Fighter
Base Class: Fighter

Cursed Sword is the name of the fighting style which gathers most of the sword techniques and skills that has a complex tradition which has seemingly evolved greatly over the course of years if not centuries. 

Combat Skills

You learn skills that are fueled by skill points that enhance attacks in some way. You start with 4 SP at 3rd level, 8 SP at 7th level, 12 SP at 15th level, and 18 SP at 18th level. You replenish these Skill Points upon a long rest.

Skills. You learn three skills of your choice, which are detailed under “Skills” below. Many skills enhance an attack in some way. You may use only one skill per turn.

You learn two additional skills of your choice at 7th, 10th, and 15th level. Each time you learn new skills, you can also replace one skills you know with a different one.

Skill Points. You start off with four skill points. A skill point is expended when you use it for a skill or feature. You regain a single skill point at the end of your turn if you performed the attack action, regardless if you hit your opponent or not. You regain all of your expended skill points when you finish a long rest.

You gain four extra skill points at 7th level and four more at 15th level.

Saving Throws. Some of your skills require your target to make a saving throw to resist the skill's effects. The saving throw DC is calculated as follows:

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

Elemental Attunement

You start off with one out of four elements you can attune to. These elements can be used to empower special powerful skills when first enabled beforehand. You gain mastery of another element at 6th level, 10th level, and 14th level.

You can only attune to one element at a time until you reach level 10 and gain Elemental Affinity.

Air

Wind Protection (2 SP/8 Rounds): Your body is attuned to the playful winds that surrounds you. As an action, you can spend 2 Skill Points to gain +1 AC and have your walking speed increased by 10 feet for 8 rounds.

Earth

Strength of the Earth (2 SP/8 Rounds): Your body becomes heavy with the might of the earth. As an action, you can spend 2 Skill Points to have advantage on Strength checks, and Strength saving throws, and have resistance to non-magical bludgeoning, piercing, and slashing damage for 8 rounds.

Fire

Blade of Flame (2 SP/6 Rounds): Your body and blade attuned with the power of flames. As an action, you can spend 2 Skill Points to have your melee weapon attacks deal an extra 1d4 fire damage for 6 rounds. This effect cannot be reapplied when on cooldown (during the 6 rounds). When the effect ends, your Skill Points are depleted to 0.

Water

Calm Mind (2 SP/6 Rounds): Your mind feels the flow of water around you as your senses become acute. As an action, you can spend 2 Skill Points to go into a trance as if you were concentrating on a spell. During this trance, you gain +1 to your AC and +1 to your attack and damage rolls for 6 rounds.

Cursed Sword Skills

You learn a series of cursed sword skills and basic skills.

Basic Skills

  • Upper Slash - You swipe your weapon in a powerful swing upwards, slicing those in your path. When you hit a creature with a melee weapon attack on your turn, you can expend a Skill Point to perform an Upper Slash. Your target must make a Dexterity save or be knocked up into the air by 10 feet plus as many feet equal to your Strength modifier (DC = 8 + Proficiency + Strength/Dexterity Modifier), taking damage from your weapon attack as normal. For every 10 feet they fall, they take an additional 1d4 bludgeoning damage.
  • Cleave - You swipe your weapon in a powerful swing downwards, crashing those in your path. When you hit a creature with a melee weapon attack on your turn, you can expend a Skill Point to perform a Cleave. Your target must make a Dexterity save or be knocked into the ground Prone (DC = 8 + Proficiency + Strength/Dexterity Modifier), taking damage from your weapon attack as normal. If a successful Upper Slash was made previous to this attack, the creature fails automatically.
  • Lunge - You dive into your enemy's position to launch a powerful blow. When you make a melee weapon attack on your turn, you can expand a Skill Point to perform a Lunge to move an additional 5 feet and increase your reach for that attack by 5 feet.
  • Kick - You proceed to make a powerful backhand kick to those that stand in your way. When you hit a creature with an unarmed strike, you can expend a Skill Point to perform a Kick. Your target must make a Dexterity save or be pushed 5 feet away and knocked into the ground Prone (DC = 8 + Proficiency + Strength/Dexterity Modifier), taking damage from your unarmed attack as normal. If a successful Lunge was made previous to this attack, the creature fails automatically.

Below is a list of the Cursed Sword techniques available to you.

Bloody Fissure Thunder Thrust

A high-speed attack that involves lunging at the enemy at the first moment. When you hit a creature with a melee weapon attack, you can expend 2 Skill Points so your attack roll has a +2 to hit. If used on your first turn of combat, you deal an additional 2d4 piercing damage.

Death Sword Chaos Star

A deadly sword technique that consecutively slashes the enemy multiple times in one instant. Though the power is high, so is the Skill Point consumption. As an action, you can expend 4 Skill Points to perform 3 melee weapon attacks (your bonus damage from the fire element doesn't apply).

Demon Decapitation

You jump at the enemy, and slash at their neck. When you hit a creature with a melee weapon attack, you can expend 2 Skill Points to deal an additional 1d6 slashing damage and score a critical hit on a roll of 19 or 20.

Demon Skull Beheading

A deadly attack that involves jumping off somewhere high. Incredibly strong, but not usable everywhere. As an action, you expend 3 Skill Points and quickly climb the highest wall or ledge 5 feet next to you and perform a melee weapon attack roll, dealing 1d6 additional bludgeoning damage for each 10 feet climbed. You do not take fall damage regardless if you hit or not when performing this move.

Earth Rumbling Decapitation

Prerequisites: Level 7 in fighter & Elemental Attunement - Earth

Bring in the earth's power for a deadly blow from above. Incredibly powerful, it's usable without jumping off something. Moreover, power is increased if Wild Lands is active. As an action, you expend 3 Skill Points and perform a melee weapon attack roll, dealing 2d8 additional bludgeoning damage. If you are empowered by the earth element, all creatures within 15 feet of you must make a Dexterity save or become knocked prone (DC = 8 + Proficiency + Strength/Dexterity Modifier).

Lightning Sword Flash

Prerequisites: Level 7 in fighter & Elemental Attunement - Wind

Art that uses the wind’s movement boost to strike like lightning. When you hit a creature with a melee weapon attack, you can expend 2 Skill Points so your attack roll has a +4 to hit. If used on your first or second turn of combat while empowered by the wind element, you deal an additional 2d8 piercing damage.

Quadruple Giga

Prerequisites: Level 15 in fighter & Elemental Attunement - All

An ultimate skill, using all four elements to destroy an enemy. As an action, you can expend 1 Skill Point to drop all current elemental empowerments and attune your weapon with one element as if you were concentrating on a spell. You still gain the benefits of that element as normal. At the every start of your turn you must use an action to attune to an additional element of your choosing. Once you've finally reached your fourth element, your next successful melee weapon attack deals 20d20 damage to your opponent. This damage overcomes all resistances and immunities. If you break concentration before your final attack, you simply loose all current empowerments.

Serene Demon Sword

Prerequisites: Level 7 in fighter & Elemental Attunement - Water

An Iai skill used with a serene mind. When you hit a creature with a melee weapon attack, you can expend 2 Skill Points to deal an additional 1d8 slashing damage and score a critical hit on a roll of 19 or 20. If used while empowered with the water element, your attack ignores all resistances and immunities. In addition, this move can forcibly end your trance once used if.

Vaporizing Rebellion Sword

Prerequisites: Level 7 in fighter & Elemental Attunement - Fire

Innumerable slashes infused with the flames of purgatory. An incredibly powerful skill. As an action, you can expend 4 Skill Points to perform 3 melee weapon attacks with fire as your weapon's damage type. If you are empowered by the fire element, your reach increases by 5 feet (your bonus damage from the fire element does apply).

Monster Encyclopedia

Starting at 7th level, if you defeat a type of monstrosity, you can learn certain information about its capabilities compared to your own. The DM tells you if the creature is your equal, superior, or inferior in regard to two of the following characteristics of your choice:

  • Strength score
  • Dexterity score
  • Constitution score
  • Armor Class
  • Current hit points
  • Total class levels (if any)
  • Fighter class levels (if any)

Elemental Affinity

At 10th level, you've honed your skills over all four elements and are able to wield them to greater heights. Your Elemental Attunement have these following additional effects:

  • Wind - Playful Wind (2 SP/12 Rounds): You've learned to dance with the wind around you as it aids you. While empowered by the wind, all ranged attacks have disadvantage against you, you are able to take 2 reactions per round, and opportunity attacks don't trigger against you.
  • Earth - Breath of the Earth (2 SP/12 Rounds): You've trained with the earth to harden your body. While empowered by the earth, you gain resistance to all non-magical damage with the exception of psychic damage and your movement is unaffected by difficult terrain.
  • Water - Still Mind (-- SP/-- Rounds): You've calmed your mind well enough to predict the flow of patterns around you. Being empowered by water now requires no Skill Points, however you cannot use other Cursed Sword Skills or regain any SP using the attack action while in this trance. During your trance, all melee attacks have disadvantage against you and your melee attacks all have advantage. You consume 1 Skill Point for each successful hit on a creature. You remain in this state until your Skill Points fully depletes or you break out of concentration upon taking damage. Only the use of the Serene Demon Sword skill can forcefully break out of this trance.
  • Fire - Hellfire Sword (2 SP/6 Rounds): Your burning spirit burns even brighter. While empowered by the fire, all your Skill Points are refreshed upon use and your melee weapon attacks instead deal an extra 1d8 fire damage. This still cannot be reapplied when on cooldown (during the 6 rounds) and you are still depleted to 0 Skill Points when the effect ends.

Additionally, you can attune up to 2 elements at a time.

Earth

Breath of the Earth (2 SP/12 Rounds): You've trained with the earth to harden your body. As an action, you can spend 2 Skill Points to have advantage on Strength checks, and Strength saving throws, resistance to all non-magical damage with the exception of psychic damage, and have your movement unaffected by difficult terrain for 12 rounds.

Fire

Hellfire Sword (2 SP/6 Rounds): Your burning spirit burns even brighter. As an action, you can spend 2 Skill Points to have all your Skill Points are refreshed and have your melee weapon attacks deal an extra 1d8 fire damage for 6 rounds. This effect cannot be reapplied when on cooldown (during the 6 rounds). When the effect ends, your Skill Points are depleted to 0.

Water

Water - Still Mind (-- SP/-- Rounds): You've calmed your mind well enough to predict the flow of patterns around you. As an action, you can go into a trance as if you were concentrating on a spell. During this trance, you gain +1 to your AC and +1 to your attack and damage rolls. However, you cannot use other Cursed Sword Skills or regain any SP using the attack action while in this trance. During your trance, all melee attacks have disadvantage against you and your melee attacks all have advantage. You consume 1 Skill Point for each successful hit on a creature. You remain in this state until your Skill Points fully depletes or you break out of concentration upon taking damage. Only the use of the Serene Demon Sword skill can forcefully break out of this trance.

Wind

Playful Wind (2 SP/12 Rounds): You've learned to dance with the wind around you as it aids you. As an action, you can spend 2 Skill Points to gain +1 AC and have your walking speed increased by 10 feet for 12 rounds. While empowered by the wind, all ranged attacks have disadvantage against you, you are able to take 2 reactions per round, and opportunity attacks don't trigger against you.

Elemental Mastery

At 15th level, you've honed your mastery over all four elements and are able to wield them to their full potential. Your Elemental Attunement have these following additional effects:

  • Wind - Devastating Gale (1 SP/16 Rounds): You've learned to dance with the wind around you as it's majestic gale aids you. While empowered by the wind, you instead gain a 20 feet bonus to your walking speed and have a flying speed equal to your walking speed.
  • Earth - Wild Lands (1 SP/16 Rounds): You are no longer bound by the weight of the earth, only strengthened. While empowered by the earth, you gain resistance to all damage with the exception of psychic damage while under it's effects and you are immune to the paralyzed and restrained condition.
  • Water - Serene Mind (4 SP/16 Rounds): You've honed your mind to ignore bodily pain. Being empowered by water now requires 4 Skill Points, however you no longer consume Skill Points for each successful hit on a creature and cannot break out of concentration upon taking damage. You may also use other Cursed Sword Skills and regain any Skill Points using the attack action as normal.
  • Fire - Purgatory Flames (4 SP/6 Rounds): Your burning spirit burns still even beyond your physical limits. While empowered by fire, your melee weapon attacks instead deal an extra 1d12 fire damage and your Skill Points no longer depletes once the effect ends.

You are able to attune to as many elements as you want at a time and are able to unleash them all at will. As an action you can expend 10 Skill Points to gain the effects of all four elements for 8 turns. The fire element does not restore Skill Points when used in this way.

Earth

Wild Lands (1 SP/16 Rounds): You are no longer bound by the weight of the earth, only strengthened. As an action, you can spend 2 Skill Points to have advantage on Strength checks, and Strength saving throws, resistance to all damage with the exception of psychic damage, have your movement unaffected by difficult terrain, and become immune to the paralyzed and restrained condition for 16 rounds. 

Fire

Purgatory Flames (4 SP/6 Rounds): Your burning spirit burns still even beyond your physical limits. As an action, you can spend 2 Skill Points to have all your Skill Points are refreshed and have your melee weapon attacks deal an extra 1d12 fire damage for 6 rounds. This effect cannot be reapplied when on cooldown (during the 6 rounds).

Water

Serene Mind (4 SP/16 Rounds): You've honed your mind to ignore bodily pain. As an action, you can spend 4 Skill Points to go into a trance as if you were concentrating on a spell. During this trance, you gain +1 to your AC and +1 to your attack and damage rolls for 16 rounds. During your trance, all melee attacks have disadvantage against you and your melee attacks all have advantage. Only the use of the Serene Demon Sword skill can forcefully break out of this trance.

Wind

Devastating Gale (1 SP/16 Rounds): You've learned to dance with the wind around you as it's majestic gale aids you. As an action, you can spend 2 Skill Points to gain +1 AC, have your walking speed increased by 20 feet, and have a flying speed equal to your walking speed for 16 rounds. While empowered by the wind, all ranged attacks have disadvantage against you, you are able to take 2 reactions per round, and opportunity attacks don't trigger against you.

Cursed Sword Mastery

At 18th level, you have the skill mastered Element Spica, an attack that concentrates the power of the Four Elements into your weapon. This is a devastating technique taught and designed to obliterate your foes. As an action, you can expend 9 SP and consume all your current elemental buffs into your sword. Upon your next successful weapon attack, the creature you hit must make a Constitution save or take a total of 5d8 damage for each elemental buff consumed (DC = 8 + Proficiency + Strength/Dexterity Modifier). This damage overcomes all resistances and immunities. On a success they only take half as much.

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