Swordfighter (5e Class)
From D&D Wiki
The man appears to dance through the battlefield, each strike leading into the next, climaxing in brilliant decapitations and vital point blows. The warriors deft hands and feet never out of place and always a blur, striking swiftly at any advantage given.
Swordfighters are diligent artists with the blade, working years at mastering combinations of attacks and footwork accumulating in stances and strikes for all situations.
Mechanically, the Swordfighter uses stances and successive attacks to build combos to unleash stronger and stronger attacks.
Creating a Swordfighter
Why did they become a swordfighter? Why did he decide to travel? Do they fight for anyone? Why or why not? What happened to their master? Are they avenging someone or are they simply trying to find the pinnacle of blade artistry?
- Quick Build
You can make a Swordfighter quickly by following these suggestions. First, Dexterity should be your highest ability score, followed by Constitution. Second, choose the folk hero or hermit background. Third, choose one handed weapons and an explorer's pack.
As a Swordfighter you gain the following class features.
- Hit Points
Armor: Light armor, medium armor, shields
Weapons: Simple weapons, martial weapons
Saving Throws: Strength, Dexterity
Skills: Choose two from Acrobatics, Athletics, Insight, Investigation, Nature, Perception, Stealth, and Survival
You start with the following equipment, in addition to the equipment granted by your background:
- (a) scale mail or (b) leather armor
- (a) two shortswords or (b) two simple melee weapons
- (a) a dungeoneer's pack or (b) an explorer's pack
- A longbow and a quiver of 20 arrows
- If you are using starting wealth, you have 5d4 x 10 gp in funds.
|1st||+2||Stances, Martial Archetype||2|
|2nd||+2||Fighting Style Feature, Combat Points||2|
|3rd||+2||Martial Archetype Feature, Brave Warrior||2|
|4th||+2||Ability Score Improvement||2|
|6th||+3||Martial Archetype Feature, Rending Strikes||3|
|8th||+3||Ability Score Improvement||3|
|10th||+4||Martial Archetype Feature||4|
|12th||+4||Ability Score Improvement||4|
|14th||+5||Martial Archetype Feature||5|
|16th||+5||Ability Score Improvement||5|
|18th||+6||Martial Archetype Feature||6|
|19th||+6||Ability Score Improvement||6|
Starting at 1st level, you learn how to use stances in combat. You learn two stances, from the list below. Whenever your proficiency bonus increases in 1, you learn one additional stance, and can replace a known stance for a new one.
As a bonus action, you can assume a stance you know. Each stance grants you specific benefits, that last for 1 minute. You can use your stances twice, gaining more uses as you gain levels in this class, as shown on the Stance Uses column. You regain all uses of your stances after completing a short or a long rest.
You must be wielding a melee weapon you are proficient with to benefit from stance. If you drop, stow or otherwise release the weapon from your grasp, the stance ends earlier.
- Combat Posture
Whenever you are on your Stance, you can use your weapon to assume a combat posture. Your posture have a number of hit points equal to 6 x your level in this class.
Whenever you take damage from a weapon attack, the posture take damage in your place. Your posture is broken when you are reduced to 0 hit points, when your posture reaches 0 hit points or if you are no longer holding a weapon. If the combat posture ends, your Stance also ends. In addition, any damage that exceeds the posture hit points target your hit points instead.
In addition, whenever you have at least 1 hit point on your posture, your AC can't be lower than 13 + your proficiency bonus. Also, if your Stance ends, your posture also ends.
- Bloodied Blade Stance
The bloodied blade stance focuses in quick and aggressive movements and relentless attacks, being a purely offensive stance.
- Quick Steps. Your movement speed increases in 10 feet.
- Stance Breaking. When you hit a creature with a melee attack, you gain advantage on the next attack you make until the end of your next turn.
- Tiger's Leap. You gain a flying speed equal to your movement speed. You must break your movement in intervals of up to 15 feet maximum of movement, ending these intervals on the ground. You must end your turn on the ground, or you fall.
- Precise Movements (9th level). You gain a bonus equal to half your proficiency bonus (rounded down) to your melee weapon attack rolls.
- Rampage (13th level). When you reduce a creature to 0 hit points with a melee weapon attack, you can use your bonus action and move up to half your movement speed, and make a melee weapon attack as part of that bonus action.
- Iron Guardian Stance
The iron guardian stance focus both on careful movements and environmental awareness, being extremely defensive, and being used to protect both the Swordfighter and his allies.
- Parrying Blade. Your AC increases in +1.
- Duelist Parry. Whenever a hostile creature makes a melee weapon attack against you while no friendly creature is within 5 feet of you or of that creature, you can impose disadvantage on the attack. You can use this trait once per round. You gain one additional use per round (for a total of two) at 5th level.
- Sentinel Awareness. You gain advantage on your Wisdom (Perception) checks.
- Guardian Posture (9th level). You and all friendly creatures within 10 feet of you gain advantage on Strength and Dexterity saving throws.
- Sentinel Strike (13th level). Whenever a creature enters a space within 5 feet of you, you can use your reaction to make an attack against that creature. On a hit, you can push that creature 10 feet back if is is large sized or lower. In addition, you can take two reactions in each round, instead of one.
- Blind Assassin Stance
The blind assassin stance focuses on fighting in the darkness, and teach its user how to benefit from the mantle of shadows and use tactics to silence, restrain and weaken their targets.
- Parrying Blade. Your AC increases in +1 while wielding a light weapon and wearing light armor.
- Dark Eyes. Creatures unseen by you don't have advantage on attack rolls due to be unseen. You also gain darkvision up to a range of 60 feet, unless your is lower.
- Infiltrate. You gain advantage on Dexterity (Stealth) checks, and gain a climbing speed equal to your movement speed.
- Grappler. Once during the stance, when you grapple a creature, that creature is restrained for the duration of the grapple. While restrained, that creature can't speak. You must enter this stance again to regain the use of this feature.
- Blind Sense (9th level). You gain blindsight up to a range of 5 feet x your proficiency bonus.
- Poison Use (13th level). You can coat your weapons in poison use a bonus action, instead of an action. In addition, whenever you hit a grappled or restrained creature with a melee weapon attack, you force the target to make a Constitution saving throw, or be poisoned for 1 minute. The creature can make another saving throw in each of its turns to end this effect.
- Raging Bull Stance
The raging bull stance is mostly used by Strength based Swordfighters, rushing towards their enemies with power and ferocity, enduring their strikes and using simple and straightforward combat tactics.
- Feral Hide. You reduce any nonmagical damage from slashing, piercing or bludgeoning damage by 2.
- Bull Charge. If you move at least 20 feet before making a melee weapon attack using Strength against a creature, you force that creature to make a Strength saving throw. On a failure, that creature is knocked prone. In addition, when you take the Dash action, you can make an attack with a weapon using Strength as part of the same action.
- Empowered Muscles. You have advantage on Strength checks and saving throws for the duration.
- Empowered Charge (9th level). Whenever you hit a creature with a Bull Charge, you cause additional 1d6 damage. In addition, the target is pushed 5 feet back before being knocked prone, if it is from your size or smaller.
- Slaying Charge (13th level). Whenever you knock a creature prone after a Bull Charge, you can make a melee weapon attack using Strength against that creature as a reaction.
- Windy Movement Stance
Windy movement stance users use maneuverability and celerity as their main weapon, dancing through the battlefield and use hit-and-run tactics to wear out and eventually slay their foes.
- Gale Wind. You gain advantage on Dexterity checks (including initiative rolls) and saving throws.
- Fluid Movement. You can take Disengage if you hit with melee attack as a free action on your turn.
- Zephyr Rush (9th level). When you take the Attack action, you can teleport to an unoccupied space within 30 feet. You can teleport before or after making your attacks.
- Flashing Strike (13th level). Whenever you make an attack after teleporting to an enemy within 30 feet, you deal additional 1d6 force damage on a hit. In addition, the distance of your teleport increases to 60 feet.
- Sea Dragon Stance
The sea dragon stance was developed by coastal schools of Swordfighters and by seaman, and turn those who use this stance in aquatic warriors as terrifying as the monsters who wander the deep sea.
- Sea Dragon Fang. You don't have disadvantage on melee weapon attacks made when you are underwater.
- Mariner Combat. You gain a swimming speed equal to twice your movement speed. In addition, you can breathe underwater for the duration.
- Sinuous Form (9th level). While submerged, you can take the Dash and Dodge action as a bonus action.
- Leviathan (13th level). You have advantage on all melee weapon attacks made while completely submerged.
- Hyena Mentality Stance
The Hyena Mentality stance was developed by Desert schools of Swordfighters and by Deadpool123, and turn those who use this stance in Desert warriors as terrifying as the Animal who wanders the Scorching Desert.
- Hive Mind. Whenever you have an allied creature within 5 feet of you, you have advantage on your melee attack rolls. The ally cannot be unconscious, incapacitated or stunned.
- Hyena's Laugh. You have advantage on Charisma (Intimidation) checks. In addition, you can use a bonus action to cackle maniacally. Any creature able to hear you within 5 feet must make a Wisdom (Insight) check contested by your Charisma (Intimidation) or have disadvantage on attack rolls against you. Creatures immune to the frightened condition are immune to this feature.
- Hyena's Endurance (9th level). You and any friendly creature that start its turn within 10 feet of you have its movement speed increased by 10 feet until the end of their turn.
- Blood Thirst (13th level). Whenever you cause damage to a creature, you can choose to gain temporary hit points equal to the damage caused. The temporary hit points last until the end of your next turn.
At 1st level, you choose an archetype that you strive to emulate in your combat styles and techniques. Choose between Warrior, Combat Master, Mutant Weaponmaster or Arcane Blade. The archetype you choose grants you features at 1st level and again at 3rd, 6th, 10th, 14th and 18th levels.
Starting at 2nd level, you learn to fluidly connect your attacks. Whenever you hit a creature with a melee attack, you gain 1 combat point (CP). The maximum number of combat points you can have equal your proficiency bonus.
Whenever you hit a creature with an attack, you deal additional damage equal to the amount of combat points you have. If you miss an attack or take damage, you lose 1 combat point. If you roll a 1 on an attack roll or haven't attacked since your last turn, you lose all your combat points.
You can also use your combat points to use combat maneuvers. You can prepare a number of maneuvers when you finish a long rest equal to your proficiency bonus + half your level in this class.
Every time you make an attack, you may add the effects of a maneuver to the attack. You learn these basic maneuvers to include in your combo.
If a maneuver would require a saving throw, the DC is: 8 + your proficiency modifier + Strength or Dexterity modifier (whichever is used on the attack).
- Backstab. When you make an attack with advantage using a finesse melee weapon, you can spend 1 CP to make a backstab. On a hit, you cause additional 1d6 damage with that attack.
- Bloody Mary. You teleport through the enemy damaging his internal organs. When you hit a creature with a finesse melee weapon, you can spend 1 CP to force the target to make a Constitution saving throw. On a failed save, the target takes 1 necrotic damage at the end of each of its turns for 1 minute. A successful Wisdom (Medicine) check against a DC of 10 end the bleeding. The bleeding also ends if the target regain at least 1 hit point.
- Stunning Action. If you hit a creature with a melee weapon that has the heavy property or is wielded in two hands, you can spend 2 CP to try and stun the target. The target must succeed on a Constitution saving throw, or be stunned until the end of your next turn.
- Revenge Strike. You can spend 2 CP as a reaction to make a melee weapon attack with a light or finesse weapon if you take damage from a melee attack from a creature within 5 feet.
- Whirlwind. You can spend up to your maximum CP as an action to make one attack with a melee weapon against each creature within 5 feet of you. You can attack one creature for each CP spent, and you can't attack the same creature more than once.
- Disarming Blow. When you hit a creature with a melee weapon attack, you can expend 1 CP to attempt to disarm the target, forcing it to drop one item of your choice that it's holding. The target must make a Strength saving throw. On a failed save, it drops the object you choose. The object lands at its feet.
- Teleportation Strike. You can use your bonus action and spend your CP to teleport to a place within 5 feet per 2 teleport point spent. If you end your movement within 5 feet of a hostile creature, you can make a melee weapon attack against is as part of this bonus action.
- Blade Drill. As an action, you spend 3 CP to teleport to a place you can see within 60 feet. You can choose one target on a line between the space you occupy and the place you have chosen to move and make a single melee weapon attack against that creature.
- Throwing Blades. You can throw any melee weapon that has the light property by spending 1 CP before making the attack. In addition, you can spend 1 additional CP to throw the light weapon as a bonus action. You throw it up to a range of 30 feet (or add 30 feet to the range if the weapon already have the thrown property).
- Dancing Blades. You can cause one weapon you wield to float by itself, by spending 4 CP on your turn. For 1 minute, the weapon floats, and can be moved 30 feet on your turn, without requiring an action. You can control the weapon to attack as a bonus action. This effect ends earlier if you take damage or if you move more than 30 feet away from the weapon.
At 2nd level, you adopt a particular 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.
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.
While you are wearing armor, you gain a +2 bonus to AC.
- 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, 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.
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.
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 shield.
- Superior Technique
You learn one maneuver of your choice from among those available to the Battle Master archetype. If a maneuver you use requires your target to make a saving throw to resist the maneuver's effects, the saving throw DC equals 8 + your proficiency bonus + your Strength or Dexterity modifier (your choice.)
- You gain one superiority die, which is a d6 (this die is added to any superiority dice you have from another source). This die is used to fuel your maneuvers. A superiority die is expended when you use it. You regain your expended superiority dice when you finish a short or long rest.
- Two-Weapon Fighting
When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.
Starting at 3rd level, you gain proficiency in Wisdom saving throws. In addition, you become immune to the frightened condition.
Ability Score Increase
When you reach 4th level, and again at the 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.
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
At 6th level, whenever you are on your Stance, your melee weapon attacks ignore resistances and immunities to nonmagical damage.
At 7th level, you can read carefully your opponents and gaze intensely and menacingly at them. You gain proficiency in Wisdom (Insight) and Charisma (Intimidation) checks.
In addition, while you are in your Stance, you add twice your proficiency bonus in checks with those skills.
At 11th level, you can spend two uses of your Stance feature when you assume your stance to enter in a Masterful Stance. While in the Masterful Stance, you gain the following benefits:
- For the duration, you gain one additional melee weapon attack as part of your Attack action.
- You add an amount of hit points to your Posture equal to your Swordfighter's level.
- You have advantage on the saving throws you are proficient with. If your stance already grant you advantage on a saving throw, you can choose any save to have advantage for the duration.
At 15th level, you gain blindsight up to a range of 15 feet. In addition, you have advantage on Wisdom (Perception) checks based on hearing and on Wisdom (Insight) checks made in combat.
At 17th level, you three uses of your Stance feature while entering a stance to assume a Supreme Stance. You gain the following benefits when you do so:
- You can attack four times, instead of two, whenever you take the Attack action on your turn.
- You add an amount of hit points to your posture equal to twice your Swordfighter's level.
- Your movement speed increases in 10 feet. You can move 10 feet in each turn without provoking opportunity attacks.
- You have advantage on the saving throws you are proficient with. If your stance already grant you advantage on a saving throw, you can choose any save to have advantage for the duration.
At 20th level, your Stance only ends if your posture is reduced to 0 hit points or if you are knocked to 0 hit points.
Warriors are swordfighters who focuses on improving their combat abilities with the sword and in reach their physical peak. Instead of using complex and refined tactics, they rely on simplicity, learning how to endure strikes and how to strike harder and faster.
- Combatant Resilience
Starting at 1st level, whenever you assume a stance, you gain a resistance to slashing, piercing and bludgeoning damage from non-magical attacks.
- Physical Prowess
Also at 1st level, you gain proficiency in Athletics, and your proficiency bonus is doubled when making checks with this skill.
In addition, you are considered one size larger for the purposes of carrying, dragging and lifting weights.
- Favored Weapon
At 6th level, you must choose two melee weapons of your choice as your favored weapon. Whenever you use your favored weapon, you gain the following benefits:
- You have advantage on Charisma (Intimidation) and (Perception) checks made with your favored weapon. You also can use your Dexterity or Strength (your choice), instead of Charisma for those checks.
- You have advantage on your Dexterity (Sleight of Hand) checks using your favored weapon, and can make these checks using a bonus action on your turn.
- You can make a flourish with your blade to distract and attack your targets from unexpected angles. Make a Dexterity (Sleight of Hand) check contested by the target's Wisdom (Perception). On a success, you have advantage on all your melee attacks using this weapon until the end of this turn.
You can change your favored weapon whenever you gain a new level in this class.
- Battle Surge
At 10th level, you can use your action to enter your adrenaline surge. When you do so, you can make a single melee weapon attack or take the Dash, Disengage or Dodge action as part of this action. In addition, you gain the following benefits:
- Your movement speed also is doubled.
- Your AC increases by +2 until the end of your next turn.
- You gain one additional action, that you can use to make a single attack or take the Dash, Disengage or Dodge action on your next turn.
If you take damage, you lose these benefits earlier. When the battle surge ends, you can't use it again until the end of your next turn. In addition, you can enter in a battle surge when you enter a stance, without spending an action.
- Blade Dance
At 14th level, your movements become agile and fluid. You ignore difficult terrain, and have advantage against any conditions that would hinder your movement.
In addition, you have advantage on your Initiative rolls.
At 18th level, whenever you are under half your maximum of hit points and if you have at least 1 hit point, you regain 5 + your Constitution modifier hit points at the start of each of your turns.
Combat masters use cunning and tactics to gain the upper hand in battles. Using martial maneuvers, they can adapt to the ever-changing landscape of the battlefield, becoming an unpredictable opponent.
- Combat Superiority
When you choose this archetype at 1st level, you learn maneuvers that are fueled by special dice called superiority dice.
Maneuvers. You learn three maneuvers of your choice, which are detailed under "Maneuvers" below. Many maneuvers enhance an at lack in some way. You can use only one maneuver per attack. You learn two additional maneuvers of your choice at 6th, 10th, and 14th level. Each time you learn new maneuvers, you can also replace one maneuver you know with a different one.
Superiority Dice. You have four superiority dice, which are d8s. A superiority die is expended when you use it. You regain all of your expended superiority dice when you finish a short or long rest. You gain another superiority die at 6th level and one more at 18th level.
Saving Throws. Some of your maneuvers require your target to make a saving throw to resist the maneuver's effects. The saving throw DC is calculated as follows:
- Maneuver save DC = 8 + your proficiency bonus + your Strength or Dexterity modifier (your choice).
- Weapon Master
Starting at 6th level, attacks made with non-magical melee weapons against you are made at disadvantage. In addition, you have resistance to the non-magical damage type of the weapon you are wielding.
- Improved Combat Superiority
At 10th level, your superiority dice turn into dlOs, At 18th level, they turn into d12s.
Starting at 14th level, when you roll initiative and have no superiority dice remaining, you regain 1 superiority die.
The maneuvers are presented in alphabetical order.
- Commander's Strike. When you take the Attack action on your turn, you can forgo one of your attacks and use a bonus action to direct one of your companions to strike, When you do so, choose a friendly creature who can see or hear you and expend one superiority die. That creature can immediately use its reaction to make one weapon attack, adding the superiority die to the attack's damage roll.
- Disarming Attack. When you hit a creature with a weapon attack, you can expend one superiority die to attempt to disarm the target, forcing it to drop one item of your choice that it's holding. You add the superiority die to the attack's damage roll, and the target must make a Strength saving throw. On a failed save, it drops the object you choose, The object lands at its feet.
- Distracting Strike. When you hit a creature with a weapon attack, you can expend one superiority die to distract the creature, giving your allies an opening. You add the superiority die to the attack's damage roll. The next attack roll against the target by an attacker other than you has advantage if the attack is made before the start of your next turn,
- Evasive Footwork. When you move, you can expend one superiority die, rolling the die and adding the number rolled to your AC until you stop moving.
- Feinting Attack. You can expend one superiority die and use a bonus action on your turn to feint, choosing one creature within 5 feet of you as your target. You have advantage on your next attack roll against that creature, If that attack hits, add the superiority die to the attack's damage roll.
- Goading Attack. When you hit a creature with a weapon attack, you can expend one superiority die to attempt to goad the target into attacking you. You add the superiority die to the attack's damage roll, and the target must make a Wisdom saving throw. On a failed save, the target has disadvantage on all attack rolls against targets other than you until the end of your next turn.
- Lunging Attack. When you make a melee weapon attack on your turn, you can expend one superiority die to increase your reach for that attack by 5 feet. If you hit, you add the superiority die to the attack's damage roll.
- Maneuvering Attack. When you hit a creature with a weapon attack, you can expend one superiority die to maneuver one of your comrades into a more advantageous position. You add the superiority die to the attack's damage roll, and you choose a friendly creature who can see or hear you. That creature can use its reaction to move up to half its speed without provoking opportunity attacks from the target of your attack.
- Menacing Attack. When you hit a creature with a weapon attack, you can expend one superiority die to attempt to frighten the target. You add the superiority die to the attack's damage roll, and the target must make a Wisdom saving throw. On a failed save, it is frightened of you until the end of your next turn.
- Parry. When another creature damages you with a melee attack, you can use your reaction and expend one superiority die to reduce the damage by the number you roll on your superiority die + your Dexterity modifier.
- Precision Attack. When you make a weapon attack roll against a creature, you can expend one superiority die to add it to the roll. You can use this maneuver before or after making the attack roll, but before any effects of the attack are applied.
- Pushing Attack. When you hit a creature with a weapon attack, you can expend one superiority die to attempt to drive the target back. You add the superiority die to the attack's damage roll, and if the target is Large or smaller, it must make a Strength saving throw. On a failed save, you push the target up to 15 feet away from you.
- Rally. On your turn, you can use a bonus action and expend one superiority die to bolster the resolve of one of your companions. When you do so, choose a friendly creature who can see or hear you, That creature gains temporary hit points equal to the superiority die roll + your Charisma modifier.
- Riposte. When a creature misses you with a melee attack, you can use your reaction and expend one superiority die to make a melee weapon attack against the creature. If you hit, you add the superiority die to the attack's damage roll.
- Sweeping Attack. When you hit a creature with a melee weapon attack, you can expend one superiority die to attempt to damage another creature with the same attack. Choose another creature within 5 feet of the original target and within your reach. If the original attack roll would hit the second creature, it takes damage equal to the number you roll on your superiority die. The damage is of the same type dealt by the original attack.
- Trip Attack. When you hit a creature with a weapon attack, you can expend one superiority die to attempt to knock the target down. You add the superiority die to the attack's damage roll, and if the target is Large or smaller, it must make a Strength saving throw. On a failed save, you knock the target prone.
Mutant weaponmasters use alchemy to increase both their physical prowess and to enhance the abilities of the weapons they use. They alter their bodies with alchemical concoctions and infuse their weapons with oils to pierce through their enemies defenses.
Starting at 1st level, you gain proficiency with the alchemist supplies, the herbalist supplies and the poisoner's supplies.
In addition, you gain proficiency in the Nature skill, if you don't already have it.
- Alchemical Enhancer
At 1st level, you can consume an alchemical brew using an Use an Object action on your turn. You can also consume the alchemical enhancer as part of the same bonus action used to assume a stance. Until the end of your turn, you gain the following benefits:
- Your movement speed doubles and don't provoke opportunity attacks from a creature you hit with an attack.
- You gain darkvision up to a range of 60 feet. Your darkvision increases by 60 feet if you already have darkvision.
- You ignore resistances and immunity to nonmagical damage with melee attacks.
At 5th level, you cause additional 1d4 damage with your first melee weapon attack made until the end of your turn after drinking the brew. This increases to 2d4 at 11th level and 3d4 at 17th level.
You can concoct a number of brews equal three times your proficiency bonus over the course of a long rest.
The enhancer can only be consumed by you, and have no benefits when consumed by other creatures. Moreover, any creature who consumes this brews other than you are poisoned until the end of their next turn.
- Blade Oils
Also at 1st level, you can concoct a number of blade oils equal to your proficiency bonus whenever you finish a short or a long rest. You can coat a melee weapon with the blade oil as part of your attack. When you use your blade oil, you cause the damage from the oil type, instead of the normal damage for that attack.
When you create the oil, you can choose the following types: acid, cold, fire or poison damage.
- Alacrity Brew
At 6th level, whenever you consume your Alchemical Enhancer, you can make one additional melee weapon attack using your bonus action on your turn. If you have consumed your Alchemical Enhancer on the same turn you had assumed a stance, you can make this attack as part of the same bonus action used to assume the stance.
In addition, your movement speed and jumping speed triples until the end of your turn.
- Enhanced Brews
At 10th level, you can create specialized brews for different types of situations. Whenever you drink an Alchemical Enhancer, you gain a bonus of +1 to your AC and saving throws until the end of your next turn.
In addition, you gain temporary hit points equal to twice your level in this class.
- Specialized Brews
At 14th level, when craft a Alchemical Enhancer, you can choose to add the effects of any potion of your choice with a rarity Very Rare or lower.
You can create a number of such brews equal to your proficiency bonus during a long rest, and consuming these brews require an action.
- Mutant Physiology
At 18th level, you become immune to poison damage and immune to the poisoned condition and to disease. In addition, you only age 1 year for each 10 years passed.
Finally, you can consume your Specialized Brew as a bonus action on your turn.
When you reach 1st level, you augment your martial prowess with the ability to cast spells. See chapter 10 for the general rules of spellcasting and chapter 11 for the wizard spell list.
- Cantrips. You learn two cantrips of your choice from the wizard spell list. You learn an additional wizard cantrip of your choice at 10th level.
- Spell Slots. The Arcane Blade Spellcasting table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.
- For example, if you know the 1st level spell shield and have a 1st level and a 2nd level spell slot available, you can cast shield using either slot.
- Spells Known of 1st-Level and Higher. You know three 1st level wizard spells of your choice, two of which you must choose from the abjuration and evocation spells on the wizard spell list. The Spells Known column of the Arcane Blade Spellcasting table shows when you learn more wizard spells of 1st level or higher. Each of these spells must be an abjuration or evocation spell of your choice, and must be of a level for which you have spell slots. For instance, when you reach 7th level in this c1ass, you can learn one new spell of 1st or 2nd level. The spells you learn at 8th, 14th, and 20th level can come from any school of magic. Whenever you gain a level in this c1ass, you can replace one of the wizard spells you know with another spell of your choice from the wizard spelllist. The new spell must be of a level for which you have spell slots, and it must be an abjuration or evocation spell, unless you're replacing the spell you gained at 8th, 14th, or 20th level.
- Spellcasting Ability. Intelligence is your spellcasting ability for your wizard spells, since you learn your spells through study and memorization. You use your Intelligence whenever a spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a wizard spell you cast and when making an attack roll with one.
- Spell save DC = 8 + your proficiency bonus + your Intelligence modifier
- Spell attack modifier = your proficiency bonus + your Intelligence modifier
- Weapon Focus
At 1st level, you can use a melee weapon you wield as a spellcasting focus for your spells. If you cast a spell that has a material component with a cost in gp, you don't need to offer that component if the weapon has the same cost as the component. If the spell consumes the material component, your weapon is consumed by the spell.
|Swordfighter Level||Cantrips Know||Spells Known||1st||2nd||3rd||4th|
- Magical Ward
Beginning at 6th level, you have resistance from the damage from spells, and have advantage on saving throws against spells.
- Imbued Strikes
At 10th level, you can deliver a spell with an attack. As an action, you can cast a spell that has the duration of instantaneous, but contain its power inside your weapon. As part of this action, make a melee weapon attack. On a hit, you cast the spell centered on the target, causing the attack normal effect plus the effect of the spell.
If the spell require an attack or a saving throw, the spell automatically affect the target hit by the attack. If the spell affects an area, it is centered on the target of the attack and you aren't affected by the spell.
You can use this feature a number of times equal to your Intelligence modifier (minimum 1) and regain your uses of a long rest.
- Favored Spell
At 14th level, you can choose one spell of 1st-level from your list. You can cast the chosen spell at will, without spending a spell slot.
- Infused Warrior
At 18th level, when you target yourself with a spell that require concentration, you don't need to retain concentration on it. You can't have more than one such spell cast on yourself at the same time.
Prerequisites. To qualify for multiclassing into the Swordfighter class, you must meet these prerequisites: Dexterity 13.
Proficiencies. When you multiclass into the Swordfighter class, you gain the following proficiencies: light armor, medium armor, simple weapons, and martial weapons.