Sword-Master (5e Class)

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Swordmaster[edit]

Masters of the blade, a Swordmaster is often mistaken for a simple fighter. However, a Swordmaster's skills lay in the mastery of thier reactions and rigorous training. A swordmaster can turn the tide of battle with their defensive stances and survive front line fighting with a host of protective training.

Creating a Swordmaster[edit]

Quick Build

You can make a Swordmaster quickly by following these suggestions. First, Dexterity should be your highest ability score, followed by Wisdom. Second, choose the Urban Bounty Hunter background.

Class Features

As a Swordmaster you gain the following class features.

Hit Points

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

Proficiencies

Armor: Light, Medium
Weapons: Martial Melee Weapons
Tools: Calligrapher's Set, Painting Set
Saving Throws: Dexterity, Wisdom
Skills: Acrobatics, Animal Handling, Persuasion, History, Insight, Intimidation, Perception, and Survival

Equipment

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

  • (a) Chain Shirt or (b) Leather Armour
  • (a) 2 martial Melee Weapons or (b) 1 Martial Melee Weapon and 1 Simple Melee Weapon
  • (a) Dungeoneer's Pack or (b) Explorer's Pack
  • If you are using starting wealth, you have 5d4 x 10 gp in funds.

Table: The Swordmaster

Level Proficiency
Bonus
Features Focus
1st +2 Blade Style, Defensive Stance 2
2nd +2 Action Surge 2
3rd +2 Fighting Spirit 3
4th +2 Ability Score Improvement 3
5th +3 Extra Attack 3
6th +3 Ability Score Improvement 4
7th +3 Elegant Courtier 4
8th +3 Ability Score Improvement 4
9th +4 Honourable Spirit 4
10th +4 Resolute Will 5
11th +4 Extra attack (2) 5
12th +4 Ability Score Improvement 5
13th +5 Step Sword 5
14th +5 Ability Score Improvement 5
15th +5 Rapidstrike 5
16th +5 Ability Score Improvement 6
17th +6 Slow and Steady 6
18th +6 Strength Before Death 6
19th +6 Ability Score Improvement 6
20th +6 Redoubled Effort 7

Blade Style[edit]

You adopt a particular style of speciality with your weapon. Choose a Blade Style from the list of optional features. You can't take the same Blade Style option more than once, even if you get to choose again.

Wind Step

While you are wielding a weapon with the Light property, increase your movement speed by an additional 10ft.

Earthen Shell

While you are wearing armour, you gain a +1 bonus to AC.

Stream Divide

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.

Roaring Flame

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 re-roll 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.

Iron Wall

When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the Attack roll. You must be wielding a melee weapon with the Finesse or Light Property.

Thorny Branches

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

Defensive Stance[edit]

You have the ability to focus your mind upon reading your opponent’s moves and acting accordingly. As a bonus action on your turn, you can spend a Focus Point to enter a defensive stance of your choice from the list below. Until your second turn, If you are struck by a blow from an opponent you can see then you can shift your stance to turn the strike against them. When you activate Defensive Stance, your movement speed is halved. This penalty are lifted at the beginning of your next turn. You gain all Focus Points back at the end of a Short or Long Rest.

Nothing Ventured

While in this stance, if you are stuck by a Weapon attack then you can use your reaction to counter the attack. The damage you take from the attack is reduced by 1d10 + your Dexterity modifier + your Swordmaster level, to a minimum of 1. Additionally, if the creature is within range of your weapon, you make an attack with advantage, adding an additional 2 damage dice for the attack.

Before Swine

While in this stance, if you are stuck by a spell or ability that deals damage then you can use your reaction to counter the attack. The damage you take from the attack is reduced by 1d10 + your Wisdom modifier + your Swordmaster level, to a minimum of 1. Additionally, if the creature is within range of your weapon, you make an attack with advantage, adding an additional 2 damage dice for the attack.

Know Thy Enemy

When you enter this stance, you select 1 creature you can see. While in this stance, if you are stuck by an attack or ability that deals damage only to you from the selected creature then you can use your reaction to counter the attack. The damage you take from the attack is reduced by 1d10 + your Dexterity modifier + your Swordmaster level, to a minimum of 1. Additionally, if the creature is within range of your weapon, you make an attack with advantage, adding an additional 3 damage dice for the attack.

The Worm Turns

You can only enter this stance while your Current Hit Points are equal to or less than double your Swordmaster Level. While in this stance, if you are stuck by an attack or ability then you can use your reaction to counter the attack. The damage you take from the attack is reduced by 1d10 + your Wisdom modifier + your Swordmaster level, to a minimum of 1. Additionally, if the creature is within range of your weapon, you make an attack with advantage, adding an additional 4 damage dice for the attack.

Action Surge[edit]

Starting at 2nd level, you can push yourself beyond your normal limits for a moment. On Your Turn, you can take one additional action on top of your regular action and a possible Bonus Action. You can use this feature as many times as your Sword-Master level, you must finish a short or Long Rest before you can use it again. Starting at 17th level, you can use it as many times as your Proficiency Bonus + your Sword-Master level before a rest, but only once on the same turn.

Fighting Spirit[edit]

Starting at 3rd level, your intensity in battle can shield you and help you strike. As a bonus action on your turn, you can give yourself an extra attack. When you do so, you also gain 5 temporary hit points. The number of temporary hit points increases when you reach certain levels in this class, increasing to 10 at 10th level and 15 at 15th level. You can use this feature as many times as your proficency bonus, and you regain all expended uses of it when you finish a long rest.

Ability Score Increase[edit]

When you reach 4th level, and again at 6th, 8th, 12th, 14th, 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. The number of attacks increases to three when you reach 11th level in this class.

Elegant Courtier[edit]

Starting at 7th level, your discipline and attention to detail allow you to excel in social situations that require strict adherence to etiquette. You can add your Wisdom modifier to any Charisma check you make when interacting with anyone of high social standing or of Lawful Alignment. You also gain proficiency in one of the following skills Intimidation, Insight, or Persuasion skill. Alternatively, you learn one language of your choice.

Honourable Spirit[edit]

Beginning at 9th level, you can re-roll a saving throw that you fail. If you do so, you must use the new roll, and you can't use this feature again until you finish a Long Rest. You can use this feature twice between long rests starting at 13th level and three times between long rests starting at 17th level.

Resolute Will[edit]

At 10th level, your superior will allows you to shrug off even the most harmful effects. Select 1 Saving Throw you do not have proficiency in. You gain proficiency in that Saving Throw. Alternatively, if you have proficiency in all saving throws when you reach this feature, you have advantage on all Saving Throws instead.

Step Sword[edit]

Starting at 13th level, you have learned how to use your reflex to move in an instant. When you make an attack as part of Defensive Stance, you can add half of your base movement speed to your weapon’s range to that attack.

Rapidstrike[edit]

Starting at 15th level, you learn to trade accuracy for swift strikes. If you take the Attack action on your turn and have advantage on an attack roll against one of the targets, you can forgo the advantage for that roll to make an additional weapon attack against that target, as part of the same action. You can do so no more than once per turn.

Slow and Steady[edit]

Starting at 17th level, you have trained to ensure your stance and footwork remains stable, even when under focus. When you use your bonus action to enter your Defensive Stance, you’re movement speed is no longer reduced. Additionally, you are no longer subjected to dexterity checks/saving throws when moving through Difficult Terrain.

Strength Before Death[edit]

Starting at 18th level, your fighting spirit can delay the grasp of death. If you take damage that reduces you to 0 hit points and doesn’t kill you outright, you can use your reaction to delay falling unconscious, and you can immediately take an extra turn, interrupting the current turn. While you have 0 hit points during that extra turn, taking damage causes death saving throw failures as normal, and three death saving throw failures can still kill you. When the extra turn ends, you fall unconscious if you still have 0 hit points. Once you use this feature, you can’t use it again until you finish a long rest.

Redoubled Effort[edit]

At 20th level, you have mastered your weapon, having it act as an extension of yourself. When you take the attack action, you can re-roll your attack damage and take either total. You can only use this effect once per turn.

Multiclassing[edit]

Prerequisites. To qualify for multiclassing into the Swordmaster class, you must meet these prerequisites: 13 Dexterity and 13 Wisdom

Proficiencies. When you multiclass into the Sword Master class, you gain the following proficiencies: Martial Melee Weapons, Medium Armour



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