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Paths of Devotion I

This document describes the Way of Kojirō subclass for sword saints, focusing on defensive techniques and wielding oversized weapons. It provides several class features including Fighting Style: Dueling (Two-Handed), Focus Techniques like Backslide and Escape Slayer, and higher level abilities like Interception, Superhuman Prospect, Washing Pole Technique, and Sparrow Reversal.

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0% found this document useful (0 votes)
111 views

Paths of Devotion I

This document describes the Way of Kojirō subclass for sword saints, focusing on defensive techniques and wielding oversized weapons. It provides several class features including Fighting Style: Dueling (Two-Handed), Focus Techniques like Backslide and Escape Slayer, and higher level abilities like Interception, Superhuman Prospect, Washing Pole Technique, and Sparrow Reversal.

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erasedata232
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© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
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Download as PDF, TXT or read online on Scribd
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Francesco Rizzo (Order #38778196)

Francesco Rizzo (Order #38778196)


Fortified Footing
The Sword Saint On your turn, if you have taken no movement (including
This subclass is meant for the Sword Saint, teleporting) you can spend 1 focus point to brace yourself and
available at https://tinyurl.com/187z77hi hold your position. Your movement speed becomes 0, you
may take the Dodge action as a bonus action, and you gain a
+2 bonus to melee weapon attacks until the start of your next
turn. If you willingly take any amount of movement this effect
Way of Kojirō ends immediately.
The legacy of Kojirō is disputed by many sources. Some
believe the figure was made up by another famous Interception
swordsman as a tale of their greatest conquest. Others speak 6th level Way of Kojirō feature
of a swordsman who was never named Kojiro, but was used Whenever a friendly creature adjacent to you is targeted by
to fill in the gaps in legends and ascribed the name by history. a weapon attack or effect that only targets them, you can use
Regardless of their origin, the legends tell of a swordsman your reaction to switch places with that creature and change
who favored an extremely long sword called the washing the attack target to you. You can only do this if the creature
pole, which he trained day and night to learn to use with one you're switching with is large or smaller and there is room for
hand. both of you when you move. You can then do one of the
A clever defensive fighter, he was caught off guard in his following as part of the same reaction:
final moments and supposedly killed by his rival using Gain a bonus to your armor class equal to half your
underhanded tactics. Those who follow his path focus on proficiency bonus (rounded down) until the start of your
emulating the techniques of his legend, while focusing on next turn.
developing defensive techniques to ensure they don't meet Gain a bonus to your saving throws equal to your
the same fate. They also work to gain the skill needed to proficiency bonus (rounded down) until the start of your
wield oversized weapons more freely. next turn.
Way of Kojirō Features Immediately make a weapon attack against the origin of
Level Features the triggering attack or effect, as long as they are within
range. This attack resolves before the triggering effect,
3rd Fighting Style: Dueling, Focus Techniques possibly preventing it.
6th Interception
Superhuman Prospect
11th Superhuman Prospect 11th Level Way of Kojirō feature
14th Washing Pole Technique As a bonus action you can spend 2 focus points to cast
17th Sparrow Reversal
enhance ability with yourself as the target. While benefiting
from the spell, you gain advantage on saving throws for the
type of check the spell gives you advantage in (for example,
Fighting Style: Dueling (Two-Handed) Strength for Bull's Strength).
3rd level Way of Kojirō feature
Whenever you are wielding a melee weapon with the two- Washing Pole Technique
handed property, you gain a +2 bonus to damage rolls with 14th level Way of Kojirō feature
that weapon. If your saint weapon has the two-handed property you can
If another feature gives you the option of taking another wield it with one hand. Additionally, if your saint weapon has
fighting style you cannot take the dueling (two-handed) option the versatile property you can use the higher damage die
again. while using it one-handed. If you do choose to wield your
saint weapon with two hands, once per turn you can roll 1d6
Focus Techniques and add it to the result of an attack roll.
3rd level Way of Kojirō feature
You learn the following focus techniques: Sparrow Reversal
Backslide 17th level Way of Kojirō feature
Whenever you roll damage against a creature that is no more Whenever you are hit by an attack or effect that requires an
than one size category larger than you with a weapon that attack roll and you are aware of it, you can attempt to
has the heavy or two-handed property, and any of the weapon counterattack and nullify attacks from that creature.
die rolls are the first or second highest result possible (for You roll a weapon attack with a weapon that has the two-
example, an 11 or 12 on a d12), you can spend 1 focus point handed or heavy property. If your attack roll is higher than the
to shove or knock that creature prone immediately. attacking roll's result then the attack misses you, is deflected,
or redirected. You can then do this again against more attacks
Escape Slayer from that creature this turn, making a total number of
Whenever you hit a creature with a melee weapon attack you counterattacks up to what you could normally take as part of
may spend 2 focus points to hinder its movement. Until the an Attack action.
end of the creature's next turn, every foot of movement the You can use this feature twice, regaining expended uses
creature takes costs one more foot of movement. when you complete a long rest. You can use it again after you
have expended both of these uses by spending 1 focus point
per counterattack you make.

Francesco Rizzo (Order #38778196)


Way of Pendragon Inspiring Call
On your turn you can spend 2 focus points as a bonus action
The way of Pendragon follows legends of an ancient knight to give a rousing battle cry. You can choose a number of
king who led a band of noble, if not troubled, knights on a creatures that can see or hear you equal to your Wisdom
quest to acquire an ancient god-touched artifact. Chosen by modifier. These creatures gain temporary hit points equal to
prophecy, Pendragon drew a holy sword of selection from a 1d10 + your proficiency bonus. These temporary hit points
stone, and so became a legendary leader of men. His disappear after 1 minute, or if you are reduced to 0 hit points
kingdom flourished and his elegance and charisma were or fall unconscious.
spoken of in tales for ages to come. His kingdom's downfall While creatures have these temporary hit points they have
eventually came at the hands of treachery within his own advantage on saving throws against being frightened or
court, but this noble knight stood tall and radiant until the charmed.
end.
Though unconventional as a sword saint, this swordsman's Brave Assault
divine power and skill cannot be denied. Many seeking the 6th level Way of Pendragon feature
means to rule or lead others follow this path; becoming one Whenever you take your first attack on your turn you can
of the way of Pendragon means becoming a holy knight who use your bonus action to push forward relentlessly, attacking
stands against injustice. Pendragon's legends spoke of him as with great fervor. When you do, each time you roll an attack
unwoundable and as benefiting from god-given luck. Those roll on that turn you roll 1d8 and add it to the result.
who follow him emulate and practice similar tactics, and look You can use this feature three times, regaining expended
to fate when in doubt. uses when you complete a long rest.
Way of Pendragon Features
Level Features
Instincts & Luck
11th level Way of Pendragon feature
3rd Focus Technique: Defense, Focus Techniques You can rely on your heightened instincts and uncanny luck
6th Brave Assault to pull you through difficult situations. Whenever you
complete a long rest you roll a number of d20s equal to your
11th Instinct & Luck proficiency bonus, re-rolling any results of 10 or below until
14th Light of Hope they are 11 or higher. You lose these d20s when you complete
17th Avalon's Guidance
another long rest. At any time when you make an attack roll,
ability check or saving throw you can choose to spend one of
these d20s to use it as the result instead of rolling. You must
Fighting Style: Defense do so before you roll.
3rd level Way of Pendragon feature
Whenever you are wearing armor you gain a +1 bonus to Light of Hope
your armor class. 14th level Way of Pendragon feature
If another feature gives you the option of taking another BYour saint weapon can glow brightly when you wish it to.
fighting style you cannot take the defense option again. As a bonus action you can cause it to light up, shedding 50
Additionally, you gain proficiency with heavy armor and feet of magical bright light with another 50 feet of dim light
Charisma saving throws. beyond that. Any magical darkness created by the effect of a
4th level or lower spell is penetrated and dispelled by the
Focus Techniques bright light from this effect.
3rd level Way of Pendragon feature You can choose to expend up to 4 focus points (minimum
You learn the following focus techniques: 1) as a bonus action to infuse your saint weapon with radiant
Grit energy, which remains for 1 minute. Next time you hit a
When you hit a creature with a weapon attack for the first creature with it during this time, the radiant energy
time on your turn, you can spend 1 focus point to add extra unleashes outward and causes the attack to deal an extra
damage to all attacks with that weapon against them until the 1d10 radiant damage per focus point spent. The effect then
end of that turn. The damage is of the weapon's damage type ends.
and equal to your Strength modifier. You can only use this Avalon's Guidance
once per turn. 17th level Way of Pendragon feature
Hold Fast Whenever you receive healing from any source you always
When a creature hits you with a weapon attack, you can regain the maximum amount of hit points possible. If you are
spend 2 focus points to reduce the damage you take from the suffering from exhaustion that you could recover from
attack by an amount equal to 1d8 + your Constitution normally, you recover from all levels of exhaustion after you
modifier. complete a single long rest.
Additionally, whenever you roll a saving throw against an
effect that would deal half damage to you on a successful
saving throw, you take half damage on a failed save and no
damage on a successful one.

Francesco Rizzo (Order #38778196)


Way of Muramasa Bloodlust
Rather than follow the teachings of an individual, the way of 6th level Way of Muramasa feature
Muramasa follows the teachings of various individuals who Whenever you kill a hostile creature or score a critical hit
all used the weapons of a cursed swordsmith who was said to on an attack roll, you can immediately make an extra weapon
have forged blood-drinking blades infused with demonic attack against another creature using the same weapon. This
blood. Those who wielded them became blood-starved and extra attack is made with advantage. If it is your turn and you
sought out battle relentlessly. The way of Muramasa recounts have movement left, you can use your movement to attempt
and codifies the techniques invested by these sinister to reach another creature before making this weapon attack.
individuals while they used the Muramasa blades they had You can only make an amount of extra attacks per turn this
stumbled upon. way equal to half your proficiency bonus (rounded up).
Way of Muramasa Features Superior Critical
Level Features 11th level Way of Muramasa feature
Whenever you make an attack roll you score a critical hit
3rd Bloody Critical, Focus Techniques on a roll of 18, 19, or 20.
6th Bloodlust
Thirsting Metal
11th Superior Critical 14th level Way of Muramasa feature
14th Thirsting Metal Whenever you hit a creature with your saint weapon for the
17th Blood Crest first time on a turn, they must roll a Constitution saving
throw. If they fail, they are cursed by it and their maximum hit
points are reduced by the damage you deal to them that turn.
Bloody Critical If the creature would regenerate or regain hit points at the
3rd level Way of Muramasa feature start of their next turn, they do not benefit from that feature
Whenever you make an attack roll you score a critical hit on that turn, and if that creature is at 0 hit points and fails to
on a roll of 19 or 20. Whenever you score a critical hit, the regenerate they die immediately. This curse can be removed
attack deals an extra 2d8 necrotic damage. At 9th level this by the spell remove curse or any effect that restores
increases to 3d8, then to 4d8 at 13th level. reductions to their maximum hit points.
A creature that is immune to necrotic damage cannot be
Focus Techniques affected by this feature, and a creature resistant to necrotic
3rd level Way of Muramasa feature damage has advantage on the saving throw.
You learn the following focus techniques:
Clear Rage Blood Crest
Whenever you fail a saving throw against any effect that 17th level Way of Muramasa feature
would cause you to be frightened or charmed, you may spend Whenever you hit a creature with a weapon attack, you can
1 focus point to succeed instead. spend 1 focus point to try to mark them with a blood curse
which forms as a demonic seal on their body, usually over a
Relentless Onslaught vital spot. They must attempt a Constitution saving throw,
Whenever you take your first attack roll on your turn you may resisting the curse on a success. On a failure they are marked
use your bonus action to spend 2 focus points. If you do, you by your blood crest.
gain a bonus to attack and damage rolls equal to your When you make an attack against creatures that are
Strength modifier until the start of your next turn. While suffering from your blood crest, you roll with advantage and
benefiting from this effect, attacks against you have add 1d8 necrotic damage to your weapon damage rolls.
advantage. Additionally, a creature affected by your blood crest has
disadvantage on a type of ability check that you choose when
Severance they fail their save.
When you hit a creature with a melee weapon attack, you If a creature dies while affected by your blood crest you
may spend 2 focus points to force them to roll a Constitution regain 1 spent focus point. When you hit a creature with a
saving throw. On a failure, the target is dealt a wound that critical hit using your saint weapon they are forced to make a
causes them to suffer disadvantage on all of their attack rolls save against being affected by your blood crest, at no focus
for the rest of the encounter. At the end of each of their turns point cost to you.
they repeat the saving throw, ending the effect on a success. When you have afflicted one or more creatures with a
blood crest, you must concentrate on them collectively as if
they were a spell.

Francesco Rizzo (Order #38778196)


Feats
A feat represents a talent or an area of expertise that gives a
character special capabilities. It embodies training,
experience, and abilities beyond what a class provides. At
certain levels, your class gives you the Ability Score
Improvement feature. Using the optional feats rule, you can
forgo taking that feature to take a feat o f your choice instead.
You can take each feat only once, unless the feat’s description
says otherwise.
You must meet any prerequisite specified in a feat to take
that feat. If you ever lose a feat’s prerequisite,you can’t use
that feat until you regain the prerequisite.
Eye of the Mind
Prerequisite: 6th level or higher Sword Saint or Way of Blue
Metal Fighter, 15+ Wisdom
You have trained to fight while predicting the movements of
enemies, relying on sharpened intuition and innate skill to
replace heavy armor.
Your wisdom score increases by 1, to a maximum of 20.
When not wearing armor, you calculate your Armor Class
as 10 + your Wisdom Modifier + your Dexterity Modifier.
Perfect Form
Prerequisite: 3rd level or higher Sword Saint, 14+ Wisdom
By learning from other schools of combat you have gained
access to new methods of attack, and strengthened your own
focus.
You wisdom score increases by 1
Your focus point maximum increases by 2, and you learn 1
focus technique available to any sword saint subclass.

Francesco Rizzo (Order #38778196)


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Francesco Rizzo (Order #38778196)


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Francesco Rizzo (Order #38778196)


Francesco Rizzo (Order #38778196)

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