Base Class: Fighter
A master of martial maneuvers, the sword sage is a physical adept — a blade wizard whose knowledge of the Sublime Way lets him unlock potent abilities, many of which are overtly supernatural or magical in nature. Depending on which disciplines he chooses to study, a swordsage might be capable of walking through walls, leaping dozens of feet into the air, shattering boulders with a single touch, or even mastering the elements of fire or shadow. Whatever his specific training, a swordsage blurs the line between martial prowess and magical skill. (From tome of Battle)
Study of the World
Starting when you choose this archetype at 3rd level, you gain proficiency with an Artisans tool or Instrument of your choice.
AC Bonus (Optional)
You may take this ability at 3rd level. If you choose not too, you cannot take this ability later, until you have the opportunity to choose another Martial Maneuver known. Once this ability is selected its changes are permanent.
Beginning when you select this ability, you lose Proficiency in Medium and Heavy armor, however, you can add your Wisdom modifier as a bonus to Armor Class, so long as you wear light armor or no armor, are unencumbered and are unencumbered.
Martial Adept
When you choose this archetype at 3rd level, you learn to perform Martial Maneuvers in combat.
Martial Maneuvers. You learn three martial maneuvers of your choice, which are detailed under “Maneuvers” below. Many maneuvers enhance an attack in some way. Each use of a Martial Maneuver must be declared before the attack roll is made if it effects an attack roll, unless otherwise specified. You can use only one martial maneuver per attack.
You learn an additional Martial Maneuver of your choice at 7th, 10th, 15th, and 18th level. Each time you learn a new Martial Maneuver, you can also replace one Martial Maneuver you know with a different one.
Superiority Dice. You gain a number of Superiority Dice equal to your Intelligence modifier (minimum of 1) +2. You regain 1 expended superiority die each time you roll a 20 on the d20 roll for an attack with a martial weapon, or deal a killing blow with a martial weapon to a creature of significant threat (DM’s discretion). You regain all expended superiority dice after a short or long rest.
Saving Throws. Some of your Martial Maneuvers require your targets to make a saving throw to resist the Martial Maneuver’s effects. The saving throw DC is calculated as follows:
Martial Maneuver save DC = 8 + your proficiency bonus + your Intelligence modifier
Heightened Reflexes
You gain an additional Reaction on each of your turns. This will increase your total number of Reactions per turn to two.
Improved Superiority Dice
Upon reaching 10th level, your Superiority Dice are now D10's instead of D8's.
Advanced Fighting Style
Starting at 15th level, you gain an Improved version of your fighting style. If you do not have one of the Fighting styles listed you may instead select an additional Fighting style from the core list. The Advanced Fighting Style replaces the previous one, they do not stack.
Archery
You can forego the Disadvantage penalty for using a ranged weapon within 5 feet of the creature you are attacking or for targets that are prone, and gain a +2 bonus to attack rolls you make with ranged weapons.
Blind Fighting
You have Blindsight with a range of 30 feet. Within that range you can effectively see anything that isn't behind total cover, even if blinded or in darkness. Moreover, you can see an invisible creature within that range, unless that creature successfully hides from you.
Defense
While you are wearing armor, you gain a +1 bonus to AC, and damage from nonmagical Bludgeoning, Piercing, and slashing attacks is reduced by 3.
Dueling
When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon, and advantage on opportunity attack rolls (this includes attacks achieved through the use of Brace or Riposte maneuvers).
Great Weapon Fighting
When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.
Additionally, once on each of your turns when you make a weapon attack with a melee weapon that you are wielding with two hands, you can make another attack with the same weapon against a different creature that is within 5 feet of the original target and within range of your weapon. If this attack hits, you don't add your ability modifier to damage.
Interception or Protection
When a creatures within 5 feet of you makes an attack against a target other than you, you can use your reaction to make a melee weapon attack against the attacking creature. The target of this attack suffers Disadvantage on there Attack roll, regardless of whether or not the attack hits.
Additionally, if a creature you can see hits a target other than you within 5 feet of you with an attack (melee or ranged), you can use your reaction to reduce the damage that the target takes by 1D10 + your Proficiency Bonus (to a minimum of 0).
Superior Technique
You can learn two new maneuvers from either the Battlemaster or Sword sage maneuver lists (replacing the once known by this fighting style previously), and gain an additional 2 Superiority dice (putting your total up to 4 + your Intelligence modifier). These additional Superiority dice replace the one previously learned by the superior technique fighting style.
Thrown Weapon Fighting
You can draw a weapon with the Thrown property as part of the attack you make with the weapon. When you hit with a ranged attack using a thrown weapon you get a +2 bonus to the Damage roll.
Additionally, when you successfully hit with a melee attack, you may, as a bonus action draw and throw a weapon with the Thrown property. If the target of this throw is the creature you successfully hit with the melee attack, you may ignore the normal penalty of Disadvantage on ranged attack rolls made against adjacent targets.
Two-weapon Fighting
When you engage in two-weapon fighting, your primary weapon no longer requires the light property to perform a second attack with your second weapon. Additionally, you can add your ability modifier to the damage of the second attack.
If you hit with either the primary weapon or secondary weapon, you may make an additional third attack with either weapon. This is a normal attack roll and you may add your ability modifier to damage as per usual.
Unarmed Fighting
Damage dealt by your unarmed attacks increases to 1D8, or 1D10 if you aren't wielding any weapons or a shield. At the start of each of your turns, you can deal 1D4 bludgeoning damage to any one creature that is grappled by you.
Additionally, when you successfully hit with an unarmed attack in combat, you may, as a bonus action, attempt to initiate a grapple. roll the attempt to grapple as usual, and if you successfully initiate the grapple, you may deal an additional 1d4 bludgeoning damage.
Renewed Focus
Whenever you roll Initiative, if you have no Superiority Dice remaining, you can immediately regain a number of superiority dice equal to your Intelligence Modifier. you may only use this ability once before requiring a long rest.
Expert Superiority Dice
Upon reaching 18th level, your Superiority Dice are now D12's instead of D10's.
Martial Maneuvers
These Martial Maneuvers are presented in alphabetical order.
Break the Will
You can use the powerful presence and deadly focus of your martial skill to shake the resolve of a creature. You can expend and roll one Superiority Die while making a Charisma (Intimidation) check to add the result to the roll.
If you have attacked the target creature this turn, you may make this Charisma (Intimidation) check as a Bonus Action.
Clever Footwork
This Maneuver may be used as a Reaction when you are attacked. Roll a Superiority die, and add the total to your AC for the purposes of that attack. If the attack misses, you may immediately move 5 feet in any direction, and this move does not provoke Opportunity attacks. If the Attack still hits, this ability has no further effect.
Deadly Precision
When you make an attack against a creature, you can expend and roll 1 superiority die to add the result on to the attack roll.
This can be used to affect the result of a roll after it has already been rolled, but before it has been resolved (once you see the result you may choose to use this maneuver, but if has to be before the DM informs you of your success or failure)
Disarming Strike
When you hit a creature with a weapon attack, you can expend one Superiority Die to attempt to disarm the target, forcing it to drop one item of your choice that its holding. You add the Superiority Die to the attacks damage roll, and the target must make a Strength saving throw. On a failed save, it drops the object you choose. The object lands at its feet.
Feinting Attack
You can expend on superiority die and use a bonus action on your turn to feint, choosing one creature within 5 feet of you as your target. You have advantage on your next attack roll against that creature. If that attack hits, add the superiority die to the attacks damage roll.
Grappling Strike
Immediately after you hit a creature with a melee attack on your turn, you can expend one superiority Die, and then try to grapple the target as a bonus action. Add the Superiority die to your Strength (Athletics) check.
Hear the Air
When you make a Wisdom (Perception), or Wisdom (Investigation) check to search or observe your surroundings, you can expend one superiority die and add the superiority die to the ability check.
Insightful Strike
When you make a successful attack against a target on your turn, you may expend a superiority die as a bonus action. Add the superiority die to the attacks damage roll, and the next attack you perform against the target before the end of your next turn gains advantage on the attack roll.
Iron Heart Surge
While under the effects of a condition that allows continued attempts to resist such as a poison, or charm spell, you can expend one Superiority die as a bonus action to add the result to the next Saving throw made to resist the ongoing effect. Alternatively, for effects or conditions that do not allow a Saving throw, you can roll the superiority die, and temporarily ignore the Condition for a number of rounds equal to the result.
Lunging Attack
When you make a melee weapon attack on your turn, you can expend one superiority die to increase your reach for that attack by 5 feet. If you hit, you add the superiority die to the attacks damage roll.
Mind Over Body
As a Reaction, you can expend one superiority die and add the result to the next Constitution, Dexterity, or Strength Saving Throw you perform.
Parry
When another creature damages you with a melee attack, you can use your reaction and expend a superiority die to reduce the damage by the number your rolled on your superiority die + your Dexterity modifier.
Punishing Strike
When a creature you an see moves within range of a melee weapon you are wielding, you can use your reaction to expend one superiority die to make an attack against that creature using the weapon. If the attack hits, add the superiority die to the weapons damage.
Pushing Attack
When you hit a creature with a weapon attack, you can expend a superiority die to drive the target back. You add the superiority die to the attacks damage roll, and if the target is large or smaller, it must make a Strength saving throw. On a failed save, you push the target up to 15 feet away from you.
Quick Toss
As a bonus action, you can expend one superiority die and make a ranged attack with a weapon that has the thrown property. You can draw the weapon as part of the attack. If you hit add the superiority die to the attacks damage roll.
Riposte
When a creature misses you with a melee attack, you can use your reaction and expend one superiority die to make a melee weapon attack against the creature. If you hit, you add the superiority die to the weapons damage roll.
Scything Blade
You can use your action and expend one superiority die to attack each creature within 5 feet with a melee weapon attack. Roll to hit as normal, and each creature hit takes damage equal your superiority die of the type your weapon would normally deal (Bludgeoning, Piercing, Slashing, Magical or nonmagical). You do not add your ability modifier to this damage.
Stalker
When you make a Dexterity (Stealth) check or an Initiative roll, you can expend one superiority die and add the result to the roll, provided you aren't incapacitated.
Step of the Wind
When you move, you can expend one superiority die, rolling the die and adding the number rolled to your AC until you stopped moving.
Trip Attack
When you hit a creature with a weapon attack, you can expend one superiority die to attempt to knock the opponent down. You add the superiority die to the attacks damage roll, and if the target is Large or smaller, it must make a Strength saving throw. On a failed save, you knock the target prone.
Previous Versions
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