Swordplayer (5e Class)

From D&D Wiki
Jump to navigation Jump to search

Swordplayer[edit]

A lone human, wandering in the night into a dark forest, get surrounded by a pack of wolves. He lifts his greatsword and stares in the eyes of the beasts surrounding him. His stance is immovable and exert an aura of calmness, until a frenzied wolf attacks. A single, focussed strike beheades the animal and a primal fear quickly grows in the heart of the beasts, leaving the human alone.

A dwarf enter the arena, the crowd cheers for the champion: a dragonborn with golden scales roars and everyone elates. The dwarf is the only one not losing his composure despite his sassy nature and takes his stance. The dragonborn stops for a moment and analyzes his opponent, realizing that he cannot joke anymore. The fight is brutal, the dwarf, unstoppable. His opponent gives up and a new champion is born through sweat and blood.

An agile elf jumping from tree to tree, defending her village from any source of evil. She stumble upon an orc, making his way to destroy the peace that she's protecting. She falls from a branch and lands in front of her enemy, that screams in anger. She takes her stance and quickly strikes multiple time the chest of the orc with a rapier and he falls, dead.

Creating a Swordplayer[edit]

A Swordplayer is, despite the name, a master of many weapons, focussing on taking a special stance, suitable for his fighting style.

Quick Build

You can make a Swordplayer quickly by following these suggestions. First, Strength or Dexterity should be your highest ability score, followed by Wisdom and Constitution. Second, choose the folk hero or the soldier background.

Class Features

As a Swordplayer you gain the following class features.

Hit Points

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

Proficiencies

Armor: Light armor, medium armor
Weapons: Simple melee weapons, martial melee weapons
Tools: One artisan's tool
Saving Throws: Strength, Dexterity
Skills: Choose two from Acrobatics, Athletics, History, Insight, Intimidation, Perception or Performance

Equipment

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

  • (a) Any martial melee weapon and a shield or (b) 2 martial melee weapon
  • (a) A dagger or (b) any simple melee weapon
  • (a) A leather armor or (b) a hide armor
  • (a) An explorer's pack or (b) An dungeoneer's
  • If you are using starting wealth, you have 5d4x10 gp to buy your own equipment in funds.

Table: The Swordplayer

Level Proficiency
Bonus
Features Focus
1st +2 Stance, Fighting Style -
2nd +2 Focus, Focussed Strike 2
3rd +2 Path Feature 3
4th +2 Ability Score Improvement 4
5th +3 Extra Attack 5
6th +3 Muscle Memory 6
7th +3 Path Feature 7
8th +3 Ability Score Improvement 8
9th +4 Primordial Instinct 9
10th +4 Superior Stance 10
11th +4 Meditation 11
12th +4 Ability Score Improvement 12
13th +5 Path Feature Heightened Sense 13
14th +5 Superior Focussed Strike 14
15th +5 Superior Muscle Memory 15
16th +5 Ability Score Improvement 16
17th +6 Ultimate Stance 17
18th +6 Eye of the Beast 18
19th +6 Ability Score Improvement 19
20th +6 Path Feature 20

Stance[edit]

You assume one of these three stances, granting you a bonus until you stop maintaining it. Assuming a stance for the first time after you rolled initiative costs you a bonus action, then you will have to use an action to change your stance.

  • Wolf: You gain a +2 bonus to attack rolls.
  • Aurochs: You gain a +1 bonus to AC.
  • Falcon: You gain a +2 bonus to damage rolls.

Fighting Style[edit]

You adopt a particular style of fighting as your specialty. Choose one of the fighter's Fighting Style options. You can't take the same Fighting Style option more than once, even if you get to choose again.

Focus[edit]

When you reach 2nd level, you gain 2 focus points, and you gain one additional point every time you level up, to a maximum of 20 at level 20. You regain all spent focus points when you finish a long rest.

Focussed Strike[edit]

At 2nd level , you aim for the vital of a creature you choose, allowing you to inflict extra damage to them. When you hit a creature you can add 1d8 damage of the same damage type of your weapon using one focus point. You can use more focus point up to your Wisdom modifier (Minimum 1) to a maximum of five focus point used, for a total of 5d8 extra damage.

Path Feature[edit]

When you reach 3rd level, you choose which stance define you better as a swordplayer. Your choice grants you features at 3rd level and again at 7th, 13th, and 20th level.

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.

Muscle Memory[edit]

At 6th level, you can change your stance as a bonus action using 1 focus point. When you do so, you hold the effect of the previous stance for 1 minute.

Primordial Instinct[edit]

At 9th level, whenever you must make a Wisdom saving throw, you can use 1 focus point to roll the save with advantage. You make this choice before rolling the dice.

Superior Stance[edit]

By 10th level, when you roll initiative you can assume your first stance as part of the initiative roll. Changing stance still requires an action.

  • Wolf: You gain a +3 bonus to attack rolls.
  • Aurochs: You gain a +2 bonus to AC.
  • Falcon: You gain a +3 bonus to damage rolls.

Meditation[edit]

When you reach 11th level, whenever you finish a short rest meditating, you can roll one or more Hit Dice ro recover half the result as focus point (Minimum 1).

Heightened Sense[edit]

At 13th level, you gain advantage for your initiative rolls and you can't be surprised unless you are incapacitated.

Superior Focussed Strike[edit]

By 14th level, the bonus damage from Focussed Strike increases from 1d8 to 2d8 per focus point used.

Superior Muscle Memory[edit]

Beginning at 15th level, you can hold all of the previous stances bonus when you use the Muscle Memory feature.

Ultimate Stance[edit]

When you reach 17th level, the stances gain even more power:

  • Wolf: You gain a +4 bonus to attack rolls. You gain an extra attack, for a total of three attacks per round.
  • Aurochs: You gain a +3 bonus to AC. Hostile creatures that make an attack roll against you can't gain advantage.
  • Falcon: You gain a +4 bonus to damage rolls. Whenever you kill or incapacitate a creature, you double your base speed until the end of your turn and you can't be targetted by opportunity atttacks.

Eye of the Beast[edit]

At 18th level, you gain 9 meters (30 feet) of blindsight. You can stare a creature and discover his alignement and his intention towards yourself.


Path of the Bloody Wolf[edit]

Swordplayers that chooses the path of the bloody wolf are restless hunters who shine when they fight with allies.

Wolf's Tactics[edit]

By 3rd level, when an allied creature is 1.5 meters (5 feet) from you, you gain advantage to attack rolls.

Survivalist of the Forest[edit]

At 3rd level, you gain proficiency in survival skill, if you already have proficiency, then gain expertise in survival.

Wolf's Fang[edit]

When you reach 7th level, whenever you attack a creature, you can use 2 focus point to knock the target prone if it is Huge or smaller.

Beast Wrath[edit]

Reaching 13th level, you can't be frightened or charmed by any means when you are in the wolf stance.

Bloody Frenzy[edit]

By 20th level, you can use 5 focus point to enter in a state of frenzy as a bonus action, gaining the effect of Freedom of movement and allowing to score a critical hit on a 19 roll or 20 until you change stance.


Path of the Runaway Aurochs[edit]

Swordplayers that chooses this path are incredibly coriaceous and they shine when defending their allies

Provoke[edit]

At 3rd level, when you fight a creature, you can use 1 focus point as a bonus action to impose disadvantage to attack rolls made to any creature but you. This effect lasts until the end of the creature turn. To use this feature you must see the creature and she must hear you, the creature is affected even if you don't share a language with her.

Natural Tenacity[edit]

By 3rd level, you gain proficiency in heavy armors.

Aurochs's Horn[edit]

When you reach 7th level, when a creature attacks you, you can spend 1 focus point and use your reaction to make a single attack to the creature that caused the reaction.

Force of Nature[edit]

Beginning at 13th level, when you are in the aurochs stance, you gain advantage to push creatures, also, if you succesfully push a creature, the creature falls prone. When you damage a building or an object your attacks always score a critical hit.

Immortal Will[edit]

At 20th level, you can use 5 focus point as a bonus action to enter an apparent immortal state, gaining resistance to all damage types until you change stance.

Path of the Soaring Falcon[edit]

Swordplayers that chooses this path are free spirits who hunt isolated targets like predators.

Hunt the Target[edit]

By 3rd level, when you attack a creature you start hunting it. When you make a succesfull attack to a creature you add +1 to your damage roll up to a maximum of +3. You lose your bonus when you attack another creature that you are not hunting.

Hunter's Precision[edit]

At 3rd level, you gain proficiency in simple and martial ranged weapons.

Falcon's Claw[edit]

When you reach 7th level, whenever a creature is hunted and you have a +3 damage bonus on that creature, you can use 2 focus points as part of an attack action to open a mortal wound. The creature must succed a Constitution saving throw of DC 8 + Proficiency Bonus + Focus Point used or suffering 3 damage for each time the creature is hit by an attack roll or the creature makes an attack. The damage and the DC of this feature grows by 1 for each focus point you use to a maximum of your Wisdom modifier.

Fly of the Predator[edit]

By 13th level, until you are in the falcon stance you gain flying speed equal to your base speed. If you don't have nothing to stand by the end of your turn you fall down.

Graceful Dance[edit]

At 20th level, you can use 5 focus point as a bonus action to start fighting as if you are dancing. When you attack a creature, it counts as fully hunted, bringing the damage bonus to +3, also the Falcon's Claw feature won't cost 2 focus point. If you use the Falcon's Claw feature in this way, use it as if you spent the initial 2 focus point for the damage and the DC, but you can still spend focus point to amplify the DC and the damage as usual. This feature lasts until you change stance.

Multiclassing[edit]

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

Proficiencies. When you multiclass into the Swordplayer class, you gain the following proficiencies: simple weapons, martial weapons

0.00
(0 votes)

Back to Main Page5e HomebrewClasses