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Vestige Unbound 2023-04 - Sword Saint Revisions, Optional Death Rules, Goblins - The Homebrewery
Vestige Unbound 2023-04 - Sword Saint Revisions, Optional Death Rules, Goblins - The Homebrewery
April 2023
Sword Saint Changes
T Class Features
he following are changes being made to the
Sword Saint, which are going to be launched with
the class in the Retia’s setting guide. After years of As a Sword Saint, you have the following features.
feedback and seeing various Sword Saints played,
these changes are intended to address some of the issues Hit Points
the class has had at certain tables, as well as refine its Hit Dice: 1d10 per Sword Saint level
gameplay loop to be more fun. Not all tables run things the Hit Points At 1st Level: 10 + your Constitution modifier.
same way, and Vestige’s content leans into a more Hit Points At Higher Levels: 1d10 (or 6) + your Constitution
versatile, option-oriented style of gameplay - to some, at a modifier per Sword Saint level after 1st.
glance, this can make our content sometimes seem front-
loaded. Please keep in mind as always that what a class Proficiencies
can do and what it will end up doing in motion are always Armor: Light armor, medium armor, shields
going to be different. The latter is often more valuable than Weapons: Simple weapons, martial weapons
the former. Saving Throws: Dexterity, Wisdom
Below are the Sword Saint changes, including several Skills: Choose three skills from Acrobatics, Athletics, Deception,
subclasses that have been adjusted with it. History, Insight, Intimidation, Medicine, Perception, Survival
Tools: None
Equipment
You start with the following equipment, in addition to the
equipment granted by your background:
Cunning Vertical
On your turn, you may spend 1 focus point to take the
Disengage action as a bonus action.
Falcon Wing Deflection Your personal mastery of your skills develops in a
direction unrelated to your Path of Devotion. When you gain
You may spend 2 focus points as a reaction to a melee
this feature, choose one saving throw you are not proficient
weapon attack being made against you to gain a bonus to
in. You gain proficiency in that saving throw.
your Armor Class equal to your proficiency bonus, which
applies before resolving the triggering attack. This bonus
lasts until the start of your next turn. You must be wielding a
Soul of Luxus
weapon you have proficiency with to use this reaction. If 10th-level Sword Saint feature
you are restrained or knocked prone you lose the bonus While you complete a Short Rest you regain focus points
from this effect. equal to twice the number of hit dice you use to regain hit
points.
Falter Fleeting
On your turn, you can spend 1 focus point as a bonus
Saint Weapon Bond
action to move an additional number of feet equal to your 14th-level Sword Saint feature
proficiency bonus multiplied by five. You may attune yourself to a specific weapon of your
choice and allow your spirit to connect to it. To do so you
Overwhelming Advance must perform a ritual over the course of a short rest,
When you miss a creature with a weapon attack you can requiring incense and other materials unique to your
spend 2 focus points to roll a d20 and must use the result in traditions that are collectively worth 500 gold pieces.
place of the d20 of your attack roll, possibly changing the Mixing these materials with a drop of your own blood, you
outcome of the attack. imbue the weapon with a connection to your spirit that
marks it as yours. Its hue may change, and the weapon
Dragon Surge may gain new aesthetic characteristics in response to your
spirit. This weapon is now considered to be your Saint
2nd-level Sword Saint feature Weapon. Creating a new Saint Weapon breaks your
You can expend 2 focus points on your turn to take an
connection with the first.
additional action. This feature cannot be used twice on the You can attune to this Saint Weapon as if it were a
same turn or during the same turn when you use another magical item, and if you do you gain the following benefits:
feature that allows you to take another action (such as a
fighter’s Action Surge). Each time you use Dragon Surge, If it is a weapon that requires ammunition, it can now
the number of focus points it costs increases by 1 until the create unremarkable ammunition magically when used (if
next time you complete a Short or Long Rest. it must reload, creating new ammunition takes the same
When you use your Dragon Surge your movement speed action you would take to reload it).
increases until the end of your turn by 5 feet x the number If it is a thrown weapon, you can use a bonus action to
of focus points it costs. recall it if it is within 100 feet of you, causing it to fly into
your hands.
Path of Devotion You gain a +1 bonus to attack and damage rolls made
with it.
3rd-level Sword Saint feature Attacks you make with it are magical.
You choose a Path of Devotion. You pledge yourself to a You no longer have a limit to the number of focus points
style of combat and lifestyle from the paths of devotion you can spend each turn, but if you have passed that
listed, and gain the 3rd-level features listed. You gain that limit and use a focus technique requiring an attack roll
Path’s other features at the Sword Saint levels listed. you must use your Saint Weapon for that attack.
Any benefits that would normally be gained from attuning
Ability Score Improvement to that item.
4th/8th/12th/16th/19th-level Sword Saint feature If you lose this weapon you always know which direction
When you reach 4th level, and again at 8th, 12th, 16th, it’s in and the condition of the weapon.
and 19th level, you can take one feat you meet the
conditions for, increase one ability score of your choice by
Moment of Tranquility
2, or increase two ability scores of your choice by 1. As 18th-level Sword Saint feature
normal, you can’t increase an ability score above 20 using When you complete a Short Rest you regain all of your
this feature. spent focus points.
Way of Musashi
Focus Mastery A notorious figure in the history of Sword Saints, Musashi
was a rambunctious and disloyal swordsman who bounced
3rd-level Blue Metal feature
from master to master. He was an innately skilled individual,
Whenever you roll a 20 on an attack roll’s d20 result, you
however, developing a style of two-weapon swordplay that
regain focus points equal to your proficiency bonus. On
remains unmatched. His belief was that no action should
subsequent results of 20 on the same turn you regain 1
ever be wasted, and so should be in service to making an
focus point instead.
attack, even when defending.
Focus Techniques Those who follow in their footsteps learn defensive
techniques that give them durability and staying power in
3rd-level Way of Blue Metal feature
combat. They seek creative ways to defeat their opponents
You learn any two focus techniques, choosing from those
rather than overpowering them directly. Musashi’s brilliance
of other Sword Saint Paths of Devotion. Each time you gain
has not been replicated, but their approach and style have
a level as a Sword Saint you may switch one of these
been co-opted into techniques that allow others to exploit
techniques out for another.
opponents by quickly pin-pointing weaknesses in their
defenses and overwhelming them simultaneously.
To follow this path is to hold a blade in each hand, Creatures that gain bonuses from surrounding you (such
unrelentingly seeking out joy and purpose to a fault. They as Sneak Attack, flanking, or Pack Tactics) cannot gain
live fully and pursue what they feel is right for them. those benefits or use those features against you. If those
Musashi discovered a certain pure truth through this way of features have other triggers (such as needing advantage for
living and became unbeatable. Others reaching the same Sneak Attack) they still work under those conditions.
place is not outside the realm of possibility.
Way of Five Souls
11th-level Way of Musashi feature
You gain proficiency in all saving throws.
Subclass Features
Level Features The Undeniable Path
3rd Fighting Style: Two-Weapon Fighting, Focus 14th-level Way of Musashi feature
Techniques You can bond to a second weapon as your Saint
Weapon, which gains all the same benefits as the first. You
6th Point Zero
can attune to both as if they were a single magic item,
11th Way of Five Souls
gaining access to all of the features you would normally
14th The Undeniable Path
gain from attuning to both individually while only counting as
17th Heartless Heavenly Blade one item.
T
he following is a preview of the goblin race
for the setting guide. As usual, some flavor text and
subraces have been removed for now. The rules
regarding Legacy Traits can be found in the 2023-
02 edition of Vestige Unbound.
Goblin
Goblins are diminutive green and yellow-skinned folk who
get an unfavorable rap among most. They have a historic
Legacy Traits
habit of banding together into wild groups of raiders, Choose two of the following options when creating your
opportunists and bandits, but many are just as ready to character:
engage kindly with the rest of mankind. goblins can be Adaptive. You have a climbing or swimming speed (your
found all over - mostly in High Wave - and for the most part choice when gaining this trait) equal to your base
seem to originate from the Strikelands, where they picked movement speed.
up most of their territorial habits. Carry-On. As a bonus action you can jump onto a willing
Goblins are known to be tenacious workers who get an creature that is larger than you and move with them,
idea in their head and see it through. It’s difficult to stop causing no penalty as long as you do not exceed their
them once they set their mind to a task. For this purpose weight limits. You can jump off on your turn by using 5 feet
they fit in well in the Land of Industry, since their help in of your movement or using your reaction, entering a space
advancing all forms of technology is sorely needed. Though adjacent to them when you do so.
it is often more in the case of following orders or helping Darkvision. You have darkvision out to 60 feet, allowing
with labor, they contribute more than their fair share to the you to see in dim light as bright light and in darkness as if it
advancement of Retia’s many industries. was dim light. You see color in this way in shades of gray.
Fairy Magic. You know one cantrip and one 1st-level spell
Traits from the Druid or Sorcerer spell lists, and must pick
As a goblin, you have the following traits, in addition to Intelligence, Wisdom or Charisma. You can cast the cantrip
those granted by your subrace and legacy traits. at will, and the 1st-level spell a number of times per day
Ability Score Increase. Your Dexterity score increases by
equal to your proficiency bonus, using the ability score you
2, and one other score increases by 1 based on your picked as your spellcasting ability for both. You can also
subrace. cast it using appropriate spell slots.
Fury of the Small. Once per turn, when you deal damage
Alternatively, at your GM’s discretion, you can choose
one of the following options: to a creature with an attack (or spell attack) and the
creature’s size is larger than yours, you can cause the
Increase one of your Ability scores by 2, and another by attack or spell to deal extra damage equal to your
1. proficiency bonus.
Increase three of your Ability scores by 1. You can do so a number of times equal to your
proficiency bonus per Long Rest.
None of the Ability score increases gained through your
Nervous Watch. You cannot be surprised in combat.
race can increase any Ability score above 20.
Age. Goblins reach adulthood at 8 years of age, and
Mixed Blood Traits
those lucky enough to live to the extent of old age live to
If your character is of mixed blood and goblin is not their
roughly 60 years.
dominant race, you may choose from the following traits
Alignment. Goblins are typically chaotic. Many outlandish
when considering your character’s Legacy Traits:
tribes of goblins act in service to tyrants, bandits and are a
Bloodline. Choose one of the following traits, which you
nuisance to polite society, but these do not represent
gain from its corresponding subrace:
goblins as a whole. Though one might expect it, they do not
have any particular proclivity to evil. Tireless Little Guy (badland goblin)
Creature Type. As well as a humanoid and a goblin, you Death Run (dust goblin)
are also considered a goblinoid. Bigger Bother (fear flock goblin)
Hardly Noticed. You can move through the spaces of non I Get It! (gear goblin)
hostile creatures that are larger than you without any
Hardly Noticed. You have the goblin’s Hardly Noticed
penalty to movement, and through the spaces of hostile
trait.
creatures larger than you as if they were difficult terrain.
Nimble. You have the goblin’s Nimble Escape trait.
Languages. You can speak, read and write Common and
Goblinoid.
Nimble Escape. You can take the Disengage or Hide
Being Stabilized
The rules for stabilizing a creature remain unchanged from
the core 5th Edition Rules. When a creature is stabilized
they stop making death saving throws, but they retain the
dying condition and its effects until they regain at least 1 hit
point. A stabilized creature automatically regains 1 hit point
after 1d4 hours or after completing a Short or Long Rest.