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Swordsage

Disciplined Focus

When you choose this archetype at 3rd level, you begin to uncover truths within the multiverse that grant you power in combat. These disciplines are fueled by special dice called focus dice.   Discipline Maneuvers. You learn three discipline maneuvers of your choice which are detailed under "Discipline Maneuvers" below. Many maneuvers enhance an attack in some way. You can use only one maneuver per turn. You learn two additional discipline maneuvers of your choice at 7th, 10th, and 15th level. Each time you learn new maneuvers, you can also replace one maneuver you know with a different one.   Focus Dice. You have four focus dice, which are d8s. A focus die is expended when you use it. You regain all of your expended focus dice when you finish a short or long rest. You gain another focus die at 7th level and one more at 15th level.   Casting Spells. Some discipline maneuvers grant you the ability to cast spells. When you use a discipline maneuver to cast a spell, you cast the spell at its lowest level. Saving Throws. Some of your discipline maneuvers require your target to make a saving throw to resist the maneuver's effects. The saving throw DC is calculated as follows:   Discipline Maneuver save DC = 8 + your proficiency bonus + your Wisdom modifier

Sense Magic

Starting at 3rd level, you can innately sense the presence of magic. You know the detect magic spell, but when you cast it using this class feature, you can only cast it as a ritual.

Quick Thinking

At 7th level, your wits and your mind keep you one step ahead in battle. You gain a bonus to initiative rolls equal to your Wisdom modifier   In addition, you gain proficiency in Wisdom saving throws. If you already have this proficiency, you instead gain proficiency in Intelligence or Charisma saving throws (your choice).

Improved Focus

At 10th level, your focus dice turn into d10s. At 18th level, they turn into d12s.

Relentless

Starting at 15th level, when you roll initiative and have no focus dice remaining, you regain one focus die.

Discipline Maneuvers

The discipline maneuvers are presented in alphabetical order.   Absorb Elements. You can use your reaction and expend a focus die to cast the absorb elements spell.   Blade Tempest. When you take the Attack action on your turn and make a weapon attack, you can expend one focus die to make an additional weapon attack using the same weapon as a bonus action. If the attack hits, you add the focus die to the damage roll.   Blinding Flourish. When you hit a creature with a weapon attack, you can expend one focus die to attempt to blind the target as your weapon emits a flash of brilliant light. You add the focus die to the attack's damage roll, and the target must make a Constitution saving throw. On a failed save, it is blinded until the start of your next turn.   Burning Blade. At the start of your turn, you can use a bonus action and expend a focus die to make a weapon you are holding burst into flame, which stays lit until the end of the current turn. Whenever you hit with a melee weapon attack using the flaming weapon, it deals extra fire damage equal to the result of the focus die. If you make multiple attacks, roll the focus die separately for each damage roll.   Evasion. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you can expend a focus die to instead take no damage if you succeed on the saving throw, and only half damage if you fail.   Flame Riposte. When a creature misses you with a melee attack, you can use your reaction and expend one focus die to make a melee weapon attack against the creature. If the attack hits, instead of dealing the weapon's normal damage, it deals fire damage equal to the focus die roll + your Wisdom modifier.   Flame Thrust. When you take the Attack action on your turn and are wielding a melee weapon, you can expend a focus die to make one of your attacks as a flame thrust. For that attack, choose a creature within 30 feet of you. That creature must make a Dexterity saving throw as a white-hot ball of flame streaks from your weapon toward it. On a failed save, the target takes fire damage equal to 1d8 + the focus die roll.   Ghost Blade. When you take the Attack action on your turn and are wielding a melee weapon, you can expend a focus die to create an illusion of your attack, masking your true strike. You add the focus die to the next melee attack roll you make.   Hidden Stance. You can use a bonus action and expend a focus die to take the Hide action. When you take the Hide action in this way, you can attempt to hide even while you are only lightly obscured, and you add the focus die roll to your Dexterity (Stealth) check.   Magic Athleticism. As an action, you can expend a focus die to cast the jump spell. Alternatively, whenever you make a Strength (Athletics) or Dexterity (Acrobatics) check, you can expend a focus die, adding the focus die roll to your check total.   Moment of Alacrity. When you roll initiative, you can expend a focus die and add the focus die roll to your initiative roll.   Redirection Parry. When a creature misses you with a melee weapon attack, you can use your reaction and expend a focus die to redirect the blow at another creature. Choose a creature adjacent to you and within the attacker's reach. The attack targets that creature, and the new target takes damage equal to the focus die roll + your Wisdom modifier.   Rising Phoenix. You can use a bonus action and expend a focus die to give yourself a flying speed equal to your movement speed on foot. This speed only lasts until the end of your current turn. If you end your turn in the air and nothing else is holding you aloft, you fall.   Step of the Wind. You can use a bonus action and expend a focus die to take the Dash action. When you take the Dash action in this way, for the rest of the current turn you ignore difficult terrain, and swimming and climbing don't cost you extra movement.   Swordsage's Defense. When another creature hits you with an attack, you can use your reaction and expend a focus die to make a Wisdom (Insight) check, adding the focus die roll to your check. If your check total is higher than the creature's attack roll, the attack misses.   Teleporting Target. You can use a bonus action and expend a focus die to cast misty step. Alternatively, when you are hit by an attack, you can use your reaction and expend a focus die to cast misty step. The triggering attack still hits, and you teleport after you take the damage, even if it reduces you to 0 hit points.   Wind Stride. You can use an action and expend a focus die to cast the longstrider spell on yourself.

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