A master of martial maneuvers, the sword sage is a physical adept — a blade wizard whose knowledge of the Sublime Way lets him unlock potent abilities, many of which are overtly supernatural or magical in nature. Depending on which disciplines he chooses to study, a swordsage might be capable of walking through walls, leaping dozens of feet into the air, shattering boulders with a single touch, or even mastering the elements of fire or shadow. Whatever his specific training, a swordsage blurs the line between martial prowess and magical skill.
As a swordsage, you gain the following class features.
Hit Dice: 1d10 per Swordsage level
Hit Points at 1st Level: 10 + your Constitution modifier
Hit Points at Higher Levels: 1d10 (or 6) + your
Constitution modifier per Swordsage level after 1st
Armor: Light Armor, Medium Armor
Weapons: Simple weapons, Martial weapons
Saving Throws: Strength, Intelligence
Skills: Choose two from History, Insight, Intimidate, and Perception.
You start with the following equipment in addition to the equipment granted by your background.
• (a) Leather Armor
• (a) A martial weapon
• (a) A Martial School Text [Given by your Martial School]
• (a) Explorer’s Pack or (b) Scholar’s Pack
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.
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.
When you roll a 1 or 2 on a damage die for an attack you
make with a melee weapon that you are wielding 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
Mariner As long as you are not wearing heavy armor or using a shield, you have a swimming speed and a climbing speed equal to your normal speed, and you gain a +1 bonus to AC.
When you engage in two-weapon fighting, you can add
your ability modifier to the damage o f the second attack.
Quick to Act
You add half your Proficiency bonus rounded up to your initiative rolls.
At 9th level, you increase this to add your full Proficiency Bonus instead.
Starting at 2nd level, your training allows you to harness the mystic energy of ki. Your access to this energy is represented by a number of ki points. Your Swordsage level determines your amount of points you have, as show in the Ki Points column of the Swordsage table.
You can spend these points to fuel various ki maneuvers.
When you spend a ki point, it is unavailable until you finish a short or long rest, at the end of which you draw all of your expended ki back into yourself. You must spend at least 30 minutes of the rest meditating to regain your ki points.
Some of your ki maneuvers require your target to make a saving throw to resist the feature’s effects. The saving throw DC is calculated as follows:
Ki save DC = 8 + your proficiency bonus + your Intelligence Modifier.
At 2nd level, you have begun understanding the ways of a Martial School. Each Martial School will first grant you a proficiency and an ability. As you level, you will gain more abilities that utilize Ki Points.
School Options are as follows:
- School of the Desert Wind
- School of the Diamond Mind
- School of the Iron Heart
- School of the Stone Dragon
- School of the White Raven
At 3rd level, your senses have become heightened by training. You may add your Intelligence Modifier to your Perception (Wisdom Checks).
Ability Score Improvement
When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature.
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
Martial School Feature
When you reach 6th level, you gain a Ki Maneuver through the Martial School you chose at level 3. Your school grants you these features at 6th level, and again at 10th, 14th, and 18th level.
Beginning at 7th level, you can swiftly dodge out of the way of certain area effects, such as a red dragon’s fiery breath or an ice storm spell. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.
When you reach 9th level, your perception of he world around you uncovers things that normal eyes would look right over. You can cast Detect Magic as a ritual.
At 17th level, you can cast Detect Magic by spending 1 ki.
At the 11th level, your connection with your style of weapon makes it a even more effective killing weapon. During your attack, you may add your Intelligence bonus to your damage.
Purity of Body
At 11th level, your mastery of the ki flowing through you makes you immune to disease and poison.
At the 13th level, you understand how to utilize your weapon as it’s own shield. As long as you are wearing light armor, as an action you can choose to raise your AC by your Intelligence modifier until the beginning of your next turn.
You must finish a long rest before using this ability again.
At 14th level, If you succeed on a Intelligence saving throw against a spell that would normally produce a lesser effect on a successful save, you instead negate the effects.
At 20th level, your efficiency on the battlefield is unparalleled. You are able to make two reaction actions. You are limited to one reaction per enemy per round.