Swords is a Common Martial skill. It is not modified by an attribute.
The Swords skill measures your prowess with one- and two-handed blades, emphasizing precision, power, and versatility. A sword is more than just a weapon; it is a timeless tool of combat, capable of elegant strikes and brutal devastation. However, even the sharpest blade is useless without the skill to wield it effectively. A master of Swords can turn any blade into an instrument of deadly efficiency. Each rank in the Swords skill increases your Accuracy bonus with sword weapons by 1, boosts your damage with sword weapons by 1/5th, and enhances your chance to score a Critical Hit with a sword by 1/10th. For a complete list of sword weapons, see the Weapons by Type page.
As your skill in Swords grows, you will gain additional benefits from it.
Improved Affinity (All Ranks)
Your growing expertise with a sword allows you to develop a deeper connection to its use. Upon attaining a new rank title (Initiate, Apprentice, Journeyman, Adept, Master, Grandmaster), you gain a 25% affinity bonus in one of the following skills: Dual Strike, Dual Wielding, Jagged Slash, Swords, Sword Rebuke, or Two-Handed Wielding. While affinity in any skill cannot exceed 100%, you may select a skill even if you have no prior experience with it.
Initiate (Ranks 10–19)
As an Initiate, you begin to understand the balance and weight of a sword. You gain a bonus equal to your ranks in this skill when attempting to Disarm an opponent, or resist a Disarm action. Additionally you can add your ranks in this skill as a bonus to Athletics checks made to break objects or overcome physical barriers.
Apprentice (Ranks 20–34)
As an Apprentice, the sword becomes a natural tool of intimidation and confidence. When you can use your sword as a prop, you gain a bonus to Conversation, Entertain, or Instill Fear checks intended to inspire or threaten, assuming you can present yourself and your weapon with great stature. Furthermore, when enchanting a sword, you may apply one additional enchantment beyond the standard Enchantment Limit (see Crafting Process for details).
Journeyman (Ranks 35–59)
As a Journeyman, your reflexes and defensive capabilities with a staff reach new heights. You gain access to the “Sword Deflection” ability:
Sword Deflection: As a reaction, while wielding a sword, you can add a bonus to your Armor Value equal to your ranks in the Swords skill against a single incoming attack. If you have the Sword Rebuke skill, you may use this and your Sword Rebuke action as part of the same reaction.
Adept (Ranks 60–79)
At the Adept level, your sword becomes an extension of your will, allowing you to perform incredible maneuvers. You gain access to the “Twin Strike” ability. Additionally, when you score a Critical Hit with a sword, it does an additional 1d6 Bleeding damage to a target.
Twin Strike: On your first attack of a turn, you may target up to two creatures within range, making a single attack roll against both targets. Extra bonuses on the attack only apply to one target, as do rerolls. Once used, this ability cannot be used again for the rest of the encounter.
Master (Ranks 80–99)
As a Master of the sword, your techniques are both awe-inspiring and devastating. The “Sword Deflection” ability now applies to Dodge Value instead of Armor Value. Additionally, when attacking on your turn, your melee reach with a sword increases by 5 feet, as long as you are not immobilized. Finally, any sword you modify can hold one additional enchantment above its enhanced limit, allowing for a total of two extra enchantments.
All of these bonuses are cumulative.
Add your Swords Special Abilities to your Roll20 Character sheet. Insert your ranks in this skill and click Create Special Abilities Text:
*Grand Masters (Rank 100+) gain unique advantages. Crafting and Affinity bonus are not included in the Special Abilities generation.
Click for more information understanding how Character Subskills work, or Click to learn How to Add Subskills to D&D Beyond, to place them on your Character Sheet.
0 Comments