Legendary Swordsman (5e Class)

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Legendary Swordsman[edit]

A black hooded man calmly enters a battlefield alone. With his trusted sword in his hand, he calls upon another sword, given to him by the gods. With the two swords in hands, this legendary swordsman swipes through the army in the blink of an eye, cutting through enemies in absurd speed and precision.

Creating a Legendary Swordsman[edit]

01_kirito.png
[1] by Reki Kawahara
Quick Build

You can make a Legendary Swordsman quickly by following these suggestions. First, Dexterity should be your highest ability score, followed by Constitution. Second, choose the folk hero background. Third, choose a longsword, a dungeoneer's pack and 2 daggers.

Class Features

As a Legendary Swordsman you gain the following class features.

Hit Points

Hit Dice: 1d10 per Legendary Swordsman level
Hit Points at 1st Level: 10 + Constitution modifier
Hit Points at Higher Levels: 1d10 (or 6) + Constitution modifier per Legendary Swordsman level after 1st

Proficiencies

Armor: No armor
Weapons: Simple weapons, martial melee weapons
Tools: None
Saving Throws: Strength and Dexterity
Skills: Choose three from Acrobatics, Athletics, Intimidation, Perception, Sleight of Hand, Stealth and Survival.

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

  • one martial weapon of your choice
  • (a) dungeoneer's pack or (b) explorer's pack
  • (a) 2 daggers or (b) two simple weapons of your choice

Table: The Legendary Swordsman

Level Proficiency
Bonus
Expertise Edged Features
1st +2 1d8 Unarmored Defense, Fighting Style, Expertise Edge
2nd +2 1d8 Switch
3rd +2 1d8 Superhuman Reflexes
4th +2 1d8 Ability Score Improvement, Dodge
5th +3 1d8 Extra Attack, Superhuman Reflexes Upgrade
6th +3 1d8 Evasion
7th +3 1d8 Swordsman's Reach, Superhuman Reflexes Upgrade
8th +3 1d8 Ability Score Improvement
9th +4 1d8 Pound Cannon
10th +4 1d10 Divine Sword
11th +4 1d10 Extra Attack (2)
12th +4 1d10 Ability Score Improvement, Pound Cannon Upgrade
13th +5 1d10 Superhuman Reflexes Upgrade, Unstoppable Defense and Attack
14th +5 1d10 Athletic Body
15th +5 1d10 Combo Attacks
16th +5 1d10 Ability Score Improvement, Superior Velocity
17th +6 1d12 Switch Upgrade, Superhuman Reflexes Upgrade, Lethal Precision
18th +6 1d12 Starburst Stream
19th +6 1d12 Ability Score Improvement
20th +6 1d12 Black Swordsman

Unarmored Defense[edit]

At 1st level, your trained body and reflexes aids you in evading and endure attacks. When you are not wearing any armor, your AC equals to 10 + Dexterity modifier + Constitution modifier.

Fighting Style[edit]

At 1st level, you adopt a particular style of fighting as your specialty. Choose one of the following options. You can’t take a Fighting Style option more than once, even if you later get to choose again.

Dueling

When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.

Great Weapon Fighting

When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.

Two-Weapon Fighting

When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.

Expertise Edge[edit]

At 1st level, any sword that you are wielding that has not the heavy or two-handed property, it has for you the finesse property and deals 1d8 damage. This die increases as shown in the Legendary Swordsman table.

Switch[edit]

At 2nd level, your reaction speed is enough to help a friend. As a reaction, you can enter in front of a friendly creature within 5 feet of you that is about to be attacked. The attacker then must make a Dexterity saving throw throw (DC = 8 + your proficiency bonus + your Dexterity modifier), if he succeeds you take all damage and the creature you protected has advantage against the creature that attacked you in his next turn. If he fails, you take half the damage and no one gets advantage. At 17th level, if he succeeds you instead take half damage and both of you have advantage, while if he fails you take no damage.

You must have someone to protect, instead you cannot use this feature.

Superhuman Reflexes[edit]

At 3rd level, you can use your reaction to evade projectiles. When you are hit by any non-magical projectile, you can use your reaction to evade it. Roll a d20. If the result is equal or higher than the result of the attack, you evade it, if you fail you are hit. You can evade multiple projectiles this way, but if you fail the first saving throw you can't use this ability again until the start of your next turn.

At 5th level, you can add your proficiency bonus to this roll.

At 7th level, you can add your Dexterity modifier in evading projectiles.

At 13th level, you have advantage in evading projectiles.

At 17th level, if you pass the save throw, you can instead reflect the projectile to any creature you want.

Ability Score Improvement[edit]

When you reach 4th level, and again at 8th, 12th, 16th and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.

Dodge[edit]

At 4th level, you can use the Dodge action as a bonus action.

Extra Attack[edit]

At 5th level, you can attack twice whenever you take the attack action in your turn. The number of attacks increases to three when you reach 11th level.

Evasion[edit]

At 6th level, you can nimbly dodge out of the way of certain area effects, such as an ancient red dragon’s fiery breath or an ice storm spell. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.

Swordsman's Reach[edit]

At 7th level, when a creature enters your reach, you can use your reaction to make a melee weapon attack against that creature.

Pound Cannon[edit]

At 9th level, you can channel divine energy in your blades. You make a ranged attack that deals 2d6 radiant damage and has 50 feet reach. At 12th level, it increases to 4d6

Divine Sword[edit]

At 10th level, you are gifted with a divine sword. This sword has finesse property, deals radiant damage and it is the same damage as your expertise edge. Along with this sword, you gain the dual wielded feat and you can choose another fighting style. You can cast and dismiss this sword anytime using your bonus action, and it always comes back to your hand. When you take the attack action and this sword is in one of your hands, you can choose to make half of your attacks with one sword, and the other half with this one (the attacks with this one rounded down).

Unstoppable Defense and Attack[edit]

At 13th level, your reaction speed increases even further. When you receive melee damage, you can use your reaction to counter it. You roll a Dexterity saving throw with a DC equal to the result of the attacker's attack roll. If you succeed, you take half the damage and you can counter with a single melee weapon attack against the attacker. If you fail you take damage as normal.

Athletic Body[edit]

At 14th level, your base speed increases 20 feet and you can take the Dash action as a bonus action.

Combo Attacks[edit]

At 15th level, when you hit more than one attack on the same creature, you deal another 1d6 of force damage and leaves it bleeding. The bleeding lasts for 1 minute and deals 1d4 damage every time the affected creature turn ends. The bleeding ends earlier if the target regains at least 1 hit point, have spare the dying cast on him or some creature (including the target) succeed on a Wisdom (Medicine) check with a DC of 10.

Superior Velocity[edit]

At 16th level, you are so fast that it's difficult to hit you. Creatures can't have advantage on attacks against you, unless the attacker has at least two sources of advantage on more for the same attack.

Lethal Precision[edit]

At 17th level, you are as precise as you are fast. Your critical range is 19-20.

Starburst Stream[edit]

At 18th level, you become a master of the sword art. You attack 16 times using this feature. On a hit, you don't add your ability modifier to any of them. If you have done a successful parry or counter with your reaction, all of your attacks have advantage. You can use this feature once between long rests.

Black Swordsman[edit]

At 20th level, you learn how to attack a creature's vital points. When you use this feature and hit a creature, the creature must make a Constitution saving throw (DC = 8 + Dexterity modifier + proficiency bonus). If it fails and it has less than 100 hit points, it instantly dies, while if it has more than 100 hit points you deal 10d10 damage. If it succeeds, it takes half the damage it would take if it had more than 100 hit points. You can use this feature once between long rests.

Multiclassing[edit]

Prerequisites. To qualify for multiclassing into the legendary swordsman class, you must meet these prerequisites: Dexterity 13

Proficiencies. When you multiclass into the legendary swordsman class, you gain the following proficiencies: Simple weapons, martial melee weapons

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