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A conversion for D&D 5e: <<V1.

0>>

Created by

Cableguy 5e Content
Note from the Author
This conversion for Dungeon and Dragons Fifth Edition is used as both replacement and

supplementary tool in order to create a game or campaign within the world of Sword Art Online

(SAO). The conversion assumes a general knowledge of the SAO universe and the use of

Aincrad. This conversion also assumes that the DM will create original content for their own

world such as weapons and monsters. As with everything tabletop, use this conversion as a

GUIDE. Nothing is set in stone and what your DM says is law. Alterations to rules to adapt to

your group or your campaign idea is welcomed.

I would personally like to thank everyone that has helped me test the content during my

closed beta tests as well as the players who partook in the game that I ran. It was from this

experience I was able to successfully test the content as written. It is from that game and tests

that have lead me to finish this product in its most basic form. With that said I also look forward

to creating more content and have been asked to even expand on this and to adapt this rule set

and the existing D&D 5E set to accommodate other aspects of SAO such as ALFheim Online

(ALO) and Gun Gale Online (GGO), and with the latest season perhaps even Alicinization in the

distant future. I am however one man and while interested in undertaking these challenges it will

take some time. The content within this conversion is 100% free and will always be as such. I

hope you enjoy the conversion as much as I enjoyed running it for my players. With that said,

LINK START…

1
Table of Contents
Proficiencies 3 Consumable Items 17
Starting Stats 4 Known Floors 18
Death Game 4 Getting Started 19
Teamwork 5 Insight 19
Classes 6 Cooking 20
Beast Tamer 7 Sword Skills 21
Armor and Armor Class 9 Leveling Up Sword 22
Skills
Currency/Encumbrance/ 10 One Handed Sword 23
Food/Materials Skills

Material Gathering 11 One Handed Axe 25


Sword Skills
Upgrading Weapons 12 Two Handed Battle 27
and Armor Axe Sword Skills
Weapon & Armor 13 Rapier Sword Skills 29
Rarities/Bonuses

Cursor Colors and Player 14 Dagger Sword Skills 31


Killers

Guilds 15 Katana Sword Skills 33


Dungeons 15 One Handed 35
Mace/Hammer Sword
Skills
Shields 16 Two Handed Sword 37
Skills
Status Effects 16 Spear Sword Skills 39

2
Rule Changes
Proficiencies
The normal D&D 5e rule set calls for a gradual proficiency increase based on level. The

SAO conversion removes proficiency entirely and instead relies entirely on the modifiers from

characters stats. This is arguably the biggest change within this conversion as it affects stats,

character development, attacking, and normally spells (which are not within the SAO world).

Instead of proficiencies and proficiency bonuses you instead get 3 skill points are added

every level increase. These skill points can be added to any of the skills normally found within

D&D 5e as well as tool or trade proficiencies like cooking, blacksmithing, etc.

The intention for this adjustment is to allow full customization and the feeling of being

able to invest time and energy into what you need or what you would like to do. Another strong

reason for this is to immerse the player’s even more so. Within SAO weapons usually are

upgradeable to +15 weapons. Given what that means in relation to D&D that is very high. So this

conversion plans for DM’s to make weapons upgradeable to +10 in addition to taking stats into

account.

3
Starting Stats

Life in SAO isn’t easy even more so at lower levels. In this world getting stronger allows

you to carve your own destiny. SAO is still a Massive Multiplayer Online Role Playing Game

(MMORPG) and as such comes with rules designed into the game itself. As such all player stats

are set to “10” when beginning a game at level 1. This also alters the way stats are increased.

Regardless of a class’s level chart, each class gets +3 to stats of their choice every 2 levels. It is

because of this we ignore the Ability Score Increases listed within a D&D Class. In addition

feats cannot be obtained by trading an ASI increase they are most often found as quest rewards

within the game itself.

Death Game

Although this can be changed as per your DM or AK (Akihiko Kayaba) SAO is a death

game. When a player’s avatar hits 0 Health Points (HP) they die. There are no death saving

throws and no means of resurrection. It is because of this players are encouraged to stick to

teamwork, caution, and preparation. It is because of this a few features are added to this

conversion to be able to help.

4
Teamwork
Teamwork is crucial for the reasons listed above. Within SAO players learn to rely on the

player next to them in order to avoid death. It is because of this we have added actions and bonus

actions that are used within SAO as Outside System Skills (OSS).

<<Switch>>: As a bonus action you give another player within 30ft advantage on their

next attack. It can be used as an action which gives the above effect and gives a

target disadvantage on attacks made against you for the turn.

<<Taunt>>: As a bonus action following a <<Switch>> the player that was switched in can

gain the attention of the enemy when a successful attack is made against it after

using <<Taunt>>. The following attacks the enemy makes are made at that target

unless an effect says otherwise. This effect lasts for 1 minute, until the player who

taunted dies, or an effect ends the taunt.

<<Help>>: As a bonus action you can use the help action (PHB) on any ally within 30ft.

This does NOT apply to attacks and only on roll’s where the DM/AK thinks that

it would be useable such as dragging and carrying a friend out of harm’s way etc.

<<Drive>>: (Located in Sword Skills section).

In addition to the above it takes a bonus action to use a <<Healing Crystal>> or <<Antidote

Crystal>> on yourself. It takes an action however to do it on someone other than yourself.

5
Classes

A player’s class is determined by which weapon they decide to specialize in. When

creating a character a player can choose any weapon from the below listed weapons. Each

weapon has two separate classes or archetypes that can drastically alter the play style for that

character. Roles can be deduced or even created based on the options available:

One Handed Sword & Shield: (Longsword, Shortsword, Scimitar)


Fighter-Battle Master or Fighter- Cavalier1
One Handed Axe: (Handaxe,Battleaxe)
Fighter- Brute2 or Barbarian- Berserker
Two Handed Battle Axe: (Greataxe)
Barbarian-Totem Warrior or Barbarian- Berserker
Rapier:
Fighter- Champion or Rogue- Swashbuckler
Dagger:
Rogue- Assassin or Rogue- Scout/Beast Tamer3
Katana4:
Fighter- Samurai or Fighter- Champion
One Handed Mace/Hammer: (Mace, Club, Greatclub, Warhammer, Flail, Morningstar)
Fighter- Battle Master or Fighter- Brute
Two Handed Sword: (Greatsword)
Fighter- Brute or Barbarian- Totem Warrior
Spear: (Spear, Pike)
Fighter- Battlemaster or Fighter- Samura
1Cavaliersin D&D use mounts. In SAO there are no mounts. When looking at the Cavalier remove all instances of mounts and remove “Born to
Saddle”.2Fighter:Brute is found in D&D 5e Unearthed Arcana. https://media.wizards.com/2018/dnd/downloads/UA-3Subclasses0108.pdf

3Ranger Beast Master is very different from the original D&D book. Changes will be listed in another section of this conversion. 4A katana is
very similar to a longsword. The only difference is that a Katana adds “Finesse” as well to the stats of a longsword. It is still a versatile weapon.

6
Beast Tamer
Easily the most altered class and also the most crucial to any party in SAO. To those

familiar with the world of SAO this is the same class as Silica. This class involves taming a

neutral monster in SAO and training that monster to aid the user and the party. This essentially

adds another member to the party that is under the control of the tamer. They are the main

support class as they train their beasts to heal and give aid whenever possible. However, just like

players these monsters are capable of dying if precaution is not taken.

Just for the purpose of the Beast Tamer the Tamed Beast is able to cast “spells”. Unlike

the rest of SAO the best tamer’s trained pet is able to utilize healing magic, for the purpose of

keeping track of how many spells and what spells we use the following guidelines.

The Tamed Beast uses the Multiclass Spellcaster chart (PHB.165). The Beast’s level is

the same as the tamers, aka if the Beast Tamer’s level is 5 the Beast is also level 5. The spells

gained by the beast are automatically learned and are prepared upon reaching the level necessary

to unlock that level of a spell. Charisma should be used as the modifier for the spells listed

below.

Level 1: Healing Word, Cure Wounds


Level 2: Lesser Restoration, Prayer of Healing, Aid
Level 3: Mass Healing Word, Aura of Vitality
Level 4: Freedom of Movement, Aura of Purity
Level 5: Greater Restoration, Mass Cure Wounds
Level 6: Heal
Level 7: Regenerate
Level 8: Holy Aura
Level 9: Power Word Heal, Mass Heal
7
The Tamed Beast takes its turn in conjunction with the Tamer’s. It costs an Action for the

Tamer to utilize their beast to use a spell. However, ordering their beast to do anything else does

not use any of the Tamer’s actions. The neutral beasts that are tamed are generally not able to

conduct combat very well and it is advised to avoid putting them in harm’s way. If a beast dies

the Tamer must either find a way to revive it or tame another neutral monster. It isn’t always

easy to find neutral monsters at your current level.

The Tamer Themselves are also very capable at fighting with or without their beast, after

all they had to survive long enough to tame one. The Beast Tamer utilizes the Rogue- Scout class

and archetype. This means that your essential and basic class is as a Rogue- Scout but in the

process learned to tame a beast. This allows you to play multiple roles if needed and still assist

with damage and use your Beast whenever you deem appropriate.

It is recommended to use the Faerie Dragon (MM.133) as a template for the first beast.

However, remove the following features: Superior Invisibility, Magic Resistance, Innate spell

casting, and Euphoria breath. This creature represents a <<Feathered Little Dragon>>

8
Armor and Armor Class(AC)
Armor in SAO is mostly aesthetic the bonuses to specific armor are what makes armor

unique. As such one should assume there are no prerequisites to wearing different armor types.

However, there are no benefits from wearing Plate as opposed to Leather. The biggest difference

is as your level grows and more items and rarities are discovered you may come across armor

that is specifically designed for one play style over another. For example you might find a nice

leather armor that gives +2 to Dex and +5 to stealth as well as a potential other bonus in contrast

one might find a nice plate armor that gives +2 to Con and +3 to athletics and gives a bonus of

some kind.

The most important thing to factor in with Armor is how upgradeable it is. As with

weapons, armor is upgradeable and at its base of +0 it does not give an AC bonus. The best

armor in the game might also require a prerequisite in stats for the purpose of balancing. There

are also some armors in game that will subtract from other stats. A very nice plate armor might

reduce your DEX and require a certain amount of STR. It is assumed in this conversion that the

interested DM/AK will create custom armor to suit their game and story. In SAO armor upgrades

are not as well known as weapons so for balancing reasons it is recommended that Armor’s max

upgrade be a +5.

AC Without +1 and above armor is calculated as follows:

10+DEX Modifier

AC with armor is calculated as follows:

10+DEX Modifier+Armor Level (+1,+2,+3,etc.)

9
Currency/Encumbrance/Food/Materials
Currency within SAO is called Cor and for the purposes of this conversion Cor is the

equivalent to Gold Pieces (GP). As there is only one form of currency in SAO any currency

obtained as per loot tables in the Dungeon Master Guide should be converted to Cor with a

minimum reward of 20 Cor whenever one would be obtained. Cor has no weight and is stored in

the account of the user. It is also important to note that for SAO there is no encumbrance system.

Food is still a relative necessity within SAO. Realistically those trapped in the game are being

fed in hospitals but the game itself triggers whenever you are hungry causing your avatar in

game to feel hungry. This feeling of hunger does not subside until you eat within the game. This

was initially added to further immersion within SAO as well as let players know when their

bodies needed substance outside the game and eating within the game was essentially a ‘snooze’

button of sorts. Price examples for the below are from SAO materials. Prices can get very high

and likely should be scaled based on the floors. Although it is possible to just use the gold

system in place within D&D 5e.

List of Common things Priced in SAO based on anime/novels

Bread (Dry, cheap) 1 Cor


Panini 12 Cor
st
Inn Room on 1 Floor 50 Cor (50Cor x Floor Level)
Home on 35th Floor 1,000,000 Cor
Asuna’s Home 4,000,000 Cor
Log House on 22nd Floor 5,000,000 Cor
Knights of the Blood Guild HQ 1,000,000,000 Cor

Material Trade Value

Material Cost Sell


Common (C) 100 Cor 50 Cor
Uncommon (B) 500 Cor 250 Cor
Rare (A) 10,000 Cor 5,000 Cor
Legendary (S) 100,000 Cor 50,000 Cor

10
Material Gathering
Material gathering is crucial to success within SAO, without acquiring mats of all levels

of rarity it is near impossible to stay strong. While it is possible to purchase or trade for materials

the quickest route is to find them. Some materials are rewards for quests but the bulk of materials

are gained whenever you defeat a monster. In order to keep the flow of a game after an encounter

you are able to loot a monster. A successful <<Investigation>> check will reveal any items that

can be obtained that are NOT materials, such as Cor or items. A <<Survival>> check must be

made to search for materials. When you make a <<Survival>> check you immediately roll 1d100

and add the result of your previous check to the result of the d100 roll and the Challenge Rating

(CR) of the monster you killed (minimum of 1). This means farming stronger enemies can

reward you with better materials. The quality of the material plays a big part and it is

recommended that you follow the below chart: (Example: You roll a 15 total on <<Survival>>

check and a 20 on the d100 but you defeated a CR 9 monster. Your result of the d100 roll is

20+15+9 or 44 resulting in a common material being found)

Material Chart

Rarity d100
None 1-20
Common (C) 21-60
Uncommon (B) 61-89
Rare(A) 90-119
Legendary (S) 120+

11
Upgrading Weapons and Armor
Upgrading weapons and armor is a huge part of advancement as all weapons and armor

found start at their most basic level and not upgraded. Upgrading normally involves an increase

to hit and damage for weapons and an increase in AC for armor, although upgrading can also

alter other things like bonuses. Acquiring the materials and Cor necessary to upgrade is a crucial

part of the game and the conversion. Upgrades also have a chance of failure it is recommended to

try and find skilled blacksmiths within the game to reduce the chance of failures occurring.

When and upgrade fails the Cor is lost but the blacksmith can attempt to save the materials with

a successful <<Smith>> tool check with the same success rate as the attempted upgrade. When a

Smith be it NPC or another player rolls to upgrade an item they add the result of a <<Smith>>

check to their d100 roll. The below charts are what is recommended for upgrades: (Example: A

blacksmith rolls a 60 on the d100 but rolls a 20 on their <<Smith>> check leaving the final result

as an 80). If more than one player wishes to be a blacksmith I recommend breaking smithing

down into two categories; one for weapons, and the other for armor.

Armor Upgrade Chart

Armor Cost Materials Chance of Success


+1 100 Cor 5xC 100
+2 1,000 Cor 5xC,3xB 80
+3 10,000 Cor 5xB, 2xA 60
+4 50,000 Cor 5x A 40
+5 100,000 Cor 5xA,1xS 20

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Weapon Upgrade Chart

Weapon Cost Materials Chance of Success


+1 100 Cor 5xC 100
+2 250 Cor 5xC, 1xB 90
+3 1,000 Cor 5xC, 3xB 80
+4 2,500 Cor 5xC, 3xB 70
+5 5,000 Cor 5xB, 2xA 60
+6 10,000 Cor 5xB, 2xA 50
+7 50,000 Cor 5x A 40
+8 100,000 Cor 5x A 30
+9 250,000 Cor 5xA,1xS 20
+10 500,000 Cor 5xA,1xS 10

Weapon/Armor Rarities/Bonuses
A weapon’s rarity is what determines how many bonuses a piece of armor or a weapon

might have. At lower levels it is hard to find very rare items and even the ones you do find might

not be as powerful as other weapons/armor later on. Each bonus level takes up a tier that

determines what kind of bonus it could have. The number of bonuses an item determine how

many tiers it has (max is 3). Each tier has a different effect that are never the same as the

previous tier. The third tier can sometimes also have what is called a “Set Bonus” and only

applies if you have a weapon and armor with the same “Set Bonus” name. DM’s/AK’s should

also remember that it is okay to hand out stronger weapons/items early as a lot of weapons can

also have effects that lower other attributes but bolster others to compensate for the items power.

The following tables give an idea of how to go about weapon rarity.

Rarity Number of Bonuses


Common 0
Uncommon 1
Rare 2
Legendary 3

Examples of bonuses: Expanded critical range, increase to primary attributes, increase


to stats, increase to health or AC, Etc.

13
Cursor Colors and Player Killers
The world of Aincrad and Sword Art Online can be a dangerous place. In the death game

there are a number of players who see this as an opportunity to get away with what they normally

couldn’t. Player killers are players who knowingly seek out and kill other players either for fun

or to steal valuable items. These player killers are known as “Red Players”, this name comes

from the color of their cursor above their head. A green player is a fellow player that is in good

stature and a red player is a player killer. A player killer is not allowed in local towns and if they

come close to towns are attacked by the overwhelmingly powerful NPC guards.

Cursor Meaning
Color
Green Good Player or NPC. An NPC will
be labeled as such
Orange Player Killers
Yellow Inactive Monster (Neutral), Some
NPC’s, and Pets
Red Active Monsters. A yellow outline
around signifies that the monster is
needed for a quest. Different shades
explain difficulty.

Active Monster Meaning


Indicator
Light Pink Very weak. No EXP
reward.
Pure Red Equal Level to
player
Purple/Magenta Higher level than
player
Dark Crimson Overwhelming
difference in level.
Cannot be beaten
Black Monsters even more
powerful than Dark
Crimson

14
Guilds
A group of players can create a guild. A guild in Sword Art Online contains a number of

players with similar goals, ideals, and even personalities. There are a large number of guilds

ranging from crafts guilds to content clearing guilds. Each guild specifies its identity and

established a home base of operations using Cor. Although an Inn can be used as a base of

operations at the start the more popular guilds establish their own homestead. A player can only

be a part of one guild at a time. It is common for guilds to also set a tax rate so that whenever

Cor is earned by individual players a certain amount goes into a guild fund which is maintained

by the guild leader.

Dungeons
Dungeons are a huge part of SAO as they are one of the quickest ways of leveling up,

getting money and materials, and finding the boss room to an individual floor. However they are

also extremely risky and contain a lot of unknown enemies and traps that could end a life rather

quickly if unprepared. At the end of a dungeon there is usually a single boss enemy that is

stronger than the others but less dangerous than a floor boss. If killed these bosses usually drop a

few good pieces of loot in addition to any mats and Cor found. The following are examples of

simple loot tables:


D10 Result: Weapon for (Class)
Any Die Loot Drop 1 One Handed Sword & Shield
Even Weapon 2 One Handed Axe
Odd Armor 3 Two Handed Axe
4 Rapier
5 Dagger
D100+PC Level Rarity Result 6 Katana
1-49 Common (No Bonuses) 7 One Handed Mace/Hammer
50-79 Uncommon (x1 Bonus) 8 Two Handed Sword
80-94 Rare (x2 Bonus) 9 Spear
95-100+ Legendary (x3 Bonus) 10 Roll again! Add +1 to the result

15
Shields
Shields are a very necessary item for the One Handed Sword & Shield class. Without one

all of their attack bonuses and damage are halved. This is because a shield is SAO is treated as an

offhand and contributes to half of your weapon stats that any other class would have. It is

because of this that shields are treated as weapons and not armor as they do not provide a boost

at AC by themselves. Without having a shield you are restricted on the number of sword skills

you can perform within your class and role. Lastly, the One Handed Sword & Shield class is the

only class capable of having an increase to AC on their weapon should they be lucky to find out,

the boost ranges from a +1 to a +2 but are considered rare.

Status Effects
There are minor adjustments and even a new status effect within the world of SAO they

are listed below:

<<Poison>>: While poisoned the person or enemy afflicted will take poison damage every round

or 6 seconds for 1 minute or until cured. The damage is calculated by whichever damage

die is used for the initial poison damage but only 1 damage die. So if a poison effect

initially deal 2d10 poison. Every round you will take 1d10. Curing Poison using an

<<Antidote Crystal>> becomes super important!

<<Burning>>: You or an enemy are ignited in flames and are suffering burning damage. The

same rules apply from <<Poison>> the key difference is that a burning effect will do

damage to your MAX HEALTH and not your current health. This limits your ability to

heal and can kill you just as potently as <<Poison>> damage so be sure to use an

<<Antidote Crystal>> to cure!

16
Consumable Items
This conversion uses the same healing potions from 5e. However the differences are the

name changes. Though similar to 5e prices it is recommended to increase or cap the number of

crystals a player can purchase (unlike actual video games).

Item Effect Cost


Healing Crystal (Red) Heal 2d4+2 50 Cor
Greater Healing Crystal (Red) Heal 4d4+4 150 Cor
Superior Healing Crystal (Red) Heal 8d4+8 500 Cor
Supreme Healing Crystal (Red) Heal 10d4+20 1500
Cor
Antidote Crystal (Green) Cure a Status Effect 100 Cor
Teleport Crystal (Blue) Transport User to a City Gate 500 Cor
Corridor Crystal (Indigo) Transport to a Place the User has 750 Cor
Marked
Message Record Crystal (Teal Records someone’s voice. Works 200 Cor
when inactive/Light Green when on yourself, Players, and NPC’s.
playing)
Record Crystal (Pink) Takes in game screenshots that 100 Cor
can be printed later.

17
Known Floors
While it is entirely up to the DM/AK how you want to establish each floor there is a lot
of information known for various floors and a lot of others floors that lack any information. You
can completely create all one hundred floors from scratch if you so choose but if you want to
stick to the original SAO as much as possible I put together a list of known floors. I will only be
giving a brief description if a floor has one. Some floors only have a name of a location on the
floor such as a city or the name of a castle.

Floor Description Floor Description


1 Town of Beginnings, Monument of Life, 39 Nolfret, Nolfret Teleport Gate
Black Iron Palace, Tolbana, Horunka Village, Plaza
Medai Village
2 Urbus, Marome Village, Taran Village 40 Jaileum, Jaileum Teleport Gate
Plaza
3 Forest of Wavering Mists, Dessel, Zumfut 46 Ant Hill
Teleport Gate Plaza
4 Rovia, Rovia Teleport Gate Plaza, Bear 47 Floria, Floria Gate Plaza, Hill of
Forest, Yofel Castle, Usco Village, Caldera Memories, Forest of Giant
Lake Flowers
5 Karluin, Karluin Teleport Gate Plaza, 48 Lindarth, Lindarth Teleport Gate
Mananarena, Shiyaya Plaza
7 Monster Arena 49 Myujen, Myujen Teleport Gate
Plaza
8 Frieven Village, Frieven Teleport Gate Plaza 50 Algade, Algade Teleport Plaza
9 Dark Elf Queen’s Castle 55 Granzam, Granzam Teleport
Plaza, West Mountain
10 Thousand Snake Castle 56 Pani
11 Taft, Taft Teleport Gate 57 Marten, Marten Teleport Gate
Plaza
19 Ralberg, Ralberg Teleport Gate, Hill of the 59 Danac, Danac Teleport Gate
Cross Plaza
20 Sunshine Forest 61 Selmburg, Selmburg Teleport
Gate Plaza
22 Coral Village, Coral Teleport Gate Plaza, 65 Old Castle Labyrinth
Large Lake Outside of Village
24 Panareze, Panareze Teleport Gate Plaza 66 Old Castle Labyrinth
25 Giltstein, Giltstein Teleport Gate Plaza 72 Ozmalt, Ozmalt Teleport Gate
Plaza, Agarla Village
27 Ronbaru Town, Ronbaru Teleport Gate 74 Kamdet, Kamdet Teleport Gate
Plaza
28 Wolf Plains 75 Collinia, Collinia Teleport Gate
Plaza
35 Forest of Wandering, Mishe, Mishe Teleport 100 Ruby Palace
Gate

18
Getting Started

1) Select your class and which archetype for that class.

2) Start at level 1 (unless DM says otherwise). You get 10 in every stat (STR, DEX, etc.)

and no points in any of the skill stats to start.

3) You start with 50 Cor.

4) Select your starting Sword Skill.

5) You start with your basic version of your weapon level 1.

Insight

Insight checks can be difficult to justify in a game with actual video game NPC’s that

have pre-determined responses, etc. To give the skill a bit more viability insight should also be

used to determine a guestimate of another player’s level. This can be done by a player noticing

some rare gear, their facial expressions, or even their attitude or however the AK would like to

justify it. This allows players inside the game to correctly assess the threat that another player

might represent should they have to end up fighting that character.

19
Cooking

Cooking can make a huge difference in SAO and though it was only touched upon

vaguely within the light novels and show I felt it could be more important. The cooking skill

allows you to trade in materials you have collected in order to create a meal for your party. This

meal can be prepared and eaten once per long rest and provides the party with temporary health

points. The amount of which is determined by both the quality of the materials used and the skill

of the chef. Unlike other skills <<Cooking>> difficulty depends on the Material used and that

material sets the DC. To determine if <<Cooking>> is a fail or a success roll

1d20+<<Cooking>>. The DC for a <<Cooking>> check is 10+Material DC. The temporary

health gained is the Material DC+Character level (of the Chef).

Cooking DC Chart

Material Used Material DC Temporary Health

Common (C) +5 5+Level

Uncommon (B) +10 10+Level

Rare (A) +15 15+Level

Legendary (S) +20 20+Level

20
Sword Skills
Sword skills are a crucial part of “Sword Art Online” and replace the use of magic that is

so prevalent in most other games. Sword Skills for this conversion trigger whenever a player

rolls a critical hit when making an attack. When a critical success is achieved on an enemy the

player has the choice to activate one of their known sword skills. Players that choose a sword

skill to learn become increasingly effective the more they use it as such your bread and butter

sword skill will be much stronger than players who focus on trying multiple types of sword

skills. It is also important to understand how sword skills work fundamentally.

A sword skill is activated when the <<Pre-Motion>> for a skill is performed. Once the

correct <<Pre-Motion>> is performed the sword skill takes over “Driving” the body to perform

he sword skills with inhuman speed and accuracy.

After a sword skill is performed a player enters the <<Post-Motion>> state where the user

is vulnerable to counter attack. The higher the level of the sword skill used the longer <<Post-

Motion>> effect lasts.

Lastly, after a sword skill is used the skill enters a <<Cooling>> period where the sword

skill cannot be used. Other known sword skills can be used however.

In order to simulate the use of sword skills effectively this conversion uses what is called

the <<Drive>> system. The only way in the conversion to perform a sword skill is to critically hit

using the rolled number on the D20 and with no other modifiers other than expanded critical

range. The <<Drive>> mechanic is outlined below:

21
<<Drive>>: As an action you enter your <<Pre-Motion>> state to perform a sword skill. Roll a

D20 and using only your expanded critical range AND Sword skill level of the sword skill

you want to use determine if you have critically succeeded (Level 4 Horizontal +

Expanded Critical range of Champion= 15-20 to critically succeed on a <<Drive>>). If you

manage to succeed you perform the sword skill that you wanted to use. For the sword skill

assume you had rolled max damage on your initial damage die from your weapon. Rolling

a Natural 20 on a <<Drive>> allows you to perform a follow up Sword skill so long as it is

not the one originally used. This effect continues until either a non-Natural 20 is rolled or

all of the player’s sword skills are on cool down. Using a skill labeled as (<<Drive>> Only)

causes the skill to go on cool down for a number of rounds equal to the level you used it

at.

Leveling Up Sword Skills


When you begin the game you are given 2 Sword Skill Points <<S.S.P>> which are used

to start your basic knowledge of sword skills. Each <<S.S.P>> lets you level up a sword skill by 1

until that skills max level. You are given 2 <<S.S.P>> at level 5 and every 5 levels thereafter until

level 20.

22
<<One Handed Sword Skills>>
Horizontal
Lv. 1: Double the damage on the die.
Lv. 2: Double the damage on the die. A single creature within 5ft of you also takes this
damage amount.
Lv. 3: Double the damage on the die. All enemies within 5ft of you also take this damage
amount. Does not affect air units.
Lv. 4: Double the damage on the die. All enemies within 10ft of you also take this
damage amount. Does not affect air units.

Vertical
Lv. 1: Double the damage on the die.
Lv. 2: Double the damage on the initial die and add an extra damage die.
Lv. 3: Double the damage on the initial die and add two extra damage die.
Lv. 4: Double the damage on the initial die and add three extra damage die.

Savage Spike
Lv. 1: Normal damage on the first target. After make a second attack roll on a creature
10ft away that is not directly behind the first target. Deal one additional damage die to the
second target.

Vorpal Strike (Requires “Savage Spike”)


Lv. 1: Deal max damage to all creatures in a 10ft line from yourself originating on your
initial target.
Lv. 2: Deal max damage plus two additional damage die to all creatures in a 10ft line
from yourself originating on your initial target.
Lv. 3: Deal max damage plus three additional damage die to all creatures in a 15ft line
from yourself originating on your initial target.

Snake Bite
Lv. 1: Focus all your damage on your enemy’s weapon. They make a DC 10 Strength
saving throw on a fail they are disarmed of their weapon.
Lv. 2: Focus all your damage on your enemy’s weapon. They make a DC 15 Strength
saving throw on a fail they are disarmed of their weapon.

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Lv. 3: Focus all your damage on your enemy’s weapon. They make a DC 20 Strength
saving on a fail they are disarmed of their weapon.
Lv. 4: Focus all your damage on your enemy’s weapon. They make a DC20 Strength
saving on a fail they are disarmed of their weapon and the weapon in tossed away from
them. The distance is equal to 5ft x STR Modifier.

Bolster
Lv. 1: You and your allies within 30ft receive temporary Health Points equal to the
damage you dealt + Charisma Modifer.
Lv. 2: You and your allies within 30ft receive temporary Health Points equal to the
damage you dealt + 2x Your Charima Modifer.
Lv. 3: You and your allies within 30ft receive temporary Health Points equal to the
damage you dealt + 3x Your Charisma Modifier.
Lv. 4: You and your allies within 30ft receive temporary Health Points equal to the
damage you dealt + 4x Your Charisma Modifier.

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<<One Handed Axe Skills>>
Cleave
Lv. 1 Double the damage on the die and deal half this damage to a creature immediately
to the side of the stricken enemy.
Lv. 2 Double the damage on the die and do this damage to a creature immediately to the
side of the stricken enemy.
Lv. 3 Triple the damage on the die and do this damage to all creatures 5ft in front of you
Lv. 4 Triple the damage on the die and do this damage to all creatures in a 5ft radius of
you.

Lacerate
Lv. 1: The enemy takes 1d4 Bleed damage every turn. Lasts 1 minute.
Lv. 2: The enemy takes 2d4 Bleed damage every turn. Lasts 1 minute.
Lv. 3: The enemy takes 4d4 Bleed damage every turn. Lasts 1 minute.
Lv. 4: The enemy takes 6d4 Bleed damage every turn. Lasts 1 minute.

Collective Rage
Lv. 1: All allies within 30ft of you deal an extra +2 Damage per hit.
Lv. 2: All allies within 30ft of you deal an extra +3 Damage per hit.
Lv. 3: All allies within 30ft of you deal an extra +4 Damage per hit.
Lv. 4: All allies within 30ft of you deal an extra +5 Damage per hit.

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Rend
Lv. 1: Deal double the damage on the die. The enemy hit has their healing reduced by
half for 1 round.
Lv. 2: Deal double the damage on the die. The enemy hit has their healing reduced by
half for 2 rounds.
Lv. 3: Deal double the damage on the die. The enemy hit has their healing reduced by
half for 3 rounds.
Lv. 4: Deal double the damage on the die. The enemy hit has their healing reduced by
half for 4 rounds.

Bull Rush (<<Drive>> Only)


Lv. 1: Rush toward an enemy you can see up to 30ft away, activates <<Taunt>> on the
enemy.

Lv. 2: Rush toward an enemy you can see up to 30ft away, activates <<Taunt>> on the
enemy, and gives temporary HP for 1 round equal to your damage dealt.

Lv. 3: Rush toward an enemy you can see up to 60ft away, activates <<Taunt>> on the
enemy, and gives temporary HP for 1 round equal to your damage dealt + 1d6.

Lv. 4: Rush toward an enemy you can see up to 60ft away, activates <<Taunt>> on the
enemy, and gives temporary HP for 1 round equal to your damage dealt + 2d6.

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<<Two Handed Battle Axe Sword Skills>>
Extended Cleave
Lv. 1: Double the damage on the die and deal half this damage to a creature immediately
to the side of the stricken enemy.
Lv. 2: Double the damage on the die and do this damage to a creature immediately to the
side of the stricken enemy.
Lv. 3: Triple the damage on the die and do this damage to all creatures 10ft in front of
you.
Lv. 4: Triple the damage on the die and do this damage to all creatures in a 10ft radius of
you.

Whirlwind
Lv. 1: Doubles the damage on the die and pushes the enemy back 5ft.
Lv. 2: Doubles the damage on the die and pushes the enemy back 10ft.
Lv. 3: Triples the damage on the die and pushes the enemy back 15ft.
Lv. 4: Triples the damage on the die and pushes the enemy back 20ft.

Rage Strike (Must be raging)


Lv. 1: Maximum damage + 2 Damage die. Your rage ends.
Lv. 2: Maximum damage + 3 Damage die. Your rage ends.
Lv. 3: Maximum damage + 4 Damage die. Your rage ends.
Lv. 4: Maximum damage + 5 Damage die. Your rage ends.

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Heightened Senses (Must be raging)
Lv. 1: The next time you are forced to make a saving throw you add +1.
Lv. 2: The next time you are forced to make a saving throw you add +2.
Lv. 3: The next time you are forced to make a saving throw you add +3.
Lv. 4: The next time you are forced to make a saving throw you add +3 to yourself and
all allies within 30ft (ends rage).

War Cry
Lv. 1: You have advantage on your next attack.
Lv. 2: You and your allies within 30ft have advantage on their next attacks.
Lv. 3: You and your allies within 30ft have advantage on their next attacks. Enemies
within 30ft have disadvantage on their next attack.
Lv. 4: You and your allies within 30ft have advantage on their next attack. Enemies
within 30ft have disadvantage on their next attack. All enemies within 30ft act as though
under the effect of <<Taunt>> by you.

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<<Rapier Sword Skills>>
Linear
Lv. 1: Double the damage on the die.
Lv. 2: Double the damage on the die and make another attack with disadvantage.
Lv. 3: Double the damage on the die and make another attack.
Lv. 4: Triple the damage on the die and make another attack.

Oblique
Lv. 1: Maximize the damage on the die and move 5ft without threat of attacks of
opportunity.
Lv. 2: Maximize the damage on the die +1 d6 and move 5ft without threat of attacks of
opportunity.
Lv. 3: Maximize the damage on the die +1 d6 and move 10ft without threat of attacks of
opportunity.
Lv. 4: Maximize the damage on the die +2 d6 and move 15ft without threat of attacks of
opportunity.

Quadruple Pain (<<Drive>> Only)


Lv. 1: Maximize Damage. Enemy must make a DC10 CON. Saving throw or become
stunned until next turn.
Lv. 2: Maximize Damage +1 Damage die. Enemy must make a DC15 CON. Saving
throw or become stunned until next turn.
Lv. 3: Maximize Damage +2 Damage die. Enemy must make a DC15 CON. Saving
throw or become stunned until next turn.
Lv. 4: Maximize Damage +2 Damage die. Enemy must make a DC20 CON. Saving
throw or become stunned until next turn.

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Flashing Penetrator (<<Drive>> Only)
Lv. 1: Charge at an enemy up to 30ft away in a line and deal double damage to them.
Any enemies you pass are moved 5ft away from you. You cannot move on your next
turn.
Lv. 2: Charge at an enemy up to 30ft away in a line and deal double damage to them.
Any enemies you pass are moved 5ft away from you and take your maximum weapon
damage. You cannot move on your next turn.
Lv. 3: Charge at an enemy up to 60ft away in a line and deal triple damage to them. Any
enemies you pass are moved 5ft away from you and take your maximum weapon
damage. You cannot move on your next turn.
Lv. 4: Charge at an enemy up to 60ft away in a line and deal triple damage to them. Any
enemies you pass are moved 5ft away from you and take your maximum weapon damage
and are knocked prone. You cannot move on your next turn.

Wind Rush
Lv. 1: Bolster your allies giving them +5 movement speed for 1 minute.
Lv. 2: Bolster your allies giving them +10 movement speed for 1 minute.
Lv. 3: Bolster your allies giving them +15 movement speed for 1 minute. Their
movements do not provoke attacks of opportunity.
Lv. 4: Bolster your allies giving them +20 movement speed for 1 minute. Their
movements do not provoke attacks of opportunity.

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<<Dagger Sword Skills>>
Fad Edge
Lv. 1: Deal maximum damage on the die.
Lv. 2: Deal maximum damage on the die. Enemy bleeds 1d4 damage every turn for 1
minute.
Lv. 3: Deal maximum damage on the die +1 extra damage die. Enemy bleeds 2d4
damage every turn for 1 minute.
Lv. 4: Deal maximum damage on the die +2 extra damage die. Enemy bleeds 3d4
damage every turn for 1 minute.

Cheerful Presence
Lv. 1: You and all allies within 30ft have advantage on saving throws vs Fear.
Lv. 2: You and all allies within 30ft have advantage on saving throws vs Fear. You end
the effects of fear if already afflicted on yourself or allies.
Lv. 3: You and all allies within 30ft have advantage on saving throws vs Fear. You end
the effects of fear if already afflicted on yourself or allies. Allies gain advantage on their
next attack.
Lv. 4: You and all allies within 30ft have advantage on saving throws vs Fear. You end
the effects of fear if already afflicted on yourself or allies. Allies gain advantage on their
next attack. Allies AC increases by 2 for 1 round.

Inspire!
Lv. 1: All allies within 30ft of you gain a d6 inspiration die. Roll the d6 after your own
roll but before your DM/AK tells you the result. The number rolled is added to your own
roll or stats as a bonus. The bonus can be used on, attack damage, saving throws, checks,
and as a reaction to increase AC. This can be done a number of times equal to your CHA
modifier.
Lv. 2: All allies within 30ft of you gain a d8 inspiration die. Roll the d8 after your own
roll but before your DM/AK tells you the result. The number rolled is added to your own
roll or stats as a bonus. The bonus can be used on, attack damage, saving throws, checks,
and as a reaction to increase AC. This can be done a number of times equal to your CHA
modifier.
Lv. 3: All allies within 30ft of you gain a d10 inspiration die. Roll the d10 after your own
roll but before your DM/AK tells you the result. The number rolled is added to your own
roll or stats as a bonus. The bonus can be used on, attack damage, saving throws, checks,

31
and as a reaction to increase AC. This can be done a number of times equal to your CHA
modifier.
Lv. 4: All allies within 30ft of you gain a d12 inspiration die. Roll the d12 after your own
roll but before your DM/AK tells you the result. The number rolled is added to your own
roll or stats as a bonus. The bonus can be used on, attack damage, saving throws, checks,
and as a reaction to increase AC. This can be done a number of times equal to your CHA
modifier.

Scorpion’s Sting
Lv. 1: Your target must make a DC10 CON saving throw or becomes poisoned. While
poisoned your enemy will take 1d4 damage every round for 1 minute.
Lv. 2: Your target must make a DC15 CON saving throw or becomes poisoned. While
poisoned your enemy will take 1d6 damage every round for 1 minute.
Lv. 3: Your target must make a DC15 CON saving throw or becomes poisoned. While
poisoned your enemy will take 1d8 damage every round for 1 minute.
Lv. 4: Your target must make a DC20 CON saving throw or becomes poisoned. While
poisoned your enemy will take 1d10 damage every round for 1 minute.

Shadow Rush (<<Drive>> Only)


Lv. 1: Throw your dagger at an enemy up to 60ft away and magically teleport to them.
You get to make an attack.
Lv. 2: Throw your dagger at an enemy up to 60ft away and magically teleport to them.
You get to make an attack with advantage.
Lv. 3: Throw your dagger at an enemy up to 60ft away and magically teleport to them.
You get to make an attack with advantage. Add an extra damage die.
Lv. 4: Throw your dagger at an enemy up to 60ft away and magically teleport to them.
You get to make an attack with advantage. Add two extra damage dies.

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<<Katana Sword Skills>>
Tsujikaze
Lv. 1: Take no further attacks this turn and focus on charging your katana for next round.
On your next turn after this you can use can action to release your sword skill. It
automatically hits an enemy up to 45ft away as you dash to them at blistering speeds.
You deal Maximum damage +2 Damage die. If you are physically hit while charging
your attack is cancelled; enemies have advantage to hit you. Can also hit airborne
enemies.
Lv. 2: Take no further attacks this turn and focus on charging your katana for next round.
On your next turn after this you can use can action to release your sword skill. It
automatically hits an enemy up to 45ft away as you dash to them at blistering speeds.
You deal Maximum damage +3 Damage die. If you are physically hit while charging
your attack is cancelled; enemies have advantage to hit you. Can also hit airborne
enemies.
Lv. 3: Take no further attacks this turn and focus on charging your katana for next round.
On your next turn after this you can use can action to release your sword skill. It
automatically hits an enemy up to 45ft away as you dash to them at blistering speeds.
You deal Maximum damage +4 Damage die. If you are physically hit while charging
your attack is cancelled; Can also hit airborne enemies.
Lv. 4: Take no further attacks this turn and focus on charging your katana for next round.
On your next turn after this you can use can action to release your sword skill. It
automatically hits an enemy up to 60ft away as you dash to them at blistering speeds.
You deal Maximum damage +5 Damage die. If you are physically hit while charging
your attack is cancelled; Can also hit airborne enemies.

Hiōgi
Lv. 1: Deal double damage to an enemy.
Lv. 2: Deal triple damage to an enemy.
Lv. 3: Deal triple damage to an enemy and leap back 5ft the opponent you hit does not
get an attack of opportunity.
Lv. 4: Deal triple damage to an enemy and leap back 5ft the opponent you hit does not
get an attack of opportunity. You automatically take the dodge action after.

33
Warrior’s Honor
Lv. 1: The next time an ally attacks this enemy their attack has advantage.
Lv. 2: The next time an ally attacks this enemy their attack has advantage. If the ally uses
<<Drive>> they get an addition expanded critical range of +1.

Lv. 3: The next time an ally attacks this enemy their attack has advantage. If the ally uses
<<Drive>> they get an addition expanded critical range of +2.

Lv. 4: The next time an ally attacks this enemy their attack has advantage. If the ally uses
<<Drive>> they get an addition expanded critical range of +3.

Critical Assessment (Can only be used once per enemy)


Lv. 1: Deal double damage + INT modifier. You learn a statistic of the enemy. The
statistic can be: AC, Remaining Health %, Immunities, Resistances, Attacks, Special
Abilities)
Lv. 2: Deal double damage + INT modifier. You learn two statistics of the enemy. The
statistic can be: AC, Remaining Health %, Immunities, Resistances, Attacks, or Special
Abilities.
Lv. 3: Deal double damage + INT modifier. You learn three statistics of the enemy. The
statistic can be: AC, Remaining Health %, Immunities, Resistances, Attacks, or Special
Abilities.
Lv. 4: Deal double damage + INT modifier. You learn four statistics of the enemy. The
statistic can be: AC, Remaining Health %, Immunities, Resistances, Attacks, or Special
Abilities.

Revolving Wheel
Lv. 1: Deal double damage to all enemies within 5ft of you.
Lv. 2: Deal Triple damage to all enemies within 5ft of you.
Lv. 3: Deal Triple damage +1 extra damage die to all enemies within 5ft of you.
Lv. 4: Deal Triple damage +2 extra damage die to all enemies within 5ft of you.

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<<One Handed Mace/Hammer Sword Skills>>
Earth Shatter
Lv. 1: Choose a point you can see within 30ft. You create an explosion of earth under
that point hitting all enemies within a 5ft radius of that point for your maximum weapon
damage.
Lv. 2: Choose a point you can see within 30ft. You create an explosion of earth under
that point hitting all enemies within a 5ft radius of that point for your maximum weapon
damage + 1 Extra damage die. Enemies must make a DC10 DEX saving throw or be
knocked prone.
Lv. 3: Choose a point you can see within 60ft. You create an explosion of earth under
that point hitting all enemies within a 15ft radius of that point for your maximum weapon
damage + 2 Extra damage die. Enemies must make a DC15 DEX saving throw or be
knocked prone.
Lv. 4: Choose a point you can see within 60ft. You create an explosion of earth under
that point hitting all enemies within a 15ft radius of that point for your maximum weapon
damage + 3 Extra damage die. Enemies must make a DC20 DEX saving throw or be
knocked prone.

Falling Meteor
Lv. 1: Jump 15ft up and up to 15ft forward. Your weapon strikes the enemy for
maximum weapon damage. An airborne enemy must make a DC10 DEX saving throw or
be hurled into the ground and prone.
Lv. 2: Jump 15ft up and up to 15ft forward. Your weapon strikes the enemy for
maximum weapon damage. An airborne enemy must make a DC15 DEX saving throw or
be hurled into the ground and prone.
Lv. 3: Jump 25ft up and up to 25ft forward. Your weapon strikes the enemy for
maximum weapon damage +1 extra damage die. An airborne enemy must make a DC15
DEX saving throw or be hurled into the ground and prone.
Lv. 4: Jump 25ft up and up to 25ft forward. Your weapon strikes the enemy for
maximum weapon damage +2 extra damage die. An airborne enemy must make a DC20
DEX saving throw or be hurled into the ground and prone.

35
Iron Willed
Lv. 1: Deal double damage. You bolster your own defenses by giving yourself temporary
health points until next round equal to the damage dealt + your WIS modifier.
Lv. 2: Deal triple damage. You bolster your own defenses by giving yourself temporary
health points until next round equal to the damage dealt + your WIS modifier.
Lv. 3: Deal triple damage and +1 extra damage die. You bolster your own defenses by
giving yourself temporary health points until next round equal to the damage dealt + your
WIS modifier.
Lv. 4: Deal triple damage and +2 extra damage die. You bolster your own defenses by
giving yourself temporary health points until next round equal to the damage dealt + your
WIS modifier.

Mighty Throw
Lv. 1: You throw your weapon at a target within 60ft. The weapon appears back in your
hands after. Deal double damage.
Lv. 2: You throw your weapon at a target within 60ft. The weapon appears back in your
hands after. Deal double damage and +1 extra damage die.
Lv. 3: You throw your weapon at a target within 60ft. The weapon appears back in your
hands after. Deal double damage and +2 extra damage die.
Lv. 4: You throw your weapon at a target within 60ft. The weapon appears back in your
hands after. Deal double damage and +3 extra damage die.

Denting Blows
Lv. 1: The enemy you hit loses 1 AC for 1 round. They also have disadvantage on saving
throws.
Lv. 2: The enemy you hit loses 2 AC for 1 round. They also have disadvantage on saving
throws. Their movement speed is reduced by half.
Lv. 3: The enemy you hit loses 3 AC for 1 round. They also have disadvantage on saving
throws. Their movement speed is reduced by half. Enemy must also make a DC15 WIS
saving throw or fall under the effects of fear.
Lv. 4: The enemy you hit loses 4 AC for 1 round. They also have disadvantage on saving
throws. Their movement speed is reduced by half. Enemy must also make a DC20 WIS
saving throw or fall under the effects of fear.

36
<<Two Handed Sword Skills>>
Avalanche
Lv. 1: Deal maximum damage. Enemy must make a DC10 STR saving throw or be
knocked prone.
Lv. 2: Deal maximum damage and +1 extra damage die(2d6). Enemy must make a DC15
STR saving throw or be knocked prone.
Lv. 3: Deal maximum damage and +2 extra damage die(4d6). Enemy must make a DC20
STR saving throw or be knocked prone.
Lv. 4: Deal maximum damage and +3 extra damage die(6d6). Enemy must make a DC20
STR saving throw or be knocked prone and stunned.

Cyclone
Lv. 1: Deal double damage to all enemies 5ft in front of you.
Lv. 2: Deal double damage to all enemies 5ft in front of you. Enemies must make a
DC10 STR saving throw or be pushed back 5ft.
Lv. 3: Deal triple damage to all enemies up to 10ft in front of you. Enemies must make a
DC15 STR saving throw or be pushed back 10ft.
Lv. 4: Deal triple damage to all enemies up to 10ft in front of you. Enemies must make a
DC20 STR saving throw or be pushed back 15ft.

High-rise Slash
Lv. 1: Deal double damage to the enemy. The enemy must make a DC10 STR saving
throw or be knocked upwards 10ft.
Lv. 2: Deal double damage to the enemy. The enemy must make a DC15 STR saving
throw or be knocked upwards 15ft.
Lv. 3: Deal Triple damage to the enemy. The enemy must make a DC15 STR saving
throw or be knocked upwards 25ft.
Lv. 4: Deal Triple damage to the enemy. The enemy must make a DC20 STR saving
throw or be knocked upwards 30ft.

37
Destruction Wave (<<Drive>> Only)
Lv. 1: Take no further attacks this turn and focus on charging your weapon for next round
directly above your head. On your next turn after this you can use can action to release
your sword skill. It sends out a wave of force in a line 60ft long, 10ft wide, 5ft tall. You
deal Maximum damage +2 Damage die (4d6). If you are physically hit while charging
your attack is cancelled; enemies have advantage to hit you. Can also hit airborne
enemies.
Lv. 2: Take no further attacks this turn and focus on charging your weapon for next round
directly above your head. On your next turn after this you can use can action to release
your sword skill. It sends out a wave of force in a line 60ft long, 15ft wide, 10ft tall. You
deal Maximum damage +3 (6d6) Damage die. If you are physically hit while charging
your attack is cancelled; enemies have advantage to hit you. Can also hit airborne
enemies.
Lv. 3: Take no further attacks this turn and focus on charging your weapon for next round
directly above your head. On your next turn after this you can use can action to release
your sword skill. It sends out a wave of force in a line 120ft long, 20ft wide, 15ft tall.
You deal Maximum damage +3 (6d6) Damage die. If you are physically hit while
charging your attack is cancelled. Can also hit airborne enemies.
Lv. 4: Take no further attacks this turn and focus on charging your weapon for next round
directly above your head. On your next turn after this you can use can action to release
your sword skill. It sends out a wave of force in a line 120ft long, 25ft wide, 20ft tall.
You deal Maximum damage +4 Damage die (8d6). If you are physically hit while
charging your attack is cancelled. Can also hit airborne enemies.

Strength of Many
Lv. 1: One ally you can see within makes 30ft of you has advantage on their next attack.
The enemy that your ally is attacking must make a DC10 STR savings throw or be
knocked prone.
Lv. 2: Two allies you can see within makes 30ft of you have advantage on their next
attack. The enemy that your ally is attacking must make a DC10 STR savings throw or be
knocked prone.
Lv. 3: Three allies you can see within makes 30ft of you have advantage on their next
attack. The enemy that your ally is attacking must make a DC15 STR savings throw or be
knocked prone.
Lv. 4: Four allies you can see within makes 30ft of you have advantage on their next
attack. The enemy that your ally is attacking must make a DC15 STR savings throw or be
knocked prone.

38
<<Spear Sword Skills>>
Rending Strikes
Lv. 1: Deal double damage. The enemy takes 1d4 Bleed damage at the beginning of their
next turn.
Lv. 2: Deal double damage. The enemy takes 1d6 Bleed damage at the beginning of their
next turn.
Lv. 3: Deal double damage. The enemy takes 1d8 Bleed damage at the beginning of their
next turn. Their healing is reduced by half until the beginning of your next turn.
Lv. 4: Deal double damage. The enemy takes 1d10 Bleed damage at the beginning of
their next turn. Their healing is reduced by half until the beginning of your next turn.

Sun God’s Lance


Lv. 1: Deal double damage. The enemy takes 1d4 burning damage. Lasts 1 minute.
Lv. 2: Deal double damage in a 10ft line in front of you. The enemies take 2d4 burning
damage. Lasts 1 minute.
Lv. 3: Deal double damage in a 15ft line in front of you. The enemies take 3d4 burning
damage. Lasts 1 minute.
Lv. 4: Deal double damage in a 20ft line in front of you. The enemies take 4d4 burning
damage. Lasts 1 minute.

Lightning Spear
Lv. 1: Deal Maximum damage. Enemy must make a DC10 Con saving throw or become
stunned until your next turn.
Lv. 2: Deal Maximum damage and +1 extra damage die. Enemy must make a DC10 Con
saving throw or become stunned until your next turn.
Lv. 3: Deal Maximum damage and +2 extra damage die. Enemy must make a DC15 Con
saving throw or become stunned until your next turn.
Lv. 4: Deal Maximum damage and +2 extra damage die. Enemy must make a DC20 Con
saving throw or become stunned for 2 rounds.

39
Rage Spike ( <<Drive>> Only)
Lv. 1: You throw your weapon up to 60ft dealing max damage upon hit. Your spear
returns to your hand afterwards.
Lv. 2: You throw your weapon up to a total of 60ft dealing max damage upon hit to any
enemy it passes through. The spear can pierce and continue through multiple enemies
using a total of 60ft movement. Your spear returns to your hand afterwards. The same
target cannot be hit more than once.
Lv. 3: You throw your weapon up to a total of 60ft dealing max damage and 1 extra
damage die upon hit to any enemy it passes through. The spear can pierce and continue
through multiple enemies using a total of 60ft movement. Your spear returns to your
hand afterwards.
Lv. 4: You throw your weapon up to a total of 60ft dealing max damage and 2 extra
damage die upon hit to any enemy it passes through. The spear can pierce and continue
through multiple enemies using a total of 60ft movement. Your spear returns to your
hand afterwards.

Gale’s Reach
Lv. 1: All of your attacks ranges for 1 minute are extended by 5ft.
Lv. 2: All of your attacks ranges for 1 minute are extended by 5ft. Choose one ally within
15ft to also get this benefit.
Lv. 3: All of your attacks ranges for 1 minute are extended by 5ft. Choose two allies
within 15ft to also get this benefit.
Lv. 4: All of your attacks ranges for 1 minute are extended by 5ft. Choose three allies
within 15ft to also get this benefit.

40
Final Note

I hope you enjoyed the conversion and the hard work that I have put into it. I know that

not all will agree with the efforts that I have put into it and that some things could be done

different and so on. That said remember that this is a guide and I welcome other DM’s/AK’s to

edit what they think is best for their party. On that note if you do choose to run a game please tell

me success stories and let me know just how much your party is enjoying everything. I may in

the future make updates to this conversion for quality of life or adjusting things on a per case

basis, if you notice anything that seems off or game breaking feel free to email me.

My content will always be free for various reasons, however if you enjoyed the content

and wish to help me out with creating more content you can always donate to the cause. If you

would like to donate just go to “paypal.me/Cableguy5eContent”, all donations go to helping me

further create free content to the masses.

If you have any feedback or comments you can reach me one of the various ways.

Email: Cableguy5eContent@Gmail.com

Reddit: u/Cableguy_5e_Content

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