Blade Saint
The Blade Saint walks the path of stillness, discipline, and perfect form. Through countless hours of practice and contemplation, they have refined their martial art into a language of fate. A true Saint does not fight for dominance, but for clarity—cutting through uncertainty, ego, and chaos until only the purest motion remains.
They do not boast. They do not rush. But when they draw their blade, the world holds its breath.
Way of the Sword
At 2nd level, you master one of the great martial disciplines of kenjutsu.
Choose one of the following styles to begin with. You may change it after a long rest by meditating for one hour.
subame-gaeshi – Swallow Reversal
Once per turn, when you miss with a weapon attack, you may make a second attack against the same target as a free action.
If the second attack hits, it deals +1d6 slashing damage and ignores resistance.
Ichi-no-tachi – First Sword
You add your proficiency bonus to initiative, and your first weapon attack each combat is made with advantage.
If that attack hits, it crits on a 19–20.
Chikurin-no-kamae – Bamboo Grove Guard
While you haven’t moved more than 5 feet on your turn, you gain +2 AC and may use your reaction to impose disadvantage on one attack made against you.
Kata of the Saint
Also at 2nd level, you learn to weave martial forms into premeditated perfection.
You gain access to unique Kata, a form of battle technique flavored as choreographed, honed strikes. These cost Vitality Points and emphasize timing, clarity, and fatal precision. You learn two now, and more as you level.
Examples include:
Clear Mirror Draw: React to initiative by drawing and striking
Flowing Reed Step: Replace movement with a free parry and reposition
Heaven-Cutting Arc: A sweeping horizontal slash that knocks enemies prone
(Full list below.)
Ken no Kokoro – Mind of the Sword
At 7th level, you gain the ability to read and respond to the intent of battle.
When you roll initiative, you may choose one creature you can see. For 1 minute, you have advantage on attack rolls against that creature if they act before you in initiative.
Once per round, when a creature moves within 5 feet of you, you may spend 1 Vitality Point to make a reaction attack against them. If it hits, their speed becomes 0 for the turn.
You are immune to being surprised unless unconscious.
Zanshin – Lingering Mind
At 10th level, your blade no longer ends with the strike—it lingers in spirit.
When you hit a creature with a weapon attack, you may mark them with your spiritual presence.
While marked, the creature disadvantage on attack rolls against targets other than you.
The mark lasts 1 minute or until you hit another creature.
If a creature marked this way hits you with an attack, you may spend 1 Vitality Point to immediately make a weapon attack in response.
Isshin Itto – One Heart, One Blade
At 15th level, your soul and sword move as one.
Once per turn when you hit with a weapon attack, you may choose to make it a Decisive Strike:
The target must make a Constitution saving throw.
On a failure, they are stunned until the end of their next turn.
On a success, they take an additional 2d6 slashing damage.
You can use this once per short rest, or spend 3 Vitality Points to use again.
Final Form: Mu no Kamae – Stance of Nothingness
At 18th level, you achieve the highest expression of the blade: no thought, no form, no flaw.
As a bonus action, you enter the Stance of Nothingness for 1 minute (once per long rest, or by spending 4 Vitality Points):
All your weapon attacks are made with advantage
You may replace your reaction with a weapon attack once per round
You take half damage from all sources unless you moved more than 10 feet on your turn
Whenever you reduce a creature to 0 HP, you regain 1 Vitality Point
Signature Move: Heaven’s Divide
At 3rd level, you learn the signature iai strike known as Heaven’s Divide.
As an action, make a single melee weapon attack against a creature within 5 feet.
On a hit, the creature takes 5d10 slashing damage and must succeed a Dexterity saving throw or be knocked prone and disarmed (if holding a weapon).
If this reduces a creature to 0 HP, you may choose another creature within reach and make a free weapon attack against them.
Heaven’s Divide Upgrade I (Level 10)
This attack critically hits on an 18–20
If it critically hits, the target is incapacitated until the start of your next turn
Heaven’s Divide Upgrade II (Level 18)
You may now target two creatures with the initial attack if they are adjacent
You may teleport up to 15 feet between attacks as a blur of motion
Mastery Combo: Moonlight Severance
Trigger: Two Combo Finishers and six combo steps completed
You enter perfect form—where all motion ceases but yours, and every strike sings with inevitability.
For 1 minute:
You may ready a special counterstrike (no action)
Choose a creature. If it moves, attacks, or casts a spell, you may immediately teleport to it and make an attack with advantage. If this attack hits, it’s a critical hit.
If you strike the same creature three times during this state, it must make a Con save or be reduced to 0 HP regardless of hit points.
At the end of this duration, all creatures who saw your final cut must make a Wisdom saving throw or become frightened of you for 1 minute.
Battle Techniques (Kata)
Draw of the Crane
Cost: 2 Vitality Points
As a reaction to initiative being rolled, you may immediately move up to 15 feet and make a single melee weapon attack with advantage
Swallow Cut (Tsubame-gaeshi)
Cost: 1 Vitality Point
When you miss with a melee weapon attack, immediately repeat the attack.
On a hit, the attack deals +1d6 slashing damage and ignores resistance.
Flowing Reed Step
Cost: 2 Vitality Points
Move up to 20 feet without provoking opportunity attacks.
If a creature moves into melee with you before your next turn, you may parry and make a free weapon attack with +2 to hit.
Clear Mirror Form
Cost: 3 Vitality Points
Choose one creature you can see. Until the start of your next turn, if that creature attacks you and misses, you may make two melee weapon attacks against them as a reaction.
Heaven-Cutting Arc
Cost: 3 Vitality Points
Sweep your blade in a wide, perfect arc.
All creatures in a 15-foot cone must make a Dexterity save or take 4d8 slashing damage and be knocked prone
Combos
Breath Before Thunder
Trigger: Miss, then hit the same target next turn
Effect: Your next attack deals +2d6 damage and stuns on a failed Con save
Stillness and Motion
Trigger: You stand still for an entire turn, then move and attack
Effect: That attack critically hits on 18–20 and cannot be parried, dodged, or redirected
One Stroke Clarity
Trigger: You defeat a creature with a single hit
Effect: All enemies within 30 feet must succeed a Wis save or become frightened of you for 1 turn
Combo Finishers
Petal of the Moment
Trigger: Stillness and Motion + one other combo
Effect: You vanish and reappear behind up to three enemies within 30 feet.
Make a melee weapon attack against each. On a hit, the target is blinded until end of next turn.
Final Stroke
Trigger: One Stroke Clarity + one other combo
Effect: You choose a creature within 60 feet.
They must make a Wisdom save.
On a failure, they take 8d10 slashing damage as they suffer the imagined stroke they never saw.
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