Base Class: Fighter
Those who live by the blade shall endlessly cut through those opposing them. They gain many ways to hone their swordsmanship, and continue forward until everything that opposes them is laid to waste, or they perish in battle.
March of the Sword
Beginning when you choose this archetype at 3rd level, instead of dealing damage when rolling damage for daggers, shortswords, longswords, yklwa, scimitars, greatswords, rapiers, and glaives. You can choose to forgo dealing the damage in favor of attacking the amount of times the damage roll gives.
You may apply this as many times on the same turn as you did not use the same trait on a previous turn, even to your Extra Attacks.
Each slash will only deal 1 DMG, and if the attack roll was a critical hit, instead of increasing the amount of strikes, all strikes will instead becoming critical.
If a damage enhancing spell is applied, only the last hit will gain the effects of the spell.
If any damage-boosting effects are added without the use of Blades of Many, the damage is calculated into the amount of attacks, and not each individual attack's damage.
Blade of Many
When using March of the Sword, you can use a selection of effects depending on your level once per turn at the sacrifice of 1D4-1(minimum 1) HP. The effects will only be applied to the final strike. You can only apply each effect once per long rest.All weapon-modifying effects do stack, as long as the duration does not expire.
The effect modifier is CON, as it will be powered by your own lifeforce instead.
LVL 3:
Target can't willingly move for one round or it takes 1d8 thunder damage. The damage increases by 1D8 when you reach 5th, 11th, and 17th level.
Deal fire damage to enemy 5FT from target based on effect modifier, at 5th level, the melee attack deals an extra 1d8 fire damage, and the green flame damage becomes 1d8 + your effect modifier. Both damage dice increase by one again at levels 11 and 17.
Deal an additonal 1d10 acid damage. The damage increases by 1d10 when you reach 5th, 11th, and 17th level.
All target within 10 FT of you must make a Dexterity save, taking 1d6 force damage on a fail. The effect's damage die increases by one at levels 5, 11, and 17.
LVL 5:
Target makes a Wisdom save. If they fail, they have disadvantage when attacking a creature besides you for one minute, and they must pass a Wisdom save to move more than 30 feet from you. They only have to pass the save once in order to move freely for the rest of their turn.
The attack deals an extra 1d6 fire damage to the target and sets them on fire for 1 minute. The fire goes out if the effect is ended. At the start of its turns, the target must make a Constitution saving throw. On a failure, it takes 1d6 fire damage. On a success, the effect ends. If the target or a creature within 5 feet of it uses an action to put out the flames, or if some other effect puts out the flames, the effect ends.
Your weapon makes a thunderous boom that spans 300 feet from you. The attack deals an extra 2d6 thunder damage. Additionally, if the target is a creature, it must succeed on a Strength save or be pushed 10 feet away from you and knocked prone.
Deal an extra 1d6 psychic damage. Additionally, if the target is a creature, it must pass a Wisdom save or be frightened of you until the effect ends. As an action, the creature can make a Wisdom check against your spell save DC to end this effect.
LVL 7:
Deals an extra 2d6 radiant damage. The target becomes visible if it's invisible, and it sheds a 5-foot radius of dim light for one minute. They can't become invisible until the effect ends.
Deal 3d6 fire damage to the target. The weapon gives off bright light in a 10-foot radius and dim light over an additional 10 feet. Every strike within 10 minutes of using this will also deal 3D6 additional fire damage.
The target must pass a Wisdom saving throw or take 3d8 psychic damage. It takes half as much on a success. On a failed save, you also always know the target's location, but only while the two of you are on the same plane. The target can't become hidden from you, and if it's invisible, it gains no benefits from this condition against you.
For 1 minute, deal 2d8 psychic damage on final strikes. When you attack in dim light or darkness, you have advantage.
LVL 9:
Deal an extra 3d8 radiant damage and force it to make a Constitution save to avoid being blinded. A blinded creature can repeat the save at the end of its turns, regaining sight on a success.
Choose one of these damage types: acid, cold, fire, lightning, or thunder. For the duration, gain +1 to attack rolls, and deals an extra 1d4 damage of the chosen type.
100-foot long, 5-foot wide lightning strikes the target and any enemies within 5 FT of the target. Each creature must make a Dexterity save. The spell deals 4d6 lightning damage on a failed save, or half as much on a successful one.
Target takes 3d6 necrotic damage, and you regain hit points equal to half the necrotic damage dealt.
LVL 11:
Choose one damage type: acid, cold, fire, lightning, or thunder. It makes a Constitution save. If it fails, for one minute, on a turn when it takes damage of the chosen type, it takes an extra 2d6 damage of it. The target also loses resistance to the type until the effect ends.
Deal an extra 2d8 radiant damage on a hit for 1 hour. If your weapon isn't already a magic weapon, it becomes one for the duration.
As a bonus action, you can dismiss the effect and cause the weapon to release a burst of radiance. Each creature of your choice that you can see within 30 feet of the weapon must make a Constitution save. On a failure, it takes 4d8 radiant damage and it is blinded for 1 minute. On a successful save, it takes half damage and isn't blinded. At the end of each of its turns, a blinded creature can make a Constitution save, ending the blindness on a success.
Deal an extra 4d6 psychic damage. The target must make a Wisdom save. On a failure, it has disadvantage on attacks and ability checks, and can't take reactions until the end of its next turn.
LVL 13:
Deals an extra 5d10 force damage. If the attack reduces the target to 50 hit points or less, you banish it. If the target is native to a different plane than the one you're on, the target returns to its home plane. If the target is native to the plane you're on, it vanishes to a harmless demiplane. While there, it's incapacitated. It remains there until one minute ends, to which the target reappears in the space it left or in the nearest unoccupied space if it can't.
The target is poisoned for 7 days. At the end of each of the target's turns, it makes a Constitution save. If the target succeeds on three of these saves, it is no longer poisoned, and the effect ends. If the target fails three of these saves, the target is no longer poisoned, but choose one of the diseases below. The target is subject to the chosen disease for the spell's duration
- Blinding Sickness: The target has disadvantage on Wisdom checks and saves, and is blinded.
- Filth Fever: The target has disadvantage on Strength checks, saves, and attack rolls that use Strength.
- Flesh Rot: The target has disadvantage on Charisma checks and is vulnerable to all damage.
- Mindfire: The target has disadvantage on Intelligence checks and saves, and during combat it acts as if it's under the effects of Confusion.
- Seizure: The target has disadvantage on Dexterity checks, saves, and attack rolls that use Dexterity.
- Slimy Doom: The target has disadvantage on Constitution checks and saves. Additionally, when it takes damage, it is stunned until the end of its next turn.
Choose up to five creatures you can see within 60 FT. Targets takes 6d10 force damage. You can then teleport to an unoccupied space you can see within 5 feet of one of the creatures you chose.
Show of Force
Starting at 3th level, you can force the opponent back using your strikes.
When using this skill, it will apply to all attacks taken.
The amount of uses is 1D4 per Long rest. You gain an additional dice for every ability score improvement/feat select. The amount of uses you had remaining will be discarded after a long rest.
The amount of feet the opponent is propelled is relative to how many slashes you make during the attack. For every point of damage, the opponent is forced back by 1 FT away from the user.
Furthermore, depending on their size, they will have a chance to be proned after travelling a certain distance using this skill. They require a DEX saving throw against this. Your spell modifier for this is CON.
Tiny: 15FT - STR saving mod
Small: 30FT - STR saving mod
Medium: 40FT - STR saving mod - CON saving mod
Large: 80FT - STR saving mod - CON saving mod- Character LVL
Huge: 160FT- STR saving mod - CON saving mod - Character LVL
Gargantuan: 320FT- STR saving mod - CON saving mod - Character LVL
If the opponent collides with an object or creature, deal 1D6 Bludgeoning damage to both the opponent and object for every remaining 10 FT they have yet to travel. This damage caps at 20D6. They will then travel half of the distance remaining while having a chance to be proned regardless of distance traveled.
If the opponent collides with a wall, only deal the bludgeoning damage to the person and object, unless the wall is broken by said damage.
Bladestorm
Beginning at LVL 7, When using March of the Sword, you may now choose to redirect any of your strikes to any target within 5 FT of you or the target.
If you apply Show of Force to your Attack Action, each target's knock back will be individually calculated according the the amount of strikes dealt to them.
Swordsmanship
You can now choose to gain advantage of your attack rolls, but have the amount of slashes cut by half.
Master Swordsman
At 15th LVL, You can now use two Blades of Many spells in a single turn.
The second spell will occur at the second-last strike, or stacked with the last strike.
Show of Force is also recharged after just a short rest.
Lethality
At 18th level, when using March of the Sword, Power Word Kill on a single target during the last strike along with your spells. However, the opponent can make a DEX saving throw to negate it if they have 100 max HP or less. This does not take up any bonus actions, and does not count towards the spell use of Blades of Many.
This is cast after the Blades of Many spells have been used.
Previous Versions
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