Base Class: Paladin
For those who seek to reach the pinnacle of swordsmanship, immeasurable amounts of discipline and dedication are required. For some, this means travelling the world, constantly in search of stronger and stronger foes, and for others, it is rigorous daily training of one's technique. It is only through a life attempting both, that one can hope to become a master. A Wandering Warrior has forgone all material bonds, in some cases even leaving their own families behind, in order to reach for the highest peaks of strength. The techniques of a Wandering Warrior can range from the traditional, to the esoteric, and anything in between, wielding as much weaponry as they deem necessary. Similar to an Oath breaker, those who take this Oath of strength, pray to no singular deity, but rather any that gives them the strength to climb higher towards the Apex.
This is a OP-inspired subclass, but you can make it your own by reflavoring the Sword Techniques to accommodate different one-handed weapon types, change the 3-Sword techniques to one massive blade, etc.
Channel Divinity: Channel Willpower
When you take this oath at 3rd level, you gain the following two Channel Divinity options.
Hardened Weapons. As an action, your inner strength can envelop your weapons with a dark metallic coat of energy that crackles with power. For 1 minute, you add your Proficiency Bonus to attack rolls made with those weapons (with a minimum bonus of +1), and it ignores any resistances (but not immunities). If the weapon is not already magical, it becomes magical for the duration.
You can end this effect on your turn as part of any other action. If you are no longer holding or carrying those weapons, or if you fall unconscious, this effect ends.
Impose on the Weak. As an action, you project your willpower using your Channel Divinity. Each humanoid CR 1 and below that can see or hear you within 30 feet of you must make a Wisdom saving throw (DC 10+ your Charisma Modifier). If the creature fails its saving throw, it is frightened of you for 1 minute or until it takes damage.
When you use your Channel Divinity, you choose which option to use. You must then finish a short or long rest to use your Channel Divinity again.
Stance Fighting
When you take this oath at 3rd level, you learn techniques that are fueled by special dice called tenacity dice.
Techniques. You learn three techniques of your choice, which are detailed under “Techniques” below. Many techniques enhance an attack in some way. You can use only one technique per attack and you must be in the appropriate stance for that technique. As an action, you can switch between 1 Sword, 2 Sword, and 3 Sword Stance:
0 1 Sword Stance is a more accurate and controlled stance that gives +1 to attack rolls, and adds your proficiency bonus to damage rolls while in this stance.
0 2 Sword Stance provides the benefit and speed of two-weapon fighting. When you take the Attack action and attack with a light melee weapon that you’re holding in one hand, you can use a bonus action to attack with a different light melee weapon that you’re holding in the other hand. You don’t add your ability modifier to the damage of the bonus attack, unless that modifier is negative. If either weapon has the thrown property, you can throw the weapon, instead of making a melee attack with it.
0 3 Sword Stance allows you to place deadlier strikes, as your opponent guesses which blade will hit first, giving you +2 to attack rolls, and you make a critical hit on a 19 or 20.
You learn two additional techniques of your choice at 7th, 10th, and 15th level. Each time you learn new techniques, you can also replace one technique you know with a different one.
Tenacity Dice. You have four tenacity dice, which are d8s. A tenacity die is expended when you use it. You regain all of your expended tenacity dice when you finish a short or long rest.
You gain another tenacity die at 7th level and one more at 15th level.
At 11th level, your tenacity dice turn into d10s. At 18th Level, they turn into d12s.
Saving Throws. Some of your techniques require your target to make a saving throw to resist the technique's effects. The saving throw DC is calculated as follows:
Technique save DC = 8 + your proficiency bonus + your Strength or Dexterity modifier (your choice)
Master Techniques
Techniques
Available at 3rd level, these Techniques are presented based on the sword stance they are used in.
Advanced Techniques: At Level 11, some techniques get even more refined, as listed below.
3 Swords: Soaring Phoenix- Gains a range of 60 (120)ft, increases the extra damage to 2d6 force damage, and gains a knockback effect..
3 Swords: Flying Dragon Twister-Can be used as a ranged AOE up to a range of 30ft.
3 Swords: Giant Leaping Panther-Doubles the range to 30ft.
2 Swords: Glass Lance Leap-Doubles the Range to 30ft.
2 Swords: Climbing Whirlwind- Higher leap increases the height up to 30ft, and you make one additional weapon attack.
0 Swords: Hardening Stance
You stand your ground proudly, taking a defensive pose and focusing on the next attack. As an action, you can spend one tenacity die and gain +2 to your AC and advantage on strength and dexterity saving throws until the start of your next turn. You cannot move or make any other attacks or reactions in this time.
1 Sword: Lightning Dragon Slice
You channel your roaring ambition into your blade and make a heavy, thundering strike, that cripples your foe. When you make a melee attack on your turn, you can spend two tenacity die, and if the attack hits, you can add your tenacity die to the attack as thunder damage, and is paralyzed until your next turn.
1 Sword: Lion Song
(Reaction)- You sheathe your blade and rush down your opponent with a lightning fast blow. As a reaction, you can spend two tenacity die to make an attack on a creature within 10 feet with advantage.
2 Swords: Climbing Whirlwind (Advanced)
(Prerequisite Level 11) You launch yourself straight into the air, spinning your blades in graceful strikes on your opponents. As an action, you can spend three tenacity die to leap up into the air (up to 30 feet) and make three simultaneous attacks on one target.
2 Swords: Glass Lance Dash
As a bonus action you can spend two tenacity die, and 15 feet of movement, to swing your swords towards the ground with so much force, that you are launched into the air in a direction of your choosing up to 15ft. At the end of your turn, you safely land on a point of your choosing withing 5 feet of the point you flew towards. At higher levels, this technique evolves and becomes 2 Swords: Glass Lance Leap.
2 Swords: Glass Lance Leap (Advanced)
(Prerequisite Level 11) As a bonus action you can spend two tenacity die, and 15 feet of movement, to swing your swords towards the ground with so much force, that you are launched into the air in a direction of your choosing up to 30ft. At the end of your turn, you safely land on a point of your choosing withing 5 feet of the point you flew towards.
2 Swords: Rising Phoenix
As an action, you can carve the air with your blades, spending one tenacity die to launch your attack at your target from range. This attack has a range of 30 (60) feet and deals an additional 1d6 force damage. At higher levels, this technique evolves and becomes 3 Swords: Soaring Phoenix.
2 Swords: Tower Climb Strikes
You launch yourself straight into the air, spinning your blades in graceful strikes on your opponents. As an action, you can spend two tenacity die to leap up into the air (up to 15 feet) and make two simultaneous attacks on one target. At higher levels, this technique evolves and becomes 2 Swords: Climbing Whirlwind.
3 Swords: Billion Worlds Flurry
(Prerequisite Level 10) You spin all of your blades simultaneously and dash through your opponent. As an action, you can spend three tenacity die to make a devastating series of blows against one target. If the attack hits, the target suffers 6d6 Slashing Damage and is stunned until your next turn. This technique can only be used once per long rest.
3 Swords: Dragon Twister
As an action, you can spend one tenacity die to make a spinning strike with your blades. Enemies must make a dexterity saving throw, taking 3d6 slashing damage on a failed save, or half damage on a successful save. At higher levels, this technique evolves and becomes 3 Swords: Flying Dragon Twister.
3 Swords: Flaming Ogre Cutter
You strike with such ferocity that your targets body catches flame. As an action, you can spend three tenacity die to make an attack that causes serious burns as the targets cloths or flesh burn. For 3 rounds, the target takes 1d6 fire damage at the start of each of their turns. They can use an action to make a constitution saving throw (DC 10) to end this effect early.
3 Swords: Flying Dragon Twister (Advanced)
(Prerequisite Level 11) As an action, you can spend one tenacity die to make a spinning strike with your blades. Enemies must make a dexterity saving throw, taking 4d6 slashing damage on a failed save, or half damage on a successful save.
3 Swords: Giant Panther Leap (Advanced)
(Prerequisite Level 11) You crouch down on all fours before launching yourself at an opponent, attacking from above with heavy strikes. As an action, you can spend three tenacity die to make an attack with a range of 30ft and also force the target to make a strength saving throw or be knocked prone.
3 Swords: Leaping Panther
You crouch down on all fours before launching yourself at an opponent, attacking from above with heavy strikes. As an action, you can spend three tenacity die to make an attack with a range of 15ft and also force the target to make a strength saving throw or be knocked prone. At higher levels, this technique evolves and becomes 3 Swords: Giant Leaping Panther.
3 Swords: Soaring Phoenix (Advanced)
(Prerequisite Level 11) As an action, you can carve the air with your blades, spending one tenacity die to launch your attack at your target from range. This attack has a range of 60 (120) feet and deals an additional 2d6 force damage. If this attack hits, the target must make a Strength saving throw against your Technique Save DC or be knocked prone (8 + your proficiency bonus + your Strength or Dexterity modifier (your choice)).
Nine Sword Style: Blades Drawn
Starting at 7th level, you can project your will to create the image of a god of destruction, with after images emerging from your sides with blades of their own. As an action, you move so fast that it seems as if you wield nine blades at once, creating an area filled with slashes. Your speed increases by 10 feet, the range of your attacks extends to 15 feet, and you are immune to being charmed, frightened, or prone. While you can only use 3 Sword stance Techniques, you gain 3 attacks per round (total of 5) and each attack does an additional 1d6 slashing damage.
You can maintain this form for a maximum of 3 rounds, and you can end this ability as a bonus action. After you leave this state, at the end of your turn the aftershocks on your body cause you to gain one level of exhaustion for each round you used this feature, and you cannot use this again until you finish a long rest.
Also your skill in wielding multiple weapons grows, allowing you to more seamlessly switch between stances. As a bonus action, you can switch between 1 Sword Stance (+2 to hit), 2 Sword Stance (Two-Weapon Fighting), or 3 Sword Stance (+3 to hit).
Inner Focus
At 15th level, after years of meditation and reflection on your journey, you begin to gain deeper control over your body, moving efficiently with body and mind. As an action, you can spend 30 hit points from your Lay on Hands ability, to remove one level exhaustion from yourself. You can also now choose your sword stance at the start of each of your turns in combat.
King of Hell: Damnation Serpent
At 20th level, you can release your inner limiters, creating an aura of crackling energy to swirl around you as your ambition and strength take on physical form for one minute. As an action, you are surrounded by a 30 foot aura of whirling energy, as you gain the following effects:
0 You regain all of your tenacity die
0 You have advantage on Strength (Athletics) and Dexterity (Acrobatics) checks.
0 You can seemingly walk on air, as you kick higher and higher, you gain a fly and walk speed of 40 feet.
0 Your willpower lashes out like lightning at your enemies, any enemy that starts their turn within 10 feet of you must make a dexterity saving throw (DC 13), taking 4d10 thunder damage on a failed save.
This feature cannot be used at the same time as Nine Swords Style: Blades Drawn. Once you use this feature, you can't use it again until you finish a long rest.
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