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Fighter: Sword Saint

Martial Archetype
Sword Saint
It will seem difficult at first, but everything is difficult at first.
Bows are difficult to draw, halberds are difficult to wield; as
you become accustomed to the bow so your pull will become
stronger. When you become used to wielding the sword, you
will gain the power of the Way and wield the sword well.
Disciple of Strategy and Steel
At 3rd level, In strategy it is necessary to treat training as part
of normal life with your spirit unchanging. You gain
proficiency with a Gaming Set of your choice and longswords
count as finesse weapons for you. When a feature in this
class calls for a saving throw use the below formula. Wisdom of Wind
At 10th level, there is no inner meaning in sword attitudes.
Sword Save DC = 8 + your proficiency bonus +
You must simply keep your spirit true to realise the virtue of
your Dexterity modifier strategy.
Wisdom of Water Bottling the Storm. Your walking speed increases by 10
Additionally, at 3rd level, Both in fighting and in everyday feet and you can make an additional Reaction per round.
life you should be determined though calm. Meet the
Your Cutting the Waters Surface feature deals an addition
situation without tenseness yet not recklessly, your spirit
weapon die of damage, deals double damage to structures,
settled yet unbiased. Once per turn, you can use one of the
and dispearses the winds in the area when used.
following abilities.
Wisdom of Earth
Cutting the Waters Surface. When you make a melee
At 15th level, know the smallest things and the biggest
weapon attack using the attack action you can draw and
things, the shallowest things and the deepest things. As if it
slash with the weapon in a circular motion. All creatures
were a straight road mapped out on the ground.
within 5 feet of you must make a dexterity saving throw. On
a failed save, creatures take slashing damage equal to a roll Eyes of the Mountain. While you are connected to the
of your weapon die. ground you gain blind-sight out to a 30 foot radius.
Edge of the Waters Reflection. You can replace a weapon
attack with an attempt to parry parry with a weapon. Once Wisdom of Void
you do, you gain a +2 bonus to AC against melee attacks At 18th level, void means that which has no beginning and
until the start of your next turn, until you are incapacitated, no end. Attaining this principle means not attaining the
or until you stop wielding the weapon. If a creature misses a principle. The Way of strategy is the Way of nature. When
weapon attack against you while you are parrying you can you appreciate the power of nature, knowing rhythm of any
use your reaction to make a melee weapon attack against situation, you will be able to hit the enemy naturally and
that creature. On hit you deal additional damage equal to strike naturally.
half your fighter level.
Nirvana. As part of the attack action when you attack a
Wisdom of Fire creature with a weapon attack you can expend your bonus
At 7th level, in large-scale strategy, when you cannot see the action to hone your focus beyond the realm of mortal
enemies position, indicate that you are about to attack capability. You can treat that attack roll as a 20. You can use
strongly, to discover his resources. It is easy then to defeat this feature once and regain a use after finishing a long rest.
him with a different method once you see his resources.
ART CREDIT
Passion of the Warrior. When you use your Second Wind
feature you can use this Help action as part of the same 月奏 - Source
action. Anjin Anhut - Source
Chaichan Artwichai - Source

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