# Tome of the Lost
# Secrets of the Nine Swords
##### 1.3
\page # Desert Wind Legends tell of the fabled speed and mobility practioners of the Desert Wind style used to dominate their foes, their blades moved in blinding flurries, charges that sent them from one side of the battlefield to the next in an instant, and myths of it's members wielding fire like an extension of their being. ### Practitioners of Desert Wind Those who follow the way of Desert Wind often came from deserts and other hot climates, drawing upon a supernatural connection to fire. It's disciples favoured acrobatic movements and were most noted for their use of scimitars and spears.
#### Salamanders Charge *Evocation Cantrip* ___ - **Casting Time:** 1 action - **Range:** Self - **Components:** S, V - **Duration:** 1 round You spin and tumble around the battlefield, a wall of raging flame marking your steps. As part of the action to cast this spell, you move up to 15 feet, passing through the space of one target creature of your choice. This movement ignores difficult terrain and doesn't provoke attacks of opportunity. You cannot use the Dash action in the same turn you use Salamander Charge. If you cannot move, the spell fails. The target of this spell must make a Dexterity saving throw. On a failed save, the creature takes 1d6 fire damage. Until the start of your next turn, each square you moved through becomes engulfed in flames, when a creature enters the area for the first time on a turn or starts its turn there, it takes 1d6 fire damage. This spell's damage against your target increases by 1d6 when you reach 5th level, 11th level (3d6), and 17th level (4d6) .
> ##### Difficult Terrain > Moving through a space occupied by a hostile creature counts as moving through difficult terrain.
\page # Devoted Spirit The Faith, piety and purity of body and mind were the true weapons of the warriors who once followed the way of the Devoted Spirit. Their practitioners wielded their spirit as armour and zeal as their blade. Many tales originated from a practitioner making their last stand against deadly foes. ### Practitioners of Devoted Spirit Those who follow the way of Devoted Spirit often came from a religious background like clerics and paladins, or knights devoted to their nation. It's diciples were once known for their stoic and intimidating demeanors, wearing heavy armour, favouring swords and blunt weapons.
#### Crusader’s Strike *Evocation Cantrip* ___ - **Casting Time:** 1 action - **Range:** 5 feet - **Components:** V, M (Weapon) - **Duration:** 1 round 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 strength to fight on. As part of the action used to cast this spell, you must make a melee attack with a weapon against one creature within the spell’s range, otherwise the spell fails. On a hit, the target suffers the attack’s normal effects, and you or one ally of your choice within 10 feet, gains temporary hit points equal to your spellcasting ability modifier until the start of your next turn. The temporary hit points gained increase at higher levels. At 5th level, the temporary hit points gained becomes 1d4 + your spellcasting ability modifier. 2d4 at 11th level and 3d4 at 17th level.
\page # Diamond Mind The supreme focus and speed of thought to action, is what made a true practitioner of Diamond Mind. Their focus and perception was honed to the point that they could act in the most minute slivers of time, to to deal a final blow. ### Practitioners of Diamond Mind Those who follow the way of Devoted Spirit were often sages and martial scholars who valued honing their minds just as much as their bodies. It's diciples were once known for their calm and insightful demeanors, often favouring light armour or simple robes, it's members were noted for favouring rapiers and longswords wielded in a two-handed grip.
#### Diamond Nightmare Blade *Divination Cantrip* ___ - **Casting Time:** 1 action - **Range:** 5 feet - **Components:** V, M (Weapon) - **Duration:** Instanttaneous 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. As part of the action used to cast this spell, you must make a melee attack with a weapon against one creature within the spell's range, otherwise the spell fails. On a hit, the target suffers the attack's normal effects, and you become keenly focused on its movements until the start of your next turn. If the target attacks you and misses before then, it immediately takes 1d8 psychic damage, and the spell ends. This spell's damage increases when you reach higher levels. At 5th level, the melee attack deals an extra 1d8 psychic damage to the target, and the damage the target takes for missing with it's attack to 2d8. Both damage rolls increase by 1d8 at 11th level and 17th level.
\page # Iron Heart Mastery of the blade was the true calling of any who followed the way of Iron Heart. There was once a time where it's members overwhelmed foes with displays of near superhuman martial skill, their sword seemingly everywhere at once, yet no motion was ever wasted. ### Practitioners of Iron Heart Those who follow the way of Iron Heart were once known for the smooth grace of their stride and readiness for conflict, their blades an extension of their body. It's diciples were once known for their agility and reflexes on the battlefied, they had no particular preferance for armour, it's members were noted for favouring any bladed weapon.
#### Adamantine Hurricane *Evocation Cantrip* ___ - **Casting Time:** 1 action - **Range:** 5 feet - **Components:** V, M (Weapon) - **Duration:** 1 Round In a blur of motion, you make a short, twisting leap in the air. 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 crumble to the dirt around you. As part of the action used to cast this spell, you must make a melee attack with a weapon against one creature within the spell’s range, otherwise the spell fails. On a hit, the target suffers the attack’s normal effects, and you may attack one additional creature within reach of your weapon. At higher levels you can attack additional creatures, two at 5th level, three at 11th level, and four at 17th level.
\page # Setting Sun Strength is an illusion, and those who followed the way of Setting Sun shattered many challengers delusion of their own strength. Though humble in their practice, the story of an old man tossing the local bully out of a tavern still lingers in local folk lore, greeted by laughter and disbelief. ### Practitioners of Setting Sun Those who follow the way of Setting Sun often came from humble origins, such as monestaries or ancient martial temples. It's diciples were once known for their humble nature and insight when dealing with stronger opponents, they wore no armour and only used the simplest of weapons, but prefered fighting unarmed.
#### Ballista Throw *Evocation Cantrip* ___ - **Casting Time:** 1 action - **Range:** 5 feet - **Components:** S, V - **Duration:** instantaneous You grab your opponent and spin like a top, swinging him around before throwing him at your opponents like a bolt from a ballista. As part of the action used to cast this spell, you must make a melee attack with a weapon against one creature within the spell's range, otherwise the spell fails. On a hit, the target suffers the attack's normal effects, and if it is a large creature or smaller, it is pushed 10 feet away from you. If the target collides with something or someone, the target and what it strikes each takes bludgeoning damage equal to your spellcasting ability modifier. This spell's damage increases when you reach higher levels. At 5th level, the damage increases to 1d12 + your spellcasting ability modifier. This damage roll increases by 1d12 at 11th level and 17th level.
\page # Shadow Hand While other schools have legends and myths, Shadow Hand sought no honour, fame, wisdom or glory. For their victims never knew what hit them, thus history only knows of them from hushed whispers, from those unfortunate enough to catch a glimpse. ### Practitioners of Shadow Hand Those who follow the way of Shadow Hand come from dark backgrounds, a sect of assassins, or dark cults. Very little is known about the disciples of Shadow Hand, they value stealth, misdirection and wield weapons that are easily concealed.
#### Stalker in the Night *Evocation Cantrip* ___ - **Casting Time:** 1 action - **Range:** 5 feet - **Components:** V, M (Weapon) - **Duration:** instantaneous You slide through the dark like a bird of prey, emerging only to strike down your foe before sliding back into the shadow's embrace. As part of the action used to cast this spell, you must make a melee attack with a weapon against one creature within the spell’s range, otherwise the spell fails. On a hit, the target suffers the attack’s normal effects, and if the creature has not made a move or attack action this round, you may teleport up to 15 feet in any direction to a unoccupied space you can see with dark or dim lighting. This spell's damage increases by 1d6 necrotic damage when you reach 5th level, 11th level (2d6), and 17th level (3d6) .
> > You cannot teleport within magical darkness, unless you have the ability to see within magical darkness. >
\page # Stone Dragon Simple overwhelming use of brute force. Stone Dragon is a style founded by mountain dwarves to be simple, methodical and relentless. The dwarves have many a tale about a stone dragon master fighting armies of golems and assaulting the gates of rival strongholds, crushing all before him and shrugging off powerful blows. ### Practitioners of Stone Dragon Those who follow the way of Stone Dragon come from backgrounds that requires intense physical training, elite military units and martial schools. Discpiles of Stone Dragon were known to have athletic builds and stoic personalities, their preferance for armour varies from heavy plate to none at all, and we noted for favouring large two handed weapons and unarmed attacks.
#### Stone Dragon's Fury *Evocation Cantrip* ___ - **Casting Time:** 1 action - **Range:** 5 feet - **Components:** V, M (Weapon) - **Duration:** 1 round You are an impenetrable tower of defiance on the battlefield. Attacking you is as fruitless as striking a mountain with a walking stick. As part of the action used to cast this spell, you must make a melee attack with a weapon against one creature within the spell's range, otherwise the spell fails. On a hit, the target suffers the attack's normal effects, and you enter a meditative state that draws the resilience of stone into your body until the start of your next turn. The next time the target hits you with a melee attack, the damage you take is reduced by an amount equal to your spellcasting ability modifier and the target takes 1d6 acid damage, and the spell ends. This spell's damage increases when you reach higher levels. At 5th level, the melee attack deals an extra 1d6 acid damage to the target, and the damage the target takes for hitting with it's attack to 2d6. Both damage rolls increase by 1d6 at 11th level and 17th level.
\page # Tiger Claw Antithesis to the other schools, Tiger Claw scorns consciousness and higher thought in battle, embracing instinct and feral strength. It's practitioners are a force of chaos amidst their enemies, but for all of their fury they are the eye of the storm, striking, leaping and pouncing to and fro with blade in each hand as their fangs. ### Practitioners of Tiger Claw Those who follow the way of Tiger Claw are outsiders, they come from nomadic tribes and rough unforgiving enviroments where violent predators are commonplace. Disciples of Tiger Claw had no formal dojo's, and it's masters only on students early before they become to tainted by logic and conciousness, it's practitioners were known for agile movements and wearing little to no armour, they are noted for wielding paired light weapons and unarmed attacks, some even having claws.
#### Soaring Raptor Strike *Evocation Cantrip* ___ - **Casting Time:** 1 action - **Range:** 5 feet - **Components:** V, M (Weapon) - **Duration:** instantaneous Leapin across the battlefield, you lash out in a blur of motion with two weapons, hacking into your foe with a combination of feral strength and speed. You may cast this spell while under the effects of a barbarian's rage, or while shifted into an animal form with at least two claws as a druid. As part of the action used to cast this spell, you must make a melee attack with a weapon or claw against one creature within the spell’s range, otherwise the spell fails. On a hit, the target suffers the attack’s normal effects. If you moved more than half your movement towards the target before casting this spell, you gain a bonus to the damage roll equal to the damage dice of another weapon you could attack with, such as a weapon you're holding in your other hand, or a bite attack. The first time a creature makes an attack against you before the end of your next turn, it has advantage on the attack. This spell's damage increases by 1d6 of your other weapon's damage type when you reach 5th level, 11th level (2d6), and 17th level (3d6) .
\page # White Raven A single warrior may turn the tide of a battle, those who followed the way of White Raven commanded the eb and flow of wars. It's practitioners embody the values of leadership, leading from the front, they could snatch victory from the jaws of defeat. ### Practitioners of White Raven Those who follow the way of White Raven are leaders from many backgrounds, military officers, tribal chiefs and scholars of war. Disciples of White Raven embody many differant forms of leadership, they value social skills to encourage or cajole their allies to action, and favour common melee weapons that allow them to join any formation.
#### White Raven Tactics *Evocation Cantrip* ___ - **Casting Time:** 1 action - **Range:** 5 feet - **Components:** V, M (Weapon) - **Duration:** instantaneous 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. As part of the action used to cast this spell, you must make a melee attack with a weapon against one creature within the spell’s range, otherwise the spell fails. On a hit, the target suffers the attack’s normal effects, and one ally within 15 feet that can both see and hear you, gains advantage on their next melee attack against your target. This spell grants a bonus to your ally's damage at higher levels. At 5th level the bonus to damage is equal to your spellcasting ability modifier, at 11th level your ally gains 1d6 + your spellcasting ability modifier, and an additional 1d6 at 17th level (2d6) .