Base Class: Fighter
The Elemental Sage who passed down his legacy and the base of his abilities to a blademaster. The Blademaster mixes the abilities to create his own swordsmanship form and use it to dominate the opponent.
Elemental Swordsmanship (Beginner)
Air Stance: The wind wraps around your body making you more elusive and quicker as you move and harder to pin down in a fight. Your movement no longer provokes opportunity attacks. Your speed increases by 5 feet.
Earth Stance: Your body becomes one with the earth hardening to absorb damage and redirecting it. Upon taking this stance you gain resistance to bludgeoning, piercing, and slashing damage. You have advantage on strength.
Fire Stance: The flames dance onto your weapon surrounding it. Upon taking this stance you gain an extra 1d4 fire damage. You gain resistance to fire. Your weapon sheds dim light within 5 feet of it.
Water Stance: Like water you go with the flow making quick moves and adapting your body position to avoid opponents. Taking this stance makes all ranged and melee attacks have disadvantage against you.
Basic Swordsmanship
You use your skill points in order to use different sword skills. You have a number of Skill points equal to twice your proficiency bonus. Each Skill in basic swordmanship costs 1 Skill Point.
Horizontal Slash: You cut to the side causing the opponent to take additional damage from your weapon equal to your str or dex modifier
Vertical Slash: You cut upward or downward causing the opponent to take additional damage from your weapon equal to your str or dex modifier
Diagonal Slash: You cut in a diagonal motion causing the opponent to take additional damage from your weapon equal to your str or dex modifier
Stab: You pierce forward causing the opponent to take additional damage from your weapon equal to your str or dex modifier
Elemental Swordsmanship (Intermediate)
Air stance: Along with the benefits from the basic stance when you take this stance you can cast feather fall as well as gain the use air step which will allow you to move your character in the air up to there movement speed for the turn that you take the stance. You can't use air step or feather fall again until you finish a long rest afterwards.
Earth Stance: Along with the benefits from the basic stance when you take this stance you gain the use of earth tremor centered around yourself as well as tremor sense of up to 10ft. You use this stance to create a powerful step that will allow you to knock your opponents down. You can use earth tremor once per long rest.
Fire Stance: Along with the benefits from the basic stance when you take this stance your weapon deals 1d6 damage now. You also can use control flames once per long rest.
Water Stance: Along with the benefits from the basic stance when you take this stance you gain a swim speed equal to your walking speed and you no longer have disadvantage when attacking underwater.
Intermediate Swordsmanship
Intermediate skills cost 2 skill points each.
Cleave: Bring your sword down with great force and make the enemies beneath crumble. On a successful hit with this skill you can make the enemy make a Strength saving throw against your proficiency. DC 8 + Str or Dex.
Draw: Your able to draw your blade from your sheathe with fast speed and strength shattering their defenses. On a successful hit the next attack on the enemy is at advantage.
Lunge: Making sure you are able to reach your enemy you move forward as much as you can to pierce them. Your attack range is increased by 5ft for your attack.
Whirlwind: Swing your blade around you making no enemy safe in your grasp. You spin hitting all enemy's within a 5ft radius of yourself.
Elemental Swordsmanship (Dormant)
Your body begins to resemble that of an Elemental granting you some ability.
Air Stance: Air form-You can enter a hostile creature's space and stop there. It can move through a space as narrow as 1 inch wide without squeezing. Once every dawn.
Water Stance: Water Form-You can enter a hostile creature's space and stop there. It can move through a space as narrow as 1 inch wide without squeezing. Once every dawn.
Earth Stance: Earth Glide-You can burrow through nonmagical, unworked earth and stone. While doing so, the elemental doesn't disturb the material it moves through. Once every dawn.
Fire Stance: Fire Form-You can move through a space as narrow as 1 inch wide without squeezing. A creature that touches the elemental or hits it with a melee attack while within 5 feet of it takes 5 (1d10) fire damage. In addition, the elemental can enter a hostile creature's space and stop there. The first time it enters a creature's space on a turn, that creature takes 5 (1d10) fire damage and catches fire; until someone takes an action to douse the fire, the creature takes 5 (1d10) fire damage at the start of each of its turns. Once every dawn.
Advanced Swordsmanship
Combo Attacks can only be used on a single opponent in order to gain the benefits.
Two Piece Combo: Upon successfully hitting two moves in a row you are returned half of the skill points for the total amount spent.
Three Piece Combo: Upon successfully hitting three moves that cost skill points in a row you are returned 1 less than the total skill points for each move.
Four Piece Combo: Upon hitting 4 skills all combo points are retuned equal to the cost of total used in combo and the opponent has disadvantage on attack rolls and enemies have advantage against them for one round.
Elemental Swordsmanship(Awakened)
You gain the ability to activate two stances in one bonus action. When both stances are activated at the same time you can only have the basic effects active for those stances. Additionally activating two stances strains your body so you can only use it for 60 seconds at a time.
Enhanced Reflexes
Your weapon mastery makes each one move as if it were an extension of yourself cutting out the unnecessary movements that accompany them. You gain a second reaction as long as a weapon is in your hand. You also get a +1 Bonus to AC as long as you are wielding a weapon. This does not stack.
True Elemental Swordsmanship(Exalted)
You designate one weapon of your choice to sustain your elemental power. You gain a +2 to hit and damage with this weapon. Using this weapon you can spend 3 Combo Points to do an elemental slash that combines the 4 elements into one powerful attack. The attack deals 6d8 of your choice from the 4 elements.







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