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
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