Paths of Devotion II

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Francesco Rizzo (Order #38778196)

Francesco Rizzo (Order #38778196)


Focus Techniques (Gadabout)
The Sword Saint 3rd level Gadabout Feature
These subclasses are meant for the Sword Saint, You learn the following focus techniques:
available at https://tinyurl.com/187z77hi
Deride
When a creature makes a weapon attack against you, you can
spend 2 focus points as a reaction to lower the result of their
Gadabout attack roll by an amount equal to your Charisma modifier.
The gadabout is not a path that follows an individual. It can You can choose to do so after the attack is rolled, but before
be difficult for some to stay on their original path, or follow the DM states if it hits or misses.
their discipline. Those who abandon their path but have Never With Empty Hands
learned the ways of a Sword Saint become gadabouts,
seeking only personal fulfillment. They are looked upon by When you make an attack with an improvised or replica
other swordsmen as wanderers and quitters, and usually weapon (such as a bokken, chair leg, rock, etc.,) you can
achieve very little. Rather than refine the skills of the one they spend 1 focus point to treat that weapon as if it were a better
follow, the gadabout sharpens their personal skills. weapon for 1 minute. That weapon is treated as a normal
weapon that is roughly equivalent to it (such as a bokken
Fallen from a Path being a longsword, a stick being a javelin, or a rock being a
If you stray from the path of devotion you follow as a Sword sling), and gains the durability of a weapon made of iron.
Saint, and are no longer able to reach its conclusion, you may Reliable Standard
switch your path of devotion to the gadabout. When you do, When you make a weapon attack, skill check or saving throw
you may choose one of the following options: you have proficiency with and you roll less than a 10 on the
You lose all features from your previous path and replace d20, you can spend 2 focus points to treat the d20 result as if
them with the subclass features from the gadabout. it were a 10 instead.
As above, except that you keep the 3rd level focus If another feature or path of devotion would allow you to
techniques and the 14th level feature dealing with your learn another path’s focus techniques, you cannot choose to
previous path, and do not gain the equivalent gadabout learn those exclusive to the gadabout.
features. This only applies to features you have already
gained. If you have yet to reach 14th level you gain the Stolen Fighting Style
gadabout unbonded feature when you do. 3rd level Gadabout Feature
You may choose to gain the benefits of any fighting style
Conversely, if you are a gadabout and change to another available to any other Sword Saint path of Devotion. If
path somehow, you must replace all gadabout features with another class or feature would allow you to take an additional
those of that path instead. You cannot choose to keep some fighting style, you cannot take that fighting style again.
and take others in this case. The higher your Sword Saint
level, the more difficult changing to a different path should be. Pathcarver’s Expertise
Gadabout Features 6th level Gadabout Feature
Level Features
As you are an individual who has struck out on their own
and learned their own skills, you have mastered several of
3rd Focus Techniques (Gadabout), Stolen Fighting Style your talents. You may, when you gain this feature, choose one
6th Pathcarver's Expertise of the following two options: You gain proficiency in one skill
or tool that you did not already have proficiency in. When you
11th Contemptible Reputation roll an ability check using that skill or tool , you can add your
14th Unbonded proficiency bonus to it a second time (unless you were
17th Pleasure Seeker
already doing so). Choose two skills or tools (or one of each)
that you are proficient with. When you roll an ability check
using them, you can add your proficiency bonus a second
time (unless you were already doing so).

Francesco Rizzo (Order #38778196)


Contemptible Reputation Way of Chulainn Spellcasting
11th level Gadabout Feature Sword Saint Cantrips Spells
As a bonus action, on your turn you can attempt to frighten Lvl Known Known 1st 2nd 3rd 4th
a creature within 30 feet that can see or hear you. That 3rd 2 3 2 - - -
creature must attempt a Wisdom saving throw against your 4th 2 4 3 - - -
focus technique DC. If they fail they become frightened of
you. When you do so, you can spend up to 5 focus points, 5th 2 4 3 - - -
targeting one additional creature that can see or hear you per 6th 2 5 3 - - -
focus point you spent.
Creatures frightened this way may reattempt the saving 7th 2 5 4 2 - -
throw at the end of each of their turns, ending the effect on a 8th 2 6 4 2 - -
success. If a creature succeeds against either save they 9th 2 6 4 2 - -
become immune to this effect from you for 24 hours.
10th 3 6 4 3 - -
Unbonded 11th 3 7 4 3 - -
14th level Gadabout Feature 12th 3 7 4 3 - -
Your saint weapon grants a +2 bonus to attack and damage
rolls you make with it rather than a +1 bonus. You must 13th 3 7 4 3 2 -
attune to it, but it does not count against your total number of 14th 3 8 4 3 2 -
attuned items.
15th 3 8 4 3 2 -
Pleasure Seeker 16th 3 8 4 3 3 -
17th level Gadabout Feature 17th 3 9 4 3 3 -
You are used to strenuous activity and a borderline
hedonistic lifestyle, granting you benefits befitting someone 18th 3 10 4 3 3 -
who walks the line between exhaustion and livelihood. 19th 3 11 4 3 3 1
You become immune to being poisoned, and when you
drink a potion, receive healing or take medicine that would 20th 3 12 4 3 3 1
restore your hit points, you gain the maximum amount of hit
points (temporary or otherwise) possible. Spellcasting
You can benefit from a short rest after only thirty minutes 3rd level Chulainn Feature
of rest, and a long rest after only four hours. During those Using runes to perform your magic, you can invoke magical
four hours, you can remain engaged in moderate activity for effects as a caster would. These effects are produced by
up to two of them. channeling natural energy through weapons to draw these
runes into the air, surfaces or small objects.
Way of Chulainn Cantrips
A hero of Cu Chullis who shows up in various tales, wielding You learn two cantrips of your choice from the Druid spell
a spear made of the remains of a great sea beast. He was a list. You learn an additional Druid cantrip of your choice at
great, charismatic figure who was often depicted as a demi- 10th level.
god, known for his great capacity for kindness and mastery of
runes, but also for his legendary rage which could contort Spell Slots
and twist his body into a beast of war. The Way of Cu Chulainn spellcasting table shows how many
Those who follow the path of Chulainn find an accord with spell slots you have to cast your spells of 1st level or higher.
nature, learning to cast druidic magic and bind others to your To cast one of these spells, you must expend a slot of the
own unfortunate fate when you must. Those who follow this spell’s level or higher. You regain all expended spell slots
path skew toward the use of thrown weapons, particularly when you finish a long rest.
spears. For example, if you know the 1st-level spell Magic Missile
and have a 1st-level and 2nd-level spell slot available, you can
Way of Chulainn Features cast magic missile using either slot.
Level Features
3rd Spellcasting, Focus Techniques (Chulainn)
6th Cursed Promise
11th Fangs of the Arcane
14th Spear of Mortal Pain
17th Warp Spasm

Francesco Rizzo (Order #38778196)


Spells Known of 1st Level and Higher If you force a creature to fail a saving throw this way, you
You know three 1st-level Druid spells of your choice. are also targeted by its effects and damage as if you had been
The Spells Known column of the Way of Cu Chulainn targeted and failed as well. If you are not eligible to be
Spellcasting table shows when you learn more Druid spells targeted by the conditions of the spell (such as a spell that
of 1st level or higher. You must choose spells for which you targets undead), you still suffer its consequences as if you
have spell slots. were. Your DM may determine what form this takes if it is
Whenever you gain a level in this class, you can replace one unclear. You suffer from the effects and damage of the spell
of the Druid spells you know with another spell of your as if you had the target’s resistances, vulnerabilities and
choice from the Druid spell list. The new spell must be of a immunities instead of your own.
level you have spell slots for. If the spell requires ongoing saving throws to break free or
end the effect, you do not make them. The target creature
Spellcasting Ability does as normal, and you suffer the consequences of their roll.
You use your focus technique DC for your Druid spells. Your When the spell deals continued effects against them or they
spell attack bonus for these spells is equal to your Wisdom take additional damage from it, you share those
modifier plus your proficiency bonus. consequences at that time. If they succeed in ending the
effect, you choose to drop concentration on it (if it requires it),
Spellcasting Focus or if something targets you that would end the effects, then
You can use any weapon that you are proficient with as your the effects on both of you end immediately.
spellcasting focus for casting Druid spells. You can also use Any damage you take from sharing the effect of a spell does
any object a Druid would normally use as a spell focus, if you not cause you to make concentration checks to maintain that
wish to. spell’s effects.
Focus Techniques (Chulainn) Fangs of the Arcane
3rd level Chulainn Feature 11th level Chulainn Feature
You learn the following focus techniques: When you are attuned to a weapon that grants a bonus to
attack and damage rolls, and you use that weapon as your
Casting Master spellcasting focus, you can add that bonus to your spell
When you cast a spell using a spell slot, you can spend 1 attacks made with Druid spells as well. This does not add
focus point to make a weapon attack against a creature bonuses that do not come from the weapon itself, such as
within range. bonuses from spells or effects enchanting it.
Blasting Spear Spear of Mortal Pain
When you make a melee attack with a weapon that deals 14th level Chulainn Feature
piercing damage, you may spend 2 focus points to forgo the If your saint weapon has the thrown property, its range
attack roll. Instead, all creatures in a 30-foot-long, 5-foot-wide either doubles or becomes 300 feet (whichever is higher). As
line originating from you make a Dexterity saving throw, a bonus action, after throwing it you can instantly recall it
taking the weapon's damage on a failed save or half as much back to your hand, having it return either by flying back to you
on a successful one. or by magically reappearing in your grasp.
Nose of the Dog
When your saint weapon is thrown as part of an attack and
rolls the maximum result on any of its damage dice, you may
You may spend 1 focus point to heighten your senses for 1 choose to cause bloody thorns to erupt from the point of
hour, giving you advantage on Wisdom (Perception) checks contact between the weapon and its target. The creature
and Wisdom (Survival) checks that involve tracking, sight, must attempt a Strength saving throw against your focus
scent, hearing or finding food. technique DC. On a failed save, these magical thorns deal
4d8 piercing damage to them, and the creature is restrained.
Cursed Promise The restrained creature may reattempt the saving throw on
6th level Chulainn Feature their turn as an action, ending the effect on a success. At the
You wield the ability to bind others with a cursed promise, end of each of their turns they spend restrained this way, they
sealing them and yourself in a twisted shared fate that take 2d8 additional piercing damage.
subjects you both to the harmful effects of your magic. Another creature may also attempt a Strength check
When you target a non-ally creature with a Druid spell that against the DC as an action, freeing them on a success.
requires a saving throw to avoid its effects, and they succeed However, attempting to do so causes them to take 2d8
their save against it, you can spend 2 focus points to force piercing damage from the thorns if they make the attempt by
them to fail instead by tying your fate to theirs and subjecting trying to cut away or rip apart the thorns.
yourself to the spell as well. If the creature uses an ability You can inflict these thorns on creatures an amount of
such as a legendary resistance to automatically succeed, you times equal to half your proficiency bonus (rounded down),
may use another 2 focus points for each of these effects to regaining expended uses when you complete a long rest.
force them to fail regardless. If the creature is outright
immune to spells for any reason (such as a rakshasa’s magic
immunity or them being in an anti-magic zone) the points are
spent, but nothing comes of the spell effect.

Francesco Rizzo (Order #38778196)


Warp Spasm Way of Ittōsai
17th level Chulainn Feature Ito Ittōsai was a prolific swordsman who developed many
The techniques of this path include the ability to draw upon techniques other swordmasters sought to replicate. His
primal rage, and channel it briefly in a way that contorts one’s musōken technique allowed his body to react before his
own body. As a bonus action, you can enter into a warp conscious mind was even aware of a threat. He was a master
spasm for 1 minute, or until you end your turn without having
attacked anything on that turn. Your body contorts and shifts, of offense and defense, but his greatest claim to fame was his
turning you into a beast of death with a grotesque visage mastery of the technique of killing with one blow. He fought
composed of misplaced organs, twisted bones and pulled many duels during his life, ending nearly all of them with a
flesh. While transformed this way you gain the following single stroke.
effects: His mastery of this death stroke has not been replicated
since, but those who follow this path seek to reach that level
Instead of a humanoid or member of your race, you are of precise skill. They sense when an opponent is showing any
considered a monstrosity. sign of weakness, and capitalize on single surgical strikes
You cannot communicate, use or understand any that exploit it.
language.
Your movement speed increases by 30 feet, and you gain a Way of Ittōsai Features
climb speed equal to your movement speed. Your high and Level Features
long jump distances are doubled. 3rd Fighting Style (Dueling), Focus Techniques (Ittōsai)
You have advantage on attack rolls made against the first 6th Counterstroke
creature you attack each turn.
When you hit a creature with an attack, roll two more of 11th Musōken
that weapon’s damage dice and add the result to the 14th Slay in One Move
damage roll.
You gain blindsight out to 60 feet. 17th Death in One Strike
You cannot cast spells, and any effects you were
concentrating on end immediately. Fighting Style: Dueling
You have advantage on ability checks and saving throws 3rd level Way of Ittōsai Feature
that use your Strength or Constitution, but disadvantage Whenever you are wielding a melee weapon in one hand
on those that use your Intelligence or Wisdom. and no other weapons, you gain a +2 bonus to damage rolls
At the start of each of your turns, you roll one of your hit with that weapon.
dice and regain hit points from it as if you had taken a If another feature gives you the option of taking another
short rest. Hit dice used this way are expended. fighting style option, you cannot take the dueling option
If you begin your turn with no hostile creatures within 20 again.
feet of you, you must make a Wisdom saving throw
against your own focus technique DC. If you fail, you must Focus Techniques (Ittōsai)
move toward the nearest living creature and make as 3rd level Way of Ittōsai Feature
many attacks against them as possible. If you succeed on You learn the following focus techniques:
the save you may act normally.
Heel Cut
At the start of each of your turns, roll 1d20. On a result When you hit a creature that is large or smaller with a melee
equal to your sword saint level or lower, you may choose to weapon attack, you may spend 1 focus point to force them to
end your warp spasm on that turn as a bonus action and make a Strength saving throw. On a failure the creature is
return to your normal form. You also return to your regular knocked prone.
state if you die or start your turn unconscious.
Once you have used this feature, you cannot use it again Grit
until you complete a long rest. When you hit a creature with a weapon attack for the first
time on your turn, you can spend 1 focus point to add extra
damage to all attacks with that weapon against them until the
end of that turn. The damage is of the weapon's damage type
and equal to your Strength modifier. You can only use this
once per turn.
Majestic
On your turn, you may spend 2 focus points as a bonus action
to have all attacks made against you be made with
disadvantage until the start of your next turn.
Improved Critical (Melee)
6th level Way of Ittōsai Feature
You score a critical hit on any attack with a melee weapon
if you roll a d20 result of 19 or 20.

Francesco Rizzo (Order #38778196)


Counterstroke Way of Rebellion
6th level Way of Ittōsai Feature Not every sword master is a person of great decorum. Some
You can intuitively react to aggressors attempting to stun or are vagabonds, rebels and jokesters. So was the wielder of
disable you, when the circumstances permit. When a Rebellion, the legendary demon sword. This individual was a
creature uses an action to subject you to an effect that forces great hunter of demons and devils alike, often protecting the
you to make a Strength or Dexterity saving throw and you
succeed, you can use your reaction to make a weapon attack border between the prime material and lower planes. More
with advantage against them. than just a swordmaster, this red-coated defender of
humanity was known to master many styles of weapons, and
Musōken fight in impractical manners that were as stylish as they were
11th level Way of Ittōsai Feature devastating. Those who follow in his footsteps try to master
You have an extra-sensory perception of those around you, these habits and styles, favoring two-handed swords and one-
and can deploy offensive or defensive countermeasures at a handed firearms.
moment’s notice. When you would be surprised in combat Way of Rebellion Features
you can act normally instead, and when you roll initiative in Level Features
combat you can draw one weapon immediately if you weren’t
already holding one, without using your interaction. 3rd Blademaster Style, Focus Techniques (Rebellion)
Additionally, you gain a bonus to your armor class equal to 6th Dreadnaught Style
half your proficiency bonus (rounded down) as long as you
are not wearing heavy armor or carrying a shield. 11th Ebony Shot Style, Sky Star Style
14th SSS
Slay in One Move 17th Jackpot
14th level Way of Ittōsai Feature
Your saint weapon can detect the weakness in your Blademaster Style
opponents. When your saint weapon hits a creature that has 3rd level Rebellion Feature
fewer than half of their maximum hit points remaining, your You gain a +2 bonus to attack rolls with melee weapons. If
weapon turns a deep crimson red and is coated in necrotic you take the Attack action on your turn and hit with all
energy. When your saint weapon makes damage rolls against possible melee weapon attacks you can make (including
those creatures, roll two extra weapon damage dice and add those from your extra attack feature), you can make one extra
them to the result as necrotic damage. attack with that weapon as a bonus action.
Death In One Strike If you take a fighting style through another feature that
17th level Way of Ittōsai Feature grants a bonus to weapon attacks equal to or higher than the
The culmination of your training as a master of killing in +2 bonus from this feature, you only gain whichever bonus is
one strike comes to fruition. When you make an attack higher.
against a creature that meets the conditions for your slay in Focus Techniques (Rebellion)
one move feature, you score a critical hit with your saint 3rd level Rebellion Feature
weapon against those creatures on an attack roll where the You learn the following focus techniques:
d20 result is an 18, 19 or 20.
When you score a critical hit, you may spend 4 focus points Million Stabs
to try to finish off that enemy immediately with a gouging When you take the Attack action against a creature that is
slash. That creature must make a Constitution saving throw adjacent to you and you hit them with a melee weapon, you
against your focus technique DC. If it has 100 or fewer hit may spend 1 focus point to turn your remaining attacks into a
points, it is killed instantly instead of taking damage (unless it flurry of rapid strikes, giving you advantage on all subsequent
cannot be killed by damage alone, or is immune to your attacks you make against that creature on this turn. You lose
weapon’s damage type). Otherwise it takes 8d10 necrotic this benefit if one of the attacks misses, or if you make an
damage on a failed save, and you become aware if it has been attack against a different target.
reduced to 100 hit points or fewer.
Thunder Joust
When you move 10 or more feet towards a creature in a
straight line you can spend 1 focus point to gain advantage on
the attack roll. If you hit, and the target is no more than one
size category larger than you, the target must make a
Strength saving throw. On a failure the creature is knocked
prone.
Wind Chain
When you make a melee weapon attack, you may spend 1
focus point to extend the range of the attack to 30 feet. All
weapon attacks with the same weapon may benefit from this
effect until the end of your turn. These attacks are treated as
melee attacks.

Francesco Rizzo (Order #38778196)


Dreadnaught Style SSS
6th level Rebellion Feature 14th level Rebellion Feature
When you take the Dodge action you can act with due A master of stylish combat, you can perform wild
diligence, preparing to counterattack against others. If you flourishes while fighting which always seem to work out in
are attacked by hostile creatures while dodging but the your favor. This effect is a charm bound to your saint weapon,
attacks miss, you gain a dreadnaught die which begins as a and so you gain the following benefits as long as you are
d4. attuned to it: you have a pool of style points equal to your
Each time an attack from a hostile creature misses you proficiency bonus; When you make an attack roll, ability
while you have a dreadnaught die, that die increases in size check or saving throw you can spend a style point to roll 1d6
from a d4, to a d6, then a d8, a d10, and finally a d12. It cannot and add it to the result.
become larger than this. You regain spent style points when you complete a long
When an attack hits you, you may choose to roll the die and rest, and also regain half of your spent style points (rounded
subtract it from the attack roll, possibly lowering the result. If down) when you roll a 20 on weapon attack roll, ability check
this causes the attack to miss you gain a new dreadnaught or saving throw. If you roll a 1 on any of these rolls you lose
die as usual. If the die is a d8 or higher when you use it, you that amount of style points, but may roll a d20 and use the
can also make a melee weapon attack against the creature new result for that roll instead.
that triggered its use if they are in range. You may also spend six style points immediately to produce
If you still have your dreadnaught die when your turn one of the following effects:
begins you may roll it, and gain temporary hit points equal to
the result plus your sword saint level. Turn a single attack that hit a target into a critical hit.
Automatically succeed on a saving throw you failed.
Ebony Shot Style Take no damage from a single source, be it an attack, spell
11th level Rebellion Feature or effect.
While wielding weapons with the ammunition, range or Jackpot
thrown property, you can display pinpoint accuracy with 17th level Rebellion Feature
moments of set-up. You gain the following benefits with these Your ability to capitalize on opportunities has been refined
weapons: to the point of mastery. You score a critical hit on any weapon
You score a critical hit on ranged and thrown weapon attack where the result of the d20 roll is an 18, 19 or 20.
attacks when the d20 result is a 19 or 20. Additionally, when you score a critical hit you roll two more of
You can use your interaction to reload a weapon with a your weapon’s damage dice and add them to the result of the
loading property, even if you don’t have a free hand to do damage roll.
it. You reload the weapon with a stylish flourish.
You can spend a focus point on your turn to suffer no
penalty from making a ranged attack at the weapon’s long
range.
If you score a critical hit with one of these weapons, you
can use your reaction to cause collateral damage,
ricocheting the shot to another creature within 30 feet of
the initial target and dealing half as much damage to
them.
Sky Star Style
11th level Rebellion Feature
You can focus energy under your feet to allow you to leap
further and move faster. You can use your bonus action to
take the Dash action, or to take an immediate high jump or
long jump without having to move any distance beforehand.
You can take these special jumps even if you are in mid-air or
on a horizontal surface.
You can use the falter fleeting focus technique as a reaction
when performing a long or high jump and add its extra
movement speed to the leap.
If you are going to take fall damage, you can use your
reaction to break your momentum using one of these jumps,
reducing the total distance you fall by an amount equal to the
jump distance.

Francesco Rizzo (Order #38778196)


Way of the Cindered Soul Heir to Fire
Old legends passed down from fallen kingdoms tell of an 6th level Cindered Soul Feature
unremarkable individual who braved death many times, Your body is infused with soft flames born from your
overcoming it relentlessly in their pursuit of a new age. powerful soul. You gain resistance to fire damage and have
Though nameless, this soul was dubbed the Lord of Cinder advantage on death saving throws.
by future generations. Those who follow in their path focus Endurance
their essence into a flickering ember that ignites from within, 11th level Cindered Soul Feature
granting them fortitude and undying will. You have a pool of endurance points equal to your
To follow this path, however, is to one day become no more Constitution modifier + 1. You regain expended endurance
than kindling. Death becomes lost to you even if you should points when you complete a short or long rest. You can spend
wish to rest, and your life ceases to be your own. an endurance point to invoke any one of the following effects:
Way of the Cindered Soul Features Take the Dodge action as a bonus action.
Level Features Make one extra weapon attack as part of an Attack action
3rd Fighting Style (Quickdraw), Focus Techniques (once per turn).
(Cindered Soul) When you hit an enemy and roll maximum damage on
6th Heir to Fire
your weapon’s damage dice, that creature must make a
Constitution saving throw against your focus technique
11th Endurance DC. On a failed save, they are stunned until the end of
14th Bursting Embers their next turn.
As a reaction to taking damage, reduce the damage you
17th Lord of Cinder take by an amount equal to your Sword Saint level.
Fighting Style (Quickdraw) Bursting Embers
3rd level Cindered Soul Feature 14th level Cindered Soul Feature
You can quickly switch out weapons on a whim without it Your saint weapon becomes wreathed in flames that burn
slowing you down. Stowing and drawing another weapon you with the vigor of your own soul. Your saint weapon deals
are carrying can be done as a free action, no longer requiring additional fire damage to the first creature it hits each turn,
an interaction. equal to 1d8 + half your Sword Saint level (rounded down).
If another feature gives you the option of taking another
fighting style, you cannot take the quickdraw option again. Lord of Cinder
17th level Cindered Soul Feature
Focus Techniques (Cindered Soul) You become invigorated by the embers within, and your
3rd level Cindered Soul Feature body is wreathed in a warm, permanent aura that protects
You learn the following focus techniques: you from death. You become immune to fire damage and no
longer require sleep. When you take a long rest, you can
Riposte remain conscious and still benefit from the rest as long as
When a creature misses you with a weapon attack from you don’t engage in heavy activity during that time.
within 5 feet of you and you are wielding a shield or a weapon When you are reduced to 0 hit points or killed, if anything
with the light property, you can spend 2 focus points as a restores you to 1 or more hit points you may immediately roll
reaction to knock them off balance. That creature has up to five of your hit dice, regaining hit points from them as if
disadvantage on attack rolls until the end of your next turn, you had taken a short rest. If you have no hit dice you instead
and the next attack roll you make against them before the regain hit points equal to your sword saint level.
end of your next turn automatically hits. If you are killed, the amount of time that passes before
reviving you becomes irrelevant as long as even faint ashes of
Hold Fast your body remain. You are always treated as if you had just
When a creature hits you with a weapon attack, you can died moments before. When you are restored to life by any
spend 2 focus points to reduce the damage you take from the magic, your body is restored back to working order as though
attack by an amount equal to 1d8 + your Constitution by the true resurrection spell. Conversely, you cannot refuse
modifier. to be revived if an effect would consider your willingness.
Reposition
When a creature makes a melee attack against you and
misses, you may spend 2 focus points to move immediately
up to 20 feet without provoking opportunity attacks.

Francesco Rizzo (Order #38778196)


Way of the Wolf Device: Flame Spreader
In place of a weapon attack, you can vent a 15 foot cone of
The Wolf was a shinobi who had lost their name entirely, and flame originating from you in any direction. All creatures
was given a new one on a blood-soaked battlefield where within that range must make a Dexterity saving throw, taking
their master found them. They were raised in the way of a fire damage on a failed save equal to 1d6 per point of your
shinobi, and after a tragic accident cost them their arm, they proficiency bonus. If you spend 1 focus point when using this
acquired a prosthetic arm that could contain many devices prosthetic device, creatures that fail their saving throw are
and weapons which could be employed as part of their craft. also set ablaze, taking 1d4 fire damage at the start of each of
Those who follow in this path learn to craft a lesser replica their turns until they use an action to put out the flames.
of this device and seek to emulate the Wolf. They eventually
inflict themself with a curse the Wolf shared which would Device: Spring Axe
require them be killed multiple times before staying down. In place of a weapon attack, you launch a hidden axe
Way of the Wolf Features
mechanism from your arm at a creature within 5 feet of you
as a melee weapon attack. If it hits, that creature takes
Level Features slashing damage equal to 2d8 plus your Strength modifier. If
3rd Focus Techniques (Wolf), Prosthetic Device you use a focus point, the creature must make a Strength
Proficiency saving throw or be shoved by you. Medium sized creatures
6th Hookshot have disadvantage on this saving throw.
11th Greater Prosthetic Devices Device: Spring Shuriken
14th Lazulite Mortal Draw In place of a weapon attack, you may choose to use this
prosthetic device to make two thrown weapon attacks with
17th Curse of Dragon Rot spring-loaded shuriken at two different creatures within 30
feet of you. If it hits, these shuriken deal 1d6 slashing damage
Prosthetic Device Proficiency + your Dexterity modifier. If you spend 1 focus point when
3rd level Way of the Wolf Feature launching these shuriken, and if either of these shuriken hit
You gain proficiency with tinkerer’s tools, and over the their target, you can have them bounce once to a creature
course of a long rest, you can construct a piece of equipment within 10 feet of the target, repeating the attack against the
that fits over your arm which can house various prosthetic new target.
devices. You can choose two of the devices below to craft over
the course of a long rest. You have an amount of uses of each Device: Spring Spear
of these prosthetic devices equal to half your Sword Saint In place of a weapon attack, you can launch a spear
level (rounded up), and regain spent uses when you complete mechanism from your arm. Make a melee weapon attack
a long rest in which you spend 1 hour replacing, repairing, or against all creatures in a 10-foot-long line originating from
crafting new devices using your tinkerer’s tools. Unused you, dealing piercing damage equal to 1d10 plus your
prosthetic devices are disassembled and used for parts in the Strength modifier on a hit. If you use a focus point when
new ones. using this prosthetic device, all creatures you hit must make a
Each time you complete a long rest, you can switch out one Strength save or fall prone. Large and huge creatures have
of the prosthetic devices you know from this list for a disadvantage on this saving throw, as the spear is designed to
different one. You can only use any given prosthetic device pull them off balance.
once per turn.
Prosthetic Device Calculations
Device: Echo Whistle Attacks made using your prosthetic devices have an attack
As a reaction to a creature within 60 feet of you making an bonus equal to your proficiency bonus plus your Wisdom
attack roll, you can use this device to whistle abruptly at score, and save DCs for them use your focus technique DC.
them, giving them disadvantage on the attack. If you use a
focus point when using this prosthetic device, they must also Limb Restoration
succeed a Constitution saving throw or be deafened for 1 As an additional benefit, if you lose a limb you can spend 1
minute. A creature deafened this way may repeat the save at week and spend 100 gold pieces on wood, rope and other
the end of each of their turns, ending the effect on a success. binding materials to construct a prosthetic limb that serves
the same purpose as the housing for your prosthetic devices,
Device: Firecrackers and can replace the lost limb in function. You must attune to
As a bonus action, you can spread firecrackers around you in this new limb as if it were a magic item. While attuned to it,
a spinning flourish. All creatures within 10 feet of you are you gain one additional use of each of your prosthetic
distracted, and cannot take reactions until the start of your devices.
next turn. If you use a focus point when using this prosthetic
device, those creatures must also make a Constitution saving
throw. On a failed save they are blinded until the start of your
next turn.

Francesco Rizzo (Order #38778196)


Focus Techniques (Wolf) Device: Abductive Vortex
3rd level Way of the Wolf Feature As an action, you can use this fan’s magic properties to shift a
You learn the following focus techniques: creature’s location in a vortex of illusory winds. One large or
smaller creature within 5 feet of you must attempt a Wisdom
Iaijutsu saving throw. On a failed save, that creature is moved to an
If you are surprised on your turn, you may spend 2 focus unoccupied space you choose within 50 feet. The space you
points to no longer be surprised and take your turn normally. move them to must be within your sight. If they started with
their feet on the ground, they must be moved to a space
Scorpion Mark where they will still be on the ground.
When you hit a creature with a melee weapon attack, you
may spend 2 focus points to mark them as your primary Device: Armored Shroud
target, analyzing their movements and gaining a supernatural As a reaction to being targeted by a weapon attack you are
awareness of their intentions. For up to 1 hour you cannot be aware of, you may shield yourself with this circular metal
surprised by the creature, they cannot gain advantage on any umbrella and take half damage from the attack. If you use a
attack against you, and you have advantage on all Wisdom focus point when using this prosthetic device, all ranged
(Perception) or Wisdom (Survival) checks you make to track attacks made against you have disadvantage until the start of
or follow them. If you hit them with a weapon attack during your next turn.
this time you deal an additional 1d8 damage. You must
concentrate on this effect as if it were a spell. Device: Mist Feathers
As a reaction to being targeted by an attack or effect, you may
Severance use the mist feathers to surround yourself with illusory mists
When you hit a creature with a melee weapon attack, you that conceal you. When the attack or effect resolves, you can
may spend 2 focus points to force them to roll a Constitution move up to 30 feet without provoking opportunity attacks. By
saving throw. On a failure, the target is dealt a wound that spending 1 focus point when you use this prosthetic device,
causes them to suffer disadvantage on all of their attack rolls you turn invisible as part of this action, and remain invisible
for the rest of the encounter. At the end of each of their turns until you make an attack, cast a spell, or reach the end of your
they repeat the saving throw, ending the effect on a success. next turn.
Hookshot Device: Poison Rust
6th level Way of the Wolf Feature In place of a weapon attack, you can strike a creature within
As long as you are in possession of your prosthetic device 5 feet of you by using a rust-coated hidden blade as a melee
housing, you can construct a deployable grappling hook that weapon attack. If it hits, that creature takes poison damage
can be fired into or onto surfaces to allow you to move equal to 1d6 per point of your proficiency bonus. If you use a
rapidly. In place of a weapon attack, you can fire this focus point when using this prosthetic device, they must also
hookshot up to 20 feet away into a solid object or creature. If make a Constitution saving throw. On a failed save they are
fired at a creature, it is made as a ranged weapon attack you poisoned for 1 minute. A creature poisoned this way may
are proficient with, and deals piercing damage to them equal repeat the saving throw at the end of each of their turns,
to 1d6 plus your Dexterity modifier. ending the effect on a success.
Once it strikes a surface or creature, it pulls you into the
space of the target or the nearest unoccupied space. You can Lazulite Mortal Draw
then secure yourself in place there until you choose to let go, 14th level Way of the Wolf Feature
but cannot fire the hookshot again until you do. If you have Your saint weapon takes on a crystalline blue hue as it is
weapon attacks remaining on your turn you can release the imbued with the power to bypass the resistances of others.
hookshot then fire it again before falling. This movement Damage you deal using your attuned saint weapon ignores
does not count against your movement speed, but still damage resistances, but does not ignore immunities.
provokes opportunity attacks.
If you hookshot into a creature and pull yourself toward Curse of Dragon Rot
them, and you immediately make a weapon attack against 17th level Way of the Wolf Feature
them before taking any other actions, that attack uses the When you use your dragon surge feature, you are
momentum of your approach and has advantage. overcome by a protective curse. If you are killed or reduced to
0 hit points before the start of your next turn, then at the start
Greater Prosthetic Devices of your next turn you are revived and regain hit points equal
11th level Way of the Wolf Feature to your level. On the turn you are revived this way you may
Your capacity for crafting prosthetic devices increases. You stand from being prone without any penalty to your
gain access to one additional prosthetic device, choosing movement speed, but due to fatigue caused by your revival,
from the options below. Once you have chosen this device you any attacks or skill checks you make on that turn have
cannot switch it out for another when you rest. You may disadvantage. Your body must be in a condition where it
change out this device each time you gain a level as a Sword could be revived by the raise dead spell’s effects to be
Saint. restored.

Francesco Rizzo (Order #38778196)


Crest Shield
Saint Myth Weapons Armor (shield), artifact (requires attunement)
Saint myth weapons are special artifacts that are tied to the This shield was carried by a knight whose name became
history of the prolific figures in each path of devotion's lore. lost to history. Though he failed in his quest to become a lord
They are the equipment, usually the weapons, wielded by the of cinder, this knight sacrificed himself in aid of one who
original warriors who carved out that path for others to would succeed in his place. This shield was carried forward
follow. These weapons can be used by anyone capable of by that would-be lord, and was held aloft by many more who
wielding them, but have special properties when held by followed in their footsteps. It is a well-made piece of
Sword Saints who follow the same path as their original user. equipment with enchantments that allow it to resist magic.
There is no saint myth weapon for the gadabout subclass,
due to no historic figure being directly associated with those The Crest Shield
teachings. The Crest Shield is a magical +2 shield, and so grants an
When the text of a saint myth weapon calls for rolling additional +2 bonus to the armor class of a creature who
detrimental and beneficial qualities, refer to page 219 of the dons it.
Dungeon Master's Guide for instructions on what to roll and Artifact Properties. If your DM wishes to include them,
tables for those effects. Your DM may decide on specific the Crest Shield includes the following artifact properties
qualities or determine them randomly. However, if your DM when you attune to it; these effects are different for any
wishes to, you may simply disregard the artifact properties creature that attunes to the Crest Shield, determined for
section of each weapon. them the first time they attune to it:
Though none are present here, some saint myth weapons 2 minor beneficial properties
may note that certain beneficial or detrimental qualities 1 major beneficial property
should only apply to certain creatures, alignments or types 2 minor detrimental properties
(such as one rolling 2 major beneficial qualities for a lawful
good creature). In cases where this is included, it is Cindered Soul Focus. If you are a way of the cindered
recommended to at least include those qualities as they are soul Sword Saint who attunes to this shield, you gain the
likely part of the intention of the item. following benefits:
Your Strength and Constitution scores increase by 1 and 2
respectively (up to a maximum of 20, unless your ability
score limit is increased by another effect).
You may make a shield bash attack with this weapon using
your bonus action.
When you would take piercing, slashing or bludgeoning
damage from an attack or effect, you take 5 fewer points
of that damage.
The first creature that hits you with a melee weapon
attack from within 5 feet of you each turn takes 1d6 fire
damage from an aura of embers surrounding you.
Magic Resistance. You have advantage on saving throws
against spells and magical effects.
Power Stance. On your turn before you make any attack
rolls, you can choose to take a -5 penalty to your attack rolls
until the start of your next turn. If you do, you gain a +3 bonus
to your armor class during the same period.
Shield Bash. You can use the shield as a weapon. It counts
as a magical weapon, grants a +2 bonus to attack and
damage rolls, has the heavy property, and deals 1d8
bludgeoning damage. This weapon uses your Strength
modifier.

Francesco Rizzo (Order #38778196)


Crimson Mortal Blade The Crimson Mortal Blade
Martial weapon (longsword), artifact (requires attunement) The Crimson Mortal Blade is a magical +2 longsword, and so
The Crimson Mortal Blade is part of an ancient set of grants a +2 bonus to all attack and damage rolls made with it.
swords linked to the afterlife. One was said to be able to Artifact Properties. If your DM wishes to include them,
sever the immortality of those it strikes, and the other able to the Crimson Mortal Blade includes the following artifact
bring souls back from the land of the dead. This blade is the properties when you attune to it; these effects are different
former. for any creature that attunes to the Crimson Mortal Blade,
Legends speak of it as slaying immortal beings who had determined for them the first time they attune to it:
overcome death, including the likes of liches and would-be- 2 minor beneficial properties
demigods. However, to draw the blade is to invite death, and 1 major beneficial property
one must overcome its nature when drawing it. Many have 2 minor detrimental properties
lost their lives even trying to raise the blade.
Trial of the Crimson Mortal Blade
Wolf Focus. If you are a way of the Wolf Sword Saint who
attunes to this weapon as your saint weapon, you gain the
The Crimson Mortal Blade is cursed to take the life of following benefits:
whomever attempts to draw it. When a creature attunes to it,
their Constitution score is reduced by 4d6 points. If their Your Dexterity and Intelligence scores increase by 2 and 1
Constitution is reduced to 0 or less they die instantly, and fail respectively (up to a maximum of 20, unless your ability
to attune to the weapon. Effects that prevent instant death score limit is increased by another effect).
(such as death ward, relentless endurance, undead fortitude, You gain one extra use of each of your prosthetic devices,
etc.,) cannot be used to prevent dying this way. which you regain with your other uses when you complete
This Constitution damage is reversed at a rate of 1d6 a long rest.
points each time the creature completes a long rest, or each When you kill a creature, you are shrouded in a protective
time greater restoration or a similar spell is cast on them. aura generated from their blood, and take half damage
Greater restoration cast through a wish spell can remove the from all attacks and effects that target you until the start
damage entirely and immediately. of your next turn.
Dying as part of the act of attuning to the blade counts as Death Sentence. When a creature is reduced to 0 hit
being killed by the weapon, as per its death sentence effects. points by the Crimson Mortal Blade, it dies instantly. A
When a creature attempts to attune to the blade for the creature killed by it must also roll 1d100 when it would be
first time, they will be made aware that doing so puts them in brought back to life by a spell or similar effect. On a result of
grave danger. They must attempt a DC 16 Wisdom saving 41 or higher, that creature cannot be returned to life or raised
throw or be overcome by fear, unable to attempt to do so. as an undead by that or any other effect short of a wish spell
Creatures immune to being frightened cannot be dissuaded or similar magic.
by this. Step of Storms. A creature that is attuned to this weapon
Alternatively, if the creature attempting to attune to the may use their action to cast the thunder step spell as if they
weapon is a way of the Wolf Sword Saint, they may attempt a had used a 6th level spell slot (spell DC 16, or their focus
DC 16 Constitution saving throw before taking the technique DC). This use of thunder step deals lightning
Constitution reduction. If they succeed they still take the damage instead of thunder damage. You can use step of
Constitution reduction, but immediately are revived with their storms two times, regaining spent uses at the next dawn.
Constitution score either returned to normal, or to an amount Undead Bane. When this weapon hits an undead creature,
equal to their Sword Saint level (whichever is lower). it rolls an additional two weapon dice as part of its damage
roll.

Francesco Rizzo (Order #38778196)


Devil Sword Rebellion Gáe Bulg
Weapon (greatsword), artifact (requires attunement) Weapon (spear), artifact (requires attunement)
A legendary dark knight once awakened to justice and The Gáe Bulg is a spear made from the spine of a
turned on his demonic brethren to save the world from fiends legendary sea beast, and forged for a heroic figure in the past
of the lower planes. He created various weapons from his by his teacher. Crafted within a border realm of the
own body that he used to combat and seal a gateway to the shadowfell, it is a cursed weapon that seeks the heart of those
prime material plane, which he passed on to his two half- it aims toward.
breed children.
One of these weapons, Rebellion, was passed on to his Gáe Bulg
more aloof son. This greatsword gives its user great strength, Gáe Bulg is a magical +2 spear, which grants a +2 bonus to
and helps protect the mortal world from invading fiends who attack and damage rolls made with it. Unlike a regular spear,
may threaten it. It is the sister blade of the more elegant it does 1d8 damage when wielded one-handed and 1d10
Yamato. when wielded two-handed.
Artifact Properties. If your DM wishes to include them,
The Rebellion Gáe Bulg includes the following artifact properties when you
The Rebellion is a magical +2 greatsword, and so grants an attune to it; these effects are different for any creature that
additional +2 to all attack and damage rolls made with it. attunes to Gáe Bulg, determined for them the first time they
Artifact Properties. If your DM wishes to include them, attune to it:
Rebellion includes the following artifact properties when you
attune to it; these effects are different for any creature that 2 minor beneficial properties
attunes to Rebellion, determined for them the first time they 1 major beneficial property
attune to it: 2 minor detrimental properties
2 minor beneficial properties Chulainn Focus. If you are a way of chulainn Sword Saint
1 major beneficial property who attunes to this weapon as your saint weapon, you gain
2 minor detrimental properties the following benefits:
Rebellion Focus. If you are a way of Rebellion Sword Your Strength and Dexterity scores increase by 1 and 2
Saint who attunes to this weapon as your saint weapon, you respectively (up to a maximum of 20, unless your ability
gain the following benefits: score limit is increased by another effect).
The throw range for this weapon becomes 300/600.
Your Strength and Charisma scores increase by 1 and 2 Attacks made with this weapon deal an additional 1d8
respectively (up to a maximum of 20, unless your ability piercing damage. When used to make a thrown weapon
score limit is increased by another effect). attack it uses its two-handed damage, and the bonus
You can treat this weapon as if it has the thrown (range damage becomes 1d10 piercing instead.
30/90) property. If you hit a large or smaller creature with When using your warp spasm feature and you take the
a thrown weapon attack using it, they are knocked prone. Attack action, you can make one extra weapon attack
While holding the weapon, you can attempt to shove using Gáe Bulg.
creatures of any size. Heart-Seeking Spear. When this weapon misses an attack
You can spend a style point on your turn to briefly take on against a creature but the d20 result was not a 1, you may
a demonic form, gaining a fly speed equal to your base
movement speed until the start of your next turn. choose to hit instead. You may use this feature three times,
regaining expended uses at the next dawn.
Devil Slayer. Attack rolls made against fiends with this Protection from Arrows. While you are attuned to Gáe
weapon have advantage and deal an additional weapon die of Bulg and are not incapacitated, the first ranged weapon
damage. If wielded within the hells, abyss, gehenna or any attack made against you each turn has disadvantage due to
other fiendish plane, its weapon dice become d10s instead of the weapon aiding in deflecting the projectile.
d6s. Wall of Thorns. As an action, you can use Gáe Bulg to cast
Steel Wind Strike. You may use this weapon as an action the spell wall of thorns as if it were cast at 9th level. The spell
to cast the steel wind strike spell (using a +8 attack bonus, or uses a spell save DC of 16 (you may use your focus technique
you may use your proficiency bonus + your Wisdom modifier DC instead). Once you use this feature you cannot use it
for the attack roll). Once you do, you may not do so again until again until the following dawn.
the following dawn.
Stinger. You may strike forward with Rebellion and hurl
yourself at an enemy within 30 feet, immediately moving in a
straight line to the nearest unoccupied space adjacent to
them, even if they're in the air or you would pass through
difficult terrain. You may then take your Attack action as
usual before falling. The first thirty feet you fall after this does
not count for the purposes of falling damage. This movement
does not count against your regular movement speed.
You may use this feature three times, regaining expended
uses each dawn.

Francesco Rizzo (Order #38778196)


Ittō Zanryū
Weapon (longsword/shortsword), artifact (requires
attunement)
Ittō Zanryū was the favored weapon of the swordmaster
who perfected the art of slaying others in one stroke. He used
it to defeat over 30 opponents in duels, ending them all in a
single strike. The weapon was passed on by his students and
lost between the many hands who held it. It holds the
memory of its master's ancient techniques.
Ittō Zanryū
Ittō Zanryū is a martial weapon that deals 1d8 slashing
damage. It has the light and finesse properties. If you have
proficiency in shortswords or longswords you have
proficiency with Ittō Zanryū.
Ittō Zanryū grants a +2 bonus to attack and damage rolls
made with it, and counts as magical for the purposes of
overcoming damage resistances.
Artifact Properties. If your DM wishes to include them,
Ittō Zanryū includes the following artifact properties when
you attune to it; these effects are different for any creature
that attunes to Ittō Zanryū, determined for them the first time
they attune to it:
2 minor beneficial properties
1 major beneficial property
2 minor detrimental properties
Ittōsai Focus. If you are a way of Ittōsai Sword Saint who
attunes to this weapon as your saint weapon, you gain the
following benefits:
Your Dexterity and Constitution scores increase by 2 and
1 respectively (up to a maximum of 20, unless your ability
score limit is increased by another effect).
Once per turn, when you kill a creature with a critical hit
you regain focus points equal to your proficiency bonus.
This weapon's +2 bonus to attack and damage rolls
becomes +3.
When you score a critical hit against a creature with this
weapon, that attack deals an additional 2d8 necrotic
damage.
Death Rally. When you kill or reduce a creature to 0 hit
points with this weapon, the next attack roll or saving throw
you make within 1 minute is made with advantage.
Vorpal Blade. When you roll a 20 on an attack roll, the
creature you hit is subjected to the effects of the power word
kill spell. If they have more than 100 hit points, they must
succeed a Constitution saving throw or be affected by power
word pain instead. The DC for the save and ongoing saves
against it is 16 (or your focus technique DC).

Francesco Rizzo (Order #38778196)


Francesco Rizzo (Order #38778196)
Francesco Rizzo (Order #38778196)

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