Martial Adept

by Fiddle

Search GM Binder Visit User Profile
Some of the Tome of Battle
Martial Adept v0.5
Level Proficiency Bonus Features Stances Maneuvers Readied 1st 2nd 3rd 4th 5th
1st +2 Fighting Style, Warrior's Aura
2nd +2 The Sublime Way, Maneuvers, Stances 1 1 2
3rd +2 Meditative Renewal 2 2 2
4th +2 Ability Score Improvement 2 3 3
5th +3 Extra Attack 2 4 3 1
6th +3 Initiate's Path Feature 2 5 3 1
7th +3 Reliable Technique 2 6 4 2
8th +3 Ability Score Improvement 3 7 4 2
9th +4 3 8 4 2 1
10th +4 Initiate's Path Feature 3 9 4 2 1
11th +4 Dedicated Disciple, Reliable Technique 3 10 4 3 2
12th +4 Ability Score Improvement 3 11 4 3 2
13th +5 3 12 4 3 2 1
14th +5 Initiate's Path Feature 4 13 4 3 2 1
15th +5 4 14 4 3 3 1
16th +5 Ability Score Improvement 4 14 4 3 3 1
17th +6 Stance Flow 4 15 4 3 3 1 1
18th +6 Reliable Technique 4 15 4 3 3 1 1
19th +6 Ability Score Improvement 4 15 4 3 3 2 1
20th +6 Maneuver Mastery 4 15 4 3 3 2 1

The Martial Adept

Those who devote their lives to studying some aspect of the Sublime Way are known as martial adepts. All are skilled in personal combat, but they rely on perception, learning, and willpower, in addition to pure physical aptitude for battle. Martial adepts seek to fuse tangible physical prowess with utmost control of the mind and spirit. The three martial adept classes are the crusader, sword sage, and warblade. These three standard classes are summarized below.

Crusader: This holy (or unholy) warrior is devoted to the service of a deity or principle. Through exercises of faith and inner strength, they gain the ability to execute spectacular martial maneuvers and confront those foes that are anathema to their cause.

Swordsage: Also known as a blade wizard, a sword sage is a martial artist who has learned how to invoke a unique form of magic to accomplish truly super human (and supernatural) exploits.

Warblade: A warblade is an exemplar of pure martial skill. Though they lack the supernatural power of the crusader or swordsage, they are fully equivalent to the barbarian or fighter in terms of combat skills, relying on martial maneuvers instead of rage or other abilities.

Class Features

As a Martial Adept, you gain the following class features

Hit Points


  • Hit Dice: 1d8 per Martial Adept level
  • Hit Points at 1st Level: 8 + your Constitution modifier
  • Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per martial adept level after 1st

Proficiencies


  • Armor: Light armor
  • Weapons: Simple weapons, martial Weapons
  • Tools: None

  • Saving Throws: Intelligence, Constitution
  • Skills: Choose three from Acrobatics, Athletics, History, Insight, Performance, Sleight of Hand, and Stealth

Equipment

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

  • Leather armor and an explorer's pack
  • (a) a longsword or (b) two martial weapons

Fighting Style

You adopt a particular style of fighting as your specialty. Choose a Fighting Style from the list of optional features. You can't take the same Fighting Style option more than once, even if you get to choose again.

Defense

While you are wearing armor, you gain a +1 bonus to AC.

Dueling

When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.

Great Weapon Fighting

When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.

Two-Weapon Fighting

When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.

Unarmed Fighting

Your unarmed strikes can deal bludgeoning damage equal to 1d4 + your Strength modifier. If you strike with two free hands, the d4 becomes a d6. When you successfully start a grapple, you can deal 1d4 bludgeoning damage to the grappled creature. Until the grapple ends, you can also deal this damage to the creature whenever you hit it with a melee attack.

Warrior's Aura

Your intense training and tempering of your body has left you with the ability to physically exude your skill. You may use Constitution in place of Charisma when making skill checks.

The Sublime Way

At 2nd level, you choose a Path to follow along the Sublime Way. This path will determine which of the 9 disciplines you have access to as you grow and perfect your art. Choose Crusader, Swordsage, or Warblade, all detailed at the end of the class description. The archetype you choose grants you features at 2nd level and again at 6th, 10th, and 14th level.

Maneuvers

A maneuver is a specific, one-shot effect that a martial adept initiates. In this way, a maneuver is functionally similar to a spell. The three basic types of maneuvers are boosts, counters, and strikes. A boost augments a user’s abilities, usually attacks, in some manner. For example, a martial adept who studies the Desert Wind discipline can wreathe their weapon in flame to deal extra fire damage on a successful hit. A counter is a reaction that allows a martial adept to foil an opponent’s attacks. For example, the Setting Sun discipline teaches its adherents to avoid a foe’s charge by stepping aside. A strike is a special attack that draws on a discipline’s teachings to invoke a special effect. The Stone Dragon discipline, for example, teaches its adherents to slam into their enemies with crushing blows.

Maneuvers Known

At 2nd level, you know 4 + your Intelligence bonus martial maneuvers of your choice from the relevant disciplines. Your maneuver options are detailed at the end of the class descriptions. When you gain levels, you gain an additional maneuver. Additionally, when you gain a level in this class, you can choose one of the maneuvers you know and replace it with another maneuver that you could learn at that level.

Maneuvers Readied

Most martial adepts cannot keep all maneuvers they know ready at all times. At the beginning of each day, a martial adept chooses some of the maneuvers they know as their “readied” maneuvers. You know an amount of maneuvers equal to your martial adept level. These are the maneuvers you can initiate. A martial adept can change their readied maneuvers at any time, but doing this requires a short rest, meditation, prayer, or the performance of various practice routines.

Initiate Ability

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

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

Stances

A stance is not a maneuver, but a specific fighting method that you maintain from round to round. So long as you maintain a stance, you gain some benefit from it.

You can initiate a stance as a bonus action. When you enter a stance, you immediately gain its benefit. You continue to gain the benefit of a typical stance as long as you remain in it.

Some stances give you a benefit only when you meet certain conditions. For example, a stance might grant a bonus when you move, when you remain in the same spot, or if you attack a stunned or surprised opponent.

You can use a bonus action to end one stance and begin another, or you can choose to simply end your current stance without entering a different one. You continue to gain a stance’s benefits until you switch to a new stance or end your current one.

Your stance ends if you are incapacitated from effects like stun, paralysis, petrification, or unconsciousness. 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. 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.

Meditative Renewal

At 3rd level, you have learned that spending time in meditation allows you to rest your body and recover spent maneuvers. Once per day when you finish a short rest, you can choose expended maneuver slots to recover. The slots can have a combined level that is equal to or less than half your martial adept level (rounded up). You can only recover slots up to a level in which you already have slots.

Ability Score Improvement

When you reach 4th Level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two Ability Scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature.

Extra Attack

Beginning at 5th Level, you can Attack twice, instead of once, whenever you take the Attack action on your turn.

Reliable Technique

Starting at 7th level you have come to find some of your maneuvers more reliable than others. You choose one 1st level maneuver that you know. You always have this maneuver readied. Once per encounter you can perform this maneuver at 1st level without expending slots. You may choose a 3rd level maneuver at 11th level and a 4th level maneuver at 18th level to use with this ability.

Dedicated Disciple

Upon reaching 11th level, you devote yourself to one school above all others. You may choose one school you have access to. Your choice provides you extra abilities while using maneuvers and/or stances from that school.

Desert Fire

The power of the Desert Wind surges through you, and you find power in the motion of the hot winds and shifting sands that you can channel into your Desert Wind strikes. If you move at least 10 feet away from your original position before using a Desert Wind strike in the same round, that strike deals an extra 1d6 points of damage.

Devoted Bulwark

Because of your staunch devotion to your cause and your Devoted Spirit training, you can stand your ground even in the face of an enemy’s resounding attack. If an enemy deals damage to you with a melee attack, you gain a +1 bonus to your AC until the end of your next turn. This ability can only be triggered once per round.

Falling Sun Attack

The discipline of the Setting Sun teaches you how to turn an opponent’s strengths into weaknesses. You can identify precisely the correct spot on your opponent’s body to deliver a stunning attack. You can declare a Setting Sun strike delivered with an associated weapon to be a stunning attack. You use Intelligence as the ability for the save dc. You regain the use of this ability after a long rest

Ironheart Aura

Your strength of spirit and martial training inspires those around you. While you are in any Iron Heart stance, adjacent allies gain a +2 bonus on all saving throws.

Shadow Trickster

Your mastery of the Shadow Hand discipline lets you augment yourself with the stuff of shadow. While you are in any Shadow Hand stance, you can make make Stealth checks to hide without cover in dim light or darkness.

Stone Power

When you are in a Stone Dragon stance and take an attack action or you initiate a Stone Dragon strike in melee combat, you can take a penalty of as much as –5 on your attack rolls. You gain temporary hit points equal to twice the number that you subtract from your attack rolls (to a maximum of +10). These temporary hit points last until the beginning of your next turn.

Tiger-Blooded

The Tiger Claw discipline teaches students to mimic the rampant, feral qualities of a wild animal. When you use a Tiger Claw strike, you strike with superior strength and accuracy. You can attempt to knock back 5 feet a creature of your size category or smaller that you hit with a Tiger Claw strike unless it succeeds on a Constitution save.

Unnerving Calm

The Diamond Mind discipline teaches that the secret to defeating your enemies lies within the still center of your own mind. When your enemies meet your eyes, they see only calm and certain death awaiting them. Once per day you can stare an opponent down up to 30 feet away in a duel of wills. You can use your reaction and roll a Concentration check opposed by an opponents Insight. If you win then you have advantage on your attacks against that opponent until the beginning of your next turn. You may only use this ability on enemies that have eyes and that you can see. You regain the use of this ability after a long rest.

White Raven Defense

The White Raven discipline has taught you to shine as a gleaming beacon of hope and endurance amid the chaos of battle. Not only do you aid your allies, but you also draw strength and support from them. When you are in a White Raven stance and adjacent to at least one ally, you gain a +1 bonus to AC. Furthermore, when you are wielding one of the White Raven discipline’s preferred weapons, each ally adjacent to you gains a +1 bonus to AC.

Stance Flow

Absolute mastery of your learned techniques has allowed you to blend and combine your fighting poses. Starting at 17th level you may use two stances at once. You can also switch stances using a reaction at any time, as long as you have a reaction.

Maneuver Mastery

You have mastered the maneuvers in your repertoire. Starting at 20th level you can take an attack action and use a single attack strike type maneuver for each attack.

The Sublime Way

The uncanny power of the Sublime Way springs from a blend of physical skill, mental self-discipline, and adherence to distinct martial philosophies. Many of the maneuvers of the various martial disciplines aren’t magic at all — they are simply demonstrations of near-superhuman skill and training. Although many of the maneuvers and methods taught by the Sublime Way are mundane in execution and effect, their results can sometimes rival spells. The warriors who study the nine schools are capable of battlefield feats beyond those that a traditionally schooled and trained warrior can hope to accomplish.

Crusader

Devoted knight, divine agent, instrument of vengeance, peerless fighting machine—the crusader is a warrior dedicated to good, evil, law, chaos, or some other cause. They seek out and destroy the enemies of they chosen faith. Strengthened by prayer or absolute devotion to a principle, armored by unshakable faith, and driven by their convictions, a good crusader is a mighty weapon against injustice and malice. An evil crusader, on the other hand, is a cruel and fearsome warrior of darkness. A crusader who embraces a religion or holy faith is similar to a paladin in that they command a number of holy (or unholy) powers. However, a crusader has no skill with divine spellcasting; they are a martial adept whose maneuvers are unpredictable gifts of divine power. Trusting in the power of their chosen deity, they allow faith and intuition to guide them through battle. Many crusaders receive the call to their cause early in life, but never study formally at a temple or monastery. These warriors are gifted with a natural ability to channel the divine energies of their cause, but in a raw, untamed manner. A crusader has absolute faith in their ability to draw on the source of their power, but they never quite know how that power will manifest.

Tools of the Crusade

As a crusader, you are proficient with simple weapons, martial weapons, light, medium, and heavy armor, and shields. You also gain proficiency with the Religion skill.

Steely Resolve

Beginning at 2nd level, 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 that can not be resisted 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.

Special effects tied to an attack, such as drains, stun, and so forth, still affect you as normal, and their effects are not delayed by this ability. For example, if you are bitten by a venomous spider, you must still attempt a Constitution save against the poison immediately, even though the bite damage shifts into your delayed damage pool. By the same token, any other special attack that imposes a condition, such as a medusa’s petrifying gaze, takes immediate effect on you. Your delayed damage pool holds a maximum amount of damage equal to your proficiency bonus x 5.

Furious Counterstrike

At 2nd level, you can channel the pain of your injuries into a terrific rage that lets you lash out at your enemies. When you hit with a melee weapon attack, you can deal additional damage equal to half of your delayed damage pool rounded up. You can only deal this damage once per turn.

Zealous Surge

Beginning at 6th level, your boundless energy and dedication to your cause allows you to throw off the effect of a special attack, spell, or other attack that would otherwise hinder or harm you. You can reroll a saving throw that you fail. If you do so, you must use the new roll, and you can’t use this feature again until you finish a long rest.

Indomitable Soul

At 10th level, you draw upon the power of your unwavering faith to steel yourself against the enemies you face. Your personality, energy, and dedication to your faith make it possible for you to shrug off attacks that target your willpower. You add your Charisma bonus (if any) as a bonus on Wisdom saves. This bonus does not stack with that from a paladin’s aura of protection ability.

Mettle

Upon reaching 14th level, you can resist magical attacks with greater effectiveness than other warriors. By drawing on your boundless energy and dedication to your cause, you can shrug off effects that would hinder even the toughest warrior. When you are subjected to an effect that allows you to make a Constitution or Wisdom saving throw to take only half damage, you instead take no damage if you succeed on the saving throw. You do not gain the benefit of mettle when you are unconscious or sleeping.

Swordsage

Despite their spectacular combat moves, a swordsage is not a typical front-line melee combatant. Although a fighter, barbarian, or warblade might swing a sword more accurately, or with greater force, a swordsage depends on their repertoire of martial strikes and stances. This character is also not intended to be a replacement for an arcane spellcaster, even though they can create a number of short-range area effects. A swordsage’s role within an adventuring party isn’t easily defined, but their combination of maneuverability, supernatural power, and martial arts is useful in almost any encounter.

Technician

Starting at 2nd level, a swordsage is known for having a large repertoire of maneuvers at their command. You may add a number of maneuvers to your known maneuvers equal to 2 times your proficiency bonus, and you may ready an additional number of maneuvers equal to your proficiency bonus.

Intelligent Defense

Beginning at 2nd Level, while you are wearing no armor and not wielding a shield, your AC equals 10 + your Dexterity modifier + your Intelligence modifier. If you are wearing light armor you would instead add half your Intelligence modifier rounded down (up to a maximum of +2).

Discipline Focus

Upon reaching 6th level, and again at 10th level, you can choose a school to focus your aptitude towards. You have advantage on checks using the key skill of the chosen school. In the case of the Diamond Mind school, should you choose it, you may apply this ability to your Concentration checks.

Dual Boost

When you reach 14th level, you can use two boost maneuvers simultaneously. Whenever you initiate a boost maneuver, you can also initiate any other boost maneuver that you know as a reaction. Both boosts you initiate are expended normally. You can use this ability three times per day. You regain all uses after a long rest.

Warblade

The warblade was born for conflict. Swift, strong, enduring, and utterly confident in their martial skills, they seek to test themselves against worthy foes. Battle is beautiful to them —a perfect moment in which life hangs suspended on the bright edge of a sword. Sheer combat skill is important to a warblade, so they train intensely with their chosen weapons. But even more important is their athleticism, endurance, daring, recklessness, and joy in the hour of danger. Warblades, often called sword princes or princesses, live for the chance to test themselves in battle—the stronger the foe, the greater the glory once an enemy is defeated.

Tools of War

Starting when you choose this archetype at 2nd level, you gain proficiency with all simple and martial melee weapons, light and medium armor, and shields.

Battle Clarity

At 2nd level, you can use the intellect and skill of a battle genius to great effect. You can add half your Intelligence bonus (rounded down and minimum +1) to damage rolls with ranged and melee weapons.

Adrenal Intellect

Beginning at 6th level, your experience in combat has taught you to stay calm and in control of the battle fever at the beginning of a fight. You add your Intelligence bonus to your initiative.

Combat Mastery

Upon reaching 10th level, you notice the most subtle openings and cues offered by your opponents and use their failings to punish them without mercy. Your Intelligence Bonus is doubled for any damage rolls you make for opportunity attack. This does not stack with Battle Clarity.

Arms Expert

At 14th level using weapons of your learned disciplines has allowed you to deliver perfect strikes in a flash. If you are using a preferred weapon of a discipline when you use a strike maneuver you can double the damage of that maneuver. You have one use of this ability that you get back after a long rest.

The 9 Martial Disciplines

Desert Wind

Desert Wind maneuvers focus on quick movement and swirling, flaming strikes. The scimitar, mace, pick, spear, and falchion are the preferred weapons of the Desert Wind discipline. The complex spinning and slashing of the curved blade incorporated into many Desert Wind maneuvers are in fact carefully honed gestures that evoke the power of fire, if performed correctly and with the proper focus. Acrobatics is the key skill for Desert Wind, providing the adept with agility and maneuverability.

Devoted Spirit

Faith, piety, and purity of body and mind are the wellsprings of a warrior’s true power. Devoted Spirit maneuvers harness a practitioner’s spiritual strength and their zealous devotion to a cause. This discipline includes energies baneful to a creature opposed to the Devoted Spirit student’s cause, abilities that can keep an adept fighting long after a more mundane warrior would fall to their enemies, and strikes infused with vengeful, fanatical power. Intimidation is the key skill for Devoted Spirit. Devoted Spirit associated weapons include the falchion, greatclub, longsword, and maul.

Diamond Mind

True quickness lies in the mind, not the body. A student of the Diamond Mind discipline seeks to hone their perceptions and discipline their thoughts so that they can act in slivers of time so narrow that others cannot even perceive them. A corollary of this speed of thought and action is the concept of the mind as the battleground. An enemy defeated in their mind must inevitably be defeated in the realm of the physical as well. Concentration is the key skill for Diamond Mind. The rapier, spear, bastard sword/katana (longsword), and trident are the associated weapons for Diamond Mind.

Iron Heart

Absolute mastery of the sword is the goal of the Iron Heart Discipline. Through unending practice and study, the Iron Heart adept achieves superhuman skill with their weapons. Iron Heart maneuvers are demonstrations of uncanny martial skill—weaving patterns of steel that dizzy, confuse, and ultimately kill with no recourse. The key skill for Iron Heart is Acrobatics, since a perfect understanding of motion is essential to maneuvers in this discipline. The dwarven waraxe, longsword, and two-bladed sword are the associated weapons for Iron Heart.

Setting Sun

Strength is an illusion. Adherents of the Setting Sun philosophy understand that no warrior can hope to be stronger, quicker, and more skillful than every one of their enemies. Therefore, this discipline includes maneuvers that use an adversary’s power and speed against them. Setting Sun maneuvers include throws and imitative strikes.

The highest forms of the Setting Sun require an adept to empty themselves of preconception and impulse to become a hollow vessel unhindered by want. Insight is the key skill for the Setting Sun discipline. The associated weapons for Setting Sun are the short sword, quarterstaff, nunchaku, and unarmed strike.

Shadow Hand

Never show an adversary what they expect to see. The Shadow Hand discipline emphasizes deception, misdirection, and surprise. The most effective blow is one struck against an enemy who does not even know they are in danger. Because the study of deceit as a philosophy often leads 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 spiked chain.

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, maul, warhammer, and unarmed strike.

Tiger Claw

Consciousness is the enemy of instinct. The Tiger Claw discipline teaches that martial superiority can be achieved by discarding the veneer of civilization, along with the higher thoughts that fetter a warrior’s actions. Tiger Claw maneuvers emulate the strikes, leaps, and pounces of animals. When infused with ki power, some Tiger Claw maneuvers also allow a martial adept to take on animalistic characteristics, speed, and bloodlust. Tiger Claw emphasizes strength and speed, so Athletics is the key skill for this discipline. The kukri, dagger, claw, handaxe, greataxe, and unarmed strike are the associated weapons for Tiger Claw.

White Raven

No warrior fights in isolation. Cooperation, teamwork, and leadership can give two warriors the strength of five, and five warriors the strength of twenty. The student of the White Raven masters maneuvers that combine the strengths of two or more allies against a common foe. Shouts and 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.

Discipline Access by Class

Crusader Swordsage Warblade
Desert Wind No Yes No
Devoted Spirit Yes Yes No
Diamond Mind No Yes Yes
Iron Heart No Yes Yes
Setting Sun No Yes No
Shadow Hand No Yes No
Stone Dragon Yes Yes Yes
Tiger Claw No Yes Yes
White Raven Yes No Yes

Desert Wind

Blistering Flourish

Desert Wind (Strike)


  • Level: Swordsage 1
  • Initiation Action: 1 action
  • Range: 30 ft. radius burst centered on you
  • Duration: 1 turn

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. Any creature other than you caught in this maneuver’s area must make a Constitution save or be blinded for 1 turn.

Burning Blade

Desert Wind (Boost)


  • Level: Swordsage 1
  • Initiation Action: 1 bonus action
  • Range: Self
  • Duration: 1 Turn

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.

At Higher Levels: When you initiate this maneuver using a slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st.

Burning Brand

Desert Wind (Boost)


  • Level: Swordsage 1
  • Initiation Action: 1 bonus action
  • Range: Personal
  • Duration: Until 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 instead of normal weapon damage. You otherwise attack with your weapon as normal.

Burning Cloak

Desert Wind (Stance)


  • Level: Swordsage 2
  • Prerequisite: One Desert Wind maneuver
  • Initiation Action: 1 bonus action
  • Range: Self
  • 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 hits you with a melee attack while you are in this stance takes 1d6 points of fire damage. Your burning cloak does not harm a creature using a reach weapon to attack you.

Death Mark

Desert Wind (Strike)


  • Level: Swordsage 2
  • Initiation Action: 1 action
  • Range: Melee attack

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, as indicated on the table below. All creatures in the area, including your enemy, take 4d6 points of fire damage, with a Dexterity save for half. This radius is centered on the creature’s position. You have immunity to the fire damage from your own death mark.

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

Desert Tempest

Desert Wind (Strike)


  • Level: Swordsage 3
  • Prerequisite: Two Desert Wind maneuvers
  • Initiation Action: 1 action
  • Range: Personal

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 may move up to double your movement 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. You can not move more than double your movement speed this turn using this maneuver or normal movement.

Distracting Ember

Desert Wind (Boost)


  • Level: Swordsage 1
  • Initiation Action: 1 bonus action
  • Range: 30 ft.
  • Duration: Until end of turn

A wave of heat sweeps over the area, forms a small dust funnel, and ignites into flame next to your foe. This boost allows you to conjure a Small fire elemental to threaten your enemy, providing you with benefits. 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. While this elemental is adjacent to an enemy your attacks deal an additional 1d4 fire damage to them.

Dragon's Flame

Desert Wind (Strike)


  • Level: Swordsage 1
  • Prerequisite: One Desert Wind maneuver
  • Initiation Action: 1 action
  • Range: 30 ft. cone

With a defiant roar, you summon your ki and unleash it, igniting it with a combination of your meditative focus and seething fury. As a master of the Desert Wind advances in their studies, they learn to stoke raging fires with their ki. This maneuver allows you to generate a gout of fire similar to a dragon’s burning breath. When you initiate this maneuver, you blast forth a cone of flame that deals 2d6 points of fire damage. Creatures in the cone can make a Dexterity save for half damage.

At Higher Levels: When you initiate this maneuver using a slot of 2nd level or higher, the damage increases by 2d6 for each slot level above 1st.

Fan the Flames

Desert Wind (Strike)


  • Level: Swordsage 2
  • Prerequisite: One Desert Wind maneuver
  • Initiation Action: 1 action
  • Range: 30 ft.

Flickering flame dances across your blade, then springs toward your target as you sweep your sword 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 attack, your target takes 3d6 points of fire damage.

At Higher Levels: When you initiate this maneuver using a slot of 3rd level or higher, the damage increases by 2d6 for each slot level above 1st.

Fiery Assault

Desert Wind (Stance)


  • Level: Swordsage 3
  • Prerequisite: Two Desert Wind maneuvers
  • Initiation Action: 1 bonus action
  • Range: Self
  • 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.

Fire Riposte

Desert Wind (Counter)


  • Level: Swordsage 1
  • Prerequisite: One Desert Wind maneuver
  • Initiation Action: 1 reaction
  • Range: Self

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 initiate this maneuver to make an opportunity attack as a reaction.

If your attack hits, your target takes an additional 2d6 points of fire damage. At Higher Levels: When you initiate this maneuver using a slot of 2nd level or higher, the damage increases by 2d6 for each slot level above 1st.

Firesnake

Desert Wind (Strike)


  • Level: Swordsage 2
  • Prerequisite: Two Desert Wind maneuvers
  • Initiation Action: 1 action
  • Range: 60 ft.

You drive your weapon into the ground, causing a gout of fire to jet into the air. The fire flows back to the ground and creeps ahead like a serpent, sweeping over your enemies and roasting them where they stand. When you initiate this maneuver, you cause a line of fire to twist across an area to burn your enemies. This line is 60 feet long. Unlike a line, a firesnake can bend and twist to hit your foes. A firesnake starts in an adjacent square. It can move up to 60 feet. It can move out of your line of sight or line of effect, but you gain no special knowledge of the areas it moves into. If a firesnake moves into a creature’s space, that creature takes 4d6 points of fire damage, with a Dexterity save 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 hits it. After that, a firesnake has no effect on that creature. A firesnake must move along the ground. It cannot fly, and it pays the movement penalties for difficult terrain and other effects.

Flame's Blessing

Desert Wind (Stance)


  • Level: Swordsage 1
  • Initiation Action: 1 bonus action
  • Range: Self
  • Duration: Stance

Fire is not your enemy, and it does not harm you. You gain resistance to fire damage as long as you remain in this stance. When your martial adept level is 10 or higher you gain fire immunity.

Flashing Sun

Desert Wind (Strike)


  • Level: Swordsage 1
  • Prerequisite: One Desert Wind maneuver
  • Initiation Action: 1 action
  • Range: Self

Almost a blur of acceleration, your shining blade 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 take an attack action and make your normal melee attack(s). However, you can make one additional attack this round as a bonus action

Inferno Blast

Desert Wind (Strike)


  • Level: Swordsage 5
  • Prerequisite: Five Desert Wind maneuvers
  • Initiation Action: 1 action
  • Range: 40 ft. radius burst centered on you

Hot winds swirl about you, and a faint aroma of brimstone sweeps over the area. A flickering yellow aura surrounds you and grows in intensity, shedding tremendous heat and light. 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 unleashing an inferno blast. You focus your internal ki into a blinding hot burst of fire that deals 100 points of fire damage to all creatures in the area. You are not harmed by your own inferno blast.

Leaping Flame

Desert Wind (Counter)


  • Level: Swordsage 3
  • Prerequisite: Two Desert Wind maneuvers
  • Initiation Action: 1 reaction
  • Range: Self

As your foe attacks you, you disappear in a burst of flame and smoke, only to reappear as if out of thin air next to them. You instantly appear in a square adjacent to a creature that attacks you with a melee or ranged attack after resolving the enemy’s attack. You cannot move into a space that is occupied by a creature or object. You can move up to 100 feet in this manner. If you cannot move adjacent to the target, this maneuver fails to function but is still considered used.

Lingering Inferno

Desert Wind (Strike)


  • Level: Swordsage 3
  • Prerequisite: Two Desert Wind maneuvers
  • Initiation Action: 1 action
  • Range: Melee attack
  • Duration: 3 rounds

A blue, dancing flame appears on your weapon. As you strike your foe, this flame slides off your weapon and covers your enemy in raging fire. You make a single melee attack that deals an extra 2d6 points of fire damage. In addition, if your strike hits, the flames upon your weapon bind to the target, which takes an extra 2d6 points of fire damage each round at the start of its turn for 3 rounds. The target can use an action to put itself out to end the fire damage.

Ring of Fire

Desert Wind (Strike)


  • Level: Swordsage 3
  • Prerequisite: Two Desert Wind maneuvers
  • Initiation Action: 1 action
  • Range: Special; see text

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 move up to double your movement speed. All of your movement must be along continuous, solid ground. You leave a trail of flames in your wake. These flames have no effect unless they form a closed area. In this case, a raging inferno erupts within that area. All creatures within the area take 9d6 points of fire damage, with a Dexterity save for half damage. The inferno erupts the first time you form a closed area. You cannot create multiple areas in one move. You can not move more than double your movement speed this turn using this maneuver or normal movement.

Rising Phoenix

Desert Wind (Stance)


  • Level: Swordsage 4
  • Prerequisite: Three Desert Wind maneuvers
  • Initiation Action: 1 bonus action
  • Range: Personal
  • Duration: Stance

Hot wind swirls about your feet, lifting you skyward as flames begin to flicker below. A column of superheated air lifts you into the air. While you are in this stance, you can hover up to 10 feet above any solid or liquid surface. You gain a fly speed equal to your land speed, but you must remain within 10 feet of the ground when you fly. If you take no movement, hover in place, and use the attack action, 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 can move across shallow pits or other such variations in terrain without losing altitude, so long as your movement wouldn’t take you more than 10 feet above a solid or liquid surface. If you are ever more than 10 feet above the ground (such as if the floor drops out from under you or you move over the edge of a tall cliff), the rising phoenix stance immediately ends and you fall to the ground.

Salamander Charge

Desert Wind (Strike)


  • Level: Swordsage 4
  • Prerequisite: Three Desert Wind maneuvers
  • Initiation Action: 1 action
  • Range: Special
  • Duration: 5 rounds

As part of this maneuver, you move up to double your movement speed. You can change direction as much as you want during your movement, and you can also use your Acrobatics skill to avoid attacks of opportunity or to move through opponents’ squares during this movement. DC equal to the opponent's AC. 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 (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. Creatures that would be damaged by Salamander Charge may make a Dexterity save for half damage. You can not move more than double your movement speed this turn using this maneuver or normal movement.

Searing Charge

Desert Wind (Strike)


  • Level: Swordsage 2
  • Prerequisite: One Desert Wind maneuver
  • Initiation Action: 1 action
  • Range: Melee Attack

You rush through the air toward your foe, fire streaming in your wake. As part of this maneuver, you move up to double your movement speed towards an opponent and make a single attack. You gain the ability to fly at your base land speed while moving. On a successful hit, you deal an extra 3d6 points of fire damage to the target of your attack. You can not move more than double your movement speed this turn using this maneuver or normal movement. If you would end your turn in the air you immediately fall and take the appropriate amount of falling damage. You may also be required to make an Acrobatics check not to fall prone

Wind Stride

Desert Wind (Boost)


  • Level: Swordsage 1
  • Initiation Action: 1 bonus action
  • Range: Personal
  • Duration: Until 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-foot enhancement bonus to your land speed.

Zephyr Dance

Desert Wind (Counter)


  • Level: Swordsage 2
  • Prerequisite: One Desert Wind maneuver
  • Initiation Action: 1 reaction
  • Range: Self

You spin gracefully away from a foe’s attack, whirling like the desert zephyr racing across the sands. Your enemy’s blade barely hits your cloak as you nimbly dodge aside. You gain a +4 bonus to AC against a single attack. You can choose to use this maneuver after an opponent resolves their attack but before they determines damage.

Devoted Spirit

Aura of Chaos

Devoted Spirit (Stance) [Chaos]


  • Level: Crusader 4
  • Prerequisite: Four Devoted Spirit maneuvers
  • Initiation Action: 1 bonus action
  • Range: Personal
  • 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 6 on a d6). When one or more of your damage dice show a maximum possible result, reroll each such die and add its result to the original damage total. You can 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 Perfect Order

Devoted Spirit (Stance) [Law]


  • Level: Crusader 3
  • Prerequisite: Two Devoted Spirit maneuvers
  • Initiation Action: 1 bonus action
  • Range: Personal
  • Duration: Stance

A perfect, hazy square of golden energy surrounds you as you enter this stance. Order reigns supreme, driving away the whims of chaos. This stance allows you to treat a potential d20 result you would roll as an 11. You must decide to use this ability immediately before rolling the d20. You can use this ability once per round. Using this ability does not take an action. You simply decide to invoke it before rolling a d20 for any reason, such as for an attack, save, or check.

Aura of Triumph

Devoted Spirit (Stance) [Good]


  • Level: Crusader 3
  • Prerequisite: Two Devoted Spirit maneuvers
  • Initiation Action: 1 bonus action
  • Range: Personal
  • 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 any ally within 10 feet of you both heal 1d6 points of damage with each successful melee attack either of you makes against a fiend or undead enemy.

Aura of Tyranny

Devoted Spirit (Stance) [Evil]


  • Level: Crusader 3
  • Prerequisite: Two Devoted Spirit maneuvers
  • Initiation Action: 1 bonus action
  • Range: Personal
  • Duration: Stance

A sickly gray radiance surrounds you, sapping the strength of your allies and funneling it to you. While you are in this stance, you drain hit points from your allies. At the end of your turn, you can choose to deal a 1d4 of necrotic damage to each willing ally within 10 feet. This damage bypasses resistance and immunity. For each ally who takes this damage, you heal that much damage.

Castigating Strike

Devoted Spirit (Strike)


  • Level: Crusader 4
  • Prerequisite: Two Devoted Spirit maneuvers
  • Initiation Action: 1 action
  • Range: 30-ft.-radius burst; see text
  • Duration: 1 minute

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. The target of this strike takes an extra 7d8 points of damage and must succeed on a Constitution save or have disadvantage on attack rolls for 1 minute. If you hit an undead or fiend with this attack, a blast of divine energy originates from your attack’s point of impact. All of your opponents within a 30 foot-radius burst of the target creature must also succeed on a Constitution save. Those who fail take 5d6 points of damage and disadvantage on attack rolls for 1 minute. A successful save results in half damage and negates the disadvantage. Affected creatures may save at the end of each of their turns to remove disadvantage.

Crusader's Strike

Devoted Spirit (Strike)


  • Level: Crusader 1
  • Initiation Action: 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. This foe must pose a threat to you or your allies in some direct, immediate way. When you use this strike, make a single melee attack. If your attack hits, you deal normal damage and you or an ally within 10 feet of you heals 1d6 points + 1 point per martial adept level (maximum +5). If you hit a fiend or undead with this attack you or the ally heals an additional 1d6 points.

Daunting Strike

Devoted Spirit (Strike)


  • Level: Crusader
  • Prerequisite: One Devoted Spirit maneuver
  • Initiation Action: 1 action
  • Range: Melee attack
  • Duration: 1 minute

You attack your foe with an overwhelming strike, hammering through their shield and armor to cleave into their flesh. This display of raw power causes them to stumble backward, fear in their eyes. As part of this maneuver, you make a melee attack against an opponent. If this attack hits, you deal an additional 3d8 and your foe must make a Wisdom save or become frightened for 1 minute. The target may make the save again at the end of each of its turns.

Defensive Rebuke

Devoted Spirit (Boost)


  • Level: Crusader 2
  • Prerequisite: One Devoted Spirit maneuver
  • Initiation Action: 1 bonus action
  • Range: Personal
  • 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. They must deal with you first, or leave themselves open to your deadly counter. 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 further attacks. If such an opponent attacks anyone other than you in melee for the duration of the maneuver, that attack provokes an opportunity attack from you. You may use this reaction multiple times but may not hit the same enemy more than once. Enemies you strike become aware of the consequences of the maneuver.

Divine Surge

Devoted Spirit (Strike)


  • Level: Crusader 2
  • Prerequisite: One Devoted Spirit maneuver
  • Initiation Action: 1 action
  • Range: Melee attack

A torrent of divine energy courses through you. With supreme force of will, you channel the energy into a devastating attack even as it saps your mortal form. As part of this maneuver, you make a single melee attack that deals an extra 4d8 points of damage. Attacks against you have advantage until the start of your next turn. At Higher Levels: When you initiate this maneuver using a slot of 4th level or higher, you can also decide to take necrotic damage up to 2x your level. This damage bypasses resistance and immunity. For every 5 points of damage you take you gain a +1 bonus on your attack roll and deal an extra 2d8 points of damage. Attacks against you have advantage until the start of your next turn.

Doom Charge

Devoted Spirit (Strike)[Evil]


  • Level: Crusader 3
  • Prerequisite: One Devoted Spirit maneuver
  • Initiation Action: 1 action
  • Range: Melee attack
  • Duration: 1 round

You cloak yourself in a black, terrible aura of contempt and spite. As part of this maneuver, you move up to double your movement speed towards an opponent and make a single attack. If it hits you deal an additional 2d8 damage. If your target is Celestial or fey, your attack deals an additional 4d8 points of damage instead. You also gain resistance to all damage from Celestials or Fey until the beginning of your next turn. You can not move more than double your movement speed this turn using this maneuver or normal movement.

Entangling Blade

Devoted Spirit (Strike)


  • Level: Crusader 3
  • Prerequisite: One Devoted Spirit maneuver
  • Initiation Action: 1 action
  • Range: Melee attack
  • Duration: 1 round

You hack into your foe’s legs, forcing their movement to slow and their resolution to falter. As part of this maneuver, you make a melee attack against an opponent. Your attack deals an extra 4d8 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

Devoted Spirit (Strike)


  • Level: Crusader 1
  • Initiation Action: 1 action
  • Range: Melee attack
  • Duration: Duration

You throw yourself behind your attack, lending your blow such great weight and force that you leave injuries that even magical defenses cannot mend. Your devotion to your cause gives you boundless energy that allows you to smash through supernatural defenses. When you land an attack, you hit with such force that damage reduction offers little resistance against you. When you use this maneuver, you make a melee attack against a single foe. This attack automatically overcomes the opponent’s damage resistances and deals an extra 1d8 points of damage.

Immortal Fortitude

Devoted Spirit (Stance)


  • Level: Crusader 4
  • Prerequisite: Three Devoted Spirit maneuvers
  • Initiation Action: 1 bonus action
  • Range: Personal
  • Duration: Stance

So long as you remain in this stance, you cannot be killed or incapacitated by effects or attacks that reduce you to 0 or fewer hit points. The first attack that would put you to 0 instead puts you at 1. If you take damage again, you can make a Constitution save with a DC equal to half the damage rounded down. If you fail this save you fall unconscious . If this save is successful, you are still alive and conscious, with 1 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. 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 endure only so much punishment.

Iron Guard's Glare

Devoted Spirit (Stance)


  • Level: Crusader 1
  • Initiation Action: 1 bonus action
  • Range: Personal
  • Duration: Stance

With a quick snarl and a glare that would stop a charging barbarian in their tracks, you spoil an opponent’s attack. Rather than strike their original target, your enemy turns their attention toward you. While you are in this stance, any opponent that you threaten takes a –2 penalty on attack rolls against your allies. This penalty does not apply to attacks made against you. Enemies you threaten become aware of the consequences of the stance.

Law Bearer

Devoted Spirit (Strike)[Law]


  • Level: Crusader 3
  • Prerequisite: One Devoted Spirit maneuver
  • Initiation Action: 1 action
  • Range: Melee attack
  • 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 move up to double your movement speed towards an opponent and make a single attack. If it hits you deal an additional 2d8 damage. If the target is a fiend or undead, you gain advantage and your attack deals an extra 4d8 points of damage instead. In addition, if your attack hits and the target is a fiend or undead, you become wreathed in axiomatic energy. You gain a +2 bonus on saves and to AC until the beginning of your next turn. You can not move more than double your movement speed this turn using this maneuver or normal movement.

Martial Spirit

Devoted Spirit (Stance)


  • Level: Crusader 1
  • Initiation Action: 1 bonus action
  • Range: Personal
  • 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 10 feet heals 1d4 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 receive this Healing.

Radiant Charge

Devoted Spirit (Strike)[Good]


  • Level: Crusader 3
  • Prerequisite: One Devoted Spirit maneuver
  • Initiation Action: 1 action
  • Range: Melee attack
  • 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 move up to double your movement speed towards an opponent and make a single attack. If the attack hits it deals an additional 2d8 damage. If the target is a fiend or undead, your attack deals an additional 4d8 points of damage instead and you gain resistance to all damage from fiend or undead enemies until the start of your next turn.

Rallying Strike

Devoted Spirit (Strike)


  • Level: Crusader 3
  • Prerequisite: Two Devoted Spirit maneuvers
  • Initiation Action: 1 action
  • Range: Melee attack

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. When you use this maneuver, you make a melee attack against a single foe. This foe must pose a threat to you or your allies in some direct, immediate way. If your attack hits, it deals an additional 3d8 damage and you and all allies within 30 feet of you heal 3d6 points of damage + 1 point per martial adept level (maximum +15). If the enemy is a fiend or undead then it takes an additional 2d8 damage and you and all allies within 30 feet heal an additional 3d6 health.

Revitalizing Strike

Devoted Spirit (Strike)


  • Level: Crusader 2
  • Prerequisite: One Devoted Spirit maneuver
  • Initiation Action: 1 action
  • Range: Melee attack

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. When you use this maneuver, you make a melee attack against a single foe. This foe must pose a threat to you or your allies in some direct, immediate way. If your attack hits, you or an ally within 10 feet heals 2d6 + 1 point per initiator level (maximum +10). If your attack hits an undead or fiend, you or an ally within 10 feet of you heals and additional 2d6 points of damage. You can not split this healing.

Shield Block

Devoted Spirit (Counter)


  • Level: Crusader 1
  • Initiation Action: 1 reaction
  • Range: Self
  • Duration: Instantaneous

With a heroic burst of effort, you thrust your shield between your defenseless ally and your enemy. As a reaction, you can grant an AC bonus to an adjacent ally equal to your shield’s AC bonus + 1. You apply this bonus in response to a single melee or ranged attack that targets your ally. You can initiate this maneuver after an opponent makes their attack roll, but you must do so before you know whether the attack was a success or a failure.

Shield Counter

Devoted Spirit (Counter)


  • Level: Crusader 3
  • Prerequisite: Two Devoted Spirit maneuvers
  • Initiation Action: 1 reaction
  • Range: Melee attack

As your opponent prepares to make their attack, you bash them with your shield and disrupt their attempt. As a reaction, when an adjacent opponent attacks, you can attempt a shove attack against an opponent you threaten.

If your shove attack is successful, 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. You must be wielding a shield to use this maneuver.

Strike of Righteous Vitality

Devoted Spirit (Strike)


  • Level: Crusader 5
  • Prerequisite: Three Devoted Spirit maneuvers
  • Initiation Action: 1 action
  • Range: Melee attack

As your enemy reels from your mighty blow, an ally nearby is simultaneously healed and cleansed of its wounds by the power of your faith. When you make this strike, you or one ally within 10 feet of you gains the benefit of a 9th level Heal spell regardless of whether the attack hits.

Thicket of Blades

Devoted Spirit (Stance)


  • Level: Crusader 2
  • Prerequisite: One Devoted Spirit maneuver
  • Initiation Action: 1 bonus action
  • Range: Self
  • 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 sort of movement, provokes an opportunity attack from you. Your foes provoke this attack before leaving the area you threaten.

Tide of Chaos

Devoted Spirit (Strike)[Chaos]


  • Level: Crusader 3
  • Prerequisite: One Devoted Spirit maneuver
  • Initiation Action: 1 action
  • Range: Melee attack
  • 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 move up to double your movement speed towards an opponent and make a single attack. If the attack hits you deal an additional 2d8 damage. If the target is a celestial or fey you attack with advantage, your attack deals an additional 4d8 points of damage instead, and you become wreathed in anarchic energy. All creatures have disadvantage on attacks against you until the beginning of your next turn. You can not move more than double your movement speed this turn using this maneuver or normal movement.

Vanguard Strike

Devoted Spirit (Strike)


  • Level: Crusader 1
  • Initiation Action: 1 action
  • Range: Melee attack

You batter aside your foe's defenses with a vicious, overwhelming attack, leaving them vulnerable to your allies’ blows. As part of this maneuver, you make a melee attack against an opponent you threaten. If this attack hits, the next attack against the target has advantage.

Diamond Mind

Action Before Thought

Diamond Mind (Strike)


  • Level: Swordsage 1, Warblade 1
  • Initiation Action: 1 reaction
  • Range: 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. You can use this maneuver any time you would be required to make a Dexterity save. Roll a Concentration check instead of the Dexterity save and use the result of that check to determine the save’s success. You must use this maneuver before you roll the Dexterity save.

Avalanche of Blades

Diamond Mind (Strike)


  • Level: Swordsage 4, Warblade 4
  • Prerequisite: Three Diamond Mind maneuvers
  • Initiation Action: 1 action
  • Range: Melee Attack

In a flashing blur of steel, you unleash a devastating volley of deadly attacks against your enemy, striking it again and again. You lash at an opponent. If your attack hits, you repeat the same attack again and again at nearly superhuman speed, allowing you to score multiple hits in a blur of activity. Unfortunately, as soon as an attack misses, your tempo breaks, and this delicate maneuver crumbles into a flurry of wasted motion. As part of this maneuver, you make a single melee attack against an opponent. If that attack hits, resolve your damage as normal. You can then make another attack against that foe with disadvantage. If that attack hits, you can make another attack against that opponent with disadvantage. You continue to make additional attacks, each one with disadvantage, until you miss or your opponent is reduced to 0 hit points or fewer. You must direct all these attacks at a single foe.

Bounding Assault

Diamond Mind (Strike)


  • Level: Swordsage 2, Warblade 2
  • Prerequisite: Two Diamond Mind maneuvers
  • Initiation Action: 1 action
  • Range: Melee Attack

You spring across the battlefield, using your focus and ability to act quickly to make an attack while moving. You combine speed and power into a deadly combination. With this maneuver, you move across the battlefield in a blur, pausing only to deliver a ferocious attack. As part of this maneuver, you may move up to double your movement speed towards an opponent. During your move, you can use your attack action and attack any enemies along your path. You can not move more than double your movement speed this turn using this maneuver or normal movement. This movement provokes opportunity attacks as normal.

Diamond Defense

Diamond Mind (Strike)


  • Level: Swordsage 4, Warblade 4
  • Prerequisite: Two Diamond Mind maneuvers
  • Initiation Action: 1 reaction
  • Range: Self

You steel yourself against an opponent's spell, drawing on your focus and training to overcome its effect. You can initiate this maneuver any time you would be required to make a saving throw. You gain a bonus on that save equal to half your initiator level. You must use this maneuver before you roll the saving throw.

Diamond Nightmare Blade

Diamond Mind (Strike)


  • Level: Swordsage 2, Warblade 2
  • Prerequisite: Two Diamond Mind maneuvers
  • Initiation Action: 1 action
  • Range: Melee Attack

You spot a single fatal flaw in your opponent's defenses. With a single attack, you put all the force of your supreme focus into a single, crippling blow. You must make a Concentration check as part of this maneuver. The DC of this check is the target creature’s AC. You then make a single melee attack against your target, also as part of the maneuver. If your Concentration check succeeds, this attack deals double your normal melee damage, including relevant ability modifiers and magical bonuses. If your check fails, your attack is made with disadvantage and doesn’t deal any additional damage. If you roll a natural 20 on your attack your strike is a critical hit and you double the damage.

At Higher Levels: When you initiate this maneuver using a slot of 4th level or higher, you deal damage 4 x the damage instead.

Disrupting Blow

Diamond Mind (Strike)


  • Level: Swordsage 2, Warblade 2
  • Prerequisite: Two Diamond Mind maneuvers
  • Initiation Action: 1 action
  • Range: Melee Attack
  • Duration: 1 round

With a combination of brute force, keen timing, and exacting aim, you force your opponent into an awkward position that ruins their next action. As part of this maneuver, you make a melee attack. If this attack hits, your target takes normal melee damage and must make a Wisdom save or be unable to take any actions for 1 round. The target does not suffer any other drawbacks or penalties. They can still make reactions but is unable to take actions until their next turn.

Emerald Razor

Diamond Mind (Strike)


  • Level: Swordsage 1, Warblade 1
  • Prerequisite: One Diamond Mind maneuver
  • Initiation Action: 1 action
  • Range: Melee Attack

Your understanding of combat, your keenly honed mind, and your capability to read your opponents make you a deadly combatant. When you focus your mind, even the most elusive opponent becomes an easy target. As part of this maneuver, make a single melee attack against an opponent. You have advantage on this attack.

Hearing the Air

Diamond Mind (Stance)


  • Level: Swordsage 3, Warblade 3
  • Prerequisite: Two Diamond Mind maneuvers
  • Initiation Action: 1 bonus action
  • Range: Self
  • 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. While you are in this stance, you gain blindsight out to 15 feet and advantage on sound based Perception checks.

Insightful Strike

Diamond Mind (Strike)


  • Level: Swordsage 2, Warblade 2
  • Initiation Action: 1 action
  • Range: Melee Attack

You study your opponent and spot a weak point in their armor. With a quick, decisive strike, you take advantage of this weakness with a devastating attack. Your mind rather than your physical power allows you to deal grievous injuries to your foes. As part of this maneuver, make a melee attack. If this attack hits, you do not deal normal damage. Instead, you make a Concentration check and deal damage equal to the check result. Your ability modifier, 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).

At Higher Levels: When you initiate this maneuver using a slot of 3rd level or higher, you deal damage equal to 2 x your Concentration check result.

Mind Strike

Diamond Mind (Strike)


  • Level: Swordsage 2, Warblade 2
  • Prerequisite: Two Diamond Mind maneuvers
  • Initiation Action: 1 action
  • Range: Melee Attack
  • Duration: 1 round

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 their strength. With this attack, you leave an opponent befuddled and vulnerable. As part of this maneuver, make a melee attack. If this attack hits, your target must make a Wisdom save. On a failed save the target takes an additional 2d8 bludgeoning damage and falls under the effects of the Bane spell for 1 round. If the save is successful the target takes half damage and negates the Bane effect.

Moment of Alacrity

Diamond Mind (Boost)


  • Level: Swordsage 3, Warblade 3
  • Prerequisite: Two Diamond Mind maneuvers
  • Initiation Action: 1 bonus action
  • Range: Self

You step into a space between heartbeats and act again while your enemies are still reacting to your last strike. You can improve your initiative count for the next round and all subsequent rounds of the current encounter. When you initiate this maneuver, your initiative count improves by 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 the moment of alacrity’s affect starting with the next round.

Moment of Perfect Mind

Diamond Mind (Strike)


  • Level: Swordsage 3, Warblade 3
  • Prerequisite: Two Diamond Mind maneuvers
  • Initiation Action: 1 action
  • Range: Melee Attack
  • Duration: Stance

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 the attempt. You can use this maneuver any time you would be required to make a Wisdom save. Make a Concentration check instead of the Wisdom save and use the result of that check to determine the save’s success. You must use this maneuver before you attempt the Wisdom save.

Pearl of Black Doubt

Diamond Mind (Stance)


  • Level: Swordsage 3, Warblade 3
  • Prerequisite: One Diamond Mind maneuver
  • Initiation Action: 1 bonus action
  • Range: Self
  • Duration: Stance

With every miss, your opponents become more uncertain, their doubt growing like an irritating pearl in the mouth of a helpless oyster. Each failed attack against you reminds them that their skill cannot hope to match yours. When you enter this stance, you become more difficult to hit with each successive attack that misses you. Each time an opponent misses you with a melee attack, you gain a +1 bonus to AC. This bonus lasts until the start of your next turn and is cumulative to a maximum of +3. The bonus applies to any attacks made by all opponents until the beginning of your next turn.

Quicksilver Motion

Diamond Mind (Boost)


  • Level: Swordsage 3, Warblade 3
  • Prerequisite: Two Diamond Mind maneuvers
  • Initiation Action: 1 bonus action
  • Range: Self

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 take some other action. When you use this maneuver you can take one extra action and movement. That action can be used only to take the Attack (one weapon attack only), Dash, Disengage, Hide, or Use an Object action.

Rapid Counter

Diamond Mind (Counter)


  • Level: Swordsage 3, Warblade 3
  • Initiation Action: 1 reaction
  • Range: Self

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 opportunity attack from you, you can initiate this maneuver. As part of this maneuver, you make a melee attack against the foe that provoked the opportunity attack. This attack does not replace the normal opportunity attack you receive. You can also use this maneuver before making your normal opportunity attack when an opponent provokes (or vice versa). The attack granted by the maneuver is not an extra opportunity attack. You can initiate this maneuver before, after, in addition to, or instead of making an opportunity attack against an opponent (thus possibly saving your opportunity attack to use against another enemy later in the round).

Sapphire Nightmare Blade

Diamond Mind (Strike)


  • Level: Swordsage 1, Warblade 1
  • Initiation Action: 1 action
  • Range: Melee Attack

You attempt a Concentration check as part of this maneuver, using the target creature’s AC as the DC of the check. You then make a single melee attack against your target. The attack is also part of this maneuver. If your Concentration check succeeds, you have advantage on the attack, and you deal an extra 1d6 points of damage. If your check fails, your attack is made with disadvantage and deals normal damage.

At Higher Levels: When you initiate this maneuver using a slot of 2nd level or higher, you deal damage an additional 1d6 damage for each slot level above 1st level.

Stance of Alacrity

Diamond Mind (Stance)


  • Level: Swordsage 4, Warblade 4
  • Prerequisite: Three Diamond Mind maneuvers
  • Initiation Action: 1 bonus action
  • Range: Self
  • Duration: Stance

Your mental swiftness translates to physical action on the battlefield. You are constantly on edge, allowing you to react to multiple attacks and threats. Most warriors can only manage a single counter move each round. While you are in this stance, you can use one counter per round without taking a reaction. You cannot use the same maneuver two times in a round. If you have already taken a reaction within the past round, such as an opportunity attack, you can still use this stance to initiate a counter.

Stance of Clarity

Diamond Mind (Stance)


  • Level: Swordsage 1, Warblade 1
  • Initiation Action: 1 bonus action
  • Range: Self
  • Duration: Stance

This stance allows you to focus on a single opponent to the exclusion of all others. You read your foe’s fighting stance, their favored attacks, and the methods they used to train. By combining these factors into a single analysis of their abilities, you see how to foil their attacks. While you are in this stance, you must choose a single opponent as your target at the start of your turn. You gain a +2 bonus to AC against that foe until you change the target of this stance. You take a –2 penalty to AC against all other opponents while using stance of clarity.

Time Stands Still

Diamond Mind (Strike)


  • Level: Swordsage 5, Warblade 5
  • Prerequisite: Four Diamond Mind maneuvers
  • Initiation Action: 1 action
  • Range: Self

The raindrops themselves stand still as you act at the speed of thought. You move like a blur, catching your enemies by surprise with a complex action carried out in a tiny fraction of the time normally needed to complete it. In an unmatched burst of speed, agility, and decisive action, you move more quickly than the eye can follow. You can lash out with your blade, striking your opponent so rapidly that observers can’t keep track of your moves. As part of this maneuver, you can use an attack action three times in succession. Take your first attack(s) as normal. Once you have resolved those attacks, you can then take another attack action. You must resolve these actions separately. You cannot combine the attack actions or the damage of the attacks provided by these actions. Instead, you must take them separately and in order as normal for an attack.

Iron Heart

Absolute Steel

Iron Heart (Stance)


  • Level: Warblade 2
  • Prerequisite: One Iron Heart maneuver
  • Initiation Action: 1 bonus Action
  • Range: Personal
  • Duration: Stance

You shift your weight to the back of your feet and hold your blade carefully forward at the ready. You move quickly, keep a sharp eye on your enemies, and are ready to instantly sidestep any incoming attacks. While you are in this stance, you gain a +10-foot enhancement bonus to your speed. If you move at least 10 feet during your turn, you gain a +1 bonus to AC until the beginning of your next turn.

Adamantine Hurricane

Iron Heart (Strike)


  • Level: Warblade 4
  • Prerequisite: Three Iron Heart maneuvers
  • Initiation Action: 1 action
  • Range: Melee attack

You sweep your weapon in a circle around you, striking out at nearby enemies. You strike with the speed and ferocity of a lightning bolt, forcing your enemies to rely on their reflexes for protection rather than their armor and shields. You make two melee attacks against each adjacent opponent you threaten when you initiate this maneuver. You have advantage on each of these attacks.

Dancing Blade Form

Iron Heart (Stance)


  • Level: Warblade 3
  • Prerequisite: Two Iron Heart maneuvers
  • Initiation Action: 1 bonus action
  • Range: Personal
  • Duration: Stance

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

Dazing Strike

Iron Heart (Strike)


  • Level: Warblade 3
  • Prerequisite: Two Iron Heart maneuvers
  • Initiation Action: 1 action
  • Range: Melee attack
  • Duration: 1 round

The proper application of force to just the right part of a foe’s anatomy allows you to disrupt their actions. While they stumble back, senseless, you press the advantage. You make a single melee attack as part of this strike. If this attack hits, the target takes an extra 4d6 damage and must make a Constitution save or be stunned for 1 round.

Disarming Strike

Iron Heart (Strike)


  • Level: Warblade 1
  • Initiation Action: 1 action
  • Range: Melee attack

You chop at your foe’s hand, causing grievous injury and forcing them to drop their weapon. This maneuver allows you to combine a disarm attempt with a normal attack. You make a single melee attack as part of this strike. If this attack hits and deals damage, you can force the target to drop one item of your choice that it's holding. The target must make a Strength saving throw. On a failed save, it drops the object you choose. The object lands at its feet.

Exorcism of Steel

Iron Heart (Strike)


  • Level: Warblade 2
  • Prerequisite: One Iron Heart maneuver
  • Initiation Action: 1 action
  • Range: Melee attack
  • Duration: 1 minute

You attack, striking not your foe, but their weapon, sending a shockwave up their arm that leaves them unable to strike with full force. When you initiate this maneuver, you attack your opponent’s weapon. Resolve this attack normally against a foe’s AC. If you succeed, your foe does half damage with melee weapons for 1 minute. The wielder of the weapon can attempt a Constitution save to end this effect at the end of each of their turns. You can use this maneuver only against manufactured weapons. You cannot use it against natural weapons.

Finishing Move

Iron Heart (Strike)


  • Level: Warblade 4
  • Prerequisite: Three Iron Heart maneuvers
  • Initiation Action: 1 action
  • Range: Melee attack

You deliver a devastating strike against a wounded foe, aiming to finish them off once and for all. If this attack strikes home, it might end a fight several crucial seconds early. As part of this maneuver, you make a melee attack against a creature. This attack deals an extra 6d6 points of damage. If the target’s current hit points are less than its full normal hit points, the attack instead deals an extra 9d6 points of damage instead. If its hit points are equal to or less than one-half its full normal hit points, the attack instead deals an extra 12d6 points of damage.

Iron Heart Endurance

Iron Heart (Boost)


  • Level: Warblade 3
  • Prerequisite: Two Iron Heart maneuvers
  • Initiation Action: 1 bonus action
  • Range: Personal

You push aside the pain of your injuries to fight on past mortal limits. If you have half or fewer of your full normal hit points remaining, you can initiate this maneuver to heal hit points equal to 2 × your level.

Iron Heart Focus

Iron Heart (Counter)


  • Level: Warblade 3
  • Prerequisite: Two Iron Heart maneuvers
  • Initiation Action: 1 reaction
  • Range: Personal

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. 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.

Iron Heart Surge

Iron Heart


  • Level: Warblade 2
  • Prerequisite: One Iron Heart maneuver
  • Initiation Action: 1 action
  • Range: Self
  • Duration: 1 round

By drawing on your mental strength and physical fortitude, you break free of a debilitating state that might otherwise defeat you. Your fighting spirit, dedication, and training allow you to overcome almost anything to defeat your enemies.

When you use this maneuver, select one spell, effect, or other condition currently affecting you and with a duration of 1 or more rounds. That effect ends immediately. You also surge with confidence and vengeance against your enemies, gaining a +2 bonus on attack rolls until the end of your next turn.

Lightning Recovery

Iron Heart (Counter)


  • Level: Warblade 2
  • Prerequisite: Two Iron Heart maneuvers
  • Initiation Action: 1 reaction
  • Range: Self

Your foe twists out of the way of your initial attack, but your weapon becomes a blur as you reverse direction and strike at them again with lightning speed. In the blink of an eye, you complete your attack and resume your defensive posture. If one of your melee attacks misses, you can initiate this maneuver to reroll that attack roll with advantage.

Lightning Throw

Iron Heart (Strike)


  • Level: Warblade 4
  • Prerequisite: Two Iron Heart maneuvers
  • Initiation Action: 1 action
  • Range: Self (30-foot line)

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. When you use this strike, you make a single melee attack (even though you are throwing your weapon). You deal damage to each creature in the maneuver’s area equal to your normal melee damage (including damage from your Strength modifier, feats, magical abilities on your weapon, and so forth), plus an extra 8d6 points of damage. Each creature in the attack’s area can make a Dexterity save with a 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

Iron Heart (Counter)


  • Level: Warblade 3
  • Prerequisite: Two Iron Heart maneuvers
  • Initiation Action: 1 reaction
  • Range: Self

You block an enemy’s attack with a lightning-quick parry, then deflect 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 a target of your choice that stands adjacent to you. You must decide whether to initiate this maneuver after the enemy attacks, but before you know whether or not the attack you are 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 melee attacks.

Mithral Tornado

Iron Heart (Strike)


  • Level: Warblade 2
  • Prerequisite: Two Iron Heart maneuvers
  • Initiation Action: 1 action
  • Range: Melee attack

Your weapon becomes a blur of motion as you swing it in a tight arc over your head. Once you build up enough speed, you explode into a sweeping attack that chops into the enemies around you. When you initiate this strike, you make a melee attack against every opponent adjacent to you. Resolve each attack separately. You gain a +2 bonus on each of these attacks.

Punishing Stance

Iron Heart (Stance)


  • Level: Warblade 1
  • Initiation Action: 1 bonus action
  • Range: Self
  • Duration: Stance

You hold your weapon overhead, allowing you to chop down with superior force. However, this fighting stance leaves you vulnerable to an opponent’s attacks. Only an initiate of the Iron Heart tradition can manage the perilous balance between trading attack power for defense. A lesser warrior would leave himself nearly helpless to resist an opponent’s attacks. While you are in this stance, you deal an extra 1d6 points of damage with all melee attacks. You also take a –2 penalty to AC, because this fighting stance emphasizes power over a defensive posture.

Scything Blade

Iron Heart (Boost)


  • Level: Warblade 2
  • Prerequisite: Three Iron Heart maneuvers
  • Initiation Action: 1 bonus action
  • Range: Self

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 against a different enemy that you threaten. You can only get one free attack each time you initiate this maneuver, regardless of how many successful attacks you make in this round.

Steel Wind

Iron Heart (Strike)


  • Level: Warblade 1
  • Initiation Action: 1 action
  • Range: Melee attack

You swing your weapon in a broad, deadly arc, striking two foes with a single, mighty blow. Through a combination of sheer power and unmatched talent, you make an attack that injures multiple opponents. As you initiate this strike, you make two melee attacks, each against a different foe that you threaten. Resolve each attack separately.

Steely Strike

Iron Heart (Strike)


  • Level: Warblade 1
  • Initiation Action: 1 action
  • Range: Self
  • Duration: Stance

You focus yourself for a single, accurate attack, shrugging off your opponent’s blows and ignoring the need for defense as you make your assault. The Iron Heart discipline teaches focus, allowing you to engage and defeat one opponent at a time. Your other enemies mean nothing to you as you press your attack. You make a single melee attack as part of this strike. You gain advantage on this attack. Enemies other than your target gain advantage against you until the beginning of your next turn.

Strike of Perfect Clarity

Iron Heart (Strike)


  • Level: Warblade 5
  • Prerequisite: Four Iron Heart maneuvers
  • Initiation Action: 1 action
  • Range: Melee 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. You might open a fight with a quick flurry of attacks, but once a foe is injured, you seek to end the battle with this decisive strike. You make a single melee attack as part of this strike. If your attack hits, it deals an extra 100 points of damage (in addition to your normal melee damage).

Supreme Blade Parry

Iron Heart (Stance)


  • Level: Warblade 5
  • Prerequisite: Five Iron Heart maneuvers
  • Initiation Action: 1 bonus action
  • Range: Self
  • Duration: Stance

In battle, you enter a steady rhythm that makes you frustratingly difficult to fight. You disrupt each attack with a perfectly timed counter, leaving your foes’ strikes weak and ineffectual. While you are in this stance, you gain resistance to all damage from attacks made by one target you choose. The target can be switched as a bonus action. To gain this benefit, you must be proficient with the weapon you carry. You gain this benefit while unarmed only if you have the Unarmed Fighting Style.

Wall of Blades

Iron Heart (Counter)


  • Level: Warblade 1
  • Prerequisite: Three Iron Heart maneuvers
  • Initiation Action: 1 reaction
  • Range: Self

With the speed of a thunderbolt, you clash your weapon against your foe’s blade as they attempt 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 your attacker. You can decide to use this ability after you learn the result of your opponent’s attack

Setting Sun

Baffling Defense

Setting Sun (Counter)


  • Level: Swordsage 1
  • Prerequisite: One Setting Sun maneuver
  • Initiation Action: 1 reaction
  • Range: Self

You crouch balanced on one foot, hands held high over your head. Your foe hesitates, unsure of how to attack you in this unlikely stance. If your opponent strikes you on their turn, you can replace your AC with the result of a Insight check as a reaction. You must decide whether to initiate this maneuver before you know the result of your 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 this maneuver. If you are surprised by the incoming attack, you cannot use this maneuver.

Ballista Throw

Setting Sun (Strike)


  • Level: Swordsage 3
  • Prerequisite: Two Setting Sun maneuvers
  • Initiation Action: 1 action
  • Range: Special

You grab your opponent and spin like a top, swinging them around before throwing them at your opponents like a bolt from a ballista. This maneuver functions like mighty throw (page 27), except as noted here. As part of this maneuver, you must succeed on a shove attempt against a target one size category larger or less. You gain a +2 bonus on the ability check. If you succeed on the attempt against your foe, you throw them 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 of the line is occupied, your opponent falls prone in the open space closest to the line’s endpoint.

Clever Positioning

Setting Sun (Strike)


  • Level: Swordsage 1
  • Initiation Action: 1 action
  • Range: Melee Attack

A description bursts from the caster's fingers and spreads at You make a melee attack, and while your opponent is slightly off balance from your blow, you find the leverage needed to pull them into your space while moving into their space. As part of this maneuver, you make a single melee attack against a target. If your attack hits, the target takes damage normally and must make a Dexterity save. If this save fails, you swap positions with the target. If the target is Large or larger, you can occupy any of the squares that make up its space. The target must in turn occupy the square, or one of the squares, you previously occupied. You cannot use this maneuver if you or the target would end up sharing the same space as another creature or an impassable terrain feature, such as a wall. If your target occupies a larger space than you do, they choose their final position according to the guidelines given above.

Comet Throw

Setting Sun (Strike)


  • Level: Swordsage 2
  • Prerequisite: One Setting Sun maneuver
  • Initiation Action: 1 action
  • Range: Melee attack

You use your foe’s momentum against him, throwing them through the air to crash into a second enemy. This maneuver functions like mighty throw (page 27), except as noted here. As part of this maneuver, you must succeed on a shove attempt against a target one size category larger or less. You gain a +2 bonus on the ability check. If you succeed in the shove attempt, you throw them up to 10 feet away from you in a direction of your choice. You select your enemy’s destination square. The target falls prone in that space and takes 4d6 points of damage. For every 5 points by which you win the opposed check, you gain an additional 5 feet of throw range. For example, if you win by 10, you can place your foe in any space within 20 feet of you. You can throw your opponent into a space occupied by a second foe. In this case, the opponent in the target square also takes 4d6 points of damage and is knocked prone. A Dexterity save halves this damage and allows the second target to remain standing. The thrown creature then falls prone in a clear space of your choice adjacent to the second target.

Counter Charge

Setting Sun (Counter)


  • Level: Swordsage 1
  • Initiation Action: 1 reaction
  • Range: Melee attack

With this counter, you can attempt to redirect a creature that intends to move and make an attack against you. Immediately before the creature makes its attack after moving, make your choice of an opposed Athletics or Acrobatics check against it. The target makes its check using the same ability you chose for your check. If you are of a larger size category than the attacking creature, you use your superior bulk to redirect your foe and gain a +4 bonus on your Athletics check (if you opt for a Athletics check). If you are of a smaller size category, you use leverage, misdirection, and trickery to gain a +4 bonus on your Acrobatics check (if you use that option). If you succeed on the Athletics or Acrobatics check, the creature does not get to attack you. You can then move it up to 10 ft in any direction away from you. If you fail the Athletics or Acrobatics check, the creature gains advantage on its attack.

Devastating Throw

Setting Sun (Strike)


  • Level: Swordsage 2
  • Prerequisite: One Setting Sun maneuver
  • Initiation Action: 1 action
  • Range: Melee attack

Seizing your foe by the arm, you spin in a quick half-circle and hurl them headlong away from you. This maneuver functions like mighty throw (page 27), except as noted here. To set up a devastating throw, you must move at least 15 feet. As part of this maneuver, you must succeed on a shove attempt against a target two size categories larger or less. You gain a +2 bonus on the ability check. If you succeed in the shove attempt, you throw them up to 10 feet away from you in a direction of your choice. The target falls prone in the destination space and takes 2d6 points of damage. You choose where they land. For every 5 points by which you win the opposed check, you gain an additional 5 feet of throw distance. For example, if you win by 10, you can place your foe in any space within 20 feet of you. You must place the target in an empty space. If you lack the distance to throw your target into a clear space, they fall prone in their current space.

At Higher Levels: When you initiate this maneuver using a slot of 3rd level or higher, the additional damage increases by 3d6.

Feigned Opening

Setting Sun (Counter)


  • Level: Swordsage 2
  • Prerequisite: One Setting Sun maneuver
  • Initiation Action: 1 bonus action
  • Range: Self

You show your opponent a seemingly fatal mistake in your defenses, but easily avoid the ensuing attack and simultaneously draw your foe into overextending. You can use this maneuver when an opponent attempts an opportunity attack against you. As you provoke the opportunity attack, you position yourself in such a way as to force your opponent to throw herself off balance to strike you. Even if they succeed in striking you, your foe might regret their attack as your allies leap in to finish them. When your enemy makes an opportunity attack against you, but before you know the result of the attack, you can initiate this maneuver. If their attack misses, they provoke an opportunity attack from you. If their opportunity attack hits you, they provoke an opportunity attack from any of your allies who threaten them.

Fool's Strike

Setting Sun (Counter)


  • Level: Swordsage 4
  • Prerequisite: Three Setting Sun maneuvers
  • Initiation Action: 1 reaction
  • Range: Melee attack

A creature strikes, but you turn the blow straight back at it. If an opponent attacks you with a melee attack, you can initiate this maneuver to make an opposed attack roll as a reaction. If your foe’s result is higher, they attack you as normal. If your result is higher, your foe rolls damage as normal for the attack and takes that much damage in your stead.

Ghostly Defense

Setting Sun (Stance)


  • Level: Swordsage 3
  • Prerequisite: Three Setting Sun maneuvers
  • Initiation Action: 1 bonus action
  • Range: Self
  • Duration: Stance

You lurk within concealing mist, luring your opponent into attacking you, only to dodge out of the way and direct your enemy’s blow at an unwitting ally. You 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, as a reaction you can choose to change the target of the attack from you to another eligible target (other than your attacker). For a melee attack, the new target must be within your opponent’s reach and adjacent to you. For a ranged attack, the new target must be adjacent to you, and your opponent must have a line of effect to them. Roll an attack roll for the attack again to determine if it hits. This ability applies only once per attack. If you use ghostly defense to redirect an attack against a foe using this stance, they do not have the option to redirect the attack again. You must be aware of an opponent’s attack to gain the benefit of this stance. You cannot use this stance against attacks that surprise you.

Giant Killing Style

Setting Sun (Stance)


  • Level: Swordsage 2
  • Prerequisite: One Setting Sun maneuver
  • Initiation Action: 1 bonus action
  • Range: Self
  • Duration: Stance

You dart between a giant’s legs, lashing at their inner ankles and other vulnerable areas while staying inside their reach where they cannot hope to parry your attacks. When you are in this stance, you gain a +1 bonus on attack rolls and an extra 1d6 on damage rolls against opponents of a larger size category than yours. This bonus applies to the first attack you make on your turn.

Hydra Slaying Strike

Setting Sun (Strike)


  • Level: Swordsage 4
  • Prerequisite: Three Setting Sun maneuvers
  • Initiation Action: 1 action
  • Range: Melee Attack

You take careful aim at an enemy creature, striking it with the precise amount of force needed to push it off guard and leave it unable to bring all of its attacks to bear. As part of this maneuver, make a single melee attack. If this attack hits, you deal an additional 5d8 damage and your target cannot make more than one attack on its next turn. Otherwise, it can act normally.

Mighty Throw

Setting Sun (Strike)


  • Level: Swordsage 1
  • Initiation Action: 1 action
  • Range: Melee Attack

You use superior leverage and your Setting Sun training to send an opponent tumbling to the ground. As part of this maneuver, you must succeed on a shove attempt using Athletics or Acrobatics against a target one size category larger or less. You gain a +2 bonus on the ability check. If you succeed on the attempt against your foe, you throw them up to 10 feet away from you. The target falls prone in the destination space. You choose where it lands. You must place the target in an empty space. If you lack the distance to throw your target into a clear space, it falls prone in its current space. You can throw an enemy through occupied squares.

Mirrored Pursuit

Setting Sun (Counter)


  • Level: Swordsage 3
  • Prerequisite: Two Setting Sun maneuvers
  • Initiation Action: 1 reaction
  • Range: Self

Your ability to study a foe and match their motions allows you to remain within arm’s reach at all times. When an opponent adjacent to you moves, you can initiate this maneuver to immediately move to any square adjacent to them as soon as they stops moving, as long as the distance you cover is less than or equal to your speed.

Scorpion Parry

Setting Sun (Counter)


  • Level: Swordsage 3
  • Prerequisite: Two Setting Sun maneuvers
  • Initiation Action: 1 reaction
  • Range: Self

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, they attack you as normal. If your result is higher, you can choose a creature adjacent to you and within your opponent’s threatened area. The chosen creature is the new target of your foe’s attack. Use your enemy’s original attack roll result to determine if they strikes the new target.

Shifting Defense

Setting Sun (Stance)


  • Level: Swordsage 3
  • Prerequisite: Two Setting Sun maneuvers
  • Initiation Action: 1 bonus action
  • Range: Self
  • Duration: Stance

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

While you are in this stance, you can use a reaction move 10 ft when an opponent attacks you. This movement does not provoke opportunity attacks.

Step of the Wind

Setting Sun (Stance)


  • Level: Swordsage 1
  • Initiation Action: 1 bonus action
  • Range: Self
  • 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. While 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 while you are in this stance, and if that foe takes a movement penalty for moving through difficult terrain, you gain a +2 bonus on attack rolls and a +4 bonus on Athletics or Acrobatics checks made as part of a shove or grapple attempt against that enemy. You gain this bonus on checks made to either accomplish or resist a shove and grapple attempts.

Strike of the Broken Shield

Setting Sun (Strike)


  • Level: Swordsage 2
  • Prerequisite: Two Setting Sun maneuvers
  • Initiation Action: 1 action
  • Range: Melee attack

You study your opponent and deliver an attack precisely aimed to ruin their defenses and force them to scramble for their balance. As part of this maneuver, make a single melee attack. This attack deals an extra 3d6 points of damage. In addition, the target must make a Reflex save or the next attack against them has advantage. The target takes damage even if their save succeeds.

Tornado Throw

Setting Sun (Strike)


  • Level: Swordsage 5
  • Prerequisite: Five Setting Sun maneuvers
  • Initiation Action: 1 action
  • Range: Melee attack

Like a whirlwind, you twist and spin across the battlefield, tossing goes away left and right. As part of initiating this maneuver, you move up to your opponent, throw them aside, and move again. This maneuver functions like mighty throw (pg 27), except as noted here. To set up a tornado throw, you must move at least 10 feet. You can move up to double your speed as part of this maneuver. If you fail in your throw attempt, you can still move afterward. After every 10 feet you move, you can attempt another throw against the same opponent or a different foe. As part of this maneuver, you must succeed on a shove attempt against a target two size categories larger or less. You can use your Acrobatics or Athletics on this check, whichever is better. You gain a +2 bonus on this check for every 5 feet that you have moved during your turn. If you succeed in shoving your foe, you can instead throw them up to 10 feet away from you. The target falls prone in the destination space and takes 4d6 points of damage. You choose where they land. For every 5 points by which you win the opposed check, you gain an additional 5 feet of throw distance and the target takes an additional 1d6 points of damage. For example, if you win by 10, you can place your foe in any space within 20 feet of you, and they take a total of 4d6 points of damage. You must place the target in an empty space. If you lack the distance to throw your target into a clear space, they fall prone in their current space. You can throw an enemy through occupied squares. You can not move more than double your movement speed this turn using this maneuver or normal movement.

Shadow Hand

Assassin's Stance

Shadow Hand (Stance)


  • Level: Swordsage 2
  • Prerequisite: One Shadow Hand maneuver
  • Initiation Action: 1 bonus action
  • Range: Self
  • Duration: Stance

A shadow cast by a gap between two armored plates or a crease in a creature’s thick hide calls to your weapon, allowing you to strike with deadly accuracy against an unprepared opponent. While you are in this stance, you gain the sneak attack ability, if you do not already have it, which deals an extra 2d6 points of damage. If you already have the sneak attack class feature, your existing sneak attack ability deals an extra 2d6 points of damage. See the rogue class feature for a complete description of sneak attack.

Balance on the Sky

Shadow Hand (Strike)


  • Level: Swordsage 4
  • Prerequisite: Three Shadow Hand maneuvers
  • Initiation Action: 1 bonus action
  • Range: Self
  • Duration: Stance

With arms spread wide, you step onto the air. You gain the ability to walk on air by yourself only. You must keep at least one hand empty while using this stance. Moving upward by 45 degrees requires you to spend 10 feet of movement for each 5 feet of elevation you gain. You gain this benefit only while you maintain this stance. If for some reason your stance ends while you are in midair, you fall to the ground. This stance is a supernatural ability.

Child of Shadow

Shadow Hand (Stance)


  • Level: Swordsage 1
  • Initiation Action: 1 bonus action
  • Range: Self
  • 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. If you move at least 15 feet during your turn, you gain half cover against all melee and ranged attacks until the start of your next turn. You cannot use this stance to hide in plain sight; you must still use some other terrain feature that normally allows you to use the Stealth skill. The flickering shadows make it difficult to specifically target you, but your enemies are aware of your position.

Clinging Shadow Strike

Shadow Hand (Strike)


  • Level: Swordsage 1
  • Initiation Action: 1 action
  • Range: Melee attack
  • Duration: 1 round

Your weapon transforms into solid darkness. When it strikes home, it discharges in a swirling orb of shadow that engulfs your foe’s eyes. As part of this maneuver, you make a single melee attack. If it hits, you deal an extra 1d6 points of damage, and your opponent must make a successful Constitution save or suffer disadvantage on all melee and ranged attacks for 1 round. A successful save negates the disadvantage, but not the extra damage.

Cloak of Deception

Shadow Hand (Boost)


  • Level: Swordsage 2
  • Prerequisite: Two Shadow Hand maneuvers
  • Initiation Action: 1 bonus action
  • Range: Self
  • Duration: 1 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

Shadow Hand (Stance)


  • Level: Swordsage 2
  • Prerequisite: One Shadow Hand maneuver
  • Initiation Action: 1 bonus action
  • Range: Self
  • Duration: Stance

Black, shadowy energy covers your hands and feet, allowing you to scuttle across the walls and ceiling like a lurking spider. While you are in this stance, you gain a benefit similar to the spider climb spell. You gain a climb speed of 20 feet. You do not need to make an Athletics check to traverse a vertical or horizontal surface, even if you attempt to move across a ceiling. You must have at least one hand free to support yourself while you climb. You do not take any penalties, nor do your opponents gain any bonus when attacking you, while you climb. You cannot take a run action while climbing in this manner.

Death in the Dark

Shadow Hand (Strike)


  • Level: Swordsage 4
  • Prerequisite: Four Shadow Hand maneuvers
  • Initiation Action: 1 action
  • Range: Melee attack

You catch your foe unaware, allowing you to deal a single, deadly strike that slays them instantly. This maneuver functions only against a surprised opponent. As part of this maneuver, make a single melee attack. If this attack hits, you deal normal damage and the target must make a Constitution save. If the target fails this save, they take an extra 10d6 points of damage. If their save succeeds, they take an extra 5d6 points of damage instead. This maneuver functions only against opponents who are vulnerable to critical hits.

Drain Vitality

Shadow Hand (Strike)


  • Level: Swordsage 1
  • Prerequisite: One Shadow Hand maneuver
  • Initiation Action: 1 action
  • Range: Melee attack

Spinning your blade in a butterfly like pattern, you administer a dozen precise cuts in the blink of an eye. Blood flows from your foe’s opened veins. As part of this maneuver, make a single melee attack. If this attack hits, you deal an additional 1d6 damage and the target must make a successful Constitution save or take 1d6 points of necrotic damage at the start of each of their turns. This necrotic damage bypasses resistances and immunities. This effect lasts until the target uses an action to stop the bleeding. A successful save negates the bleed effect but not the additional and normal melee damage.

At Higher Levels: When you initiate this maneuver using a slot of 3rd level or higher, the additional damage increases by 3d6 and the necrotic damage increases by 1d6.

Enervating Shadow Strike

Shadow Hand (Strike)


  • Level: Swordsage 4
  • Prerequisite: Four Shadow Hand maneuvers
  • Initiation Action: 1 action
  • Range: Melee attack

Your weapon becomes cloaked in an inky, black nimbus. As you strike your opponent, that energy flows into the wound and leaves them pale, weak, and shaking. As part of this maneuver, you make a single melee attack. If this attack hits, the target must make a successful Constitution save or take an extra 8d8 damage. If the target succeeds it takes an extra 4d8 instead. You gain 5 temporary hit points for every 10 hit points your enemy loses.

Five-Shadow Creeping Ice Enervation Strike

Shadow Hand (Strike)


  • Level: Swordsage 5
  • Prerequisite: Five Shadow Hand maneuvers
  • Initiation Action: 1 action
  • Range: Melee attack
  • Duration: 1 minute

With a single lunge, you pierce your enemy to the core. A shadow of ultimate cold falls over their heart and begins to worm through their veins to the five points of their body. As part of this maneuver, you make a single melee attack. If you hit, you deal normal melee damage plus an extra 15d6 points of damage, and a shadow spreads out from your enemy’s heart, freezing the blood in their veins. Roll a d20 and refer to the information below to determine toward which point of their body the freezing shadow spreads. This effect functions even if your opponent is not humanoid, the shadow produces the same effects even in a creature with a different anatomy.

Result of 1–7: Spreads out to legs. Fall prone. Special effect: Speed is reduced to 0 feet.

Result of 8–14: Spreads out to arms. Drops all held items and/or creatures. Special effect: 1d6 penalty on attack rolls and damage.

Result of 15–20: Struck in the heart. Falls prone, Drops all held items and/or creatures. Special effect: Extra 10d6 damage.

A foe struck by this attack must make a successful Constitution save to resist its effects. On a successful save, the target ignores any effects from the attack (but still takes normal melee damage as well as the extra 15d6 points of damage). Each of the special effects lasts for 1 minute. The creature can save at the end of each of its turns to end the Special Effects.

Ghost Blade

Shadow Hand (Strike)


  • Level: Swordsage 3
  • Prerequisite: Three Shadow Hand maneuvers
  • Initiation Action: 1 action
  • Range: Melee attack

A smile brightens your foe’s eyes; they have dodged your blow. But that was merely the ghost blade. The real blade is cutting swiftly from underneath, and yet they still smile. . . . As part of this maneuver, you make a melee attack. As you strike at your opponent, you create an illusory double of your weapon. This double slashes at your opponent, tricking them into mistaking it for your attack. In truth, the illusion cloaks your real attack. This strike has advantage and deals an additional 6d6 damage as the hidden attack from a new direction ruins their defenses.

Hand of Death

Shadow Hand (Strike)


  • Level: Swordsage 2
  • Prerequisite: One Shadow Hand maneuver
  • Initiation Action: 1 action
  • Range: Melee attack

You reach out and tap your foe with a single finger. Their look of puzzlement turns to fear as black energy spreads across their body, rendering them helpless. You draw upon the power of shadow to render a single foe helpless. By touching a specific nerve center and channeling your ki, you leave your enemy’s muscles cold, locked, and useless. This maneuver functions only against surprised opponents. As part of this maneuver, you make a melee attack against your opponent. If this attack hits, your opponent must make a successful Constitution save or be paralyzed for 1 round.

Island of Blades

Shadow Hand (Stance)


  • Level: Swordsage 3
  • Prerequisite: Two Shadow Hand maneuvers
  • Initiation Action: 1 bonus action
  • Range: Self
  • 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 enemies’ strengths against them, improving your combat ability as well as that of an ally. As long as an ally and you are adjacent to the same creature you and that ally gain advantage on your first attack against the opponent per turn. 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 the same two creatures, the two of you gain this benefit against both creatures.

Obscuring Shadow Veil

Shadow Hand (Strike)


  • Level: Swordsage 2
  • Prerequisite: Two Shadow Hand maneuvers
  • Initiation Action: 1 action
  • Range: Melee attack
  • Duration: 1 round

As you strike your opponent, you summon the fell energies of the Shadow Hand school to rob your foe of their sight. Inky, black energy burrows into their eyes, rendering them blind for a few critical moments. As an action, you can make a single melee attack. If it hits, your opponent takes normal melee damage plus an extra 5d6 points of damage. They must also make a successful Constitution save or be blinded for 1 round. A successful save negates the blindness, but not the extra damage.

One with Shadow

Shadow Hand (Counter)


  • Level: Swordsage 4
  • Prerequisite: Three Shadow Hand maneuvers
  • Initiation Action: 1 reaction
  • Range: Self
  • Duration: 1 round

You fade into the raw essence of shadow, turning transparent, then insubstantial. When an enemy declares an attack , as a reaction, you can become incorporeal. (Insert shared Wraith and Ghost resistances and immunities and Incorporeal movement ability). 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 end of your next turn.

Shadow Blade Technique

Shadow Hand (Strike)


  • Level: Swordsage 1
  • Initiation Action: 1 action
  • Range: Melee attack

You weave your weapon in an elaborate pattern, creating an illusory double that glows with white energy. As you make your attack, both your true weapon and the illusion slash at your foe. This maneuver allows you to create a mystical double of your weapon. As you attack, your foe must decide which weapon to defend against. In most cases, the illusory weapon distracts your foe and allows your true attack to hit. In some cases, both attacks strike home. In this case, the shadow blade discharges its magic and imbues your attack with cold energy. As part of this maneuver, you make a single melee attack against an opponent with advantage. If you use the higher die result, resolve your attack as normal. (Your mystic double misses, but your true attack might hit.) If you use the lower die result, or if both die results are the same, your attack deals an extra 1d6 points of necrotic damage as both the mystic double’s attack and your true weapon strike home. This strike does not work for the purposes of abilities like sneak attack.

Shadow Garrote

Shadow Hand (Strike)


  • Level: Swordsage 2
  • Prerequisite: One Shadow Hand maneuver
  • Initiation Action: 1 action
  • Range: 60 ft.
  • Duration: 1 round

With a subtle gesture, you carve a slice of shadow from the air around you and cast it toward your foe. It wraps around the creature’s neck and squeezes the life from it. As part of this maneuver, you create a strand of shadow that you hurl at an opponent. The strand wraps around the target’s throat and chokes it. As part of this maneuver, you make a ranged attack against a creature within range. If your attack is successful, your opponent takes 3d6 points of necrotic damage. In addition, it must make a successful Constitution save or your next attack has advantage against this creature until the end of your next turn. This strike has no effect against non-living creatures, such as constructs and undead.

Shadow Jaunt

Shadow Hand [Teleportation]


  • Level: Swordsage 1
  • Initiation Action: 1 action
  • Range: 30 ft.

In the blink of an eye, you disappear and emerge from a mote of shadow energy across the battlefield. As part of this maneuver, you disappear in a cloud of darkness and teleport up to 30 feet 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.

At Higher Levels: When you initiate this maneuver using a slot of 3rd level, the distance increases to 50 feet and you may initiate this maneuver as a bonus action. When you initiate this maneuver using a slot of 4th level, you may teleport 50 feet as a reaction on your turn.

Shadow Noose

Shadow Hand (Strike)


  • Level: Swordsage 3
  • Prerequisite: Two Shadow Hand maneuvers
  • Initiation Action: 1 action
  • Range: 60 ft.
  • Duration: 1 round

As you foe struggles to ready their defenses, you make a subtle gesture in the air. A noose formed of shadow drops from above him, wraps around their throat, and hoists them aloft. Their limbs flail as they struggle to free themselves from the strangling noose. As part of this maneuver, you form a noose of shadow that wraps around your target and strangles them. This maneuver works only against a surprised target. As part of this maneuver, you make a ranged attack against a surprised creature within range. If it hits, your opponent takes 7d6 points of necrotic damage. In addition, they must make a successful Constitution save or be stunned for 1 round. A successful save negates the stun, but not the extra damage. This strike has no effect against non living creatures, such as constructs and undead.

Stalker in the Night

Shadow Hand (Strike)


  • Level: Swordsage 2
  • Prerequisite: One Shadow Hand maneuver
  • Initiation Action: 1 action
  • Range: Melee attack

You slide through the dark like a bird of prey, emerging only to strike down your foe before sliding back into shadow’s welcoming embrace. As part of this maneuver, you move up to your speed and make a single melee attack at any point during your movement. If you were hidden before initiating this maneuver, you can keep the results of your previous Stealth checks 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 as normal to discern your presence. Your movement and this maneuver’s attack have no effect on your Stealth results.

Step of the Dancing Moth

Shadow Hand (Stance)


  • Level: Swordsage 2
  • Prerequisite: Two Shadow Hand maneuvers
  • Initiation Action: 1 bonus action
  • Range: Self
  • 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. Your speed becomes 20 feet while you are in this stance, and you cannot run. You ignore any terrain feature that fails to project more than 5 feet above the ground, such as difficult terrain, burning lava, water, and so forth. In addition, you ignore the standard penalty on Stealth checks for moving quickly.

Strength Draining Strike

Shadow Hand (Strike)


  • Level: Swordsage 2
  • Prerequisite: One Shadow Hand maneuver
  • Initiation Action: 1 action
  • Range: Melee attack

Liquid, black energy covers your weapon. As you strike your opponent, this material flows into the wound, spreads along their veins, and leaves them weakened. As part of this maneuver, you make a single melee attack against an opponent. In addition to dealing normal melee damage with the attack, you deal an extra 4d6 points of damage. The opponent also makes a Constitution save. On a failure they have a 1d4 penalty to attack and damage rolls until the beginning of your next turn. A successful Constitution save negates the penalty, but has no effect on the additional and normal melee damage you deal with the strike.

Stone Dragon

Bonecrusher

Stone Dragon (Strike)


  • Level: All 2
  • Initiation Action: 1 action
  • Range: Melee attack

You deliver your attack, and your enemy's eyes jerk wide open in panic as their skeleton begins to fracture in hundreds of places. As part of this maneuver, you make a melee attack. If your attack hits, it deals an extra 4d6 points of damage. The creature struck must succeed on a Constitution save or its skeletal structure becomes massively weakened, the next attack on this creature is critical on a 19 or 20. A successful save does not negate the extra damage.

Boulder Roll

Stone Dragon (Boost)


  • Level: All 2
  • Initiation Action: 1 action
  • Range: Personal

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 or be crushed beneath your feet. As part of this maneuver, you make an Overrun attempt (DMG 272). You gain a +2 bonus on your Strength (Athletics) check made to overrun, and if the target(s) fails it is also knocked prone. If you lose the contest you simply stop moving in the last legal space you occupied. You do not provoke opportunity attacks for the movement.

Charging Minotaur

Stone Dragon (Strike)


  • Level: All 1
  • Initiation Action: 1 action
  • Range: Melee attack

You charge at your foe, blasting them with such power that they stumble back. As part of this maneuver you may move up to double your movement speed and make a shove attack (PHB 195). Resolve the shove attempt normally. If your Strength (Athletics) check exceeds the opponent’s result, you deal bludgeoning damage equal to 1d6 + your Strength modifier in addition to pushing the target back as normal. For every 5 points you beat your opponent by you can move them back an additional 5 feet. You can not move more than double your movement speed this turn using this maneuver or normal movement.

At Higher Levels: When you initiate this maneuver using a slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st.

Colossus Strike

Stone Dragon (Strike)


  • Level: All 4
  • Prerequisite: Two Stone Dragon maneuvers
  • Initiation Action: 1 action
  • Range: Melee attack

Focusing your strength with a deep, rumbling shout, you execute an attack that sends your opponent flying through the air. As part of this maneuver, you make a melee attack against your foe. This attack deals an extra 7d6 points of damage, and the creature struck must succeed on a Strength save or be hurled 1d6 squares away from you, falling prone in that square. A creature of a smaller size category than yours gets disadvantage on this save; a creature of a larger size category than yours gets advantage on the save. If an obstacle blocks the creature’s movement, it instead stops in the first unoccupied square and takes an extra 2d6.

Crushing Weight of the Mountain

Stone Dragon (Stance)


  • Level: All 2
  • Prerequisite: One Stone Dragon maneuver
  • Initiation Action: 1 bonus action
  • Range: Self
  • Duration: Stance

Drawing on your understanding of the Stone Dragon discipline, you squeeze a foe within your grasp and force the life from them. While you are in this stance, you gain the ability to constrict for 2d6 points of damage + 1-1/2 times your Strength bonus (if any). As an action you can constrict an opponent that you grapple by making a successful grapple check.

Earthstrike Quake

Stone Dragon (Strike)


  • Level: All 4
  • Prerequisite: Two Stone Dragon maneuvers
  • Initiation Action: 1 action
  • Range: 45 ft. radius burst, centered on you

You swing your weapon in a wild arc, slamming it into the ground at your feet. Energy surges out from you, causing the ground to shudder with a sharp tremor. Anyone standing on the ground in this maneuver’s area must make a successful Dexterity save or be knocked prone. Any creature standing on the ground in this area that is currently casting a spell must succeed on a Concentration check or lose the spell. You are immune to the effect of the earthstrike quake maneuver. Your allies must still save as normal against its effect. Walls and similar barriers don’t block the line of effect of an earthstrike Quake.

Giant's Stance

Stone Dragon (Stance)


  • Level: All 3
  • Prerequisite: Two Stone Dragon maneuvers
  • Initiation Action: 1 bonus action
  • Range: Personal
  • Duration: Stance

Tapping into the power of the Stone Dragon, you strike with resolute, irresistible force. You learn to set the full weight of your body into each of your attacks. A warrior with less skill would lose their balance and fall to the ground when using this fighting style. While you are in this stance, your attacks deal an additional 1d6 of damage. You also count as one size larger, up to a maximum of Huge, when determining your carrying capacity and the weight you can push, drag, or lift. It does not confer any of the other benefits or drawbacks of a change in size. This stance immediately ends if you move more than 5 feet for any reason, such as from a knockback attack, a telekinesis spell, and so forth.

Irresistible Mountain Strike

Stone Dragon (Strike)


  • Level: All 3
  • Initiation Action: 1 action
  • Range: Melee attack
  • Duration: 1 round

You slam your weapon into your foe with irresistible force. Your mighty attack causes your opponent to stagger aimlessly for a few key moments, leaving them unable to act fully on their next turn. As part of this maneuver, you make a single melee attack. This attack deals an extra 4d6 points of damage. A creature hit by this strike must also make a successful Constitution save or be unable to take an action for 1 round. It can otherwise act as normal. A creature that successfully saves still takes the extra damage. This maneuver functions only against opponents standing on the ground. A flying creature or a levitating target need not save against the action loss effect, but still takes the extra damage.

Mountain Avalanche

Stone Dragon (Strike)


  • Level: All 3
  • Prerequisite: Two Stone Dragon maneuvers
  • Initiation Action: 1 action
  • Range: Personal

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 occupy all of the space occupied by such a creature, it takes damage equal to 2d6 + 1-1/2 times your Strength bonus (if any). 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 over only part of the space a creature occupies (for example, you are a Large creature moving over half the space of a Large opponent), it can attempt a Dexterity save to avoid half of your trampling damage. Leaving threatened areas provokes opportunity attacks as normal. You can not move more than double your movement speed this turn using this maneuver or normal movement.

Mountain Hammer

Stone Dragon (Strike)


  • Level: All 1
  • Initiation Action: 1 action
  • Range: Melee attack

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 automatically overcomes damage resistances and immunities.

At Higher Levels: When you initiate this maneuver using a slot of 2nd level or higher, the damage increases by 2d6 for each slot level above 1st.

Mountain Tombstone Strike

Stone Dragon (Strike)


  • Level: All 5
  • Prerequisite: One Stone Dragon maneuver
  • Initiation Action: 1 action
  • Range: Melee attack
  • Duration: 1 minute

You slam into your foe, turning bones into dust and muscle into bloody pulp. Your foe’s body is left a crippled, twisted mockery. Your attack causes damage to the structure of your foe’s body. As part of this maneuver, you make a single melee attack. If this attack hits, you deal an extra 10d6 points of damage in addition to your normal damage. The target also makes a Constitution save. On a failure all attacks against this creature are critical on a 19 to 20 for one minute. The target can make a save at the end of each of its turns to end this effect.

Overwhelming Mountain Strike

Stone Dragon (Strike)


  • Level: All 2
  • Prerequisite: One Stone Dragon maneuver
  • Initiation Action: 1 action
  • Range: Melee attack
  • Duration: 1 round

You slam your foe with a mighty strike, almost knocking them from their feet and forcing them to find their footing and steady himself before they can react. As part of this maneuver, you make a melee attack. This attack deals an extra 2d6 points of damage. If the creature you hit is standing on the ground, your attack also causes the target to lose its ability to move for 1 round. It can otherwise act normally. A successful Constitution save by the creature struck negates the loss of its move action, but not the extra damage. This maneuver functions only against opponents standing on the ground. A flying creature or a levitating target need not save against the action loss effect, but still takes the extra damage.

Roots of the Mountain

Stone Dragon (Stance)


  • Level: All 2
  • Initiation Action: 1 bonus action
  • Range: Self
  • 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. While you are in this stance, you gain advantage on Strength based checks made to resist grapples, shoves, and similar effects. Any enemy that attempts to move through a square you threaten has to spend 10 ft for every 5 ft they move. Also while in this stance you roll may roll a 1d4 and subtract that from the damage you take from one attack per round. This stance immediately ends if you move more than 5 feet for any reason, such as from a push attack, a telekinesis spell, and so forth.

Stone Bones

Stone Dragon (Strike)


  • Level: All 1
  • Initiation Action: 1 action
  • Range: Melee Attack
  • Duration: 1 round

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. When you use this maneuver, you make a single melee attack. If this attack hits, you gain resistance against bludgeoning, piercing, or slashing for 1 round.

At Higher Levels: When you initiate this maneuver using a slot of 3rd level, you deal an additional 3d6 and you gain resistance to bludgeoning, piercing, and slashing for 1 round. When you initiate this maneuver using a slot of 4th level, the damage increases to 5d6 and you gain resistance to all damage for 1 round

Stone Dragon's Fury

Stone Dragon (Strike)


  • Level: All 2
  • Prerequisite: One Stone Dragon maneuver
  • Initiation Action: 1 action
  • Range: Melee attack

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 your attack hits a construct or an object, you deal an extra 6d6 points of damage. Against other targets, you gain no special benefit from this maneuver.

Stone Vise

Stone Dragon (Strike)


  • Level: All 1
  • Initiation Action: 1 action
  • Range: Melee attack
  • Duration: 1 round

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. This attack deals an extra 1d6 points of damage. If the creature hit is standing on the ground, your attack also drops the target’s speed to 0 feet (for all movement capabilities) for 1 round. It can otherwise act normally. A successful Constitution save by the creature struck negates the immobilization, but not the extra damage. This maneuver functions only against opponents standing on the ground. A flying creature or a levitating target need not save against the speed reduction effect, but still takes the extra damage.

At Higher Levels: When you initiate this maneuver using a slot of 3rd level or higher, the damage increases by 4d6.

Stonefoot Stance

Stone Dragon (Stance)


  • Level: All 1
  • Initiation Action: 1 bonus action
  • Range: Self
  • Duration: Stance

The wind might batter the mountain, the river might cut through the plains, but in the end the stone and rock shrug off such assaults. While you are in this stance, you gain a +2 bonus on Strength based skill checks. You also gain a +2 bonus to AC against creatures of a size category larger than yours. This stance immediately ends if you move more than 5 feet for any reason, such as from a shove attack, a telekinesis spell, and so forth.

Strength of Stone

Stone Dragon (Stance)


  • Level: All 4
  • Prerequisite: Three Stone Dragon maneuvers
  • Initiation Action: 1 bonus action
  • Range: Self
  • 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. You are immune to critical hits while you are in this stance. This stance immediately ends if you move more than 5 feet for any reason, such as from a bull rush attack, a telekinesis spell, and so forth.

Tiger Claw

Blood in the Water

Tiger Claw (Stance)


  • Level: Swordsage 1, Warblade 1
  • Prerequisite: One Tiger Claw maneuver
  • Initiation Action: 1 bonus action
  • Range: Self
  • Duration: Stance

When you score a critical hit against an opponent, you enter a near frenzied state from the sight and smell of blood. Upon making a critical hit you gain a +1 bonus on attack rolls and damage rolls. This stacks with each successful critical hit you score. If you go more than 1 minute without achieving a critical hit, you no longer gain the benefit of the stance.

Claw at the Moon

Tiger Claw (Strike)


  • Level: Swordsage 1, Warblade 1
  • Initiation Action: 1 action
  • Range: Melee attack

Like a great cat, you spring into the air and attack your foe from an unexpected direction. As part of this maneuver, you attempt an Athletics check to leap into the air and make a melee attack that targets your foe’s upper body, face, and neck. The Athletics check’s DC is equal to your target’s AC. If this check succeeds, your attack deals an extra 2d6 points of damage. If this attack is a critical hit, you deal an additional 1d6 of damage. If your check fails, you can still attack, but you do not deal extra damage or gain a bonus on damage on a critical hit.

Dancing Mongoose

Tiger Claw (Boost)


  • Level: Swordsage 3, Warblade 3
  • Prerequisite: Two Tiger Claw maneuvers
  • Initiation Action: 1 bonus action
  • Range: Self
  • Duration: Until 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. After initiating this boost, you can make one additional attack with each weapon you wield (to a maximum of two extra attacks if you wield two or more weapons). All of these attacks must be directed against the same opponent.

Death from Above

Tiger Claw (Strike)


  • Level: Swordsage 2, Warblade 2
  • Prerequisite: One Tiger Claw maneuver
  • Initiation Action: 1 action
  • Range: 20 ft

You leap upon your enemy and drive them into the ground. The impact of your attack gives you extra force, allowing you to score a deadly hit. As part of this maneuver, you attempt a DC 18 Athletics check. If this check succeeds, you can make a single melee attack against an opponent that you target up to 20 feet away.

This attack occurs in the air as you soar over your opponent. You attack at advantage and deal an additional 4d6 points of damage. You then land in any square adjacent to the target of this attack, though no more than 20 feet away from your starting position. If your Athletics check fails, you remain in the last square you occupied before the Athletics check and can make a single attack normally.

Feral Death Blow

Tiger Claw (Strike)


  • Level: Swordsage 5, Warblade 5
  • Prerequisite: Four Tiger Claw maneuvers
  • Initiation Action: 1 action
  • Range: Melee attack
  • Duration: Stance

You leap upon your opponent, rending and tearing with your weapons in an attempt to kill them with a brutally overwhelming assault. To use this maneuver, you must be adjacent to your intended target. As part of this maneuver, make a Athletics check with a DC equal to your opponent’s AC. If the check succeeds, you can then make a single melee attack against your foe as part of this maneuver. If your attack deals damage, your target must attempt a Constitution save. If this save fails, your target is instantly slain. If the save is successful, you instead deal an extra 15d6 points of damage to the target in addition to your normal weapon damage. Creatures immune to critical hits are immune to the death effect of this strike. If your Athletics check fails, you can make a single attack normally.

Flesh Ripper

Tiger Claw (Strike)


  • Level: Swordsage 2, Warblade 2
  • Prerequisite: Two Tiger Claw maneuvers
  • Initiation Action: 1 action
  • Range: Melee attack
  • Duration: 1 round

With a mixture of careful precision and animal savagery, you tear into a foe to produce jagged wounds that overwhelm them with pain. As part of this maneuver, you make a melee attack against a single opponent. If this attack hits, the target must make a successful Constitution save or have disadvantage on attack rolls and a -1 penalty AC for 1 round. If your attack is a critical hit, these penalties last for a number of rounds equal to your proficiency bonus. Your target takes normal damage from your attack regardless of the result of the save.

Fountain of Blood

Tiger Claw (Boost)


  • Level: Swordsage 2, Warblade 2
  • Prerequisite: Two Tiger Claw maneuvers
  • Initiation Action: 1 bonus action
  • Range: 30 ft. radius burst centered on you
  • Duration: Stance

As your foe dies on your blade, you twist and turn your weapon to send blood spraying across the battlefield. Your enemies shriek in fear at their ally’s grisly demise. If you reduce a living opponent to 0 hit points during your turn, you can initiate this maneuver. Your weapon rips into your foe as they drop, forcing all your enemies within a 30-foot radius to make successful Wisdom saves or be frightened for 1 minute. The foe you drop must be within your threatened area when you initiate this maneuver. For each foe you drop during your turn prior to initiating this maneuver, the save DC increases by 1. Frightened enemies can repeat this save at the end of each of their turns.

Girallon Windmill Flesh Rip

Tiger Claw (Boost)


  • Level: Swordsage 4, Warblade 4
  • Prerequisite: Three Tiger Claw maneuvers
  • Initiation Action: 1 reaction
  • Range: Melee attack

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 can initiate this maneuver before making any attacks in the current round. If you strike an opponent multiple times during your turn, you also deal rend damage. This damage is based on the number of times you strike your opponent during your turn (see the table below). Determine the rend damage dealt immediately after you make your last attack for your turn. If you attack multiple opponents during your turn, you gain this extra damage against each of them. A creature takes rend damage based on the number of attacks that hit it, not the number of successful attacks you make. For example, if you hit a fire giant three times and an evil cleric twice during your turn, the fire giant takes rend damage for three attacks and the cleric takes rend damage for two attacks.

Successful Rend Attacks Damage
2 8d6
3 10d6
4 12d6
5 14d6
6 16d6

Hamstring Attack

Tiger Claw (Strike)


  • Level: Swordsage 4, Warblade 4
  • Prerequisite: Three Tiger Claw maneuvers
  • Initiation Action: 1 action
  • Range: Melee attack
  • Duration: 1 minute

You slice into your opponent’s legs, leaving them 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, all attacks on the target have advantage, and its movement speed is reduced to 5 ft for 1 minute. A successful Constitution save negates these penalties but not the damage. The target makes a Constitution save at the end of each of its turns to end this effect.

Hunter's Sense

Tiger Claw (Stance)


  • Level: Swordsage 1, Warblade 1
  • Prerequisite: One Tiger Claw maneuver
  • Initiation Action: 1 bonus action
  • Range: Self
  • Duration: Stance

Your mastery of the Tiger Claw discipline allows you to become attuned to the feral side of your personality. As long as you are in this stance, you have advantage on sound and smell based perception checks and +5 to your passive perception. You also have advantage on Survival checks to track wounded creatures.

Leaping Dragon Stance

Tiger Claw (Strike)


  • Level: Swordsage 2, Warblade 2
  • Prerequisite: One Tiger Claw maneuver
  • Initiation Action: 1 bonus action
  • Range: Self
  • Duration: Stance

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 gain a +10-foot movement bonus on Athletics Checks. In addition, any jumps you make while in this stance are considered running jumps.

Pouncing Charge

Tiger Claw (Strike)


  • Level: Swordsage 3, Warblade 3
  • Prerequisite: Two Tiger Claw maneuvers
  • Initiation Action: 1 action
  • Range: Personal

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 initiating this maneuver, you can take a dash action and an attack action. The first attack you make has advantage.

Prey on the Weak

Tiger Claw (Stance)


  • Level: Swordsage 4, Warblade 4
  • Prerequisite: Two Tiger Claw maneuvers
  • Initiation Action: 1 bonus action
  • Range: Self
  • Duration: Stance

With each foe you strike, your blood lust and battle fury rises ever higher. After a brief moment of explosive rage, the foes around you are left bloodied, torn, and moaning. Whenever an opponent within 10 feet of you drops to 0 hit points, whether from your attack, an ally’s strike, or some other cause, you can immediately make an opportunity attack against any opponent within your threatened area.

Rabid Wolf Strike

Tiger Claw (Strike)


  • Level: Swordsage 1, Warblade 1
  • Initiation Action: 1 action
  • Range: Melee attack

With a ferocious roar, you leap upon your enemy like a wild beast, slamming your weapon into their with a madman’s fury. You focus your primal fury into a single attack, laying an opponent low with a mighty blow that splinters bones and shatters steel. As part of this maneuver, you make a single melee attack. You have advantage on this attack roll and deal an extra 2d6 points of damage. You take a –2 penalty to AC until the start of your next turn, as this wild strike sends you off balance and hinders your defenses.

At Higher Levels: When you initiate this maneuver using a slot of 3rd level or higher, the additional damage increases by 4d6 and the AC penalty is reduced to -1.

Raging Mongoose

Tiger Claw (Boost)


  • Level: Swordsage 4, Warblade 4
  • Prerequisite: One Tiger Claw maneuver
  • Initiation Action: 1 bonus action
  • Range: Self

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

Soaring Raptor Strike

Tiger Claw (Strike)


  • Level: Swordsage 2, Warblade 2
  • Prerequisite: One Tiger Claw maneuver
  • Initiation Action: 1 action
  • Range: Melee attack

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. You can use this maneuver only against a foe of a larger size category than yours. As part of this maneuver, you make a Athletics Check with a DC equal to your foe’s AC. If this check succeeds, you also make a melee attack as part of this maneuver. If the check fails, you cannot make this attack and the maneuver is still considered expended. You have advantage on the attack roll and deal an additional 4d6 points of damage if your attack hits.

Sudden Leap

Tiger Claw (Boost)


  • Level: Swordsage 1, Warblade 1
  • Prerequisite: One Tiger Claw maneuver
  • Initiation Action: 1 bonus action
  • Range: Self

You leap to a new position in the blink of an eye, leaving your opponents baffled. You can make an Athletics Check as a bonus action and jump the distance determined by your check result. You provoke opportunity attacks with this movement, and you must move in a straight line. As with any movement, you can attempt a Acrobatics check to avoid any attacks you provoke with this sudden leap. You can’t move through enemies, unless you succeed on the appropriate Acrobatics or Athletics check.

Swooping Dragon Strike

Tiger Claw (Strike)


  • Level: Swordsage 4, Warblade 4
  • Prerequisite: Three Tiger Claw maneuvers
  • Initiation Action: 1 action
  • Range: Melee attack

You leap over an opponent and chop down at her, ruining their defenses and striking with a critical blow. As part of this maneuver, you attempt a Athletics Check to leap over your target. The result of this Athletics Check must be sufficient to allow you to move through an opponent’s space and over them. If you fail the Athletics check needed to jump over your foe, you provoke opportunity attacks for the distance you jump, if applicable. If your jump was too short to clear your opponent but far enough that you would land in a space they occupy, you land adjacent to your opponent in the square closest to your starting square. If your check is insufficient to jump over your target, you can also make a single attack against your foe with no special benefits or penalties, as long as your target is within reach. If the check succeeds, you do not provoke opportunity attacks for leaving threatened squares during your jump. You gain advantage on this attack. This attack deals an extra 8d6 points of damage, and the target must succeed on a Constitution save (DC equal to your Athletics check result) or be stunned for 1 round.

Wolf Climbs the Mountain

Tiger Claw (Strike)


  • Level: Swordsage 3, Warblade 3
  • Prerequisite: Two Tiger Claw maneuvers
  • Initiation Action: 1 action
  • Range: Melee attack

You slip between a larger foe’s legs and strike the exposed side. You then find cover in the shadow of your enemy’s bulk. You can use this maneuver only against an opponent of a size category larger than yours. As part of this maneuver, you enter your target’s square and then attack. Your attack deals an extra 5d6 points of damage. You remain within your opponent’s space after you complete this maneuver. You gain half cover against all attacks as long as you remain in their space, including those made by the target. If the target moves, it leaves you behind but provokes an opportunity attack from you for leaving your space.

Wolf Fang Strike

Tiger Claw (Strike)


  • Level: Swordsage 1, Warblade 1
  • Initiation Action: 1 action
  • Range: Melee attack

You lash out in a blur of movement with two weapons, hacking into your foe with a combination of feral strength and speed. You must fight with two weapons to use this maneuver. If you carry only one weapon, you can choose to make an unarmed strike with your off hand (as an unarmed attack) if you so wish. As part of this maneuver, you make an attack with both weapons you wield against one opponent. Both attacks must target the same creature, and you have disadvantage on your 2nd attack. If your first attack drops your foe to 0 hit points, you cannot make a second attack.

At Higher Levels: When you initiate this maneuver using a slot of 2nd level or higher, you instead can make three attacks, but only the third has disadvantage.

Wolf Pack Tactics

Tiger Claw (Stance)


  • Level: Swordsage 4, Warblade 4
  • Prerequisite: Two Tiger Claw maneuvers
  • Initiation Action: 1 bonus action
  • Range: Self
  • Duration: Stance

With each stinging attack that connects against a foe, you slip around him, using the distraction provided by your attacks to prevent them from hindering your movement. You prowl the battlefield like a mighty hunter. Each time you make a successful melee attack, you can move up to 10 feet. This movement does not provoke opportunity attacks from the creature you struck. You cannot use this stance to move more than triple your current speed in a single round.

Wolverine Stance

Tiger Claw (Stance)


  • Level: Swordsage 2, Warblade 2
  • Prerequisite: One Tiger Claw maneuver
  • Initiation Action: 1 bonus action
  • Range: Self
  • Duration: Stance

When an opponent has you in their grasp, you transform into a snarling, frothing, raging beast. While you are in this stance, you can attack a foe grappling you while wielding any one handed weapon. You do not have disadvantage for fighting while grappled. If your foe is of a larger size category than yours, your feral rage ignites and grants you an extra 1d6 damage rolls against that creature while it continues to grapple you.

White Raven

Battle Leader's Charge

White Raven (Strike)


  • Level: Crusader 1, Warblade 1
  • Prerequisite: Two White Raven maneuvers
  • Initiation Action: 1 action
  • Range: Melee Attack

You summon a great fury within your lungs, releasing it with a titanic shout as you charge forward. Your reckless move startles your foes and puts greater force behind your attack. As a student of the White Raven, you learn to focus the energy within you into an overwhelming charge. In battle, you must lead from the front. As part of this maneuver, you may move up to double your movement speed towards an opponent and make a single attack. You do not provoke opportunity attacks for moving as part of this maneuver. If your attack hits, it deals an extra 10 points of damage. Regardless of whether the attack hits, the next attack against you has advantage. You can not move more than double your movement speed this turn using this maneuver or normal movement.

At Higher Levels: When you initiate this maneuver using a slot of 3rd level or higher, you deal an additional 35 damage instead.

Bolstering Voice

White Raven (Stance)


  • Level: Crusader 1, Warblade 1
  • Initiation Action: 1 bonus action
  • Range: 30 ft. radius centered on 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. While you are in this stance, all allies within range who can hear you gain a +2 on Wisdom Saves, or a +4 on Wisdom Saves against fear effects.

Clarion Call

White Raven (Boost)


  • Level: Crusader 4, Warblade 4
  • Prerequisite: Three White Raven maneuvers
  • Initiation Action: 1 reaction
  • Range: 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 their efforts. You are an inspiring figure on the battlefield. Your personal victories are shared by your allies, allowing them to draw courage and vigor from your actions. If during your turn a melee attack you make reduces an opponent to fewer than 0 hit points, you can initiate this maneuver. Once it is initiated, all allies within range can immediately either make one melee attack or take a single move action. These allies must be able to see and hear you. These extra attacks are not opportunity attacks.

Douse the Flames

White Raven (Strike)


  • Level: Crusader 1, Warblade 1
  • Initiation Action: 1 action
  • Range: Melee attack
  • Duration: 1 round

You learn to create openings for your allies to maximize the teamwork and esprit de corps that you foster. You know that for a group to succeed, it must work together, and that individual glory must be set aside so that the group can achieve victory. As part of this maneuver, you make a melee attack against a single target you threaten. If your attack hits, you deal normal melee damage, and the target creature can’t make opportunity attacks for 1 round..

Flanking Maneuver

White Raven (Strike)


  • Level: Crusader 3, Warblade 3
  • Prerequisite: Two White Raven maneuvers
  • Initiation Action: 1 action
  • Range: Melee attack

When you flank an enemy with an ally who can see and hear your directions, the two of you form a potent combination. Your attacks complement each other, leaving the flanked opponent in a tenuous position. You can use this strike when you and any number of allies are adjacent to an opponent you designate. As part of this maneuver, you make a melee attack against the opponent. If your attack hits, any ally adjacent to your foe can immediately make a melee attack against that creature. These extra attacks are not opportunity attacks. Your allies must be able to see you to gain this benefit. The coordination needed between you and your companions demands that you watch each other’s attacks, though you do not need to hear each other.

Leading the Attack

White Raven (Strike)


  • Level: Crusader 1, Warblade 1
  • Initiation Action: 1 action
  • Range: Melee attack
  • Duration: 1 round

When you make an attack, your allies take heart in your example and fight with renewed purpose. By stoking the fire of battle in your allies’ hearts, you inspire them to greater heroics. As part of this maneuver, you make a single melee attack. If your attack is successful, your allies gain a +1 bonus on attack rolls for 1 round against the creature you hit.

Leading the Charge

White Raven (Stance)


  • Level: Crusader 1, Warblade 1
  • Initiation Action: 1 bonus action
  • Range: 30 ft. radius centered on you
  • Duration: Stance

The White Raven discipline teaches that tactics, leadership, and planning can overcome an opponent’s superior individual abilities. This stance embodies that teaching, allowing you to spur your allies on to greater feats of martial skill. While you are in this stance, all allies who can hear you and move at least 15 ft in the area towards or around an enemy also in the area gain a bonus on damage rolls equal to your martial adept level.

Lion's Roar

White Raven (Boost)


  • Level: Crusader 2, Warblade 2
  • Prerequisite: One White Raven maneuver
  • Initiation Action: 1 bonus action
  • Range: 60 ft.
  • Duration: 1 round

When you defeat an enemy, you call out to your allies to press the attack. They respond by putting tremendous pressure on the enemy as their attacks strike with greater force. As a bonus action, you can initiate this boost after you have reduced an opponent to 0 hit points. You and allies within range gain an additional 1d6 to damage rolls for 1 round.

Order Forged from Chaos

White Raven


  • Level: Crusader 3, Warblade 3
  • Prerequisite: Two White Raven maneuvers
  • Initiation Action: 1 bonus action
  • Range: 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. When you initiate this maneuver, all allies within 30 feet of you can immediately take a single move action to move up to their speed. This movement provokes opportunity attacks, and it does not count toward fulfilling the minimum movement requirements of any special abilities or feats.

Press the Advantage

White Raven (Stance)


  • Level: Crusader 2, Warblade 2
  • Prerequisite: Two White Raven maneuvers
  • Initiation Action: 1 bonus action
  • Range: Self
  • 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 you are in this stance, the first 10 feet you move every turn does not provoke opportunity attacks. You can also ignore the first 10 feet of difficult terrain.

Swarm Tactics

White Raven (Stance)


  • Level: Crusader 4, Warblade 4
  • Prerequisite: One White Raven maneuver
  • Initiation Action: 1 bonus action
  • Range: 30 ft. radius centered on you
  • Duration: Stance

At your urging, your allies seize the initiative and work in close coordination with you to defeat an enemy. While you are in this stance, you use your tactical knowledge and mastery to improve your allies’ teamwork. If you are adjacent to one or more opponents, your allies within range can roll a 1d4 and add that to their attack rolls made against any of those opponents.

Swarming Assault

White Raven (Strike)


  • Level: Crusader 4, Warblade 4
  • Prerequisite: Three White Raven maneuvers
  • Initiation Action: 1 action
  • Range: Melee attack

You attack an opponent with brutal force, ruining their defenses. As you strike, you call out sharp commands to your allies, spurring them to action and allowing them to take advantage of the opening. As part of this maneuver, you make a single melee attack against an opponent. If this attack hits, you deal normal melee damage, and any ally who threatens your target can immediately make an attack against them. You choose the order in which your allies’ attacks resolve.

Tactical Strike

White Raven (Strike)


  • Level: Crusader 1, Warblade 1
  • Prerequisite: One White Raven maneuver
  • Initiation Action: 1 action
  • Range: Melee attack

You make a mighty attack that knocks your opponent into a defenseless position, granting your allies a moment to move into a better position. As part of this maneuver, you make a single melee attack. If your attack hits, you deal an extra 1d6 points of damage. In addition, each ally adjacent to the target can take 10 feet of movement that does not provoke opportunity attacks.

Tactics of the Wolf

White Raven (Stance)


  • Level: Crusader 2, Warblade 2
  • Prerequisite: Two White Raven maneuvers
  • Initiation Action: 1 bonus action
  • Range: Self
  • Duration: Stance

Your advice and shouted orders make them an unstoppable team. Like a wolf pack, your allies fight together to devastating effect. When you and allies are adjacent to the same enemy, you and the same allies gain a bonus on damage rolls against that opponent equal to 1/2 your martial adept level.

War Master's Charge

White Raven (Strike)


  • Level: Crusader 5, Warblade 5
  • Prerequisite: Four White Raven maneuvers
  • Initiation Action: 1 action
  • Range: Melee attack

You are an inspiring figure on the battlefield, allowing you to lead others on attacks that would strike fear and doubt into even the stoutest warrior’s heart. Under your leadership, the group becomes much more than the sum of its parts. As part of this maneuver, you may move up to double your movement speed towards an opponent and make a single attack. In addition, all allies within 30 feet of you when you initiate this maneuver can also move up to double their movement speeds towards this target and attack as a reaction. Your attack deals an extra 50 points of damage, and those of your allies each deal an extra 25 points of damage. For each ally who moves and attacks, counting yourself, your attack and those of your allies are made with a cumulative +1 bonus. An opponent struck by you and at least one other ally is stunned for 1 round. You and your allies do not provoke opportunity attacks for moving as part of this maneuver. You can not move more than double your movement speed this turn using this maneuver or normal movement.

White Raven Hammer

White Raven (Strike)


  • Level: Crusader 4, Warblade 4
  • Prerequisite: Three White Raven maneuvers
  • Initiation Action: 1 action
  • Range: Melee attack
  • Duration: 1 round

You slam your opponent with a mighty attack to disrupt their senses and leave them unable to defend himself while your allies close to finish them off. As part of this maneuver, you make a single melee attack against an opponent. If it hits, your attack deals an extra 6d6 points of damage and stuns your opponent for 1 round.

White Raven Strike

White Raven (Strike)


  • Level: Crusader 2, Warblade 2
  • Prerequisite: One White Raven maneuver
  • Initiation Action: 1 action
  • Range: Melee attack

The White Raven discipline focuses on tactics, teamwork, and the ability to make an attack that improves your allies’ abilities. This strike ruins a foe’s defenses. As part of this maneuver, you make a single melee attack. If it hits, you deal an extra 3d6 points of damage, and the next attack against the target has advantage.

White Raven Tactics

White Raven (Boost)


  • Level: Crusader 2, Warblade 2
  • Prerequisite: Two White Raven maneuvers
  • Initiation Action: 1 action
  • Range: 10 ft.

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

Art Credits

  • Cover Image - lusai wu (Artstation)
 

This document was lovingly created using GM Binder.


If you would like to support the GM Binder developers, consider joining our Patreon community.