Wednesday, August 12, 2026

Warrior Cults: the Sword, Part I

Warrior Cults of the Sword
 Fighter Subclass options


Code of the Sword

  • Wield your sword well
  • Championing your cause
  • Smiting those who oppose it

Sword Cult Warriors
  • Special: Treat them as fighters (using their bonus to hit, HD, and saves), except that they give up any other special abilities for the ones detailed here. Sword cult warrior-priests are detailed in Part III.  
  • Allowed Weapons: Sword, other complementary weapons may be permitted too as the situation requires.
  • Allowed Armor: Any- some sword cult warriors fight with armor and/or shields, some prefer without. They often wear at least one adornment that matches the color of their sub-cult (see below) regardless to denote their cause, sometimes with a tabard of a different color to help their sword symbol stand out. This arrangement can confuse others at times as to which sword cult a warrior belongs to; that is, until he starts stabbing them with it.
  • Symbols: Stylized Sword based on their sub-cult color. Many are shown point down, looking like crosses. Other symbols that represent the cause the sword cultist espouses are also worthy.
  • Mysteries of the Sword: When fighting adeptly with a sword, sword cult warriors can gain either a +1 to hit, +1 to damage, or a +1 AC bonus each round for every odd level they have (1st, 3rd, 5th, etc.) For example, a 3rd level sword cult warrior can gain a +2 to hit one round, a +2 to damage the next round, or even +1 to hit and to AC another round. In addition, sword cult warriors can use the sword abilities below.


Sword Cult Abilities
Versatile, loyal weapons, their wielders must be so too. Each sword cult warrior has one cause alone that he champions, hopefully unto death. 

Guidelines
  • Use: No matter their sub-cult, all sword cult warriors can make use of one or more of the following sword abilities a total of once per day per level when wielding their sword. Each can be used as part of another action, such as moving or attacking, allowing the defeat of those who follow rival causes to proceed without pause.

  • Intensity: What is more, sword cult warriors can also expend multiple uses of one or more of their abilities during the same round, as duty demands, as long as they have enough available for that day. If that occurs, compound the effects of what could be done with them upon a foe during separate rounds into one.

  • Duration: Unless otherwise noted, each last for just 1 round. 

  • Challenge: Sword cult warriors roll for sword side-effects when using their abilities as well (see further below).

The Abilities

  • Rally: Whether raising a banner, a call to arms, or, better yet, brandishing one's sword, grant one within sight or earshot a +3 bonus to a save or morale check if they are fighting for the sword cult warrior's cause. This ability can even be used to help one who has failed their check or save to attempt it again, or to steel the warrior himself against adversity. However it is done, action must then be taken, for what use are mere words? 

  • Smite: With a combination of martial vigor and righteous condemnation, gain both a +3 bonus to hit and damage a foe who follows a cause that the sword cult warrior seeks to destroy, whether the fool does so knowingly or not. What that cause is will be chosen for the sword cult warrior at 1st level by his sub-cult. Still, he can expand his hatred (and skill at enacting his wrath) by adding another cause he can smite for every additional odd level he achieves (equaling 2 at 3rd, 3 at 5th, etc.) He thereby hopes to run his sword through as many such curs as possible.

  • Parry: Resolute, knock away the abilities of other warrior cultists (especially rival sword cults!) Each use of this ability prevents one ability use of another from working on the sword cultist in melee. The sword cultist can even expend two of his ability uses at once (if he still has enough available) to deflect a ranged warrior cult ability, such as an axe hurled against him, or to deflect a melee ability that's used upon an ally who is within the warrior's sword reach.

Sword Sub-Cult Causes 

Grouped by color, one is on which a sword cultist bases his abilities, if not his life. Nine follow. Note that causes listed under the same color are not the same, related by no more than the hue of their symbol, and are quite likely hostile to each other (at best). See Part II and III for more causes that are also distinct as well, violently so if need be. Others can be created per Referee- there are countless causes that a sword cult warrior can fight, slay, and die for.

  • Red Sword Causes
       Blood Fanaticism: Whether shedding it for its own sake or for some other apparent purpose, it becomes the cause itself, whether the sword cult warrior is fully aware of it or not. After the carnage, a reason for it can be applied if helpful. Such warriors become zealous, brutal, and unrelenting, understandably with fits of rage. As a result, the ones they can smite just happen to be just the ones they can smell the blood of, making their use of that ability common and quickly used.

       Equalitarianism: Demand everyone embrace equality or else, ostensibly championing the downtrodden (until they too must be tyrannized and purged, for actual equality is impossible). Favoring sickle swords, such equalitarians have a particular hatred for 'aristocrats' (plutocracy- a gold sword cult) and 'merchants' (growth- a green sword cult), but are quite hostile to virtually every other cause as well.   

       Stratocracy
    : Martial to the core, they work for the continuance of war itself, honing military talent. Such cultists take a soldier's approach, though their unique skills set them apart as warriors. Battle can bring the best out of all involved (sometimes), and is far preferably to some staid armistice. Naturally, they seek to defeat so-called peacemakers (a white sword cult) most of all, using especially non-peaceful ways, though any strategic foes will do.


  • Blue Sword Causes
       Demokratia: Power should be given to free men, trusting in its justice. Such lasts well; that is, until it's corrupted, letting more than just men of good character vote, leading to the election of sociopaths who will inevitably allow policies that destroy the very people who elected them, shown eventually in some symbol of a donkey. At least it's "ours"! Demokratiasts stand in direct opposition to those who support despots (a bronze sword cult), though they are usually at war with at least one other group at any given time. 

       Nation: Putting one's own people first is natural and good. Though some might emphasize unrelated philosophies, nearly all (sane) folk would agree that the cause is obviously necessary for a people's survival, righteous indeed. Only the most warped (such as the yellow sword cult of the xenocrats) would work to defy it, for it will lead to a society's collapse if they win- a sure sign if nationalists are vilified. What else will happen to an ethnos or race if they can't (or won't) stand up for themselves, while all others will?

       Order: The law, proper procedure, and doctrine shall be followed, with punishment brought down fully upon the heads (and other body parts) of any who would be so foolish as to violate them. Their dictates shine ever and true like the clear daytime sky above, and they can otherwise be quite adaptable in their tactics like the same. All bestowed well, even via the stocks or the gaol if the crime warrants it. Such watchmen often target syndicates (a silver sword cult) specifically, for they warrant often.


  • Green Sword Causes
       The Forest: Trees and pristine wilderness places are intrinsically beautiful and sustaining. People should live in harmony with the natural world, for it has a deep meaning beyond anything that mortals can create. The forest must thus be kept whole and sacrosanct from all despoilers. Those builders (a bronze sword cult) are the most common culprits.

       Growth: Bounty, people, and commerce should all be increased- with no limits. Many would celebrate such endless progress, even handing out green-colored promissory notes to the increasing masses, but the equalitarians (a red sword cult) and the executioners (a black sword cult) especially would have none of it, vowing to curtail it for its uneven distribution of wealth or for its distribution of invaders into their land, respectively. Those merchants who espouse such an eternal rise seek to overwhelm them in turn, even if that includes selling others the rope to hang themselves with. 

       Morbidity: Green doesn't always denote the natural or the vibrant. Something rotting or a creepy green light certainly involves more decay and fear. Those who support such things might not be undead themselves, but they certainly associate with them, whether symbolically or actual, being unsettling or noxious as needed. They thus usually challenge and are challenged by purifiers (a white sword cult), as well as others. 

For example, a 2nd level red sword cult warrior who champions martialism (stratocracy) could use his Rally ability on those who work for it too, his Smite ability on peacemakers, and/or his Parry ability a total of up to twice per day. At 3rd level, he can pick an additional cause to be able to smite as well, such as utopianism (another gold cult), in addition to gaining an extra daily ability use, though he is free (and encouraged) to hate as many other causes as he can.

Sword Side-Effects 
Roll 1d12 whenever a sword cult warrior uses one of his abilities. 

1. Live by the Sword: The ability has a 33% chance of failing, and a 33% chance of causing the warrior to experience a sword test too (see Part II). The sword is double-edged after all.
2-3. Another Challenge? The ability functions at only 1/2 its usual power, rounded down. The sword cultist can elect to undergo a sword test to return it to its full, proper strength, which he likely should if the situation is dire enough. 
4-9. No Side-Effect: The ability works normally this time.
11. Skilled Hack or Slash: The ability has a 50% bonus to its effect, rounded up. Well done.
12. Die by the Sword: The ability has a 100% bonus to its effect, thrusting to the heart. It is also not expended, so it can be used again that day to help vanquish one's enemies.

A blue order sword cult warrior that rolled a 2 (Another Challenge?) when using Smite on a revolting peasant (in all senses of the word- and who unknowingly follows a cause he can smite- upstarts), might only gain a +1 to hit and +1 to damage him unless he opts to experience a sword test to be able to add +3 to both instead. What does he decide?

Next week: more sword sub-cults and sword tests
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