Prestige Class: Swordsage

Legends speak of warriors capable of unearthly, impossible feats while armed with nothing but a simple sword. Moving faster than an arrow from the mightiest elven bow, these supernatural abilities defy all explanation, violating known laws of physics and magic. As far as anyone can tell, these Sages possess nothing but ordinary, overwhelming skill.

The first Swordsage’s identity is unknown, but they stood among gods. In today’s world, the Art has died out, existing solely in long-forgotten manuals and treatises buried deep within the earth. If there are any remaining who know it, they have concealed their talents.

The Swordsage Level Features Flare Movement 1st Sword Mastery, Flare 20 ft 2nd Keen Edge, Defensive Flare 30 ft 3rd Nonlocality 40 ft 4th Unerring Strike 50 ft 5th Alpha Strike, Omega Technique 60 ft

Prerequisites

In order to advance as a Swordsage, you must meet the following prerequisites (in addition to the multiclassing prerequisites for your existing class):

Strength 15. The Swordsage must have strength in abundance to perform flares.

Dexterity 15. The extreme speeds that the Swordsage undergoes during flares require a great degree of finesse and control.

Proficiency in a type of sword. You must master the basics of the weapon before moving on to advanced techniques.

Character level 11th. The Swordsage’s path takes them far beyond the perceived limits of mortal skill, and is only possible for those with great innate strength.

Class Features

As a swordsage, you gain the following class features.

Hit Points

Hit Dice: 1d10 per swordsage level

Hit Points per Level: 1d10 (or 6) + your Constitution modifier per swordsage level

Proficiencies

Weapons: Shortswords, longswords, scimitars, rapiers

Tools: None

Saving Throws: None

Skills: None



Sword Mastery

At 1st level, you possess uncanny skill with the blade, and gain proficiency with shortswords, longswords, scimitars, and rapiers, and the damage die for those weapons is increased to d8 if it was a d6 or lower. Additionally, you have advantage on saving throws forced by effects that would cause you to drop your weapon.



Flare

Starting at 1st level, you can temporarily break the limits of mortal agility and swordsmanship, becoming a breakneck blur that races across the battlefield. You have a reservoir of Flare movement that replenishes when you take a long rest. As a bonus action, you can enter a Flare, spending an amount of movement up to the maximum amount remaining in your reservoir. You may then move that distance instantly. Movement in this way does not provoke attacks of opportunity. To use this feature, you may not be wearing medium or heavy armor.

When passing within 5 feet of a creature during your Flare, you may make one weapon attack against that creature. You don’t add your ability modifier to the damage of the bonus attack, unless that modifier is negative.



Keen Edge

Starting at 2nd level, you use all of your senses in tandem while on the battlefield. Being blinded has no effect on you, and you do not suffer disadvantage when attacking invisible creatures. Additionally, when you make an attack at disadvantage and roll a 20 on either die, you may treat that attack as a critical hit.



Defensive Flare

At 2nd level, you can Flare to dodge an enemy’s strike and escape at rapid pace. When you are hit by an attack, you can use your reaction to gain a bonus to your AC equal to your proficiency bonus, possibly turning it into a miss. You then must spend a minimum of 15 feet of Flare movement to move to an unoccupied space. You may not make attacks as normal during this Flare.



Nonlocality

At 3rd level, your sword defies the laws of physical space. As an action, you can make one attack with a sword at a range of up to 30 feet. If you have the Extra Attack feature, you may not use it in conjunction with this feature.



Unerring Strike

At 4th level, your blinding speed proves inescapable for all but the most heavily-armored enemies. Attacks made during your Flare automatically hit creatures with an AC of 18 or lower, and automatically deal critical damage on creatures with an AC of 14 or lower.