Bladeworkers' Guild
Subclass features
Bladeworkers' Guild
Level 3Craft Lethal Melee Weapons
Blade and bow, axe and mace: these are the tools with which the Guild of Bladeworkers aim to change the world. They believe that the right blade in the right hand can make a warrior unstoppable.
Weapon Versatilist
Once on each of your turns when you make an attack roll with a weapon, you can give yourself Advantage on the roll. You can't use this feature again with that specific kind of weapon (such as Longswords) until you roll Initiative or finish a Short or Long Rest.
Bane Weapons
When you finish a Long Rest, you can etch a magical rune on a Masterwork weapon. When you etch a rune, choose one of the following creature types: Aberrations, Celestials, Dragons, Elementals, Fey, Fiends, Giants, or Undead. If a creature of that type takes damage from the weapon, the creature takes an extra 1d6 Force damage.
You can inscribe runes on a total number of weapons up to your Masterwork Bonus (minimum of 1). When you etch a new rune, you can remove another one.
A weapon that deals extra damage to Dragons is called a "Dragonsbane" weapon, one that deals extra damage to Giants is called a "Giantsbane," and so on.
Flex Grip
Level 6During your turn, your reach is 5 feet greater with any Masterwork Melee weapon that has the Two-Handed or Versatile property.
Defensive Disarm
Level 10When a creature you can see within 5 feet of you makes an attack roll against you with a weapon, you can take a Reaction to attempt to disarm the attacker. The target makes a Strength saving throw (DC 8 plus your Strength or Dexterity modifier and Proficiency Bonus). On a failed save, it drops one item of your choice that it's holding. The object lands in a space you choose within 10 feet of the target. The target can replace the attack with one using a different weapon or an Unarmed Strike; otherwise the triggering attack misses.
Vicious Strike
Level 14When you make an attack roll with a Melee weapon and have Advantage on the roll, you can attempt a Vicious Strike. The attack roll instead has Disadvantage. If this attack hits, it scores a Critical Hit.
Raw data
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"Once on each of your turns when you make an attack roll with a weapon, you can give yourself {@variantrule Advantage|XPHB} on the roll. You can't use this feature again with that specific kind of weapon (such as Longswords) until you roll {@variantrule Initiative|XPHB} or finish a {@variantrule Short Rest|XPHB|Short} or {@variantrule Long Rest|XPHB}."
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"When you finish a {@variantrule Long Rest|XPHB}, you can etch a magical rune on a Masterwork weapon. When you etch a rune, choose one of the following creature types: Aberrations, Celestials, Dragons, Elementals, Fey, Fiends, Giants, or Undead. If a creature of that type takes damage from the weapon, the creature takes an extra {@damage 1d6} Force damage.",
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