Fighter
Base Class: Fighter

A Swordmaster can handle any kind of sword with a mastery that no other can compare to. Focused on close fighting, a Swordmaster can outstand any kind of enemy, while also being dextrous enough to handle disadvantageous situations.

Improved Sword Critical

Beggining when you choose this archetype at 3rd level, while wielding a sword, your weapon attacks score a critical hit on a roll of 19–20.

Sword Skills

Beggining when you choose this archetype at 3rd level, every time you finish a Long Rest, you can choose two of the following bonuses to bennefit from until your next Long Rest.

  • Powerful Slash. A damage skill. When attacking with a sword, once per turn, you can roll an extra damage die on a hit.
  • Whirlwind Spin. An AOE damage skill. As part of your attack action, you can forgo one of your attacks and spin your sword around yourself. Every creature within 5 feet must roll a Strength Saving Throw, taking 2d8 points of slashing damage and being pushed 10 feet away on a failed save.
  • Defensive Sweep. A protection skill. As a reaction to any melee attack, while wielding a sword, you can roll a d6 and sum it's value to your AC, attempting to turn the attack into a miss. You can do so after seeing the roll of the die, but before the outcome is determined. If it's a melee weapon attack and it misses, the attacker must roll a Dexterity Saving Throw, having his weapon thrown 15ft away on a failure.
  • Low Cut. A debilitating skill. As part of your attack action, you can forgo one of your attacks and attempt to strike a creature's legs, forcing the creature to succeed on a Constitution Saving Throw, reducing its movement to 0 until the end of that creature's next round on a failed save.
  • Blink. An engaging skill. Once during each of your turns, if you are within 15ft of any creature, you can teleport to any unnocupied space within 5ft of that creature.

The saving throw DC equals 8 + your proficiency bonus + your Strength or Dexterity modifier (your choice).

Combo

Starting at 7th level, you can optimize your attacks during combat. Whenever you hit at least 2 attacks on a single turn, you gain a Combo stack. If you score a critical hit you gain 1 Combo stack (Up to a maximum of 3 stacks per turn). The maximum ammount of Combo stacks you can have equals to your strength or dexterity modifier plus 1, whichever is higher. You lose one Combo stack for every missed attack and you lose all Combo stacks at the end of the combat.

Whenever you take an attack action and you have at least 1 Combo stack, you can use your bonus action to gain a number of extra attacks equal to your actual Combo stacks.

Nimble Fighter

Starting at 10th level, you become far more agile than others. You gain the following bonuses:

  • Increase your strength or dexterity score by 2. Your maximum for both of these scores is now 22.
  • You gain an extra 10ft to your walking speed.
  • You gain proficiency on Dexterity saving throws.

Overwhelmed Strength

At 15th level, you learn how to manage combat against various targets. Whenever two or more hostile creatures are within 10ft. of you, you gain a +1 bonus on your attack rolls, damage rolls and AC for each hostile creature inside that range.

Lethal Technique

At 18th level, you reached the peak of your domain over your sword techniques. While wielding at least one sword, you gain the following bonuses:

  • Whenever your attacks deal damage and leave the target with less than 20 Hit points, it instantly dies or is knocked out (your choice).
  • You ignore resistance and treat immunity as resistance to any kind of damage when attacking with a sword.
  • Whenever you score a critical hit, you gain an extra Combo stack, and you can now have up to 10 Combo stacks, regardless of your strength and dexterity modifiers.

Previous Versions

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11/2/2024 2:23:34 AM
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