Fighter
Base Class: Fighter

“I fear not the man who has practiced 10,000 kicks once, but I fear the man who has practiced one kick 10,000 times.” -Bruce Lee

Like the Samurai, you follow a regimen of discipline and serenity, but you do not swear yourself to a lord. You have devoted yourself to the sword and only the sword. You have forgone all other weapons to become one with your sword, wielding it as if it were a part of your body. Those who embody the Swordmaster archetype are often wandering warriors, Samurai who have rejected traditional doctrine in favor of their own pursuits, or warriors pursuing an ideal of strength.

Restriction: Swords

Swordmaster abilities can only be used with Shortswords, Longswords, Scimitars, Double-Bladed Scimitars, Rapiers, Greatswords, and any other types of sword weapon available in your setting.

Art of the Blade

When you choose this archetype at 3rd level, you learn sword arts, special techniques in battle that you can use to turn the tides of combat in your favor.

Sword Art. You learn two sword arts of your choice, which are detailed under “Sword Arts” below. You can use only one art per attack.

You learn an additional sword art of your choice at 7th level, 11th, 15th, and 19th level Each time you learn new sword arts, you can also replace one art you know with a different one.

Art Points. You have three art points. An art point is expended when you use it. You regain all of your expended art points when you finish a short or long rest.

You gain another art point at 7th level, 11th, 15th, and 19th level.

Saving Throws. Some of your sword arts require your target to make a saving throw to resist the art’s effects. The saving throw DC is calculated as follows:

Art save DC = 8 + your proficiency bonus + your Strength or Dexterity modifier (your choice)

Sharpened Blade, Sharpened Mind

At 3rd level, you've trained your mind and body to be as sharp as your blade. You have advantage on initiative rolls. Additionally, sheathing a sword does not cost an action.

Sword Arts

The sword art options are presented below. Some sword arts cannot be learned until reaching certain levels.

Bear’s Fury

When you make a contested Athletics or Acrobatics check, you can expend an art point to gain advantage on the check. If you succeed, you can make a melee weapon attack.

Blinding Grit

When you take the Attack action on your turn, you can expend an art point to forgo rolling damage and instead kick up sand into a creature within 5 ft of you's eyes or visual sensors. If the attack hits, the creature is blinded until the end of its next turn. The blinded creature can use its action to clean its eyes, ending the effect early.

Circle of Swords

As an action, you can expend three art points to attack creatures in a 20 foot radius circle centered on a point within range of your movement speed. All creatures in that area must make a Dexterity saving throw. A creature takes 8d6 slashing damage on a failed save or half as much on a successful save.

Flash of Steel

When a creature makes an attack or casts a spell within range of your walking speed, you can expend an art point as a reaction to make a melee weapon attack against that creature regardless of the distance between you. You make this attack before they make their attack/cast their spell.

Gathering Crows

When you make an opportunity attack with your main hand weapon while dual-wielding a weapon in your off-hand, you can expend an art point to make an additional attack with your off-hand weapon.

Horizon Cutter

When you make a melee weapon attack using a melee weapon that you are wielding with two hands, you can spent an art point to target any creature adjacent to the target that you can reach. If the attack hits the main target, the target takes an additional die of weapon damage, and if the attack would hit the adjacent creatures, those creatures take the weapon damage without the additional damage die.

Limbcleaver

When you hit with a melee attack, you can expend an art point to take a -3 penalty to the attack roll in an attempt to attack a creature's limb. If the attack hits, you will deal an additional weapon die of damage and will wound the creature. Until the creature recieves healing, it will have disadvantage on attack rolls made using that limb. On a critical hit and at the dm's discretion, you can cut the target limb off.

Mantis Claw

When you hit a prone creature that is up to one size above you with a melee weapon attack, you can expend an art point to drive your blade into that creature. The creature takes an additional die of weapon damage on the damage roll and the creature must succeed on a STR saving throw or be grappled by your sword as you drive it through them into the ground. You cannot use that weapon while it is grappling a creature.

Mithral Thread

As an action, you can expend three art points to move at light speed, cutting down all in your path. All creatures within a line 30 feet long and 5 feet wide originating from you must make a DEX saving throw. Creatures take 6d8 slashing damage on a failed save and half as much on a successful save. You move to the space on the other side of the line without provoking opportunity attacks.

Oni Finger

As a bonus action, you can expend an art point to attack with the pommel of your sword. This attack deals 1d4 + (your strength or dexterity modifier) bludgeoning damage.

Onryo Stance

When a melee weapon attack is made against you by a creature within range of your weapon, you can expend two art points as a reaction to make a melee weapon attack against the attacker. You can attack in retaliation a number of times equal to the amount of attacks you can make with the Attack action.

Pouncing Tiger

When you move at least 15 ft. in a straight line and make a melee weapon attack against a target up to one size above yours, you can expend an art point to give yourself advantage on the roll. If the attack hits, you can force the target to make a STR saving throw or be knocked prone.

Purging Focus

As a bonus action, you can expend three art points to end one effect or spell on yourself.

Shimmering Swordplay

At 7th level, you can use your swordplay to assert yourself in social situations. When making a Performance or Intimidation check, you can use your Strength or Dexterity score rather than your Charisma score.

Disciplined Mind

At 10th level, your rigorous training and experience have bolstered your mental resilience. You have advantage on Wisdom saving throws to avoid being charmed or frightened, and have advantage on Investigation and Perception checks to discern if something is an illusion.

Renewed Vigor

Starting at 15th level, when you use Second Wind, regain an art point.

Additionally, when you roll initiative and have no art points remaining, regain two art points.

Blade Forever Drawn

At 18th level, whenever you roll initiative, treat a roll of 9 or lower as a 10.

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