Sword Saint Class Guide for 5e
Sword Saint Class Guide for 5e
```
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{{frontCover}}
{{text-align:Center
# The Sword Saint
}}
___
{{banner Proxy406}}
{{footnote
A love letter to my absolute favorite class from 3.5, the *Sword Sage*
}}

{position:absolute,bottom:0,left:0,height:100%;width:100%;filter:hue-rotate(-
1261deg)}
{{artist,top:1000px,right:30px
##### sekiro shadows die twice
[Activision](https://www.vangoghmuseum.nl/en)
}}
\page
# SWORDSAINTS IN THE WORLD
“I could smell the jasmine perfume lingering in the torchlight. The Eighty
Empresses had entered the castle here, through this door. The sentinel, crumpled on
the parapet, was still smiling.” —Kalin Stonehelm, castellan of Orlep Tor.
:
The pontificating recluse, the wandering mystic, the martial scholar—all these and
more are sword saints. These martial adepts bring a combination of mental acumen
and physical prowess to the world. With a potential to advance in a number of
different directions—offensive, defensive, support, and quick-strike—they make
excellent additions to adventuring parties. When the campaign action veers out of
the dungeon and into the royal courts, and diplomatic halls of the kingdom, a sword
saint’s wisdom and their natural role as a martial scholar allow them to remain a
strong contributor to the party.
\column
:
#### PLAYING A SWORD SAINT
To you, a sword is not simply a sharpened length of steel. It is the wisdom of the
smith, the fire of the forge, and the shouts and ringing blows of your battles. It
is your teacher and your student, your life and your death. When your mind is
tempered like the blade, no feat of combat prowess is beyond you. You can run on
the weapons of your foes, strike an enemy unseen, and flip insouciantly away from
the frustrated riposte. Every blow is a revelation, and every wound an apocalypse.
Through it all, you seek to understand the secret knowledge of combat.
As you make your sword saint, think about where you learned your skills. You might
have spent your life refining your prowess in a secluded monastery, or on the
darkest city streets, testing your endurance and cunning in a desperate fight for
survival. You might have tapped into your power from ancient manuscripts, a
venerable master, or been granted a revelation of a lost art hidden within your
mind. You should also think about why you{{width:65px}} chose to devote your life
in pursuit of the {{width:70px}}sublime Way.
{{imageMaskCorner3,--offsetX:-40%,--offsetY:-27%,--rotation:95

{height:70%;width:70%;left:-10%,bottom:-2%;filter:hue-rotate(-1261deg)}
}}
{{artist,top:430px,right:670px
##### Cultivator
[yuni santos](https://www.vangoghmuseum.nl/en)
}}
\page
{{classTable,frame,wide,decoration
##### The Sword Saint
| Level | Proficiency Bonus | Features | Spirit Points | Forms Known| Techniques
Known |
|:-----:|:-----------------:|:---------|:---------:|:----------:|:-----------------
:|
| 1st | +2 | Disciple of the Sublime Way, Martial Forms | - | 2
| - |
| 2nd | +2 | Spirit Energy, Quick to Act | 4 | 2 | 2
|
| 3rd | +2 | Martial Sect, Unerring Attacks | 6 | 3 |
3 |
| 4th | +2 | Ability Score Improvement | 8 | 3 | 4
|
| 5th | +3 | Extra Attack, Harmonious Strikes | 10 | 3
| 5 |
| 6th | +3 | Sect Feature, Martial Cunning | 12 | 4 | 6 |
| 7th | +3 | Sublime Strike, Quick to Act Improvement | 14 | 4
| 7 |
| 8th | +3 | Ability Score Improvement | 16 | 4 | 8 |
| 9th | +4 | Spiritual Accumulation (1x) | 18 | 4 | 9 |
| 10th | +4 | Sect Feature | 20 | 4 | 10 |
| 11th | +4 | Mystic Blade | 20 | 4 | 10 |
| 12th | +4 | Ability Score Improvement | 22 | 5 | 11 |
| 13th | +5 | Spiritual Accumulation (2x) | 22 | 5 | 11 |
| 14th | +5 | Sublime Wisdom | 24 | 5 | 12 |
| 15th | +5 | Unyielding Spirit| 24 | 5 | 12 |
| 16th | +5 | Ability Score Improvement | 26 | 6 | 13 |
| 17th | +6 | Spiritual Accumulation (3x) | 26 | 6 | 13 |
| 18th | +6 | Harmonious Strikes (2x), Sect Feature | 28 | 6
| 14 |
| 19th | +6 | Ability Score Improvement | 28 | 6 | 14 |
| 20th | +6 | Master of the Sublime Way | 30 | 6 | 15 |
}}
## Class Features
As a sword saint, you gain the following class features
#### Proficiencies
**Armor:** :: Light armor
**Weapons:** :: Simple weapons, martial weapons
**Tools:** :: None
#### Equipment
You start with the following equipment, in addition to the equipment granted by
your background:
- *(a)* a longsword or *(b)* any martial weapon
- *(a)* two shortswords or *(b)* two simple melee <br>weapons
- Leather armor, a dagger, and an explorer’s <br>pack
\column
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{height:30%;filter:hue-rotate(-1261deg);width:79%;right:-
14%,bottom:-25px}
}}
{{artist,top:1024px,right:430px
##### Samurai
[Final Fantasy XIV -SquareEnix](https://i.imgur.com/ltnWdSQ.png)
}}
{{pageNumber,auto}}
\page
:::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::
### Martial Forms
You learn two martial forms. A form is a particular way of fighting that grants you
special benefits. Your form options are detailed at the end of the class
description. You continue to learn additional forms as you gain levels, as shown in
the Forms Known column of the Sword Saint table.
You can enter or change your martial from when you roll initiative, or as a bonus
action on your turn, choosing from your forms known. A form will remain in effect
for 1 minute, as long as you are conscious, or until you end it or change your form
as a bonus action. You can maintain only one form at a time, and you lose any
benefits while incapacitated. While you have a form active, you lose the benefit of
any fighting style you may possess from another class or feature.
### Spirit Energy
Starting at 2nd level, your training allows you to harness mythical spiritual
energy. Your access to this energy is represented by a number of spirit points.
Your sword saint level determines the number of points you have, as shown in the
Spirit Points column of the sword saint table.
:
You spend these points to fuel various sword saint techniques. You start knowing
two such techniques, which are detailed at the end of the class description. You
continue to learn additional techniques as you gain levels, as shown in the
Techniques Known column of the Sword saint table. You can initiate only one
technique per turn.
:
A spirit point is spent when you use it. When you expend a spirit point it is
unavailable until you finish a long rest, at the end of which you draw all of your
expended spiritual energy back into yourself. You must spend at least 30 minutes of
the rest meditating to regain your spirit points.
:
Some of your techniques require your target to make a saving throw to resist the
technique effects. The saving throw DC is calculated as follows:
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}}
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{{artist,top:90px,right:650px
##### WELTOL
[sekigan](https://i.pinimg.com/564x/c7/ac/a9/c7aca9ff3293c2021d849a70766c88f0.jpg)
}}
{{pageNumber,auto}}
\page
### Sect
At 3rd level, you commit yourself to follow a particular martial school or
philosophy known as a sect. Choose a Sect. Each discipline is detailed at the end
of the class description. Your discipline grants you features at 3rd level, and
then again at 6th, 10th, and 18th level.
\column
### Martial Cunning
Starting at 6th level, when you take the Dodge, Dash, or Disengage action, you can
make one weapon attack as a bonus action.
Beginning at 14th level, your mastery of spiritual energy grants you proficiency
with wisdom saving throws.
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<img src='https://i.imgur.com/DFAqKhn.png' style='position:absolute;bottom:-
40px;right:361px;width:465px;filter:hue-rotate(-
1261deg);transform:scaleX();Height:472px' />
{{artist,top:720px,right:430px
##### Kodachimaru
[Cryo_boi](https://i.imgur.com/FLmHYBx.png)
}}
\page
{{artist,top:90px,right:30px
##### Oni Samuari
[SxVN Art](https://i.pinimg.com/564x/82/a3/39/82a3397c06ce49f1f55394873abb74c6.jpg)
}}
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<img src='https://i.imgur.com/ztgsqfi.png'
style='position:absolute;bottom:303px;right:-249px;width:770px;filter:hue-rotate(-
1261deg);transform:scaleX();Height:927px' />
## Martial Sects:
:
## Crimson Demon Sect
*Practitioners of the crimson demon art hold a unique <br>role among sword saints.
Often perceived as the demons themselves, partially due to the demonic masks common
to their sect. These savage warriors strike fear in those unfortunate enough to
cross weapons with them. <br>Fear being a weapon they are comfortable <br>using to
their advantage. It is rumored <br>that the warriors of this sect can consume
<br>their very lifeforce in exchange for fearsome strength.*
Additionaly, you learn the secret of the crimson demon sect. *Oni's Bargain* allows
you to sacrifice your own vitality in exchange for power. When you deal damage as
part of a weapon attack, or as a result of a technique, you may roll a number of
d4s up to your proficiency bonus. Reduce both your current and maximum hit points
by half the result (rounded up). This damage can not be reduced in any way. You
deal additional necrotic damage equal to the result. Your hit point maximum returns
to normal when you complete a long rest.
At 6th level, you learn to read blood as a soothsayer does tea leaves. By touching
a sample of blood for at least one minute, you learn what kind of creature the
blood came from and approximately how long ago it was spilt. Additionally, you can
surmise the cause of death, and other information about the events that transpired.
- **Undying Will.** Once per turn, when you would use your Crimson Demon Art, and
as a result, it would reduce you to 0 hit points, you are instead reduced to 1
hitpoint.
Once you use this ability you must complete a short or long rest before you do so
again.
:::::::::::::::::::::::::::::::::::::::::::::
Additionally, when you deal damage to a creature that is frightened of you, you can
instead roll d8's as part of your *Oni's Bargain* feature.
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\page
*Warriors of the Soaring dragon sect are immediately recognizable, not only for
their reliance on their long polearm weapons of choice, but for their unique,
acrobatic, method of combat. These fearsome combatants hurl themselves into the
sky, using their momentum to wreak havoc amongst their opponents. It has been said,
practitioners of a certain level can even soar amongst the clouds, like the dragons
their sect is named for.*
{{text-align:center
**High {{width:2px}}Jump** = 5 x your Strength Modifier
As an action you are able to perform a special melee weapon attack as you leap up
into the air against a creature you can see within 30 feet of you. The creature
makes a Dexterity saving throw DC equal to: (8 + your proficiency bonus + your
Strength modifier). <br> A creature suffers your weapons normal effects, and
<br>takes an additional 3d6 force damage, and is <br>knocked prone on a failed
save, or half as much and <br>isn't knocked prone on a successful one.
:
If the target is in the air, and fails this Dexterity saving throw, the target
falls, taking damage as normal and <br>lands prone. You land on the closest empty
space adjacent to the creature. You may use Soaring Strike a number of times equal
to your Strength modifier (minimum 1).
:
You regain all expended uses when you complete a long rest.
\column
### Sky Walk
At 6th level, whenever you take the dash action, you gain a special flying speed
equal to your movement until the beginning of your next turn. When you begin your
turn, you can maintain this effect by spending a spirit point. Otherwise, if you
begin your turn in the air, you fall.
{{artist,top:529px,right:300px
##### Spear Warrior
[Hgjart](https://i.imgur.com/yKYSOqy.png)
}}
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<img src='https://i.imgur.com/yKYSOqy.png'
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1261deg);transform:scaleX(-1);Height:730px' />
{{pageNumber,auto}}
\page
{{text-align:center
**Soar High Jump** (in feet) = 10 x twice your Strength modifier.
}}
:
When you land on the ground following a jump of 20 feet or greater, you may choose
to cause a tremendous impact, generating a shockwave of force. Each creature within
15 feet of you must succeed on a Dexterity saving throw against your impact saving
throw, or take a number of d10s worth of force damage for every 10ft you fell.
{{text-align:center
{{width:10px}} **Impact saving throw** = 8 + your proficiency bonus + your Strength
modifier.
}}
:
Once you use this ability, you can’t do so again until you finish a long rest.
*Water is the element of change. The fighting style of the flowing water sect is
fluid and graceful, using the energies and efforts of those they cross paths with
against themselves.While other sects teach their students to block and face attacks
head on, disciples of the flowing water sect instead learn to redirect the force of
an attack, moving it like water in a river.A Sword Saint of the Flowing water sect
lets their defense become their offense, prefering to use their enemy's power
against them, taking their attacks and letting them glance by harmlessly or even
redirecting their own attacks against them.When these warriors do take an attack
stance, their moves always appear to flow from one to the other.*
- Once per turn, you can change forms as a free action, instead of a bonus action.
At 10th level, you can use your reaction, to change your form when an attack is
delcared against you, but before you know the outcome of the roll.
:
- If you've switched between forms, you gain a +2 bonus to your Armor Class until
the start of your next turn.
:
- You have advantage on Dexterity checks and Dexterity saving throws.
You can use this feature a number of times equal to your proficiency bonus, and you
regain all expended uses of it when you finish a long rest.
\column
### Ebb and Flow
At 3rd level, you have centered your fighting style around redirecting the momentum
of your opponent's strikes. If a creature within 5 feet of you misses a melee
attack against you, you can use your reaction to expend a spirit point to either,
make a melee attack against the attacking creature, or force the attacking creature
to make a Strength saving throw. On a failed save, they are pushed 15 feet away
from you, in a direction of your choice, and their movement speed is reduced by
half until the start of their next turn.
Additionally, when you successfully use your reaction to deal damage as part of an
opportunity attack, or successfully deal damage as a result of a technique that
uses your reaction, you gain an additional reaction this turn.
### Ultimate Technique: Stream Swallows the Shore
At 18th level, you learn the ultimate technique of the flowing water sect. As a
reaction, which you can take while your flowing water state is active, and a
creature misses you with an attack. You can make a special melee attack. You
generate a construct of pure ice that lashes out and surges towards a target within
30 feet of you. On a hit, the target suffers your weapon s normal effects, and
takes an additional 7d6 cold damage, and must succeed on a Constitution saving
throw, on a failure the <br>target is restrained (escape DC = to your<br> **Spirit
save DC**).
Once you use this feature, <br>you can’t do so again <br>until you finish a <br>
long rest.
{{artist,top:1013px,right:430px
##### Basheeny
[Cryp_boi](https://www.vangoghmuseum.nl/en)
}}
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You can use this feature a number of times equal to your proficiency bonus, and you
regain all expended uses of it when you finish a long rest.
:
Additionally, while you are in dim light, or darkness you gain the following
effects:
- **Slink Into The Shadows.** You can take the disengage or hide action as a bonus
action.
- **Cloaked Steps.** You gain a bonus to stealth (Dexterity) checks equal to your
Wisdom modifier, and you are invisible to any creature that relies on darkvision to
see you in darkness.
- **Umbral Sight.** You gain darkvision out to a range of 60 feet. If you already
have darkvision, its range increases by 30 feet.
While your consuming darkness secret art is active, as an action, you can send a
tendril of semi solid shadow energy streaking toward a creature. Target creature
within 90 feet of you must make a dexterity saving throw. On a failed save the
target takes 1d6 necrotic damage and the target is grappled (escape DC equal to
your technique save DC). Until this grapple ends, the target is restrained.
If you try to create a new tendril, while a creature is restrained, the former
tentril fades away and the creature is freed.
You can create more tendrils when you reach higher levels: two tendrils at 6th
level, three tendrils at 10th level, and four tendrils at 18th level. You can
direct the tendrils at the same target or at different ones. Make a separate
dexterity saving throw for each tendril.
As a bonus action, expend 1 spirit point, you may force any number of restrained
creatures to make a Strength saving throw. The target takes 2d8 necrotic damage, on
a failed save, or half as much damage on a successful one, and has disadvantage on
an attempt to free itself.
You can use this feature a number of times equal to your proficiency bonus, and
regain all expended uses when you complete a long rest.
At 18th level, you can, as an action you awaken the angry specters that live within
your shadows. For the next minute magical darkness spreads from you in a 30-foot
radius sphere for the duration. The darkness spreads around corners. A creature
with darkvision can't see through this darkness, and nonmagical light can't
illuminate it.
:
You and any creatures of your choosing within the radius are draped in shadow.
Creatures that rely on sight have disadvantage on attack rolls against creatures
draped in this shadow.
:
For the duration the specter’s that reside within your shadow, reinforce your
weapon, turning your strikes into solidified gloom, and malice. When you make a
melee weapon attack against a target that is in dim light or darkness, your weapon
attacks deal 3d8 necrotic damage.
:
Once you use this feature, you can’t do so again until you finish a long rest.
{{imageMaskCorner21,--offsetX:57%,--offsetY:-73%,--rotation:0
{height:58%,filter:hue-rotate(-
1261deg),width:79%;left:43.5%,bottom:-03%;transform:scaleX(-1)}
}}
{{artist,top:760px,right:30px
##### Uggr 3
[Anders](https://i.pinimg.com/564x/16/ae/81/16ae8195848bc174ee591bbdcb0986a4.jpg)
}}
{{pageNumber,auto}}
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<img src='https://i.imgur.com/OMflWrn.png'
style='position:absolute;bottom:47%;right:001px;width:100%;filter:hue-rotate(-
1261deg);transform:scaleX();Height:56%;' />
{{artist,top:340px,right:135px
##### Swordsman
[Crystalrain272](https://i.pinimg.com/564x/96/ce/
38/96ce38e25c7e029a4baf52caba1975b2.jpg)
}}
::::::::::::::::::::::::
## Heavenly Lotus Sect
The heavenly lotus sect studies the flow and control of spiritual power. Through
intense training, and careful manipulation of their inner energy, they have
discovered the divine seals that block the flow of spiritual energy within the
body. The opening of these seals allows the user to flood the body with spiritual
energy, removing the limiters that protect and control all living beings. Warriors
of the Heavenly Lotus sect maniacally train their bodies to compensate for the
immense stress the opening of these seals puts on their bodies. To a warrior of the
Heavenly Lotus, strength, focus, and might are the only currency they value, each
striving for a more perfect version of their art.
Starting when you choose this sect at 3rd level, you learn the secret art of your
sect; how to harness divine spiritual energy. Through your training and study, you
begin the path of understanding the Three seals of Heaven and how to unlock your
true potential.
You gain the ability to unlock a seal as a bonus action, or as part of the bonus
action you take to activate a form. The effects of each seal last for 1 minute.
***If you open a higher seal, you gain the effects of the lower corresponding
seal(s) as well.***
Keeping a seal open puts a great strain on your body, and comes with great risk to
the practitioner. Each time you take damage, while a seal is open, make a DC 12
Constitution saving throw, or half the damage you take, whichever number is higher.
On a failure, you can no longer balance the immense spiritual energy coursing
through your veins, and the seal forcibly closes. As a result you suffer a number
of levels of exhaustion equal to the seals level, and the art immediately ends.
:
For each subsequent seal beyond the first, the DC required to maintain
concentration increases by 2.
::::::::::::::::::::::::::::::
### 1st Seal - Mind Seal
You gain the ability to flood your body with spiritual power, removing your mind’s
limitations on your body's strength and speed. Opening up the fist seal greatly
augments your abilities for a brief period.
:
While the seal is open, you radiate bright light for 10 feet and dim light for
another 10 feet and gain the following benefits:
- When you make a constitution check or constitution saving throw, you gain a bonus
equal to your Wisdom modifier.
- You gain temporary hit points equal to your Wisdom modifier + your sword saint
level. If any of these remain when this feature ends, they are lost.
- When you take the attack action, to make a melee weapon attack, you deal 1d4
additional force damage.
As you gain levels in this class, the amount of force you can deliver with your
strikes increases. At 6th level you instead deal 1d6 additional force damage, and
it increases again when you reach 18th level (1d8).
You can use this feature twice, and regain all expended uses when you complete a
long rest. At 10th level, you can instead use this feature 3 times.
Also at 3rd level, your intense training has transformed your physical form, and
imparted on you inhuman strength. Your carrying capacity (including maximum load
and maximum lift) is doubled, and you have advantage on Strength checks made to
push, pull, lift, or break objects.
:
Additionally, when you take a long rest, you reduce your exhaustion level by two,
instead of one.
{{pageNumber,auto}}
\page
- As part of a short rest, you may consume any number of hit dice, to reduce your
exhaustion level by twice the amount of hit die consumed.
:
- Once per short rest you can spend 1 minute meditating, regaining a number of
expended hit die equal to half your proficiency bonus (rounded down).
Once you use this feature, you <BR>can't do so again until you <BR>complete a short
or long rest.
\column
You learn to unlock the 3rd and final seal; which until now, was considered by
practitioners as only theoretical, or as a mere fairytale.
As part of the bonus action to open this seal, each creature, other than you,
within 10 feet of you must make a Constitution saving throw. On a failed save the
creature takes 3d10 Force damage, is pushed 15 feet backwards, in a straight line,
and knocked prone if it is huge or smaller; or half as much on a successful save,
and isn’t pushed or knocked prone.
:
You gain the following benefits:
- When you take the attack action, to make a melee weapon attack, you deal one
additional dice of force damage (2 total).
:
- You gain resistance to bludgeoning, piercing, and slashing damage, from non
magical attacks.
:
- While you are not incapacitated, you gain a flying speed equal to your walking
speed, and can hover.
:
- Techniques cost 1 less spirit points, (minimum 1) while this art is active.
While using this art, due to the increased stress on your body, you consume 1
spirit point per round.
:
Due to the massive amounts of spiritual power it takes to keep this seal open, your
body is under greater stress than usual and you take more damage should this seal
forcibly close. If you fail the saving throw to maintain concentration on this
feature, you take necrotic damage equal to your sword saint level. This damage
cannot be reduced or mitigated by resistance or immunities and can potentially
{{width:20px}}kill you.
:
{{width:34px}}Once you use this feature, you must complete a long <br>
{{width:36px}}rest before you can do so again.
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style='position:absolute;bottom:203px;right:-89px;width:665px;filter:hue-rotate(-
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{{artist,top:500px,right:330px
##### samurai
[Nero Gen](https://www.artstation.com/artwork/q1B2R)
}}
- You may take the Ready action <br>while your weapon is sheathed, to <br>prepare a
special melee attack. You may not use a technique as a part of, or as a result of
this attack. You gain advantage on the first melee weapon attack you make, until
the start of your next turn.
:
- A single melee weapon attack you make as a reaction, until the start of your next
turn, scores a critical hit on a roll of 19 or 20, and you can roll two additional
weapon damage dice when determining the extra damage for a critical hit with this
melee attack. This increases again, as you gain more levels in this class, when you
reach 6th level (18-20, and three additional dice), 10th level (17-20 five
additional dice), and 18th level (16-20, seven additional dice).
You can use this feature a number of times equal to your proficiency bonus, and
regain all uses when you complete a short or long rest.
Starting at 3rd level you have mastered the art of Iaijutsu, a technique to rapidly
draw your weapon and strike in one fluid motion, allowing you to strike swiftly and
unexpectedly. You gain the following benefits:
- If you attack a creature in the same turn that you draw a melee slashing weapon,
you may add a bonus to your damage rolls with that weapon by an amount equal to
your proficiency bonus. You can only gain this benefit once per turn.
:
- As part of an attack made with a melee slashing weapon you can sheath the weapon.
You can only use this feature once per round.
:
- While your weapon is sheathed, other creatures provoke opportunity attacks from
you when they enter the reach you have with that weapon.
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At level 10, you further master the lightning fast strikes made from your Coiled
Viper stance. When you would successfully hit a target, as a result of a weapon
attack made with a readied action using your Coiled Viper stance you may force the
target to make a Wisdom saving throw against your Technique Save DC.On failure, for
the next minute the target suffers the following effects:
- An affected target’s speed is halved, it takes a -2 penalty to AC and Dexterity
saving throws, and it can’t use reactions. On its turn, it can use either an action
or a bonus action, not both. Regardless of the creature’s abilities or magic items,
it can’t make more than one melee or ranged attack during its turn.
:
- If the creature attempts to cast a spell with a casting time of 1 action, roll a
d20. On an 11 or higher, the spell doesn’t take effect until the creature’s next
turn, and the creature must use its action on that turn to complete the spell. If
it can’t, the spell is wasted.
:
- A creature affected by this feature makes another Wisdom saving throw at the end
of each of its turns. On a successful save, the effect ends for it.
Once you use this ability, you can’t do so again until you finish a short or long
rest.
\column
### Ultimate technique: One Strike, One Thousand Cuts
At 18th level, you learn to end your battles with a single strike. When you would
make a weapon attack as a result of a readied action using your Coiled Viper
stance, you may choose to instead use this feature. Make a melee weapon attack with
advantage. On a hit, the attack is treated as a critical hit. You can roll 10
additional weapon damage dice when determining the extra damage for a critical hit
with this melee attack.
:
In addition, the target must succeed on a Wisdom saving throw (DC = 8 + your
proficiency bonus + your Dexterity or Strength modifier) or be stunned until the
end of your next turn.
:
Once you use this feature, you must complete a long rest before you can do so
again.
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{{artist,top:490px,right:30px
##### Shadow Fight 3
[Shadow Fight 3](https://www.artstation.com/artwork/6dPv6)
}}
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## Martial Forms
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{{artist,top:790px,right:290px
##### Come? hit you!
[Gao Haotong](https://i.imgur.com/BVTYpcC.png)
}}
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## 1st Level techniques
Starting at 2nd level you can learn the following techniques:
- **Divine Wind Strike.** When you hit a creature with a melee attack, you can
spend 1 spirit point to use this technique. Make another attack against a different
creature within your reach, making a separate attack roll for that target.
:
- **Heavenly Pheonix Vigor.** As a bonus action, you can spend 1 spirit point to
gain temporary hit points equal to your proficiency bonus + your Constitution
modifier.
:
- **Insightful Strike.** When you hit a creature with a melee attack, you can spend
1 spirit point to force target creature to make a Wisdom saving throw, on a
failure, you learn all of the target’s immunities, resistances, and
vulnerabilities.
:
- **Mountain Hammer.** When you hit a creature with a melee attack, you can spend 1
spirit point to force the target creature to make a Strength saving throw. On a
failure, you push the target a number of feet away from you equal to 5 times your
Wisdom modifier.
:
- **Quicksilver Motion.** As a bonus action, you can spend 1 spirit point to take
the dash action as a bonus action on your turn, and your movement does not provoke
opportunity attacks that turn.
:
- **Steel Serpent Strike.** When you hit a creature with a melee attack, you can
spend 1 spirit point to force target creature to make a Constitution saving throw,
on a failure, reduce the target's speed by an amount equal to 5 times your wisdom
modifier (minimum 0), until the start of your next turn.
:
- **Wall of Blades.** When you are hit by an attack, you can use your reaction and
spend 1 spirit point; until the start of your next turn, you have a bonus your AC
equal to your proficiency bonus, including against the triggering attack.
\column
## 2nd Level techniques
Starting at 5th level you can learn the following techniques:
- **Azure Sky Assault.** When you take the attack action, you can spend 2 spirit
points to replace one of your attacks, with a special melee attack. This attack is
made with advantage, on a hit, this attack does an additional 3d6 force damage.
:
- **Celestial Gale Wind.** As an action you can expend 2 spirit points to slice
through the air sending a wave of slicing wind. Each creature in a 15-foot cone,
must make a Dexterity saving throw, or suffer 2d8 + your Wisdom modifer worth of
slashing damage on a failed save or half as much on a successful save.
:
- **Golden Phoenix Defense.** When you fail a saving throw, you can use your
reaction and spend 2 spirit points to gain a bonus to your roll equal to your
Wisdom modifier, possibly changing the outcome.
:
- **Iron Heart Endurance.** As a bonus action, you may spend 1 spirit point to
regain HP equal to 1d8 + your Constitution modifier.
:
- **Iron Lotus Reversal.** As a reaction, which you take when you are hit by a
melee or ranged weapon attack, you may spend 2 spirit to reflect or re-direct the
attack. The attacker rerolls to hit; instead of attacking you, the target attacks,
themself, or a target within the attackers reach (your choice.)
:
- **Mountain Breaking Blow.** As an action, you can spend 1 spirit point to make a
single melee attack. On a hit, this attack deals quadruple damage to objects and
structures.
:
- **Roots of the Mountain.** If an effect would knock you prone or move you against
your will, you can use your reaction and spend 1 spirit to negate that effect.
:
- **Sense Spirit.** You can spend 2 spirit points to open your awareness to detect
hostile forces. Until the end of your turn, you know the location of any enemy
within 60 feet of you that is not behind total cover, and not magically obscured.
Additionally, you can intuit the strength of these creatures. You can force hostile
creatures, within range, to make a Wisdom saving throw. On a failed save, you learn
certain information about their relative strength: The DM tells you if they are:
| Strength Level | CR |
|:-----------------:|:------------------:|
| Weak | ***Cr 1/2 or Lower*** |
| Average | ***Cr 1 - 4*** |
| Medium | ***CR 5 - 10*** |
| Strong | ***CR 11 - 16*** |
| Very Strong | ***CR 17+*** |
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{{artist,top:690px,right:430px
##### Wolf
[Cloud](https://i.imgur.com/FLmHYBx.png)
}}
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## 3rd Level techniques
Starting at 9th level you can learn the following techniques:
- **Asura's Wrath Unleashed.** As an action, you can spend 3 spirit points to make
a melee weapon attack against each enemy within 5 feet of you, making a separate
roll for each creature. On a hit, you deal 2d10 additional force damage.
:
- **Flaming Phoenix Soar** As an action, you may spend 3 spirit points to double
your movement speed, and you are not hindered by difficult terrain. At the end of
this movement, you may make one melee weapon attack with advantage. On a hit, this
attack deals an extra 3d8 force damage. Opportunity attacks made as a result of
this movement, are done so with disadvantage.
:
- **Hearing the Air.** As a bonus action, which you can take at the start your
turn, you can spend 2 spirit points, to take in the battlefield around you,
sharpening your senses. You gain blindsight with a range of 20 feet for 1 minute.
:
- **Iron Heart Surge.** As a bonus action, which you can take at the end of your
turn, you can spend 3 spirit points to immediately end one spell or condition on
yourself.
:
- **Jade Mountain Defense.** When an attacker that you can see hits you with an
attack, you can use your reaction to spend 3 spirit points, and halve the attack's
damage against you.
:
- **Mind over Body.** As a reaction when you make a Strength, Dexterity, or
Constitution Saving throw, before the roll is made, you may spend 2 spirit points
to make a Wisdom saving throw instead.
:
- **Strike the Mind.** When you hit a creature with a melee attack, you can spend 3
spirit points to cause the target to make a Wisdom saving throw, on a failure the
target has disadvantage on all ability checks and saving throws it makes until the
start of your next turn, and can’t take reactions.
:
- **Piercing Wind Divine Counter.** When a creature misses you with an attack, you
can use your reaction and spend 3 spirit points to make 2 melee attacks against
that creature. On a hit, you deal additional force damage equal to twice your
proficiency bonus. Make a separate attack roll for each weapon attack made this
way.
:
- **Weight of the Mountain.** When you hit a large or smaller creature, with a
melee weapon attack, you can spend 2 spirit points to force the target to make a
Strength saving throw; on a failure, target creature is knocked prone.
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{{artist,top:590px,right:660px
##### Sekiro
[Artyom
Smirnov](https://i.pinimg.com/564x/39/ee/8c/39ee8c69831df3effb5cfb56764483e2.jpg)
}}
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## 4th Level techniques
Starting at 13th level you can learn the following techniques:
- **Ascendant Dragon's Fury.** As an action, you can spend 4 spirit points to make
three melee attacks. You can teleport up to 10 feet before each attack. These
attacks are made with advantage. Make a separate melee attack for each opponent.
:
- **Earthstrike Quake.** As an action, you can spend 4 spirit points to make a
melee attack against each creature in a 15-foot cube, originating from you. On a
hit, you deal 3d8 additional force damage, and you may force any creature who is
Large, or smaller, to make a Strength saving throw, on a failure, target creature
is knocked prone.
:
- **Eternal Night's Embrace.** You deliver a devastating strike against a wounded
foe, aiming to finish him off once and for all. As an action, you spend 4 spirit
points, you make a single melee attack against a creature with advantage. This
attack deals an extra 4d6 points of damage. If the target’s current hit points are
less than its full normal hit points, the attack instead deals an extra 5d6 points
of damage. If its hit points are equal to or less than one-half its full normal hit
points, the attack instead deals an extra 6d6 points of damage.
:
- **Thunderclap Parts the Clouds.** As an action, you can spend 4 spirit points to
move your speed. This movement does not provoke opportunity attacks. Make a single
melee attack against each enemy that was within 5 feet of you at any point during
the move, with a separate attack roll for each target.
:
- **Twilight Tempest Slash.** As an action, you can spend 4 spirit points to
replace one of your attacks, with a special melee attack. This attack is made with
advantage. On a hit, the target suffers <br> your weapon's normal effects, and
takes <br>an additional 4d8 force damage; <br>this attack ignores resistance to
<br>bludgeoning and slashing <br>damage, and treats immunity <br>as if it were
resistance.
\column
## 5th Level techniques
Starting at 17th level you can learn the following techniques:
- **Withering Autumn Leaves.** As an action, you can spend 5 spirit points to make
an attack against a single creature. On a hit, the target suffers your weapon
attack’s normal effects and must make a Constitution saving throw. On a failed
save, target takes 6d6 psychic damage, and has disadvantage on all attack rolls,
for a number of rounds equal to your Wisdom modifier, or takes half as much damage,
and suffers no penalty on a successful save. The target can repeat the saving throw
at the end of each of its turns, ending the effect on itself on a success.
:
- **Wrath of the Nine Heavens.** As an action, you can spend 5 spirit points to
teleport up to 30 feet to an unoccupied space that you can see. Make two melee
attacks against each enemy in the 5 foot wide line emanating from your original
position and ending at your destination. On a hit, target creature suffers your
weapon's normal effects, and takes an additional 3d10 Force damage.
:
- **Heavenly Guardian Defense.** When you take damage from any source, you can use
your reaction and spend 5 spirit points to reduce that damage to 0.
:
- **Storm Dragon Spiral.** As an action, you may spend 5 spirit points to throw
your weapon. Your weapon spins through the air, hitting every creature in a 5-foot
wide, 120-foot long line. Each creature must make a Dexterity saving throw. On a
failed save, a creature takes 3d10 Bludgeoning, Piercing, or Slashing damage (based
on the weapon you threw), and 3d10 Lightning damage, or half as much damage on a
successful save. Your weapon returns to your hand at the end of the throw.
:
- **Steel Wind Hurricane.** As an action, you can spend 5 spirit points to make a
special melee spell attack with a range of 60 feet. Choose up to 5 creatures you
can see within range. Make a melee weapon attack against each target. On a hit, a
target takes force damage equal to six rolls of your Weapon die. You can then
teleport to an unoccupied space you can see within 5 feet of one of the targets you
hit or missed.
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{{artist,top:1030px,right:590px
##### Ronin
[Yinzheng](https://www.artstation.com/artwork/J9Wbra)
}}
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