Article-At-A-Glance
- The Knife Master[1] build focuses on high-dexterity dagger or shuriken combat techniques.
- Provides strategies for handling weaknesses and optimizing role-playing scenarios.
- Highlights core abilities, skills, and feats essential for maximizing attacks per round.
- Discusses class progression and equipment necessary for peak performance.

Click on the level for more information
This Knife Master[1] build focuses on high damage output using daggers. At level 1, the character is a Human Rogue skilled in ranged combat with feats for ranged combat.
Stat Block Level 1:
[Knife Master[1]]: male, human rogue 1; CR 1; Medium humanoid; HD 1d6+1; hp 7; Init +3; Spd 30 ft.; AC 15, touch 13, flat-footed 12; Base Atk +0; Grp +1; Atk dagger +1 melee (1d4+1/19–20) or dagger +4 ranged (1d4+1/19–20); Full Atk dagger +1 melee (1d4+1/19–20) or dagger +4 ranged (1d4+1/19–20); SA sneak attack +1d6; SQ trapfinding; AL CN; SV Fort +1, Ref +5, Will +0; Str 16, Dex 16, Con 12, Int 14, Wis 10, Cha 6.
Skills, Abilities, and Feats:
Bluff +4, Intimidate +5, Knowledge (local) +5, Sense Motive +6, Sleight of Hand +4; Point-Blank Shot, Far Shot, Precise Shot, Combat Expertise. Sneak attack: extra damage when flanking or attacking an unaware target. Trapfinding: can use Search skill to locate traps with a DC higher than 20.
Possessions: 5 daggers, chain shirt.
This Rogue 5 build utilizes daggers effectively in combat, relying on high Dexterity for precision attacks. Enhanced with feats for expert ranged battles, this character can strike enemies from a distance with finesse.
Stat Block Level 5:
Unnamed Rogue: female, human rogue 5; CR 5; Medium humanoid (human); HD 5d6+5; hp 22; Init +3; Spd 30 ft; AC 14, touch 13, flat-footed 11; Base Atk +3; Grp +3; Atk dagger +6 melee (1d4+3/19-20) or +7 ranged (1d4+3/19-20); Full Atk dagger +6 melee (1d4+3/19-20) or +7 ranged (1d4+3/19-20); SA Sneak Attack +3d6; SQ Evasion, trap sense +1; AL CN; SV Fort +2, Ref +7, Will +3; Str 16, Dex 16, Con 12, Int 14, Wis 10, Cha 6.
Skills, Abilities, and Feats:
Bluff +8, Intimidate +5, Knowledge (local) +5, Sense Motive +6, Sleight of Hand +4; Point-Blank Shot, Far Shot, Precise Shot, Combat Expertise, Weapon Focus (dagger). Special Attacks and Qualities: Sneak Attack +3d6, Evasion, trap sense +1.
Possessions: Many daggers, eventually transitioning to shurikens with Splitting, Returning, and Adaptive enchantments, chain shirt.
This build is a Rogue Knife Master[1], focused on throwing daggers with extreme efficiency. By level 10, the character employs a mix of Rogue and Invisible Blade classes, capitalizing on enhanced attack rates, feinting abilities, and attacking against Touch AC. Along with precise placement of feats and leveraging dexterity, the build ensures maximum dagger-flinging havoc.
Stat Block Level 10:
Unnamed: male, human Rogue 5/Invisible Blade 5; CR 10; Medium humanoid; HD 10d6+10; hp 80; Init +3; Spd 30 ft.; AC 21, touch 18, flat-footed 18; Base Atk +8; Grp +8; Atk +12 melee (1d4+3/19-20, dagger) or +12 ranged (1d4+3/19-20, dagger); Full Atk +12/+12/+7/+7/+2/+2 (1d4+3/19-20, dagger); SA Sneak Attack +3d6, Feint Mastery; SQ Trapfinding, Uncanny Dodge, Improved Uncanny Dodge; AL CN; SV Fort +4, Ref +10, Will +3; Str 16, Dex 16, Con 12, Int 14, Wis 10, Cha 6.
Skills, Abilities, and Feats:
Bluff +11, Intimidate +8, Knowledge (Local) +8, Sense Motive +9, Sleight of Hand +7, Spot +2; Point-Blank Shot, Far Shot, Precise Shot, Combat Expertise, Weapon Focus(Dagger), Improved Feint, Two-Weapon Fighting. Special Attacks and Qualities: Uses Improved Uncanny Dodge to avoid being caught flat-footed and Feint Mastery to leave enemies open to Sneak Attack damage.
Possessions: +1 Chain Shirt, 10 returning daggers, 80 non-magical daggers.
This Knife Master[1] build excels at rapidly throwing daggers with deadly precision. At level 15, the character can attack up to 32 times per round due to numerous combat feats and class abilities. The build prioritizes Dexterity for attack rolls and utilizes the Splitting enchantment on daggers for doubled attacks per throw, making the character a formidable opponent in ranged combat.
Stat Block Level 15:
Rogue Knife Master[1]: female, human Rogue 5/Invisible Blade 5/Master Thrower 5; CR 15; Medium humanoid (human); HD 5d6 + 5d6 + 5d8; hp 65; Init +3; Spd 30 ft.; AC 16, touch 13, flat-footed 13; Base Atk +13; Grp +14; Atk dagger +19 (1d4+5 crit 18-20/x2) or thrown dagger +21 (1d4+5, 20 ft.); Full Atk 32 daggers +19/+19/+14/+14/+9/+9/+4/+4 each (1d4+5 crit 18-20/x2); SA Sneak Attack +3d6, Two with One Blow, Palm Throw; SQ Evasion, Uncanny Dodge, Improved Uncanny Dodge, Fearless Throw, Snatch Arrows; AL Chaotic Neutral; SV Fort +8, Ref +15, Will +8; Str 10, Dex 20, Con 14, Int 14, Wis 10, Cha 6.
Skills, Abilities, and Feats:
Bluff +8, Intimidate +5, Knowledge (Local) +5, Sense Motive +6, Sleight of Hand +4; Point-Blank Shot, Far Shot, Precise Shot, Combat Expertise, Weapon Focus (Dagger), Improved Feint, Two-Weapon Fighting, Quick Draw, Rapid Shot, Snatch Arrow, Improved Two-Weapon Fighting, Improved Critical (Dagger), Greater Two-Weapon Fighting. Special Attacks and Qualities: Sneak Attack deals an extra 3d6 damage to flat-footed or flanked opponents; Palm Throw allows two thrown weapons per attack; Two with One Blow hits two adjacent foes; Fearless Throw for no penalties on ranged attacked within threatened areas; Snatch Arrows allows catching and throwing back projectiles.
Possessions: Many magical daggers, Shurikens with Splitting, Returning, and Adaptive enchantments, Chain Shirt +3.
The Knife Master[1] build at Level 20 focuses on overwhelming enemies with a rapid barrage of dagger attacks. With enhancements like the splitting enchantment, the character can make 64 attacks per round, all targeting touch AC. This build prioritizes dexterity and utilizes feats like Rapid Shot and Greater Two-Weapon Fighting to maximize attacks.
Stat Block Level 20:
Knife Master[1]: female, human Rogue 5/Invisible Blade 5/Master Thrower 5/Streetfighter 5; CR 20; Medium humanoid (human); HD 20d6+60; hp 100; Init +3; Spd 30 ft.; AC 19, touch 13, flat-footed 16; Base Atk +13; Grp +16; Atk +18 dagger (1d4+3/19-20); Full Atk +18/+18/+18/+18/+13/+13/+13/+8 daggers (1d4+3/19-20), or +16/+16/+16/+16/+11/+11/+11/+6 melee; SA Sneak Attack +5d6, Feint Mastery; SQ Trapfinding, Trap Sense +1, Uncanny Dodge, Improved Uncanny Dodge, Evasion, Defensive Roll; AL CN; SV Fort +9, Ref +19, Will +9; Str 16, Dex 16, Con 12, Int 14, Wis 10, Cha 6.
Skills, Abilities, and Feats:
Bluff +16, Intimidate +13, Knowledge (Local) +12, Sense Motive +15, Sleight of Hand +18; Point-Blank Shot, Far Shot, Precise Shot, Combat Expertise, Weapon Focus (Dagger), Improved Feint, Two-Weapon Fighting, Quick Draw, Rapid Shot, Snatch Arrow, Improved Two-Weapon Fighting, Improved Critical (Dagger), Greater Two-Weapon Fighting. Special Attacks and Qualities: Sneak Attack +5d6, Feint Mastery (free action to feint), Throw Anything (dagger), Triple Throw, Evasion, Defensive Roll (1/day reroll failed save);
Possessions: daggers (or shurikens with splitting, returning, and adaptive enchantments), chain shirt.
Milestones Of Character Development
- Levels 1-5: Starting as a Rogue, you gain essential feats like Point-Blank Shot, Far Shot, and Precise Shot. These enhance your ranged capabilities, while Combat Expertise helps in defense. You also gain Weapon Focus(Dagger) to boost your attack rolls.
- Levels 6-10: Transitioning to Invisible Blade, you acquire Improved Feint to make enemies flat-footed, and Two-Weapons Fighting to maximize your attack output. Your sneaky attacks become more effective and frequent, laying a deadly foundation.
- Levels 11-15: As a Master Thrower, you get Quick Draw to swap weapons effortlessly and Rapid Shot for extra attacks. Snatch Arrow provides defense against ranged attacks, while Improved Two-Weapons Fighting and Improved Critical(Dagger) further boost your offensive prowess.
- Levels 16-20: Transitioning to Streetfighter, you strengthen your melee combat abilities. Greater Two-Weapons Fighting caps off your attack boost, enabling up to 64 attacks per round with enhanced equipment. You become a fearsome and versatile combatant, putting all skills and feats to deadly use.
Core Abilities & Features of the Knife Master
Knife Mastery
The Knife Master[1] build maximizes the Rogue’s dexterity-based abilities, specializing in dagger combat techniques. Key to this is the Rogue’s ability to deal high damage using daggers or shurikens with the build’s enhancements. By level 20, you unleash up to 64 attacks per round, making you a ‘dagger minigun.’ This is achieved through a combination of multiple feats and class abilities.
Skills & Ability Scores
This build emphasizes Dexterity (16), enhancing your precision and agility. With Intelligence at 14, you get additional skill points to invest in critical Rogue skills like Bluff (8) and Sense Motive (6). Although Strength (5) and Charisma (6) are low, these are balanced out by the build’s focus on ranged and finesse attacks.
Class Progression
Combining levels in Rogue (5), Invisible Blade (5), Master Thrower (5), and Streetfighter provides a robust set of abilities honed towards precision and rapid attacks. For example, the Invisible Blade enhances your feinting and dagger throws, while the Master Thrower allows you to make multiple ranged attacks per round effectively.
Feats & Combat Strategy
This build uses key feats like Rapid Shot, Greater Two-Weapon Fighting, and Palm Throw to maximize the number of attacks per round. The Splitting enchantment on your daggers or shurikens effectively doubles this number, targeting Touch AC for higher accuracy. Quick Draw ensures that you’re always ready to throw, negating the need for a full-round action to arm yourself.
Equipment Progression
| Level Range | Equipment | Details |
|---|---|---|
| L1-5 | Masterwork Daggers | Start with these for an early damage boost and reliability. |
| L6-10 | +1 Daggers | Upgrade to magical daggers for better hit chances and damage output. |
| L11-15 | Returning Daggers | Ensures you can continue throwing without losing weapons, returning each round. |
| L16-20 | Shurikens with Splitting, Returning, Adaptive Enchantments | Provides cheap, high-volume attacks with magical properties, maximizing damage with up to 64 attacks per round. |
Combat Scenarios as a Knife Master
- Dungeon Crawls:
- Stay behind the tanks in narrow corridors and use your high Dexterity and Two-Weapon Fighting feats to throw daggers past your allies. Precision and multiple attacks are your strength. Using the sneak attack feature when enemies are engaged with your allies can maximize your damage output.
- Open Fields:
- Utilize Rapid Shot and your impressive range capabilities. Move constantly to maintain distance, using Far Shot and Precise Shot feats. Your knives will hit their targets reliably at range, providing constant pressure.
- Ambushes:
- Maximize your initial attack by staying hidden and using Improved Feint to catch your targets flat-footed. Campaign your allies to set up favorable conditions for your sneak attack, especially with your high initiative and quick draw feat to strike first and fast.
- Defensive Stands:
- Your mobility and high number of attacks make you well-suited to back up defensive positions. Stay nimble, and use your throwing daggers from behind barricades or defensive lines to pummel foes while they are tangled with your frontline allies.
- Urban Encounters:
- Utilize the surroundings to your advantage by hiding in alleyways or using rooftops for high-ground advantage. With your Quick Draw and Two-Weapon Fighting, you can swiftly respond to threats and assist your party. Tap into your skills in Bluff and Sleight of Hand to manipulate encounters.
Weaknesses & Counters of the Knife Master
| Weakness | Counter |
|---|---|
| Low Strength (Str 5) | Rely mostly on Dexterity for attack and damage rolls. Use items like Gauntlets of Ogre Power to boost strength temporarily. |
| Low Constitution (Con 12) | Focus on staying out of direct combat as much as possible. Equip items like Amulet of Health to boost HP and Con. |
| Poor Reflexes (Flaw) | Specific equipment like Ring of Evasion can help mitigate this flaw. Additionally, feats like Lightning Reflexes may assist. |
| Low AC in direct combat | Utilize mobility and avoid melee engagements. Equip items like Cloak of Displacement to make hits miss or Rings of Protection for AC boosts. |
| Vulnerable to area-of-effect spells | Gear up with items that provide spell resistance, like a Cloak of Resistance, or use Evasion ability to escape or mitigate damage. |
| Magic Dependency | Equip magical items that enhance your core strengths. Prepare for encounters by having potions or scrolls with utility spells. |
| Limited melee capability | Stick to range combat using throwing daggers or shurikens with appropriate enchantments. Always aim to stay at range. |
Roleplaying the Knife Master
Opportunities: The Knife Master[1] offers rich chances to flesh out dramatic character moments. Consider giving your Rogue a focus, such as a cherished mentor’s fighting style, which drives their throwing skills. The focus on daggers allows for intricate scenes of knife play; rituals of sharpening and honing blades can offer a window into your character’s mindset.
Your Knife Master[1] might have a mysterious and edgy backstory. Perhaps they were once part of a covert group that specialized in silent takedowns, or an underdog from the streets who fought for everything they have. These details enrich interactions and drive character development during play.
Themes: Emphasize themes of finesse and precision. The Knife Master[1] isn’t about brute force but pinpoint accuracy. Reflect this in how you describe their actions. In combat, depict quick, fluent motions rather than heavy strikes. Out of combat, highlight the character’s perception, noticing details others miss.
Another theme to explore is the dual nature of their existence. The Knife Master[1] can be both seen and unseen. They are equally comfortable in the noble’s court and the shadowy back alleys. Play on this duality in your roleplaying. The character might switch personas depending on the situation, from charming nobility to a ruthless assassin.

FAQ
How does the Knife Master[1] build work?
The Knife Master[1] build maximizes dexterity-based abilities, emphasizing dagger combat. By utilizing feats like Rapid Shot and Greater Two-Weapon Fighting, you multiply your attacks. Combining class levels in Rogue, Invisible Blade, and Master Thrower, allows precision and rapid-fire attacks. By level 20, you can unleash up to 64 attacks per round with enhanced equipment.
What are the key ability scores for a Knife Master[1]?
Focus on a high Dexterity (16), boosting precision and agility. Intelligence (14) gives extra skill points for critical Rogue abilities like Bluff and Sense Motive. Strength and Charisma are lower but balanced by the build’s focus on finesse and ranged attacks.
Which feats are essential for a Knife Master[1]?
Vital feats include Rapid Shot, Greater Two-Weapon Fighting, and Palm Throw. These maximize the number of attacks per round. Quick Draw ensures you’re always ready to throw, and the Splitting enchantment effectively doubles attack output.
What roleplaying opportunities does a Knife Master[1] offer?
Knife Masters can have rich backstories, such as being part of a covert group. Themes of finesse and precision are central. Reflect this in both combat and perception, emphasizing quick, fluent motions and keen observation. Explore the dual nature of being both seen and unseen.
What is an ideal combat scenario for a Knife Master[1]?
Ideal scenarios include staying behind allies in dungeons, using Rapid Shot in open fields, setting ambushes, supporting from defensive positions, and utilizing urban environments. Precision, agility, and multiple ranged attacks define your strategy.
Join us at Stellar Dragons!
Try playing as a Knife Master[1] in your next D&D 3.5 game! Do you think the Knife Master[1] could be the best build in D&D 3.5? Join the discussion on the Stellar Dragons Discord server at https://discord.gg/uAPvgEq6Z7
Knife Master

He sat at a table, on the terrace of his favorite restaurant, while he sipped some wine thoughtfully. Before him was his plans to draw out the White Wolf. With an attentive eye he reviewed the details he recorded from his meeting with the Thieves Guild, the final key he had been missing. It had taken some time, some favors, and some high risks to even get this far. Should have asked for more, he thought. He was close and the plan just needed a scant few more details to hedge down someone who was known as being a ghost.
Even so, he couldn’t stay focused, and his gaze was repeatedly drawn towards the plaza next to the terrace. Over there, a young woman was engaged in a duel with several other miscreants. She wore her blonde hair short, in no effort to camouflage her heavily scarred face. If anything, the stray hairs served to emphasize just how well fought she had been. The scars, too, did not mar her beauty, in fact they added an air of mystique to this woman. It was something particular about her he admired. It was also why he couldn’t keep his focus on his plans.
She proved her prowess in this little spat, one in a very long series, and it was one where she would earn no more scars. None of her assailants, thugs and brutes as they were, even got close to striking her. All this in spite of the fact that her foes had longswords, and she? Merely puny daggers.
-“I won’t wait for you forever” The man yelled at her, half-annoyed and half amused at her antics. Though his mirth echoed louder.
–“Yeah, yeah, gimme a second.” She replied in a laugh.
And, indeed, a second it took. For after that second, all the miscreants simultaneously found themselves on the ground. Each ran through with dozens of daggers. Left alive, but down for the count.
She walked to the table nonchalantly and took a seat.
Truly worlds apart, her low-born attire contrasted against his more noble coat. And yet, they looked at each other like any young couple.
–“So, you need my help to root out this White Wolf I heard?”
Race
Human
Class
Rogue 5/Invisible Blade 5/Master Thrower 5/Streetfighter
Ability Scores
5 Str 16/Dex 16/Con 12/Int 14/Wis 10/Cha 6
Skills
Bluff 8, Intimidate 5, Knowledge(Local) 5, Sense Motive 6, Sleight of Hand 4 Flaws: Pathetic, Poor Reflexes
Equipment
A bunch of daggers. Switch eventually to a bunch of Shurikens with the splitting, Returning and Adaptive Enchantments to turn them back into daggers for extra cheap magical throwing daggers that will let you attack 64 times/round… Oh, and like a Chain Shirt I guess.
Goal
You stab people with daggers real good. If you’ve followed my instructions in the equipment section, by level 20, yes, you are in fact attacking 64 times per rounds. Let me show you how
Your BAB is +18, meaning four Iterative Attacks. Rapid Shot+Greater Two Weapons-Fighting add four attacks to your iterative for 8 Attacks. Palm Throw lets you throw two daggers per attack (16). Two with One Blow lets you attack two adjacent creatures per attack (32).
Splitting enchantment make all attacks hit twice (64). Plus if you are throwing your daggers, you always attack against Touch AC. Enjoy being a dagger minigun.
Progression Chart
| Level | Class | HD | Feat | Special | |
| 1 | Rogue | 7 | Point-Blank Shot, Far Shot, Precise Shot, Combat Expertise | Sneak Attack +1d6, Trapfinding | |
| 2 | Rogue | 1d6+1 | – | Evasion | |
| 3 | Rogue | 1d6+1 | Weapon Focus(Dagger) | Sneak Attack +2d6 | |
| 4 | Rogue | 1d6+1 | – | Uncanny Dodge, Trap Sense +1, +1 Dex | |
| 5 | Rogue | 1d6+1 | – | Sneak Attack +3d6 | |
| 6 | Invisible Blade | 1d6+1 | Improved Feint | Dagger Sneak Attack +1d6, Unfettered Defense | |
| 7 | Invisible Blade | 1d6+1 | – | Bleeding Wound | |
| 8 | Invisible Blade | 1d6+1 | – | Dagger Sneak Attack +2d6, Uncanny Feint(Move Action), +1 Dex | |
| 9 | Invisible Blade | 1d6+1 | Two-Weapons Fighting | Feint Mastery | |
| 10 | Invisible Blade | 1d6+1 | – | Dagger Sneak Attack +3d6, Uncanny Feint(Free Action) | |
| 11 | Master Thrower | 1d8+1 | Quick Draw | Palm Throw | |
| 12 | Master Thrower | 1d8+1 | Rapid Shot | Improved Evasion, +1 Dex | |
| 13 | Master Thrower | 1d8+1 | – | Two with One Blow | |
| 14 | Master Thrower | 1d8+1 | Snatch Arrow | – | |
| 15 | Master Thrower | 1d8+1 | Improved Two-Weapons Fighting, Improved Critical(Dagger) | Critical Throw, Weak Spot | |
| 16 | Streetfighter | 1d8+1 | – | Always Ready+1, Streetwise, +1 Dex | |
| 17 | Streetfighter | 1d8+1 | – | Stand Tough 1/Day | |
| 18 | Streetfighter | 1d8+1 | Greater Two-Weapons Fighting | Always Ready +2, Sneak Attack +4d6 | |
| 19 | Streetfighter | 1d8+1 | – | Stand Tough 2/Day | |
| 20 | Streetfighter | 1d8+1 | – | Always Ready +3, Improved Uncanny Dodge, +1 Dex | |
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