Way of the Sword Sage (5e Subclass)
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Way of the Sword Sage
Monks of the sword sage travel the world seeking to subtly guide the universe toward greater virtue and depth by mixing in with it while not being part of it and remaining true to their calling. You have been trained in one of the few temples of the world dedicated to weapon based martial arts. You are trained to blend in with other warriors, and only reveal your true monkish nature in combat when necessary. In your quest for inclusion, you are drawn to this path of engagement, and learn to manifest the energy of your body into the weapons you wield with extraordinary proficiency.
Generally, a monk's tradition is chosen at level 3. You may chose this tradition at level 1. If you do so, you get martial melee weapon proficiency at the first level. If not, you gain martial weapons proficiency at third level. If you chose this tradition at first level, you may not change it at third level.
When you choose this path at 3rd level, you gain the following benefits:
- The sword sage’s training puts a greater emphasis on weapon usage than some other monk schools. You gain proficiency in all martial melee weapons. Martial weapons without the heavy property are also treated as Monk Weapons and you may use your monkish maneuvers with them, but not with those having the heavy' property.
- The sword sage also learns how to conduct themselves in battle in very specific manners. You gain access to maneuvers to utilize in battle. At third level, you gain 2 maneuvers. You learn one more at 6th, 11th, and 17th level. In addition, when you gain a level in this class, you can swap out a learned maneuver for a different one. Some maneuvers have level requirements.
- You can superficially adopt any fighting style of any combat or military unit that you join. In addition, you can use any armor or weapons that the common members of this unit employ. If the unit has special features, you can fight as if you have these special features even though you do not actually have them.
- Using Maneuvers
- Maneuvers are the various ways in which you can use your ki to alter your fighting prowess as long as you are not using a heavy weapon. As such, those that have an associated saving throw use your ki save DC. There are two types of maneuver: Strikes and boosts.
- Strikes are alternate ways of attacking an opponent. You can use them during an attack on the attack roll. That is, unless otherwise specified, you must spend the ki points before making the attack roll. You can only use one Strike on any one attack.
- Boosts use your ki to improve your own capabilities. You can use a boost on your bonus action. Until you reach 11th level in this class, you can only use one Boost at a time.
Maneuvers, since they utilize ki, are magical effects.
- Brushstrokes of the Battlefield
- By 6th level, you can utilize your ki to improve your awareness on the battlefield, adding your Wisdom modifier to your initiative roll. In addition, your newfound appreciation of combat has also sparked an interest in other arts, gaining proficiency in an artisan's tool of your choice, and you can cast identify and detect magic as rituals without needing material components.
- Flowing Blades
- By 11th level, you simply see weapons as extensions of your body.
- Whenever you make a melee weapon attack roll, you can use your currently equipped weapon, your Unarmed Strike, or, if you have one, an off hand weapon. In any case, you add the respective ability modifier to the damage roll.
- This feature includes the bonus attacks from Martial Arts and Flurry of Blows.
- In addition, when you are using an off hand weapon, only one weapon you have equipped needs to have the light property.
- Surging Iron Heart
- At 17th level, you have mastered the use of ki to push yourself past mortal limitations. If you are conscious, you can take an action to grant the effects of greater restoration on yourself or free yourself of a grapple. As this technique requires an exorbitant amount of effort to utilize, you need to finish a long rest before you can use it again.
Comet Toss. (2 ki points (6th level required), Strike) You use the momentum of your attack to toss an opponent. If you hit on this attack while using this maneuver, the target, if it is large or smaller, must make a Dexterity saving throw. On a failed save, the creature is sent flying up to 10 feet away from you. When it lands, it takes an additional monk die of bludgeoning damage. If it failed the save by more than 5, the target is also prone when it lands.
Focused Striking. (1 ki point, Boost) You use your ki to improve your attacks' finesse. When you use this boost at the start of your turn, the first attack this turn and the first attack on your next turn are made at advantage.
Inferno Blade. (2 ki points (6th level required), Boost) You utilize ki to heat up your weapon. With this boost, your attacks with that weapon gain 1d4 fire damage for one minute. In addition, your weapon is painful (hot) to the touch for anything other than you.
Insulting Slash. (1 ki point, Strike) You goad opponents simply by attacking funny. When you execute this maneuver on an attack, hit or miss, the creature must make a Wisdom saving throw. On a failed save, the creature is under the effect of compelled duel until the end of your next turn.
Ki Absorb. (2 ki points (6th level required), Boost) You put some of your essence into your weapon in order to tap into others'. When you use this boost, for one minute, whenever you kill a creature, roll a Monk Die. You get that many temporary Hit Points.
Pounce of the Tiger. (1 ki point, Strike) You jump with the ferocity of the tiger when you strike. If there is one empty space within five feet of the target, you can execute this maneuver to extend your reach of this attack by 5 feet. Hit or miss, you move into that unoccupied space. Movement in this manner does not trigger opportunity attacks.
Shallow Clone. (4 ki points (17th level required), Boost) You use your ki to create a convincing copy of yourself. When you use this boost, you are under the effects of a cloak of displacement (see the DMG). In addition, when you are making a damage roll for an attack, you can use your reaction to spend an additional ki point to temporarily give your clone weight, adding an additional Monk Die of force damage to the damage roll.
Strike of Ultimate Clarity. (4 ki points (17th level required), Strike) You attempt to expose a weak point in your target's essence. On a successful hit, the creature must succeed on a Constitution saving throw. The creature takes an additional 5d10 force damage or half as much on a successful save.
Tempest's Shove. (2 ki points (6th level required), Strike) You use ki to alter the weather, creating a sudden storm at your feet. Instead of making an attack roll, all creatures in a 30 foot line starting at the end of your space must make Dexterity saving throws. Any creatures that fail the save are knocked prone.
Time Stands Still. (2 ki points (11th level required), Boost) You use your ki to give yourself an adrenaline rush. If you use this boost, you are under the effects of a haste spell until the end of you next turn. When it ends, however, you do not have to wait a turn to take actions again.
Wide Swings. (1 ki point, Strike) Your attacks can effortlessly hit multiple opponents. When you make an attack and hit, you can spend a ki point and choose a second target in your attack range that is not the original target to also attack. Make a second attack roll against that new target. If it succeeds, they take half the damage of the original damage roll.