Three-Sword Style (5e Class)

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Three-Sword Style[edit]

A swordsman stands quietly against a crowd of opponents, his eyes shaded by a wide-brimmed hat as he awaits the next attack, although already a small mound of his fallen foes has accumulated before him. He doesn't speak, not for lack of ability, but for the fact he is holding a third blade in his mouth. A smirk breaks his steely visage, and he lowers his stance as the next rush of emboldened warriors falls upon him. This is, after all, what he's been training for his whole life.

Creating a Three-Sword Style[edit]

old-zhang-3.jpg
Roronoa Zoro, by Old zhang

Do you enjoy playing a Fighter, or Monk? A Three-Sword Style combines the Martial Prowess of a Fighter with the Unarmored Defense and attack output of a Monk, creating a powerful frontline fighter capable of fending off multiple attackers at once, establishing themselves as dominant forces on the battlefield.

Quick Build

You can make a Three-Sword Style quickly by following these suggestions. First, Strength, or Dexterity should be your highest ability score, followed by Constitution. Second, choose the Soldier, or Marine background. Third, choose three katana, or three longswords, this will be determinate on whether you chose Strength, or Dexterity for your primary stat.

Class Features

As a Three-Sword Style you gain the following class features.

Hit Points

Hit Dice: 1d8 per Three-Sword Style level
Hit Points at 1st Level: 8 + Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + Constitution modifier per Three-Sword Style level after 1st

Proficiencies

Armor: None
Weapons: longsword, scimitar
Tools: Smith's tools
Saving Throws: Strength, Constitution
Skills: Choose two from Acrobatics, Athletics, Insight, Intimidation, Perception, and Survival

Equipment

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

Table: The Three-Sword Style

Level Proficiency
Bonus
Features
1st +2 Armed Defense, One-Sword Style
2nd +2 Two-Sword Style
3rd +2 Swordsman Path
4th +2 Ability Score Improvement
5th +3 Three Sword Style, Ogre Cutter
6th +3 Tiger Hunting, Three Thousand Worlds
7th +3 Swordsman Path Feature, Extra Attack
8th +3 Ability Score Improvement
9th +4 Dragon Twister
10th +4 Leopard Harp Orb, Great Buddha Cutter
11th +4 Gorilla Techniques
12th +4 Ability Score Improvement
13th +5 Night Splitter Crow, Bull Needles
14th +5 Streaming Wolf-Swords, Extra Attack
15th +5 Swordsman Path Feature
16th +5 Ability Score Improvement
17th +6 Crag Claw, Crow Demon Hunting
18th +6 Brave Claw
19th +6 Ability Score Improvement
20th +6 Swordsman Path Feature

Armed Defense[edit]

At 1st level, you can use the swords you wield to deflect and block incoming attacks. While wielding a sword that causes slashing damage and lacks the heavy property, your AC equals 10 + your Dexterity + Constitution modifier. For each extra sword you are wielding you gain +1 to the AC.

One-Sword Style[edit]

Starting at 1st level, when wielding a sword that lacks the heavy property in both hands, you can use the One Sword style techniques. You can use each One Sword Style technique only twice, regaining the ability to do so after finishing a long rest. Also when your holding one sword you gain +1 in your sword attack rolls.

Lion Strike

Placing a single, sheathed sword upright and listening to the breath of your opponent, you rapidly unsheathes, attacks while passing by your foe, and then re-sheathes your sword. While your sword is stowed, you can use an Action to draw it and make an attack. On a hit, you cause the sword's normal damage, plus a number of d6s equal to half your proficiency bonus in this class (rounded up).

This damage ignore resistance to non-magical slashing. In addition, you can move on a straight line after performing this attack, passing trough your target's space after using the attack, as long as there's an unoccupied space within your movement's reach right after your target.

Phoenix Cannon (36 pounds)

You can use a movement from your sword to create a gust of wind that cuts targets ahead. You can use an action to make a melee weapon attack against a creature within 30 feet using the sword. On a hit, the target takes the damage of the sword + xd6 (with X being your proficiency bonus), and is pushed 10 feet back.

(72 pounds Phoenix Cannon)

At 5th level, you can use this technique while dual wielding, making two attacks. On a hit they will take the double sword's damage + xd8 (with X being your proficiency bonus) and will be pushed 20 feet back.

(108 pounds Phoenix Cannon)

At 11th level, you can make three attacks while triple wielding, and on a hit they will take the triple sword's damage + xd10 (With X being your proficiency bonus) and will be pushed 30 feet back.

Flying Dragon: Fire Blaze

While holding a sword with both hands, you can jump into the air and slash your opponent. As an action, make an attack against a creature using your sword. On a hit, the target must succeed on a Constitution saving throw, or take additional fire damage equal to 1d6 x half your level in this class, or half as much on a success.

Two-Sword Style[edit]

Starting at 2nd level, you gain mastery over two-weapon fighting. When you take the Attack Action and Attack with a sword that you’re holding in one hand, you can make a single attack with a different sword that you’re holding in the other hand as part of the same attack action. When you are holding 2 swords, you gain a +2 to your attack rolls.

Two-Sword Techniques

In addition, you learn to perform the following two-sword techniques, whenever you wield a pair of swords. You can use your Two-Sword technique a number of times equal to your Strength modifier (minimum of 1), and regain the ability to do so after a short or long rest.

Hawk Wave

As an action, you send forward a line of strong wind 60 feet long and 10 feet. Each creature in the line must succeed on a Strength saving throw or be pushed 15 feet away from you in a direction following the line.

The wave disperses gas or vapor, and it extinguishes candles, torches, and similar unprotected flames in the area. It causes protected flames, such as those of lanterns, to dance wildly and has a 50 percent chance to extinguish them.

Rhino Cycle

As an action, you create a whirlwind in a 5-foot radius around you. Any creature, object, or structure in the area must succeed on a Strength saving throw, or be pushed 5 feet back and knocked prone.

Two Cutter

If you haven't moved on your turn, you can assume the Two Cutter Stance. Doing so reduces your movement speed by half. While in this stance, your attacks with your swords gain the reach property, as each attack sends forth a slashing gust of air.

Thin Life Gate

You can draw a pair of swords with blinding speed, making a large cut into an object, structure, or creature. As an action, you can prepare to slash any object, structure, or creature that is within your movement speed with blinding speed you teleport to the other side of whatever you're cutting and attempt to bisect it. Roll and attack roll and on a hit, you deal your normal damage with both weapons and additional damage equal to your level. If you score a critical hit on an object or structure or deal more than half of the object's total HP you can perfectly bisect whatever you attempted to slash.

Sky Tanuki Lance

You slam the back of both blades downwards with incredible force enough to stop a fall or injure an opponent. As a reaction when falling you can reduce whatever fall damage you would have taken by the damage of both blades, if the damage is reduced to 0 you can choose to land on your feet instead of falling prone. If you are falling on an opponent you can instead use this technique to add your fall damage to your attack, on a hit any fall damage you would have taken gets transferred to whatever creature was hit on a miss you take fall damage as normal.

Three Sword Style[edit]

Starting at 5th level, you learn an unorthodox style of swordsmanship, that involves using three swords at once - one in each hand and one in your mouth. While you are wielding your three swords you gain +3 to your attack rolls.

Triple Wielding

When you roll initiative, you can draw your three swords without taking an action. To do so, you must have two hands - and one mouth - free. The swords can't have the heavy or two-handed property.

Three-Weapon Fighting

While triple wielding, you can engage in Three-Weapon Fighting. When you take the Attack Action and Attack with a sword that you’re holding in one hand, you can make a single attack with a different sword that you’re holding in the other hand as part of that same action, and use a bonus action to attack with your third sword in your mouth.

Ogre Cutter[edit]

At 5th level, you can rush forward towards an enemy to perform a three-way simultaneous slashing attack. While Triple Wielding, you can use one of the following variations of the ogre cutter. You can use this feature three times, and can't do it again until you finish a long rest.

Basic Ogre Cutter

You can use your Action to pass trough the space occupied by a hostile enemy and make a melee weapon attack. On a hit, your target takes 4d8 slashing damage.

Burning Ogre Cutter

As an action, you can set your swords - and yourself - ablaze and pass trough the space occupied by a hostile enemy, making a melee weapon attack as part of the same action. On a hit, the target takes 4d8 slashing damage and 1d6 fire damage, and also is set ablaze.

At the end of each of its turns for 1 minute thereafter, you and the target take additional 1d6 fire damage, unless the target or another creature within 5 feet uses an action to put out the flames.

While in flames, once in each of your turns you also cause additional 1d6 fire damage with your melee weapon attacks.

Charm Demon Sleepless Night Ogre Cutter

You can spend one use of your ogre cutter to channel your spiritual power at the start of your turn, without taking an action, causing the image of a demonic entity appear behind you. A target within 5 feet must succeed on a Wisdom saving throw against your Three Sword Style save DC, or be frightened by you for 1 minute. The target can make another saving throw at the start of each turn to end the effect.

Tiger Hunting[edit]

At 6th level, you can make a simultaneous attacks with your swords. You raise both swords overhead, and make a simultaneous double descending strike with then. You can use an action to attack two creatures within 5 feet of one another.

On a hit, each creature is pushed 15 feet to any direction of your choice, in addition to the normal effects of the attack.

Three Thousand Worlds[edit]

Starting at 6th level, you spin both your blades and run forward towards your opponent making a devastating strike, opening the target defenses with the swords on your hand and making a third attack with your mouth.

When engaged in Three Weapon Fighting, you can make two attacks,instead of one, as part of your attack action. In addition, after hitting the target with at least three attacks, you can move in a straight line, passing through its space, without provoking opportunity attacks.

Extra Attack[edit]

Starting from level 7, you can attack twice, instead of once, whenever you take the Attack action on your turn. You can attack three times instead of two on the 14th level.

Dragon Twister[edit]

At 9th level, you can spin your blades and create a spiral tornado in the shape of a dragon that cuts and blow your target away. As an action, you create a whirlwind in a 5-foot radius, 10-foot high cylinder around you. Any creature, object or structure in the area must succeed on a Dexterity saving throw, or take 1d6 bludgeoning damage and 1d6 slashing damage on a failed save, or half as much on a success. In addition, a Medium or smaller creature or object that fails the save must succeed on a Strength saving throw or is thrown 10 feet in a random direction and fall prone to the ground.

Alternatively, you can use this technique in an unarmed variant manner, known as the No Sword Style. Doing so causes bludgeoning damage, rather than slashing.

Gorilla Techniques[edit]

At 11th level, you can enhance the strength of your arms to unleash a devastating attack, striking with the power of a gorilla.

One Gorilla

Using an action or bonus action on your turn, you can enhance the Strength of one of your arms. Your Strength score becomes 21, if it is lower. In addition, your first attack with a sword in each turn causes additional 1d6 damage.

This improvement lasts for 1 minute, and can't be used again for the same arm for next minute.

Two Gorilla

If you have One Gorilla active in both arms, you gain the benefits of Two Gorilla. Your Strength score becomes 23 instead, and each attack you make with your arms cause additional 1d6 damage.

Two Gorilla Slash

If you hit a creature with each of your arms while in ichi gorilla, the target is pushed 30 feet back. If the target collides with a creature, object or structure larger than itself, it takes additional 3d6 damage.

You can also use your Nigori Zake as a reaction whenever you succeed a Strength contested check or saving throw against a creature within 5 feet.

Streaming Wolf-Swords[edit]

At 14th level, you can spin, evading strikes while moving forward with your swords, prepared to land a opportunistic strike. Whenever a creature uses the Attack action or Multi-attack and misses all attacks made during that action, you can use your reaction to make three attacks against it. If the creature makes ranged attacks, you can move up to 30 feet, being able to use this feature if you end your movement within reach.

Alternatively, if a creature forces you to make a Dexterity saving throw, you can use a reaction to attempt to use this feature. If you succeed the save, you take no damage and can move up to 30 feet. Ending your movement within 5 feet of the target allow you to use this technique as part of the same reaction.

Leopard Harp Orb[edit]

At 10th level, you can jump forward, twirling like a hurricane towards your opponent. As a bonus action, you jump 30 feet and force the target to make a Wisdom (Perception) check against a DC of 8 + your proficiency bonus + your Dexterity modifier. On a failed save, you have advantage on your attacks made until the end of this turn. On a success, the target is immune to the effects of this feature for the next 24 hours.

Great Buddha Cutter[edit]

Also at 10th level, you can make a series of horizontal sword slashes, powerful enough to cut apart enormous structures. As an action, while wielding a sword, you can attack an object or structure three times.

If you attack are huge or gargantuan object or structure, you cause all sections of that object in a line 30 feet long and up to 30 feet wide to bisect and split. This could cause structures to collapse, doors to be slashed open, or small holes be slashed open in walls and roofs.

Night Splitter Crow[edit]

Starting at 13th level, You can cross the blades of your three swords, forming the spectral spirit of a crow with open wings, and spin forward like a spinning wheel. As an action, you can travel 60ft in any direction while spinning and attacking every creature that you pass over stamping the 3 blades into your enemies all creatures must succeed a Dexterity saving throw DC 8 + Prof. bonus + Dexterity modifier or take 4d6 slashing damage and get knocked prone or half as much on a success and are not knocked prone. If you travel over a larger creature multiple times they instead take 2d6 slashing damage per tile you pass over them.

Bull Needles[edit]

At 13th level, you can make a charge attack, raising both your handheld swords as bull horns. Sometimes, a spectral bull can be seen surrounding users of this technique. As an action you charge forward with both swords raised a creature you can see must succeed a Constitution saving throw DC 8 + Prof. Bonus + Dexterity Modifier or take 8d4 piercing damage or half as much on a successful save.

Crab Claw[edit]

At 17th level you can hold your three swords in a horizontal position, suddenly clamping them together like a guillotine. As an action you can choose a single creature within 5ft of you can clamp down on them with all 3 swords making 1 attack roll, on a success the creature takes 9 times damage from one of your sword's attacks. On a critical hit, you can choose to forgo the damage to instead slash off an appendage of the creature you attacked.

Crow Demon Hunting[edit]

At 17th level you learn the crow demon hunting technique, a special method of cutting, precise and strong enough to cut even through steel. Your attacks with swords ignore resistance and immunity to slashing damage.

In addition, you can use a reaction whenever an object is thrown or shot at you to attempt to cut it mid-air you can reduce the damage of the attack by your Level + Dexterity Modifier + Prof. Bonus, if the damage is reduced to 0 you slash apart the projectile or you can choose to "catch" it and throw it back at any creature within 60ft using the original attack roll.

Bull Ogre: Brave Claw[edit]

At 18th level, you can use the Bull Ogre: Brave Claw, a technique where you point all blades toward an enemy preparing to either destroy their weapon or decapitate them. As an action you can rush at an opponent and slash them with full force the enemy must succeed a Dexterity saving throw DC 8 + Prof. Bonus + Dexterity modifier or have their weapon destroyed, if the item is magical or unbreakable the item is instead launched 100ft in a direction the user chooses. If you were aiming to decapitate them they will take 10d10 slashing and if this damage reduces the creature to 0 HP they are decapitated.

Swordsman Path[edit]

Starting at 3rd level you can choose either path of Haki Controller or Path of the Zombie Samurai

Path of the Haki Controller[edit]

Haki Energy

Starting at 3rd level, you gain the ability to use haki, mysterious energy that lies inside every living creature. Your ability to control haki is represented by an amount of haki points you have. You have an amount of haki points equal half your Haki Controller level (rounded up), + your Constitution and Wisdom modifier. You regain all Haki points when you finish a short or long rest.

Some haki techniques require you to be a Three-Sword Style of a certain level to meet its prerequisites. When a haki feature requires concentration, this works as concentrating on a spell.

When using a Haki Technique, you must obey a Haki Limit. This means that you can't spend more than that amount of haki in each turn. Your Haki Limit equals your proficiency bonus.

Some of your haki features require a saving throw to avoid. The save DC equals 8 + your proficiency bonus + your Wisdom modifier.

Observation Haki

Starting at 3rd level, you gain blindsight up to a range of 1 feet per point of haki you currently have. In addition, you gain access to Armament Haki Abilities shown below.

You can learn a number of Observational Haki techniques equal to your Wisdom modifier (minimum of 1). Whenever you gain a new level in this class, you can replace an observational hai technique you know for a new one.

Armament Haki

When you reach the 7th level, your weapon attacks are considered magical, for the purposes of overcoming resistances and immunity to non-magical damage. In addition, you gain access to Armament Haki Abilities shown below.

You can learn a number of Armament Haki techniques equal to your Wisdom modifier (minimum of 1). Whenever you gain a new level in this class, you can replace an observational hai technique you know for a new one.

Conqueror's Haki

When you reach the 15th level, you can use your Wisdom modifier, instead of your Charisma modifier, for Charisma checks. In addition, you gain access to Haki Abilities abilities shown below.

You can learn a number of Conqueror Haki techniques equal to your Wisdom modifier (minimum of 1). Whenever you gain a new level in this class, you can replace an observational hai technique you know for a new one.

Demon Aura Nine Sword Style Asura

At 20th level while wielding 3 swords, you can surround yourself with a demonic aura for 1 minute, which gives you a +3 to Strength, Constitution and Dexterity, and for each swords attack you make, you can make 2 extra sword attacks. You will also roll Intimidation with advantage, and your movement speed increases by 50.

Haki Abilities[edit]

Observational Haki
Strength Sensing. As a bonus action, you can spend 2 haki to analyze the aura of one creature you see. You learn its current hit point total and all its immunities, resistances, and vulnerabilities. Alternatively, you can learn if the creature is equal, superior or inferior to you regarding two of the following characteristics: Strength, Dexterity or Constitution score; Armor Class; Current hit points; Total class levels, if any.
Emotion Sensing. As a bonus action, you can spend 2 haki to learn a one-word summary of the emotional state of up to six creatures you can see, such as happy, confused, afraid, or violent.
View Aura (5th level). As an action, you can spend 3 haki to study one creature’s aura. This effect lasts for 1 hour or until you lose concentration. While you can see the target, you learn if it’s under the effect of any magical effects, its current hit point total, and its basic emotional state. While this effect lasts, you have advantage on Wisdom (Insight) and Charisma checks you make against it.
Intent Sensing (7th level). In response to an attack hitting you, you can spend 3 haki as a reaction to impose disadvantage on that attack roll, possibly causing it to miss.
Presence Sensing (13th level). As a bonus action, you can spend 2 haki to gain the ability to see auras even of invisible or hidden creatures for the next minute or until you lose concentration. You can see all creatures, including hidden and invisible ones, regardless of lighting conditions.
Future Seeing (13th level). As an action, you can spend 5 haki to see into the future. This lasts for 8 hours and require concentration. While active, you can’t be surprised, attack rolls against you can’t gain advantage, and you gain a +10 bonus to initiative.
Armament Haki
Emission. As an action, you can spend up to your haki limit to choose one creature you can see within 60 feet of you. The target must make a Strength saving throw. On a failed save, it takes 1d8 force damage per haki point spent and is pushed up to 5 feet per point spent in a straight line away from you. On a successful save, it takes half as much damage and is not pushed.
Alternatively, you can choose to reduce the damage in 1d8 to knock the target prone on a failed save.
Quick Imbuement. As a reaction when you are hit by an attack, you can spend up to your maximum haki limit to to harden your skin briefly, gaining a +1 bonus to AC for each haki point you spend on this ability. The bonus lasts until the end of your next turn (including against the triggering attack).
Basic Defensive Imbuement. As a bonus action, you can spend 2 haki to gain resistance to bludgeoning, piercing, and slashing damage until the end of your next turn.
Skin Imbuement. As an action, you can spend 2 haki to cover your skin with a blacked layer of haki. For 8 hours, your base AC is 14 + your Wisdom modifier, and you gain resistance to slashing damage. This effect ends if you are wearing or don armor.
Muscular Imbuement (5th level). As a bonus action, you can spend 2 haki to imbue your muscles with haki. Doing so give you 2d10 temporary hit points for 1 minute, or until you lose concentration. In addition, until your concentration ends, your melee weapon attacks deal an extra 1d4 damage on a hit, and your movement increases by 10 feet. Finally, you have advantage on all Strength checks and saving throws.
Hardening (7th level). As a bonus action, you cover yourself with haki, gaining 5 temporary hit points, plus 5 for each haki point spent.
Advanced Defensive Imbuement (13th level). As a bonus action, you can spend 6 haki to harden your body, gaining resistance to bludgeoning, piercing, and slashing damage, which lasts for 1 minute or until your concentration ends.
Weapon Imbuement (13th level). As a bonus action, a weapon you touch becomes magical, and gain a +3 bonus to its attack and damage rolls. This bonus lasts for 10 minutes or until you lose concentration.
Conqueror's Haki
Characteristics of a King. You can use 2 haki to gain advantage on all your Charisma checks for the next hour.
Domination. You can use 2 haki to temporarily dominate the psyche of others and intimidate them. This most efective against animals, with usages causing them to either become fearful and flee or become docile for a brief period, with both effects happening instantly. This effect lasts for 1 hour on animals or 1 min on humans (who doesn't have Haoshoku Haki) or until you lose concentration. This domination end up resulting in the victim losing consciousness a short time later.
Incapacitation. You can use 3 haki to attacking every creature what aroun you, all creatures must succeed a Constitution saving throw DC 8 + Prof. bonus + Constitution modifier or take 4d6 force damage and get knocked.
Pressure.
Infusion.

Path of the Zombie Samurai[edit]

Zombified Nature

Starting at 3rd level, your body became an empty vessel, inhabited by an evil spirit. You become immune to critical hits, can't suffer from exhaustion, don't need to eat, drink, breathe or sleep. You also don't feel pain and is immune to any effects that have pain in their name or description.

Burning Zombie

At 7th level, you can add 1d4 fire damage to all damage, and gain fire resistance. And any 1 sword style techniques can be rolled with advantage while you or your enemy is on fire.

Undead Fortitude

At 15th level, if damage reduces you to 0 hit points, you must make a Constitution saving throw with a DC of 5 + the damage taken, unless the damage is radiant or from a critical hit. On a success, you drop to 1 hit point instead.

Multiclassing[edit]

Prerequisites. To qualify for multiclassing into the three-sword style class, you must meet these prerequisites: 13 Strength, 13 Wisdom.

Proficiencies. When you multiclass into the three-sword style class, you gain the following proficiencies: light armor, medium armor, simple weapons, and martial weapons.

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