Pamphlet of Battle

The Handout of Nine Swords

V0.13

Even though no one really cared about the actual nine swords

Or this page, apparently
Oh by the way, Wizards of the Coast still basically owns this all, I'm just porting those ideas. Please don't sue me.
Conversion By: Dan Moneghan

And artist credit is in the pic. It's Guangjian Huang, and its sweet.

Contents
Topic Page Number
Martial Adept Class 3
Martial Discipline Description 8
Maneuver Description 10
Mauvers and Stances by Level 11
Detailed Maneuver Descriptions 16
Added Feats 65

The world is filled with characters who pursue the ways of battle. Barbarians destroy their does in beserk frenzies, and ranges are masters of the hunt. Paladins rely on their virtue and courage to sustain them against their opponents. Fighters master an array of special techniques and attacks to overcome the monsters and villains they encounter. But the highest of a warrior's arts is the Sublime Way -- the secret lore that teaches a fighting character how to meld their inner strength, training, and discipline into the perfect weapon.

The Sublime Way

The Sublime Way is not magical -- at least, not in a normal sense. It is a fighting system that harnesses a student's discipline and determination through knowledge, practice, and study. A master of the Sublime Way can perform martial exploits that are nearly superhuman -- and in fact, some of them actually transcend the natural.

Like fighters, students of the Sublime Way master a number of special maneuvers and strikes to defeat their does. But, while a fighter's list of feats represents various combat techniques that she can use for attack or defense, the maneuvers of a Sublime Way master represent small moments of clarity, self-knowledge, piety, or perfection. A fighter uses Power Attack to strike harder, but a student of the Sublime Way who wants to accomplish the same goal performs a very specific mental and physical exercise that results in a mighty blow -- if it is executed just right.

Some believe that a practitioner of the Sublime Way creates the power for his maneuvers by invoking a cosmic principle of perfection. This theory holds that if the student moves in a precise pattern while calling to mind the very specific mental images or analogies corresponding to that maneuver, he forges a brief connection with a source of power that lends strength and precision to his strike. Others believe that followers of the Sublime Way draw the necessary power from their own souls by harnessing the energy of life. But whatever the truth of the matter, the results are spectacular. Few can match the agility, strength, and skill of a master of the Sublime Way.

The Martial Adept

A practitioner of the Sublime Way is referred to as a martial adept. They can also be referred to by their specific study with the Way. One who uses their devotion and zeal to power martial maneuvers is called a Crusader. Mystic swordfighters who can accomplish astonishing feats of martial prowess are known as Swordsages. The pure warriors, ascetic champtions who use martial maneuvers in place of the feats or rage that a fighter or barbarian would employ are called Warblades.

As martial adepts grow in skill and experience, they become capable of employing more powerful maneuvers and assuming more subtly effective stances. These are determined by their initiator level. A martial adepts initiator level is equal to their levels in the martial adept class plus half their levels in all other classes, meaning a Martial Adept 7 Barbarian 2 would have an initiator level of 8.

The Martial Adept
Level Proficiency Bonus Features Maneuvers Known Maneuvers Readied Stances Known
1st +2 Martial Study 3 2 1
2nd +2 4 2 1
3rd +2 5 2 1
4th +2 Ability Score Improvement 5 2 1
5th +3 Study Feature 6 3 2
6th +3 6 3 2
7th +3 Extra Attack 7 3 3
8th +3 Ability Score Improvement 7 3 3
9th +4 8 4 4
10th +4 Study Feature 8 4 4
11th +4 9 4 4
12th +4 Ability Score Improvement 9 5 5
13th +5 10 5 6
14th +5 Extra Attack (2) 10 5 6
15th +5 Study Feature 11 5 6
16th +5 Ability Score Improvement 11 6 7
17th +6 12 6 7
18th +6 12 7 7
19th +6 12 7 7
20th +6 Ability Score Improvement, Study Feature 13 7 7

Martial Adept
Highest Level Known
Initiator Level Maneuver Level
1st-2nd 1st
3rd-4th 2nd
5th-6th 3rd
7th-8th 4th
9th-10th 5th
11th-12th 6th
13th-14th 7th
15th-16th 8th
17th+ 9th

Creating a Martial Adept

As you build your martial adept, think about two related elements of your characters background: Where were you introduced to the Sublime Way, and what drove you toward the study that you specialized in? You may have been raised by Swordsages of the Tiger Claw discipline, learning the way of unarmed combat. A Crusader of freedom could have liberated you and your family from your cages with the power gained from the Stone Dragon school. Watching a Warblade commanding a battalion of fighters with the knowledge she gained from the White Raven philosophy could have driven you to learn their ways. These moments in your life strongly define your character, which is inhenerently tied to the path you travel along the Sublime Way.

Class Features

As a martial adept, you gain the following class features.

Hit Points


  • Hit Dice: 1d10 per martial adept level
  • Hit Points at 1st Level: 10 + your Constituion modifier
  • Hit Points at Higher Levels: 1d10 (or 6) + your Constituion modifier per martial adept level after 1st

Proficiencies


  • Armor: All armor, all shields
  • Weapons: All simple and martial weapons
  • **

  • Saving Throws: Based on martial study

  • Skills: Based on martial study

Equipment

Your equipment is based on your martial study.

Martial Study

At first level, a martial adept selects their school of study. Within the physical arts, their are three paths for an Adept to walk. That of the crusader, the swordsage, and the warblade. Once a martial study is selected, the adept is restricted to those class features within the chosen study, and may only advance levels of bartial adept within that Study.

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. She seeks out and destroys the enemies of her chosen faith. Strengthened by prayer or absolute devotion to a principle, armored by unshakable faith, and driven by her convications, a good crusader is a mighty weapon against injustice and malice. An evil crusader, on the other hand, is a crual and fearsome warrior of darkness.

Study Proficiencies


  • Saving Throws: Constitution and Charisma
  • Skills: Choose two from Athletics, Intimidation, Persuasion, Insight, Perception

Study Equipment

You start with the following equipment, in addition to the equipment granted by your background:

  • (a) chain mail or (b) leather
  • (a) a martial weapon and a shield or (b) two martial weapons
  • (a) a dungeoneer's pack or (b) explorer's pack
  • a symbol of your faith or ideal

Maneuvers

You begin your career with knowledge of 3 martial maneuvers. The disciplines available to you are Devoted Spirit, Stone Dragon, and White Raven.

Once you know a maneuver, you must ready it before you can use it. You do not provoke attacks of opportunity when initiating one. Upon reaching 4th level, and at every even numbered crusader level after that, you can choose to learn a new maneuver in place of one you already know. In effect, you lose the old maneuver in exchange for the new one. You can choose a new maneuver of any level you like as long as you observe your restriction on the highest-level maneuver you know; you need not replace the old maneuver with a maneuver of the same level.

Maneuvers Readied

You can ready a certain amount of your known maneuvers at any time by spending 5 minutes in prayer or meditation (as shown in the table above). Once you ready these maneuvers, they will remain readied until you decide to change them by the same process. You begin an encounter with all your readied maneuvers unexpended, regardless of how many times you might have used them since you chose them. When you initiate a maneuver, you expend it for the current encounter, so each of your maneuvers can be used once per encounter (unless you recover them as described below).

Crusaders are unique among martial adepts, relying on flashes of inspiration to use their martial maneuvers. As such, you do not control access to your readied maneuvers. Before you take your first action in an encounter, two of your readied maneuvers (randomly determined) are granted to you. The rest of your readied maneuvers are withheld, currently unaccessable. At the end of each turn, one previously withheld maneuver (also randomly determined) is granted to you, and thus becomes accessible for your next turn and subsequent turns. You can freely choose to initiate any maneuver that is currently granted when your turn begins, but you cannot initiate a withheld maneuver.

If you choose not to employ a maneuver in a given round, your currently granted maneuvers remain available, and a previously withheld maneuver is granted, as described above. In other words, it doesn’t matter if you use your maneuvers or not—at the end of each of your turns, one withheld maneuver from your selection of readied maneuvers is granted to you. Over the course of a few rounds, all your maneuvers will eventually be granted. If, at the end of your turn, you cannot be granted a maneuver because you have no withheld maneuvers remaining, you recover all expended maneuvers, and a new pair of readied maneuvers is granted to you. Randomly determine which of your maneuvers are granted and which are withheld. At the end of your next turn, a withheld maneuver is granted to you, and the whole process of divine inspiration begins again.

Stances Known

You begin play with knowledge of one 1st-level stance from the Devoted Spirit, Stone Dragon, or White Raven discipline. Unlike maneuvers, stances are not expended, and you do not have to ready them. All the stances you know are available to you at all times, and you can change the stance you currently use as a bonus action. Unlike with maneuvers, you cannot learn a new stance at higher levels in place of one you already know.

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 Fortitude 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, 16th, and 20th level.

Furious Counterstrike

Begninning at 1st level, 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 attack rolls and damage rolls equal to the current value of your delayed damage pool (see steely resolve, above) divided by 5, and rounding down (minimum +1). You can only gain a maximum bonus on attack rolls and damage rolls of +6 from furious counterstrike. Use the table below to quickly determine the attack bonus and damage bonus from furious counterstrike, based on the amount of damage in your delayed damage pool. This ability’s benefits last until the end of your turn.

Furious Counterstrike Bonus

Delayed Damage Pool Points Bonus
1-9 +1
10-14 +2
15-19 +3
20-24 +4
25-29 +5
30+ +6

Ability Score Increase

When you reach 4th level, and again at 8th, 12th 16th, and 20th 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.

Smite

You are 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 5th 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 damage roll equal to your crusader level. At 10th level, you gain an additional use of smite per day.

Extra Attack

Beginning at 7th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. The number of attacks increases to three when you reach 14th level in this class.

Mettle

You can resist magical attacks with greater effectiveness than other warriors. Beginning at 10th level, by drawing on your boundless energy and dedication to your cause, you can shrug off effects that would hinder even the toughest warrior. If you succeed on a Constitution or Charisma save against an attack that would normally produce a lesser effect on a successful save (such as a spell with a saving throw entry of Charisma half or Constitution partial), you instead negate the effect. You do not gain the benefit of mettle when you are unconscious or sleeping.

Zealous Surge

Your boundless energy and dedication to your cause allow you to throw off the effect of a special attack, spell, or other attack that would otherwise hinder or harm you. From 15th level on, you can opt to reroll any of your rolls a number of times per long rest equal to your Charisma bonus. You may use the result of either of these rolls. This ability does not require an action. You must choose to use Zealous Surge before knowing if your initial roll was a success or failure.

Swordsage

A master of martial maneuvers, the swordsage is a physical adept—a blade wizard whose knowledge of the Sublime Way lets him unlock potent abilities, many of which are overtly supernatural or magical in nature. Depending on which disciplines he chooses 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 his specific training, a swordsage blurs the line between martial prowess and magical skill.

Study Proficiencies

  • Saving Throws: Dexterity, Wisdom
  • Skills: Choose three from Acrobatics, Athletics, Insight, Perception, and Stealth

Study Equipment

You start with the following equipment, in addition to the equipment granted by your background:

  • (a) one or two simple weapons or (b) one or two martial weapons
  • (a) chain shirt or (b) leather
  • (a) a dungeoneer's pack or (b) explorer's pack

Martial Mastery

At each level a Swordsage would learn a new maneuver, they may learn one additional maneuver. At each level the number of maneuvers a Swordsage may ready increases, they may ready on additional maneuver.

Maneuvers

You begin your career with knowledge of 3 martial maneuvers. The disciplines available to you are Desert Wind, Diamond Mind, Setting Sun, Shadow Hand, Stone Dragon, and Tiger Claw. Once you know a maneuver, you must ready it before you can use it (see Maneuvers Readied, below).You do not provoke attacks of opportunity when you initiate a maneuver.

You learn additional maneuvers at higher levels, as shown on the above table. You must meet a maneuver’s prerequisite to learn it. Upon reaching 4th level, and at every even-numbered swordsage level after that, you can choose to learn a new maneuver in place of one you already know. In effect, you lose the old maneuver in exchange for the new one. You can choose a new maneuver of any level you like, as long as you observe your restriction on the highest-level maneuvers you know; you need not replace the old maneuver with a maneuver of the same level. You can swap only a single maneuver at any given level.

Maneuvers Readied

When you initiate combat, you may choose two maneuvers to have readied at level 1, and as you advance in level and learn more maneuvers, you are able to ready more at the start of a single encounter.

You begin an encounter with all your readied maneuvers unexpended, regardless of how many times you might have already used them since you chose them. When you initiate a maneuver, you expend it for the current encounter, so each of your maneuvers can be used once per encounter unless you recover them. If you spend one full round meditating, you are able to ready up to your full amount of readied maneuvers, and regain the use of them if they were previously expended. Doing so does not provoke attacks of opportunity.

Stances Known

You begin play with knowledge of one 1st-level stance from any discipline open to you. Unlike maneuvers, stances are not expended, and you do not have to ready them. All the stances you know are available to you at all times, and you can change the stance you currently use as a bonus action. Unlike with maneuvers, you cannot learn a new stance at higher levels in place of one you already know.

Quick to Act

Starting at 5th level, you gain a +2 bonus when you roll initiative. This bonus increases by 1 at 10th, 15th, and 20th level.

Ability Score Increase

When you reach 4th level, and again at 8th, 12th 16th, and 20th 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 7th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. The number of attacks increases to three when you reach 14th level in this class.

AC Bonus

Starting at 10th level, you can add your Wisdom modifier as a bonus to Armor Class, so long as you wear light armor, are unencumbered, and do not use a shield. You lose this bonus when you are immobilized or helpless.

Superior Critical

Starting at 15th level, your weapon attacks score a critical hit on a roll of 18-20.

Combat Precision

At 20th level, you have gained an extraordinary amount of control over your weapons, able to notice the slighest opening and take full advantage of it. The first time you make a critical hit in a round, you may initiate a maneuver, even if the critical hit was made during another maneuver. This second maneuver is executed after the damage is dealt by the first maneuver. A maneuver initiated this way must only have a single initiation action. Once you initiate this second bonus maneuver in a round, you may not do so again for the duration of the round.

Warblade

A warblade is a front-line melee combatant, much like a barbarian or fighter. He engages his enemies toe to toe and defeats them through skill at arms and unmatched mastery of combat, outlasting even the hardiest of foes.

Study Proficiencies

  • Saving Throws: Constitution and Intelligence
  • Skills: Choose two from Athletics, Intimidation, Persuasion, Insight, Perception

Study Equipment

You start with the following equipment, in addition to the equipment granted by your background:

  • (a) chain shirt or (b) leather
  • (a) a martial weapon and a shield or (b) two martial weapons
  • (a) a dungeoneer's pack or (b) explorer's pack

Maneuvers

You begin your career with knowledge of three martial maneuvers. The disciplines available to you are Diamond Mind, Iron Heart, Stone Dragon, Tiger Claw, and White Raven. Once you know a maneuver, you must ready it before you can use it (see Maneuvers Readied, below).You do not provoke attacks of opportunity when you initiate a maneuver.

You learn additional maneuvers at higher levels, as shown on the above table. You must meet a maneuver’s prerequisite to learn it. Upon reaching 4th level, and at every even-numbered warblade level after that, you can choose to learn a new maneuver in place of one you already know. In effect, you lose the old maneuver in exchange for the new one. You can choose a new maneuver of any level you like, as long as you observe your restriction on the highest-level maneuvers you know; you need not replace the old maneuver with a maneuver of the same level.

Maneuvers Readied

When you initiate combat, you may choose two maneuvers to have readied at level 1, and as you advance in level and learn more maneuvers, you are able to change which maneuvers are readied by exercising for 5 minutes. The maneuvers you choose remain readied until you decide to exercise again and change them.

You begin an encounter with all your readied maneuvers unexpended, regardless of how many times you might have already used them since you chose them. When you initiate a maneuver, you expend it for the current encounter, so each of your maneuvers can be used once per encounter unless you recover them. You can recover all expended maneuvers with a single bonus action, which must be immediately followed in the same round with a melee attack, or using your action to do nothing else in the round (such as executing a quick, harmless flourish with your weapon). You can not initiate a maneuver or change your stance while your are recovering your expended maneuvers, but you can remain in a stance in which you began your turn.


Stances Known

You begin play with knowledge of one 1st-level stance from any discipline open to you. Unlike maneuvers, stances are not expended, and you do not have to ready them. All the stances you know are available to you at all times, and you can change the stance you currently use as a bonus action. Unlike with maneuvers, you cannot learn a new stance at higher levels in place of one you already know.

Hardiness

At each level, when you increase your maximum hit points, increase them by 2 more.

Ability Score Increase

When you reach 4th level, and again at 8th, 12th 16th, and 20th 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.

Battle Ardor

Beginning at 5th level, your sheer love of battle lends uncanny strength to your blows. You score critical hits on rolls of 19 as well as 20.

Extra Attack

Beginning at 7th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. The number of attacks increases to three when you reach 14th level in this class.

Battle Skill

Starting at 10th level, you anticipate your enemies' ploys and tactics. You gain a bonus equal to your Intelligence bonus on saving throws made during combat.

Battle Alertness

Starting at 15th level, you cannot be flanked or sneak-attacked, and you can react to opponents on opposite sides of you as easily as you can a single attacker.

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 Disciplines

Each maneuver belongs to one of nine commonly practiced martial disciplines. The maneuvers in a disciplone are loosely linked by common effects, philosophies, or functions. The second line of a maneuver or stance description provides the name of the relevant discipline, along with its type.

Just like maneuver names, the names of martial disciplines vary wildly 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 Wakeul Dreamer philosophy.

Each discipline is tied to a skill that might be useful in the execution of some of its maneuvers. In addition, various weapons lend themselves to the philosophy or maneuvers of difference disciplines.

The nine disciplines include the following.

Desert Wind

Speed and mobility are the hallmarks of the Desert Wind discipline. Desert Wind maneuvers often involve blind 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 his foes with fire.

The key skill for Desert Wind maneuvers is Athletics. Weapons associated with Desert Wind include the scimitar, light hammer, war pick, and spear.

Devoted Spirit

Faith, piety, and purity of body and mind are the wellspring of a warrior's true power. Devoted Spirit Maneuvers harness a practitioner's spiritual strength and her 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 glaive, morningstar, longsword, and maul.

Diamond Mind

True quickness lies in the mind, not the body. A student of the Diamond Mind discipline seeks to hone his perceptions and discipline his thoughts so that he 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 be inevitably defeated in the realm of the physical as well.

Insight is the key skill for Diamond Mind. The rapier, spear, pike, and trident as 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 her 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 Athletics, since a perfect understanding of motion is essential to maneuvers in this discipline. The greatsword, handaxe, longsword, and halberd 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 her enemies. Therefore, this discipline includes maneuvers that use an adversary's power and speed against him. Setting Sun maneuvers include throws and imitative strikes. The higest form of the Setting Sun requires an adept to empty herself 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, and unarmed strike.

Shadow Hand

Never show an adversary what he expects 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 he is in danger. Because the study of deceit as a philosophy often leads into darker practices, some Shadow Hand maneuvers employ the supernatural cold and darkness of pure shadow.

The key skill for the Shadow Hand discipline is Stealth. Shadow Hand associated weapons include the dagger, short sword, 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 greatsword, greataxe, warhammer, and greatclub.

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 Acrobatics is the key skill for this discipline. The handaxe, sickle, glaive, 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 battlecries 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, battleaxe, warhammer, greatsword, and halberd.

Maneuvers

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 his life energy or other source of power, and unleash it through his melee attacks. A crusader who draws a deep breath, shouts an invocation to his 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 your turn. A bonus always requires a bonus action, usually allowing you to inititate it before unleashing an attack 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 struck in battle. If a boost affects your attacks, it applies to all of your attacks for the round in which it was initiated, but its effect ends at the end of your turn. A boost's effect applies for its duration, no matter which weapon you might wield in that round. Even if you switch weapons in the middle of your turn, 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 mintaur'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 him. Counters are usually reactions that you attempt during a foe's turn. Usually your opponent must make a specific action, such as 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 an attack 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 effects of the strike. When making a strike, you use your proficiency 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 gains you additional benefits. You do not multiply extra damage from a strike with a successful critical hit. You treat is 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, effects, or abilities that grant you extra attacks when making a strike (such as the haste spell or extra attack feature). You cannot combine special attacks, such as sunder or bull rush with strikes, even if you have feats that much such special attacks more potent. However, some strikes enable you to make special atacks as part of their initiation; see the specific maneuver descriptions below for details.

Stance: A stance is not truly 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 adept of the Shadow Hand sachool who creates a concealing shroud of shadow energy while she moves is using a stance.

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

You can use a single bonus action to end one stance and behin 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 -- and then use your bonus action to switch to a stance that gives a bonus to your 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 higher level maneuvers, or qualifying for prestige classes or feats. For example, if a Stone Dragon maneuver requires you to know one Stone Dragon maneuver, and you know the stonefoot stance (a 1st level Stone Dragon stance), you qualify to take the higher-level maneuver.

Maneuvers and Stances by Level

1st Level

Desert Wind

Burning Brand: Boost -- Gain +5ft. reach, deal fire damage.
Blistering Flourish: Strike -- Dazzle creatures around you. Distracting Ember: Boost -- Fire elemental appears, flanks enemy.
Flame's Blessing: Stance -- Gain fire resistance.
Wind Stride: Boost -- +20ft. bonus to movement.

Devoted Spirit

Crusader's Strike: Strike -- Successful attack allows you to heal 1d6 + 1/initiator level.
Iron Guard's Glare: Stance -- Enemies take attack your allies at disadvantage.
Martial Spirirt: Stance -- Heal 2 hit points with each successful attack.
Vanguard Strike: Strike -- Allies attack foe with advantage.

Diamond Mind

Moment of Perfect Mind: Counter -- Use Insight check in place of Charisma saving throw.
Sapphire Nightmare Blade: Strike -- Opponent is attacked at advantage with successful Insight check. Stance of Clarity: Stance -- Gain advantage against one foe, others gain advantage against you.

Iron Heart

Punishing Stance: Stance -- Attacks deal +1d6 damage, but you have -2 to AC.
Steely Wind: Strike -- Make two melee attacks on different foe's.
Steely Strike: Strike -- Advantage against one foe, all other foe's attack you at advantage.

Setting Sun

Counter Charge: Counter -- Dodge a foe who moves before attacking you, and push them away.
Mighty Throw: Strike -- Grab a foe, throw him up to 10 ft. away.
Step of the Wind: Stance -- Ignore difficult terrain, gain advantage against foes in such terrain.

Shadow Hand

Child of Shadow: Stance -- You are attacked at disadvantage as long as you move.
Clinging Shadow Strike: Strike -- Foe attacks at disadvantage.
Island of Blades: Stance -- You and allies flank all adjacent foes.
Shadow Blade Technique: Strike -- Roll two attacks, use lower result to deal bonus damage.


Stone Dragon

Charging Minotaur: Strike -- Charging bull rush deals damage, ignores attacks of opportunity.
Stone Bones: Strike -- Gain some nonmagical damage resistances.
Stonefoot Stance: Stance -- Advantage on attacks, and disadvantage against you against larger foes.

Tiger Claw

Blood in the Water: Stance -- Roll additional attack and damage die for each critical hit.
Hunter's Sense: Stance -- Track foe by smell.
Sudden Leap: Boost -- Jump as a bonus action.
Wolf Fang Strike: Strike -- Attack with two weapons.

White Raven

Bolstering Voice: Stance -- Allies roll mental saving throws at advantage.
Douse the Flames: Strike -- Target cannot make attacks of opportunity for 1 round.
Leading the Attack: Strike -- Allies attack target at advantage for 1 round.
Leading the Charge: Stance -- Allies deal +1 damage/initiator level and attack at advantage.

2nd Level

Desert Wind

Burning Blade: Boost -- Deal 1d6 fire + 1/initiator level.
Fire Riposte: Counter -- Counter foe's attack with fiery touch that deals 4d6 damage.
Flashing Sun: Strike -- Gain extra attack.
Hatchling's Flame: Strike -- Cone deals 4d6 fire damage.

Devoted Spirit

Foehammer: Strike -- Overcome foe's resistance, deal +2d6 damage.
Shield Block: Counter -- Grant shield bonus +4 as AC bonus to ally.

Diamond Mind

Action Before Thought: Counter -- Use Insight check in place of Dexterity saving throw.
Emerald Razor: Strike -- Turn melee strike into easier to hit attack.

Iron Heart

Disarming Strike: Strike -- With successful attack, attempt to disarm foe.
Wall of Blades: Counter -- Replace AC with attack roll result.

Setting Sun

Baffling Defense: Counter -- Use Insight check to dodge attack.
Clever Positioning: Strike -- Swap positions with target of attack.

Shadow Hand

Cloak of Deception: Boost -- Turn invisible until the end of your turn.
Drain Vitality: Strike -- Attack deals 2 points on Constitution damage.
Shadow Jaunt: -- Teleport 50 ft. through shadows as an action.

Stone Dragon

Mountain Hammer: Strike -- Deal +2d6 damage, overcome damage resistance or immunity.
Stone Vise: Strike -- Deal +2d6 damage, attack immobilizes creature.

Tiger Claw

Claw at the Moon: Strike -- Make Acrobatics check, deal +2d6 damage.
Rabid Wolf Strike: Strike -- Attack at advantage, deal +2d6 damage, attacked at advantage.

White Raven

Battle Leader's Charge: Strike -- No attacks of opportunity while charging, deal +10 damage.
Tactical Strike: Strike -- Deal +2d6 damage, adjacent allies move 5 ft.

3rd Level

Desert Wind

Death Mark: Strike -- Enemy takes extra fire damage and explodes in a fiery spread.
Fan the Flames: Strike -- Ranged touch attack deals 6d6 fire damage.
Holocaust Cloak: Stance -- Attackers take 2d4 fire damage.
Zephyr Dance: Counter -- +4 AC against single attack.

Devoted Spirit

Defensive Rebuke: Boost -- Foes you strike must attack you or provoke attacks of opportunity.
Revitalizing Strike: Strike -- Successful attak allows you to heal 3d6 + 1/initiator level.
Thicket of Blades: Stance -- Any movement provokes attacks of opportunity from you.

Diamond Mind

Insightful Strike: Strike -- Use Insight check to determine damage.
Mind Over Body: Counter -- Use Insight check in place of Constitution saving throw.
Pearl of Black Doubt: Stance -- Attacks against you are made at disadvantage when a foe misses.

Iron Heart

Absolute Steel Stance: Stance -- +10ft. bonus to speed, attacks against you at disadvantage if you move.
Exorcism of Steel: Strike -- Strike opponent's weapon, it deals half damage.
Iron Heart Surge: -- Remove effect, gain advantage on attacks.


Setting Sun

Devastating Throw: Strike -- Grab foe, throw him using leverage, strength.
Feigned Opening: Counter -- As a reaction, provoke an attack, then counter.
Giant Killing Style: Stance -- Advantage on attacks and increased damage against larger foes.

Shadow Hand

Assassin's Stance: Stance -- Gain sneak attack +2d6.
Dance of the Spider: Stance -- You climb walls like a spider.
Shadow Garrote: Strike -- Ranged attack deals 5d6 points of damage.
Strength Draining Strike: Strike -- Your attack deals 4 points of Strength damage.

Stone Dragon

Bonecrusher: Strike -- Deal +4d6 damage, vulnerable to physical damage.
Crushing Weight of the Mountain: Stance -- Constrict for 2d6+twice your Strength bonus when grappling.
Roots of the Mountain: Stance -- Threaten your area at advantage, resist slashing and bludgeoning. Must remain in one spot.
Stone Dragon's Fury: Strike -- Deal +5d6 damage against objects, constructs.

Tiger Claw

Flesh Ripper: Strike -- Foe's attacks with and is attack at disadvantage.
Leaping Dragon Stance: Stance -- +10 feet on Acrobatics checks to jump, always considered running for jumps.
Soaring Raptor Strike: Strike -- Attack larger foe from above at advantage, deal +6d6 damage.
Wolverine Stance: Stance -- Use any weapons while grappled.

White Raven

Lion's Roar: Boost -- Defeat enemy, allies deal +5 damage.
Tactics of the Wolf: Stance -- You and allies deal +1 damage/2 initiator levels against flanked target.

4th Level

Desert Wind

Firesnake: Strike -- Stream of fire twists around corners.
Searing Blade: Boost -- Attacks deal +3d6+1/initiator level fire damage.
Searing Charge: Strike -- Fly while charging, deal +5d6 fire damage.

Devoted Spirit

Divine Surge: Strike -- Deal +8d8 damage.
Entangling Blade: Strike -- Deal +2d6 damage, target has -20ft. penalty to speed.

Diamond Mind

Bounding Assault: Strike -- Double move and attack.
Mind Strike: Strike -- Attack deals 1d4 Charisma damage.
Ruby Nightmare Blade: Strike -- Attack deals double damage with successful Insight check.

Iron Heart

Lightning Recovery: Counter -- Reroll an attack that misses with advantage.
Mithral Tornado: Strike -- Make attacks against adjacent foe, advantage on each attack.

Setting Sun

Comet Throw: Strike -- Grab foe, throw him using leverage, strength.
Strike of the Broken Shield: Strike -- Attack deals +4d6 damage, attacks against target at advantage.

Shadow Hand

Hand of Death: Strike -- Touch renders foe paralyzed for 1d4 rounds.
Obscuring Shadow Veil: Strike -- Deal +5d6 damage and foe attacks at disadvantage for 3 rounds.

Stone Dragon

Bonesplitting Strike: Strike -- Attack deals 2 Constitution damage.
Boulder Roll: Boost -- Knock foes over as you pass. Overwhelming Mountain Strike: Strike -- Deal +2d6 damage, target loses move action.

Tiger Claw

Death From Above: Strike -- Leap into the air, attack foe from above, deal +4d6 damage.
Fountain of Blood: Boost -- Defeat foe, cause fear in enemies.

White Raven

Covering Strike: Boost -- Every opponent you strike cannot make attacks of opportunity for 3 rounds.
White Raven Strike: Strike -- Deal +4d6 damage, target is attacked at advantage.

5th Level

Desert Wind

Dragon's Flame: Strike -- Cone deals 8d6 fire damage.
Leaping Flame: Counter -- Teleport adjacent to foe who attacks you.
Lingering Inferno: Strike -- Deal +4d6 fire damage, and target takes 4d6 fire damage per round for 3 rounds.

Devoted Spirit

Daunting Strike: Strike -- Target of attack becomes shaken, has disadvantage for 1 minute.
Doom Charge: Strike -- Charge attack deals extra damage against good, you gain resistance to damage.
Law Bearer: Strike -- Deal +4d6 damage, +8 attack against chaotic enemy, enemy's attack at disadvantage.
Radiant Charge: Strike -- Deal +6d6 damage against evil foes, you gain resistance to damage.
Tide of Chaos: Strike -- Deal +4d6 damage against law, enemy's attack at disadvantage.


Diamond Mind

Disrupting Blow: Strike -- Successful attack causes foe to be unable to act for 1 round.
Hearing the Air: Stance -- Gain blindsense 30 ft., advantage on Perception checks.
Rapid Counter: Counter -- Strike opponent who provokes attack from you.

Iron Heart

Dancing Blade Form: Stance -- +5ft. reach during your turn.
Dazing Strike: Strike -- Melee attack dazes your opponent.
Iron Heart Focus: Counter -- Reroll a saving throw.

Setting Sun

Mirrored Pursuit: Counter -- You match opponent's movement.
Shifting Defense: Stance -- 5-ft. step with each missed attack against you.
Soaring Throw: Strike -- Grab foe, throw him using leverage, strength.
Stalking Shadow: Counter -- Move into foes space and try to stop him as he tries to move away from you.

Shadow Hand

Bloodletting Strike: Strike -- Strike deals 4 Constitution damage.
Shadow Stride: -- Teleport 50 ft. through shadows as movement.
Step of the Dancing Moth: Stance -- Float over the ground, ignore surface effects.

Stone Dragon

Elder Mountain Hammer: Strike -- Deal +6d6 damage, overcome resistance or immunity.
Giant's Stance: Stance -- Deal damage as if you are one size category larger.
Mountain Avalanche: Strike -- Gain ability to trample foes.

Tiger Claw

Dancing Mongoose: Boost -- Make one extra attack with each weapon (max of two extra attacks).
Pouncing Charge: Strike -- Charge and make multiple attacks.

White Raven

Flanking Maneuver: Strike -- Hit flanked target, allies gain free attack.
Press the Advantage: Stance -- Move 10 ft. without provoking attacks of opportunity instead of normal.
White Raven Tactics: Boost -- Allies initiative changes, they can partially act again.

6th Level

Desert Wind

Desert Tempest: Strike -- Attack foes as you move by them.
Fiery Assault: Stance -- Melee attacks deal +1d6 fire damage + 1d6/5 initiator levels.
Ring of Fire: Strike -- Surround foes with burning flame.

Devoted Spirit

Aura of Chaos: Stance -- Reroll and add maximum damage dice.
Aura of Perfect Order: Stance -- Treat d20 results as 11.
Aura of Triumph: Stance -- You and allies heal 4 points with each attack against evil.
Aura of Tyranny: Stance -- Drain hit points from your allies.
Rallying Strike: Strike -- Successful attack allows you to heal 3d6 + 1/initiator level in 30-ft. burst.

Diamond Mind

Greater Insightful Strike: Strike -- Use double Insight check to determine damage.
Moment of Alacrity: Boost -- Gain +20 bonus on initiative during battle.

Iron Heart

Iron Heart Endurance: Boost -- Heal hit points equal to two times your level.
Manticore Parry: Counter -- Deflect attack and redirect it against your opponent.

Setting Sun

Ballista Throw: Strike -- Throw foe in 60-ft. line, deal 6d6 damage to all in area.
Scorpion Party: Counter -- Parry attack into second opponent.

Shadow Hand

Ghost Blade: Strike -- Use lower of two attacks to deal extra damage.
Shadow Noose: Strike -- Ranged touch attack deals 8d6 damage and might stun target.
Stalker in the Night: Strike -- Move and attack while remaining hidden.

Stone Dragon

Crushing Vise: Strike -- Deal +5d6 damage, attack immobilizes creature.
Iron Bones: Strike -- Gain immunity to physical damage.
Irresistible Mountain Strike: Strike -- Deal +6d6 damage, target loses action.

Tiger Claw

Rabid Bear Strike: Strike -- Attack at advantage, deal +10d6 damage, attacked at disadvantage.
Wolf Climbs the Mountain: Strike -- Enter larger foe's space, deal +5d6 damage, they attack you at disadvantage.

White Raven

Order Forged From Chaos: -- Allies move up to their speed during your turn.
War Leader's Charge: Strike -- No attacks of opportunity while charge, deal +35 damage.

7th Level

Desert Wind

Inferno Blade: Boost -- Melee attacks deal +3d6 fire damage + 2/initiator level.
Salamander Charge: Strike -- Charge and create trail of fire.


Devoted Spirit

Castigating Strike: Strike -- Deal +8d6 damage and trigger area blast.
Shield Counter: Counter -- Shield bash cancels foe's attack.

Diamond Mind

Avalanche of Blades: Strike -- With each attack that hits, make additional attacks with worse disadvantage.
Quicksilver Motion: Boost -- Use your bonus action to move.

Iron Heart

Finishing Move: Strike -- Gain extra damage against weakened foe.
Scything Blade: Boost -- Strike one foe, free attack against another.

Setting Sun

Hydra Slaying Strike: Strike -- Foe is unable to use any extra attacks they may have access to.

Shadow Hand

Death in the Dark: Strike -- Deal +15d6 damage to surprised target.
Shadow Blink: -- Teleport 50 ft. through shadows as a bonus action.

Stone Dragon

Ancient Mountain Hammer: Strike -- Deal +12d6 damage, overcome resistance or immunity.
Colossus Strike: Strike -- Strike deals +6d6 damage, knocks opponent backward.

Tiger Claw

Hamstring Attack: Strike -- Attack deals 1d8 Dexterity damage, foes speed has -10 penalty.
Prey on the Weak: Stance -- Attack of opportunity with each foe that drops.
Swooping Dragon Strike: Strike -- Jump over the foe, deal +10d6 damage, stun.

White Raven

Clarion Call: Boost -- If you drop a foe, allies within 60ft. can make free attack or move up to their speed.
Swarming Assault: Strike -- Allies make free attacks against foes you strike.

8th Level

Desert Wind

Rising Phoenix: Stance -- Hover on column of super-heated air.
Wyrm's Flame: Strike -- Cone of fire deals 12d6 fire damage.

Devoted Spirit

Greater Divine Surge: Strike -- Deal +6d8 damage, also gain +1 on attacks and deal +2d8 damage per point of Constitution damage you voluntarily take.
Immortal Fortitude: Stance -- You cannot die due to hit point damage.

Diamond Mind

Diamond Defense: Counter -- Gain save bonus equal to your level.
Diamond Nightmare Blade: Strike -- Attack deal quadruple damage with successful Insight check.
Stance of Alacrity: Stance -- Gain extra counter each round.

Iron Heart

Adamantine Hurricane: Strike -- Two attacks against each adjacent foe, advantage on each attack.
Lightning Throw: Strike -- Use melee attack as a line attack.
Supreme Blade Parry: Stance -- Gain resistance to physical damage.

Setting Sun

Fool's Strike: Counter -- Reflect foe's attack.
Ghostly Defense: Stance -- Enemies hit target of your choice when they have disadvantage on you.

Shadow Hand

Balance on the Sky: Stance -- Walk on air.
Enervating Shadow Strike: Strike -- Target of strike has maximum hit points reduced.
One With Shadow: Counter -- Become incorporeal for 1 round.

Stone Dragon

Adamantine Bones: Strike -- Gain immunity to damage.
Earthstrike Quake: Strike -- Local quake knocks enemies prone.
Strength of the Stone: Stance -- Take reduced damage.

Tiger Claw

Windmill Flesh Rip: Boost -- Gain ability to rend with successful attacks.
Raging Mongoose: Boost -- Make two extra attacks with each weapon carried (max four extra attacks).
Wolf Pack Tactics: Stance -- Free 5-ft. step on attacks against enemy adjacent to you.

White Raven

Swarm Tactics: Stance -- Allies gain advantage and +1 damage/initiator level against enemies adjacent to you.
White Raven Hammer: Strike -- Deal +8d6 damage, stun opponent for 2 rounds.

9th Level

Desert Wind

Inferno Blast: Strike -- Burst of fire deals 30d6 points of damage.

Devoted Spirit

Strike of Righteous Vitality: Strike -- Successful attack heals you or ally for 150 points.

Diamond Mind

Time Stands Still: Strike -- You make two attack actions.

Iron Heart

Strike of Perfect Clarity: Strike -- Deal +100 damage on a single attack.


Setting Sun

Tornado Throw: Strike -- Move and throw foes repeatedly.

Shadow Hand

Five-Shadow Creeping Ice Ennervation Strike: Strike -- Channel shadow into target, causing hp damage, ability damage, and other effects.

Stone Dragon

Tombstone Mountain Strike: Strike -- Attack deals 2d6 Constitution damage.

Tiger Claw

Feral Death Blow: Strike -- Leap upon foe, slay him with a single strike.

White Raven

War Master's Charge: Strike -- You and allies charge, no attacks of opportunity, deal extra damage, stun.

Desert Wind


Blistering Flourish (Strike)
Level: Swordsage 1
Initiation: 1 action
Range: 30 ft.
Area: 30-ft.-radius burst centered on you
Duration: 1 minute
Saving Throw: Constitution negates

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 manuever's area must make a Constitution saving throw of DC equal to 8 + Wisdom bonus + proficiency or have disadvantage on attack rolls for 1 minute.


Burning Brand (Boost) [Fire]
Level: Swordsage 1
Initiation: 1 bonus action
Range: Personal
Target: You
Duration: End of turn

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. You still gain all the normal benefits from a high Strength score, feats, and other effects that increase your melee damage. You otherwise attack with your weapon as normal.


Burning Blade (Boost) [Fire]
Level: Swordsage 2
Initiation: 1 bonus action
Range: Personal
Target: You
Duration: End of turn

Your blade bursts into flame as it sweeps toward your foe in 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. For the rest of your turn, your melee attacks deal an extra 1d6 points of fire damage + 1 point per initiator level (max 10).


Death Mark (Strike) [Fire]
Level: Swordsage 3
Initiation: 1 action
Range: Melee attack
Area: variable spread; see text
Duration: Instantaneous
Saving Throw: Dexterity half; see text

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

When you use this strike, you channel overwhelming fiery energy into the body of your foe. In addition to dealing normal melee damage with your attack, you cause fire to erupt from your enemy's body in a spread. The radius of the spread is determined by the size of the target creature. A small creature causes a 5 ft. radius, increasing to 10 ft. for a medium creature, and increasing by 10 ft. from there for each size category above medium. All creatures in the area, including your enemy take 6d6 points of fire damage, with a Dexterity save of DC 8 + Wisdom bonus + proficiency for half. This radius is centered on the creature's position.


Desert Tempest (Strike)
Level: Swordsage 6
Prerequisite: Two Desert Wind maneuvers
Initiation: 1 action and movement
Range: Personal
Target: You

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

As part of this maneuver, you move up to your speed. Each time you exit a square adjacent to an enemy, you can first make a single melee attack against that foe. You cannot attack a single enemy more than once with this maneuver. Your movement provokes attacks of opportunity as normal.


Distracting Ember (Boost)
Level: Swordsage 1
Initiation: 1 bonus action
Range: 30 ft.
Effect: One summoned fire elemental
Duration: End of turn

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

This boost allows you to conjure a small fire elemental to threaten your enemy, granting you and all allies advantage against that opponent. You can use this ability to place the elemental in any space within range. The elemental remains until the end of your current turn. It threatens all creatures within its reach. It takes no actions or attacks of opportunity during your turn.


Dragon's Flame (Strike) [Fire]
Level: Swordsage 5
Prerequisite: Two Desert Wind maneuvers Initiation: 1 action
Range: 30 ft.
Area: Cone
Duration: Instantaneous
Saving Throw: Dexterity half

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 his studies, he learns to stoke raging fires with his ki. This maneuver allows you to generate a gout of fire similar ot a dragon's burning breath. With this maneuver, you blast forth a cone of fire that deals 8d6 points of fire damage to everything in the area. Creatures in the area can attempt Dexterity saves of DC 8 + Wisdom bonus + proficiency for half damage.


Fan the Flames (Strike) [Fire]
Level: Swordsage 3
Prerequisite: One Desert Wind maneuver
Initiation: 1 action
Range: 30 ft.
Target: One creature

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 his 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. If you make a successful ranged touch attack, your target takes 6d6 points of fire damage.


Fiery Assault (Stance) [Fire]
Level: Swordsage 6
Prerequisite: Two Desert Wind maneuvers
Initiation: 1 bonus action
Range: Personal
Target: You
Duration: Stance

Fire dances along your arms and across your weapon, lending burning energy to every attack you make.

While you are in this stance, every melee attack you make deals an extra 1d6 points of fire damage +1d6 per five initiator levels.


Fire Riposte (Counter) [Fire]
Level: Swordsage 2
Prerequisite: One Desert Wind maneuver
Initiation: 1 reaction
Range: Personal
Target: You
Duration: Instantaneous

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 or natural weapon, you can use this maneuver to give yourself the ability to make an immediate melee touch attack. If your attack hits, your target takes 4d6 points of fire damage.


Firesnake (Strike) [Fire]
Level: Swordsage 4
Prerequisite: Two Desert Wind maneuvers
Initiation: 1 action
Range: 60 ft.
Area: Special
Duration: Instantaneous
Saving Throw: Dexterity half

You drive your weapon into the ground, casuing 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 inititate 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 firesnake can bend and twist to hit your foes. A firesnake starts in an adjacent squres. It can move up to 60 feet each round. It can move out of your line of sight or line of effect, but you gain no special knowledge of the area it moves into. This fire lasts until you choose to dispel it, as a bonus action.

If a firesnake moves into a creature's space, that creature takes 2d6 points of fire damage per two initiator levels, with a Dexterity save of DC 8 + Wisdom bonus + proficiency for half damage. A creature can only take damage from the firesnake once in a single round. It makes the saving throw and takes damage the first time that the firesnake touches it. After that, the firesnake has no effect on that creature for the remainder of the round. These creature's can be damaged again in subsequent rounds if they remain adjacent to the firesnake.

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


Flame's Blessing (Stance) [Fire]
Level: Swordsage 1
Initiation: 1 bonus action
Range: Personal
Target: You
Duration: Stance

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

You gain some resistance to fire as long as you remain in this stance. If you are proficient in Athletics, you are resistant to fire. If your initiator level is 15 or greater, you are instead immune to fire.


Flashing Sun (Strike)
Level: Swordsage 2
Prerequisite: One Desert Wind maneuver
Initiation: 1 action and movement
Range: Personal
Target: You

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

Flashing sun allows you to make an additional melee attack during this round. As part of this maneuver, you attack with any extra attacks you may have, however you can make one additional attack this round. Attacks made this way can not be rolled with advantage, though any instances of advantage granted can remove an instance of disadvantage as usual.


Hatchling's Flame (Strike) [Fire]
Level: Swordsage 2
Prerequisite: One Desert Wind maneuver
Initiation: 1 action
Range: 30 ft.
Area: Cone
Duration: Instantaneous
Saving Throw: Dexterity half

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 maneuever 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 4d6 points of fire damage. Creatures in the area can attempt Dexterity saves of DC 8 + Wisdom bonus + proficiency for half damage.


Holocaust Cloak (Stance) [Fire]
Level: Swordsage 3
Prerequisite: One Desert Wind maneuver
Initiation: 1 bonus action
Range: Personal
Target: You
Duration: Stance

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. An adjacent opponent that makes a melee attack against you while you are in this stance takes 2d4 points of fire damage. Your holocaust cloak does not harm a creature using a reach weapon to attack you.


Inferno Blade (Boost) [Fire]
Level: Swordsage 7
Initiation: 1 bonus action
Range: Personal
Target: You
Duration: End of turn

A blinding light flashes from your weapon, and for a split second, it transforms into burning magma.

You convert your ki into fiery energy, allowing it to flow down your arms and across your weapon. Until the end of your turn, your melee attacks deal an extra 3d6 points of fire damage + 2 points per initiator level (max 30).


Inferno Blast (Strike) [Fire]
Level: Swordsage 9
Prerequisite: Five Desert Wind maneuvers
Initiation: 1 action and movement
Range: 60 ft.
Area: 60-ft.-radius burst centered on you
Duration: Instantaneous
Saving Throw: Dexterity half

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

Only true masters of the Desert Wind school are capable of unleahsing an inferno blast. You focus your internal ki into a blinding hot burst of fire that deals 30d6 points of fire damage to all creatures in the area. This damage overcomes both resistance and immunity to fire, as well as damage resistance. You are not harmed by your own inferno blast. Creatures in the area can attempt Dexterity saves of DC 8 + twice your Wisdom bonus + proficiency for half damage.


Leaping Flame (Counter) [Teleport]
Level: Swordsage 5
Prerequisite: Two Desert Wind maneuvers
Initiation: 1 reaction
Range: Personal
Target: You
Duration: Instantaneous

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 him.

You instantly appear in a squre adjacent to a creature that attacks you with a melee or ranged attack, after resolving the enemies attack. You cannot move into a space that is occurpied 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.


Lingering Inferno (Strike) [Fire]
Level: Swordsage 5
Prerequisite: Two Desert Wind maneuvers
Initiation: 1 action
Range: Melee attack
Target: One creature
Duration: 3 rounds; see text

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

You make a single melee attack that deals an extra 4d6 points of fire damage. In addition, if your strike hits, the flames upon your weapon bind to the target, which takes an extra 4d6 points of fire damage each round at the start of its turn for 3 rounds.


Ring of Fire (Strike) [Fire]
Level: Swordsage 6
Prerequisite: Two Desert Wind maneuvers
Initiation: 1 action and movement
Range: Special; see text
Area: Special; see text
Saving Throw: Dexterity half

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 continou, 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 take 12d6 points of fire damage, with a Dexterity save of DC equal to 8 + your Wisdom bonus + proficiency for half damage. The inferno erupts the first time you form a closed area. You cannot create multiple areas in one move.


Rising Phoenix (Stance) [Fire]
Level: Swordsage 8
Prerequisite: Three Desert Wind maneuvers
Initiation: 1 bonus action
Range: Personal
Target: You
Duration: Stance

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

A column of massively heated air lifts you into the air. While you are in this stance, you gain a fly speed equal to your land speed, with perfect maneuverability. If you hover in place and attack, the column of air becomes superheated, dealing 3d6 points of fire damage to creatures adjacent to or within the column, including creatures adjacent to your square. You are not harmed by this effect.

You may also choose to spend your action and movement to make a sweeping run, no more than 10 ft. over a surface. If you do, you move up to your movement, and all creatures below you, adjacent to your path, take 4d6 points of fire damage. You are not harmed by this effect.


Salamander Charge (Strike) [Fire]
Level: Swordsage 7
Prerequisite: Three Desert Wind maneuvers
Initiation: 1 action and movement
Range: Special
Area: One 5-ft. square per 5 ft. of movement
Duration: Instantaneous; 5 rounds; see text

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

As part of this maneuver, you must charge an opponent, moving up to double your movement. Gain advantage on your attack roll and opponents gain advantage against you until the end of your turn. Your salamander charge 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 if you are proficient in Athletics.

When you initiate a salamander charge, a wall of shimmering spectral fire appears in each of the squares 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 occupying a square adjacent to 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, as 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.


Searing Blade (Boost) [Fire]
Level: Swordsage 4
Prerequisite: Two Desert Wind maneuvers Initiation: 1 bonus action
Range: Personal
Target: You
Duration: End of turn

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 weapons. Until the end of your turn, your melee attacks deal an extra 3d6 points of fire damage + 1 points per intiator level.


Searing Charge (Strike) [Fire]
Level: Swordsage 4
Prerequisite: One Desert Wind maneuver
Initiation: 1 action and movement
Range: Personal
Target: You
Duration: Instantaneous

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

As part of this maneuver; you must charge an opponent, moving up to double your movement in a straight line. You can the ability to fly at your base land speed with perfect maneuverability while charging. Gain advantage on your attack roll and opponents gain advantage against you until the end of your turn. On a successful hit, you deal an extra 5d6 points of fire damage to the target of your choice.


Wind Stride (Boost) [Fire]
Level: Swordsage 1
Initiation: 1 bonus action
Range: Personal
Target: You
Duration: End of turn

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. Until the end of your turn, you gain a +20-ft. enhancement bonus to your land speed.


Wyrm's Flame (Strike) [Fire]
Level: Swordsage 8
Prerequisite: Three Desert Wind maneuvers
Initiation: 1 action
Range: 30 ft.
Area: Cone
Duration: Instantaneous
Saving Throw: Dexterity half

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 philosophy 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 that deals 12d6 points of fire damage to all in its area. Creatures in the area can attempt a Dexterity saving throw of DC equal to 8 + your Wisdom bonus + proficiency for half damage.


Zephyr Dance (Counter)
Level: Swordsage 3
Prerequisite: One Desert Wind maneuver
Initiation: 1 reaction
Range: Personal
Target: You
Duration: Instantaneous

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 your nimbly dodge aside.

You gain a +4 dodge bonus to AC against a single attack. You can choose to use this maneuver after an opponent resolves his attack but before he determines damage.

Devoted Spirit


Aura of Chaos (Stance) [Chaos]
Level: Crusader 6
Prerequisite: Two Devoted Spirit maneuvers
Initiation: 1 bonus action
Range: Personal
Target: You
Duration: Stance

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 a 6 on a d6). When one or more of your damage dice show a maximum possible result, reroll each such die and idd its result to the original damage total. You can continue to reroll as long as a die shows its maximum possible result, adding each new number to the damage total until each die has shown less than a maximum result.


Aura of Order (Stance) [Law]
Level: Crusader 6
Prerequisite: Two Devoted Spirit maneuvers
Initiation: 1 bonus action
Range: Personal
Target: You
Duration: Stance

A perfect, hazy square of gold 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.


Aura of Triumph (Stance) [Good]
Level: Crusader 6
Prerequisite: Two Devoted Spirit maneuvers
Initiation: 1 bonus action
Range: Personal
Target: You
Duration: Stance

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 an ally within 10 feet of you both heal 4 points of damage with each successful melee attack either of you makes against an evil target.


Aura of Tyranny (Stance) [Evil]
Level: Crusader 6
Prerequisite: Two Devoted Spirit maneuvers
Initiation: 1 bonus action
Range: Personal
Target: You
Duration: Stance

A siclkly grey radiance surrounds you, sapping the strength of your allies and funneling it into you.

While you are in this stance, you drain hit points from your allies. At the end of your turn, you deal 2 points of damage to all allies within 10 feet. For each ally who takes damage this way, you heal 2 point of damage.


Castigating Strike (Strike)
Level: Crusader 7
Prerequisite: Two Devoted Spirit maneuvers
Initiation: 1 action
Range: Melee attack
Target: One creature
Area: 30-ft.-radius burst; see text
Duration: 1 minute
Saving Throw: Constitution partial; see text

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 and his alignment has at least one component different from yours, a blast of divine energy originates from your attack's point of impact. That target of this strike takes an extra 8d6 points of damage and must succeed on a Constitution saving throw of DC equal to 8 + your Charisma bonus + proficiency or have disadvantage on attack rolls for 1 minute.

All of your opponents within a 30-foot-radius burst of the target creature, including the struck creature, must succeed on a Constitution saving throw of the same DC as above or take 5d6 points of damage and have disadvantage on attack rolls for one minute. A Success on either of these saving throws results in half damage and negates the attack penalty.


Crusader's Strike (Strike)
Level: Crusader 1
Initiation: 1 action
Range: Melee attack
Target: One creature

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 whose alignment has at least one component different from yours. This foe must pose a threat to you or allies in some direct, immediate way. If your attack hits, you or an ally within 10 feet of you heals 1d6 points of damage + 1 point per initiator level (maximum +5).


Daunting Strike (Strike)
Level: Crusader 5
Prerequisite: One Devoted Spirit maneuver
Initiation: 1 action
Range: Melee attack
Target: One creature
Saving Throw: Charisma negates
Duration: 1 minute

You attack your foe with an overwhelming strike, hammering through his shield and armor to cleave into his flesh. This display of raw power causes him to stumble backward, fear in his eyes.

As part of this maneuver, you make a melee attack against an opponent you threaten. If this attack hits, your foe must make a Charisma saving throw with DC equal to 8 + your Charisma bonus + proficiency or allies have advantage on attacks against and he has disadvantage on attacks for 1 minute.


Defensive Rebuke (Boost)
Level: Crusader 3
Prerequisite: One Devoted Spirit maneuvers
Initiation: 1 bonus action
Range: Personal
Target: You
Duration: 1 round

You sweep your weapon in a wide, deadly arc. When your blows strike home, you send your foe tumbling back on the defensive. He must deal with you first, or leave himself open to your deadly counter.

Defensive rebuke allows you to excel at controlling the battlefield around you. Your enemies must pay heed to the threat you pose. If they ignore you in favor of attacking other targets, you take advantage of their lapses with a punishing counterattack.

Each enemy you strike after you initiate this maneuver becomes vulnerable to your attacks. If such an opponent attacks anyone other than you in melee for the duration of the maneuver, that attack provokes an attack of opportunity from you (each separate attack a target makes provokes an attack of opportunity, making this boost especially lethal if you can make multiple attacks of opportunity each round). Enemies you strike become aware of the consequences of the manuever.


Divine Surge (Strike)
Level: Crusader 4
Prerequisite: One Devoted Spirit maneuver
Initiation: 1 action
Range: Melee attack
Target: One creature

Your body shakes and spasms as unfettered divine energy courses into your does, devastating your enemy but leaving you drained.

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


Greater Divine Surge (Strike)
Level: Crusader 8
Prerequisite: Two Devoted Spirit maneuver
Initiation: 1 action and movement
Range: Melee attack
Target: One creature

A torrent of divine energy courses through you. With supreme force of will, you channel the energy into a single devastating attack even as it saps your mortal form.

As part of this maneuver, you make a single melee attack that deals an extra 8d8 points of damage. In addition, before making this melee attack, you can also decide to take a number of points of Constitution damage. For each point of Constitution damage you take, you gain advantage on the attack and deal an extra 2d8 points of damage. After using this maneuver, opponents have advantage against you until the start of your next turn.


Doom Charge (Strike) [Evil]
Level: Crusader 5
Prerequisite: One Devoted Spirit maneuver, evil alignment
Initiation: 1 action and movement
Range: Melee attack
Target: One creature
Duration: 1 round

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

As part of this maneuver, you must charge an opponent, moving up to double your movement in a straight line. Gain advantage on your attack roll and opponents gain advantage against you until the end of your turn. If your target is good-aligned, your attack deals an extra 6d6 points of damage. In addition, if your attack hits, and the target is good-aligned, you become wreathed in unholy energy. You gain resistance to all damage until the beginning of your next turn.


Entangling Blade (Strike)
Level: Crusader 4
Prerequisite: One Devoted Spirit maneuver
Initiation: 1 action
Range: Melee attack
Target: One creature
Duration: See text

You hack into your foe's legs, forcing his movement to slow and his resolution to falter.

As part of this maneuver, you make a melee attack against an opponent. Your attack deals an extra 3d6 points of damage. In addition, if your attack hits, your target's speed is reduced by 20 feet until the end of its next turn, which might prevent it from moving entirely. This penalty applies to all movement modes. A flying creature with a fly speed of 0 feet falls to the ground (and takes falling damage appropriately) if it is subject to this effect while in the air.


Foehammer (Strike)
Level: Crusader 2
Initiation: 1 action
Range: Melee attack
Target: One creature

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

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

When you use this maneuver, you make a melee attack against a single foe. This attack automatically overcomes the opponent's damage resistance and deals an extra 2d6 damage.


Immortal Fortitude (Stance)
Level: Crusader 8
Prerequisite: Three Devoted Spirit maneuvers
Initiation: 1 bonus action
Range: Personal
Target: You
Duration: Stance

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

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.

So long as you remain in this stance, you cannot be kille or incapacitated by effects or attacks that reduce you to 0 or fewer hit points. If you take such damage, you make a Constitution saving throw with DC equal to your equivalent negative hit point total. If you fail this save, you die or fall unconscious (as appropriate). If you succed, you are still alive and conscious, with one hit point remaining.

This stance provides no protection against effects that slay you without dealing hit point damage, or other effects that petrify, paralyze, and so forth. You can still be slain by a coup de grace if a spell or effect renders you helpless.

After you attempt three saving throws to avoid death or unconsciousness, this stance automatically ends. You can activate it again on your turn as normal. Even the toughest Crusader can only endure so much punishment.


Iron Guard's Glare (Stance)
Level: Crusader 1
Initiation: 1 bonus action
Range: Personal
Target: You
Duration: Stance

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

While you are in this stance, any opponent that you threaten attacks your allies at disadvantage. Enemies you threaten become aware of the consequences of the stance.


Law Bearer (Strike) [Law]
Level: Crusader 5
Prerequisite: One Devoted Spirit maneuver, lawful alignment
Initiation: 1 action and movement
Range: Melee attack
Target: One creature
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 must charge an opponent, moving up to double your movement in a straight line. Gain advantage on your attack roll and opponents gain advantage against you until the end of your turn. If the target is chaotic-aligned, your attack deals an additional 4d6 points of damage. In addition, if your target is chaotic-aligned, you become wreathed in axiomatic energy. The advantage granted to your opponents against you until the end of your next turn is negated, and instead they attack you with disadvantage. You also make saving throws at advantage until the end of your next turn.


Martial Spirit (Stance)
Level: Crusader 1
Initiation: 1 bonus action
Range: Personal
Target: You
Duration: Stance

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

While you are in this stance, you or an ally within 30 feet heals 2 points of damage each time you make a successful melee attack. This healing represents the vigor, drive, and toughness you inspire in others. Your connection to the divine causes such inspiration to have a real, tangible effect on your allies' health.

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


Radiant Charge (Strike) [Good]
Level: Crusader 5
Prerequisite: One Devoted Spirit maneuver, good alignment
Initiation: 1 action and movement
Range: Melee attack
Target: One creature
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 must charge an opponent, moving up to double your movement in a straight line. Gain advantage on your attack roll and opponents gain advantage against you until the end of your turn. If the target is evil-aligned, your attack deals an additional 6d6 points of damage. In addition, if your target is evil-aligned, you become wreathed in holy energy. You gain resistance to all damage until the beginning of your next turn.


Rallying Strike (Strike)
Level: Crusader 6
Prerequisite: Two Devoted Spirit maneuvers Initiation: 1 action
Range: Melee attack
Target: One creature

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 maneuver, you must make a melee attack against an enemy whose alignment has at least one component different from yours. This foe must pose a threat to you or your allies in some direct, immediate way. If the attack is successful, you and all allies within 30 feet of you heal 3d6 points of damage + 1 point per intiator level (maximum +15).


Revitalizing Strike (Strike)
Level: Crusader 3
Prerequisite: One Devoted Spirit maneuvers Initiation: 1 action
Range: Melee attack
Target: One creature

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 melee attack against an enemy whose alignment has at least one component different from yours. This foe must pose a threat to you or your allies in some direct, immediate way. If the attack is successful, you and all allies within 10 feet of you heal 3d6 points of damage + 1 point per intiator level (maximum +10).


Shield Block (Counter)
Level: Crusader 2
Initiation: 1 reaction
Range: Melee attack
Target: One creature

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 his attack roll, but you must do so before you know whether the attack was a success or failure.


Shield Counter (Counter)
Level: Crusader 7
Prerequisite: Two Devoted Spirit maneuvers Initiation: 1 reaction
Range: Melee attack
Target: One creature

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

As a reaction, you can attempt a shield bash against an opponent you threaten. If your shield attack hits, your target's next attack automatically misses.

You can use this maneuver immediately after an opponent declares an attack, but you must do so before the attack's result has been determined.


Strike of Righteous Vitality (Strike)
Level: Crusader 9
Prerequisite: Three Devoted Spirit maneuvers Initiation: 1 action
Range: Melee attack
Target: One creature

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

When you make this strike, you or one ally within 10 feet of heals 150 points of damage and has any diseases or negative effects affecting them, besides ability damage, removed.


Thicket of Blades (Stance)
Level: Crusader 3
Prerequisite: One Devoted Spirit maneuver Initiation: 1 bonus action
Range: Personal
Target: You
Duration: Stance

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 movement whatsoever provokes an attack of opportunity from you. Your foes provoke this attack before leaving the area you threaten. Your opponents cannot disengage from you to prevent these attacks of opportunity.


Tide of Chaos (Strike) [Chaos]
Level: Crusader 5
Prerequisite: One Devoted Spirit maneuver, chaotic alignment
Initiation: 1 action and movement
Range: Melee attack
Target: One creature
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 must charge an opponent, moving up to double your movement in a straight line. Gain advantage on your attack roll and opponents gain advantage against you until the end of your turn. If the target is lawful-aligned, your attack deals an additional 4d6 points of damage. In addition, if your target is lawful-aligned, you become wreathed in anarchic energy. The advantage granted to your opponents against you until the end of your next turn is negated, and instead they attack you with disadvantage. You also make saving throws at advantage until the end of your next turn.


Vanguard Strike (Strike)
Level: Crusader 1
Initiation: 1 action
Range: Melee attack
Target: One creature

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

As part of this maneuver, you make a melee attack against an opponent you threaten. If this attack hits, all your allies gain advantage on attacks against that target until the start of your next turn.

Diamond Mind


Action Before Thought (Counter)
Level: Swordsage 2, warblade 2
Initiation: 1 reaction
Range: You
Target: Personal

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

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

You can use this maneuver any time you would be required to make a Dexterity saving throw. Roll an Insight check, adding half your initiator level to the result and use this number to determine the save's success. You must use this maneuver before you roll the Dexterity saving throw. A result of a natural 1 on your Insight check is not an automatic failure.


Avalanche of Blades (Strike)
Level: Swordsage 7, warblade 7
Prerequisite: Three Diamond Mind maneuvers Initiation: 1 action and movement
Range: Melee attack
Target: One creature

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 speeds, 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 a part of this maneuver, you make a melee attack against an opponent. If that attack hits, resolve your damage as normal. You can then make another attack against that foe at disadvantage. If that attack hits, continute to roll an additional d20 with each successive attack, taking the least of these rolls to determine if that additional attack hits. You may start such an avalanche for each extra attack you may have access to.


Bounding Assault (Strike)
Level: Swordsage 4, warblade 4
Prerequisite: Two Diamond Mind maneuvers Initiation: 1 action and movement
Range: Melee attack
Target: One creature

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 motion. With this maneuver, you move across the battlefield in a blur, pausing only to deliver a ferocious attack.

As a part of this maneuver, move at twice your movement. After you move, you can make a single melee attack with advantage.


Diamond Defense (Counter)
Level: Swordsage 8, warblade 8
Initiation: 1 reaction
Range: You
Target: Personal

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

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


Diamond Nightmare Blade (Strike)
Level: Swordsage 8, warblade 8
Prerequisite: Three Diamond Mind maneuvers Initiation: 1 action
Range: Melee attack
Target: One creature

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

As a part of this maneuver, you must make an Insight check with advantage. 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 Insight check succeeds, this attack deals four times your normal melee damage. If your check fails, your attack is made at disadvantage and doesn't deal any additional damage. If your strike is a critical hit, double the dice rolled, add your modifiers, and then quadruple the total.


Disrupting Blow (Strike)
Level: Swordsage 5, warblade 5
Prerequisite: Two Diamond Mind maneuvers Initiation: 1 action
Range: Melee attack
Target: One creature
Saving Throw: Charisma negates
Duration: 1 round

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

As a part of this maneuver, you make a melee attack. If that attack hits, resolve your damage as normal. Your target must then make a Charisma saving throw with DC equal to 8 + your Strength bonus + proficiency or be unable to take any actions or make any movement for 1 round. The target does not suffer any other drawbacks. They can still make attacks of opportunity, but cannot make any other reactions until the end of their next turn.


Emerald Nightmare Blade (Strike)
Level: Swordsage 2, warblade 2
Prerequisite: One Diamond Mind maneuver Initiation: 1 action
Range: Melee attack
Target: One creature

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

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

As a part of this maneuver, you make a single melee attack against an opponent. This attack is treated as a hit if the roll exceeds 10 + the target's Dexterity bonus. If you hit, you deal normal melee damage. If you have the Sneak Attack ability, you may add those die to this attack.


Hearing the Air (Stance)
Level: Swordsage 5, warblade 5
Prerequisite: Two Diamond Mind maneuvers Initiation: 1 bonus action
Range: Personal
Target: You
Duration: Stance

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 and advantage on Perception checks.


Insightful Strike (Strike)
Level: Swordsage 3, warblade 3
Initiation: 1 action
Range: Melee attack
Target: One creature

You study your opponent and spot a weak point in her 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 greivous injuries to your foes. When you attack, your training and mental focus allow you to score a telling blow.

As a part of this maneuver, you make a single melee attack against an opponent. If this attack hits, you do not deal normal damage. Instead, you make an Insight check and deal damage equal to the check result. Your Strength bonus, your weapon's magical properties (if any) and any other extra damage you normally deal do not modify this check (including extra damage from class abilities, feats, or spells).


Greater Insightful Strike (Strike)
Level: Swordsage 6, warblade 6
Prerequisite: Two Diamond Mind maneuvers Initiation: 1 action
Range: Melee attack
Target: One creature

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

As a part of this maneuver, you make a single melee attack, with advantage, against an opponent. If this attack hits, you do not deal normal damage. Instead, you make an Insight check, with advantage, and deal damage equal to double the check result. Your Strength bonus, your weapon's magical properties (if any) and any other extra damage you normally deal do not modify this check (including extra damage from class abilities, feats, or spells).


Mind Over Body (Counter)
Level: Swordsage 3, warblade 3
Initiation: 1 reaction
Range: You
Target: Personal

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

You can use this maneuver any time you would be required to make a Constitution saving throw. Make an Insight check instead of the Constitution saving throw and use the result of that check to determine the saving throw's success. You must use this maneuver before you attempt the Constitution saving throw. A result of a natural 1 on your Insight check is not an automatic failure.


Mind Strike (Strike)
Level: Swordsage 4, warblade 4
Prerequisite: Two Diamond Mind maneuvers Initiation: 1 action
Range: Melee attack
Target: One creature
Saving Throw: Charisma negates

You strike your opponent's head, rattling his sense 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 a part of this maneuver, you make a single melee attack against an opponent. If this attack hits, your target must make a Charisma saving throw of DC equal to 8 + your Strenth bonus + proficiency or take 1d4 points of Charisma damage. The target ignores the Charisma damage on a successful save, but still takes weapon damage normally.


Moment of Alacrity (Boost)
Level: Swordsage 6, warblade 6
Prerequisite: Two Diamond Mind maneuvers Initiation: 1 bonus action
Range: Personal
Target: You
Duration: Instantaneous

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

You can improve your initative count for the next round and all subsequent rounds of the current encounter. When you initiate this maneuver, your initiative count improves by 20, 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 (Counter)
Level: Swordsage 1, warblade 1
Initiation: 1 reaction
Range: You
Target: Personal

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.

Between your devoted study, iron will, and supreme focus, you have learned to resist attempts to subvert your willpower. When you feel such an effect try to cloud your mind, you can draw on untapped reserves of energy to counter that attempt.

You can use this maneuver any time you would be required to make a Charisma saving throw. Make an Insight check instead of the Charisma saving throw and use the result of that check to determine the saving throw's success. You must use this maneuver before you attempt the Charisma saving throw. A result of a natural 1 on your Insight check is not an automatic failure.


Pearl of Black Doubt (Stance)
Level: Swordsage 3, warblade 3
Prerequisite: One Diamond Mind maneuver Initiation: 1 bonus action
Range: Personal
Target: You
Duration: Stance

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.

While you are in this stance, you become more difficult to hit with each successive attack that misses you. When an opponent misses you with a melee attack, all other melee attacks this round are made at you with disadvantage.


Quicksilver Motion (Boost)
Level: Swordsage 7, warblade 7
Prerequisite: Three Diamond Mind maneuvers Initiation: 1 bonus action
Range: Personal
Target: You

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.

With a burst of energy, you move forward to press an attack, draw an item from your backpack, or use some other movement. Your training, mental acuity, and drive allow you to move with greater speed and confidence than other warriors.

After you initiate this maneuver as a bonus action, you can take a free movement. You can use any of the options available for you for that movement. Movement made this way functions as normal.


Rapid Counter (Counter)
Level: Swordsage 5, warblade 5
Initiation: 1 reaction
Range: You
Target: Personal

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 a single melee attack against the foe that provoked the attack of opportunity. This attack does not replace the normal attack of opportunity you receive. You can also use this maneuver before making your normal attack of opportunity when an opponent provokes (or vice versa).

The attack granted by the maneuver is not an extra attack of opportunity. You can initiate this maneuver before, after, in addition to, or instead of making an attack of opportunity against an opponent.


Ruby Nightmare Blade (Strike)
Level: Swordsage 4, warblade 4
Prerequisite: Two Diamond Mind maneuvers Initiation: 1 action
Range: Melee attack
Target: One creature

With a moment's thought, you instantly perceive the deadliest place to strike your enemy as your study her defenses, note gaps in her armor, and read subtle, but important clues in how she carries herself or maintains her 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.

As a part of this maneuver, you must make an Insight check. 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 Insight check succeeds, this attack deals twice your normal melee damage. If your check fails, your attack is made at disadvantage and doesn't deal any additional damage. If your strike is a critical hit, double the dice rolled, add your modifiers, and then double the total.


Sapphire Nightmare Blade (Strike)
Level: Swordsage 1, warblade 1
Initiation: 1 action
Range: Melee attack
Target: One creature

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

As a part of this maneuver, you must make an Insight check. 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 Insight check succeeds, this attack, and all others against that creature until the start of your next turn, are made with advantage. If your check fails, your attack is made at disadvantage and doesn't deal any additional damage.


Stance of Alacrity (Stance)
Level: Swordsage 8, warblade 8
Prerequisite: Three Diamond Mind maneuvers Initiation: 1 bonus action
Range: Personal
Target: You
Duration: Stance

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 switfness 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 move each round.

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


Stance of Clarity (Stance)
Level: Swordsage 1, warblade 1
Initiation: 1 bonus action
Range: Personal
Target: You
Duration: Stance

You focus your efforts on a single opponent, studying his 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, his favored attacks, and the methods he used to train. By combining these factors into a single analysis of his abilities, you see how to foil his attacks.

While you are in this stance, you must choose a single opponent as your target at the start of your turn. You attack that foe with advantage, they attack you with disadvantage, and all other foe's attack you with advantage until you change the target of this stance.


Time Stands Still (Strike)
Level: Swordsage 9, warblade 9
Prerequisite: Four Diamond Mind maneuvers Initiation: 1 action and movement
Range: Personal
Target: You

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 a part of this maneuver, you can make two attack actions with all extra attacks you would be allowed. Take your first full attack as normal. Once you have resolved those attacks, you can then take another full attack action. You must resolve these actions separately. You cannot combine the attacks provided by both actions as you wish. Instead, you must take them separately and in order as normal.

Iron Heart


Absolute Steel (Stance)
Level: Warblade 3
Initiation: 1 bonus action
Range: Personal
Target: You
Duration: Stance

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 quickly 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 bonus to your movement. If you move at least 10 feet during your turn, opponents attack you at a disadvantage until the beginning of your next turn.


Adamantine Hurricane (Strike)
Level: Warblade 8
Prerequisite: Three Iron Heart maneuvers Initiation: 1 action
Range: Melee attack
Target: One or more adjacent creatures you threaten

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

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

As a part of this maneuver, you make two melee attacks against adjacent opponents you threaten when you initiate this maneuver. These attacks are made with advantage.


Dancing Blade Form (Stance)
Level: Warblade 5
Prerequisite: Two Iron Heart maneuvers
Initiation: 1 bonus action
Range: Personal
Target: You
Duration: Stance

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 him 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 his face attemping 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 each during your turn. When you make a melee attack, your reach is increased 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.


Dazing Strike (Strike)
Level: Warblade 5
Prerequisite: Two Iron Heart maneuvers
Initiation: 1 action
Range: Melee attack
Target: One creature
Duration: One Round
Saving Throw: Consitution partial

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

The proper application of force to just the right part of a foe's anatomy allows you to disrupt his actions. While he stumbles back, senseless, you press the advantage.

As a part of this maneuver, you make a single melee attack. If this attack hits, the target takes melee damage normally and must make a Consitution saving throw of DC 8 + your Strength bonus + proficiency or is unable to make any action or movement for 2 rounds.


Disarming Strike (Strike)
Level: Warblade 2
Initiation: 1 action
Range: Melee attack
Target: One creature

You chop at your foe's hand, causing a grievous injury and forcing her to drop her weapon.

This maneuver allows you to attempt to disarm your foe while making a normal attack. As part of this maneuver, you make a single melee attack. If this attack hits and deals damage, you can also attempt to disarm your opponent by making an opposed attack roll. If your attack hits, your opponent either drops their weapon (if you are wielding a weapon) or you now have their weapon (if you were unarmed). Apply advantage and disadvantage on this opposed attack roll based on the size differences in each combatant's weapon (for example, an Orc wielding a large Greatsword would have advantage against a gnome wielding a shortsword, who would have disadvantage as well).


Exorcism of Steel (Strike)
Level: Warblade 3
Prerequisite: One Iron Heart maneuver
Initiation: 1 action
Range: Melee attack
Target: One creature
Duration: One minute
Saving Throw: Charisma half

You attack, striking not your foe, but his weapon, sending a shockwave up his arm that leaves him 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 to deprive others of that power.

As a part of this maneuver, you attack your opponent's weapon by making an opposed attack roll. If your attack hits, your opponent deals half damage with that weapon for 1 minute. Apply advantage and disadvantage on this opposed attack roll based on the size differences in each combatant's weapon (for example, an Orc wielding a large Greatsword would have advantage against a gnome wielding a shortsword, who would have disadvantage as well). The wielder of the weapon can attempt a Charisma saving throw of DC equal to 8 + your Strength bonus + proficiency to halve the duration of this penalty. You cannot use this maneuver against natural weapons.


Finishing Move (Strike)
Level: Warblade 7
Prerequisite: Three Iron Heart maneuvers
Initiation: 1 action
Range: Melee attack
Target: One creature

You deliver a devastating strike against a wounded foe, aiming to finish him 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 single 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 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.


Iron Heart Endurance (Boost)
Level: Warblade 6
Prerequisite: Two Iron Heart maneuvers
Initiation: 1 bonus action
Range: Personal
Target: You

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

If you have fewer half your normal hit points, you can initiate this maneuver to heal hit points equal to double your level.


Iron Heart Focus (Counter)
Level: Warblade 5
Prerequisite: Two Iron Heart maneuvers
Initiation: 1 reaction
Range: Personal
Target: You

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 disicipline grants you excellent mental, toughness, and stamina. You can draw upon your training and focus to overcome a variety of deadly effects.

As a reaction, you can reroll a saving throw you have just made. You must accept the result of this second roll, even if the new result is lower than your initial roll. You must initiate this maneuver before knowing whether your initial roll was a success or failure.


Iron Heart Surge
Level: Warblade 3
Prerequisite: One Iron Heart maneuver
Initiation: 1 action
Range: Personal
Target: You

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 condition currently affecting you with a duration of 1 or more rounds. That effect ends immediately. You surge with confidence, and make all attacks with advantage until the end of your next turn.

If you choose to end an effect that could be reinstated at another point during the round (such as a vampire's weakness to sunlight), that effect reinstates as normal, and would require another use of Iron Heart Surge to temporarily remove again. In cases such as a weakness to sunlight, only the negative effects are temporarily removed, the sun is not, in fact, ended.

You may choose to initiate this maneuver even if you are under the effect of a domination or mind-controlling spell if that effect or spell is the target.


Lightning Recovery (Counter)
Level: Warblade 4
Prerequisite: Two Iron Heart maneuvers
Initiation: 1 reaction
Range: Personal
Target: You

Your foe twists out of the way of your initial attack, but your weapon becomes a blur as you reverse direction and strike at him 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 with advantage.


Lightning Throw (Strike)
Level: Warblade 8
Prerequisite: Two Iron Heart maneuvers
Initiation: 1 action
Range: 30 ft.
Area: 30-ft.-line
Duration: Instantaneous
Saving Throw: Dexterity half

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 projectile. By focusing your concentration and attuning your senses to your weapon's balance, you can throw almost anything.

As part of this maneuver, you make a single melee attack. You deal damage to each creature in the maneuver's area equal to your normal melee damage plus an extra 12d6 points of damage. Each creature in the attack's area can make a Dexterity saving throw with DC equal to the result of your attack roll. A successful save halves the damage dealt. Your weapon automatically returns to your hand at the end of the round.


Manticore Parry (Counter)
Level: Warblade 6
Prerequisite: Two Iron Heart maneuvers
Initiation: 1 reaction
Range: Personal
Target: You

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 can attempt to block an enemy's melee attack that targets you and redirect it to another target adjacent to you. Make a melee attack roll. If your result is greater than your foe's attack roll, you bat aside the strike and direct it against the target of your choice that stands adjacent to you. You must decide wether to initiate this maneuver after the enemy attacks, but before you know if the attack you are attempting to deflect actually hits. If the attack misses, you can still attempt to deflect it.

If you succeed in deflecting the attack, 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 spells.


Mithral Tornado (Strike)
Level: Warblade 4
Prerequisite: Two Iron Heart maneuvers
Initiation: 1 action
Range: Melee attack
Target: All adjacent opponents

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.

As part of this maneuver, you make a melee attack against every opponent adjacent to you. Resolve each attack separately. You make all these attacks at advantage.


Scything Blade (Boost)
Level: Warblade 7
Prerequisite: Three Iron Heart maneuvers
Initiation: 1 bonus action
Range: Personal
Target: You

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 another attack against a different foe. As your weapon strikes one opponent, it cuts into him, then ricochets to your second target.

If the first melee attack you make during your turn hits, you can immediately make a free attack action against a different enemy that you threaten, using all your extra attacks, if you have access to any.


Steely Wind (Strike)
Level: Warblade 1
Initiation: 1 action
Range: Melee attack
Target: Two creatures

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

Through a combination of sheer power and unmatched talent, you make an attack that unjures multiple opponents. As you initiate this strike, you make two melee attacks, one each against a different foe that you threaten. Resolve each attack separately.


Steely Strike (Strike)
Level: Warblade 1
Initiation: 1 action
Range: Melee attack
Target: One creature
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.

As part of this maneuver, you make a single melee attack against an opponent. This attack is made with advantage. all other opponent's attack you with advantage until the beginning of your next turn.


Strike of Perfect Clarity (Strike)
Level: Warblade 9
Prerequisite: Four Iron Heart maneuvers
Initiation: 1 action
Range: Melee attack
Target: One creature

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 the end the battle with a 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).


Supreme Blade Parry (Stance)
Level: Warblade 8
Prerequisite: Three Iron Heart maneuvers
Initiation: 1 bonus action
Range: Personal
Target: You
Duration: Stance

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 your 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 gain resistance to slashing, piercing, and bludgeoning damage against any opponent who does not have advantage against you.


Wall of Blades (Counter)
Level: Warblade 2
Initiation: 1 reaction
Range: Personal
Target: You

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 a foe's blade 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 by making an attack roll with any melee weapon you are holding. Use the higher of your AC or your attack roll as your effective AC against the incoming attack. You can't use this maneuver if you are surprised by the attack. You can use this ability after you learn the result of your opponent's attack roll.

Setting Sun


Baffling Defense (Counter)
Level: Swordsage 2
Prerequisite: One Setting Sun maneuver
Initiation: 1 reaction
Range: Personal
Target: You

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 his turn, you can replace your AC with the result of an Insight check as a reaction. You must decide to initiate this maneuver before you know the result of the opponent's attack (but after the attack is declared). Your Insight check applies to only one attack. You must be aware of the attack to which you will apply the effect of the maneuver. If you are surprised, you cannot use this maneuver.


Ballista Throw (Strike)
Level: Swordsage 6
Prerequisite: Two Setting Sun maneuvers
Initiation: 1 action
Range: Touch and 60 ft.; see text
Target: One creature touched
Area: 60-ft. line

You grab your opponent and spin like a top, swinging him around before throwing him at your opponent's like a bolt from a ballista.

This maneuver functions like might throw (page XXXXX), except as noted here.

You make an attack roll with advantage, and your target makes an Athletics check. This attack is treated as a success if it is higher than the result of the target's Athletics check. If you are successful, you throw your opponent in a 60-foot line. The target, and all creatures in this area take 6d6 points of 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 is occupied, your opponent falls prone in the open space closest to the line's endpoint.


Clever Positioning (Strike)
Level: Swordsage 2
Initiation: 1 action
Range: Melee attack
Target: One creature
Saving Throw: Dexterity partial

With a swift flurry of motion, you knock your foes off balance, slip into his space, and force him into the spot you occupied.

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

As part of this maneuver, you make a single melee attack against a target. If your attack hits, the target takes damage normally and must make a Dexterity saving throw of DC equal to 8 + your Dexterity bonus + proficiency. If this save fails, you swap positions with the target. If the target is Large or larger, you can occupy any of the squares that make up its space. The target must in turn occupy the square, or one of the squares, you previously occupied. You cannot use this maneuver if you or the target would end up sharing the same space as another creature or an impassable terrain feature, such as a wall. If your target occupies a larger space larger than you do, he chooses his final position according to the guidelines given above.


Comet Throw (Strike)
Level: Swordsage 4
Prerequisite: One Setting Sun maneuver
Initiation: 1 action
Range: Touch
Target: One creature touched; see text
Saving Throw: Dexterity partial; see text

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

This maneuver functions like might throw (page XXXXX), except as noted here.

You make an attack roll with advantage, and your target makes an Athletics check. This attack is treated as a success if it is higher than the result of the target's Athletics check. If you are successful, you throw your opponent up to 10 ft. away. You select your enemy's destinations square. The target falls prone in that space and takes 4d6 points of damage. For every 5 points by which you succeed on the attack roll, you gain an additional 5 feet of throw range. For example, if you win by 10, you can place your foe 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 damage and is knocked prone. A Dexterity save of DC equal to 8 + your Strength bonus + proficiency 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 (Counter)
Level: Swordsage 1
Initiation: 1 reaction
Range: Personal
Target: You

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

With this counter, you can attempt to redirect a creature that intends to make a charge against you. Immediately before a creature makes a melee attack against you, if it has moved to threaten you, you make initiate this maneuver. You make a Strength or Dexterity check, and may substitute the result of this roll for your AC against the melee attack. If the attack misses, you can then move the creature up to 10 feet in a direction of your choice away from you. If the attack hits, the creature may add their Strength bonus to their damage (in addition to normal melee damage).


Devastating Throw (Strike)
Level: Swordsage 3
Prerequisite: One Setting Sun maneuver
Initiation: 1 action
Range: Touch
Target: One creature touched

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

This maneuver functions like might throw (page XXXXX), except as noted here.

To set up a devastating throw, you must most at least 15 feet. You make an attack roll with advantage, and your target makes an Athletics check. This attack is treated as a success if it is higher than the result of the target's Athletics check. If you are successful, you throw your opponent up to 10 ft. away. You select your enemy's destinations square. The target falls prone in that space and takes 3d6 points of damage. For every 5 points by which you succeed on the attack roll, you gain an additional 5 feet of throw range. For example, if you win by 10, you can place your foe any space within 20 feet of you. You must place your target in an empty space. If you lack the distance to throw your target into a clear space, he falls prone in his current space.


Feigned Opening (Counter)
Level: Swordsage 3
Prerequisite: One Setting Sun maneuver
Initiation: 1 reaction
Range: Personal
Target: You

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

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

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 her attack misses, she provokes an attack of opportunity from you. If her attack of opportunity hits you, she provokes an attack of opportunity from any of your allies who threaten her.


Fool's Strike (Counter)
Level: Swordsage 8
Prerequisite: Three Setting Sun maneuvers Initiation: 1 reaction
Range: Melee attack
Target: One creature

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 as a reaction. If your foe's result is higher, he attacks you as normal. If your result is higher, your foe rolls for damage as normal for the attack and takes that much damage.


Ghostly Defense (Stance)
Level: Swordsage 8
Prerequisite: Three Setting Sun maneuvers
Initiation: 1 bonus action
Range: Personal
Target: You
Duration: Stance

You lurk within concealing must, 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 her allies. By gauging your opponent's fighting stance, timing your dodge correctly, and placying yourself in the right position, you can lead her into attacking one of her allies rather than you. When your foe strikes, you duck out of the way. As she follows through with her attack, she inadvertantly attacks an ally.

You gain this stance's benefit when an opponent's attack against you has disadvantage. Whenever an opponent's melee or ranged attack misses you because of this, 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 have line of effect to him. Use the result of the higher of the two attack rolls to determine if this hits the new target. This ability applies only once per attack. You must be aware of an opponent's attack to gain the benefit of this stance.


Giant Killing Style (Stance)
Level: Swordsage 3
Prerequisite: One Setting Sun maneuver
Initiation: 1 bonus action
Range: Personal
Target: You
Duration: Stance

You dart between a giant's legs, lashing at his inner ankles and other vulnerable areas (like his dong) while staying inside his 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 him. The giant killing stance epitomizes this approach. By sizing up a larger opponent and studying his fighting stance and tendencies, you aim your strikes at vulnerable points on his lower body that he cannot defend effectively. You slice at tendons on your foe's feet, smash his knees, and cut into his sack.

When you are in this stance, you gain advantage on attack rolls against opponent's of a size category larger than you. If they are more than one size category larger than you, add an additional d20 to your attack rolls and take the highest of however many dice you roll. You also add your Strength (or Dexterity as applicable) bonus to damage in a similar fashion. For example, if a gnome warblade attacks a Large hydra while in the giant killing style stance, he would roll 3 d20, taking the highest to determine if his attack hits, and add 3 times his Strength bonus to his die roll to determine damage with his greatsword.


Hydra Slaying Strike (Strike)
Level: Swordsage 7
Prerequisite: Three Setting Sun maneuvers
Initiation: 1 action
Range: Melee attack
Target: One creature

You take stock of an opponent's fighting style and make it a single, carefully aimed attack that leaves the creature unable to make all of its attacks.

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

As part of this maneuver, make a melee attack action. If this (or any of your extra attacks) hits, your target takes normal damage and cannot make more than a single attack on its next turn, denying it any extra attacks it may have access to. Otherwise, it can act normally.


Mirrored Pursuit (Counter)
Level: Swordsage 5
Prerequisite: Two Setting Sun maneuvers
Initiation: 1 reaction
Range: Personal
Target: You

Your movements perfectly match your foe's, allowing you to move as she does. Try as she might to escape, you remain at her side.

Your ability to study a foe and match her motions allows 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 square adjacent to her as soon as she stops moving, as long as the distance you cover does not exceed your total movement. This movement does not provoke attacks of opportunity.


Scorpion Parry (Counter)
Level: Swordsage 6
Prerequisite: Two Setting Sun maneuvers
Initiation: 1 reaction
Range: Melee attack
Target: One creature

You knock your opponent's attack aside, guiding his weapon into one of his 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.

If an opponent attacks you, you can initiate this maneuver to make an opposed attack roll as a reaction. If your foe's result is higher, he attacks you as normal. If your result is higher, you can choose a creature adjacent to you and within your opponent's threatend area. The chosen creature is the new target of your foe's attack. Use your enemy's original attack roll to determine if he strikes the new target.


Shifting Defense (Stance)
Level: Swordsage 5
Prerequisite: Two Setting Sun maneuvers
Initiation: 1 bonus action
Range: Personal
Target: You
Duration: Stance

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 opponent's 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 mvoe without drawing attacks.

When you are in this stance, you can immediately move 5 feet in any direction without provoking attacks of opportunity each time an opponent attacks you. Moving in this manner consumes one of your attacks of opportunity for the round. You cannot move in this manner if you have no attacks of opportunity remaining. This movement happens after an opponent declares an attack, but before the attack is rolled. If your opponent no longer threatens your new position, the attack automatically misses.


Soaring Throw (Strike)
Level: Swordsage 5
Prerequisite: Two Setting Sun maneuvers
Initiation: 1 action
Range: Touch
Target: One creature touched

With a great shout, you send your opponent soaring through the air in a high arc. He slams back to the ground with a bone-crushing thud.

You make an attack roll with advantage, and your target makes an Athletics check. This attack is treated as a success if it is higher than the result of the target's Athletics check. If you are successful, you throw your opponent up to 20 ft. away. You select your enemy's destinations square. The target falls prone in that space and takes 4d6 points of damage. For every 5 points by which you succeed on the attack roll, you gain an additional 5 feet of throw range. For example, if you win by 10, you can place your foe 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 8d6 points of damage and is knocked prone. A Dexterity save of DC equal to 8 + your Strength bonus + proficiency 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.


Stalking Shadow (Counter)
Level: Swordsage 5
Prerequisite: Two Setting Sun maneuvers
Initiation: 1 reaction
Range: Personal
Target: You

When the creature you are battling tries to back away, you step next to it in the blink of an eye, forcing it to stand and fight or suffer the consequences of withdrawl.

Using your watchful eye and your ability to judge an opponent's actions, you move precisely the same time your enemy begins to move.

If an opponent in a square adjacent to you leaves your threatened area, you can initiate this maneuver to move 5 feet (without provoking attacks of opportunity) into the space (or one of the squares) it occupied. This movement occurs while the opponent has left your threatened area, but before they complete their movement. You can then make a single melee attack against the opponent with advantage. If this attack hits, instead of dealing damage, you can choose to sweep their legs, knocking them prone and ending their movement. They cannot stand up or move for the remainder of the round.


Step of the Wind (Stance)
Level: Swordsage 1
Initiation: 1 bonus action
Range: Personal
Target: You
Duration: Stance

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

You are so closely attuned to your environment that you easily pick out steady spots in rough terrain. While others stuggle to move over broken ground, you slip across it with ease. When you turn the unevn footing into an advantage. By gauging how an opponent distributes his weight, you strike at just the right moment and in the precise spot needed to send him tumbling to the ground.

When you are in this stance, you ignore penalties to speed, movement, or skill checks associated with movement incurred by moving through difficult terrain. If you attack an opponent standing on 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 roll attacks against them and checks that are part of maneuvers against them, as well as making any rolls to oppose their combat maneuvers with advantage.


Strike of the Broken Shield (Strike)
Level: Swordsage 4
Prerequisite: Two Setting Sun maneuvers
Initiation: 1 action
Range: Melee attack
Target: One creature
Saving Throw: Dexterity partial

You study your opponent and deliver an attack precisely aimed to ruin his defenses and force him to scramble for his balance. While he stuggles to ready himself, he becomes more vulnerable to your attacks.

As part of this maneuver, make a single melee attack. This attack deals an extra 4d6 damage. In addition, the target must make a Dexterity saving throw of DC equal to 8 + your Strength bonus + proficiency or be attacked at advantage until the beginning of his next turn. The target takes damage (normal melee damage plus the extra damage) even if the saving throw succeeds.


Tornado Throw (Strike)
Level: Swordsage 9
Prerequisite: Five Setting Sun maneuvers
Initiation: 1 action and movement
Range: Melee attack
Target: One or more creatures

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

As part of this maneuver, you move up ot your opponent, throw her aside, and move again. You must move at least 10 feet before making your throw. You can move up to double your speed in total as part of this maneuver. After every 10 feet you move, you can attempt another throw against the same opponent or different opponent, even if you fail any number of the throws. To throw, you make an attack roll with advantage, and your target makes an Athletics check with disadvantage. This attack is treated as a success if it is higher than the result of the target's Athletics check. If you are successful, you throw your opponent up to 10 ft. away. You select your enemy's destinations square. The target falls prone in that space and takes 2d6 points of damage for every 10 feet thrown. For every 5 points by which you succeed on the attack roll, you gain an additional 5 feet of throw range. For example, if you win by 10, you can place your foe any space within 10 feet of you that is empty. If you lack the distance to throw your target into a clear space, he falls prone in his 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 spaces.

Shadow Hand


Assassin's Stance (Stance)
Level: Swordsage 3
Initiation: 1 bonus action
Range: Personal
Target: You
Duration: Stance

As your foe struggles to regain his 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.

When 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 feature, your existing sneak attack ability deals an extra 2d6 points of damage.


Balance on the Sky (Stance)
Level: Swordsage 8
Prerequisite: Three Shadow Hand maneuvers Initiation: 1 bonus action
Range: Personal
Target: You
Duration: Stance

With arms spread wide, you step onto the air.

You gain the ability to walk through the air. Moving upward requires you to spend 10 feet of movement for each 5 feet of elevation you gain. If for some reason your stance ends while you are in midair, you fall to the ground, taking damage as normal.


Bloodletting Strike (Strike)
Level: Swordsage 5
Prerequisite: Two Shadow Hand maneuvers
Initiation: 1 action
Range: Melee attack
Target: One creature
Saving Throw: Constitution partial

Spinning your blade in a butterflylike pattern, you administer a dozen precise cuts in the blink of an eye. Blood flows from your foe's open veins.

As part of this maneuver, you make a single melee attack. If this attack hits, your opponent takes 4 points of constitution damage in addition to your attack's normal damage. A successful Constitution saveing throw of DC equal to 8 + your Wisdom bonus + proficiency reduces this Constitution damage to 2, although the foe still takes full normal melee damage.


Child of Shadow (Stance)
Level: Swordsage 1
Initiation: 1 bonus action
Range: Personal
Target: You
Duration: Stance

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

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

If you move at least 10 feet during your turn, all attacks against you are made at disadvantage until the beginning of your next turn.


Clinging Shadow Strike (Strike)
Level: Swordsage 1
Initiation: 1 action
Range: Melee attack
Target: One creature
Saving Throw: Constitution partial

Your weapon transforms into a 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 this attack hits, you deal an extra 1d6 points of damage and your opponent must make a Constitution saving throw of DC equal to 8 + your Wisdom bonus + proficiency or attack at disadvantage for 1 round. A successful saving throw negates the disadvantage but not the extra damage.


Cloak of Deception (Boost)
Level: Swordsage 2
Initiation: 1 bonus action
Range: Personal
Target: You
Duration: End of turn

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. You remain invisible until the end of your current turn.


Dance of the Spider (Stance)
Level: Swordsage 3
Initiation: 1 bonus action
Range: Personal
Target: You
Duration: Stance

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

While you are in this stance, you gain the ability to climb along the walls and ceiling. You gain a climb speed of 20 feet. You do not need to make an Athletics check to traverse a horizontal or vertical surface, even if you attempt to move across the ceiling. You are not attacked at disadvantage while climbing as normal. You must have at least one hand free to support yourself while you climb. You cannot make a dash action while climbing in this manner.


Death in the Dark (Strike)
Level: Swordsage 7
Prerequisite: Two Shadow Hand maneuvers Initiation: 1 action
Range: Melee attack
Target: One creature
Saving Throw: Constitution partial

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

This maneuver only works if you would be able to attack your target with advantage. 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 saving throw of DC equal to 8 + twice your Wisdom bonus + proficiency. If the target fails this save, she takes an extra 15d6 points of damage. If her save succeeds, she takes an extra 5d6 points of damage instead.


Drain Vitality (Strike)
Level: Swordsage 2
Prerequisite: One Shadow Hand maneuver Initiation: 1 action
Range: Melee attack
Target: One creature
Saving Throw: Constitution negates

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 normal damage and the target must make a Constitution saving throw of DC equal to 8 + twice your Wisdom bonus + proficiency or take 2 points of Constitution damage. A successful save negates the Constitution damage but not the normal melee damage.


Enervating Shadow Strike (Strike)
Level: Swordsage 8
Prerequisite: Three Shadow Hand maneuvers Initiation: 1 action
Range: Melee attack
Target: One creature
Saving Throw: Constitution negates

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

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 saving throw of DC equal to 8 + twice your Wisdom bonus + proficiency. If the target fails this save, its hit point maximum is reduced by 4d6 + your Wisdom bonus. This reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0.


Five--Shadow Creeping Enervation Strike (Strike)
Level: Swordsage 9
Prerequisite: Five Shadow Hand maneuvers Initiation: 1 action
Range: Melee attack
Target: One creature
Duration: One minute
Saving Throw: Constitution partial; see text

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

As part of this maneuver, make a single melee attack. If this attack hits, you deal normal damage plus an extra 15d6 points of damage, and a shadow spreads out from your enemy's heart, freezing the blood in his veins. Roll a d20 and refer to the information below to determine toward which point of his body the freezing shadow spreads. This effect functions even if your opponent is not humanoid.

Result of 1--7: Spreads out to legs. Target takes 2d6 Dexterity damage. Special: Target's speed is reduced to 0 feet.

Result 0f 8--14: Spreads out to arms. Target takes 2d6 Strength damage. Special: Target rolls attacks at disadvantage that cannot be negated by advantage.

Result of 15--20: Struck in the heart. Target takes 2d6 Dexterity damage, 2d6 Strength damage, and 2d6 Constitution damage.

A foe struck by this attack must make a successful Constitution saving throw of DC equal to 8 + twice your Wisdom bonus + proficiency to resist its effects. On a successful save, the target takes half the ability damage and ignores the special effects imposed by the creeping shadow, but still takes the melee damage and the extra 15d6 points of damage as normal. Each of the special effects last for 1d6 rounds.


Ghost Blade (Strike)
Level: Swordsage 6
Prerequisite: Three Shadow Hand maneuvers Initiation: 1 action
Range: Melee attack
Target: One creature

A smile brightens your foe's eyes; he has dodged your blow. But that was merely the ghost blade. The real blade is cutting swiftly underneath, and yet he still smiles...

As part of this maneuver, make a single melee attack with advantage that cannot be negated by disadvantage. As you strike at your opponent, you create an illusory double of your weapon. This double slashes at your opponent, tricking him into mistaking it for your attack. In truth, the illusion cloaks your real attack. If the lower of the two attack rolls hits, the target takes 4d6 points of cold damage from the ghost blade in addition to the normal melee damage dealt by the real blade.


Hand of Death (Strike)
Level: Swordsage 4
Initiation: 1 action
Range: Touch
Target: Creature touched
Duration: 1d4 rounds
Saving Throw: Constitution negates

You reach out and tap your foe with a single finger. Her look of puzzlement turns to fear as black energy spreads across her body, rendering her 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 can only be used if you have advantage against the target. As part of this maneuver, you make a melee attack. This attack is treated as a hit if it exceeds 10 + your target's Dexterity bonus. If this attack hits, your opponent must make a Consitution saving throw of DC equal to 8 + your Wisdom bonus + proficiency. If they fail, they are paralyzed for 1d4 rounds.


Island of Blades (Stance)
Level: Swordsage 1
Initiation: 1 bonus action
Range: Personal
Target: You
Duration: Stance

You cloak yourself in a swirling nimbus of shadow energy. These shadows spin and flow around you, preventing any creature near you from being able to anticipate your attacks.

You turn your enemy's strengths against them, improving you combat ability as well as that of an ally. When you and a comrade move to attack an opponent, you time your attacks and position yourself to frustrate your opponent's defenses.

If both you and an ally are adjacent to the same creature, the two of you attack it at advantage. You can gain this benefit against multiple opponents at the same time, as can your allies. If both you and an ally are adjacent to two creatures, the two of you attack both those creatures with advantage.


Obscuring Shadow Veil (Strike)
Level: Swordsage 4
Prerequisite: Two Shadow Hand maneuvers Initiation: 1 action
Range: Melee attack
Target: One creature
Duration: 3 rounds
Saving Throw: Constitution partial

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

As part of this maneuver, you make a melee attack. If the attack hits, your opponent takes normal melee damage plus an extra 5d6 points of damage. She must also succeed on a Constitution saving throw of DC equal to 8 + your Wisdom bonus + proficiency or have disadvantage on all melee attacks for 3 rounds. A successful save negates the disadvantage, but not the extra damage.


One With Shadow (Counter)
Level: Swordsage 8
Prerequisite: Three Shadow Hand maneuvers Initiation: 1 reaction
Range: Personal
Target: You
Duration: See text

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

When you initiate this maneuver, you turn incorporeal. You gain all the benefits of the incorporeal subtype, along with the drawbacks. All of your gear becomes incorporeal, although you cannot grant this state to a living creature that you touch or carry. You remain incorporeal until the beginning of your next turn.


Shadow Blade Technique (Strike)
Level: Swordsage 1
Initiation: 1 action
Range: Melee attack
Target: One creature

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, make a single melee attack with advantage that cannot be negated by disadvantage. As you strike at your opponent, you create an illusory double of your weapon. This double slashes at your opponent, tricking him into mistaking it for your attack. In truth, the illusion cloaks your real attack. If the lower of the two attack rolls hits, the target takes 1d6 points of cold damage from the ghost blade in addition to the normal melee damage dealt by the real blade.


Shadow Blink [Teleportation]
Level: Swordsage 7
Initiation: 1 bonus action
Range: 50 ft.
Target: You

In the blink of an eye, you disappear and emerage from a mote of shadow energy across the battlefield.

This maneuver functions as the shadow jaunt maneuver, except that it can be initiated as a bonus action.


Shadow Garrote (Strike)
Level: Swordsage 3
Initiation: 1 action
Range: 60 ft.
Target: One breathing creature
Duration: See text
Saving Throw: Constitution partial

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. You make an attack roll against a creature within range. This attack is treated as a success if it exceeds 10 + your target's Dexterity. If your attack is successful, your target takes 5d6 points of damage. They must then make a Constitution saving throw of DC equal to 8 + your Wisdom bonus + proficiency or be attacked at advantage until the start of its next turn. This strike has no effect on creature's that do not need to breath to live, such as undead or constructs.


Shadow Jaunt [Teleportation]
Level: Swordsage 2
Initiation: 1 action
Range: 50 ft.
Target: You

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.

As part of this maneuver, you disappear in a cloud of darkness and teleport up to 50 ft. away. You must have line of sight and line of effect to your destination. If you attempt to use this maneuver to move into an occupied space, you do not move, and the maneuver is expended but has no effect.


Shadow Noose (Strike)
Level: Swordsage 6
Initiation: 1 action
Range: 60 ft.
Target: One breathing creature you attack with advantage
Duration: 1 round
Saving Throw: Constitution partial

As your foe struggles to ready his defenses, you make a subtle gesture in the air. A noose formed of shadow drops from above him, wraps around his throat, and hoists him aloft. His limbs flail as he struggles to free himself from the strangling noose.

As part of this maneuver, you form a noose of shadow that wraps around your target and strangles him. This maneuver only works against targets that must breath and who you have advantage against. As part of this maneuver you make an attack roll against a creature within range. This attack is treated as a success if it exceeds 10 + your target's Dexterity. If your attack is successful, your opponent takes 8d6 points of damage. They must then make a Constitution saving throw of DC equal to 8 + your Wisdom bonus + proficiency or be stunned for 1 round. A successful save negates the stun, but not the extra damage.


Shadow Stride [Teleportation]
Level: Swordsage 5
Initiation: 1 movement
Range: 50 ft.
Target: You

In the blink of an eye, you disappear and emerage from a mote of shadow energy across the battlefield.

This maneuver functions as the shadow jaunt maneuver, except that it can be initiated instead of your movement.


Stalker in the Night (Strike)
Level: Swordsage 6
Initiation: 1 action and movement
Range: Melee attack
Target: One creature

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

As part of this maneuver, you move up to your speed, without provoking attacks of opportunity, and make an attack action at any point during your movement. If you were hidden before initiating this maneuver, you can keep the result of your 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 Perception checks are normal to discern your presence. Your movement and this maneuver's attack have no effect on your Stealth check results.


Step of the Dancing Moth (Stance)
Level: Swordsage 5
Prerequisite: Two Shadow Hand maneuvers Initiation: 1 bonus action
Range: Personal
Target: You
Duration: Stance

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

While you are in this stance, you can walk up to 5 feet above the ground. You ignore any terrain feature that fails to project more than 5 feet above the ground, such as difficult terrain, water, burning lava, and so forth.


Strength Draining Strike (Strike)
Level: Swordsage 3
Prerequisite: One Shadow Hand maneuver Initiation: 1 action
Range: Melee attack
Target: One creature
Saving Throw: Constitution half

Liquid black energy covers your weapon. As you strike your opponent, this material flows into the wound, spreadss along his veins, and leaves him weakened.

As part of this maneuver, you make a single melee attack. In addition to dealing normal damage with the attack, you deal 4 points of Strength damage. A successful Constitution saving throw of DC equal to 8 + your Wisdom bonus + proficiency halves this Strength damage.

Stone Dragon


Adamantine Bones (Strike)
Level: Crusader 8, swordsage 8, warblade 8
Prerequisite: Three Stone Dragon maneuvers Initiation: 1 action
Range: Personal
Target: You
Duration: 1 round

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

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 gain immunity to damage for 1 round.


Ancient Mountain Hammer (Strike)
Level: Crusader 7, swordsage 7, warblade 7
Prerequisite: Three Stone Dragon maneuvers Initiation: 1 action
Range: Melee attack
Target: One creature or unattended object

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 and ignores damage resistance and immunity. If this attack is used to destroy an object, roll the attack at advantage. If it hits, this attack deals an extra 12d6 points of damage.


Bonesplitting Strike (Strike)
Level: Crusader 4, swordsage 4, warblade 4
Prerequisite: Two Stone Dragon maneuvers Initiation: 1 action
Range: Melee attack
Target: One creature

Your attack slams home with a ferocious crack of shattered bones and pulped flesh. Your target reels backward, still alive but severly crippled.

A Stone Dragon adept is an implacable foe. Your attacks smash through armor and turn bone into dust. By focusing your strength into a single, devastating attack, you smash an opponent to the core. His very health and endurance are left wrecked by your attack.

As part of this maneuver, you make a single melee attack. If this attack hits, the target takes normal damage as well as 2 points of Constitution damage.


Bonecrusher (Strike)
Level: Crusader 3, swordsage 3, warblade 3
Initiation: 1 action
Range: Melee attack
Target: One creature
Duration: See text
Saving Throw: Constitution partial; see text

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

As part of this maneuver, you make a single melee attack. If this attack hits, it deals an extra 4d6 points of damage. The creature struck must succeed on a Constitution saving throw of DC equal to 8 + your Strength bonus + proficiency or its skeletal structure becomes massively weakened and it is treated as vulnerable to physical damage. This effect lasts until the target's hit points are restored to their full normal total, whether by magical or normal healing.

Creatures without a discernable anatomy are immune to this maneuevers special effect. The extra damage still applies against such targets.


Boulder Roll (Boost)
Level: Crusader 4, swordsage 4, warblade 4
Initiation: 1 action and movement
Range: Personal
Target: You
Duration: Instantaneous

Like a boulder tumbling down a mountainside, you slam through your enemies.

You are an implacable foe once you gain enough momentum. As you move across the battlefield, your foes must stand aside of be crushed beneath your feet.

As part of this maneuver, you move up to your movement in a straight line that can be through space occupied by creatures. As you move, make an attack roll against each creature you pass through or adjacent to. If an attack hits, deal normal melee damage and you may knock that creature prone in a square adjacent to the square you passed through when you attacked them, to the side of your path.


Charging Minotaur (Strike)
Level: Crusader 1, swordsage 1, warblade 1
Initiation: 1 action and movement
Range: Melee attack
Target: One creature

You charge at your foe, blasting him such such power that he stumbles back.

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

As part of this maneuver, you must charge an opponent, moving up to double your movement in a straight line. Gain advantage on your attack roll and opponents gain advantage against you until the end of your turn. None of this provokes attacks of opportunity. If your attack roll hits, deal normal melee damage plus an extra 2d6 bludgeoning damage and push your target back 5 feet, plus an additional 5 feet for every 4 higher than your opponent's AC you rolled.


Colossus Strike (Strike)
Level: Crusader 7, swordsage 7, warblade 7
Prerequisite: Two Stone Dragon maneuvers Initiation: 1 action
Range: Melee attack
Target: One creature
Saving Throw: Constitution partial

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 single melee attack. If this attack hits, the target takes normal damage as well as an extra 6d6 points of damage, and the creature must succeed on a Constitution saving throw of DC equal to 8 + your Strength bonus + proficiency or be hurled 1d4 squares away from you, falling prone in that square. A creature of smaller size than you rolls this saving throw at disadvantage; a creature of a larger size than you rolls it at advantage. The enemy's movement doesnt't provoke attacks of opportunity. If an obstacle blocks the creature's movement, it instead stops in the first unoccupied space.


Crushing Vise (Strike)
Level: Crusader 6, swordsage 6, warblade 6
Prerequisite: Two Stone Dragon maneuvers Initiation: 1 action
Range: Melee attack
Target: One creature

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 few precious moments regaining its footing.

As part of this maneuver, you make a single melee attack. If this attack hits, the target takes normal damage as well as an extra 5d6 points of damage. If the creature you hit is standing on the ground, it also drops to target's speed to 0 feet for 1 round. Opponent's who are flying or levitating are immune to the speed reducing effect, but not the extra damage.


Crushing Weight of the Mountain (Stance)
Level: Crusader 3, sworsdsage 3, warblade 3
Prerequisite: One Stone Dragon maneuver Initiation: 1 bonus action
Range: Personal
Target: You
Duration: Stance

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

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

While you are in this stance, you gain the ability to constrict a foe you are grappling for 2d6 points of damage + twice your Strength bonus. This constricting is part of maintaining your grapple on him, and occurs if you are successful.


Earthstrike Quake (Strike)
Level: Crusader 8, swordsage 8, warblade 8
Prerequisite: Two Stone Dragon maneuvers Initiation: 1 action
Range: 20 ft.
Area: 20-ft.-radius burst, centered on you
Duration: Instantaneous
Saving Throw: Dexterity negates

You swing your weapon in a wild arc, slamming it into the ground at your feet. Energy surges out from you, casuing the ground to shudder with a sharp tremor.

You channel ki into the earth with ayour mighty strike, causing the ground to rumble and shake briefly. Anyone standing on the ground in this maneuver's area must make a successful Dexterity saving throw with DC equal to 8 + twice your Strength bonus + proficiency or be knocked prone and take 2d6 bludgeoning damage. Any creature standing on the ground in this area that is currently casting a spell loses concentration on that spell. You are immune to the effect of the earthquake strike maneuver. Walls and similar barriers don't block the line of effect of this maneuver.


Elder Mountain Hammer (Strike)
Level: Crusader 5, swordsage 5, warblade 5
Prerequisite: Two Stone Dragon maneuvers Initiation: 1 action
Range: Melee attack
Target: One creature or unattended object

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 him 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 6d6 points of damage and ignores damage resistance and immunity. If this attack is used to destroy an object, roll the attack at advantage. If it hits, this attack deals an extra 6d6 points of damage.


Giant's Stance (Stance)
Level: Crusader 5, sworsdsage 5, warblade 5
Prerequisite: Two Stone Dragon maneuvers Initiation: 1 bonus action
Range: Personal
Target: You
Duration: Stance

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 allow 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 his balance and fall to the ground when using this fighting style.

While you are in this stance, you deal damage as if you were a much larger combatant. Whenever you attack with a melee weapon, roll double the dice damage when determing damage for your attack.


Iron Bones (Strike)
Level: Crusader 6, swordsage 6, warblade 6
Prerequisite: Two Stone Dragon maneuvers Initiation: 1 action
Range: Personal
Target: You
Duration: 1 round

As you make a successful attack, you enter a meditative state that leaves you almost invulnerable to harm. For a few brief moments, 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. You meditative focus, ki, and training alllow 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 deal normal melee damage and gain immunity to physical damage for 1 round.


Irresistible Mountain Strike (Strike)
Level: Crusader 6, swordsage 6, warblade 6
Prerequisite: Two Stone Dragon maneuvers Initiation: 1 action
Range: Melee attack
Target: One creature
Duration: 1 round
Saving Throw: Constitution partial

You slam your weapon into your foe with irresisible force. He can barely move as he struggles to marshal his defenses against you.

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

As part of this maneuver, you make a single melee attack. If this attack hits, you deal normal melee damage plus an extra 6d6 points of damage. A creature hit by this strike must also make a successful Constitution save or be unable to use their action for 1 round. It can otherwise act as normal. A creature that successfully saves still takes the extra damage.

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


Mountain Avalanche (Strike)
Level: Crusader 5, swordsage 5, warblade 5
Prerequisite: Two Stone Dragon maneuvers Initiation: 1 action and movement
Range: Personal
Target: You
Saving Throw: Dexterity half; see text

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 and occupt all of the space occupied by such a creature, it takes damage equal to 4d6 + 3 times your Strength bonus.

You can deal trampling damage to a creature only once per round, no matter how many times you move into or through its space. You must move into every square a creature occupies to trample it. If you move only over part of the space, it can attempt an attack of opportunity or Reflex save of DC equal to 8 + your Strength bonus + proficiency to avoid half of your trampling damage.


Mountain Hammer (Strike)
Level: Crusader 2, swordsage 2, warblade 2
Initiation: 1 action
Range: Melee attack
Target: One creature or unattended object

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 2d6 points of damage and ignores damage resistance and immunity. If this attack is used to destroy an object, roll the attack at advantage. If it hits, this attack deals an extra 2d6 points of damage.


Mountain Tombstone Strike (Strike)
Level: Crusader 9, swordsage 9, warblade 9
Prerequisite: Three Stone Dragon maneuvers Initiation: 1 action
Range: Melee attack
Target: One creature

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 it hits, this attack deals an extra 2d6 points of Consitition damage.


Overwhelming Mountain Strike (Strike)
Level: Crusader 4, swordsage 4, warblade 4
Initiation: 1 action
Range: Melee attack
Target: One creature
Duration: 1 round
Saving Throw: Constitution partial

Your mighty strike temporarily disorients your opponent, costing him precious seconds as he shakes off the attack.

You slam your foe with a mighty strike, almost knocking him from his feet and forcing him to find his footing and steady himself before he can react.

As part of this maneuver, you make a single melee attack. If this attack hits, you deal normal melee damage plus an extra 3d6 points of damage. A creature hit by this strike must also make a successful Constitution save or be unable to move for 1 round. It can otherwise act as normal. A creature that successfully saves still takes the extra damage.


Roots of the Mountain (Stance)
Level: Crusader 3, sworsdsage 3, warblade 3
Initiation: 1 bonus action
Range: Personal
Target: You
Duration: Stance

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 make any roll that would attempt to move you in any way from this position at advantage. Any creature that moves through your threatened area is attacked at advantage. You gain resistance to slashing and bludgeoning damage.

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


Stone Bones (Strike)
Level: Crusader 1, swordsage 1, warblade 1
Initiation: 1 action
Range: Personal
Target: You
Duration: 1 round

You focus your energy to enhance your defenses, drawing on the power of your weapons impact with a foe to toughen yourself againswt 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 gain resistance to nonmagical slashing and bludgeoning damage for 1 round.


Stone Dragon's Fury (Strike)
Level: Crusader 3, swordsage 3, warblade 3
Prerequisite: One Stone Dragon maneuver
Initiation: 1 action
Range: Melee attack
Target: One creature or object struck

With a mighty war cry, you slam your weapon into a slight crack or other fault in an object. The object shudders for a moment before it collapses into broken shards.

Your attunement to Stone Dragon's earth nature allows you to spot flaws in objects with uncanny precision. You use this knowledge to your advantage, allowing you to make devastating attacks against objects and constructs.

As part of this maneuver, you make a single melee attack. If this attack hits a construct or an object, you deal and extra 5d6 points of damage. Against other targets, you gain no special benefit from this maneuver


Stone Vise (Strike)
Level: Crusader 2, swordsage 2, warblade 2
Initiation: 1 action
Range: Melee attack
Target: One creature
Duration: 1 round
Saving Throw: Constitution partial

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 blow forces it to waste a precious moment regaining its footing.

As part of this maneuver, you make a single melee attack. If this attack hits, you deal normal melee damage plus an extra 2d6 points of damage. A creature hit by this strike must also make a successful Constitution save or be unable to move for 1 round. It can otherwise act as normal. A creature that successfully saves still takes the extra damage.

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


Stonefoot Stance (Stance)
Level: Crusader 1, sworsdsage 1, warblade 1
Initiation: 1 bonus action
Range: Personal
Target: You
Duration: Stance

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

The student's 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 make attack rolls against creatures that are at least one size category larger than you with advantage. They attack you at disadvantage.


Strength of the Stone (Stance)
Level: Crusader 8, sworsdsage 8, warblade 8
Prerequisite: Three Stone Dragon maneuvers
Initiation: 1 bonus action
Range: Personal
Target: You
Duration: Stance

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. If an attack would deal more damage to you than 25 - your Constitution bonus - proficiency, then you only take damage equal to 25 - your Constitution bonus - proficiency.

Tiger Claw


Blood in the Water (Stance)
Level: Sworsdsage 1, warblade 1
Prerequisite: One Tiger Claw maneuver
Initiation: 1 bonus action
Range: Personal
Target: You
Duration: Stance

The smell of blood drives you into a fury. As you slash into your foe, each fresh wound you inflict spurs you onward.

While you are in this stance, you whip yourself into a terrible rage. When you score a critical hit against an opponent, you enter a near frenzied state from the sight and smell of blood. For each critical hit, you may roll an additional d20 when you attack, and take the highest of however many die you have rolled. Similarly, you may roll a additional damage die set equal to your damage die amount, and may take the highest set.

If you go more than 10 rounds without scoring a critical hit, you no longer gain the benefit of this stance.


Claw at the Moon (Strike)
Level: Swordsage 2, warblade 2
Initiation: 1 action
Range: Melee attack
Target: One creature

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

You leap into the air and slice at the 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 make an Acrobatics check, attempting to jump into the air and making a melee attack that target's your foes upper body, face, and neck. The Acrobatics check DC is equal to your target's AC. If the check succeeds, your attack deals an extra 2d6 points of damage.

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


Dancing Mongoose (Boost)
Level: Sworsdsage 5, warblade 5
Prerequisite: Two Tiger Claw maneuvers
Initiation: 1 bonus action
Range: Personal
Target: You
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 on additional attack with each weapon you wield (to a maximum of two extra attacks). These extra attacks are made at your highest attack bonus for each of your respective weapons. All of these attacks must be directed against the same opponent.


Death from Above (Strike)
Level: Swordsage 4, warblade 4
Prerequisite: One Tiger Claw maneuver
Initiation: 1 action
Range: Melee attack
Target: One creature

With a war cry, you leap into the air and lift your weapon high over your head. 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 him into the ground. The impact of your attack gives you extra force, allowing you to score a deadly hit.

As part of this maneuver, you must be adjacent to a foe. You make an Acrobatics check with DC 15. If this check succeeds, you can make a single melee attack with advantage 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. You may move up to 20 feet through the air, not provoking attacks of opportunity.

Your attack deals an extra 4d6 points of damage. If your Acrobatics check fails, you don't jump through the air, but remain in the last square you occupied and can make a single melee attack normally. The maneuver is still considered expended.


Death from Above (Strike)
Level: Swordsage 4, warblade 4
Prerequisite: One Tiger Claw maneuver
Initiation: 1 action
Range: Melee attack
Target: One creature

With a war cry, you leap into the air and lift your weapon high over your head. 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 him into the ground. The impact of your attack gives you extra force, allowing you to score a deadly hit.

As part of this maneuver, you must be adjacent to a foe. You make an Acrobatics check with DC 15. If this check succeeds, you can make a single melee attack with advantage 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. You may move up to 20 feet through the air, not provoking attacks of opportunity.

Your attack deals an extra 4d6 points of damage. If your Acrobatics check fails, you don't jump through the air, but remain in the last square you occupied and can make a single melee attack normally. The maneuver is still considered expended.


Feral Death Blow (Strike)
Level: Swordsage 9, warblade 9
Prerequisite: Four Tiger Claw maneuvers
Initiation: 1 action and movement
Range: Melee attack
Target: One creature
Saving Throw: Consitution partial

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

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

As part of this maneuver, you must be adjacent to a foe. You make an Acrobatics check at advantage with DC equal to your opponents AC. If this check succeeds, your target must attempt a Constitution saving throw with DC equal to 8 + twice your Strength or Dexterity bonus + proficiency. If this save fails, your target is instantly reduced to 0 hit points, and is treated as if they had failed two death saving throws. If their save is successful, you deal an extra 20d6 points of damage to the target in addition to your normal weapon damage.

If your jump check fails, you can still attack normally. The maneuver is still considered expended.


Flesh Ripper (Strike)
Level: Swordsage 3, warblade 3
Prerequisite: Two Tiger Claw maneuvers
Initiation: 1 action
Range: Melee attack
Target: One creature
Duration: 1 round or more; see text
Saving Throw: Constitution negates

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

As part of this maneuver, you make a single melee attack against a single opponent. If this attack hits, the target must make a successful Constitution saving throw of DC equal to 8 + your Strength or Dexterity bonus + proficiency or attack at disadvantage and be attacked at advantage for 1 round. If your attack is a critical hit, these penalties last for 3 rounds. The target takes normal damage from your attack regardless of the result of the save.


Fountain of Blood (Boost)
Level: Sworsdsage 4, warblade 4
Prerequisite: Two Tiger Claw maneuvers
Initiation: 1 bonus action or reaction
Range: 30 ft.
Area: 30-ft.-radius burst
Duration: 10 rounds
Saving Throw: Charisma partial; see text

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

If an opponent you damaged this turn, or since your last turn, is reduced to 0 hit points, and you are adjacent to them, you can initiate this maneuver. Your weapon rips into your foe as they drop, instantly causing them to fail all three death saving throws and killing them. All enemies within a 30-ft.-radius must make a Charisma saving through of DC equal to 8 + your Strength or Dexterity bonus + proficiency or attack at disadvantage for 10 rounds.


Hamstring Attack (Strike)
Level: Swordsage 7, warblade 7
Prerequisite: Three Tiger Claw maneuvers
Initiation: 1 action
Range: Melee attack
Target: One creature
Duration: 10 rounds
Saving Throw: Constitution half

You slice into your opponent's legs, leaving him hobbled and stumbling about.

As part of this maneuver, you make a single melee attack. If this attack hits, it deals damage as normal. In addition, the target takes 1d8 points of Dexterity damage and moves at half speed for 10 rounds. A successful Constitution saving throw of DC equal 8 + your Strength or Dexterity bonus + proficiency halves both the Dexterity damage and the speed penalty.


Hunter's Sense (Stance)
Level: Sworsdsage 1, warblade 1
Prerequisite: One Tiger Claw maneuver
Initiation: 1 bonus action
Range: Personal
Target: You
Duration: Stance

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

While you are in this stance, you your mastery of the Tiger Claw discipline allows you to become attuned to the feral side of your personality. You are able to locate and track a creature by smell. You know their position, if they are within 60 feet of you, regardless of if they are behind walls, in a building, or invisible by some spell or effect. As long as you are able to smell, you can unerringly locate them. As soon as something would cause their scent to be obscured to you, you lose their location until you can pick their scent back up.


Leaping Dragon Stance (Stance)
Level: Sworsdsage 3, warblade 3
Prerequisite: One Tiger Claw maneuver
Initiation: 1 bonus action
Range: Personal
Target: You
Duration: Stance

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.

While you are in this stance, you do not have to get a running start to jump without penalty. In addition, you can jump an additional 10 feet in whatever direction you are attemping to move.


Pouncing Charge (Strike)
Level: Swordsage 5, warblade 5
Prerequisite: Two Tiger Claw maneuvers
Initiation: 1 action and movement
Range: Personal
Target: You

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 must charge an opponent, moving up to double your movement in a straight line. Gain advantage on your attack roll and opponents gain advantage against you until the end of your turn. Instead of making a single attack at the end of your charge, you can make an attack action, using all extra attacks. These are all made at advantage.


Prey on the Weak (Stance)
Level: Sworsdsage 7, warblade 7
Prerequisite: Two Tiger Claw maneuvers
Initiation: 1 bonus action
Range: Personal
Target: You
Duration: Stance

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

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

While you are in this stance, whenever an opponent within 10 feet of you drops to 0 hit points, you can immediately move adjacent to them if there is an empty space. You may then make an attack of opportunity against any opponent in your threatened area without using your reaction.


Rabid Bear Strike (Strike)
Level: Swordsage 6, warblade 6
Prerequisite: Two Tiger Claw maneuvers
Initiation: 1 action
Range: Melee attack
Target: One creature

With a ferocious roar, you leap upon your enemy like a wild beast, slamming your weapon into her 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 at advantage. If this attack hits, it deals an extra 10d6 points of damage and you are attacked at advantage until the beginning of your next turn.


Rabid Wolf Strike (Strike)
Level: Swordsage 2, warblade 2
Initiation: 1 action
Range: Melee attack
Target: One creature

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 surge within you. As part of this maneuver, you make a single melee attack roll. If this attack hits, it deals an extra 4d6 points of damage and you are attacked at advantage until the beginning of your next turn.


Raging Mongoose (Boost)
Level: Sworsdsage 8, warblade 8
Prerequisite: Three Tiger Claw maneuvers
Initiation: 1 bonus action
Range: Personal
Target: You
Duration: End of turn

You unleash a ferocious volley of attacks, setting aside all thoughts of caution and self-control.

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 weapons). You can spread these attacks out among as many foes as you wish.


Soaring Raptor Strike (Strike)
Level: Swordsage 3, warblade 3
Prerequisite: One Tiger Claw maneuver
Initiation: 1 action
Range: Melee attack
Target: One creature

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

With a carefully timed leap, you jump over the target's defenses and attack it from an unexpected angle. You can use this maneuver only against a foe of a larger size than you. As part of this maneuver, you make an Acrobatics check at advantage with DC equal to your foe's AC. If this check succeeds, you deal melee damage as if you had made a single attack with your weapon plus an extra 6d6 points of damage. If the check fails, you make no attack, deal no damage, and this maneuver is still considered expended.


Sudden Leap (Boost)
Level: Sworsdsage 1, warblade 1
Initiation: 1 bonus action
Range: Personal
Target: You
Duration: Instantaneous

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

You can make an Acrobatics check as a bonus action, jumping 5 feet through the air for every 5 on the result of your check (meaning 5 feet distance for a 5, 10 feet distance for 13, and so on). You provoke attacks of opportunity with this movement, and you must move in a straight line. This movement can be through occupied spaces of creatures that are your size or smaller, as long as you still land in an unoccupied space.


Swooping Dragon Strike (Strike)
Level: Swordsage 7, warblade 7
Prerequisite: Three Tiger Claw maneuvers
Initiation: 1 action
Range: Melee attack
Target: One creature
Saving Throw: Constitution partial

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

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

As part of this maneuver, make an Acrobatics check. If the result is sufficient that you could jump vertically over your opponent, you pass. If you fail the check, you land in the space you started, and may make a single melee attack as normal. If you succeed on the check, you do not provoke attacks of opportunity with this jump and you attack your opponent at advantage. If this attack hits, you deal an extra 10d6 points of damage and your opponent must make a Constitution saving throw with DC equal to your Acrobatics check result or be stunned for 1 round.


Windmill Flesh Rip (Boost)
Level: Sworsdsage 8, warblade 8
Prerequisite: Three Tiger Claw maneuvers
Initiation: 1 bonus action
Range: Melee attack
Target: One or more creatures

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

Each of your attacks is precisely timed to maximize the carnage it inflicts. You must be wielding two 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 before making any attacks in the current round. If you strike an opponent multiple times during youe turn, you rend them for additional damage for each attack. For each attack beyond your first, you deal an additional 8d6 damage, stacking. So a martial adept dual wielding daggers would deal 1d4 points of damage with the first attack, 1d4 + 8d6 with the second, 1d4 + 16d6 with the third, and so on, for each attack they could make.


Wolf Climbs the Mountain (Strike)
Level: Swordsage 6, warblade 6
Prerequisite: Two Tiger Claw maneuvers
Initiation: 1 action and movement
Range: Melee attack
Target: One creature

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 the target's square without provoking attacks of opportunity. You can then attack your target as part of this maneuver. Your attack deals an extra 5d6 points of damage. You remain within your opponent's space after you complete this maneuver. You are attacked at advantage as long as you remain in his space. If the target moves, it leaves you behind but provokes an attack of opportunity from you for leaving your space.


Wolf Fang Strike (Strike)
Level: Swordsage 1, warblade 1
Initiation: 1 action and movement
Range: Melee attack
Target: One creature

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 you off hand if you so wish. As part of this maneuver, you make an attack with both weapons you wield against one opponent as if they were both made with your main hand. Both attacks must target the same creature. If your first attack drops your for to 0 hit points, you cannot make a second attack.


Wolf Pack Tactics (Stance)
Level: Sworsdsage 8, warblade 8
Prerequisite: Two Tiger Claw maneuvers
Initiation: 1 bonus action
Range: Personal
Target: You
Duration: Stance

With each stinging attack that connects against a foe, you slip around him, using the distraction provided by your attacks to prevent him from hinderng your movement.

You prowl the battlefield like a mighty hunuter. You pipck your spots to attack, striking foes when they are most vulnerable before moving on to attack elsewhere.

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 your current speed in a single round.


Wolverine Stance (Stance)
Level: Sworsdsage 3, warblade 3
Prerequisite: One Tiger Claw maneuver
Initiation: 1 bonus action
Range: Personal
Target: You
Duration: Stance

Like a cornered wolverine, you fight with unmatched ferocity and rage when your opponents force you into close quarters.

When an opponent has you in his grasp, you transform into a snarling, frothing, raging beast. You hack with your weapon at your foe's arms or tentacles, your wild frenzy allowing you to fight even with a large, awkward weapon.

While you are in this stance, you can attack a foe grappling you with any light weapon. You incur no penalties of fighting while grappled. If the foe is a larger size category than you, you automatically critical on each attack while it continues to grapple you.

White Raven


Battle Leader's Charge (Strike)
Level: Crusader 2, warblade 2
Prerequisite: One White Raven maneuver
Initiation: 1 action and movement
Range: Melee attack
Target: One creature

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 must charge an opponent, moving up to double your movement in a straight line. Gain advantage on your attack roll and opponents gain advantage against you until the end of your turn. If your charge attack hits, it deals an extra 10 points of damage.


Bolstering Voice (Stance)
Level: Crusader 1, warblade 1
Initiation: 1 bonus action
Range: Personal
Target: You
Duration: Stance

Your clarion voice strengthens the will of your comrades. So long as you remain on the field of battle, your allies are strengthened against attacks and effects that seek to subvert their willpower.

The philosophy of the White Raven stresses that an army is effective only when its members are motivated to fight. In the face of a daunting enemy or unexpected hardship, the most skilled warrior is worthless if he lacks strength of will. When you adopt the bolseting voice stance, you shout encouragement to your allies, disparage your foes, and lend much-needed support to raise your allies' spirits. By drawing on the example you set, your allies harden their will to fight and battle on despite your enemies' attempts to turn them aside.

While you are in this stance, all allies that can hear you roll Intelligence, Wisdom, and Charisma saving throws at advantage.


Clarion Call (Boost)
Level: Crusader 7, warblade 7
Prerequisite: Three White Raven maneuvers
Initiation: 1 bonus action
Range: 60 ft.
Area: 60-ft.-radius burst centered on you

As you defeat an opponent, you shout a battle cry that inspires one of your allies to renew his 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 you reduce a foe to 0 hit points on your turn with a melee attack, you can initiate this maneuver. Once it is initiated, all allies within range can immediately either make a single melee attack or take a single move action. These allies must be able to hear you. These extra attacks are not attacks of opportunity.


Covering Strike (Boost)
Level: Crusader 4, warblade 4
Prerequisite: One White Raven maneuver
Initiation: 1 bonus action
Range: Personal
Target: You
Duration: 3 rounds

You make a ferocious series of attacks at your enemies, forcing them on the defenesive 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 herself in battle, you make an attack that disrupts your opponents and keep 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 after initiating this maneuver cannot make attacks of opportunity for 3 rounds. The target still threatens its normal area.


Douse the Flames (Strike)
Level: Crusader 1, warblade 1
Initiation: 1 action
Range: Melee attack
Target: One creature

You strike your enemy with a resounding blow, capturing his attention. As he turns to look, you let loose with a string of oaths, challenges, and taunts that force him to focus his 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 espirit 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 single melee attack against a single target you threaten. If your attack hits, you deal normal melee damage, and the target creature can't make attacks of opportunity for 1 round. The target still threatens its normal area.


Flanking Maneuver (Strike)
Level: Crusader 5, warblade 5
Prerequisite: Two White Raven maneuvers
Initiation: 1 action
Range: Melee attack
Target: One creature

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

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

You can use this strike when any number of allies are adjacent to a single opponent you designate. As part of this maneuver, you make a single melee attack against the flanked opponent. If your attack hits, any ally adjacent to the designated foe can immediately make a melee attack with advantage against that creature. This extra attack is not an attack of opportunity.

Your allies must be able to see you to gain this benefit, though you do not need to hear each other.


Leading the Attack (Strike)
Level: Crusader 1, warblade 1
Initiation: 1 action
Range: Melee attack
Target: One creature
Duration: 1 round

You boldly strike at your enemy. As you attack, you shout a war cary 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 hits, your allies attack at advantage for 1 round against the creature you hit.


Leading the Charge (Stance)
Level: Crusader 1, warblade 1
Initiation: 1 bonus action
Range: 60 ft.
Target: 60-ft.-radius centered on you
Duration: Stance

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 that can hear you can have advantage on attack rolls and deal extra damage equal to your initiator level if they moved at least 10 feet before attacking.


Lion's Roar (Boost)
Level: Crusader 3, warblade 3
Prerequisite: One White Raven maneuver
Initiation: 1 bonus action
Range: 60 ft.
Target: 60-ft.-radius centered on you
Duration: 1 round

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.

You may initiate this boost after you have reduced an enemy to 0 hit points. You and allies within range deal an extra 5 damage for 1 round per four initiator levels.


Order Forged from Chaos
Level: Crusader 6, warblade 6
Prerequisite: Two White Raven maneuvers
Initiation: 1 movement
Range: Personal
Target: Allied creatures within 30 ft.

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

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

When you initiate this maneuver, all allies within 30 feet of you can immediately move up to their speed. This movement provokes attacks of opportunity.


Press the Advantage (Stance)
Level: Crusader 5, warblade 5
Prerequisite: Two White Raven maneuvers Initiation: 1 bonus action
Range: Personal
Target: You
Duration: Stance

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, instead of moving normally, you can move 10 feet without provoking attacks of opportunity.


Swarm Tactics (Stance)
Level: Crusader 8, warblade 8
Prerequisite: One White Raven maneuver
Initiation: 1 bonus action
Range: Personal
Target: You
Duration: Stance

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 attack those opponent's at advantage. Your allies also gain a bonus on damage rolls equal to your initiator level.


Swarming Assault (Strike)
Level: Crusader 7, warblade 7
Prerequisite: Three White Raven maneuvers
Initiation: 1 action
Range: Melee attack
Target: One creature

You attack an opponent with brutal force, ruining his 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 ith a cannt 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 action against him. You choose the order in which your allies' attacks resolve.


Tactical Strike (Strike)
Level: Crusader 2, warblade 2
Prerequisite: One White Raven maneuver
Initiation: 1 action
Range: Melee attack
Target: One creature

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 damage. In addition, each ally adjacent to the target can immediately move 5 feet without provoking attacks of opportunity.


Tactics of the Wolf (Stance)
Level: Crusader 3, warblade 3
Prerequisite: One White Raven maneuver
Initiation: 1 bonus action
Range: Personal
Target: You
Duration: Stance

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

This stance allows you and your alies 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.

While you are in this stance, you and allies who are adjacent to the same enemy gain a bonus on damage rolls equal to half your initiator level.


War Leader's Charge (Strike)
Level: Crusader 6, warblade 6
Prerequisite: Two White Raven maneuvers
Initiation: 1 action and movement
Range: Melee attack
Target: One creature

Your 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 must charge an opponent, moving up to double your movement in a straight line. Gain advantage on your attack roll and opponents gain advantage against you until the end of your turn. If your charge attack hits, it deals an extra 35 points of damage.


War Master's Charge (Strike)
Level: Crusader 9, warblade 9
Prerequisite: Four White Raven maneuvers
Initiation: 1 action and movement
Range: Melee attack; see text
Target: One creature; 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 must charge an opponent, moving up to double your movement in a straight line. Gain advantage on your attack roll and opponents gain advantage against you until the end of your turn. In addition, all allies within 30 feet of you at the beginning of your turn can also charge this target as a reaction. You and allied creatures do not block each other when determining if you can charge. Your charge attack deals an extra 50 points of damage if it hits, and those of your allies deal an extra 25 points of damage. If an opponent is truck by you and at least one ally, that opponent is stunned for a number of rounds equal to the number of allies who struck him.


White Raven Hammer (Strike)
Level: Crusader 8, warblade 8
Prerequisite: Three White Raven maneuvers
Initiation: 1 action
Range: Melee attack
Target: One creature

You slam your opponent with a mighty attack to disrupt his senses and leave him unable to defend himself while your allies close to finish him off.

As part of this maneuver, you make a single melee attack against an opponent. The raw force of this blow knocks him senseless. If your attack hits, it deals an extra 8d6 points of damage and stuns your opponent for 2 rounds.


White Raven Strike (Strike)
Level: Crusader 4, warblade 4
Prerequisite: One White Raven maneuver
Initiation: 1 action
Range: Melee attack
Target: One creature

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 against an opponent. If the attack hits, it deals an extra 4d6 points of damage, and the target is attacked at advantage until the start of their next turn.


White Raven Tactics (Boost)
Level: Crusader 5, warblade 5
Prerequisite: Two White Raven maneuvers
Initiation: 1 bonus action
Range: 10 ft.
Target: One ally

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

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

When you use this maneuver, select an ally in range. Their initiative count immediately equals your initiative count -1. They then act on their new initiative count as normal. If this maneuver would not change your ally's initiative count, it has no effect. If they have not yet acted during this round, they act on the new count as normal. They do not act again on their original initiative count.

Feats

Martial Learning

Prerequisite: Proficiency in any weapon

When you gain this feat, you may learn up to two martial adept maneuvers and one martial adept stance that you fulfill the prerequisites for, treating your levels in a class of your choice as your initiator level.

Combat Reflexes

Prerequisite: Dexterity 13 or higher

When you are wielding a weapon with which your are proficient, you gain an additional number of attacks of opportunity equal to your Dexterity bonus. These are treated as additional reactions that can only be used for attacks of opportunity.

Blade Meditation

Prerequisite: Skilled in Insight, proficiency +2, one maneuver from any discipline

When you gain this feat, choose a discipline. When making an attack with a favored weapon of that discipline or using a damage dealing maneuver from that discipline, you add double your proficiency bonus wherever applicable.

Desert Heat

Prerequisite: One Desert Wind maneuver

If you move at least 10 feet before using or during a Desert Wind maneuver to deal damage. that strike deals an extra 1d6 points of fire damage.

Devoted Bulwark

Prerequisite: One Devoted Spirit maneuver

If an enemy deals damage to you with a melee attack, you are attacked at disadvantage until the end of your next turn.

Diamond Penetration

Prerequisite: Three Diamond Mind maneuvers

Once per long rest, when using a Diamond Mind strike, you may choose to automatically critical. You must decide to do this before rolling your attack.

Falling Sun

Prerequisite: One Setting Sun throw strike

Whenever you make a Setting Sun throw, you may double your proficiency added to all saves associated with the throw, and increase the distance you can throw by 10 feet.

Iron Aura

Prerequisite: One Iron Heart stance

Whenever you are in an Iron Heart stance, allies within 30 feet of you roll all saving throws at advantage.


Shadow Step

Prerequisite: One Shadow Hand stance

Whenever you are in a Shadow Hand stance, you may step into any shadow and make a Stealth roll as if you were behind cover.

Song of the White Raven

Prerequisite: One White Raven stance

Whenever you are in a White Raven stance, you gain access to the Bardic Inspiration class feature, using d8 as your inspiration die.

Stone Power

Prerequisite: One Stone Dragon strike maneuver

Whenever you use a Stone Dragon strike, you may take a penalty of -5 on your attack. You gain 10 temporary hit points until the beginning of your next turn.

Sudden Recovery

Prerequisite: One martial adept maneuver

Once per encounter, as a reaction, you may instantly recover an expended maneuver. It is now ready again, and if you are a Crusader, it is granted to you.

Tiger Blooded

Prerequisite: Initiator level 8, one Tiger Claw stance

While you are in a Tiger Claw stance, you may Wild Shape into a Tiger for a number of rounds equal to your initiator level.