Master of the Sword (5e Class)
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- 1 Master of the Sword
- 2 Master of the Sword
- 3 Class Features
- 4 Fighting Style
- 5 Unarmored defense
- 6 Fancy Footwork
- 7 Fighting Path
- 8 Ability Score Improvement
- 9 Extra Attack
- 10 Knowledge of the Blade
- 11 Blade with a Quiet Volition
- 12 Multiclassing
Master of the Sword
A Human spins around, twirling his sword in an entrancing dance around him. He slices through one orc only to decapitate a second and stab through a third. A Dragonborn holds a sword engraved with runes above his head, after speaking a small incantation, the runes on his blade start to shine, soon enough exploding in a sea of flames, reducing his enemies to cinders. A master of the sword is a powerful warrior that shines when fighting one enemy at a time, but is also very capable of dealing with multiple foes.
Master of the Sword
|A Master of the Sword, gotten from paizo.com!|
When creating a master of the sword, think ahead of what you want your character to be. A cool samurai, an intelligent sage, or an unstoppable blade master. First, decide between the Path of the Mind, Path of the Soul, and The Path of the Body. if you plan on taking the Path of the Mind, make Intelligence your highest stat, followed by Strength and then Constitution, if you plan on taking the Path of the Body, make Dexterity your highest stat, followed by Constitution.
As a Master of the Sword you gain the following class features.
- Hit Points
Hit Dice: 1d10 per Master of the Sword level
Hit Points at 1st Level: 10 + Constitution modifier
Hit Points at Higher Levels: 1d10 (or 6) + Constitution modifier per Master of the Sword level after 1st
Armor: Light armor, medium armor, and shield
Weapons: Daggers, shortswords, longswords, Greatswords, Hand Crossbow and light Crossbow
Saving Throws: Strength, Dexterity
Skills: Choose 2 from, Acrobatics, Athletics, Perception, History, Insight, Intimidation, Investigation, and Survival
You start with the following equipment, in addition to the equipment granted by your background:
- (a) longsword or (b) shortsword
- (a) shortsword or (b) 2 Daggers
- (a) explorer's pack or (b) dungeoneer's pack
|1st||+2||Fighting Style, Unarmored Defense|
|4th||+2||Ability Score Improvement|
|8th||+3||Ability Score Improvement|
|9th||+4||Knowledge of the Blade|
|10th||+4||Fighting Path, Fighting Style|
|12th||+4||Ability Score Improvement|
|13th||+5||Blade with a Quiet Volition|
|16th||+5||Ability Score Improvement|
|17th||+6||Blade with a Quiet Volition|
|19th||+6||Ability Score Improvement|
Choose One of the following Fighting Styles at 1st level. chose another at 6th level, 10th level, 14th level
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.
Shove Whenever you hit a creature with a sword or a dagger, instead of dealing damage, you may have them make a Dexterity saving throw. (DC = 8 + proficiency bonus + your Strength modifier) On a failed save the creature is pushed 10 feet away from you and knocked prone. on a successful save nothing happens.
Prerequisite: 6th level
Counter Whenever a creature hits you with a melee attack, you can use your reaction to make a single melee attack against that creature. You can do this a number of times equal to your dexterity modifier per long rest, but only once per round
Dash attack If you move at least 20 feet towards a creature before making your first attack on each turn. You gain advantage on that attack.
Combo. When your melee attack makes a creature drop to 0 hit points or whenever you score a critical hit, you can make another melee attack as a bonus action.
prerequisite: 10th level
Last Stand Once per long rest, when an attack would make you drop to 0 hit points, you may make a constitution saving trow (DC = the damage of the attack) on a success, you drop to 1 hit point instead.
Combo breaker Once per long rest, When a creature makes 2 or more melee attacks against you, you may impose disadvantage to the second attack, if said attack misses, all further attacks made against you are made with disadvantage.
Oversized Weapon Master. Prerequisite: 18 strength. you can wield oversized weapons with no negative effects and you are considered proficient with them.
Dagger Marksman. Whenever you throw a dagger, it's range is doubled and you may add your proficiency modifier to the damage, you can take this ability again at level 14, if you do so, once per long rest, when you hit an enemy with a thrown dagger, you may double the damage dealt.
1 attack, 2 Strikes. Once per short rest, when you make an attack action against a hostile creature with another hostile creature adjacent to it, you can make your attacks target both of them at the same time, one of the creatures takes full damage while the other takes only half.
While you are not wearing any armor or wielding a shield, your Armor Class equals 10 + your Dexterity modifier + your Constitution modifier.
Starting at 2nd level, your movement speed increases by 10 feet. You gain an extra bonus action which you can use a number of times equal to your Constitution modifier after a long rest.
When you reach 3rd level you can choose one of the Fighting Paths: The Path of the Blade, or The Path of the Mind, Your choice will grant you features at 3rd level 7th, 10th, 15th, and 18th level.
Ability Score Improvement
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.
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. The number of attacks increases to three when you reach 11th level in this class and to four when you reach 20th level in this class.
Knowledge of the Blade
Starting at level 9, you can tell if something is wrong with a sword just by looking at it, you know if a sword is cursed the moment you lay eyes on it, but you don't know the specifics of the the curse. You know the sword and you know it well this helps you react quicker and move sharper you gain an extra main action because of this.
Blade with a Quiet Volition
Starting at level 13, you have faith in your instincts and in your ability with the sword, you can chose to trust in your instincts and attack without aiming, you have +2 to every attack roll made this turn. You can use this a number of times equal to your Constitution modifier after a long rest.
Starting at level 17, you don't have to aim anymore, you just know your attacks will hit, instead of having +2 to every attack roll this turn, you have advantage. You can use this a number of times equal to your Constitution modifier after a long rest.
The Path Of The Body
The path of the body focuses on training your body along with your skills with your weapon. A warrior from the Path of the Body is fast and strong, his blade sharp and unstoppable.
Starting at 3rd level, you learn how to use different methods to attack more efficiently, every non-heavy weapon you wield is considered as if having the finesse property.
- Armor Breaker
Starting at level 7, you learn a special technique to crush your enemy's defenses, you can use your action to make a single melee attack against an enemy at disadvantage, if this attack hits said enemy's AC is reduced by 2 (this effect does not stack). you can use this feature a number of times equal to you dexterity modifier (min. 1) per long rest
- Perfectly Sharpened Blade
Starting at level 10, you have learned to sharp blades to utmost perfection, at the end of a long rest, chose up to your dexterity modifier weapons (min. 1), attacks made with these weapons ignore resistance to physical, piercing and slashing damage.
- Mirror of Equity
Starting at level 15, you have learned a special technique passed through generations in the Path of the Body, the mirror of equity. as an action, chose one creature within 20 feet of you, you instantly appear face to face with said creature (this movement does not provoke attacks of opportunity), unleashing a devastating attack. The creature makes a Dexterity saving throw(DC = 8 + proficiency bonus + Dexterity modifier) On a failed save the creature takes 6d8 slashing damage. On a success they take half as much. you can use this feature once per long rest.
Starting at level 18, you have finally finished your training in the Path of the Body, there is little left for you to learn. as a reward for finishing your training, you learned the moonslice. as an action, chose one creature in range for a melee attack, The creature makes a Dexterity saving throw(DC = 8 + proficiency bonus + Dexterity modifier) on a failed save the creature takes 15d10 Slashing damage, half as much on a successful save This damage cannot be fully evaded, if a feature would make a creature take no damage on a successful saving throw, said creature instead take half damage. the power of this attack is so great, every creature in a 10 feet radius from where the attack was made must also make a dexterity saving throw or be pushed 10 feet back by the wind resulting from the attack. Using this attack tires your body, you get 2 levels of Exhaustion, you are unable to use this feature while you have levels of Exhaustion or more than once per long rest.
The Path Of The Mind
the Path of the Mind focus on making sure you are always ready to face the enemies fate will put on your way with the help of a bit of magic.
- Arcane knowledge
When you take this path at 3rd level you gain proficiency in arcana and religion.
- Mystic Blade
Starting at 7th level, the magical energy flowing through your body allows you to overcome most resistances. any weapon you wield is considered magical for the purpose of overcoming resistances
- Elemental Infusion
Starting at 10th level, during a long rest you can conduct a ritual to write arcane runes on your blade, these runes allow you to infuse your blade with an element of your choice as a bonus action. While using this feature you gain 1d8 damage of the chosen element, this damage increases to 2d8 at 18th level. you can use this feature a number of times equal to your intelligence modifier (min 1).
- Elemental Imperil
Starting at 15th level, you learn how to drop your enemy's elemental defenses to make sure your infusion is more effective. chose an element and a creature, If the creature has no resistance to the element you chose, he is considered weak to it, if the creature has resistance to the element, you ignore the resistance, if the creature has immunity to the element, it is considered resistant. This effect does not Stack. you can use this feature a number of times equal to your intelligence modifier (min. 1) per long rest
- Elemental destruction
Starting at 18th level, you can supercharge the runes on your weapon to create a powerful elemental explosion, every creature in a 20 foot radius from your position makes a dexterity saving throw (DC = 8 + proficiency bonus + Intelligence modifier)on a failed save a creature takes 18d8 damage of the element your sword is infused with, or half as much on a success. after using this feature you are unable to use your Elemental Infusion until you finish a long rest. the strain using this much energy put on your body makes you really tired, after using this feature you take 10d8 psychic damage, your attacks for the next 1d4 turns are made with disadvantage and you get 2 levels of Exhaustion, you are unable to use this feature while you have levels of Exhaustion or more than once per long rest.
The Path of the Soul
Following the Path of the Soul, you have connected with your weapon on such a spiritual level that you can feel the things that your sword feels, becoming one with your sword.
You have blindsight up to 10 feet and you can't be surprised as long as you have your weapon on your person.
- Uncanny Dodge
Prerequisites. To qualify for multiclassing into the Master of the Sword class, you must meet these prerequisites: Strength or Dexterity 15 or Higher
Proficiencies. When you multiclass into the Master of the Sword class, you gain the following proficiencies: All long swords