Base Class: Fighter
Sword Sages are mystical warriors dedicated to the idea that victory in battle is not determined by the speed of one’s reflexes nor the strength of one’s body, but the power of one’s mind. By undergoing grueling training and esoteric rituals, these fighters are able to summon spectral weapons to their side that serve as representations of their power and spirit; the stronger the fighter, the more weapons they can summon.
Though few have ever shown the skill and willpower needed to become a true Sword Sage, the ones that have have been recorded in the annals of history as true masters of war; warriors who could decimate entire battalions without ever lifting as much as a finger.
Sage's Discipline
Beginning when you choose this archetype at 3rd level, you’ve been trained in the martial and mental disciplines of a sword sage. You learn the prestidigitation cantrip. In addition, you gain proficiency in the Intelligence (Arcana) skill.
Halo of Swords
Also at 3rd level, you can summon ethereal weapons that you can control with your mystic abilities. As a bonus action, you can summon a number of ethereal and intangible weapons that begin gently floating around you, known as a Halo of Swords. You decide the appearance of your Halo of Swords, which lasts for 1 hour, until you are killed or until you choose to dismiss it as a bonus action.
Whenever you take the Attack action to make a weapon attack, you can make the attack with one of the ethereal weapons that make up your Halo of Swords. Attacks with these weapons use Intelligence for its attack and damage rolls, instead of Strength or Dexterity. When you do so, you can choose to either make it a melee- or ranged attack:
Melee. You strike a creature within 5 feet of you with one of the ethereal weapons. Roll a melee weapon attack. On a successful hit, the creature takes force damage equal to 1d8 + your Intelligence modifier.
Ranged. You launch one of the ethereal weapons towards a creature within 60 feet of you. Roll a ranged weapon attack. On a successful hit, the creature takes force damage equal to 1d8 + your Intelligence modifier.
The damage dealt by your Halo of Swords attacks increases from 1d8 to 2d8 at 10th level.
You can use this feature once per short rest.
Elemental Infusion
At 7th level, you can channel the elements through the ethereal weapons you wield. As a bonus action, you cause elemental energy to flare up from your Halo of Swords for 1 minute. When you do so, choose a damage type from the following list; acid, cold, fire, lightning or poison damage. For the duration, all attacks you make with your Halo of Swords deal an additional 1d4 damage of the chosen damage type.
You can use this feature once per long rest.
Mystic Parry
At 10th level, you can use the ethereal weapons from your Halo of Swords to shield yourself and your allies from damage. When you or a creature of your choice within 30 feet of you takes damage while your Halo of Swords feature is active, you can use your reaction to reduce the damage taken by the target equal to 2d8 + half your fighter level rounded up.
Sage's Arms
At 15th level, you’ve achieved mastery of your Halo of Swords. You gain the following features:
- While your Halo of Sword feature is active, you gain the benefits of half cover.
- The additional damage of your Elemental Infusion feature increases to 2d4.
Tempest of Blades
At 18th level, you can shape the ethereal blades you wield into a ferocious storm capable of swiftly eviscerating your enemies. As an action, you can create a storm of slashing ethereal blades within a 20-foot-radius, 60-foot-high cylinder centered on a point within 30 feet of you. Any creatures of your choice within this area must make a Dexterity saving throw against a DC of 8 + your proficiency bonus + your Intelligence modifier. On a failed save, a creature takes force damage equal to 8d8 + your Intelligence modifier. On a successful save, a creature takes half damage.
You can use this feature once per long rest.
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