# Crusader Devoted knight, divine agent, instrument of vengeance, peerless fighting machine—the crusader is a warrior dedicated to good, evil, law, chaos, or some other cause. They seek out and destroy the enemies of their chosen faith. Strengthened by prayer or absolute devotion to a principle, armored by unshakable faith, and driven by their convictions, a good crusader is a mighty weapon against injustice and malice. An evil crusader, on the other hand, is a cruel and fearsome warrior of darkness. A crusader who embraces a religion or holy faith is similar to a paladin in that they command a number of holy (or unholy) powers. However, a crusader has no skill with divine spellcasting; they are a martial adept whose maneuvers are unpredictable gifts of divine power. Trusting in the power of their chosen deity, they allow faith and intuition to guide them through battle. Many crusaders receive the call to their cause early in life, but never study formally at a temple or monastery. These warriors are gifted with a natural ability to channel the divine energies of their cause but in a raw, untamed manner. A crusader has absolute faith in their ability to draw on the source of their power, but they never quite know how that power will manifest. ### Creating a Crusader #### Quick Build You can make a crusader quickly by following these suggestions. First, Strength should be your highest ability score, followed closely by Constitution. Second, choose the acolyte or soldier background. #### Alignment A crusader can choose any alignment except neutral-they must stand for some ideal, whether chaos, good, evil, law, or a combination of principles. To be a crusader is to devote oneself wholeheartedly to a cause or deity, and this way of life leaves no room for indecision or unwillingness to commit. A crusader’s alignment reflects their chosen cause, and in some cases molds the maneuvers they can use. ## Class Features As a Crusader, you gain the following class features #### Hit Points ___ - **Hit Dice:** 1d10 per crusader level - **Hit Points at 1st Level:** 10 + your Constitution modifier - **Hit Points at Higher Levels:** 1d10 (or 6) + your Constitution modifier per crusader level after 1st #### Proficiencies ___ - **Armor:** All armor, Shields - **Weapons:** Simple weapons, Martial weapons - **Tools:** None - **Saving Throws:** Constitution, Charisma - **Skills:** Two from Acrobatics, Animal Handling, Athletics, Diplomacy, History, Intimidate, Martial Lore, Religion ``` ``` #### Equipment You start with the following equipment, in addition to the equipment granted by your background: - (a) a martial weapon and a shield or (b) two martial weapons - (a) five javelins or (b) any simple melee weapon - (a) a priest’s pack or (b) an explorer’s pack - Chainmail and a holy symbol ### 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. Once you use a readied maneuver it is expended until you finish a short rest or long rest. 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 Stances 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.
Made by Llama513 @ Giant in the Playground
\page
##### 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 | 3| | 6th | +3 | — | 2 | 7 | 2 | 3| | 7th | +3 | Crusade Feature | 2 | 8 | 2 | 3| | 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 | 4| | 12th | +4 | Ability Score Improvement | 3 | 10 | 3 |4| | 13th | +5 |Indomitable (two uses), Legacy Techniques| 3 | 11 | 3 | 4| | 14th | +5 | — | 3 | 11 | 3 |4| | 15th | +5 | Crusade Feature | 3 | 12 | 3 | 5| | 16th | +5 | Ability Score Improvements | 3 | 12 | 3 | 5| | 17th | +6 | Indomitable (three uses) | 3 | 13 | 3 | 5 | | 18th | +6 | Crusade Feature | 3 | 13 | 3 | 5| | 19th | +6 | Ability Score Improvement | 3 | 14 | 3 | 5| | 20th | +6 | Zealots Wrath | 3 | 14 | 4 | 5|
### Steely Resolve Your supreme dedication and intense focus allow you to temporarily set aside the pain and hindering effects of injuries. When an opponent strikes you, the injury does not immediately affect you. You have a delayed damage pool that allows you to forestall the effects of many injuries. This pool begins at 0 with each encounter. When you are attacked, any hit point damage the blow deals is added to your delayed damage pool. At the end of your next turn, you take damage equal to the total stored in your delayed damage pool, which then resets to 0. Any healing you receive can either increase your current hit point total as normal or reduce the total damage in your delayed damage pool. When you receive healing, you choose whether it affects your damage pool, your hit points, or both (you can split the amount of healing as you wish). Most crusaders opt to keep as much damage in their delayed damage pool as possible to maximize the benefit of their furious counterstrike ability (see below). Special effects tied to an attack, such as energy drain, stun, and so forth, still affect you as normal, and their effects are not delayed by this ability. For example, if you are bitten by a venomous spider, you must still attempt a Constitution save against the poison immediately, even though the bite damage shifts into your delayed damage pool. By the same token, any other special attack that imposes a condition, such as a medusa’s petrifying gaze, takes immediate effect on you. At 1st level, your delayed damage pool can hold up to 5 points of damage. Any damage beyond that comes off your hit points as normal. The maximum damage your pool holds increases by 5 at 4th, 8th, 12th, and 16th level. ### Furious Counter Strike You can channel the pain of your injuries into a boiling rage that lets you lash out at your enemies with renewed vigor and power. Each attack that strikes you only pushes you onward to greater glory. During your turn, you gain a bonus on damage rolls equal to the current value of your delayed damage pool (see steely resolve, above) divided by 5, and rounding down (minimum +1). This ability’s benefits last until the end of your turn.
Made by Llama513 @ Giant in the Playground
\page ### Fighting Style At 2nd level, you adopt a style of fighting as your specialty. Choose one of the following options. You can’t take a Fighting Style option more than once, even if you later get to choose again. #### Defense While you are wearing armor, you gain a +1 bonus to AC. #### Dueling When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon. #### Great Weapon Fighting When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll. The weapon must have the two-handed or versatile property for you to gain this benefit. #### Protection When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield. ### Crusade When you reach 3rd level, you join a crusade that guides your actions as a crusader. Up to this time, you have been in a preparatory stage, committed to the path but not yet devoted to it. Now you choose the path of a Divine Blade, Eternal Blade, or Mountain's Blade all detailed at the end of the class description. Your choice grants you features at 3rd level and again at 7th, 10th, 15th, and 18th level. ### Ability Score Improvement When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature. ### Extra Attack Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. ### 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 fundamental 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. ### Indomitable Beginning at 9th level, you can reroll a saving throw that you fail. If you do so, you must use the new roll, and you can’t use this feature again until you finish a long rest. You can use this feature twice between long rests starting at 13th level and three times between long rests starting at 17th level. ### Legacy Techniques At 13th level, you learn to tap into the essence of the sublime way, allowing you to use techniques beyond the abilities of most martial adepts. You learn two legacy techniques of your choice from the disciplines you have access to. You can use a Legacy Technique once per long rest You learn another Legacy Technique and gain another use per long rest at 15th and 17th level. ### Zealot's Wrath At 20th level, your dedication and focus have become so intense that you can push your body beyond what any normal creature can take. Your Steely Resolve no longer has a cap on the amount of damage it can delay. ## Crusades Becoming a crusader involves taking a vow that commits the crusader to the cause of righteousness, an active path of fighting wickedness. The final oath, taken when he or she reaches 3rd level, is the culmination of all the crusader’s training. Some characters in this class don’t consider themselves true crusaders until they have reached 3rd level and made this oath. For others, the actual swearing of the oath is a formality, an official stamp on what has always been true in the crusader’s heart. ### Divine Blade A crusader who has dedicated their life to the destruction of the impure. They channel their fury into boosting their attacks and their bodies, those that truly dedicate themselves to this path gain the ability to manifest this fury as a weapon for the crusade. Most that follow this archetype focus on the Devoted Spirit Discipline. #### Crusader's Fury From 3rd level, your devotion grants you bolts of inspiration while you are engaged in battle. When you use the Attack action, you can make one weapon attack as a bonus action. You can use this feature a number of times equal to your Charisma modifier (a minimum of once). You regain all expended uses when you finish a long rest.
Made by Llama513 @ Giant in the Playground
\page #### Smite Driven by the courage of your convictions and the ironclad strength of your beliefs, you can strike back at those who dare stand against your cause. Starting at 7th level, once per day, you can concentrate all your anger, hatred, and determination into a single attack. On the next melee attack you make, you gain a bonus on your attack roll equal to your Charisma bonus (if any) and a bonus on damage equal to your crusader level. At 18th level, you gain an additional use of smite per day. #### Crusader's Defenses At 10th Level, you are covered in spikes of radiant energy, when a creature within 5ft of you hits you with a melee attack deal 5 radiant damage to that creature. When you take damage from any source within 60ft of you, you can use your reaction to channel your spikes into a blast that you launch at the creature that hit you, dealing 2d6+your charisma modifier radiant damage, when you activate this ability the spikes that covered you go away. At the end of your turn, you roll 1d6 the reaction recharges on a roll of a 5 or 6 until the reaction is recharged creatures that hit you with a melee attack do not take any damage. #### Mettle You can resist physical and mental attacks with greater effectiveness than other warriors. Beginning at 15th level, by drawing on your boundless energy and dedication to your cause, you can shrug off effects that would hinder even the toughest warrior. As a reaction, you can gain advantage on a Constitution or Wisdom saving throw. You can use this ability two times a long rest. You do not gain the benefit of mettle when you are unconscious or sleeping. #### Divine Blade At 18th level, your devotion has become so intense that you can manifest it as a weapon to destroy your enemies with. The shape that this weapon takes is unique to every crusader, but it always takes the form of a one-handed weapon. As a bonus action, you form a glowing radiant weapon in your hand. If you let go of the weapon, it disappears, but you can form the weapon again as a bonus action. You wield your divine blade as you would any other melee weapon. The weapon is treated as if it had the finesse property. On a hit, the target takes 2d6+ Strength or Dexterity modifier +Charisma modifier Radiant damage. ``` ``` ### Eternal Blade The eternal blades began among the elves who learned a variety of exotic fighting maneuvers with the aid and advice of the spirit of a mighty, ancient elven warrior, known as blade guides. The eternal blades once swore to defend the elves against the forces of evil, but as blade guides began to appear to the younger races the blades were split on whether to accept these younger races into their ranks. This resulted in a split among the order between those that hold to the old ways and those that accepted the younger races. The traditionalist carries on their old mission, the younger order widened their mission to protect against any uprising of evil. Some eternal blades embrace the responsibilities that come with this class’s training. Others seek to use their talents to further their own ends. Most that follow this archetype focus on the Diamond Mind Discipline. #### Blade Guide Beginning at 3rd level, you gain a blade guide, the spirit of an ancient member of the eternal blades, that provides you with advice, tactical assistance, and training. The blade guide has hit points equal to half your own and is size Fine. Its AC is 18, and it can fly with perfect maneuverability and a speed of 30 feet. It shares your saving throws. If your blade guide is destroyed, or it somehow moves out of your line of effect, it reappears in your space in 1d6 rounds. The guide is the physical manifestation of a spirit that resides on the Outer Planes. Destroying a blade guide’s form merely severs its link to the Material Plane for a short time. A blade guide appears as a mote of white energy. It uses your senses to see and hear and communicates with you by telepathy. Thus, it cannot interact with objects and creatures that you cannot see. Your blade guide is meant to aid you in combat, not serve as a scout. Sometimes, your guide appears as a ghostly image of how it looked in life. This manifestation requires tremendous effort, and your guide chooses to attempt it only when it must communicate with others under dire circumstances. When a blade guide manifests, it can speak with others as normal. A blade guide can appear in this manner for up to 10 minutes per day. While it manifests, you lose access to your blade guide and any class abilities that require it to function. Your guides training grants you access to maneuvers and stances from the Diamond Mind discipline. #### Guided Strike Your blade guide assesses your enemies, seeking out weak points in their armor and offering you advice on where and how to strike. Drawing on its experience and keen eye for strategy and tactics, your guide grants you advice that can render even the most daunting foe impotent. Beginning at 3rd level, you can confer with your guide concerning the foes that you face. Your weapon counts as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage. You only have this benefit while you have access to your blade guide.
Made by Llama513 @ Giant in the Playground
\page #### Eternal Training At 7th level, your blade guide offers you intense martial training based on its years of combat experience in mortal life. Each night when you enter trance, your blade guide enters your mind. In your dreams, the two of you spar and practice across a hundred different battlefields. You fight ogres, trolls, and other monsters that your guide creates from the ether of dreams. You practice maneuvers beyond your normal capacity. With each night that passes, you become more and more skilled in the fighting arts. Once per day, you can draw upon this nightly training to aid you in a single battle. The benefit lasts for one encounter. You gain an insight bonus equal to your Charisma bonus (if any) on damage rolls against a single creature type from aberrations, beasts, celestials, constructs, dragons, elementals, fey, fiends, giants, monstrosities, oozes, plants, or undead. Alternatively, you can select two races of humanoid (such as gnolls and orcs). You gain an additional use per day of this ability at 10th, 15th, and 18th level. Even if you have multiple uses of this ability per day, you can use this ability only once per encounter. You can use this ability only while you have access to your blade guide. #### Defensive Insight Your blade guide’s advice and insights grant you an intellectual edge in combat, but there is a fine line between knowing how to do something and executing it in combat. If you take a moment to focus yourself, you can apply your knowledge to the situation at hand. Beginning at 10th level, as a bonus action, you can size up an opponent and use your tactical knowledge against them. You gain a bonus to AC equal to your Charisma bonus (if any) against a single foe of your choice until the beginning of your next turn. You can use this ability only while you have access to your blade guide. #### Tactical Insight Although you might be young by the elves’ reckoning, your blade guide lends you the experience and wisdom of one who has fought battles across countless fields. In almost any situation you face, you have the experience, tactical lore, and knowledge needed to defeat your enemy. From 15th level on, as a bonus action, you can assess a tactical situation and make an attack that improves the attacks of your allies. For the rest of your turn, any opponent you hit with a melee attack grants your allies advantage on attack rolls. If you lose access to your blade guide, you lose this ability until it returns. #### Island in Time At 18th level, you can throw yourself into a fight under your blade guide’s careful direction. You meld with it, allowing it to control your actions while you draw upon its vast combat experience. You can take two turns during the first round of any combat. You take your first turn at your normal initiative and your second turn at your initiative minus 10. You can’t use this feature when you are surprised. This ability does not grant you a second reaction during a round, you still only have one reaction per round. ### Mountain's Blade The Stone Dragon discipline traces its roots back to an ancient order of goliaths that used the power of the earth to enhance their combat style. A mountain's blades immerse themselves in these ancient teachings to link themselves to the power of stone. Most mountain's blades use this power in the defense of their fellow goliaths, though some take a more active approach battling the enemies of their people. It is these mountain's blades that spread the path to the other races. In combat, a mountain's blades is a living mountain, a stony redoubt that provides shelter to their allies while crashing like an avalanche upon their enemies. The ground shifts and churns under their feet. One moment they stand atop a small, earthen mound that blocks their enemies—the next they summon an earthquake to knock their foes to the ground. Most that follow this archetype focus on the Stone Dragon Discipline. #### Mountain Fortress Stance At 3rd level, you learn to make yourself as impenetrable as a mountain fortress. This ability is a key component of your combat abilities. While you are in a Stone Dragon stance, you can forgo its normal benefit as a bonus action to gain the effect of mountain fortress stance. This ability lasts as long as you would maintain the Stone Dragon stance, or as described below. You can also stop using mountain fortress stance and resume gaining the normal benefit of the stance as a bonus action. When you use this ability, you can choose to create a fortress of earth or rock, provided you are standing on earth, stone, rock, or a worked surface such as a cobblestone street or a flagstone floor (as long as natural earth or rock is no more than 1 foot below you). The space that you occupy forms a pillar of earth or rock 5 ft tall, with you on top. The ground in a 5ft radius centered on you is buckled and steeply sloped, becoming difficult terrain. At 15th level the radius of difficult terrain becomes 10ft. Once you move to where the ground is no longer within the radius affected by this stance it sinks back to its normal level. You retain the benefit of mountain fortress stance until you end your Stone Dragon stance or move more than 5 ft in a round. You are unaffected by the difficult terrain you create with this ability. If you move only 5 ft in a round, the pillar of earth you have created moves with you, creating new squares of difficult terrain in every square adjacent to your new position. #### Crashing Mountain Juggernaut Beginning at 7th level, if you start your turn with mountain fortress stance active, as an action you can end the Stone Dragon stance you initiated to gain the benefit of this ability. When you do so, the hill you created with mountain fortress stance suddenly sinks, sending any foes standing in squares adjacent to you crashing to the ground. In addition, you tumble down the crumbling hill like a living avalanche.
Made by Llama513 @ Giant in the Playground
\page When you use this ability, all creatures within the area of difficult terrain created by your mountain fortress stance must make a Dexterity saving throw DC equals your maneuver DC or fall prone. In addition, you can use a charge to attack an enemy as part of this ability’s activation. If your attack is successful, it deals an extra 2d6 points of damage owing to the momentum you gain as you hurtle down your temporary hill and slam into your opponent. You cannot activate mountain fortress stance on the same turn in which you use this ability. #### Indomitable Redoubt Once you attain 10th level, while you are in mountain fortress stance, you can also initiate and gain the benefit of one additional Stone Dragon stance. This can be the stance you entered to initially activate mountain fortress stance, or another Stone Dragon stance you know. You must otherwise follow all the normal rules for entering and maintaining a stance. #### Stone's Curse From 15th level on, you can strike an opponent and channel the leaden weight of the earth into its arms and legs. For a brief moment, it labors in vain, unable to move under the crushing burden you impose. Once per turn, you can force an opponent you hit with a melee attack to make a Wisdom saving throw DC equal to your maneuver DC or become unable to move for 1 round. The creature’s speed for all movement modes except flight drops to 0 feet. A creature’s fly speed remains unchanged. You must choose to use this ability after successfully attacking an opponent but before rolling damage. You can use this ability twice per short rest. #### Dragon's Tooth At 15th level, you can cause a pillar of stone to burst from a place on the ground that you can see within 60ft as a standard action, provided you are standing on earth, stone, rock, or a worked surface such as a cobblestone street or a flagstone floor (as long as natural earth or rock is no more than 1 foot below you). The pillar is a cylinder that has a diameter of 5 ft and a height of up to 30 ft. The ground where a pillar appears must be wide enough for its diameter, and you can target ground under a creature if that creature is Medium or smaller. If a pillar is created under a creature, that creature must succeed on a Dexterity saving throw or be lifted by the pillar and take your 6d6 bludgeoning damage. A creature can choose to fail the save. On a success, they take no damage and are not lifted. Each pillar has AC 5 and 30 hit points. When reduced to 0 hit points, a pillar crumbles into rubble, which creates an area of difficult terrain with a 10-foot radius. The rubble lasts until cleared. You can use this ability once per short rest. ``` ``` #### Awaken the Stone Dragon At 18th level, you can cause a localized earthquake to rumble through the ground around you. Through your study of Stone Dragon techniques and your strong connection to elemental earth, you can awaken the slumbering wrath of stone to send your enemies tumbling to the ground. The earth churns, rocks explode into cutting shards, and the ground rebels against your foes. Once per short rest as a bonus action, you cause the ground around you to shudder and churn as if rocked by an earthquake. All creature within a 60-foot radius must make Dexterity saving throw DC equals maneuver DC or take 12d6 points of damage and fall prone. A successful save cuts the damage in half and they are not knocked prone. Your allies have advantage on this save. #### Crusader Multiclassing Should you wish to multiclass into crusader the prerequisites and proficiencies are listed below. ##### Crusader Multiclassing Prerequisites ##### Ability Score Minimum | |:----:| | Strength 13 and Charisma 13 | ##### Crusader Multiclassing Proficiencies | |:----:| | Light armor, medium armor, shields, simple weapons, martial weapons|
Made by Llama513 @ Giant in the Playground
\page # Sword Sage A master of martial maneuvers, the swordsage is a physical adept—a blade wizard whose knowledge of the Sublime Way lets them unlock potent abilities, many of which are overtly supernatural or magical in nature. Depending on which disciplines they choose to study, a swordsage might be capable of walking through walls, leaping dozens of feet into the air, shattering boulders with a single touch, or even mastering the elements of fire or shadow. Whatever their specific training, a swordsage blurs the line between martial prowess and magical skill. ### Creating a Sword Sage #### Quick Build You can make a swordsage quickly by following these suggestions. First, Dexterity should be your highest ability score, followed closely by Wisdom. Second, choose the hermit background. ## Class Features As a Swordsage, you gain the following class features #### Hit Points ___ - **Hit Dice:** 1d8 per swordsage level - **Hit Points at 1st Level:** 8 + your Constitution modifier - **Hit Points at Higher Levels:** 1d8 (or 5) + your Constitution modifier per swordsage level after 1st #### Proficiencies ___ - **Armor:** Light armor - **Weapons:** Simple weapons, Martial weapons - **Tools:** None - **Saving Throws:** Strength, Dexterity - **Skills:** Three from Acrobatics, Animal Handling, Athletics, Diplomacy, History, Intimidate, Insight, Martial Lore, Medicine, Nature, Perception, Stealth #### Equipment You start with the following equipment, in addition to the equipment granted by your background: - (a) a martial weapon or (b) two martial weapons - (a) five javelins or (b) any simple melee weapon - (a) a dungeoneer's pack or (b) an explorer’s pack - leather armor ### 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. Once you use a readied maneuver it is expended until you finish a short rest or long rest. 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. ### Sublime Tradition When you reach 2nd level, you choose a sublime tradition, shaping your practice of maneuvers through one of three schools: Master of Nine, Shadow Sun Ninja, and Sublime Master, all detailed at the end of the class description. Your choice grants you features at 2nd level and again at 6th, 10th, and 14th level.
Made by Llama513 @ Giant in the Playground
\page
##### 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 | Legacy Techniques | 5 | 18 | 5 | 5 | | 14th | +5 | Tradition Feature | 5 | 19 | 5 |5| | 15th | +5 | — | 5 | 20 | 5 | 6| | 16th | +5 | Ability Score Improvements | 5 | 21 | 6 | 6| | 17th | +6 | — | 5 | 22 | 6 | 6| | 18th | +6 | — | 5 | 23 | 6 | 6| | 19th | +6 | Ability Score Improvement | 5 | 24 | 6 | 6 | | 20th | +6 | Signature Maneuver | 5 | 25 | 7 | 7|
### Ability Score Improvement When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature. ### Extra Attack Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. ### 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 fundamental 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. ### Evasion Beginning at 9th level, you can nimbly dodge out of the way of certain area effects, such as a red dragon’s fiery breath or an ice storm spell. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail. At higher levels, you gain more swordsage maneuvers of your choice that can be activated in this way: one 7th-level maneuver at 13th level, one 8th-level maneuver at 15th level, and one 9th-level maneuver at 17th level. You regain all uses of your Sublime Mastery when you finish a long rest. By spending 8 hours in meditation, you can exchange the maneuvers you chose for different maneuvers of the same levels. ### Legacy Techniques At 13th level, you learn to tap into the essence of the sublime way, allowing you to use techniques beyond the abilities of most martial adepts. You learn two legacy techniques of your choice from the disciplines you have access to. You can use a Legacy Technique once per long rest
Made by Llama513 @ Giant in the Playground
\page You learn another Legacy Technique and gain another use per long rest at 15th and 17th level. ### Signature Maneuver At 20th level, you gain mastery over one maneuver and can use it with little effort. Choose one maneuver that you know that maneuver is now usable three times per short rest. ## Sublime Traditions Three traditions of the sublime way are common among the monasteries scattered across the multiverse. Most monasteries practice one tradition exclusively, but a few honor the three traditions and instruct each swordsage according to his or her aptitude and interest. All three traditions rely on the same basic techniques, diverging as the student grows more adept. Thus, a swordsage need choose a tradition only upon reaching 2nd level. ### Master of Nine Some savants of the Nine Disciplines believe that none of the paths are complete, true disciplines in and of themselves. They believe that the nine disciplines are perhaps more appropriately termed the Nine Steps, each a single portion of a true, whole Way. These few masters strive to learn the secrets of each path, and in so doing become the masters of nine, using a martial style that combines all of the techniques of the Temple of Nine Swords. Such martial sages are fluid and unpredictable martial artists, capable of switching between styles and techniques to suit each situation. #### 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 one 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. ``` ``` ### Shadow Sun Ninja A Shadow Sun Ninja is a martial artist who studies the balance between good and evil, light and dark. Founded by a reformed half-fiend, this fighting school teaches its students to find power in balance. A Shadow Sun ninja uses dark energies to drain their foe’s life, but then turns and uses the power of light to lend that stolen strength to an ally. A Shadow Sun Ninja is a study in contrasts. They know that evil lurks in the hearts of all living creatures. Even the purest of the pure suffer temptation. By exploring their inner demons, bringing them into the light, and accepting them as part of their soul, they achieve a deeper understanding of themselves and the strength within. A Shadow Sun ninja would argue that denying, rather than accepting, one’s base impulses would be the same as refusing to use one’s left arm. Most that follow this archetype focus on the Setting Sun and Shadow Hand Disciplines. #### Unarmored Defense Beginning at 2nd level, while you are wearing no armor and not wielding a shield, your AC equals 10 + your Dexterity modifier + your Wisdom modifier. #### Unarmed Strike At 2nd level, your practice of martial arts gives you mastery of combat styles that use unarmed strikes. While you are unarmed and you aren’t wearing medium or heavy armor or wielding a shield, you gain the following benefits: - You can use Dexterity instead of Strength for the attack and damage rolls of your unarmed strikes. - You can roll a d4 in place of the normal damage of your unarmed strike. This die changes as you gain swordsage levels, as shown in the Shadow Sun Nijan Unarmed Strike table. - When you use the Attack action with an unarmed strike on your turn, you can make one unarmed strike as a bonus action. Starting at 10th level, your unarmed strikes count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage. ##### Shadow Sun Ninja Unarmed Strike | Swordsage Level | Damage | |:----:|:-------------| | 2nd | 1d4 | | 8th | 1d6 | | 14th | 1d8 | | 20th | 1d10 |
Made by Llama513 @ Giant in the Playground
\page #### Touch of the Shadow Sun At 6th level, you strike a careful balance between light and dark, good and evil. Although your heart is dedicated to good, you know that the shadow of evil will always be a part of you. This realization, along with careful control of your ki energy, allows you to wield the energy of both the dark and light aspects of your being. This understanding and mastery allows you to deal damage with one attack, then turn and heal an ally with the reverse of that harmful energy. With a melee unarmed attack made as a standard action, if this attack hits you deal necrotic damage equal to your base unarmed damage + your Wis modifier. In the round after you use this ability, you can touch a creature as a standard action and heal an amount of damage equal to the damage you dealt with your negative energy touch on the previous round. If the target of this healing touch makes no effort to prevent you from touching them, you can touch the creature as a bonus action. You cannot use both aspects of this ability on the same round, nor can you use the negative energy touch again in a round after you have already successfully used it. After you channel negative energy into a creature, you convert that energy into a positive energy charge that prevents you from using the negative energy aspect of this ability until the positive energy has been discharged. #### Wheel of Balance Beginning at 10th level, you can create a protective cloak of negative energy by using your ki. This cloak absorbs elemental damage. You can then gather this energy, transform it, and unleash it as a searing attack. > ##### Elemental Pairs - Cold and Fire - Acid and Lightning - Radiant and Necrotic > As a bonus action, you can shroud yourself in shimmering, dark energy that provides Resistance to a damage type of your choice, from acid, cold, fire, lightning, necrotic, or radiant damage, until the start of your next turn. If this resistance reduces the damage you take from any attack or effect, you can take a bonus action on your next turn to hurl a bolt of energy with a range of 60 ft. This bolt requires a ranged attack to hit and deals 2d6 points of damage of opposite element you chose to gain resistance to. #### Void of the Shadow Sun You eventually learn to draw upon the power of light to shield you from attacks. Even if an opponent manages to breach this shield, it is not destroyed. Rather than fade away, the shield shifts into an aura of icy cold, black energy that can harm your enemies. Starting at 14th level, as a bonus action you can wreath yourself in a halo of bright, flaming light. You gain a +2 deflection bonus to AC. This ability lasts until you are hit. If an opponent successfully hits you despite your improved AC, you lose the deflection bonus to AC and you cannot use this ability again on your next turn. However, you can project a pulse of frigid, black energy in a 30-foot-radius burst around you as a standard action in the round after your shield is pierced. Enemies in this area take 12d6 points of necrotic damage, with a Constitution saving throw DC, equals your maneuver DC for half damage. ### Sublime Master As a swordsage, you can focus your training to take advantage of each discipline’s fighting style. Those that take up this school have a tendency to pick a single discipline to master, but it is not unheard of for them to diversify. This school is also known for the ability to respond extremely quickly. #### Discipline Focus As a sublime master, you can focus your training to take advantage of each discipline’s fighting style. Each time you gain the discipline focus ability, select one of the six swordsage disciplines to which that focus applies. You can select a different discipline each time you gain discipline focus, but you must know at least one martial maneuver from the selected discipline. Even if you select a different discipline at higher levels, your discipline choice for earlier abilities does not change. This focus manifests in the following ways. ##### Weapon Focus At 2nd level, you gain a +1 to attack rolls for weapons associated with the chosen discipline. See the discipline descriptions in at the end of this document. ##### Insightful Strikes At 6th level, you can add your Wisdom modifier as a bonus on damage rolls whenever you execute a strike from the chosen discipline. ##### Defensive Stance At 8th level, you gain a +2 bonus on saving throws whenever you adopt a stance from the chosen discipline. #### Quick to Act At 2nd level, your reflexes are sharpened allowing you to react quickly, you gain a +1 bonus on initiative checks. This bonus increases by 1 at 6th, 10th, and 14th level. #### Dual Boost When you reach 14th level, you can use two boost maneuvers simultaneously. You must expand a maneuver slot for each boost maneuver you initiate.
Made by Llama513 @ Giant in the Playground
\page #### Swordsage Multiclassing Should you wish to multiclass into swordage the prerequisites and proficiencies are listed below. ##### Swordsage Multiclassing Prerequisites ##### Ability Score Minimum | |:----:| | Dexterity 13 and Wisdom 13 | ##### Swordsage Multiclassing Proficiencies | |:----:| | Light armor, simple weapons, martial weapons, one skill from the class’s skill list|
Made by Llama513 @ Giant in the Playground
\page # Warblade The warblade was born for conflict. Swift, strong, enduring, and utterly confident in their martial skills, they seek to test themselves against worthy foes. Battle is beautiful to them—a perfect moment in which life hangs suspended on the bright edge of a sword. Sheer combat skill is important to a warblade, so they train intensely with their chosen weapons. But even more important is their athleticism, endurance, daring, recklessness, and joy in the hour of danger. Warblades, often called sword princes, live for the chance to test themselves in battle—the stronger the foe, the greater the glory once an enemy is defeated. ### Creating a Warblade #### Quick Build You can make a warblade quickly by following these suggestions. First, Strength or Dexterity should be your highest ability score, followed closely by Constitution. Second, choose the noble or soldier background. ## Class Features As a warblade, you gain the following class features #### Hit Points ___ - **Hit Dice:** 1d8 per warblade level - **Hit Points at 1st Level:** 8 + your Constitution modifier - **Hit Points at Higher Levels:** 1d8 (or 5) + your Constitution modifier per crusader level after 1st #### Proficiencies ___ - **Armor:** Light armor, medium armor, shields - **Weapons:** Simple weapons, Martial weapons - **Tools:** None - **Saving Throws:** Strength, Dexterity - **Skills:** Three from Acrobatics, Animal Handling, Athletics, Diplomacy, History, Intimidate, Insight, Martial Lore, Medicine, Nature, Perception, Stealth #### Equipment You start with the following equipment, in addition to the equipment granted by your background: - (a) a martial weapon or (b) two martial weapons - (a) five javelins or (b) any simple melee weapon - (a) a dungeoneer's pack or (b) an explorer’s pack - (a) leather armor or (b) scale mail ### 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. Once you use a readied maneuver it is expended until you finish a short rest or long rest. 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. ### Fighting Style You adopt a particular style of fighting as your specialty. Choose one of the following options. You can’t take a Fighting Style option more than once, even if you later get to choose again. #### Dueling When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.
Made by Llama513 @ Giant in the Playground
\page
##### 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 | 1 | | 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 | 2 | | 11th | +4 | — | 3 | 9| 3 | 3 | | 12th | +4 | Ability Score Improvement | 3 | 9 | 3 |3| | 13th | +5 | Legacy Techniques | 3 | 10 | 3 | 3 | | 14th | +5 | — | 3 | 10 | 3 |3| | 15th | +5 | Archetype Feature | 3 | 11 | 3 | 4| | 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 | 5 |
#### Great Weapon Fighting When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit. #### Two-Weapon Fighting When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack. ### Martial Archetypes At 3rd level, you choose an archetype that you strive to emulate in your combat styles and techniques. Choose Bloodclaw Master, Bloodstorm Blade, or Master of War, all detailed at the end of the class description. The archetype you choose grants you features at 3rd level and again at 7th, 10th, 15th, and 18th level. ``` ``` ### Ability Score Improvement When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature. ### Extra Attack Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. ### 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 fundamental 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.
Made by Llama513 @ Giant in the Playground
\page ### Fast Movement Starting at 9th level, your speed increases by 10 feet while you aren’t wearing heavy armor. ### Legacy Techniques At 13th level, you learn to tap into the essence of the sublime way, allowing you to use techniques beyond the abilities of most martial adepts. You learn two legacy techniques of your choice from the disciplines you have access to. You can use a Legacy Technique once per long rest You learn another Legacy Technique and gain another use per long rest at 15th and 17th level. ### Stance Mastery At 20th level, you can have two stances active simultaneously. When you use a bonus action to initiate or change your stance, you can initiate or change one or both stances. ## Martial Archetypes Different warblades choose different approaches to perfecting their fighting prowess. The martial archetype you choose to emulate reflects your approach. ### Bloodclaw Master A bloodclaw master embraces the animal within to a degree that it becomes external, partially transforming them into the beast from which the discipline was inspired. they employ small, light weapons almost like claws. They focus on the Tiger Claw discipline, and their maneuvers speak to the quick-striking nature of their discipline’s feline namesake. Most that follow this archetype focus on the Tiger Claw Discipline. #### Predatory Instinct Beginning at 3rd level, in battle, you fight with primal ferocity. On your turn, you can enter a feral trance as a bonus action, this trance lasts for one minute. While in this state, you gain the following benefits if you aren’t wearing heavy armor: - You have advantage on Strength checks and Strength saving throws. - When you make a melee weapon attack using a Tiger Claw weapon, the Tiger Claw discipline’s favored weapons are the sickle, handaxe, greataxe, and unarmed strikes, you gain a bonus to the damage roll that increases as you gain levels as a warblade, as shown in the Predatory Instinct Damage column of the table below. ##### Predatory Instinct | Warblade Level | Uses per Day | Bonus Damage | |:----:|:-------------:|:-------------:| | 3rd-9th | 1 | +2 | | 10th-17th | 2 | +3 | | 18th-20th | 3 | +4 | ``` ``` #### Go for the Throat Beginning at 7th level, if you hit a creature that is prone with your bonus action Offhand attack you may make one additional attack against that enemy as part of your bonus action Offhand attack. #### Pouncing Strike Beginning at 10th, if you move at least 30 feet straight toward a creature that is your size or small and then hit it with an attack with a Tiger Claw weapon on the same turn, the target must succeed on a DC, equal to your maneuver DC, Strength saving throw or be knocked prone. #### Darkvision At 10th level, you gain darkvision out to 60 feet, if you already had darkvision increase the range you can see by 30 feet. #### Tiger Claw Synergy Beginning at 15th level, while you are in a Tiger Claw stance, you can choose to gain either a +1 dodge bonus to your Armor Class or a +10-foot bonus to your base speed. You make this choice when you enter the stance. You become more accurate at dealing Tiger Claw strikes. You gain a +1 bonus on any attack rolls made as part of a strike from the Tiger Claw discipline. #### Rending Claw At 18th level, while you are in your feral trance and attacking with two Tiger Claw weapons and you successfully hit an opponent with both weapons in the same round, the second weapon that hits deals an extra 2d6 points of damage. ### Bloodstorm Blade Other martial adepts rightfully look with wonder upon those who learn the bloodstorm style. Once a secret art jealously guarded by a sword-cult of githyanki warblades, bloodstorm techniques now find use in the hands of martial adepts of many races—most notably, the informal mercenary organization known as the Bloodstorm Guild. The style takes knowledge of the Iron Heart discipline and applies it to attacks with thrown weapons. A bloodstorm blade who masters these methods often becomes more deadly when a weapon leaves their hands than when they hold onto it. #### Throw Anything Beginning at 3rd level, as an initiate of the mysteries of the bloodstorm technique, you learn to throw swords as easily as others hurl daggers. Any non Heavy weapon you are proficient in is considered to have the Thrown property in your hands if it already has the Thrown property double its range. #### Lightning Ricochet From 3rd level on, you can throw your weapon at a nearby foe and command it to immediately bounce back to your grasp. Any time you make a ranged attack with a thrown weapon on your turn, the weapon immediately returns to you, and you can catch it. This ability allows you to make a full attack action entirely with thrown weapon attacks, or with a mix of thrown and melee attacks.
Made by Llama513 @ Giant in the Playground
\page #### Martial Throw Starting at 7th level, you can initiate a strike from the Iron Heart discipline with a thrown weapon. The strike must be one that has a target of one creature. A strike that targets multiple creatures or objects cannot be used with martial throw. You also gain the ability to throw Heavy Weapons. #### Blood Rain Beginning at 10th level, you can enter a state that enables you to inflict a terrible bleeding wound on any living creature you damage with a thrown weapon or a melee attack. As a bonus action, you can activate blood rain, the ability lasts for a minute during which time any creature you hit with your attack takes 3 points of damage due to blood loss at the beginning of its turn. This effect ends if the creature passes a Constitution saving throw DC equal to your maneuver DC at the end of its turn. An affected creature can end the effect by being the beneficiary of medicine check, DC equal to your maneuver DC. The bleeding effect of blood rain does not stack with itself or the blood rain ability of another bloodstorm blade. #### Eye of the Storm At 15th level, you learn to center your being and adopt a mindset of calm readiness despite the furor of battle raging about you. While you are in an Iron Heart stance, you can forgo its normal benefit as a bonus action to gain the effect of eye of the storm. This ability lasts as long as you would maintain the Iron Heart stance, or as described below. You can also stop using eye of the storm and resume gaining the normal benefit of the stance as a bonus action. When you use this ability, you gain a +2 bonus to Armor Class against ranged attacks and advantage on Dexterity saves. To retain this defensive posture, you can move no more than 10 feet on your turn. #### Blade Storm At 18th level, you can hurl your weapon as a standard action to make it seem as if you are attacking a dozen foes at once. You become the center of a storm of steel as your thrown weapon flies out to strike a foe, returns to ricochet harmlessly off you, then flies out to attack another foe. Each enemy within a radius equal to the short range of your current weapon must make a Dexterity saving throw or take your Weapon damage +3d8 on a success they take half damage. You can use this feature twice per short rest. ### Master of War Those that take this archetype are masters of combat in all forms, they are known for the ability to master and adapt to any style of melee weapon they need. They rely on their intelligence to develop unique strategies and boost their combat abilities. #### Weapon Aptitude At 3rd level, your training with a wide range of weaponry and tactics gives you great skill with particular weapons. Each morning, you can spend 1 hour in weapon practice to adjust the style with which you fight. Every time you take a long rest you can change the fighting style you are gaining the benefits of. #### Battle Clarity At 7th level, you can enter a state of almost mystical awareness of the battlefield around you. You gain a bonus to Dexterity saving throws and Initiative equal to your intelligence modifier. #### Ability Score Improvement At 10th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature. #### Third Extra Attack Beginning at 15th level, you can attack three times, instead of two, whenever you take the Attack action on your turn. #### Battle Mastery You notice the most subtle openings and cues offered by your opponents. At 18th level, you gain an insight bonus equal to your Intelligence bonus on attack and damage rolls made whenever you take the Attack Action on your turn. #### Warblade Multiclassing Should you wish to multiclass into warblade the prerequisites and proficiencies are listed below. ##### Warblade Multiclassing Prerequisites ##### Ability Score Minimum | |:----:| |Strength 13 or Dexterity 13 and Intelligence 13 | ##### Warblade Multiclassing Proficiencies | |:----:| |Light armor, medium armor, shields, simple weapons, martial weapons|
Made by Llama513 @ Giant in the Playground
\page # Blade Magic The uncanny power of the Sublime Way springs from a blend of physical skill, mental self-discipline, and adherence to distinct martial philosophies. Many of the maneuvers of the various martial disciplines aren’t magic at all—they are simply demonstrations of near-superhuman skill and training. Although many of the maneuvers and methods taught by the Sublime Way are mundane in execution and effect, their results can sometimes rival spells. The warriors who study the nine schools are capable of battlefield feats beyond those that a traditionally schooled and trained warrior can hope to accomplish. The typical fighter might display great skill in a weapon’s basic cuts, thrusts, and parries, but a student of the Sublime Way believes that mastering a weapon requires self-discipline and spiritual austerity in addition to learning the correct physical postures and movements. This section covers all the basic guidelines and rules for using the maneuver system described in this document. Think of this material as analogous to that in Chapter 10 of the Player’s Handbook. It covers the basics of the different types of stances and maneuvers—strikes, counters, and boosts. ### Martial Powers Martial powers fall into two broad categories: stances and maneuvers (which include boosts, counters, and strikes). A martial maneuver is a discrete extraordinary or supernatural effect that is expended after use. A stance is never expended and is always available to you. #### Initiating Maneuvers and Stances To initiate a maneuver or a stance, you must be able to move. You do not need to be able to speak. You initiate a maneuver by taking the specified initiation action. A maneuver might require a Reaction, bonus action, an action to initiate. The process of initiating a maneuver is similar to that of casting a spell. You initiate a stance as a bonus action. A stance remains in effect indefinitely and is not expended. You enjoy the benefit your stance confers until you change to another stance you know as a bonus action. You can remain in a stance outside of combat situations, and you can enjoy its benefit while exploring or traveling. #### Concentration Unlike with spells, you need not concentrate to initiate a maneuver or stance. Furthermore, if you are injured or affected by hostile spells, powers, or maneuvers while initiating a maneuver or assuming a stance, you don’t lose the maneuver or stance. Enemy interference might make certain maneuvers impossible to complete. For example, if an enemy who readied an action to trip you when you started your turn knocks you prone, you would not be able to use a maneuver that required you to charge. Similarly, if you begin your turn grappled or pinned, you might find that most of the maneuvers available to you simply won’t be of any use until you get free. If you initiate a maneuver and subsequently can’t use it during your turn, the maneuver is still considered expended. You are considered to have used its initiation action for the purpose of determining what actions remain available to you on your turn. You do not provoke attacks of opportunity when you initiate a maneuver or stance unless its description explicitly says otherwise. Some maneuvers allow you to move, charge, and take other actions that could provoke attacks of opportunity. Unless the maneuver description specifically says that such actions do not provoke attacks of opportunity, they do. For example, if you use a maneuver to charge a foe, and during that charge, you move in a way that provokes attacks of opportunity, you provoke them as normal unless the maneuver description explicitly says otherwise. ### Maneuver and Stance Descriptions The various martial maneuvers available to practitioners of the Sublime Way are described below. The description of each power follows a standard format, which is explained below. #### Name This entry is the name by which the maneuver is generally known. However, it’s fairly common for various schools or traditions of the Sublime Way to bestow their own names on maneuvers. For example, the swooping dragon strike maneuver might be known as the dragon’s pounce, the gentle reminder, or something as esoteric as Liam falling down the mountain. #### Martial Discipline Each maneuver belongs to one of nine martial disciplines. The maneuvers in a discipline are loosely linked by common effects, philosophies, or functions. Just like maneuver names, the names of martial disciplines vary widely from one locale to another. In fact, the term discipline is not universally used. Disciplines might be known as schools, traditions, philosophies, regimens, teachings, paths or styles. For example, the Desert Wind discipline might be known in some areas as the Green Naga style or the Wakeful Dreamer philosophy. Each discipline is tied to a skill that might be used in the execution of some of its maneuvers. In addition, various weapons lend themselves to the philosophy or maneuvers of different disciplines. The nine disciplines include the following.
Made by Llama513 @ Giant in the Playground
\page #### Desert Wind Speed and mobility are the hallmarks of the Desert Wind discipline. Desert Wind maneuvers often involve blinding flurries of blows, quick charges, and agile footwork. Some maneuvers from this school, however, draw power from the supernatural essence of the desert and allow an adept practitioner to scour their foes with fire. The key skill for Desert Wind maneuvers is Acrobatics. Weapons associated with Desert Wind include the scimitar, mace, war pick, and spear. #### Devoted Spirit Faith, piety, and purity of body and mind are the wellsprings of a warrior’s true power. Devoted Spirit maneuvers harness a practitioner’s spiritual strength and their zealous devotion to a cause. This discipline includes energies baneful to a creature opposed to the Devoted Spirit student’s cause, abilities that can keep an adept fighting long after a more mundane warrior would fall to his enemies, and strikes infused with vengeful, fanatical power. Intimidate is the key skill for Devoted Spirit. Devoted Spirit associated weapons include the flail, longsword, maul, and warhammer. #### Diamond Mind True quickness lies in the mind, not the body. A student of the Diamond Mind discipline seeks to hone their perceptions and discipline their thoughts so that they can act in slivers of time so narrow that others cannot even perceive them. A corollary of this speed of thought and action is the concept of the mind as the battleground. An enemy defeated in his mind must inevitably be defeated in the realm of the physical as well. Perception is the key skill for Diamond Mind. The rapier, spear, longsword, and trident are the associated weapons for Diamond Mind. #### Iron Heart Absolute mastery of the sword is the goal of the Iron Heart discipline. Through unending practice and study, the Iron Heart adept achieves superhuman skill with their weapons. Iron Heart maneuvers are demonstrations of uncanny martial skill—weaving patterns of steel that dizzy, confuse, and ultimately kill with no recourse. The key skill for Iron Heart is Acrobatics since a perfect understanding of motion is essential to maneuvers in this discipline. The greatsword, battleax, longsword, and scimitar are the associated weapons for Iron Heart. #### Setting Sun Strength is an illusion. Adherents of the Setting Sun philosophy understand that no warrior can hope to be stronger, quicker, and more skillful than every one of their enemies. Therefore, this discipline includes maneuvers that use an adversary’s power and speed against them. Setting Sun maneuvers include throws and imitative strikes. The highest forms of the Setting Sun require an adept to empty themselves of preconception and impulse to become a hollow vessel unhindered by want. Insight is the key skill for the Setting Sun discipline. The associated weapons for Setting Sun are the short sword, quarterstaff, club, and unarmed strike. ``` ``` #### Shadow Hand Never show an adversary what they expect to see. The Shadow Hand discipline emphasizes deception, misdirection, and surprise. The most effective blow is one struck against an enemy who does not even know they are in danger. Because the study of deceit as a philosophy often leads to darker practices, some Shadow Hand maneuvers employ the supernatural cold and darkness of the pure shadow. The key skill for the Shadow Hand discipline is Stealth. Shadow Hand associated weapons include the dagger, short sword, scimitar, unarmed strike, and whip. #### Stone Dragon The strength and endurance of the mountains epitomize the Stone Dragon discipline. The methodical and relentless application of force allows a student of this philosophy to defeat any foe. Strikes of superhuman power and manifestations of perfect, idealized force make up the Stone Dragon maneuvers. Athletics is the key skill for the Stone Dragon discipline. The associated weapons for Stone Dragon are the greatsword, greataxe, morningstar, and unarmed strike. #### Tiger Claw Consciousness is the enemy of instinct. The Tiger Claw discipline teaches that martial superiority can be achieved by discarding the veneer of civilization, along with the higher thoughts that fetter a warrior’s actions. Tiger Claw maneuvers emulate the strikes, leaps, and pounces of animals. When infused with ki power, some Tiger Claw maneuvers also allow a martial adept to take on animalistic characteristics, speed, and bloodlust. Tiger Claw emphasizes strength and speed, so Athletics is the key skill for this discipline. The sickle, handaxe, greataxe, and unarmed strike are the associated weapons for Tiger Claw. #### White Raven No warrior fights in isolation. Cooperation, teamwork, and leadership can give two warriors the strength of five, and five warriors the strength of twenty. The student of the White Raven masters maneuvers that combine the strengths of two or more allies against a common foe. Shouts and battle-cries infused with ki are the signature maneuvers of the White Raven discipline. Persuasion is the key skill for White Raven. This discipline’s associated weapons are the longsword, battleax, warhammer, greatsword, and halberd. #### Level Requirement This entry gives the martial adept class or classes that have access to this maneuver: crusader, swordsage, or warblade. The line also gives the minimum level you must be too learn a maneuver or stance. #### Prerequisite In addition to meeting the class and level requirements before you can learn a maneuver, you must meet a certain set of requirements to be able to choose that maneuver as the one you know. Stances are considered maneuvers for the purpose of meeting a prerequisite to learning a new maneuver.
Made by Llama513 @ Giant in the Playground
\page **Maneuvers Known:** Some of the more powerful maneuvers require you to learn one or more other maneuvers in the same discipline before they can be selected. #### Initiation Action This functions just as the casting time feature of a spell. #### Type Most martial powers fall into one of four categories: boost, counter, stance, or strike. Some maneuvers don’t fall into any of these categories, but these are exceptions to the rule. **Boost:** This category covers maneuvers that allow a warrior to focus himself, summon their ki energy or another source of power, and unleash it through their melee attacks. A crusader who draws a deep breath, shouts an invocation to their god or cause and then unleashes a mighty attack is using a boost. A boost is a maneuver that grants a bonus, often on attack rolls or damage rolls, for the duration of the maneuver. A boost almost always requires a bonus action, usually allowing you to initiate it before unleashing a standard action. Some boosts impart additional effects, such as stun or fatigue, to your attacks, and others provide some additional effect on an enemy you have just successfully struck in battle. If a boost affects your attacks, it applies to all of your attacks for the duration once it is initiated, but its effect ends at the end of its duration. A boost’s effect applies for its duration, no matter which weapon you might wield in that duration. Even if you switch weapons in the middle of the duration, the effect of the boost applies to your new weapon as readily as the previous weapon. Each maneuver’s description gives you the details of each boost’s effect. A boost doesn’t have to modify a melee attack. It could provide a bonus on a skill check, to your speed, and so on, but such maneuvers are relatively rare. **Counter:** A counter is a fast, usually defensive maneuver that you use to foil your opponent’s actions. A swordsage who dodges to just beyond a rampaging minotaur’s reach is using a counter. The Setting Sun school features many counters because it focuses on teaching students to turn an opponent’s strength against them. Counters are Reactions that you attempt during a foe’s turn. Usually, your opponent must make a specific action, such as an attack against you, for you to use a counter. **Strike:** A strike is a maneuver that allows a special attack. A warblade who delivers a single blow that slays an ogre is using a strike. A strike imparts some advantage or bonus over a standard attack, such as extra damage, an additional effect such as blinding a foe, and so forth. Strikes almost always require a standard action to complete. Most of them involve a melee attack as part of completing the maneuver. If the attack hits, your opponent typically takes normal melee damage, as well as suffering the effect of the strike. When making a strike, you use your base attack bonus, all attack and damage modifiers, weapon damage, and so forth, as normal. You can make a critical hit with a strike, and in a few cases, a critical hit grants you additional benefits. You do multiply extra damage from a strike with a successful critical hit. You treat it just as you would extra damage from another special ability, such as sneak attack. Because strikes allow for a specific form of attack, you cannot benefit from spells or effects that grant you extra attacks when making a strike (such as the haste spell or a speed weapon). In addition, you cannot combine special attacks such as shoves with strikes, even if you have feats that make such special attacks more potent. However, some strikes enable you to make special attacks as part of their initiation; see the specific maneuver descriptions in below for details. ## 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 move 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 benefits 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.
Made by Llama513 @ Giant in the Playground
\page - 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. #### 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 - **Prerequisite:** One Desert 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 - **Prerequisite:** Three Desert 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 an 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 Spirit 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 Requirement:** 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.
Made by Llama513 @ Giant in the Playground
\page #### Immortal Fortitude ___ - **Level Requirement:** 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 resolutely on the field. So long as the potential for victory exists, you fight on.*
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 wounds. 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. #### 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 opportunity 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 - **Prerequisite:** 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 - **Prerequisite:** 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 - **Prerequisite:** 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. #### 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.
Made by Llama513 @ Giant in the Playground
\page 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 Requirement:** Warblade 9 - **Prerequisite:** Two Iron Heart maneuvers *You strike forward like a slithering snake, extending yourself almost beyond your 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 flanks.*
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 ___ - **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 - **Prerequisite:** 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. 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 a 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 surprised.
Made by Llama513 @ Giant in the Playground
\page #### Giant Killing Style ___ - **Level Requirement:** 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 - **Prerequisite:** 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 terrains 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 the 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 - **Prerequisite:** 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 extra 2d6 points of damage. See the rogue class feature (PH 96) for a complete description of the sneak attack. #### Balance on the Sky ___ - **Level Requirement:** Swordsage 15 - **Prerequisite:** Three Shadow Hand maneuver *With arms spread wide, you step onto the air.*
You gain 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. #### Dance of the Spider ___ - **Level Requirement:** Swordsage 1 *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 an 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.*
Made by Llama513 @ Giant in the Playground
\page 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 #### 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 resist on opponent'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 Requirement:** 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. 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 Requirement:** 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 effect of the jump spell. #### Prey on the Weak ___ - **Level Requirement:** 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 rise ever higher. After a brief moment of explosive rage, the foes around you are left bloodied, torn, and moaning.
Made by Llama513 @ Giant in the Playground
\page 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. #### Wolf Pack Tactics ___ - **Level Requirement:** Swordsage 9, Warblade 9 - **Prerequisite:** One Tiger Claw maneuver *With each stinging attack that connects against a foe, you slip around him, using the distraction provided by your attacks to prevent him from hindering your movement.*
You prowl the battlefield like a mighty hunter. You pick your spots to attack, striking foes when they are most vulnerable before moving on to attack elsewhere. Each attack allows you to move forward and press your advantage. While you are in this stance, each successful strike allows you to slowly work your way around an opponent. Each time you make a successful melee attack, you can move 5 feet. This movement does not provoke attacks of opportunity from the creature you struck. You cannot use this stance to move more than half your speed in a single round. ### 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 - **Prerequisite:** 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 within 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 - **Prerequisite:** 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
\page ## Fundamental Techniques A fundamental technique is a maneuver that can be used at will, without being expended and without being prepared in advance. The repeated practice has fixed the maneuver in the martial adept’s mind and infused the martial adept with the energy needed to produce the effect over and over. ### 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. At 11th level your melee attacks deal an additional 1d6 fire damage. At 17th level this damage increases to 2d6 fire damage. This maneuver is a supernatural ability. #### Molten Blade ___ - **Initiation Action:** 1 action - **Type:** Boost - **Range:** 5 feet - **Duration:** 1 round *As you bring your blade down on your foe flames spring forth from beneath them.*
As part of the action used to cast this power, you must make a melee attack with a weapon against one creature within the power's range, otherwise the power fails. On a hit, the attack does damage as normal, except that the entire attack deals fire damage instead of its normal type. Additionally, flame fills the space around the target. Until the start of your next turn, any creature that enters the space or ends its turn there takes 1d8 fire damage. At 5th level, the melee attack and secondary damage each deal an additional 1d8 fire damage to their targets. Both damage rolls increase by 1d8 at 11th level (2d8/3d8), and 17th level (3d8/4d8). ### Devoted Spirit #### 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. #### Radiant Strike ___ - **Initiation Action:** 1 action - **Type:** Strike - **Range:** Self (5 feet) - **Duration:** Instantaneous *Your body glows as divine energy courses through it. As you bring your weapon down this energy bursts out from you.*
As part of this maneuver make a single melee attack. If this attack hits you deal normal damage. Each creature that you can see witing range, besides the target creature must succeed on a Constitution saving throw or take 1d6 radiant damage. At 11th level the damage of this power increases, you deal an additional 1d6 radiant damage to the target of your melee attack, and the burst damage increases to 2d6 radiant damage. At 17th level this damage increases again to an extra 2d6 radiant damage, and 3d6 radiant damage from the burst.
Made by Llama513 @ Giant in the Playground
\page ### 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 your 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. #### Mocking Strike ___ - **Initiation Action:** 1 action - **Type:** Strike - **Range:** self - **Duration:** Instantaneous *You mock your opponent as you exploit an opening in thier defense throwing them of their groove.*
As part of this maneuver make a single melee attack against your opponent. On a successful hit the target must make a succesful Wisdom saving throw or suffer an extra 1d4 points of damage and have disadvantage on their next attack roll. The maneuver’s extra damage increases by 1d4 when you reach 11th level (2d4), 17th level (3d4) #### 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.*
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 successful hit, you deal your normal weapon damage and lightning leaps from the target to a 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 damage to the target and the lightning 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.
Made by Llama513 @ Giant in the Playground
\page #### 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 an 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. #### Defensive Technique ___ - **Initiation Action:** 1 Action - **Type:** Boost - **Range:** Self - **Duration:** 1 round You ready yourself to deflect weapons of your enemies. Diverting away as much of the energy as you can. Until the end of your next turn, you have resistance against bludgeoning, piercing, and slashing damage dealt by weapon attacks. #### Setting Sun Technique ___ - **Initiation Action:** 1 Bonus Action - **Type:** Boost - **Range:** Self - **Duration:** 1 minute You use your opponents momentum to throw them harder onto your weapon strikes. For the duration, you can use your maneuver ability instead of Strength for the attack and damage rolls of melee attacks using setting sun weapons, and the weapon's damage die becomes a d8. ``` ``` ### Shadow Hand #### Bloody Lancet ___ - **Initiation Action:** 1 action - **Type:** Strike - **Range:** Self - **Duration:** Instantaneous *Your weapon becomes surronded by grey energy. As you strike this energy pulls a bit of vitaility from your opponent into you.*
As part of this maneuver make a single melee attack. On a hit, the target suffers the attack's normal effects and you drain life energy from them, gaining 1d4 temporary hit points. This power deals additional damage when you reach higher levels. At 11th level, the melee attack deals an extra 1d6 necrotic damage to the target, and you gain 2d4 temporary hit points. The damage roll increases by a further 1d6 and the hit points by 1d4 at 17th level. #### 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. #### 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.
Made by Llama513 @ Giant in the Playground
\page ### Stone Dragon #### Bone Cracker ___ - **Initiation Action:** 1 action - **Type:** Strike - **Range:** Self - **Duration:** Instantaneous *You bring your weapon down with enough force to crack bones.*
As part of this maneuver make a single melee attack. On a successful hit the target must succeed on a Constitution saving throw or suffer an additional 1d4 damage and have its speed halved until the end of its next turn. The maneuver’s extra damage increases by 1d4 when you reach 11th level (1d4), 17th level (2d4). #### Diamond Edge ___ - **Initiation Action:** 1 bonus action - **Type:** Boost - **Range:** Self - **Duration:** 1 minute *You focus your energy to sharpen and harden your blade.*
The edge of a slashing or piercing weapon you are holding is magically sharpened. For the duration, you can use your maneuver ability instead of Strength or Dexterity for the attack and damage rolls of melee attacks using that weapon, and the weapon deals double damage to objects and structures. The weapon also becomes magical, if it isn’t already. The power ends if you cast it again or if you let go of the weapon. At 11th level your attacks with this weapon deal an extra 1d6 damage. At 17th this extra damage increases to 2d6. #### 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). ``` ``` ### Tiger Claw #### Primal Savagery ___ - **Initiation Action:** 1 action - **Type:** Strike - **Range:** Self - **Duration:** Instantaneous As per the Spell #### Quickstep ___ - **Initiation Action:** 1 bonus action - **Type:** Boost - **Range:** Self - **Duration:** 1 round *You call upon your inner reserves to give you a brief flash of speed.*
When you cast this power, your base movement speed increases by 10 feet for the duration. #### 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)
Made by Llama513 @ Giant in the Playground
\page #### Guiding Strike ___ - **Initiation Action:** 1 action - **Type:** Strike - **Range:** 15 feet - **Duration:** 1 minute *You strike your enemy with a resounding blow. Inspiring your allies as you yell out guidance for them.*
As part of this maneuver make a single melee attack. On a successful hit you inspire one willing creature of your choice within range. Once before the power ends, the target can roll a d4 and add the number rolled to one ability check of its choice. It can roll the die before or after making the ability check. The power then ends. The maneuver’s extra radiant damage increases by 1d6 when you reach 11th level (1d6), 17th level (2d6) #### Resistant Strike ___ - **Initiation Action:** 1 action - **Type:** Strike - **Range:** 15 feet - **Duration:** 1 minute *You strike your enemy with a resounding blow. Inspiring your allies as you yell out guidance for them.*
As part of this maneuver make a single melee attack. On a successful hit you inspire one willing creature of your choice within range. Once before the power ends, the target can roll a d4 and add the number rolled to one saving throw of its choice. It can roll the die before or after making the ability check. The power then ends. The maneuver’s extra radiant damage increases by 1d6 when you reach 11th level (1d6), 17th level (2d6)
Made by Llama513 @ Giant in the Playground
\page ## Maneuvers Each of the nine disciplines of the Sublime Way is composed of a number of specific maneuvers—namely, strikes, boosts, and counters. Much like a sorcerer’s spells, each maneuver is a specific ability that a character might know. ### Desert Wind Desert Wind maneuvers focus on quick movement and swirling, flaming strikes. The scimitar, mace, war pick, and spear are the preferred weapons of the Desert Wind discipline. The complex spinning and slashing of the curved blade incorporated into many Desert Wind maneuvers are in fact carefully honed gestures that evoke the power of fire, if performed correctly and with the proper focus. Acrobatics is the key skill for Desert Wind, providing the initiator with agility and maneuverability. Desert Wind maneuvers are usable only by a swordsage. #### Blistering Flourish ___ - **Level Requirement:** Swordsage 1 - **Initiation Action:** 1 action - **Type:** Strike - **Range:** Self (30-foot radius) - **Duration:** Instantaneus *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 Constitution 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. #### Burning Sand ___ - **Level Requirement:** Swordsage 5 - **Initiation Action:** 1 action - **Type:** Strike - **Range:** Self (5-foot radius) - **Duration:** Special *Your weapon bursts into flames as you twirl it over your head causing hot air to whirl and rise around you creating a burning twister of sand.*
When you use this maneuver you swirl your blade over your head channeling fiery energy through it causing a twister to form around you. This twister forms in 5 foot radius cylinder around you that reaches up 10 feet. Any creature that ends its turn within 5 feet of the twister must make a Strength saving throw. On a failed save, the creature takes 2d8 bludgeoning and 2d8 fire damage and is pushed 10 feet away from the twister. On a successful save the creature takes half as much damage and isn't pushed. You are unaffected by the twister. If the twister is over sand, dust, loose dirt, or light gravel, it sucks up the material and forms a 10-foot-radius cloud of debris around itself that lasts until it this power ends. The cloud heavily obscures its area. You can use your action each turn to maintain the twister. You can maintain the twister in this way for up to a minute. You can also use your action to end this power by sending the twister flying out in a 100 foot line out from you. All creatures in the line must make a Strength saving throw or suffer 2d8 bludgeoning and 2d8 fire damage and be pushed back 10 feet from the line. On a successful save the creature takes half damage and isn't pushed. #### Death Mark ___ - **Level Requirement:** Swordsage 5 - **Initiation Action:** 1 action - **Type:** Strike - **Range:** Special - **Duration:** Instantaneus *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.*
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 a 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 in 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 *You move in a blur, leaving scorch marks in your wake as you twirl around the battlefield, slicing into your foes as you move.*
Made by Llama513 @ Giant in the Playground
\page As part of this maneuver, you move up to your double your movement speed. Each time you pass within 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 *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 elemental 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 *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 Dexterity Saving throw taking half damage on success 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 *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 *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. #### Fire Snake ___ - **Level Requirement:** Swordsage 7 - **Prerequiste:** Two Desert Wind maneuvers - **Initiation Action:** 1 action - **Type:** Strike - **Range:** Special - **Duration:** 1 Minute *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, a fire snake 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 fire snake 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 fire snake once in a single round. It makes the saving throw and takes damage the first time that the fire snake touches it. After that, a fire snake has no effect on that creature. A fire snake 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.
Made by Llama513 @ Giant in the Playground
\page #### Flashing Sun ___ - **Level Requirement:** Swordsage 3 - **Prerequisite:** One Desert Wind maneuvers - **Initiation Action:** 1 action - **Type:** Strike - **Range:** Self - **Duration:** Instantaneus *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 attacks 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 *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. #### Leaping Flame ___ - **Level Requirement:** Swordsage 9 - **Prerequisite:** Two Desert Wind maneuvers - **Initiation Action:** Reaction - **Type:** Counter - **Range:** Self - **Duration:** Instantaneus *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 burning 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 *A blue, dancing flame appears on your weapon. As you strike your foe, this flame slides off your weapon and covers your enemy with 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 *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. #### Searing Blade ___ - **Level Requirement:** Swordsage 7 - **Prerequisite:** Two Desert Wind maneuvers - **Initiation Action:** 1 bonus action - **Type:** Boost - **Range:** Self - **Duration:** 1 round *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 This maneuver is a supernatural ability.
Made by Llama513 @ Giant in the Playground
\page #### Searing Charge ___ - **Level Requirement:** Swordsage 7 - **Prerequisite:** One Desert Wind maneuvers - **Initiation Action:** 1 action - **Type:** Strike - **Range:** Self - **Duration:** Instantaneous *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 *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. #### Zepyr Dance Desert Wind (Counter) ___ - **Level Requirement:** Swordsage 1 - **Initiation Action:** Reaction - **Type:** Counter - **Range:** Self - **Duration:** 1 Round *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 Devoted Spirit maneuvers focus on toughness, endurance, and ripostes. Those who follow the Devoted Spirit discipline seek to support a cause by defending it, nurturing it, and destroying its enemies. The flail, longsword, maul, and warhammer are the Devoted Spirit discipline’s preferred weapons, though many who follow this school of battle embrace weapons tied to the causes they follow. Intimidate is the key skill for Devoted Spirit. ``` ``` #### Blinding Wrath ___ - **Level Requirement:** Crusader 3 - **Initiation Action:** 1 action - **Type:** Strike - **Range:** self - **Duration:** 1 minute *Divine energy surrounds your weapon as you strike. This power bursts forth in a bright light blinding your foe.*
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 it deals deals an extra 3d8 radiant damage to the target. Additionally, the target must succeed on a Constitution saving throw or be blinded until the power ends. A creature blinded by this power makes another Constitution saving throw at the end of each of its turns. On a successful save, it is no longer blinded. #### Castigating Strike ___ - **Level Requirement:** Crusader 11 - **Prerequisite:** Two Devoted Spirt maneuvers - **Initiation Action:** 1 action - **Type:** Strike - **Range:** Self - **Duration:** 1 Round *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 Mantle ___ - **Level Requirement:** Crusader 3 - **Initiation Action:** 1 action - **Type:** Boost - **Range:** self - **Duration:** 1 minute *Divine energy radiates out from you. Awakening boldness in yourself and your allies.*
Holy power radiates from you in an aura with a 30-foot radius, awakening boldness in friendly creatures. Until the power ends, the aura moves with you, centered on you. While in the aura, each nonhostile creature in the aura (including you) deals an extra 1d4 radiant damage when it hits with a weapon attack.
Made by Llama513 @ Giant in the Playground
\page #### Crusader's Shield ___ - **Level Requirement:** Crusader 1 - **Initiation Action:** 1 bonus action - **Type:** Boost - **Range:** self - **Duration:** 10 minutes *Divine energy surrounds your body as you channel it to protect yourself.*
A shimmering field appears and surrounds you, granting a +2 bonus to AC for the duration. #### Crusader's Strike ___ - **Level Requirement:** Crusader 1 - **Initiation Action:** 1 action - **Type:** Strike - **Range:** self - **Duration:** Instantaneous *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.*
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 regain a number of hit points equal to 1d6 + your maneuver initiation ability modifier. #### Crusader's Wrath ___ - **Level Requirement:** Crusader 1 - **Initiation Action:** 1 action - **Type:** Strike - **Range:** self - **Duration:** 1 minute *Divine energy surrounds your weapon as you strike. This power washes over your enemy as your weapon finds its mark, causing divine flames to sear their flesh.*
Your weapon flares with white-hot intensity, as part of this power make a single melee attack if it hits the attack deals an extra 1d6 radiant damage to the target and causes the target to ignite in divine flames. At the start of each of its turns until the power ends, the target must make a Constitution saving throw. On a failed save, it takes 1d6 radiant damage. On a successful save, the power ends. If the target or a creature within 5 feet of it uses an action to put out the flames, or if some other effect douses the flames (such as the target being submerged in water), the power ends #### Daunting Strike ___ - **Level Requirement:** Crusader 3 - **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 maneuver, 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 Cloak ___ - **Level Requirement:** Crusader 7 - **Prerequisite:** One Devoted Spirt maneuvers - **Initiation Action:** 1 action - **Type:** Boost - **Range:** Self - **Duration:** 1 minute *Divine flames surround your body. Making it difficult for your enemies to hit you as they lick out at them.*
Divine flames wreathe your body until the power ends You give off bright light in 10 foot radius and dim light for an additional 10 foot radius. Until the power ends, you have resistance to necrotic damage. In addition, whenever a creature within 10 feet of you hits you with an attack, the flames lash out at that creature, dealing it 2d8 radiant damage. #### Divine Surge ___ - **Level Requirement:** Crusader 7 - **Prerequisite:** One Devoted Spirt maneuvers - **Initiation Action:** 1 action - **Type:** Strike - **Range:** Self - **Duration:** Instantaneous *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 *You cloak yourself in a black, terrible aura of contempt and spite.*
Made by Llama513 @ Giant in the Playground
\page 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 attack is successful you deal 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 *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. #### Law Bearer ___ - **Level Requirement:** Crusader 9 - **Prerequisite:** One Devoted Spirt maneuvers, lawful alignment - **Initiation Action:** 1 action - **Type:** Strike - **Range:** Self - **Duration:** 1 round *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.*
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 attack is successful you deal an additional 4d6 point 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 *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 attack is successful you deal 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 - **Prerequisite:** Two Devoted Spirit maneuvers - **Initiation Action:** 1 action - **Type:** Strike - **Range:** self - **Duration:** Instantaneous *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 regain a number of hit points equal to 3d6 + your maneuver initiation ability modifier. #### Revealing Strike ___ - **Level Requirement:** Crusader 3 - **Prerequisite:** One Devoted Spirit maneuver - **Initiation Action:** 1 action - **Type:** Strike - **Range:** Self - **Duration:** 1 minute *Your weapon glows as divine energy courses through it. This power sparks off your weapon and courses into your foe causing them to glow.*
As part of this maneuver, you make a melee attack against an opponent you threaten. If your attack hits, it deals an extra 2d6 radiant damage to the target, which becomes visible if it’s invisible, and the target sheds dim light in a 5-foot radius and can’t become invisible until the power ends.
Made by Llama513 @ Giant in the Playground
\page #### Revitalizing Strike ___ - **Level Requirement:** Crusader 5 - **Prerequiste:** One Devoted Spirit maneuvers - **Initiation Action:** 1 action - **Type:** Strike - **Range:** self - **Duration:** Instantaneous *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 regain a number of hit points equal to 3d6 + your maneuver initiation ability modifier. #### Sheild Block ___ - **Level Requirement:** Crusader 3 - **Initiation Action:** Reaction - **Type:** Counter - **Range:** Touch - **Duration:** Instantaneous *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 maneuver if you do not have a shield. #### 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 *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 attack is successful you deal an additional 4d6 point 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 damage done by this maneuver 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 *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 Diamond Mind maneuvers allow a warrior to use their cunning, intellect and feel for the battlefield against their enemies. Time seems to flow slower to a Diamond Mind initiate. The rapier, spear, longsword, and trident are this discipline’s favored weapons. Perception is the Diamond Mind discipline’s key skill. #### Action Before Thought ___ - **Level Requirement:** Swordsage 3, Warblade 3 - **Initiation Action:** Reaction - **Type:** Counter - **Range:** self - **Duration:** Instantaneous *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.
Made by Llama513 @ Giant in the Playground
\page 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. #### After Image ___ - **Level Requirement:** Swordsage 3, Warblade 3 - **Initiation Action:** 1 bonus action - **Type:** Boost - **Range:** self - **Duration:** 1 minute *You move at such a speed as to leave behind an image that makes it difficult for enemies to pinpoint your posistion.*
Your body becomes blurred, shifting and wavering to all who can see you. For the duration, if you move at least 10 feet during your turn any creature has disadvantage on attack rolls against you. An attacker is immune to this effect if it doesn’t rely on sight, as with blindsight, or can see through illusions, as with truesight. #### Bounding Assault ___ - **Level Requirement:** Swordsage 7, Warblade 7 - **Prerequiste:** Two Diamond Mind maneuvers - **Initiation Action:** 1 action - **Type:** Strike - **Range:** self - **Duration:** Instantaneous *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. #### Burst of Speed ___ - **Level Requirement:** Swordsage 3, Warblade 3 - **Initiation Action:** 1 bonus action - **Type:** Boost - **Range:** self - **Duration:** Instantaneous *You move at such a speed as to appear to teleport.*
You vanish from sight as you move up to 30 feet. This movement doesn't provoke an attack of oppurtunity, and doesn't use your movement for this turn. ``` ``` #### Diamond Defense ___ - **Level Requirement:** Swordsage 5, Warblade 5 - **Initiation Action:** Reaction - **Type:** Counter - **Range:** self - **Duration:** Instantaneous *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 Focus ___ - **Level Requirement:** Swordsage 1, Warblade 1 - **Initiation Action:** 1 bonus action - **Type:** Boost - **Range:** 90 feet - **Duration:** Until the End of Combat *You focus your attention in on a single opponent finding the weakness in their defense allowing you to devastate them with precision strikes.*
You choose a creature you can see within range and analyze its technique for defensive lapses. Until the power ends, you deal an extra 1d6 damage to the target whenever you hit it with a weapon attack your attacks against this target ignore resistance and treat immunity as resistance . If the target drops to 0 hit points before this power ends, you can use a bonus action on a subsequent turn of yours to analyze a new creature. #### Disrupting Blow ___ - **Level Requirement:** Swordsage 9, Warblade 9 - **Prerequisite:** Two Diamond Mind maneuvers - **Initiation Action:** 1 action - **Type:** Strike - **Range:** self - **Duration:** 1 round *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.
Made by Llama513 @ Giant in the Playground
\page #### Evasiveness ___ - **Level Requirement:** Swordsage 9, Warblade 9 - **Prerequisite:** Two Diamond Mind maneuvers - **Initiation Action:** 1 bonus action - **Type:** Boost - **Range:** self - **Duration:** 1 minute *With a combination of your extreme speed and perceptivenes you are able to preempt your foes assaults and dodge them becoming nearly impossible to hit.*
Your AC becomes 23, if it were lower, regardless of what kind of armor you are wearing. This power puts enormous strain on the your body. After the power ends, you gain one level of exhaustion. #### Greater Insightful Strike ___ - **Level Requirement:** Swordsage 11, Warblade 11 - **Prerequiste:** Two Diamond Mind maneuvers - **Initiation Action:** 1 action - **Type:** Strike - **Range:** self - **Duration:** Instantaneous *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 this damage ignores resistance and treats immunity as resistance. #### Insightful Strike ___ - **Level Requirement:** Swordsage 5, Warblade 5 - **Initiation Action:** 1 action - **Type:** Strike - **Range:** self - **Duration:** Instantaneous *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. ``` ``` #### Mind Over Body ___ - **Level Requirement:** Swordsage 5, Warblade 5 - **Initiation Action:** Reaction - **Type:** Counter - **Range:** self - **Duration:** Instantaneous *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. #### Mind Strike ___ - **Level Requirement:** Swordsage 7, Warblade 7 - **Prerequiste:** Two Diamond Mind maneuvers - **Initiation Action:** 1 action - **Type:** Strike - **Range:** self - **Duration:** 1 minute *You strike your opponent’s head, rattling his senses and causing him to lose focus.*
As a warrior who fights with your mind as well as your brawn, you know that attacking a foe’s senses is just as valuable as sapping his strength. With this attack, you leave an opponent befuddled and vulnerable. As part of this maneuver make a single melee attack. If this attack hits you deal normal damage and the target makes a Constitution saving throw. On a failure the target is blinded for the duration of the power, on a success they are not blinded. A target blinded by this power repeats the saving throw at the end of their turn ending the power on a successful save. #### 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 *You step into a space between heartbeats and act again while your enemies are still reacting to your last strike.*
Made by Llama513 @ Giant in the Playground
\page 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 *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. #### Precision Strike ___ - **Level Requirement:** Swordsage 1, Warblade 1 - **Initiation Action:** 1 action - **Type:** Strike - **Range:** Touch - **Duration:** Instantaneous *You strike out at blinding speed trading power for precise and guaranteed hits.*
You make three blinding fast attacks. Each attack hits a creature of your choice that you can see within range. A attack deals 1d4 + 1 damage to its target. The attacks all strike simultaneously, and you can direct them to hit one creature or several. The damage dealt by these attacks ignores resistance and treats immunity as resistance. #### Rapid Counter ___ - **Level Requirement:** Swordsage 9, Warblade 9 - **Initiation Action:** Special - **Type:** Counter - **Range:** self - **Duration:** Instantaneous *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). #### Ruby Nightmare Blade ___ - **Level Requirement:** Swordsage 7, Warblade 7 - **Prerequiste:** Three Diamond Mind maneuvers - **Initiation Action:** 1 action - **Type:** Counter - **Range:** self - **Duration:** Instantaneous *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. #### Speed of Thought ___ - **Level Requirement:** Swordsage 1, Warblade 1 - **Initiation Action:** 1 bonus action - **Type:** Boost - **Range:** self - **Duration:** 1 minute *You move at blinding speed analyzing your opponents keeping an eye open for an opening. Striking with blinding speed you exploit the weakness found in your opponents defense before they have a chance to think.*
You move like the wind. Until the power ends, your movement doesn't provoke opportunity attacks.
Made by Llama513 @ Giant in the Playground
\page Once before the power ends, you can give yourself advantage on one weapon attack roll on your turn. That attack deals an extra 1d8 points of damage and the damage dealt by this attack ignores resistance and treats immunity as resistance. Whether you hit or miss, your walking speed increeses by 30 feet until the end of that turn. ### Iron Heart The Iron Heart discipline focuses on pure weapon skill. Its students learn to complete fighting maneuvers that border on the supernatural. The Iron Heart’s preferred weapons are the greatsword, battleax, longsword, and scimitar. Its key skill is Acrobatics, because body control, good footing, and impeccable timing are important to completing Iron Heart maneuvers. #### Dazing Strike ___ - **Level Requirement:** Warblade 5 - **Prerequiste:** Two Iron Heart maneuvers - **Initiation Action:** 1 action - **Type:** Strike - **Range:** self - **Duration:** 1 round *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 1 - **Initiation Action:** 1 action - **Type:** Strike - **Range:** self - **Duration:** Instantaneous *You chop at your foe’s hand, causing a grievous injury and forcing them to drop their weapon.*
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 *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 on attack rolls until the start of your next turn. #### Greater Iron Heart Surge ___ - **Level Requirement:** Warblade 9 - **Prerequiste:** Two Iron Heart maneuver - **Initiation Action:** 1 action - **Type:** Boost - **Range:** self - **Duration:** See text *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. You can reduce your exhaustion level by one, or end one of the following effects on the yourself: - One effect that charmed or petrified you - One curse, including the your attunement to a cursed magic item - Any reduction to one of your ability scores - One effect reducing your hit point maximum #### Iron Heart Endurance ___ - **Level Requirement:** Warblade 7 - **Prerequiste:** Two Iron Heart maneuvers - **Initiation Action:** 1 bonus action - **Type:** Boost - **Range:** self - **Duration:** Instantaneous *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.
Made by Llama513 @ Giant in the Playground
\page #### Iron Heart Focus ___ - **Level Requirement:** Warblade 5 - **Prerequiste:** Two Iron Heart maneuvers - **Initiation Action:** Reaction - **Type:** Counter - **Range:** self - **Duration:** Instantaneous *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 throw 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 Movement ___ - **Level Requirement:** Warblade 7 - **Prerequiste:** Two Iron Heart maneuvers - **Initiation Action:** 1 boost - **Type:** Boost - **Range:** self - **Duration:** 1 hour *You use your control over your body to slip around attempts to block your movement.*
For the duration, the your movement is unaffected by difficult terrain, and spells and other magical effects can neither reduce the your speed nor cause the target to be paralyzed or restrained. You can also spend 5 feet of movement to automatically escape from nonmagical restraints, such as manacles or a creature that has you grappled. Finally, being underwater imposes no penalties on the your movement or attacks. #### Iron Heart Reach ___ - **Level Requirement:** Warblade 1 - **Initiation Action:** 1 action - **Type:** Strike - **Range:** 90 feet - **Duration:** Instantaneous *You hurl your weapon with a precise aim and strength so as to devastate your opponent.*
You hurl your weapon at a choosen target, that creature must make a Dexterity saving throw on a failure the target takes 3d8 weapon damage this damage ignores resistance and treats immunity as resistance. ``` ``` #### Iron Heart Spirit ___ - **Level Requirement:** Warblade 1 - **Initiation Action:** 1 action - **Type:** Boost - **Range:** Self - **Duration:** 1 minute *You channel your great focus and drive to boost yourself to great heights and prowess.*
Until the power ends, you are immune to being frightened and gain temporary hit points equal to your maneuver ability modifier at the start of each of your turns. When the power ends, you lose any remaining temporary hit points from this power. #### Iron Heart Strike ___ - **Level Requirement:** Warblade 9 - **Prerequiste:** Two Iron Heart maneuvers - **Initiation Action:** 1 action - **Type:** Strike - **Range:** 30 feet - **Duration:** Instantaneous *You flourish your weapon and then vanish to strike like the wind.*
Choose up to five creatures you can see within range. Make a melee attack against each target. On a hit a target takes 6d10 points of force damage. You then reappear in an unoccupied space you can see within 5 feet of on eo fthe targets you hit or missed. #### Iron Heart Surge ___ - **Level Requirement:** Warblade 3 - **Prerequiste:** One Iron Heart maneuver - **Initiation Action:** 1 action - **Type:** Boost - **Range:** self - **Duration:** See text *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
\page #### Lightning Recovery ___ - **Level Requirement:** Warblade 3 - **Prerequiste:** Two Iron Heart maneuvers - **Initiation Action:** Reaction - **Type:** Counter - **Range:** self - **Duration:** Instantaneous *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. #### Manticore Parry ___ - **Level Requirement:** Warblade 11 - **Prerequiste:** Two Iron Heart maneuvers - **Initiation Action:** Reaction - **Type:** Counter - **Range:** self - **Duration:** Instantaneous *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 Lightning ___ - **Level Requirement:** Warblade 11 - **Prerequiste:** Two Iron Heart maneuvers - **Initiation Action:** 1 Action - **Type:** Strike - **Range:** self (100-foot line) - **Duration:** Instantaneous *Your flourish your weapon then vanish in a flash of lightning as you strike out at your enemies moving out as a arcing bolt.*
As you dash forward with your blade held out a line 100 feet long and 5 feet wide blasts out behind you as you move in a direction you choose. Each creature in the line must make a Dexterity saving throw. A creature takes 11d6 lightning damage on a failed save, or half as much damage on a successful one. You then reapear in a unoccupied space within 5 feet of the end of the line. The lightning ignites flammable objects in the area that aren’t being worn or carried. #### Mithral Tornado ___ - **Level Requirement:** Warblade 3 - **Initiation Action:** 1 action - **Type:** Strike - **Range:** self - **Duration:** Instantaneous *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. #### Scything Blade ___ - **Level Requirement:** Warblade 7 - **Initiation Action:** 1 bonus action - **Type:** Boost - **Range:** Self - **Duration:** 1 minute *You strike at one foe with a long, high backhand cut, then make a quick turn to continue the stroke against another nearby enemy.*
You swing your weapon in a wide, deadly arc. With your supreme skill and martial training, you aim your attack so that as you strike one opponent, you set yourself up perfectly to make a second attack against a different foe. As your weapon strikes one opponent, it cuts into him, then ricochets to your second target. For the next minute when you take the attack action you can make an additional attack. #### Scything Wind ___ - **Level Requirement:** Warblade 9 - **Initiation Action:** 1 action - **Type:** Strike - **Range:** Self (30-foot radius) - **Duration:** Instantaneous *You move and swing your blade at such speed that you cause the wind around you to slice your enemies.*
Each creature you choose within 30 feet of you must succeed on a Constitution saving throw or take 10d6 slashing damage, this damage ignores resistance and treats immunity as resistance, and be knocked prone. A creature that succeeds on its saving throw takes half as much damage and isn’t knocked prone.
Made by Llama513 @ Giant in the Playground
\page #### Steel Wind ___ - **Level Requirement:** Warblade 1 - **Initiation Action:** 1 action - **Type:** Strike - **Range:** Self - **Duration:** Instantaneous *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 maneuver ignores resistance and treats immunity as resistance. ### Setting Sun The Setting Sun discipline teaches its initiates to turn their opponents’ strength against them. With a quick shift in stance and a carefully aimed attack, a Setting Sun warrior sends a charging enemy tumbling in a new direction. Setting Sun’s preferred weapons are the quarterstaff, short sword, club, and unarmed strike. The discipline’s key skill is Insight. #### 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 *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 45), except as noted here. As part of this maneuver, you must succeed on an 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 1 - **Initiation Action:** 1 action - **Type:** Strike - **Range:** Self - **Duration:** Instantaneous *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 saves 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 Defense ___ - **Level Requirement:** Swordsage 7 - **Prerequiste:** One Setting Sun maneuvers - **Initiation Action:** 1 bonus action - **Type:** Boost - **Range:** Self - **Duration:** 1 minute *You use your opponents momentum to launch a devastating counter.*
As you shift out of the way of your opponent's strike you devastate them with a counter strike. For the duration of the power you deal 2d8 plus your weapon damage against an opponent within 5 feet of you that misses melee attack against you. #### Comet Strike ___ - **Level Requirement:** Swordsage 5 - **Initiation Action:** 1 action - **Type:** Strike - **Range:** Touch - **Duration:** Instantaneous *You strike at points at your opponent using their weight and momentum to strike them with more force then usual.*
Make three melee attacks against a single target. On the first hit, the target takes 1d10 force damage, on the second hit, it takes 2d10 force damage, and on the third hit, it takes 3d10 force damage. #### Comet Throw ___ - **Level Requirement:** Swordsage 7 - **Prerequiste:** One Setting Sun maneuvers - **Initiation Action:** 1 action - **Type:** Strike - **Range:** Touch - **Duration:** Instantaneous *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 45), except as noted here.
Made by Llama513 @ Giant in the Playground
\page As part of this maneuver, you must succeed on an 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 Dexterity 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. #### Counter Charge ___ - **Level Requirement:** Swordsage 1 - **Initiation Action:** Reaction - **Type:** Counter - **Range:** Self - **Duration:** Instantaneous *With a quick sidestep, you send a charging opponent sprawling.*
With this counter, you can attempt to redirect a creature that intends to make an 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 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. #### Counter Strike ___ - **Level Requirement:** Swordsage 1 - **Initiation Action:** 1 Bonus Action - **Type:** Boost - **Range:** Self - **Duration:** 1 minute *With lightning speed you strike back at an opponent that strikes you.*
Every time you are hit you punch your opponent as they strike at you. For the duration of the power enemies within 5 feet of you take damage equal to your maneuver ability when they make a melee attack against you. ``` ``` #### Devastating Throw ___ - **Level Requirement:** Swordsage 5 - **Prerequiste:** One Setting Sun maneuvers - **Initiation Action:** 1 action - **Type:** Strike - **Range:** Touch *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 45), 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 an 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 land. 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. #### Enfeebling strike ___ - **Level Requirement:** Swordsage 3 - **Prerequiste:** One Setting Sun maneuvers - **Initiation Action:** 1 Action - **Type:** Strike - **Range:** Self - **Duration:** 1 minute *You strike at precise nerves and ki points to lock up your opponents muscles.*
As part of this maneuver make a single melee attack. If this attack hits you deal normal damage and the target deals only half damage with weapon attacks that use Strength until the power ends. At the end of each of the target’s turns, it can make a Constitution saving throw against the power. On a success, the power ends. #### Feigned Opening ___ - **Level Requirement:** Swordsage 5 - **Prerequiste:** One Setting Sun maneuvers - **Initiation Action:** Reaction - **Type:** Counter - **Range:** Self - **Duration:** Instantaneous *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 fight to regain their balance, you make a swift counterattack.*
Made by Llama513 @ Giant in the Playground
\page 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 provoke 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. #### Mighty Throw ___ - **Level Requirement:** Swordsage 1 - **Initiation Action:** 1 action - **Type:** Strike - **Range:** Touch - **Duration:** Instantaneous *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 an opposed grapple check against your foe. You can use either your acrobatics or athletics 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 *Your movements perfectly match your foe’s, allowing you to move as they do. Try as they might 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 *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 *With a great shout, you send your opponent soaring through the air in a high arc.They slam back to the ground with a bone-crushing thud.*
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 land. 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. #### Strike of the Broken Shield ___ - **Level Requirement:** Swordsage 7 - **Prerequiste:** Two Setting Sun maneuvers - **Initiation Action:** 1 action - **Type:** Strike - **Range:** Touch - **Duration:** Instantaneous *You study your opponent and deliver an attack precisely aimed to ruin their defenses and force them to scramble for their balance. While they struggle to ready themselves, they become more vulnerable to your attacks.*
Made by Llama513 @ Giant in the Playground
\page As part of this maneuver, make a single melee attack. This attack deals extra 4d6 points of damage. In addition, the target must make a Dexterity save or lose their shield bonus to AC until the start of their next turn. The target takes damage (normal melee damage plus the extra damage) even if their save succeeds. #### Setting Defense ___ - **Level Requirement:** Swordsage 3 - **Initiation Action:** 1 Bonus Action - **Type:** Boost - **Range:** Self - **Duration:** 1 minute *You use your knowledge of positioning and deflection to avoid your opponents strikes.*
Until the power ends your AC can’t be less than 16, regardless of what kind of armor you are wearing. #### Spreading Pain ___ - **Level Requirement:** Swordsage 3 - **Initiation Action:** 1 Action - **Type:** Strike - **Range:** Self - **Duration:** Instantaneous *You strike at specific points on your opponents body causing wracking pain to spread through their body as you turn their ki against them.*
Make a single weapon attack against the target. On a hit, the target takes an additional 4d4 damage immediately and 2d4 damage at the end of its next turn. #### Unbalancing Strike ___ - **Level Requirement:** Swordsage 9 - **Prerequiste:** Two Setting Sun maneuvers - **Initiation Action:** 1 Action - **Type:** Strike - **Range:** Self - **Duration:** Instantaneous *You strike unbalancing your foes and disrupting their ability to attack.*
As part of this maneuver make a single melee weapon attack. If this attack hits you deal an additional 6d8 points of damage and the target has disadvantage on attack rolls until the end of your next turn. ### Shadow Hand The Shadow Hand discipline teaches the arts of stealth, deception, and ambush. Its maneuvers allow a warrior to take on a shadowy aspect or to channel dark energy to sap an enemy’s strength. This discipline’s preferred weapons are the dagger, short sword, scimitar, unarmed strike, and whip. Its key skill is Stealth. ``` ``` #### Blighting Strike ___ - **Level Requirement:** Swordsage 5 - **Initiation Action:** 1 action - **Type:** Strike - **Range:** Touch - **Duration:** 1 minute *As crimson necrotic energy surronds your hand you touch your foe drawing water from them.*
As you touch your enemie they begin to dry as your forcibly rip the water from their body. Make a melee weapon attack against a target within your reach. On a hit, the target takes 2d6 necrotic damage and suffers a level of exhaustion, as you siphon the water from its body. Until the power ends, you can make the attack again on each of your turns as an action. Each creature you target with this power can only suffer one level exhaustion as a direct result of this power. #### Bloodletting strike ___ - **Level Requirement:** Swordsage 9 - **Prerequiste:** Two Shadow Hand maneuver - **Initiation Action:** 1 action - **Type:** Strike - **Range:** Self - **Duration:** 5 rounds *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. #### Cause Fear ___ - **Level Requirement:** Swordsage 1 - **Initiation Action:** 1 action - **Type:** Strike - **Range:** 60 feet - **Duration:** Instantaneous As the spell #### Cloak of Deception ___ - **Level Requirement:** Swordsage 1 - **Initiation Action:** 1 bonus action - **Type:** Boost - **Range:** Self - **Duration:** 1 round *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.
Made by Llama513 @ Giant in the Playground
\page #### Darkness ___ - **Level Requiement:** Swordsage 3 - **Prerequisite:** One Shadow Hand maneuver - **Initiation Action:** 1 bonus action - **Type:** Boost - **Range:** Self - **Duration:** 10 minutes As the spell #### Drain Vitality ___ - **Level Requiement:** Swordsage 3 - **Prerequisite:** One Shadow Hand maneuver - **Initiation Action:** 1 action - **Type:** Strike - **Range:** Self - **Duration:** Instantaneous *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 damage dealt. #### Ghost Blade ___ - **Level Requirement:** Swordsage 11 - **Prerequisite:** Three Shadow Hand maneuver - **Initiation Action:** 1 action - **Type:** Strike - **Range:** Self - **Duration:** Instantaneous *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 advantage. 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 successful 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 *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 an 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. #### Ice Knife ___ - **Level Requirement:** Swordsage 1 - **Initiation Action:** 1 action - **Type:** Strike - **Range:** 60 feet - **Duration:** Instantaneous As the spell #### Obscuring Shadow Veil ___ - **Level Requirement:** Swordsage 7 - **Prerequisite:** Two Shadow Hand maneuvers - **Initiation Action:** 1 action - **Type:** Strike - **Range:** Self - **Duration:** 1 round *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.*
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. #### Phantamsal Killer ___ - **Level Requirement:** Swordsage 7 - **Prerequisite:** Two Shadow Hand maneuvers - **Initiation Action:** 1 action - **Type:** Strike - **Range:** 120 feet - **Duration:** 1 minute As the spell #### Shadow Blade ___ - **Level Requiement:** Swordsage 3 - **Initiation Action:** 1 bonus action - **Type:** Boost - **Range:** Self - **Duration:** 1 minute As the spell
Made by Llama513 @ Giant in the Playground
\page #### Shadow Garrote ___ - **Level Requirement:** Swordsage 5 - **Initiation Action:** 1 action - **Type:** Strike - **Range:** 60 feet - **Duration:** 1 round *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 1 - **Initiation Action:** 1 action; See text - **Type:** Strike - **Range:** 50 feet - **Duration:** Instantaneous *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 an 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 opponent 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 9 - **Initiation Action:** 1 action - **Type:** Strike - **Range:** 60 feet - **Duration:** 1 round *As your 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 struggle to free themselves from the strangling noose.*
This maneuver functions only against an 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 with 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. #### Shadow Stride ___ - **Level Requirement:** Swordsage 9 - **Prerequisite:** Two Shadow Hand maneuvers - **Initiation Action:** 1 action - **Type:** Strike - **Range:** 50 feet - **Duration:** Instantaneous *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 *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 an 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. #### Vampiric Touch ___ - **Level Requirement:** Swordsage 5 - **Initiation Action:** 1 action - **Type:** Strike - **Range:** 60 feet - **Duration:** 1 minute As the spell
Made by Llama513 @ Giant in the Playground
\page ### Stone Dragon The Stone Dragon discipline focuses on strength, power, and toughness. Its teachings grant a martial adept the ability to splinter steel with a single, focused blow. Stone Dragon’s defensive abilities focus on tapping into the enduring power of stone to turn aside attacks. This discipline’s favored weapons are the greatsword, greataxe, morningstar, and unarmed strike. Its key skill is Athletics. Unlike with other disciplines, adepts of this school rely on an external force— the power of the earth and stone—to help power their maneuvers. As a result, Stone Dragon maneuvers can be initiated only if you are in contact with the ground. #### Bonecrusher ___ - **Level Requirement:** Crusader 5, Swordsage 5, Warblade 5 - **Initiation Action:** 1 action - **Type:** Strike - **Range:** Self - **Duration:** 5 rounds *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 *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. You imbue yourself with the elemental power of a landslide. When you cast this power, you immediately move 30 feet in a straight line. If your path is blocked by a creature or object, you stop moving there and that creature or object must make a Strength saving throw or take 2d12 bludgeoning damage, or half as much on a successful save. ``` ``` #### Crushing Vise ___ - **Level Requirement:** Crusader 11, Swordsage 11, Warblade 11 - **Initiation Action:** 1 action - **Type:** Strike - **Range:** Self - **Duration:** 1 round *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. #### Earth Tremor ___ - **Level Requirement:** Crusader 1, Swordsage 1, Warblade 1 - **Initiation Action:** 1 action - **Type:** Strike - **Range:** 10 feet - **Duration:** Instantaneous As the Spell #### Earthen Scales ___ - **Level Requirement:** Crusader 1, Swordsage 1, Warblade 1 - **Initiation Action:** 1 bonus action - **Type:** Boost - **Range:** self - **Duration:** Until the end of combat *Earthen scales form on your body absorbing some damage and bursting out from you when struck.*
You create a protective armor of earthen sacles over your body. You gain 5 temporary hit points for the duration. If a creature hits you with a melee attack while you have these hit points, the creature takes 5 slashing damage. #### Earthen Shield ___ - **Level Requirement:** Crusader 1, Swordsage 1, Warblade 1 - **Initiation Action:** Reaction - **Type:** Counter - **Range:** self - **Duration:** 1 round *You strike the ground sending a pillar of earth up in front of you as a barrier against an attack.*
Made by Llama513 @ Giant in the Playground
\page Until the start o f your next turn, you have a +5 bonus to AC, including against the triggering attack, and you take no damage from magic missile. #### Earthen Blade ___ - **Level Requirement:** Crusader 3, Swordsage 3, Warblade 3 - **Initiation Action:** 1 bonus action - **Type:** Boost - **Range:** self - **Duration:** 10 minutes *You hold out your palm, and cause earth to swirl through the air and transmute roughly into the shape of a scimitar.*
If you let go of the blade it reforms into sand, but you can transmute it back again as a bonus action. You can use your action to make a melee weapon attack with the blade, as if it had the properties of a scimitar. On a hit, the target takes 3d6 slashing damage. This damage is magical for the purposes of overcoming resistance and immunity to nonmagical slashing damage. The magic of this power prevents this scimitar from being broken by nonmagical means. #### 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 *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. #### Erupting Strike ___ - **Level Requirement:** Crusader 5, Swordsage 5, Warblade 5 - **Prerequisites:** One Stone Dragon maneuvers - **Initiation Action:** 1 action - **Type:** Strike - **Range:** Self (20-foot cube) - **Duration:** Instantaneous *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, causing earth to erupt from the ground around you.*
As you swing down slamming your weapon into the ground a fountain of churned earth erupts around you. As part of this maneuver make a single melee attack against a creature. If this attack hits you deal an additional 1d12 points of damage. Whether you hit or miss all creatures within a 20 foot cube centered on you must make a Dexterity saving throw or take 2d12 points of on a failed save, or half as much on a successful one. Additionally, the ground in that area becomes difficult terrain until cleared. Each 5-foot-square portion of the area requires at least 1 minute to clear by hand. You are unaffected by the erupting earth caused by this power. #### Iron Bones ___ - **Level Requirement:** Crusader 9, Swordsage 9, Warblade 9 - **Prerequisites:** Two Stone Dragon maneuvers - **Initiation Action:** 1 action - **Type:** Strike - **Range:** Self - **Duration:** 1 minute *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 your skin and barely injure you. 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 *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.
Made by Llama513 @ Giant in the Playground
\page #### 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 *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 *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. #### Overwhelming Mountain Strike ___ - **Level Requirement:** Crusader 7, Swordsage 7, Warblade 7 - **Initiation Action:** 1 action - **Type:** Strike - **Range:** Self - **Duration:** 1 round *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 off 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. #### Stone Shape ___ - **Level Requirement:** Crusader 7, Swordsage 7, Warblade 7 - **Initiation Action:** 1 bonus action - **Type:** Boost - **Range:** Touch - **Duration:** Instataneous As the spell #### Stone Vise ___ - **Level Requirement:** Crusader 3, Swordsage 3, Warblade 3 - **Initiation Action:** 1 action - **Type:** Strike - **Range:** Self - **Duration:** 1 round *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. #### Swallowed in Stone ___ - **Level Requirement:** Crusader 7, Swordsage 7, Warblade 7 - **Initiation Action:** 1 action - **Type:** Strike - **Range:** 30 feet - **Duration:** 1 hour *You slam your weapon into the ground causing a fissure to open up and swallow a creature.*
The earth opens up beneath a creature you can see within range, and swallows them up. The target must make a Strength saving throw or be restrained for the duration. Furthermore, if the target fails the save, it sinks two feet into the ground. Climbing out requires ten feet of movement for every two feet the target has been dragged down. While the target remains in the same space (whether it is restrained by the power or not), it sinks at a rate of two feet per round. This sinking happens at the start of the user's turn, and cannot be resisted in any way. If a target that needs to breathe has all of its airways dragged underground, it begins to suffocate, unless provided with some kind of magical or mechanical breathing aid.
Made by Llama513 @ Giant in the Playground
\page If a target is restrained by this power, the target or another creature can attempt to free the target by using an action to make a Strength check against your power save DC, freeing the target on a success. The target has disadvantage on this Strength check. Creatures with a flying speed are immune to this power. #### Wall of Sand ___ - **Level Requirement:** Crusader 5, Swordsage 5, Warblade 5 - **Initiation Action:** 1 action - **Type:** Strike - **Range:** Self - **Duration:** 10 minutes As the spell ### Tiger Claw The Tiger Claw discipline embraces a feral rage that lurks within the heart of its initiates. In battle, such warriors growl like wild animals, attack with a fury similar to that of a barbarian, and rely on overwhelming, vicious assaults to defeat their enemies. The Tiger Claw discipline’s favored weapons are the sickle, handaxe, greataxe, and unarmed strike. Its key skill is Athletics. #### Beasts Fury ___ - **Level Requirment:** Swordsage 7, Warblade 7 - **Prerequisite:** One Tiger Claw manuevers - **Initiation Action:** 1 bonus action - **Type:** Boost - **Range:** Self - **Duration:** 1 minute As Primal Beast aspect of Guardian of Nature #### Claw at the Moon ___ - **Level Requirement:** Swordsage 3, Warblade 3 - **Initiation Action:** 1 action - **Type:** Strike - **Range:** Self - **Duration:** Instantaneous *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 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) 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 ___ - **Level Requirement:** Swordsage 9, Warblade 9 - **Prerequisite:** Two Tiger Claw manuevers - **Initiation Action:** 1 bonus action - **Type:** Boost - **Range:** Self - **Duration:** End of turn *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 *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. #### Elemental Strikes ___ - **Level Requirement:** Swordsage 5, Warblade 5 - **Initiation Action:** 1 bonus action - **Type:** Boost - **Range:** Self - **Duration:** 1 minute *You strike with the elemental fury of the wilds.*
Made by Llama513 @ Giant in the Playground
\page Channeling the furiosity of the tempest, you strike with the fury of a strom. For the duration of the power you gain a +2 bonus to attack and damage rolls and you gain a bonus to your damage rolls equal to 2d4 points of damage. You weapon attacks deal lightning damage. #### Flesh Ripper ___ - **Level Requirement:** Swordsage 5, Warblade 5 - **Prerequisite:** Two Tiger Claw manuevers - **Initiation Action:** 1 action - **Type:** Strike - **Range:** Self - **Duration:** 1 round *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 *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 maneuver, 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. ``` ``` #### Hamstring Strike ___ - **Level Requirement:** Swordsage 9, Warblade 9 - **Prerequisite:** Two Tiger Claw manuevers - **Initiation Action:** 1 action - **Type:** Strike - **Range:** 1 minute *You slice into your opponent’s legs, leaving him hobbled and stumbling about.*
As part of this maneuver make a single melee attack. On a successful hit you deal normal damage and the targets movement speed is cut in half. #### Pouncing Charge ___ - **Level Requirement:** Swordsage 9, Warblade 9 - **Prerequisite:** Two Tiger Claw manuevers - **Initiation Action:** 1 action - **Type:** Strike - **Range:** Self *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. #### Predator's Claw ___ - **Level Requirement:** Swordsage 1, Warblade 1 - **Initiation Action:** 1 action - **Type:** Strike - **Range:** Self - **Duration:** Instantaneous *You strike with both your weapons at once unleashing a devastating assault.*
You bring both of your weapons to bear devastating your foe. As part of this maneuver make a single melee attack. On a successful hit you deal damage as if you had hit with both of your melee weapons, plus an additional 1d12 points of damage. You must be wielding two weapons to use this power. #### Predator's Speed ___ - **Level Requirement:** Swordsage 1, Warblade 1 - **Initiation Action:** 1 bonus action - **Type:** Boost - **Range:** Self - **Duration:** 1 minute *You move forward on all fours channeling your predatory instincts.*
Made by Llama513 @ Giant in the Playground
\page For the duration of this power your movement speed is doubled. #### Primal Strikes ___ - **Level Requirement:** Swordsage 3, Warblade 3 - **Initiation Action:** 1 bonus action - **Type:** Boost - **Range:** Self - **Duration:** 1 minute *You strike with the primal fury of a beast.*
Channeling the furiosity of the beasts of the world, you strike with a fury like no other. For the duration of the power you gain a +2 bonus to attack and damage rolls. #### Rabid Bear Strike ___ - **Level Requirement:** Swordsage 11, Warblade 11 - **Prerequisite:** Two Tiger Claw manuevers - **Initiation Action:** 1 action - **Type:** Strike - **Range:** Self - **Duration:** Instantaneus *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 next turn. #### Rabid Wolf Strike ___ - **Level Requirement:** Swordsage 1, Warblade 1 - **Initiation Action:** 1 action - **Type:** Strike - **Range:** Self - **Duration:** Instantaneus *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 next turn. ``` ``` #### Savage Spin ___ - **Level Requirement:** Swordsage 3, Warblade 3 - **Initiation Action:** 1 action - **Type:** Strike - **Range:** Self (5-foot-radius) - **Duration:** Instantaneus *You spin and lash out at all enemies around you in a vicious frenzy.*
All creatures within 5 feet of you must make a Dexterity Saving throw, on a failure they take your weapon damage plus an additional 6d4 points of damage, or half as much on a succesful save. #### Soarting Raptor Strike ___ - **Level Requirement:** Swordsage 5, Warblade 5 - **Prerequiste:** One Tiger Claw maneuver - **Initiation Action:** 1 action - **Type:** Strike - **Range:** Self - **Duration:** Instantaneous *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 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) 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. #### 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 *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 point 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.
Made by Llama513 @ Giant in the Playground
\page #### Wolf Fang Strike ___ - **Level Requirement:** Swordsage 1, Warblade 1 - **Initiation Action:** 1 action - **Type:** Strike - **Range:** Self - **Duration:** Instantaneous *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 successful attack deals an extra 1d6 of damage, this damage ignores resistance and treats immunity as resistance. ### White Raven The White Raven discipline teaches that the combined effort of several warriors working together far exceeds the efforts of those same warriors working individually. Adherents of this tradition serve as leaders and inspiring figures on the battlefield. This discipline’s favored weapons are the longsword, battleax, greatsword, halberd, and warhammer. Its key skill is Persuasion. #### Battle Leader's Charge ___ - **Level Requirement:** Crusader 3, Warblade 3 - **Initiation Action:** 1 action - **Type:** Strike - **Range:** Self - **Duration:** Instantaneous *You lead from the front, charging your enemies so that your allies can follow in your wake.*
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 opportunity. After you move, you can also make a melee attack, on a successful hit you deal an extra 4d6 points of radiant damage. #### Beacon of Hope ___ - **Level Requirement:** Crusader 5, Warblade 5 - **Prerequiste:** One White Raven manuevers - **Initiation Action:** 1 bonus action - **Type:** Boost - **Range:** 30 feet - **Duration:** 1 minute As the spell ``` ``` #### Compelled Duel ___ - **Level Requirement:** Crusader 1, Warblade 1 - **Initiation Action:** 1 action - **Type:** Strike - **Range:** 30 feet - **Duration:** 1 minute As the spell #### 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 *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. #### Demoralizing Attack ___ - **Level Requirement:** Crusader 1, Warblade 1 - **Initiation Action:** 1 action - **Type:** Strike - **Range:** Self (30 feet) - **Duration:** 1 minute *You boldly strike at your enemy.As you attack you glare and frighten your enemies demoralizing those that can see you.*
As part of this attack make a single melee attack. On succesful hit you deal normal damage and you demoralize up to three creatures of your choice within range must make a Charisma saving throw. Whenever a target that fails this saving throw makes an attack roll or a saving throw before the power ends, the target must roll a d4 and subtract #### Flanking Maneuver ___ - **Level Requirement:** Crusader 7, Warblade 7 - **Prerequiste:** Two White Raven manuevers - **Initiation Action:** 1 action - **Type:** Strike - **Range:** Self - **Duration:** Instantaneous *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.*
Made by Llama513 @ Giant in the Playground
\page 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. #### Greater Demoralizing Attack ___ - **Level Requirement:** Crusader 9, Warblade 9 - **Prerequiste:** Two White Raven manuevers - **Initiation Action:** 1 action - **Type:** Strike - **Range:** Self (30 feet) - **Duration:** 1 minute *You boldly strike at your enemy.As you attack you glare and frighten your enemies demoralizing those that can see you.*
As part of this attack make a single melee attack. On succesful hit you deal normal damage and you demoralize up to seven creatures of your choice within range must make a Charisma saving throw. Whenever a target that fails this saving throw makes an attack roll or a saving throw before the power ends, the target must roll a d4 and subtract #### Greater Inspiring Attack ___ - **Level Requirement:** Crusader 9, Warblade 9 - **Initiation Action:** 1 action - **Type:** Strike - **Range:** Self (30 feet) - **Duration:** 1 minute *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 battle on.*
As part of this attack make a single melee attack. On succesful hit you deal normal damage and you inspire up to seven creatures of your choice within range. Whenever a target makes an attack roll or a saving throw before the power ends, the target can roll a d4 and add the number rolled to the attack roll or saving throw. #### Inspiring Attack ___ - **Level Requirement:** Crusader 1, Warblade 1 - **Initiation Action:** 1 action - **Type:** Strike - **Range:** Self (30 feet) - **Duration:** 1 minute *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 battle on.*
As part of this attack make a single melee attack. On succesful hit you deal normal damage and you inspire up to three creatures of your choice within range. Whenever a target makes an attack roll or a saving throw before the power ends, the target can roll a d4 and add the number rolled to the attack roll or saving throw. #### Leading the Attack ___ - **Level Requirement:** Crusader 1, Warblade 1 - **Initiation Action:** 1 action - **Type:** Strike - **Range:** Self - **Duration:** 1 round *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 *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.*
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 successful 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 *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.
Made by Llama513 @ Giant in the Playground
\page 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. #### Raven's Endurance ___ - **Level Requirement:** Crusader 9, Warblade 9 - **Prerequisite:** Three white Raven maneuver - **Initiation Action:** 1 bonus action - **Type:** Boost - **Range:** Self - **Duration:** 1 minute *You draw strength from within and those around you to push yourself further through battle.*
For the duration of this power you gain 50 temporary hitpoints. #### Raven's Valor ___ - **Level Requirement:** Crusader 3, Warblade 3 - **Prerequisite:** One white Raven maneuver - **Initiation Action:** 1 bonus action - **Type:** Boost - **Range:** Self - **Duration:** 1 minute *You draw strength from within and those around you to push yourself further through battle.*
For the duration of this power you gain temporary hitpoints equal to 2d6+9 temporary hitpoints. #### Tactical Strike ___ - **Level Requirement:** Crusader 3, Warblade 3 - **Prerequisite:** One white Raven maneuver - **Initiation Action:** 1 action - **Type:** Strike - **Range:** Self - **Duration:** Instantaneous *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 *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 opportunity. 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. #### 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 *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 *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.
Made by Llama513 @ Giant in the Playground
\page When you use this maneuver, select an ally within range. Their initiative count immediately equals your initiative count –1. They then act 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 act on that count as normal. They do not act again on their original initiative count. ## Legacy Techniques These are techniques that are passed down from masters throughout the generations, they are representations of the highest levels that can be achieved by a martial adept. Those that are able to achieve these techniques are considered to be masters of the sublime way, as they are able to tap into its pure essence, but even for such masters doing so is draining on their body and mind. As such, they limit their use of these techniques to protect their bodies. ### Desert Wind #### Desert Flower ___ - **Level Requirement:** Swordsage 15 - **Initiation Action:** 1 bonus action - **Type:** Strike - **Range:** 120 feet - **Duration:** 24 hours *You channel your ki into a burning core as you form a beatiful glass flower around a glowing core of fiery energy.*
You cause a Small size glass flower to form in an unoccupied 5-foot square you can see within range. The flower has an AC of 15, 3 hit points. During the duration of the power, you can use a bonus action to command it to explode in a shower of fire and glass. Alternatively, the flower will explode if it is reduced to 0 hit points. When the flower explodes, each creature within 30 feet of it must make a Dexterity saving throw. On a failed save, a creature takes 7d8 slashing damage and 7d8 fire damage, or half as much on a successful one. The energy core of the flower dies out in 24 hours leaving just the glass flower shell. #### Inferno Blade ___ - **Level Requirement:** Swordsage 15 - **Initiation Action:** 1 bonus action - **Type:** Boost - **Range:** Self - **Duration:** 1 minute *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. For the next minute, 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 *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 success. 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. #### 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 *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 opportunity 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.
Made by Llama513 @ Giant in the Playground
\page #### 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 *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. ### Devoted Spirit #### Divine Wrath ___ - **Level Requirement:** Crusader 13 - **Prerequisite:** Two Devoted Spirt maneuvers - **Initiation Action:** 1 action - **Type:** Strike - **Range:** Self - **Duration:** Instantaneous *A torrent of divine energy courses through you. As you bring your weapon down this energy flows into your foe wracking them with pain.*
As part of this maneuver, you make a single melee attack. If this attack hits you deal an extra 5d8 points of radiant damage. The target of the attack is subject to crippling pain. While the target is affected by crippling pain, an speed it has can be no higher than 10 feet. The target also has disadvantage on attack rolls, ability checks, adn saving throws, other than Constitution saving throws. Finally, if the target tries to cast a spell, it must first succeed on a Constitution saving throw, or the casting fails and the spell is wasted. A target suffering this pain can make a Constituation saving throw at the end of each of its turns. On a successful save, the pain ends. #### Greater Divine Surge ___ - **Level Requirement:** Crusader 15 - **Prerequisite:** Two Devoted Spirt maneuvers - **Initiation Action:** 1 action - **Type:** Strike - **Range:** Self - **Duration:** Instantaneous *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. #### Divine Burst ___ - **Level Requirement:** Crusader 15 - **Prerequisite:** Two Devoted Spirt maneuvers - **Initiation Action:** 1 action - **Type:** Strike - **Range:** Self ( - **Duration:** Instantaneous *A torrent of divine energy courses through you. With supreme force of will, you channel the energy into a devastating attack.*
You focus your divine energy into a blinding burst of holy energy this burst is released when you make a single melee weapon attack against a creature, on a successful hit the attack deals an additional 4d6 points of radiant damage and light bursts out in a 60 foot radius from the target. Each creature, besides you, in that light must make a Constitution saving throw. On a failed save, a creature takes 8d6 radiant damage and is blinded for 1 minute. On a successful save, it takes half as much damage and isn’t blinded by this power. Undead and oozes have disadvantage on this saving throw. A creature blinded by this power makes another Constitution saving throw at the end of each of its turns. On a successful save, it is no longer blinded. This power dispels any darkness in its area that was created by a spell or power. #### Shield Counter ___ - **Level Requirment:** Crusader 13 - **Prerequistie:** Two Devoted Spirit maneuvers - **Initiation Action:** Reaction - **Type:** Counter - **Range:** self - **Duration:** Instantaneous *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 maneuver if you do not have a shield. #### Strike of Righteous Vitality Devoted Spirit(Strike) ___ - **Level Requirement:** Crusader 17 - **Prerequisite:** Three Devoted Spirit maneuvers - **Initiation Action:** 1 action - **Type:** Strike - **Range:** self - **Duration:** Instantaneous *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.*
When you make this strike, you or one ally within 10 feet of you gain the benefit of a heal spell cast as a 9th level spell. To gain the benefit of this maneuver, you must successfully 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.
Made by Llama513 @ Giant in the Playground
\page ### Diamond Mind #### Avalanche of Blades ___ - **Level Requirement:** Swordsage 13, Warblade 13 - **Prerequiste:** Three Diamond Mind maneuvers - **Initiation Action:** 1 action - **Type:** Strike - **Range:** self - **Duration:** Instantaneous *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 against a single foe. #### Diamond Nightmare Blade ___ - **Level Requirement:** Swordsage 15, Warblade 15 - **Prerequiste:** Three Diamond Mind maneuvers - **Initiation Action:** 1 action - **Type:** Strike - **Range:** self - **Duration:** Instantaneous *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. #### Nerve Strike ___ - **Level Requirement:** Swordsage 15, Warblade 15 - **Prerequiste:** Three Diamond Mind maneuvers - **Initiation Action:** 1 action - **Type:** Strike - **Range:** self - **Duration:** Instantaneous *You land a single precise strike devastating a point on your opponents nervous system causing a chain reaction.*
As part of this manuever make a single melee attack. If this attack hits your target is stunned. The stunned target must make a Constitution saving throw at the end of each of its turns. On a successful save, this stunning effect ends. #### Quick Silver Motion ___ - **Level Requirement:** Swordsage 13, Warblade 13 - **Prerequiste:** Three Diamond Mind maneuvers - **Initiation Action:** 1 action - **Type:** Strike - **Range:** self - **Duration:** Instantaneous *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 opportunity. During this movement you may choose five creatures that you come within melee range of during this movement, those five creatures must make a Dexterity saving throw or take your weapon damage+ 10d8 damage, this damage ignores resistance and treats immunity as resistance, a successful save halves the damage taken. #### Time Stands Still ___ - **Level Requirement:** Swordsage 17, Warblade 17 - **Prerequiste:** Four Diamond Mind maneuvers - **Initiation Action:** 1 action - **Type:** Strike - **Range:** self - **Duration:** Instantaneous *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 *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.*
Made by Llama513 @ Giant in the Playground
\page 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. #### Finishing Move ___ - **Level Requirement:** Warblade 13 - **Prerequiste:** Three Iron Heart maneuvers - **Initiation Action:** 1 action - **Type:** Strike - **Range:** self - **Duration:** Instantaneous *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 maneuver ignores resistance and treats immunity as resistance. #### Greater Scything Blade ___ - **Level Requirement:** Warblade 13 - **Prerequiste:** Three Iron Heart maneuvers - **Initiation Action:** 1 bonus action - **Type:** Boost - **Range:** Self - **Duration:** 1 minute *You strike at one foe with a long, high backhand cut, then make a quick turn to continue the stroke against another nearby enemy.*
You swing your weapon in a wide, deadly arc. With your supreme skill and martial training, you aim your attack so that as you strike one opponent, you set yourself up perfectly to make a second attack against a different foe. As your weapon strikes one opponent, it cuts into him, then ricochets to your second target. For the next minute when you take the attack action you can make two additional attacks. ``` ``` #### Lightning Throw ___ - **Level Requirement:** Warblade 15 - **Prerequiste:** Two Iron Heart maneuvers - **Initiation Action:** 1 action - **Type:** Strike - **Range:** self (30-foot line) - **Duration:** Instantaneous *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 15d6 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. #### Strike of Perfect Clarity ___ - **Level Requirement:** Warblade 17 - **Prerequiste:** Four Iron Heart maneuvers - **Initiation Action:** 1 action - **Type:** Strike - **Range:** self - **Duration:** Instantaneous *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.
Made by Llama513 @ Giant in the Playground
\page ### Setting sun #### Devastate Mind ___ - **Level Requirement:** Swordsage 15 - **Prerequiste:** Three Setting Sun maneuvers - **Initiation Action:** 1 Action - **Type:** Strike - **Range:** Self - **Duration:** Instantaneous *You blast the mind of a creature that you can see within range, attempting to shatter its intellect and personality with your ki strike.*
Make a single melee attack on a success the target takes 4d6 psychic damage and must make an Intelligence saving throw. On a failed save, the creature's Intelligence and Charisma scores become 1. The creature can't cast spells, activate magic items, understand language, or communicate in any intelligible way. The creature can, however, identify its friends, follow them, and even protect them. At the end of every 30 days, the creature can repeat its saving throw against this power. If it succeeds on its saving throw, the power ends. The power can also be ended by greater restoration, heal, or wish. #### Fool's strike ___ - **Level Requirement:** Swordsage 15 - **Prerequiste:** Three Setting Sun maneuvers - **Initiation Action:** Reaction - **Type:** Counter - **Range:** Self - **Duration:** Instantaneous *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 10d6 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 *You take stock of an opponent’s fighting style and make a single, carefully aimed attack that leaves the creature unable to move.*
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. #### Scorpion Counter ___ - **Level Requirement:** Swordsage 13 - **Prerequiste:** Three Setting Sun maneuvers - **Initiation Action:** Reaction - **Type:** Counter - **Range:** Self - **Duration:** Instantaneous *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. When you take damage of any kind you can use this counter to absorb the impact of the attack. You have resistance to this damage and deal an additional 7d6 points of damage on your next attack. #### Tornado Throw ___ - **Level Requirement:** Swordsage 17 - **Prerequiste:** Five Setting Sun maneuvers - **Initiation Action:** 1 action - **Type:** Strike - **Range:** Touch - **Duration:** Instantaneous *Like a whirlwind, you twist and spin across the battlefield, tossing foes away left and right.*
This maneuver functions like mighty throw (page 44), 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.
Made by Llama513 @ Giant in the Playground
\page ### Shadow Hand #### Death in the Dark ___ - **Level Requirement:** Swordsage 13 - **Initiation Action:** 1 action - **Type:** Strike - **Range:** Self - **Duration:** Instantaneous *You catch your foe unaware, allowing you to deal a single, deadly strike that slays them instantly.*
This maneuver functions only against an 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. #### Enervating Shadow Strike ___ - **Level Requirement:** Swordsage 15 - **Prerequisite:** Three Shadow Hand maneuver - **Initiation Action:** 1 action - **Type:** Strike - **Range:** Self - **Duration:** Instantaneous *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 damage 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 *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 damage 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 to the damage stops. This Maneuver can only be used if you have advantage. ``` ``` #### One with Shadow ___ - **Level Requirement:** Swordsage 15 - **Prerequisite:** Three Shadow Hand maneuvers - **Initiation Action:** Reaction - **Type:** Counter - **Range:** Self - **Duration:** 1 round *You fade into the raw essence of shadow, turning transparent, then insubstantial.*
As a reaction to an opponent making an 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. #### Shadow Blink ___ - **Level Requirement:** Swordsage 13 - **Prerequisite:** Three Shadow Hand maneuvers - **Initiation Action:** 1 action - **Type:** Strike - **Range:** 50 feet - **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.*
This maneuver functions as the shadow jaunt maneuver, except that it deals an extra 10d6 points of necrotic damage. ### 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 *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.
Made by Llama513 @ Giant in the Playground
\page #### 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 *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. #### 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 *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. #### Easthstrike Quake ___ - **Level Requirement:** Crusader 15, Swordsage 15, Warblade 15 - **Initiation Action:** 1 action - **Type:** Strike - **Range:** Self (60-foot radius) - **Duration:** Instantaneous *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 devastates 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 damage and be flung to the edge of the area affected, on a success they take half damage and are not pushed back. The area affected by this maneuver becomes difficult terrain. ``` ``` #### 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 *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. ### Tiger Claw #### Feral Death Blow ___ - **Level Requirement:** Swordsage 17, Warblade 17 - **Prerequisite:** Four Tiger Claw manuevers - **Initiation Action:** 1 action - **Type:** Strike - **Range:** Self - **Duration:** Instantaneous *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 an 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.
Made by Llama513 @ Giant in the Playground
\page #### Girallon Wndmill Flesh Rip ___ - **Level Requirement:** Swordsage 15, Warblade 15 - **Prerequisite:** Three Tiger Claw manuevers - **Initiation Action:** See text - **Type:** Boost - **Range:** Self - **Duration:** Instantaneus *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. 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 from three attacks and the cleric takes rend damage from 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 | ``` ``` #### 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 *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 attacks 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. #### Serpent's Fang ___ - **Level Requirement:** Swordsage 13, Warblade 13 - **Prerequiste:** Three Tiger Claw maneuver - **Initiation Action:** 1 action - **Type:** Strike - **Range:** Self - **Duration:** Instantaneous *You channel your energy into your weapon to create a venomous coating on them to strike your foes.*
You lash out with the speed of a cobra, sinking your weapon into your foe like a snakes fang. As part of this maneuver make a single melee weapon attack. On a succesful hit you deal an additional 9d4 poison damage and 7d4 poison damage at the end of its next turn. #### 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 *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 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) 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 opponent 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.
Made by Llama513 @ Giant in the Playground
\page ### White Raven #### 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 *As you defeat an opponent, you shout a battle cry that inspires one of your allies to renew their efforts.*
You are an inspiring figure 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. #### Leading the Assault ___ - **Level Requirement:** Crusader 15, Warblade 15 - **Prerequiste:** Three White Raven maneuvers - **Initiation Action:** 1 action - **Type:** Strike - **Range:** Self - **Duration:** 1 round *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. Joining in your devastating assault.*
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 9d6 radiant damage and the all attack made against the target have advantage until the end of your next turn. #### Swarming Assault ___ - **Level Requirement:** Crusader 13, Warblade 13 - **Prerequiste:** Three White Raven manuevers - **Initiation Action:** 1 action - **Type:** Strike - **Range:** Self - **Duration:** Instantaneous *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 deal an additional 2d6 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 *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.*
You are an inspiring figure on the battlefield, 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 opportunity. 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 *You slam your opponent with a mighty attack to disrupt their senses and leave them unable to defend themselves while your allies close in 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.
Made by Llama513 @ Giant in the Playground