Base Class: Monk
A master of martial maneuvers, the swordsage is a physical adept. Swordsage's are "blade wizard's" whose knowledge of the sublime way lets them unlock potent abilities, many of which are overtly supernatural or magical in nature. Depending upon the maneuvers they choose to master, a swordsage might be capable of walking through walls, leaping dozens of feet into the air, sundering barricades with a single strike, or even manipulating some elements about them, such as flame and shadow. Whatever their specific training, a swordsage's art will assuredly blur the lines between martial prowess and magical skill.
Spellcasting
Upon Choosing this path at 3rd level, you learn ancient secrets to augment your martial prowess with the ability to cast spells.
Cantrips
You learn two cantrips of your choice from the swordsage spell list. You learn an additional swordsage cantrip of your choice at 10th level.
Spell Slots
The Swordsage Spellcasting table shows how many spell slots you have to cast your swordsage spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest.
For example, if you know the 1st-level spell shield and have a 1st-level and a 2nd-level spell slot available, you can cast shield using either slot.
Spells Known of 1st-Level and Higher
You know three 1st-level swordsage spells of your choice.
The Spells Known column of the Swordsage Spellcasting table shows when you learn more swordsage spells of 1st level or higher. Each of these spells must be of a level for which you have spell slots. For instance, when you reach 7th level in this class, you can learn one new spell of 1st or 2nd level.
The spells you learn at 8th, 14th, and 20th level can come from any school of magic.
Whenever you gain a level in this class, you can replace one of the swordsage spells you know with another spell of your choice from the swordsage spell list.
Spellcasting Ability
Wisdom is your spellcasting ability for your swordsage spells, since you learn your spells through study and meditation. You use your Wisdom whenever a spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a swordsage spell you cast and when making an attack roll with one.
Spell save DC = 8 + your proficiency bonus + your Wisdom modifier
Spell attack modifier = your proficiency bonus + your Wisdom modifier
Swordsage Spellcasting
|
MONK Level |
Cantrips Known |
Spells Known |
— Spell Slots per Spell Level — |
|||
|---|---|---|---|---|---|---|
|
1st |
2nd |
3rd |
4th |
|||
|
3rd |
2 |
3 |
2 |
— |
— |
— |
|
4th |
2 |
4 |
3 |
— |
— |
— |
|
5th |
2 |
4 |
3 |
— |
— |
— |
|
6th |
2 |
4 |
3 |
— |
— |
— |
|
7th |
2 |
5 |
4 |
2 |
— |
— |
|
8th |
2 |
6 |
4 |
2 |
— |
— |
|
9th |
2 |
6 |
4 |
2 |
— |
— |
|
10th |
3 |
7 |
4 |
3 |
— |
— |
|
11th |
3 |
8 |
4 |
3 |
— |
— |
|
12th |
3 |
8 |
4 |
3 |
— |
— |
|
13th |
3 |
9 |
4 |
3 |
2 |
— |
|
14th |
3 |
10 |
4 |
3 |
2 |
— |
|
15th |
3 |
10 |
4 |
3 |
2 |
— |
|
16th |
3 |
11 |
4 |
3 |
3 |
— |
|
17th |
3 |
11 |
4 |
3 |
3 |
— |
|
18th |
3 |
11 |
4 |
3 |
3 |
— |
|
19th |
3 |
12 |
4 |
3 |
3 |
1 |
|
20th |
3 |
13 |
4 |
3 |
3 |
1 |
Technique Superiority
When you choose this path at 3rd level, you learn maneuvers that are fueled by special dice called superiority dice.
Maneuvers. You learn three maneuvers of your choice, which are detailed under “Maneuvers” below. Many maneuvers enhance an attack in some way. You can use only one maneuver per attack.
You learn two additional maneuvers of your choice at 7th, 10th, and 15th level. Each time you learn new maneuvers, you can also replace one maneuver you know with a different one.
Superiority Dice. You have four superiority dice, which are d8s. A superiority die is expended when you use it. You regain all of your expended superiority dice when you finish a short or long rest.
You gain another superiority die at 7th level and one more at 15th level.
Saving Throws. Some of your maneuvers require your target to make a saving throw to resist the maneuver’s effects. The saving throw DC is calculated as follows:
Maneuver save DC = 8 + your proficiency bonus + your Strength or Dexterity modifier (your choice)
Maneuvers
The maneuvers are presented in alphabetical order.
Bait and Switch
When you’re within 5 feet of a creature on your turn, you can expend one superiority die and switch places with that creature, provided you spend at least 5 feet of movement and the creature is willing and isn’t incapacitated. This movement doesn’t provoke opportunity attacks.
Roll the superiority die. Until the start of your next turn, you or the other creature (your choice) gains a bonus to AC equal to the number rolled.
Brace
When a creature you can see moves into the reach you have with the melee weapon you’re wielding, you can use your reaction to expend one superiority die and make one attack against the creature, using that weapon. If the attack hits, add the superiority die to the weapon’s damage roll.
Commander’s Strike
When you take the Attack action on your turn, you can forgo one of your attacks and use a bonus action to direct an ally that can see or hear you to strike using its reaction, adding the superiority die to the damage roll.
Commanding Presence
When you make a Charisma (Intimidation), a Charisma (Performance), or a Charisma (Persuasion) check, you can expend one superiority die and add the superiority die to the ability check.
Disarming Attack
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 it’s holding. You add the superiority die to the attack’s 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.
Distracting Embers
When you hit a creature with a weapon attack, you can expend one superiority die to distract the creature, giving your allies an opening. You add the superiority die to the attack’s damage roll as fire damage and temporarily conjure a small fire elemental who harries and distracts your target from its flank, appearing in an unoccupied space adjacent to the target. Attack rolls against the target by an attacker other than you or the fire elemental has advantage if the attack is made before the start of your next turn.
The small fire elemental dissolves into embers at the start of your next turn and can take no other actions. For its short duration it has an AC 15 and HP equal to the number rolled on the superiority die.
Dragon Lies in Wait
When you make a Dexterity (Stealth) check or an initiative roll, you can expend one superiority die and add the die to the roll, provided you aren’t incapacitated.
Evasive Shadows
When you move, you can expend one superiority die, rolling the die and adding the number rolled to your AC, as well as gaining half cover until you stop moving.
Feinting Wing
You can expend one 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 this turn. If that attack hits, add the superiority die to the attack’s damage roll.
In addition you may leap up to 20 foot without provoking opportunity attacks against you. this counts as part of your movement for the turn.
Goading Attack
When you hit a creature with a weapon attack, you can expend one superiority die to attempt to goad the target into attacking you. You add the superiority die to the attack’s damage roll, and the target must make a Wisdom saving throw. On a failed save, the target has disadvantage on all attack rolls against targets other than you until the end of your next turn.
Grappling Monkey 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, and gain a climb speed until the start of your next turn.
Lunging Tiger Claws the Moon
When you make a melee weapon attack on your turn, you can expend one superiority die to increase your reach for that attack by 10 feet. If you hit, you add the superiority die to the attack’s damage roll.
Maneuvering Strike
When you hit a creature with a weapon attack, you can expend one superiority die to maneuver one of your comrades into a more advantageous position. You add the superiority die to the attack’s damage roll, and you choose a friendly creature who can see or hear you. That creature can use its reaction to move up to half its speed without provoking opportunity attacks from the target of your attack.
Menacing Attack
When you hit a creature with a weapon attack, you can expend one superiority die to attempt to frighten the target. You add the superiority die to the attack’s damage roll, and the target must make a Wisdom saving throw. On a failed save, it is frightened of you until the end of your next turn.
Parry of the Sapphire Nightmare
When another creature damages you with a melee attack, you can use your reaction and expend one superiority die to reduce the damage by the number you roll on your superiority die + your Dexterity modifier.
Additionally your attacker takes psychic damage equal to the number you roll on your superiority die + your Wisdom modifier.
Precision Attack
When you make a weapon attack roll against a creature, you can expend one superiority die to add it to the roll. You can use this maneuver before or after making the attack roll, but before any effects of the attack are applied.
Pushing Mountain Attack
When you hit a creature with a weapon attack, you can expend one superiority die to attempt to drive the target back. You add the superiority die to the attack’s 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 20 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 making this attack. If you hit, add the superiority die to the weapon’s damage roll.
Rallying Voice
On your turn, you can use a bonus action and expend one superiority die to bolster the resolve of one of your companions. When you do so, choose a friendly creature who can see or hear you. That creature gains temporary hit points equal to the superiority die roll + your Charisma modifier, and remove the frightened condition from them should the be frightened.
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 attack’s damage roll.
Steel Wind Strike
When you hit a creature with a melee weapon attack, you can expend one superiority die to attempt to damage up to two other creatures with the same attack. Choose up to two creatures within 5 feet of the original target and within your reach. If the original attack roll would hit the second or third creature, they takes damage equal to the number you roll on your superiority die + your Strength modifier. The damage is of the same type dealt by the original attack.
Tactical Assessment
When you make an Intelligence (Investigation), an Intelligence (History), or a Wisdom (Insight) check, you can expend one superiority die and add the superiority die to the ability check.
Trip Attack
When you hit a creature with a weapon attack, you can expend one superiority die to attempt to knock the target down. You add the superiority die to the attack’s 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.
Know Your Enemy
Starting at 7th level, if you spend at least 1 minute observing or interacting with another creature outside combat, you can learn certain information about its capabilities compared to your own. The DM tells you if the creature is your equal, superior, or inferior in regard to two of the following characteristics of your choice:
- Strength score
- Dexterity score
- Constitution score
- Armor Class
- Current hit points
- Total class levels (if any)
- Fighter class levels (if any)
Advanced Techniques
Advanced Techniques are listed in alphabetical order.
Death From Above
As a bonus action before making an attack, you can expend one superiority die to add the total to the damage of the attack’s damage roll, and make a standing leap up to 60 foot up without provoking opportunity attacks. Descending down onto your target, upon a successful hit, you may add an additional 1d6 damage per 10 foot of decent. This extra damage is of the same type as the weapons type.
Fanning the Flames
When you make a melee weapon attack on your turn, you can expend one superiority die to cast out a fan of searing flames that deals 8d6 fire damage in a 20 foot cone in addition to your weapons damage on a successful hit.
Iron Heart surge
As a reaction to failing a savings throw you may expend a superiority die to instantly remove up to two harmful conditions from yourself, adding the result of the superiority die to your AC until the end of your next turn, and regaining 5 times that number hit points.
Mountain Hammer
When you make a melee weapon attack on your turn, you can expend one superiority die to add the total x6 to the damage roll and bypass any resistance or immunity the target might have had to your attack.
Perfect Calm
Before combat you may expend a superiority die gaining the resulting numerical bonus to AC, Initiative rolls, and saving throws for the next 10 minutes. In addition you gain advantage on initiative rolls for the duration as well.
Shadow Garret
When you hit a creature with a ranged weapon attack, you can expend one superiority die to conjure strands of shadow between you and your target and attempt to pull the target back to your position. On a successful hit you deal your weapon damage plus 6 times your roll of the superiority dice necrotic damage, and if the target is Large or smaller, it must make a Strength saving throw. On a failed save, you pull the target up to 20 feet closer to you.
Time Stands Still
Before you take your attack action you may expend up two superiority dice. For each die spent in this way you may take one additional full attack action this turn. This ability is similar to a Fighters "Action Surge" ability.
Path of the Sublime Way
When you choose this tradition at 3rd level, your special martial arts training leads you to master the use of certain weapons. This path also includes instruction in the deft strokes of calligraphy or painting. You gain the following benefits.
Swordsage Weapons. Choose two types of weapons to be your swordsage weapons: one melee weapon and one ranged weapon. Each of these weapons can be any simple or martial weapon that lacks the heavy and special properties. The longbow is also a valid choice. You gain proficiency with these weapons if you don’t already have it. Weapons of the chosen types are monk weapons for you. Many of this tradition’s features work only with your swordsage weapons. When you reach 6th, 11th, and 17th level in this class, you can choose another type of weapon — either melee or ranged — to be a swordsage weapon for you, following the criteria above.
Agile Parry. If you make an unarmed strike as part of the Attack action on your turn and are holding a swordsage weapon, you can use it to defend yourself if it is a melee weapon. You gain a +2 bonus to AC until the start of your next turn, while the weapon is in your hand and you aren’t incapacitated.
Sage’s Shot. You can use a bonus action on your turn to make your ranged attacks with a swordsage weapon more deadly, or to send a force slash from your swordsage melee weapon at a range of 50 foot to deal an extra 1d4 damage of the weapon’s type. When you do so, any target you hit with a ranged attack using a swordsage weapon takes an extra 1d4 damage of the weapon’s type. You retain this benefit until the end of the current turn.
Way of the Brush. You gain proficiency with your choice of calligrapher’s supplies or painter’s supplies.
One with the Blade
At 6th level, you extend your ki into your swordsage weapons, granting you the following benefits.
Magic Swordsage Weapons. Your attacks with your swordsage weapons count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.
Deft Strike. When you hit a target with a swordsage weapon, you can spend 1 ki point to cause the weapon to deal extra damage to the target equal to your Martial Arts die. You can use this feature only once on each of your turns.
Swordsage Weapon
When you reach 6th level in this class, you can choose another type of weapon — either melee or ranged — to be a kensei weapon for you, following the criteria above.
Sharpen the Blade
At 11th level, you gain the ability to augment your weapons further with your ki. As a bonus action, you can expend up to 3 ki points to grant one swordsage weapon you touch a bonus to attack and damage rolls when you attack with it. The bonus equals the number of ki points you spent. This bonus lasts for 1 minute or until you use this feature again. This feature has no effect on a magic weapon that already has a bonus to attack and damage rolls.
Swordsage Weapon
When you reach 11th level in this class, you can choose another type of weapon — either melee or ranged — to be a swordsage weapon for you, following the criteria above.
Unerring Accuracy
At 17th level, your mastery of weapons grants you extraordinary accuracy. If you miss with an attack roll using a monk weapon on your turn, you can reroll it. You can use this feature only once on each of your turns.
Swordsage Weapon
When you reach 17th level in this class, you can choose another type of weapon — either melee or ranged — to be a swordsage weapon for you, following the criteria above.
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