Fighter
Base Class: Fighter

Sword Artists channel their fighting spirit into powerful, stylized weapon techniques, enhancing their attacks with speed, precision, and spectacle. These techniques are traditionally known as Sword Arts, though they work just as well with any melee weapon. A Sword Artist's greatest asset is not their skill with a weapon, but their insuppressible will in the face of adversity.

Level 3: Fighting Spirit

You gain Proficiency in Charisma saving throws.

Level 3: Sword Arts

You are able to channel your fighting spirit into special techniques called Sword Arts. You know three Arts of your choice. You learn an additional Art at Fighter levels 7, 10, and 15. Each time you learn a new Art, you may also replace one Art you know with a different one.

You may use a Sword Art you know once per turn by spending your smallest unspent Arts die. You have five Arts dice, which are a d4, a d6, a d8, and two d10s. You gain a d12 at 10th level and a d20 at 18th level. You regain as many expended Arts dice as you choose when you finish a Short Rest, and you regain all of them when you finish a Long Rest.

Damage dealt by your Sword Arts, if not otherwise specified, is of the same damage type as the weapon used to perform it. If a Sword Art requires a saving throw, the DC equals 8 + your Proficiency Bonus + your Strength or Dexterity modifier.

Aether Charge

Spend an Arts die (no Action needed) to gain a Flying speed equal to your walking speed until the end of your turn (you fall if you're still airborne at that time). If the next melee weapon attack you make this turn hits, roll the spent Arts die and add it to the attack's damage.

Afterimage Assault

When you hit or miss with a melee weapon attack, if you moved at least 15ft this turn, you may spend an Arts die. If the attack was a miss, roll the spent Arts die and add it to the attack roll. If this turns it into a hit, the attack only deals damage equal to another roll of the spent Arts die, or two rolls if it's a critical hit. If the attack was a hit or was turned into a hit, the target can take one fewer Reaction before its next turn.

Air Slash

As part of the Attack action, in place of one of your attacks you may swing your weapon, sending a gale of wind at your target. Spend an Arts die to make a ranged attack with a melee weapon, treating it as a ranged weapon with range 30/60. If it would deal slashing or piercing damage, it deals bludgeoning damage instead. On a hit, roll the spent Arts die and add the result to the attack's damage.

Blade Dash

When you move at least 10 feet in a straight line toward a target and hit it with a melee weapon attack, you may spend an Arts die to instantly move to the next unoccupied space along that line if possible, without spending movement or provoking opportunity attacks, even moving through hostile creatures. Each creature within 5ft of each space you moved through or into takes damage equal to a roll of the spent Arts die plus the ability modifier used for the attack..

Cyclone Strike

When you make a melee weapon attack roll, you may spend an Arts die. Compare the attack roll to the AC of each creature within your weapon's reach other than the attack's target; each of them that the attack roll could have hit takes damage equal to a roll of the spent Arts die plus the ability modifier used for the attack.

Flurry Rush

When a creature you can see makes a melee attack roll against you, you may use your Reaction to spend an Arts die. This counts as your next turn's Sword Art use. If its D20 roll is less than or equal to two rolls of your spent Arts die, the attack misses you, and until the end of your next turn that creature has disadvantage on attack rolls against you and you have advantage on your next melee weapon attack roll against it, which deals extra damage if it hits equal to a roll of the spent Arts die.

Impassioned Plea

When you hit a Hostile creature with a melee weapon attack, you may spend and roll an Arts die and use your Bonus Action to take the Influence action to make a Charisma (Persuasion or Intimidation) check against that creature. Add the Arts die's result to the ability check. If it succeeds, you may choose not to deal damage with your attack. If the ability check fails, add the Art's die's result to the damage.

Masterstroke

When you make a melee weapon attack, you may spend and roll an Arts die before making the attack roll. If the Arts die's result plus the attack roll's d20 result is at least 20, your attack is an automatic critical hit, and you roll the spent Arts die and add the result to the attack's damage.

Rising Break

When you hit with a melee weapon attack, you may spend and roll an Arts die to force the target to make a Strength saving throw if it's Large or smaller (DC 8 + your Proficiency Bonus + the ability modifier used for the attack) or be knocked 10 feet into the air. If it can't fly, stick to a nearby wall or ceiling, or otherwise stabilize itself, it gains the Prone condition and at the end of your turn it falls to the ground. Replace one d6 of falling damage it would take at that time with your spent Arts die (the fall deals bludgeoning damage).

Level 7: Artist Style

Choose one: Flash Step or Immovable Force.

Flash Step

If you spend no more than half your movement in a turn, and no effects are reducing your speed, you may become Invisible during that movement. If you do, after you finish moving you can't spend movement until your next turn. You can't make attacks while Invisible this way. You may use this feature as many times as you can use your Second Wind. You regain one expended use when you finish a Short Rest, and you regain all expended uses when you finish a Long Rest.

Immovable Force

If you don't move or take the Dodge action during your turn, you may reduce your speed to 0 until your next turn. If you do, until your next turn, you can't be moved or knocked Prone, and whenever you take damage, roll your smallest Arts die and reduce one type of that damage by the result. This feature does not spend the Arts die. You may use this feature as many times as you can use your Second Wind. You regain one expended use when you finish a Short Rest, and you regain all expended uses when you finish a Long Rest.

Level 10: Enhanced Limit

You gain an additional Arts die, which is a d12.

Level 10: Push the Limit

When you have no Arts dice remaining, you may use Sword Arts by spending a Hit Point Die and a use of your Second Wind instead of an Arts Die. When you do, use a d10 instead.

Level 15: Signature Arts

Choose two of your known Sword Arts, which become your signature techniques. You may use those techniques without spending an Arts die. When you do, the result of any Arts die roll you would make is 5.

Aether Charge

You may use Aether Charge without spending an Arts die. When you do, the result of any Arts die roll you would make is 5.

Afterimage Assault

You may use Afterimage Assault without spending an Arts die. When you do, the result of any Arts die roll you would make is 5.

Air Slash

You may use Air Slash without spending an Arts die. When you do, the result of any Arts die roll you would make is 5.

Blade Dash

You may use Blade Dash without spending an Arts die. When you do, the result of any Arts die roll you would make is 5.

Cyclone Strike

You may use Cyclone Strike without spending an Arts die. When you do, the result of any Arts die roll you would make is 5.

Flurry Rush

You may use Flurry Rush without spending an Arts die. When you do, the result of any Arts die roll you would make is 5.

Impassioned Plea

You may use Impassioned Plea without spending an Arts die. When you do, the result of any Arts die roll you would make is 5.

Masterstroke

You may use Masterstroke without spending an Arts die. When you do, the result of any Arts die roll you would make is 5.

Rising Break

You may use Rising Break without spending an Arts die. When you do, the result of any Arts die roll you would make is 5.

Level 18: Break the Limit

You gain an additional Arts die, which is a d20.

Sword Artist

Sword Artists channel their fighting spirit into powerful, stylized weapon techniques, enhancing their attacks with speed, precision, and spectacle. These techniques are traditionally known as Sword Arts, though they work just as well with any melee weapon. A Sword Artist's greatest asset is not their skill with a weapon, but their insuppressible will in the face of adversity.

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