Master of the Sword (5e Class)

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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

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.

Quick Build

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 Dexterity and then Constitution; if you plan on taking the Path of the Body, make Strength or Dexterity as your highest ability, followed by Constitution; finally, if you choose the Path of Soul, Wisdom should be your highest ability score, followed by Strength and Constitution.

Class Features

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

Proficiencies

Armor: Light armor, medium armor, and shield
Weapons: Simple weapons, martial weapons
Tools: Smith's tools
Saving Throws: Strength, Wisdom
Skills: Choose two from Acrobatics, Athletics, Insight, Intimidation, Perception, Sleight of Hand or Stealth.

Equipment

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

  • (a) a longsword and a shield or (b) two martial weapons
  • (a) shortbow and quiver with 20 arrows or (b) two simple weapons
  • (a) explorer's pack or (b) dungeoneer's pack
  • leather armor, a martial weapon, smith's tools

Table: The Master of the Sword

Level Proficiency
Bonus
Features
1st +2 Combat Style, Unarmored Defense, Fighting Path
2nd +2 Masterful Footwork, Knowledge of the Blade
3rd +2 Fighting Path, Blade with a Quiet Volition
4th +2 Ability Score Improvement
5th +3 Extra Attack
6th +3 Intensive Rest
7th +3 Fighting Path, Technique Specialist
8th +3 Ability Score Improvement
9th +4 Masterful Footwork Improvement
10th +4 Combat Style, Refocusing
11th +4 Technique Master
12th +4 Ability Score Improvement
13th +5 Masterful Footwork Improvement
14th +5 Fighting Path
15th +5 Blade Wall
16th +5 Ability Score Improvement
17th +6 Uncanny Precision
18th +6 Tempest of Cuts
19th +6 Ability Score Improvement
20th +6 Extra Attack

Unarmored defense

At 1st level, while you are not wearing any armor or wielding a shield, your Armor Class equals 10 + your Dexterity modifier + your Wisdom modifier.

Fighting Path

When you reach 1st 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 1st level 3rd, 7th, and 14th level.

Combat Style

Starting at 1st level, you can adopt a combat style. Your chosen combat style grants you certain benefits when using a specific type of weapon, as shown below. You can choose a second combat style at 10th level.

Rapier

When wielding a rapier, you can use your bonus action to enter in a defensive stance. You gain +2 to your AC against the next melee weapon attack made until the end of your next turn.

In addition, you can use your action to make a lunge attack. This attack can target a creature at 10 feet, and causes damage equal to your proficiency bonus x 1d8. You add either your Dexterity or Strength to the damage of this attack.

Greatsword

When wielding a greatsword, you can use your bonus action to assume a combat stance, allowing you to use your Dexterity, instead of Strength, for attacks and damage rolls with it for 1 minute.

In addition, you can use your action to make an attack with your greatsword. On a hit, you can cause half the damage dealt to another creature within reach. You cause the same damage to the second creature at 5th level. At 11th you can target a third creature, and a fourth at 17th level.

Longsword

When you hit a creature with a longsword you wield in two hands, you can use your bonus action to make an attack with the longsword, wielding it in one hand.

In addition, you can use your action to make a powerful cut with your sword. On a hit, you force the target to make a Constitution saving throw, or take additional 1d8 damage. This damage increases to 2d8 at 5th level, 3d8 at 11th level and 4d8 at 17th level. Against objects, you deal the maximum damage of this attack on a hit.

Shortsword

As a bonus action while wielding a shortsword and not wielding a shield, you can use your bonus action to parry incoming attacks, increasing your AC in +1 until the end of your next turn.

In addition, you can use your action to make a grapple attempt against a creature within reach. On a successful attempt, you can make an attack with the shortsword as part of the same attempt. At 5th level this attack is a critical. At 11th level, the creature is also knocked prone. At 17th level, the target's movement speed is reduced to 0 until the end of your next turn.

Scimitar

When wielding a scimitar, you can use your bonus action to prepare to counter an attack. If a creature misses a melee attack roll against you until the start of your next turn, you can use your reaction to make an opportunity attack against it.

In addition, you can use your reaction to parry and reduce the damage of a melee attack you take by an amount equal to the damage die of the scimitar. If you reduce the damage to 0, you cause damage equal to the damage die of the scimitar to the attacker. At 5th level, you add your ability modifier to this roll. At 11th level you can parry two attacks as part of the same reaction, if both attacks are made in the same turn, and three attacks made in the same turn at 17th level.

Dagger

When wielding a dagger, you can use your bonus action to make one attack with it.

In addition, you can use your action to throw the dagger up to a range of 60 feet. At 5th level you can throw two daggers using this action, three daggers at 11th level and four daggers at 17th level.

Knowledge of the Blade

At 2nd level, whenever you look at a melee weapon within 60 feet, you know if that weapon is magical and what type of enchantment it contains. You also can assert if the weapon is cursed or not, although you are not capable of ascertain what type of curse that weapon have.

You can use this feature on your turn, without spending an action. You can also spend one use of this feature as an action to attune instantly with a magical melee weapon you are wielding that is not attuned to another creature.

You can use this feature a number of times equal to 1 + your Wisdom modifier, and regain your uses after you finish a long rest.

Masterful Footwork

At 2nd level, you learn how to use your footwork strategically in combat, moving aggressively or cautiously depending on the situation. You can use this feature a number of times equal to your Constitution modifier, regaining expended uses after finishing a long rest:

Aggressive Footwork

You can use your bonus action to attack relentlessly your opponents. When you do so, for the next minute, when a hostile creature ends its turn within a distance equal to half your movement speed, you can use your reaction to move towards it and make an attack with a melee weapon. Your movement speed is halved until the end of your next turn after using this reaction.

At 9th level, you gain a bonus to your damage rolls equal to 1d6 while in this stance. The bonus increases to 1d10 at 13th level.

Defensive Footwork

You can use your bonus action to move with caution and awareness. For the next minute, if you move half your movement speed, you don't provoke opportunity attacks. In addition, any opportunity attacks made against you are made at disadvantage for the duration.

At 9th level, you can use your reaction while in this stance to increase your AC in 1d4 until the start of your next turn. This increases to 1d6 at 13th level.

Blade with a Quiet Volition

Starting at 3rd level, 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. When you take the Attack action and make an attack with a melee weapon, you can choose to not make an attack and, instead, automatically hit with it. You cause additional damage equal to 1d6 x your proficiency bonus with this attack.

You can also use this feature to make a perfect parry. When you are hit by a melee weapon attack, you can use your reaction and spend one use of this feature to make that attack to miss instead. If the attacker makes more than one melee attack on its turn, all of them are lost after using this ability.

You can use this feature twice, regaining your uses of it after completing a short or a long rest. At 11th level, you can use this feature with your Combat Style actions.

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.

Extra Attack

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 20th level in this class.

Intensive Rest

At 6th level, you can relax your body in deep meditation, allowing you to recover quicker. when you finish a short rest, you can choose one of the following benefits:

  • You regain all uses of your Masterful Footwork feature.
  • You recover from one level of exhaustion.
  • You regain hit dice equal to half your Master of the Sword level.

Once you use this feature, you can't use it again until you complete a long rest.

Technique Specialist

At 7th level, your technique with the sword is unmatched. When you use a Combat Style action, you can make an attack using the same weapon as a bonus action.

Refocusing

At 10th level, you can use your bonus action to regain 1 use of your Blade with a Quiet Volition feature. This increases to 2 uses at 20th level.

You can use this feature once, regaining your use of this feature after finishing a long rest.

Technique Master

At 11th level, when you take the Attack action on your turn, you can forgo one of your Attacks to use a Combat Style action instead.

In addition, whenever you finish a long rest, you can replace a Combat Style you know for another one.

Blade Wall

At 15th level, attacks against you are fruitless. Whenever you wield a melee weapon you are proficient with, you can take the Dodge action as a reaction to a melee attack against you.

Uncanny Precision

At 17th level, when you miss a melee weapon attack, you can use your reaction to re-roll that attack with advantage.

Tempest of Cuts

At 18th level, you achieve complete blade mastery. You can use your action to take a a number of Combat Style actions on your turn equal to your Dexterity modifier. When you do so, your movement speed doubles until the end of your turn.

You can't use this feature again until you finish a long rest. At 20th level, you can use this feature twice, regaining its uses after a long rest.

Paths of the Sword

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.

Physical Prowess

At 1st level, you gain proficiency in Athletics and Acrobatics. In addition, you can add your Constitution modifier, instead of your Wisdom or Dexterity (only one of them), to your Unarmored AC.

Technique of the Body

At 1st level, you focus in perfecting your body to enhance your combat abilities. You choose one additional Combat Style of your choice. Whenever you attack using the weapon related to the chosen combat style, you can use either Strength or Dexterity for the attacks and damage rolls.

In addition, you are a master in using the energy contained inside your body. Whenever you fail an ability check, attack roll or saving throw using Strength, Dexterity or Constitution, you can spend one hit die and roll it, adding the number rolled to the result. If you add to an attack roll, you add also the same number to the damage roll, on a hit.

You also gain temporary hit points equal to the number rolled + your Constitution modifier, that last for 1 minute.

Heavy Steps

At 3rd level, you master the physical aspect of the footwork techniques. You gain the following abilities when using your Masterful Footwork.

Moonslice.When you deal damage with a melee weapon while in your Aggressive stance, that damage ignore resistances and immunities to nonmagical damage.
In addition, you can choose to end the footwork when you hit the target with a melee weapon. If you do so, the target must succeed on a Dexterity saving throw, or take additional damage equal to the damage dealt, or half a much on a success.
Armor Breaker. When a creature deals damage to you while you are in your Defensive Footwork, you can end that footwork as a reaction to make an attack against that target. On a hit, you don't cause damage, but the target has vulnerability to the damage type of your weapon until the end of its next turn.
Body Perfection

At 3rd level, you can spend one use of your Blade with a Quiet Volition feature as an action to give yourself advantage on Strength, Dexterity or Constitution checks and saving throws until your next rest. This ends earlier if you use this feature again.

Restless Training

At 7th level, you are constantly in physical training, honing your body and combat skills. You whenever you roll a 7 or lower on a Strength, Dexterity or Constitution check, you can choose an 8 instead.

In addition, you can learn two additional Combat Styles of your choice.

Endless Energy

Starting at 14th level, your body become a source of energy, and you never seems to become tired. You gain advantage on Constitution checks to resist the effects of exhaustion, and you regain all your hit dice after finishing a long rest.

In addition, as an action on your turn, you can regain two uses of your Blade with the Quiet Volition feature. Once you use this feature, you can't use it again until you complete a 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

Starting at 1st level when you choose this Path, you gain proficiency with the Arcana and Investigation skills. In addition, you can add your Intelligence modifier, instead of your Wisdom or Dexterity (only one of them), to your Unarmored AC.

Technique of the Mind

At 1st level, you focus in using your mind in combat. You choose one additional Combat Style of your choice. Whenever you attack using the weapon related to the chosen combat style, you can use your Intelligence for the attacks and damage rolls.

In addition, you can inspect a target for weaknesses. As a bonus action, make a Intelligence (Investigation) check against the target's Dexterity (Stealth) or AC (its choice), to look for failures in its defenses. On a success, you have advantage on your next attack made until the end of your turn.

On a failure, you can't use this ability again on the same creature.

Elemental Infusion

At 3rd level, you can spend one use of your Blade With a Quiet Volition as a bonus action to imbue a weapon you wield with arcane energy. Choose one of the following damage types: acid, cold, fire, lighting or thunder. Until you finish your next rest, once per turn when you hit a creature with a melee weapon attack, you deal additional 1d4 damage from the chosen type. This damage increases to 1d6 at 5th level, 1d8 at 9th level, 1d10 at 13th level and 1d12 at 17th level.

Eldritch Movement

Starting at 3rd level, you gain the ability to use your mind and connection to the weave to infuse your footwork with magic. You gain the following benefits when assuming a footwork.

Mystic Blade. While in the aggressive footwork, 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.
In addition, when you hit a creature with an attack, you can choose to end the footwork. If you do so, you can force the target to make an Charisma saving throw, or be teleported to an unoccupied space you can see within 15 feet.
Arcane Escape. While in your defensive footwork, if you take damage, you can end the footwork as a reaction, halving the damage taken and teleporting to a place you can see within 30 feet.
Arcane Step

Starting at 7th level, as a bonus action in each turn, you can teleport to a place you can see within 10 feet. If you use a bonus action granted by your Combat Style, you can teleport as part of the same bonus action, before or after using that bonus action.

In addition, if you are using your Masterful Footwork feature, you can teleport to a place you can see within your movement speed, without using a bonus action. Doing so costs movement equal to the range you've teleported.

Elemental Destruction

At 14th level, you can control the weave to channel the power of the elements against your enemies. As an action, you force all hostile creatures within 30 feet to make a Constitution saving throw. On a failed save, they suffer, damage equal to half your Master of the Sword level x d8, or half as much on a success. The damage type is either acid, cold, fire, lighting or thunder.

Once you use this feature, you can't use it again until you finish a 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.

Sixth Sense

Starting at 1st level, you gain proficiency in Perception and Insight. In addition, you can add your Wisdom modifier, instead of Dexterity, to your AC while wearing light or medium armor.

Technique of the Soul

At 1st level, you focus in using your using your awareness and senses. You choose one additional Combat Style of your choice. Whenever you attack using the weapon related to the chosen combat style, you can use your Wisdom for the attacks and damage rolls.

In addition, you add your Wisdom modifier as a bonus to your Initiative checks and Dexterity saving throws. Moreover, you can use your bonus action to mark a hostile creature within 30 feet that you can see or perceive with your senses. You can use your reaction to add your Wisdom modifier to your AC when attacked by that creature until the end of your next turn.

Eyes of the Soul

Starting at 3rd level, you can spend one use of your Blade with a Quiet Volition as a bonus action to gain truesight, up to a range equal to 5 feet x your Wisdom modifier.

This truesight lasts for 1 minute per level you have in this class.

Spiritual Walk

Starting at 3rd level, your awareness and focus guide your steps. You gain the following benefits when using your Masterful Footwork feature.

Spiritual Blade. When you deal damage with a melee weapon while using the Aggressive Footwork, you can cause force damage, instead of the damage for that weapon.
In addition, when you hit a creature with an attack, you can end the footwork and disrupt the spiritual balance of that creature. You force the target to make a Wisdom saving throw, or be stunned until the end of your next turn.
Heightened Senses. While using your Defensive Footwork, you gain blindsight up to a range of 10 feet. In addition, you can choose to end that footwork when you fail a saving throw as a reaction, to reroll that saving throw, at advantage.
Ethereal Step

At 7th level, you learn to step through the Ethereal Plane. As a bonus action on your turn, you can cast the Etherealness spell with this feature, without expending a spell slot, but the spell ends at the end of the current turn.

Once you use this feature, you can’t use it again until you finish a short or long rest. While using a Masterful Footwork option, you can end that footwork using your bonus action to activate Ethereal Step.

Soul Explosion

At 14th level, you can use a bonus action and spend one use of your Blade with a Quiet Volition feature to force all creatures of your choice within 30 feet to make a Constitution saving throw, or take 3d12 + your Master of the Sword level force damage, or half as much on a success. In addition, when using this feature a faint aura of protection engulfs your body, and you gain 10 x your proficiency bonus temporary hit points.

You can't use this feature again until you finish a short or a long rest.

Multiclassing

Prerequisites. To qualify for multiclassing into the Master of the Sword class, you must meet these prerequisites: Strength or Dexterity 13, Wisdom 13

Proficiencies. When you multiclass into the Master of the Sword class, you gain the following proficiencies: Light armor, medium armor, shields, simple weapons, martial weapons.


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