Fighter
Base Class: Fighter

 

Fighter Martial Archetype: Bladesoul Disciple

 

“A sword is not merely steel. It is the voice of your soul, given form. Make yours sing louder than death.”

Bladesoul Disciples are samurai who walk the razor’s edge between serenity and violence. They train to such precision that thought and action become one. Their techniques blend iaido-inspired draw strikes, counters, and a focused blade-discipline called Kenjutsu, manifesting both martial prowess and supernatural composure.

Unlike traditional battle-hardened warriors, a Bladesoul Disciple ends battles before they begin—with a single cut, a locked gaze, or an overwhelming aura of killing intent.

 


Lore of the Bladesoul Disciples

 

“A sword is not drawn in haste. A true cut divides more than flesh—it severs delusion.”
— Master Kaito of the Ninth Silence


The First Silence

The origin of the Bladesoul Disciples lies not in a grand fortress, but in a moment of stillness.

Centuries ago, during the Era of Ten Thousand Blades, the world was torn by endless war. Clans raised armies of screaming warriors, banners soaked in blood, and blades dulled from endless slaughter. Amid this chaos rose a swordsman known only as The Nameless, a warrior of no clan, no banner, and no recorded victories—only survivors who remembered his presence.

He moved without sound. Struck without effort. And when confronted, his gaze alone could make battle-hardened killers hesitate. Legends say he ended duels before swords left their sheathes, and when asked about his art, he only replied:
“Stillness is the sharpest blade.”

This warrior vanished as suddenly as he arrived, but his teachings were passed down in secret scrolls written not in ink, but in scars.


The Nine Silences

Over generations, nine masters were chosen to carry the Nameless One’s teachings forward, each preserving a different aspect of the Bladesoul Path. These became the Nine Silences, esoteric dojos hidden in remote mountains, ancient forests, or forgotten temples—each one shaping the Bladesoul discipline in a unique way:

  • The First Silence teaches stillness in body.

  • The Second Silence teaches silence of the blade.

  • The Third through Seventh Silences teach technique, precision, intent, and the moment before the strike.

  • The Eighth Silence is the mastery of fear—of one’s own, and the enemy’s.

  • The Ninth Silence, never spoken aloud, is said to teach how to strike without hatred.

Only those who master all Nine Silences can truly call themselves a Bladesoul Disciple.


Their Place in the World

Bladesoul Disciples do not gather in armies, nor do they serve kings. They walk alone, or in silence beside those whose cause they deem just. In many cultures, they are mistaken for ghosts, executioners, or divine emissaries of death.

Some serve as dueling champions or guardians of ancient relics. Others hunt corrupt warlords or monstrous evils, leaving behind only severed weapons and rumors. A few have become teachers—but only to those with the patience to listen to silence.

Wherever they walk, one truth remains:

They do not speak of what they do.
They simply do it.
Because those who speak do not know, and those who know do not speak...


 

 

Way of the Sword

You gain proficiency in either Stealth or Perception, and you learn to strike with deliberate, practiced precision. You gain the following features:

Iaido Draw

You can make a quick-draw Iaido strike when initiative is rolled:

  • If you are not surprised, you may use your reaction to make a melee weapon attack against a creature within your reach before combat begins, as part of rolling initiative.

  • If the attack hits, it deals an extra 1d8 damage, increasing to 2d8 at level 10 and 3d8 at level 18.

  • If it scores a critical hit, you may immediately make a free use of a Kenjutsu Technique (see below) without expending a technique die.

When you choose this archetype at 3rd level, you learn techniques that are fueled by special dice called technique 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.

You learn two additional techniques of your choice at 7th, 10th, 15th, and 18th level. Each time you learn new techniques, you can also replace one technique you know with a different one. Your technique die increases to a d10 at level 10 and a d12 at level 18.

Technique Dice. You have four technique dice, which are d8s. A technique die is expended when you use it. You regain all of your expended technique dice when you finish a short or long rest.

You gain another technique die at 7th level and one more at 15th level.

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).

Kenjutsu Techniques

Kenjutsu of the Bladesoul Disciples

The Kenjutsu practiced by Bladesoul Disciples is an ancient sword art rooted in stillness, speed, and surgical precision. Unlike brutish styles that overwhelm with power, this discipline is a dance of lethal economy—each motion honed to perfection, each cut meant to end a life with no wasted effort.

Bladesoul Kenjutsu emphasizes:

  • Iaido: Swift, fluid draws that strike as the blade clears the sheath. The first cut is often the last.

  • Counter Techniques: Reading an opponent’s intent and punishing overreach with a flash of steel.

  • Mental Presence: Using posture, silence, and focused ki to dominate the battlefield without lifting a blade.

  • Flow and Footwork: Movement like water—stepping just beyond reach, repositioning before the enemy even reacts.

These techniques are not simply combat maneuvers; they are expressions of a philosophy where the sword is not a weapon, but an extension of the soul.


Techniques

As a Bladesoul Disciple, you master a library of precise and soul-guided sword techniques. These techniques function similarly to Battle Master maneuvers. You may trigger them when you hit with a melee weapon attack, unless otherwise stated. Each technique costs one technique die to use, unless otherwise stated.


 

Crane Parry

When another creature damages you with a melee attack, you can use your reaction and expend one technique die to reduce the damage by the number you roll on your technique die + your Dexterity modifier.

Crashing Wave

When you hit a creature with a weapon attack, you can expend one technique die to attempt to drive the target back. You add the technique 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 15 feet away from you.

Cross Cut

Expend a die. Target two creatures within 5 feet of each other; if the first attack hits, make a second attack on the second creature using the same weapon, adding the die to the second attack’s damage.

Demon Aura Slash

When you hit a creature with an attack, you can expend one technique die to attempt to frighten the target with your warrior spirit. You add the technique 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.

Draw and Sever

Expend a die. You slowly sheath your blade to make a drawing attack that gains advantage on the next strike. On a hit, add double the die to the attack’s damage, and the target cannot regain hit points until the start of your next turn.

Falling Blade Reversal

When you hit a creature with a weapon attack, you can expend one technique die to attempt to disarm the target, forcing it to drop one item of your choice that it’s holding. You add the technique 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.

Flashing Strike

When a creature misses you with a melee attack, you can use your reaction and expend one technique die to make a melee weapon attack against the creature. If you hit, you add the technique die to the attack’s damage roll.

Gaze Beyond the Mountain

When you make an Intelligence (Investigation), an Intelligence (History), or a Wisdom (Insight) check, you can expend one technique die and add the technique die to the ability check.

Lunar Thrust

When you make a melee weapon attack on your turn, you can expend one technique die to increase your reach for that attack by 5 feet as you thrust your blade into your enemy. If you hit, you add the technique die to the attack’s damage roll.

March of Steel

When you move, you can expend one technique die and add the number rolled to your AC until you stop moving.

Mist Blade

Expend a die. After hitting, you may teleport 10 feet to an unoccupied space you can see and leave behind a blurred afterimage, granting you advantage on the next Dexterity saving throw before your next turn ends.

Moon Fang Strike

Expend a die. Your weapon sweeps in an arc. Creatures in a 10-foot line or 5-foot cone must make a Dexterity saving throw or take slashing damage equal to the die + your Dexterity modifier.

Mountain Breaker

Expend a technique die. Your attack gains a +2 bonus to hit and deals extra damage equal to twice the die. If the target is Huge or smaller, it must make a Strength saving throw DC 15 + your Strength modifier or be knocked prone.

Pulling Flower

When you hit a creature with a weapon attack, you can expend one technique die to attempt to goad the target into attacking you. You add the technique 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.

Silent Reaping

Expend a die. If you were hidden or invisible when you hit, the attack is a critical hit and adds the die to the damage.

Silent Step

When you make a Dexterity (Stealth) check or an initiative roll, you can expend one technique die and add the die to the roll, provided you aren’t incapacitated.

Swallow's Shadow

You can expend one technique 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 technique die to the attack’s damage roll.

Thousand Yard Stare

Expend a die. Your gaze pierces through the battlefield and straight into the soul of those whom with you lock eyes...cold, distant, and unmoving, as if you have already seen how this fight ends…and survived it. When you make a Charisma (Intimidation), a Charisma (Performance), or a Charisma (Persuasion) check, you can expend one technique die and add the technique die to the ability check.

Uncuttable Form

Expend two die. As your blade comes in, you exhale slowly, lowering your stance. For a breathless instant, your body stills...like a ripple frozen on a pond. Attacks glance off an invisible edge of will and discipline. Your eyes stay locked on your foe, unmoved, unbroken. You do not yield. You cannot be cut. Until the start of your next turn, you gain +5 AC and advantage on saving throws against being restrained, paralyzed, or stunned.

Warrior's Call

On your turn, you can use a bonus action and expend one technique die to emblazen the spirit 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 technique die roll + your Charisma modifier.

Wind Step Slash

Expend a die. Move up to 10 feet without provoking opportunity attacks before the attack. Add the die to your attack’s damage.

Crescent Moon Counter

You can now parry and strike in the same fluid motion:

  • When a creature you can see misses you with a melee attack, you may use your reaction to make a melee weapon attack against that creature. If it hits, add one of your Technique Dice to the damage roll and you may immediately apply a Kenjutsu Technique.

You can use Crescent Moon Counter a number of times equal to your proficiency bonus, regaining all uses on a long rest.

Know Thy Enemy

Beginning at 7th level, after spending at least 1 minute studying or engaging with another being during peaceful moments, you gain insight into how their physical capabilities compare to yours. The GM reveals whether the target matches, exceeds, or falls short of your own abilities in two categories you select from the following:

  • Physical power (Strength attribute)
  • Agility (Dexterity attribute)
  • Endurance (Constitution attribute)
  • Defensive capability (Armor Class)
  • Current vitality (Hit points)
  • Overall experience (Total class levels, if applicable)
  • Warrior training (Fighter class levels, if applicable)

Improved Kenjutsu Techniques

At 10th level, your technique dice turn into d10s. At 18th level, they turn into d12s.

Blade Severance

  • When you target an enemy's weapon (requires GM adjudication and a called shot), if you critically hit, you may choose to:

    • Automatically disarm the target (no save).

    • Destroy a nonmagical weapon or break one magical weapon's function until mended (GM’s discretion).

    • Deal double critical damage to constructs or enemies composed of metal or inorganic material.

This ability cannot affect legendary artifacts or plot-protected items unless the GM allows.

Unseen Edge

You move and strike so swiftly that your enemies can barely track your blade.

  • You gain Blindsight out to 10 feet.

  • On your turn, the first creature you hit with a melee weapon attack cannot take reactions until the start of its next turn.

  • You may now use Crescent Moon Counter even if the enemy’s attack hits (but only if it is a melee weapon attack).

Killing Intent

Your mere presence on the battlefield carries the weight of countless battles fought and survived. With a single look, you can unnerve the unworthy.

As a bonus action, choose one creature that can see you within 30 feet. That creature must make a Wisdom saving throw (DC = 8 + your proficiency bonus + your Dexterity modifier).

  • On a failed save, it becomes frightened of you until the end of your next turn.

  • While frightened in this way, the creature cannot take reactions and has disadvantage on attack rolls against you.

  • If the creature is already frightened by this feature and fails the save again, it becomes paralyzed until the start of its next turn instead.

  • You can use this feature a number of times equal to your Dexterity modifier (minimum once) per long rest.

Improved Kenjutsu Techniques

At 18th level, your technique dice turn into d12s.

One-Cut Kill

You have mastered the art of the perfect cut.

  • When you roll initiative and have no Technique Dice, you regain 2.

  • Once per turn, when you score a critical hit with a melee weapon, you can expend a Technique Die to make the target roll a Constitution saving throw (DC = 8 + your proficiency bonus + your Strength or Dexterity mod).

    • On a failure, the creature is instantly reduced to 0 HP if it has 100 HP or fewer.

    • On a success, the attack deals an additional 10d10 slashing damage, ignoring resistances.

 

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[R3] Bladesoul Disciple Samurai Image

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