The Broken Blade

by LuTen16

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Fighter Archetype: The Broken Blade

The Broken Blade

You have The Broken Blade, an ancient weapon passed down through generations. You may follow a path of discovery, searching for ancient artifacts and magic weapons, or you may be a hero looking to place your tales in the songs of the bards. Either way, your unique weapon sets you apart from the other adventurers as you wield the elements to conquer the many challenges set along your path.

Starting Fighter

If you plan on choosing the Broken Blade archetype at level 3, you also gain The Broken Blade, an ancient artifact that holds the power of the elements. The Broken Blade has the appearance of a longsword with the blade ending mere inches after the hilt. Within the hilt, a purple gem is laid that changes color for each elemental form the blade can take to best represent the element chosen. For combat, The Broken Blade serves as a dagger without the thrown property.

Elemental Combat

You have unlocked the magic of The Broken Blade. When you choose this archetype at 3rd level, you learn maneuvers that are fueled by special dice called elemental dice. You also gain the ability to manifest the different elemental forms held within The Broken Blade.

Elemental Form. On your turn, you can activate the blade to manifest an elemental form you have learned as a bonus action. On subsequent turns you can change the form to another element that you have learned as a bonus action. If you lose contact with the blade or sheath it, it reverts back to its original form.

The elemental form can take the appearance of any melee weapon. While in elemental form, The Broken Blade deals 1d6 damage and has the finesse property. The damage type is determined by the "Damage" column below depending on the element that is activated. The Broken Blade's elemental form damage die increases to a d8 at 7th level, and a d10 at 10th level.

Maneuvers. You learn three maneuvers of your choice, which are detailed under “Maneuvers” below. Many maneuvers enhance an attack in some way. You can use only one maneuver per attack.

You also learn the elemental form associated with the maneuver. If the maneuver says "activated" rather than a specific element, choose any elemental form to learn. You can learn a maneuver even if you already know the associated elemental form.

You learn two additional maneuvers of your choice at 7th, 10th, and 15th level. Each time you learn new maneuvers, you can also replace one maneuver you know with a different one.

Elemental Dice. You have four elemental dice, which are d6s. An elemental die is expended when you use it. You regain all of your expended elemental dice when you finish a short or long rest.

You gain another elemental die at 7th level and one more at 15th level.

Saving Throws. Some of your maneuvers require your target to make a saving throw to resist the maneuver’s effects. The saving throw DC is calculated as follows:

Maneuver save DC = 8 + your proficiency bonus +

your Strength or Dexterity modifier (your choice)
Elemental Forms
Element Damage Special Trait
Air Slashing You can swing the blade and cause a cutting gust of wind to shoot forward. The attack and damage are the same but it now has a range of 20/60.
Stone Bludgeoning ---
Fire Fire The blade emits bright torch light in a 20 foot radius and dim light for an additional 20 feet.
Ice Cold The area around you in a 15 foot radius drops 20 degrees.
Lightning Lightning The blade emits bright light in a 5 foot radius and dim light for an additional 5 feet.
Thunder Thunder Whenever you hit with the blade it rings with thunder that is audible within 100 feet of you.
Nature Acid ---
Light Radiant The blade emits bright light in a 30 foot radius and dim light for an additional 30 feet.
Shadow Necrotic The blade absorbs light within a 5 foot radius making bright light dim and dim light darkness.

Magical Bond

At 3rd level, you have created a magical bond between yourself and The Broken Blade. You can’t be disarmed of it unless you are incapacitated. If it is on the same plane of existence, you can summon that weapon as a bonus action on your turn, causing it to teleport instantly to your hand.

You have also learned a ritual to grant extra power to The Broken Blade. If you have a magical melee weapon, you can cause The Broken Blade to absorb the other weapon's enchantment making it a regular weapon. You perform the ritual over the course of 1 hour, which can be done during a short rest. The Broken Blade and the other magical weapon must be within your reach throughout the ritual, at the conclusion of which you touch both weapons and cause the transfer.

The Broken Blade can only hold one enchantment at a time. If you attempt to absorb another, the existing one then returns to the original weapon that held the enchantment. If the original weapon no longer exists

or is on a different plane, the enchantment is lost. You can also break the transfer by performing the same ritual but in reverse with the original weapon.

Arcane Artifacts

Starting at 7th level, you can add your proficiency bonus to any skill check related to a magic item or artifact. If you are already proficient in that skill, add double your proficiency.

Improved Elemental Combat

At 10th level, your elemental dice turn into d8s. At 18th level, they turn into d10s.

Relentless

Starting at 15th level, when you roll initiative and have no elemental dice remaining, you regain 1 elemental die.

Maneuvers

The maneuvers are presented in alphabetical order.

Blazing Strike. When you hit a creature with The Broken Blade while in fire form, you can expend one elemental die to attempt to set the target on fire. You add the elemental die to the attack's damage roll, and the target must make a Dexterity saving throw. On a failed save, the target takes an extra 1d4 fire damage.

Blinding Defense. When another creature hits you with a melee attack while The Broken Blade is in light form, you can use your reaction and expend one elemental die to reduce the attack roll by the number you roll on your elemental die.

Blinding Strike. When you hit a creature with The Broken Blade while in light form, you can expend one elemental die to blind the creature, giving your allies an opening. You add the elemental die to the attack's damage roll. The next attack roll against the target by an attacker other than you has advantage if the attack is made before the start of your next turn.

Burning Sweep. When you hit a creature with The Broken Blade while in fire form, you can expend one elemental die to attempt to damage another creature with the same attack. Choose another creature within 5 feet of the original target and within your reach. If the original attack roll would hit the second creature, it takes fire damage equal to the number you roll on your elemental die.

Cold's Reach. When you attack on your turn with The Broken Blade while in ice form, you can expend one elemental die to increase your reach for that attack by 5 feet. If you hit, you add the elemental die to the attack's damage roll.

Commander's Strike. When you take the Attack action on your turn with The Broken Blade activated, you can forgo one of your attacks and use a bonus action to direct one of your companions to strike. When you do so, choose a friendly creature who can see or hear you and expend one elemental die. That creature can immediately use its reaction to make one weapon attack, adding the elemental die to the attack's damage roll.

Multiple Elements

There are some maneuvers that could be argued for a different element, such as Crushing Stone and Thunderous Smite which could both be either stone or thunder. As this is really just a flavored Battle Master and these are the elements I assigned to the maneuvers, ask your DM if you could add an element to a given maneuver. If your DM allows you to list more than one elemental form per maneuver, choose one form listed to learn when you gain the maneuver. You can then use the maneuver while in any form listed that you have learned.

Crushing Stone. When you hit a creature with The Broken Blade while in stone form, you can expend one elemental die to attempt to knock the target down. You add the elemental die to the attack's damage roll, and if the target is Large or smaller, it must make a Strength saving throw. On a failed save, you knock the target prone.

Deafening Focus. When you hit a creature with The Broken Blade while in thunder form, you can expend one elemental die to attempt to goad the target into attacking you. You add the elemental die to the attack's damage roll, and the target must make a Wisdom saving throw. On a failed save, the target has disadvantage on all attack rolls against targets other than you until the end of your next turn.

Freezing Attack. When you hit a creature with The Broken Blade while in ice form, you can expend one elemental die to slow the target down. You add the elemental die to the attack's damage roll, and the target must make a Constitution saving throw. On a failed save, the target's speed is reduced to 0 until the end of your next turn.

Lightning Accuracy. When you make an attack roll against a creature with The Broken Blade while in lightning form, you can expend one elemental die to add it to the roll. You can use this maneuver before or after making the attack roll, but before any effects of the attack are applied.

Lightning Riposte. When a creature misses you with a melee attack and The Broken Blade is in lightning form, you can use your reaction and expend one elemental die to make a melee weapon attack against the creature with the Broken Blade. If you hit, you add the elemental die to the attack's damage roll.

Maneuvering Wind. When you hit a creature with The Broken Blade while in air form, you can expend one elemental die to maneuver one of your comrades into a more advantageous position. You add the elemental die to the attack's damage roll, and you choose a friendly creature who can see or hear you. That creature can use its reaction to move up to half its speed without provoking opportunity attacks from the target of your attack.

Poisonous Barb. When you hit a creature with The Broken Blade while in nature form, you can expend one elemental die to attempt to poison the target. You add the elemental die to the attack's damage roll, and the target must make a Constitution saving throw. On a failed save, it is poisoned until the end of your next turn.

Rally. On your turn while The Broken Blade is activated, you can use a bonus action and expend one elemental die to bolster the resolve of one of your companions. When you do so, choose a friendly creature who can see or hear you. That creature gains temporary hit points equal to the elemental die roll + your Charisma modifier.

Shadow Fear. When you hit a creature with The Broken Blade while in shadow form, you can expend one elemental die to attempt to frighten the target. You add the elemental die to the attack's damage roll, and the target must make a Wisdom saving throw. On a failed save, it is frightened of you until the end of your next turn.

Shadow Feint. You can expend one elemental die and use a bonus action on your turn to feint while The Broken Blade is in shadow form, choosing one creature within 5 feet of you as your target. You have advantage on your next attack roll against that creature before the end of your turn. If that attack hits, add the elemental die to the attack's damage roll.

Stone's Parry. When another creature damages you with a melee attack while The Broken Blade is in stone form, you can use your reaction and expend one elemental die to reduce the damage by the number you roll on your elemental die + your Dexterity modifier.

Thunderous Smite. When you hit a creature with The Broken Blade while in thunder form, you can expend one elemental die to attempt to drive the target back. You add the elemental die to the attack's damage roll, and if the target is Large or smaller, it must make a Strength saving throw. On a failed save, you push the target up to 15 feet away from you.

Vine Strike. When you hit a creature with The Broken Blade while in nature form, you can expend one elemental die to attempt to disarm the target, forcing it to drop one item of your choice that it's holding. You add the elemental die to the attack's damage roll, and the target must make a Strength saving throw. On a failed save, it drops the object you choose. The object lands at its feet.

Wind's Stride. When you move while The Broken Blade is in air form, you can expend one elemental die, rolling the die and adding the number rolled to your AC until you stop moving.

Concept and Photo Credit

Originated from a post by u/Mr_Kruiskop on r/DnD.

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