New World Swordsman (Grand Line Supplement)

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New World Swordsman[edit]

There are rumors of dangerous man and women who could cut through ships like butter....slash mountains with ease...destroy entire towns with just one swing...these people did that with only a blade, that's why they are called the new world swordsman.

Swords of The Sea[edit]

Creating a New World Swordsman[edit]

Why did you became a swordsman? Did you made a promisse to someone? Did you just started training with your sword? Have you been forced your entire life to battle? Do you have a fascination with swords?

Quick Build

You can make a New World Swordsman quickly by following these suggestions. First, dexterity should be your highest ability score, followed by charisma. Second, choose the <!-background name-> background. Third, choose <!-elaborate on equipment choices->

Class Features

As a New World Swordsman you gain the following class features.

Hit Points

Hit Dice: 1d8 per New World Swordsman level
Hit Points at 1st Level: 8 + Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + Constitution modifier per New World Swordsman level after 1st

Proficiencies

Armor: None
Weapons: All Swords
Tools: None
Saving Throws: Dexterity, Strength
Skills: You must choose two of the following skills: Acrobatics, Athletics, Insight, Intimidation, Perception, Survival, Stealth

Equipment

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

Table: The New World Swordsman

Level Proficiency
Bonus
Blade Points Features
1st +2 - Unarmored Defense, Sword Style
2nd +2 - Swordsman Style
3rd +2 3 Swordsman Techniques
4th +2 4 Ability Score Improvement
5th +3 5 Extra Attack, Swordsman Style feature
6th +3 6 Teachings Of The Blade
7th +3 7
8th +3 8 Ability Score Improvement
9th +4 9 Swordsman Style feature
10th +4 10
11th +4 11 Extra Attack(2)
12th +4 12 Ability Score Improvement
13th +5 13 Swordsman Style feature
14th +5 14
15th +5 15
16th +5 16 Ability Score Improvement
17th +6 17 Swordsman Style
18th +6 18
19th +6 19 Ability Score Improvement, Extra Attack(3)
20th +6 20

Unarmored Defense[edit]

Beginning at 1st level, while you are wearing no armor and not wielding a shield, your AC equals 10 + your Dexterity modifier + your Constitution modifier.

Sword Style[edit]

At 1st level, you have studied the blade and endured harsh training to gain your own swordsmanship style. You must choose one of the swordsmanship styles down bellow:

One-Sword Style

You have become proficient in fighting while holding only one sword. You gain one of the fighting styles bellow:

  • Dueling When you are wielding a sword in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.
  • Great Sword 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-Sword Style

You have mastered fighting with two swords, giving you one of the fighting styles bellow:

  • Ready For Everything You gain a +1 bonus to AC while you are wielding a separate sword in each hand.
  • Slashes Harder Than Steel When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.
Three-Sword Style

You have trained and improved an unique swordsman style, which utilizes two swords in your hands and one in your mouth. You must choose one of the fighting styles bellow:

  • Agressive Attacker When you take the attack action with your swords, you can instead of attacking with them once you may attack twice in the same attack action. This does not benefit from the extra attack feature, and you cannot add your modifier to the second attack.
  • Aways Alert If you have attacked a creature on your last turn, you do not take opportunity attacks from the creature in this turn.

Swordsman Style[edit]

At 2nd level, you chose your Swordsman Style. Choose between The Dreamer, Lonely Sword, Six Sword Master and Silent Swordsman, all detailed at the end of the class description. Your choice grants you features at 2nd level and again at 5th, 9th, 13th, and 17th level.

Swordsman Techniques[edit]

At 3rd level, you will gain many different techniques based on your chosen Swords Style, which are all listed on Sword Techniques at the end of the page description.

Some of your swordsman techniques requires a Saving Throw, which you calculate using the following:

Swordsman Techniques Attack Modifier: Dexterity + Proficiency

Swordsman Techniques Save DC: 8 + Constitution + Proficiency

Blade Points[edit]

At 3rd level, to use your Sword Techniques you must spend blade points. You will have 3 + Your Charisma modifier blade points, and if you run out of them you must spend a long rest to recover them all, or a short to recover half.

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.

Extra Attack[edit]

Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. At 11th level you can attack three times instead of twice, and at 19th level you can attack four times instead of three.

Teachings Of The Blade[edit]

At 6th level, you have grown a deep connection with swords and have learned a lot from wielding them. You may add your Charisma modifier to your sword damage rolls, and may instead use charisma for any Wisdom checks.

Swordsman Styles[edit]

The Dreamer[edit]

Zoro_ts_spash.png
Roronoa Zoro the man who will become the best swordsman, by KaizokuJotei [1]

You have a dream, a huge one, which keeps you moving foward towards your goal. When you choose this swordsman style, due to your new found endurance your Hit Die changes from a d8 to a d10.

I Will Go To The Depths Of The World For My Dream!.. Where is it again?

At 2nd level, you have endure countless hours of training to chase your dream. But even after all that training, you still got no sense of direction. You cannot understand any kind of maps, even if explained by someone, and you have disadvantage on ability checks to find your way.

Harsh Training

Starting at 9th level, you can use over the top materials to serve as training for your sword skills. You can spend 1 hour out of combat training with weights and other kinds of equipments to increase your overral abilities. When you do this, you will gain a +2 in your sword attack rolls, and will gain a +2 in your Strength or Dexterity score. As normal, you cannot increase a score above 20 using this feature.

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Lonely Sword[edit]

Splash_mihawk.png
Dracule Mihawk the greatest swordsman in the world, by KaizokuJotei [2]
Intimidating Aura

At 2nd level, due to your isolation you gained proficiency in intimidation, and if you already had proficiency you will gain expertise instead.

You can also as a bonus action, give a frightning stare at creatures within your sight range, forcing them to do a wisdom saving throw against your swordsman DC. On a failure they are frightned for one minute, on a sucess they will have disadvantage on their next melee weapon attack roll. You can only use this as many times as your Charisma modifier.

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Six Sword Master[edit]

  • You need to be a race with six arms, or have six arms in your cyborg upgrades to use this swordsman style.
Splasharthatchan.png
Hacchi fighting with it's six swords, by KaizokuJotei [3]
Multiple Slashes

Starting at 2nd, you may start a spinning attack rampage to swiftly cut through your enemies. When you hit an sword attack, you may deal more attacks with your swords equal to your proficiency modifier, though the attacks will be made with disadvantage. You can use this a number of times equal to your Charisma modifier.

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Silent Swordsman[edit]

Splashartryuma.png
Ryuma standing in a menacing position ready for battle, by KaizokuJotei [4]
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Elemental Swordsman[edit]

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Kinemon a talented swordsman from the country of wano, by KaizokuJotei [5]

The elemental swordsman are one of a kind. They imbue the power of the elements in their swords, and will use it at their favor in battle.

Elemental Slash

Starting at 2nd level, you have been training your sword to aways be imbued with elemental power. Choose one between Acid, Fire, Cold or lightning. Whenever you deal slashing damage using a sword, you will deal extra xd4 damage from the chosen element. With X being your proficiency bonus.

This may increase to xd6 at 9th level, and to xd8 at 18th level.

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Gemini Swordsman[edit]

QRReGCs.png
Cavendish with his alter ego charging into battle, by KaizokuJotei [6]

The gemini swordsman are an unique type of swordsman, generally showing themselves as someone, but being totally different when certain conditions are met...

Alter Ego

Starting at 2nd level, you hide a terrible secret, there is someone else inside your body. This other being may come out by one of the following conditions you must choose:

  • Sleep Demon: When you are asleep, or with the unconscious condition you must roll a wisdom saving throw against your swordsman dc. On a sucess, nothing happens, on a failure however, you get taken over by your dark alter ego, which uses your body to go on a killing spree.
  • Angry Monster: When you are made mad (Up to dm's discretion), or under the Berserk condition you must roll a wisdom saving throw against your swordsman dc. On a sucess, nothing happens, on a failure however, you get taken over by your angry alter ego, which uses all of it's might to destroy the enemies that made him get in that state in the first place.
  • Adrenaline Master: When you are under the frightened condition, you must roll a wisdom saving throw against your swordsman dc. On a sucess, nothing happens, on a failure however, you get taken over by your fight or flight insticts, which manifests as an alter ego. It will use all he has on his power to flee from the source of the fear.

All of your alter ego possessions last for 1 minute, which after it you will regain back the control of the body. You cannot remember anything that happened, and even if someone tries to tell you about your alter ego, you have little to no chance of believing the person.

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Sword Techniques[edit]

One Sword Style Techniques[edit]

Ittōryū Iai - Shishi Sonson

Costs 1 Blade Point
You dash at great speed in your walking speed range, making every creature in that line make a Dexterity Saving Throw. On a sucess, they take half damage. On a failure, they take your sword damage + 2d6 and are knocked prone.

This damage increases to 3d6 at 8th level, 4d6 at 12th, and to 5d6 at 16th.

Sanjuroku Pound Ho

Costs 1 Blade Point
This attack uses the air itself to slash the target from a distance. You first hold one sword horizontally above the shoulder of your sword arm, and then you perform a circular swing that launches the air compressed projectile spiraling towards your target. You roll a Blade Attack roll, on a hit the target takes the normal sword damage + xd4 Force Damage. With X being your proficiency bonus.

Two Sword Style Techniques[edit]

Nitoryu Iai - Rashomon

Costs 1 Blade Point
You use both of your swords to launch air at your opponents devastating a huge area. You make everyone in a 15ft cone to make a Strength saving throw, on a sucess they take half damage and are not knocked prone, on a failure they take the full 2d8 Force damage and are knocked prone.

This damage increases to 3d8 at 8th level, 4d8 at 12th level, and to 5d8 at 16th.

Three Sword Style Techniques[edit]

Oni Giri

Costs 2 Blade Points
You hold your swords behind your chest, and prepare to give an high speed deadly attack. One target 10ft. in front of you must make a Strength saving throw, on a sucess they take half damage, on a failure they take the damage of your 3 swords + 1d6.

This damage increases to 2d6 at 8th level, 3d6 at 12th, and to 4d6 at 16th.

Multiclassing[edit]

Prerequisites. To qualify for multiclassing into the New World Swordsman class, you must meet these prerequisites: Dexterity 14, Charisma 12

Proficiencies. When you multiclass into the New World Swordsman class, you gain the following proficiencies:

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