Sword Saint (5e Class)

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Sword Saint[edit]

Refined Swordsmen[edit]

Sword Saints are ancient warriors, whose skills have been refined over many decades. Their skills have deep ties to their bloodline; therefore, sword saints were born for battle. They wield their Family Swords proudly and with determination, cutting down every foe that would stand in their way of achieving their goals.

Favored by the Kami[edit]

Sword Saints gain their power from four gods of the elements known as Kami, the god of water, Suijin, the god of mountains, Yama-no-Kami, the god of fire, Hi-no-Kami, and the god of wind, Fujin. Sword Saints are granted the power of these gods through their holy swords that have passed down in their families for generation. The gods often show their presence via natural phenomenon, like a howling wind or a reflection in the water.

Class Features

As a sword saint you gain the following class features.

Hit Points

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

Proficiencies

Armor: All armor, shields
Weapons: Simple ranged weapons, longsword, rapier, scimitar, shortsword
Tools: None
Saving Throws: Strength, Dexterity
Skills: Choose two skills from Acrobatics, Animal Handling, Athletics, History, Insight, Intimidation, Perception, and Survival

Equipment

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

Table: The sword saint

Level Proficiency
Bonus
Features
1st +2
2nd +2
3rd +2
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

Family Swords[edit]

These proud warriors’ skills have been passed down for generations among their families. Every family is a part of a clan, and there are multiple families within the clan itself. There are four clans, divided by the four Paths of Life. Every family has a unique symbol they bear, and a unique Family sword. The Kami have blessed these swords and granted their owner’s power. Each sword is unique, but there are certain similarities between them.

-Family swords are heavily inspired by one-handed Japanese katanas.

Family swords has 1d8 slashing damage, and the following properties: Finesse, Versatile (1d10).

Paths of Life[edit]

Throughout life, those who see themselves as sword saints, follow a path to achieve a goal. Sword Saints of different paths are easily discernable between each other, bearing symbols and colors that resembles their goals and beliefs.

Path of Honor; You walk a path of honor. This path is full of hardship and resistance, but warriors who follow this path keep their head high, as they know, their goal is among the noblest. As an honorable warrior, you fight with the intent of a worthy and fair battle. You fight to achieve great honor, either for fame or for yourself, and your battle philosophy is to be as honorable as possible.

Those who follow a path of honor are granted power by the god of water. Their fighting style has been refined over the ages through many generations. Their fighting techniques are described as flowing water or raging water, that can cut trough anything in elegant and beautiful fashion. They fight with big wavelike motions and overwhelm enemies with the force of nature. Walking a path of honor grants you Path of Honor techniques.

Sword Saints who follow the path of honor are experienced fighters and gain +1 Dex.


Path of Solace; Those who have walked this path before you sought solace in the mountains, meditating for years, only to find out that real solace could only be achieved through battle. These proud warriors are calm and gentle like the mountains, and just as resilient. Solace is the art of inner peace, and to achieve solace is these warrior’s greatest goal. Only a few warriors have achieved this solace after many battles, and many warriors, both sword saints and other swordsmen, look up to these masters of the arts.

Those who follow a path of solace are granted power by the god of mountains. These fighters are strong and hardy people that does not waver in battle. They are proud and strong, and their fighting style clearly resembles this. Like a towering mountain, they stand in the way of their enemies unmoved by fear. With short and precise hits, they can cut through rock as if it were paper. Walking a path of solace grants you Path of Solace techniques.

Sword Saints who follow the path of solace are tough fighters and gain +1 Con. You also gain proficiency with heavy armors.  


Path of vengeance; The path of vengeance is among the hardest paths to travel. Seeking vengeance, you fight for justice, and will do anything to achieve vengeance. These warriors have often sympathized with other who were also betrayed or wronged by others, taking the weight of seeking their vengeance for them. Therefore, it is also common that warriors of this clan seek to destroy the enemies of others or their ancestors.

Those who follow a path of vengeance are granted power by the god of fire. A fire burns in your heart as you yearn for redemption. You are eager and determined to continue your journey of vengeance, and your fighting style resembles this. You swing your sword with determination, and you are not scarred of going into the heat of battle, even if outnumbered. Your slashes are wild, like a fire that burns, ending foes life’s quickly with unparalleled willpower. Walking a path of vengeance grants you Path of vengeance techniques.

Sword Saints who follow the path of Vengeance are strong fighters and gain +1 Str.


Path of Curiosity; The curious path, is a curious one. Those who walk this path are often nice to strangers and are eager to learn. These people are very social and love telling stories about the life they have lived thus far. They live a carefree life, wandering from city to city, to satiate their wanderlust. They have a popular saying that goes, “Wherever the wind takes me”.

Those who follow a path of curiosity are granted power by the god of wind. They fight with light steps and quick slashes. The curiosity of the people that have chosen this path have made for unique fighting style over the generations. These warriors have thought themselves to be resourceful since they travel often, and this is also present in their fighting style. They use, not only their sword, but also the scabbard of their family sword to fend of enemies in a whirlwind of attacks. Walking a path of curiosity grants you Path of Curiosity techniques.

Sword Saints who follow the path of Curiosity have experienced a lot and gain +1 Wis.  


Sword Saint Techniques[edit]

Sword Saints use a variety of techniques specific to their Path of life, infused with the power of their gods. Their gods teach them new techniques via. dreams or natural phenomenon as they grow stronger. Using these techniques take a great amount of energy to pull off. A Sword Saint can expend Chakra points to use a technique. Chakra points are regained once per long rest. Techniques can only be used with your Family Sword.


Path of Honor techniques.

-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.

-Honorable Duel. You expend one Chakra point to challenge an enemy to a duel. Make an attack against the enemy this turn with advantage, using one action. On the enemies’ next turn, it must make an attack against you with disadvantage, taking one action.

-Crashing wave. You expend one Chakra point to an attack with a huge vertical swing against an enemy, using one action. If the attack hits, the enemy is knocked prone.

-The Flow of Battle. You are accustomed to the flow of battle. When you roll a NAT20 on an attack roll, you regain one chakra point.

-Rain of blows. You expend one chakra point to make 3 attacks against an enemy without weapon damage bonuses.

-Deflect. Countless battles have honed your senses. When you are hit by a non-magical attack, as a reaction, you can expend one chakra point to deflect the attack with your sword. You roll a dexterity saving throw, negating the damage on a successful save, and halving the damage on a failed save.

-Raging River. Expend two chakra points to make a devastating combo of attacks. On this turn you double your current movement speed and enemies have disadvantage on opportunity attack rolls against you. Whenever you pass an enemy, you can make an attack roll.

-For Honor. If you have the highest initiative at the start of combat, you can choose to let the enemy with the highest initiative attack before you. After the enemy finishes their turn, you can make an attack with +5 to the attack and damage roll.

-Calm water. Out of combat, you can expend any amount of chakra point to meditate for one hour. Roll a hit die for every chakra point expended, you get gain temporary hit points equal to the roll(s) until you finish a long rest.

-Ripples. When you kill an enemy, you can expend a chakra point to intimidate an enemy that can see you. Roll for intimidation with advantage. If you intimidate the enemy they must instantly try to flee as far away as they can from you, taking the shortest route.

-Master of the Water Style. You can perform techniques, that otherwise requires you take an action to use, on your bonus action.


Path of Solace techniques.

-Defense. While you are wearing armor, you gain a +1 bonus to you armor class.

-Mountain Cutter. You can expend a chakra point to make a powerful cutting attack. You extend your arms and put all your weight into a horizontal attack, hitting up to 3 people in front of you. The enemies must make a dexterity saving throw, to try to dodge the attack.

-Steel Will. You can expend a chakra point to gain advantage on a wisdom saving throw.

-Inner Peace. As you fight more and more, you feel yourself getting closer to inner peace. When you roll a NAT20 on an attack roll, you ignore your wounds, gaining temporary hit points equal to your level times two.

-Calm Mountain. Due to your calm nature, you are very likeable and confident. You can expend a chakra point to gain advantage on a charisma saving throw. (Deception, Intimidation, Performance, persuasion)

-Block. Countless battles have honed your senses. When you are hit by a non-magical attack, as a reaction, you can expend one chakra point to block the attack with your sword. You roll a constitution saving throw, negating the damage on a successful save, and halving the damage on a failed save.

-Towering Mountain. You can expend two chakra points to gain the strength of mountains. You grapple an enemy within range, guaranteed if its challenge rating is equal or lower to your level. Your muscles overflow with inhumane strength, and you crush the enemy for 6d10 damage.

-Cave In. When flanking an enemy, you gain +5 to damage rolls.

-Hilt hit. You can expend a chakra point to make an attack strong enough to shake mountains with the hilt of your weapon. The enemy must make a constitution saving throw or be stunned until the end of your next turn.

-Gentle Mountain. When a party member hit points reach 0, as a reaction you can expend a chakra point to yell comforting words to them, making their current hit points 1. They gain temporary hit points equal to one hit die.

-Master of the Mountain Style. You can perform techniques, that otherwise requires you take an action to use, on your bonus action.


Path of Vengeance techniques.

-Determined. When you roll a 1 or 2 on an attack roll you can reroll the die and must use the new roll.

-Iai Burst. You can expend one chakra point to sheathe your blade, and in a single breath draw your blade and deliver a strike faster than the eye can follow to one enemy within 10 feet of you. The strike is guaranteed to hit.

-Burning Sword. You can expend any amount of chakra points to make your sword imbued with fire. Your sword deals 1d10 fire damage for turns equal to the amount of chakra points spent on the technique. (This turn included)

-Hot Stuff. Impressed with and satisfied with your skill, when you roll a NAT20 on an attack roll, you gain one inspiration point.

-Fan the Flames. When an enemy misses you, as a reaction, you can expend one chakra point to insult the enemy. The enemy immediately makes another attack against you with -0 to -5 to hit depending on the insult (DM’s choice). If the enemy misses again, you get to make an attack with +0 to +5 to hit, depending on the insult, with +10 damage if it hits.

-Vengeance. When an enemy hits you, as a reaction, you can expend one chakra point tank the hit. The embers of your rage blazes, and you make an attack against the enemy. If the attack hits, the damage dealt is equal to the damage taken plus your proficiency modifier.

-Flame wheel. You can expend one chakra point to make a jumping attack. You jump towards an enemy up to 10 ft away from you in a vertical spinning motion. If the attack hits, it deals damage equal to 3 damage rolls.

-Blazing Will. You can expend two chakra points at the start of an enemy’s turn, to instantly make it your turn.

-Soothing Fire. You know how to cauterize a wound because of your experience with fire. Out of combat you can expend one chakra point to heat your blade up to burning degrees, or heat it up by other means, and heal a wounded ally for one hit die and cure bleeding. If used in combat your blade deals 1d4 fire damage on this and the following turn.

-A Score to Settle. After an enemy attacks a teammate during combat, you can, as a reaction, expend one chakra point to mark the enemy for 10 minutes. Every time the enemy deals damage to a teammate whilst marked, your anger grows. When you hit the enemy, you unleash your rage. The enemy takes 1d10 bonus damage +1d10 for every time you see them hit a teammate during the mark’s duration.

-Flare. You can expend a chakra point to emit a bright light from your blade, as if it were the sun, blinding all creatures within 60 ft that are currently looking in your direction.

-Master of the Fire Style. You can perform techniques, that otherwise requires you take an action to use, on your bonus action.


Path of Curiosity techniques.

-Favor of the Wind. You always have the wind in your back, and you can easily dance between your enemies as if you were a breeze. Your speed increases by 10 ft. You can dash as a bonus action, and do not provoke opportunity attacks whilst dashing.

-Scabbard Style. Your resourcefulness is present in your fighting style. You use a unique fighting style where you wield the scabbard of your family sword in your off hand. The scabbard deals the same damage as your family sword as blunt damage, and it has the light property. You are proficient in two weapon fighting.

-Storm Rush. You expend a chakra point and rush towards an enemy and make an attack with one hand. For every 10 ft you move in a straight line towards your target you gain +1 to attack and damage rolls.

-Feint. Your fast attacks are hard to keep up with, when you roll a NAT20 on an attack roll, you gain another bonus action on this turn.

-Whirlwind. You can expend a chakra point to make a spinning motion hitting everything within 5 ft of you. As a whirlwind you push back your enemies with the force of the wind and slash them with your sword at the same time. You make one attack against all creatures hit.

-Dodge. When an enemy hits you, as a reaction, you can expend one chakra point dodge out of the way of the hit. You roll a dexterity saving throw, negating the damage on a successful save, and halving the damage on a failed save.

-In the Wind. You can expend two chakra points to become invisible until the end of your next turn.

-Slicing Wind. You can expend a chakra point to make a strong cross attack with both your main hand weapon and off hand weapon. The attack roll for this attack can crit on rolls 18, 19 and 20. The damage calculation for this attack is both your main hand and off hands weapon damage.

-High Pressure Slash. You can expend one chakra point to make a horizontal swing, generation a strand of concentrated air pressure from your blade. In a 30 ft cone you can push creatures up to 15 ft with this attack (limited by push and lift weight). The enemies make a Dexterity saving throw. Upon a successful saving throw the enemy is only pushed 5 ft, and upon a failed save, are also knocked prone by the attack.

-Protected by the Wind. Around you are an invisible coat of air pressure that can sense danger. On Dexterity saving throws or when hit by ranged physical attacks, you can make a Dexterity saving throw to dodge or avert the projectile. The coats powers die out after two uses and can be restored upon a short rest.

-Master of the Wind Style. You can perform techniques, that otherwise requires you take an action to use, on your bonus action.

(Might add pathless concept) The Pathless. There is one more path that all the other warrior paths dislike, known as the “Pathless”. Pathlessness; If a sword saint ever were to stray from their path, their kami will put them on trial for their actions, and if not reaccepted by their kami, they either become ordinary people, or what is known as a pathless. - Pathless sword saints are people of malice and ill intent, and live a life bound by a contract to monsters known as Shinigami. Shinigami are demons that rob the other gods of their power and use it for evil. They spot the vulnerability of the outcast sword saints and manipulate them into being their vessels of power. That said, a pathless warrior can still be nice to people and help others, but it will have dire consequences to go against the will of their Shinigami. The pathless warrior’s sword technique is heretical and vicious, they hold their swords backwards, so It points downwards towards the underworld. Pathless warriors are granted Pathless techniques.

Grasp of death, command, leg sweep, backstab, hidden intent, parry, Shinigami sword dance.

Sword Saints who follow no path are evil and devious. They gain proficiency in deception.

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