Swordsman

Those certain individuals that live and die by the blade, who use their blades as an extension of themselves. There is not a single, definitive style of swordsmen, however each one lives by the simple principle of bladed warfare. What they lack in constitution, they make up for with agility and precision.

Class Arts

Primary Ability:

Combat Prowess

Swordsmen, unlike other classes, spend most of their lives focusing on the art of combat, combining strength with reflexes and agility to master fighting. By choosing this class, you add your race’s strength score to all melee attacks by default. In addition, you gain a +2 to your movement speed, and one extra max interrupt.

Unrelenting Fighter

Common+

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Mundane

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Trinket

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100

A bout of confidence and stamina fills your body, granting you the ability to make multiple attacks rapidly and without pause. Afterwards, your form is exhausted to a great degree, as you must take a moment to rest. 


Common Form: Once per combat, you may activate this ability using a basic action to have two actions instead of one for the next 2 rounds. After this ability expires, you become physically drained and exhausted for the next 2 rounds, resulting in your movement speed being halved and your attacks to be made at a disadvantage.


Uncommon Form: Once per combat, you may activate this ability using a basic action to have two actions instead of one for the next 3 rounds. After this ability expires, you become physically drained and exhausted for the next 2 rounds, resulting in your movement speed being halved and your attacks to be made at a disadvantage.


Rare Form: Once per combat, you may activate this ability using a basic action to have three actions instead of one for the next 3 rounds. After this ability expires, you become physically drained and exhausted for the next 2 rounds, resulting in your movement speed being halved and your attacks to be made at a disadvantage.


Epic Form: Once per combat, you may activate this ability using a basic action to have four actions instead of one for the next 3 rounds. All attacks made while this is active are made with advantage. After this ability expires, you become physically drained and exhausted for the next round, resulting in your movement speed being halved and your attacks to be made at a disadvantage.

Show-Stopper

Common+

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Mundane

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Weapon

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100

Swordsmen are often known for their powerful attacks, which are quick to disarm or even take down opponents with a single blow. Your attacks are no different, and can often disorient even the strongest of foes.


Common Form: After taking this ability, your basic attacks have a slight chance to stun. On a roll of 19 or higher with a melee attack, you stun your enemy for 1 round. Has a limited effect on bosses.


Uncommon Form: After taking this ability, your basic attacks have a slight chance to stun. On a roll of 18 or higher with a melee attack, you stun your enemy for 1 round. Has a limited effect on bosses.


Rare Form: After taking this ability, your basic attacks have a slight chance to stun. On a roll of 16 or higher with a melee attack, you stun your enemy for 1 round. Has a limited effect on bosses.


Epic Form: After taking this ability, your basic attacks have a slight chance to stun. On a roll of 13 or higher with a melee attack, you stun your enemy for 1 round. Has a limited effect on bosses.

Inner Peace

Uncommon+

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Sacred

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Spell

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200

Within every swordsmen lies the ability to stop and meditate, to focus on themselves as they drown out the inside world. Once per combat, you may draw on this second wind to partially heal your wounds.


Uncommon Form: Once per combat, use this ability to momentarily pause as you heal yourself for 15% of your maximum HP with a basic action.


Rare Form: Once per combat, use this ability to momentarily pause as you heal yourself for 25% of your maximum HP with a basic action.


Epic Form: Once per combat, use this ability to momentarily pause as you heal yourself for 50% of your maximum HP with a basic action.

Disarming Strike

Uncommon+

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Mundane

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Trinket

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200

Having to participate in combat rather often, be it simple spars or massive wars, swordsmen are no stranger to needing to thread their blows in order to narrowly skirt death. 


Uncommon Form: Your blows are so precise and done with skill, that they have a chance at disarming your opponent. While basic attacking, on a roll of 18 or above the opponent drops their weapon, if they are holding a weapon.


Rare Form: Your blows are so precise and done with skill, that they have a chance at disarming your opponent. While basic attacking, on a roll of 16 or above the opponent drops their weapon, if they are holding a weapon. If the opponent is not wielding a weapon, you disable their hand.


Epic Form: Your blows are so precise and done with skill, that they have a chance at disarming your opponent. While basic attacking, on a roll of 12 or above the opponent drops their weapon, if they are holding a weapon. If  the opponent is not wielding a weapon, you remove their hand.

Two-Handed Warrior

Common+

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Mundane

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Trinket

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100

Surprisingly, not all swordsmen wield swords as their primary weapon. Some use mauls, axes, staffs, and various other types of weapons to get the job done. Most swordsmen work best with two-handed weapons though, as they do quite the damage while giving you full control of the swings.


Common Form: You are more experienced and skilled in using two-handed weaponry, and hold a significant advantage against opponents while using them. While wielding a two-handed weapon, your attacks deal 5 more damage.


Uncommon Form: You are more experienced and skilled in using two-handed weaponry, and hold a significant advantage against opponents while using them. While wielding a two-handed weapon, your attacks deal 10 more damage.


Rare Form: You are more experienced and skilled in using two-handed weaponry, and hold a significant advantage against opponents while using them. While wielding a two-handed weapon, your attacks deal 20 more damage.


Epic Form: You are more experienced and skilled in using two-handed weaponry, and hold a significant advantage against opponents while using them. While wielding a two-handed weapon, your attacks deal 25 more damage, and any attacks you make are made with advantage.

Advanced Parry

Common+

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Mundane

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Trinket

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100

Most, if not all, swordsmen are trained in parrying and interrupting attacks. After all, why risk taking blows when you can avoid them entirely? Because of such, plenty of swordsmen are experienced in parrying blows to an almost beautiful degree.


Common Form: When using an interrupt to block an attack with your melee weapon, you have a 20% chance not to consume an interrupt, if the interrupt is successful.


Uncommon Form: When using an interrupt to block an attack with your melee weapon, you have a 30% chance not to consume an interrupt, if the interrupt is successful.


Rare Form: When using an interrupt to block an attack with your melee weapon, you have a 30% chance not to consume an interrupt, if the interrupt is successful. Whenever you do use an interrupt successfully, you may instantly make an attack against the individual who attacked you.


Epic Form: When using an interrupt to block an attack with your melee weapon, you have a 30% chance not to consume an interrupt, if the interrupt is successful. Whenever you do use an interrupt successfully, you may instantly make an attack against the individual who attacked you. Finally, if an enemy interrupts one of your attacks, you gain an interrupt back out of sheer spite. You cannot regain interrupts above your maximum.

Swift Strike

Common+

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Mundane

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Trinket

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100

Swordsmen are not only masters of combat, but footwork. Moving on the battlefield and having a good position on the ground is just as important as the finishing blow. Even more importantly, getting attacks off on enemies before they can react is what can change the tides of a battle.


Common Form: You are especially quick on your feet. You gain a static +3 to your maximum movement speed.


Uncommon Form: You are especially quick on your feet. You gain a static +3 to your maximum movement speed. Whenever an enemy leaves your immediate range (1x1 radius in all directions), you may instantly make an attack of opportunity against them. This attack is done at disadvantage.


Rare Form: You are especially quick on your feet. You gain a static +3 to your maximum movement speed. Whenever an enemy leaves your immediate range (1x1 radius in all directions), or enters your immediate range, you may instantly make an attack of opportunity against them. These attacks are done at disadvantage.


Epic Form: You are especially quick on your feet. You gain a static +3 to your maximum movement speed. Whenever an enemy leaves your immediate range (1x1 radius in all directions), or enters your immediate range, you may instantly make an attack of opportunity against them. These attacks are done with advantage.

Lethal Blows

Uncommon+

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Voidal

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Spell

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200

Swordsmen are taught to end fights quickly, before the opponent can do any real damage. As a result, swordsmen often channel their strength into a single blow, aiming to disable their enemy with such a powerful strike.


Uncommon Form: Once per combat, channel your strength into an angled attack, which deals an additional 45 damage to your standard attack damage. This attack cannot be interrupted.


Rare Form: Once per combat, channel your strength into an angled attack, which deals an additional 90 damage to your standard attack damage. This attack cannot be interrupted.


Epic Form: Once per combat, channel your strength into an angled attack, which deals an additional 135 damage to your standard attack damage. This attack cannot be interrupted.

Swordsman

Swordsman

By: dimelife

Swordsman

Swordsman

Swordsman