Base Class: Fighter
You are a truly Legendary Warrior! Your mastery of the blade has evolved beyond mere swordsmanship. and now you have the ability to develop your Sword Aura!
Sword Masters are powerful warriors that can use a Sword Aura and is similar to the fighter half-casters. this Subclass was built in mind for the homebrew rule, Magic Affinities which includes:
- Fire
- Water
- Earth
- Air
- Lightning
- Nature
- Light
- Dark
- Null
it also uses the combined affinity system, which lets you combine to affinities above. this subclass may not make sense if you do not use this homebrew system.
Sword Mastery
You Gain proficiencies in all Sword Weapons, and lose proficiencies in other weapons. you keep proficiencies with shields.
Sword Stance
You have trained in the sword, and have mastered some of the basic Sword Stances.
Ready Stance - when an enemy enters your attack radius, you can make an opportunity attack using your reaction.
Heavy Stance - when you swing at an enemy, you double your strength modifier when calculating damage. if you use it as a finesse weapon, it does not double dexterity.
Scary Stance - when you enter this stance, you gain a +2 to intimidation checks against enemies that fail a DC 16 Wisdom saving throw. if they succeed against the throw, you take a -2 to intimidation checks against them.
Mobility
Your training has made you even more agile, and your experience with the sword has improved.
you gain a +5 to your movement speed. you can double your jump height, and jump range. this does not let you move farther than your movement speed.
Sword Aura
After so much training, you can finally use your sword aura.
Whilst your Sword Aura is active, it glows and puts dim light out to an area of 10 ft. and bright light to an area of 5 ft.
It raises the damage die of your weapon by 1d8 of the appropriate damage type, according to the affinity used. the damage is raised to 2d6 if your affinity is above 75, and 2d8 if it is above 90.
this drains 1 mana per turn it is active, and is raised to 2 mana if your affinity is above 75. it uses 3 mana if it is above 90.
Advanced Sword Auras
Your Sword Aura has evolved, for the first time. this is your second stage sword aura, that can only be used with affinities over 75.
Your Sword Aura can now affect your body, and whilst it is active it gives you+5 to your movement speed. also, the damage die is raised by one.
Godlike Sword Auras
Your Sword Aura has reached the pinnacle of perfection.
this gives you access to the following moves.
Many Strike - when you attack an enemy, you can attack a second enemy for half damage, and a third for 1/4th damage.
Heavy Strike - when you hit an enemy, you can apply the effects of the Shove action.
Lunge Strike - you can dash forwards up to half your movement speed to stab an enemy. you cannot use this if there is no enemy to attack.
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Posted Aug 7, 2022for the record, this is RedKingR, the creator of this homebrew, and i spoke to some people who want to know about the Affinity System.
Affinity's (like in anime) are magical properties that you can wield and master. at the current moment, there are 9 affinities, and 82 sub/mixed affinities.
the 9 Base Affinities are as listed below:
to get these affinities, roll a d100. if it lands on 50 or higher, you get the affinity. you cannot cast spells you don't have affinities for. for example, you cannot cast fireball without the fire affinity, or healing word without light.
this goes for everything but null, which you can let your dm's decide what that does. to get null, it needs to be 90 or higher.
however, this also means that martial classes can get a sort of "Magic", via rough magic. the standard rough magic is just a weaker version of spells (unless you have a strong affinity, but that's up to the dm.)
we also use mana, which scales with you as you level up. at level 1, your roll 1d12+your con modifier for your mana. this is 2d12 at level 2, 3d12 at level 3, and so on.