
Dungeons and Blades
A 5th Edition Dungeons and Dragons Homebrew Guide:
How to Incorporate Xenoblade Chronicles 2's Blades into a Campaign
About the Creator

Hello there! You can call me Boomer. I've a bit of an intermediate D&D player, playing for a few years now as of 2018. While I'm still a novice DM, I can say I do have a reputation for creativity and homebrewing items and mechanics to make D&D games that much more appealing and fun. If you like all the information and mechanics I've provided here, I'd recommend checking out other things I've published.
Blade F.A.Q.
Now this goes without saying, but I'm no WOTC brianiac making the best content out there. I know full well some things here may not be seen as balanced or may be confusing, so I'll do my best to make quick clarifications and edits here so that the main info pages don't get too clogged up. If something confusing happens, you can check here for my official ruling on certain topics.
How does charging Blade Specials work with Extra Attack and other multi-attacking feats? - Asked on 9/21/2021
- Because Extra Attack is such a common feat, I don't allow it to count for multiple points for Specials. Meaning some level 20 Fighter can't just swing 4 times in one Attack action with his Blade and get 4 points for Specials. That would be too broken. Instead, I treat the entire Attack action as just that: one action. If you have Extra Attack and you land at least one of those hits with your Blade, you get the Special Point.
- On the flip side, any other features that let you attack outside of your normal Attack action will also award points in a similar way. Say you're playing a Open Fist Monk with a Knuckle Claws weapon (which count as unarmed strikes). You can use your Attack action to get 1 Special point, and if you use your Flurry of Blows as a bonus action, you will get a second Special point for the whole bonus action as long as one of those attacks hits the target. The same follows for things like Opportunity Attacks or other attacking options with Reactions; if you land at least one possible hit with that Reaction attack, you get 1 Special point.Can you use spells like Thunderous Smite or other enchantments on Blades? - Asked on 9/21/2021
- Unfortunately, you cannot. The damage with Blades is already scaling and pretty strong, and they're very complex magical weapons that are only really affected by themselves and other Blades.What happens when your Blade falls in battle before you do? Does it return to its Core Crystal? - Asked on 9/21/2021
- Blades tend to have an unnaturally high AC as they're meant to be incredibly durable, and while they can take damage with the Driver due to stuff like AOE damage, they typically shouldn't be targeted for attacks by the DM (as if you stop the Blade, a PC can just pull out a regular weapon to finish the job). SHOULD one attempt to kill a Blade alone, one must make a weapon attack roll against their Core Crystal at disadvantage (as it's a very small spot to hit), and if they land it and reduce a Blade to 0 HP from the hit, the Blade will return to its Core Crystal damaged, unable to be re-awoken by normal means. From there, it's up to the DM on if they want to add some way the Core can be repaired and awoken again.
- If a Blade is reduced to 0 HP without their Core Crystal taking the hit, then they just simply fall unconscious and ignore Death Saves (unless they're a Flesh Eater). They can be healed by someone to come back into the fight, otherwise after combat, they'll come back at 1 HP. It should NOT be easy to kill a Blade alone, so the Driver should always be the main target for attacks. The only time Blades should realistically be taking damage and potentially dying are if two Blades are fighting each other without their Drivers involved (rare but possible) or if fighting a Flesh Eater without a Driver.Does attacking with Knuckle Claws count as unarmed strikes for Monks? Asked on 9/21/2021
- They can and cannot, it's personally up to the DM. I like to treat them as unarmed for the case of a monk wanting to use a Blade and not be stuck with using Kensei as their subclass, but having them be treated as monk weapons works well. Knuckle Claws with Monks go great together, so I like to treat them as unarmed strikes for the purpose of using Flurry of Blows while having a Knuckle Claw Blade equipped. Ask your DM how they want to run it though, as both ways can work.
Blade Mechanics
SPOILERS FOR XC2 AHEAD - Proceed with CautionTo put things in the broadest of terms, Blades in XC2 are a form of sentient weapon. They consist of a physical form (typical a humanoid of some kind) and the weapon they use and grant to their Driver (the person wielding their weapon). AS far as how they work mechanically, think of them as a magic weapon that gives you a melee cantrip (with damage scaling) and access to powerful spell effects that require charging and cool-down periods. Access to one Blade can fundamentally increase a PC's damage potential and cause for some fun and unique interactions with class features, but it's recommended to use them in settings where the enemies can be strong enough to restore balance to any overpowered tendencies.To become a Driver, you have to take a Core Crystal (typically a small glowing blue cube) and awaken the blade inside. It takes a large test to your body and mind to be able to awaken a Blade, so not everybody is able to do so. While most Core Crystals will come in the form of a Common Blade, certain ones can be unique Rare Blades, which are individuals with immense power and skill as well as unique personalities and abilities no Common Blade could ever have.There are multiple ways of going about making a Blade in a D&D setting, but this is the most clear and succinct way I have found to implement them in a D&D setting. Follow the buttons below to see the general information about Blades and their nuances.
Common Blades
Since getting a Rare Blade is far from guaranteed (unless the DM is being generous), you'll mostly be getting Common Blades like these pictured. Standard blades can be male or female, while Burly Blades tend to be male only. Animal Blades can be either gender, but they can only use the Twin Rings for a potential weapon. When creating a Common Blade for someone to awaken, here are some easy ways to make them.
Creating a Common Blade
step 1: Weapon class
As a first note, DM's should be the only ones to roll for Common Blades. If a campaign involves starting with a Blade, the DM should assign a Rare Blade to the Driver. Otherwise, if Blades are first being awakened in the middle of a campaign, or if a Driver is simply trying to acquire a new Blade, they should all be rolled for following the below instructions.After the player rolls to awaken a Core Crystal AND rolls for the Blade's Rarity on awakening, the first thing for the DM to roll for is always Weapon Class, because of the fact that Twin Rings can only be with Animal Blades. Any other Weapon Class can be a male humanoid, female humanoid, or burly male. Typically, Burly Blades tend to use Megalances and Greataxes, but regular humanoid Blades can use them just as well (the DM may roll/choose by whatever means at their discretion whether the blade is male, female, or burly male). To quickly roll for them, use a d10 with the following values:
- 1 = DM's choice
- 2 = Twin Rings
- 3 = Greataxe
- 4 = Megalance
- 5 = Ether Cannon
- 6 = Shield Hammer
- 7 = Chroma Katana
- 8 = Bitball
- 9 = Knuckle Claws
- 10 = Player's Choice
Creating a Common Blade
step 2: element
After rolling for the Weapon Class, the next step is a Blade's Element. For that, follow the below guide when rolling a d8 for the Element. The DM should roll twice and pick from the two options available (if possible, avoid choosing Light since under XC2's normal rules, Common Blades of Light element are nonexistent; here however, I allow it to be possible).
- 1 = Light
- 2 = Fire
- 3 = Wind
- 4 = Ice
- 5 = Lightning
- 6 = Earth
- 7 = Water
- 8 = DarkAt this point, if the Player rolled a 5 Crown Rarity Blade (meaning they have a guaranteed Rare Blade), the DM can automatically assign a Rare Blade that meets the criteria of the rolls (Ex. If the Weapon Class rolled is a Megalance and the rolled Elements are Earth and Water, the DM can automatically make the Blade be Wulfric, as he's an Earth Megalance, or they can make it be Praxis, as she's a Water Megalance). If the Weapon Class/Element combinations do not make for an applicable Rare Blade, the DM can choose to just grant a Rare Blade of the Weapon Class they rolled of any Element.NOTE: If making an Animal Blade, I highly recommend looking at the Rare Blades section to base them on Dromarch. Since he's the only Rare Blade of the Twin Rings variety, nearly every other Twin Rings Blade is going to be like him, inferior or superior in some ways. He's a good template to base things off of.
Creating a Common Blade
step 3: blade specials
Unlike Rare Blades, Common Blades do not have a Level 4 Special. Based on their rarity, one of their Specials (chosen at random) has a cap at its strength. A Special traditionally increases in power at Levels 5, 9, 13, and 17.A 1 Crown Rarity (1CR) Blade does not have their Specials gain any power as the Driver levels up. At 2CR, any one Special gains strength at Level 5. 3CR's get one Special with a cap at Level 5 and another at Level 9. 4CR's follow the same rules as 3CR: one Special caps at 5, another caps at 9, and the last one caps at Level 13. Since the majority of 5CR's are going to be Rare Blades, they all get their Specials have a max cap at Level 17; however, should the DM choose to have a 5CR Common Blade, then the caps for each Special will be at Level 9, 13, and 17 respectively.Typically for damage, a Level 1 Special should do no more than 18 damage for its base damage at Level 1. Levels 2's should do no more than 24, and Level 3's should do no more than 30. The type of damage they deal should be based on the Blade's element, but bludgeoning/slashing/piercing/force damage can be added as fitting to the attack (Ex. Say we have a Fire element Chroma Katana, whose Level 1 Special is a slash that causes an eruption of fire afterwards. It can deal 2d6 slashing and 1d6 fire damage on hit). Any additional effects, such as being an AOE that requires a save, additional crit chances, potential to ignore resistances, etc. can be added by DM discretion. Refer to the Rare Blades section of this site to get an idea for what kinds of effects can be on what weapons. The only restriction is that any Specials that heal the party can only be on Twin Rings, Bitballs, and Knuckle Claws.
Creating a Common Blade
step 4: battle skills
An important thing to remember about Battle Skills is that in order to use them, the Driver gives up their reaction for their Blade to use one. If it succeeds, it lasts for 3 turns normally, and after it ends, you must wait 3 additional turns before attempting to activate another one (this is true even if one fails to activate a Battle Skill).These can be a multitude of effects, although party-healing effects are exclusive to the healing-class weapons (Twin Rings, Bitball, and Knuckle Claws). These can range from higher crit chances, higher crit damage, ignoring resistances, etc. Feel free to reference the Rare Blades section as well as a list of XC2's Battle Skills to try and find something that fits best for the character you're creating.Just like with Specials, A 1 Crown Rarity (1CR) Blade does not have their Battle Skills gain any power as the Driver levels up. At 2CR, any one Skill gains strength at Level 5. 3CR's get one Skill with a cap at Level 5 and another at Level 9. 4CR's follow the same rules as 3CR: one Skill caps at 5, another caps at 9, and the last one caps at Level 13. Since the majority of 5CR's are going to be Rare Blades, they all get their Skills have a max cap at Level 17; however, should the DM choose to have a 5CR Common Blade, then the caps for each Skill will be at Level 9, 13, and 17 respectively.
Creating a Common Blade
step 5: field skills
When it comes to Field Skills, some of the rules are different. For starters, one of their 3 Field Skills will always be a Mastery in their Element. The Blade's Rarity will determine the level of these Mastery skills (Ex. A 3CR Fire Blade will always have Fire Mastery, who will gain in strength at Levels 5 and 9. A 4CR Dark Blade will always have Dark Mastery that improves at Levels 5, 9, and 13. Etc.). As for what they do, I typically prefer to give them a non-damaging cantrip that fits the element (Ex. Light for Light Mastery, Control Flames for Fire Mastery, Mold Earth for Earth Mastery, etc). You'd then find a way to improve the cantrip at the Level milestones. If a cantrip isn't available, then usually a skill like Darkvision or breathing underwater or other substitutes are acceptable. Use the Rare Blades section and the DM's discretion to come up with something.Other Field Skills can be for support purposes. Collection Skills like Entomology or Ichthyology help with Arcana or Investigation checks about the appropriate topics, while skills like Focus or Leaping can grant advantage or spell effects to their Drivers a set amount of times per day. Again, check with the Rare Blades, XC2's Field Skill list, and use DM discretion to pick out something you like.
Creating a Common Blade
step 6: names
Typically, Common Blades have very Japanese sounding names. Of course, you don't HAVE to give them names like that, but for something quick and easy, you can find a Japanese first-name generator to give you something easily.After you name them, you're all done! Just make sure that all the Blade's information is written/typed up and given to the player who will be using them. Easiest way is to make a proper character sheet and putting all these effects into Notes.
Blade Equipment
While Blades gain more power as their Trust in their Driver grows (and the Driver Level's up), the Blade will level up in their class as well. This will make them stronger and more able to handle themselves should they have to fight alone. However, there are other ways to strength your Blade without levelling up: Core Chips and AUX Cores.
Core Chips
A Core Chip is about as simple as it sounds: it's a special chip that is inserted into the Blade's Core to strength its weapon's damage. While in XC2, these would effectively replace new weapons every few levels, in this form of Blades, Core Chips can offer minor damage boosts and small supplementary effects to help out, such as adding to attack/damage rolls, granting advantage or increased critical hit rates on certain enemy types, or even increasing the Driver's stat scores.A Core Chip's effect can always be learned and told to the Driver by the Blade on examination. A Blade can only have one Core Chip equipped, and should they choose to unequip it, that Core Chip can no longer be used. It's very important to pay attention to what kind of chip you're using and gauging if it's worth getting rid of for whatever other chip you may want. They're being turned from more of a necessary resource (according to the source material) to a rare and potentially temporary bonus (based on what effects you value).Certain Core Chips may change the aesthetic of a weapon (Ex. A certain Core Chip on a Greataxe may turn the weapon into something resembling more of a scythe.) These changes are purely cosmetic and do not effect the weapon's performance in any way. DM's should refer to the Core Chips from XC2 to do your best to translate effects to the game, but try not to have the Core Chip effects overshadow the weapon at its current level; work your way up to the crazy effects based on what you're going up against. Something as good as a Tachyon Chip (one of the best end-game Chips in XC2) isn't something you should have access to at Level 3.
AUX CORES
AUX Cores are additional dongles that can be inserted into slots in the Blade's back. Depending on the Blade, they can have 1 to 3 AUX Core Slots that can be used. Unlike Core Chips, the AUX Cores can be repeatedly used with different Blades interchangeably, so you never have to worry about letting them go to waste. The only thing to make an AUX Core obsolete would be finding one of the same effect but at a stronger level.AUX Cores focus on adding extra effects rather than making the blade directly stronger in terms of damage. Some may give a change to deal an extra die of damage on critical hits, while some may make 19's on d20 rolls count as crits. Some AUX Cores are for specific Weapon Classes to boost some specific effects. They're all varied across a ton of different effects. For DM's, look up the AUX Cores in XC2 and try to translate their effects to a 5e environment as best as you can.
Awakening Your Blade
In a campaign where players are expected to be starting a campaign with a Blade, it can often just be given to them or be present at the very start. However, if a player tries to awaken a Blade part-way through a campaign, there are stipulations on how to do it.1.) In order to awaken a Blade, you need an active Core Crystal. You'll know it's active by the blue glow it displays. If the core is black, it's likely because the Blade had recently returned tot he crystal (for reasons such as the Driver perishing or other factors). A black Core Crystal will be unable to be awakened for 1d4 days, afterwards the glow will return and can be awakened.There are multiple types of Core Crystals as well: Common, Rare, and Legendary. The more rare a Core Crystal, the higher chance of a higher rarity Blade.2.) If a character is awakening a Blade for the first time, they must pass a combined roll. As awakening to your first Blade takes a heavy toll on the mind and body, the player attempting to awaken a Blade must roll a d20 and add their Constitution modifier and Wisdom modifier and beat a DC 20 check. If someone has already awakened a Blade, they automatically succeed this check. If they fail, the person who made the attempt takes 1d8 force damage per Player Level from the core's energy overflowing and 1d8 psychic damage per Player Level from the mental shock.3.) If a player successfully passes the check to awaken a blade, they must then roll a d100 to determine the rarity of the blade. The below numbers are for a Common Core Crystal. If using a Rare, the player gets to roll twice and take the higher roll. If using a Legendary, the player rolls three times and takes the highest roll.
- 1-40 = 1 Crown Rarity / 1CR (Common)
- 41-55 = 2 Crown Rarity / 2CR (Uncommon)
- 55-70 = 3 Crown Rarity / 3CR (Rare)
- 71-85 = 4 Crown Rarity / 4CR (Very Rare)
- 86-100 = 5 Crown Rarity / 5CR (Legendary)The Rarity of a Blade influences how many stages their Specials, Battle Skills, and Field Skills can be upgraded as the Driver levels up (the Blade shares EXP with the Driver at all times). After rolling for Rarity, the DM will then roll for the Blade's Element and Weapon Class (discussed in Blade Type). If the player rolls a 5 Crown Rarity Blade and if the DM chooses, the DM can also roll for either Element OR Weapon Class and then select an applicable Rare Blade from the "Rare Blades" section to grant the player.4.) Awakening a Blade takes up an attunement slot, and you can only be attuned to 3 Blades at a time. Feats that allow you to attune to more than 3 items (such as the Artificer's Magic Item Adept/Savant/Master) do not allow for attunement to more than 3 Blades.When you have more than one Blade, their physical forms can all be present at once outside of combat, but once combat starts, only the Blade of the weapon you're currently using is out (the others vanish to an alternate plane inside your current Blade's core). They must stay within 30 feet of the Driver, otherwise the Driver can be limited in what Blade-specific abilities they can use. The Blade can take its movement at the same time as the Driver during their turn. You can use your Bonus Action to swap between Blades during combat (causing the active Blade to vanish in a flash of light while the other appears in its place), and points built up for a Special activation are cut in half.5.) If a PC who is attuned to a Blade dies, the Blade is returned to their Core Crystal and rendered inactive for 1d4 days as normal. If the Blade is re-awakened, it will retain no memories of its life with its former Driver. It will still have memories of its basic abilities and such (Ex. If a Blade knew how to pick locks, it will always have that skill no matter how many times it's re-awakened.). If a Blade gets returned to its Core Crystal, it will retain the same features it had prior (even if they were rolled for at random via DM).
Blade Types
In the "Blades as a Race" section, Blade features were discussed. This section will help with getting a blade's element, weapon type, and how much damage the base weapon would be doing.
Blade Elements
A Blade's element will mostly impact what kind of elemental damage they'll resist and what elemental damage their Specials deal. There are 8 Blade elements:
- Fire, which focuses on fire damage
- Water, which focuses on cold damage
- Wind, which focuses on thunder and slashing damage
- Earth, which focuses on thunder and bludgeoning damage
- Lightning, which focuses on lightning damage
- Ice, which focuses on cold damage
- Light, which focuses on radiant damage
- Dark, which focuses on necrotic damageWhen awakening a Common Blade, the element will be rolled for by the DM. If the Blade happens to be rare, their element and weapon type are pre-determined.
Weapon Class
In addition to a Blade's element being random (with the exception of Rare Blades) the type of weapon they are is also random. A Blade's weapon will deal increased damage as the Driver levels up, the bond between Driver and Blade strengthening their fighting abilities together. You become proficiency with the type of Blade you awake, regardless of your prior weapon proficiency. All weapons are treated as magical against resistances to non-magical bludgeoning/piercing/slashing damage. Most Blades will be one of the following 8 weapons:~ Healer-Class: Twin Rings (dual Dagger equivalent) (exclusive to Animal Blades) - Finesse, Special
- Range: 5 ft
- Damage Type: Slashing
- Damage Dice: 2d4 + Str/Dex mod, and additional 1d4 damage at Levels 5, 9, 13, and 17.~ Attacker-Class: Greataxe - Heavy, Two-Handed
- Reach: 5 feet
- Damage Type: Slashing
- Damage Dice: 1d12 + Str slashing damage at Level 1 (2d8 at Level 5, 2d10 at Level 9, 3d10 at Level 13, and 4d10 at Level 17)~ Attacker-Class: Megalance (Glaive equivalent) - Heavy, Two-Handed, Reach
- Range: 10 feet
- Damage Type: Piercing or Slashing (your choice)
- Damage Dice: 3d4 + Str damage at Level 1 (4d4 at Level 5, 5d4 at Level 9, 6d4 at Level 13, and 7d4 at Level 17)~ Attacker-Class: Ether Cannon (essentially a slow Gatling Gun) - Two-Handed, Special
- Range: 50 foot normal range / 200 foot long range
- Damage Type: Force
- Damage Dice: 2d4 + Dex (increases by 2d4 at Levels 5, 9, 13, and 17)
- Special: If you are able to cast spells, you can use your spellcasting modifier for attack/damage rolls instead of Dexterity~ Tank-Class: Shield Hammer (Warhammer equivalent) - Versatile, Special
- Range: 5 feet
- Damage Type: Bludgeoning
- Damage Dice: 1d8 + Str mod (2d8 at Level 5, 3d8 at Level 9, 4d8 at Level 13, and 5d8 at Level 17)
- Versatile: You can use the Shield Hammer with one hand to deal d8's of damage or use it two-handed to deal d10's instead of d8's.
- Special: Shield Hammers are a very defensive weapon class. While using one, you gain +2 to your AC.~ Tank-Class: Chroma Katana (sword-type weapon) - Finesse, Versatile
- Range: 5 feet
- Damage Type: Slashing
- Damage Dice: 1d6 (1d8 two-handed) + Str/Dex, additional die at Levels 5, 9, 13, and 17~ Healer-Class: Bitball (throwable ball) - Finesse, Special
- Range: 15 feet normal range, 30 feet long range
- Damage Type: Bludgeoning
- Damage Type: 1d4 + Str/Dex mod (2d4 at Level 5, 3d4at Level 9, 3d6 at Level 13, and 4d6 at Level 17)
- Special: Bitballs have a magical property to always bounce back towards the user if you land your attack. If you miss, the ball will bounce back at your feet, and you'll can use your Bonus Action or Reaction to pick it up.~ Healer-Class: Knuckle Claws (wearable Gauntlets) - Finesse
- Range: 5 feet
- Damage Type: Bludgeoning
- Damage Type: 2d4 + Str/Dex mod (2d6 at Level 5, 2d8 at Level 9, 2d10 at Level 13, and 2d12 at Level 17)For those of you wondering how to do the DLC weapons or special ones (Ex. Pyra/Mythra's Aegis Sword, Brighid's Whipswords, Corvin's Uchigatana, etc.), that can be up to DM discretion. The important thing is that you find a proper 5e weapon to parallel the Blade's weapon to, and have its damage grow with the Player's Level like a cantrip.
Blade Mechanics
While Blades can be NPC's controlled by the Player Character who is their Driver, choosing to play as a Blade is not entirely out of the question. This is something you'd want to discuss properly with your DM before deciding on how to run this. If you want to be a playable Blade (or just need to know how the race works for NPC Blades), then this is the info you'll need. Blades get their own character sheet as NPC's, just like any PC would have.Note: Most Blades WILL have a class of Fighter (subclass Champion) for simplicity's sake. Blades shouldn't often be fighting alone to where their stats truly matter. However, certain Rare Blades may have a unique class that fits their character and abilities better. Blades still gain the extra features from the class, but they cannot increase their Ability Scores or gain additional feats at the appropriate Level milestone. They do not get a Background, and they have no items in their inventory (unless they're a Rare Blade). They cannot attune to items or gain any effects from traditional items.
Blade (Race)
A product of magical means from a world called Alrest, wherever you find a Core Crystal, the chance for someone to awaken a Blade is slim. They are typically bound to their Driver, forming a bond with them and assisting them in battle however they can. They tend to follow their Driver's motives and goals as if they were their own, and that can lead to conflict at times. In Alrestian society, they are seen by some as tools and others as valued family members.Blade Features:
~ Ability Score Increase: Your Wisdom score increases by 2, and two other ability scores of your choice each increase by 1.
~ Age: Blades do not age, instead are usually awakened in an adult-like humanoid form. They only die when they take substantial damage or when their Driver perishes, in which case they return to their Core Crystal.
~ Alignment: Blades may have their own personalities, but they tend to align to their Driver's ideals and beliefs. They tend to be always be Neutral, and they match their Driver's alignment as best as they can (Ex. If the driver is Lawful Good, the Blade would most likely be Lawful Neutral or Neutral Good. If the Driver is Chaotic Evil, the Blade would likely be Chaotic Neutral or Neutral Evil.)
~ Size: Most basic Blades are humanoid, ranging from 5 to 6 feet tall and classifying as Medium size.
~ Speed: Your base walking speed is 30 feet.
~ Proficiency: All Blades gain proficiency in Perception.
~ Elemental Resistance: Based on the Blade's element (whether rolled for by DM or chosen by the player), the Blade carries a resistance to the appropriate damage type (fire damage for Fire Blades, cold damage for Water/Ice Blades, lightning damage for Lightning Blades, thunder damage for Wind, bludgeoning damage for Earth Blades, radiant for Light Blades, or necrotic damage for Dark Blades).
~ Natural Armor: Blades do not typically wear human armor, their attire (and armor) being permanently on their body (only being alterable with specific items). Their natural AC is 16 + Dexterity modifier.
~ Blade Variety: Choose from one of the below options to add to your racial feats.
- Burly Blade: Your profile is much larger than normal, letting you count as one size larger when determining carrying capacity and how much you can drag/lift/push. This also reduces your base walking speed to 25, and increases their natural armor's AC to 17 + Dexterity modifier.
- Animal Blade: You are a beast-type blade, running along all fours. Your type is beast instead of humanoid, and your walking speed is increased to 35 feet.~ Blade Specials: Blades do not normally fight in combat separately from their Driver, instead sharing the Initiative their Driver rolls in combat. Every Blade has up to 4 different special moves they can activate during combat. A Driver must sacrifice their Action and Bonus Action to have their Blade take an Action to activate their Special. Each Special is unique and will have varied effects (that can be discussed or rolled for with the DM). The Driver landing attacks with the Blade's weapon builds up the Special that can be used (2 hits for a Level 1, 4 hits for a Level 2, 6 hits for a Level 3, and 8 hits for a Level 4.) Missing does not reset the counter, and you cannot use a lower-leveled Special than what you have available (Ex. If you landed 4 hits, enough for a Level 2 Special, you are forced to use the Level 2. You cannot use a Level 1 in that instance.) Blade Specials tend to increase in power as their Driver's Level reaches Levels 5, 9, 13, and 17.
~ Battle Skills: After 2 full rounds of initiative in a combat encounter from a Driver with their Blade's weapon, the Driver can forfeit their Reaction for the turn to have the Blade activate a Battle Skill. Each Battle Skill is unique and has certain conditions for its requirements and effects (to be discussed or rolled for by the DM). When a Battle Skill ends, you must wait 3 turns before attempting to activate another one. Battle Skills tend to increase in power as their Driver's Level reaches Levels 5, 9, 13, and 17.
~ Field Skills: Blades can have up to 3 different Field Skills, feats that do not affect combat but can assist the Driver with navigating the world around them. This can include mastery over certain elements or granting advantages on certain checks across the world These are discussed or rolled for at random by the DM. Field Skills tend to increase in power as their Driver's Level reaches Levels 5, 9, 13, and 17.
Flesh Eater (optional subrace)
A Flesh Eater is a horrible hybrid between human and Blade, where the Blade will eat the flesh of a human, typically their Driver on their deathbed, and the will be able to live on after their Driver passes and be unable to return to their Core Crystal. Essentially, they're a Blade that turned human but retains all of their Blade properties. DUE TO THIS, IF PLAYING AS A PC FLESH EATER, THEY CAN BE ANY CLASS, NOT JUST "CHAMPION FIGHTER" AS IS NORMAL FOR COMMON BLADES OR SOME RARE BLADES. Work with your DM for all Blade abilities you wish to have for balancing reasons.Blade Features:
~ Ability Score Increase: Your Constitution score increases by 2, and two other ability scores of your choice each increase by 1.
~ Age: Flesh Eaters are able to slowly age, but what they don't show physically, their body shows internally. Their failing human parts and lessening strength of their Core Crystal can lead them to have a natural expiration with enough time.
~ Alignment: Most Blades that end up becoming Flesh Eaters do their best to be Good in some variety to make up for the terrible choice they've made in becoming a Flesh Eater, but on the flip side, plenty of Blades become Flesh Eaters SOLELY to outlive their Driver and start chaos, making them lean more towards Chaotic or even Evil.
~ Size: Most basic Blades are humanoid, ranging from 5 to 6 feet tall and classifying as Medium size.
~ Speed: Your base walking speed is 30 feet.
~ Proficiency: Flesh Eaters tend to hide their traits well, gaining proficiency with a Disguise Kit.
~ Elemental Resistance: Based on the Blade's element (whether rolled for by DM or chosen by the player), the Blade carries a resistance to the appropriate damage type (fire damage for Fire Blades, cold damage for Water/Ice Blades, lightning damage for Lightning Blades, thunder damage for Wind, bludgeoning damage for Earth Blades, radiant for Light Blades, or necrotic damage for Dark Blades).
~ Natural Armor: Blades do not typically wear human armor, their attire (and armor) being permanently on their body (only being alterable with specific items). Their natural AC is 16 + Dexterity modifier.
~ Constant Weapon: They can use their action to summon and dismiss their Blade weapon (causing it to vanish to or appear from their mental plane via magic).
~ Blade Variety: Choose from one of the below options to add to your racial feats.
- Burly Blade: Your profile is much larger than normal, letting you count as one size larger when determining carrying capacity and how much you can drag/lift/push. This also reduces your base walking speed to 25, and increases their natural armor's AC to 17 + Dexterity modifier.
- Animal Blade: You are a beast-type blade, running along all fours. Your type is beast instead of humanoid, and your walking speed is increased to 35 feet.~ Blade Specials: Blades do not normally fight in combat separately from their Driver, instead sharing the Initiative their Driver rolls in combat. Every Blade has up to 4 different special moves they can activate during combat. A Driver must sacrifice their Action and Bonus Action to have their Blade take an Action to activate their Special. Each Special is unique and will have varied effects (that can be discussed or rolled for with the DM). The Driver landing attacks with the Blade's weapon builds up the Special that can be used (3 hits for a Level 1, 5 hits for a Level 2, 8 hits for a Level 3, and 10 hits for a Level 4.) Missing does not reset the counter, and you cannot use a lower-leveled Special than what you have available (Ex. If you landed 5 hits, enough for a Level 2 Special, you are forced to use the Level 2. You cannot use a Level 1 in that instance.) Blade Specials tend to increase in power as their Driver's Level reaches Levels 5, 9, 13, and 17.
~ Battle Skills: After 3 consecutive hits from a Driver with their Blade's weapon, the Driver can forfeit their Reaction for the turn to have the Blade activate a Battle Skill. Each Battle Skill is unique and has certain conditions for its requirements and effects (to be discussed or rolled for by the DM). When a Battle Skill ends, you must wait 3 turns before attempting to activate another one. Battle Skills tend to increase in power as their Driver's Level reaches Levels 5, 9, 13, and 17.
~ Field Skills: Blades can have up to 3 different Field Skills, feats that do not affect combat but can assist the Driver with navigating the world around them. This can include mastery over certain elements or granting advantages on certain checks across the world These are discussed or rolled for at random by the DM. Field Skills tend to increase in power as their Driver's Level reaches Levels 5, 9, 13, and 17.
RARE BLADES
This section is still under heavy construction, as creating each Blade is a tall task. Please keep an eye out for when new Blades are added.
SPECIAL BLADES
GREATAXE
MEGALANCE
CHROMA KATANA
SHIELD HAMMER
TWIN RINGS
KNUCKLE CLAWS
BITBALL
ETHER CANNON
UNIQUE NPC BLADES
This section is for unique Blades and Drivers I've created for DM's to use as a means of story elements. Want a recurring enemy to throw at the party? Want a sword in the stone for the party to take if they're worthy? Those plot important characters are here for you to try. All characters listed here are owned by me, all artwork was paid for by me. Please do not steal them for any circumstances and claim them as your own.
Rosanne
Artwork done and adopted from Hunny Succubus Ch. I own the character, so do not steal artwork under any circumstances.Rosanne is a unique rare Blade that can be awakened from any Core Crystal. She is an Earth-element Calamity Scythe, the same weapon class as Akhos in XC2's New Game+ mode. She's a Healer class Blade, but her stat line mirrors that of the Greataxe, which makes her a nice hybrid unit. Again, the class of the weapon doesn't define its goals - Rosanne is capable of much more than simply healing.Personality wise, Rosanne is very much an introverted person. She's soft spoken, and not necessarily shy but more...reserved. She knows she's a Blade and the stigma that it can potentially bring, so she prefers to just be a part of her Driver's shadow rather than express herself as her own person. She's very gentle and caring for her Driver in private, but she's otherwise a blank slate to most outsiders.
Element: Earth
Weapon Class: Calamity Scythe (functionally identical to Greataxe)
AUX Core Slots: Two (2)
Stat Line: Str 16 (+3), Dex 16 (+3), Con 16 (+3), Int 18 (+4), Wisdom 23 (+6), and Cha 11 (+0).
D&D Class: War Cleric
- Restrictions - Cannot use spells that deal damage. Can only use healing/support spells in non-combat scenarios. Cannot use the following features when fighting with Driver: War Priest, Channeled Divinity, Divine Strike, Blessed Strikes, and Divine Intervention.Blade Specials:
- Level 1 Special: Crystal Reaper - Rosanne prepares herself in a stance before delivering a brutal and fast side-slice with her scythe at a single target. Gains +3 to Attack Roll. Rolled 19's count as critical hits. Deals 3d6 slashing damage with additional d6 at Levels 5, 9, 13, and 17, and it restores HP to Driver and allies within 10 feet equal to half the damage dealt. On critical hit, roll a d100: if 1-25, the target is now prone. Increase the upper limit by 10% at Levels 5, 9, 13, and 17.
- Level 2 Special: Crystal Hatchet - Rosanne causes more crystals to cover her scythe before chopping down repeatedly at a single target. Make a melee weapon attack roll with +4 to hit. Rolled 18-19's count as critical hits. Deals 6d4 slashing damage, with additional die at Levels 5, 9, 13, and 17. On hit, restores HP to all allies within 20 feet equal to the damage dealt.
- Level 3 Special: Crystal Chakram - Rosanne will spin her scythe above her head before throwing it, causing it to spin around her and hit every enemy within a 30 foot radius of her. Targets must pass a DC 18 Dexterity save to take half damage and ignore additional effects. On hit, 8d4 slashing damage with additional die in each at Levels 5, 9, 13, and 17. If a target failed the save, half any damage they deal for 3 rounds.
- Level 4 Special: Crystal Blossom - Rosanne attacks a single target with a rapid, acrobatic scythe swings before delivering a final overhead blow before an explosion of force energy damages everything within 25 feet of her target. Make a melee attack roll on the single target with +4 to the attack roll. On hit, deals 5d6 slashing damage, with extra d6 at Levels 5, 9, 13, and 17. Afterwards, enemies within 25 feet of target must make DC 19 Dex save. On fail, they take 8d4 force damage with extra d4 at Levels 5, 9, 13, and 17, and they are knocked prone. On pass, targets take half damage and do not fall prone.Battle Skills:
- Crystal Therapy - For the duration (3 turns), Rosanne's Blade Specials have a chance to drop a Health Orb within 10 feet of her, which when walked into restores your HP equal to 25% of your maximum. Also, roll a d100: if 1-20, Rosanne can spawn a second one. Increase the upper limit by 20% at Levels 5, 9, 13, and 17. Health Orbs last on the field for 3 rounds before disappearing.
- Crystal Protection - Roll a d100 when you're about to take damage from an attack roll: if result is 1-30, grants the Driver a +3 boost to their AC for the duration (3 turns). Increase the upper limit by 10 at Levels 5, 9, 13, and 17.
- Crystal Heart - When landing a critical hit, for the duration (3 turns), all weapon attacks from the Driver gain an additional 1d6 force damage. This bonus increases by 1d6 at Levels 5, 9, 13, and 17.Field Skills:
- Earth Mastery - Rosanne has advantage on all Arcana & Investigation checks against rock formations, magical or not. She also gains access to the Mold Earth cantrip to cast at will, able to maintain an additional instantaneous effects from the cantrip at Levels 5, 9, 13, and 17.
- Focus - Rosanne can grant advantage to Driver on Wisdom/Intelligence checks and Saves. At Level 5, she can add her Wis modifier to the Driver's roll. At Level 13, she can add her Int modifier to the roll.
- Minerology - Rosanne starts with advantage on all Intelligence checks involving ores and crystals. At Level 9, she gains double proficiency on Intelligence checks on ores and crystals. At Level 17, she automatically succeeds all Intelligence checks on ores and crystals.
Kasandra
Kasandra is a unique Rare Blade that can be awoken from a specific Core Crystal from a sidequest in XC2 (which you can emulate in-game or have her spawn from a random Core Crystal). She is a Dark element Shield Hammer, taking the Defender class and being a great tanking Blade.As a person, she's got a very cheery and happy-go-lucky attitude. She's seemingly unaware of the misfortune that follows her around like a shadow, and whenever she uses a Blade Special, that mask covers her face and seemingly prevents her from remembering what happened.
Stats
Element: Dark
Weapon Class: Shield Hammer
AUX Core Slots: Two (2)
Stat Line: Str 16 (+3), Dex 14 (+2), Con 18 (+4), Int 14 (+2), Wisdom 14 (+2), and Cha 12 (+1).
D&D Class: Champion Fighter
- Restrictions - Can only use the Fighting Styles Great Weapon Fighting and Protection. Does not require a Shield to activate Protection, instead using a barrier around the Driver or ally from up to 10 feet away. CAN activate Protection in combat alongside Driver to protect them only. The feats Improved Critical and Superior Critical do not apply to Blade Specials.Blade Specials:
- Level 1 Special: Sentimental Burst - Kasandra waves her hammer around and conjures a dark ether ball before making it explode and shoot a 15 foot line in front of her. Must pass DC 15 Dexterity/DEX save to take half damage. Deals 2d8 necrotic damage, with an extra die at Levels 5, 9, 13, and 17. If targets fail the Dexterity save, they must pass DC 16 Wisdom/WIS save or attack Driver with Weapon attacks for the next turn (DC increases by 1 at Levels 5, 9, 13, and 17).
- Level 2 Special: Hidden Emotion - Kasandra tosses her shield up into the air before jumping up and banging on it, sending necrotic energy down in a 15 by 15 foot AOE. Must pass DC 16 Dexterity/DEX save for half damage. Deals 5d4 necrotic damage with additional die at Levels 5, 9, 13, and 17. If the target damaged the Driver during the last round, deals double total damage.
- Level 3 Special: Secret Desire - Kasandra dons her mask and goes unconscious while her body makes a devastating 7-hit combo attack on a single target. On hit, deal 3d10 bludgeoning damage with additional die in each at Levels 5, 9, 13, and 17. If the Driver is bloodied, deals double total damage.
- Level 4 Special: Melancholic Break - Kasandra offers a prayer to her shield before bandages erupt from it and attack everyone in a 20 foot cone coming from her. DC 20 Dex save to take half damage. Rolled 19's count as critical hits. On hit, deal 5d4 bludgeoning and 5d6 necrotic damage, with additional die in each at Levels 5, 9, 13, and 17.Battle Skills:
- Calamity - For the duration (3 turns), if an enemy starts its turn within 15 feet of Driver OR when they get hit by Driver's weapon attack/Blade Special, they must pass a DC 14 Wisdom save. On fail, they must target Kasandra's Driver with weapon attacks on their next turn. DC increases by 1 at Levels 5, 9, 13, and 17.
- Fortune - For the duration (3 turns), when you land a critical hit, gain temporary HP equal to 10% of the damage dealt. Percent gained goes up to 20% at Level 5, 30% at Level 9, 40% at Level 13, and 50% at Level 17.
- Stability - For the duration (3 turns), when attacking an enemy from the front, weapon attacks and Blade Specials deal an additional d6 force damage. Gains an additional d6 at Levels 5, 9, 13, and 17.Field Skills:
- Nopon Wisdom - Kasandra can recall and read the language of Nopon, even some that his Driver may not know (if not using Nopon, substitute for the Dwarves or Gnomes). Kasandra can read Noponic (or Dwarvish/Gnomish) and has advantage on Intelligence/History checks to read old texts of the appropriate language. At Level 9, she gains proficiency in Intelligence and history, and at Level 13, she gains a double proficiency in both.
- Agronomy - Kasandra has advantage on all Nature and Investigation checks on edible foods. At Level 9, she gains proficiency in Nature and Investigation. At Level 17, she gains double proficiency in both.
- One Lucky Gal - Kasandra isn't in control over over the misfortune that happens around her. When Kasandra interacts with an NPC, roll a d100: if the result is 1-30, some misfortune happens immediately around said NPC and influences them. The upper limit increases by 30% at Levels 5 and 9.
ELECTRA
Electra is a unique Rare Blade that can be awoken from any random Core Crystal. She's a Lightning element Shield Hammer, and is most often regarded to as the worst Blade in XC2 (just don't let her hear you say that, or she may start crying up a thunderstorm). She's generally a cheery and happy child, always wanting to do her best and be more helpful. Since she doesn't exactly have full control of her powers, she may accidentally zap herself or someone nearby when she gets too excited. For those familiar with the game, I can assure you that pulling Electra in a Blade-using campaign will not make you groan in disappointment - this little thunder goddess has some tricks up her sleeve.
Stats
Element: Lightning
Weapon Class: Shield Hammer
AUX Core Slots: One (1)
Stat Line: Str 14 (+2), Dex 12 (+1), Con 20 (+5), Int 10 (0), Wisdom 10 (0), and Cha 18 (+4).
D&D Class: Champion Fighter
- Restrictions - Can only use the Fighting Styles Great Weapon Fighting and Protection. Does not require a Shield to activate Protection, instead using a barrier around the Driver or ally from up to 10 feet away. CAN activate Protection in combat alongside Driver to protect them only. The feats Improved Critical and Superior Critical do not apply to Blade Specials.Blade Specials:
- Level 1 Special: Big-Bang Bound - Electra gleefully hops around, slamming her hammer into the ground and making, making shockwaves in 15 foot AOE's centered on her. Must pass DC 17 Dexterity/DEX save to take half damage. Deals 4d4 lightning damage, with an extra die at Levels 5, 9, 13, and 17. If target in AOE is prone, they take double damage.
- Level 2 Special: Shocking Assault - Electra charges her hammer with electric ether before running up and swinging it hard at a single target as lightning crashes down on them. Make an weapon attack with +2 to the attack roll. Deals 2d8 bludgeoning damage and 2d4 lightning damage, with additional die at Levels 5, 9, 13, and 17. If the target is airborne, deals double damage.
- Level 3 Special: Rolling Thunder - Electra makes a thundercloud appear 10 feet above her head before sending a terrifying bolt at her target within 30 feet, creating a 15 foot AOE around her target. Make a spell attack roll on a single target with +3 to hit, and any enemies in AOE must pass DC 18 Dex save to take half damage. On spell attack hit, deal 3d10 lightning damage, and for AOE, deal 4d6 thunder damage, with additional die in each at Levels 5, 9, 13, and 17. Any enemies that took damage from this attack must target the Driver for single-target attacks for 3 turns.
- Level 4 Special: Electrifying Show - Electra makes her hammer float in front of her before banging it like a drum, sending 3 shockwaves in a 20 foot cone in front of her. DC 20 Dexterity/DEX save to take half damage. On hit, deal 3d8 lightning damage per AOE, with additional die in each at Levels 5, 9, 13, and 17. If the enemy attacked the Driver last turn, deals double damage.Battle Skills:
- Sparky Girl - For the duration (3 turns), if the Driver takes damage from melee weapon attacks, deals damage to them equal to their spellcasting score x 2.4 for the duration of 3 turns (if not a spellcaster, use the highest score from Intelligence, Wisdom, or Charisma). Increases multiplier to 2.8 at Level 5, 3.2 at Level 9, 3.6 at Level 13, and 4.0 at Level 17.
- Zappy Girl - For the duration (3 turns), enemies within a 15 foot radius of Driver must pass DC 16 Wisdom save or be forced to target the Driver for single-target attacks. Increases spell DC by 1 at Levels 5, 9, 13, and 17.
- Clangy Girl - For the duration (3 turns), when using Protection on Driver, you can boost their AC by 1. Increase AC gain by 1 at Levels 5, 9, 13, and 17.Field Skills:
- Electric Mastery - Electra has advantage on all Arcana/Investigation checks involving electricity. At Level 5, she grants lightning resistance to her Driver. At Level 9, she can grant her Driver advantage on spells that deal lightning damage. At Level 13, she grants the Driver immunity to lightning damage. At Level 17, she can cast Lightning Lure, and she can use it to interact with many different electric machinery. It cannot be used in combat.
- Focus - Electra can grant advantage to Driver on Wisdom/Intelligence checks and saves, starting at Level 9. At Level 13, she can add her WIS modifier to the Driver's roll. At Level 17, she can add her INT modifier to the roll.
- Mastery of Thunder - Electra isn't in full control of her powers. When Electra interacts with anything metal (excluding her weapon), roll a d100. If result is 1-50, she passes. If 51-100, she casts Shocking Grasp on it without her control (the spell's power increases as the Driver level's up). Upper limit of safety by 10% at Levels 5, 9, 13, and 17.
FINCH
Finch is a unique Rare Blade that can be awoken from any random Core Crystal. She is a Wind element Shield Hammer, means to play on the tanky side; however, she can be seen as lackluster in a few ways due restrictions that she has. Due to her small size and the fact that she wields such a heavy weapon of a Shield Hammer, her movement speed is moved down to 25 feet, though she still counts as a Medium sized humanoid.Finch is an anthropomorphic bird creature, which leads some theorists to believe that the first time a Core Crystal is awakened, it may take some of the traits from its first Driver. Finch is theorized to have first been awoken from Tirkin, a primitive bird-humanoid race similar to kenku in 5e. Along with her bird-like qualities, she also has a heavy case of short-term memory loss. While she's very forgetful and airheaded, she's otherwise a sweet and cheerful girl.
Stats
Element: Wind
Weapon Class: Shield Hammer
AUX Core Slots: One (1)
Stat Line: Str 14 (+2), Dex 12 (+1), Con 18 (+4), Int 10 (0), Wisdom 10 (0), and Cha 14 (+2).
D&D Class: Champion Fighter
- Restrictions - Can only use the Fighting Styles Great Weapon Fighting and Protection. Does not require a Shield to activate Protection, instead using a barrier around the Driver or ally from up to 10 feet away. CAN activate Protection in combat alongside Driver to protect them only. The feats Improved Critical and Superior Critical do not apply to Blade Specials.Blade Specials:
- Level 1 Special: Blast of Fresh Air - Finch creates two ether balls and launches them at a single target with her hammer in one Attack, each making a 10 foot AOE centered on target (max range 20 feet). Must pass Strength/STR save DC 16 for each orb to take have damage, otherwise take full damage and be knocked back 5 feet. Deals 2d4 bludgeoning damage per orb, with an extra orb in the same attack at Levels 5, 9, 13, and 17.
- Level 2 Special: Whoopsie Crazy - Finch takes her hammer and spins around wildly, able to move up to 20 feet during the attack and hitting any enemy within 5 feet of her. Make a weapon attack roll with +2 to hit. Rolled 19's count as crits. Deals 2d8 bludgeoning damage, with additional die at Levels 5, 9, 13, and 17. On hit, targets must target Finch's Driver with single-target attacks for 3 turns.
- Level 3 Special: Wake-Up Whirl - After jumping into the sky, Finch crashed down on her target at high speed. Make a weapon attack roll with +3 to hit. On hit, deal 3d6 bludgeoning and 1d6 thunder damage, with additional d6 in each at Levels 5, 9, 13, and 17. If the target is prone, this attack is always a critical hit.
- Level 4 Special: Perfect Storm - Finch unleases a wild spin with the hammer, making a 15 foot AOE around her that deals 3d6 bludgeoning damage (half on a successful DC 18 Dexterity/DEX save), and then she flings the hammer at a single target (max range 25 feet). Make a ranged weapon attack roll with +4 to hit. Rolled 18-19's count as crits. On hit, deal 4d6 bludgeoning and 4d4 thunder damage, with additional die in each at Levels 5, 9, 13, and 17. The AOE does not receive additional damage. Afterwards, the Shield Hammer returns to Finch as she passes it to her Driver once more.Battle Skills:
- Did I Do That? - For the duration (3 turns), roll a d100 when Driver uses a non-physical, expendable resource (Ex. Spell Slot, class feature, etc.) during the duration (3 turns), roll a d100. If 1-10, that resource is not expended. Increases upper limit to 12% at Level 5, 14% at Level 9, 16% at Level 13, and 20% at Level 17.
- Doesn't Ring A Bell - For the duration (3 turns), roll a d100 when connecting a Special; if result is 1-30 and target(s) have reactions or Recharge abilities, they cannot activate reactions until the end of their next turn AND recharge abilities must be recharged again prior to use (lasts for 3 turns). Increases upper limit by 5% at Levels 5, 9, 13, and 17.
- Surprise! - For the duration (3 turns), when hitting an enemy with a surprise attack (within 3 turns of skill activation), rolled 19's count as critical hits. At Level 5, gain advantage on surprise attacks. At Level 9, rolled 18's count as critical hits. At Level 13, critical hits deal an additional die of weapon damage. At Level 17, surprise attacks automatically critical if they hit.Field Skills:
- Entomology - Finch has advantage on all Investigation checks involving insects. At Level 9, she grants advantage on Investigations checks about insects to her Driver. At Level 17, she and her driver gain double proficiency on Investigation checks on insects.
- Leaping - Finch can cast the spell Jump on her Driver up to 3 times per day (regains all uses at dawn). At Level 9 and Level 14, she gains an additional use of the spell on her Driver.
- Birdbrain - Finch has the extremely unique ability to forget any important information she's received at random. By the DM's discretion, roll a d100. If result is 1-30, Finch does not retain any of the information she was told in the last 5 minutes. The upper limit increases to 60% at Level 9 and 90% at Level 17.
VALE
Vale is a unique Rare Blade that can be pulled from any Core Crystal. She's a Dark element Megalance, making her the Attacker class, and she certainly shows it. In Xenoblade Chronicles 2, Vale is a very powerful Blade that with proper set-up can reach very good damage numbers.Vale is a bit of an angsty, rebellious teenager obsessed with the occult and claiming to be an agent of darkness. She stays up all night, sleeps in all day, and is very abrasive at times. She's not the easiest Blade to get along with, but she'll make sure she puts in the effort in a fight where she's just a bit too eager to spill blood.
Stats
Element: Dark
Weapon Class: Megalance
AUX Core Slots: Three (3)
Stat Line: Str 18 (+4), Dex 14 (+2), Con 14 (+2), Int 15 (+2), Wisdom 14 (+2), and Cha 18 (+4).
D&D Class: Champion Fighter
- Restrictions - Can only use Great-Weapon Fighting for her Fighting Style. The feats Improved Critical and Superior Critical do not apply to Blade Specials.Blade Specials:
- Level 1 Special: Blood Altar - Vale slaps her enemy with the siders of her lance before delivering one final stab. Make a melee weapon attack roll with +3 to hit. Deals 2d6 piercing and 1d4 necrotic damage, with an extra die in each at Levels 5, 9, 13, and 17. If the Driver is bloodied, total damage of the attack is doubled.
- *Level 2 Special: Tainted Palace - Vale starts by stabbing her lance in the ground to release an AOE in a 15 foot cone from her that seals enemy movement before slashing at everyone in the AOE with a dark swipe. Any enemies in AOE must pass a DC 17 Dexterity/DEX save or take full damage and have movement reduced to zero until the end of their next turn. Deals 2d10 necrotic damage, with additional die at Levels 5, 9, 13, and 17. When damaging a beast with this Special, roll a d100: If result is 1-2, the beast is instantly reduced to 0 HP (excluding boss monsters at DM's discretion). The upper limit increases by 2% at Levels 5, 9, 13, and 17.
- *Level 3 Special: Accursed Prison - Vale throws her lance at her target, summons is back to throw it again at the same target, before delivering a dropkick attack. Make a melee weapon attack roll with +3 to hit. Rolled 19's count as critical hits. On hit, deal 2d4 piercing, 2d4 necrotic, and 2d4 bludgeoning damage, with additional d4 in each at Levels 5, 9, 13, and 17. On hit, roll ad100; if 1-20, this attack ignores resistance to piercing, bludgeoning, and necrotic damage. Upper limit increases by 20% at Levels 5, 9, 13, and 17.
- Level 4 Special: Dark Drama - Vale loses her temper and lets out a bunch of overhead slashes on her target like a tantrum. Make a melee weapon attack roll with +4 to hit.. Rolled 17-19's count as critical hits. On hit, 4d8 slashing and 2d6 necrotic damage, with additional die in each at Levels 5, 9, 13, and 17. If the Driver is bloodied, total damage is doubled.Battle Skills:
- Violence Machine - For the duration (3 turns), the Driver's weapon attacks gain 1d4 per Blade Special that Vale has used during combat (maximum of 6 dice). This includes all Specials Vale has used before & after this skill's usage during a single combat session. Damage increases to 1d6 at Level 5, 1d8 at Level 9, 1d10 at Level 13, and 1d12 at Level 17
- Void Lance - For the duration (3 turns), if Driver is flanking a target, weapon attacks and Blade Specials deal an extra 1d6 piercing damage. Increases by 1d6 at Levels 5, 9, 13, and 17.
- Overture of Blood - For the duration (3 turns), the Driver's weapon attacks and Blade Specials deal an additional 2d4 necrotic damage to airborne enemies. Damage increases to 2d6 at Level 5, 2d8 at Level 9, 2d10 at Level 13, and 2d12 at Level 17.Field Skills:
- Dark Mastery - At Level 5, Vale has advantage on all Arcana checks involving darkness (magical included) and has Darkvision of 60 feet dim-to-bright and 60 extra feet dark-to-dim. Gains an additional 30 feet for each view at Levels 9 and 13.
- Weaving - Vale has a secret passion for weaving, and she can make textiles and mend clothing with relative ease. At Level 5, she gains proficiency when using a Weaver's Kit. At Level 9, she gains advantage on all checks made with a Weaver's Kit. At Level 13, she gains double proficiency with the Weaver's Kit.
- Girls' Talk - Vale gains advantage on all Charisma checks while speaking to women, as well as he Driver if they are female. At Level 9, she grants her female Driver a proficiency in Persuasion if they don't have it already (if they do, grant them double proficiency). At Level 17, she grant the previous bonuses to male Drivers, as well as adding her Charisma modifier to her Driver's Cha checks against women.
PRAXIS
Praxis is a unique Rare Blade, part of a side quest and often seen around her "sister" Blade of Theory. However, she can be awakened from any random Core Crystal (if you want to use her side quest from XC2, feel free to look it up and incorporate it in your campaign). She is a Water element Megalance, fulfilling that attacker role as she seemingly skates across any surface in combat.She's kind, if not a bit sassy at times. In XC2, she was a merciless Core Crystal thief prior to her Driver dying and being re-awakened by the party. She's devastated to learn this fact of her previous life, and she tries to better herself as a result.
Stats
Element: Water
Weapon Class: Megalance
AUX Core Slots: One (1)
Stat Line: Str 16 (+3), Dex 14 (+2), Con 16 (+3), Int 12 (+1), Wisdom 14 (+2), and Cha 16 (+3).
D&D Class: Champion Fighter
- Restrictions - Can only use Great-Weapon Fighting for her Fighting Style. The feats Improved Critical and Superior Critical do not apply to Blade Specials.Blade Specials:
- Level 1 Special: Foam Blast - Praxis transforms some ether around her into a bubble before sending it at a single target to pop. Target must make a DC 15 DEX save to take half damage on pass. Deals 3d6 cold damage, with an d6 cold damage at Levels 5, 9, 13, and 17. On hit, roll d100; if result is 1-20, Praxis's Driver cannot be targeted for single-target attacks for 3 turns (increases upper limit by 5% at Levels 5, 9, 13, and 17).
- Level 2 Special: Geyser Spring - Praxis takes her lance to deal a strong overhead SMACK with the blade. Make a melee weapon attack roll with +2 to hit. Deals 2d10 cold damage, with additional die at Levels 5, 9, 13, and 17. On hit, roll d100; if 1-20, ignore cold resistance on target, with additional 5% upper limit at Levels 5, 9, 13, and 17.
- Level 3 Special: Fierce Deluge - Praxis takes her lance and unleashes a 9-hit stabbing combo on a single target in one action. Make a melee weapon attack roll with +3 to hit. On hit, deal 3d8 piercing and 2d4 cold damage , with additional d8 and d4 respectively in each at Levels 5, 9, 13, and 17. If Praxis is flanking the opponent, attack will automatically critical if it hits.
- Level 4 Special: Torrential Pain - Praxis takes her lanced for a flashing amount of stabs, slashes, and energy blasts at an enemy that's notably hard to avoid. Make a melee weapon attack roll with +5 to hit. Rolled 18-19's count as critical hits. If Praxis is flanking her target and scores a critical hit, deal an extra d12 force damage (AFTER all standard damage is rolled and doubled). On hit, 2d8 slashing, 2d8 piercing, and 2d10 cold damage, with additional die in each at Levels 5, 9, 13, and 17. On hit, target must make a DC 17 STR save; if they fail, they get knocked 10 feet away and are now prone. If pass, they suffer none of those effects.Battle Skills:
- The Awakened (Power) - On activation, roll a d100; if result is 1-50, add an additional d4 cold damage to weapon attacks, and gain an additional d4 at Levels 5, 9, 13, and 17 for the duration (5 turns).
- The Awakened (Skill) - For the duration (3 turns), roll a d100. If result is 1-20, Driver's weapon has advantage on all Weapon Attacks. Increases upper limit by 5% at Levels 5, 9, 13, and 17.
- Brimming Prep - For the duration (3 turns), the Driver's weapon attacks deal an additional d4 cold damage if Driver is above 90% HP. Damage increases to d6 at Level 5, d8 at Level 9, d10 at Level 13, and d12 at Level 17.Field Skills:
- Water Mastery - Praxis has advantage on all Arcana/Investigation checks involving water (magical included) and has a natural swimming speed of 60 feet. Gains an additional 20 feet at Levels 9 and 17. At Level 9, Praxis gains the ability to breath underwater. At Level 17, Praxis grants her Driver the ability to breath underwater.
- Girls' Talk - Praxis gains advantage on all Charisma checks while speaking to women, as well as he Driver if they are female. At Level 5, she grants her female Driver a proficiency in Persuasion if they don't have it already (if they do, grant them double proficiency). At Level 13, she grant the previous bonuses to male Drivers, as well as adding her Charisma modifier to her Driver's Cha checks against women.
- Salvaging Mastery - Praxis can grant advantage to Driver on Charisma checks (Deception and Intimidation) for trying to buy items with discounts and sell items at a higher price. At Level 5, she grants the Driver with either proficiency in both Deception and Intimidation or a double proficiency in one of them. At Level 9, she can add her Charisma mod to the Driver's rolls for Deception/Intimidation checks.
WULFRIC
Wulfric is a unique Rare Blade that can be awoken from any Core Crystal, though he's best used as an enemy. In XC2, he was awoken by a large monstrosity who was killed by the party before returning to his core to be re-awakened later. People theorize this is the reason for Wulfric's nightmarish appearance, which is in stark contrast to his gentle nature and eagerness to help. He is an Earth element Megalance, making him an attacker first and foremost.Wulfric has a few unique conditions about him. He counts as a Burly Blade, meaning that he can count as a Large creature while determining his carrying, dragging, and pulling capacity, having a natural AC of 17 + his Dexterity modifier, all while having a reduced walking speed of 25 feet. He also comes with a double proficiency in Intimidation, and when speaking to any NPC that can see him, Wulfric is forced to roll Intimidation against them. Said person must make a Charisma check in response, and if they fail, they are scared of Wulfric and will refuse to do anything until someone else calms them down with a DC 15 Persuasion check. This gets repeated every time Wulfric speaks to said person, with the DC for the Persuasion check dropping by 1 each time.
Stats
Element: Earth
Weapon Class: Megalance
AUX Core Slots: Two (2)
Stat Line: Str 20 (+5), Dex 14 (+2), Con 16 (+3), Int 12 (+1), Wisdom 14 (+2), and Cha 14 (+2).
D&D Class: Path of the Berserker Barbarian
- Restrictions - Cannot use the effects of the following feats: Unarmored Defense, Fast Movement. The feat Brutal Critical only applies to Wulfric's regular weapon attacks. Wulfric does not gain exhaustion from the feat Frenzy.Blade Specials:
- Level 1 Special: Brutal Lance - Wulfric takes his lance and attacks a single target with 4 spinning slashes. Make a melee weapon attack roll with +2 to hit. Deals 4d6 slashing damage, with an d6 slashing damage at Levels 5, 9, 13, and 17.
- Level 2 Special: Termination Blast - Wulfric stabs his lance into the ground before firing a beam of energy from his chest in a 20 foot line in front of him. Enemies in the area must pass Dexterity/DEX save DC 18 to take half damage. Deals 3d10 force damage, with additional die at Levels 5, 9, 13, and 17. If Driver is bloodied, deals an additional 2d4 acid damage, with an additional d4 at Levels 5, 9, 13, and 17.
- Level 3 Special: Hellbound - Wulfirc leaps into the sky before crashing down into his enemy in a multi-hit explosion. Make a weapon attack roll with +2 to hit. Rolled 19's count as crits. On hit, deal 4d8 bludgeoning and 1d6 force damage, with additional d8 and d6 respectively in each at Levels 5, 9, 13, and 17. On hit, roll a d100: if result is 1-60, ignores resistance to bludgeoning damage. Upper limit increases by 10% at Levels 5, 9, 13, and 17.
- Level 4 Special: Apocalypse - Wulfric unleashes a flurry of attacks so wild that it attacks a single target and anything directly behind it before finishing the combo with 10 foot range chest laser. Make a melee weapon attack roll with +3 to hit. Rolled 17-19's count as critical hits. On hit, deal 4d6 slashing, 4d6 piercing, and 4d4 force damage, with additional die in each at Levels 5, 9, 13, and 17. On critical, deal an additional 2d4 acid damage, with an additional d4 at Levels 5, 9, 13, and 17.Battle Skills:
- The Preternatural - For the duration (3 turns), when Driver uses a weapon attack against a prone or airborne enemy, deals an additional d6 acid damage for the duration (3 turns). Adds an additional d6 at Levels 5, 9, 13, and 17.
- Power Unleashed - For the duration (3 turns), roll a d100. If result is 1-20, Driver's weapon attacks are automatic critical hits. Increases upper limit by 5% at Levels 5, 9, 13, and 17.
- Critical Strike - For the duration (3 turns), the Driver's critical hits with weapon attacks deal an additional die of weapon damage. Adds further additional dice at levels 5, 9, 13, and 17.Field Skills:
- Earth Mastery - Wulfric has advantage on all Arcana/Investigation checks on rock formations (magical or not). He also gains access to the Mold Earth cantrip to use at will, able to maintain additional instantaneous effects from the cantrip at Levels 5, 9, 13, and 17. At Level 9, he can cast Earth Tremor at will outside of combat.
- Superstrength - Wulfric has advantage on Athletics checks. At Levels 5, 9, and 13, he can reduce the DC of an Athletics check by 1 at each Level. At Level 17, he automatically succeeds any Athletics check under DC 30.
- Focus - Wulfric can grant advantage to Driver on Wisdom/Intelligence checks and Saves. At Level 9, he can add his Wis modifier to the Driver's roll. At Level 13, he can add his Int modifier to the roll.
FLOREN
Floren is a unique Rare Blade, normally obtained from any random Core Crystal. HE'S (yes, that's a man) an Earth element Bitball, which makes her a healer class, and he fits that role fairly well.Personality-wise, Floren is a manipulator. He comes off as a sweet and innocent person (sometimes using people's assumptions of him being female to his advantage) to have people dote on him and give him plenty of gifts and whatnot. Other than that, he's a genuine nature lover, caring and protecting it as much as he can.
Stats
Element: Earth
Weapon Class: Bitball
AUX Core Slots: Two (2)
Stat Line: Str 12 (+1), Dex 16 (+3), Con 14 (+2), Int 18 (+4), Wisdom 16 (+3), and Cha 22 (+6).
D&D Class: Nature Cleric
- Restrictions - Cannot use spells that deal damage. Can only use support and healing spells outside of combat. Cannot use the effects of the following feats: Blessed Strikes, Divine Intervention, Dampen Elements, Divine SmiteBlade Specials:
- Level 1 Special: Lavender Drive - Floren kicks his Bitball at a single target within 15 feet, rebounding it for a total of three kicks in one attack. Make a ranged weapon attack roll. Deals 3d4 bludgeoning damage, with an additional damage 2d4 at Levels 5, 9, 13, and 17. If target is airborne, deals double damage.
- Level 2 Special: Lilium Dance - Floren sends his Bitball around him in a 20 foot radius centered around him. Enemies in AOE must make a DC 15 Dexterity/DEX save to take half damage. On fail, enemy takes 5d4 force damage, with additional die in each at Levels 5, 9, 13, and 17. Any allies within Floren's AOE gain HP equal to half the damage dealt.
- Level 3 Special: Pysalis Judgement - Floren enlarges his BItball before sending it rolling at high speed over a single target within1 5 feet. Make a ranged attack roll with +3 to hit. Rolled 19's count as critical hits. On hit, deal 7d4 bludgeoning damage, with additional 2d4 respectively in each at Levels 5, 9, 13, and 17. This attack treats immunity to fire damage as resistance. On hit, spawns a Health Orb within 10 feet of Floren. Roll a d100; if result is 1-60, spawns a second Health Orb (upper limit increases by 10% at Levels 5, 9, 13, and 17). Any Driver can walk through the space it occupies and restore 25% of their max HP. Health Orbs stay on field for 3 rounds before disappearing.
- Level 4 Special: Lethal Lavender - Floren does an attack similar to his Lilium Dance, sending his Bitball around him in a 30 foot radius centered around him. Enemies in AOE must make a DC 18 Dex save to take half damage. ON fail, enemy takes 10d4 force damage, with additional 2d4 in each at Levels 5, 9, 13, and 17. Any allies within Floren's AOE gain HP equal to the damage dealt.Battle Skills:
- Coming of Spring - For the duration (3 turns), if Driver or ally scores a critical hit during combat, add 1d10 to any healing caused by Floren. Increases by 1d10 at Levels 5, 9, 13, and 17.
- Blossomfall - For the duration (3 turns), if Floren's driver would be reduced to zero HP, restore the HP of all allies within 30 feet by 60% of Driver's max HP. Increases by 10% at Levels 5, 9, 13, and 17.
- White Lillies - For the duration (3 turns), when an enemy goes to attack Floren's Driver, they must pass a DC 12 Wisdom save. If they fail, they must attack another appropriate target or not Attack with their action for that turn. Increases the DC for the save by 1 at Levels 5, 9, 13, and 17.Field Skills:
- Botany - Floren gains proficiency in Nature and has advantages on Nature/Investigation checks on all small plants, flowers, and shrubs. At Level 5 and Level 9, he gains proficiency then double proficiency with an Herbalism Kit. At Level 13, Floren can treat rolled 9's and below on Nature/Investigation checks involving plants as 10's. At Level 17, Floren automatically passes all Nature/Investigation checks involving plants.
- Earth Mastery - Floren has advantage on all Arcana/Investigation checks on rock formations (magical or not). He also gains access to the Mold Earth cantrip to use at will, able to maintain additional instantaneous effects from the cantrip at Levels 9 and 13. At Level 13, he can cast Earth Tremor at will outside of combat.
- Beguiling Charm - Floren's lovely charm and ambiguous but feminine features can often lead to anyone thinking him as a lovely young adult who deserves the world. Floren gains advantage on Persuasion and Deception checks. At Level 5, he gains proficiency with Persuasion and Deception checks. At Level 9, he gains double proficiency in Persuasion and Deception checks. At Level 13, Floren can treat rolled 9's and lower as 10's for Perception and Deception checks. At Level 17, Floren automatically passes all Persuasion and Deception checks against non-hostile NPC's.
CROSSETTE
Crossette is a unique Rare Blade, normally obtained via DLC for XC2, but can be awakened from any random Core Crystal for these purposes. She's a Fire element Bitball, which makes her a healer class - however, the class does not determine how you play the blade. Crossette is a Blade capable of granting amazing damage potential to her Driver, which fits her spunky and highly emotional personality. If using her in a campaign with Pyra and Mythra, she will idolize Pyra while being at odds with Mythra.
Stats
Element: Fire
Weapon Class: Bitball
AUX Core Slots: Three (3)
Stat Line: Str 12 (+1), Dex 20 (+5), Con 14 (+2), Int 12 (+1), Wisdom 15 (+2), and Cha 16 (+3).
D&D Class: Light Cleric
- Restrictions - Cannot use spells that deal damage. Can only use support and healing spells outside of combat. Cannot use the effects of the following feats: Blessed Strikes, Divine InterventionBlade Specials:
- Level 1 Special: Go! Great Star! - Crossette crams the Bitball full of ether before spinning it around to deal damage in a 10-foot AOE around her. Dex save of DC 16 to take half damage. Deals 3d6 fire damage, with an additional damage die at Levels 5, 9, 13, and 17. On hit, spawns a Health Orbs within 10 feet of Crossette. Roll a d100; if result is 1-60, spawns a second Health Orb (upper limit increases by 10% at Levels 5, 9, 13, and 17). Any Driver can walk through the space it occupies and restore 25% of their max HP. Health Orbs stay on field for 3 rounds before disappearing.
- Level 2 Special: Go! Shooting Star! - Crossette sets off a LOT of ether explosions around her in a 15-foot AOE, ending of with one big bang in a 25 foot AOE. Enemies in the area must pass Dex save DC 18 to take half damage (for the smaller and larger AOE's separately). Small AOE deals 2d6 fire damage while large AOE deals 4d6 fire damage, with additional die in each at Levels 5, 9, 13, and 17. Any allies within either of Crossette's AOE's heal for half the damage dealt by Crossette's AOE's (meaning if an ally is within both AOE's, they heal from both of them).
- Level 3 Special: Go! Lucky Star! - Crossette bounces the Bitball into the air before propelling herself into the air with her foot jets to spike it hard onto a single target up to 15 feet away. Make a ranged attack roll with +3 to hit. Rolled 19's count as critical hits. On hit, deal 2d8 bludgeoning and 2d10 fire damage, with additional d8 and d10 respectively in each at Levels 5, 9, 13, and 17. This attack treats immunity to fire damage as resistance. On hit, roll d100; if result is 1-60, ignores natural resistance to fire damage. Upper limit increases by 10% at Levels 5, 9, 13, and 17.
- Level 4 Special: Go! Miracle Star! - Crossette charges her Bitball before throwing it at a target, causing dozens of explosions in a 5 foot AOE centered around the ball's target. Must pass Strength/STR save 20 to take half damage and not suffer additional effects. On hit, 12d4 fire damage, with additional die in each at Levels 5, 9, 13, and 17. If target failed Strength save, they get pushed away by 10 feet and are knocked prone.Battle Skills:
- Pyrotechnics - Roll a d100; if result is 1-40, for the duration (3 turns), Driver and allies within 30 feet of Crossette deal double damage to airborne enemies. Increases upper limit by 5% at Levels 5, 9, 13, and 17.
- Gathering Sparks - Roll a d100: if roll is 1-50, if the Driver picks up a Health Orb, add a d4 fire damage to weapon attacks (stacks to a max of 10d4 per combat encounter) for the duration (3 turns). When effect ends and is re-applied, the previous additional die are returned and continue to stack. Increases die to d6 at Level 5, d8 at Level 9, d10 at Level 13, and d12 at Level 17. All stacks are lost upon switching to a different Blade.
- Alchemy Adept - Roll a d100; if 1-40, for the duration (3 turns), when attacking an enemy suffering form a negative condition, if Driver inflicts another status condition to opponent, deals 2d10 force damage with weapon attacks. Increases upper limit by 5% at Levels 5, 9, 13, and 17.Field Skills:
- Ardent Cooking - Like Pyra, Crossette gains proficiency with Cook's Utensils. At Level 5, Crossette gains advantage when making checks with Cook's Utensils. At Level 9, Crossette gains double proficiency with Cook's Utensils. At Level 13, reduces the DC for all Chef's Utensil checks by 2. At Level 17, Crossette can treat rolls below 9 as a 10 for skill checks involving Cook's Utensils.
- Fortitude - Fortitude has a strong will to endure hardships, severe and boring alike. She gains a resistance to psychic damage inflicted from spells, and she and her driver cannot be charmed or frightened by spells. At Level 5, she grants her Driver a resistance to psychic damage from spells. At Level 9, she and her Driver automatically succeed saves for spells that deal psychic damage. At Level 13, she and her Driver gain immunity from psychic damage inflicted by spells. At Level 17, Crossette can touch an ally suffering from the charmed /frightened status and restore it (outside of combat only).
- Agronomy - Crossette has advantage on all Nature and Investigation checks on edible foods. At Level 9, she gains proficiency in Nature and Investigation. At Level 13, she gains double proficiency in both.
VESS
Vess is a unique Rare Blade from XC2, who is normally gotten as a result of a side quest, but can be awoken from any random Core Crystal here (should you want to incorporate her quest into your campaign, feel free to). She's an Lightning element Bitball, making her a healer-class Blade. She's a very gentle and motherly Blade, and she always wants to cook for people, ESPECIALLY dumplings. That's her specialty.
Stats
Element: Lightning
Weapon Class: Bitball
AUX Core Slots: Two (2)
Stat Line: Str 12 (+1), Dex 16 (+3), Con 16 (+3), Int 12 (+1), Wisdom 18 (+4), and Cha 16 (+3).
D&D Class: Tempest Cleric
- Restrictions - Cannot use spells that deal damage. Can only use support and healing spells outside of combat. Cannot use the effects of the following feats: Wrath of the Storm, Channel Divinity, Blessed Strikes, Divine Strike, Divine Intervention, StormbornBlade Specials:
- Level 1 Special: Healing Bolt - Vess takes her Bitball and swings it around her head before releasing an electric shock nova 15 feet around her. Everyone except her Driver must pass a DEX save DC 16 to take half damage. On fail, deals 4d4 lightning damage, with an extra 1d4 damage at Levels 5, 9, 13, and 17. Heals allies within 30 feet of Vess for 30% of damage dealt, with an extra 5% at Levels 5, 9, 13, and 17.
- Level 2 Special: Ball Lightning - Vess tosses her Bitball in the air before it falls within 15 feet of her and releases a 15-foot radius AOE with the ball at the center. Enemies in AOE must pass DEX save DC 18 to take half damage. Deals 3d8 lightning damage with additional d8 at Levels 5, 9, 13, and 17. If the target is a construct made of metal or wearing metal armor, they take double damage.
- Level 3 Special: Thunderstrike - Vess pulls her best soccer style and kicks her Bitball at a single target within 25 feet with a follow-up lightning bolt striking them as part of the attack. Make a melee weapon attack roll with +2 to hit. Rolled 19's count as critical hits. On hit, deal 2d8 bludgeoning and 2d10 lightning damage, with additional d8 and d10 respectively in each at Levels 5, 9, 13, and 17. On hit, spawns a Health Orb within 10 feet of Vess. Roll a d100; if result is 1-60, spawns a second Health Orb (upper limit increases by 10% at Levels 5, 9, 13, and 17). Any ally (designated by Vess) can walk through the space it occupies and restore 25% of their max HP. Health Orbs stay on field for 3 rounds before disappearing.
- Level 4 Special: Divine Plasma - Vess gathers electricity in the Bitball before launching the projectile at a spot she can see within 30 feet, causing a 10 foot radius AOE and spawning 4 projectiles that land within 15 feet of the original and create the same 10 foot radius AOE (they CAN overlap to damage the same enemy multiple times). Enemies in AOE's must pass DEX save DC 19 to take half damage for each AOE they are within. On hit, deal 6d6 lightning damage (per AOE), with additional die in each at Levels 5, 9, 13, and 17. Restores HP to all allies within 45 feet of Vess equal to half the maximum damage dealt to one target of the Special (if target was damaged by multiple AOE's, add up total damage said target took from al AOE's as calculation).Battle Skills:
- Space-Tea-Time - For the duration (3 turns), when being attacked by an enemy using an ability with Recharge, roll a d100: if 1-10, impose disadvantage on the enemy's Recharge roll for 3 turns. Upper limit increases to 12% at Level 5, 15% at Level 9, 18% at Level 13, and 20% at Level 17.
- Sympathy - Roll a d100. If result is 1-50, for the duration (3 turns), Driver gains advantage on weapon attacks if an ally missed a weapon attack in the last turn. Increases upper limit by 10% at Levels 5, 9, 13, and 17.
- Not Part of the Plan - For the duration (3 turns), the Driver's attack rolls score critical hits on rolled 19's. At Level 5, Driver gains advantage on weapon attacks. At Level 9, rolled 18's count as critical hits. At Level 13, critical hits deal an additional die of weapon damage. At Level 17, rolled 17's count as critical hits.Field Skills:
- Forestry - Vess has advantage on all Nature and Investigation checks on forests (magical or not). At Level 9, she gains proficiency in Nature and Investigation. At Level 13, she gains double proficiency in both.
- Fortitude - Vess has a strong will to endure hardships, severe and boring alike. She gains a resistance to psychic damage inflicted from spells. At Level 9, she grants her Driver a resistance to psychic damage from spells. At Level 13, she and her Driver gain immunity from psychic damage inflicted by spells.
- Dumpling Pro - Vess has proficiency with Cook's Utensils, and she can make dumplings exceedingly well. Vess can cook dumplings that heal anyone that eats them for 3d10+3 HP, and these dumplings restore an extra 1d10+1 at Levels 5, 9, 13, and 17.
Aegaeon
Aegaeon is a unique Rare Blade, who's normally gotten after story progression during Xenoblade Chronicles 2, after the threat to Emperor Niall's life. He is a Water element Chroma Katana, making him a Defender-class blade, and he has a focus on evasion.Aegaeon is a very blunt and reserved Blade. He's quiet, steadfast, and he feels it's his explicit duty to protect and guide his Driver. He's a bit excessive with it, sometimes taking his losses a bit hard and threatening to return himself to his Core Crystal, but he's a stand-up guy at the end of the day.
Stats
Element: Water
Weapon Class: Chroma Katana
AUX Core Slots: Two (2)
Stat Line: Str 14 (+2), Dex 22 (+6), Con 14 (+2), Int 14 (+2), Wisdom 14 (+2), and Cha 12 (+1).
D&D Class: Samurai Fighter
- Restrictions - Can only use the Fighting Styles Dueling and Great Weapon Fighting. Cannot use the feat Strength Before DeathBlade Specials:
- Level 1 Special: Water Moon - Aegaeon charges his blade with water-based magic before releasing a quick slice in front of him. +2 to attack roll. Deals 1d6 slashing and 2d4 cold damage, with an extra die in each at Levels 5, 9, 13, and 17. On hit, roll d100; if 1-60, attack ignores resistance to slashing/cold damage. Increases upper limit by 10% at Levels 5, 9, 13, and 17.
- Level 2 Special: Breaking Wave - Aegaeon does a flying kick to catch the enemy off guard before delivering a two-slash combo to finish. +2 to Hit. Rolled 19's count as crits. Deals 1d8 bludgeoning and 2d8 cold damage, with additional die in each at Levels 5, 9, 13, and 17. On crits, deals an additional 1d10 force damage, with an extra die at Levels 5, 9, 13, and 17.
- Level 3 Special: Midnight Mist - Aegaeon sheathes his blade to focus for a moment before releasing a dozen or so slashes in a few seconds. +3 to attack roll. On hit, deal 8d4 slashing damage, with additional die at Levels 5, 9, 13, and 17. If the target attacked Driver during its last turn, deals double total damage.
- Level 4 Special: Sea God's Tidal Wave - Aegaeon concentrated before releasing 3 devastating strikes at a single target. Gain +4 to Attack Roll. Rolled 18-19's count as crits. On hit, deal 3d8 slashing and 4d4 cold, with additional die in each at Levels 5, 9, 13, and 17. If the target attacked Driver during its last turn, deals double total damage.Battle Skills:
- Serene Heart - For the duration (3 turns), if you landed a critical hit within the last 3 rounds and have an ally within 15 feet, you automatically pass saving throws against damaging spells and gain AC +6, and gain an additional AC +1 at Levels 5, 9, 13, and 17.
- Like Water - For the duration (3 turns), when moving away from an enemy you're fighting without disengaging, gains +2 to your AC. AC boost increases by +1 at Levels 5, 9, 13, and 17.
- Enlightenment - For the duration (3 turns), if the Driver is bloodied, they gain +2 to their AC. AC boost increases by +1 at Levels 5, 9, 13, and 17.Field Skills:
- Water Mastery - Aegaeon has advantage on all Arcana/Investigation checks involving water (magical included) and has a natural swimming speed of 60 feet. Gains an additional 20 feet at Levels 5 and 13. At Level 5, Aegaeon gains the ability to breath underwater. At Level 13, Aegaeon grants his Driver the ability to breath underwater.
- Ancient Wisdom - Aegaeon can recall and read languages of old, even some that his Driver may not know. Aegaeon can roll a d100; if result is 1-50, he successfully casts Comprehend Languages on himself. At Level 9, he gains advantage on Arcana/History checks against ancient ruins that cannot normally be translated. At Level 13, Aegaeon always succeeds at casting Comprehend Languages on himself.
- Leaping - Aegaeon can cast the spell Jump on his Driver up to 3 times per day (regains all uses at dawn). At Level 5 and Level 13, he gains an additional use of the spell on his Driver.
Newt
Newt is a unique Rare Blade that can be awakened from any random Core Crystal. She's a Fire element Chroma Katana, and she plays the Tank role exceedingly well. She's more of a "sponge" tank rather than an evasion tank, making her Driver more burly and durable than dexterous.Newt as a woman is an interesting character. She's certainly a fighter and loves the battlefield, and she carries a wealth of knowledge of military rank and file, as well as knowledge of military-class ships. She's a tad eccentric, but she's got a good heart.
Stats
Element: Fire
Weapon Class: Chroma Katana
AUX Core Slots: Two (2)
Stat Line: Str 14 (+2), Dex 16 (+3), Con 22 (+6), Int 15 (+2), Wisdom 14 (+2), and Cha 12 (+1).
D&D Class: Samurai Fighter
- Restrictions - Can only use the Fighting Styles Dueling and Great Weapon Fighting. Cannot use the feat Strength Before DeathBlade Specials:
- Level 1 Special: Flaming Slashwave - Newt charges the ether around her with fire energy before slashing and sending a wave of flaming energy at a single target within 30 feet. Make a ranged melee attack with +3 to hit. Deals 3d6 fire damage, with an extra die in each at Levels 5, 9, 13, and 17. On hit, roll d100; if 1-60, target must target Newt's Driver with melee and ranged attack rolls for 3 turns. Increases upper limit by 10% at Levels 5, 9, 13, and 17.
- Level 2 Special: Immolating Cleave - Newt slowly draws her Katana and cloaks the blade in flames as the holds it skywards before delivering a great overhead cleave on a single target in front of her. Make a melee weapon attack with +4 to hit. Deals 3d8 fire damage, with additional die in each at Levels 5, 9, 13, and 17. If the target is flying, the target falls prone on hit and takes an additional d10 fire damage, with an extra die at Levels 5, 9, 13, and 17.
- Level 3 Special: Extremely Gutsy Spirit - Newt unleashes a barrage of punches with her extra arms before dealing a final slashing blow. Make a melee attack roll with +5 to hit. Rolled 18-19's count as crits. On hit, deal 5d4 bludgeoning and 2d6 fire damage, with additional die at Levels 5, 9, 13, and 17. On hit, roll d100; if result is 1-60, ignore resistances to bludgeoning/fire damage and treat immunities to bludgeoning/fire damage as resistances. Increase upper limit by 10% at Levels 5, 9, 13, and 17.
- Level 4 Special: Going Ballistic - Newt yells out loud before releasing a flurry of slashes before shooting an explosion of fire from her Katana's scabbard at a single target. Make a melee attack roll with +4 to hit. Rolled 18-19's count as crits. On hit, deal 6d4 slashing and 2d10 fire damage, with additional die in each at Levels 5, 9, 13, and 17.Battle Skills:
- Tranquil Guard - For the duration (3 turns), roll d100; if result is 1-30, any enemies you hit with Newt's weapon cannot take Reactions until the end of their next turn. Increase the upper limit by 10% at Levels 5, 9, 13, and 17.
- Last Line of Defense - For the duration (3 turns), when Newt's Driver and any allies within 15 feet of Newt take damage from an attack roll or spell, they can reduce the damage taken by 3d4. Increase the dice to 3d6 at Level 5, 3d8 at Level 9, 3d10 at Level 13, and 3d12 at Level 17.
- Flowers of War - On activation, roll d100; if result is 1-30, gain +3 to Driver's AC and any enemies you hit with melee attacks with Newt must direct their melee weapon attacks to Newt's Driver for the duration. Increases upper limit by 5% at Levels 5, 9, 13, and 17.Field Skills:
- Superstrength - Newt has advantage on Athletics checks. At Levels 9 and 17, she can reduce the DC of an Athletics check by 1 at each Level.
- Salvaging Mastery - Newt can grant advantage to Driver on Charisma checks (Deception and Intimidation) for trying to buy items with discounts and sell items at a higher price. At Level 9, she grants the Driver with either proficiency in both Deception and Intimidation or a double proficiency in one of them. At Level 13, she can add her Charisma mod to the Driver's rolls for Deception/Intimidation checks.
- Titan Weapon Wisdom - Newt has extensive knowledge on various types of weapon systems, battleships, and other types of military technology. She gains advantage on Investigation checks involving most mechanical, military equipment. At Level 9, she can add her Driver's Intelligence modifier to her Intelligence checks on military tech. At Level 17, she automatically passes any Intelligence checks for military technology.
theory
Theory is a unique Rare Blade, who's normally gotten in a side quest chain alongside her "sister" Blade, Praxis. For DM purposes, she can either be obtained from any random Core Crystal or be a part of her side quest, where she and Praxis were Core Crystal thieves (reference XC2's Wiki for more details). She's an Ice element Chroma Katana, taking on a defensive role to Praxis' offensive role.Befitting of her ice element, Theory is very cold towards others. In her past life with Praxis, she cared deeply for her, but after her re-awakening, she's generally cold and distant from her until they get to know each other better.
Stats
Element: Ice
Weapon Class: Chroma Katana
AUX Core Slots: Two (2)
Stat Line: Str 12 (+1), Dex 20 (+5), Con 14 (+2), Int 14 (+2), Wisdom 14 (+2), and Cha 12 (+1).
D&D Class: Samurai Fighter
- Restrictions - Can only use the Fighting Styles Dueling and Great Weapon Fighting. Cannot use the feat Strength Before DeathBlade Specials:
- Level 1 Special: Ice Slash - Theory throws knives of ice before rushing in for a flurry of slashes in a 3-squad wide row in front of her. Must pass DC 16 Dex save to take half damage from AOE. Deals 1d8 piercing and 2d6 cold damage, with an extra die in each at Levels 5, 9, 13, and 17. On hit, roll d100; if 1-60, enemies in the AOE must target Driver with single target attacks for 3 turns. Increases upper limit by 10% at Levels 5, 9, 13, and 17.
- Level 2 Special: Frost Banish - Theory uses three continuous ice slashes before fending off her single target with a powerful kick. +2 to Hit. Deals 3d6 cold and 1d8 bludgeoning damage, with additional die in each at Levels 5, 9, 13, and 17. If the target attacked Driver during their last turn, bludgeoning damage is boosted from 1d8 to 1d12.
- Level 3 Special: Rebel Sister - With an ice pillar, Theory slashes it and makes it fall on enemies within a 20 foot line in front of her. +3 to hit in that area. On hit, deal 2d6 bludgeoning and 2d6 cold damage, with additional die at Levels 5, 9, 13, and 17. If crit, deal an additional d8 bludgeoning damage (after damage modifier from crit).
- Level 4 Special: Winter's Wake - Theory continuously sends down ice strikes to freeze targets in their tracks in a 15 by 15 AOE in front of her. Make separate Attack Roll for each target in the AOE. Gain +4 to Attack Roll. Rolled 18-19's count as crits. On hit, deal 3d6 piercing and 3d8 cold damage, with additional die in each at Levels 5, 9, 13, and 17. If at least one target in AOE dealt damage to Driver, deals an additional d12 cold damage on hits.Battle Skills:
- Aerial Flashdance - For the duration (3 turns), if an enemy misses with an attack roll by 5 or more, deal cold damage to them equal to Driver's Strength score times 2. Increases by 0.5 at Levels 5, 9, 13, and 17 (for a max of Strength score x 4).
- Conviction - For the duration (3 turns), when attacking an enemy that damaged you in the previous turn, deal an additional d4 cold damage with weapon attacks. Increases to d6 at Level 5, d8 at Level 9, d10 at Level 13, and d12 at Level 17.
- Steadfast - When Driver is forced to make a Strength save, roll d100. If result is 1-30, Driver has advantage on that saving throw roll (for the duration of 3 turns). Increases upper limit by 10% at Levels 5, 9, 13, and 17.Field Skills:
- Ice Mastery - Theory has advantage on all Arcana checks involving ice (magical included) and can cast Shape Water at will, but she can only use the freezing effect and can thaw ice at will with it. At Level 5, she can cast Armor of Agathys as a Level 1 Spell on herself or her Driver up to 3 times a day and she grants them resistance to cold damage. At Level 9, she can cast it as a Level 2 Spell up to 5 times a day, and she and her Driver are immune to the effects of cold-weather environments.
- Focus - Theory can grant advantage to Driver on Wisdom/Intelligence checks and Saves. At Level 9, she can add her Wis modifier to the Driver's roll. At Level 13, she can add her Int modifier to the roll.
- Nopon Wisdom - Theory can recall and read the language of Nopon, even some that his Driver may not know (if not using Nopon, substitute for the Dwarves or Gnomes). Theory can read Noponic (or Dwarvish/Gnomish) and has advantage on Intelligence/History checks to read old texts of the appropriate language. At Level 5, she gains proficiency in Intelligence and history, and at Level 9, she gains a double proficiency in both.
PERCEVAL
Perceval is a unique Rare Blade that can be awoken from any random Core Crystal. He's a Dark element Chroma Katana, which makes him more of a defensive class of weapon; however, he has a great niche in terms of damage output and slaying humanoids. It's implied that previous lives, he was a ruthless assassin and killer, but he seems to be more mellow now and focus on justice and his sake bottle for the most part. He tends to have trouble working with teammates, preferring to play the lone wolf most of the time.
Stats
Element: Dark
Weapon Class: Chroma Katana
AUX Core Slots: One (1)
Stat Line: Str 14 (+2), Dex 20 (+5), Con 12 (+1), Int 14 (+2), Wisdom 14 (+2), and Cha 12 (+1).
D&D Class: Samurai Fighter
- Restrictions - Can only use the Fighting Styles Dueling and Great Weapon Fighting. Cannot use the feat Strength Before DeathBlade Specials:- Level 1 Special: Dark Serpent - Perceval does 4 slashes at the air, sending out waves of darkness in a 15 foot wide, 10 foot far AOE. Targets must make a DC 16 Dex save for half damage. Deals 2d6 necrotic damage, with an extra die at Levels 5, 9, 13, and 17. On hit, targets must target Perceval's Driver for single-target attacks for the next 2 turns.
- Level 2 Special: Blade Vortex - Perceval delivers a lightning-fast slash, sheathing his blade as the blow is delivered and felt. +2 to Hit. Deals 2d8 slashing and 2d4 necrotic damage, with additional die at Levels 5, 9, 13, and 17. If the target attacked Driver during their last turn, necrotic damage is boosted from d4's to d8's.
- Level 3 Special: Grim Moon - Perceval gets into a stance before letting out one large AOE slash in a 25 foot cone. Enemy must pass DC 18 Dex save to take half damage. On hit, deal 3d6 slashing and 3d6 necrotic damage, with additional die at Levels 5, 9, 13, and 17. If target is a humanoid and failed the save, roll d100. If result is 1-3, that humanoid is instantly reduced to 0 HP.
- Level 4 Special: Demon Quadrant - Perceval delivers 3 nasty attacks before finishing it with an almighty slice. Gain +3 to Attack Roll. Rolled 19's count as crits. On hit, deal 4d6 slashing and 4d6 necrotic damage, with additional die in each at Levels 5, 9, 13, and 17. If target is a humanoid, roll d100. If result is 1-3, that humanoid is instantly reduced to 0 HP.Battle Skills:
- Eater of Men - Add a d4 of necrotic damage to weapon attacks for each incapacitated enemy in current combat scenario (max of 8d4; damage resets if Perceval is swapped out). Increases maximum d4's added by 1d4 at Level 5, 9, 13, and 17.
- Soulsucker - Roll a d100; if result is 1-30, gain HP equal to damage dealt on attacks when incapacitating enemies. Increases upper limit by 5% at Levels 5, 9, 13, and 17.
- Brandish - When hitting a humanoid, roll a d100. If the result is 1, the target's HP is instantly reduced to 0. Increased the upper limit by 1% at Levels 5, 9, 13, and 17.Field Skills:
- Dark Mastery - Perceval has advantage on all Arcana checks involving darkness (magical included) and has Darkvision of 60 feet dim-to-bright and 60 extra feet dark-to-dim. Gains an additional 30 feet for each view at Levels 9 and 17.
- Leaping - Perceval can cast the spell Jump on his Driver up to 3 times per day (regains all uses at dawn). At Level 9 and Level 17, he gains an additional use of the spell on his Driver.
- Assassination - Perceval judges those who do evil with his own code. Perceval has advantage on Dexterity (Stealth + Acrobatics) checks and grants advantage to Driver in same checks. At Level 9, Perceval gains the Rogue Feat Cunning Action. At Level 13, if Perceval attacks an enemy while hidden, he always lands a critical hit.
dromarch
Dromarch is a unique Rare Blade, originally belonging to the driver Nia from Xenoblade Chronicles 2. As he's the ONLY unique Twin Rings blade in all of XC2, he'll be the only Rare Blade with Twin Rings on this site (unless OC Blades get made and added here).Dromarch is a Water element, Twin Rings Blade with a large focus on party healing with his skills and Specials. He's a wise old man of a feline, speaking proper English with terms like "my lady" as is commonly seen throughout his interactions with Nia. If his Driver is a under 5 foot 6 and Dromarch can support the weight of them and their equipment, then their Driver can ride around on their back at will without the need for a saddle. They must disembark him when entering combat, however.
Stats
Element: Water
Weapon Class: Twin Rings
AUX Core Slots: Two (2)
Stat Line: Str 16 (+3), Dex 16 (+6), Con 12 (+1), Int 14 (+2), Wisdom 18 (+4), and Cha 12 (+1).
D&D Class: Life Cleric
- Restrictions - Cannot use spells that deal damage. Can only use support spells and spells that restore HP outside of combat. Cannot use the effects of the following feats: Blessed Strikes, Divine StrikesBlade Specials:
- Level 1 Special: Raging Tiger - Dromarch slashes wildly at his target to deal damage and heal his driver. +2 to Hit. Rolled 19's count as crits. Deals 2d6 slashing and 1d4 cold damage, with an extra die in each at Levels 5, 9, 13, and 17. On critical hit, restore HP to Driver equal to damage dealt.
- Level 2 Special: Aqua Wave - Dromarch leaps into the air and crashed down, making a large ether wave reach 20 feet around him as the center, damaging enemies and healing allies. Enemy must make DC 15 Dex save to take half damage 5d4 cold damage, with additional die at Levels 5, 9, 13, and 17. Allies in the AOE restore 2d8 HP, and an additional d8 at Levels 5, 9, 13, and 17.
- Level 3 Special: Wild Roar - Dromarch uses the rings t collect ether and roars to blast them out of the rings to the target ahead. +3 to hit. On hit, deal 2d6 cold slashing and 3d4 force damage, with additional die in each at Levels 5, 9, 13, and 17. On hit, spawns a Health Orb within 10 feet of Dromarch, also, roll a d100; if 1-60, spawns a second Health Orb (chances increase by 10% at Levels 5, 9, 13, and 17). Any Driver can walk through the space it occupies and restore 25% of their max HP. Health Orbs stay on field for 3 rounds before disappearing.
- Level 4 Special: Dark Maelstrom - Dromarch does the same action as Wild Roar before following up with a savage attack. Gain +3 to Attack Roll. Rolled 18-19's count as crits. On hit, deal 4d6 cold and 4d6 slashing damage, with additional die in each at Levels 5, 9, 13, and 17. On hit, spawns two Health Orbs within 10 feet of Dromarch. Any Driver can walk through the space it occupies and restore 25% of their max HP. Health Orbs stay on field for 3 rounds before disappearing.Battle Skills:
- Celestial Gift - Roll a d100: If roll is 1-30, Driver gains resistance to elemental damage (acid, cold, electric, fire, necrotic, radiant) dealt via weapon attacks and Blade Specials for 3 turns. Increases upper limit by 5% at Level 5, 9, 13, and 17.
- River's Blessing - Restore 3d4 HP to Driver every time they inflict a condition on an enemy. Increases by 1d4 at Levels 5, 9, 13, and 17.
- Howl of Calm - When taking damage, roll d100. If result is 1-4, restores 3d4 HP to Driver. Increased the upper limit by 2% and increases HP gained by 1d4 at Levels 5, 9, 13, and 17.Field Skills:
- Water Mastery - Dromarch has advantage on all Arcana/Investigation checks involving water (magical included) and has a natural swimming speed of 60 feet. Gains an additional 20 feet at Levels 9 and 17. At Level 9, Dromarch gains the ability to breath underwater. At Level 17, Dromarch grants his Driver the ability to breath underwater.
- Botany - Dromarch gains proficiency in Nature and has advantages on Nature/Investigation checks on all small plants. flowers, and shrubs. At Level 9 and Level 17, he gains proficiency and double proficiency with an Herbalism Kit.
- Ancient Wisdom - Dromarch can recall and read languages of old, even some that his Driver may not know. Dromarch can roll a d100; if result is 1-50, he successfully casts Comprehend Languages on himself. At Level 9, he gains advantage on Arcana/History checks against ancient ruins that cannot normally be translated. At Level 13, Dromarch always succeeds at casting Comprehend Languages on himself.
Kora
Kora is a unique Rare Blade that can be pulled from any random Core Crystal. She's a Lightning element Knuckle Claws Blade, which makes her a healer class. She's often seen as one of, if not the worst Blade in Xenoblade Chronicles 2 due to lackluster damage, decent-at-best healing, and just being outclassed by plenty of other Blades. She's being buffed here so she's not quite as useless as she is in base game, so hopefully you can be glad if you pull her.In terms of personality, Kora is just a regular chatty, gossip-girl. She loves being trendy, focusing on girly things, and she's your regular high school popular girl.
Stats
Element: Lightning
Weapon Class: Knuckle Claws
AUX Core Slots: Two (2)
Stat Line: Str 12 (+1), Dex 16 (+3), Con 12 (+1), Int 17 (+3), Wisdom 18 (+4), and Cha 24 (+7).
D&D Class: Tempest Cleric
- Restrictions - Cannot use spells that deal damage. Can only use support/healing spells outside of combat. Cannot use the effects of the following feats: Bonus Proficiency, Channeled Divinity, Thunderous Strike, Blessed Strikes, Divine Intervention, Stormborn. Can only use Wrath of the Storm when fighting without Driver.Blade Specials:
- Level 1 Special: Electric Pom-Pom - Kora does her best cheerleader, bouncing around and happily smashing her weapon into the ground on a single target. Gains +2 to attack rolls. Deals 2d6 lightning damage, with an extra die at Levels 5, 9, 13, and 17. If target is airborne, deals double damage.
- Level 2 Special: Vivid Love - Kora makes a heart in front of her out of electric energy before sending it at an enemy within 20 feet of her. Gains +2 to attack roll. Deals 2d8 lightning damage, with additional die at Levels 5, 9, 13, and 17. On hit, spawns a Health Orb within 10 feet of Kora, also roll a d100; if 1-60, spawns a second Health Orb (chances increase by 10% at Levels 5, 9, 13, and 17). Any Driver can walk through the space it occupies and restore 25% of their max HP. Health Orbs stay on field for 3 turns before disappearing.
- Level 3 Special: Angelic Drop - Kora spins her weapons around before jumping up and coming down with a powerful dropkick on her target. Gains +3 on attack rolls. Rolled 19's count as critical hits. On hit, deal 5d6 bludgeoning damage, with additional die at Levels 5, 9, 13, and 17. On hit, heals Driver and allies within 30 feet equal to 30% of damage dealt. Increases percentage of healing by 5% at Levels 5, 9, 13, and 17.
- Level 4 Special: Sweet Emotion - Kora acts all cute to lower an enemy's guard before delivering a swift, lightning-infused punch. Gain +3 to Attack Roll. Rolled 19's count as critical hits. On hit, deal 4d6 bludgeoning and 2d8 lightning damage with additional die in each at Levels 5, 9, 13, and 17. On hit, spawns a Health Orb within 10 feet of Kora, also roll a d100; if 1-60, spawns a second Health Orb (chances increase by 10% at Levels 5, 9, 13, and 17). Any Driver can walk through the space it occupies and restore 25% of their max HP. Health Orbs stay on field for 3 turns before disappearing.Battle Skills:
- Stop Thinking - For the duration (3 turns), when connecting a Special, roll a d100: if 1-60, the target is paralyzed until the end of their next turn. Increase upper limit by 5% at Levels 5, 9, 13, and 17.
- Walking Joy - For the duration (3 turns), the Driver gains 1d2 + Driver's spellcasting modifier (or Wisdom if they can't cast spells) HP for every 5 feet they move during combat. Increase the HP restored by +1 for each 5 feet at Levels 5, 9, 13, and 17.
- Potion Hoarder - For the duration (3 turns), any Health Orbs spawned by Kora or ally Blades stay on the field for an additional 2 rounds, and they stay for an additional round at Levels 5, 9, 13, and 17.Field Skills:
- Girls' Talk - Kora gains advantage on all Charisma checks while speaking to women, as well as he Driver if they are female. At Level 5, she grants her female Driver a proficiency in Persuasion if they don't have it already (if they do, grant them double proficiency). At Level 9, she grant the previous bonuses to male Drivers, as well as adding her Charisma modifier to her Driver's Cha checks against women. At Level 13, female NPC's have disadvantage on Charisma checks and Wisdom saves against the Driver. At Level 17, the Driver always succeeds on Charisma checks against women AND women always fail Charisma checks and Wisdom saves against the Driver so long as the outcome of those checks do not immediately harm the woman or put her in immediate danger.
- Electric Mastery - Kora has advantage on all Arcana/Investigation checks involving electricity. At Level 5, she grants lightning resistance to her Driver. At Level 13, she can grant her Driver advantage on spells that deal lightning damage.
- Lockpicking - Pandoria can grant advantage to Driver on Dex checks with Thieves' Tools. At Level 9, she can add her Dex modifier to the Driver's roll. At Level 17, she can add her Int modifier to the roll.
ADENINE
Adenine is a unique Rare Blade that can be pulled from any random Core Crystal. She is a Wind-element Knuckle Claw Blade, putting her in the Healer class of Blades, yet she has a fair amount of utility to make her an all-arounder type of fighter.As for personality, Adenine is a huge history buff. She's a scholar at heart and in practice, always willing to seek out new knowledge and study what secrets may be laying under history's cruel passage.
Stats
Element: Wind
Weapon Class: Knuckle Claws
AUX Core Slots: Two (2)
Stat Line: Str 14 (+2), Dex 16 (+3), Con 14 (+2), Int 20 (+5), Wisdom 18 (+4), and Cha 14 (+2).
D&D Class: Arcana Cleric
- Restrictions - Cannot use spells that deal damage. Can only use support/healing spells outside of combat. Cannot use the effects of the following feats: Channeled Divinity, Blessed Strikes/Potent Spellcasting, Divine InterventionBlade Specials:
- Level 1 Special: Harness the Wind - Adenine focuses an orb of wind energy before throwing it at a target within 60 feet of her. Make a ranged spell attack on your target. On hit, deals 3d6 force damage, with additional d6 at Levels 5, 9, 13, and 17. On hit, target must make a DC 15 Wisdom save. On fail, the target cannot target Adenine or her Drive with single-target attack rolls for the next 3 turns. The DC increases by 1 at Levels 5, 9, 13, and 17.
- Level 2 Special: Slipstream - Adenine performs a 3-hit combo consisting of two chops and a kick sending wind blades at a single target. Make a ranged spell attack on single target within 60 feet. On hit, deals 2d8 slashing and 1d10 force damage, with additional of each die at levels 5, 9, 13, and 17. After damage is rolled, Driver rolls d100; if result is 1-60, this attack ignores damage resistance and immunity. Upper threshold increases by 10 at Levels 5, 9, 13, and 17.
- Level 3 Special: Mortal Storm - Adenine lets loose a flurry of condensed air kicks at a single target within 60 feet. Make a ranged attack roll on target. Rolled 16-20's are critical hits. On hit, deals 8d4 bludgeoning damage with extra 2d4 at Levels 5, 9, 13, and 17. After damage is rolled, Driver rolls d100; if result is 1-60, this attack ignores damage resistance and immunity. Upper threshold increases by 10 at Levels 5, 9, 13, and 17. On hit, target must pass a DC 15 Strength save or be knocked backwards 15 feet.
- Level 4 Special: Literacy Beatdown - Adenine rushes forward at a single target within 20 feet of her and deals a deadly barrage of blows before knocking them away with a compressed air blast. Make a melee attack roll on target. Rolled 15-20's are critical hits. On hit, deals 6d6 bludgeoning and 2d4 force damage, with additional die in each at Levels 5, 9, 13, and 17. On hit, target must pass a DC 15 Strength save or be knocked backwards 15 feet.Battle Skills:
- Element Wisdom - For the duration (3 turns), starting from Adenine/Driver's turn, all friendly sources of elemental damage (fire/cold/lightning/thunder/acid) will deal an extra 2 damage after rolling for each other elemental damage type used before returning to Adenine/Driver's turn. Damage increases by 2 at Levels 5, 9, 13, and 17.
- Battle Wisdom - For the duration (3 turns), all allies within 30 feet of Adenine or her Driver deal an extra 3 damage to enemies if the enemy is vulnerable to said damage type (this is added BEFORE doubling damage due to vulnerability). This damage increases by 1 at Levels 5, 9, 13, and 17.
- Treasure Wisdom - For the duration (3 turns), if the Driver would reduce an enemy to 0 HP with lethal damage, they can roll a d100; on 1-60, the enemy is guaranteed to drop tangible and usable loot) be it gold or items, at DM discretion). At Levels 5, 9, 13, and 17, the upper threshold increases by 10.Field Skills:
- Wind Mastery -Adenine has advantage on all Arcana and Investigation checks involving wind, and she gains use of the Gust cantrip at will (use Wisdom as her spellcasting stat). At Level 9, she gains access to Feather Fall to cast at will. At Level 17, she can cast Zephyr Strike once a day on herself or her Driver.
- Keen Eye - Adenine gains advantage on all Perception checks involving sight. At Level 9, she gains Darkvision of 60/60 feet. At Level 17, she gains double proficiency on all Perception checks involving sight.
- Extra-Ancient Wisdom - Adenine has the brain power to be able to sit and comb through centuries of ancient text to decode and learn from all sorts of sources (at DM discretion). Adenine gains proficiency in History checks, and when a Driver would make a History check involving ancient historical texts, Adenine can instead make the check with advantage. At Level 5, Adenine gains a double proficiency in all History checks. At Level 9, Adenine can auto-succeed any History check with DC 20 or lower, and she can re-roll one failed History check per day.
NIM
Nim is a unique Rare Blade that can be pulled from any random Core Crystal. She's an Earth element Knuckle Claws Blade, which makes her a healer class. She has respectable damage potential though, so like Crossette, her weapon class doesn't define her playstyle.In terms of personality, Nim is a cheery, young woman driven by her love for nature. The two-headed creature on her back is of an unknown species, but she refers to them as Kit (the red-maned one) and Sunny (the blue-maned one). Together, the lot of them just want to make friends with any and all animals whatsoever.
Stats
Element: Earth
Weapon Class: Knuckle Claws
AUX Core Slots: Two (2)
Stat Line: Str 14 (+2), Dex 16 (+3), Con 14 (+2), Int 14 (+2), Wisdom 20 (+5), and Cha 20 (+5).
D&D Class: Nature Cleric
- Restrictions - Cannot use spells that deal damage. Can only use support/healing spells outside of combat. Cannot use the effects of the following feats: Bonus Proficiency, Dampen Elements, Divine Strike, Blessed Strikes, Divine Intervention. The feats Channeled Divinity: Charm Animals and Plants and Master of Nature can only work on animals.Blade Specials:
- Level 1 Special: Fierce Healer - Nim charges ether before shooting it out ahead of her as a shockwave in a 15 foot cone. Must pass DC 16 Dex save for half damage. Deals 2d6 force damage, with an extra die at Levels 5, 9, 13, and 17. On hit, heals Driver and allies within 30 feet equal to 30% of damage dealt. Increases percentage of healing by 5% at Levels 5, 9, 13, and 17.
- Level 2 Special: Wild Grappler - Nim concentrates ether in her Knuckle Claws before rushing in for a 4-hit punching combo. +2 to Hit. Deals 2d10 bludgeoning damage, with additional die at Levels 5, 9, 13, and 17. On hit, spawns a Health Orb within 10 feet of Nim, also roll a d100; if 1-60, spawns a second Health Orb (chances increase by 10% at Levels 5, 9, 13, and 17). Any Driver can walk through the space it occupies and restore 25% of their max HP. Health Orbs stay on field for 3 turns before disappearing.
- Level 3 Special: Organic Automata - Nim has Kit and Sunny charge with ether and fire a laser at her target, sweeping in a 20 foot cone AOE in front of Nim. Must pass DC 18 Dex save to take half damage. On hit, deal 6d6 force damage, with additional die at Levels 5, 9, 13, and 17. On hit, heals Driver and allies within 30 feet equal to 30% of damage dealt. Increases percentage of healing by 5% at Levels 5, 9, 13, and 17.
- Level 4 Special: Earth Priestess - Nim unleashes a combination of hard punches and Kit's and Sunny's lasers in a devastating assault. Gain +3 to Attack Roll. Rolled 18-19's count as critical hits. On hit, deal 4d8 bludgeoning and 2d6 force damage with additional die in each at Levels 5, 9, 13, and 17. Ignores resistance to bludgeoning damage, and deals an extra 1d10 force damage per 1d8 bludgeoning damage if target is immune to bludgeoning damage.Battle Skills:
- Restorative Fusion - Roll a d100: if 1-40, for the duration (3 turns), when attacking an enemy suffering from a negative condition with a weapon attack, restore HP to Driver and allies equal to the damage dealt. Increases upper limit by 5% at Levels 5, 9, 13, and 17.
- Synthesis Lore - Roll a d100; if 1-40, for the duration (3 turns), when attacking an enemy suffering from a negative condition, if Driver inflicts another status condition to opponent, they deal an extra 2d10 force damage with their next weapon attack on said target. Increases upper limit by 5% at Levels 5, 9, 13, and 17.
- Wild Familiars - For the duration (3 turns), Driver's weapon attacks deal an extra d4 slashing damage to beast enemies. Damage increases to 1d6 at Level 5, 1d8 at Level 9, 1d10 at Level 13, and 1d12 at Level 17.Field Skills:
- Earth Mastery - Nim has advantage on all Arcana/Investigation checks on rock formations (magical or not). She also gains access to the Mold Earth cantrip to use at will, able to maintain additional instantaneous effects from the cantrip at Levels 9, and 13. At Level 9, she can cast Earth Tremor at will outside of combat.
- Ichthyology - Nim gains advantage on Intelligence (Investigation) checks involving the knowledge of fish. At Level 9, Nim gains proficiency in Investigation checks about fish. At Level 13, she gains double proficiency.
- Phonex Linguistics - Nim is able to talk freely with foxes and a specific form of magical fox known as a Phonex (up to DM discretion if they want to allow them in a campaign). At Level 9, she gains advantage on all Charisma checks against foxes and Phonexes. At Level 13, she gains double proficiency when making any Charisma check against a fox/Phonex.
URSULA
Ursula is a unique Rare Blade that can be found from any random Core Crystal. She's an Ice element Knuckle Claws, and while Knuckle Claws are typically a healing-class weapon, she's capable of amazing damage output. She's a small, young girl who's always with her polar bear companion, Beary. This has led to theories that the two are parts of the whole Blade or wondering if Core Crystals can awaken more than one entity, but from observations, it seems as though Beary is a willing friend and servant to Ursula. She's a very shy and soft-spoken girl who loves singing and music but is not super good when it comes to talking, especially with crowds of people. In combat, Ursula focuses on healing abilities while Beary is the one dealing the damage with his claws.
Stats
Element: Ice
Weapon Class: Knuckle Claws
AUX Core Slots: One (1)
Stat Line: Str 16 (+3), Dex 12 (+1), Con 18 (+4), Int 14 (+2), Wisdom 14 (+2), and Cha 16 (+3).
D&D Class: Path of the Storm Herald Barbarian
- Restrictions - Can only use Tundra effects for Storm Aura's effects. Cannot activate Rage in a fight with their Driver.Blade Specials:
- Level 1 Special: Beary Strong - Beary uses his claws and mows down the enemy with swipes. Gain +2 to Attack Roll. Deals 2d6 cold damage, with an extra die at Levels 5, 9, 13, and 17. On hit, spawns a Health Orb within 10 feet of Ursula, also, roll a d100; if 1-20, spawns a second Health Orb (chances increase by 20% at Levels 5, 9, 13, and 17). Any Driver can walk through the space it occupies and restore 25% of their max HP. Health Orbs stay on the field for 3 turns before disappearing.
- Level 2 Special: Beary Helpful - Beary attacks single enemy with an ice shockwave. Must pass a Dex save DC 16 to take half damage. Deals 2d10 cold damage, with additional die at Levels 5, 9, 13, and 17. Restore the party's HP equal to 30% of damage dealt, with additional 5% at levels 5, 9, 13, and 17.
- Level 3 Special: Beary-Go-Round - Beary spins around and overwhelms all enemies within 5 feet of him. Must pass Str save of DC 18 to take half damage. If failed the save, targets in AOE get knocked 10 feet away and are knocked prone. On hit, deal 3d6 bludgeoning and 4d4 cold damage, with additional die at Levels 5, 9, 13, and 17. If Ursula's Driver is bloodied, Special deals an additional 1d6 cold damage (with extra d6 at Levels 5, 9, 13, and 17).
- Level 4 Special: Ursine Phantasm - The Driver uppercuts a single target while Beary unleashes a flurry of blows. Gain +3 to Attack Roll. Rolled 19's count as crits. On hit, deal 4d6 slashing and 4d6 cold damage, with additional die in each at Levels 5, 9, 13, and 17. Restores HP to Driver and allies within 20 feet of Ursula equal to half the damage dealt.Battle Skills:
- Snow Charm - Roll a d100 at start of turn. If result is 1-50, grants Driver and allies within 20 feet of Ursula temporary HP equal to 30% of their respective max HP. Increases percentage of their max HP turned into temp HP by 5% at Level 5, 9, 13, and 17.
- Beary Healing - After performing a Blade Switch into Ursula, heals the full party for 20% of their respective max HP. Increases upper limit by 5% at Levels 5, 9, 13, and 17.
- Hide and Seek - Roll a d100. If the result is 1-15, the Driver cannot be targeted for single-target attacks for 3 turns. Increased the upper limit to 23% at Level 5, 30% at Level 9, 38% at Level 13, and 45% at Level 17.Field Skills:
- Harmony - Ursula gains advantage on Performance checks to since or use any musical instrument. At Level 5, Ursula gains proficiency in Performance. At Level 9, Ursula's Charisma modifier can be substituted for her Driver's for Performance checks. At Level 13, Ursula gains double proficiency with Performance checks. At Level 17, Ursula automatically succeeds all Performance checks for music.
- Ichthyology - Ursula gains advantage on Intelligence (Investigation) checks involving the knowledge of fish. At Level 9, Ursula gains proficiency in Investigation checks about fish. At Level 17, she gains double proficiency.
- Fortitude - Ursula has a strong will to endure hardships, severe and boring alike. She gains a resistance to psychic damage inflicted from spells. At Level 9, she grants her Driver a resistance to psychic damage from spells. At Level 17, she and her Driver gain immunity from psychic damage inflicted by spells.
Corvin
Corvin is a special Legendary Blade from Xenoblade Chronicles 2, obtainable as a free DLC character. He is a Tank-Class, Light-element Blade, his weapon specifically being the Uchigatana, being very similar to the Chroma Katana but superseding its abilities.The Uchigatana functions similarly to a Chroma Katana with some benefits (Versatile, Finesse):
- Range: 5 feet
- Damage Type: Slashing
- Damage Dice: 1d8 (1d10 two-handed) + Str/Dex mod, additional die at Levels 5, 9, 13, and 17Corvin is seen as a charming and confident (sometimes overconfident) young man who has a drive to help people above all else. His twin swords and hidden strength make him a fearsome foe and powerfully ally, and he'd be lying if he said it didn't get to his head sometimes. He is VERY adamant about his Driver not touching his second, personal Blade however.
Element: Light
Weapon Class: Uchigatana
AUX Core Slots: Three (3)
Stat Line: Str 18 (+4), Dex 16 (+3), Con 16 (+3), Int 12 (+1), Wisdom 12 (+1), and Cha 18 (+4).
D&D Class: Samurai Fighter
- Restrictions - Can only use the Fighting Styles Dueling and Great Weapon Fighting. Cannot use the feat Strength Before DeathBlade Specials:
- Level 1 Special: Fuga Daemonum - Corvin releases a wide AOE slash to all enemies within 20 feet of him. All enemies in the AOE must pass a DC 16 Dexterity save to take half damage. Deals 3d6 radiant damage, with an extra die at Levels 5, 9, 13, and 17. After dealing damage, restore HP to Driver and all allies within 30 feet of Driver and/or Corvin by 10% of the damage dealt (rounded down).
- Level 2 Special: Lacerna Noctis - Corvin leads this attack with an overhead cleave from his Uchigatana before using his cape to follow-up with slashes. Range of 10 feet, +3 to hit. Make a melee attack roll on target with the sword, which deals 5d4 magical slashing damage (extra d4 at Levels 5, 9, 13, and 17), then make an additional melee attack roll on target with the cape, which deals 2d4 radiant damage (extra d4 at Levels 5, 9, 13, and 17). On hit of either attack roll, roll a d100; if result is 1-60, target cannot gain advantage on any rolls until the end of its next turn. Upper threshold increases by 10 at Levels 5, 9, 13, and 17.
- Level 3 Special: Ex Tenebris Lux - Corvin draws his personal sword, the Durandal, before unleashing a two-sword, multi-hit combo before ending with an overhead slash with his cape. 10 foot range, +3 to hit, rolled 19-20's count as crits. On hit, deal 4d8 magical slashing damage (extra d8 at Levels 5, 9, 13, and 17). On hit, Driver gains +2 AC for the next two weapon attack rolls made against them (three attack rolls at Level 5, four attack rolls at Level 9, five attack rolls at Level 13, and six attack rolls at Level 17).
- Level 4 Special: Evello Mortem Tyrannis Similar to his Level 3, Corvin unleashes Durandal to form a devastating combo attack with both swords before ending it with a large light-energy sword crashing down on the target. 10 foot range, +4 to hit. Rolled 18-20's count as crits. On hit, deal 3d10 magical slashing and 2d10 radiant damage to target (extra die each at Levels 5, 9, 13, and 17). This attack always ignores resistance to slashing and radiant damage.Battle Skills:
- Encis Lucis - Can only activate when dealing a critical hit. For the duration (3 turns), gain +1 to AC, and your melee weapon attack rolls made with Corvin deal an extra d4 radiant damage. AC bonus increases by 1 and bonus damage increases by 1d4 at Levels 5, 9, 13, and 17.
- Alae Custodiae - For the duration (3 turns), the Driver's melee weapon attacks with Corvin can crit on 18-20. On a successful critical hit, grants Driver and all allies within 30 feet of Driver and/or Corvin an Alae Die (d4) that they can add to one Attack Roll or Saving Throw for the duration of that battle. A player character can only have one Alae Die at any given time. The Alae Die is increased to a d6 at Level 5, a d8 at Level 9, an d10 at Level 13, and a d12 at Level 17.
- Ictus - For the duration (3 turns), if a single-target attack made on the Driver misses, roll a d100; if result is 1-5, Driver can regain one expended use of a Class Feature (ex. Ki Point, Rage, Bardic Inspiration, etc.) that can be restored during a short or long rest. Cannot exceed your maximum number of allowed uses of that feature. Upper threshold increases by 5 at Levels 5, 9, 13, and 17.Field Skills:
- Light Mastery - Corvin has advantage on all Arcana checks involving magical light, and he gain the cantrip Light as a bonus cantrip. Corvin can use Light on additional items at Level 5, 9, 13, and 17 without ending the spell on the first object.
- Forestry - At Level 5, Corvin has advantage on all Nature and Investigation checks on forests (magical or not). At Level 9, she gains proficiency in Nature and Investigation. At Level 17, she gains double proficiency in both.
- Ancient Wisdom - Corvin can recall and read languages of old, even some that his Driver may not know. Corvin can roll a d100; if result is 1-50, he successfully casts Comprehend Languages on himself. At Level 13, he gains advantage on Arcana/History checks against ancient ruins that cannot normally be translated. At Level 117, Corvin always succeeds at casting Comprehend Languages on himself.
Pandoria
Pandoria is a special Legendary Blade from Xenoblade Chronicles 2, known for being the signature Blade of the party member, Zeke. She is a unique weapon class, the Big Bang Edge, which acts as an Attacker role in combat, and she's of the Lightning element. It's recommended to make encountering Pandoria in your campaigns some form of special event, and she's not something you'd awaken from any random Core Crystal.The Big Bang Edge functions similarly to a 5e greatsword with a few neat tricks (Two-handed, heavy, Special):
- Range: 5 feet
- Damage Type: Slashing
- Damage Dice: 2d6 + Str mod (3d6 at Level 5, 4d6 at Level 9,5d6 at Level 13, and 5d8 at Level 17)
- Special: If the Driver's Strength score is at least 17, they can ignore the Two-handed and Heavy properties of the big Bang Edge, using it in various acrobatic moves without breaking a sweat.Originally, Pandoria is seen as quiet and only mirroring Zeke's erratic and over-dramatic personality, but as the party grows and develops, she gets quite talkative and cheeky, teasing Zeke a lot, so you should definitely have her mess with her Driver a lot.DM'S NOTE: Plenty of Zeke's arts in XC2 have plenty of ridiculous and overly-complicated names, so let your player with Pandoria know so they can be just as silly for fun roleplay.
Element: Lightning
Weapon Class: Big Bang Edge
AUX Core Slots: Three (3)
Stat Line: Str 18 (+4), Dex 16 (+3), Con 16 (+3), Int 12 (+1), Wisdom 16 (+3), and Cha 18 (+4).
D&D Class: Champion Fighter
- Restrictions - Can only use Great Weapon Fighting for her Fighting Style. The feats Improved Critical and Superior Critical do not apply to Blade Specials.Blade Specials:
- Level 1 Special: Lightning Force - Pandoria takes the sword nd stabs it into the ground, removing the hilt and catching a lightning bolt with it like a lightning rod before shooting the lightning at a single target. Must pass DC 16 Dex save to take half damage. On fail, deals 3d6 lightning damage at Level 1, adds an additional d6 at Levels 5, 9, 13, and 17. If the target is a construct, deals double damage.
- Level 2 Special: Electric Circus - Pandoria stabs the sword into the ground and removes the hilt, summoning lightning onto the wand before striking the grounded blade, making it fly through a single target up to 20 feet away and back like a boomerang. Make a ranged weapon attack, +2 to hit. Rolled 19's count as crits. On hit, deals 3d10 damage, with additional d10 at Levels 5, 9, 13, and 17. On critical hits, add an additional d6 force damage, with an extra die at Levels 5, 9, 13, and 17.
- Level 3 Special: Thunderdoom - Pandoria, similarly to her other specials, stabs the sword inot the ground and charges it with lightning before is rises up and strikes down at a single target spawning a 15 foot AOE from the target after the hit.. Gain +3 to Attack Roll. Rolled 19's count as crits. On hit, deal 6d4 lightning damage, with additional die at Levels 5, 9, 13, and 17. On critical hits, add an additional d6 force damage, with an extra die at Levels 5, 9, 13, and 17. On hit, anyone in the AOE must pass a Dex save DC 14 or take 2d6 lightning damage with an extra d6 at Levels 5, 9, 13, and 17.
- Level 4 Special: Sonic Thunderslash - Following her usual, Pandoria collects lightning before shooting it through herself and her Driver. The Driver then grabs the sword as they do a lightning-fast 16-hit combo on a single target. +4 to attack roll. Rolled 18-19's count as crits. On hit, deal 8d6 lightning damage with additional die in each at Levels 5, 9, 13, and 17. On critical hits, add an additional d8 force damage, with an extra die at Levels 5, 9, 13, and 17.Battle Skills:
- Quickest Purple - For the duration (3 turns), whenever Pandoria's Driver or an ally within 15 feet scores a critical hit, if your Driver would expend one Level 1 Spell slot or point from a class feature that can only be restored by a rest, it is not expended. At Levels 5, you can do this for up to two points from a class feature or a Level 2 Spell Slot, and it increases by 1 each at Levels 9, 13, and 17.
- Thunderblast - Roll a d100: if 1-20, for the duration, you ignore resistances with your weapon attacks and Blade Specials, and you turn immunities to resistances. The upper threshold increases by 20% at Levels 5, 9, 13, and 17.
- Sudden Spark - For the duration (3 turns), when you make a weapon attack roll on a single target, you can use your Bonus Action to make a weapon attack roll on the same target. At Level 5, you gain advantage on that attack. At Level 9, you can make two attacks per Bonus Action. At Level 13, while active, all weapon attack rolls made with Pandoria gain advantage. At Level 17, you can make three weapon attacks per bonus action.Field Skills:
- Electric Mastery - Pandoria has advantage on all Arcana/Investigation checks involving electricity. At Level 9, she grants lightning resistance to her Driver. At Level 13, she can grant her Driver advantage on spells or weapon attacks that deal lightning damage.
- Lockpicking - Pandoria can grant advantage to Driver on Dex checks with Thieves' Tools. At Level 5, she can add her Dex modifier to the Driver's roll. At Level 13, she can add her Int modifier to the roll.
- Ichthyology - Pandoria gains advantage on Intelligence (Investigation) checks involving the knowledge of fish. At Level 9, Pandoria gains proficiency in Investigation checks about fish. At Level 17, she gains double proficiency.
BRIGHID
Brighid is a special Legendary Blade from Xenoblade Chronicles 2, known as the "jewel of Mor Ardain" and being the signature Blade of the party member, Morag. She is a unique weapon class, Whipswords, which acts as a Tank role in combat, and she's of the Fire element. It's recommended to make encountering Brighid in your campaigns some form of special event, and she's not something you'd awaken from any random Core Crystal.The Whipswords functions similarly to a 5e whips (Finesse, Light, Special):
- Range: 10 feet
- Damage Type: Slashing
- Damage Dice: 2d4 + Str/Dex mod (3d4 at Level 5, 4d4 at Level 9, 5d4 at Level 13, and 6d4 at Level 17)
- Special: By default, you use the Whipswords as whips. You can choose to use them in sword form, which makes their range 5 feet but increases the damage dice on weapon attacks from d4's to d6's.Brighid, being the blade of a prudent military commander in canon, is a very dutiful and strict person. She's polite, strong-willed, and while she will always offer guidance on her Driver's choices, she will always defer to their wishes. Another important trait about her is that she usually keeps a journal of her past lives, usually held by the same person that has her Core Crystal before she's awoken. This is a good tool to use for DM's to establish some backstory and campaign building.DM'S NOTE: A lot of Morag's arts with Brighid are called "Azure II" with titles, so as a fun roleplaying thing, have whoever's using Brighid refer to special combos with Brighid as "Azure II: _____" to really get your players hyped up.
Element: Fire
Weapon Class: Whipswords
AUX Core Slots: Two (2)
Stat Line: Str 14 (+2), Dex 20 (+5), Con 16 (+3), Int 16 (+3), Wisdom 18 (+4), and Cha 14 (+2).
D&D Class: Champion Fighter
- Restrictions - Can only use Two-Weapon Fighting for her Fighting Style. The feats Improved Critical and Superior Critical do not apply to Blade Specials.Blade Specials:
- Level 1 Special: Heat Haze - Brighid takes her Whipswords and spins around, making a fiery AOE with a 15 foot radius around her that hits all enemies. Must pass DC 16 Dex save to take half damage. On fail, deals 3d6 fire damage at Level 1, adds an additional d6 at Levels 5, 9, 13, and 17. If target failed the save, for the rest of combat, when Brighid uses a Blade Special, they must spend their next turn attacking her Driver.
- Level 2 Special: Will-o'-the-Wisp - Brighid swipes her sword, spawning tons of embers that all seek out one target within 30 feet of her. Make a ranged weapon attack, +2 to hit. On hit, deals 16d2 damage, with additional d4 at Levels 5, 9, 13, and 17. If target is airborne, deals double damage.
- Level 3 Special: Swirling Dragon - Brighid rushes forward, attacking a single target within 10 feet with an 11-hit flurry of whipsword strikes. Gain +3 to Attack Roll. Rolled 19's count as crits. On hit, deal 6d4 fire damage, with additional die at Levels 5, 9, 13, and 17. If the Driver is bloodied, deals double damage.
- Level 4 Special: Azure III: Soulfire - Brighid and her Driver take one whipsword each, dealing a devastating slash before raising the swords to cause blue embers to immolate a single target. +4 to attack roll. Rolled 18-19's count as crits. On hit, deal 7d6 fire damage with additional die in each at Levels 5, 9, 13, and 17. If the target attacked Brighid's Driver during its last turn, deals double damageBattle Skills:
- War Pyre - For the duration (3 turns), whenever an attack roll misses the Driver, their weapon attacks deal an additional d4 damage until the end of the current combat encounter (maximum of 5 bonus die for bonus damage). Damage dice increases to d6 at Level 5, d8 at Level 9, d10 at Level 13, and d12 at Level 17. If you perform a Blade Switch off of Brighid, all bonus damage goes away and must be rebuilt.
- Firewalker - For the duration, if the Driver is bloodied, grants them AC +2, and the bonus increases by +1 at Levels 5, 9, 13, and 17.
- Dance of the Flames - Roll a d100; if 1-50, for the duration (3 turns), impose disadvantage on all ranged attacks made against Driver. Increases upper limit by 10% at Levels 5, 9, 13, and 17.Field Skills:
- Fire Mastery - Brighid has advantage on all Arcana checks involving magical fire, and she gain the cantrip Dancing Lights at will. Pyra learns the cantrip Produce Flame at Level 9, and Control Flames at Level 17.
- Keen Eye - Brighid gains advantage on all Perception checks involving sight. At Level 5, she gains Darkvision of 60/60 feet. At Level 13, she gains double proficiency on all Perception checks involving sight.
- Minerology - Brighid starts with advantage on all Intelligence checks involving ores and crystals. At Level 9, she gets double proficiency on Intelligence checks involving ores and crystals. At Level 17, she automatically passes any Intelligence check involving crystals and ore.
MYTHRA & PYRA
Mythra (the blonde in white) and Pyra (the redhead in...red) are two halves of the same coin, or rather, two forms of the same weapon: the Aegis Sword. The Aegis is an exceedingly powerful Blade, known to be one of the original Blades created by the Architect, and as such, they are noticeably unique in their design and abilities.The Aegis Sword functions similarly to a 5e Greatsword (Heavy, Two-Handed):
- Range: 5 feet
- Damage Type: Slashing
- Damage Dice: 2d6 + Str mod (3d6 at Level 5, 3d8 at Level 9, 4d8 at Level 13, and 4d10 at Level 17)The Core Crystal of the Aegis is notoriously difficult to awaken, due to the power of the Aegis selecting its wielder rather than the Driver awakening them. As such, the check to awaken an Aegis is DC 25, still with adding your Constitution and Wisdom modifiers to the roll. Instead of 1d10 force and 1d10 psychic damage per level on a failed check, the damage increases to 1d12 force and 1d12 psychic.Mythra is the original form of the Aegis Sword, who sealed herself away ages ago due to her destructive power nearly destroying the world. She is more confident, cocky, and not as tact with her words. Pyra is an alternate form she created to conceal her true power, and she's effectively like a "younger sister" to Mythra. Pyra is more reserved, caring, and certainly more careful with her words. Mythra is a Light element, while Pyra is a Fire element.The Aegis Sword counts as one attuned item and one Blade, even though there's two of them. This is the only way to have more than 3 Blades attuned to you at a given time. To switch between them, you use your Bonus Action to Blade Switch, just like with any other Blades.
Mythra Stats
Element: Light
Weapon Class: Aegis Sword
AUX Core Slots: Three (3)
Stat Line: Str 18 (+4), Dex 14 (+2), Con 12 (+1), Int 16 (+3), Wisdom 18 (+4), and Cha 12 (+1).
D&D Class: Champion Fighter
- Restrictions - Can only use Great-Weapon Fighting for her Fighting Style. The feats Improved Critical and Superior Critical do not apply to Blade Specials.Blade Specials:- Level 1 Special: Ray of Punishment - Mythra jumps in the air and fires down concentrated light arrows at the enemy. Enemies within 10 feet of center must pass Dex save DC 18 for half damage. 3d6 radiant damage at Level 1, adds an additional d6 radiant damage at Levels 5, 9, 13, and 17. It used against a prone enemy, deals double damage.
- Level 2 Special: Photon Edge - Mythra moves at the speed of light to slash at her enemy. Enemies within 15 feet line of Mythra must pass Dex save DC 19 to take half damage. Deals 2d10 radiant damage, with additional die at Levels 5, 9, 13, and 17. Roll d100, if result 1-50, treat immunity to radiant damage as resistance.
- Level 3 Special: Lightning Buster - Mythra delivers a 4-hit combo with the Aegis Sword at a single target for one Attack. Gain +2 to Attack Roll. Rolled 19's count as crits. On hit, deal 2d12 radiant damage, with additional die at Levels 5, 9, 13, and 17. If Driver is bloodied, add an additional 2d6 radiant damage at Level 1, plus an extra 1d6 for Level 5, 9, 13, and 17.
- Level 4 Special: Sacred Arrow - Mythra and her Driver raise the Aegis to the skies, making it rain light arrows in a 50 foot AOE around them. Must pass Dex save DC 20 for half damage. On hit, deal 7d6 radiant with additional die in each at Levels 5, 9, 13, and 17. Roll a d100: if 1-60, ignore resistance/immunity to radiant damage, and gains 10% upper limit at Level 5, 9, 13, and 17.Battle Skills:
- Foresight - Roll a d100 at start of turn. If result is 1-35, enemies attacking Driver and allies within 15 feet of Driver have disadvantage for 3 turns. Increases upper limit by 5% at Level 5, 9, 13, and 17.
- Lightspeed Fury - Roll a d100 at start of turn. If the result is 1-20, the Driver can use a fully expended skill once during the duration of this Battle Skill (3 turns). Increases upper limit by 20% and grants additional d4 force damage at Level 5, 9, 13, and 17.
- Glint - Roll a d100. If the result is 1-50, rolled 19's on attack rolls count as crits for the duration (3 turns). At Level 5, Driver gains advantage on attack rolls. At Level 9, rolled 18's count as crits. At Level 13, Driver can roll 3 times for one attack roll and take the highest roll. At Level 17, rolled 17's count as crits.Field Skills:
- Light Mastery - Mythra has advantage on all Arcana checks involving magical light, and she gain the cantrip Light as a bonus cantrip (not counting towards amount of Cleric cantrips she can learn). Mythra can use Light on additional items at Level 5, and 13 without ending the spell on the first object.
- Focus - Mythra can grant advantage to Driver on Wisdom/Intelligence checks and Saves. At Level 9, she can add her Wis modifier to the Driver's roll. At Level 13, she can add her Int modifier to the roll.
- Girls' Talk - Mythra gains advantage on all Charisma checks while speaking to women, as well as he Driver if they are female. At Level 5, she grants her female Driver a proficiency in Persuasion if they don't have it already (if they do, grant them double proficiency). At Level 13, she grant the previous bonuses to male Drivers, as well as adding her Charisma modifier to her Driver's Cha checks against women.
Pyra Stats
Element: Fire
Weapon Class: Aegis Sword
AUX Core Slots: Three (3)
Stat Line: Str 16 (+3), Dex 16 (+3), Con 14 (+2), Int 16 (+3), Wisdom 16 (+3), and Cha 14 (+2).
D&D Class: Champion Fighter
- Restrictions - Can only use Great-Weapon Fighting for her Fighting Style. The feats Improved Critical and Superior Critical do not apply to Blade Specials.Blade Specials:
- Level 1 Special: Flame Nova - Pyra jumps in the air and fires a flaming projectile that explodes on the enem. Enemies within 10 feet of center must pass Dex save DC 17 for half damage. On hit, deals 3d6 fire damage at Level 1, adds an additional d6 radiant damage at Levels 5, 9, 13, and 17. It used against a beast enemy, deals double damage.
- Level 2 Special: Prominence Revolt - Pyra spawns a pillar of fire beneath her enemies. Enemies within 10 feet of center must pass Dex save DC 19 to take half damage. Deals 2d10 fire damage, with additional die at Levels 5, 9, 13, and 17. If target is prone, deals double damage.
- Level 3 Special: Blazing End - Pyra delivers a 9-hit combo with the Aegis Sword by throwing it and having it spin at a single target for one Attack. Max range of 25 feet. Gain +2 to Attack Roll. Rolled 19's count as crits. On hit, deal 2d12 fire damage, with additional die at Levels 5, 9, 13, and 17. On crit, deal an additional 1d6 of fire damage, and add an additional one at Levels 5, 9, 13, and 17.
- Level 4 Special: Burning Sword - Pyra and her Driver raise the Aegis to the skies, making fire erupt beneath enemies in a 15 foot AOE around their targeted point within 30 feet. Must pass Dex save DC 20 for half damage. On hit, deal 7d6 fire damage with additional die in each at Levels 5, 9, 13, and 17. Roll a d100: if 1-60, ignore resistance/immunity to radiant damage, and gains 10% upper limit at Level 5, 9, 13, and 17.Battle Skills:
- Purifying Flames - Roll a d100 when using a Special. If result is 1-5, bloodied enemies automatically die when attacked by the Special. Increases upper limit to 7 at Level 5, 10 at Level 9, 12 at Level 13, and 15 at Level 17.
- Resplendence - Roll a d100 at start of turn. If the result is 1-10, weapon attacks against enemies suffering a negative status are automatically critical hits for the duration of this Battle Skill (3 turns). Increases upper limit by 10% at Level 5, 9, 13, and 17.
- Flaming Edge - Roll a d100. If the result is 1-50, rolled 19's on attack rolls count as crits for the duration (3 turns). At Level 5, Driver gains advantage on attack rolls. At Level 9, rolled 18's count as crits. At Level 13, Driver can roll 3 times for one attack roll and take the highest roll. At Level 17, rolled 17's count as crits.Field Skills:
- Fire Mastery - Pyra has advantage on all Arcana checks involving magical fire, and she gain the cantrip Dancing Lights at will. Pyra learns the cantrip Produce Flame at Level 5, and Control Flames at Level 13.
- Focus - Pyra can grant advantage to Driver on Wisdom/Intelligence checks and Saves. At Level 9, she can add her Wis modifier to the Driver's roll. At Level 13, she can add her Int modifier to the roll.
- Cooking - Pyra gains proficiency with Cook's Utensils. At Level 9, Pyra gains advantage when making checks with Cook's Utensils. At Level 17, Pyra gains double proficiency with Cook's Utensils.
Azami
Azami is a unique Rare Blade that can be awakened from any random Core Crystal. She's a Dark element Ether Cannon, which makes her an attacker class Blade. While at first glance, she may not seem too stellar, Azami has the capability to turn the damage you take into a powerful weapon against your enemies, and she will keep you alive. She tends to be very possessive of her Driver, even to the point where it can sometimes interfere with the party's actions. She hates to be away from them for too long. She's also no afraid of using extreme action when she deems it necessary.
Stats
Element: Dark
Weapon Class: Ether Cannon
AUX Core Slots: Two (2)
Stat Line: Str 12 (+1), Dex 14 (+2), Con 12 (+1), Int 20 (+5), Wisdom 18 (+4), and Cha 20 (+5).
D&D Class: Arcane Archer Fighter
- Restrictions - Can only use Archery and Great-Weapon Fighting for her Fighting Style. Cannot use the effects of Magic Arrow. Can only choose the following Arcane Shot Options: Beguiling Arrow, Bursting Arrow, Enfeebling Arrow, Piercing Arrow, Shadow ArrowBlade Specials:
- Level 1 Special: Nightmare Rondeau - Azami tosses her cannon into the air, spinning it around as it shoots a laser that sweeps in a 15 foot AOE centered on her. Dex save 16 to take half damage. Deals 2d8 necrotic damage, and adds an additional die at Levels 5, 9, 13, and 17. If Driver is bloodied, deals double damage.
- Level 2 Special: Shadow Rhapsody - Azami controls the ether into a giant purple hand, crashing down on a single target and hitting the areas within a 5 foot AOE centered on target. Must pass a Dex save DC 17 to take half damage. Deals 2d10 necrotic damage, with additional die at Levels 5, 9, 13, and 17. If Driver is bloodied, deals double damage.
- Level 3 Special: Decadent Finale - Azami tosses her cannon up into the air as he shoots down a volley of shots onto a single target. Gain +3 to Attack Roll. Rolled 18-19's crit. On hit, deal 6d4 necrotic damage with additional die at Levels 5, 9, 13, and 17. If Driver is bloodied, deals double damage.
- Level 4 Special: Evil Ensemble - Azami takes her cannon and fires a high velocity volley of shots at a single target, spinning and dancing as she does so. Gain +4 to Attack Roll. Rolled 17-19's count as crits. On hit, deal 5d4 force and 5d4 necrotic damage, with additional die in each at Levels 5, 9, 13, and 17. If Driver is bloodied, deals double damage.Battle Skills:
- All For Love - For the duration (3 turns), Blade Specials deal additional force damage equal to 20% of the Driver's missing HP. Increases upper limit by 20% at Levels 5, 9, 13, and 17.
- Pain of Longing - While active, every time an ally within 15 feet take damage, restores Azami's Driver's HP by 1d4. Increased to 1d6 at Level 5, 1d8 at Level 9, 1d10 at Level 13, and 1d12 at Level 17.
- Vendetta - If the Driver takes damage from melee weapon attacks, deals damage to them equal to their spellcasting score x 1.8 for the duration of 3 turns (if not a spellcaster, use the highest score from Intelligence, Wisdom, or Charisma). Increases multiplier to 2.1 at Level 5, 2.4 at Level 9, 2.7 at Level 13, and 3.0 at Level 17.Field Skills:
- Dark Mastery - Azami has advantage on all Arcana checks involving darkness (magical included) and has Darkvision of 60 feet dim-to-bright and 60 extra feet dark-to-dim. Gains an additional 30 feet for each view at Levels 9 and 17.
- Botany - Azami gains proficiency in Nature and has advantages on Nature/Investigation checks on all small plants, flowers, and shrubs. At Level 9 and Level 17, she gains proficiency and double proficiency with an Herbalism Kit.
- Clairvoyant Eye - Azami's left eye has unique magical properties that can let her see things from extra-long distances away through all obstacles. She can cast the True Seeing spell on herself up to 3 times a day. At Levels 9 and 17, she gains an additional use, and the range of her true-sight is doubled each time respectively.
KOS-MOS
KOS-MOS is a unique Rare Blade obtainable from a random Core Crystal. She is a Light-Element Ether Cannon, capable of large amounts of damage from a long range. She has a very robotic and monotone personality befitting of an AI, and she prioritizes everyone's safety despite being a holder of potentially catastrophic power if used incorrectly. She's often at odds with T-elos, who is seen as a counterpart to her that revels in chaos and destruction.
Stats
Element: Light
Weapon Class: Ether Cannon
AUX Core Slots: Three (3)
Stat Line: Str 12 (+1), Dex 14 (+2), Con 16 (+3), Int 22 (+6), Wisdom 18 (+4), and Cha 8 (-1).
D&D Class: Forge Cleric
- Restrictions - Cannot use Spells that deal damage. Can only use Spells that heal or offer support during non-combat scenarios. Her Core is considered her Holy Symbol for Material component of spells. Cannot use effects of following feats: Soul of the Forge, Blessed Strikes, Divine Intervention, Saint of Forge and FireBlade Specials:- Level 1 Special: R-Blade - KOS-MOS takes her cannon and uses it at a blade to deal a 4-hit sword combo tot he target. Gain +2 to Attack Roll. Deals 1d8 slashing and 3d4 radiant damage at Level 1, adds an additional d4 radiant damage at Levels 5, 9, 13, and 17. At Level 9 and Level 17, gains an additional d8 slashing damage. If a crit, deal an additional d4 radiant damage.
- Level 2 Special: H-Effect R - KOS-MOS releases an AOE centered on her that damages all enemies within 50 feet . Must pass a Dex save DC 14 to take half damage. Deals 2d10 radiant damage, with additional die at Levels 5, 9, 13, and 17. Restore the party's HP equal to 30% of damage dealt, with additional 5% at levels 5, 9, 13, and 17.
- Level 3 Special: F-G-Shot - KOS-MOS makes a Gatling gun and rapid-fires on a target for 16 hits. at once. Gain +2 to Attack Roll. On hit, deal 2d12 radiant damage, with additional die at Levels 5, 9, 13, and 17. On hit, roll d100, and if 60 or lower, ignore immunity to radiant damage (increase max limit by 10% at Level 5, 9, and 13). At Level 17, it automatically ignores immunity to radiant damage. If enemy is within 5 feet of target, they take half damage dealt.
- Level 4 Special: X-Buster - KOS-MOS sends a powerful laser that's 15 feet wide at her target (uses normal Ether Cannon range). Gain +3 to Attack Roll. On hit, deal 3d6 radiant and 3d6 force damage, with additional die in each at Levels 5, 9, 13, and 17. If a crit, deal an additional dice of each damage. Any enemies within path take the same damage.Battle Skills:
- Phase Transition Tech - Roll a d100 at start of turn. If result is 1-60, weapon can ignore resistances and Specials deal additional die of radiant damage for duration. Increases upper limit by 10% at Level 5, 9, 13, and 17.
- Hyperclock - Roll a d100 at start of turn. If the result is 1-60, regular Attacks deal an additional d4 force damage AND Driver gains resistance to bludgeoning/piercing/slashing damage for duration. Increases upper limit by 10% and grants additional d4 force damage at Level 5, 9, 13, and 17.
- Encephalon - Roll a d100. If the result is 1-20, the Driver cannot be targeted for single-target attacks for 3 turns. Increased the upper limit by 5% at Levels 5, 9, 13, and 17.Field Skills:
- Light Mastery - KOS-MOS has advantage on all Arcana checks involving magical light, and she gain the cantrip Light as a bonus cantrip (not counting towards amount of Cleric cantrips she can learn). KOS-MOS can use Light on additional items at Level 5, 9, 13, and 17 without ending the spell on the first object.
- Lockpicking - KOS-MOS can grant advantage to Driver on Dex checks with Thieves' Tools. At Level 9, she can add her Dex modifier to the Driver's roll. At Level 13, she can add her Int modifier to the roll.
- Mental Arithmetic - KOS-MOS grants advantage to her Driver on Intelligence checks involving mathematics. At Level 9, she grants her Driver a proficiency to Intelligence checks involving mathematics. At Level 17, KOS-MOS can add her Intelligence modifier to the Driver's roll for Intelligence checks involving mathematics.
Perdido
Perdido is a unique Rare Blade obtainable from a random Core Crystal (specifically as DLC after XC2's game completion). He's weapon is a reskin of the Ether Cannon known as the Decimation Cannon, but it's functionally identical. He's a Fire element Attacker class Blade.Sheba's personality is...largely absent. He loves all sorts of weapons, but he doesn't care much for chumming up with anybody, letting anyone close or whatnot. He's blunt and often comes off as disinterested in anything other than weapons.
Stats
Element: Fire
Weapon Class: Decimation Cannon
AUX Core Slots: Two (2)
Stat Line: Str 16 (+3), Dex 16 (+3), Con 12 (+1), Int 14 (+2), Wisdom 12 (+1), and Cha 12 (+1).
D&D Class: Arcane Archer Fighter
- Restrictions - Can only use Archery and Great-Weapon Fighting for his Fighting Style. Cannot use the effects of Magic Arrow. Can only choose the following Arcane Shot Options: Beguiling Arrow, Bursting Arrow, Enfeebling Arrow, Piercing Arrow, Shadow ArrowBlade Specials:- Level 1 Special: Diamond Crash - Perdido uses his Shield Hammer to slam the ground and make a shockwave around him with a 15 foot radius. All enemies within the AOE must make a DC 15 DEX save. On fail, deals 4d4 fire damage (extra 2d4 at Levels 5, 9, 13, and 17). Half damage on success. If a target in the AOE is prone, they take an extra 1d8 force damage (extra die at Levels 5, 9, 13, and 17). This damage is not halved by passing the DEX save.
- Level 2 Special: Diamond Flight - Perdido clashes his weapons together to focus ether and fire a beam at a single target within 50 feet of him. Make a ranged weapon attack roll with +2 to hit. On hit, deals 5d6 fire damage with extra d6 at Levels 5, 9, 13, and 17). On hit, roll a d100: if result is 1-20, that target cannot attack you during their next turn (upper limit increases by 5% at levels 5, 9, 13, and 17).
- Level 3 Special: Diamond Hands - Perdido brandishes his Chroma Katana, Megalance, Greataxe, and Shield Hammer for a vicious 4-hit melee combo. Make a melee weapon attack roll on a target within 5 feet of Perdido with +4 to hit. On hit, deals 2d6 bludgeoning, 2d6 piercing, 2d6 slashing, and 2d6 fire damage, with extra die in each at Levels 5, 9, 13, and 17. On hit, roll d100: if result is 1-60, ignore all damage resistances on target. Upper limit increased by 10% at Levels 5, 9, 13, and 17.
- Level 4 Special: Diamond Inferno - The Driver fires a beam while charging a power shot, and Perdido goes in for a full weapon assault before you finish it off with a powerful charged shot. Make a weapon attack roll with +5 to hit. On hit, deal 10d6 fire damage (extra 2d6 at Levels 5, 9, 13, and 17).Battle Skills:
- Doublestrike - For the duration (3 turns), when using your Action to make a ranged weapon attack roll with Perdido (EXCLUDING BLADE SPECIALS), you can make make two attack rolls instead. Also, all your ranged weapon attack rolls deal an extra 2 force damage. The bonus damage increases by 2 at Levels 5, 9, 13, and 17.
- Stay True - For the duration (3 turns), ranged weapon attacks made with Perdido (EXCLUDING BLADE SPECIALS) deal an extra 1d8 force damage. Damage increases by 1d8 at Levels 5, 9, 13, and 17.
- Bushido - For the duration (3 turns), all attack rolls made with Perdido on an enemy facing the Driver deal an extra 1d4 force damage. Damage increases by 1d4 at Levels 5, 9, 13, and 17.Field Skills:
- Fire Mastery - Perdido has advantage on all Arcana checks involving magical fire, and he gains the cantrip Dancing Lights to cast at will. Perdido learns the cantrip Produce Flame at Level 9, and Control Flames at Level 17.
- Minerology - Perdido starts with advantage on all Intelligence checks involving ores and crystals. At Level 9, he gets double proficiency on Intelligence checks involving ores and crystals. At Level 17, he automatically passes any Int check involving crystals and ore.
- Fortitude - Perdido has a strong will to endure hardships, severe and boring alike. He gains a resistance to psychic damage inflicted from spells, and he and his Driver cannot be charmed or frightened by spells. At Level 9, he grants his Driver a resistance to Psychic damage from spells. At Level 17, he and his Driver automatically succeed saves for spells that deal psychic damage.
Sheba
Sheba is a unique Rare Blade obtainable from a random Core Crystal. She is a Water-Element Ether Cannon, capable of large amounts of damage from a long range.Sheba's personality is...loud, to say the least. She's a sapphic money-grubber, wanting to live in the lap of luxury with a harem of her choice to spend her life-long days away, hoarding gold and women while using "useless" men as a means to achieve these goals. She's not exactly the smartest with her money management, being fairly easy to scam and being easier to irritate as a result, but she means well for the most part.
Stats
Element: Water
Weapon Class: Ether Cannon
AUX Core Slots: Three (3)
Stat Line: Str 12 (+1), Dex 16 (+3), Con 16 (+3), Int 12 (+1), Wisdom 14 (+2), and Cha 22 (+6).
D&D Class: Arcane Archer Fighter
- Restrictions - Can only use Archery and Great-Weapon Fighting for her Fighting Style. Cannot use the effects of Magic Arrow. Can only choose the following Arcane Shot Options: Beguiling Arrow, Bursting Arrow, Enfeebling Arrow, Piercing Arrow, Shadow Arrow
Boons: Because of the bathtub Sheba rides around in, she can ignore difficult terrain and gains a natural swimming speed of 30 feet.Blade Specials:- Level 1 Special: Dessert Bomb - Sheba crouches and fires her Ether Cannon like a mortar, lobbing a watery projectile to cover a 20-radius sphere on impact. All enemies within the radius must pass a DC 16 Dexterity save to take half damage. On hit, deals 4d4 cold damage (extra 2d4 at Levels 5, 9, 13, and 17). If Driver is at 90% of their max HP or higher, this special deals double damage.
- Level 2 Special: Tea Leaves - Sheba summons her bathtub and hops in for a ride, charging forward and mowing down whoever is in front of her. 30 foot range, +2 to hit. Rolled 17-20's count as crits. On hit, deals 4d6 magical bludgeoning damage (extra d6 at Levels 5, 9, 13, and 17). On crit, deal an additional 2d6 cold damage (extra d6 at Levels 5, 9, 13, and 17).
- Level 3 Special: Golden Font - Sheba hops in the tub and rises into the sky, taking her ether canon to fire down indiscriminately at the enemies below in a 20 foot cone in front of her. Each enemy in the AOE must make a DC 18 Dexterity save to take half damage. On hit, deal 8d4 cold damage (extra 2d4 at Levels 5, 9, 13, and 17). On hit, roll a d100 for each target; on 1-60, spawn a Gold Orb within 10 feet of that target. Threshold increases by 10 at Levels 5, 9, 13, and 17.
- Level 4 Special: Royal Tea Party - Sheba sits in her bathtub as her watery lover emerges as well, the two launching a barrage of watery projectiles at their target. 60/240 range, +5 to hit. Rolled 15-20's count as crits. On hit, deal 13d4 cold damage (extra 3d4 at Levels 5, 9, 13, and 17).Battle Skills:
- Economicanimal - For the duration of the battle after the first usage of this skill, every time Sheba uses a Blade Special or the Driver scores a critical hit with Sheba, a Gold Orb spawns within 10 feet of the target. Gold Orbs will turn into 1d2 gold pieces each at the end of combat. For the active duration of the skill (3 turns), weapon attacks and Blade Specials made with Sheba gain 1d4 cold damage (maximum 20d4). These stacks to no reset when the skill ends or is reused later in the same combat. The maximum number of damage this skill can reach is 23d4 at Level 5, 27d4 at Level 9, 30d4 at Level 13, and 33d4 at Level 17.
- Entitled Entourage - For the duration (3 turns), weapon attacks and Blade Specials with Sheba will deal an extra 3 cold damage for each female ally in combat with her (including Driver, excluding herself). Damage increases by 3 at Levels 5, 9, 13, and 17.
- Financial Statement - For the duration (3 turns), if Sheba/Driver has collected a Gold Orb, if an enemy would make a single-target attack roll on Driver, roll a d100; if result is 1-10, the attacker must either choose another target within range or instead use their Action to Dodge. Upper threshold increases by 5 at Levels 5, 9, 13, and 17.Field Skills:
- Girls' Talk - Sheba gains advantage on all Charisma checks while speaking to women, as well as her Driver if they are female. At Level 9, she grants her female Driver a proficiency in Persuasion if they don't have it already (if they do, grant them double proficiency). At Level 13, she grant the previous bonuses to male Drivers, as well as adding her Charisma modifier to her Driver's Cha checks against women.
- Lockpicking - Sheba can grant advantage to Driver on Dex checks with Thieves' Tools. At Level 9, she can add her Dex modifier to the Driver's roll. At Level 17, she can add her Int modifier to the roll.
- Eye for Beauty - Sheba's charm is unparalleled, and her drive to add women to her harem is unwavering. Once a day, Sheba can auto-succeed a DC 25 or higher Persuasion check versus any female character with persuading them to aid her in a non-standard way (such as convincing a non-combatant to take up arms for her, willingly giving her all their gold or favors, other examples up to DM discretion). At Levels 9 and 17, Sheba gains an additional usage of this feature.
Agate
Agate is a unique Rare Blade that can be awakened form any random Core Crystal. She's an Earth element Greataxe, making her an attacker class, and her power shows. She's a kind-hearted geologist who is a strong protector that loves discovering new ores and such, but she has a deathly fear of insects. She's a charming and layered personality, so to speak.
Stats
Element: Earth
Weapon Class: Greataxe
AUX Core Slots: Two (2)
Stat Line: Str 18 (+4), Dex 16 (+3), Con 17 (+3), Int 18 (+4), Wisdom 14 (+2), and Cha 12 (+1).
D&D Class: Champion Fighter
- Restrictions - Can only choose Great Weapon Fighting for Fighting Style. The feats Improved Critical and Superior Critical do not apply to Blade Specials.Blade Specials:
- Level 1 Special: Heliodor Passionr - Agate jumps and hovers in the air as she throws her axe 3 times like a boomerang, attacking a single enemy within 20 feet of her. Make separate attack rolls for each hit. Deals 2d6 slashing damage at Level 1, adds an additional die at Levels 5, 9, 13, and 17. If the target is airborne, deals d10's of damage instead of d8's.
- Level 2 Special: Star Beryl Courage - Agate raises her axe quickly to deliver 3 clean strikes down on an enemy within 5 feet of her. Make separate rolls for each hit. On hit, deals 2d8 slashing damage, with additional die at Levels 5, 9, 13, and 17. If target is prone, deals double damage.
- Level 3 Special: Rhodochrosite Might - Agate smashes her axe into the ground, making crystals rise in a 3-hit combo attack with the axe and crystal shards. This attack always has advantage, and rolled 18-19 count as criticals. On hit, deal 3d4 slashing and 3d4 piercing damage, with additional die in each at Levels 5, 9, 13, and 17. If a critical hit, adds additional 4d6 force damage, which additional die at Levels 5, 9, 13, and 17.
- Level 4 Special: Invincible Moldavite - A powerful 7-hit combo where Agate boomerangs her axe, deals a spinning thrusting attack, and slams her axe down to smash a crystal at her enemy. +3 to Hit. Rolled 18-19's count as criticals. On hit, 4d10 slashing damage with additional die at Levels 5, 9, 13, and 17. If target is prone, deals double damage.Battle Skills:
- Razo-Sharp Iolite - For the duration (3 turns), Agate generates a 15 foot aura. The Driver and any allies of her choosing in that aura deal an extra die of weapon damage for weapon attacks. The aura extends by 5 feet at Levels 5, 9, 13, and 17.
- Tanzanite Pursuer - For the duration (3 turns), when Driver uses weapon attack or Blade Special against a prone creature, deals an additional 1d8 bludgeoning damage. Deals an additional 1d8 at Levels 5, 9, 13, and 17.
- Tiger's Eye Wrecker - For the duration (3 turns), weapon attacks and Blade Specials against insects/insectoids deals an additional d4 slashing damage. Damage increases to d6 at Level 5, d8 at Level 9, d10 at Level 13, and d12 at Level 17.Field Skills:
- Prospecting - At Level 5, due to having a history of searching, Agate has advantage on on Nature/Survival checks with finding ores and crystals in caves and other natural areas. At Level 9, she had advantage on Persuasion checks to sell jewels and ores at a higher price than normal. At Level 13, she grants her Driver advantage on on any skill checks involving ores or crystals.
- Minerology - Agate starts with advantage on all Intelligence checks involving ores and crystals. At Level 9, she gets double proficiency on Intelligence checks involving ores and crystals. At Level 13, she automatically passes any Int check involving crystals and ore.
- Keen Eye - Agate gains advantage on all Perception checks involving sight. At Level 9, she gains Darkvision of 60/60 feet. At Level 17, she gains double proficiency on all Perception checks involving sight.
zenobia
Zenobia is a unique Rare Blade that can be awakened form any random Core Crystal. She's a Wind element Greataxe, making her an attacker class, and boy does she let you know. With her spunky attitude and lust for battling strong opponents and dangerous monsters ala Monster Hunter, she's capable of turning a rough encounter into a breeze (pun intended). She means well with what she does at the end of the day though, even if she gets her Driver into more trouble than needed.
Stats
Element: Wind
Weapon Class: Greataxe
AUX Core Slots: Three (3)
Stat Line: Str 20 (+5), Dex 14 (+2), Con 14 (+2), Int 12 (+1), Wisdom 16 (+3), and Cha 14 (+2).
D&D Class: Champion Fighter
- Restrictions - Can only choose Great Weapon Fighting for Fighting Style. The feats Improved Critical and Superior Critical do not apply to Blade Specials.Blade Specials:
- Level 1 Special: Diabolic Zephyr - A two-hit combo where Zenobia raises her axe over head and slams it down on a single target before causing wind gust around them in a 10 foot AOE. Gain +2 to Attack Roll. Rolled 19's count as crits. Deals 2d8 slashing damage at Level 1, adds an additional die at Levels 5, 9, 13, and 17. After hit, enemies within 10 feet of target must make a Strength save DC 16 (pass = half damage). Deals 1d10 slashing damage, with additional 1d10 slashing at Levels 5, 9, 13, and 17.
- Level 2 Special: Adamantine Axe - Zenobia raises her axe quickly to deliver a clean slice downwards through her target. Gain +2 to Attack Roll. On hit, deals 2d10 slashing damage, with additional die at Levels 5, 9, 13, and 17. If target is prone, deals double damage.
- Level 3 Special: Ascension Blade - Zenobia flies around, sending tons of slashes with her axe and the wind at a 15 by 15 foot AOE in front of her. Dex save DC 19 to take half damage. On hit, deal 7d4 slashing damage, with additional die at Levels 5, 9, 13, and 17. Ignores resistance to slashing damage. If a target's CR/Level is higher than Driver's Level, deals double damage.
- Level 4 Special: Twixt Heaven and Hell - Zenobia shoots into the sky before diving down with a powerful slash, followed up by a couple of slashes in rapid succession. +4 to Hit. Rolled 18-19's count as crits. On hit, 4d12 slashing damage with additional die at Levels 5, 9, 13, and 17. On hit, target makes a Strength save DC 20. If fail, target is knocked prone. If target is higher CR/Level than Driver, deals double damage.Battle Skills:
- Carnage - When battling a boss character (based on DM discretion), for the duration (3 turns), when Driver uses weapon attack or Blade Special against them, add 2d4 force damage to the attack. Increases to 2d6 at Level 5, 2d8 at Level 9, 2d10 at Level 13, and 2d12 at Level 17.
- The Indomitable - For the duration (3 turns), when Driver uses weapon attack or Blade Special against a creature whose CR/Level is higher than the Driver's level, add 1d10 force damage to the attack. Increases by 1d10 at Levels 5, 9, 13, and 17.
- Greatest Warrior - For the duration (3 turns), weapon attacks and Blade Specials deals an additional d4 force damage for each enemy engaged in combat (max of 8 bonus die). Damage increases to d6 at Level 5, d8 at Level 9, d10 at Level 13, and d12 at Level 17.Field Skills:
- Wind Mastery - Zenobia has advantage on all Arcana and Investigation checks involving wind, and she gains use of the Gust cantrip at will (use Wisdom as her spellcasting stat). At Level 5, she gains access to Feather Fall to cast at will. At Level 9, she can cast Zephyr Strike once a day on herself or her Driver. At Level 13, she can cast Gust of Wind at will. At Level 17, she can cast Warding Wind on herself at will. None of these spells (except Zephyr Strike) can be used in combat.
- Superstrength - Zenobia has advantage on Athletics checks. At Levels 5, 9, and 13, she can reduce the DC of an Athletics check by 1 at each Level. At Level 17, she automatically succeeds any Athletics check under DC 30.
- Leaping - Zenobia can cast the spell Jump on her Driver up to 3 times per day (regains all uses at dawn). At Levels 5, 9, 13, and 17, she gains an additional use of the spell on her Driver, and she can use the spells on herself as well at Level 13 and onward.
T-ELOS
T-elos is a unique Rare Blade obtainable from a random Core Crystal. She is a Dark-Element Greataxe, capable of large amounts of damage from a close range. Unlike her counterpart in KOS-MOS, T-elos has a very loud personality and an abundant amount of self-centeredness and lust for chaos. She often sees KOS-MOS as her rival and always threatens to fight or destroy her, to which KOS-MOS doesn't pick up on her comments and only leaves T-elos even more pissed.
Stats
Element: Dark
Weapon Class: Greataxe
AUX Core Slots: Three (3)
Stat Line: Str 16 (+3), Dex 14 (+2), Con 12 (+1), Int 12 (+1), Wisdom 16 (+3), and Cha 18 (+4).
D&D Class: Champion Fighter
- Restrictions - Can only choose Great Weapon Fighting for Fighting Style. The feats Improved Critical and Superior Critical do not apply to Blade Specials.Blade Specials:
- Level 1 Special: ECHIDNA - A two-hit combo with a scythe slash and a kick in one Attack. Gain +2 to Attack Roll. Deals 2d8 necrotic damage at Level 1, adds an additional die at Levels 5, 9, 13, and 17. If a crit, deal an additional dice of damage.
- Level 2 Special: MAGDALENE 16 - A 7-hit shot combo from her pistol. Gain +2 to Attack Roll. On hit, deals 2d10 necrotic damage, with additional die at Levels 5, 9, 13, and 17. If your target's CR is higher than the Driver's level, deals additional die of damage. Enemies within 5 feet of target take half damage.
- Level 3 Special: T-SKYLLA - A 3-hit acrobatic scythe attack, ending with a shot from her pistol. Gain +2 to Attack Roll. On hit, deal 2d12 necrotic damage, with additional die at Levels 5, 9, 13, and 17. On hit, roll d100, and if 60 or lower, ignore immunity to necrotic damage (increase max limit by 10% at Level 5, 9, and 13). At Level 17, it automatically ignores immunity to necrotic damage
- Level 4 Special: U-TENERITAS - T-elos fires her Phase Cannon at her target, dealing damage in a 20 foot AOE centered on target before Driver rushes in to attack with a slash. Must pass DC 17 Dex save to take half damage, and +3 to Attack roll for secondary hit. On hit, deal 3d12 necrotic damage with AOE and 3d6 slashing damage with slash, with additional die in each at Levels 5, 9, 13, and 17. If a crit, deal an additional dice of each damage.Battle Skills:
- Phase Transition Tech - Roll a d100 at start of turn. If result is 1-60, weapon can ignore resistances and Specials deal additional die of necrotic damage for duration. Increases upper limit by 10% at Level 5, 9, 13, and 17.
- Heaven's Tracker - Adds an additional d4 necrotic damage to weapon attacks for each downed ally during combat (self included, revived allies included, max of 5 additional dice). Damage becomes d6 at Level 5, d8 at Level 9, d10 at Level 13, and d12 at Level 17.
- Heartbreaker - Roll a d100 at start of turn. If lower than 60, regular Attacks deal an additional d4 necrotic damage per incapacitated enemy within 20 feet of Driver (max of 10d4). Increases upper limit by 10% at Level 5, 9, 13, and 17.Field Skills:
- Dark Mastery - T-elos has advantage on all Arcana checks involving darkness (magical included) and has Darkvision of 60 feet dim-to-bright and 60 extra feet dark-to-dim. Gains an additional 30 feet for each view at Levels 5, 9, 13, and 17.
- Salvaging Mastery - T-elos can grant advantage to Driver on Charisma checks (Deception and Intimidation) for trying to buy items with discounts and sell items at a higher price. At Level 9, she grants the Driver with either proficiency in both Deception and Intimidation or a double proficiency in one of them. At Level 17, she can add her Charisma mod to the Driver's rolls for Deception/Intimidaiton checks.
- Leaping - T-elos can cast the spell Jump on her Driver up to 3 times per day (regains all uses at dawn). At Level 9 and Level 17, she gains an additional use of the spell on her Driver.

































