Tome of Battle: Book of Three Dudes

In a world where people attempted this already way too many times, one human being also did that thing.

Swordsage

Bonus Proficiencies

When you join the Swordsage monastic tradition at 3rd level, you gain proficiency with all martial weapons, and consider them monk weapons.

Initiating

Also at 3rd level, you gain the ability to initiate special kata called maneuvers. These maneuvers use slots just like a spellcaster, but are taken from the Discipline list.

Fighting Tricks. These are the initating version of cantrips, they do not use a slot when initiated, and may be used indefinitely. You learn 3 of these from the Desert Wind, Setting Sun, and Shadow Hand Disciplines. you learn an additional fighting trick of your choice from any discipline at 10th level.

Maneuver Slots. The Swordsage Maneuvers table shows how many maneuver slots you have to initiate your spells of 1st level and higher. To initiate one of these maneuvers, you must expend a slot of the maneuver's level or higher. and maneuvers may be initiated in higher slots for greater effect just as spells can. You regain all expended maneuver slots on a short rest. Maneuvers follow all the same rules presented within the spellcasting section of the player's handbook.

Maneuvers Known of 1st-Level and Higher. You know three 1st-level maneuvers of your choice, all of which must be taken from the Desert Wind, Setting Sun, or Shadow Hand Disciplines. The Maneuvers Known column of the Swordsage Maneuver table shows when you learn more maneuvers of 1st level or higher. Each of these maneuvers must be a Desert Wind, Setting Sun, or Shadow Hand maneuver of your choice, and must be of a level for which you have maneuver slots. For instance, when you reach 7th level in this class, you can learn one new maneuver of 1st or 2nd level. The maneuvers you learn at 8th, 14th, and 20th level can come from any Discipline. Whenever you gain a level in this class, you can replace one of the maneuvers you know with another maneuver of your choice. The new maneuver must be of a level for which you have maneuver slots, and it must be from the Desert Wind, Setting Sun, or Shadow Hand Disciplines, unless you’re replacing the maneuver you gained at 8th, 14th, or 20th level.

Initiating Ability. Wisdom is your Initiating ability for your Swordsage Maneuvers, since you learn your maneuvers through the same training that grants you your Ki. You use your Wisdom whenever a maneuver refers to your initiating ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a Swordsage maneuver you initiate and when making an attack roll with one.

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

Maneuver attack modifier = your proficiency bonus + your Wisdom modifier

Disciplined Fighting

Also at 3rd level, a Swordsage has learned how to use their enemies movements against them, and may use their Wisdom modifier instead of their strength or dexterity modifier for the attack and damage rolls of monk weapons.

To take it look nicer

Quick to Act

Starting at 6th level the Swordsage has gained a supernatural sense for danger, and is now immune to surprise and has advantage on initiave rolls.

Defensive Focus

Starting at 11th level the Swordsage has learned how to more accurately keep their stance while fighting, when the Swordsage is concentrating on a maneuver they gain a +2 bonus to their AC.

Body and Mind

Starting at 17th level the Swordsage has gained the ability to have their body and mind work as seperate entities, but still in sync. 3/day when the Swordsage may use this ability gain an additional bonus action on their turn, this ability recovers after a short rest.

Swordsage Maneuvers
Monk Level Fighting Tricks Known Maneuvers Known 1st 2nd 3rd 4th
3rd 3 3 2 - - -
4th 3 4 3 - - -
5th 3 4 3 - - -
6th 3 4 3 - - -
7th 3 5 4 2 - -
8th 3 6 4 2 - -
9th 3 6 4 2 - -
10th 4 7 4 3 - -
11th 4 8 4 3 - -
12th 4 8 4 3 - -
13th 4 9 4 3 2 -
14th 4 10 4 3 2 -
15th 4 10 4 3 2 -
16th 4 11 4 3 3 -
17th 4 11 4 3 3 -
18th 4 11 4 3 3 -
19th 4 12 4 3 3 1
20th 4 13 4 3 3 1

Warblade

Battle Clarity

At 3rd level when you gain the Warblade martial archetype you gain proficiency in Dexterity and Intelligence Saving Throws.

Initiating

Also at 3rd level, you gain the ability to initiate special techniques called maneuvers. These maneuvers use slots just like a spellcaster, but are taken from the Discipline list.

Fighting Tricks. These are the initating version of cantrips, they do not use a slot when initiated, and may be used indefinitely. You learn 3 of these from the Iron Heart, Diamond Mind, and Tiger Claw Disciplines. you learn an additional fighting trick of your choice from the aforementioned disciplines at 10th level.

Maneuver Slots. The Warblade Maneuvers table shows how many maneuver slots you have to initiate your spells of 1st level and higher. To initiate one of these maneuvers, you must expend a slot of the maneuver's level or higher. and maneuvers may be initiated in higher slots for greater effect just as spells can. You regain all expended maneuver slots on a short rest. Maneuvers follow all the same rules presented within the spellcasting section of the player's handbook.

Maneuvers Known of 1st-Level and Higher. You know three 1st-level maneuvers of your choice, all of which must be taken from the Iron Heart, Diamond Mind, or Tiger Claw Disciplines. The Maneuvers Known column of the Warblade Maneuver table shows when you learn more maneuvers of 1st level or higher. Each of these maneuvers must be a Iron Heart, Diamond Mind, or Tiger Claw maneuver of your choice, and must be of a level for which you have maneuver slots. For instance, when you reach 7th level in this class, you can learn one new maneuver of 1st or 2nd level. Whenever you gain a level in this class, you can replace one of the maneuvers you know with another maneuver of your choice. The new maneuver must be of a level for which you have maneuver slots, and it must be from Iron Heart, Diamond Mind, or Tiger Claw Discipline.

Initiating Ability. Intelligence is your Initiating ability for your Warblade Maneuvers, since you learn your maneuvers through study and practice of techniques. You use your Intelligence whenever a maneuver refers to your initiating ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a Swordsage maneuver you initiate and when making an attack roll with one.

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

Maneuver attack modifier = your proficiency bonus + your Intelligence modifier

Uncanny Preparedness

Starting at 7th level you are always prepared for battle, you gain immunity to surprise and you start every battle with a weapon in your hand.

Planned Attack

Starting at 10th level you gain an additional reaction that may only be spent on a readied action.

For Prettiness

Predicted Movement

Starting at 15th level you may add your Intelligence bonus to hit and damage on all Opportunity Attacks and readied actions that require an attack roll and/or a damage roll.

Concentration Master

At 18th level the Warblade may concentrate on two maneuvers at once.

Warblade Maneuvers
Monk Level Fighting Tricks Known Maneuvers Known 1st 2nd 3rd 4th
3rd 3 3 2 - - -
4th 3 4 3 - - -
5th 3 4 3 - - -
6th 3 4 3 - - -
7th 3 5 4 2 - -
8th 3 6 4 2 - -
9th 3 6 4 2 - -
10th 4 7 4 3 - -
11th 4 8 4 3 - -
12th 4 8 4 3 - -
13th 4 9 4 3 2 -
14th 4 10 4 3 2 -
15th 4 10 4 3 2 -
16th 4 11 4 3 3 -
17th 4 11 4 3 3 -
18th 4 11 4 3 3 -
19th 4 12 4 3 3 1
20th 4 13 4 3 3 1

Crusader

Devoted

At 3rd level when you take the Crusader primal path you must devote yourself to a god or ideal, look at the paladin oaths for reference.

Initiating

Also at 3rd level, you gain the ability to initiate special gifts called maneuvers. These maneuvers use slots just like a spellcaster, but are taken from the Discipline list.

Fighting Tricks. These are the initating version of cantrips, they do not use a slot when initiated, and may be used indefinitely. You learn 3 of these from the Devoted Spirit, Stone Dragon, and White Raven Disciplines. you learn an additional fighting trick of your choice from the aforementioned disciplines at 10th level.

Maneuver Slots. The Crusader Maneuvers table shows how many maneuver slots you have to initiate your spells of 1st level and higher. To initiate one of these maneuvers, you must expend a slot of the maneuver's level or higher. and maneuvers may be initiated in higher slots for greater effect just as spells can. You regain all expended maneuver slots on a short rest. Maneuvers follow all the same rules presented within the spellcasting section of the player's handbook, except you may concentrate on a maneuver while raging, but if you lose concentration on a maneuver while raging, your rage also ends.

Maneuvers Known of 1st-Level and Higher. You know three 1st-level maneuvers of your choice, all of which must be taken from the Devoted Spirit, Stone Dragon, or White Raven Disciplines. The Maneuvers Known column of the Crusader Maneuver table shows when you learn more maneuvers of 1st level or higher. Each of these maneuvers must be a Devoted Spirit, Stone Dragon, or White Raven maneuver of your choice, and must be of a level for which you have maneuver slots. For instance, when you reach 7th level in this class, you can learn one new maneuver of 1st or 2nd level. Whenever you gain a level in this class, you can replace one of the maneuvers you know with another maneuver of your choice. The new maneuver must be of a level for which you have maneuver slots, and it must be from Devoted Spirit, Stone Dragon, or White Raven Discipline.

Initiating Ability. Charisma is your Initiating ability for your Warblade Maneuvers, since you learn your maneuvers through divine fervour. You use your Charisma whenever a maneuver refers to your initiating ability. In addition, you use your Charisma modifier when setting the saving throw DC for a Swordsage maneuver you initiate and when making an attack roll with one.

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

Maneuver attack modifier = your proficiency bonus + your Charisma modifier

For da pretties

Martyr Pool

At 3rd level you gain a pool of damage that does not yet effect you. This is called a Martyr Pool and the size of this pool is equal to your Crusader level. This Pool increases to twice your Crusader level at 10th and three times your Crusader level at 18th. Whenever you take damage you may either add that number to your pool, or remove it from your HP, if you add it to your pool then any effect that only triggers on a hit/damage does not trigger for that ability. At the start of your turn your Martyr pool is emptied and you take damage equal to the amount in your pool. If you are ever healed while you have points in your Martyr Pool, you may split the healing between reducing your pool by the amount healed and gaining HP.

Fanatical Smiting

At 6th level you add 1d8 radiant damage to all of your attacks as they are filled with holy energy.

Zealous Counterstrike

At 10th level you get to add an additional 1d8 radiant damage onto your damage rolls for every 10 points in your martyr pool.

Hearty Spirit

At 14th level you have resistance to all damage dealt by spells, but may still add the full amount to your Martyr Pool if you so choose.

Crusader Maneuvers
Monk Level Fighting Tricks Known Maneuvers Known 1st 2nd 3rd 4th
3rd 3 3 2 - - -
4th 3 4 3 - - -
5th 3 4 3 - - -
6th 3 4 3 - - -
7th 3 5 4 2 - -
8th 3 6 4 2 - -
9th 3 6 4 2 - -
10th 4 7 4 3 - -
11th 4 8 4 3 - -
12th 4 8 4 3 - -
13th 4 9 4 3 2 -
14th 4 10 4 3 2 -
15th 4 10 4 3 2 -
16th 4 11 4 3 3 -
17th 4 11 4 3 3 -
18th 4 11 4 3 3 -
19th 4 12 4 3 3 1
20th 4 13 4 3 3 1

Swordsage

Desert Wind

There are also other versions of this discipline that replace the fire aesthetic with either Lighning(Tropical Storm), Ice(Tundra Blizzard), or Acid(Swamp Flood)

Fighting Tricks (0 Level)
  • Blinding Slash
  • Burning Leap
1st Level
  • Burning Blade
  • Desert's Blessing
  • Distracting Flame
2nd Level
  • Body Ignition
  • Eruption
  • Searing Retort
3rd Level
  • Fire Snake
  • Rising Flame
4th Level
  • Ring of Destruction

Swordsage

Setting Sun

All damage dealt by this discipline is the same type of damage that the wielder's weapon deals if not specified.

Fighting Tricks (0 Level)
  • Quick Step
  • Throw Opponent
1st Level
  • Momentum Counter
  • Momentum Slash
  • Swift Footwork
2nd Level
  • Baffling Movement
  • Feign Opening
  • Off-Balancing Strike
3rd Level
  • Reflective Pursuit
  • Sheltered Eye
4th Level
  • Fool's Riposte

Swordsage

Shadow Hand

All damage dealt by this discipline is necrotic damage if not otherwise specified.

Fighting Tricks (0 Level)
  • Shadow Jump
  • Shadow Garrote
1st Level
  • Assassin's Stance
  • Cloak of Darkness
  • Clinging Shadows
2nd Level
  • Drain Soul
  • Shadow Dash
  • Spider Dance
3rd Level
  • Feign Faint
  • One With the Sky
4th Level
  • Hand of Death

Warblade

Iron Heart

All damage dealt by this discipline is force damage if not otherwise specified.

Fighting Tricks (0 Level)
  • Hurricane Strike
  • Sweeping Steel
1st Level
  • Lightning Recovery
  • Punishing Stance
  • Steel Wind
2nd Level
  • Exorcism of Steel
  • Scything Blade
  • Spinning Blade
3rd Level
  • Dancing Blade Form
  • Finisher Strike
4th Level
  • Iron Heart Surge

Warblade

Diamond Mind

All damage dealt by this discipline is psychic damage if not otherwise specified.

Fighting Tricks (0 Level)
  • Nightmare Blade
  • Internal Focus
1st Level
  • Doubt Inspiring Dodges
  • Insight Strike
  • Rapid Counter
2nd Level
  • Demoralizing Barrage
  • Emerald Razor
  • Mental Block
3rd Level
  • Alacrity
  • Diamond Mind
4th Level
  • Broken Mind Blows

Warblade

Tiger Claw

All damage dealt by this discipline is piercing damage if not otherwise specified.

Fighting Tricks (0 Level)
  • Hunter's Sense
  • Sudden Leap
1st Level
  • Leaping Dragon Stance
  • Rend Flesh
  • Soaring Raptor Strike
2nd Level
  • Fountain of Blood
  • Hamstring
  • Pouncing Jump
3rd Level
  • Prey on the Weak
  • Spining Crow Strike
4th Level
  • Wolf Climbs Mountain

Crusader

Devoted Spirit

All damage dealt by this discipline is radiant damage if not otherwise specified.

Fighting Tricks (0 Level)
  • Crusader's Strike
  • Shield Block
1st Level
  • Aura of Perfection
  • Divine Shield
  • Entangling Blade
2nd Level
  • Aligned Explosion
  • Foehammer
  • Shielded Counter
3rd Level
  • Daunting Strike
  • Immortal Fortitude
4th Level
  • Castigating Strike

Crusader

Stone Dragon

All damage dealt by this discipline is radiant damage if not otherwise specified.

Fighting Tricks (0 Level)
  • Adamantine Bones
  • Earthen Hammer
1st Level
  • Charging Minotaur
  • Crushing Weight of the Mountain
  • Hold of the Earth
2nd Level
  • Bonecrusher
  • Buried Alive
  • Stonesplitting Strike
3rd Level
  • Avalanche
  • Strength of Stone
4th Level
  • Colossus Strike

Crusader

White Raven

All damage dealt by this discipline is thunder damage if not otherwise specified.

Fighting Tricks (0 Level)
  • Inspiring Strike
  • War Cry
1st Level
  • Hold Fast
  • Tactical Strike
  • Wolf Pack
2nd Level
  • Move With Caution
  • Synchronized Orders
  • Move With Caution
3rd Level
  • Covering Attack
  • Rush the King
4th Level
  • White Raven Tactics

Desert Wind

Fighting Tricks

Blinding Slash

Initiating Time: 1 action

Range: 5 feet

Duration: 1 round

As part of the action used to initiate this maneuver, you must take a melee attack with a weapon against one creature within the maneuver's range, otherwise the maneuver fails. On a hit, the target suffers the attack's normal effects, and a blinding flash of light erupts from the weapon. The creature must take a dexterity saving throw or they are blinded for the duration of this spell. This spell's damage increases when you reach higher levels. At 5th level, the melee attack deals an extra 1d8 + your initiating modifier fire damage to the target. The damage roll increases by 1d8 at 11th level and 17th level.

Burning Leap

Initiating Time: 1 bonus action

Range: Self

Duration: 1 round

During this round your jump distance is doubled as a burst of flame shoots out behind you during your jump.

for pretty

1st

Distracting Flame

Initiating Time: 1 reaction

Range: 30 feet

Duration: 1 round

A dancing flame appears in an unoccupied square within range of your choice, it takes attacks of opportunity as if it were your ally and any creature that passes through it's space takes 1d10 fire damage and half of that on a successful dexterity save. At Higher Levels. When you initiate this maneuver using a maneuver slot of 2nd level or higher, the damage increases by 1d10 for each slot level above 1st and the Flame stays for an additional round.

Desert's Blessing

Initiating Time: 1 bonus action

Range: Self

Duration: Concentration up to 1 Hour

Your body becomes as one with the flame, while concentrating on this maneuver you have resistance to fire damage. At Higher Levels. When you initiate this maneuver using a maneuver slot of 2nd level or higher you may concentrate on it for 24 hours, When you initiate this maneuver using a maneuver slot of 3rd level or higher it becomes immunity.

Burning Blade

Initiating Time: 1 bonus action

Range: One weapon in hand or unarmed strike

Duration: 1 round

Your weapon bursts into flames in your hands, during this round your attacks with the weapon or unarmed strike only deal fire damage and they deal an additional 2d10 damage. At Higher Levels. When you initiate this maneuver using a maneuver slot of 2nd level or higher, the damage increases by 1d10 for each slot level above 1st.

2nd

Body Ignition

Initiating Time: 1 bonus action

Range: Self

Duration: 1 round

Your body is surrounded by flames, during this turn your unarmed strikes deal fire damage and have reach. Any character within 10 feet of you during your turn takes 3d10 fire damage, and half of that on a successful dexterity save.

At Higher Levels. When you initiate this maneuver using a maneuver slot of 3rd level or higher, the damage increases by 1d10 for each slot level above 2nd.

Searing Retort

Initiating Time: 1 reaction

Range: 30 feet, against a target that hit you with an attack

Duration: Instantaneous

When you are hit by an attack you focus that pain into your hand and release it in the direction of the enemy, take an immediate maneuver attack roll, on a hit the target takes 4d10 fire damage as a burst of flame erupts from your hand towards them.

At Higher Levels. When you initiate this maneuver using a maneuver slot of 3rd level or higher, the damage increases by 1d10 for each slot level above 2nd.

Eruption

Initiating Time: 1 action Range: 30 foot cone Duration: Instantaneous You focus your ki into your hand and release it towards your foes filled with passion, all creatures within a 30 foot cone take 4d10 fire damage and must take a dexterity save or catch on fire.

At Higher Levels. When you initiate this maneuver using a maneuver slot of 3rd level or higher, the damage increases by 1d10 for each slot level above 2nd.

3rd

Fire Snake

Initiating Time: 1 action

Range: 60 feet

Duration: Instantaneous

You drive your hand or weapon into the ground causing a gout of fire to erupt towards your enemies in the form of a dragon or serpent. The serpent has a movement of 60 feet and is 60 feet long, it deals 5d10 fire damage to any creature within one of its squares during the turn it exists with a dexterity save for half damage.

At Higher Levels. When you initiate this maneuver using a maneuver slot of 4th level or higher, the damage increases by 1d10 for each slot level above 3rd.

perty

Rising Flame

Initiating Time: 1 bonus action

Range: Self

Duration: Concentration up to 24 hours

A warm wind swirls around you, lifting you into the air and causing your body to become relaxed. You gain a fly speed equal to double your movement speed with perfect maneuverability and all of your attacks with monk weapons or unarmed strikes deal an additional 1d6 damage.

4th

Ring of Devastation

Initiating Time: 1 action

Range: See text

Duration: Instantaneous

You move in a blur of flame, leaving a trail of devastation in your wake leading up to a huge explosion. As part of the action used to initiate this maneuver, you must take the dash action and you must also use the rest of your movement for this turn to form a closed area. Mark every square you move through, every character within that area takes 7d10 fire damage and is forced towards the center of the area with on a dexterity save those affected take half damage and are only moved 5 feet towards the center of the area.

Setting Sun

Fighting Tricks

Throw Opponent

Initiating Time: 1 action

Range: Special

Duration: Instantaneous

As part of the action used to initiate this maneuver, take a grapple attempt against an adjacent creature. If you succeed you then throw that creature up to 10 feet away, and they must take a dexterity save or land prone. At 5th level you may throw them 15 feet away and if they fail the dexterity save they take 1d8 + your initiation modifier in bludgeoning damage. At 11th and 17th level the damage increases by 1d8 and the distance you can throw them increases by 5 feet.

Quick Step

Initiating Time: 1 bonus action

Range: Self

Duration: 1 Round

For this round your movement speeds increases by 5 feet, this amount increases by 5 feet at 5th, 11th, and 17th level.

1st

Momentum Counter

Initiating Time: 1 reaction

Range: 10 feet

Duration: 1 Round

When an opponent tries to hit you with a melee attack this round after moving you may attempt an opposed strength(Atheletic) or dexterity(Acrobatics) check(your choice) against the opponent, if you succeed the first attack misses and they move ten feet in a direction of your choosing.

At Higher Levels. When you initiate this maneuver using a maneuver slot of 2nd level or higher, the opponent must take a dexterity save or fall prone taking 1d6 crushing damage, the damage increases by 2d6 for each slot above 1st.

Momentum Slash

Initiating Time: 1 Action

Range: 10 feet

Duration: Instantaneous

As part of the action used to initiate this maneuver, take a melee attack against an opponent. If that attack hits then you may take another attack against that opponent.

At Higher Levels. When you initiate this maneuver using a maneuver slot of 2nd level or higher, you may take an additional attack if the previous one hit for each slot above 1st.

Swift Footwork

Initiating Time: 1 bonus action

Range: Self

Duration: Concentration up to 1 hour

You ignore the effects of difficult terrain on all of your movement speeds while concentrating on this maneuver.

At Higher Levels. When you initiate this maneuver using a maneuver slot of 2nd level or higher you may concentrate on it for 24 hours, When you initiate this maneuver using a maneuver slot of 3rd level or higher you have advantage on attacks against creatures that are on difficult terrain.

2nd

Off-Balancing Strike

Initiating Time: 1 action

Range: 5 feet

Duration: 1 round

As part of the action used to initiate this maneuver, take a melee attack against an opponent. If that attack hits then deal an additional 4d6 damage and all attacks against them have advantage until the start of your next turn.

At Higher Levels. When you initiate this maneuver using a maneuver slot of 3rd level or higher the damage increases by 2d6 for each slot level above 2nd.

Feign Opening

Initiating Time: 1 Bonus Action

Range: 5 feet

Duration: instantaneous

An opponent within 5 feet of you must take a wisdom saving throw, if it fails it attempts to use it's reaction to take an opportunity attack against you and misses. This provokes an opportunity attack from all adjacent creatures.

Baffling Movement

Initiating Time: 1 reaction

Range: Self

Duration: 1 Round

Roll an insight check, the result becomes your AC until the end of your next turn.

3rd

Reflective Pursuit

Initiating Time: 1 reaction

Range: Self

Duration: Instantaneous

When an enemy that is adjacent to you moves, you may initiate this maneuver to move with them perfectly, ending your movement adjacent to them once again.

Sheltered Eye

Initiating Time: 1 bonus action

Range: Self

Duration: Concentration up to 24 hours

You gain +2 AC, whenever a creature misses you, you may redirect that attack to any other legal target the creature could have targeted other than itself.

4th

Fool's Riposte

Initiating Time: 1 reaction

Range: 60 feet

Duration: instantaneous

You activate this maneuver when an enemy attacks you, you take opposed attack rolls and if you succeed your opponent hits themself with the attack rather than you.

Shadow Hand

Fighting Tricks

Shadow Garrote

Initiating Time: 1 action

Range: 60 feet

Duration: instantaneous

You throw a strand of shadow that wraps about an enemies throat, take a maneuver attack roll against an enemy within 60 feet, if it hits they take 1d8 + your initiation modifier in damage and they have to take a dexterity saving throw or you have advantage on all attack rolls against them this turn. At 5th, 11th, and 17th level the damage increases by 1d8.

Shadow Jump

Initiating Time: 1 action

Range: See text

Duration: instantaneous

You disappear into the shadows and appear somewhere else. You may teleport to anywhere within line of sight that is up to 10 feet away. This distance increases by 5 feet at 5th, 11th, and 17th.

1st

Assassin's Stance

Initiating Time: 1 bonus action

Range: Self

Duration: Concentration up to 1 hour

You focus on your foes weak points and strike them with ease. You gain Sneak Attack as a rogue of 1/3 your level.

At Higher Levels. When you initiate this maneuver using a maneuver slot of 2nd level or higher you may concentrate on it for 24 hours, When you initiate this maneuver using a maneuver slot of 3rd level or higher you gain Sneak Attack as a rogue of 1/2 your level instead.

Cloak of Darkness

Initiating Time: 1 bonus action

Range: Self

Duration: End of Turn

The shadows envelop you momentarily, you gain the benefit of the greater invisibility spell until the end of your turn.

At Higher Levels. When you initiate this maneuver using a maneuver slot of 2nd level or higher the duration of this spell becomes 1 round+1 round for every slot level above 1st.

Clinging Shadows

Initiating Time: 1 Action

Range: 60 feet

Duration: Instantaneous

As part of the action used to initiate this maneuver, you must take an attack with a weapon against one creature within the maneuver's range. On a hit the creature must take a constitution save or gain one level of fatigue.

At Higher Levels. When you initiate this maneuver using a maneuver slot of 2nd level or higher the opponent gains another level of fatigue for every slot level above 1st.

2nd

Drain Soul

Initiating Time: 1 Action

Range: 5 feet

Duration: Instantaneous

As part of the action used to initiate this maneuver, you must take an attack with a weapon against one creature within the maneuver's range. If you hit the creature must take a constitution saving throw or take 2 constitution damage and you gain a +2 bonus to constitution that lasts for 1 minute.

At Higher Levels. When you initiate this maneuver using a maneuver slot of 3rd level or higher the opponent takes another 2 constitution damage and you gain another +2 to constitution for each slot level above 2nd.

Shadow Dash

Initiating Time: 1 Reaction

Range: 5 feet

Duration: 1 round

As an attack is about to hit you, you blur out of the way and move. You may initiate this maneuver when a creature has declared an attack on you, you then get to move 5 feet in any direction and gain concealment until the end of your next turn.

At Higher Levels. When you initiate this maneuver using a maneuver slot of 3rd level or higher you can move an additional 5 feet for every slot level above 2nd.

Spider Dance

Initiating Time: 1 Bonus Action

Range: Self

Duration: 1 Minute

You gain the effects of the Spider Climb spell for 1 minute and you gain +1d6 to all damage you deal to an enemy from above.

At Higher Levels. When you initiate this maneuver using a maneuver slot of 3rd level or higher you do an additional 1d6 damage for every slot level above 2nd.

pert

3rd

Feign Faint

Initiating Time: 1 Reaction

Range: Self

Duration: 1 hour

When you are hit with an attack you can pretend the attack killed you, you may move 5 feet immediately in any direction then you are under the effect of a feign death spell which counts as a short rest once you wake up from it.

One with the Sky

Initiating Time: 1 Bonus Action

Range: Self

Duration: Concentration up to 24 hours

You gain a fly speed equal to your land speed with perfect maneuverability, and you are considered to always have concealment that allows you to hide as the darkness envelops you.

4th

Hand of Death

Initiating Time: 1 Action

Range: 5 feet

Duration: 2 rounds

As part of the action used to initiate this maneuver, you must take an attack with a weapon against one creature within the maneuver's range. If you hit then the creature must take a constitution saving throw immediately or take an additional 10d6 necrotic damage. If it failed the first saving throw then at the start of its next turn it must take a wisdom saving throw or gain 3 levels of exhaustion, and if it fails that saving throw then at the start of its third turn it must take a strength saving throw or it dies as its body implodes then ceases to exist.

Iron Heart

Fighting Tricks

Hurricane Strike

Initiating Time: 1 Bonus Action Range: 5 feet Duration: Instantaneous If you've made an attack roll this turn you may take an additional attack that deals your initiation modifier in damage to all creatures adjacent to you, dexterity save for half. At 5th, 11th, and 17th level this attack deals an additional 1d8 damage.

Sweeping Steel

Initiating Time: 1 Reaction

Range: Self

Duration: 1 Attack

You may choose to be disarmed of a weapon you are wielding and send it 10 feet away from you to reduce the damage of a melee attack that hits you by an amount equal to your initiation ability.

1st

Steel Wind

Initiating Time: 1 Bonus Action

Range: 5 feet

Duration: Instantaneous

As part of the action used to initiate this maneuver, you must take an attack with a weapon against two separate creature within the maneuver's range.

At Higher Levels. When you initiate this maneuver using a maneuver slot of 2nd level or higher you may target one additional creature and deal +1d6 damage for ever slot level above 1st.

Lightning Recovery

Initiating Time: 1 Reaction

Range: 60 feet

Duration: Instantaneous

As part of the action used to initiate this maneuver, you must take an attack with a weapon against one creature within the maneuvers range which you just missed with an attack.

At Higher Levels. When you initiate this maneuver using a maneuver slot of 2nd level or higher this attack deals an additional 2d6 damage for ever slot level above 1st.

Punishing Stance

Initiating Time: 1 Bonus Action

Range: Self

Duration: Concentration up to 1 hour

You focus your mind so that every mistake the opponent takes you can use to your advantage, you deal an additional 1d4 damage on your first attack in a turn for each enemy that missed you with an attack since your last turn.

At Higher Levels. When you initiate this maneuver using a maneuver slot of 2nd level or higher you may concentrate on this maneuver for 24 hours, if you initate this maneuver using a slot of 3rd level or higher the bonus applies to your first two attacks.

2nd

Exorcism of Steel

Initiating Time: 1 Bonus Action

Range: 60 feet

Duration: Instantaneous

As part of the action used to initiate this maneuver, you must take an attack with a weapon against one creature within the maneuvers range, you attack a foe's weapon and disable the opponents hand. The creature takes 2d6 additional thunder damage and has disadvantage on all attack rolls for one round.

At Higher Levels. When you initiate this maneuver using a maneuver slot of 3rd level or higher you may target one additional creature for ever slot level above 2nd.

Scything Blade

Initiating Time: 1 Action

Range: Special

Duration: Instantaneous

As part of the action used to initiate this maneuver, you take an attack action targeting any number of creatures, if you succeed any one of these attacks you may take one additional attack this round targeting one creature you didn't target with any attacks during the attack action at the end of the attack action.

Spinning Blade Initiating Time: 1 reaction Range: Self Duration: Instantaneous You react instantly as an enemy attempts to strike you, you may use your reaction after knowing an opponent would hit you to roll an attack roll, if you attack roll beat theirs then their attack misses.

3rd

Dancing Blade Form

Initiating Time: 1 Bonus Action

Range: Self

Duration: Concentration up to 24 hours

You have practiced how to maneuver yourself in such a way that your attacks hit as if you were never even close to the enemy, while you concentrate on this stance increase your reach with all weapons by 10 feet.

Finisher Strike

Initiating Time: 1 Action

Range: 60 feet

Duration: Instantaneous

As part of the action used to initiate this maneuver, you must take an attack with a weapon against one creature within the maneuvers range, if you hit you deal your weapon's dice in additional damage multiplied by the number of extra attacks you have, then add an additional 10d6 damage of your weapons damage type if the opponent is at half or less health.

4th

Iron Heart Surge

Initiating Time: 1 Action

Range: Personal

Duration: Instantaneous

Your fighting spirit overwhelms that which harries your body and mind. You may remove all levels of exhaustion and any one non-permanent or instantaneous spell or effect currently affecting you.

Diamond Mind

Fighting Tricks

Nightmare Blade

Initiating Time: 1 Action

Range: 30 feet

Duration: Instantaneous

As part of the action used to initiate this maneuver, you must take an attack with a weapon against one creature within the maneuvers range, you thenattempt a Concentration check against your opponent's AC, if you succeed on the concentration check then your attack does 1.5x damage. The attack does double damage at 5th, triple damage at 11th, and quadruple damage at 17th.

Internal Focus

Initiating Time: 1 Action

Range: Self

Duration: 1 Minute

You focus yourself so the next time you physically exert yourself, you will do it better than ever before. You add 1d6 to any attack roll, or physical based ability check you take within the next minute.

1st

Insight Strike

Initiating Time: 1 Bonus Action

Range: 5 feet

Duration: Instantaneous

As part of the action used to initiate this maneuver, you must take an attack with a weapon against one creature within the maneuvers range, on a hit the attack does no damage but the creature loses concentration if it was concentrating.

Rapid Counter

Initiating Time: 1 Reaction

Range: 5 feet

Duration: Instantaneous

If a creature provokes an opportunity attack from you, you may initiate this maneuver ot instead take two attacks against that creature.

At Higher Levels. When you initiate this maneuver using a maneuver slot of 2nd level or higher the attacks deal an additional 1d8 damage for each slot level above 1st.

Doubt Inspiring Dodges

Initiating Time: 1 Bonus Action

Range: Self

Duration: Concentration up to 1 hour

As long as you concentrate on this maneuver, whenever an opponent misses you during a round you gain a cumulative +1 bonus to AC, this bonus resets to 0 at the start of your turn.

At Higher Levels. When you initiate this maneuver using a maneuver slot of 2nd level or higher you may concentrate on this maneuver for 24 hours, if you initate this maneuver using a slot of 3rd level or higher the bonus is +2 per miss.

2nd

Emerald Razor

Initiating Time: 1 Bonus Action

Range: 5 feet

Duration: Instantaneous

As part of the action used to initiate this maneuver, you must take an attack with a weapon against one creature within the maneuvers range, that creature does not apply any armour, natural armour, or unarmoured defense bonus to their AC against this attack.

At Higher Levels. When you initiate this maneuver using a maneuver slot of 3rd level or higher the attack deal an additional 1d10 damage for each slot level above 2nd.

Demoralizing Barrage

Initiating Time: 1 Action

Range: 30 feet

Duration: Instantaneous

As part of the action used to initiate this maneuver, you must take an attack with a weapon against one creature within the maneuvers range, if you hit with every attack the creature must take a Wisdom save or take 1d4 Wisdom damage.

At Higher Levels. When you initiate this maneuver using a maneuver slot of 3rd level or higher the attack deal an additional 1d4 Wisdom damage for each slot level above 2nd.

Mental Block

Initiating Time: 1 reaction

Range: Self

Duration: 1 round

You may initiate this maenuver when a creature attacks you, of you do so you may use the higher of a concentration check or your AC for 1 round.

3rd

Perfect Mind

Initiating Time: 1 Reaction

Range: Self

Duration: Instantaneous

You may initiate this maneuver whenever you need to take a saving throw, you gain advantage on that saving throw and are treated as being proficient if you aren't already.

Alacrity

Initiating Time: 1 Bonus Action

Range: Self

Duration: Concentration up to 24 hours

You gain an additional reaction while concentrating on this maneuver.

4th

Broken Mind Blows

Initiating Time: 1 Action

Range: 30 feet

Duration: Instantaneous

As part of the action used to initiate this maneuver, you must take an attack with a weapon against one creature within the maneuvers range, if you hit with every attack the creature must take an Intelligence save or they are unable to take any actions on their next turn.

Tiger Claw

Fighting Tricks

Sudden Leap

Initiating Time: 1 bonus action

Range: Self

Duration: Instantaneous

You may jump without spending any movement. At 5th, 11th, and 17th you increase the distance you can jump by 5 feet.

Hunter's Sense

Initiating Time: 1 Action

Range: Self

Duration: 1 Minute

You gain Scent out to 30 feet. At 5th, 11th, and 17th you increase the distance of your scent by 10 feet.

1st

Rend Flesh

Initiating Time: 1 bonus action

Range: 30 feet

Duration: 1 Minute

As part of the action used to initiate this maneuver, you must take an attack with a weapon against one creature within the maneuvers range, if you hit the creature must take a dexterity save or they take a -1d4 on all attack rolls, ability checks, and saving throws as long as this maneuver lasts.

At Higher Levels. When you initiate this maneuver using a maneuver slot of 2nd level or higher the creature takes an additional -1d4 for every maneuver slot above 1st.

Soaring Raptor Strike

Initiating Time: 1 action

Range: 30 feet

Duration: Instantaneous

As part of the action used to initiate this maneuver, you must take an attack with a weapon against one creature within the maneuvers range, if you hit the creature takes an additional 2d6 damage and is knocked upwards 20 feet into the air.

At Higher Levels. When you initiate this maneuver using a maneuver slot of 2nd level or higher the creature takes an additional 1d6 damage and is knocked upwards an additional 10 feet for every maneuver slot above 2nd.

Leaping Dragon Stance

Initiating Time: 1 bonus action

Range: Self

Duration: Concentration up to 1 hour

While you are concentrating on this maneuver you gain an additional 10 feet of movement speed that may be used to treat walls as though they were floors, and all of your jumps are considered to have a running start.

At Higher Levels. When you initiate this maneuver using a maneuver slot of 2nd level or higher you may concentrate on this maneuver for 24 hours, if you initiate this maneuver usaing a maneuver slot of 3rd or higher increase the additional movement by 10 feet and all of your movement may count water, walls, and clouds as if they were floor.

2nd

Pouncing Jump

Initiating Time: 1 Action

Range: Special

Duration: Instantaneous

As part of initiating this maneuver you move a minimum 10 feet towards an enemy of your choice(this does spend your movement) and take an athletic or acrobatics check against their AC, if you succeed you take an attack action against them and all of your attacks in that attack action deal an additional 2d4 damage.

At Higher Levels. When you initiate this maneuver using a maneuver slot of 3rd level or higher the bonus damage increases by 1d4 for every maneuver slot above 2nd.

Fountain of Blood

Initiating Time: 1 reaction

Range: 30 feet

Duration: 1 Minute

If you reduce an opponent to 0 hit points you may spend your reaction to instantly force them to fail two death saves as blood sprays out of their body. All enemies within 30 feet must take a Wisdom saving throw or be frightened of the Initiator for 1 minute, they may take an additional save every turn during this minute at the end of their turn to remove the frightened condition.

Hamstring

Initiating Time: 1 bonus action

Range: 30 feet

Duration: 1 minute

As part of initiating this maneuver take an attack with a weapon against one creature within the maneuvers range, if it is a hit that creature must take a constitution saving throw or take 1d4 dexterity damage and have their base speed reduced by 10 for 1 minute.

At Higher Levels. When you initiate this maneuver using a maneuver slot of 3rd level or higher the creature takes an additional 1d4 dexterity damage for every maneuver slot above 2nd.

3rd

Spinning Crow Strike

Initiating Time: 1 Action

Range: 5 feet

Duration: Instantaneous

You jump over your foe, spinning with your blade down, cutting them and landing on their other side. Attempt an acrobatics or athletics check against the creature's AC, if you succeed you jump over your foe take an attack with a weapon against one creature within the maneuvers range, if it hits deal an additional 8d6 damage, you have advantage on the attack roll, and that opponent may not take reactions this round.

At Higher Levels. When you initiate this maneuver using a maneuver slot of 4th level or higher the creature takes an additional 2d6 damage for every maneuver slot above 3rd.

Prey on the Weak

Initiating Time: 1 bonus action

Range: Self

Duration: Concentration up to 24 hours

While you are concentrating on this maneuver you may move 5 feet towards a creature that is hit at any time without spending an action, and all of your attacks deal an additional 2d4 damage to enemies below half HP.

4th

Wolf Climbs the Mountain

Initiating Time: 1 Action

Range: 5 feet

Duration: 1 Round

You may only use this maneuver against an enemy that is your size or larger, as part of the action used to initiate this maneuver, you must take an attack with a weapon against one creature within the maneuvers range, if you hit then you enter the creatures square and are considered to have full cover against all attacks for the round, as all attacks that would target you instead target the creature who's square you're in.

Devoted Spirit

Fighting Tricks

Crusader's Strike

Initiating Time: 1 Action

Range: 60 feet

Duration: Instantaneous

As part of the action used to initiate this maneuver, you must take an attack with a weapon against one creature within the maneuvers range, if that creatures alignment is at least one step different from yours in any direction then you or an ally within 10 feet of you heals 1d4+your initiation modifier HP. At 5th, 11th, and 17th the healing increases by 1d4.

Shield Block

Initiating Time: 1 bonus action

Range: 5 feet

Duration: 1 round

An ally within 5 feet of you gains a +2 bonus to their AC as long as they stay within 5 feet of you until the start of your next turn. At 5th, 11th, and 17th the bonus to AC increases by 1.

1st

Divine Shield

Initiating Time: 1 reaction

Range: 5 feet

Duration: 1 round

When you are attacked You gain +3 AC and resistance to all non-magical attacks for 1 round.

At Higher Levels. When you initiate this maneuver using a maneuver slot of 2nd level or higher gain additional +2 to AC for every maneuver slot above 1st.

Entangling Blade

Initiating Time: 1 Action

Range: 60 feet

Duration: 1 round

As part of the action used to initiate this maneuver, you must take an attack with a weapon against one creature within the maneuvers range, If this attack hits that creaturegains the restrained condition until the start of your next turn.

At Higher Levels. When you initiate this maneuver using a maneuver slot of 2nd level or higher deal an additional 3d8 bonus damage every maneuver slot above 1st.

Aura of Perfection

Initiating Time: 1 bonus action

Range: Self

Duration: Concentration up to 1 hour

As long as you concentrate on this maneuver you may consider any d20 roll you roll that is less than an 11 to be an 11.

At Higher Levels. When you initiate this maneuver using a maneuver slot of 2nd level or higher you can concentrate on it for 24 hours, if you initiate this maneuver using a maneuver slot of 3rd level or higher it is any d20 roll that is less than 13 is now 13.

2nd

Aligned Explosion

Initiating Time: 1 bonus action

Range: 10 feet

Duration: 1 round

All creatures not of your alignment within 10 feet of you take 3d6 damage, and you gain resistance to all damage for 1 round.

At Higher Levels. When you initiate this maneuver using a maneuver slot of 3rd level or higher the bonus damage of this maneuver goes up by 2d6 for every maneuver slot above 2nd.

Foehammer

Initiating Time: 1 Action

Range: 60 feet

Duration: Instantaneous

As part of the action used to initiate this maneuver, you must take an attack with a weapon against one creature within the maneuvers range, if that attack hits it is not subject to resistance or immunity and deals an additional 1d8 damage.

At Higher Levels. When you initiate this maneuver using a maneuver slot of 3rd level or higher the bonus damage of this maneuver goes up by 2d8 for every maneuver slot above 2nd.

Shielded Counter

Initiating Time: 1 reaction

Range: 5 feet

Duration: 1 round

As part of the action used to initiate this maneuver, you must take an attack with a weapon against one creature within the maneuvers range who is currently attacking, if your attack hits then the creature's attack automatically misses.

3rd

Daunting Strike

Initiating Time: 1 Action

Range: 30 feet

Duration: 1 Minute

As part of the action used to initiate this maneuver, you must take an attack with a weapon against one creature within the maneuvers range, on a hit that creature is Frightened for 1 minute.

Immortal Fortitude

Initiating Time: 1 bonus action

Range: Self

Duration: Concentration up to 24 hours

While you concentrate on this maneuver your hit point total cannot be reduced below 1, and you gain your initiation ability in hit points at the start of each round to a maximum of 1/2 your total hit points.

4th

Castigating Strike

Initiating Time: 1 Action

Range: 10 feet

Duration: 1 Minute

As part of the action used to initiate this maneuver, you must take an attack with a weapon against one creature within the maneuvers range who's alignment is at least one step different from yours, on a hit that creature is Petrified for 1 minute.

Stone Dragon

Fighting Tricks

Earthen Hammer

Initiating Time: 1 Action

Range: 5 feet

Duration: Instantaneous

As part of the action used to initiate this maneuver, you must take a melee attack with a weapon against one creature or object within the maneuvers range, on a hit the attack ignores resistance and hardness and deals an additional 1d8 damage. At 5th, 11th, and 17th the attack deals another 1d8 damage.

Adamantine Bones

Initiating Time: 1 Bonus Action

Range: Self

Duration: 1 Round

You focus your energy on your body to toughen to oncoming attacks temporarily, you gain resistance to bludgeoning, slashing, and piercing damage. At 5th, 11th, and 17th level you may choose an additional damage type to gain resistance to while this maneuver is active, these choices are permanent.

1st

Charging Minotaur

Initiating Time: 1 Action

Range: 5 feet

Duration: Instantaneous

As part of the action used to initiate this maneuver, you must move a minimum of ten feet then take a melee attack with a weapon against one creature within the maneuvers range, on a hit the target takes double damage and is knocked back 5 feet for every 10 damage you dealt.

At Higher Levels. When you initiate this maneuver using a maneuver slot of 2nd level or higher deal an additional 1d8 bonus damage for every maneuver slot above 1st.

Hold of the Earth

Initiating Time: 1 bonus action

Range: 5 feet

Duration: Instantaneous

As part of the action used to initiate this maneuver, you must take a grapple attempt against one creature within the maneuvers range, in a success you are grappling the creature.

At Higher Levels. When you initiate this maneuver using a maneuver slot of 2nd level or higher deal an additional 2d8 bonus damage for every maneuver slot above 1st.

Crushing Weight of the Mountain

Initiating Time: 1 bonus action

Range: Self

Duration: Instantaneous

While you focus on this maneuver your attacks against grappled enemies deal double damage.

At Higher Levels. When you initiate this maneuver using a maneuver slot of 2nd level or higher you may concentrate on this maneuver for 24 hours, if you initiate this maneuver using a maneuver slot of 3rd level or higher you may use your bonus action while in a grapple to take an attack against the grappled creature.

2nd

Stonesplitting Strike

Initiating Time: 1 action

Range: 5 feet

Duration: Instantaneous

As part of the action used to initiate this maneuver, you must take a melee attack with a weapon against one creature within the maneuvers range, on a hit the creature takes 1d4 constitution damage.

At Higher Levels. When you initiate this maneuver using a maneuver slot of 3rd level or higher deal an additional 1d4 constitution damage for every maneuver slot above 2nd.

Buried Alive

Initiating Time: 1 reaction

Range: 5 feet

Duration: 1 round

As part of the action used to initiate this maneuver, you must take a melee attack with a weapon against one creature within the maneuvers range that is moving, on a hit that creature's movement is reduced to 0 for 1 round.

Bonecrusher

Initiating Time: 1 action

Range: 5 feet

Duration: 1 round

As part of the action used to initiate this maneuver, you must take a melee attack with a weapon against one creature within the maneuvers range, on a hit all attacks against the creature are considered critical hits.

3rd

Avalanche

Initiating Time: 1 action

Range: Self

Duration: Instantaneous

As part of the action used to initiate this maneuver, you must move up to double your speed and take a melee attack with a weapon against any creature within 5 feet of you during your movement, on a hit the creature's take an additonal 1d6 damage.

Strength of Stone

Initiating Time: 1 bonus action

Range: Self

Duration: Concentration up to 24 hours

While you are concentrating on this maneuver your are immune to critical hits and any one damage type of your choice, you may switch this damage type as a bonus action.

4th

Colossus Strike

Initiating Time: 1 action

Range: 10 feet

Duration: Instantaneous

As part of the action used to initiate this maneuver, you must take a melee attack with a weapon against one creature within the maneuvers range, on a hit that creature take triple damage, is sent flying through the air 10 feet+10 feet for every 5 damage you dealt and lands prone in its space.

White Raven

Fighting Tricks

Inspiring Strike

Initiating Time: 1 action

Range: 30 feet

Duration: Instantaneous

As part of the action used to initiate this maneuver, you must take an attack with a weapon against one creature within the maneuvers range, on a hit your allies gain +1d4 to their next damage roll. At 5th, 11th, and 17th level the bonus damage increases by 1d4

War Cry

Initiating Time: 1 bonus action

Range: 30 feet

Duration: 1 round

You let out a war cry, and your allies all gain your a +1 bonus to AC against the first attack that targets them during this round. At 5th, 11th, and 17th, the bonus to AC increases by 1.

1st

Hold Fast

Initiating Time: 1 reaction

Range: 30 feet

Duration: Instantaneous

You may initiate this maneuver when you and at least one other ally within 30 feet of you are targeted by the same effect that requires a saving throw, all allies within 30 feet of you required to take this save gain advantage on the saving throw.

At Higher Levels. When you initiate this maneuver using a maneuver slot of 2nd level or higher increase the range of this spell by 20 feet for every maneuver slot above 1st.

Tactical Strike

Initiating Time: 1 action

Range: 30 feet

Duration: Instantaneous

As part of the action used to initiate this maneuver, you must take an attack with a weapon against one creature within the maneuvers range, on a hit one ally of your choice that is within range of the creature may take a melee attack against that creature as a reaction.

At Higher Levels. When you initiate this maneuver using a maneuver slot of 2nd level or higher you may choose another ally in range for every maneuver slot above 1st.

Wolf Pack

Initiating Time: 1 Bonus Action

Range: 10 feet

Duration: Concentration up to 1 hour

While you are concentrating on this maneuver, allies within 10 feet of you that can attack the same creature deal an additional 1d6 damage if they hit that creature with a melee attack.

At Higher Levels. When you initiate this maneuver using a maneuver slot of 2nd level or higher you may concentrate on this maneuver for 24 hours, if you initiate this maneuver using a maneuver slot of 3rd level or higher your allies deal an additional 2d6 damage.

2nd

White Raven Strike

Initiating Time: 1 action

Range: 30 feet

Duration: 2 rounds

As part of the action used to initiate this maneuver, you must take an attack with a weapon against one creature within the maneuvers range, on a hit your allies have advantage on all attacks against that creature for 2 rounds.

At Higher Levels. When you initiate this maneuver using a maneuver slot of 3rd level or higher the advantage lasts an additional round for every maneuver slot above 2nd.

Synchronized Orders

Initiating Time: 1 bonus action

Range: 30 feet

Duration: Instantaneous

You forfeit any further movement you would have this turn by initiating this maneuver, all creatures you consider allies within 30 feet of you may spend their reaction to move half of their speed.

At Higher Levels. When you initiate this maneuver using a maneuver slot of 3rd level or higher increase the range of this spell by 20 feet for every maneuver slot above 2nd.

Move With Caution

Initiating Time: 1 reaction

Range: 30 feet

Duration: 1 round

You may initiate this maneuver when an ally fails an ability check, that creature may re-roll that ability check, and all other creature's you consider allies within 30 feet gain advantage on ability checks until the end of your next turn.

At Higher Levels. When you initiate this maneuver using a maneuver slot of 3rd level or higher increase the range of this spell by 20 feet for every maneuver slot above 2nd.

3rd

Covering Attack

Initiating Time: 1 Bonus Action

Range: 30 feet

Duration: 2 rounds

As part of the action used to initiate this maneuver, you must take an attack with a weapon against one creature within the maneuvers range, on a hit that creature cannot take reactions for 2 rounds.

Rush the King

Initiating Time: 1 Bonus Action

Range: 10 feet

Duration: Concentation up to 24 hours

While you are concentrating on this maneuver your allies gain +2 on all attack rolls and +1d6 on all damage rolls if they are within 10 feet of you.

4th

White Raven Tactics

Initiating Time: 1 Bonus Action

Range: 30 feet

Duration: Instantaneous

Any creature of your choice within 30 feet of you may spend their reaction to take an attack and move up to their speed.

Feats

Discipline Initiate

You cannot take this feat as your first feat. You have studied the fighting techniques of the martial adepts, and have gained the following benefits:

  • Increase your Strength or Dexterity score by 1, to a maximum of 20.
  • Gain both fighting tricks from any one Discipline.

Discipline Adept

You must have the Discipline Initiate feat to take this feat. You have studied the techniques of your discipline to the point where they feel natural to you, granting you the following benefits:

  • You gain a 1st and a 2nd level Maneuver Slot that follow all the normal rules for maneuvers.
  • You gain one 1st level maneuver known and one 2nd level maneuver known from the discipline you selected with Discipline Initiate, these may be changed whenever you gain a level.

Discipline Master

You must have the Discipline Adept feat to take this feat. You have master the techniques of your specific discipline, granting you the following benefits:

  • You gain one 1st, one 2nd, and one third level Maneuver Slot that follow all the normal rules for maneuvers.
  • You gain one 1st, one 2nd and one third level maneuver known from the Discipline you slected with Discipline Initiate, these may be changed whenever you gain a level.

Ancient Focus

You have studied an ancient technique that has granted you the ability to focus on simple magic subconsciously, leaving your conscious mind open to focus on other things, this grants you the following Benefits:

  • You may focus on one Cantrip or Fighting trick while also concentrating on another spell or maneuver of higher level, when you need to make a concentration check only roll one with disadvantage; If you fail you lose concentration on both effects.

Cantrip Master

You have learned how to use easily replicable magic very well, granting you the following benefits:

  • You gain 4 cantrips from any class, using that classes spellcasting ability for those spells.

Pro Gamer

You have learned the simple and advanced methods of game theory, giving you the following benefits:

  • You gain proficiency with all gaming sets
  • You double your proficiency bonus with all gaming sets
  • You may spend an action in combat to provide the help action to an ally within 30 feet of you.

Trained Mind

You have practiced two skills that use the same ability to the point of becoming an expert at them, giving you the following benefits:

  • Increase the ability those skills use by 1, to a maximum of 20.
  • Double the proficiency bonus you gain with those skills.

True Immortality

You have made a deal with a dark power for eternal life, filling you with revitalizing blood, giving you the following benefits:

  • You no longer age unless you choose to do so.
  • You register as evil to detect alignment spells, regardless of your actual alignment.
  • You regain your constitution modifier in hit points at the start of each of your turns in combat while you are conscious and below half hit points.

Forgotten Secrets

You have trained your mind to expand the number of spells you may cast in a day, giving you the following benefits:

  • You gain one additional spell slot each day of your two lowest level spell slots.
  • You gain one additional spell known or readied added to your maximum amount of spells known or readied from your spell list.
  • You gain one additional cantrip from your spell list.

Exaggerated Reputation

This cannot be the first feat you select. Your deeds have been heard far and wide, though the specifics raise you to the highest ideals of heroism or the dark cunning of villainy, giving you the following benefits:

  • Increase your Charisma score by 1, to a maximum of 20.
  • If you are recognized in a populated area then creatures either celebrate you as a true hero, or are scared of you if you are a nefarious villain.
  • All insight checks against grand claims you make with the deception skill are at disadvantage.

Natural Vitality

Your body naturally heals and rests faster than an average person, granting you the following benefits:

  • Increase your Constitution score by 1, to a maximum of 20.
  • Whenever you rest you remove two level of exhaustion rather than one.
  • You have advantage on saves against poison and disease.

Overpreparedness

You always pack too many items away in your bags and pockets in case of a bad situtation, this gives you the following benefits:

  • You may three times after you spend at least one hour shopping, replace gold in your inventory with an item you could have bought with a maximum value of 10x your proficiency bonus that would fit in your bags.