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Blade Saint

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.
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    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.
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    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.
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    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.
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    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.
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    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.
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    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
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    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.
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    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
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    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
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    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.
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    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
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    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.
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    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.
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    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.
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    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
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    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
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    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
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    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
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    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.
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    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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