Base Class: Fighter
The prowess of a Swordsage is different from that of other fighters; a Swordsage doesn't focus on raw power, learn specialized battle techniques, study magic, or simply hone skill. For a Swordsage, the connection to the weapon is a sacred one that goes beyond the physical. It is the wisdom of the smith, both the teacher and the student. A Swordsage seeks only to know the secret knowledge of the multiverse through combat, and every blow helps to come closer to that revelation. In this regard, a Swordsage only seeks truth, and through it uncovers power other warriors could never hope to achieve.
Disciplined Focus
When you choose this archetype at 3rd level, you learn discipline maneuvers that are fueled by special dice called Focus dice.
Disciplined Maneuvers. You learn three maneuvers of your choice, which are detailed under “discipline Maneuvers” below. Many discipline maneuvers enhance an attack in some way. You can use only one maneuver per turn.
You learn two additional maneuvers of your choice at 7th, 10th, and 15th level. Each time you learn new maneuvers, you can also replace one maneuver you know with a different one.
Focus Dice. You have four superiority dice, which are d8s. A superiority die is expended when you use it. You regain all of your expended superiority dice when you finish a short or long rest.
You gain another focus die at 7th level and one more at 15th level.
Casting Spells. Some discipline maneuvers grant you the ability to cast spells. When you use a discipline maneuver to cast a spell, you cast the spell at its lowest level.
Saving Throws. Some of your discipline maneuvers require your target to make a saving throw to resist the maneuver’s effects. The saving throw DC is calculated as follows:
Disciplined Maneuver save DC = 8 + your proficiency bonus + your Wisdom modifier
Sense Magic
Starting at 3rd level, you can innately sense the presence of magic. You know the detect magic spell, but when you cast it using this class feature, you can only cast it as a ritual.
Discipline Maneuvers
The discipline maneuvers are presented in alphabetical order.
Absorb Elements
You can use your reaction and expend a focus die to cast the absorb elements spell.
Blade Tempest
When you take the Attack action on your turn and make a weapon attack, you can expend one focus die to make an additional weapon attack using the same weapon as a bonus action. If the attack hits, you add the focus die to the damage roll.
Blinding Flourish
When you hit a creature with a weapon attack, you can expend one focus die to attempt to blind the target as your weapon emits a flash of brilliant light. You add the focus die to the attack's damage roll, and the target must make a Constitution saving throw. On a failed save, it is blinded until the start of your next turn.
Burning Blade
At the start of your turn, you can use a bonus action and expend a focus die to make a weapon you are holding burst into flame, which stays lit until the end of the current turn. Whenever you hit with a melee weapon attack using the flaming weapon, it deals extra fire damage equal to the result of the focus die. If you make multiple attacks, roll the focus die separately for each damage roll
Evasion
When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you can expend a focus die to instead take no damage if you succeed on the saving throw, and only half damage if you fail.
Flame Riposte
When a creature misses you with a melee attack, you can use your reaction and expend one focus die to make a melee weapon attack against the creature. If the attack hits, instead of dealing the weapon's normal damage, it deals fire damage equal to the focus die roll + your Wisdom modifier.
Flame Thrust
When you take the Attack action on your turn and are wielding a melee weapon, you can expend a focus die to make one of your attacks as a flame thrust. For that attack, choose a creature within 30 feet of you. That creature must make a Dexterity saving throw as a white-hot ball of flame streaks from your weapon toward it. On a failed save, the target takes fire damage equal to 1d8 + the focus die roll.
Ghost Blade
When you take the Attack action on your turn and are wielding a melee weapon, you can expend a focus die to create an illusion of your attack, masking your true strike. You add the focus die to the next melee attack roll you make.
Hidden Stance
You can use a bonus action and expend a focus die to take the Hide action. When you take the Hide action in this way, you can attempt to hide even while you are only lightly obscured, and you add the focus die roll to your Dexterity (Stealth) check.
Magic Athleticism
As an action, you can expend a focus die to cast the jump spell. Alternatively, whenever you make a Strength (Athletics) or Dexterity (Acrobatics) check, you can expend a focus die, adding the focus die roll to your check total
Moment of Alacrity
When you roll initiative, you can expend a focus die and add the focus die roll to your initiative roll.
Redirection Parry
When a creature misses you with a melee weapon attack, you can use your reaction and expend a focus die to redirect the blow at another creature. Choose a creature adjacent to you and within the attacker's reach. The attack targets that creature, and the new target takes damage equal to the focus die roll + your Wisdom modifier.
Rising Phoenix
You can use a bonus action and expend a focus die to give yourself a flying speed equal to your movement speed on foot. This speed only lasts until the end of your current turn. If you end your turn in the air and nothing else is holding you aloft, you fall.
Step of the Wind
You can use a bonus action and expend a focus die to take the Dash action. When you take the Dash action in this way, for the rest of the current turn you ignore difficult terrain, and swimming and climbing don't cost you extra movement
Swordsage's Defense
When another creature hits you with an attack, you can use your reaction and expend a focus die to make a Wisdom (Insight) check, adding the focus die roll to your check. If your check total is higher than the creature's attack roll, the attack misses.
Teleporting Target
You can use a bonus action and expend a focus die to cast misty step.
Alternatively, when you are hit by an attack, you can use your reaction and expend a focus die to cast misty step. The triggering attack still hits, and you teleport after you take the damage, even if it reduces you to 0 hit points.
Wind Stride
You can use an action and expend a focus die to cast the longstrider spell on yourself.
Quick Thinking
At 7th level, your wits and your mind keep you one step ahead in battle. You gain a bonus to initiative rolls equal to your Intelligence modifier.
Improved Focus
At 10th level, your focus dice turn into d10s. At 18th level, they turn into d12s.
Relentless
Starting at 15th level, when you roll initiative and have no focus dice remaining, you regain one focus die.
Improved Focus
At 18th level, your focus dice turn into d12s.
Previous Versions
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