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## Sword Saint ### It will seem difficult at first, but everything is difficult
at first. Bows are difficult to draw, halberds are difficult
to wield; as you become accustomed to the bow so your
pull will become stronger. When you become used to
wielding the sword, you will gain the power of the Way
and wield the sword well. #### Disciple of Strategy and Steel At 3rd level, In strategy it is necessary to treat training
as part of normal life with your spirit unchanging. You
gain proficiency with a Gaming Set of your choice and longswords count as finesse weapons for you. When a
feature in this class calls for a saving throw use the below formula.
**Sword Save DC** =
8 + your proficiency bonus +
your Dexterity modifier
#### Wisdom of Water Additionally, at 3rd level, Both in fighting and in everyday life you should be determined though calm. Meet the situation without tenseness yet not recklessly, your spirit settled yet unbiased. Once per turn, you can use one of the following abilities by replacing one of your weapon attacks.
* **Cutting the Waters Surface.** You can draw and slash with the weapon in a circular motion. All creatures within 5 feet of you must make a dexterity saving throw. On a failed save, creatures take slashing damage equal to a roll of your weapon die.
* **Edge of the Waters Reflection.** You attempt to parry with a weapon. You gain a +2 bonus to AC until the start of your next turn, until you are incapacitated, or until you stop wielding the weapon. If a creature misses a weapon attack against you while you are parrying you can use your reaction to make a melee weapon attack against that creature. On hit you deal additional damage equal to half your fighter level. \pagebreakNum #### Wisdom of Fire At 7th level, in large-scale strategy, when you cannot see the enemies position, indicate that you are about to attack strongly, to discover his resources. It is easy then to defeat him with a different method once you see his resources.
* **Passion of the Warrior.** When you use your Second Wind feature you can use this Help action as part of the same action. #### Wisdom of Earth At 10th level, know the smallest things and the biggest things, the shallowest things and the deepest things. As if it were a straight road mapped out on the ground.
* **Eyes of the Mountain.** You have a tremorsense out to a 20 foot radius. #### Wisdom of Wind At 15th level, there is no inner meaning in sword attitudes. You must simply keep your spirit true to realise the virtue of strategy.
* **Bottling the Storm.** Your walking speed increases by 10 feet and you can make an additional Reaction per round. Your Cutting the Waters Surface feature deals an additional weapon die of damage, deals double damage to structures, and disperses the winds in the area when used. \columnbreak #### Wisdom of Void At 18th level, void means that which has no beginning and no end. Attaining this principle means not attaining the principle. The Way of strategy is the Way of nature. When you appreciate the power of nature, knowing rhythm of any situation, you will be able to hit the enemy naturally and strike naturally.
* **Nirvana.** As part of the attack action when you attack a creature with a weapon attack you can expend your bonus action to hone your focus beyond the realm of mortal capability. You can treat every attack roll for the rest of your turn as a 20. You can use this feature once and regain a use after finishing a long rest.