Base Class: Fighter
Sword saints are prodigies of hard work; they have honed a single path of combat to a razor sharp point. Often seen as lone wolves in the world, they tend to work alone whether it be in combat or other affairs. Many militia groups that employ sword saints consider them an "ace in the hole." What they lack in magical ability and ally synergy they make up for with combat utility and highly damaging techniques. Their prowess makes them suitable for roles like bounty hunters, royal bodyguards, and assassins.
Peerless Swordsmanship
When you choose this archetype at 3rd level, you learn techniques that are fueled by special dice called technique dice.
Techniques. You start with two of nine total techniques, which are scaled in availability by levels detailed under "Techniques" below. These techniques can only be used when wielding a versatile-type sword, and can only be used once per turn. All techniques have you assume a stance, which you cannot attack from unless using an ability granted by technique dice.
You learn additional techniques at 6th, 8th, 10th, 12th, 14th, 16th and 18th levels.
Technique Dice. You have four technique dice, which are d8s. A technique die is expended when you use it. You regain all expended technique dice when you finish a short or long rest.
You gain two technique dice at 7th level and two more at 15th level.
Saving Throws. Some of your techniques require your target to make a saving throw to resist the technique's effects. The saving throw DC is calculated as follows:
Technique save DC = 8 + your proficiency bonus + your Strength or Dexterity modifier (your choice)
Techniques
These are the techniques and stances you will have access to in alphabetical order. Each stance exists as a prerequisite action in order to use the techniques under them.
Iaijutsu Stance. At 3rd level, you can spend a technique die and use your bonus action to sheathe your sword and assume a defensive Iaijutsu stance. This enables you to use techniques that require this action as a prerequisite, and while you are in this stance you gain +1 to your armor class and cannot use the attack action. You may remain in the Iaijutsu stance until you attempt a technique or cancel it with a bonus action on another turn. If canceled, you must spend another technique die to re-assume the stance on a different turn.
Tatsumaki Stance. At 8th level, you can spend a technique die and use your action to reverse your grip and step out low in an evasive Tatsumaki stance. This enables you to use techniques that require this action as a prerequisite, and while you are in this stance you gain +2 to your armor class and cannot use the attack action. You may remain in the Tatsumaki stance until you attempt a technique or cancel it with a bonus action. If canceled, you must spend another technique die to re-assume the stance on a different turn.
Kuzuryuu Stance. At 14th level, as a bonus action, you can spend up to three technique dice to empty your mind and take on a fully enlightened form that wastes no movement. This enables you to use the pinnacle of Sword Saint techniques that require this action as a prerequisite. While you are in this stance you gain +3 to your armor class and cannot use the attack action. You may remain in the Kuzuryuu stance until you attempt a technique or cancel it with a bonus action on another turn.
Iaijutsu Stance - Flowing River
You stand firm, keen for the exact moment to strike. Your blade movement flows like water itself, sliding through the defenses of your enemies.
To use this technique, you must have taken the "Iaijutsu Stance" action. When a creature misses you with a melee attack, you may use your reaction to make a one-handed melee attack. Add the technique die spent from your stance action to your attack roll. If it hits, add the same number to the damage roll. At 8th level, you can make an additional attack roll, adding the same technique die to that damage roll.
Stones in the water
Parting ways in submission
The river flows on
Iaijutsu Stance - Heaven's Cry
You tense your body rapidly, preparing to draw your sword at a blinding speed quick enough to cut the air itself.
To use this technique, you must have taken the "Iaijutsu Stance" action. Select a target within 60 feet. As a reaction to anything that happens with that target, you can make a one-handed attack roll as a ranged attack against it. (you may still use other Iaijutsu Stance techniques instead if one of their requirements is met, but you must select a target when you assume the stance to use this ability.) If it hits, add the technique die spent from your stance action to your damage roll. This attack deals thunder elemental damage. At 9th level, on a successful hit, you can have the target make a strength saving throw, knocking it back 15 feet and falling prone on a failed save.
Injured, cannot fly
The bird screams toward the heavens
The heavens scream back
Iaijutsu Stance - Moonless Night
Like a wolf bearing down its prey, your figure mimics the moonless night sky as you step into the shadows and prepare a deadly strike.
To use this technique, you must have taken the "Iaijutsu Stance" action. You may attempt to hide if you are not within sight of an enemy. While hidden in this way, you may add your spent technique die to a single one-handed melee attack roll made as an action against a creature that does not see you. Add the same roll from your technique die to your damage roll. At 10th level, a successful attack results in a critical hit.
Cherry blossoms fall
The hare squirms in the wolf's fangs
But no one sees it
Kuzuryuu Stance - Divine Onslaught of the Nine-Headed Dragon
Planting firm, you hold your blade out toward your victims as the earth trembles. Your warrior spirit materializes like an aura in the likeness of a nine-headed dragon. This is the pinnacle of sword saint techniques.
To use this technique, you must have taken the "Kuzuryuu Stance" action. As an action, you can target a creature and execute nine nearly impossible to block strikes seemingly coming from every direction instantaneously. Make one melee attack roll (natural 20 does not produce a critical hit in this circumstance, but instead grants maximum damage from the technique dice) and one damage roll, adding the dice spent from your stance action to the damage roll. If the armor class of the creature you targeted is higher than your attack roll, the creature makes a constitution saving throw, taking half of the damage from the damage roll on a successful save or full damage on a failed save. If the armor class of the creature is lower than the attack roll, it receives double the total damage from the damage roll. Using this technique more than once per short rest will result in one point of exhaustion for each use after the first.
It cannot be stopped
The Nine-Headed Dragon feeds
Thank you for the meal
Kuzuryuu Stance - Enlightened Iaijutsu
You sheathe your sword as you have done a thousand times; your mind and soul become a void of emptiness as you become a vessel of pure intent. Your body assumes a familiar stance.
To use this technique, you must have taken the "Kuzuryuu Stance" action. You use your action to sheathe your sword and assume an enlightened Iaijutsu stance, (armor class +4) which enables you to use any of the "Iaijutsu Stance" techniques. Add the technique dice spent on the "Kuzuryuu Stance" action to the technique you use.
Peer beyond the void
Answers to questions not asked
Where true intent lives
Kuzuryuu Stance - Orochi's Bloodlust
The tip of your blade slides through the ground as your focus sharpens. Your enlightened state allows you to maximize your five senses, scouring the realm like an eight headed snake tracking its prey.
To use this technique, you must have taken the "Kuzuryuu Stance" action. As an action, roll a d20 along with the dice spent from your stance action and multiply the result by 10. This determines the diameter of a sphere in feet around your character. You can detect the location and type of every creature within the sphere unless they are magically hidden from all 5 senses. Select creatures up to the number of technique dice spent and have them make a wisdom saving throw, becoming frightened on a failed save.
The hunter slumps down
Relief; the serpent's breath halts
Seven more appear
Tatsumaki Stance - Afterimage Echo
Demonstrating your mastery of footwork, your step falls into an uncanny combination of rhythm and speed, creating afterimages that trick the eyes of your opponents as you move.
To use this technique, you must have taken the "Tatsumaki Stance" action. As a bonus action, you can use your technique die and add the roll to your armor class until the end of your next turn. While this technique is still active, you can use your attack action on the next turn to spend an additional technique die and make attack rolls with advantage against one creature. Add only the additional technique die to your damage rolls. At 15th level, if you are subjected to a dexterity saving throw while the technique is active, you receive half damage on a failed save, and no damage on a successful save.
The sinner repents
The ghosts of regret close in
For it is too late
Tatsumaki Stance - Kazaguruma
Gripping your sword tightly, you prepare a strike that spirals with the rage of a tornado, yet the grace of a pinwheel.
To use this technique, you must have taken the "Tatsumaki Stance" action. As a bonus action, you can make a two-handed melee attack roll targeting everything within a 5 foot radius of you. Add the technique die spent from your stance action to the damage roll. At 13th level, if you have an additional weapon you can wield in one hand, you can instead make a one-handed attack roll for each weapon, adding the technique die to both damage rolls.
The gentle breeze sways
The ravaged field is stained red
A pinwheel dances
Tatsumaki Stance - Swallow's Descent
Sword tucked behind like a wing, you masterfully glide across the battlefield with the speed and grace of a swallow darting through the sky. Your blade waits patiently for the next victim.
To use this technique, you must have taken the "Tatsumaki Stance" action. As a bonus action, you double your movement speed until your next turn, and opponents cannot take attacks of opportunity against you. If you are subjected to a dexterity saving throw, you may use your technique die and add the roll to the save. If you do not use your technique die by your next turn, you may store it for use with a different technique (you cannot store more than one die). At 14th level, you can run up vertical structures and across water unimpeded while the technique is active.
Warm wind from the south
Left, right, left, right, slicing clouds
The dance of swallows
Blade Catch
At 7th level, if you are not assuming a stance action and you have at least one hand available, you may use your reaction to spend a technique die and reduce the damage of a melee attack made against you or a creature (you will receive any damage left over instead of the creature.) within 5 feet of you. When you do so, the damage you take from the attack is reduced by the technique die + your Dexterity modifier + your fighter level.
If you reduce the damage to 0, you catch the weapon and can attempt to disarm it if it can be removed from the creature.
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Improved Technique Dice
At 10th level, your technique dice turn into d10s. You are also able to use stance techniques with greatswords.
Battle-Trained Insight
Countless combat experiences have taught you to read the intentions of those around you with much more precision.
At 15th level, you gain proficiency in the insight skill if you don't already have it. If you roll a 1, 2, or 3 on an insight check, you may choose to re-roll and must pick the second option. Additionally, when you roll initiative and have no technique dice remaining, you regain one technique die.
Improved Technique Dice
At 18th level, your technique dice turn into d12s.
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Posted Dec 22, 2020Awesome! Glad you like it! let me know how it feels/any balance changes you think would help it out!
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Posted Dec 21, 2020Good Job I love it! Me and my friends are using it for a fate stay night campaign