Base Class: Fighter
One of the four main cultivation clans, Nie Sect favours the use of single edged Sabres, harnessing berserk spirits that both aid in and demand great aggression and violence in battle. The sabres become such formidable spirits that without great care they can slowly twist their Nie Sect disciple into something unrecognisable and evil.
As you level up in Nie Sect, you will be prompted to choose additional Nie Clan Saber Modifications, which you can choose from the table below.
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Nie Clan Saber Modifications |
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+3 |
You have a +3 bonus to Attack and Damage Rolls made with this weapon. |
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Elemental |
When you take this Saber modification, choose between an elemental damage type; acid, cold, fire, lightning, or thunder. The weapon deals an extra 1d6 of that damage type whenever you hit, and while wielding the saber you are resistant to that type of damage. |
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Dancing |
You can use a Bonus Action to toss your saber into the air, where it will hover. The saber has a flying speed of 30 ft and a 5 ft reach. The saber uses your Attack roll and adds your ability score modifier to Damage Rolls. You can use your bonus action to move and attack once with the saber. After the saber attacks 4 times it must return to your hand or as close as it can get. |
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Disruption |
When you hit a fiend or an undead with this magic weapon, that creature takes an extra 2d6 radiant damage. If the target has 25 hit points or fewer after taking this damage, it must succeed on a DC 15 Wisdom saving throw or be destroyed. On a successful save, the creature becomes frightened of you until the end of your next turn. |
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Poisoned |
You can use an action to cause thick, black poison to coat the blade. The poison remains for 1 minute or until an attack using this weapon hits a creature. That creature must succeed on a DC 15 Constitution saving throw or take 2d10 poison damage and become poisoned for 1 minute. |
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Rapid |
You can make one attack with your saber as a bonus action on each of your turns. |
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Slayer |
Choose a creature type from Abberarations, Beasts, Celestials, Constructs, Dragons, Elementals, Fey, Fiends, Giants, Humanoids, Monstrosities, Oozes, Plants, or Undead. When you hit your chosen creature type with your Saber, the creature takes an extra 2d6 damage of the weapon's type and must succeed on a Strength saving throw against your attack roll throw or fall prone. |
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Warning |
While the weapon is on your person, you have advantage on initiative rolls. In addition, you and any of your companions within 30 feet of you can't be surprised, except when incapacitated by something other than nonmagical sleep. The weapon magically awakens you and your companions within range if any of you are sleeping naturally when combat begins. |
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Wounding |
Hit Points lost to this weapon’s damage can be regained only through a short or Long Rest, rather than by regeneration, magic, or any other means |
Chosen Saber
Starting when you become a disciple of Nie Sect at 3rd level, you are given a powerful Saber, which employs aggressive spirits to aid you in battle. You take a corruption point that cannot be healed except by abandoning your saber and Nie sect. Choose a name for your Saber, as it has a spirit of its own.
Your Saber cannot be wielded by any other person in combat, and anyone carrying your Saber suffers from a point of exhaustion each day as the Saber spirit attacks the thief.
At 3rd level when you earn this feature, choose a Saber feature from the Nie Saber Features table, and take a permanent corruption point that cannot be healed except by bandoning your Saber and Nie Sect.
Saber Extension
Beginning at 7th level, you've trained and fought long enough with your Saber that you can choose another perk from Nie Clan Saber Modifications. You cannot choose the same Saber Perk twice.
Loyal Saber
At 10th level, your saber has become as loyal to you as you are to it. You can't be disarmed of your saber unless you are incapacitated. If the saber is within 1000 ft, you can use a bonus action to summon it back to you. It must return to your hand as quickly as it can, or get as close as it can get. The saber can navigate simply around obstacles.
Vengeful Saber
Beginning at 10th level, your connection with your Saber is unique and permanent. You take a third perk from the Nie Clan Saber Modifications table that you have not already taken. You take a corruption point that cannot be healed except by abandoning your Saber and Nie sect.
Your Saber is also increasingly hungry for blood and violence, and becomes cursed with the Curse of Vengeance. You are unwilling to part with your Saber, keeping it on your person at all times. You also have disadvantage on attack rolls made with weapons other than this one.
In addition, while the sword is on your person, you must succeed on a DC 15 Wisdom saving throw whenever you take damage in combat. On a failed save you must attack the creature that damaged you until you drop to 0 hit points or it does, or until you can't reach the creature to make a melee attack against it.
You are also unable to lose attunement from your Saber without a Greater Restoration.
Berserk Saber
Starting at 18th level, you gain a fourth and final perk from the Nie Clan Saber Modification table. Your Saber is now fully sentient and will need to be interred safely to keep it from becoming a vengeful Blade Spirit upon your death. You take a corruption point that cannot be healed except by abandoning your Saber and Nie sect.
Your Saber replaces the curse of Vengeance with the curse of Frenzy. You still are unwilling to part with your Saber, keeping it within reach at all times. You also have disadvantage on Attack rolls with Weapons other than your Saber.
You are unable to lose attunement from your Saber without the use of a Wish spell, Divine intervention, or another action of equal narrative power, at the DM's discretion.
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