Roguish Archetype: Invisible Blade

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The Invisible Blade is a concept that has been near and dear to me since I first started DMing the 3rd edition of Dungeons and Dragons back in 2013. My best friend Andy (@DM_Starhelm) played an Invisible Blade and he used it in some of the coolest, most cinematic ways, and I have been hoping to recapture that ever since we switched to 5e. Therefore this subclass is dedicated to him. If you are hoping to play a Jason Bourne or John Wick style character in 5e, this is the subclass for you!

Art is Murderous Cut by Yohann Schepacz, Wizards of the Coast

Roguish Archetype: Invisible Blade

As an Invisible Blade, you focus on hand-to-hand combat. Your adept fighting style of weaving around attacks while planting lethal strikes on their enemies that they only notice until it is far too late makes it appear as though you had been wielding a weapon they couldn’t see.

Punishing Counter

Starting at 3rd level, you can exploit openings in your enemies’ defenses when you evade their attacks. When a creature misses you with a melee attack, the next time you hit that creature with a melee attack before the end of your next turn, you can use your Sneak Attack against that target even if you don’t have advantage on the attack roll.
Once you reach 5th level, when you use Uncanny Dodge to reduce the damage dealt to you by a melee attack, you gain the benefit of this feature against the creature that damaged you.

Fettering Strike

Your strikes hamper and vex your enemies. Beginning at 3rd level, when you deal your Sneak Attack damage, you can choose one of the following effects to impose on your target.

  • It has disadvantage on attack rolls against creatures other than you until the start of your next turn.
  • It can’t take the Disengage action until the start of your next turn.
  • It can’t take reactions until the start of your next turn.

Hidden Blade

With a flick of your wrist, you can hide and draw small weapons with ease. Starting at 9th level, you have advantage on Dexterity (Sleight of Hand) checks made to hide light weapons on your person. When you take the Attack action, you can draw a weapon that you have hidden as part of the attack. If you attack a surprised creature this way, you have advantage on the attack roll.

Swift Feint

You movements are as unpredictable as they are fast. Beginning at 13th level, you can attempt to feint against a creature within 5 feet of you. As a bonus action, you can make a Charisma (Deception) check contested by the target’s Wisdom (Insight) check. If you succeed, you have advantage on the next melee attack roll you make against that creature before the end of your next turn.

Perfect Counter

Starting at 17th level, you turn the moment an enemy fails to hit you into their last. When a creature misses you with a melee attack, you can use a reaction to make a melee attack against that creature.
Additionally,  in combat, you get a special reaction that you can take once on every creature’s turn, except your turn. You can use this special reaction only to use the attack granted by this feature, and you can’t use it on the same turn that you take your normal reaction.

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