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Sword Saint

The document describes the Sword Saint class for a roleplaying game. Sword Saints are warriors who strive to achieve legendary combat skills and be remembered in history. The class gains focus points and knows focus techniques that enhance combat abilities. It focuses on different weapon types and has features at each level to improve skills and combat prowess.

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100% found this document useful (2 votes)
922 views18 pages

Sword Saint

The document describes the Sword Saint class for a roleplaying game. Sword Saints are warriors who strive to achieve legendary combat skills and be remembered in history. The class gains focus points and knows focus techniques that enhance combat abilities. It focuses on different weapon types and has features at each level to improve skills and combat prowess.

Uploaded by

erasedata232
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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Francesco Rizzo (Order #38778196)

Francesco Rizzo (Order #38778196)


Sword saints are warriors who walk the path already taken The Tools of the Swordsman
by another, looking to achieve such legendary skill that they,
too, will be remembered by history. The true Sword Saints of The Sword Saint relies on special techniques that involve
the past were figures who achieved a level of skill beyond converting mental acuity and focus into short feats of
mastery in their craft. Though modern practitioners call superhuman ability. They utilize their own spiritual energy -
themselves Sword Saints, this is only to draw a parallel chakra - while performing this technique, enabling them to do
between themselves and these heroes. In practice, they everything from summoning elemental energy to conjuring
would usually only call themselves warriors, fighters, up tools and poisons. These techniques are called focus
samurai, or otherwise. It is unbecoming for them to address techniques, and each ancient Sword Saint passed down
themselves as Sword Saints unless they are arrogant, but theirs in their stories and teachings. Techniques outside
this does not always stop them. ‘Phantom saint’ is a term these exist as esoteric techniques, mastered by individual
they commonly use, describing their emulation of an ancient practitioners and stored on scrolls, in temples, etc. Esoteric
swordmaster’s lifestyle, combat skills, and practices until they techniques are difficult to find and often incomplete
come truly into their own. compared to the mastered techniques passed down by Sword
Saints.
Warriors by a Creed
The Sword Saint
The Sword Saints seek power for a reason, and not
Focus Max Per necessarily one based on good intentions. They want to
Level Bonus Features Points Turn create the perfect version of themselves and turn into a
1st +2 Focus Channeling 3 2 symbol for people to fear, respect, vilify, or honor. Even those
2nd +2 Dragon Surge 4 3
that wouldn't admit this know it must be the result of their
final goal since a Sword Saint must, by definition, be the
3rd +2 Path of Devotion, 5 3 paramount warrior of their generation. Most of them
Devotion Feature structure themselves as they see fit, setting rules and
4th +2 Ability Score 6 4 principles they will always follow: some never kill the
Improvement innocent, some never draw their weapon first, some protect
5th +3 Extra Attack 7 4
the weak. These tendencies help to give form to their
personal sense of duty, but more importantly can be noted
6th +3 Devotion Feature 8 5 and used when others tell their story.
7th +3 - 9 5 Despite their need for historic validation, there is one
unifying principle that is always true: the stories told of them
8th +3 Ability Score
Improvement
10 6 must be inspired, not fabricated. A Sword Saint will not
embellish or brag of their accomplishments. Any significant
9th +4 Spiritual Armor 11 6 deeds they do must be recorded honestly and passed down
10th +4 Soul of Luxus 12 7 by those inspired to do so.
11th +4 Devotion Feature 13 7
Creating a Sword Saint
12th +4 Ability Score 14 8
Improvement When making a Sword Saint you should consider which
weapon types you plan to focus on. The various paths of
13th +5 Extra Attack 15 8 devotion focus on different weapon sets, with the fighting
14th +5 Saint Weapon Bond, 16 9 styles indicating which is which. Your character can live a
Devotion Feature variety of lives depending on what their focus might be: some
15th +5 - 17 9
want to be remembered, some look for strength to protect a
community or person, and some have a bloodline legacy to
16th +5 Ability Score 18 10 live up to. You should consider why your character so deeply
Improvement dedicates themselves to improving their skills and, if they
17th +6 Devotion Feature 19 10 ever achieve the prowess they seek, what they plan to do with
18th +6 Moment of Tranquility 20 11
it.
Perhaps they have a master they serve or served; a mentor
19th +6 Ability Score 21 11 may have charged them with aspiring to greatness or
Improvement carrying on a legacy. The inciting incident for their goals
20th +6 Unlock Potential 22 12 could have been a personal introspective one, or just being
inspired by a great warrior they saw or heard about.

Francesco Rizzo (Order #38778196)


Quick Build Sword Saint Focus Techniques
You can quickly make a Sword Saint by following these As a Sword Saint, you automatically know the following
suggestions: your highest ability score should be Strength or focus techniques:
Dexterity depending on the type of weapon you plan to use Adept Moment
when you take a path of devotion; your Wisdom determines When you make a skill check with a skill you have proficiency
your save DCs, so it should be your next highest; after this, in, you may spend 1 focus point as a bonus action to roll 1d4
you should focus on Constitution. Finally, take the Inheritor and add it to the result.
background with the inherited gift being something that
helps you learn your path. Cunning Vertical
On your turn, you may spend 1 focus point to take the
Class Features Disengage action as a bonus action.
As a Sword Saint you have the following features. Falcon Wing Deflection
You may spend 2 focus points as a reaction to a melee
Hit Points weapon attack being made against you to gain a bonus to
Hit Dice: 1d10 per Sword Saint level your Armor Class equal to your proficiency bonus, which
applies before resolving the triggering attack. This bonus
Hit Points At 1st Level: 10 + your Constitution modifier. lasts until the start of your next turn. You must be wielding a
Hit Points At Higher Levels: 1d10 (or 6) + your Constitution weapon you have proficiency with to use this reaction. If you
modifier per Sword Saint level after 1st. are restrained or knocked prone you lose the bonus from this
effect.
Proficiencies Falter Fleeting
Armor: Light armor, medium armor, shields On your turn, you can spend 1 focus point as a bonus action
Weapons: Simple weapons, martial weapons to move an additional number of feet equal to your
proficiency bonus multiplied by five.
Saving Throws: Dexterity, Wisdom Overwhelming Advance
Skills: Choose three skills from Acrobatics, Athletics, When you miss a creature with a weapon attack you can
Deception, History, Insight, Intimidation, Medicine, spend 2 focus points to roll a d20 and must use the result in
Perception, Survival place of the d20 of your attack roll, possibly changing the
outcome of the attack.
Tools: None
Equipment Dragon Surge
You start with the following equipment, in addition to the 2nd level Sword Saint feature
equipment granted by your background: You can expend 2 focus points on your turn to take an
additional action and possible bonus action (if you still have
(a) chain shirt or (b) studded leather, a longbow, 20 arrows it). This feature cannot be used twice on the same turn or
(a) a martial weapon and a shield or (b) two martial during the same turn when you use another feature that
weapons allows you to take another action (such as a fighter's action
(a) a light crossbow and 20 bolts or (b) 4 javelins surge).
(a) a scholar's pack or (b) an explorer's pack When you use your dragon surge you gain an additional 15
feet of movement that can only be taken on that turn.
Focus Channeling Each time you use dragon surge, the number of focus
1st level Sword Saint feature points it costs increases by 1 until you spend at least 1
You have a number of focus points equal to 2 + your level minute without making an attack roll, causing another
as a Sword Saint. Focus can be spent on various abilities you creature to take damage, or taking damage from a hostile
gain as a Sword Saint, automatically gaining the abilities creature.
listed under Sword Saint focus techniques. You can only use
a number of focus points each round equal to half your total Path of Devotion
focus point maximum + 1. You start counting for the purposes 3rd level Sword Saint feature
of this limit at the start of your turn each round. You choose a path of devotion. You pledge yourself to a
The save DC for focus techniques = 8 + your proficiency style of combat and lifestyle from the paths of devotion listed,
bonus + your Wisdom modifier. and gain the 3rd-level features listed.
You regain your focus points whenever you complete a long
rest.

Francesco Rizzo (Order #38778196)


Ability Score Improvement You gain a +1 bonus on attack and damage rolls made with
your saint weapon as long as you are attuned to it. This
4th/8th/12th/16th/19th level Sword Saint feature weapon and its attacks are considered magical while in your
When you reach 4th level, and again at 8th, 12th, 16th, and hands. When attuned to a saint weapon, you no longer have a
19th level, you can take one feat you meet the conditions for, limit to the number of focus points you can choose to spend
increase one ability score of your choice by 2, or increase two each turn. If the focus techniques used beyond your normal
ability scores of your choice by 1. As normal, you can't limit involve an attack roll, the saint weapon must be used for
increase an ability score above 20 using this feature. the weapon attack.
If you lose this weapon you always know which direction
Extra Attack it's in and the condition of the weapon.
5th level Sword Saint feature
You can attack twice, instead of once, when you take the Moment of Tranquility
Attack action on your turn. The number of attacks increases 18th level Sword Saint feature
to three when you reach 13th level in this class. If you end an encounter with 2 or fewer focus points, you
immediately regain enough to have 3. Points regained this
Spiritual Armor way cannot be used for your dragon surge feature.
9th level Sword Saint feature
You can transform your resolve and tenacity into energy Unlock Potential
that protects you from harm. As a bonus action, you may 20th level Sword Saint feature
expend focus points to gain temporary hit points equal to You learn any three focus techniques that you do not
your Wisdom modifier plus your proficiency bonus per focus already know. Whenever you complete a long rest you can
point expended. These temporary hit points vanish when you meditate and adapt to other means of combat, switching out
complete a short rest. one of the techniques you learned through this feature for
The total number of points you can expend as part of this one that you don't currently know.
feature is limited to the amount you normally are limited to
using in one turn, even if you have another feature that allows
you to ignore that limit (such as your saint weapon bond).
Once you have used this feature you cannot use it again
until you complete a long rest.
Soul of Luxus
10th level Sword Saint feature
When you complete a short rest you regain all of your
expended focus points.
Saint Weapon Bond
14th level Sword Saint feature
You may attune yourself to a specific weapon of your choice
and allow your spirit to connect to it. To do so you must
perform a ritual over the course of a short rest, requiring
incense and other materials unique to your traditions that are
collectively worth 500 gold pieces.
Mixing these materials with a drop of your own blood, you
imbue the weapon with a connection to your spirit that marks
it as yours. Its hue may change, and the weapon may gain
new aesthetic characteristics in response to your spirit. This
weapon is now considered to be your saint weapon. Creating
a new saint weapon breaks your connection with the first.
You must be attuned to this saint weapon as if it were a
magical item. If it is a weapon that requires ammunition, it
can now create unremarkable ammunition magically when
used (if it must reload, creating new ammunition takes the
same action you would take to reload it). If it is a thrown
weapon, you can use a bonus action to recall it if it is within
100 feet of you, causing it to fly into your hands.

Francesco Rizzo (Order #38778196)


Focus Mastery
Paths of Devotion 3rd level Blue Metal feature
The Sword Saint walks a path of devotion. They study the Whenever you score a critical hit you regain focus points
teachings of a famous Sword Saint who defined a generation, equal to your proficiency bonus.
trying to emulate their style and skills while putting their own
twist on them. The paths teach various lifestyles, mentalities, Focus Techniques
and practices that support the skills of those individuals. 3rd level Blue Metal feature
A Sword Saint will usually gravitate to the teachings that You learn any three focus techniques.
best suit their outlook on life. The methods by which they
learn their path can be from scrolls, books, stories passed Central Aura
down, a teacher, or other sources of information. To some 6th level Blue Metal feature
rare Sword Saints, these skills come to them in visions or Choose one of the following energy types: cold, fire,
through meditation. lightning, or poison. You learn to attune your internal energy
to that element and bend it into a protective shroud. Any time
Way of Blue Metal you would take damage of that type, you may spend 2 focus
points as a reaction to negate the damage and gain
The Way of Blue Metal is an ancient tradition forged by an temporary hit points equal to the damage instead, then gain
elven swordsman who sought out inner peace. Among all of resistance to that type of damage for as long as you have
the ways of devotion, it is the most attuned to the chakra that those temporary hit points.
is employed when focusing on the superhuman feats Sword You may, as an action, spend 2 focus points to imbue a
Saints are capable of. weapon you're wielding with the same element you selected
The swordsmen who follow the Way of Blue Metal are for your central aura. For 10 minutes your weapon attacks
capable of learning the various skills of many different paths, deal extra damage of that damage type equal to half your
incorporating them into their own style of swordsmanship. In Sword Saint level (rounded down).
critical moments in battle, they find peace that can restore
their focus and let them keep fighting. Extra Focus
Defined by versatility, one of the key features of these 11th level Blue Metal feature
swordsmen is traced back to legends that it was taught to its You learn additional 3 focus techniques. Your focus point
original practitioner by a series of dragons who each maximum increases by an amount equal to your Wisdom
contributed their knowledge to its form. That practitioner modifier.
learned to harness the elements, drawing out the power of
their own chakra and forcing it to manifest as elemental Purity of Form
energy representing their soul's nature. 14th level Blue Metal feature
Blue Metal Features As long as you are wielding your Sword Saint weapon, all
Level Features
of your focus techniques cost 1 fewer points (minimum 1).
3rd Focus Mastery, Focus Techniques Roaring Dragon Surge
6th Central Aura 17th level Blue Metal feature
You can use an advanced version of the dragon surge
11th Extra Focus technique. Your regular use of dragon surge no longer causes
14th Purity of Form it to cost extra focus points on subsequent uses.
17th Roaring Dragon Surge
Whenever you use your dragon surge, you can spend an
additional focus point to use a roaring dragon surge, gaining
advantage on weapon attacks you make with your saint
weapon until the start of your next turn. Those attacks deal
an additional 1d10 damage of your weapon's type on a
successful hit.
The amount of extra movement you gain from your dragon
surge is increased to 30 feet when using a roaring dragon
surge.

Francesco Rizzo (Order #38778196)


Way of the Ghost Phantom Smoke
6th level Ghost feature You can use your bonus action to
The Way of the Ghost is a style of combat taken from a detonate a ki-infused smoke bomb centered on yourself.
legendary assassin who liberated their homeland from an Ghostly white smoke from the bomb fills a 20-foot-radius
invading army. Though they had fewer numbers, the sphere and acts identically to the fog cloud spell (requiring no
swordsman relied on tactics unbecoming one who valued concentration).
honor, but successfully drove off their enemies. They use While within this cloud you have blindsight that extends to
stealth, assassination, poison, and fear to strike down their its edges, and you are considered invisible to other creatures
foes. inside it.
Their name was lost but stories of their war live on, You can use this feature twice per long rest.
inspiring talented swordsmen to turn to the path of stealth
and necessity to achieve their goals. One who takes on the Vanquisher's Toxin
Way of the Ghost forsakes their name when they fight, 11th level Ghost feature
becoming a symbol like their progenitor. You can expend a focus point as a bonus action to coat a
Way of the Ghost Features
light weapon with a hallucinatory toxin that remains in effect
for 1 minute.
Level Features The next time you deal damage to a creature. it is infected
3rd Stealth Slayer, Focus Techniques by the toxin for 1 minute. While infected they see multiple
6th Phantom Smoke
ghostly images of creatures they try to focus on. They must
roll a d20 when they make an attack roll against any creature,
11th Vanquisher's Toxin missing automatically on a result of 11 or higher.
14th Mortal Blood Coil At the end of each of the creature's turns it makes a
Constitution saving throw against your focus technique DC,
17th Phantom Replacement ending its effects on a success. If the creature ends the effect
this way it becomes immune to the same toxin for 24 hours.
Stealth Slayer This feature has no effect on undead, constructs, or
3rd level Ghost feature creatures that don't rely on sight.
You do not suffer disadvantage on Dexterity (Stealth)
checks from wearing medium armor. Mortal Blood Coil
Whenever you hit a surprised creature in combat, you 14th level Ghost feature
automatically score a critical hit, and when you do so you roll Whenever you kill a creature with your attuned saint
the weapon's damage die an additional two times and add it weapon you roll 1d20. On a result of 16 or higher, you rip a
to the result. great deal of blood from your target, which swirls around
your weapon as a bloody aura. You gain 1d4+1 temporary
Focus Techniques focus points that disappear at the end of your next turn.
3rd level Ghost feature While you have these points, when you hit any creature
You learn the following focus techniques: with your saint weapon for the first time that turn that,
Heel Cut
creature must make a Wisdom saving throw against your
focus technique DC. On a failure they become frightened of
When you hit a creature that is large or smaller with a melee you for 1 minute. The creature may repeat the save at the end
weapon attack, you may spend 1 focus point to force them to of each of their turns, ending the effect on a success.
make a Strength saving throw. On a failure the creature is If a creature succeeds either save to end this effect, they
knocked prone. are immune it again for 24 hours.
Scorpion Mark This feature has no effect against a creature that is undead,
When you hit a creature with a melee weapon attack, you a construct, or has no blood.
may spend 2 focus points to mark them as your primary Phantom Replacement
target, analyzing their movements and gaining a supernatural 17th level Ghost feature
awareness of their intentions. For up to 1 hour you cannot be Whenever a creature misses you with a weapon attack, you
surprised by the creature, they cannot gain advantage on any may spend 3 focus points as a reaction to have your body peel
attack against you, and you have advantage on all Wisdom away into a ghostlike mist while you become invisible until
(Perception) or Wisdom (Survival) checks you make to track the end of your next turn. As part of the reaction you can
or follow them. If you hit them with a weapon attack during move up to half your movement speed immediately.
this time you deal an additional 1d8 damage. You must While you are invisible by this or any other effect, your
concentrate on this effect as if it were a spell. saint weapon deals an additional 2d8 psychic damage, as
Severance long as the creature you attack cannot see you.
When you hit a creature with a melee weapon attack, you
may spend 2 focus points to force them to roll a Constitution
saving throw. On a failure, the target is dealt a wound that
causes them to suffer disadvantage on all of their attack rolls
for the rest of the encounter. At the end of each of their turns
they repeat the saving throw, ending the effect on a success.

Francesco Rizzo (Order #38778196)


Way of Musashi Point Zero
6th level Musashi feature
A notorious figure in the history of Sword Saints, Musashi You learn how to defend against critical situations with
was a rambunctious and disloyal swordsman who bounced expert proficiency. When a creature scores a critical hit
from master to master. He was an innately skilled individual, against you, you can use your reaction to make it a normal hit
however, developing a style of two-weapon swordplay that instead. As part of the same reaction, you can make two
remains unmatched. His belief was that no action should ever weapon attacks against a creature within reach (one with
be wasted, and so should be in service to making an attack, your primary weapon and one with your off-hand weapon).
even when defending. Creatures that gain bonuses from surrounding you (such
Those who follow in their footsteps learn defensive as sneak attack, flanking, or pack tactics) cannot gain those
techniques that give them durability and staying power in benefits or use those features against you. If those features
combat. They seek creative ways to defeat their opponents have other triggers, such as needing advantage for sneak
rather than overpowering them directly. Musashi's brilliance attack, they still work as normal under those conditions.
has not been replicated, but their approach and style have
been co-opted into techniques that allow others to exploit Way of Five Souls
opponents by quickly pin-pointing weaknesses in their 11th level Musashi feature
defenses and overwhelming them simultaneously. You gain proficiency in all saving throws.
To follow this path is to hold a blade in each hand,
unrelentingly seeking out joy and purpose to a fault. They live The Undeniable Path
fully and pursue what they feel is right for them. Musashi 14th level Musashi feature
discovered a certain pure truth through this way of living and You can bond to a second weapon as your saint weapon,
became unbeatable. Others reaching the same place is not gaining all the same benefits as the first. You can attune to
outside the realm of possibility. both as if they were a single magic item, gaining access to all
of the features you would normally gain from attuning to both
Way of Musashi Features individually while only counting as one item.
Level Features
3rd Fighting Style: Two-Weapon Fighting, Focus Heartless Dragon Sweep
Techniques 17th level Musashi feature
6th Point Zero As an action you can spend 6 focus points and make a
sweeping strike against all creatures within 10 feet of you.
11th Way of Five Souls You make an individual weapon attack with one of your saint
14th The Undeniable Path weapons against each one, resolving the attacks as you
17th Heartless Dragon Sweep
normally would.
Every creature you hit must make a Constitution saving
throw against you focus technique DC. Any creature that fails
Fighting Style: Two-Weapon Fighting takes an additional 2d12 damage of your weapon's damage
3rd level Musashi feature type and is stunned until the end of your next turn.
When you engage in two-weapon fighting, you can add your You cannot use this technique and dragon surge in the
ability modifier to the damage of the second attack. same turn.
If another feature gives you the option of taking another
fighting style option you cannot take the two-weapon fighting
option again.
Focus Techniques
3rd level Musashi feature
You learn the following focus techniques:
Exemplary Deflection
As a reaction to a weapon attack you can see hitting you, you
may spend 1 focus point to reduce the damage from the
attack to half.
Reposition
When a creature makes a melee attack against you and
misses, you may spend 2 focus points to move immediately
up to 20 feet without provoking opportunity attacks.
Scatter Petals
After you take an attack on your turn and use your bonus
action to make an additional attack with an off-hand weapon,
you may expend 1 focus point each time you make another
weapon attack with your primary weapon to take an
additional off-hand attack.

Francesco Rizzo (Order #38778196)


Way of Rust Fearful Surge
Whenever you use your dragon surge, you may spend an
Not known for one particular individual, the Way of Rust is a additional focus point to emanate an aura of fear as well. All
heretical school of combat that begins with conjuring up or creatures within 20 feet of you who can see or hear you must
hunting down a rust spirit, trapping it within a weapon, and attempt a Wisdom saving throw. On a failure they are
plunging it into one's body. This binds the spirit, a yokai that frightened of you for 1 minute. Creatures frightened this way
feasts off metal, into the body and creates a symbiotic reattempt the Wisdom save at the end of their turn, ending
relationship that turns both into a living weapon. the effect on a success. If a creature succeeds on either
This rust spirit inhabits the blood and muscles of its host, saving throw they become immune to your fearful surge for
hungering constantly for metal. It acts to preserve itself and 24 hours.
its host as best it can, but neither the wielder nor the spirit
can force the other into action. It hungers not only for metal, Cellular Rust
but for the iron in the blood of other creatures. 6th level Rust feature
The longer a creature lives bound to this spirit, the more Affected by the rust within it, your body becomes partially
mechanical and jaded they become until their sense of self metallic and develops rust patches. You gain resistance to
seems to almost evaporate entirely. necrotic and poison damage, have advantage on saving
Way of Rust Features throws against being poisoned, and you add your proficiency
Level Features
bonus to any Strength-based ability or skill check you make.
If you have proficiency in any Strength-based skill check you
3rd Eroding Attribute, Focus Techniques instead double your proficiency bonus for that check (unless
6th Cellular Rust you already were).
11th Body of Steel Body of Steel
14th Overedge Erosion 11th level Rust feature
17th Withering Despolitation
The rust spirit within you allows you to conjure up
weapons made of rusty metal with a blood-like tinge. At will,
you can create these magic weapons in your hands, which
Eroding Attribute shatter after being used to make an attack. If they leave your
3rd level Rust feature possession they immediately crumble to dust or break apart.
Your melee weapons drink deep of the blood of fallen You can summon up any type of melee weapon you are
enemies. Whenever you reduce a hostile creature to 0 hit proficient with as long as they have a metal component, and
points on your turn with a weapon attack, you can these versions have the same damage die and properties as a
immediately make another attack with the same weapon regular version of that weapon, with the following exceptions:
against another creature within reach.
That attack and all other attacks you make with that These magic weapons have a +1 bonus to attack and
weapon until the start of your next turn gain a +1 bonus to damage rolls. You cannot create weapons that emulate
their attack and damage rolls. You can gain this bonus to magical effects.
attack and damage rolls a number of times per round up to When you deal damage with these weapons, you roll one
your proficiency bonus, which is also the number of times more of the weapon's damage die again and add that
you can make additional attacks this way. much necrotic damage to the result.
If a creature casts a spell or uses a feature that damages
Focus Techniques or affects weapons (such as heat metal), you can destroy
3rd level Rust feature the rust weapon (no action required) before the effect
You learn the following focus techniques: occurs.
If you create a weapon with the thrown property and use it
Detoxify to make a ranged weapon attack, the weapon can only be
You use your control over your ki to clear your mind and body. thrown up to its normal range, and if thrown up to its long
On your turn you may spend 1 focus point to immediately end range it will crumble to dust before reaching the target.
an effect causing you to be paralyzed, charmed, poisoned,
frightened, or stunned.
Exemplary Deflection
As a reaction to a weapon attack you can see hitting you, you
may spend 1 focus point to reduce the damage from the
attack to half.

Francesco Rizzo (Order #38778196)


Overedge Erosion
14th level Rust feature
The rust within your body has become a parasite that
hungers for more metal to feast upon. You gain the ability to
perform one of the following two actions whenever you make
a weapon attack:
Eroded Power Strike. Once per turn, when making an
attack with a non-magical weapon made of metal, you can
allow the rust within you to devour part or all of it in
exchange for a burst of strength. You roll 1d6 and add it to
the result. After the attack resolves that weapon is rusted, and
suffers a permanent -1 penalty to attack rolls. Once a weapon
has suffered this penalty an amount of times equal to half the
maximum result of its highest damage die, it is destroyed.
Alternatively, you can choose to destroy it entirely on the
first use, in which case the bonus to the attack roll is 1d10. If
the weapon used for this feature is made of adamantine you
have advantage on the attack roll.
If you use this feature with a piece of non-magical
ammunition the bonus is only 1d4, and the ammunition is
destroyed after the first use. You cannot use a weapon
created using your body of steel feature for this effect.
Steel Devourer. If you are attacking a creature that is
wielding a non-magical weapon or armor and deal damage
with the attack, you can have the rust attempt to consume
their equipment. Choose one non-magical piece of armor or a
weapon they possess that is made of metal, but not
adamantine. Your target must make a Dexterity saving throw
against your focus technique DC to avoid the effect.
If they fail, any armor class bonus the item grants is
reduced by 1, and damage rolls with it suffer a -1 penalty. If
the equipment's armor class bonus is reduced to 0 or the
weapon's damage penalty equals half or more of the weapon's
damage die (for example, 4 or higher for a weapon that deals
1d6) the equipment is destroyed.
Withering Despoliation
17th level Rust feature
Your skills sharpen and your weapons leave a rust-like
residue upon all things they strike. This rust enters into their
skin and blood, rotting it away instantly as it tries to consume
the wounded As a bonus action on a turn when you made at
least at least one creature with a weapon attack, you may
spend 2 focus points to aggravate rust particles left behind by
your attack.
All creatures that you hit during your turn must make a
Constitution saving throw against your focus technique DC.
On a failed save they each take 1d10 necrotic damage for
each time you hit them. A creature that fails is also poisoned
by the rust until the end of your next turn.

Francesco Rizzo (Order #38778196)


Way of Tadakatsu Thunder Joust
When you move 10 or more feet toward a creature in a
The Way of Tadakatsu takes lessons from a powerful, straight line, you can spend 1 focus point to gain advantage
bombastic military general who never received a single on the next weapon attack you make against them this turn. If
wound during his career. A Sword Saint who threw himself you hit with this attack, and the target is no more than one
into battle after battle in a long, perilous war in service to his size category larger than you, the target must make a
lord; he is a paragon of endurance and might. Those who Strength saving throw. On a failure the creature is knocked
follow in his path study stories about his legendary spear, prone.
which he would raise high into the air while charging forward
on his trusted mount. Rally and Conquer
His teachings grant skills necessary to support allies, fight 6th level Tadakatsu feature
against large groups of soldiers, wield large powerful Whenever you hit a creature with a melee weapon attack,
weapons with ease, and survive killing blows. By the time a you knock them off-center somewhat, stealing their attention
warrior masters this path, they can reduce their opponent's you using aggressive tactics. As long as that creature stays
defenses and shrug off weapon strikes as long as they know within your attack range with that weapon, your allies can roll
they're coming. These warriors will more than likely find 1d4 and add it to the result of any attack rolls they make
themselves seeking glory and adoration, enjoying the roar of against them until the start of your next turn.
a crowd and the thrill of combat. Your allies do not benefit from this effect if you are
Way of Tadakatsu Features
incapacitated or blinded.
Level Features
Enduring Bulwark
3rd Fighting Style: Great Weapon Fighting, Focus 11th level Tadakatsu feature
Techniques When you would be reduced to 0 hit points by damage, you
6th Rally and Conquor can spend 1 or more focus points to drop to 1 hit point
instead. You gain temporary hit points equal to 1d6 per focus
11th Enduring Bulwark point you spend.
14th Rising Dragonfly You can use this feature once per short or long rest.
17th Unslayable
Rising Dragonfly
14th level Tadakatsu feature
Fighting Style: Great Weapon Fighting For a single attack each turn, you can treat your saint
3rd level Tadakatsu feature weapon as if it has the thrown (range 50/150 feet)
When you roll a 1 or 2 on a damage die for an attack made property.When you make this attack, you cause the weapon to
with a melee weapon, you can re-roll the die and must use the transform magically into a spear-like form, though it keeps its
new result. The weapon must have the two-handed or properties, damage dice, damage types, and magical effects.
versatile property and be wielded two-handed for you to gain Whenever this attack hits it deals an extra 1d12 damage,
this benefit. then quickly snaps back to you to transform into its regular
If another feature gives you the option of taking another form. You can make additonal attacks this way each turn if
fighting option you cannot take the great weapon fighting you spend 1 focus point each time you do.
option again. The creature this weapon hits is struck by a cutting wave of
Focus Techniques
energy that weakens them momentarily, forcing them to
3rd level Tadakatsu feature make a Constitution saving throw against your focus
You learn the following focus techniques: technique DC. If the creature fails, its armor class is reduced
by 1d4 + 1 until the start of your next turn. During this period
Blasting Spear it cannot be reduced further this way.
When you make a melee attack with a weapon that deals Unslayable
piercing damage, you may spend 2 focus points to forgo the 17th level Tadakatsu feature
attack roll. Instead, all creatures in a 30-foot-long, 5-foot-wide You become almost untouchable, shrugging off blows with
line originating from you make a Dexterity saving throw, vigor and strength. As long as you aren't incapacitated,
taking the weapon's damage on a failed save or half as much whenever you take bludgeoning, piercing, or slashing damage
on a successful one. you take 10 fewer points. This reduction does not stack with
Majestic other effects granting a similar reduction.
On your turn, you may spend 2 focus points as a bonus action You gain proficiency in Constitution saving throws.
to have all attacks made against you be made with
disadvantage until the start of your next turn.

Francesco Rizzo (Order #38778196)


Way of Tomoe
This path of devotion follows after a legendary swordsman
who refined their skills as a bowman to a point past
perfection. Their prevailing myth is of challenging a god of
lightning and succeeding in impressing them, and was thus
granted the power of the storm. Those who follow their path
learn to manifest this lightning and train their eyes to a point
past perfection. At a range these swordsmen are unmatched.
Stories of the legendary swordsman Tomoe speak of them
as a tragic figure who always conquered the battlefield, but
lost out on love and fulfillment in return. In exchange for the
power of lightning, those who take on this path solemnly
accept that they accept Tomoe's karma onto themselves as
well.
Way of Tomoe Features
Level Features
3rd Fighting Style: Archery, Focus Techniques
6th Thunder Lotus, Eyes of the Saint
11th Raikou Bombardment
14th Lightning Blossom Stance
17th Arrows of the End

Fighting Style: Archery


3rd level Tomoe level
You gain a +2 bonus to attack rolls you make with ranged
weapons.
If another feature gives you the option of taking another
fighting option you cannot take the archery option again.
You ignore the loading quality of weapons with which you
are proficient, and drawing a weapon with the thrown
property is a free action as long as you immediately throw
that weapon as part of an attack.
Focus Techniques
3rd level Tomoe feature
You learn the following focus techniques:
Majestic
On your turn, you may spend 2 focus points as a bonus action
to have all attacks made against you be made with
disadvantage until the start of your next turn.
Rise Up, Soar Far
You can spend 1 focus point to be able to make high jumps
and long jumps on that turn without having to move
beforehand. You gain an additional 10 feet of movement that
can only be used for these jumps.
Wind Chain
When you make a melee weapon attack, you may spend 1
focus point to extend the range of the attack to 30 feet. All
weapon attacks with the same weapon may benefit from this
effect until the end of your turn. These attacks are treated as
melee attacks.

Francesco Rizzo (Order #38778196)


Thunder Lotus As a bonus action on your turn, you can designate a
6th level Tomoe feature creature within your ranged weapon's range to protect from
Whenever you hit with an attack using a weapon you are harm as long as you're proficient with it. Once per turn before
proficient with, you may spend 2 focus points to charge the the start of your next turn, if any creature attacks your
attack with lightning and unleash it. You may also choose to protected target you may make one ranged attack against that
spend extra focus points equal to or less than half your creature which resolves before theirs. If you hit, you deal
proficiency bonus (rounded up). weapon damage as normal and the creature has
The target must make a Dexterity saving throw against disadvantage on any more attacks they make until the start of
your focus technique DC. If they fail, they take 2d8 lightning their next turn.
damage (plus 1d8 lightning damage for each extra focus
point you spent). If the creature is wearing metal armor they
have disadvantage on the Dexterity saving throw.
If the weapon used is your saint weapon, this effect deals
an additional 1d12 lightning damage.
Eyes of the Saint
6th level Tomoe feature
When you make a ranged attack you do not suffer
disadvantage from creatures being within 5 feet of you or
from firing at the weapon's long range.
You score a critical hit with a ranged weapons attack on a
d20 roll of 19 or 20, and when you score a critical hit you roll
one of the weapon's damage dice and add it to the damage
roll.
Raikou Bombardment
11th level Tomoe feature
As an action on your turn, you can spend 3 focus points to
arm a ranged weapon you’re holding with spiritual lightning
for 1 minute, firing bolts from it instead of ammunition.
When you do so, the weapon’s damage is lightning instead of
its normal damage type.
While your weapon is armed with this lightning, you may
use your action to choose a space within the normal range of
the weapon. All creatures in a 15-foot-radius sphere centered
on the space must make a Dexterity saving throw against
your focus technique DC. Any creature that fails takes
lightning damage equal to 1d10 + the weapon's damage dice,
or half as much on a successful one. You may do this action
as part of the action of arming the weapon.
Any creature that fails their saving throw by 5 points or
more is stunned until the end of their next turn.
Lightning Blossom Stance
14th level Tomoe feature
You are resistant to lightning damage.
When you hit a given creature with a weapon attack for the
first time since the start of your most recent turn, that attack
deals extra lightning damage equal to 1d8 + half your Sword
Saint level.
Arrows of the End
17th level Tomoe feature
Whenever score a critical hit with ranged weapon attacks
on a d20 result of 18, 19, or 20, and when you score a critical
hit, you roll three more of the weapon's damage dice and add
them to the result.

Francesco Rizzo (Order #38778196)


Way of Yamato Improved Critical
The wielder of the legendary katana, Yamato was a 6th level Yamato feature
swordsman obsessed with power and status. They honed Your weapon attacks score a critical hit on a roll of 19 or
their fighting style so that their opponents would be cut down 20.
by a flurry of strikes before they could realize they had even Mirage Dash
been struck. Those who follow the teachings left behind by 6th level Yamato feature
this swordsman are devoted to becoming killing machines, When you take the Dash action and move at least 10 feet,
focused on delivering instant killing blows and striking with you can quickly strike a creature you pass, making a single
every movement they make. melee weapon attack against any creature who exits your
Way of Yamato Features attack range for the first time on that turn. If a creature you
Level Features
hit with this weapon attack attempts to hit you with an
opportunity attack on the same turn, they have disadvantage
3rd Fighting Style: Dueling, Focus Techniques on the attack. If you move by any other means (such as
6th Improved Critical, Mirage Dash climbing, teleporting, swimming, etc) or take an action of any
11th Angelus Vortex
kind, you must move 10 feet again before making further use
of this feature.
14th Judgement Cut
17th One Thousand Cuts Angelus Vortex
11th level Yamato feature
Fighting Style: Dueling
When you score a critical hit with your saint weapon or a
3rd level Yamato feature one-handed weapon, you quickly unleash a flurry of small
When you are wielding a melee weapon in one hand and slashes, assaulting every opening you can see in the blink of
no other weapons, you gain a +2 bonus to damage rolls with an eye. Your target suffers from these wounds for 1 minute,
that weapon. during which time they take slashing damage at the start of
If another feature gives you the option of taking another each of their turns equal to one of the damage dice of the
fighting option you cannot take the dueling option again. weapon you hit them with.
At the end of each of the creature's turns, they make a
Focus Techniques
Constitution saving throw against your focus technique DC,
3rd level Yamato feature ending the effect on a success. The effect also ends if the
You learn the following focus techniques: creature receives magical healing, but the amount they regain
is halved.
Blue Crescent
When you make a melee weapon attack with a weapon that Judgement Cut
deals slashing damage, you may spend 2 focus points to 14th level Yamato feature
instead attack all creatures within range with the same The first time on your turn you hit any given creature with a
weapon. weapon attack using your saint weapon, you can teleport in a
You roll a separate attack and damage roll for each hasty ghost-like manner to any unoccupied space within 15
creature within range. Effects that trigger on attack rolls such feet of them. This movement does not count against your
as smites, sneak attack, etc must be applied to each attack movement speed on this turn.
made this way seperately. Each time you use this feature, then hit a new creature as
part of that Attack action, your saint weapon deals an extra
Iaijutsu one of its weapon die on the attack’s damage result. Only
If you are surprised on your turn, you may spend 2 focus attacks that are part of the same Attack action benefit from
points to no longer be surprised and take your turn normally. this extra damage.
Wind Chain One Thousand Cuts
When you make a melee weapon attack, you may spend 1 17th level Yamato feature
focus point to extend the range of the attack to 30 feet. All When you make a weapon attack with a one-handed melee
weapon attacks with the same weapon may benefit from this weapon or your saint weapon on your turn, you can
effect until the end of your turn. These attacks are treated as momentarily enter an accelerated state of mind and body. You
melee attacks. may expend 6 focus points to make an attack that strikes
many times simultaneously. If your attack hits, you can roll
your weapon damage against the target creature as if you had
hit them a number of times equal to your Dexterity modifier.
This damage is dealt as if it were all one weapon attack for
the purposes of reactions, damage reduction, damage
thresholds, etc. If you score a critical hit with this attack it
does not add extra damage die, but instead the attack deals
maximum damage.

Francesco Rizzo (Order #38778196)


Focus Techniques
Blasting Spear Reposition
When you make a melee attack with a weapon that deals When a creature makes a melee attack against you and
piercing damage, you may spend 2 focus points to forgo the misses, you may spend 2 focus points to move immediately
attack roll. Instead all creatures in a 30-foot-long, 5-foot-wide up to 20 feet without provoking opportunity attacks. (Paths:
line originating from you make a Dexterity saving throw, Musashi)
taking the weapon's damage on a failed save or half as much Rise Up, Soar Far
on a successful one. (Path: Tadakatsu) You can spend 1 focus point to be able to make high jumps
Blue Crescent and long jumps on that turn without having to move
When you make a melee weapon attack with a weapon that beforehand. You gain an additional 10 feet of movement that
deals slashing damage, you may spend 2 focus points to can only be used for these jumps (Path: Tomoe)
instead attack all creatures within range with the same Scatter Petals
weapon. After you take an attack on your turn and use your bonus
You roll a separate attack and damage roll for each action to make an additional attack with an off-hand weapon,
creature within range. Effects that trigger on attack rolls such you may expend 1 focus point each time you make another
as smites, sneak attack, etc must be applieed to each attack weapon attack with your primary weapon to take an
made this way seperately. (Path: Yamato) additional off-hand attack. (Path: Musashi)
Detoxify
Scorpion Mark
You use your control over your ki to clear your mind and body. When you hit a creature with a melee weapon attack, you
On your turn, you may spend 1 focus point to immediately may spend 2 focus points to mark them as your primary
end an effect causing you to be paralyzed, charmed, poisoned, target, analyzing their movements and gaining a supernatural
frightened, or stunned. (Path: Rust) awareness of their intentions. For up to 1 hour you cannot be
Exemplary Deflection surprised by the creature, they cannot gain advantage on any
As a reaction to a weapon attack you can see hitting you, you attack against you, and you have advantage on all Wisdom
may spend 1 focus point to reduce the damage from the (Perception) or Wisdom (Survival) checks you make to track
attack to half. (Paths: Musashi, Rust) or follow them. If you hit them with a weapon attack during
this time you deal an additional 1d8 damage. You must
Fearful Surge concentrate on this effect as if it were a spell. (Paths: Ghost)
Whenever you use your dragon surge, you may spend an Severance
additional focus point to emanate an aura of fear as well. All
creatures within 20 feet of you who can see or hear you must When you hit a creature with a melee weapon attack, you
attempt a Wisdom saving throw. On a failure they are may spend 2 focus points to force them to roll a Constitution
frightened of you for 1 minute. Creatures frightened this way saving throw. On a failure, the target is dealt a wound that
reattempt the Wisdom save at the end of their turn, ending causes them to suffer disadvantage on all of their attack rolls
the effect on a success. If a creature succeeds on either for the rest of the encounter. At the end of each of their turns
saving throw they become immune to your fearful surge for they repeat the saving throw, ending the effect on a success.
24 hours. (Path: Rust) (Paths: Ghost, Muramasa)
Heel Cut Thunder Joust
When you hit a creature that is large or smaller with a melee When you move 10 or more feet toward a creature in a
weapon attack, you may spend 1 focus point to force them to straight line you can spend 1 focus point to gain advantage on
make a Strength saving throw. On a failure the creature is the attack roll. If you hit, and the target is no more than one
knocked prone. (Paths: Ghost) size category larger than you, the target must make a
Strength saving throw. On a failure the creature is knocked
Iaijutsu prone. (Path: Tadakatsu)
If you are surprised on your turn, you may spend 2 focus Wind Chain
points to no longer be surprised and take your turn normally.
(Path: Yamato) When you make a melee weapon attack, you may spend 1
focus point to extend the range of the attack to 30 feet. All
Majestic weapon attacks with the same weapon may benefit from this
On your turn, you may spend 2 focus points as a bonus action effect until the end of your turn. These attacks are treated as
to have all attacks made against you be made with melee attacks. (Paths: Tomoe, Yamato)
disadvantage until the start of your next turn. (Path:
Tadakatsu, Tomoe)

Francesco Rizzo (Order #38778196)


Multiclassing
Multiclassing Requirements
To multiclass into the Sword Saint, you must have at least 15
in Dexterity or Wisdom, and at least 13 in the other.
Multiclassing Proficiences
When you multiclass into it you gain proficiency with light
armor, medium armor, shields, simple weapons, and martial
weapons.

Francesco Rizzo (Order #38778196)


Francesco Rizzo (Order #38778196)
Francesco Rizzo (Order #38778196)

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