16th level, you may 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.
At 17th level, (Flavor)
As a Free Action you may Double your Movement, this effect lasts until the end of the Round additionally this includes all abilities that use your movement.
Critical Defense -
Additionally at 17th level, When you land a Critical Attack your AC increases by 1. This bonus lasts until the end of the Combat Draw.
At 18th level, (Flavor)
At the end of a Long rest you may choose between two stances from the following options below. This Decision is flexible and can be changed at the end of a Long rest.
Hasso - (Flavor) You gain an additional +2 to your Attack rolls.
Chudan - (Flavor) You gain an additional +4 to your Damage rolls.
Blade Storm II -
Additionally at 18th level, When you use your Blade storm ability granted at 9th level, you may Draw two cards instead of one when revealing the number of attacks you may make.
At 19th level, (Flavor)
When you Successfully land an Attack you may use a Free Action to throw Two daggers following the attack, these daggers must target a separate creature from the creature that was Successfully Attacked. You may throw the dagger a distance equal to your Movement Speed.
Triple Crit -
Additionally at 19th level, When you land a Critical Attack. you may deal Half the damage from that attack to 2 target creatures that you can reach Within your Movement Speed. For example any creature within your movement range even if you have used your movement, this ability does not cause you to move.
At 20th level, (Flavor)
Your Strength score increase by 4. Your available Maximum for that score is increased to 24.
Your Imbue Weapon ability granted at 1st level, now deals 4d6 damage instead of 3d6.
When you achieve a Successful Dagger Parry against an attack, you may make an attack against that creature in retaliation as a Free Action. (This attack has all applicable modifiers)