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Student of War

A dwarf wielding a massive greatsword takes a moment to observe his enemy. In an instant he closes the
gap, tripping the goliath before crushing him with the blunt end of his blade.
An elf with twin scimitars lies in wait. Hearing the signal from her ally she leaps to the sky, cleaving the
Roc in two with her twin scimitars before landing gracefully.
A drow lines his rapier with fire as he pierces the chest of his adversary. The fire explodes outward,
immolating a group of orcs. In the instant before the angry horde bears down upon him, he vanishes in a
puff of smoke.
All of these heroes are students of war, soldiers who have taken the art of combat and refined it to an art.
By studying techniques and magic, as well as their hands on-training, these brave men and women
combine their martial might with a keen intellect that allows them to overcome any trial.

Proficiency
Level Bonus Features

1st +2 Combat Specialty, Fighting Style

2nd +2 Situational Awareness, Study Foe

3rd +2 Weapon Specialization, Specialty Feature


4th +2 Ability Score Improvement
5th +3 Extra Attack
6th +3 Know Your Enemy
7th +3 Specialty Feature, Study Foe Improvement
8th +3 Ability Score Improvement
9th +4 Weapon Adept
10th +4 Specialty Feature
11th +4 Study Foe Improvement
12th +4 Ability Score Improvement
13th +5 Tactical Movement
14th +5 Specialty Feature

15th +5 Study Foe Improvement


16th +5 Ability Score Improvement
17th +6 Weapon Mastery
18th +6 Specialty Feature
19th +6 Ability Score Improvement
20th +6 Martial Paragon

HIT POINTS
Hit Dice: 1d8 Per Student of War level.
Hit Points at 1st Level: 8+Constitution Modifier
Hit Points at Higher Levels: 1d8 (or 5) plus your constitution modifier per Student of Warlevel after first.
PROFICIENCIES
Armor: Light armor, Medium armor, Shields
Weapons: Daggers, Short Swords, Longswords, Greatswords, Scimitars and Rapiers.
Tools: None
Saving Throws: Dexterity, Intelligence
Skills: Choose three from Acrobatics, Athletics, Arcana, Insight, Investigation, Perception, Persuasion,
Stealth and Survival

EQUIPMENT
You start with the following equipment, in addition to the equipment granted by your background:
● (a) Leather armor or (b) Hide Armor
● (a) A Greatsword or (b) a Longsword and a shield or (c) A Rapier and an arcane focus or (d) a 2
Scimitars
● (a) An Explorer's pack or (b) a Dungeoneer's pack.
● A dagger, and a shortsword.

Multiclass Requirements/Proficiencies
13 INT.
Dagger, Short Sword, Longsword, Greatsword, Scimitar and Rapier proficiency.

Combat Specialty
At 1st level you devote your life to a sword, specializing in one of three fighting styles. Choose the
Swordmaster, Whirling Dervish or Spellsword specialty, all detailed at the end of the class description.
Your specialty grants features at 1st level, and again at 6th, 10th, 14th and 18th level.

Fighting Style
At first level 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.

Dueling Style
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.

Great Weapon Fighting Style


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.

Two-Weapon Fighting Style


When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second
attack.
Expertise
At second level choose two skills or tool proficiencies of your choice. Your proficiency bonus is doubled
for checks with these skills.

At 6th level you may choose two more skills, or tool proficiency.

Study Foe
At 2nd level you have learned to use your intellect to overcome trials, not brute strength or speed. As a
bonus action, you may study up to 1 creature within 20 feet of you. Until the creature is slain, or you study
another creature, you gain a +1 bonus to attack rolls against that creature, as you learn their movements.

At 7th level, if your studied foe hits you with a melee attack, you may use your reaction to halve the
damage taken by the attack. In addition you may study up to 2 creatures.

At 11th level, if your studied foe subjects you to an effect that allows you to make a dexterity saving throw
to take half damage, you instead take no damage if you succeed and half damage if you fail.

At 15th level, your melee weapon attacks against your studied foe deal 1d6 additional slashing damage.
In addition, you may study up to 3 creatures.

Weapon Specialization
At 3rd level choose a type of sword, such as a longsword, scimitar, dagger or greatsword to devote your
training to. You cannot be disarmed while wielding it.
At 9th level you have advantage on saving throws against fear effects while wielding it.
At 17th level you attacks with the weapon score a critical hit on a roll of 19 or 20.

Ability Score Increase


When you reach 4th level, and again at 8th, 12th, 16th, and 19th you can increase one ability score of
your choice by 2 or 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.

Know Your Enemy


Starting at 6th level, if you spend at least 1 minute observing or interacting with another creature outside
combat, you can learn certain information about its capabilities compared to your own. The DM tells you if
the creature is your equal, superior, or inferior in regard to two of the following characteristics of your
choice:
● Strength score
● Dexterity score
● Intelligence score
● Armor Class
● Current Hit Points
Tactical Movement
Starting at 13th level, you and any allies within 50 feet of you that can see or hear you ignore the
movement penalty for moving through difficult terrain.

Master of War
At 20th level you are no longer a mere Student, but a veritable master. You may study up to 4 creatures
with Study Foe. In addition, the bonus to attack rolls against the target increases to 1d4, and the bonus to
damage rolls increases to 2d4.

Combat Specializations

Swordmaster

Single Sword Style


At 1st level you have devoted yourself to the mastery of using a single sword in combat. Longswords gain
the finesse property. In addition, the damage bonus from dueling style applies to versatile weapons held
in two hands.

Live by the Sword


At 3rd level your studies have revealed a new variety of techniques known as combat maneuvers. You
gain the use of 2 combat maneuvers (which are detailed under “Maneuvers” at the end of the class
description). You may use 2 maneuvers per short or long rest, at which the number recharges.
You gain an additional combat maneuver at 5th, 9th, 13th, 15th and 17th level. In addition to gaining a
new maneuver, you may also retrain an old maneuver.
The number of maneuvers you can use before requiring a rest increases by one at 5th, 9th, 13th, 15th
and 17th level.
Some of your maneuvers impose a saving throw. The DC for this saving throw is 8+Proficiency+Dexterity
or Strength Modifier.
You may only apply one combat maneuver per attack.

Battle Instinct
At 6th level your intellect and instinct work hand in hand. You may add half of your Intelligence modifier
(rounded down) to initiative checks.

Like Moving Water


At 10th level you move like flowing water. When you successfully attack an enemy on your turn, that
enemy cannot make opportunity attacks against you until the end of your turn.

Brutal Critical
At 14th level your critical strikes carry more weight than normal. When you land a critical blow with a
sword attack, you may roll an additional weapon die to determine damage dealt.

Die by the Sword


At 18th Level you have reached the pinnacle of single bladed combat. If you successfully land an attack
with a sword on a creature on your turn it is treated as a critical strike and deals critical strike damage. It
deals additional damage equal to the maximum damage your critical strikes can deal. Once you use this
feature you must complete a long rest to use it again.
Whirling Dervish

Twin Sword Style


At 1st level you have dedicated yourself to the mastery of an eastern fighting style based around dual
scimitars. You may engage in two-weapon fighting with two scimitars. In addition, you may draw or stow
two scimitars simultaneously.

Like the Wind


At 3rd level you have learned to emulate the wind, moving quickly and gracefully. Your speed increases
by 10 feet and opportunity attacks are made against you with disadvantage.

Two Weapon Defense


At 6th level you have mastered the use of two scimitars in both offensive and defensive scenarios. While
you are wielding a scimitar in each hand, you gain a +1 bonus to AC.

Twin Fangs
At 10th level your reaction speed has been honed to a sharp edge. When you make an opportunity
attack, you may make an attack with your off hand weapon as well as your main weapon.

Ride the Wind


At 16th level your speed and grace, as well as a minor amount of magic, allow you to literally reach new
heights. Your movement increased by 10 feet and you gain flying speed equal to your walking speed. You
can only ride the wind for so long however, and at the end of your turn if you are in the air without being
supported you will fall.

Steel Hurricane At 18th level you have reached the pinnacle of twin scimitar combat. When you use
the Extra Attack feature to make two scimitar attacks, you may use a bonus action to make two scimitar
attacks with your off hand weapon, as long as it is also a scimitar.

Spellsword

Blade and Book


At 1st level you have devoted yourself to the mixture of martial and magical might. You learn any three
wizard cantrips. You learn an additional cantrip at 6th level and 9th level.

Swords and Sorcery


At 3rd level your studies have culminated in a journal of your favored spells, choosing from the wizard list.
You regain all your spell slots upon completing a short rest. Your spellcasting ability is Intelligence and
your spell save DC for these spells is equal to 8+ Your Proficiency Bonus+Intelligence modifier.
You may prepare a number of spells per day equal to your Intelligence modifier + your student of war
level.

In addition you learn a ritual that creates a magical bond between yourself and one weapon. The bonded
weapon must be a sword, such as a rapier or longsword. You perform the ritual over the course of 1 hour,
which can be done during a short rest. The weapon must be within your reach throughout the ritual, at the
conclusion of which you touch the weapon and forge the bond. You may be bonded to two weapons at
any given time. Bonding to a third weapon removes the bond on the first.

Once you have bonded a weapon to yourself you can summon that weapon as a bonus action on your
turn, causing it to teleport instantly to your hand.

Your bonded weapon is considered magical when overcoming resistances, and may be used as an
arcane
focus. In addition, you may use the weapon to perform the somatic compounds of spells

Enchanted Sword
At 6th level you have learned to line your blade with magic, following it up with a vicious strike. On your
turn when you cast a cantrip that makes a melee weapon or melee spell attack as a part of the cantrip,
you may use a bonus action to make a melee weapon attack.

Elemental Blade
At 10th level your sword is permanently enchanted with magic, and deals 1d8 additional damage of your
choice.

Mystic Tongue
At 14th level you have learned to lace your words with magic. You may use Intelligence instead of
Charisma for Intimidation, Deception and Persuasion skill checks. In addition, you can fluently understand
and speak any language.

Master of Might and Magic


At 18th level you have reached the pinnacle of magically augmented combat. Choose one first level and
one second level spell from the wizard list. You may cast these spells without expending spell slots a
number of times each equal to your Intelligence modifier per day.

Student of Cantrips 1st Level 2nd Level 3rd Level 4th Level 5th Level
War Level Known

3 3 2 - - - -

4 3 3 - - - -

5 3 3 2 - - -

6 4 4 2 - - -

7 4 4 3 - - -

8 4 4 3 - - -

9 5 4 3 2 - -

10 5 4 3 2 - -
11 5 4 3 3 - -

12 5 4 3 3 - -

13 5 4 3 3 1 -

14 5 4 3 3 1 -

15 5 4 3 3 2 -

16 5 4 3 3 2 -

17 5 4 3 3 3 1

18 5 4 3 3 3 1

19 5 4 3 3 3 2

20 5 4 3 3 3 2

Maneuvers

Crushing Blow
When you make a melee weapon attack on your turn you may attempt to make it a crushing blow. If the
attack hits, you deal extra damage equal to your strength modifier and knock the target prone.

Disarming Attack
When you hit a creature with a weapon attack you may attempt to disarm it, forcing it to drop one item of
your choice that it’s holding. The target must make a strength saving throw, and on a failed save, it drops
the object you choose and takes damage equal to your Strength or Dexterity modifier(whichever is
higher). The object lands at its feet.

Distracting Strike
When you hit a creature with a weapon attack, the next attack roll against the target by an attacker other
than you has advantage if the attack is made before the start of your next turn.

Feinting Attack
You may use a bonus action on your turn to feint, choosing one creature within 5 feet of you as your
target. You have advantage on your next attack roll against that creature.

Lunging Attack
When you make a melee weapon attack on your turn you can increase your reach for that attack by 5
feet. If the attack hits the target takes additional damage equal to your Strength or Dexterity
modifier(whichever is higher).

Menacing Attack
When you hit a creature with a weapon attack, you can attempt to frighten the target. The target must
make a Wisdom saving throw, on a failed save, it is frightened of you until the end of your next turn and
takes damage equal to your Strength or Dexterity modifier(whichever is higher).

Parry
When another creature damages you with a melee attack, you can use your reaction to attempt to parry
the blow. Make an attack roll and if the result is higher than the opposing roll you parry the attack, causing
it to miss.

Precision Attack
When you make a weapon attack roll against a creature you may add your proficiency modifier to the
attack roll a second time.

Riposte
Prerequisites: Parry
When a creature misses you with a melee attack you may use your reaction to make a melee weapon
attack against the target. The target takes additional damage equal to your Strength or Dexterity
modifier(whichever is higher).
After successfully using Parry you may follow up with Riposte. Following up with Riposte does not expend
the use of a combat maneuver.

Tripping Attack
When you hit a creature with a melee weapon attack you may attempt to knock them prone. The creature
must make a strength saving throw. On a failure, the creature takes damage equal to your Strength or
Dexterity modifier(whichever is higher) and is knocked prone

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