Sword Saint (5e Class)
Sword Saint
Refined Swordsmen
Sword Saints are ancient warriors, whose skills have been refined over many decades. Their skills have deep ties to their bloodline; therefore, sword saints were born for battle. They wield their Family Swords proudly and with determination, cutting down every foe that would stand in their way of achieving their goals.
Family Swords
These proud warriors’ skills have been passed down for generations among their families. Every family is a part of a clan, and there are multiple families within the clan itself. There are four clans, divided by the four Paths of Life. Every family has a unique symbol they bear, and a unique Family sword. The Kami have blessed these swords and granted their owner’s power. Each sword is unique, but there are certain similarities between them.
Favored by the Kami
Sword Saints gain their power from four gods of the elements known as Kami, the god of water, Suijin, the god of mountains, Yama-no-Kami, the god of fire, Hi-no-Kami, and the god of wind, Fujin. Sword Saints are granted the power of these gods through their holy swords that have passed down in their families for generation. The gods often show their presence via natural phenomenon, like a howling wind or a reflection in the water.
Class Features
As a sword saint you gain the following class features.
- Hit Points
Hit Dice: 1d8 per sword saint level
Hit Points at 1st Level: 8 + Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + Constitution modifier per sword saint level after 1st
- Proficiencies
Armor: Light armor, medium armor, shields
Weapons: Simple weapons, martial weapons
Tools: None
Saving Throws: Strength, Dexterity
Skills: Choose two skills from Acrobatics, Animal Handling, Athletics, History, Insight, Intimidation, Perception, and Survival
- Equipment
You start with the following equipment, in addition to the equipment granted by your background:
- a leather armor
- (a) a martial weapon and a shield or (b) two martial weapons
- (a) a light crossbow and 20 bolts or (b) shortbow, and 20 arrows
- (a) a dungeoneer's pack or (b) an explorer's pack
Level | Proficiency Bonus | Features | Ki Points | Mastery Techniques |
---|---|---|---|---|
1st | +2 | Ki, Signature Weapon, Paths of Life | 1 | - |
2nd | +2 | Perfect Strike, Weapon of Choice, Mastery Techniques | 2 | 1 |
3rd | +2 | Path Feature, Stances | 3 | 1 |
4th | +2 | Ability Score Improvement | 4 | 1 |
5th | +3 | Extra Attack | 5 | 2 |
6th | +3 | Combat Reflexes | 6 | 2 |
7th | +3 | Path Feature | 7 | 2 |
8th | +3 | Ability Score Improvement | 8 | 2 |
9th | +4 | Stances (2) | 9 | 3 |
10th | +4 | Dauntless Warrior | 10 | 3 |
11th | +4 | Path Feature | 11 | 3 |
12th | +4 | Ability Score Improvement | 12 | 3 |
13th | +5 | Stances (3) | 13 | 4 |
14th | +5 | Combat Reflexes (2), Instill | 14 | 4 |
15th | +5 | Path Feature | 15 | 4 |
16th | +5 | Ability Score Improvement | 16 | 4 |
17th | +6 | Stances (4) | 17 | 5 |
18th | +6 | Versatile Warrior | 18 | 5 |
19th | +6 | Ability Score Improvement | 19 | 5 |
20th | +6 | Blade Tempest | 20 | 5 |
Ki
Starting at 1st 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 monk level determines the number of points you have, as shown in the Ki Points column of the Monk table.
You can spend these points to fuel various ki features. You start knowing two such features, and you gain more as you gain levels in this class: two at 5th, 9th, 13th and 17th levels. You learn more ki features as you gain levels in this class.
The ki features you can learn are determined by your Path of Life, chosen bellow. You can only choose the ki features related to your class.
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 features 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 Wisdom modifier
Paths of Life
Throughout life, those who see themselves as sword saints, follow a path to achieve a goal. Sword Saints of different paths are easily discernible between each other, bearing symbols and colors that resembles their goals and beliefs. You can choose between the Path of Honor, the Path of Solace, The Path of Vengeance or the Path of Curiosity. Your path of choice give you features at 1st level, and again at 3rd, 7th, 11th, 15th and 20th levels.
Signature Weapon
Starting at 1st level, when you start a long rest, you can initiate a 10 minute ritual with a weapon you are proficient with. Upon completion, the weapon becomes your signature weapon.
You can summon your signature weapon as long as you are in the same plane of existence of it by using your bonus action.
You can have only one signature weapon at time. If you attempt this ritual a second time, the first weapon loses the benefits of this feature.
Perfect Strike
Starting at 2nd level, you learn how to infuse your weapons with ki. Once in each of your turns, when you hit a creature with a weapon attack, you can spend 1 ki point to deliver a powerful strike. The target takes additional necrotic damage equal to your sword saint level, plus 1d6 for each ki point spent.
Weapon of Choice
At 2nd level, you can choose one melee weapon to dedicate your life developing techniques with. You gain +2 bonus to attack rolls made with this weapon.
Mastery Techniques
Through intense training and meditation, you unlock legendary techniques know only by few of the best swordsman. At 2nd level, you learn one mastery technique of your choice. As you gain levels in this class, you learn more techniques, as shown on the Mastery Techniques column on the Sword Saint table.
In addition, whenever you gain a level in this class, you can choose one of the mastery techniques you know and replace it for a new one you can learn at that level.
Stances
Starting at 3rd level, you learn to maintain a specific combat posture that grant you certain benefits in combat. These are stances.
You can enter a stance when you roll initiative, or as a bonus action on your turn. The stance lasts for 1 minute, and you can keep only one stance at time. You can use your stances once, regaining more uses after finishing a short or a long rest. You gain one additional stance use at 9th, 13th and 17th levels. You can't use the same stance more than once per rest.
Strong Body Stance. While maintaining this stance, you have advantage on Constitution saving throws. In addition, whenever you use your Perfect Strike feature, you deal additional 1d6 damage from the weapon's damage type per ki point spent and the target must succeed on a Strength saving throw or is knocked prone.
Strong Mind Stance. (9th level) While maintaining this stance, you have advantage on Wisdom saving throws. In addition, whenever you use your Perfect Strike feature, you deal additional 1d6 damage from the weapon's damage type per ki point spent and the target must succeed on a Wisdom saving throw or is frightened until the end of its next turn.
Strong Soul Stance. (13th level) While maintaining this stance, you have advantage on Charisma saving throws and become immune to the frightened and charmed condition. In addition, whenever you use your Perfect Strike feature, you gain a number of temporary hit points equal to the damage dealt.
Perfection Stance. (17th level) While maintaining this stance, you become proficient in all saving throws. In addition, whenever you use your Perfect Strike feature, the target have disadvantage on all attacks made against you until you drop the stance.
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.
Extra Attack
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
Combat Reflexes
At 6th level, when you use a Sword Saint feature or take the Attack, Disengage, Dash, Dodge or Ready action, you can take one of these actions by using your bonus action instead.
You can use this feature once, being unable to do it again until you finish a short or a long rest. You can use this feature twice at 14th level.
Dauntless Warrior
Starting at 10th level, you can focus on your inner reserves of strength to keep fighting trough pain and death. When you are reduced to 0 hit points, you can use your reaction to keep yourself standing, not falling unconscious until the start of your next turn.
Alternatively, you can spend one use of this feature to roll a death saving throw with advantage.
You can use this feature a number of times equal to your Wisdom modifier, and regain all uses of this feature once you finish a long rest.
Instill
At 14th level, you can use your bonus action to impart some of your own ability to a willing creature you touch. You can subtract your ki points and instill the creature with the same amount of ki points you subtracted.
The creature instilled with ki points can use any Ki Features you know. Any ki points you instill with this feature vanish when you finish a long rest.
Versatile Warrior
Starting at 18th level, when you take the Attack action, you can forgo one of your attacks to take the Dash, Disengage, Dodge or Ready actions.
Blade Tempest
At 20th level, when you take the Attack action on your turn, you can spend up to 2 ki points to make additional attacks as part of that action equal to the number of ki spent.
Path of Honor
You walk a path of honor. This path is full of hardship and resistance, but warriors who follow this path keep their head high, as they know, their goal is among the noblest. As an honorable warrior, you fight with the intent of a worthy and fair battle. You fight to achieve great honor, either for fame or for yourself, and your battle philosophy is to be as honorable as possible.
Those who follow a path of honor are granted power by the god of water. Their fighting style has been refined over the ages through many generations. Their fighting techniques are described as flowing water or raging water, that can cut trough anything in elegant and beautiful fashion. They fight with big wavelike motions and overwhelm enemies with the force of nature. Walking a path of honor grants you Path of Honor techniques.
Path of Solace
Those who have walked this path before you sought solace in the mountains, meditating for years, only to find out that real solace could only be achieved through battle. These proud warriors are calm and gentle like the mountains, and just as resilient. Solace is the art of inner peace, and to achieve solace is these warrior’s greatest goal. Only a few warriors have achieved this solace after many battles, and many warriors, both sword saints and other swordsmen, look up to these masters of the arts.
Those who follow a path of solace are granted power by the god of mountains. These fighters are strong and hardy people that does not waver in battle. They are proud and strong, and their fighting style clearly resembles this. Like a towering mountain, they stand in the way of their enemies unmoved by fear. With short and precise hits, they can cut through rock as if it were paper. Walking a path of solace grants you Path of Solace techniques.
- Unarmored Defense
When you choose this path at 1st level, you can dodge strikes using your attempt mind and shrug off strikes with your strong body. When not wearing armor or shield, your AC equals 10 + your Constitution modifier + your Wisdom modifier.
- Mountain Stance
At 3rd level, you learn how to assume a powerful deep stance, mimicking the mountains in which you trained and meditated. You can use your bonus action to gain one of the following benefits:
- You can add your Wisdom modifier to your Strength and Constitution checks.
- You can add your Wisdom modifier to your Strength and Constitution saving throws.
- You gain a number of temporary hit points equal to your level in this class + your Wisdom modifier.
The benefit lasts for 1 minute, and you can have only one of the benefits of the stance at the same time.
You can use this feature a number of times equal to your proficiency bonus, and you regain your uses after finishing a long rest.
- Heightened Vigor
Starting at 7th level, whenever you assume a stance, you can remain on it for the double of the duration.
- Solid Guard
At 11th level, when you hit a creature with your Perfect Strike, you gain a bonus to your AC equal to your Wisdom modifier to any attack roll that creature performs against you until the start of your next turn.
- Careful Defense
Starting at 15th level, whenever you are hit by an attack roll, you can use your reaction to force the target to re roll that attack roll, potentially causing the attack to miss you.
You can use this feature a number of times equal to your proficiency bonus, and regain your uses when finishing a long rest.
Path of vengeance
The path of vengeance is among the hardest paths to travel. Seeking vengeance, you fight for justice, and will do anything to achieve vengeance. These warriors have often sympathized with other who were also betrayed or wronged by others, taking the weight of seeking their vengeance for them. Therefore, it is also common that warriors of this clan seek to destroy the enemies of others or their ancestors.
Those who follow a path of vengeance are granted power by the god of fire. A fire burns in your heart as you yearn for redemption. You are eager and determined to continue your journey of vengeance, and your fighting style resembles this. You swing your sword with determination, and you are not scarred of going into the heat of battle, even if outnumbered. Your slashes are wild, like a fire that burns, ending foes life’s quickly with unparalleled willpower. Walking a path of vengeance grants you Path of vengeance techniques.
- Rash Engagement
Starting at 1st level, you engage in combat with anger and speed. You have advantage on your initiative rolls.
- Avenging Mark
Starting at 3rd level, you can use your bonus action to mark a creature you can see within 30 feet, lasting for 1 minute. For the duration, all your melee attacks made as part of the Attack action deal additional 1d6 damage. The damage type is the same of the weapon type. This damage increases as you gain levels, becoming 1d8 at 9th level, 1d10 at 13th level, 1d12 at 15th level and 2d8 at 17th level.
In addition, you can detect the creature without using any of your senses up to a range of 120 feet.
Once you mark a creature, you can't do it again until you finish a short or a long rest.
- Determination
At 7th level, you gain advantage in all saving throws against the frightened and charmed conditions. Also, whenever a marked creature try to impose these effect on you, you automatically succeed on your saving throws against it.
- Disrupt Concentration
Starting at 11th level, whenever you hit a creature using a Perfect Strike, it has disadvantage against any ki feature you use against it until the end of your next turn.
- Brutal Strike
Starting at 15th level, whenever you score a critical hit with a melee weapon against a hostile creature, you roll three times the weapon die. If the creature is marked when you hit it, you roll four times the damage die.
Path of Curiosity
The curious path, is a curious one. Those who walk this path are often nice to strangers and are eager to learn. These people are very social and love telling stories about the life they have lived thus far. They live a carefree life, wandering from city to city, to satiate their wanderlust. They have a popular saying that goes, “Wherever the wind takes me”.
Those who follow a path of curiosity are granted power by the god of wind. They fight with light steps and quick slashes. The curiosity of the people that have chosen this path have made for unique fighting style over the generations. These warriors have thought themselves to be resourceful since they travel often, and this is also present in their fighting style. They use, not only their sword, but also the scabbard of their family sword to fend of enemies in a whirlwind of attacks. Walking a path of curiosity grants you Path of Curiosity techniques.
- Restless Mind
Starting at 1st level, your endless curiosity granted you knowledge about a great array of topics. You can add half your proficiency bonus in any Intelligence checks that doesn't already add your proficiency bonus.
- Magical Knowledge
At 3rd level, you can use your ki to cast spells. The spell you choose must be a 1st-level spell. In addition, you gain more spells and the maximum spell level you know increases at 5th level (2nd), 9th (3rd), 13th (4th) and 17th (5th). To cast a spell you learn through magical knowledge, you must spend a number of ki points equal to the level of the spell.
Every time you learn a new spell, you can also replace an old one by another of the same level.
- Eternal Apprentice
At 7th level, when you finish a short or a long rest, you can learn one language, tool or skill proficiency. You can retain this knowledge until your next rest.
In addition, you now have proficiency on Intelligence Saving Throws.
- Analyze Enemy
At 11th level, when you hit a creature with your Perfect Strike, you learn the following attributes about the target: Damage Vulnerabilities, Damage Resistances, Damage Immunities, and Condition Immunities.
In addition, whenever an analyzed creature misses an attack, you can make an attack roll against it as a reaction.
- Smart Defense
At 15th level, when a creature makes a melee attack against you, you can make a Intelligence saving throw. If the result is higher than the attack roll, you evade that attack.
You can use this feature a number of times equal to your proficiency bonus, and regain your uses after a long rest.
Path of Honor Techniques
- Honorable Duel
You expend 1 ki point to challenge an hostile creature within 30 feet to a duel, as a bonus action. Until the start of your next turn, your attacks against the target are made with advantage, while its attacks against you are made at disadvantage.
- Crashing Wave
You can expend 1 ki point to an attack with a huge vertical swing against an enemy. On a hit, the attack deal the normal damage and the enemy is knocked prone.
- The Flow of Battle
You are accustomed to the flow of battle. When you roll a 20 on on an attack roll, you regain 1 ki point.
- Rain of blows
You expend 1 ki point and use your action to make 3 attacks against an enemy without adding your ability modifier to the damage. The number of attacks increase to 4 at 5th level.
- Deflect
Countless battles have honed your senses. When you are hit by a non-magical attack, as a reaction, you can expend 1 ki point to to deflect the attack with your sword. You reduce the damage taken by half.
- Raging River
Expend 2 ki points to make a devastating combo of attacks. On this turn you double your current movement speed and enemies have disadvantage on opportunity attack rolls against you. Whenever you pass an enemy, you can make an attack roll.
- For Honor
If you have the highest initiative at the start of combat, you can choose to let the enemy with the highest initiative act before you. After the enemy finishes their turn, you can make an attack against this enemy with +5 to the attack and damage roll.
- Calm water
Out of combat, you can expend any amount of ki points to meditate for one hour. Roll a hit die for every ki point expended, you get gain temporary hit points equal to the roll(s) until you finish a long rest.
- Ripples
When you kill an enemy, you can expend 1 ki point to intimidate an enemy that can see you. Make a Charisma (Intimidation) with advantage. If you intimidate the enemy will take the Dash action, as a reaction on its turn, trying to flee as far away as they can from you, taking the shortest route.
- Master of the Water Style
You can spend 1 ki point to perform a technique that otherwise requires you take an action to use, on your bonus action.
Path of Solace techniques
- Mountain Cutter
You can expend 1 ki point to make a powerful cutting attack. You extend your arms and put all your weight into a horizontal attack, hitting up to three targets on a 30 feet line in front of you. The enemies must make a Dexterity saving throw, taking the weapon damage on a failed save.
- Steel Will
You can expend 1 ki point to gain Advantage on a Wisdom saving throw.
- Inner Peace
As you fight more and more, you feel yourself getting closer to inner peace. When you roll a 20 on an attack roll, you ignore your wounds, gaining temporary hit points equal to twice your Sword Saint level.
- Calm Mountain
Due to your calm nature, you are very likable and confident. You can expend 1 ki point to gain advantage on a Charisma check or saving throw.
- Block
Countless battles have honed your senses. When you are targeted by a non-magical attack, as a reaction, you can expend 1 ki point to block the attack with your sword. You add + 5 to your AC until the start of your turn.
- Towering Mountain
You can expend 2 ki points to gain the strength of mountains. Choose one target within 5 feet of you. The target needs to succeed on a Strength saving throw or be grappled by you for 1 minute. In addition, the target takes 1d6 bludgeoning damage for each turn it remains grappled.
- Cave In
You can spend 1 ki point to make an attack with advantage. On a hit, you deal additional damage equal to your Wisdom modifier. If you already have advantage on the attack roll, you can roll one additional die.
- Hilt Hit
You can expend 1 ki point to make an attack strong enough to shake mountains with the hilt of your weapon. The enemy must make a Constitution saving throw or be stunned until the end of your next turn.
- Gentle Mountain
When an ally hit points reach 0, as a reaction you can expend 1 ki point to yell comforting words to them, restoring its hit points to 1.
- Master of the Mountain Style
You can spend 1 ki point to perform techniques, that otherwise requires you take an action to use, on your bonus action.
Path of Vengeance techniques
- Tai Burst
You can expend 1 ki point and use your action to sheathe your blade, and in a single breath draw your blade and deliver a strike faster than the eye can follow to one enemy within 10 feet of you. The strike hits, without needing an attack roll.
- Burning Sword
As part of your Attack action, you can spend 1 ki point to make your sword imbued with fire. Your sword deals additional 1d10 fire damage until the end of your turn.
- Hot Stuff
Impressed with and satisfied with your skill, when you roll a 20 on on an attack roll, you regain 1 ki point.
- Fan the Flames
When an enemy misses you, as a reaction, you can expend 1 ki point to insult the enemy. The next attack made by that enemy against you is made at disadvantage. On a miss, you gain advantage on your next attack against this enemy, and deal additional damage equal to your level in this class.
- Vengeance
When an enemy hits you with a melee attack, as a reaction, you can expend 1 ki point to force the target to make a Dexterity saving throw. On a failed save, the target suffer the damage dealt to you plus your proficiency bonus.
- Flame wheel
You can expend 1 ki point to make a jumping attack. You jump towards an enemy up to 10 ft away from you in a vertical spinning motion. On a hit, you roll the weapon damage three times.
- Blazing Will
You can expend 2 ki points and use your reaction at the start of an enemy’s turn to take one action immediately before the enemy.
- Soothing Fire
You know how to cauterize a wound because of your experience with fire. Out of combat you can expend 1 ki point to heat your blade up to burning degrees, and heal an ally you touch. The target regain 1d10 + your Wisdom modifier hit points.
- A Score to Settle
After an enemy attacks a teammate during combat, you can, as a bonus action and spend 1 ki point to mark the enemy for 10 minutes. Every time the enemy deals damage to an allied creature while marked, you can use your reaction to make one melee attack against that enemy.
- Flare
As an action, you can expend 1 ki point to emit a bright light from your blade, forcing all creatures within 30 feet to make a Dexterity saving throw or be blinded until the end of your next turn.
- Master of the Fire Style
You can spend 1 ki point to perform techniques that otherwise requires you take an action to use, on your bonus action.
Path of Curiosity techniques
- Favor of the Wind
You always have the wind in your back, and you can easily dance between your enemies as if you were a breeze. You can spend 1 ki point on your turn and, until the end of it, your movement speed increases by 10 ft, you can take the Dash as a bonus action, and you do not provoke opportunity attacks while dashing.
- Storm Rush
You expend 1 ki point and use your bonus action to rush towards an enemy and make an attack with one hand. For every 10 ft you move in a straight line towards your target, you gain +1 to the attack and damage rolls.
- Feint
Your fast attacks are hard to keep up with, when you roll a 20 on the attack roll, you gain another bonus action on this turn.
- Whirlwind
You can expend 1 ki point to make a spinning motion hitting everything within 5 ft of you. As a whirlwind you push back your enemies with the force of the wind and slash them with your sword at the same time. On a hit, the creature is pushed 5 feet back.
- Dodge
You can take the Dodge action as a bonus action on your turn by spending 1 ki point.
- In the Wind
You can expend 1 ki point to become invisible until the end of your next turn or until you make an attack.
- Slicing Wind
When fighting with two weapons, you can expend 1 ki point and use your action to make a strong cross attack with both your main hand weapon and off hand weapon. These attacks score a critical on rolls of 18, 19 and 20.
- High Pressure Slash
You can expend 1 ki point as an action to make a horizontal swing, generation a strand of concentrated air pressure from your blade. All creatures in a 15-foot cone must succeed on a Strength saving throw, or be thrown 15 feet back and knocked prone on a failed save.
- Protected by the Wind
Around you are an invisible coat of air pressure that can sense danger. On Dexterity saving throws, you can use 1 ki point and your reaction to rerol a failed save, or to force an attacker to rerol a ranged attack.
- Master of the Wind Style
You can spend 1 ki point to perform techniques that otherwise requires you take an action to use, on your bonus action.
Mastery Techniques
Sword Saints use a variety of techniques specific to their Path of life, infused with the power of their gods. Their gods teach them new techniques via. dreams or natural phenomenon as they grow stronger. Using these techniques take a great amount of energy to pull off. A Sword Saint can expend ki points to use a technique. Techniques can only be used with your Signature Weapon.
- Imbued Sword
Your Signature Weapon is considered magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.
In addition, it gains a +1 bonus to attacks and damage rolls if it is a nonmagical weapon. This bonus increases to +2 at 9th level and +3 at 17th.
- Blade Adept
You learn one additional ki feature from your Ki Features list. This ki feature can be from any path.
- Alertness
You can spend 1 minute meditating, focusing your awareness on the environment around you and designate a creature type and a size range (from tiny to huge, for example). When the designated creature enters within 60 feet of you, you can sense it and the effect ends.
- Swordmaster
Prerequisite: 6th-level
Choose one ki feature you know that costs 1 ki point. You can use this ki feature once without spending ki. You can do it again when you finish a long rest.
- Duelist
When you are hit by a melee weapon attack when taking the Dodge action, you can use your reaction to parry that attack, gaining a bonus to your AC equal to your Dexterity modifier. In addition, you gain resistance to non-magical bludgeoning, piercing and slashing damage until the start of your next turn.
- Prepared Technique
Prerequisite: 6th-level
You can train your body to prepare a specific technique. You can prepare an ki feature you know by spending 2 hours and 50 gp for each ki point spent on the feature. The technique remains prepared for a number of days equal to your proficiency bonus, and you can use it without spending ki points.
- Immortal
Prerequisite: 14th-level
When you fail a death saving throw, you can choose to succeed instead. You can't use this feature again until you finish a long rest.
- Heaven's Strike
Prerequisite: 10th-level
When you hit a creature with a Perfect Strike, you roll one additional d6.
- Weapon Knowledge
You can meditate over any weapon you find for 10 minutes. When you do so, you discover its properties as if you had cast detect magic and identify on it.
In addition, you can add your Wisdom modifier on any Intelligence checks you make to recall information on weapons.
- Ki Replenisment
Prerequisite: 14th-level
You can spend 10 minutes meditating to regain a number of ki points equal to your Wisdom modifier. Once you use this feature, you can't use it again until you finish a long rest.
- Ki Sense
You can use your action to expand your awareness and detect the ki of any creatures within 60 feet that are wielding or carrying weapons or that have ki related features or ki points.
You can use this feature a number of times equal to your proficiency bonus, and regain uses after a long rest.
- Dedicated Disciple
You learn two skills from this class list.
Multiclassing
Prerequisites. To qualify for multiclassing into the <!-class name-> class, you must meet these prerequisites:
Proficiencies. When you multiclass into the sword saint class, you gain the following proficiencies:
Back to Main Page → 5e Homebrew → Classes