Fighter
Base Class: Fighter

Despite their name, Sword Saints are not limited to swords. The title refers to warriors who have refined their chosen weapon art until it becomes a sacred discipline, allowing them to manifest divine armaments from sheer spiritual focus. A Sword Saint might fight with a spear surrounded by ghostly lances, a hammer wreathed in thunderous light, a bow guided by radiant echoes, or a blade accompanied by shining weapons of lightning and grace.

Sword Saints blend martial skill with divine magic. Like Eldritch Knights, they are fighters first and spellcasters second, using a limited selection of Cleric spells to ward allies, enhance their own combat prowess, and strike with supernatural force. Their magic most often manifests as radiant brilliance, crackling lightning, and spectral weapons that mirror the Saint’s perfected battle arts.

Level 3: Spectral Armament

At 3rd level, you can use a Bonus Action to manifest floating radiant weapons as extensions of your martial spirit. You summon a number of spectral weapons up to your Wisdom modifier, minimum of one, in unoccupied spaces you can see within 30 feet of yourself. The maximum number of spectral weapons you can have manifested at once is two. This maximum increases to three at Fighter level 7, four at Fighter level 11, and five at Fighter level 18.

Each spectral weapon takes the form of a weapon with which you are proficient. It is a transparent magical object with a flying speed of 60 feet and the ability to hover. You are considered proficient with it, whether you wield it or command it independently. A spectral weapon’s attack roll uses your Proficiency Bonus + your Wisdom modifier, and on a hit it deals 1d4 + your Wisdom modifier radiant damage, regardless of its form. A spectral weapon is considered to have an AC of 10 + your Wisdom modifier.

If you wield a spectral weapon as if it were a normal weapon, doing so does not change its attack roll, damage roll, damage type, or other statistics. A spectral weapon can’t be both wielded and commanded independently during the same round. If you wield it during a round, it can’t move or attack independently until the start of the next round; if it has already moved or attacked independently during a round, you can’t wield it until the start of the next round.

When you summon a spectral weapon during combat, choose whether it acts on your turn or rolls its own unmodified Initiative. If it acts on your turn, you can move it up to its flying speed and make one attack with it during your turn, requiring no action from you. If it rolls its own Initiative, it can move up to its flying speed and make one attack on that Initiative count. You must make the same choice for any active spectral weapons you have at the start of combat when rolling for initiative. Spectral weapons you summon during combat that you choose to control during your turn may be controlled immediately after you finish your turn.

A spectral weapon has no hit points and is immune to poison and psychic damage. If a spectral weapon would take damage, make a DC 15 Wisdom saving throw. On a success, the weapon is not destroyed and is pushed 5 feet directly away from the source of the damage. On a failure, the weapon is destroyed and disappears.

A spectral weapon does not require concentration. It disappears if you are Incapacitated, if it is ever more than 100 feet from you, if you dismiss it (no action required), if it is Counter-Spelled, or if it is ended by Dispel Magic. A creature casting Dispel Magic treats the weapon as a magical effect created by a spell of a level equal to half your Fighter level, rounded down.

When a creature provokes an opportunity attack from you while within 5 feet of one of your spectral weapons, you can use your Reaction to make that opportunity attack through the spectral weapon. 

Reactive Block: After an enemy has rolled a successful attack on you, if you are within 10 feet of one of your spectral weapons and you have not used your reaction, you can use your reaction to block the attack and prevent any damage it would have done. Blocking an attack this way destroys the spectral weapon and it disappears. You can only do a Reactive Block with a spectral weapon you are not wielding. You cannot block Critical Hits.

Spellcasting

You have learned to cast Cleric spells.

Cantrips. You know two cantrips of your choice from the Cleric spell list. Whenever you gain a Fighter level, you can replace one of these cantrips with another cantrip of your choice from the Cleric spell list.

When you reach Fighter level 10, you learn another Cleric cantrip of your choice.

Spell Slots. The Sword Saint Spellcasting table shows how many spell slots you have to cast your level 1+ spells. You regain all expended slots when you finish a Long Rest.

Sword Saint Spellcasting
  —SPELL SLOTS PER SPELL LEVEL—
FIGHTER LEVEL SPELLS PREPARED 1 2 3 4
3 3 2 — — —
4 4 3 — — —
5 4 3 — — —
6 4 3 — — —
7 5 4 2 — —
8 6 4 2 — —
9 6 4 2 — —
10 7 4 3 — —
11 8 4 3 — —
12 8 4 3 — —
13 9 4 3 2 —
14 10 4 3 2 —
15 10 4 3 2 —
16 11 4 3 3 —
17 11 4 3 3 —
18 11 4 3 3 —
19 12 4 3 3 1
20 13 4 3 3 1

Prepared Spells of Level 1+. You prepare the list of level 1+ spells that are available for you to cast with this feature. To start, choose three level 1 spells from the Cleric spell list.

The number of spells on your list increases as you gain Fighter levels, as shown in the Prepared Spells column of the Sword Saint Spellcasting table. Whenever that number increases, choose additional spells from the Cleric spell list until the number of spells on your list matches the number on the table. The chosen spells must be of a level for which you have spell slots. For example, if you’re a level 7 Fighter, your list of prepared spells can include five Cleric spells of levels 1 and 2 in any combination.

Changing Your Prepared Spells. Whenever you gain a Fighter level, you can replace one spell on your list with another Cleric spell for which you have spell slots.

Spellcasting Ability. Wisdom is your spellcasting ability for your Cleric spells.

Level 3: Amplification

You have Advantage on Initiative rolls. In addition, after you make your first attack on your turn, each spectral weapon that you chose to act on your turn has Advantage when making an attack roll against the same target of your first attack.

At 3rd level, you learn to channel divine lightning through your body and spectral armaments. At the start of each of your turns, choose Offensive Amplification or Defensive Amplification. The chosen benefit lasts until the start of your next turn.

Offensive Amplification. Until the start of your next turn, you gain 10 feet of Blind Sight. In addition, your first melee attack this turn deals an extra 1d4 Lightning damage. This damage increases to 2d4 at level 8, 3d4 at level 13, and 4d4 at level 18.

Defensive Amplification. Until the start of your next turn, your speed increases by 15 feet, and you gain a +1 bonus to AC. This amplification also applies to your spectral weapons.

Level 7: Flash

You deepen both your martial discipline and your command over divine lightning. You learn one additional Fighting Style of your choice from those available to the Fighter class.

You also learn the Flash technique. As an action, choose one creature or unoccupied space you can see within a distance equal to your walking speed. You move in a straight line to the chosen space, or to an unoccupied space you can see within 5 feet of the chosen creature. During this movement, you streak forward as a bolt of lightning, moving vertically or horizontally as though you had a flying speed. This movement does not provoke opportunity attacks, but the path to your destination must be unobstructed.

After using Flash, your speed becomes 0 until the end of the current turn.

If you chose a creature, you make one melee attack against it as part of the same action. You have advantage on the attack roll. On a hit, the attack deals an extra 2d6 lightning damage. This damage increases to 3d6 at level 12, and 4d6 at level 17.

Using Flash is not the Attack action, so you do not benefit from Extra Attack when you use it.

Level 10: Wise Warrior

Your Wisdom score increase by 2, to a maximum of 20, and you gain advantage on Wisdom saving throws.

Level 15: Radiant Mastery

At 15th level, your saintly power supercharges your attacks. Your spectral weapons ignore resistance to Radiant and Lightning damage, and your walking speed increases by 10 feet.

In addition, the first time you make a melee attack roll on your turn, or the first time one of your spectral weapons makes an attack roll on its turn, the attack deals an extra 1d4 Lightning damage on a hit if you or that spectral weapon moved more than 30 feet in a straight line during that turn before making the attack. This effect cannot stack with the Flash action.

Level 18: Favor of the Gods

You are a warrior of legendary caliber, and are much more difficult to defeat in battle.

Heroic Resistance. Once per minute, when you fail a saving throw, you can choose to succeed instead.

Death's Door. Once per long rest, if you would be reduced to 0 Hit Points, you are reduced to 1 Hit Point instead and then regain 2d8 Hit Points.

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