Three-Sword Style (5e Class)
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Three-Sword Style[edit]
A swordsman stands quietly against a crowd of opponents, his eyes shaded by a wide-brimmed hat as he awaits the next attack, although already a small mound of his fallen foes has accumulated before him. He doesn't speak, not for lack of ability, but for the fact he is holding a third blade in his mouth. A smirk breaks his steely visage, and he lowers his stance as the next rush of emboldened warriors falls upon him. This is, after all, what he's been training for his whole life.
Creating a Three-Sword Style[edit]
Roronoa Zoro, by Old zhang |
Do you enjoy playing a Fighter, or Monk? A Three-Sword Style combines the Martial Prowess of a Fighter with the Unarmored Defense and attack output of a Monk, creating a powerful frontline fighter capable of fending off multiple attackers at once, establishing themselves as dominant forces on the battlefield.
- Quick Build
You can make a Three-Sword Style quickly by following these suggestions. First, Strength, or Dexterity should be your highest ability score, followed by Constitution. Second, choose the Soldier, or Marine background. Third, choose three katana, or three longswords, this will be determinate on whether you chose Strength, or Dexterity for your primary stat.
Class Features
As a Three-Sword Style you gain the following class features.
- Hit Points
Hit Dice: 1d8 per Three-Sword Style level
Hit Points at 1st Level: 8 + Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + Constitution modifier per Three-Sword Style level after 1st
- Proficiencies
Armor: None
Weapons: simple weapons, martial weapons
Tools: Smith's tools
Saving Throws: Strength, Constitution
Skills: Choose two from Acrobatics, Athletics, Insight, Intimidation, Perception, and Survival
- Equipment
You start with the following equipment, in addition to the equipment granted by your background:
- (a) longsword or (b) scimitar
- (a) longsword or (b) scimitar
- (a) longsword or (b) scimitar
- explorer's pack and smith's tools
Level | Proficiency Bonus |
Features |
---|---|---|
1st | +2 | Armed Defense, One-Sword Style |
2nd | +2 | Two-Sword Style |
3rd | +2 | Swordsman Path |
4th | +2 | Ability Score Improvement |
5th | +3 | Three Sword Style, Ogre Cutter |
6th | +3 | Tiger Hunting, Three Thousand Worlds |
7th | +3 | Swordsman Path Feature, Extra Attack |
8th | +3 | Ability Score Improvement |
9th | +4 | Dragon Twister |
10th | +4 | Leopard Harp Orb, Great Buddha Cutter |
11th | +4 | Gorilla Techniques |
12th | +4 | Ability Score Improvement |
13th | +5 | Night Splitter Crow, Bull Needles |
14th | +5 | Streaming Wolf-Swords, Extra Attack |
15th | +5 | Swordsman Path Feature |
16th | +5 | Ability Score Improvement |
17th | +6 | Crag Claw, Crow Demon Hunting |
18th | +6 | Brave Claw |
19th | +6 | Ability Score Improvement |
20th | +6 | Demon Aura Nine Sword Style Asura |
Armed Defense[edit]
At 1st level, you can use the swords you wield to deflect and block incoming attacks. While wielding a sword that causes slashing damage and lacks the heavy property, your AC equals 10 + your Dexterity modifier + your Constitution modifier. For each additional sword you are wielding beyond your first, you gain +1 to your AC.
One-Sword Style[edit]
Starting at 1st level, when wielding a sword in both hands that lacks the heavy property, you can use the One Sword style techniques. You can use each One Sword Style technique a number of times equal to your proficiency bonus, regaining all uses of each ability after finishing a long rest. When you're holding one sword you gain a +1 bonus to attack rolls made with swords.
Some of your abilities require your target to make a saving throw to resist the ability's effects. The saving throw DC is calculated as follows:
Ability DC = 8 + your proficiency bonus + your dex modifier
- Lion Strike. Placing a single, sword upright and listening to the breath of your opponent, you rapidly strike, passing by your foe. While your sword is stowed, you can use an Action to draw it and make an attack. On a hit, your attack deals normal damage, plus a number of d6s equal to half your proficiency bonus (rounded up) of the same damage type that the attack would normally cause. This damage ignores resistance to non-magical slashing. In addition, you can move on a straight line after performing this attack, passing through your target's space after using the attack without provoking attacks of opportunity, ending in an unoccupied space within your movement's reach in a straight line past your target.
- Phoenix Cannon (36 pounds). With swift movement, you can cause your sword to create a gust of wind that cuts targets ahead of you. You can use an action to make a melee weapon attack against a creature within 30 feet using the sword. On a hit, your attack deals normal damage, plus a number of d6s equal to your proficiency bonus of the same damage type that the attack would normally cause, and is pushed 10 feet back.
- (72 pounds Phoenix Cannon).' At 5th level, you can use this technique while Double Wielding, making two strikes in one. On a hit, your attack deals double damage, plus a number of d8s equal to your proficiency bonus of the same damage type that the attack would normally cause, and is pushed 20 feet back.
- (108 pounds Phoenix Cannon). At 11th level, you can make three strikes while Triple Wielding. On a hit, your attack deals triple damage, plus a number of d10s equal to your proficiency bonus of the same damage type that the attack would normally cause, and is pushed 30 feet back.
- Flying Dragon: Fire Blaze. While holding one sword that lacks the heavy property with both hands, you can jump into the air and slash at your opponent. As an action, make an attack against a creature using your sword. On a hit, the target must succeed on a Constitution saving throw, or take additional fire damage equal to a number of d6s equal to half your level in this class (rounded up), or half as much on a success.
Two-Sword Style[edit]
Starting at 2nd level, you gain mastery over two-weapon fighting. When you take the Attack Action and Attack with a sword that you’re wielding in one hand, you can make a single attack against the same target with a different sword that you’re wielding in the other hand as part of the same attack action. You can add your ability modifier to the damage of this second attack if you aren't adding it already. While you are wielding 2 swords, you gain a +2 bonus to attack rolls made with swords.
- Two-Sword Techniques
In addition, you learn to perform the following two-sword techniques, whenever you wield a pair of swords. You can use each Two-Sword technique a number of times equal to your Strength modifier (minimum of 1), and regain all uses of each ability after a short or long rest.
- Hawk Wave. As an action, you send forward a line of strong wind 60 feet long and 10 feet wide. Each creature in the line must succeed on a Strength saving throw or be pushed 15 feet away from you in a direction following the line. The wave disperses gasses and vapors, and it extinguishes candles, torches, and similar small unprotected flames in the area. It causes protected flames, such as those of lanterns or campfires, to dance wildly and has a 50 percent chance to extinguish them.
- Rhino Cycle. As an action, you create a whirlwind in a 5-foot radius around you. Any unsecured creature, object, or small structure in the area must succeed on a Strength saving throw, or be pushed 5 feet back and is knocked prone.
- Two Cutter. If you haven't moved on your turn, you can assume the Two Cutter Stance. Doing so reduces your movement speed by half. While in this stance, your attacks with your swords have a 10-foot reach, as each attack sends forth a slashing gust of air.
- Thin Life Gate. You can draw a pair of swords with blinding speed, making a large cut into an object, structure, or creature. As an action, you can prepare to slash any object, structure, or creature if there is an empty space on the far side of it that is within your movement speed. With blinding speed you teleport to the other side of whatever you're cutting and attempt to bisect it. Make an attack roll and on a hit, you deal your normal damage with both weapons and additional damage equal to your level in this class. If you score a critical hit on an object or structure or deal more than half of the object's total HP you can choose to perfectly bisect whatever you attempted to slash.
- Sky Tanuki Lance. You slam the back of both blades downwards with incredible force enough to stop a fall or injure an opponent. As a reaction when falling you can reduce whatever fall damage you would have taken by the attack damage of both blades, if the damage is reduced to 0 you can choose to land on your feet instead of falling prone. If you are falling on an opponent you can instead use this technique to add your fall damage to your attack. On a hit, any fall damage you would have taken gets negated, and that much damage is added to one of your weapon attacks. On a miss you take fall damage as normal.
Swordsman Path[edit]
Starting at 3rd level you can choose either path of Haki Controller or Path of the Zombie Samurai. Your choice grants you features at 3rd level, and again at 7th, and 14th 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 score of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.
Three Sword Style[edit]
Starting at 5th level, you learn an unorthodox style of swordsmanship that involves using three swords at once - one in each hand and one in your mouth. You can wield a sword that lacks the heavy or two-handed property in your mouth. While you are wielding your three swords you gain +3 bonus to attack rolls made with swords.
- Triple Wielding
When you roll initiative, you can draw your three swords (no action required). To do so, you must have two hands and your mouth free. The swords can't have the heavy or two-handed property.
- Three-Weapon Fighting
While triple wielding, you can engage in Three-Weapon Fighting. When you take the Attack Action and Attack with a sword that you’re holding in one hand, you can make a single attack against the same target with a different sword that you’re holding in the other hand as part of that same action, and you can use a bonus action to attack that target with the third sword in your mouth. You can add your ability modifier to the damage of each of these attacks, if you aren't already
Ogre Cutter[edit]
At 5th level, you can rush forward towards an enemy to perform a three-way simultaneous slashing attack. While Triple Wielding, you can use one of the following variations of the ogre cutter. You can use this feature three times, and regain all expended uses after you finish a long rest.
- Basic Ogre Cutter. You can use your Action to pass trough the space occupied by a hostile enemy and make a melee weapon attack. On a hit, your target takes an additional 4d8 slashing damage.
- Burning Ogre Cutter. As an action, you can set your swords - and yourself - ablaze and pass trough the space occupied by a hostile enemy, making a melee weapon attack as part of the same action. On a hit, the target takes an additional 4d8 slashing damage and 1d6 fire damage, and the target is set ablaze. At the end of each of its turns for 1 minute thereafter, a target ablaze takes an additional 1d6 fire damage. The target or another creature within 5 feet of it can use its action to put out the flames. While you remain ablaze, once on each of your turns you can add an additional 1d6 fire damage with each of your melee weapon attacks made with swords.
- Charm Demon Sleepless Night Ogre Cutter. You can channel your spiritual power at the start of your turn, causing the image of a demonic entity appear behind you (no action required). A target of your choice within 5 feet of you must succeed on a Wisdom saving throw, or be frightened by you for 1 minute. The target can make another saving throw at the end of each of its turns to end the effect.
Tiger Hunting[edit]
At 6th level, while Double or Triple Wielding, you can make simultaneous attacks with your swords. You raise both swords overhead, and make a double descending strike with them. Using your action to make one melee attack against two creatures within 5 feet of one another (if the two swords you are using have a different attack bonus, use the same attack roll for each creature but apply the attack bonuses individually). Any creature that is hit by this is pushed 15 feet in any direction of your choice, in addition to the normal damage and effects of the attack.
Three Thousand Worlds[edit]
Starting at 6th level, you can spin both your blades and run forward towards your opponent making a devastating strike, opening the target's defenses with the swords in your hands and making a third attack with your mouth. As an action, while Triple Wielding, make a melee weapon attack against a target within 5 feet of you using the sword in your mouth. For this attack, the target's AC is reduced by twice your proficiency bonus.
Extra Attack[edit]
Starting at 7th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. You can attack three times instead of two starting at 14th level.
Dragon Twister[edit]
At 9th level, you can spin your blades and create a spiral tornado in the shape of a dragon that cuts and blows your target away. As an action, you create a whirlwind that is a 5-foot radius, 10-foot high cylinder around you. Any creature, object or structure in the area must make a Dexterity saving throw, taking 1d6 bludgeoning damage and 1d6 slashing damage on a failed save, or half as much on a success. In addition, a Medium or smaller creature or object that fails the save is thrown 10 feet in a random direction and fall prone on the ground.
Alternatively, you can use this technique in an unarmed variant manner, known as the No Sword Style. Doing so causes only the bludgeoning damage.
Leopard Harp Orb[edit]
At 10th level, you can jump forward, twirling like a hurricane towards your opponent. As a bonus action, you jump 30 feet forward and force the target to make a Wisdom (Perception) check against Swordsman Save DC. On a failed save, you have advantage on your attacks made until the end of this turn. On a success, the target is immune to the effects of this feature for the next 24 hours.
Great Buddha Cutter[edit]
Also at 10th level, you can make a series of horizontal sword slashes, powerful enough to cut apart enormous structures. As an action, while wielding a sword, you can attack an object or structure three times.
If you hit a huge or gargantuan object or structure, you cause all sections of that object in a line 30 feet long and up to 30 feet wide to dissect and split. This could cause structures to collapse, doors to be slashed open, or small holes be slashed open in walls and roofs.
Gorilla Techniques[edit]
At 11th level, you can enhance the strength of your arms to unleash devastating attacks, striking with the power of a gorilla.
- One Gorilla. Using an action or bonus action on your turn, you can enhance the Strength of one of your arms. Your Strength score becomes 21 for the purpose of saves and checks, and for attack and damage rolls made with that arm. In addition, your first attack with a sword in that hand each turn causes an additional 1d6 damage. This improvement lasts for 1 minute, and can't be used again for the same arm for next minute.
- Two Gorilla. If you have One Gorilla active in both arms, you gain the benefits of Two Gorilla. Your Strength score becomes 23 instead, and each attack you make with your arms causes an additional 1d6 damage.
- Two Gorilla Slash. If you hit a creature with each of your arms while you have the benefits of Two Gorilla, the target is pushed 30 feet back. If the target collides with a creature, object or structure larger than itself, it takes additional 3d6 damage. You can also use your Two Gorilla Slash as a reaction whenever you succeed a Strength contested check or saving throw against a creature within 5 feet of you.
Night Splitter Crow[edit]
Starting at 13th level, while Triple Wielding, you can cross the blades of your three swords, forming the spectral spirit of a crow with open wings, spinning forward like a spinning wheel. As an action, your movement speed doubles and you can travel in any straight direction while spinning and attacking every creature that you pass over, stamping the 3 blades into your enemies. All creatures must make a Dexterity saving throw, taking 4d6 slashing damage and getting knocked prone on a failed save, or taking half as much on a success and are not knocked prone. If you travel over a creature that takes up 10 feet or more space, they instead take 2d6 slashing damage per tile you pass over them.
Bull Needles[edit]
At 13th level, while Double or Triple Wielding, you can make a charge attack, raising both swords held in your hands as bull horns. Sometimes, a spectral bull can be seen surrounding users of this technique. As an action you charge forward with both swords raised. A creature you can see within your movement speed must make a Constitution saving throw, taking 8d4 piercing damage on a failed save, or half as much on a successful save.
Streaming Wolf-Swords[edit]
At 14th level, while Triple Wielding, you can spin, evading strikes while moving forward with your swords, preparing to land a opportunistic strike. Whenever a creature uses the Attack action or Multi-attack and misses all attacks made during that action, you can use your reaction to make three melee attacks, one with each sword, against it. If the creature makes ranged attacks, you can move up to 30 feet, being able to use this feature if you end your movement within reach.
Alternatively, if a creature causes you to make a Dexterity saving throw, you can use a reaction to attempt to use this feature. If you succeed the save, you take no damage and can move up to 30 feet. Ending your movement within 5 feet of the target allow you to use this technique as part of the same reaction.
Crab Claw[edit]
At 17th level, while Triple Wielding, you can hold your three swords in a horizontal position, suddenly clamping them together like a guillotine. As an action you can choose a single creature within 5ft of you to clamp down on them with all 3 swords making 1 attack roll. On a success, the creature takes 9 times damage from one of your sword's attacks. On a critical hit, you can choose to forgo the damage to instead slash off an appendage of the creature you attacked.
Crow Demon Hunting[edit]
At 17th level you learn the crow demon hunting technique, a special method of cutting, precise and strong enough to cut even through steel. Your attacks with swords ignore resistance and immunity to slashing damage.
In addition, you can use a reaction whenever an object is thrown or shot at you to attempt to cut it mid-air. You can reduce the damage of the attack by your Level + Dexterity Modifier + Prof. Bonus, if the damage is reduced to 0 you slash apart the projectile or you can choose to "catch" it and throw it back at any creature within 60ft using the original attack roll.
Bull Ogre: Brave Claw[edit]
At 18th level, you can use the Bull Ogre: Brave Claw, a technique where you point all blades toward an enemy preparing to either destroy their weapon or decapitate them. As an action while Triple Wielding you can rush at an opponent and slash them with full force. The enemy must succeed on a Dexterity saving throw or have their weapon destroyed. If the item is magical or unbreakable the item is instead launched 100ft in a direction the user chooses. If you were aiming to decapitate them they will take 10d10 slashing and if this damage reduces the creature to 0 HP they are decapitated.
Demon Aura Nine Sword Style Asura[edit]
At 20th level while wielding 3 swords, you can surround yourself with a demonic aura for 1 minute, which gives you a +3 to Strength, Constitution and Dexterity, and for each sword attack you make, you can make an attack with the sword in your other hand and the sword in your mouth as part of the same attack. You roll Intimidation with advantage, and your movement speed increases by 50. Once you use this ability, you can't do so again until you finish a long rest.
Path of the Haki Controller[edit]
- Haki Energy
Starting at 3rd level, you gain the ability to use haki, a mysterious energy that lies inside every living creature. Your ability to control haki is represented by an amount of haki points you have. You have an amount of haki points equal half your Haki Controller level (rounded up), + your Constitution modifier + you Wisdom modifier. You regain all Haki points when you finish a short or long rest.
Some haki techniques require you to be a Three-Sword Style of a certain level to use it. When a haki feature requires concentration, this works as concentrating on a spell.
When using a Haki Technique, you must obey a Haki Limit. This means that you can't spend more than that amount of haki in each turn. Your Haki Limit is equal to your proficiency bonus.
You can learn a number of Haki techniques equal to your Wisdom modifier (minimum of 1). Whenever you gain a new level in this class, you can replace a haki technique you know for a new one.
- Observation Haki
Starting at 3rd level, you gain blindsight up to a range of 1 feet per point of haki you currently have. In addition, you gain access to Observation Haki Abilities shown below.
- Armament Haki
When you reach the 7th level, your weapon attacks are considered magical, for the purposes of overcoming resistances and immunity to non-magical damage. In addition, you gain access to Armament Haki Abilities shown below.
- Conqueror's Haki
When you reach the 15th level, you can use your Wisdom modifier, instead of your Charisma modifier, for Charisma checks. In addition, you gain access to Haki Abilities abilities shown below.
Haki Abilities[edit]
- Observational Haki
- Strength Sensing. As a bonus action, you can spend 2 haki to analyze the aura of one creature you see. You learn its current hit point total and all its immunities, resistances, and vulnerabilities. Alternatively, you can learn if the creature is equal, superior or inferior to you regarding two of the following characteristics: Strength Score; Dexterity Score; Constitution score; Armor Class; Current hit points; Total class levels, if any.
- Emotion Sensing. As a bonus action, you can spend 2 haki to learn a one-word summary of the emotional state of up to six creatures you can see, such as happy, confused, afraid, or violent.
- View Aura (5th level). As an action, you can spend 3 haki to study one creature’s aura. This effect lasts for 1 hour or until you lose concentration. While you can see the target, you learn if it’s under the effect of any magical effects, its current hit point total, and its basic emotional state. While this effect lasts, you have advantage on Wisdom (Insight) and Charisma checks you make against it.
- Intent Sensing (7th level). In response to an attack hitting you, you can spend 3 haki as a reaction to impose disadvantage on that attack roll, possibly causing it to miss.
- Presence Sensing (13th level). As a bonus action, you can spend 2 haki to gain the ability to see auras, even of invisible or hidden creatures, for the next minute or until you lose concentration. You can see all creatures, within 60 feet, regardless of lighting conditions.
- Future Seeing (13th level). As an action, you can spend 5 haki to see into the future. This lasts for 8 hours and requires concentration. While active, you can’t be surprised, attack rolls against you can’t gain advantage, and you gain a +10 bonus to initiative.
- Armament Haki
- Emission. As an action, you can spend up to your haki limit to choose one creature you can see within 60 feet of you. The target must make a Strength saving throw. On a failed save, it takes 1d8 force damage per haki point spent and is pushed up to 5 feet per point spent in a straight line away from you. On a successful save, it takes half as much damage and is not pushed.
- Alternatively, you can choose to reduce the damage by 1d8 to knock the target prone on a failed save. You must decide whether or not to make this adjustment before they roll for the save.
- Quick Imbuement. As a reaction when you are hit by an attack, you can spend up to your maximum haki limit to to harden your skin briefly, gaining a +1 bonus to AC for each haki point you spend on this ability. The bonus lasts until the end of your next turn (including against the triggering attack).
- Basic Defensive Imbuement. As a bonus action, you can spend 2 haki to gain resistance to bludgeoning, piercing, and slashing damage until the end of your next turn.
- Skin Imbuement. As an action, you can spend 2 haki to cover your skin with a blackened layer of haki. For 8 hours, your base AC is 14 + your Wisdom modifier, and you gain resistance to slashing damage. This effect ends if you are wearing or don armor.
- Muscular Imbuement (5th level). As a bonus action, you can spend 2 haki to imbue your muscles with haki. Doing so give you 2d10 temporary hit points for 1 minute, or until you lose concentration. In addition, until your concentration ends, your melee weapon attacks deal an extra 1d4 damage on a hit, and your movement increases by 10 feet. Finally, you have advantage on all Strength checks and saving throws.
- Hardening (7th level). As a bonus action, you cover yourself with haki, gaining 5 temporary hit points, plus 5 for each haki point spent.
- Advanced Defensive Imbuement (13th level). As a bonus action, you can spend 6 haki to harden your body, gaining resistance to bludgeoning, piercing, and slashing damage, which lasts for 1 minute or until your concentration ends.
- Weapon Imbuement (13th level). As a bonus action, a weapon you touch becomes magical, and gains a +3 bonus to its attack and damage rolls. This bonus lasts for 10 minutes or until you lose concentration.
- Conqueror's Haki
- Characteristics of a King. You can use 2 haki to gain advantage on all your Charisma checks for the next hour.
- Domination. You can use 2 haki to temporarily dominate the psyche of others and intimidate them. This is most effective against animals, with usages causing them to either become fearful and flee or become docile for a brief period, with either effect happening instantly. This effect lasts for 1 hour on animals or 1 min on humanoids or until you lose concentration. This domination results in the victim losing consciousness a short time later.
- Incapacitation. You can use 3 haki to attack every creature in a 5 foot radius around you. All creatures must make a Constitution saving throw. Taking 4d6 force damage and getting knocked prone a on failure, or taking half as much damage on a success.
Path of the Zombie Samurai[edit]
- Zombified Nature
Starting at 3rd level, your body becames an empty vessel, inhabited by an evil spirit. You become immune to critical hits, can't suffer from exhaustion, don't need to eat, drink, breathe or sleep. You also don't feel pain and are immune to any effects that have pain in their name or description.
- Burning Zombie
At 7th level, you can add 1d4 fire damage to all attacks, and you gain resistance to fire damage. Any One Sword Style techniques can be rolled with advantage while you or your enemy is on fire.
- Undead Fortitude
At 15th level, if damage reduces you to 0 hit points, you must make a Constitution saving throw with a DC of 5 + half the damage taken, unless the damage is radiant or from a hit that should have been a critical hit. On a success, you drop to 1 hit point instead.
Multiclassing[edit]
Prerequisites. To qualify for multiclassing into the three-sword style class, you must meet these prerequisites: 13 Strength, 13 Wisdom.
Proficiencies. When you multiclass into the three-sword style class, you gain the following proficiencies: light armor, medium armor, simple weapons, and martial weapons.
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