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Base ClassSword SchoolHit Die: d12Primary: Strength, Constitution

Courtsword

Strike Without Thought

A Courtsword is a kind of warrior common throughout Oda, but closely associated with northern Tradelands. The Courtsword trains himself to fight without any conscious thought or effort. They fight purely on their well-honed instincts. The monastic quality of their training produces excellent warriors and instills the values of loyalty, bravery and obedience. Because of these traits, Courtswords are valued as bodyguards to many powerful and influential figures.

Class Features

Level 1

No Mind

In battle, you fight on pure instinct and can react without effort. On your turn, you can enter No Mind as a bonus action. While in No Mind (and not wearing heavy armor): you have advantage on Strength checks and saving throws; you gain a damage bonus to melee attacks; you have resistance to bludgeoning, piercing, and slashing damage. You can't cast or concentrate on spells while in No Mind.

Unarmored Defense

While you are not wearing any armor, your Armor Class equals 10 + your Dexterity modifier + your Constitution modifier. You can use a shield and still gain this benefit.

Level 2

Danger Sense

You gain an uncanny sense of when things nearby aren't as they should be. You have advantage on Dexterity saving throws against effects that you can see. You can't be blinded, deafened, or incapacitated to gain this benefit.

Instinctual Attack

When you make your first attack on your turn, you can decide to attack without conscious effort. Doing so gives you advantage on melee weapon attack rolls using Strength during this turn, but attack rolls against you have advantage until your next turn.

Level 3

Sword School

You choose a Sword School that shapes the nature of your No Mind. Your choice grants you features at 3rd level and again at 6th, 10th, and 14th levels.

Level 5

Extra Attack

You can attack twice, instead of once, whenever you take the Attack action on your turn.

Fast Movement

Your speed increases by 10 feet while you aren't wearing heavy armor.

Level 7

Pure Instinct

Your instincts are so honed that you have advantage on initiative rolls. Additionally, if you are surprised at the beginning of combat and aren't incapacitated, you can act normally on your first turn if you enter No Mind before doing anything else.

Level 9

Effortless Power

You can roll one additional weapon damage die when determining the extra damage for a critical hit with a melee attack. This increases to two dice at 13th level and three at 17th level.

Level 11

Insensate

Your No Mind can keep you fighting despite grievous wounds. If you drop to 0 hit points while in No Mind and don't die outright, you can make a DC 10 Constitution saving throw. If you succeed, you drop to 1 hit point instead. The DC increases by 5 each time you use this feature.

Level 15

Persistent No Mind

Your No Mind ends early only if you fall unconscious or if you choose to end it.

Level 18

Subconscious Power

If your total for a Strength check is less than your Strength score, you can use that score in place of the total.

Level 20

Combat Enlightenment

You embody the power of the subconscious. Your Strength and Constitution scores increase by 4. Your maximum for those scores is now 24.

Subclasses

Cobra School

The Cobra School practices a form of No Mind that focuses on repeating hypnotic mantras intended to obliterate self-doubt and concern for physical safety.

Subclass Features

Level 3
Serpent Mantra

You can repeat a mantra that temporarily reduces feelings of fatigue. For the duration of your No Mind you can make a single melee weapon attack as a bonus action on each of your turns. When your No Mind ends, you suffer one level of exhaustion.

Level 6
Fearless Mantra

You can't be charmed or frightened while in No Mind. If you are charmed or frightened when you enter No Mind, the effect is suspended for the duration.

Level 10
Fear Mantra

You can use your action to frighten someone with your menacing presence. Choose one creature that you can see within 30 feet. It must succeed on a Wisdom saving throw or be frightened of you until the end of your next turn.

Level 14
Revenge Mantra

When you take damage from a creature that is within 5 feet of you, you can use your reaction to make a melee weapon attack against that creature.