

On a success, you have Advantage on the attack. You can draw and throw a dagger as part of your Attack, without using an Action.Īt 2nd level, when you make an attack, you can make a Dexterity (Sleight of Hand), contested by your target's Wisdom (Perception).When you hit a creature with a dagger, you cause additional damage equal to your laceration die.You can cause slashing damage, instead of piercing, when you damage a target with a dagger.While wielding a dagger on your hand and not wielding another type of weapon and not wearing a shield, you gain the following benefits: You can use this feature a number of times equal to your proficiency bonus, regaining your uses of this feature after completing a long rest.Īt 1st level, you master the art of fighting with daggers. The laceration also ends if the target magically regain at least 1 hit point. The effects of the laceration last for 1 minute, ending earlier if the target or another creature within 5 feet of it succeed on a Wisdom (Medicine) check against a DC of 8 + your proficiency bonus + your Dexterity modifier. The amount of hit points lost increase as your laceration die increases in size: d6 (9th level) and d8 (17th level).Ī lacerated creature have Disadvantage on Strength checks and saves due to the pain, and that creature have vulnerability to all your attacks made with daggers.
KNIFE MASTER SPELL ATTACK PLUS
The creature targeted by it starts to bleed, losing 1d4 hit points, plus 1d4 at the end of each of its turns. Starting at 1st level, when you hit a creature with an attack from a dagger, you can make a deep wound that bleeds profusely. ( a) a dungeoneer's pack or ( b) an explorer's pack.( a) a light crossbow and 20 bolts or ( b) shortbow, and 20 arrows.

You start with the following equipment, in addition to the equipment granted by your background: Hit Dice: 1d10 per knife master level Hit Points at 1st Level: 10 + Constitution modifier Hit Points at Higher Levels: 1d10 (or 6) + Constitution modifier per knife master level after 1stĪrmor: Light armor, medium armor Weapons: Simple weapons Tools: Choose any two Saving Throws: Dexterity, Charisma Skills: Choose four skills from Acrobatics, Athletics, Deception, Insight, Intimidation, Medicine, Stealth, and Sleight of Hand Equipment

Third, choose the leather armor, five daggers, a light crossbow and 20 bolts, and the dungeoneer's pack as your starting gear.Īs a knife master you gain the following class features. Knife masters must be agile, but enduring, to withstand the dangers of close combat. You can create a knife master quickly by following the steps ahead: first, Dexterity should be your highest score, followed by Constitution.
KNIFE MASTER SPELL ATTACK HOW TO
Maybe you were an ex-inmate, learning how to fight with knives to survive or maybe you have been trained by a clan of assassins, mastering the art of killing discreetly. When you create your knife master, ask yourself where did you learn your knife fighting style and from whom? Look at the combat styles available at 3rd level and use them as a guideline to determine your background.

Knife masters are often underestimated, being perceived at first glance as meek, or having their weapons not considered threatening by experienced warriors, and they play on this perception, using the appearance of harmlessness to take their opponents by surprise, leaving their surprised enemies bleed slowly, giving them time to reflect on their failed assessment of danger. Using small blades to deliver gruesome strikes, they are able to leave their opponents to deep and hard to heal cuts, soaking them in their own blood, and their technique is so honed that makes their usually underestimated daggers more deadly than a sword. Knife masters are martial experts, masterfully trained in the use of daggers in combat.
