Sword

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C C Weapon Cost D Type Wgt Properties
Sim. Mel. unarmed strike 1 bludg.
Sim. Mel. Knife 5 sp 1d3 slashing ¼ ℔ Finesse • light • hidden
Sim. Mel. Dagger (nikym) 2 gp 1d4 piercing 1 ℔ Finesse • light
• thrown (20/60)
Mar. Mel. Shortsword 10 gp 1d6 piercing 2 ℔ Finesse • light
Mar. Mel. Main-gauche 25 gp 1d6 piercing 3 ℔ Finesse • light • basket-hilt
Mar. Mel. Scimitar 25 gp 1d6 slashing 3 ℔ Finesse • light • versatile (2d4)
Mar. Mel. Nikerym’quess 30 gp 1d6 slashing 1 ℔ Finesse • light
(“elven shortsword”)
Mar. Mel. Arming sword 13 gp 1d8 slashing 3 ℔
(d20 “longsword”)
Mar. Mel. Longsword 15 gp 1d8 slashing 3 ℔ Versatile (1d10)
(d20 “bastard sword”)
Mar. Mel. Rapier 25 gp 1d8 piercing 2 ℔ Finesse
Mar. Mel. Broadsword 40 gp 1d8 slashing 3 ℔ Finesse • basket-hilt
Mar. Mel. Kerym’quess 60 gp 1d8 slashing 2 ℔ Finesse • versatile (1d10)
(“elven longsword”)
Mar. Mel. Greatsword 50 gp 2d6 slashing 6 ℔ Two-hand. • heavy
Mar. Mel. Scimitar, double 100 gp 2d4 slashing 6 ℔ Two-hnd. • special
(Eberron)
Mar. Mel. Arkerym’quess 90 gp 2d4 slashing 4 ℔ versatile (2d6) • heavy
(“elven greatsword”)
Sim. Rng. Dart (throwing knife) 5 cp 1d4 piercing ¼ ℔ Finesse
• thrown (20/60)
Sim. Rng. Shortbow (niathel) 25 gp 1d6 piercing 2 ℔ Two-hand.
• ammo. (80/320)
Mar. Rng. Longbow (athel) 50 gp 1d8 piercing 2 ℔ Two-hand. • heavy
• ammo. (150/600)

Fighter (Martial Archetype)

At 3rd level, you choose an archetype from the list available that you strive to emulate in your combat styles and techniques. The archetype you choose grants you features at 3rd level and again at 7th, 10th, 15th, and 18th level.

Samurai

Xanathar’s Guide to Everything, p.31

The Samurai is a fighter who draws on an implacable fighting spirit to overcome enemies. A Samurai’s resolve is nearly unbreakable, and the enemies in a Samurai’s path have two choices: yield or die fighting.

Bonus Proficiency

When you choose this archetype at 3rd level, you gain proficiency in one of the following skills of your choice: History, Insight, Performance, or Persuasion. Alternatively, you learn one language of your choice.

Fighting Spirit

Starting at 3rd level, your intensity in battle can shield you and help you strike true. As a bonus action on your turn, you can give yourself advantage on weapon attack rolls until the end of the current turn. When you do so, you also gain 5 temporary hit points. The number of temporary hit points increases when you reach certain levels in this class, increasing to 10 at 10th level and 15 at 15th level.

You can use this feature three times, and you regain all expended uses of it when you finish a long rest.

Monk

Dedicated Weapon

Tasha’s Cauldron of Everything, p.48

2nd-level monk optional feature

You train yourself to use a variety of weapons as monk weapons, not just simple melee weapons and shortswords. Whenever you finish a short or long rest, you can touch one weapon, focus your ki on it, and then count that weapon as a monk weapon until you use this feature again.

The chosen weapon must meet these criteria:

  • The weapon must be a simple or martial weapon.
  • You must be proficient with it.
  • It must lack the heavy and special properties.

Ki-Fueled Attack

Tasha’s Cauldron of Everything, p.48

3rd-level monk optional feature

If you spend 1 ki point or more as part of your action on your turn, you can make one attack with an unarmed strike or a monk weapon as a bonus action before the end of the turn.

Monastic Tradition

When you reach 3rd level, you commit yourself to a monastic tradition, chosen from the list of available traditions. Your tradition grants you features at 3rd level and again at 6th, 11th, and 17th level.

Way of the Kensei

Xanathar’s Guide to Everything, p.34

Monks of the Way of the Kensei (Ary’Velahrn) train relentlessly with their weapons, to the point where the weapon becomes an extension of the body. Founded on a mastery of sword fighting, the tradition has expanded to include many different weapons.

A kensei sees a weapon in much the same way a calligrapher or painter regards a pen or brush. Whatever the weapon, the kensei views it as a tool used to express the beauty and precision of the martial arts. That such mastery makes a kensei a peerless warrior is but a side effect of intense devotion, practice, and study.

Path of the Kensei

When you choose this tradition at 3rd level, your special martial arts training leads you to master the use of certain weapons. This path also includes instruction in the deft strokes of calligraphy or painting. You gain the following benefits.

Kensei Weapons
Choose two types of weapons to be your kensei weapons: one melee weapon and one ranged weapon. Each of these weapons can be any simple or martial weapon that lacks the heavy and special properties. The longbow is also a valid choice. You gain proficiency with these weapons if you don’t already have it. Weapons of the chosen types are monk weapons for you. Many of this tradition’s features work only with your kensei weapons. When you reach 6th, 11th, and 17th level in this class, you can choose another type of weapon—either melee or ranged—to be a kensei weapon for you, following the criteria above.
Agile Parry
If you make an unarmed strike as part of the Attack action on your turn and are holding a kensei weapon, you can use it to defend yourself if it is a melee weapon. You gain a +2 bonus to AC until the start of your next turn, while the weapon is in your hand and you aren’t incapacitated.
Kensei’s Shot
You can use a bonus action on your turn to make your ranged attacks with a kensei weapon more deadly. When you do so, any target you hit with a ranged attack using a kensei weapon takes an extra 1d4 damage of the weapon’s type. You retain this benefit until the end of the current turn.
Way of the Brush
You gain proficiency with your choice of calligrapher’s supplies or painter’s supplies.

Wizard (Arcane Tradition)

When you reach 2nd level, you choose an arcane tradition from the list of available traditions, shaping your practice of magic. Your choice grants you features at 2nd level and again at 6th, 10th, and 14th level.

Bladesinging

Tasha’s Cauldron of Everything, p.76 • Sword Coast Adventurer’s Guide, p.141

Bladesingers (El’Tael) are elves who bravely defend their people and lands. They are elf wizards who master a school of sword fighting grounded in a tradition of arcane magic. In combat, a bladesinger uses a series of intricate, elegant maneuvers that fend off harm and allow the bladesinger to channel magic into devastating attacks and a cunning defense.

Training in War and Song

When you adopt this tradition at 2nd level, you gain proficiency with light armor, and you gain proficiency with one type of one-handed melee weapon of your choice.

You also gain proficiency in the Performance skill if you don’t already have it.

Bladesong

Starting at 2nd level, you can invoke a secret elven magic called the Bladesong, provided you aren’t wearing medium or heavy armor or using a shield. It graces you with supernatural speed, agility, and focus.

You can use a bonus action to start the Bladesong, which lasts for 1 minute. It ends early if you are incapacitated, if you don medium or heavy armor or a shield, or if you use two hands to make an attack with a weapon. You can also dismiss Bladesong at any time you choose (no action required).

While your bladesong is active, you gain the following benefits:

  • You gain a bonus to your AC equal to your Intelligence modifier (minimum of +1).
  • Your walking speed increases by 10 feet.
  • You have advantage on Dexterity (Acrobatics) checks.
  • You gain a bonus to any Constitution saving throws you make to maintain concentration on a spell. The bonus equals your Intelligence modifier (minimum of +1).

You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses of it when you finish a long rest.

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Bladesinger Styles

From its inception as a martial and magical art, Bladesinging has been tied to the sword, more specifically the longsword. Yet many generations of study gave rise to various styles of Bladesinging based on the melee weapon employed. The techniques of these styles are passed from master to students in small schools, some of which have a building dedicated to instruction. Even the newest styles are hundreds of years old, but are still taught by their original creators due to the long lives of elves. Most schools of Bladesinging are in Evermeet or Evereska. One was started in Myth Drannor, but the city’s destruction has scattered those students who survived.

Styles of Bladesinging are broadly categorized based on the type of weapon employed, and each is associated with a category of animal. Within that style are specializations named after specific animal types, based on the types of spells employed, the techniques of the master, and the particular weapon used. Bladesingers who apprentice to a master typically get a tattoo of their chosen style’s animal. Some bladesingers learn multiple styles and bear many tattoos, wearing a warning on their skin of their deadly skills.

Cat (cath)
Styles that employ a sword belong to this family. The lion style, the eldest, trains practitioners in the use of the longsword and doesn’t favor any particular type of spells. Leopard style focuses on the shortsword and spells of illusion and stealth. Red tiger, a style just three centuries old, has its bladesingers using the scimitar in a whirling dance of defense from which they launch into sudden leaps and attacks.
Bird (gyrah)
Styles that focus on the use of a hafted weapon, such as an axe or hammer, have been grouped together as bird styles, yet they vary wildly. All relatively new styles, they use weapons not typically favored by elves. Eagle-style bladesingers use small handaxes, and many maneuvers in the style focus on fluid ways to throw the weapon and draw a new one. Raven style uses a war pick, and spells associated with it grant the bladesinger more agility in combat.
Snake (looce