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JNAProductions
2016-04-08, 06:15 PM
Class Features

Hit Points
Hit Dice: 1d8 per Swordsage level
Hit Points At First Level: 8+your Constitution modifier
Hit Points at Higher Levels: 1d8 (5)+your Constitution modifier

Proficiencies
Armor: Light Armor
Weapons: Simple weapons, Martial weapons
Tools: One set of artisan's tools

Saving Throws: Strength, Dexterity

Skills: Choose three skills from Acrobatics, Animal Handling, Athletics, History, Insight, Intimidation, Perception, Performance, Persuasion, and Survival.

Equipment
You start with the following equipment, in addition to the equipment granted by your background:

-a) One martial weapon or b) one simple weapon
-Leather armor
-Any artisan's tools
-a) A dungeoneer's pack or b) an explorer's pack



Level
Proficiency
Features
Maneuvers Known
Maneuvers Readied
Stances Known


1
+2
Martial Maneuvers, Stances
6
4
1


2
+2
Fighting Style
7
4
2


3
+2
Discipline
8
5
2


4
+2
Ability Score Improvement
9
5
2


5
+3
Extra Attack
10
6
3


6
+3
Quick to Act
11
6
3


7
+3
Discipline Feature
12
7
3


8
+3
Ability Score Improvement
13
7
3


9
+4
Weapon Focus
14
8
4


10
+4
Discipline Feature
15
8
4


11
+4
Insightful Strikes
16
9
4


12
+4
Ability Score Improvement
17
9
4


13
+5
Evasion
18
10
4


14
+5
Improved Quick to Act
19
10
5


15
+5
Discipline Feature
20
11
5


16
+5
Ability Score Improvement
21
11
5


17
+6
Defensive Stance
22
12
5


18
+6
Discipline Feature
23
12
5


19
+6
Ability Score Improvement
24
13
5


20
+6
Dual Boost
25
13
6



Martial Maneuvers-You begin at first level with 6 maneuvers known. The disciplines you can take from are Desert Wind, Diamond Mind, Setting Sun, Shadow Hand, Stone Dragon, and Tiger Claw.

Once you know a maneuver, you must ready it before you can use it.

You learn a new maneuver every level.

The DC for any maneuver that requires it is 8+your proficiency bonus+your Wisdom modifier.

Maneuvers Readied

You can ready four of your six starting maneuvers at level 1, and one more every other level. You ready maneuvers by resting and meditating for 5 minutes. The maneuvers you select stay readied until you change them.

You begin an encounter with all maneuvers ready, regardless of how much you've used them before. Once a maneuver has been spent, it remains spent for the rest of the encounter, unless you spend an action to recover one.

Stances-You begin with one stance known from any discipline you can draw martial maneuvers from. At 2nd, 5th, 9th, 14th, and 20th level, you learn a new stance. Unlike maneuvers, stances do not need to be readied and are always active. You may switch between known stances as a bonus action.

Fighting Style-You may select one of the following fighting styles at 2nd level:

-Dueling
-Two Weapon Fighting
-Great Weapon Fighting
-Nimbleness
-Brawling

Your speed increases by 10' and your AC by 1 so long as you are wearing light or no armor and not using a shield.
When you take this fighting style, your fists now deal 1d4 damage and are considered Light, Finesse weapons. This improves by one damage die at levels 5, 9, 13, and 17 in the class that you gained this fighting style in, to a max of 1d10.

Discipline-At level 3, you must choose a Discipline to train in.

Extra Attack-At level 5, whenever you make the attack action, you may attack twice.

Quick to Act-At level 6, you gain a +2 bonus to your initiative check. This improves to a +2 bonus and advantage at level 14.

Weapon Focus-At level 9, you may spend an hour meditating with a weapon. This is the weapon you imbue your focus into. When using this weapon, you may spend a bonus action to gain advantage on your next attack made with it a number of times equal to your Wisdom modifier (minimum 1) per short rest. You may use your fists if you selected the Brawling fighting style.

Insightful Strikes-At level 11, your blows are made with wisdom and insight. You may add your Wisdom modifier to any damage roll made with your focused weapon.

Evasion-At level 13, your body is nimble enough to evade any harmful effect. Whenever you are offered a Dexterity save for half damage, you instead take no damage on a successful saving throw, and only half on a failed.

Defensive Stance-At level 17, your mind flows through you and improves your defense. You may add half your Wisdom modifier to all saves and your AC.

Dual Boost-At level 20, you are a master of martial maneuvers. Any time you activate a single maneuver, you may activate a second one as a bonus action.

Desert Wind

One With The Desert-At level 3, when you select this discipline, you gain resistance to fire. (If you already have resistance to fire, gain resistance to cold.) In addition, you automatically acclimatize to hot weather and suffer no ill effects in up to 100 degree heat.

Zephyric Wind-At level 7, you learn to move like the wind. You may Dash or Disengage as a bonus action.

Burn Hotter-At level 10, your blows ignore resistance to fire, and treat immunity as resistance instead.

Ride the Winds-At level 15, in any area large enough to have winds, you may ride them, gaining a fly speed equal to twice your move speed. In addition, you are under the permanent effects of a Feather Fall spell.

Fire of the Sun-At level 18, your blows burn so hot they ignore immunity to fire, and you gain immunity to fire damage.

Diamond Mind

3

7

10

15

18

Setting Sun

3

7

10

15

18

Shadow Hand

3

7

10

15

18

Stone Dragon

3

7

10

15

18

Tiger Claw

3

7

10

15

18

JNAProductions
2016-04-08, 06:17 PM
Maneuvers

Desert Wind

Blistering Flourish
Level 1

In a 30' burst centered on yourself, you let out a blinding blast of light. Everyone in the area except you must make a Constitution saving throw or be dazzled (taking a -1 penalty on all attack and Perception rolls) for one minute. They may repeat the save at the end of each of their turns to throw off the effect.


Burning Blade
Level 1

You charge your weapon with flames. For one minute, so long as you maintain concentration, your attacks deal an extra 1d6 fire damage each time they hit.


Burning Brand
Level 2

Your weapon transforms into an elongated burning brand. For one minute, so long as you maintain concentration, your attacks do all fire damage, do an extra 1d6 points of fire damage each time they hit, and have their reach increased by 5'.


Death Mark
Level 3

You plunge your weapon into a foe, causing them to explode in gouts of flame. In a 10' burst centered around your enemy, all creatures except you must make a Dexterity saving throw or take 2d6 fire damage, or half on a success.


Desert Tempest
Level 6

As part of this attack, move up to your speed, provoking opportunity attacks as normal. Each time you pass by an enemy in your reach, you may make the Attack action against them. No enemy can be affected this way more than once per use.


Distracting Ember
Level 1

As part of this maneuver, make an attack. When you perform this maneuver, you summon a Small Fire Elemental in any square adjacent to any opponent. This Fire Elemental takes no action, but lasts until the end of your next turn.


Dragon's Flame
Level 5

You breathe out fires in a 30' cone. All creatures within the cone must make a Dexterity saving throw or take 4d8 fire damage, or half on a success.


Fan the Flames
Level 3

You gather a ball of flame and hurl it at your enemy, dealing 4d8 damage on a hit.

JNAProductions
2016-04-08, 06:19 PM
Reserved, just in case.

CantigThimble
2016-04-08, 11:47 PM
Is there any reason why you wouldn't just make changing maneuvers take a short rest? I'd rather reuse existing framework than make new.

What kind of action do maneuvers take to use?

Blistering flourish is just an annoyance for everyone. It barely affects anything, it hits allies and it makes the DM roll a lot of saves repeatedly against said meaningless effect.

Sicarius Victis
2016-05-18, 02:00 AM
I agree that Blistering Flourish is pointless, but I also feel that it could use a few more maneuvers for each level, just to add a few more options. Also, do you plan on figuring out the rest of the disciplines?

Sicarius Victis
2016-05-18, 02:51 AM
Also, there are a few other things I feel should be changed. Quick to Act started at 1st level in 3.5, why is it now a much higher-level ability? Also, the Swordsage in 3.5 had Unarmoured Defense, why doesn't it in this version. The Swordsage also only went up to 12 readied maneuvers, rather than the 13 you've given it. I admit, I may be looking at a different version of the class than you are, but I still feel like these changes should be considered.

PotatoGolem
2016-05-18, 08:55 PM
Distracting ember is also useless, as flanking is gone. Maybe have it take the Help action?