Swordsman

Swordsmen are the second most common type of fighter in the world. Their sharp skills and in a lot of cases, sharper weapons allow them a position in the front lines with the other main fighters. Despite how a sword might seem to only be a close range weapon at first glance a true swordsman can push past that. The breath of all things allows for swinging past the end of your weapon. Their abilities are chosen by them based on what style of swordsmanship they’d like to pursue. Holding a single blade gives them the ability to tap into the One Sword Style path, wielding other specific weapons give the same thing just for those specific weapons.

Becoming a swordsman means being an immensely customizable frontline fighter who can handle close quarters combat and ranged engagements. If you want intense combat power without the restriction of a single style then it’s time to get cutting, slice the competition to pieces and become a swordsman.

Class Overview

LevelProficiency BonusFeaturesSuperiority Die
1+2Breath of All Things, Archetype Technique0
2+2N/A0
3+3Champion's Clash, Archetype Technique4
4+3Stat Increase5
5+4Archetype Technique6
6+4Stat Increase7
7+5Archetype Technique8
8+5Stat Increase9
9+6N/A10
10+6Stat Increase, Archetype Technique11

Class Features

Hit Points

  • Hit Dice: 1d10 per level for first three levels, then 2d10 per level.
  • Hit Points at First Level: 10 + Your Con mod
  • Hit Points at Higher Levels: 10 + Your Con mod until level 3, then 20 + Your Con mod.

Proficiencies

  • Armor: Light, Medium, and Heavy Armor
  • Weapons: Simple Weapons, Martial Weapons
  • Saving Throws: Str + Dex
  • Skills: Athletics, Acrobatics/Intimidation (choose one), Perception, Survival

Equipment

  • (a) 2 One-Handed Martial Weapons or (b) 1 Two-Handed Martial Weapon
  • (a) 3 Light One-Handed Martial Weapons or (b) 3 of any Simple Weapon
  • an Explorer’s Pack and 1 Dagger

Level 1 Abilities

Breath of All Things

The breath grants you access to extend your blade’s capability beyond the tip of the sword by sending pressurized air careening towards your target.

The increased distance goes up by 5 ft every Swordsman level, starting at 10 ft.

Level 1 Options

Level 3 Abilities

Champion's Clash

As a reaction to a melee attack, you swing your sword out against the creature attacking. You roll to hit and if your roll is higher than the creature’s against you, you deal your Unarmed Strike damage and push back the creature back 5 x Your Level feet. If you fail the save, you take the damage as normal and are pushed back 20 feet.

Level 3 Options

Level 5 Ability Options

Level 7 Ability Options

Level 10 Ability Options