Base Class: Fighter
Able to channel innate magics to augment their weapons in he heat of battle. The Sword Artist is a master of speed, deception, and magical enchanting.
Combat Specialist
Sword Arts; You can choose three sword arts from the list below, you can select two additional sword arts at levels seven, ten, and fifteen. Each time you learn new sword arts, you may replace one sword art you know with a different one. You may only use one sword art per attack. You can apply these sword arts to your weapon as a bonus action. You may use these sword arts a number of times equal to half your proficiency bonus + wisdom modifier per long rest.
Saving Throws; Some sword arts require your target to make a saving throw to resist its effect. The DC is calculated as follows.
- 8 + proficiency bonus + Strength or Dexterity modifier.
Innate Magics; When augmenting a weapon through use of a sword art, the weapon is considered magical for the purpose of overcoming resistances.
Sword Arts
Advanced Strike;
You suffer a -5 to hit, but the attack deals an extra 10 damage if it hits.
Scorching Strike;
This attack deals an additional 1d6 fire damage.
Freezing Strike;
This attack deals an additional 1d6 cold damage.
Shocking Strike;
This attack deals an additional 1d6 lightning damage.
Corrosive Strike;
This attack deals an additional 1d6 acid damage.
Booming Strike;
This attack deals an additional 1d6 thunder damage.
Slowing Strike -
When you hit a creature, they must succeed a Strength saving throw or have their movement halved until the end of their next turn.
Crippling Strike -
When you hit a creature, they must succeed a Constitution saving throw or be knocked prone.
Reaching Strike -
This attack has its range doubled.
Healing Strike -
This attack restores a number of hit points equal to the damage dealt instead of dealing damage.
Defensive Strike -
If the attack hits, you automatically take the dodge action for free.
Analyzing Strike -
If the attack hits, you learn the strength score, constitution score, and armour class of the target.
Manoeuvring Strike -
If the attack hits, you or an ally within 15 feet can move up to half your movement speed without provoking opportunity attacks.
Switch Strike -
You can forgo one of the attacks in the attack action to allow an ally to make one attack in its place.
Focusing Strike -
You gain an extra +5 to hit, but the attack deals only dice damage, no modifiers.
Disarming Strike -
When you hit a creature, they must succeed a Dexterity saving throw or drop the weapon in their hand, requiring a bonus action to pick it back up.
Assisting Strike -
If the attack hits, the next attack made against the target has advantage.
Reactionary Speed
You gain +5 movement speed, and can ignore non magical rough terrain. In addition, whenever you are hit, you can use your reaction to move up to half your movement speed without provoking opportunity attacks.
Auxiliary Enchanter
Allied Arts; As a reaction when an ally makes an attack, if they are within 15 feet of you, you can apply the effect from one of your sword arts to their weapon. If the effect requires a saving throw, follow the formula from above, but use the attackers modifiers. You can use this feature a number of times equal to your wisdom modifier per short or long rest.
Fortified Wisdom; You gain proficiency in wisdom saving throws.
Master Artist
Signature Arts; Select two sword arts, you can use these arts a number of times equal to half your wisdom modifier, (minimum of one) without affecting the number of times you can use sword arts per long rest.
Permanent Augmentation
Magical Speed; Your speed can not be reduced.
Magical Sight; You can roll all perception checks at advantage that are made relying on sight, and gain superior darkvision.
Magical Speech; You can roll all persuasion checks at advantage.
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