Tome of Battle Maneuvers System

This document is going to be where I develop and fine tune the system that I am going to use for my Tome of Battle Transfer, to handle the maneuvers, as there is not a set sytem in 5e that does what I need for the maneuvers.

Classes

The three class tables and how they interact with the new system, as well as any new features or old features that are changed by the new system.

Crusader
Level Proficiency Bonus Features Techniques Mastered Maneuvers Known Manuever Readied Stances Known
1st +2 Martial Maneuvers, Furious Counter Strike, Stances, Steely Resolve 5 2 1
2nd +2 Fighting Style 5 2 2
3rd +2 Crusade 6 2 2
4th +2 Ability Score Improvement 6 2 2
5th +3 Extra Attack, Fundamental Techniques 2 7 2 2
6th +3 2 7 2 2
7th +3 Crusade Feature 2 8 2 2
8th +3 Ability Score Improvement 2 8 2 3
9th +4 Indomitable (One Use) 2 9 3 3
10th +4 Crusade Feature 3 9 3 3
11th +4 3 10 3 3
12th +4 Ability Score Improvement 3 10 3 3
13th +5 Indomitable (two uses) 3 11 3 3
14th +5 3 11 3 4
15th +5 Crusade Feature 3 12 3 4
16th +5 Ability Score Improvements 3 12 3 4
17th +6 Indomitable (three uses) 3 13 3 4
18th +6 Crusade Feature 3 13 3 4
19th +6 Ability Score Improvement 3 14 3 4
20th +6 Zealots Wrath 3 14 4 4

Made by Llama513 @ Giant in the Playground

Martial Maneuvers

From a blend of physical skill, mental self discipline, and adherence to distinct martial philosophies. You have learned to draw upon the uncanny power of the sublime way, to use techniques of near superhuman skill and training, that can rival the power of spells.

Maneuvers Known

At 1st level, you know five martial maneuvers of your choice from the Devoted Spirit, Stone Dragon, and White Raven disciplines. Your maneuver options are detailed at the end of the class descriptions. When you gain certain crusader levels, you gain additional maneuvers of your choice, as shown in the Maneuvers Known column of the Crusader table.

Additionally, when you gain a level in this class, you can choose one of the maneuvers you know and replace it with another maneuver that you could learn at that level.

Maneuvers Readied

Your maneuvers require preparation in the form of prayer, before you can use them in battle. You can ready two of the five maneuvers you know at 1st level. You ready maneuvers by praying for 5 minutes.

You can change your readied maneuvers when you finish a long rest.

The Maneuvers Readied column of the Crusader table shows how many maneuvers you can ready each day.

Saving Throws

Some of your maneuvers require your target to make a saving throw to resist the maneuver’s effects. The saving throw DC is calculated as follows:

Maneuver save DC = 8 + your proficiency bonus + your Charisma modifier


Stances

You begin play with knowledge of one stance from the Devoted Spirit, Diamond Mind, Stone Dragon, or White Raven discipline. You learn additional Stances of your choice at higher levels, as shown in the stancess Known column of the Crusader table, you can gain the benefits of only one stance at a time. A stance is an extraordinary ability unless otherwise stated in the stance description.

Unlike with maneuvers, you cannot replace a stance at higher levels.

Fundamental Techniques

Your study of the sublime way began with fundamental techniques that began your path to mastering the power available to you through the sublime way. You have performed these techniques so many times that they have become second nature to you.

At 5th level, you learn two fundemental techniques of your choice from the disciplines you know. You learn additional fundamental techniques of your choice at higher levels, as shown in the Techniques Mastered column of the Crusader table.

Made by Llama513 @ Giant in the Playground

Swordsage
Level Proficiency Bonus Features Techniques Mastered Maneuvers Known Manuever Readied Stances Known
1st +2 Martial Maneuvers, Stances 6 3 1
2nd +2 Sublime Tradition 7 3 2
3rd +2 8 3 2
4th +2 Ability Score Improvement 9 4 2
5th +3 Extra Attack, Fundemental Techniques 4 10 4 3
6th +3 Tradition Feature 4 11 4 3
7th +3 4 12 4 3
8th +3 Ability Score Improvement 4 13 4 3
9th +4 Evasion 4 14 4 4
10th +4 Tradition Feature 4 15 5 4
11th +4 5 16 5 4
12th +4 Ability Score Improvement 5 17 5 4
13th +5 5 18 5 5
14th +5 Tradition Feature 5 19 5 5
15th +5 5 20 5 5
16th +5 Ability Score Improvements 5 21 6 5
17th +6 5 22 6 5
18th +6 5 23 6 5
19th +6 Ability Score Improvement 5 24 6 5
20th +6 Signature Maneuver 5 25 7 6

Made by Llama513 @ Giant in the Playground

Martial Maneuvers

From a blend of physical skill, mental self discipline, and adherence to distinct martial philosophies. You have learned to draw upon the uncanny power of the sublime way, to use techniques of near superhuman skill and training, that can rival the power of spells.

Maneuvers Known

At 1st level, you know six martial maneuvers of your choice from the Desert Wind, Diamond Mind, Setting Sun, Shadow Hand, Stone Dragon, and Tiger Claw disciplines. Your maneuver options are detailed at the end of the class descriptions. When you gain certain swordsage levels, you gain additional maneuvers of your choice, as shown in the Maneuvers Known column of the swordsage table.

Additionally, when you gain a level in this class, you can choose one of the maneuvers you know and replace it with another maneuver that you could learn at that level.

Maneuvers Readied

Your maneuvers require preparation in the form of meditation, before you can use them in battle. You can ready three of the six maneuvers you know at 1st level. You ready maneuvers by meditation for 5 minutes.

You can change your readied maneuvers when you finish a long rest.

The Maneuvers Readied column of the Swordsage table shows how many maneuvers you can ready each day.

Saving Throws

Some of your maneuvers require your target to make a saving throw to resist the maneuver’s effects. The saving throw DC is calculated as follows:

Maneuver save DC = 8 + your proficiency bonus + your Wisdom modifier

Stances

You begin play with knowledge of one stance from the Desert Wind, Diamond Mind, Setting Sun, Shadow Hand, Stone Dragon, or Tiger Claw disciplines. You learn additional Stances of your choice at higher levels, as shown in the Stances Known column of the Swordsage table, you can gain the benefits of only one stance at a time. A stance is an extraordinary ability unless otherwise stated in the stance description.

Unlike with maneuvers, you cannot replace a stance at higher levels.

Fundamental Techniques

Your study of the sublime way began with fundamental techniques that began your path to mastering the power available to you through the sublime way. You have performed these techniques so many times that they have become second nature to you.

At 5th level, you learn four fundemental techniques of your choice from the disciplines you know. You learn additional fundamental techniques of your choice at higher levels, as shown in the Techniques Mastered column of the Swordsage table.

Signature Maneuver

At 20th level, you gain mastery over two maneuvers and can cast them with little effort. The refresh rate of two maneuvers of your choice is improved. For example if you choose a maneuver that was usable once per short rest, it becomes usable at will, if the maneuver was usable once per long rest it becomes usable once per short rest.

WIP

This is most likely not the final feature, it is a place holder, and an idea that I would like to play with as the capstone for the class.

Master of Nine

Nine Sublime Paths

When you take this path at 2nd level all nine disciplines become available to you for your maneuvers to learn.

You learn two maneuvers of your choice.

Perfect Form

Beginning at 6th level, you initiate your maneuvers with greater fluidity and grace. The save DC (if any) of any maneuver you initiate increases by 1.

You learn one maneuver and one stance of your choice, and you can prepare 1 additional maneuver.

Counter Stance

From 10th level on, whenever you initiate a counter maneuver, you can change your stance as part of the counter’s action, even if it is not your turn.

You learn two maneuvers of your choice, and you can prepare 1 additional maneuver.

Mastery of Nine

At 14th level, you have attained mastery of all nine disciplines. You gain a +1 bonus on attack rolls made when initiating any strike maneuver, and your strikes deal extra damage equal to the number of disciplines you readied maneuvers from at the beginning of the day. For example, if you ready maneuvers from six different disciplines, you gain a +6 bonus on damage rolls when you initiate your strikes.

You learn one maneuver and one stance of your choice, and you can prepare 1 additional maneuver.

Made by Llama513 @ Giant in the Playground

Warblade
Level Proficiency Bonus Features Techniques Mastered Maneuvers Known Manuever Readied Stances Known
1st +2 Maneuvers, Stances 3 2 1
2nd +2 Fighting Style 4 2 1
3rd +2 Martial Archetypes 5 2 1
4th +2 Ability Score Improvement 5 2 2
5th +3 Extra Attack, Fundemental Techniques 2 6 2 2
6th +3 Archetype Feature 2 6 2 2
7th +3 2 7 2 2
8th +3 Ability Score Improvement 2 7 2 2
9th +4 Fast Movemnet 2 8 3 2
10th +4 Archetype Feature 3 8 3 3
11th +4 3 9 3 3
12th +4 Ability Score Improvement 3 9 3 3
13th +5 3 10 3 3
14th +5 3 10 3 3
15th +5 Archetype Feature 3 11 3 3
16th +5 Ability Score Improvements 3 11 3 4
17th +6 3 12 3 4
18th +6 Archetype Feature 3 12 3. 4
19th +6 Ability Score Improvement 3 13 3 4
20th +6 Stance Mastery 3 13 4 4

Made by Llama513 @ Giant in the Playground

Martial Maneuvers

From a blend of physical skill, mental self discipline, and adherence to distinct martial philosophies. You have learned to draw upon the uncanny power of the sublime way, to use techniques of near superhuman skill and training, that can rival the power of spells.

Maneuvers Known

At 1st level, you know three martial maneuvers of your choice from the Diamond Mind, Iron Heart, Stone Dragon, Tiger Claw, and White Raven disciplines. Your maneuver options are detailed at the end of the class descriptions. When you gain certain warblade levels, you gain additional maneuvers of your choice, as shown in the Maneuvers Known column of the Warblade table.

Additionally, when you gain a level in this class, you can choose one of the maneuvers you know and replace it with another maneuver that you could learn at that level.

Maneuvers Readied

Your maneuvers require preparation in the form of exercise, before you can use them in battle. You can ready all three of the maneuvers you know at 1st level. You ready maneuvers by exercising for 5 minutes.

You can change your readied maneuvers when you finish a long rest.

The Maneuvers Readied column of the Warblade table shows how many maneuvers you can ready each day.

Saving Throws

Some of your maneuvers require your target to make a saving throw to resist the maneuver’s effects. The saving throw DC is calculated as follows:

Maneuver save DC = 8 + your proficiency bonus + your Intelligence modifier

Stances

You begin play with knowledge of one stance from the Diamond Mind, Iron Heart, Stone Dragon, Tiger Claw, or White Raven disciplines. You learn additional Stances of your choice at higher levels, as shown in the Stances Known column of the Warblade table, you can gain the benefits of only one stance at a time. A stance is an extraordinary ability unless otherwise stated in the stance description.

Unlike with maneuvers, you cannot replace a stance at higher levels.

Fundamental Techniques

Your study of the sublime way began with fundamental techniques that began your path to mastering the power available to you through the sublime way. You have performed these techniques so many times that they have become second nature to you.

At 5th level, you learn two fundemental techniques of your choice from the disciplines you know. You learn additional fundamental techniques of your choice at higher levels, as shown in the Techniques Mastered column of the Warblade table.


Stances

A stance is not a maneuver, but a specific fighting method that you maintain from round to round. So long as you maintain a stance, you gain some benefit from it. A swordsage initiate of the Shadow Hand school who creates a concealing shroud of shadow energy while they moves is using a stance.

You can initiate a stance as a bonus action. When you enter a stance, you immediately gain its benefit. You continue to gain the benefit of a typical stance as long as you remain in it. Some stances give you a benefit only when you meet certain conditions. For example, a stance might grant a bonus when you move, when you remain in the same spot, or if you attack a stunned opponent.

You can use a single bonus action to end one stance and begin another, or you can choose to simply end your current stance without entering a different one. You continue to gain a stance’s benefi ts until you switch to a new stance or end your current one. At the start of your turn, you might be in a stance that grants you a bonus on attack rolls. You could make your attacks—gaining the stance’s bonus—then use a bonus action to switch to a stance that gives you a bonus to AC.

Your stance ends if you are rendered helpless for any reason. If you later recover, you must use another bonus action to initiate your stance once again.

Stances are considered maneuvers for the purpose of fulfilling prerequisites for learning maneuvers. For example, if a Stone Dragon maneuver requires you to know one Stone Dragon maneuver, and you know the stonefoot stance, you qualify to take the maneuver.

Desert Wind

Fiery Assault


  • Level Requirement: Swordsage 11
  • Prerequisite: Two Desert Wind maneuvers

Flames race across your body and your weapon, lending burning energy to every attack you make.

Flames race across your body, shedding bright light in a 30-foot radius and dim light for an additional 30 feet for the stance’s duration. The flames don’t harm you. Until the stance ends, you gain the following benefits:

  • Every melee attack you make deals an extra 1d6 points of fire damage.
  • You can use your action to create a line of fire 15 feet long and 5 feet wide extending from you in a direction you choose. Each creature in the line must make a Dexterity saving throw. A creature takes 2d6 fire damage on a failed save, or half as much damage on a successful one.

This stance is a supernatural ability.

Made by Llama513 @ Giant in the Playground

Flames Blessing


  • Level Requirement: Swordsage 1

Fire is not your enemy, and it does not harm you.

While you are in this stance, you have resistance to fire damage.

This stance is a supernatural ability.

Flaming Cloak


  • Level Requirement: Swordsage 5
  • Prerequiste: One Dersert Wind maneuver

Fire trails from your blade as you spin it about, cloaking you in flames that leap out to burn those who attack you.

The flame from your weapon hangs in midair, providing you with a fiery defense against your attackers. A creature within 5ft of you that hits you with a melee attack while you are in this stance takes 5 points of fire damage. Your flaming cloak does not harm a creature using a reach weapon to attack you.

This stance is a supernatural ability.

Rising Phoenix


  • Level Requirement: Swordsage 15
  • Prerequiste: Three Dersert Wind maneuver

Hot wind swirls about your feet, lifting you skyward as flames begin to flicker below.

A column of superheated air lifts you into the air. While you are in this stance, you can hover up to 10 feet above any solid or liquid surface. You gain a fly speed equal to your land speed, but you must remain within 10 feet of the ground when you fly.

If you hover in place and take the Attack action, the column of air becomes superheated, dealing and additional 3d6 points of fire damage to creatures within 5ft of or inside the column this additional damage only happens once per turn when you first take the Attack action. You are not harmed by this effect.

You can move across shallow pits or other such variations in terrain without losing altitude, so long as your movement wouldn’t take you more than 10 feet above a solid or liquid surface. If you are ever more than 10 feet above the ground (such as if the floor drops out from under you or you move over the edge of a tall cliff), the rising phoenix stance immediately ends and you fall to the ground.

This stance is a supernatural ability.

Devoted Spirit

Aura of Chaos


  • Level Requirement: Crusader 11
  • Prerequisite: Two Devoted Spirt maneuvers, Chaotic Alignment

A coruscating aura of purple energy surrounds you as chaos runs rampant in the area immediately around you.

While you are in this stance, your attacks have the potential to be utterly devastating. When rolling damage for a melee attack, you gain a special benefit from any damage die that rolls its maximum amount (such as a result of 6 on a d6). When one or more of your damage dice show a maximum possible result, reroll each such die and add its result to the original damage total. You can only reroll each dice once in this way.

Aura of Perfect Order


  • Level Requirement: Crusader 11
  • Prerequisite: Two Devoted Spirt maneuvers, Lawful Alignment

A perfect, hazy square of golden energy surrounds you as you enter this stance. Order reigns supreme, driving away the whims of chaos.

This stance allows you to treat a potential d20 result as an 11. You must decide to use this ability immediately before rolling the d20. You can use this ability once per round. Using this ability does not take an action. You simply decide to invoke it before rolling a d20 for any reason, such as for an attack, save, or check.

Aura of Triumph


  • Level Requirement: Crusader 11
  • Prerequisite: Two Devoted Spirt maneuvers, Good Alignment

You channel the power of good through your body and soul, infusing the area around you with a soft, golden radiance. With each blow you strike against evil, you feel invigorated and driven onward.

While you are in this stance, you and any ally within 10 feet of you both heal 2 points of damage with each successful melee attack either of you makes.

Aura of Tyranny


  • Level Requiremnt: Crusader 11
  • Prerequisite: Two Devoted Spirt maneuvers, Evil Alignment

A sickly gray radiance surrounds you, sapping the strength of your enemies and funneling it to you.

While you are in this stance, you drain hit points from your enemies. As a bonus action, you can make each enemy within 10 feet of you make a Charisma saving throw or take 2 points of necrotic damage, on a success they take no damage. For each enemy who takes this damage, you heal 1 point of damage.

Immortal Fortitude


  • Level: Crusader 15
  • Prerequisite: Three Devoted Spirt maneuvers

Despite the horrific wounds you suffer, the flash of searing spells, and the crash of a foe’s mighty attacks, you stand resolute on the field. So long as the potential for victory exists, you fight on.

Made by Llama513 @ Giant in the Playground

Death has little meaning to you in light of the cause you fight for. So long as the mission stands before you uncompleted, or a battle remains in doubt, you fight on. Stories abound of crusaders who, while in the grips of this stance, fought for days on end to hold a mountain pass against orcs, trolls, and other fiends.

While in this stance your devotion can keep you fighting despite grievous w ounds. If you drop to 0 hit points while you’re raging and don’t die outright, you can make a DC 10 Constitution saving throw. If you succeed, you drop to 1 hit point instead.

Each time you use this feature after the first, the DC increases by 5. When you finish a short or long rest, the DC resets to 10.

Iron Guard's Glare


  • Level Requirement: Crusader 1

With a quick snarl and a glare that would stop a charging barbarian in their tracks, you spoil an opponent’s attack. Rather than strike their original target, your enemy turns their attention toward you.

While you are in this stance, you can use a bonus action on your turn to choose one creature you can see within 5 feet of you. Until the start of your next turn the chosen creature has disadvantage on any attack roll that doesn’t target you.

Martial Spirit


  • Level Requirement: Crusader 1

As you cleave through your foes, each ferocious attack you make lends vigor and strength to you and your allies.

While you are in this stance, you or an ally within 30 feet heals 1 point of damage each time you make a successful melee attack. This healing represents the vigor, drive, and toughness you inspire in others. Your connection to the divine causes such inspiration to have a real, tangible effect on your allies’ health.

Each time you hit an opponent in melee, you can choose a different recipient within range to receive this healing.

Thicket of Blades


  • Level Requirement: Crusader 5
  • Prerequiste: One Devoted Spirit maneuvers

You maintain a careful guard as you search for any gaps in your opponent’s awareness. Even the slightest move provokes a stinging counter from you.

While you are in this stance, any opponent you threaten that takes any sort of movement, provokes an attack of opportunity from you. Your foes provoke this attack before leaving the area you threaten. Even if they take the Disengage action. You may make a number of oppurtunity attacks provided by this stance equal to you proficiency modifier before you must use your reaction.


Diamond Mind

Hearing the Air


  • Level Requirement: Swordsage 11, Warblade 11
  • Prerequiste: Two Diamond Mind maneuvers

Your perception becomes so fine that you can hear the tiniest flutter of air moving past you. Invisible foes and other hidden threats become as plain as day in the area of your heightened senses.

Drawing on your combat training, sharpened senses, and capability to predict your enemy’s moves, you become a faultless sentinel on the battlefield. Even the smallest detail or stealthiest enemy cannot hope to evade your notice.

While you are in this stance, you gain blindsense out to 30 feet.

Pearl of Black Doubt


  • Level Requirement: Swordsage 5, Warblade 5
  • Prerequiste: One Diamond Mind maneuvers

With every miss, your opponents become more uncertain, their doubt growing like an irritating pearl in the mouth of a helpless oyster.

You prey on your opponents’ fear and lack of confidence. Each failed attack against you reminds them that their skill cannot hope to match yours.

When you enter this stance, you become more difficult to hit with each successive attack that misses you. Each time an opponent misses you with a melee attack, you gain a +2 dodge bonus to AC (the increase stops if your AC reaches 30). This bonus lasts until the start of your next turn and is cumulative for the round. The bonus applies to any attacks made by all opponents until the beginning of your next turn.

Stance of Alacrity


  • Level Requirement: Swordsage 15, Warblade 15
  • Prerequiste: Three Diamond Mind maneuvers

Your mind and body meld, granting you an edge in combat. You move slightly faster than normal due to a combination of confidence, training, and clarity of mind. This slight edge adds up with each action.

Your mental swiftness translates to physical action on the battlefield. You are constantly on edge, allowing you to react to multiple attacks and threats. Most warriors can only manage a single counter maneuver each round.

While you are in this stance, you can use one counter maneuver per round without using your reaction. You cannot use the same maneuver two times in a round. In essence, one counter maneuver you use during the round does not require using your reaction. If you have already taken a reaction within the past round, such as casting a feather fall spell, you can still use this stance to initiate a counter maneuver.

Made by Llama513 @ Giant in the Playground

Stance of Clarity


  • Level Requirement: Swordsage 1, Warblade 1

You focus your efforts on a single opponent, studying their moves and preparing an attack. Your other opponents fade from sight as your mind locks onto your target.

This stance allows you to focus on a single opponent to the exclusion of all others. You read your foe’s fighting stance, their favored attacks, and the methods they used to train. By combining these factors into a single analysis of their abilities, you see how to foil their attacks.

While you are in this stance, you must choose a single opponent as your target at the start of your turn. You gain a +2 bonus to your AC against that foe until you change the target of this stance. You take a –2 penalty to AC against all other opponents while using stance of clarity.

Iron Heart

Absolute Steel


  • Level Requirement: Warblade 5
  • Prerequiste: One Iron Heart maneuvers

You shift your weight to the back of your feet and hold your blade carefully forward at the ready. Your muscles twitch slightly as you prepare to dodge the next attack you face.

The absolute steel stance allows you to enhance your mobility and speed. You move quickly, keep a sharp eye on your enemies, and are ready to instantly sidestep any incoming attacks.

While you are in this stance, you gain a +10-foot enhancement bonus to your speed. If you move at least 10 feet during your turn, you gain a +2 bonus to AC until the beginning of your next turn.

Dancing Blade Form


  • Level: Warblade 9
  • Prerequiste: Two Iron Heart maneuvers

You strike forward like a slithering snake, extending yourself almost beyond you ability to maintain your balance. Your foe stumbles backward, surprised that you could reach them from such a great distance.

By carefully distributing your weight and establishing a steady, rugged posture, you can reach out and strike opponents with your melee attacks at a greater than normal distance. A warrior with less training and expertise would fall flat on their face attempting this maneuver. You, on the other hand, have the grace, focus, and skill needed to complete this complex move.

While you are in this stance, you gain a bonus to your reach during your turn. When you make a melee attack, your reach increases by 5 feet. Your reach is not improved when it is not your turn, such as when you make an attack of opportunity. You cannot improve your reach by more than 5 feet by using this ability in conjunction with other maneuvers.


Punishing Stance


  • Level Requirement: Warblade 1

You chop down violently with your weapon, lending extra force to your blows. These attacks come at a cost, as your enemies slash at your undefended legs and fl anks.

You hold your weapon overhead, allowing you to chop down with superior force. However, this fighting stance leaves you vulnerable to an opponent’s attacks. Only an initiate of the Iron Heart tradition can manage the perilous balance between trading attack power for defense. A lesser warrior would leave themselves nearly helpless to resist an opponent’s attacks.

While you are in this stance, you deal an extra 1d6 points of damage with all melee attacks. You also take a –2 penalty to AC, because this fighting stance emphasizes power over a defensive posture.

Supreme Blade Parry

Iron Heart(Stance)


  • Level Requirement: Warblade 15
  • Prerequiste: Three Iron Heart maneuvers

You drop into a relaxed pose, allowing your defenses to flow naturally and easily. Your blade lashes out to absorb or deflect each attack you face, blunting the force of your enemies’ blows.

As a student of the Iron Heart discipline, you learn that a simple flick of the wrist or turn of the blade can transform a deadly strike into a wild miss. In battle, you enter a steady rhythm that makes you frustratingly difficult to fight. You disrupt each attack with a perfectly timed counter, leaving your foes’ strikes weak and ineffectual.

While you are in this stance, you reduce the damage of all attacks by 5 (to a minimum of 0). To gain this benefit, you must be proficient with the weapon you carry. You gain this benefit while unarmed only if you have the Tavern Brawler feat.

Setting Sun

Ghostly Defense


  • Level Requirement: Swordsage 15
  • Prerequiste: Three Setting Sun maneuvers

You lurk within concealing mist, luring your opponent into attacking you, only to dodge out of the way and direct your enemy’s blow at an unwitting ally.

You are a ghost in the mist, capable of turning a foe against their allies. By gauging your opponent’s fighting stance, timing your dodge correctly, and placing yourself in the right position, you can lead them into attacking one of their allies rather than you. When your foe strikes, you duck out of the way. As they follow through with their attack, they inadvertently attack an ally.

Made by Llama513 @ Giant in the Playground

You gain this stance’s benefit when an opponent’s melee or ranged attack misses you you can choose to change the target of the attack from you to another eligible target (other than your attacker). For a melee attack, the new target must be within your opponent’s reach and adjacent to you. For a ranged attack, the new target must be adjacent to you, and your opponent must have line of effect to them. Make a weapon attack roll using the same ability as the attack you are deflecting if that attack roll hits that creature takes the normal weapon damage. If you use ghostly defense to redirect an attack against a foe using this stance, they do not have the option to redirect the attack again.

You do not gain the benefits of this stance if you are suprised.

Giant Killing Style


  • Level: Swordsage 5
  • Prerequiste: One Setting Sun maneuvers

You dart between a giant’s legs, lashing at their inner ankles and other vulnerable areas while staying inside their reach where he cannot hope to parry your attacks.

The Setting Sun school teaches a fighting style that emphasizes using an opponent’s strength and momentum against them. The giant killing style epitomizes this approach. By sizing up a larger opponent and studying their fighting stance and tendencies, you aim your strikes at vulnerable points on their lower body that they cannot defend effectively. You slice at tendons on your foe’s feet, smash their knees, and cut into their hamstrings.

When you are in this stance, you gain a +2 bonus on attack rolls and a +4 bonus on damage rolls against opponents of a larger size category than yours.

Shifting Defense


  • Level Requirement: Swordsage 9
  • Prerequiste: Two Setting Sun maneuvers

You duck and move as you dodge your opponent’s attacks. Slowly but surely, each attack gives you the opportunity to move across the battlefield.

Your ability to read your opponents’ moves and use their strength against them allows you to shift your position during a battle. Each failed attack gives you the split-second you need to move without drawing attacks.

While you are in this stance, each time an opponent attacks you, you can move back 5 feet moving the attacker with you. Moving in this manner does not use your reaction. This movement does not provoke attacks of opportunity.

Step of the Wind


  • Level Requirement: Swordsage 1
  • Initiation Action: 1 bonus action

You walk across rubble and other broken terrain with deceptive ease, allowing you to take advantage of your opponents as they struggle to move at full speed.

Your ability to read your opponents’ moves and use their You are so closely attuned to your environment that you easily pick out steady spots in rough terrain. While others struggle to move over broken ground, you slip across it with ease. When you fight on rough ground, you turn the uneven footing into an advantage. By gauging how an opponent distributes their weight, you strike at just the right moment and in the precise spot needed to send them tumbling to the ground.

While you are in this stance, you ignore penalties to speed, or movement incurred by moving through difficult terrain. If you attack an opponent standing on difficult terrain while you are in this stance, and if that foe takes a movement penalty for moving through difficult terrain, you gain a +2 bonus on attack rolls and a +4 bonus on Strength or Dexterity checks made as part of a shove against that enemy. You gain this bonus on checks made to either accomplish or resist a shove.

Shadow Hand

Assassin's stance


  • Level Requirement: Swordsage 5
  • Prerequiste: One Shadow Hand maneuver

As your foe struggles to regain their defensive posture, you line up an exacting strike that hits with superior accuracy and deadly force.

A shadow cast by a gap between two armored plates or a crease in a creature’s thick hide calls to your weapon, allowing you to strike with deadly accuracy against an unprepared opponent.

While you are in this stance, you gain the sneak attack ability, if you do not already have it, which deals an extra 2d6 points of damage. If you already have the sneak attack class feature, your existing sneak attack ability deals an extra 2d6 points of damage. See the rogue class feature (PH 96) for a complete description of sneak attack.

Balance on the Sky


  • Level Requirement: Swordsage 15
  • Prerequiste: Three Shadow Hand maneuver

With arms spread wide, you step onto the air.

You gain a the ability use fly on yourself only. You must keep at least one hand empty while using this stance.

You gain the benefit of fly only while you maintain this stance. If for some reason your stance ends while you are in midair, you fall to the ground.

This stance is a supernatural ability.

Child of Shadow


  • Level Requirement: Swordsage 1

As you move, shadows flutter and swarm around you. Even under the bright desert sun, you are difficult to spot as long as you remain in motion.

As an initiate of the Shadow Hand school, you learn to channel and control dark, shadowy energies. This energy flows around you like a concealing robe, hiding you from your opponents as they attempt to strike you.

Made by Llama513 @ Giant in the Playground

If you move at least 10 feet during your turn, all melee and ranged attacks have a 10% chance to miss you until the start of your next turn. You cannot use this stance to hide in plain sight; you must still use some other terrain feature that normally allows you to use the Hide action. The fluttering shadows make it difficult to specifically target you, but your enemies are aware of your position.

This stance is a supernatural ability.

Dance of the Spider


  • Level Requirement: Swordsage 3

Black, shadowy energy covers your hands and feet, allowing you to scuttle across the walls and ceiling like a lurking spider.

While you are in this stance, you gain a benefit similar to the spider climb spell (PH 277). You gain a climb speed of 20 feet. You do not need to make a Athletics check to traverse a vertical or horizontal surface, even if you attempt to move across a ceiling. You retain your Dexterity bonus to AC while climbing, and you must have at least one hand free to support yourself while you climb. You do not take any penalties, nor do your opponents gain any bonus when attacking you, while you climb. You cannot take a dash action while climbing in this manner.

Step of the Dancing Moth


  • Level Requirement: Swordsage 9
  • Prerequisite: Two Shadow Hand maneuvers

You focus your inner reserve of ki energy to generate flowing shadows that lift you off the ground. You walk across the roughest ground, even water, with ease.

While you are in this stance, you can walk up to 5 feet above the ground. Your speed becomes 20 feet while you are in this stance, and you cannot run. You ignore any terrain feature that fails to project more than 5 feet above the ground, such as difficult terrain, burning lava, water, and so forth. In addition, you ignore the standard penalties on stealth checks for moving quickly.

This maneuver is a supernatural ability.

Stone Dragon

Crushing Weight of the Mountain


  • Level Requirement: Crusader 5, Swordsage 5, Warblade 5
  • Prerequisite: One Stone Dragon maneuver

You crush your opponent beneath you, squeezing the life out of them as you pin them to the ground.

Engaging in close combat against you is, at best, a foolish prospect. Drawing on your understanding of the Stone Dragon discipline, you squeeze a foe within your grasp and force the life from them.

While you are in this stance, you gain the ability to constrict for 5d6 points of damage + your Strength modifier (if any). You can constrict an opponent by making a successful grapple check, you have disadvantage on the grapple check to hold onto an oppent after you constrict them.

Giant's Stance


  • Level Requirement: Crusader 9, Swordsage 9, Warblade 9
  • Prerequisite: Two Stone Dragon maneuvers

You swing your weapon in a wide, deadly arc that slams into your foe with incredible force. Only your mastery of the Stone Dragon techniques allows you to make such reckless blows without losing your footing.

Tapping into the power of the Stone Dragon, you strike with resolute, irresistible force. You learn to set the full weight of your body into each of your attacks. A warrior with less skill would lose their balance and fall to the ground when using this fighting style.

While in this stance you roll an additional damage die on each of your melee weapon attacks.

This stance immediately ends if you move more than 5 feet for any reason.

Root's of the Mountain


  • Level Requirement: Crusader 5, Swordsage 5, Warblade 5

You crouch and set your feet flat on the ground, rooting yourself to the spot you stand. Nothing can move you from this place.

Like a living mountain, you choose your position on the battlefield and sink your roots into the earth. With your spot chosen on the field, you cannot be shifted from your position.

While you are in this stance, you gain advantage against checks and saving throws to resist being moved, as well as on grapple checks made to resis on oppponent's grapple attempt.

This stance immediately ends if you move more than 5 feet for any reason.

Stonefoot Stance


  • Level Requirement: Crusader 1, Swordsage 1, Warblade 1

You crouch and set your feet flat on the ground, drawing the resilience of the earth into your body.

The students of the Stone Dragon discipline model their defenses after the earth itself. The wind might batter the mountain, the river might cut through the plains, but in the end the stone and rock shrug off such assaults.

While you are in this stance, you gain Advantage on Strength checks and a +2 bonus to AC against creatures of a size category larger than yours.

This stance immediately ends if you move more than 5 feet for any reason.

Strength of Stone


  • Level: Crusader 15, Swordsage 15, Warblade 15
  • Prerequisite: Three Stone Dragon maneuvers

You enter an impenetrable defensive stance, making it almost impossible for an attack to strike you in a vulnerable area.

While you are in this stance, you focus your efforts on preventing any devastating attacks from penetrating your defenses. You don't take extra damage from critical hits while you are in this stance.

Made by Llama513 @ Giant in the Playground

This stance immediately ends if you move more than 5 feet for any reason.

Tiger Claw

Hunter's Sense


  • Level Requirement: Swordsage 1, Warblade 1
  • Prerequisite: One Tiger Claw maneuver

You sniff at the air like a hunting animal. After you focus your mind, an array of scents that normally eludes your awareness become clear to you.

Your mastery of the Tiger Claw discipline allows you to become attuned to the feral side of your personality. On a fundamental level, you begin to think more like a wild beast and less like a civilized creature. Your enemies are prey to be hunted down and slain. Your allies are packmates. This shift in view spreads to your physical senses.

As long as you are in this stance, you gain scent.

Leaping Dragon Stance


  • Level: Swordsage 5, Warblade 5
  • Prerequisite: One Tiger Claw maneuver

Even when you are trapped in tight quarters and seemingly unable to move, a leap can send you flying gracefully through the air.

The Tiger Claw discipline teaches you to assume a stance that allows you to sail through the air when jumping. You spring from the ground with an unmatched burst of speed and strength.

As long as you are in this stance, you are treated as if you are under the affect of the jump spell.

Prey on the Weak


  • Level: Swordsage 15, Warblade 15
  • Prerequisite: One Tiger Claw maneuver

You scythe through weaker foes like a mighty predator turned loose among a herd of prey.

With each foe you strike, your bloodlust and battle fury rises ever higher. After a brief moment of explosive rage, the foes around you are left bloodied, torn, and moaning.

Whenever an opponent within 10 feet of you drops to 0 or fewer hit points, whether from your attack, an ally’s strike, or some other cause, you can immediately make an attack of opportunity against any opponent within your threatened area. You can use the ability twice before you have to use your reaction.

White Raven

Leading the Charge


  • Level Requirement: Crusader 1, Warblade 1

You fire the confidence and martial spirit of your allies, giving them the energy and bravery needed to make a devastating charge against your enemies.

The White Raven discipline teaches that tactics, leadership, and planning can overcome an opponent’s superior individual abilities. This stance embodies that teaching, allowing you to spur your allies on to greater feats of martial skill.

While you are in this stance, all allies who hear you in the area gain a bonus on damage rolls equal to half your levels in the class that allows you to learn this stance (rounded down).

Press the Advantage


  • Level Requirement: Crusader 9, Warblade 9
  • Prerequiste: Two White Raven maneuvers

You shift across the battlefield, timing your movements precisely to avoid any attacks from your foes.

Your sense of the battlefield and intuitive understanding of the ebb and flow of combat allow you to move without dropping your defenses. While others must slowly work through a melee, you seize gaps in a foe’s defenses and move with great speed and confidence.

While you are in this stance, you can take the Disengage action as a bonus action.

Swarm Tactics


  • Level Requirement: Crusader 15, Warblade 15
  • Prerequiste: One White Raven maneuvers

Your quick directions enable close teamwork between yourself and an ally. At your urging, your allies seize the initiative and work in close coordination with you to defeat an enemy.

While you are in this stance, you use your tactical knowledge and mastery to improve your allies’ teamwork. If you are adjacent to one or more opponents, your allies with in 60 feet of you gain a +5 bonus on damage rolls made against any of those opponents.

Tactics of the Wolf


  • Level Requirement: Crusader 5, Warblade 5
  • Prerequiste: One White Raven maneuvers

You shout orders that help coordinate your allies’ efforts. They harass their enemies, shield each other from attacks, and otherwise maximize the support they lend to each other.

This stance allows you and your allies to gain additional benefits against a flanked opponent. Under your direction, your allies coordinate their actions to a much greater degree than normal. Your advice and shouted orders make them an unstoppable team. Like a wolf pack, your allies fight together to devastating effect.

When you flank a foe, you and allies who flank the enemy with you gain a bonus on damage rolls against that opponent equal to half your levels in the class that allows you to learn this stance (rounded down).

Made by Llama513 @ Giant in the Playground

Fundemental Techniques

Desert Wind

Burning Blade


  • Initiation Action: 1 action
  • Type: Boost
  • Range: Self
  • Duration: Instantaneus

Your blade bursts into flame as it sweeps toward your foe in an elegant arc.

A subtle yet precise twisting of your blade unlocks the power of flame. When you initiate this maneuver, fire trails from your melee weapon, you make a single attack that deals an extra 1d6 points of fire damage.

The maneuver’s extra damage increases by 1d6 when you reach 11th level (2d6), 17th level (3d6)

This maneuver is a supernatural ability.

Burning Brand


  • Initiation Action: 1 bonus action
  • Type: Boost
  • Range: Self
  • Duration: Instantaneus

Your weapon transforms into a roaring gout of flame. As you swing your burning blade, it stretches out beyond your normal reach to scorch your foes.

When you initiate this maneuver, your weapon turns into a burning brand for the rest of your turn. The brand increases your reach by 5 feet, and your melee attacks made with the brand deal fire damage equal to your normal melee damage.

This maneuver is a supernatural ability.

Devoted Spirit

Daunting Strike


  • Prerequisite: One Devoted Spirit maneuver
  • Initiation Action: 1 action
  • Type: Strike
  • Range: Self
  • Duration: 1 minute

Your glows as divine energy courses through it. This power sparks off your weapon and courses into your foe.

As part of this maneuver, you make a melee attack against an opponent you threaten. If this attack hits you deal an extra 2d6 psychic damage, and your foe must make a Wisdom saving throw or drop whatever it is holding and become frightened for the duration.

While frightened by this manuever, a creature must take the Dash action and move away from you by the safest available route on each of its turns, unless there is nowhere to move. If the creature ends its turn in a location where it doesn’t have line of sight to you, the creature can make a Wisdom saving throw. On a successful save, the spell ends for that creature.


Divine Strike


  • Initiation Action: 1 action
  • Type: Strike
  • Range: Self
  • Duration: Instantaneous

Your body glows as divine energy courses through it. This power sparks off your weapon and courses into your foe.

When you initiate this maneuver, holy energy trails from your melee weapon, you make a single attack that deals an extra 1d6 points of radiant damage.

The maneuver’s extra damage increases by 1d6 when you reach 11th level (2d6), 17th level (3d6)

Fervor


  • Initiation Action: 1 Action
  • Type: Boost
  • Range: 30 feet
  • Duration: 1 round

You focus your devotion in order to launch a devastating attack.

You extend your hand and point a finger at a target in range. On your next turn, you gain advantage on your first attack roll against the target.

Diamond Mind

Emerald Razor


  • Initiation Action: 1 action
  • Type: Strike
  • Range: self
  • Duration: Instantaneous

You stare at your enemy, studying their every move. You mentally probe their defenses in search of a weakness. A lesser warrior could spend long minutes pondering this problem, but you see an opening and seize upon it in an instant.

Your understanding of combat, your keenly honed mind, and your capability to read your opponents make you a deadly combatant. When you focus your mind, even the most elusive opponent becomes an easy target.

As part of this maneuver, make a single melee attack against an opponent. You add double your proficiency bonus to you attack roll. If you hit, you deal normal melee damage.

The maneuver’s extra damage increases by 1d6 when you reach 11th level (1d6), 17th level (2d6), this damage ignores resistance and treats immunity as resistance.

Sapphire Nightmare Blade


  • Initiation Action: 1 action
  • Type: Strike
  • Range: self
  • Duration: Instantaneous

Your study your enemy for a brief moment, watching their defensive maneuvers and making a strike timed to take advantage of a lull in their vigilance.

Made by Llama513 @ Giant in the Playground

The sapphire nightmare blade is one of the most basic, but important, maneuvers that a Diamond Mind adept studies. It illustrates that a keen mind can pierce even the toughest defenses.

You must make a perception check (adding double your proficiency bonus if you are proficient in perception checks, if you are not proficient make your perception check as if you were) as part of this maneuver. The DC of this check is the target creature’s AC. You then make a single melee attack against your target, also as part of the maneuver. If your perception check succeeds, this attack deals an extra 1d6 points of damage, this damage ignores resistance and treats immunity as resistance..

The maneuver’s extra damage increases by 1d6 when you reach 11th level (2d6), 17th level (3d6)

Iron Heart

Sparking steel


  • Initiation Action: 1 action
  • Type: Strike
  • Range: Self
  • Duration: Instantaneous

You strike at one foe with lightning speed causing a spark to leap from them to another.

As part of this maneuver you make a single melee attack with a weapon against one creature. On a succesful hit you deal your normal weapon damage and lightning leaps from the target to different creature of your choice that you can see within 5 feet of it. The second creature takes lightning damage equal to your maneuver initiation ability modifier.

This maneuver's damage increases when you reach higher levels. At 11th level, the melee attack deals an extra 1d6 lightning damge to the target and the ligthning damage to the second creature increases to 1d6+your maneuver initiation ability modifier. Both damage rolls increase by 1d6 at 17th level.

Steely Strike


  • Initiation Action: 1 action
  • Type: Strike
  • Range: Self
  • Duration: 1 round; See text

You focus yourself for a single, accurate attack, shrugging off your opponent’s blows and ignoring the need for defense as you make your assault.

The Iron Heart discipline teaches focus, allowing you to engage and defeat one opponent at a time. Your other enemies mean nothing to you as you press your attack.

You make a single melee attack as part of this strike. You have advantage on this attack roll. All opponents other than the one you attacked gain advantage on attack rolls against you for 1 round.


Wall of Blades


  • Initiation Action: Reaction
  • Type: Counter
  • Range: Self
  • Duration: 1 round

Your weapon sways back and forth in your hand, ready to block incoming blows. With the speed of a thunderbolt, you clash your weapon against your foe’s blade as he attempts to attack.

Your weapon mastery transforms your blade into an extension of your arm, allowing you to wield it with the speed and timing needed to make a precise block.

When an enemy makes a melee or ranged attack against you, you can initiate this counter to oppose that attack your AC increases by 2 until the start of your next turn.

Setting Sun

Baffling Defense


  • Initiation Action: Reaction
  • Type: Counter
  • Range: Self
  • Duration: Instantaneous

You crouch balanced on one foot, hands held high over your head. Your foe hesitates, unsure of how to attack you in this unlikely stance.

If your opponent strikes you on their turn, you can roll a insight check (adding double your proficiency bonus if you are proficient in insight checks, if you are not proficient make your insight check as if you were), DC equal to the creatures attack roll. On a success the creature rolls the attack with disadvantage.

Shadow Hand

Clinging Shadow Strike


  • Initiation Action: 1 action
  • Type: Strike
  • Range: Self
  • Duration: 1 round

Your weapon transforms into solid darkness. When it strikes home, it discharges in a swirling orb of shadow that engulfs your foe’s eyes.

As part of this maneuver, you make a single melee attack. If it hits, your opponent must make a successful Constitution save or suffer a 10% miss chance on all melee and ranged attacks until the start of your next turn. A successful save negates the miss chance.

The maneuver’s extra necrotic damage increases by 1d6 when you reach 11th level (1d6), 17th level (2d6)

This Maneuver is a supernatural ability.

Made by Llama513 @ Giant in the Playground

Shadow Blade Technique


  • Initiation Action: 1 action
  • Type: Strike
  • Range: Self
  • Duration: Instantaneous

You weave your weapon in an elaborate pattern, creating an illusory double that glows with white energy. As you make your attack, both your true weapon and the illusion slash at your foe.

As part of this maneuver, you make a single melee attack against an opponent. Unlike on a normal attack, you roll with disadvantage If your attack is successful your attack deals an extra 1d10 points of cold damage as both the mystic double’s attack and your true weapon strike home.

The maneuver’s extra damage increases by 1d10 when you reach 11th level (2d10), 17th level (3d10)

This maneuver is a supernatural ability.

Stone Dragon

Stone Bones


  • Initiation Action: 1 action
  • Type: Strike
  • Range: Self
  • Duration: 1 round

You focus your energy to enhance your defenses, drawing on the power of your weapon’s impact with a foe to toughen yourself against a counterattack..

The Stone Dragon tradition teaches its disciples to shrug off attacks through a combination of mental focus, pure toughness, and resilience. When you make a successful melee attack, you attune your mind and body to such an incredible extent that only the sharpest weapons can injure you. Lesser armaments cause mere bruises and minor cuts.

As part of this maneuver, you make a single melee attack. If this attack hits, you reduce all damage you take by 2 until the start of your next turn.

The maneuver’s extra damage increases by 1d6 when you reach 11th level (1d6), 17th level (2d6), this damage ignores resistance and treats immunity as resistance.

Tiger Claw

Sudden Leap


  • Initiation Action: 1 bonus action
  • Type: Boost
  • Range: Self
  • Duration: 1 round

You leap to a new position in the blink of an eye, leaving your opponents baffled.

Your jump distance is doubled until the start of your next turn.


White Raven

Douse the Flames


  • Initiation Action: 1 action
  • Type: Strike
  • Range: Self
  • Duration: 1 round

You strike your enemy with a resounding blow, capturing their attention. As they turn to look, you let loose with a string of oaths, challenges, and taunts that force them to focus their attention on you.

As a White Raven adept, you are as much a tactician as you are a war leader. You learn to create openings for your allies to maximize the teamwork and esprit de corps that you foster. You know that for a group to succeed, it must work together, and that individual glory must be set aside so that the group can achieve victory.

As part of this maneuver, you make a melee attack against a single target you threaten. If your attack hits, you deal normal melee damage, and the target creature can’t take reactions until the start of your next turn.

The maneuver’s extra radiant damage increases by 1d6 when you reach 11th level (1d6), 17th level (2d6)

Maneuvers

Desert Wind

Blistering Flourish


  • Level Requirement: Swordsage 1
  • Initiation Action: 1 action
  • Type: Strike
  • Range: Self (30-foot radius)
  • Duration: Instantaneus
  • Uses: Once per Short Rest

Your weapon bursts into flames as you twirl it over your head. With a flourish, you cause the fire to explode with a blinding flash.

When you use this strike, you generate a burst of brilliant light. Any creature other than you caught in this maneuver’s area must make a Constituion saving throw or take a -1 on attack and damage rolls for 1 minute.

The effect of blistering flourish does not stack.

This maneuver is a supernatural ability.

Death Mark


  • Level Requirement: Swordsage 5
  • Initiation Action: 1 action
  • Type: Strike
  • Range: Special
  • Duration: Instantaneus
  • Uses: Once per Short Rest

As your weapon strikes your foe, their body convulses as waves of flame run down your blade into their body. The fire causes them to briefly glow with a brilliant internal fire before the flames erupt from their body in a terrible explosion.

Made by Llama513 @ Giant in the Playground

When you use the strike, you channel overwhelming fiery energy into the body of your foe. In addition to dealing normal melee damage with your attack, you cause fire to erupt from your enemy’s body in a spread. The radius of the spread is determined by the size of the target creature, as indicated on the table below. All creatures in the area, including your enemy, take 6d6 points of fire damage, with a Dexterity saving throw is centered on the creature’s position.

You have Resistance to this damage unless you have Flame's Blessing stance (described later), then you have immunity to this damage.

This maneuver is a supernatural ability.

Size Spread Radius
Small or smaller 5 feet
Medium 10 feet
Large 20 feet
Huge 30 feet
Gargantuan 40 feet
Colossal 50 feet

Desert Tempest


  • Level Requirement: Swordsage 11
  • Prerequisite: Two Desert Wind maneuvers
  • Initiation Action: 1 action
  • Type: Strike
  • Range: Self
  • Duration: Instantaneus
  • Uses: Once per Long Rest

You move in a blur, leaving scorch marks in your wake as you twirl around the battlefield, slicing into your foes as you move.

As part of this maneuver, you move up to your double your movement speed. Each time you pass with in melee range of a creature you may make an attack against that creature, if your attack hits deal 2d6 extra fire damage. You cannot attack a creature more than once with this maneuver. Your movement does not provoke attacks of opportunity.

Distracting Ember


  • Level Requirement: Swordsage 1
  • Initiation Action: 1 action
  • Type: Boost
  • Range: 30 feet
  • Duration: 1 round
  • Uses: Once per Short Rest

A wave of heat sweeps over the area, forms a small dust funnel, and ignites into flame next to your foe.

This boost allows you to conjure a Small fire elemental to threaten your enemy, providing you with the benefit of a flanking position. You can use this ability to place the elemental behind any creature within 30 ft of you. The elmental grants advantage on the next attack made against the selected creature. The elemental remains until the end of your next turn.

This maneuver is a supernatural ability.

Dragon's Flame


  • Level Requirement: Swordsage 9
  • Prerequisite: Two Desert Wind maneuvers
  • Initiation Action: 1 action
  • Type: Strike
  • Range: Self (30-foot Cone)
  • Duration: Instantaneus
  • Uses: Once per Short Rest

With a defiant roar, you summon your ki and unleash it, igniting it with a combination of your meditative focus and seething fury.

As a master of the Desert Wind advances in their studies, they learn to stoke raging fires with their ki. This maneuver allows you to generate a gout of fire similar to a dragon’s burning breath. With this maneuver, you blast forth a 30-foot cone of fire that deals 6d6 points of fire damage to everything in the area. Creatures in the area make a Dextrerity Saving throw taking half damage on sucess and full damage on a failure.

This maneuver is a supernatural ability.

Fan The Flames


  • Level Requirement: Swordsage 5
  • Prerequisite: One Desert Wind maneuvers
  • Initiation Action: 1 action
  • Type: Strike
  • Range: 30 feet
  • Duration: Instantaneus
  • Uses: Once per Short Rest

Flickering flame dances across your blade, then springs toward your target as you sweep your sword through the air.

A skilled Desert Wind adept can gather flame within their weapon and hurl it through the air. When you initiate this maneuver, you launch a fist-sized ball of white-hot fire at a single opponent. Make a ranged spell attack against the target. On a hit, the target takes 6d6 points of fire damage.

This maneuver is a supernatural ability.

Fire Riposte


  • Level Requirement: Swordsage 3
  • Prerequisite: One Desert Wind maneuver
  • Initiation Action: Reaction
  • Type: Counter
  • Range: Self
  • Duration: Instantaneus
  • Uses: Once per Short Rest

You focus the pain from a wound you have just suffered into a fiery manifestation of revenge.

When a creature successfully strikes you with a melee attack, you can use this maneuver to as a reaction make a melee attack. If your attack hits, your target takes 4d6 points of fire damage.

This maneuver is a supernatural ability.

Made by Llama513 @ Giant in the Playground

Fire Snake


  • Level Requirement: Swordsage 7
  • Prerequiste: Two Desert Wind maneuvers
  • Initiation Action: 1 action
  • Type: Strike
  • Range: Special
  • Duration: 1 Minute
  • Uses: Once per Short Rest

You drive your weapon into the ground, causing a gout of fire to jet into the air. The fire flows back to the ground and creeps ahead like a serpent, sweeping over your enemies and roasting them where they stand.

When you initiate this maneuver, you cause a line of fire to twist across an area to burn your enemies. This line is 60 feet long. Unlike a standard line, afiresnake can bend and twist to hit your foes. As an action on your turn you can command the fire snake to move 60 feet.

When the firesnake moves into a creature’s space, that creature takes 3d6 points of fire damage, or half as much if they pass a Dexterity Saving Throw. A creature can only take damage from the firesnake once in a single round. It makes the saving throw and takes damage the first time that the firesnake touches it. After that, a firesnake has no effect on that creature.

A firesnake must move along the ground. It cannot fly, and it pays the standard movement penalties for difficult terrain and other effects.

This maneuver is a supernatural ability.

Flashing Sun


  • Level Requirement: Swordsage 3
  • Prerequisite: One Desert Wind maneuvers
  • Initiation Action: 1 action
  • Type: Strike
  • Range: Self
  • Duration: Instantaneus
  • Uses: Once per Short Rest

Almost a blur of acceleration, your shining blade flashes as you attack with impossible speed.

When you initiate this maneuver you take the Attack action, making one more attack then your current maximum.

For example if when you take the Attack action you can only make a single attack you instead make two attacks, if you can make two atttacks as part of the Attack action you instead make three.

Hatchling's Flame


  • Level Requirement: Swordsage 3
  • Prerequisite: One Desert Wind maneuvers
  • Initiation Action: 1 action
  • Type: Strike
  • Range: Self (30-foot Cone)
  • Duration: Instantaneus
  • Uses: Once per Short Rest

You focus a burning aura of energy at the end of your blade. It forms a seething sphere that, after a moment, bursts into a torrent of energy.

The Desert Wind discipline teaches its students how to unleash their ki as burning energy. This maneuver allows you to create a wave of fire that sweeps over your enemies. When you initiate this maneuver, you blast forth a cone of flame that deals 2d6 points of fire damage. Every creature in the area makes a Dexterity saving throw, taking half damage on a success and full damage on a failure.

This maneuver is a supernatural ability.

Inferno Blade


  • Level Requirement: Swordsage 15
  • Initiation Action: 1 bonus action
  • Type: Boost
  • Range: Self
  • Duration: 1 round
  • Uses: Once per Long Rest

A blinding light flashes from your weapon, and it transforms into burning magma.

You convert your ki into fiery energy, allowing it to flow down your arms and across your weapon. Until the end of your next turn, your melee attacks deal an extra 3d6 points of fire damage

This maneuver is a supernatural ability.

Inferno Blast


  • Level Requirement: Swordsage 17
  • Prerequisite: Five Desert Wind maneuvers
  • Initiation Action: 1 action
  • Type: Strike
  • Range: Self (60 foot Radius)
  • Duration: Instantaneus
  • Uses: Once per Long Rest

Hot winds swirl about you, and a faint aroma of brimstone sweeps over the area. A flickering yellow aura surrounds you and grows in intensity, shedding tremendous heat and light. Creatures around you stumble back from the heat. With a howling roar,as bring your weapon down you unleash a hellish blast of fire that melts steel and warps stone.

Only true masters of the Desert Wind school are capable of unleashing an inferno blast. You focus your internal ki into a blinding hot burst of fire this burst is released when you make a single melee weapon attack against a creature, on a successful hit the attack deals an additional 10d6 points of fire damage, all creatures in the area make a Dexterity saving throwing taking 30d6 fire damage on a failure and half as much on a sucess. You are not harmed by your own inferno blast.

You have Resistance to this damage unless you have Flame's Blessing stance (described later), then you have immunity to this damage.

This maneuver is a supernatural ability.

Made by Llama513 @ Giant in the Playground

Leaping Flame


  • Level Requirement: Swordsage 9
  • Prerequisite: Two Desert Wind maneuvers
  • Initiation Action: Reaction
  • Type: Counter
  • Range: Self
  • Duration: Instantaneus
  • Uses: Once per Short Rest

As your foe attacks you, you disappear in a burst of flame and smoke, only to reappear as if out of thin air next to them and strike with buring vengeance.

You instantly appear in a square adjacent to a creature that attacks you with a melee or ranged attack, after resolving the enemy’s attack. You cannot move into a space that is occupied by a creature or object. You can move up to 100 feet in this manner. If you cannot move adjacent to the target, this maneuver fails to function but is still considered used. When you appear next to the target creature you may make a single melee weapon attack against that creature on a successful hit you deal an additional 2d6 points of fire damage.

This maneuver is a supernatural ability.

Lingering Inferno


  • Level Requirement: Swordsage 9
  • Prerequisite: Two Desert Wind maneuvers
  • Initiation Action: 1 action
  • Type: Strike
  • Range: Self
  • Duration: 5 rounds; see text
  • Uses: Once per Short Rest

A blue, dancing flame appears on your weapon. As you strike your foe, this flame slides off your weapon and covers your enemy in raging fire.

You make a single melee attack that deals an extra 2d6 points of fire damage. In addition, if your strike hits, the flames upon your weapon bind to the target, which takes an extra 2d6 points of fire damage each round at the start of its turn for 5 rounds.

This maneuver is a supernatural ability.

Ring of Fire


  • Level Requirement: Swordsage 11
  • Prerequisite: Two Desert Wind maneuvers
  • Initiation Action: 1 action
  • Type: Strike
  • Range: Special
  • Duration: Instantaneus
  • Uses: Once per Long Rest

You move in a blur, your feet wreathed in flaming energy. As you run, you leave a trail of fire behind you. You encircle a foe, and the ring of fire you leave behind bursts into an inferno that engulfs your enemy and everything else in the area.

As part of this maneuver, you can move up to two times your speed along the ground. All of your movement must be along continuous, solid ground. You leave a trail of flames in your wake. These flames have no effect unless they form a closed area. In this case, a raging inferno erupts within that area. All creatures within the area make a Dexterity saving throw, on a failure they take 12d6 points of fire damage, and half as much damage on a success.

The inferno erupts the first time you form a closed area. You cannot create multiple areas in one move.

This maneuver is a supernatural ability.

Salamander Chage


  • Level Requirement: Swordsage 13
  • Prerequisite: Three Desert Wind maneuvers
  • Initiation Action: 1 action
  • Type: Strike
  • Range: Special
  • Duration: Instantaneous; 5 rounds; see text
  • Uses: Once per Long Rest

You spin and tumble about the battlefield, a wall of raging flame marking your steps.

You initiate this maneuver as you can move double your movement, at the end of this movement you may make a single attack as a bonus action. This movement does not need to be in a straight line and is not impeded by difficult terrain, or even other creatures. You can change direction as much as you want during your movement, and you do not provoke attacks of oppurtunity and can move through opponents’ squares during this movement.

When you initiate a salamander charge, a wall of shimmering, spectral fire appears along the path you take. A creature standing in the wall takes 6d6 points of fire damage at the beginning of that creature’s turn. A creature within 5ft of the wall takes 3d6 points of fire damage at the start of its turn. Creatures that move into or through the wall also take 6d6 points of fire damage. The wall lasts up to 5 rounds. You can automatically dispel the wall with a wave of your hand (a bonus action), and the wall is automatically dispelled if you initiate another salamander charge. The wall does not block line of sight or line of effect.

This maneuver is a supernatural ability.

Searing Blade


  • Level Requirement: Swordsage 7
  • Prerequisite: Two Desert Wind maneuvers
  • Initiation Action: 1 bonus action
  • Type: Boost
  • Range: Self
  • Duration: 1 round
  • Uses: Once per Short Rest

Your weapon transforms into a raging torrent of flame, causing those around you to recoil slightly from the tremendous heat.

You convert your ki into fiery energy, allowing it to flow down your arms and across your weapon. Until the end of your next turn, your melee attacks deal an extra 2d6 points of fire damage

Made by Llama513 @ Giant in the Playground

This maneuver is a supernatural ability.

Searing Charge


  • Level Requirement: Swordsage 7
  • Prerequisite: One Desert Wind maneuvers
  • Initiation Action: 1 action
  • Type: Strike
  • Range: Self
  • Duration: Instantaneous
  • Uses: Once per Short Rest

You rush through the air toward your foe, fire streaming in your wake.

As part of this maneuver, you may move double your movement speed, you must move at least 10 ft. You gain the ability to fly at your base land speed during this movement. At the end of this movement you make a single melee weapon attack, on a successful hit, you deal an extra 5d6 points of fire damage.

This maneuver is a supernatural ability.

Wind Stride

Desert Wind (Boost)


  • Level Requirement: Swordsage 1
  • Initiation Action: 1 bonus action
  • Type: Boost
  • Range: Self
  • Duration: 1 hour
  • Uses: Once per Short Rest

A warm breeze swirls about you as you move speedily away.

The desert wind envelops you and carries you across the battlefield, giving you a burst of speed to move around and through your enemies.Your speed increases by 10 feet until the maneuver ends.

Wyrm's Flame


  • Level Requirement: Swordsage 15
  • Prerequisite: Three Desert Wind maneuvers
  • Initiation Action: 1 action
  • Type: Strike
  • Range: Self (30 foot cone)
  • Duration: Instantaneous
  • Uses: Once per Long Rest

You spin your blade in a whirling arc. With each revolution, seething flames build upon its length. With a flourish, you bring your blade to a halt, point it at your foe, and unleash a roaring wall of flame.

Masters of the Desert Wind can twirl and spin their blades with such power that they can evoke a great burst of fire. When you execute this maneuver, you blast forth a cone of fire, creatures in this area make a Dexterity saving throw, taking 16d6 points of fire on a failure and half as much on a success.

This maneuver is a supernatural ability.


Zepyr Dance

Desert Wind (Counter)


  • Level Requirement: Swordsage 1
  • Initiation Action: Reaction
  • Type: Counter
  • Range: Self
  • Duration: 1 Round
  • Uses: Once per Short Rest

You spin gracefully away from a foe’s attack, whirling like the desert zephyr racing across the sands. Your enemy’s blade barely touches your cloak as you nimbly dodge aside.

Until the start of your next turn, you have a +5 bonus to AC, including against the triggering attack.

Devoted Spirit

Castigating Strike


  • Level Requirement: Crusader 11
  • Prerequisite: Two Devoted Spirt maneuvers
  • Initiation Action: 1 action
  • Type: Strike
  • Range: Self
  • Duration: 1 minute
  • Uses: Once per Long Rest

With a howling battle cry, your weapon crackles with energy. As you strike your foe, that energy detonates in a burst that scythes through those who stand against your cause.

When you use this strike, make a single melee attack. If you hit your opponent a blast of divine energy originates from your attack’s point of impact. The target of this strike take an extra 8d6 points of thunder damage and must make a Constitution saving throw or have disadvantage on attack rolls until the start of your next turn.

All of your opponents within a 30-foot-radius burst of the target creature must also succeed on a Constitution saving throw. Those who fail take 5d6 points of thunder damage and have disadvantage on attack rolls until the start of your next turn. A successful save results in half damage and negates the attack penalty.

Crusader's Strike


  • Level Requirement: Crusader 1
  • Initiation Action: 1 action
  • Type: Strike
  • Range: self
  • Duration: Instantaneous
  • Uses: Once per Short Rest

Divine energy surrounds your weapon as you strike. This power washes over you as your weapon finds its mark, mending your wounds and giving you the strength to fight on.

Made by Llama513 @ Giant in the Playground

As part of initiating this strike, you must make a successful melee attack against an enemy. This foe must pose a threat to you or your allies in some direct, immediate way. If your attack hits, you or an ally within 10 feet of you regains a number of hit points equal to 1d6 + your maneuver intiation ability modifier.

Divine Surge


  • Level Requirement: Crusader 7
  • Prerequisite: One Devoted Spirt maneuvers
  • Initiation Action: 1 action
  • Type: Strike
  • Range: Self
  • Duration: Instantaneous
  • Uses: Once per Short Rest

Your body shakes and spasms as unfettered divine energy courses through it. This power sparks off your weapon and courses into your foe, devastating your enemy.

As part of this maneuver, you make a single melee attack that deals an extra 8d8 points of radiant damage.

Doom Charge


  • Level Requirement: Crusader 9
  • Prerequisite: One Devoted Spirt maneuvers, evil alignment
  • Initiation Action: 1 action
  • Type: Strike
  • Range: Self
  • Duration: 1 round
  • Uses: Once per Short Rest

You cloak yourself in a black, terrible aura of contempt and spite.

As part of this maneuver, you may move double your movement speed, you must move at least 10 ft. At the end of this movement you may make a single attack against a creature, if the attck is successful you deal an additonal 6d6 points of necrotic damage and you become wreathed in unholy energy. Until the beginning of your next turn you reduce the damage you take from all attacks by 5.

Entangling Blade


  • Level Requirement: Crusader 7
  • Prerequisite: One Devoted Spirt maneuvers
  • Initiation Action: 1 action
  • Type: Strike
  • Range: Self
  • Duration: 1 minute
  • Uses: Once per Short Rest

Grasping weeds and vines sprout from the ground to hold your enemy in place.

As part of this maneuver, you make a melee attack against an opponent. If your attack hits a writhing mass of thorny vines appears at the point of impact, and the target must succeed on a Strength saving throw or be restrained by the magical vines until the maneuver ends. A Large or larger creature has advantage on this saving throw. If the target succeeds on the save, the vines shrivel away.

While restrained by this spell, the target takes 4d6 piercing damage at the start of each of its turns. A creature restrained by the vines or one that can touch the creature can use its action to make a Strength check against your spell save DC. On a success, the target is freed.

Foehammer


  • Level Requirement: Crusader 3
  • Initiation Action: 1 action
  • Type: Strike
  • Range: Self
  • Duration: Instantaneous
  • Uses: Once per Short Rest

Your throw yourself behind your attack, lending your blow such great weight and force that you leave injuries that even magical defenses cannot mend.

Your devotion to your cause gives you boundless energy that allows you to smash through supernatural defenses. When you land an attack, you hit with such force that damage reduction offers little resistance against you.

When you use this maneuver, you make a melee attack against a single foe. This attack automatically ignores resistance and treats immunity as resistance and deals an extra 1d6 points of damage.

Greater Divine Surge


  • Level Requirement: Crusader 15
  • Prerequisite: Two Devoted Spirt maneuvers
  • Initiation Action: 1 action
  • Type: Strike
  • Range: Self
  • Duration: Instantaneous
  • Uses: Once per Long Rest

A torrent of divine energy courses through you. With supreme force of will, you channel the energy into a devastating attack.

As part of this maneuver, you make a single melee attack that deals an extra 16d8 points of radiant damage.

Law Bearer


  • Level Requirement: Crusader 9
  • Prerequisite: One Devoted Spirt maneuvers, lawful alignment
  • Initiation Action: 1 action
  • Type: Strike
  • Range: Self
  • Duration: 1 round
  • Uses: Once per Short Rest

The air around you hums with cosmic energy as the power of pure law surges through you. For a moment, you take on the aspect of a perfect being as you charge forward to smite your foes.

Made by Llama513 @ Giant in the Playground

As part of this maneuver, you may move double your movement speed, you must move at least 10 ft. At the end of this movement you may make a single attack against a creature, if the attck is successful you deal an additonal 4d6 points of thunder damage and you become wreathed in axiomatic energy. Until the beginning of your next turn you gain a +5 bonus to your AC and saves.

Radiant Charge


  • Level Requirement: Crusader 9
  • Prerequisite: One Devoted Spirt maneuvers, good alignment
  • Initiation Action: 1 action
  • Type: Strike
  • Range: Self
  • Duration: 1 round
  • Uses: Once per Short Rest

You gather the power of your faith and discipline, surrounding yourself in an aura of blinding glory.

As part of this maneuver, you may move double your movement speed, you must move at least 10 ft. At the end of this movement you may make a single attack against a creature, if the attck is successful you deal an additonal 6d6 points of necrotic damage and you become wreathed in holy energy. Until the beginning of your next turn you reduce the damage you take from all attacks by 5.

Rallying Strike

Devoted Spirit(Strike)


  • Level Requirement: Crusader 11
  • Prerequiste: Two Devoted Spirit maneuvers
  • Initiation Action: 1 action
  • Type: Strike
  • Range: self
  • Duration: Instantaneous
  • Uses: Once per Long Rest

Your weapon blazes with divine energy as you smite your enemy. The energy discharges in a great pulse, sweeping over your allies and mending their wounds.

As part of initiating this strike, you must make a successful melee attack against an enemy. This foe must pose a threat to you or your allies in some direct, immediate way. If your attack hits, you and all allies within 30 feet of you regains a number of hit points equal to 3d6 + your maneuver intiation ability modifier.

Revitalizing Strike


  • Level Requirement: Crusader 5
  • Prerequiste: One Devoted Spirit maneuvers
  • Initiation Action: 1 action
  • Type: Strike
  • Range: self
  • Duration: Instantaneous
  • Uses: Once per Short Rest

As you rear back to strike your foe, an aura of divine energy surrounds you. As your attack slams home, this aura dissipates in a flash, knitting your wounds as it discharges.

As part of initiating this strike, you must make a successful melee attack against an enemy. This foe must pose a threat to you or your allies in some direct, immediate way. If your attack hits, you or an ally within 10 feet of you regains a number of hit points equal to 3d6 + your maneuver intiation ability modifier.

Sheild Block


  • Level Requirement: Crusader 3
  • Initiation Action: Reaction
  • Type: Counter
  • Range: Touch
  • Duration: Instantaneous
  • Uses: Once per Short Rest

With a heroic burst of effort, you thrust your shield between your defenseless ally and your enemy.

As a reaction, you can grant an AC bonus to an adjacent ally equal to your shield’s AC bonus + 4. You apply this bonus in response to a single melee or ranged attack that targets your ally. You can initiate this maneuver after an opponent makes their attack roll, but you must do so before you know whether the attack was a success or a failure.

You can not use this manuever if you do not have a sheild.

Sheild Counter


  • Level Requirment: Crusader 13
  • Prerequistie: Two Devoted Spirit maneuvers
  • Initiation Action: Reaction
  • Type: Counter
  • Range: Touch
  • Duration: Instantaneous
  • Uses: Once per Short Rest

As your opponent prepares to make their attack, you bash them with your shield and disrupt their attempt.

As a reaction, you can shield bash against an opponent you threaten. This stops their action, they can still take their bonus action and their movement.

You can not use this manuever if you do not have a sheild.

Strike of Righteous Vitality

Devoted Spirit(Strike)


  • Level Requirement: Crusader 17
  • Prerequiste: Three Devoted Spirit maneuvers
  • Initiation Action: 1 action
  • Type: Strike
  • Range: self
  • Duration: Instantaneous
  • Uses: Once per Long Rest

As your enemy reels from your mighty blow, an ally nearby is simultaneously healed and cleansed of its wounds by the power of your faith.

Made by Llama513 @ Giant in the Playground

When you make this strike, you or one ally within 10 feet of you gains the benefit of a heal spell cast as a 9th level spell. To gain the benefit of this maneuver, you must succesfully land a melee attack against a foe you threaten. This foe must pose a threat to you or your allies in some direct, immediate way.

Tide of Chaos


  • Level Requirement: Crusader 9
  • Prerequisite: One Devoted Spirt maneuvers, chaotic alignment
  • Initiation Action: 1 action
  • Type: Strike
  • Range: Self
  • Duration: 1 round
  • Uses: Once per Short Rest

The power of chaos swirls around you, lending strength to your attacks as you cast your fate to the whims of luck.

As part of this maneuver, you may move double your movement speed, you must move at least 10 ft. At the end of this movement you may make a single attack against a creature, if the attck is successful you deal an additonal 4d6 points of a random damage and you become wreathed in axiomatic energy. Until the beginning of your next turn all attacks have a 50% chance to miss you.

To determine the damge done by this manuever roll 1d6 and consult the table below.

Damage Type
Dice Roll Damage
1 Fire
2 Cold
3 Acid
4 Thunder
5 Lightning
6 Poison

Vanguard Strike


  • Level Requirement: Crusader 1
  • Initiation Action: 1 action
  • Type: Strike
  • Range: self
  • Duration: 1 round
  • Uses: Once per Short Rest

You batter aside your foes defenses with a vicious, overwhelming attack, leaving them vulnerable to your allies’ blows.

As part of this maneuver, you make a melee attack against an opponent you threaten. If this attack hits, you deal an extra 2d6 points of radiant damage and the next attack against this target has advantage.


Diamond Mind

Action Before Thought


  • Level Requirement: Swordsage 3, Warblade 3
  • Initiation Action: Reaction
  • Type: Counter
  • Range: self
  • Duration: Instantaneous
  • Uses: Once per Short Rest

Your supreme sense of the battlefield, unmatched martial training, and simple, intuitive sense of danger allow you to act faster than the speed of thought. When a spell or other attack strikes you, you move a split second before you are even aware of the threat.

Your mind is a keenly honed weapon. Other warriors rely on their physical talents. You know that a mix of mental acuity and martial training, along with a strong sword arm, is an unbeatable combination. This maneuver epitomizes your approach. Your mind, rather than your raw reflexes, dictates your defenses.

You can use this maneuver any time you would be required to make a Dexterity save. Roll a perception check (adding double your proficiency bonus if you are proficient in perception checks, if you are not proficient make your perception check as if you were) instead of the Dexterity save and use the result of that check to determine the save’s success. You must use this maneuver before you roll the Dexterity save. A result of a natural 1 on your perception check is not an automatic failure.

Avalanche of Blades


  • Level Requirement: Swordsage 13, Warblade 13
  • Prerequiste: Three Diamond Mind maneuvers
  • Initiation Action: 1 action
  • Type: Strike
  • Range: self
  • Duration: Instantaneous
  • Uses: Once per Long Rest

In a flashing blur of steel, you unleash a devastating volley of deadly attacks against your enemy, striking it again and again.

You lash at an opponent. If your attack hits, you repeat the same attack again and again at nearly superhuman speed, allowing you to score multiple hits in a blur of activity. Unfortunately, as soon as an attack misses, your tempo breaks, and this delicate maneuver crumbles into a flurry of wasted motion.

As part of this maneuver, you make a single melee attack against an opponent. If that attack hits, resolve your damage as normal. You can then make another attack against that foe with a –2 penalty on your attack roll. If that attack hits, you can make another attack against that opponent with a –4 penalty. You continue to make additional attacks, each one with an additional –2 penalty, until you miss or your opponent is reduced to 0 hit points or fewer. You must direct all these attacks at a single foe.

Made by Llama513 @ Giant in the Playground

Bounding Assault


  • Level Requirement: Swordsage 7, Warblade 7
  • Prerequiste: Two Diamond Mind maneuvers
  • Initiation Action: 1 action
  • Type: Strike
  • Range: self
  • Duration: Instantaneous
  • Uses: Once per Short Rest

You spring across the battlefield, using your focus and ability to act quickly to make an attack while moving.

You combine speed and power into a deadly combination. With this maneuver, you move across the battlefield in a blur, pausing only to deliver a ferocious attack.

As part of this maneuver, you may move double your movement speed, you must move at least your movement speed. After you move, you can also make a melee attack, on a successful hit you deal an extra 5d6 points of damage, this damage ignores resistance and treats immunity as resistance.

Diamond Defense


  • Level Requirement: Swordsage 5, Warblade 5
  • Initiation Action: Reaction
  • Type: Counter
  • Range: self
  • Duration: Instantaneous
  • Uses: Once per Short Rest

You steel yourself against an opponent’s spell, drawing on your focus and training to overcome its effect.

You can initiate this maneuver any time you would be required to make a saving throw. You gain a bonus on that save equal to your initiator level. You must use this maneuver before you roll the saving throw.

Diamond Nightmare Blade


  • Level Requirement: Swordsage 15, Warblade 15
  • Prerequiste: Three Diamond Mind maneuvers
  • Initiation Action: 1 action
  • Type: Strike
  • Range: self
  • Duration: Instantaneous
  • Uses: Once per Long Rest

You spot a single fatal flaw in your opponent’s defenses. With a single attack, you put all the force of your supreme focus into a single, crippling blow.

You must make a perception check (adding double your proficiency bonus if you are proficient in perception checks, if you are not proficient make your perception check as if you were) as part of this maneuver. The DC of this check is the target creature’s AC. You then make a single melee attack against your target, also as part of the maneuver. If your perception check succeeds, this attack deals four times your normal melee damage and the damage dealt by this attack ignores resistance and treats immunity as resistance.


Disrupting Blow


  • Level Requirement: Swordsage 9, Warblade 9
  • Prerequiste: Two Diamond Mind maneuvers
  • Initiation Action: 1 action
  • Type: Strike
  • Range: self
  • Duration: 1 round
  • Uses: Once per Short Rest

With a combination of brute force, keen timing, and exacting aim, you force your opponent into an awkward position that ruins their next action.

As part of this maneuver, you make a melee attack. If this attack hits, you deal an extra 2d6 points of damage, this damage ignores resistance and treats immunity as resistance, and the target must make a Wisdom saving throw or be unable to take any actions or reactions until the start of your next turn.

Greater Insightful Strike


  • Level Requirement: Swordsage 11, Warblade 11
  • Prerequiste: Two Diamond Mind maneuvers
  • Initiation Action: 1 action
  • Type: Strike
  • Range: self
  • Duration: Instantaneous
  • Uses: Once per Long Rest

Your keen eye picks out the slightest imperfection in your opponent’s defenses. Your weapon becomes a tool of your mind.

This maneuver functions like insightful strike, except that you deal damage equal to 2 × your perception check result.

Insightful Strike


  • Level Requirement: Swordsage 5, Warblade 5
  • Initiation Action: 1 action
  • Type: Strike
  • Range: self
  • Duration: Instantaneous
  • Uses: Once per Short Rest

You study your opponent and spot a weak point in their armor. With a quick, decisive strike, you take advantage of this weakness with a devastating attack.

Your mind rather than your physical power allows you to deal grievous injuries to your foes. When you attack, your training and mental focus allow you to score a telling blow.

As part of this maneuver, make a melee attack. If this attack hits, you do not deal normal damage. Instead, you make a perception check (adding double your proficiency bonus if you are proficient in perception checks, if you are not proficient make your perception check as if you were) and deal damage equal to the check result,this damage ignores resistance and treats immunity as resistance.

Made by Llama513 @ Giant in the Playground

Mind Over Body


  • Level Requirement: Swordsage 5, Warblade 5
  • Initiation Action: Reaction
  • Type: Counter
  • Range: self
  • Duration: Instantaneous
  • Uses: Once per Short Rest

Your training and mental toughness allow you to use your focus to overcome physical threats. By focusing your mind, you ignore the effect of a deadly poison or debilitating sickness.

Your diligent training and intense mental focus combine to allow you to overcome physical threats with the raw power of your mind.

You can use this maneuver any time you would be required to make a Constitution save. Roll a perception check (adding double your proficiency bonus if you are proficient in perception checks, if you are not proficient make your perception check as if you were) instead of the Constitution save and use the result of that check to determine the save’s success. You must use this maneuver before you roll the Constitution save. A result of a natural 1 on your perception check is not an automatic failure.

Moment of Alacrity


  • Level Requirement: Swordsage 11, Warblade 11
  • Prerequiste: Two Diamond Mind maneuvers
  • Initiation Action: 1 bonus action
  • Type: Boost
  • Range: self
  • Duration: Instantaneous
  • Uses: Once per Short Rest

You step into a space between heartbeats and act again while your enemies are still reacting to your last strike.

You can improve your initiative count for the next round and all subsequent rounds of the current encounter. When you initiate this maneuver, your initiative count improves by 10, and your place in the initiative order changes accordingly. This modifier applies at the end of the round. Your place in the initiative order changes to reflect moment of alacrity’s effect starting with the next round.

Moment of Perfect Mind


  • Level Requirement: Swordsage 1, Warblade 1
  • Initiation Action: Reaction
  • Type: Counter
  • Range: self
  • Duration: Instantaneous
  • Uses: Once per Short Rest

Your mental focus and martial study have rendered your will into an unbreakable iron wall. When someone targets you with a spell that seeks to erode your willpower, you steel yourself against the attack.

Your diligent training and intense mental focus combine to allow you to overcome physical threats with the raw power of your mind.

You can use this maneuver any time you would be required to make a Wisdom save. Roll a perception check (adding double your proficiency bonus if you are proficient in perception checks, if you are not proficient make your perception check as if you were) instead of the Wisdom save and use the result of that check to determine the save’s success. You must use this maneuver before you roll the Wisdom save. A result of a natural 1 on your perception check is not an automatic failure.

Quick Silver Motion


  • Level Requirement: Swordsage 13, Warblade 13
  • Prerequiste: Three Diamond Mind maneuvers
  • Initiation Action: 1 action
  • Type: Strike
  • Range: self
  • Duration: Instantaneous
  • Uses: Once per Long Rest

In the blink of an eye, you make your move. Your speed, reflexes, and boundless confidence combine to allow you to make a fast, bold move that catches your foes off guard.

As part of this maneuver you move triple your movement speed, this movement does not provoke attacks of oppurtunity. During this movement you may choose five creatures that you come within melee range of during this movement, those five creatures must make a Dexxterity saving throw or take your weapon damage+ 10d8 damage, this damage ignores resistance and treats immunity as resistance, a succesful save halves the damage taken.

Rapid Counter


  • Level Requirement: Swordsage 9, Warblade 9
  • Initiation Action: Special
  • Type: Counter
  • Range: self
  • Duration: Instantaneous
  • Uses: Once per Short Rest

You lash out, your weapon a blur, hammering at the slightest gap that appears in your foe’s defenses.

This maneuver allows you to make a free attack against a reckless enemy. When a foe provokes an attack of opportunity from you, you can initiate this maneuver. As part of this maneuver, you make an immediate melee attack against the foe that provoked the attack of opportunity. This attack does not replace the normal attack of opportunity reaction. You can also use this maneuver before making your normal attack of opportunity reaction when an opponent provokes (or vice versa).

The attack granted by the maneuver is not an extra reaction. You can initiate this maneuver before, after, in addition to, or instead of making an attack of opportunity reaction against an opponent (thus possibly saving your attack of opportunity reaction to use against another enemy later in the round).

Made by Llama513 @ Giant in the Playground

Ruby Nightmare Blade


  • Level Requirement: Swordsage 7, Warblade 7
  • Prerequiste: Three Diamond Mind maneuvers
  • Initiation Action: 1 action
  • Type: Counter
  • Range: self
  • Duration: Instantaneous
  • Uses: Once per Short Rest

With a moment’s thought, you instantly perceive the deadliest place to strike your enemy as you study their defenses, note gaps in their armor, and read subtle but important clues in how they carry themselves or maintains their fighting stance.

The ruby nightmare blade is a favored finishing move of warriors who study the Diamond Mind discipline. By intently analyzing your foe’s stance and moves, you find the precise spot that you must strike to end the fight with a decisive blow.

You must make a perception check (adding double your proficiency bonus if you are proficient in perception checks, if you are not proficient make your perception check as if you were) as part of this maneuver. The DC of this check is the target creature’s AC. You then make a single melee attack against your target, also as part of the maneuver. If your perception check succeeds, this attack deals double your normal melee damage and the damage dealt by this attack ignores resistance and treats immunity as resistance.

Time Stands Still


  • Level Requirement: Swordsage 17, Warblade 17
  • Prerequiste: Four Diamond Mind maneuvers
  • Initiation Action: 1 action
  • Type: Strike
  • Range: self
  • Duration: Instantaneous
  • Uses: Once per Long Rest

The raindrops themselves stand still as you act at the speed of thought. You move like a blur, catching your enemies by surprise with a complex action carried out in a tiny fraction of the time normally needed to complete it.

In an unmatched burst of speed, agility, and decisive action, you move more quickly than the eye can follow. You can lash out with your blade, striking your opponent so rapidly that observers can’t keep track of your moves.

As part of this maneuver you take the Attack action three times.


Iron Heart

Adamantine Hurricane


  • Level Requirement: Warblade 15
  • Prerequiste: Three Iron Heart maneuvers
  • Initiation Action: 1 action
  • Type: Strike
  • Range: self
  • Duration: Instantaneous
  • Uses: Once per Long Rest

In a blur of motion, you make a short, twisting leap in the air. As you turn, your weapon flashes through the enemies around you like a blazing comet. As you drop back to the ground in your fighting stance, your enemies crumple to the ground around you.

You sweep your weapon in a circle around you, striking out at nearby enemies. You strike with the speed and ferocity of a lightning bolt, forcing your enemies to rely on their reflexes for protection rather than their armor and shields.

You make two melee attacks against each opponent you threaten when you initiate this maneuver. You have advantage on each of these attacks, these attacks ignore resistance and treat immunity as resistance.

Dazing Strike


  • Level Requirement: Warblade 9
  • Prerequiste: Two Iron Heart maneuvers
  • Initiation Action: 1 action
  • Type: Strike
  • Range: self
  • Duration: 1 round
  • Uses: Once per Short Rest

Through focus, raw power, and expert aim, you make a mighty attack against your foe, leaving them temporarily knocked senseless by your attack.

The proper application of force to just the right part of a foe’s anatomy allows you to disrupt their actions. While they stumble back, senseless, you press the advantage.

As part of this maneuver, you make a melee attack. If this attack hits, you deal an extra 2d6 points of damage, this damage ignores resistance and treats immunity as resistance, and the target must make a Constitution saving throw or be unable to take any actions or reactions until the start of your next turn.

Disarming Strike


  • Level Requirement: Warblade 3
  • Initiation Action: 1 action
  • Type: Strike
  • Range: self
  • Duration: Instantaneous
  • Uses: Once per Short Rest

You chop at your foe’s hand, causing a grievous injury and forcing them to drop their weapon.

Made by Llama513 @ Giant in the Playground

This maneuver allows you to combine a disarm attempt with a normal attack. You make a single melee attack as part of this strike. If this attack hits you deal an extra 1d8 of damage, this damage ignores resistance and treats immunity as resistance, and the target must make a Strength saving throw. On a failed save, it drops the object you choose. The object lands at its feet.

Exorcism of Steel


  • Level Requirement: Warblade 5
  • Prerequiste: One Iron Heart maneuvers
  • Initiation Action: 1 action
  • Type: Strike
  • Range: self
  • Duration: 1 minute
  • Uses: Once per Short Rest

You attack, striking not your foe, but their weapon, sending a shockwave up their arm that leaves them unable to strike with full force.

Your mastery of the Iron Heart style has taught you much about the power within a blade, and you can use this knowledge to not only enhance your own ability but also to deprive others of that power.

When you initiate this maneuver, you make a single melee attack, if this attack hits deals an extra 4d6 points of damage, this damage ignores resistance and treats immunity as resistance and your foe has disadvantage until the start of your next turn.

Finishing Move


  • Level Requirement: Warblade 13
  • Prerequiste: Three Iron Heart maneuvers
  • Initiation Action: 1 action
  • Type: Strike
  • Range: self
  • Duration: Instantaneous
  • Uses: Once per Long Rest

You deliver a devastating strike against a wounded foe, aiming to finish them off once and for all.

Iron Heart teaches that it is best to finish off a foe with as little effort as possible, the better to save your strength for your remaining enemies. When you use this maneuver, you throw yourself on the offensive with little thought to your defenses. If this attack strikes home, it might end a fight several crucial seconds early.

As part of this maneuver, you make a melee attack against a creature. This attack deals an extra 4d6 points of damage. If the target’s current hit points are less than its full normal hit points, the attack instead deals an extra 6d6 points of lightning damage. If its hit points are equal to or less than one-half its full normal hit points, the attack instead deals an extra 14d6 points of damage, all damage dealt by this manuever ignores resistance and treats immunity as resistance.


Iron Heart Endurance


  • Level Requirement: Warblade 11
  • Prerequiste: Two Iron Heart maneuvers
  • Initiation Action: 1 bonus action
  • Type: Boost
  • Range: self
  • Duration: Instantaneous
  • Uses: Once per Short Rest

You push aside the pain of your injuries to fight on past mortal limits.

If you have half or fewer of your full normal hit points remaining, you can initiate this maneuver to heal hit points equal to 2 × your level.

Iron Heart Focus


  • Level Requirement: Warblade 9
  • Prerequiste: Two Iron Heart maneuvers
  • Initiation Action: Reaction
  • Type: Counter
  • Range: self
  • Duration: Instantaneous
  • Uses: Once per Short Rest

With a last-second burst of speed, you summon reserves of mental and physical will and throw off the effects of your enemy’s attack.

Your training in the Iron Heart discipline grants you excellent reflexes, mental toughness, and stamina. You can draw upon your training and focus to overcome a variety of deadly effects.

As a reaction, you gain advantage on the saving throw, if the saving thow is to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.

Iron Heart Surge


  • Level Requirement: Warblade 5
  • Prerequiste: One Iron Heart maneuver
  • Initiation Action: 1 action
  • Type: Boost
  • Range: self
  • Duration: See text
  • Uses: Once per Short Rest

By drawing on your mental strength and physical fortitude, you break free of a debilitating state that might otherwise defeat you.

Your fighting spirit, dedication, and training allow you to overcome almost anything to defeat your enemies. When you use this maneuver, select one spell, effect, or other condition currently affecting you and with a duration of 1 or more rounds. The condition can be blinded, deafened, paralyzed, or poisoned. That effect ends immediately.

Made by Llama513 @ Giant in the Playground

Lightning Recovery


  • Level Requirement: Warblade 7
  • Prerequiste: Two Iron Heart maneuvers
  • Initiation Action: Reaction
  • Type: Counter
  • Range: self
  • Duration: Instantaneous
  • Uses: Once per Short Rest

Your foe twists out of the way of your initial attack, but your weapon becomes a blur as you reverse direction and strike at them again with lightning speed. In the blink of an eye, you complete your attack and resume your defensive posture.

This maneuver embodies the ethos of speed and energy that the Iron Heart tradition teaches. If one of your melee attacks misses, you can initiate this maneuver to reroll that attack roll.

Lightning Throw


  • Level Requirement: Warblade 15
  • Prerequiste: Two Iron Heart maneuvers
  • Initiation Action: 1 action
  • Type: Strike
  • Range: self (30-foot line)
  • Duration: Instantaneous
  • Uses: Once per Long Rest

You throw your weapon through the air, sending it flying end over end to strike with uncanny accuracy and terrible force. It leaves in its wake a trail of battered enemies.

The Iron Heart tradition’s more esoteric teachings allow a student to transform any melee weapon into a thrown projectile. By focusing your concentration and attuning your senses to your weapon’s balance, you can throw almost anything.

When you use this strike, you make a single melee attack (even though you are throwing your weapon). You deal damage to each creature in the maneuver’s area equal to your normal melee damage (including damage from your attack modifier, feats, magical abilities on your weapon, and so forth), plus an extra 12d6 points of damage, this damage ignores resistance and treats immunity as resistance. Each creature in the attack’s area can make a Dexterity save. A successful save halves the damage dealt.

Your weapon automatically returns to your hand at the end of the round.

Manticore Parry


  • Level Requirement: Warblade 11
  • Prerequiste: Two Iron Heart maneuvers
  • Initiation Action: Reaction
  • Type: Counter
  • Range: self
  • Duration: Instantaneous
  • Uses: Once per Long Rest

You block an enemy’s attack with a lightning- quick parry, then deflect it toward a different target. Your foe can barely control its momentum as its attack now slams into an ally.

When you initiate this maneuver, you block an enemy’s melee attack that targets you and redirect it to another target adjacent to you. You bat aside the strike and direct it against a target of your choice that stands adjacent to you. You must decide whether to initiate this maneuver after the enemy attacks, but before you know whether or not the attack you are deflecting actually hits. If the attack misses, you can still deflect it.

Use the result of your opponent’s attack roll to determine if it strikes the new target.

This maneuver functions only against armed melee attacks. You cannot use it against unarmed attacks, natural weapons, or touch spells.

Mithral Tornado


  • Level Requirement: Warblade 7
  • Prerequiste: Two Iron Heart maneuvers
  • Initiation Action: 1 action
  • Type: Strike
  • Range: self
  • Duration: Instantaneous
  • Uses: Once per Short Rest

Your weapon becomes a blur of motion as you swing it in a tight arc over your head. Once you build up enough speed, you explode into a sweeping attack that chops into the enemies around you.

When you initiate this strike, you make a melee attack against against each opponent you threaten. Resolve each attack separately. You have advantage on each of these attacks, and these attacks ignore resistance and treat immunity as resistance.

Steel Wind


  • Level Requirement: Warblade 1
  • Initiation Action: 1 action
  • Type: Strike
  • Range: Self
  • Duration: Instantaneous
  • Uses: Once per Short Rest

You swing your weapon in a broad, deadly arc, striking many foes with a single, mighty blow.

Through a combination of sheer power and unmatched talent, you make an attack that injures multiple opponents. As you initiate this strike, you make melee attacks against each opponent in a 5 foot radius half circle in front of you, each against a different foe that you threaten. Resolve each attack separately. Damage done by this manuever ignores resistance and treats immunity as resistance

Made by Llama513 @ Giant in the Playground

Strike of Perfect Clarity


  • Level Requirement: Warblade 17
  • Prerequiste: Four Iron Heart maneuvers
  • Initiation Action: 1 action
  • Type: Strike
  • Range: self
  • Duration: Instantaneous
  • Uses: Once per Long Rest

Your supreme focus and perfect fighting form allow you to make a single, devastating attack. You execute a flawless strike to drop your foe with a single attack.

The ultimate Iron Heart maneuver teaches the precise, perfect cut necessary to slay almost any creature. Only the mightiest foes can withstand this attack. Adepts of the Iron Heart tradition seek to use this attack to end fights as quickly as possible. You might open a fight with a quick flurry of attacks, but once a foe is injured, you seek to end the battle with this decisive strike.

You make a single melee attack as part of this strike. If your attack hits, it deals an extra 100 points of damage (in addition to your normal melee damage), this damage ignores resistance and treats immunity as resistance.

Setting Sun

Ballista Throw


  • Level Requirement: Swordsage 11
  • Prerequiste: Two Setting Sun maneuvers
  • Initiation Action: 1 action
  • Type: Strike
  • Range: Touch and 60 feet; See text
  • Duration: Instantaneous
  • Uses: Once per Long Rest

You grab your opponent and spin like a top, swinging them around before throwing them at your opponents like a bolt from a ballista.

This maneuver functions like mighty throw (page 39), except as noted here.

As part of this maneuver, you must succeed on a opposed grapple check against your foe. You have advantage on this check.

If you succeed in grappling your foe, you throw them in a 60-foot line. The target and all creatures in this area take 6d6 points of bludgeoning damage. The thrown creature lands prone at the end of this line. You must place the target in an empty space. If the space at the end of the line is occupied, your opponent falls prone in the open space closest to the line’s endpoint.


Clever Positioning


  • Level Requirement: Swordsage 3
  • Initiation Action: 1 action
  • Type: Strike
  • Range: Self
  • Duration: Instantaneous
  • Uses: Once per Short Rest

With a swift flurry of motion, you knock your foe off balance, slip into their space, and force them into the spot you just occupied.

You make a melee attack, and while your opponent is slightly off balance from your blow, you find the leverage needed to pull them into your space while moving into their space.

As part of this maneuver, you make a single melee attack against a target. If your attack hits, the target takes an extra 1d8 of points damage and must make a Dexterity save. If this save fails, you swap positions with the target. If the target is Large or larger, you can occupy any of the squares that make up its space. The target must in turn occupy the square, or one of the squares, you previously occupied. You cannot use this maneuver if you or the target would end up sharing the same space as another creature or an impassable terrain feature, such as a wall. If your target occupies a larger space than you do, they choose their final position according to the guidelines given above.

Comet Throw


  • Level Requirement: Swordsage 7
  • Prerequiste: One Setting Sun maneuvers
  • Initiation Action: 1 action
  • Type: Strike
  • Range: Touch
  • Duration: Instantaneous
  • Uses: Once per Short Rest

You use your foe’s momentum against them, throwing them through the air to crash into a second enemy.

This maneuver functions like mighty throw (page 39), except as noted here.

As part of this maneuver, you must succeed on a opposed grapple check against your foe. You have advantage on this check.

If you succeed in grappling your foe, you throw them up to 10 feet away from you in a direction of your choice. You select your enemy’s destination space. The target falls prone in that space and takes 4d6 points of bludgeoning damage. For every 5 points by which you win the opposed check, you gain an additional 5 feet of throw range. For example, if you win by 10, you can place your foe in any space within 20 feet of you. You can throw your opponent into a space occupied by a second foe. In this case, the opponent in the target square also takes 4d6 points of bludgeoning damage and is knocked prone. A Dextertiy save halves this damage and allows the second target to remain standing. The thrown creature then falls prone in a clear space of your choice adjacent to the second target.

Made by Llama513 @ Giant in the Playground

Counter Charge


  • Level Requirement: Swordsage 1
  • Initiation Action: Reaction
  • Type: Counter
  • Range: Self
  • Duration: Instantaneous
  • Uses: Once per Short Rest

With a quick sidestep, you send a charging opponent sprawling.

With this counter, you can attempt to redirect a creature that intends to make a attack against you after moving at least 10 feet. Immediately before the creature makes its charge attack, make your choice of an opposed Strength or Dexterity check against it. The target makes its check using the same ability you chose for your check.

If you are of a larger size category than the attacking creature, you use your superior bulk to redirect your foe and gain a +4 bonus on your Strength check (if you opt for a Strength check). If you are of a smaller size category, you use leverage, misdirection, and trickery to gain a +4 bonus on your Dexterity check (if you use that option).

If you succeed on the Strength or Dexterity check, the creature does not get to attack you. You can then move it up to 10 feet in a direction of your choice away from you.

If you fail the Strength or Dexterity check, the creature gains a +2 bonus on its attack and damage roll.

Devastating Throw


  • Level Requirement: Swordsage 5
  • Prerequiste: One Setting Sun maneuvers
  • Initiation Action: 1 action
  • Type: Strike
  • Range: Touch
  • Duration: Instantaneous
  • Uses: Once per Short Rest

Seizing your foe by the arm, you spin in a quick half-circle and hurl them headlong away from you.

This maneuver functions like mighty throw (page 39), except as noted here.

To set up a devastating throw, you must move at least 15 feet.

As part of this maneuver, you must succeed on a opposed grapple check against your foe. You have advantage on this check.

If you succeed in grappling your foe,you throw them up to 10 feet away from you. The target falls prone in the destination space and takes 2d6 points of bludgeoning damage. You choose where they lands. For every 5 points by which you win the opposed check, you gain an additional 5 feet of throw distance. For example, if you win by 10, you can place your foe in any space within 20 feet of you. You must place the target in an empty space. If you lack the distance to throw your target into a clear space, they fall prone in their current space.


Feigned Opening


  • Level Requirement: Swordsage 5
  • Prerequiste: One Setting Sun maneuvers
  • Initiation Action: Reaction
  • Type: Counter
  • Range: Self
  • Duration: Instantaneous
  • Uses: Once per Short Rest

You show your opponent a seemingly fatal mistake in your defenses, but easily avoid the ensuing attack and simultaneously draw your foe into overextending. As they fights to regain their balance, you make a swift counterattack.

You can use this maneuver when an opponent attempts an attack of opportunity against you. As you provoke the attack of opportunity, you position yourself in such a way as to force your opponent to throw themselves off balance to strike you. Even if they succeed in striking you, your foe might regret their attack as your allies leap in to finish them.

When your enemy makes an attack of opportunity against you, but before you know the result of the attack, you can initiate this maneuver. If their attack misses, they provokes an attack of opportunity from you. If their attack of opportunity hits you, they provoke an attack of opportunity from any of your allies who threaten them.

Fool's strike


  • Level Requirement: Swordsage 15
  • Prerequiste: Three Setting Sun maneuvers
  • Initiation Action: Reaction
  • Type: Counter
  • Range: Self
  • Duration: Instantaneous
  • Uses: Once per Long Rest

A creature strikes, but you turn the blow straight back at it.

When an enemy attacks you on its turn, you can attempt to block the blow and send it back at that creature. You step into the attack and redirect it. This maneuver pits your skill against that of your foe.

If an opponent attacks you, you can initiate this maneuver to make an opposed attack roll adding double your proficiency bonus as a reaction. If your foe’s result is higher, he attacks you as normal. If your result is higher, your foe rolls damage as normal for the attack + an additional 8d6 points of damage and takes that much damage.

Hydra Slaying Strike


  • Level Requirement: Swordsage 13
  • Prerequiste: Three Setting Sun maneuvers
  • Initiation Action: 1 action
  • Type: Strike
  • Range: Touch
  • Duration: Instantaneous
  • Uses: Once per Long Rest

You take stock of an opponent’s fi ghting style and make a single, carefully aimed attack that leaves the creature unable to move.

Made by Llama513 @ Giant in the Playground

You take careful aim at an enemy creature, striking it with the precise amount of force needed to push it off guard and leave it unable to move. Your opponent must spend critical seconds adjusting its guard and reevaluating its surroundings.

As part of this maneuver, make a single melee attack. If this attack hits, your target takes an extra 6d6 points of damage and the target is stunned until the start of your next turn.

Mighty Throw


  • Level Requirement: Swordsage 1
  • Initiation Action: 1 action
  • Type: Strike
  • Range: Touch
  • Duration: Instantaneous
  • Uses: Once per Short Rest

You use superior leverage and your Setting Sun training to send an opponent tumbling to the ground.

As part of this maneuver, you must succeed on a opposed grapple check against your foe. You can use either your acrobatics or atheltics for this check and you have a +4 on this check.

If you succeed in grappling your foe, you throw it up to 10 feet away from you. The target falls prone in the destination space and takes 1d6 points of bludgeoning damage. You choose where it lands. You must place the target in an empty space. If you lack the distance to throw your target into a clear space, it falls prone in its current space.

An enemy you throw with this maneuver does not provoke attacks of opportunity for passing through enemies’ threatened areas as part of the throw, and you can throw an enemy through occupied squares.

Mirrored Pursuit


  • Level Requirement: Swordsage 9
  • Prerequiste: Two Setting Sun maneuvers
  • Initiation Action: Reaction
  • Type: Counter
  • Range: Self
  • Duration: Instantaneous
  • Uses: Once per Short Rest

Your movements perfectly match your foe’s, allowing you to move as they doe. Try as they might to escape, you remain at their side.

Your ability to study a foe and match their motions allowing you to remain within arm’s reach at all times. Your opponent cannot hope to escape you.

When an opponent adjacent to you moves, you can initiate this maneuver to immediately move to any space adjacent to them as soon as they stop moving, as long as the distance you cover is less than or equal to your speed. This movement does not provoke attacks of opportunity.


Scorpion Parry


  • Level Requirement: Swordsage 11
  • Prerequiste: Two Setting sun maneuvers
  • Initiation Action: Reaction
  • Type: Counter
  • Range: self
  • Duration: Instantaneous
  • Uses: Once per Long Rest

You knock your opponent’s attack aside, guiding their weapon into one of their allies.

Your keen eye and ability to discern a foe’s motives and intentions allow you to deflect an incoming attack into a different target.

When you initiate this maneuver, you deflect an enemy’s weapon attack that targets you and redirect it to another target adjacent to you. You deflect the strike and direct it against a target of your choice that stands adjacent to you. You must decide whether to initiate this maneuver after the enemy attacks, but before you know whether or not the attack you are deflecting actually hits. If the attack misses, you can still deflect it.

Use the result of your opponent’s attack roll to determine if it strikes the new target.

Soaring Throw


  • Level Requirement: Swordsage 9
  • Prerequiste: Two Setting Sun maneuvers
  • Initiation Action: 1 action
  • Type: Strike
  • Range: Touch
  • Duration: Instantaneous
  • Uses: Once per Short Rest

With a great shout, you send your opponent soaring through the air in a high arc.They slam back to the ground with a bonecrushing thud.

This maneuver functions like mighty throw (page 39), except as noted here.

If you succeed in grappling your foe,you throw them up to 20 feet away from you. The target falls prone in the destination space and takes 8d6 points of bludgeoning damage. You choose where they lands. For every 5 points by which you win the opposed check, you gain an additional 5 feet of throw distance. For example, if you win by 10, you can place your foe in any space within 30 feet of you. You must place the target in an empty space. If you lack the distance to throw your target into a clear space, they fall prone in their current space.

Made by Llama513 @ Giant in the Playground

Strike of the Broken Shield


  • Level Requirement: Swordsage 7
  • Prerequiste: Two Setting Sun maneuvers
  • Initiation Action: 1 action
  • Type: Strike
  • Range: Touch
  • Duration: Instantaneous
  • Uses: Once per Short Rest

You study your opponent and deliver an attack precisely aimed to ruin their defenses and force them to scramble for their balance. While they struggles to ready themselves, they becomes more vulnerable to your attacks.

As part of this maneuver, make a single melee attack. This attack deals an extra 4d6 points of damage. In addition, the target must make a Dexterity save or loose their shield bonus to AC until the start of thier next turn. The target takes damage (normal melee damage plus the extra damage) even if their save succeeds.

Tornado Throw


  • Level Requirement: Swordsage 17
  • Prerequiste: Five Setting Sun maneuvers
  • Initiation Action: 1 action
  • Type: Strike
  • Range: Touch
  • Duration: Instantaneous
  • Uses: Once per Long Rest

Like a whirlwind, you twist and spin across the battlefield, tossing foes away left and right.

This maneuver functions like mighty throw (page 40), except as noted here.

As part of initiating this maneuver, you move up to your opponent, throw them aside, and move again. You must move at least 10 feet before making your throw. This movement and your movement after your throw provoke attacks of opportunity as normal. You can move up to double your speed as part of this maneuver. If you fail in your throw attempt, you can still move afterward. After every 10 feet you move, you can attempt another throw against the same opponent or a different foe.

You have advantage and gain a +2 bonus on your grapple check for every 5 feet that you have moved during your turn. If you succeed in grappling your foe, you throw them up to 10 feet away from you. The target falls prone in the destination space and takes 2d6 points of bludgeoning damage. You choose where they land. For every 5 points by which you win the opposed check, you gain an additional 5 feet of throw distance and the target takes an additional 1d6 points of damage. For example, if you win by 10, you can place your foe in any space within 20 feet of you, and he takes a total of 4d6 points of bludgeoning damage. You must place the target in an empty space. If you lack the distance to throw your target into a clear space, they fall prone in their current space.


Shadow Hand

Bloodletting strike


  • Level Requirement: Swordsage 9
  • Prerequiste: Two Shadow Hand maneuver
  • Initiation Action: 1 action
  • Type: Strike
  • Range: Self
  • Duration: 5 rounds
  • Uses: Once per Short Rest

Spinning your blade in a butterflylike pattern, you administer a dozen precise cuts in an eyeblink. Blood flows from your foe’s opened veins.

You make a single melee attack that deals an extra 2d6 points of Necrotic damage. In addition, if your strike hits, the target continues to bleed causing them to take an extra 2d6 points of necrotic damage each round at the start of its turn for 5 rounds.

Cloak of Deception


  • Level Requirement: Swordsage 3
  • Initiation Action: 1 bonus action
  • Type: Boost
  • Range: Self
  • Duration: 1 round
  • Uses: Once per Short Rest

The shadows around you seem to surge forward and engulf you. For a brief moment, they render you invisible.

When you initiate this maneuver, you turn invisible, as the greater invisibility spell (PH 246). You remain invisible until the start of your next turn.

This Maneuver is a supernatural ability.

Death in the Dark


  • Level Requirement: Swordsage 13
  • Initiation Action: 1 action
  • Type: Strike
  • Range: Self
  • Duration: Instantaneous
  • Uses: Once per Long Rest

You catch your foe unaware, allowing you to deal a single, deadly strike that slays them instantly.

This maneuver functions only against a opponent that could be affected by Sneak Attack. As part of this maneuver, make a single melee attack. If this attack hits, you deal normal damage and the target must make a Constitution save. If the target fails this save, they take an extra 15d6 points of Necrotic damage.

If their save succeeds, they take an extra 5d6 points of Necrotic damage.

Made by Llama513 @ Giant in the Playground

Drain Vitality


  • Level Requiement: Swordsage 3
  • Prerequisite: One Shadow Hand maneuver
  • Initiation Action: 1 action
  • Type: Strike
  • Range: Self
  • Duration: Instantaneous
  • Uses: Once per Short Rest

A faint nimbus of sickly gray shadow surrounds your weapon. When you attack, this shadowy aura flows into the wound you inflict, sapping your opponent’s strength, vitality, and energy.

As part of this maneuver, make a single melee attack. If this attack hits, you deal an extra 4d6 of necrotic damage and you regain hit points equal to half the amount of necrotic damge dealt.

Enervating Shadow Strike


  • Level Requirement: Swordsage 15
  • Prerequisite: Three Shadow Hand maneuver
  • Initiation Action: 1 action
  • Type: Strike
  • Range: Self
  • Duration: Instantaneous
  • Uses: Once per Long Rest

Your weapon becomes cloaked in an inky, black nimbus. As you strike your opponent, that energy flows into the wound and leaves them pale, weak, and shaking.

As part of this maneuver, make a single melee attack. If this attack hits, you deal an extra 12d6 of necrotic damage and you regain hit points equal to half the amount of necrotic damge dealt.

Five-Shadow Crreping Ice enervation Strike


  • Level Requirement: Swordsage 17
  • Prerequisite: Five Shadow Hand maneuver
  • Initiation Action: 1 action
  • Type: Strike
  • Range: Self
  • Duration: 1 minute
  • Uses: Once per Long Rest

With a single lunge, you pierce your enemy to the core. A shadow of ultimate cold falls over their heart and begins to worm through their veins to the five points of their body.

As part of this maneuver, you make a single melee attack. If you hit, you deal normal melee damage plus an extra 15d6 points of cold damage, and a shadow spreads out from your enemy’s heart, freezing the blood in their veins. Over the next minute they take 2d6 points of cold damge at the start of their turn. If the damage from this maneuver kills the creature they are frozen solid. If you are killed before the minute is up the damage stops.

This Maneuver can only be used if you have advantage.


Ghost Blade


  • Level Requirement: Swordsage 11
  • Prerequisite: Three Shadow Hand maneuver
  • Initiation Action: 1 action
  • Type: Strike
  • Range: Self
  • Duration: Instantaneous
  • Uses: Once per Long Rest

A smile brightens your foe’s eyes; they have dodged your blow. But that was merely the ghost blade. The real blade is cutting swiftly from underneath, and yet they still smile. . . .

As part of this maneuver, you make a melee attack with advadntage. As you strike at your opponent, you create an illusory double of your weapon. This double slashes at your opponent, tricking them into mistaking it for your attack. In truth, the illusion cloaks your real attack. You have advantage on this strike as the hidden attack from a new direction ruins their defenses. On a succesful hit you deal an extra 6d6 cold damage.

This maneuver is a supernatural ability.

Hand of Death


  • Level Requirement: Swordsage 7
  • Initiation Action: 1 action
  • Type: Strike
  • Range: Self
  • Duration: 1 round
  • Uses: Once per Short Rest

You reach out and tap your foe with a single finger. Their look of puzzlement turns to fear as black energy spreads across their body, rendering them helpless.

You draw upon the power of shadow to render a single foe helpless. By touching a specific nerve center and channeling your ki, you leave your enemy’s muscles cold, locked, and useless.

This maneuver functions only against a opponent that could be affected by Sneak Attack. As part of this maneuver, make a single melee attack. If this attack hits, you deal an extra 4d6 points of cold damage and the target must make a Constitution save or be stunned until the start of your next turn.

This maneuver is a supernatural ability.

Obscuring Shadow Veil


  • Level Requirement: Swordsage 7
  • Prerequisite: Two Shadow Hand maneuvers
  • Initiation Action: 1 action
  • Type: Strike
  • Range: Self
  • Duration: 1 round
  • Uses: Once per Short Rest

As you strike your opponent, you summon the fell energies of the Shadow Hand school to rob your foe of their sight. Inky, black energy burrows into their eyes, rendering them blind for a few critical moments.

Made by Llama513 @ Giant in the Playground

As an action, you can make a single melee attack. If it hits, your opponent takes normal melee damage plus an extra 5d6 points of necrotic damage. They must also make a successful Constitution save or suffer a 50% miss chance on all melee and ranged attacks for until the start of your next turn. A successful save negates the miss chance, but not the extra damage.

This maneuver is a supernatural ability.

One with Shadow


  • Level Requirement: Swordsage 15
  • Prerequisite: Three Shadow Hand maneuvers
  • Initiation Action: Reaction
  • Type: Counter
  • Range: Self
  • Duration: 1 round
  • Uses: Once per Long Rest

You fade into the raw essence of shadow, turning transparent, then insubstantial.

As an reaction to an oppent making a attack against you, you become ethereal. You gain all the benefits of the etherealness spell (PH 238) until the beginning of your next turn. The creature that attacked you takes 6d6 points of Cold damage.

This maneuver is a supernatural ability.


  • Level Requirement: Swordsage 13
  • Prerequisite: Three Shadow Hand maneuvers
  • Initiation Action: 1 action
  • Type: Strike
  • Range: 50 feet
  • Duration: Instantaneous
  • Uses: Once per Long Rest

You weave your weapon in an elaborate pattern, creating an illusory double that glows with white energy. As you make your attack, both your true weapon and the illusion slash at your foe.

This maneuver functions as the shadow jaunt maneuver, except that it deals an extra 10d6 points of necrotic damage.

Shadow Garrote


  • Level Requirement: Swordsage 5
  • Initiation Action: 1 action
  • Type: Strike
  • Range: 60 feet
  • Duration: 1 round
  • Uses: Once per Short Rest

With a subtle gesture, you carve a slice of shadow from the air around you and cast it toward your foe. It wraps around the creature’s neck and squeezes the life from it.

As part of this maneuver, you create a strand of shadow that you hurl at an opponent. The strand wraps around the target’s throat and chokes it. As part of this maneuver, you make a ranged weapon attack (you are considered proficient in the shadow garrote) against a creature within range. If your attack is successful, your opponent takes 4d6 points of necrotic damage. In addition, it must make a successful Constitution save or become restrained until the start of your next turn. This strike has no effect against nonliving creatures, such as constructs and undead.

This maneuver is a supernatural ability.

Shadow Jaunt


  • Level Requirement: Swordsage 3
  • Initiation Action: 1 action; See text
  • Type: Strike
  • Range: 50 feet
  • Duration: Instantaneous
  • Uses: Once per Short Rest

A cloud of shadow energy engulfs you, spins into a tiny mote, and disappears. A moment later, this shadowy cloud appears across the battlefield and expels you from it.

When you are in dim light or darkness, as a action you can teleport up to 50 feet to an unoccupied space you can see that is also in dim light or darkness. If this brings you within melee range of an oppent you may make a single attack as a bonus action if this attack hits it deals an extra 2d6 points of necrotic.

Shadow Noose


  • Level Requirement: Swordsage 11
  • Initiation Action: 1 action
  • Type: Strike
  • Range: 60 feet
  • Duration: 1 round
  • Uses: Once per Long Rest

As you foe struggles to ready their defenses, you make a subtle gesture in the air. A noose formed of shadow drops from above them, wraps around their throat, and hoists them aloft. Their limbs flail as they struggles to free themselves from the strangling noose.

This maneuver functions only against a opponent that could be affected by Sneak Attack.

As part of this maneuver, you form a noose of shadow that wraps around your target and strangles them. As part of this maneuver, you make a ranged weapon attack (you are considered proficient wiwth the Shadow Noose) within range. If it hits, your opponent takes 6d6 points of necrotic damage. In addition, he must make a successful Constitution save or be stunned until the start of your next turn. A successful save negates the stun, but not the extra damage. This strike has no effect against nonliving creatures, such as constructs and undead.

This maneuver is a supernatural ability.

Made by Llama513 @ Giant in the Playground

Shadow Stride


  • Level Requirement: Swordsage 9
  • Prerequisite: Two Shadow Hand maneuvers
  • Initiation Action: 1 action
  • Type: Strike
  • Range: 50 feet
  • Duration: Instantaneous
  • Uses: Once per Short Rest

You dissipate into a puff of black shadow. A moment later, the shadow coalesces, and you appear fifty feet away.

This maneuver functions as the shadow jaunt maneuver, except that it deals an extra 8d6 points of necrotic damage.

Stalker in the Night


  • Level Requirement: Swordsage 11
  • Initiation Action: 1 action
  • Type: Strike
  • Range: Self
  • Duration: Instantaneous
  • Uses: Once per Long Rest

You slide through the dark like a bird of prey, emerging only to strike down your foe before sliding back into shadow’s welcoming embrace.

This maneuver functions only against a opponent that could be affected by Sneak Attack.

As part of this maneuver, you move up to your speed and make a single melee attack at any point during your movement. If you were hidden before initiating this maneuver, you can keep the results of your previous stealth check even though you move and attack. As long as you end your turn in a spot that allows you to hide, your foes must make a perception check as normal to discern your presence. Your movement and this maneuver’s attack have no effect on your stealth results.

Stone Dragon

Adamantine Bones


  • Level Requirement: Crusader 15, Swordsage 15, Warblade 15
  • Prerequisites: Three Stone Dragon maneuvers
  • Initiation Action: 1 action
  • Type: Strike
  • Range: Self
  • Duration: 10 minutes
  • Uses: Once per Long Rest

You are an impenetrable tower of defiance on the battlefield. Attacking you is as fruitless as striking a mountain with a walking stick.

The supreme focus, mental toughness, and physical durability taught by the Stone Dragon discipline culminate in this powerful combat maneuver. When you make a successful attack, your mind focuses your body into the equivalent of a living shard of rock. Even the most ferocious attacks bounce off you without harm.

As part of this maneuver, you make a single melee attack. If this attack hits, you reduce all damage you take by 20 for the next 10 minutes.

Ancient Mountain Hammer


  • Level Requirement: Crusader 13, Swordsage 13, Warblade 13
  • Prerequisites: Three Stone Dragon maneuvers
  • Initiation Action: 1 action
  • Type: Strike
  • Range: Self
  • Duration: Instantaneous
  • Uses: Once per Long Rest

You put the weight of a great mountain behind your attack, pounding through armor and bone.

As part of this maneuver, you make a single melee attack. This attack deals an extra 12d6 points of damage, this damage ignores resistance and treats immunity as resistance..

Bonecrusher


  • Level Requirement: Crusader 5, Swordsage 5, Warblade 5
  • Initiation Action: 1 action
  • Type: Strike
  • Range: Self
  • Duration: 5 rounds
  • Uses: Once per Short Rest

You deliver your attack, and your enemy’s eyes jerk wide open in panic as their skeleton begins to fracture in hundreds of places.

As part of this maneuver, you make a melee attack. If your attack hits, it deals an extra 4d6 points of damage, this damage ignores resistance and treats immunity as resistance. The creature struck must succeed on a Constitution save or its skeletal structure becomes massively weakened, and its movement speed is cut in half for the duration.

Charging Minotaur


  • Level Requirement: Crusader 1, Swordsage 1, Warblade 1
  • Initiation Action: 1 action
  • Type: Strike
  • Range: Self
  • Duration: Instantaneous
  • Uses: Once per Short Rest

You charge at your foe, blasting them with such power that they stumbles back.

As you roar across the battlefield, your position yourself to deliver a devastating charge attack. When you slam into an opponent, you crush them with concussive force and send them stumbling backward.

Made by Llama513 @ Giant in the Playground

As partt of this maneuver, you may move up to double your movement speed straight forward and make a single melee weapon attack. if you move at least 10 feet straight forward and your melee attacks hits you deal an extra 2d6 damage, this damage ignores resistance and treats immunity as resistance. The target must succeed on a Stength saving throw or be pushed up to 10 feet away and knocked prone.

Colossus Strike


  • Level Requirement: Crusader 13, Swordsage 13, Warblade 13
  • Prerequisites: Two Stone Dragon maneuvers
  • Initiation Action: 1 action
  • Type: Strike
  • Range: Self
  • Duration: Instantaneous
  • Uses: Once per Long Rest

Focusing your strength with a deep, rumbling shout, you execute an attack that sends your opponent flying through the air.

As part of this maneuver, you make a melee attack against your foe. This attack deals an extra 10d6 points of damage, this damage ignores resistance and treats immunity as resistance, and the creature struck must succeed on a Constitution save or be hurled 20 feet away from you, falling prone. The enemy’s movement doesn’t provoke attacks of opportunity. If an obstacle blocks the creature’s movement, it instead stops in the first unoccupied square.

Crushing Vise


  • Level Requirement: Crusader 11, Swordsage 11, Warblade 11
  • Initiation Action: 1 action
  • Type: Strike
  • Range: Self
  • Duration: 1 round
  • Uses: Once per Long Rest

The overwhelming power behind your attack leaves your opponent unable to move. The punishing strike forces it to waste a few moments shrugging off the effects of your attack.

By making a powerful, focused blow, you leave your opponent unable to move. The crushing weight of your attack forces it to waste a precious moment regaining its footing.

As part of this maneuver, you make a melee attack. This attack deals an extra 8d6 points of damage, this damage ignores resistance and treats immunity as resistance. If the creature you hit is standing on the ground, your attack also drops the target’s speed to 0 feet (for all movement types) for until the start of your next turn. It can act normally in all other ways.

This maneuver functions only against opponents standing on the ground. A flying creature or a levitating target is immune to the speed reducing effect, but not to the extra damage.


Easthstrike Quake


  • Level Requirement: Crusader 15, Swordsage 15, Warblade 15
  • Initiation Action: 1 action
  • Type: Strike
  • Range: Self (60-foot radius)
  • Duration: Instantaneous
  • Uses: Once per Long Rest

You swing your weapon in a wild arc, slamming it into the ground at your feet. Energy surges out from you, causing an avalanche of rock that devastes those around you.

You channel ki into the earth with your mighty strike, causing a 10 foot high wall of rock to surge outwards from you. Anyone in this maneuver’s area must make a successful Dexterity save or take 12d6 points of, this damage ignores resistance and treats immunity as resistance damge and be flung to the edge of the area affected, on a succes they take half damage and are not pushed back. The area affected by this maneuver becomes difficult terrain.

Elder Mountain Hammer


  • Level Requirement: Crusader 9, Swordsage 9, Warblade 9
  • Prerequisites: Two Stone Dragon maneuvers
  • Initiation Action: 1 action
  • Type: Strike
  • Range: Self
  • Duration: Instantaneous
  • Uses: Once per Short Rest

You draw strength from the earth beneath your feet and transfer it into ruinous power. Your next attack drops like an avalanche upon your foe, hammering them into submission.

The students of the Stone Dragon discipline learn to tap into the power of the earth, channel its endless strength, and use it to grant their attacks tremendous force. A strike delivered by a Stone Dragon adept can shatter a warrior’s shield, turn a wooden door into splinters, or slay an ogre with a single blow.

As part of this maneuver, you make a single melee attack. This attack deals an extra 8d6 points of damage, this damage ignores resistance and treats immunity as resistance.

Iron Bones


  • Level Requirement: Crusader 11, Swordsage 11, Warblade 11
  • Prerequisites: Two Stone Dragon maneuvers
  • Initiation Action: 1 action
  • Type: Strike
  • Range: Self
  • Duration: 1 minute
  • Uses: Once per Long Rest

As you make a successful attack, you enter a meditative state that leaves you almost invulnerable to harm. Arrows bounce off your skin, and sword blows barely draw any blood.

This maneuver is an evolution of the techniques and abilities covered by the stone bones maneuver. Your meditative focus, ki, and training allow your mind to overcome matter. Weapons bounce from you skin and barely injure you.

Made by Llama513 @ Giant in the Playground

As part of this maneuver, you make a single melee attack. If this attack hits, you reduce all damage you take by 10 for the next minute.

Irresistible Mountain Strike


  • Level Requirement: Crusader 11, Swordsage 11, Warblade 11
  • Initiation Action: 1 action
  • Type: Strike
  • Range: Self
  • Duration: 1 round
  • Uses: Once per Long Rest

You slam your weapon into your foe with irresistible force. They can barely move as they struggle to marshal their defenses against you.

Your mighty attack causes your opponent to stagger aimlessly for a few key moments, leaving them unable to act fully on their next turn.

As part of this maneuver, you make a single melee attack. This attack deals an extra 8d6 points of damage, this damage ignores resistance and treats immunity as resistance. A creature hit by this strike must also make a successful Constitution save or be unable to take any actions on their next turn. It can otherwise act as normal. A creature that successfully saves still takes the extra damage.

This maneuver functions only against opponents standing on the ground. A flying creature or a levitating target need not save against the action loss effect, but still takes the extra damage.

Mountain Avalanche


  • Level Requirement: Crusader 9, Swordsage 9, Warblade 9
  • Prerequisites: Two Stone Dragon maneuvers
  • Initiation Action: 1 action
  • Type: Strike
  • Range: Self
  • Duration: Instantaneous
  • Uses: Once per Short Rest

You wade through your enemies like a stone giant rampaging through a mob of orcs. You crush them underfoot and drive them before you, leaving a trail of the dead in your wake.

As part of this maneuver, you can move up to double your speed and trample your opponents. You can enter the space of any creature of your size category or smaller. If you enter the space occupied by such a creature it must make a Dexterity saving throw. On a failure it takes force damage equal to 6d6 + your Strength modifier (if any), this damage ignores resistance and treats immunity as resistance. On a success the creature takes no damage as it dives out of the way.

You can deal trampling damage to a creature only once per round, no matter how many times you move into or through its space.


Mountain Hammer


  • Level Requirement: Crusader 3, Swordsage 3, Warblade 3
  • Initiation Action: 1 action
  • Type: Strike
  • Range: Self
  • Duration: Instantaneous
  • Uses: Once per Short Rest

Like a falling avalanche, you strike with the weight and fury of the mountain.

As part of this maneuver, you make a single melee attack. This attack deals an extra 4d6 points of damage, this damage ignores resistance and treats immunity as resistance.

Mountain Tombstone Strike


  • Level Requirement: Crusader 17, Swordsage 17, Warblade 17
  • Prerequisites: Two Stone Dragon maneuvers
  • Initiation Action: 1 action
  • Type: Strike
  • Range: Self
  • Duration: Instantaneous
  • Uses: Once per Long Rest

You slam into your foe, turning bones into dust and muscle into bloody pulp. Your foe’s body is left a crippled, twisted mockery.

Your attack causes damage to the structure of your foe’s body. As part of this maneuver, you make a single melee attack. If this attack hits, you deal an extra 40d6 points of damage, this damage ignores resistance and treats immunity as resistance.

Overwhelming Mountain Strike


  • Level Requirement: Crusader 7, Swordsage 7, Warblade 7
  • Initiation Action: 1 action
  • Type: Strike
  • Range: Self
  • Duration: 1 round
  • Uses: Once per Short Rest

Your mighty strike temporarily disorients your opponent, costing them precious seconds as they shake off the attack.

You slam your foe with a mighty strike, almost knocking them from their feet and forcing them to find their footing and steady themselves before they can react.

As part of this maneuver, you make a melee attack. This attack deals an extra 6d6 points of damage, this damage ignores resistance and treats immunity as resistance. If the creature you hit is standing on the ground, your attack also drops the target’s speed to 0 feet (for all movement types) for until the start of your next turn. It can act normally in all other ways.

This maneuver functions only against opponents standing on the ground. A flying creature or a levitating target is immune to the speed reducing effect, but not to the extra damage.

Made by Llama513 @ Giant in the Playground

Stone Vise


  • Level Requirement: Crusader 3, Swordsage 3, Warblade 3
  • Initiation Action: 1 action
  • Type: Strike
  • Range: Self
  • Duration: 1 round
  • Uses: Once per Short Rest

You make a crushing blow that staggers your opponent, leaving it unable to move.

By making a powerful, focused blow, you leave your opponent unable to move. The crushing weight of your attack forces it to waste a precious moment regaining its footing.

As part of this maneuver, you make a melee attack. This attack deals an extra 2d6 points of damage, this damage ignores resistance and treats immunity as resistance. If the creature you hit is standing on the ground, your attack also drops the target’s speed to 0 feet (for all movement types) for until the start of your next turn. It can act normally in all other ways.

This maneuver functions only against opponents standing on the ground. A flying creature or a levitating target is immune to the speed reducing effect, but not to the extra damage.

Tiger Claw

Claw at the Moon


  • Level Requirement: Swordsage 3, Warblade 3
  • Initiation Action: 1 action
  • Type: Strike
  • Range: Self
  • Duration: Instantaneous
  • Uses: Once per Short Rest

You leap into the air, catching your foe off guard as you slice down into them.

You learn to leap into the air and slice at a foe’s vulnerable points. Like a great cat, you spring into the air and attack your foe from an unexpected direction.

As part of this maneuver, you attempt a atheltics check (adding double your proficiency bonus if you are proficient in athletics checks, if you are not proficient make your athletics check as if you were) to leap into the air and make a melee attack that targets your foe’s upper body, face, and neck. The athletics check’s DC is equal to your target’s AC. If this check succeeds, your attack deals an extra 4d6 points of damage, this damage ignores resistance and treats immunity as resistance.

If your check fails, you can still attack, but you do not deal extra damage. The maneuver is still considered expended.


Dancing Mongoose

Tiger Claw(Boost)


  • Level Requirement: Swordsage 9, Warblade 9
  • Prerequisite: Two Tiger Claw manuevers
  • Initiation Action: 1 bonus action
  • Type: Boost
  • Range: Self
  • Duration: End of turn
  • Uses: Once per Short Rest

You swing your weapons about you in a blur of speed, making a series of devastating attacks in the space of a single breath.

You make a flurry of deadly attacks. After initiating this boost, you can make one additional attack with each weapon you wield (to a maximum of two extra attacks if you wield two or more weapons). All of these attacks must be directed against the same opponent.

Death From Above


  • Level Requirment: Swordsage 7, Warblade 7
  • Prerequisite: One Tiger Claw manuevers
  • Initiation Action: 1 action
  • Type: Strike
  • Range: Self
  • Duration: Instantaneous
  • Uses: Once per Short Rest

With a war cry, you leap into the air and lift your weapon high overhead. As you arc downward, your weight and momentum lend bonecrushing force to your attack.

Like a thunderbolt, you slam into your foe from above. You leap upon your enemy and drive them into the ground. The impact of your attack gives you extra force, allowing you to score a deadly hit.

To use this maneuver, you must be adjacent to a foe. As part of this maneuver, you attempt a DC 20 Athletics check (adding double your proficiency bonus if you are proficient in athletics checks, if you are not proficient make your athletics check as if you were). If this check succeeds, you can make a single melee attack against an opponent that you were adjacent to when you began this maneuver. This attack occurs in the air as you soar over your opponent, also as part of the maneuver. Your attack deals an extra 6d6 points of damage,this damage ignores resistance and treats immunity as resistance. You then land in any space adjacent to the target of this attack, though no more than 20 feet away from your starting position.

If your athletics check fails, you remain in the last space you occupied before the athletics check and can make a single attack normally. The maneuver is still considered expended.

Made by Llama513 @ Giant in the Playground

Feral Death Blow


  • Level Requirement: Swordsage 17, Warblade 17
  • Prerequisite: Four Tiger Claw manuevers
  • Initiation Action: 1 action
  • Type: Strike
  • Range: Self
  • Duration: Instantaneous
  • Uses: Once per Long Rest

With a primal howl, you leap into the air and land on your opponent, hacking and clawing at their neck.

You leap upon your opponent, rending and tearing with your weapons in an attempt to kill them with a brutally overwhelming assault. You grab onto your foe as you slash and hack at their neck, face, and other vulnerable areas.

To use this maneuver, you must be adjacent to your intended target. As part of this maneuver, make a athletics check (adding double your proficiency bonus if you are proficient in athletics checks, if you are not proficient make your athletics check as if you were) with a DC equal to your opponent’s AC. If the check succeeds, you can then make a single melee attack against your foe, also as part of this maneuver. This attack ignores your target Dexterity bonus to AC. If your attack deals damage, your target must attempt a Constitution save. If it fails, it is reduced to 0 hit points. If the save is successful, you deal an extra 20d6 points of damage to the target in addition to your normal weapon damage. The damage from this maneuver ignores resistance and treats immunity as resistance.

If your athletics check fails, you can make a single attack normally. The maneuver is still considered expended.

Flesh Ripper


  • Level Requirement: Swordsage 5, Warblade 5
  • Prerequisite: Two Tiger Claw manuevers
  • Initiation Action: 1 action
  • Type: Strike
  • Range: Self
  • Duration: 1 round
  • Uses: Once per Short Rest

With a mixture of careful precision and animal savagery, you tear into a foe to produce jagged wounds that overwhelms them with pain.

As part of this maneuver, you make a melee attack against a single opponent. If this attack hits, you deal an extra 4d6 points of damage and the target must make a successful Constitution save or have disadvantage on attack rolls until the start of your next turn. The damage from this maneuver ignores resistance and treats immunity as resistance.


Fountain of Blood


  • Level Requirement: Swordsage 7, Warblade 7
  • Prerequisite: Two Tiger Claw manuevers
  • Initiation Action: 1 bonus action
  • Type: Boost
  • Range: Self (30-foot radius)
  • Duration: 1 minute
  • Uses: Once per Short Rest

As your foe dies on your blade, you twist and turn your weapon to send blood spraying across the battlefield. Your enemies shriek in fear at their ally’s grisly demise.

If you reduce a living opponent to 0 or fewer hit points during your turn, you can initiate this maneuver. Your weapon rips into your foe as they drop, dealing an extra 1d6 points of damage, this damage ignores resistance and treats immunity as resistance, and forcing all your enemies within a 30-foot radius to make successful Wisdom saving throw or drop whatever it is holding and become frightened for the duration. For each foe you drop during your turn prior to initiating this maneuver, the save DC increases by 1.

While frightened by this manuever, a creature must take the Dash action and move away from you by the safest available route on each of its turns, unless there is nowhere to move. If the creature ends its turn in a location where it doesn’t have line of sight to you, the creature can make a Wisdom saving throw. On a successful save, the spell ends for that creature.

Girallon Wndmill Flesh Rip


  • Level: Swordsage 8, Warblade 8
  • Prerequisite: Three Tiger Claw manuevers
  • Initiation Action: See text
  • Type: Boost
  • Range: Self
  • Duration: Instantaneus
  • Uses: Once per Long Rest

Windmilling your arms in a furious blur, you strike your perplexed enemy from two directions at once, rending their flesh with each strike.

Each of your attacks is precisely timed to maximize the carnage it inflicts. You must be wielding two or more weapons to initiate this maneuver. As you hack into your opponent, you use your weapons together to murderous effect. With a cruel twist of your blade, you widen the wounds you cause with each successive strike.

Made by Llama513 @ Giant in the Playground

You must initiate this maneuver as a bonus action before making any attacks in the current round. During this round you may take a special version of your attack action, you make the initial attack, or attacks as normal, but after you have made all of the attacks that you normally get with your attack action you can then make another attack against a foe with a –2 penalty on your attack roll. If that attack hits, you can make another attack against an opponent with a –4 penalty. You continue to make additional attacks, each one with an additional –2 penalty, until you miss or your opponents are reduced to 0 hit points or fewer. If you strike an opponent multiple times during your turn, you also deal rend damage. This damage is based on the number of times you strike your opponent during your turn (see the table below). Determine the rend damage dealt immediately after you make your last attack for your turn.

If you attack multiple opponents during your turn, you gain this extra damage against each of them. A creature takes rend damage based on the number of attacks that hit it, not the number of successful attacks you make. For example, if you hit a fire giant three times and an evil cleric twice during your turn, the fire giant takes rend damage for three attacks and the cleric takes rend damage for two attacks. All rend damage ignores resistance and treats immunity as resistance.

Succesful Attacks Rend Damage
2 8d6
3 10d6
4 12d6
5 14d6
6 16d6
7 18d6
8+ 20d6

Pouncing Charge


  • Level Requirement: Swordsage 9, Warblade 9
  • Prerequisite: Two Tiger Claw manuevers
  • Initiation Action: 1 action
  • Type: Strike
  • Range: Self
  • Duration: Instantaneus
  • Uses: Once per Short Rest

With the roar of a wild beast, you throw yourself into the fray. Your weapons are little more than a blur as you hack at your foe with feral speed.

With a ferocious howl, you throw yourself into combat. You move with such speed and ferocity that when you reach your enemy, you unleash a blistering flurry of slashes, cuts, and hacks.

As part of this maneuver, you may move double your movement speed, you must move at least your movement speed. After you move, you can also make two melee attacks, on each successful hit you deal an extra 2d6 points of damage, this damage ignores resistance and treats immunity as resistance.


Rabid Bear Strike


  • Level Requirement: Swordsage 11, Warblade 11
  • Prerequisite: Two Tiger Claw manuevers
  • Initiation Action: 1 action
  • Type: Strike
  • Range: Self
  • Duration: Instantaneus
  • Uses: Once per Long Rest

With a ferocious roar, you leap upon your enemy like a wild beast, slamming your weapon into them with a madman’s fury.

You focus your primal fury into a single attack, laying an opponent low with a mighty blow that splinters bones and shatters steel. As part of this maneuver, you make a single melee attack. You have advantage and deal an extra 6d6 points of damage, this damage ignores resistance and treats immunity as resistance. After completing this maneuver, all attacks against you have advantage until the start of your nexxt turn.

Rabid Wolf Strike


  • Level Requirement: Swordsage 3, Warblade 3
  • Initiation Action: 1 action
  • Type: Strike
  • Range: Self
  • Duration: Instantaneus
  • Uses: Once per Short Rest

You foam at the mouth and scream in rage as you make a powerful attack against your enemy. You set aside all thoughts of defense as you lunge forward.

For a split-second, you unleash the barely controlled, primal rage that surges within you. As part of this maneuver, you make a single melee attack. You have advantage and deal an extra 3d6 points of damage, this damage ignores resistance and treats immunity as resistance. After completing this maneuver, all attacks against you have advantage until the start of your nexxt turn.

Raging Mongoose


  • Level Requirement: Swordsage 15, Warblade 15
  • Prerequisite: Three Tiger Claw manuevers
  • Initiation Action: 1 bonus action
  • Type: Boost
  • Range: Self
  • Duration: End of turn
  • Uses: Once per Long Rest

You swing your weapons about you in a blur of speed, making a series of devastating attacks in the space of a single breath.

You make a flurry of deadly attacks. After initiating this boost, you can make two additional attack with each weapon you wield (to a maximum of four extra attacks if you wield two or more weapons). All of these attacks must be directed against the same opponent.

Made by Llama513 @ Giant in the Playground

Soarting Raptor Strike


  • Level Requirement: Swordsage 5, Warblade 5
  • Prerequiste: One Tiger Claw maneuver
  • Initiation Action: 1 action
  • Type: Strike
  • Range: Self
  • Duration: Instantaneous
  • Uses: Once per Short Rest

You leap into the air, catching your opponent by surprise as you jump over its defenses to plunge your weapon into the crown of its head.

As part of this maneuver, you attempt a atheltics check (adding double your proficiency bonus if you are proficient in athletics checks, if you are not proficient make your athletics check as if you were) to leap into the air and make a melee attack that targets your foe’s upper body, face, and neck. The athletics check’s DC is equal to your target’s AC. If this check succeeds, your attack deals an extra 6d6 points of damage, this damage ignores resistance and treats immunity as resistance.

If your check fails, you can still attack, but you do not deal extra damage. The maneuver is still considered expended.

Swooping Dragon Strike


  • Level Requirement: Swordsage 13, Warblade 13
  • Prerequiste: Three Tiger Claw maneuver
  • Initiation Action: 1 action
  • Type: Strike
  • Range: Self
  • Duration: 1 round
  • Uses: Once per Long Rest

Like a dragon, you swoop down upon your foe and let loose with a devastating attack. You leap over them and, as you soar through the air, unleash a devastating volley of attacks.

You leap over an opponent and chop down at them, ruining their defenses and striking with a critical blow.

As part of this maneuver, you attempt a atheltics check (adding double your proficiency bonus if you are proficient in athletics checks, if you are not proficient make your athletics check as if you were) to leap into the air and make a melee attack that targets your foe’s upper body, face, and neck. The athletics check’s DC is equal to your target’s AC. If this check succeeds, your attack deals an extra 10d6 points of damage and your oppenent must make a Constitution saving throw or be stunned until the start of your next turn. The damage from this maneuver ignores resistance and treats immunity as resistance.

If your check fails, you can still attack, but you do not deal extra damage. The maneuver is still considered expended.


Wolf Climbs the Mountain


  • Level Requirement: Swordsage 11, Warblade 11
  • Prerequiste: Two Tiger Claw maneuver
  • Initiation Action: 1 action
  • Type: Strike
  • Range: Self
  • Duration: Instantaneous
  • Uses: Once per Long Rest

You slip between a larger foe’s legs and strike its exposed side. You then find cover in the shadow of your enemy’s bulk.

You can use this maneuver only against an opponent of a size category larger than yours. As part of this maneuver, you enter your target’s square without provoking an attack of opportunity. You can then attack your target as part of this maneuver. Your attack deals an extra 10d6 points of damage, this damage ignores resistance and treats immunity as resistance. You remain within your opponent’s space after you complete this maneuver. You gain cover against all attacks as long as you remain in their space, including those made by the target. If the target moves, it leaves you behind but provokes an attack of opportunity from you for leaving your space.

Wolf Fang Strike


  • Level Requirement: Swordsage 1, Warblade 1
  • Initiation Action: 1 action
  • Type: Strike
  • Range: Self
  • Duration: Instantaneous
  • Uses: Once per Short Rest

You lash out in a blur of movement with two weapons, hacking into your foe with a combination of feral strength and speed.

You tap into the speed and strength embodied within your feral spirit. You must fight with two weapons to use this maneuver. If you carry only one weapon, you can choose to make an unarmed strike with your off hand (as an unarmed attack) if you so wish. As part of this maneuver, you make an attack with both weapons you wield against one opponent. Both attacks must target the same creature, and each succesful attack deals an extra 1d6 of damage, this damage ignores resistance and treats immunity as resistance.

White Raven

Battle Leader's Charge


  • Level Requirement: Crusader 3, Warblade 3
  • Initiation Action: 1 action
  • Type: Strike
  • Range: Self
  • Duration: Instantaneous
  • Uses: Once per Short Rest

You lead from the front, charging your enemies so that your allies can follow in your wake.

Made by Llama513 @ Giant in the Playground

The White Raven discipline teaches that he who seizes the initiative also seizes victory. You have learned to lead an attack with a mighty charge, the better to disrupt the enemy and inspire your allies in battle.

As part of this maneuver, you may move double your movement speed, you must move at least your movement speed, this movement does not provoke attacks of oppurtunity. After you move, you can also make a melee attack, on a successful hit you deal an extra 4d6 points of radiant damage.

Clarion Call


  • Level Requirement: Crusader 13, Warblade 13
  • Prerequiste: Three White Raven manuevers
  • Initiation Action: 1 bonus action
  • Type: Boost
  • Range: Self (60-foot radious)
  • Duration: Instantaneous
  • Uses: Once per Long Rest

As you defeat an opponent, you shout a battle cry that inspires one of your allies to renew their efforts.

You are an inspiring fi gure on the battlefield. Your personal victories are shared by your allies, allowing them to draw courage and vigor from your actions.

If during your turn a melee attack you make reduces an opponent to fewer than 0 hit points, you can initiate this maneuver. Once it is initiated, all allies within range can immediately either make one melee attack or take a single move action. These allies must be able to see and hear you. Taking this extra action does not use your allies reaction.

Covering Strike


  • Level Requirement: Crusader 7, Warblade 7
  • Prerequiste: One White Raven manuevers
  • Initiation Action: 1 bonus action
  • Type: Boost
  • Range: Self
  • Duration: 3 rounds
  • Uses: Once per Short Rest

You make a ferocious series of attacks at your enemies, forcing them on the defensive and buying your allies critical seconds needed to slip past them unharmed.

By drawing on your combat experience and knowledge of how a warrior must carry themselves in battle, you make an attack that disrupts your opponents and keeps them from taking advantage of your allies’ lapses.

After you initiate this boost, you can make your attacks as normal. In addition to taking normal melee damage from your blows, a foe you strike this turn after initiating this maneuver cannot make attacks of opportunity for 3 rounds. The target still threatens its normal area; it simply cannot make attacks of opportunity.


Flanking Maneuver


  • Level Requirement: Crusader 7, Warblade 7
  • Prerequiste: Two White Raven manuevers
  • Initiation Action: 1 action
  • Type: Strike
  • Range: Self
  • Duration: Instantaneous
  • Uses: Once per Short Rest

Your keen leadership grants you and your allies a sudden advantage in combat. When you flank an opponent, you attack in such a way as to maximize your allies’ openings. By the same token, your friends’ ferocious, accurate attacks give you multiple opportunities to pierce your foe’s defenses.

When you flank an enemy with an ally who can see and hear your directions, the two of you form a potent combination. Your attacks complement each other, leaving the flanked opponent in a tenuous position.

You can use this strike when you and any number of allies flank an opponent you designate. As part of this maneuver, you make a melee attack against the flanked opponent. If your attack hits, any ally flanking your foe can use their reaction to make a melee attack against that creature.

Your allies must be able to see you to gain this benefit. The coordination needed between you and your companions demands that you watch each other’s attacks, though you do not need to hear each other.

Leading the Attack


  • Level Requirement: Crusader 1, Warblade 1
  • Initiation Action: 1 action
  • Type: Strike
  • Range: Self
  • Duration: 1 round
  • Uses: Once per Short Rest

You boldly strike at your enemy. As you attack, you shout a war cry to demonstrate that victory is at hand. This attack inspires nearby allies to join the fray with renewed vigor.

When you make an attack, your allies take heart in your example and fight with renewed purpose. By stoking the fire of battle in your allies’ hearts, you inspire them to greater heroics.

As part of this maneuver, you make a single melee attack. If your attack is successful, deal an extra 2d6 radiant damage and the next attack made against the target has advantage.

Lion's Roar


  • Level Requirement: Crusader 5, Warblade 5
  • Prerequiste: One White Raven manuevers
  • Initiation Action: 1 bonus action
  • Type: Boost
  • Range: Self (30-foot radius)
  • Duration: 1 rounds
  • Uses: Once per Short Rest

You unleash a sudden battle roar as your mighty blow fells your enemy. Inspired by your example, your allies fight with renewed energy and determination.

Made by Llama513 @ Giant in the Playground

When you defeat an enemy, you call out to your allies to press the attack. They respond by putting tremendous pressure on the enemy as their attacks strike with greater force.

As a bonus action, you initiate this boost after you have reduced an opponent to fewer than 0 hit points. You and allies within range gain a +5 bonus on damage for the next sucessful attack they make until the end of your next turn.

Order Forged From Chaos


  • Level Requirement: Crusader 11, Warblade 11
  • Prerequiste: Two White Raven manuevers
  • Initiation Action: 1 bonus action
  • Type: Boost
  • Range: Self (30-foot radius)
  • Duration: Instantaneous
  • Uses: Once per Long Rest

You bark a series of stern orders, directing your comrades to shift formation. The power of your presence is such that they obey without consciously thinking about it.

You excel at using your commanding presence to direct your allies on the battlefield. After a few short, barked orders from you, your allies switch positions and assume a tactically advantageous position.

When you initiate this maneuver, all allies within 30 feet of you can use their reaction to move double their movement speed. This movement does not provoke attacks of opportunity.

Swarming Assault


  • Level Requirement: Crusader 13, Warblade 13
  • Prerequiste: Three White Raven manuevers
  • Initiation Action: 1 action
  • Type: Strike
  • Range: Self
  • Duration: Instantaneous
  • Uses: Once per Long Rest

You attack an opponent with brutal force, ruining their defenses. As you strike, you call out sharp commands to your allies, spurring them to action and allowing them to take advantage of the opening.

You inspire your allies with a rousing speech, a war cry, a challenge to the enemy, or some other defiant gesture. Combining this shout with a canny attack, you strip away a foe’s defenses, allowing your allies to make potentially devastating attacks.

As part of this maneuver, you make a single melee attack against an opponent. If this attack hits, you deal normal melee damage, and any ally who threatens your target can immediately make an attack against them. You choose the order in which your allies’ attacks resolve. These attacks do not use your allies reaction, and each attack of your allies that hits deals an additional 2d6 points of radiant damage.


Tactical Strike


  • Level Requirement: Crusader 3, Warblade 3
  • Prerequisite: One white Raven maneuver
  • Initiation Action: 1 action
  • Type: Strike
  • Range: Self
  • Duration: Instantaneous
  • Uses: Once per Short Rest

Your skill at arms and overwhelming power force your opponent to falter at a fatal moment. As the foe attempts to recover from your devastating strike, your allies rush in to finish what you have started..

You make a mighty attack that knocks your opponent into a defenseless position, granting your allies a moment to move into a better position. If your attack lands true, it leaves your enemy momentarily shaken by its tremendous impact.

As part of this maneuver, you make a single melee attack. If your attack hits, you deal an extra 2d6 points of radiant damage. In addition, each ally adjacent to the target can take an use their reaction to move half their movement speed. This movement does not provoke attacks of opportunity.

War Leader's Charge


  • Level Requirement: Crusader 11, Warblade 11
  • Prerequiste: Two White Raven maneuvers
  • Initiation Action: 1 action
  • Type: Strike
  • Range: Self
  • Duration: Instantaneous
  • Uses: Once per Long Rest

You summon a great fury within your lungs, releasing it with a titanic shout as you charge forward. Your reckless move startles your foes and puts greater force behind your attack.

As a student of the White Raven, you learn to focus the energy within you into an overwhelming charge. In battle, you must lead from the front.

As part of this maneuver, you may move double your movement speed, you must move at least your movement speed, this movement does not provoke attacks of oppurtunity. After you move, you can also make a melee attack, you have advantage on this attack, on a successful hit you deal an extra 8d6 points of radiant damage.

War Master's Charge


  • Level Requirement: Crusader 17, Warblade 17
  • Prerequiste: Four White Raven maneuvers
  • Initiation Action: 1 action
  • Type: Strike
  • Range: Self
  • Duration: Instantaneous, 1 round; See text
  • Uses: Once per Long Rest

With a great battle cry, you lead your allies in a devastating charge. Fired by your commanding presence and deftly led by your supreme grasp of tactics, you and your allies form an unstoppable wedge.

Made by Llama513 @ Giant in the Playground

You are an inspiring figure on the battlefi eld, allowing you to lead others on attacks that would strike fear and doubt into even the stoutest warrior’s heart. Under your leadership, the group becomes much more than the sum of its parts.

As part of this maneuver, you may move double your movement speed, you must move at least your movement speed, this movement does not provoke attacks of oppurtunity. After you move, you can also make a melee attack, up to 6 allies within 30 feet of you can use their reaction to follow you in this movement and make an attack against the same target as you. Your attack deals an extra 50 points of radiant damage, and those of your allies each deal an extra 25 points of radiant damage. For each ally who charges, counting yourself, your charge attack and those of your allies are made with a cumulative +2 bonus on both attack and damage rolls. An opponent struck by you and at least one other ally is stunned until the end of your next turn.

White Raven Hammer


  • Level Requirement: Crusader 15, Warblade 15
  • Prerequiste: Three White Raven maneuvers
  • Initiation Action: 1 action
  • Type: Strike
  • Range: Self
  • Duration: 1 round
  • Uses: Once per Long Rest

You slam your opponent with a mighty attack to disrupt their senses and leave them unable to defend themselves while your allies close to finish them off.

As part of this maneuver, you make a single, devastating strike against an opponent. The raw force of this blow knocks him senseless. Your attack deals an extra 10d6 points of radiant damage and stuns your opponent until the end of your next turn.

White Raven Strike


  • Level Requirement: Crusader 7, Warblade 7
  • Prerequiste: One White Raven maneuvers
  • Initiation Action: 1 action
  • Type: Strike
  • Range: Self
  • Duration: 1 round
  • Uses: Once per Short Rest

Your eye for tactics allows you to notice an enemy’s weak points and attack them with a mighty blow.

The White Raven discipline focuses on tactics, teamwork, and the ability to make an attack that improves your allies’ abilities. This strike ruins a foe’s defenses.

As part of this maneuver, you make a single melee attack. If it hits, you deal an extra 4d6 points of radiant damage, and the target takes a penalty to their AC equal to 1/4 of the radiant damage dealt (round down) until the start of your next turn.


White Raven Tactics


  • Level Requirement: Crusader 5, Warblade 5
  • Prerequiste: One White Raven maneuvers
  • Initiation Action: 1 bonus action
  • Type: Boost
  • Range: 10 feet
  • Duration: Instantaneous
  • Uses: Once per Short Rest

You can inspire your allies to astounding feats of martial prowess. With a few short orders, you cajole them into seizing the initiative and driving back the enemy.

Your knowledge of tactics can aid your allies’ attacks, and it also allows you to spot, predict, and counter your enemies’ actions. In the chaos of battle, you impose the order needed for tight, effective group tactics.

When you use this maneuver, select an ally within range. Their initiative count immediately equals your initiative count –1. They then acts on their new initiative count as normal. If they have already acted in the current round, they can act again. If this maneuver would not change your ally’s initiative count, it has no effect. If they have not yet acted during this round, their initiative count changes, and they acts on that count as normal. They do not act again on their original initiative count.

Health

With the drop in maneuver uses, I am considering raising the hit die of all the classes by one step. But this is in no way final.