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A dwarf wielding a massive greatsword takes a moment to observe his enemy. In an instant he closes the
gap, tripping the goliath before crushing him with the blunt end of his blade.
An elf with twin scimitars lies in wait. Hearing the signal from her ally she leaps to the sky, cleaving the
Roc in two with her twin scimitars before landing gracefully.
A drow lines his rapier with fire as he pierces the chest of his adversary. The fire explodes outward,
immolating a group of orcs. In the instant before the angry horde bears down upon him, he vanishes in a
puff of smoke.
All of these heroes are students of war, soldiers who have taken the art of combat and refined it to an art.
By studying techniques and magic, as well as their hands on-training, these brave men and women
combine their martial might with a keen intellect that allows them to overcome any trial.
Proficiency
Level Bonus Features
HIT POINTS
Hit Dice: 1d8 Per Student of War level.
Hit Points at 1st Level: 8+Constitution Modifier
Hit Points at Higher Levels: 1d8 (or 5) plus your constitution modifier per Student of Warlevel after first.
PROFICIENCIES
Armor: Light armor, Medium armor, Shields
Weapons: Daggers, Short Swords, Longswords, Greatswords, Scimitars and Rapiers.
Tools: None
Saving Throws: Dexterity, Intelligence
Skills: Choose three from Acrobatics, Athletics, Arcana, Insight, Investigation, Perception, Persuasion,
Stealth and Survival
EQUIPMENT
You start with the following equipment, in addition to the equipment granted by your background:
● (a) Leather armor or (b) Hide Armor
● (a) A Greatsword or (b) a Longsword and a shield or (c) A Rapier and an arcane focus or (d) a 2
Scimitars
● (a) An Explorer's pack or (b) a Dungeoneer's pack.
● A dagger, and a shortsword.
Multiclass Requirements/Proficiencies
13 INT.
Dagger, Short Sword, Longsword, Greatsword, Scimitar and Rapier proficiency.
Combat Specialty
At 1st level you devote your life to a sword, specializing in one of three fighting styles. Choose the
Swordmaster, Whirling Dervish or Spellsword specialty, all detailed at the end of the class description.
Your specialty grants features at 1st level, and again at 6th, 10th, 14th and 18th level.
Fighting Style
At first level you adopt a particular style of fighting as your specialty. Choose one of the following options.
You can’t take a Fighting Style option more than once, even if you later get to choose again.
Dueling Style
When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to
damage rolls with that weapon.
At 6th level you may choose two more skills, or tool proficiency.
Study Foe
At 2nd level you have learned to use your intellect to overcome trials, not brute strength or speed. As a
bonus action, you may study up to 1 creature within 20 feet of you. Until the creature is slain, or you study
another creature, you gain a +1 bonus to attack rolls against that creature, as you learn their movements.
At 7th level, if your studied foe hits you with a melee attack, you may use your reaction to halve the
damage taken by the attack. In addition you may study up to 2 creatures.
At 11th level, if your studied foe subjects you to an effect that allows you to make a dexterity saving throw
to take half damage, you instead take no damage if you succeed and half damage if you fail.
At 15th level, your melee weapon attacks against your studied foe deal 1d6 additional slashing damage.
In addition, you may study up to 3 creatures.
Weapon Specialization
At 3rd level choose a type of sword, such as a longsword, scimitar, dagger or greatsword to devote your
training to. You cannot be disarmed while wielding it.
At 9th level you have advantage on saving throws against fear effects while wielding it.
At 17th level you attacks with the weapon score a critical hit on a roll of 19 or 20.
Extra Attack
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your
turn.
Master of War
At 20th level you are no longer a mere Student, but a veritable master. You may study up to 4 creatures
with Study Foe. In addition, the bonus to attack rolls against the target increases to 1d4, and the bonus to
damage rolls increases to 2d4.
Combat Specializations
Swordmaster
Battle Instinct
At 6th level your intellect and instinct work hand in hand. You may add half of your Intelligence modifier
(rounded down) to initiative checks.
Brutal Critical
At 14th level your critical strikes carry more weight than normal. When you land a critical blow with a
sword attack, you may roll an additional weapon die to determine damage dealt.
Twin Fangs
At 10th level your reaction speed has been honed to a sharp edge. When you make an opportunity
attack, you may make an attack with your off hand weapon as well as your main weapon.
Steel Hurricane At 18th level you have reached the pinnacle of twin scimitar combat. When you use
the Extra Attack feature to make two scimitar attacks, you may use a bonus action to make two scimitar
attacks with your off hand weapon, as long as it is also a scimitar.
Spellsword
In addition you learn a ritual that creates a magical bond between yourself and one weapon. The bonded
weapon must be a sword, such as a rapier or longsword. You perform the ritual over the course of 1 hour,
which can be done during a short rest. The weapon must be within your reach throughout the ritual, at the
conclusion of which you touch the weapon and forge the bond. You may be bonded to two weapons at
any given time. Bonding to a third weapon removes the bond on the first.
Once you have bonded a weapon to yourself you can summon that weapon as a bonus action on your
turn, causing it to teleport instantly to your hand.
Your bonded weapon is considered magical when overcoming resistances, and may be used as an
arcane
focus. In addition, you may use the weapon to perform the somatic compounds of spells
Enchanted Sword
At 6th level you have learned to line your blade with magic, following it up with a vicious strike. On your
turn when you cast a cantrip that makes a melee weapon or melee spell attack as a part of the cantrip,
you may use a bonus action to make a melee weapon attack.
Elemental Blade
At 10th level your sword is permanently enchanted with magic, and deals 1d8 additional damage of your
choice.
Mystic Tongue
At 14th level you have learned to lace your words with magic. You may use Intelligence instead of
Charisma for Intimidation, Deception and Persuasion skill checks. In addition, you can fluently understand
and speak any language.
Student of Cantrips 1st Level 2nd Level 3rd Level 4th Level 5th Level
War Level Known
3 3 2 - - - -
4 3 3 - - - -
5 3 3 2 - - -
6 4 4 2 - - -
7 4 4 3 - - -
8 4 4 3 - - -
9 5 4 3 2 - -
10 5 4 3 2 - -
11 5 4 3 3 - -
12 5 4 3 3 - -
13 5 4 3 3 1 -
14 5 4 3 3 1 -
15 5 4 3 3 2 -
16 5 4 3 3 2 -
17 5 4 3 3 3 1
18 5 4 3 3 3 1
19 5 4 3 3 3 2
20 5 4 3 3 3 2
Maneuvers
Crushing Blow
When you make a melee weapon attack on your turn you may attempt to make it a crushing blow. If the
attack hits, you deal extra damage equal to your strength modifier and knock the target prone.
Disarming Attack
When you hit a creature with a weapon attack you may attempt to disarm it, forcing it to drop one item of
your choice that it’s holding. The target must make a strength saving throw, and on a failed save, it drops
the object you choose and takes damage equal to your Strength or Dexterity modifier(whichever is
higher). The object lands at its feet.
Distracting Strike
When you hit a creature with a weapon attack, the next attack roll against the target by an attacker other
than you has advantage if the attack is made before the start of your next turn.
Feinting Attack
You may use a bonus action on your turn to feint, choosing one creature within 5 feet of you as your
target. You have advantage on your next attack roll against that creature.
Lunging Attack
When you make a melee weapon attack on your turn you can increase your reach for that attack by 5
feet. If the attack hits the target takes additional damage equal to your Strength or Dexterity
modifier(whichever is higher).
Menacing Attack
When you hit a creature with a weapon attack, you can attempt to frighten the target. The target must
make a Wisdom saving throw, on a failed save, it is frightened of you until the end of your next turn and
takes damage equal to your Strength or Dexterity modifier(whichever is higher).
Parry
When another creature damages you with a melee attack, you can use your reaction to attempt to parry
the blow. Make an attack roll and if the result is higher than the opposing roll you parry the attack, causing
it to miss.
Precision Attack
When you make a weapon attack roll against a creature you may add your proficiency modifier to the
attack roll a second time.
Riposte
Prerequisites: Parry
When a creature misses you with a melee attack you may use your reaction to make a melee weapon
attack against the target. The target takes additional damage equal to your Strength or Dexterity
modifier(whichever is higher).
After successfully using Parry you may follow up with Riposte. Following up with Riposte does not expend
the use of a combat maneuver.
Tripping Attack
When you hit a creature with a melee weapon attack you may attempt to knock them prone. The creature
must make a strength saving throw. On a failure, the creature takes damage equal to your Strength or
Dexterity modifier(whichever is higher) and is knocked prone