Wizard
Base Class: Wizard

A swordsmith from Kuwana of the Isle Province, whose title was Uemon-no-jou during the Bunki Era of Japan. He is considered to be the founder of the swordsmith school famed for forging the sharpest swords of the Warring States period of Japan.

Senji Muramasa is a heroic spirit recorded into the throne of heroes, a swordsmith brought back to life through unknown means inhabiting the body of his distant descendant once again aiming to achieve his goal of crafting the ultimate blade.

Origin of Swords

Beginning when you select this school at 2nd level:

Body of Steel:

  • The user gains Unarmored AC of 10 + CON + INT
  • Gain proficiency in all Sword type weapons

Can only use any spells that are related to bladed weapons or spells that enhance your abilities.

Gain access to the Reinforcement (Muramasa) spell, which can be used for 1 + INT modifier times per short/long rest.

Projection Magecraft/Tameshi-Mono:

Using a bonus action the user can create swords by expending spell slots.

The created sword can be of any damage type with a damage roll and magic lv depending on the spell slot used

  • Base attack roll uses Spell's hit DC
  • +1 to attack and damage roll at spell lv 1-3, +2 at spell lv 4-6, +3 at spell lv 7-9
  • Deals +1d12 damage per spell level + spell modifier + proficiency bonus

With an attack action, the sword can either be used to perform melee attacks or it can be suspended in the air within 5ft of the user and launched at a target within a range of 60ft.

Drawing out its full power, the sword is destroyed after use.

Swordsmith of Miracles:

Master Blacksmith: Become proficient in Smith's Tools, Gain proficiency for Light Hammers

Swordsmith's Gaze: Able to discern the weakness of any enemy wielding a bladed weapon along with the abilities of the bladed weapon through a simple gaze.

Territory Creation: Once per long Rest, the user can create a bounded field that lasts for 1 minute with a range of 120ft with the user as the focal point. All rolls done by the enemies within the field will be disadvantaged and all rolls of allies will be advantaged.

Extra Attack

Starting at 6th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. Moreover, you can cast one of your cantrips in place of one of those attacks.

Karmic Eye

You gain this ability starting at 10th level.

An ability that is dormant within one's body. It's a variation of Clairvoyance, and enhances both static and kinetic eyesight. It is a type of insight specialized for combat. He lacked the proper foresight of Clairvoyance...or at least that was supposed to be the limitation...but with Muramasa spending his lifetime peering into destiny in the flames of his forge, his eagle-eyed gaze not only enabled him to capture his prey, but also fate itself.

As a bonus action, choose one creature you can see within 30 feet of you and peer into the destiny of the target. The ability lasts for 1 minute, during the duration you gain the following benefits:

  • You gain a bonus to damage rolls against the target. The bonus equals your Intelligence modifier.
  • Any attack roll you make against the target is a critical hit on a roll of 19 or 20 on the d20.
  • You take half damage from any attacks done by the target.
  • You ignore all resistance and immunity of the target.

You can’t use this feature again until you finish a short or long rest.

Blaze

You gain this ability starting at the 14th level.

Using one's whole body and soul to work the forge, to the point of burning themself.

On your turn, you can light a flame within your vessel as an action.

When active:

  • You have an advantage on Strength checks and Strength saving throws.
  • You have an advantage on Dexterity checks and Dexterity saving throws.
  • All projected weapons are 1 spell level higher than the spell slot used.
  • The AC bonus from Reinforcement is no longer halved.
  • You have resistance to non-magical bludgeoning, piercing, and slashing damage.

You cannot use any spell other than projection or reinforcement when ablaze.

Your Blaze state lasts for 1 minute. It ends early if you are knocked unconscious. You can also end your Blaze state on your turn as a bonus action.

You can use this feature once per short/long rest.

Previous Versions

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