Base Class: Fighter
Violence is always the last option but it is better than having no options. The Isao Blade is a dedicated warrior trained stand firm in the face of danger and to strike decisively with blinding speed to fell those who are a threat to those they protect. The Isao Blade utilizes a variety of stances and techniques to adapt, and press their advantage when able.
Bonus Proficiency
When you choose this archetype at 3rd level, you gain proficiency in one of the following skills of your choice: History, Insight, Performance, or Persuasion. Alternatively, you learn one language of your choice.
Fighting Spirit
Starting at 3rd level, your intensity in battle can shield you and help you strike true. As a bonus action on your turn, you can give yourself advantage on weapon attack rolls until the end of the current turn. When you do so, you also gain 5 temporary hit points. The number of temporary hit points increases when you reach certain levels in this class, increasing to 10 at 10th level and 15 at 15th level.
You can use this feature a number of times equal to your Dexterity modifier, and you regain all expended uses of it when you finish a long rest.
Path of Steel
Starting at 3rd level: Through training your blade has become more a part of you than a tool, allowing you to freely and rapidly wield your blade. When wielding a long sword with both hands you can use you Dexterity modifier for attacks and damage rolls
Oath Stance
At Third Level: choose a Stance from the list below to learn. You can enter this Stance with a bonus action and are considered concentrating on the Stance, and have advantage to maintain concentration. While in the Stance you gain the benefits and abilities associated with it. You may activate a Stance a number of times equal to your Dexterity modifier per long rest. Each Stance is Derived from the Dance of the Guardians and tunes the practitioner's rhythm to the Dragon Songs. Flamestance is a powerful and erratic rhythm that utilizes sweeping cuts and flourishes, to enable the warrior to duel against multiple foes at once. Stonestance is a steady and pounding rhythm where the user prioritizes stability and force, allowing them to extend control and order over the chaos of battle. Windstance is a rhythm of fluidity and change, were the user engages in flexibility and dexterous maneuvering allowing them to retreat or advance from otherwise dire positions. Riverstance is a rhythm constant crescendo and pauses of tension, where the user heightens their awareness and reflex to strike with deadly speed and precision against a foe.
Flamestance
While in this stance you wield your blade in sweeping and vicious attacks as you dance dexterously on the battlefield. While in this stance your weapon die is 2d6. While in this stance you can use your reaction to have Evasion. When you make your first hit each turn while in this stance you deal an extra 1d4+ Half fighter level rounded down slashing damage, you may apply this additional damage to a number of other creatures in melee with you equal to your Wisdom modifier. While in this stance you have a -2 to your armor class.
Riverstance
while in this stance you focus your mind and body and can explode offensively when the moment is right, choosing to prepare your blade in its sheath and draw it with blinding speed. You have advantage on Wis and Int Saving Throws, and your weapon die is considered a d6. While in this Stance if you used the attack action on your turn you may use your bonus to make an additional weapon attack. While in this stance you gain a new reaction per turn, and When a weapon attack is made against you, you can use your reaction to apply Disadvantage to the attack, and you may chose to dash 10ft when making your attack. This attack is considered offhand (you will not apply your Modifier to damage). When you save your attack action to trigger when a creature makes a hostile action toward you, you may use your reaction to use the saved attack to do slashing damage scaled based on your fighter level, you and have a critical hit on 18, 19, or 20.
Stonestance
While in this stance your steps are fortified and sure, and you wield your blade with power. While in this stance you may use your reaction to reduce the damage from an incoming weapon attack by 1d10+ DEX Mod+ Fighter level. You have advantage on Str checks and Saving Throws and cannot be grappled or restrained. Once per turn when you hit a creature with an attack you can force that creature to make a Str ST against your DC (8+PB+Dex Mod) or be pushed back 10ft. When a creature is in melee with you, they have disadvantage on attacks made not against you.
Windstance
While in this stance you move precision and fluidity as you wield your blade with flowing combinations and deft lunges. You can take the dodge and help actions as bonus actions. While in this stance your melee weapon is considered to have a range of 10 ft. Your melee range is considered to have a reach of 10 feet. When an enemy attack is made within your melee range, you may use your reaction to add +3 to the defending armor class. When moving in this stance you do not provoke opportunity attacks.
Dance of Dragons
Starting at 7th Level:
You have access to all four Stances and can shift between them with a bonus action.
Elegant Courtier
Starting at 7th level, your discipline and attention to detail allow you to excel in social situations. Whenever you make a Charisma (Persuasion) check, you gain a bonus to the check equal to your Wisdom modifier.
Your self-control also causes you to gain proficiency in Wisdom saving throws. If you already have this proficiency, you instead gain proficiency in Intelligence or Charisma saving throws (your choice).
Tireless Spirit
Starting at 10th level, when you roll initiative and have no uses of Fighting Spirit remaining, you regain one use. This also is true for your uses of Oathstance.
Herald’s Verdict
Starting at 10th Level:
When Fighting Spirit is active you score a critical hit on one less then what would normally score a critical hit. Additionally Fighting Spirit’s effects now last until the start of your next turn.
Hope’s Garden
Starting at 15th Level:
The discipline of your training has allowed you to master your mind and heart. While in a stance you are immune to frighten and charm, and as an action on your turn you can touch a creature and remove the frightened or charmed condition.
Step of Twilight
Starting at 15th Level:
You have mastered the Dragon Stances and have learned to combine the Stances in a powerful and stunning way. You may choose two stances to have active at once.
This feature lasts for one minute, or until you are no longer concentrating on your stance. This activation requires 2 uses of your Oath stance.
Strength before Death
Starting at 18th level, your fighting spirit can delay the grasp of death. If you take damage that reduces you to 0 hit points and doesn’t kill you outright, you can use your reaction to delay falling unconscious, and you can immediately take an extra turn, interrupting the current turn. While you have 0 hit points during that extra turn, taking damage causes death saving throw failures as normal, and three death saving throw failures can still kill you. When the extra turn ends, you fall unconscious if you still have 0 hit points.
Once you use this feature, you can’t use it again until you finish a long rest.
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