Swordfighter (Xenoblade Chronicles Supplement)

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Class Features

As a Swordfighter you gain the following class features.

Hit Points

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

Proficiencies

Armor: Light Armor, Medium Armor, Shields
Weapons: Simple Weapons considered swords, Martial Weapons considered swords
Tools: None
Saving Throws: Dexterity, Constitution
Skills: Choose two skills from Acrobatics, Athletics, History, Insight, Intimidation, Perception, Survival

Equipment

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

  • (a) a breastplate or (b) studded leather and a shield
  • a martial melee weapon that is considered a sword
  • (a) a dungeoneer's pack or (b) an explorer's pack

Table: The Swordfighter

Level Proficiency
Bonus
Features
1st +2 Sword Focus, Chain Attack
2nd +2 Swordfighter Path, Swordfighter Path feature
3rd +2 Improved Critical
4th +2 Ability Score Improvement, Swordfighter Path feature
5th +3 Extra Attack
6th +3 Swordfighter Path feature
7th +3 Damage Maximization
8th +3 Ability Score Improvement, Swordfighter Path feature
9th +4
10th +4 Swordfighter Path feature
11th +4 Extra Attack(2)
12th +4 Ability Score Improvement, Swordfighter Path feature
13th +5
14th +5 Swordfighter Path feature
15th +5
16th +5 Ability Score Improvement, Swordfighter Path feature
17th +6
18th +6 Swordfighter Path feature
19th +6 Ability Score Improvement
20th +6 Extra Attack(3)
Sword Focus[edit]

Starting at 1st level, due to your focus on wielding the blade, you may now add your proficiency bonus twice when making an attack roll.

Chain Attack[edit]
Chain Attack Preparation and Party Gauge

Also beginning at 1st level, you are now able to perform a "Chain Attack," after meeting specific requirements. To perform a chain attack, you and your allies must fill in points for a "Party Gauge." One attack coming from an ally that successfully hits an enemy, or an enemy failing an ally's saving throw, provides one point for the Party Gauge. If a critical hit is landed by an ally, or an enemy fails an ally's saving throw by under half of the DC (rounded up), then two points for the Party Gauge are provided. A maximum of 30 points may be collected for the Party Gauge. 30 points are also the required amount for the Party Gauge to properly activate a Chain Attack.

Alongside that, if a Chain Attack has been used within a minute beforehand, then it may not be activated.

If one or more allies share the Chain Attack feature, then any one of you may activate it and spend the Party Gauge, however, the activation must be agreed upon unanimously.

Finally, if there are still points on the Party Gauge at the end of combat, then the Party Gauge is reduced by 1 point per hour.

Chain Attack Activation and Usage

After the required amount of points in the Party Gauge are acquired for the Chain Attack, it may then be activated at the end of a round. This begins a new, special round of combat, in which only the user of Chain Attack and their allies take turns. Everybody within the Chain Attack may only walk, take the Dash Action, or make some sort of attack against an opponent within this time. Alongside that, only a singular attack may be made, however, it is rolled with advantage if the attack must be rolled to hit, or if the attack requires a saving throw, the saving throw is rolled with disadvantage for the enemy. If a saving throw is required for an ally or the user of the Chain Attack due to an attack made within the Chain Attack, then the ally rolls with advantage.

Once the round of Chain attack is complete, the DM must roll a d8. If it lands on a number that is less than or equal to the proficiency bonus of the individual who activated the Chain Attack, another round of Chain Attack ensues. (For example, if their proficiency bonus is +4, the DM must roll 4 or below.) In a secondary round of Chain Attack, the user of Chain Attack and all ally's damage are doubled. The maximum amount of rounds a Chain Attack may go is up to the user's proficiency bonus - 2, with a minimum of 2 rounds.

If, for whatever reason, somebody with the Chain Attack is fighting without allies, Chain Attack may not be used until an ally is present.

Finally, creatures not participating the Chain Attack are not allowed to use any sort of actions during the Chain Attack round(s).

Swordfighter Path[edit]

At 2nd level, you are now able to select a pathway to guide your skills as a Swordfighter. The path you choose provides you features at level 2, then again at levels 4, 6, 8, 10, 12, 14, 16, 18, and 20.

Improved Critical[edit]

Upon reaching 3rd level, when rolling to hit for an attack using your sword, you score a critical hit upon rolling a natural 19 as well as a natural 20.

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.

The number of attacks increases to three when you reach 11th level in this class and to four when you reach 20th level in this class.

Damage Maximization[edit]

Once you have reached 7th level, due to your impressive skill with the blade, you have learned to maximize the damage dealt using your sword, now being able to add your strength or dexterity modifier (whichever is needed or chosen to be used) twice when determining damage. Alongside that, once per round, you are able to reroll a damage dice for an attack you make using your weapon, taking the higher roll.

Swordfighter Paths[edit]

The various different paths you may select to guide your skills as a Swordfighter.

Generalist Path[edit]

A Swordfighter that excels in dealing high damage and supporting the party at the same time. There are three features you gain upon choosing this path.

Turn Strike[edit]

Upon choosing the Generalist Path, as an attack action, you are now able to quickly spin in place, using the momentum to inflict far more damage than a normal swing of your sword. When performing an attack action, you may choose to use a Turn Strike instead. Upon landing a Turn Strike, you add two more damage dice to your roll, and the target is inflicted with Break. After landing a Turn Strike, you may not use it again for 1 minute afterward. You may only use this feature an amount of times equal to your proficiency bonus, with your remaining uses of this feature resetting after a long rest is completed.

Back Slash[edit]

As well as learning Turn Strike, you have also figured out how to maximize damage when approaching an enemy from behind. When performing an attack action, you may choose to use a Back Slash instead. Once this is done, any stat bonus that contributes to your to hit and damage rolls with this attack action are doubled. If you are specifically targeting a creature while they are facing away from you, or the area you are hitting could otherwise be considered the creature's "back", then you add another damage die to your roll, alongside the previously listed effects. After landing a Back Slash, you may not use it again for 1 minute afterward. You may only use this feature an amount of times equal to your proficiency bonus, with your remaining uses of this feature resetting after a long rest is completed.

Light Heal[edit]

Finally, alongside learning Turn Strike and Back Slash, as a bonus action, you are now able to manipulate the Ether around yourself to heal one target within a 30 ft. radius of yourself. You may also target yourself for Light Heal. Upon casting Light Heal, roll xd4 dice, "x" being equal to your proficiency bonus. The targeted creature now heals that many Hit Points, not being able to go beyond their maximum Hit Points. After using Light Heal, you may not use it again for 1 minute afterward. You may only use this feature an amount of times equal to your proficiency bonus, with your remaining uses of this feature resetting after a long rest is completed.

Slit Edge[edit]

After reaching 4th level, you have learned how to use your sword to stab the enemy to increase damage, temporarily lowering their defense as well when striking the opponent from the side. When performing an attack action, you may choose to use Slit Edge instead. After Slit Edge hits, you may roll an additional damage die, and slashing damage is converted to piercing damage when applicable. Alongside that, when striking the target from its left or right, its AC is reduced by half of your proficiency bonus, rounded down, until the start of your next turn. After using Slit Edge, you may not use it again for 1 minute afterward. You may only use this feature an amount of times equal to your proficiency bonus, with your remaining uses of this feature resetting after a long rest is completed.

Resilient Warrior[edit]

Also upon reaching 4th level, you have grown quite resilient as a Swordfighter, with your defense growing in quality a small amount. You now have a permanent +1 bonus to your AC.

Stream Edge[edit]

Once you have reached 6th level, you have learned how to effectively attack a group of enemies at once with your blade. The attack is made in a 15 ft. horizontal line, centered in front of you. When Stream Edge successfully hits the target(s), Break is inflicted. After using Stream Edge, you may not use it again for 1 minute afterward. You may only use this feature an amount of times equal to your proficiency bonus, with your remaining uses of this feature resetting after a long rest is completed.

Healing Wisdom[edit]

Alongside Stream Edge, at 6th level, your ability in healing your allies has increased. When casting Light Heal, you may now add your level in Swordfighter to the roll.

Shadow Eye[edit]

At 8th level, you have now learned how to use the Ether around yourself to mask your presence temporarily. Make a stealth check against all creatures within a 60-foot radius of yourself against their passive perceptions, doubling your roll. When a creature you have succeeded against attempts to make an attack action against you, they must roll with disadvantage when rolling to hit, or in the case of a saving throw, you roll with advantage. This lasts until the beginning of your next turn. After using Shadow Eye, you may not use it again for 1 minute afterward. You may only use this feature an amount of times equal to your proficiency bonus, with your remaining uses of this feature resetting after a long rest is completed.

Element of Surprise[edit]

Also at 8th level, you have learned how to benefit even further from features involving attacking from behind. When using Back Slash, you now add your Swordfighter level in damage.


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