Myrmidon 1 The Art of Swordsmanship This part is WIP, but myrmidons essentially view swordplay and fighting as art and strict disciplines. Precise Attackers Also a WIP. myrmidons are fast and skilled at what they do. They are trained to exploit weaknesses in a foe's defense. Quick Build You can make a myrmidon quickly by following these suggestions. First, Dexterity should be your highest ability score, followed by Intelligence. Second, choose the Soldier background. Class Features As a myrmidon, you gain the following class features. Hit Points Hit Dice: 1d8 per myrmidon level

1d8 per myrmidon level Hit Points at 1st Level: 8 + your Constitution modifier

8 + your Constitution modifier Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per myrmidon level after 1st Proficiencies Armor: Light armor

Light armor Weapons: Simple weapons, shortswords, longswords, rapiers, scimitars

Simple weapons, shortswords, longswords, rapiers, scimitars Tools: Choose two from calligrapher's supplies, cook's utensils, painter's supplies, smith's tools, or weaver's tools Saving Throws: Dexterity, Intelligence

Dexterity, Intelligence Skills: Choose three from Acrobatics, Athletics, Deception, History, Insight, Intimidation, Perception, Persuasion and Stealth Equipment You start with the following equipment, in addition to the equipment granted by your background: (a) a rapier or (b) a shortsword

(a) any simple weapon or (b) a shortsword

(a) a dungeoneer's pack or (b) an explorer's pack

leather armor, 2 daggers and a toolset you are proficient in Alternatively, you can ignore the equipment here and in your background, and buy 5d4 × 10 gp worth of equipment from chapter 5 in the Player’s Handbook. Keen Blade You have excellent precision with your blade, increasing the punishment you give to your foes. You have a number of blade dice equal to your Intelligence modifier (a minimum of one), which are d4s. When making a damage roll for a melee weapon with which you are proficient, you can expend and add a blade die to the total damage. You regain all your blade dice after finishing a short or long rest. The blade dice increase to d6 at 5th level, d8 at 9th level, d10 at 13th level, and d12 at 17th level. The Myrmidon Level Proficiency Bonus Features Blade Dice 1st +2 Keen Blade, Art of the Blade d4 2nd +2 Duelist's Blow d4 3rd +2 Mastery Art, Artist's Training d4 4th +2 Ability Score Improvement d4 5th +3 Extra Attack d6 6th +3 Mastery feature d6 7th +3 Vantage d6 8th +3 Ability Score Improvement d6 9th +4 Improved Critical d8 10th +4 Mastery feature d8 11th +4 Art of the Blade improvement, Artist's Training improvement d8 12th +4 Ability Score Improvement d8 13th +5 Blade Flow d10 14th +5 Mastery feature d10 15th +5 Pursuit d10 16th +5 Ability Score Improvement d10 17th +6 Killing Edge d12 18th +6 Brave Fighter d12 19th +6 Ability Score Improvement d12 20th +6 Trueblade d12 Art of the Blade Every movement of your weapon is well-placed and thoughtful, and you know how to best break through your opponents' defenses. As a bonus action, you may enter a stance that allows you to add your Intelligence modifier to melee weapon attack rolls with which you are proficient. This lasts for 1 minute. You may use this feature again after a short or long rest. At 11th level, your Intelligence modifier is also added to damage rolls while taking your stance. Duelist's Blow Beginning at 2nd level, your mastery of the blade lets you avoid hits more easily. After taking the Attack action on your turn and using a melee weapon you are proficient with, if you aren't wearing medium or heavy armor, you can use your bonus action to add your Intelligence modifier to your AC until the start of your next turn.

2 Mastery Art At 3rd level, you decide what kind of fighting you will try to master as an art. Choose Swordmaster, Armsmaster, or Deathmaster, all detailed at the end of your class description. Your choice gives you features at 3rd level and again at 6th, 10th and 14th levels. Artist's Training At 3rd level, you have undergone extensive training not only as a warrior, but as an artist. Choose up to two artisan's tools. If you are not proficient in them, you gain proficiency with those tools. If you are, you add double your proficiency bonus to checks made with them. Starting at 11th level, you can choose to expend and add blade dice to skill checks with artisan's tools. Ability Score Improvement When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase 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. Vantage Your keen mind can detect incoming attacks and react accordingly. Starting at 7th level, before a creature within 5 feet attacks on you, you can expend and roll 1 blade die and use your reaction to make an attack on that creature first, adding the result to the attack roll. This attack cannot prevent the creature from making its attack roll unless it falls unconscious. Improved Critical Starting at 9th level, your melee weapon attacks score a critical hit on a roll of 19 or 20. Blade Flow Your flowing use of your weapon allows you to enter battle and strike more quickly. Beginning at 13th level, your speed increases by 10 ft. Additionally, whenever you roll initiative, your result increases by an amount rolled on one of your blade dice (you do not expend the blade die). Pursuit Starting at 15th level, once per round, if you roll a critical hit on an attack roll, you can make another attack with the same weapon. Brave Fighter Starting at 18th level, if you take the Attack action and have advantage against one of the targets, you can forgo the advantage you have on that roll to make an additional weapon attack against that target, as part of the same action. You can do so once per turn. Killing Edge By 17th level, your expertise has grown to a point that you can execute critical hits with relative ease. After you hit an enemy with an attack, you can expend and roll a blade die and add it to the roll. If the total beats the target's AC by 13 or more, the attack is a critical hit. You cannot use this feature again until you finish a short or long rest. Trueblade At 20th level, when you roll initiative and do not have any Blade Dice remaining, you regain one Blade Die. You can also expend as many blade dice as you want when you use them to increase your attack's damage as explained in the Keen Blade feature. Mastery Arts There are many ways a myrmidon can choose to study the art of war. Your choice in your mastery art determines your style of fighting, and in some cases, how you put your skills to use. Swordmaster The Swordmaster dedicates their life to the blade. They are adept at swiftly cutting down their foes in the heat of battle. Every stroke of the sword is calculated, precise, and full of intention. Those who take the path of the Swordmaster live and die as great champions. Swordfaire When you choose this mastery art at 3rd level, you become extremely adept at swordfighting. Longswords count as finesse weapons for you. Also, whenever you expend a blade die on the damage roll of a shortsword, longsword, greatsword, rapier, or scimitar, you roll damage twice and take the higher result. Supreme Skill At 6th level, your deftness with your weapon grants you 2 extra blade dice. Avoidance By 10th level, you become adept at weaving your way through battle, sometimes making very close calls when almost hit. Upon being hit by an attack, you can use your reaction to expend and roll a blade die, adding the result to your AC until the end of your next turn. Astra Beginning at 14th level, after making a melee attack, you can expend and roll 1 or 2 blade dice as a bonus action. For each blade die expended, you may make an extra attack, with the result of each roll adding to its respective attack roll. You regain the use of this feature after a long rest.

3 Armsmaster The path of the Armsmaster is a path of experience. Unsatisfied with just a blade, Armsmasters aim for versatility, and attempt to master many different kinds of weapons. They are often wise and use their experience to their advantage. However, their brute force, when pushed to use it, can be quite outstanding. Aptitude Your skill in many weapons has been fully incorporated into your fighting style. Beginning at 3rd level, you can use Dexterity instead of Strength for the attack and damage rolls of any weapon you are proficient with. You also gain proficiency in any two martial weapons of your choice. If you are already proficient in all martial weapons, you become proficient in one skill of your choice. Versatile Warrior At 6th level, you know how to use the advantages of your weapons to their fullest potential. When you take the Attack action and hit with a weapon that has one or more properties (not counting the Loading or Special properties), you can choose to add a special effect depending on the property chosen. You cannot add more than one effect at once. See the Versatile Warrior Effects table to see what effect that is. You can use this feature three times, and you regain all uses of this feature after a long rest. Versatile Warrior Effects Property Effect Ammunition The target of your attack must make a Dexterity saving throw (DC = 8 + your Dexterity modifier + your proficiency bonus). On a failed save, the target takes the damage of the attack again, or takes half of that on a successful one. Finesse You regain one blade die. Heavy All creatures of your choice within 5 feet of the target take an amount of damage equal to the modifier of the ability score you used to make the attack. Light You make another attack with the weapon as part of the same action. Reach All creatures of your choice within the range of your weapon take an amount of damage equal to the modifier of the ability score you used to make the attack. Thrown You can move up to your movement directly towards the target of your attack. Two-Handed The target of your attack must make a Strength saving throw (DC = 8 + your Dexterity modifier + your proficiency bonus). On a failed save, the target is knocked prone. Versatile You can add a blade die to the damage roll without expending one. Seal Strength By 10th level, your knowledge of many types of weapons also gives you knowledge of how best to combat their users. After hitting with a weapon you are proficient in, as a bonus action, you can expend and roll one blade die to temporarily decrease the target’s damage with melee and thrown weapon attacks by the result for up to 1 minute. At the end of each of the target's turns, they can make a Strength saving throw (DC = 8 + your Intelligence modifier + your proficiency bonus) to end this effect. Life and Death At 14th level, at the start of your turn you can choose to risk it all in a single exchange. Until the start of your next turn, all enemies are vulnerable to your damage from melee weapons you are proficient with, and you are vulnerable to all melee weapon attacks of your enemies as well. Once used you cannot use this feature again until you finish a short or long rest. Deathmaster The Deathmaster is only interested in taking lives. Their art is to find the most effective way to kill, and they take pride in their aptitude in the skill. More often than not, Deathmasters end up becoming dangerous assassins, although this isn't always the case, and some use their expertise to fight on their own terms. Whatever their motive, Deathmasters are always formidable opponents. Death from Afar Starting at 3rd level, your skill at a distance rivals your skill up close. You become proficient in two ranged martial weapons of your choice, and The Art of the Blade, Keen Blade, Duelist’s Blow, Improved Critical and Killing Edge myrmidon features also apply to ranged and thrown weapons. You may also switch from a ranged weapon to a melee weapon or vice versa as a free action once per turn. Deathdealer At 6th level, you take each fatal blow to pressure your advantage. Once per turn on your turn, when you reduce a creature to 0 hit points, you regain one blade die. You cannot have more Blade Dice than your current maximum. Silencer By 10th level, you have learned how to best take advantage of a flaw in a foe's guard. Whenever you make an attack with advantage, you can add a blade die to the damage roll without expending one, although you may still expend more blade dice to add to the roll. Lethality At 14th level, you become extremely skilled at bringing an end your targets. After making a successful attack against a creature of DC equal to or below your level, you may expend all of your remaining blade dice. If the total is equal to or higher than twice the target's AC, the target is instantly reduced to 0 hit points. You may only attempt to use this feature once, and you can use it again after a long rest.