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DeAnno
2017-06-13, 12:04 AM
While the Battlemaster feels like a fairly reasonable facsimile of the old 3.5e Warblade, and the many paths of the Paladin class can replicate the feel of the old Crusader to some extent, there really isn't anything in 5e that looks very much like a Swordsage. My concept was that a Swordsage is a "full caster" version of a maneuver user, and I based the whole class on those maneuvers instead of just a subclass. In a similar way to spells progressing, Swordsages get more advanced maneuvers later, along with Stance features as well. This allows for something with even more customization than a Battlemaster has in 5e, which is a plus for melee characters that want to have a lot of interesting options.

The class itself taken alone doesn't have much of the content; like the spells with the Wizard, most of it is in the Martial Disciplines. I filrted with the idea of doing the other cannon three that the Swordsage didn't traditionally get, but decided to stay with the traditional six to start. Choosing 3/6 seemed like a good set of options, especially because you'll only get 2/3 maneuvers of each tier beyond the first.

The Swordsage


Level
Proficiency Bonus
Features
Superiority Dice
Maneuver Level


1st
+2
Combat Superiority, First Martial Dicipline
3
1


2nd
+2
Fighting Style, Second Martial Discipline
4
1


3rd
+2
Quick to Act, Third Martial Discipline
4
1


4th
+2
Ability Score Improvement
5
1


5th
+3
Extra Attack, Improved Combat Superiority (d10)
5
1


6th
+3
Extra Maneuver
5
2


7th
+3
Extra Maneuver
5
2


8th
+3
Ability Score Improvement
6
2


9th
+4
Evasive Reflexes, Improved Combat Superiority (d12)
6
2


10th
+4
First Martial Stance
6
2


11th
+4
Second Martial Stance
6
2


12th
+4
Ability Score Improvement
7
2


13th
+5
Extra Maneuver
7
3


14th
+5
Extra Maneuver
7
3


15th
+5
Relentless Determination
7
3


16th
+5
Ability Score Improvement
8
3


17th
+6
Extra Maneuver
8
4


18th
+6
Extra Maneuver
8
4


19th
+6
Ability Score Improvement
9
4


20th
+6
Dual Stance, Improved Combat Superiority (d20)
9
4



Class Features
As a swordsage, you gain the following class features.

Hit Points
Hit Dice: 1d8 per swordsage level
Hit Points at 1st Level: 8 + your Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per swordsage level after 1st

Proficiencies
Armor: Light armor
Weapons: Simple weapons, Martial weapons
Tools: None

Saving Throws: Strength, Wisdom
Skills: Choose three from Acrobatics, Arcana, Athletics, History, Insight, Intimidation, Nature, Perception, and Stealth

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

two martial weapons
(a) leather armor or (b) a healer's kit and a steel mirror
(a) a longbow and a quiver of 40 arrows or (b) a flask of Alchemist's fire and a grappling hook
(a) a dungeoneer's pack or (b) an explorer's pack


Combat Superiority
You learn maneuvers that are fueled by special dice called superiority dice.
Maneuvers. You will learn most of your maneuvers from your martial disciplines. However, in addition to those maneuvers, you also know the Precision Attack Maneuver automatically. Many maneuvers enhance an attack in some way; you can only use one maneuver per attack.
Precision Attack. When you make a weapon attack roll against a creature, you can expend one superiority die to add it to the roll. You can use this maneuver before or after making the attack roll, but before any effects of the attack are applied.
Superiority Dice. You have three superiority dice, which are d8s. A superiority die is expended when you use it. You regain all of your expended superiority dice when you finish a short or long rest. You gain more superiority dice as your swordsage level increases; refer to the swordsage class table.
Saving Throws. Some of your maneuvers require your target to make a saving throw to resist the maneuver's effects. The saving throw DC is calculated as follows:

Maneuver save DC = 8 + your proficiency bonus + your Strength or Dexterity modifier (your choice)

Martial Discipline
At 1st, 2nd, and 3rd level, choose a martial discipline to learn. When you learn a martial disicpline, you learn both its 1st level maneuvers. You don't learn any of its higher level maneuvers or its stance immediately, but learning the discipline allows you to learn them later if you wish, with the extra Maneuver and Martial Stance features.

Fighting Style
At 2nd level, you adopt a particular style of fighting as your specialty. Choose one of the following options. You can't take a Fighting style option more than once, even if you later get to choose again.

Defense. While you are wearing armor, you gain a +1 bonus to AC.

Dueling. When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.

Great Weapon Fighting. When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wieling with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.

Two-Weapon Fighting. When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.

Unarmored Defense. While you are wearing no armor and not wielding a shield, your AC equals 10 + your Dexterity modifier + your Wisdom modifier.

Quick to Act
At 3rd level, you become so attuned to the flow of combat that you may add your proficiency bonus to Initiative rolls.

Extra Attack
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

Improved Combat Superiority
At 5th level, your superiority dice turn into d10s. At 9th level, they turn into d12s. At 20th level, they turn into d20s.

Extra Maneuver
At 6th, 7th, 13th, 14th, 17th, and 18th level, you learn a maneuver from any one of your martial disciplines. The maneuver's level may not be higher than your maximum maneuver level known, as shown on the swordsage class table.

Evasive Reflexes
At 9th level, your reflexes are raised to a new plateau. You gain proficiency in Dexterity saving throws.

Martial Stance
At 10th and 11th level, you learn a martial stance from any one of your martial disciplines. You may only have one martial stance active at a time. You can assume a martial stance, exit your martial stance, or change stances with a bonus action. Your martial stance lasts until you exit or change it, or until you are incapacitated.

Relentless Determination
At 15th level, you can spend a bonus action to expend one of your hit dice and recover one of your expended superiority dice. When you do, also regain hit points as if you had spent that hit die during a short rest.

Dual Stance
At 20th level, you can activate both your stances simultaneously with a bonus action. This works just like either of your stances do alone, and you can use a bonus action to switch to either stance independently or to exit your stances altogether.

Martial Disciplines

Desert Wind
1st: Burning Blade. As a bonus action, you can expend and roll a superiority die to light your weapon aflame. Until the end of your next turn, you deal fire damage instead of your normal damage type with all melee weapon attacks, and all such attacks deal extra damage equal to your die roll.
1st: Fire Riposte. When a creature hits you with a melee attack, you can use your reaction and expend one superiority die to make a melee weapon attack against the creature. If you hit, you add the superiority die to the attack's damage roll as extra fire damage.
2nd: Fiery Shield. When you take fire or cold damage, you can use your reaction and expend and roll a superiority die to become immune to the triggering damage type until the end of your next turn. Additionally, any creature that hits you with a melee attack until the end of your next turn takes fire damage equal to your die roll.
3rd: Flashing Sun. When you miss with a melee weapon attack, you can expend a superiority die to reroll your attack roll, with advantage. If you hit, the attack deals fire damage instead of its normal damage type, and add the superiority die to the attack's damage roll.
4th: Wyrm's Flame. As an action, you can expend and roll two superiority dice to breathe out a massive cone of fire. Each creature in a 60 foot cone extending from you must make a Dexterity saving throw. On a failed save, it takes twice your dice roll in fire damage and is blinded until the end of your next turn. On a successful save, it takes fire damage equal to your dice roll and isn't blinded.
Stance: Rising Phoenix. Jets of flame roll off your body to propel you across the battlefield. You gain a flying speed equal to your normal speed. While flying, you emit bright light in a 20-foot radius, and make a loud sound audible from up to 300 feet away.

Diamond Mind
1st: Ruby Nightmare Blade. When you score a critical hit with a melee weapon attack, you can expend one superiority die to enhance your crit. Maximize all the attack's damage dice, and add twice your superiority die's maximum value to the damage dealt.
1st: Emerald Razor. When you make a melee weapon attack, you can expend one superiority die to make your weapon difficult to evade. Instead of making an attack roll, have your target make a Dexterity saving throw instead. On a failed save, deal normal attack damage to the target and add your superiority die to the attack's damage roll. On a successful save, deal half that much damage.
2nd: Quicksilver Motion. When you move, you can expend a superiority die to double your speed and give all creatures disadvantage on attacks against you until the end of your next turn.
3rd: Moment of Perfect Mind. When you make an Intelligence, Wisdom, or Charisma saving throw, you can expend one superiority die to add it to the roll. You can use this feature after you roll, but only before you learn if the save succeeded or failed.
4th: Diamond Nightmare Blade. When you hit a creature with a melee weapon attack, you can expend two superiority dice to force through a critical blow. Add both superiority dice to the attack's damage roll, and the attack is automatically a critical hit (roll the superiority dice twice).
Stance: Absolute Alacrity. You are blurry with speed, flashing from place to place when you act. Enemies in combat with you can't take reactions on your turn, and you can take two reactions per round instead of one.

Setting Sun
1st: Mighty Throw. You can expend and roll a superiority die when you make a grapple check against a creature in your reach to throw it instead of grabbing it. If you win, you can throw that creature through the air to anywhere within a distance of (5 feet x your die result) and knock it prone. Creatures can't be thrown up to provoke falling damage, but they take it normally if they are thrown from a height.
1st: Hydra Slaying Strike. When you hit a creature with a melee weapon attack, you can expend a superiority die to attempt to throw it off balance. Add the superiority die to the attack's damage roll, and the target must make a Dexterity saving throw. If it fails, it can't make multiple attacks as part of a single action until the end of your next turn.
2nd: Manticore Parry. As a reaction, you can expend a superiority die to redirect a melee attack on you to another creature instead. You must use this maneuver before you know if the attack hits or misses, and the new target must be within the attacking creature's reach. If the attack hits, add your superiority die to the damage dealt.
3rd: Mirrored Pursuit. As a reaction, when an creature adjacent to you moves, you can expend a superiority die to follow it until the end of your next turn. Whenever the creature moves, you can move with it. You share its space and accompany it wherever it goes, even if it uses extraordinary movement modes you don't possess such as flight or teleportation. Any sort of movement or teleportation may trigger this ability, including forced movement you cause yourself. You don't trigger any opportunity attacks or similar effects with this special movement. At the start of your next turn, you stop sharing its space and can either choose a new one adjacent to it, or fall prone in its space.
4th: Ballista Throw. When you use your Mighty Throw maneuver, you may expend and roll an additional superiority die to throw the creature as a projectile, making a special line attack as wide as the creature's space and as long as your throw (which now has a maximum distance of 5 feet x the sum of both superiority dice used). The creature thrown takes bludgeoning damage equal to twice the sum of both dice rolled. All creatures in the line must make Dexterity saving throws. If they fail, they take that same damage and are knocked prone and pushed backwards 10 feet. If they succeed, they take half that much damage and aren't knocked prone or pushed backwards.
Stance: Giant Killing Style. You have advantage on attack rolls, Strength checks, and Dexterity checks against creatures larger than you. Additionally, you can make grapple attacks against creatures regardless of their size.

Shadow Hand
1st: Shadow Blink. As a bonus action, you can expend and roll a superiority die. You may teleport to anywhere you can see within a distance of (5 feet x your die result).
1st: Poison Strike. When you hit with a weapon attack, you can expend a superiority die to attempt to poison the target. You add the superiority die to the attack's damage roll, and the target must make a Constitution saving throw. On a failed save, it is poisoned until the end of your next turn.
2nd: Cloak of Deception. As a bonus action, you can expend a superiority die to become invisible until the end of your next turn.
3rd: Enervating Strike. When you hit with a weapon attack, you can expend a superiority die to drain their life force. Add the superiority die to the attack's damage roll, and reduce the target's maximum hit points by an amount equal to the damage taken. The reduction lasts until the target finishes a short rest. Also, you regain hit points equal to the damage dealt.
4th: Shadow Noose. As an action, you can expend and roll two superiority dice to try to strangle a target within 60 feet in shadow. The target must make a Constitution saving throw; if you are hidden from the target, it makes this this saving throw with disadvantage. On a failed save, it takes twice your dice roll in necrotic damage and is stunned until the end of your next turn. On a successful save, it takes necrotic damage equal to your dice roll and isn't stunned.
Stance: Assassin's Stance. You aim for weak spots on your enemies that only you can see. Once per turn, you can deal 2d6 extra damage to one creature you hit with a weapon attack if you have advantage on the attack roll.

Stone Dragon
1st: Mountain Hammer. When you hit with a melee weapon attack, you can expend a superiority die to bypass the target's resistances. You add the superiority die to the attack's damage roll, and the target loses all its damage resistances until the end of your next turn (the resistances don't apply to this attack).
1st: Stone Bones. As a bonus action, you can expend and roll a superiority die to gain that many temporary hit points. You also gain resistance to bludgeoning, piercing, and slashing damage until the end of your next turn.
2nd: One with the Stone. When you fail a Strength check or Strength saving throw, you can expend a superiority die to reroll it, adding the superiority die to the roll.
3rd: Tombstone Strike. When you hit with a weapon attack, you can expend a superiority die to knock your enemy senseless. Add the superiority die to the attack's damage roll, and the target myst make a Constitution saving throw. On a failed save, it is stunned until the end of your next turn.
4th: Bonesplitting Strike. When you hit with a melee weapon attack, you can expend two superiority dice to render the target vulnerable to an all-out assault. Add the dice to the attack's damage roll, and the target makes a Constitution saving throw. On a failed save, it loses all its damage resistances and is vulnerable to all damage until the end of your next turn. On a successful save, it still loses all its damage resistances until the end of your next turn, but does not become vulnerable.
Stance: Mighty Giant Stance. Your posture becomes terrible and imposing, threatening your opponents out of proportion to your actual size. Your reach increases by 5 feet. Additionally, once per turn, when you hit a creature with a melee weapon attack, it must make a Strength saving throw or be knocked prone.

Tiger Claw
1st: Sudden Leap. When you move, you can expend a superiority die to jump your entire move distance. You can jump horizontally as far as you can move, and reach half that high vertically. This does not require a check or a running start, and you land on your feet automatically regardless of terrain. You can take actions in middle of your jump if you wish, just like taking actions in middle of your move.
1st: Pack Tactics Strike. When you make a melee weapon attack on a target adjacent to at least one ally, you can expend a superiority die to flank it. You make your attack with advantage, and if you hit add the superiority die to your damage roll. If you hit, the next attack roll against the target by each ally that was adjacent to it has also advantage, as long as they attack before the start of your next turn.
2nd: Eye Gouging Claw. When you hit with a melee weapon attack, you can expend a superiority die to claw at the target's eyes. You add the superiority 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 end of your next turn.
3rd: Fountain of Blood. When you reduce an enemy to 0 hit points, you can expend a superiority die to use your reaction to terrify your opponents. All enemies within 30 feet of you must make a Wisdom saving throw. If they fail, they are frightened of you until the end of your next turn.
4th: Feral Death Blow. As an action, you can expend four superiority dice to attempt to leap upon a foe within your reach and slay it with a single strike. Make a melee weapon attack against the target, with disadvantage. If the attack hits, the target must make a Constitution saving throw. If it fails, the attack deals damage equal to the creature's current hit points instead of its normal damage (apply Resistance, Vulnerability, or Immunity as normal.) If it succeeds, the attack deals normal damage plus the four expended superiority dice. This isn't a normal attack action, but you can still use two-weapon fighting on the same turn as if it was.
Stance: Dancing Mongoose. Your weapons glide back and forth, controlled by ancient instinct. When you use a bonus action to make a two-weapon fighting attack, you can make two such attacks instead.

Multiclassing
Ability Scores. Multiclass Swordsages require either 13 Strength or 13 Dexterity.
Proficiencies Granted. Light armor, simple weapons, martial weapons, one skill from the class' skill list.
Superiority Dice. If you have superiority dice from any other classes, do not add all your dice together to find your total number of superiority dice. Instead, add half your total class levels (rounded down) from those classes to your swordsage level to determine your effective swordsage level. Use your effective swordsage level to determine your total number of superiority dice from all classes on the swordsage table. Also use your effective swordsage level to determine the size of all your superiority dice from classes on the swordsage table. These rules do not affect superiority dice gained from other non-class sources, such as feats, nor do they affect any Swordsage class features besides your number of superiority dice and their size.

New Feat: Martial Discipline
You have learned the core principles of one of the martial disciplines. You gain the following benefits:

You learn the two 1st level maneuvers of the discipline you chose. If a maneuver requires the target to make a saving throw, the saving throw DC equals 8 + your Proficiency bonus + your Strength or Dexterity modifier (your choice).
If you already have superiority dice, you gain one more; otherwise, you have one superiority die, which is a d6. This die is used to fuel your maneuvers. A superiority die is expended when you use it. You regain your expended superiority dice when you finish a short or long rest.
If you reach a swordsage level that lets you take an Extra Maneuver or Stance, you may select a Maneuver or Stance from the discipline you learned with this feat.

Sicarius Victis
2017-06-18, 08:23 PM
I'd suggest slowing down the increase of the size of the Superiority Dice, as getting d12s by level 9 is a bit much. In addition, I'd say Quick to Act would work better as proficiency in Initiative given at a lower level, so that it's a scaling bonus, and I believe that Evasion is also an important feature to add, since a Swordsage might not be tough enough to just take a Fireball to the face the way that heavier martials do, particularly if they attempt a STR-based build to use Heavy weapons. Beyond those, though, I'd say this works quite well as a class.

Llama513
2017-06-23, 08:23 PM
I think this is a really interesting way to take the swordsage, as someone that is putting the final touches on my version of the ToB classes, it is interesting to see a different take on the swordsage, I will agree that it needs evasion, but I think that this is a really interesting look at the class

with that said I do feel that rising phoenix and mighty giant stance might be a bit to strong, Flying is really strong, and most classes that get it, have a cost for using it, or don't get permanent flight until around level 17, and for mighty giant stance the ability to keep an opponent on the ground, where you have advantage on attacks against them with every hit is insanely powerful, with that said you did make it a dex save, which feels weird given what stone dragon is all about I would think that resisting being smashed to the ground would be more of a strength save, but if you do that, there has to be some cost for knocking them prone

Dark Sage
2017-06-28, 04:57 AM
I think Feral Death Blow is too powerfull at that cost. With Relentless Determination you can use it continously for several rounds to work eventually, especially with Mighty Giant Stance. And with this wording it ignores any resistances and immunities. I would add tha you can use it only once per short/long rest and/or increase cost.

DeAnno
2017-07-03, 01:25 AM
I'd suggest slowing down the increase of the size of the Superiority Dice, as getting d12s by level 9 is a bit much.

The scaling on the dice is sort of pinned to be (Fighter/2), so that multiclass rules work correctly and just to fit the mechanical feel of the class of being a "full" dice user. d12s essentially come at level 9 so that a Fighter who dips into this class doesn't get his progression penalized (Fighter 18 should get d12s, this way Fighter 17+Swordsage 1 is 17/2+1=9 and he gets his d12s on time).


In addition, I'd say Quick to Act would work better as proficiency in Initiative given at a lower level, so that it's a scaling bonus, and I believe that Evasion is also an important feature to add, since a Swordsage might not be tough enough to just take a Fireball to the face the way that heavier martials do, particularly if they attempt a STR-based build to use Heavy weapons. Beyond those, though, I'd say this works quite well as a class.

Evasion and Quick to Act in general seem to be areas of concern. Maybe instead of QtA as it stands now, add proficiency to Initiative as an extra feature at some low level (lets say 3, and move Fighting Style to 2), and add proficiency with Dex saving throws at level 9. This is a slight buff to the chassis but not enough that I'm too concerned.


with that said I do feel that rising phoenix and mighty giant stance might be a bit to strong, Flying is really strong, and most classes that get it, have a cost for using it, or don't get permanent flight until around level 17, and for mighty giant stance the ability to keep an opponent on the ground, where you have advantage on attacks against them with every hit is insanely powerful, with that said you did make it a dex save, which feels weird given what stone dragon is all about I would think that resisting being smashed to the ground would be more of a strength save, but if you do that, there has to be some cost for knocking them prone

The stances are tricky to balance as the two you get taken as a whole are basically meant to be your "level 11 capstone", which is universally pretty strong amongst core classes. Switching Mighty Giant to Strength is a bit of a nerf in itself, which might help reign it in. I'll also make it once per turn, so it doesn't get spammy but also still functions as a good Opportunity Attack enabler.

Rising Phoenix is harder. The comparison I had in mind was the Sorcerer Flight abilities, but those do tend to come later at 14 and 18. I think I might deal with it by reducing the speed to normal instead of double for now; it's limited a bit by the light too, since it means you can't use it with any kind of stealth (I'll add in a loud noise). I'm leery of forcing you to land every turn; as a melee class without many ranged options I feel like Flight is an important thing to leave on the table.


I think Feral Death Blow is too powerfull at that cost. With Relentless Determination you can use it continously for several rounds to work eventually, especially with Mighty Giant Stance. And with this wording it ignores any resistances and immunities. I would add tha you can use it only once per short/long rest and/or increase cost.

I really want to have Feral Death Blow be a thing but yeah, it's a troublesome ability to balance. Do remember you're giving up your extra attack to do it, and attacking at disadvantage (or losing advantage) as well. Also the sorts of things you want to use this on tend to have high constitution saves. I didn't want to break symmetry by making it cost four dice, but I think maybe it's fine for this sort of ability, and that will limit its use a lot more stringently (and also at least give a bit more damage when they make the save). As for resistances and immunities, it's tricky to word properly but I think I can manage something.