Sword Demon (5e Class)

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Sword Demon[edit]

A lone swordsman gazes upon the tattered field of war, facing a group of deserters with focused eyes. Suddenly, he lunges forward at lightning speed, gliding across the ground with his blade slicing through. A slash through the abdomen; two slashes across the chest; a spin through the stomachs; the detachment is felled with ease, and the swordsman buries his fallen opposition.

A Sword Steeped in Darkness[edit]

Sword demons are extremely skilled swordsmen that grapple with the dark impulses that fatedly arise in a soul devoted to battle. Typically loners as a result, some revel in the violence, while others resist the temptation to fall further. Even fewer allow the darkness to take their hearts as a means to protect the innocent and the cherished.

Creating a Sword Demon[edit]

Quick Build

You can make a sword demon quickly by following these suggestions. First, Strength should be your highest ability score, followed by Dexterity. Second, choose the soldier background. Third, choose the greatsword, the chain mail, and the explorer's pack.

Class Features

As a Sword Demon you gain the following class features.

Hit Points

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

Proficiencies

Armor: Light armor, medium armor
Weapons: Simple weapons, martial weapons
Tools: None
Saving Throws: Strength, Dexterity
Skills: Choose any three

Equipment

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

  • (a) A greatsword or (b) Two shortswords
  • (a) Scalemail or (b) Leather armor
  • (a) A dungeoneer's pack or (b) An explorer's pack
  • If you are using starting wealth, you have 5d4 × 10 in funds.

Table: The Sword Demon

Level Proficiency
Bonus
Features
1st +2 Blademaster, Power Born of Conflict
2nd +2 Purposed Technique
3rd +2 Fateful Choice
4th +2 Ability Score Improvement
5th +3
6th +3
7th +3
8th +3 Ability Score Improvement
9th +4
10th +4
11th +4
12th +4 Ability Score Improvement
13th +5
14th +5
15th +5
16th +5 Ability Score Improvement
17th +6
18th +6
19th +6 Ability Score Improvement
20th +6

Blademaster[edit]

At 1st level, you excel at the use of blades, that are the following weapons: daggers, shortswords, longswords, greatswords, scimitars and rapiers. You can use either Dexterity or Strength modifier for attacks and damage rolls with such weapons.

Bloodied Might[edit]

Starting at 1st level, you learn how to draw power from your pain and suffering. You have a number of bloodied charges equal to the amount shown on the Bloodied Charges column on the Sword Demon table.

When you take damage from a weapon attack, you can spend a charge. You can use a charge to fuel one of the following Bloodied Surges: Speed Surge or Bloodlust Surge.

You regain all your Bloodied Charges spent when you complete a long rest.

Speed Surge

At the start of your next turn, and for 1 minute from it, your movement speed is doubled and your movement doesn't provoke opportunity attacks. Bloodied Might ends earlier if you lose concentration (as if concentrating on a spell).

Bloodlust Surge

At the start of your next turn, and for 1 minute from it, once per turn when you hit a creature with an attack from a blade, you regain 5 hit points. In addition, you gain Advantage on Constitution checks and saves for the duration.

Favored Blade[edit]

Starting at 2nd level, when attacking with blades, you add both your Strength and your Dexterity modifier to your damage rolls when using blades.

Fighting Style[edit]

At 2nd level, you adopt a 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.

Blind Fighting

You have blindsight with a range of 10 feet. Within that range, you can effectively see anything that isn't behind total cover, even if you're blinded or in darkness. Moreover, you can see an invisible creature within that range, unless the creature successfully hides from you.

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. The weapon must have the two-handed or versatile property for you to gain this benefit.

Interception

When a creature you can see hits a target, other than you, within 5 feet of you with an attack, you can use your reaction to reduce the damage the target takes by 1d10 + your proficiency bonus (to a minimum of 0 damage). You must be wielding a shield or a simple or martial weapon to use this reaction.

Two-Weapon Fighting

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

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.

Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.

Extra Attack[edit]

Starting at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

Brutal Execution[edit]

When you reach 6th level, whenever you kill a creature with an attack from a blade, you gain Advantage on all Charisma (Intimidation) checks against any creatures that witnessed that killing

Vicious Wound[edit]

At 9th level, whenever you damage a creature with your favored blade, you can choose to open a vicious wound. The wound lasts until healed by a Medicine check against a DC of 8 + your Strength or Dexterity modifier (whichever is higher) + your proficiency bonus. The wound is also healed if the target regains at least 1 hit point.

While wounded, you can sense its scent of blood, which allow you to detect the creature without relying on sight, up to a range of 30 feet. Also, any slashing damage taken by that creature increases by 1d8. This increases further to 2d8 at 13th level.

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

Gruesome Wound[edit]

At 13th level, a wounded creature can’t make more than one attack as part of its Attack action or Multiattack, and if it attempts to do so it takes the 1d8 slashing damage (this triggers the vicious wound additional damage) and must make a Constitution saving throw. On a failure, the creature is unable to make any attack.

Heightened Senses[edit]

When you reach 14th level, creatures don't gain advantage on attacks made against you as a result of being unseen by you.

Demonic Swordplay[edit]

Upon reaching 20th level, you reach the peak of your talent with the blade. Once per turn, when you roll for attack with a blade, you can roll with Advantage.

In addition, when you score a critical hit with an attack from a blade, you can activate a blood surge without spending any uses (even if you no longer have uses of it) and without taking damage.

Enraged Demon[edit]

Enraged demons are Sword Demons who succumb to their battle fury, letting it take control over themselves, and unleashing the true potential in their ferocity. Those blademasters are one of the most frightening sight one can have on the battlefield, and those who survive an encounter with them are scarred by it - on bodies and souls - for the remainder of their lives.

Acolyte of the Blade[edit]

Acolytes of the blade are Sword Demons who balance their spurts of violence and sanguinolent with a carefully crafted and practiced combat technique. These Sword Demons are truly students of the blade, training for countless hours so that, when they inevitably fall victims of their own bloodlust, their practice will allow the technique to come through instinctively.

Scarred Blademaster[edit]

The body covered in scars is the proof of great ability in battle, as each mark on the Sword Demon's body represent a moment of death, just avoided by their great skill and strength. That's the belief of the Scarred Masters, whose scars are a sign of pride and honor, a memory of great battles against worthy foes and a warning to never repeat the same mistake again.

Bladeborn[edit]

Bladebornes are natural born Sword Demons. From a young age, these warriors show great prowess in the use of sword, endurance, strength and speed, which makes them the perfect archetypes of what a Sword Demon should be. They are capable of unlocking the true secrets of this style of fighting, and the peaks of sword mastery.

Multiclassing[edit]

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

Proficiencies. When you multiclass into the Sword Demon class, you gain the following proficiencies: Simple weapons, martial weapons, light armor, medium armor

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