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Tome of Battle 5e
\pagebreak # Table of Contents | Topic | Page | |:-------|:-----------| | Part 1 - Classes | | | Class - Crusader | 4 | | Class - Swordsage | 8 | | Class - Warblade | 13 | |Part 2 - TLDR | | | TLDR - General | 18 | | TLDR - Stance Table | 19 | | TLDR - Technique Table | 20 | |Part 3 - Stances and Techniques | | | Stances and Techniques - General Rules | 28 | | Stances and Techniques - Stances | 30 | | Stances and Techniques - Techniques | 34 | |Part 4 - Credits and Citations | 57 | \pagebreakNum # Crusader The party lay broken at the feet of the hill giant, bodies broken by the giant's club, save for one. The human woman dressed in plate armor, adorned with Pelor's symbol. She knew the armor wasn't what kept her off the ground. As she fought the beast in single combat, her sheer heroics was enough to inspire her party to return to their feet, and rejoin the fight. The militia stood behind paltry barricades, awaiting the coming battle. As the storm's wind whipped through the trees, they heaved a sigh of relief as only a single warrior approached their village. He got just close enough that they could see the sigil of the Storm God on his shield, before he began to tear their village asunder. ### A Holy Warrior Devoted knight, divine agent, instrument of vengeance, peerless fighting machine — the crusader is a warrior dedicated to good, evil, law, chaos, or some other cause. She seeks out and destroys the enemies of her chosen faith. Strengthened by prayer or absolute devotion to a principle, armored by unshakable faith, and driven by her 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.
\columnbreak ### Divine Martials A crusader who embraces a religion or holy faith is similar to a paladin in that she commands a number of holy (or unholy) powers. However, a crusader has no skill with divine spellcasting; she is a martial adept whose maneuvers are gifts of divine power. Trusting in the power of her chosen deity, she allows faith and intuition to guide her 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 her ability to draw on the source of her power. ### Creating a Crusader A crusader is primarily a front-line melee battler, much like the fighter or paladin. Her martial maneuvers give her more tactical flexibility than the fighter and make her a dynamic and well-rounded combatant. Most crusaders also make good leaders, since they are both charismatic and dedicated. #### Quick Build You can make Crusader quickly by following these suggestions. First Strength should be your highest ability score, followed by Charisma and Constitution. Second, choose the Acolyte background. ## Class Features As a Crusader, you gain the following class features #### Hit Points ___ - **Hit Dice:** 1d10 per Crusader level - **Hit Points at 1st Level:** 10 + Your Constitution Modifier - **Hit Points at Higher Levels:** 1d10 (or 6) + your Constitution Modifier per Crusader level past 1st level #### Proficiencies ___ - **Armor:** Light, Medium, and Heavy Armor and Shields - **Weapons:** Simple and Martial Weapons - **Tools:** None ___ - **Saving Throws:** Constitution and Charisma - **Skills:** Choose two from Athletics, Insight, Intimidation, Medicine, Persuasion, and Religion. #### Equipment You start with the following equipment, in addition to the equipment granted by your background: - *(a)* A Martial Weapon and a Shield or *(b)* Two Martial Weapons - *(a)* Five Javelins or *(b)* Any Simple Melee Weapon - *(a)* A Priest’s Pack or *(b)* An Explorer's Pack - Chainmail and a Holy Symbol \pagebreak
##### Crusader | Level | Proficiency Bonus | Features | Stances Known | Techniques Known | Technique Slots | Technique Slot Level |:---:|:---:|:---|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:| | 1st | +2 | Techniques and Stances, Divine Blessing | 1 | 2 | 2 | 1st | | 2nd | +2 | Fighting Style, Act of Bravado | 2 | 3 | 2 | 1st | | 3rd | +2 | Blessing Feature | 2 | 4 | 2 | 2nd | | 4th | +2 | Ability Score Improvement | 2 | 5 | 3 | 2nd | | 5th | +3 | Extra Attack | 3 | 6 | 3 | 3rd | | 6th | +3 | Blessing Feature | 3 | 7 | 3 | 3rd | | 7th | +3 | Act of Bravado (2/rest) | 3 | 8 | 3 | 4th | | 8th | +3 | Ability Score Improvement | 3 | 9 | 3 | 4th| | 9th | +4 | Mettle | 4 | 10 | 4 | 5th | | 10th | +4 | Blessing Feature | 4 | 11 | 4 | 5th | | 11th | +4 | Mythic Maneuvers (6th level) | 5 | 12 | 4 | 5th | | 12th | +4 | Ability Score Improvement | 5 | 13 | 4 | 5th | | 13th | +5 | Mythic Maneuvers (7th level) | 5 | 14 | 4 | 5th | | 14th | +5 | Blessing Feature | 5 | 15 | 4 | 5th | | 15th | +5 | Mythic Maneuvers (8th level) | 6 | 16 | 5 | 5th | | 16th | +5 | Ability Score Improvement | 6 | 17 | 5 | 5th | | 17th | +6 | Mythic Maneuvers (9th level) | 6 | 18 | 5 | 5th | | 18th | +6 | Act of Bravado (3/rest) | 7 | 19 | 5 | 5th | | 19th | +6 | Ability Score Improvement | 7 | 20 | 5 | 5th | | 20th | +6 | Strike Master | 7 | 21 | 6 | 5th |
#### Techniques and Stances At 1st level, your God has bestowed some boons upon you, as you now have the ability and skill to pull off certain Techniques and use certain Stances. See the end of the document for the Crusader Technique and Crusader Stances lists. #### Stances At 1st level, you know 1 Stance. As you gain levels in this class you learn additional stances as seen in the Stances Known column of the Crusader table. #### Technique Slots The Crusader table shows you how many Technique Slots you have to initiate your techniques. The table also shows what the level of those Slots are; all your Slots are of the same level. To use one of these Techniques, you must expend a Technique Slot. You regain all expended Technique Slots when you finish a Short Rest or Long Rest. For example, when you are 5th level, you have three 3rd level Technique Slots. To use the 1st-level Technique Stone Bones, you must spend one of those Slots, and you use it as a 3rd level Technique. #### Techniques Known of 1st Level and Higher At 1st level, you know two 1st-level Techniques of your choice from the Crusader's Technique List. The Techniques Known column of the Crusader Table shows when you learn more Crusader Techniques of your choice of 1st level and higher. A Technique you choose must be of a level no higher than what's shown in the Technique Level column for your level. When you reach 6th level, for example, you learn a new Crusader Technique, which can be 1st, 2nd, or 3rd level. Additionally, when you gain a level in this class, you can choose one of the Crusader Techniques, or Stances, you know and replace it with another Technique / Stance, from the Crusader Technique List / Crusader Stance List, which also must be of a level for which you have Technique Slots. \pagebreak #### Disciplines The Disciplines that make up the Crusader Technique / Stances lists are Devoted Spirit, Setting Sun, Stone Dragon, and White Raven. #### Technique Influencing Ability Charisma is your Technique Influencing ability for your Crusader Techniques, so you use your Charisma whenever a technique refers to your Influencing Ability. In addition, some of your Techniques require your target to make a Saving Throw to resist the Techniques effects. The Saving Throw DC is calculated as follows:
**Technique Save DC** =
8 + your proficiency bonus +
your Charisma modifier
### Divine Blessing One of the Gods has blessed you with its favor. At 1st level, you choose your Divine Blessing, which is associated with your deity. Your choices are the Blessing of Protection or the Blessing of Destruction. Your choice grants you Blessing Techniques and other features when you choose it at 1st level. It also grants you additional features at 3rd, 6th, 10th, and 14th levels. #### Path Techniques Each sublime path has a list of Techniques - its Blessing Techniques - that you gain at the Crusader Levels noted in the Sublime Blessing description. Once you gain a Blessing Technique, you always know it, and it doesn't count against your number of Techniques Known. If you have a Blessing Technique that doesn't appear on the Crusader Technique list, the Technique is nonetheless a Crusader Technique for you. You cannot replace these Blessing Techniques with others when you take levels in this class. ### Act of Bravado Starting at 2nd level, your trust in your God has gone to your head just a little. You learn certain little things that no other mortal could get away with, but your God allows you do safely... sometimes. These little acts can inspire you allies to even greater heights... that is, if you can pull them off successfully. When you make a melee weapon attack, you can choose to make an Act of Bravado. You have 3 options: * Acrobatic: You make a Dexterity (Acrobatics) check, DC is the target's AC * Braggery: Make a Charisma (Deception) or Charisma (Intimidation) check, DC is 10 + target's Insight Modifier * With your Eyes Closed: Make the attack roll at disadvantage, success means hitting the attack If you succeed, up to 4 allies you can see or hear within 30 feet are inspired by your act, and receive healing equal to 1d6 + your Charisma Modifier Hit Points. Once you make an Act of Bravado, you cannot do so again until you finish a Short Rest. At 7th level, you can use your Act of Bravado twice between rests, and beginning at 18th level, you can use it three times between rests. When you finish a Short or Long Rest, you regain all expended uses. > ##### Rules Clarification > You do not need to hit the weapon attack to succeed on an Acrobatic or Braggery Act of Bravado, merely succeeding on the Acrobatic / Charisma check is enough to inspire your allies, even if you miss the actual attack. ### Fighting Style At 2nd level, you adopt a particular style of fighting as your specialty. Choose one of the following options. You can't take a Fighting Style option more than once, even if you later get to choose again. ***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. ***Protection:*** When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield. ***Thrown Weapon Fighting:*** You can draw a weapon that has the thrown property as part of the attack you make with the weapon. In addition, when you hit with a ranged attack using a thrown weapon, you gain a +1 bonus to the damage roll. ***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 1d6 + your Strength modifier. If you strike with two free hands, the d6 becomes a d8. 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. ### 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. \pagebreak ### Mettle Starting at 9th level, whenever you must make a Saving Throw, you gain a bonus to the Saving Throw equal to your Charisma Modifier. You must be conscious to receive this bonus. ### Mythic Techniques At 11th level, you've attained martial skills beyond most mortals capacity, called a Mythic Technique Slot. You gain 1 6th-level Technique Slot. You can use it like a normal technique slot, but it is much more exhausting to use than the lower level Techniques. You must finish a Long Rest in order to replenish it. At higher levels, you gain more Mythic Techniques Slots that work in this way: one 7th-level Technique Slot at 13th level, one 8th-level Technique Slot at 15th level, and one 9th-level Technique Slot at 17th level. You regain all uses of your Mythic Technique Slots when you finish a Long Rest When you gain these slots, you can also begin to learn Techniques of that level, instead of being limited to the level in the Technique Slot Column of the Initiator table. ### Strike Master Starting at 20th level, whenever you initiate a Strike Technique, you regain Hit Points equal to three times the Strike's Technique Level. ## Divine Blessings ### Protection Yours is a God of Protection. Likely a God of healing or preservation. Whether it be through healing the injured, keeping the healthy from being injured in the first place, or stopping those who are doing the injuring, your God stands up for the little guy, and (more importantly) *you* stand up for your God. #### To the Rescue Beginning at 1st level, when you see an ally within 60 feet of you become Frightened, get hit by a melee weapon attack, or get knocked Unconscious, you can, as a reaction, move up to half your speed toward that ally. ##### Protection Techniques | Crusader Level | Techniques | |:---:|:-----------:| | 1st | Crusader's Strike | | 3rd | Disarming Strike | | 5th | Strength Draining Strike | | 7th | Mind Strike | | 9th | Mirrored Pursuit | \columnbreak #### Channel Divinity At 3rd level, you gain the following two Channel Divinity options. ***Light Against the Dark*** As a Bonus Action, you invoke the power of your God, and they answer. You begin to glow with a holy radiance for one minute. You shed bright light to distance of 20 feet, and dim light 20 feet beyond that. For the duration, friendly creatures (not yourself) within 30 feet of you have Advantage on saving throws to resist being Frightened or Charmed. ***Shield of the People*** You can use your Channel Divinity to protect an ally, inspiring them to continue the fight. When a creature within 10 feet of you is attacked with a weapon or a spell, you can, as a reaction, use your Channel Divinity to grant an ally Temporary Hit Points equal to 1d6 + your Charisma Modifier. #### Proactive Healing At 6th level, you are so good at healing, that you fix people up better than they were before. Whenever you heal, or grant temporary hit points to, a creature on your turn, you may grant that creature resistance to one of the following damage types until the beginning of your next turn; Acid, Cold, Fire, Lightning, or Thunder. #### Powerful Presence Beginning at 10th level, whenever you hit a creature with a Strike Technique, they have Disadvantage on attack rolls against anyone but you. #### The True Shield is the Friends We Made Along the Way At 14th level, you become the ultimate defender for your allies. When you see a creature make an attack roll against an ally within 30 feet of you, you can interpose yourself between your ally and the attack. As a reaction, you dash to a space within 5 feet of your ally, and whatever attack was targeting them, is now targeting you instead. You can use this ability a number of times equal to your Charisma Modifier (Minimum 1), after which you must finish a Long Rest before you can do so again. ### Destruction Yours is a God of Destruction. Destruction is a natural part of the cycle of life. No things are truly indestructible, not even the Gods. *You* are now a part of that cycle. When something must come to an end, your God stands there ready. And when standing by ready isn't enough, you are sent in to accelerate the cycle. Your God can take many forms, Gods of fire, storm, or pure strength can all be Gods of Destruction. \pagebreakNum #### Traverse the Scarred Land At 1st level, you ignore the movement penalties of nonmagical difficult terrain. In addition, whenever you Initiate a Stance, the space under your feet becomes difficult terrain for the next minute. ##### Destruction Techniques | Crusader Level | Techniques | |:---:|:-----------:| | 1st | Burning Blade | | 3rd | Mountain Hammer | | 5th | Stone Dragon's Fury | | 7th | Strike of the Broken Shield | | 9th | Dragon's Flame | #### Channel Divinity At 3rd level, you gain the following two Channel Divinity options. ***Wrath of an Angered God*** As an action, you can imbue one weapon that you are holding with the power of the destruction, using your Channel Divinity. Choose either Fire or Lightning, for the next minute, your weapon deals that damage type instead of its normal damage type and it becomes magical, if it is not already. In addition, your weapon has a bonus to Damage rolls equal to your Charisma Modifier. When you make an attack against an object, if you hit, you deal 2d8 extra damage. You can end this effect on your turn as part of any other action. If you are no longer holding or carrying this weapon, or if you fall unconscious, this effect ends. ***Roar of an Avatar*** You can use your Channel Divinity to send attackers flying. As a reaction to being hit with a melee attack, you can use your Channel Divinity to force the attacker to make a Constitution Saving Throw. On a failed save, the attacker takes 2d8 Thunder Damage and is pushed 20 feet away from you. On a successful save, they take half damage, and are only knocked back 10 feet. #### Walking Disaster At 6th level, you learn to use the environment itself against foes. As an Action, you pick up a nearby part of the landscape, and hurl it at a point within 60 feet. All creatures within a 5 feet radius of that point must make a Dexterity Saving Throw. On a failed save, creatures in the area take 1d8 plus your Strength Modifier bludgeoning damage and are knocked prone. #### Stand Against Me, or Do Not At 10th level, whenever you hit a creature with a Strike Technique, you may choose to knock the target back 10 feet. \columnbreak #### An Earthquake with Purpose At 14th level, you learn to pile drive your enemies into the ground or wall with incredible force.Whenever you knock a creature prone, or force a creature to move, and a wall is in the way, you can choose to slam them into the dirt / wall even harder. Their space becomes difficult terrain, and they must make a Constitution Saving Throw. On a failed save, take 4d6 bludgeoning damage and are stunned until the beginning of your next turn. On a successful save, they take half damage, but are not stunned. You can use this ability a number of times equal to your Charisma Modifier (Minimum 1), after which you must finish a Long Rest before you can do so again. \pagebreakNum # Swordsage The shirtless elf sat under the waterfall for 3 days, meditating. The goblins that found him thought him to be an easy mark, his eyes weren't even open! As the black feathered arrow flew through the air to meet him, his eyes snapped open, and the man disappeared in a cloud of smoke. He reappeared a moment later behind the goblins back, blade in hand. A halfling creeps through the dead of night, making no more noise than the shadows that hid her. The tiefling stared down the undead horde in front of it. A blade in one hand, and a fist full of fire, he calmly waited for the horde's approach. With blazing speed, he cut through the undead before they were able to raise even a single attack against him. ### A Blade Wizard A master of martial maneuvers, the swordsage is a physical adept — a blade wizard whose knowledge of the Sublime Way lets him unlock potent abilities, many of which are overtly supernatural or magical in nature. Depending on which disciplines he chooses to study, a Swordsage might be capable of walking through walls, leaping dozens of feet into the air, shattering boulders with a single touch, or even mastering the elements of fire or shadow. Whatever his specific training, a Swordsage blurs the line between martial prowess and magical skill.
\columnbreak ### Of Two Worlds Despite his spectacular combat moves, a swordsage is not atypical front-line melee combatant. Although a fighter, barbarian, or warblade might swing a sword more accurately, or with greater force, a swordsage depends on his repertoire of martial strikes and stances. This character is also not intended to be a replacement for an arcane spellcaster, even though he can create a number of short-range area effects. A swordsage’s role within an adventuring party isn’t easily defined, but his combination of maneuverability, supernatural power, and martial arts is useful in almost any encounter. ### Creating a Swordsage A Swordsage is a nimble combatant that relies on their abilities to say healthy, rather than pure bulk, similarly to a rogue or a monk. #### Quick Build You can make a Swordsage quickly by following these suggestions. First Dexterity should be your highest ability score, followed by Wisdom. Second choose the Hermit background. ## Class Features As a Swordsage, you gain the following class features #### Hit Points ___ - **Hit Dice:** 1d8 per Swordsage level - **Hit Points at 1st Level:** 8 + Your Constitution Modifier - **Hit Points at Higher Levels:** 1d8 (or 5) + your Constitution Modifier per Swordsage level past 1st level #### Proficiencies ___ - **Armor:** Light Armor - **Weapons:** Simple and Martial Weapons - **Tools:** None ___ - **Saving Throws:** Strength and Dexterity - **Skills:** Choose two skills from Acrobatics, Athletics, History, Insight, Religion, and Stealth #### Equipment You start with the following equipment, in addition to the equipment granted by your background: - *(a)* A Rapier or *(b)* Two Scimitars - *(a)* Any Simple Weapon or *(b)* Any Martial Melee Weapon - *(a)* A Dungeoneer’s Pack or *(b)* An Explorer's Pack - Leather Armor and Two Daggers \pagebreak
##### Swordsage | Level | Proficiency Bonus | Features | Stances Known | Technique Uses | Technique Slot Level |:---:|:---:|:---|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:| | 1st | +2 | Techniques and Stances, Sublime Essence | 1 | 2 | 1st | | 2nd | +2 | Sense Magic, Refocus | 2 | 2 | 1st | | 3rd | +2 | Expertise | 2 | 2 | 2nd | | 4th | +2 | Ability Score Improvement | 2 | 3 | 2nd | | 5th | +3 | Extra Attack | 3 | 3 | 3rd | | 6th | +3 | Guided Meditation, Focus Feature | 3 | 3 | 3rd | | 7th | +3 | Evasion | 3 | 3 | 4th | | 8th | +3 | Ability Score Improvement | 3 | 3 | 4th| | 9th | +4 | Prophetic Visions | 4 | 4 | 5th | | 10th | +4 | Essence Feature | 4 | 4 | 5th | | 11th | +4 | Mythic Maneuvers (6th level) | 5 | 4 | 5th | | 12th | +4 | Ability Score Improvement | 5 | 4 | 5th | | 13th | +5 | Mythic Maneuvers (7th level) | 5 | 4 | 5th | | 14th | +5 | Essence Feature | 5 | 4 | 5th | | 15th | +5 | Mythic Maneuvers (8th level) | 6 | 5 | 5th | | 16th | +5 | Ability Score Improvement | 6 | 5 | 5th | | 17th | +6 | Mythic Maneuvers (9th level) | 6 | 5 | 5th | | 18th | +6 | Signature Boosts | 7 | 5 | 5th | | 19th | +6 | Ability Score Improvement | 7 | 5 | 5th | | 20th | +6 | Dual Boosts | 7 | 6 | 5th |
### Techniques and Stances At 1st level, your training has begun to pay off, as you now have the ability and skill to pull off certain Techniques and use certain Stances. See the end of the document for the Swordsage Technique and Warblade Stances lists. #### Stances At 1st level, you know 1 Stance. As you gain levels in this class you learn additional stances as seen in the Stances Known column of the Swordsage table. #### Technique Slots and Preparing Techniques The Swordsage table shows you how many Technique Slots you have to initiate your techniques. The table also shows what the level of those Uses are; all your Uses are of the same level. To use one of these Techniques, you must expend a Technique Use. You regain all expended technique uses when you finish a Short Rest or Long Rest. You prepare the list of Swordsage Techniques that are available for you to use, choosing from the Swordsage Technique List. When you do so, choose a number of Swordsage Techniques equal to your Wisdom Modifier + your Swordsage level (minimum of one Technique). The Techniques must be for a level for which you have Technique Slots. For example, when you are 5th level, you have three 3rd level Technique Slots. With a Wisdom of 16, your list of prepared Techniques can include 8 Techniques of 1st, 2nd, or 3rd level. If you prepare the 1st level Technique *Stone Bones*, you can spend one of your three Slots, and you use it as a 3rd level Technique. #### Disciplines The Disciplines that make up the Swordsage Technique / Stances lists are Desert Wind, Diamond Mind, Setting Sun, Shadow Hand, Stone Dragon, and Tiger Claw. \pagebreak #### Technique Influencing Ability Wisdom is your Technique Influencing ability for your Swordsage Techniques, so you use your Wisdom whenever a technique refers to your Influencing Ability. In addition, some of your Techniques require your target to make a Saving Throw to resist the Techniques effects. The Saving Throw DC is calculated as follows:
**Technique Save DC** =
8 + your proficiency bonus +
your Wisdom modifier
### Sublime Essence Beginning at 1st level, you choose an Sublime Essence that will influence your combat styles and Technique usage. The Essence you choose grants you features when you pick it at 1st level, and again at 3rd, 6th, 10th, and 14th levels. You may choose between Essence of the Ninja, Essence of the Sage, or Essence of the Myrmidon, each of which are detailed further in at the end of the class description. ### Sense Magic Starting at 2nd level, you can focus in on the ki of the enemy, and sense their magical aura. As an action, choose a creature within 30 feet. You learn one of the following: * Highest attribute between Intelligence, Wisdom, or Charisma * Presence of any magical objects on their person * Highest Spellslot available (if any) ### Refocus Also at 2nd level, you learn to quickly refocus your efforts, and strengthen your mind and body mid combat. As a Bonus Action, you can recover an expended Technique Slot. You can use this ability a number of times equal to your Wisdom Modifier (minimum 1). You regain all expended uses of this ability when you finish a Long Rest. ### Expertise At 3rd level, choose two of your skill proficiencies. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies. ### 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. \columnbreak ### Guided Meditation Starting at 6th level, you learn to guide yourself and an ally through a meditative exercise to strengthen skills. Over the course of an hour, which can be done as part of a Short Rest, you and one ally can complete one of the following exercises: * Serenity of the Ox: You and your ally gain a bonus to Wisdom Saving Throws equal to your Wisdom Modifier. * Stability of the Boulder: You and your ally gain a +1 bonus to your AC * Grace of the Panther: You and your ally get a bonus to Dexterity ability checks equal to your Wisdom Modifier * Strength of the River: You and your ally get a +1 bonus to weapon attack and damage rolls. The benefits of your meditation last for 8 hours, or until you use this feature again. ### Evasion Beginning at 7th level, you can nimbly dodge out of the way of certain area effects, such as a red dragon's fiery breath or an Ice Storm spell. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail. ### Prophetic Visions At 9th level, a Swordsage may receive mystic visions to advice their path. These visions can come as a dream, an epiphany, or even as the voice of an old friend whispering in the Swordsage’s mind. This ability functions as the *Augury* spell, but doesn't require the normal material requirements. ### Mythic Techniques At 11th level, you've attained martial skills beyond most mortals capacity, called a Mythic Technique Slot. You gain 1 6th-level Technique Slot. You can use it like a normal technique slot, but it is much more exhausting to use than the lower level Techniques. You must finish a Long Rest in order to replenish it. In addition, you cannot use your *Refocus* ability to recover these slots. At higher levels, you gain more Mythic Techniques Slots that work in this way: one 7th-level Technique Slot at 13th level, one 8th-level Technique Slot at 15th level, and one 9th-level Technique Slot at 17th level. You regain all uses of your Mythic Technique Slots when you finish a Long Rest When you gain these slots, you can also begin to prepare Techniques of that level, instead of being limited to the level in the Technique Slot Column of the Initiator table. \pagebreakNum ### Signature Boosts At 18th level, you have become a master at using Boost Techniques, and this mastery allows you to use them occasionally without tiring yourself. Choose two Swordsage Boost Techniques of 5th level or lower as your Signature Boosts. You can cast each of those Boosts once per day without using a Technique Slot. By spending 8 hours in meditation, you can exchange one or both of the Boosts you chose for different Boosts, as long as they are also 5th level or lower. ### Dual Boost At 20th level, you mastery over Boost Techniques allows you to use two Boost Techniques, with the same initiation time, at the same time. You expend Technique Slots as normal for both boosts. Once you use this feature, you cannot do so again until you finish a Long Rest. ## Sublime Essences ### Essence of the Ninja #### Eyes of the Nightborn When you choose this Essence at 1st level, you gain Darkvision with a range of 60 feet. If you already have Darkvision, the range of that Darkvision is increased by 30 feet instead. #### Bonus Proficiency When you choose this Essence at 1st level, you gain proficiency with a Poisoner's Kit. #### Thrown Strike Beginning at 3rd level, you learn to utilize your thrown weapons more than others. Whenever you initiate a Strike or Boost that requires you to land a melee weapon attack, you can gain their affects to your ranged attacks made with thrown weapons. In addition, you can draw a weapon that has the Thrown property as part of the attack you make with the weapon. #### Shadow Sneak Starting at 6th level, you become accustomed to the darkness like few mortals do, and stealth becomes second nature. You can Hide as a Bonus Action. In addition, you have advantage on Stealth checks while in an area of Dim Light or Darkness. \columnbreak #### Light Steps Beginning at 10th level, you gain the ability to move along vertical surfaces and across liquids on your turn without falling during the move. #### Poison Gatherer Starting at 14th level, you learn to create deadly poison out of items you can find nearby. Over the course of an hour, you can gather supplies and craft a vial of poison. The poison isn't entirely stable, and must be applied to up to 2 weapons immediately upon finishing crafting. Once applied to the weapons, it remains on the weapons for up to 8 hours. During this time, the weapons deal bonus damage equal to your Wisdom Modifier. Once you craft poison, you cannot do so again until you finish a Long Rest. ### Essence of the Sage #### Bonus Proficiency When you choose this Essence at 1st level, you gain proficiency with a Medium Armor. #### Power of the Bear Starting at 3rd level, you gain a bonus to Athletics checks equal to your Wisdom Modifier. #### Heart of the Ox Starting at 6th level, whenever you deal damage to a hostile target with a Strike, you gain temporary hit Points equal to twice the Strike's Technique level. #### Leap of the Lion Starting at 10th level, your jump height and jump distance is doubled. In addition, you always have the benefit of a running start. #### Bite of the Wolf Starting at 14th level, whenever you deal damage with a Strike Technique, you may try to trip the creature you damaged. If you do, they make a Strength Saving Throw against your Swordsage Technique DC. On a failed save, the creature is knocked prone. ### Essence of the Myrmidon #### Unarmored Defense When you choose this Essence at 1st level, while you are wearing no armor and not wielding a shield, your AC equals 10 + your Dexterity modifier + your Wisdom modifier. #### Distracting Flame Starting at 3rd level, whenever you deal fire damage to a creature, that creature cannot take reactions until the beginning of its next turn. #### Supernatural Speed Beginning at 6th level, whenever you initiate a Boost Technique, you gain the benefits of the Dodge action until the beginning of your next turn. \pagebreakNum #### Desert Stride Starting at 10th level, your speed increases by 10 while you are wearing Light armor or no armor. #### Thousand Strikes Starting at 14th level, you learn to utilize your speed like few others can. If you initiate a Boost Technique, then take the Attack Action, you can make an additional weapon attack as a part of that action. \pagebreak # Warblade The halfing looked at the group of pirates who had begun to surround her, cutting of her path out of the docks. Outnumbered 8 to 1 would be a bad place for most people. Most. She drew her rapier, and took a defensive stance. As the group rushed her, she dodged each blow as it flew, and counterattacked with blows of her own, before she was the only one standing left on the dock. ### Born for Battle The warblade was born for conflict. Swift, strong, enduring, and utterly confident in his martial skills, he seeks to test himself against worthy foes. Battle is beautiful to him — a perfect moment in which life hangs suspended on the bright edge of a sword. Sheer combat skill is important to a warblade, so he trains intensely with his chosen weapons. But even more important are his athleticism, endurance, daring, recklessness, and joy in the hour of danger. Warblades, often called sword princes, live for the chance to test themselves in battle—the stronger the foe, the greater the glory once an enemy is defeated.
\columnbreak ### Every Fight Brings Glory Mastering the techniques of blade and shield is important to a Warblade, but even more important is the sense of daring, recklessness, and even joy that transports you in the hour of danger. You fight for glory, the thrill of combat, and personal honor. Thus, you approach each encounter as if the bards will sing of it for ages. Every raging bulette that breaks through the cobblestones in the bazaar, every dragon snarling on its pile of coin, and every reth dekala champion still carrying a sword of the Shadow Tiger horde is an opportunity for you to test your skill, prove your heroism, and shine ever brighter. Gold and magic are pleasant tokens, but the real measure of your success is the height of the obelisk commemorating your triumphs ### Creating a Warblade A warblade is a front-line melee combatant, much like a barbarian or fighter. He engages his enemies toe to toe and defeats them through skill at arms. #### Quick Build You can make Warblade quickly by following these suggestions. First Strength should be your highest ability score, followed by Intelligence and Constitution. Second, choose the Soldier background. ## Class Features As a Warblade, you gain the following class features #### Hit Points ___ - **Hit Dice:** 1d10 per Warblade level - **Hit Points at 1st Level:** 10 + Your Constitution Modifier - **Hit Points at Higher Levels:** 1d10 (or 6) + your Constitution Modifier per Warblade level past 1st level #### Proficiencies ___ - **Armor:** Light, Medium, and Heavy Armor and Shields - **Weapons:** Simple and Martial Weapons - **Tools:** None ___ - **Saving Throws:** Strength and Constitution - **Skills:** Choose two skills from Acrobatics, Athletics, History, Insight, Investigation, Intimidation, Perception, and Survival. #### Equipment You start with the following equipment, in addition to the equipment granted by your background: - *(a)* A Martial Weapon and a Shield or *(b)* Two Martial Weapons - *(a)* Five Javelins or *(b)* Any Simple Melee Weapon - *(a)* A Priest’s Pack or *(b)* An Explorer's Pack - Chainmail \pagebreak
##### Warblade | Level | Proficiency Bonus | Features | Stances Known | Techniques Known | Technique Slots | Technique Slot Level |:---:|:---:|:---|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:| | 1st | +2 | Techniques and Stances, Hand's On Knowledge | 1 | 2 | 2 | 1st | | 2nd | +2 | Fighting Style, Quick Learner | 2 | 3 | 2 | 1st | | 3rd | +2 | Martial Focus | 2 | 4 | 2 | 2nd | | 4th | +2 | Ability Score Improvement | 2 | 5 | 3 | 2nd | | 5th | +3 | Extra Attack | 3 | 6 | 3 | 3rd | | 6th | +3 | Adaptive Fighter | 3 | 7 | 3 | 3rd | | 7th | +3 | Focus Feature | 3 | 8 | 3 | 4th | | 8th | +3 | Ability Score Improvement | 3 | 9 | 3 | 4th| | 9th | +4 | Counter Stance | 4 | 10 | 4 | 5th | | 10th | +4 | Focus Feature | 4 | 11 | 4 | 5th | | 11th | +4 | Mythic Maneuvers (6th level) | 5 | 12 | 4 | 5th | | 12th | +4 | Ability Score Improvement | 5 | 13 | 4 | 5th | | 13th | +5 | Mythic Maneuvers (7th level) | 5 | 14 | 4 | 5th | | 14th | +5 | Focus Feature | 5 | 15 | 4 | 5th | | 15th | +5 | Mythic Maneuvers (8th level) | 6 | 16 | 5 | 5th | | 16th | +5 | Ability Score Improvement | 6 | 17 | 5 | 5th | | 17th | +6 | Mythic Maneuvers (9th level) | 6 | 18 | 5 | 5th | | 18th | +6 | Dual Stances | 7 | 19 | 5 | 5th | | 19th | +6 | Ability Score Improvement | 7 | 20 | 5 | 5th | | 20th | +6 | Counter Master | 7 | 21 | 6 | 5th |
### Techniques and Stances At 1st level, your training has begun to pay off, as you now have the ability and skill to pull off certain Techniques and use certain Stances. See the end of the document for the Warblade Technique and Warblade Stances lists. #### Stances At 1st level, you know 1 Stance. As you gain levels in this class you learn additional stances as seen in the Stances Known column of the Warblade table. #### Technique Slots The Warblade table shows you how many Technique Slots you have to initiate your techniques. The table also shows what the level of those Uses are; all your Uses are of the same level. To use one of these Techniques, you must expend a Technique Use. You regain all expended technique uses when you finish a Short Rest or Long Rest. For example, when you are 5th level, you have three 3rd level Technique Uses. To use the 1st-level Technique Stone Bones, you must spend one of those Uses, and you use it as a 3rd level Technique. #### Techniques Known of 1st Level and Higher At 1st level, you know two 1st-level Techniques of your choice from the Warblade's Technique List. The Techniques Known column of the Warblade Table shows when you learn more Warblade Techniques of your choice of 1st level and higher. A Technique you choose must be of a level no higher than what's shown in the Technique Level column for your level. When you reach 6th level, for example, you learn a New Warblade Technique, which can be 1st, 2nd, or 3rd level. Additionally, when you gain a level in this class, you can choose one of the Warblade Techniques, or Stances, you know and replace it with another Technique, or Stance, from the Warblade Technique List, which also must be of a level for which you have Technique Uses. \pagebreak #### Disciplines The Disciplines that make up the Warblade Technique / Stances lists are Diamond Mind, Iron Heart, Stone Dragon, Tiger Claw, and White Raven. #### Technique Influencing Ability Intelligence is your Technique Influencing ability for your Warblade Techniques, so you use your Intelligence whenever a technique refers to your Influencing Ability. In addition, some of your Techniques require your target to make a Saving Throw to resis the Techniques effects. The Saving Throw DC is calculated as follows:
**Technique Save DC** =
8 + your proficiency bonus +
your Intelligence modifier
### Hand's On Knowledge Also at 1st level, you adapt your learning style to the battlefield. Whenever you make a melee weapon attack against a creature, you may choose to make an Arcana, History, Nature, or Religion check to recall lore about the target. ### Fighting Style At 2nd level, you adopt a particular style of fighting as your specialty. Choose one of the following options. You can't take a Fighting Style option more than once, even if you later get to choose again. ***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. ***Protection:*** When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield. ***Thrown Weapon Fighting:*** You can draw a weapon that has the thrown property as part of the attack you make with the weapon. In addition, when you hit with a ranged attack using a thrown weapon, you gain a +1 bonus to the damage roll. ***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 1d6 + your Strength modifier. If you strike with two free hands, the d6 becomes a d8. 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. \columnbreak ### Quick Learner When you reach 2nd level your appetite for knowledge allows you to learn at an accelerated rate. At the end of a Short or Long rest you can spend a few minutes to learn one additional language or gain one tool or skill proficiency, as long as there is an example for you to learn from (like a teacher or manual). The proficiency or language lasts until you learn another proficiency or language with this feature. ### Martial Focus When you reach 3rd level, you choose an Martial Focus that will influence your combat styles and fighting. The Focus you choose grants you features at 3rd level, and again at 7th, 10th, and 14th levels. You may choose between Style of the Duelist or Style of the Tactician, which are detailed further in at the end of the class description. ### 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. ### Adaptive Fighter Starting at 6th level, you can change your Fighting Style on the fly, to adapt to any situation. Over the course of an hour, which can be done as part of a Short Rest, you can change your Fighting Style to a different one. ### Counter Stance Beginning at 9th level, whenever you initiate a Counter, you can change your stance as a part of the counter's action (without needing a bonus action), even if it's not your turn. ### Mythic Techniques At 11th level, you've attained martial skills beyond most mortals capacity, called a Mythic Technique Slot. You gain 1 6th-level Technique Slot. You can use it like a normal technique slot, but it is much more exhausting to use than the lower level Techniques. You must finish a Long Rest in order to replenish it. At higher levels, you gain more Mythic Techniques Slots that work in this way: one 7th-level Technique Slot at 13th level, one 8th-level Technique Slot at 15th level, and one 9th-level Technique Slot at 17th level. You regain all uses of your Mythic Technique Slots when you finish a Long Rest When you gain these slots, you can also begin to learn Techniques of that level, instead of being limited to the level in the Technique Slot Column of the Initiator table. \pagebreakNum ### Dual Stances Starting at 18th level, you can manage to gain the benefits of two stances, even if only for a short while. When you are already in a stance, and initiate a new stance, you can use this feature to not end the stance you were already in. When you do this, you can only manage to keep both stances going for a number of rounds equal to your Intelligence Modifier (minimum 1), after which, you choose one stance to end. Once you use this feature, you cannot do so again until you finish a Long Rest. ### Counter Master At 20th level, you can take a number of reactions per round equal to your Intelligence Modifier (Minimum 2). ## Martial Focus ### Duelist #### Fleet Footwork Starting when you choose this Path at 3rd level, you learn a defensive stance that allows you to cautiously approach a situation. Whenever you take the Dodge action, you gain the following additional benefits: * Your speed is increased by 10. * If a creature makes a melee weapon attack against you, and misses, you can use your reaction to make a melee weapon attack against them. #### Quick to Act Also at 3rd level, your keen ability to assess tactical situations allows you to act quickly in battle. You can give yourself a bonus to your initiative rolls equal to your Intelligence modifier. #### Deft Movement Starting at 6th level, when you make a melee attack against a creature, you don't provoke opportunity attacks from that creature for the rest of the turn, whether you hit or not. #### Sure Footed Starting at 10th level, your awareness of your surroundings is improved, and you always know where to place your feet to avoid danger. You do not need to expend extra movement while moving through nonmagical difficult terrain. #### Elaborate Defense Starting at 17th level, you know the true meaning of 'The best defense is a good offense'. You have advantage on all attack rolls not made during your turn. \columnbreak ### Tactician #### Field Commander When you begin to tread this Path at 3rd level, you can use your knowledge of tactics to command your allies. When you take the Attack action, you can forgo an attack to issue an Order. A creature must be within 30 feet of you, and able to see or hear you, to receive an Order. The Orders are as follows: ***Attack Order:*** The creature you Order can use their reaction to make a weapon attack. If they do, they gain a bonus to the Attack and Damage rolls equal to your Intelligence Modifier (Minimum 1). ***Defense Order:*** The creature you Order can use their reaction to gain a bonus to their AC equal to your Intelligence Modifier (Minimum 1). ***Movement Order:*** The creature you Order can use their reaction to move up to half their speed without provoking opportunity attacks. #### Tactical Defense Starting at 6th level, whenever you Order a creature, the creature gains temporary hit points equal to 1d4 + your Intelligence Modifier. #### Steadfast Leader Beginning at 10th level, your position as a leader does not afford you the comfort of succumbing to your base instincts. You are immune to the Frightened condition. In addition, you learn a new order to help your allies with similar affects: ***Clear Mind Order:*** The creature you Order gains a bonus on their next Saving Throw to resist Frightened or Charm effects equal to your Intelligence Modifier (Minimum 1). #### Squad Leader Beginning at 17th level, whenever you Order a creature, you can order up to 5 creatures at once, rather than one at a time. All 5 creatures must be within 30 feet of you, and able to see or hear you. \pagebreakNum # TLDR Section! Want to play a class from here, but can't be arsed to read all of the bullshit I wrote? Me too! Here is the section for lazy bastards like us. Right below this is the briefest of brief explanations on all 9 Disciplines. After that is a small shitty table that lists who can learn what. Then the big ass table of Stances. Then the **BIG ASS** table of Techniques. All designed for people that hate to read. *cough cough* Joe *cough cough.* #### Desert Wind - Speed - Fire **Swordsage** #### Devoted Spirit - Healing **Crusader** #### Diamond Mind - Brain over Brawn **Swordsage** and **Warblade** #### Iron Heart - Pure Weapon Mastery **Warblade** #### Setting Sun - Throws - Use the Enemy Power against them **Swordsage** #### Shadow Hand - Sneak - Necrotic - More Edge Than my Sonic the Hedgehog OC **Swordsage** #### Stone Dragon - Raw Power - Usually at the expense of Mobility **Crusader**, **Swordsage**, and **Warblade** #### Tiger Claw - Animalistic - Savage - Jumps **Swordsage** and **Warblade** #### White Raven - Support and Tactics **Crusader** and **Warblade** \columnbreak ### Table | Crusader | Swordsage | Warblade | |:---:|:-----------:|:-----------:| | Stone Dragon | Stone Dragon | Stone Dragon | | | Tiger Claw | Tiger Claw | | | Diamond Mind | Diamond Mind | | | Desert Wind | | | Setting Sun | Setting Sun | | | White Raven | | White Raven | | | | Iron Heart | | Devoted Spirit | | | | | Shadow Hand | | ### One Technique a Turn Same rules for spellcaster here, for the most part. If you initiate a Technique (Boost or Strike) as an Action or Bonus Action, you cannot initiate another that turn. Counters that use a reaction are fine, as that is how spellcasting works anyway. The exception to the rule are Stances. If you use your action to initiate a Technique, you can still change Stances with your Bonus Action. \pagebreakNum # Stance Preview
##### Stances | Level Required | Name | Discipline | Description | |:---:|:---:|:---|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:| | 1st | Flame's Blessing | Desert Wind | Resist fire damage | | 1st | Iron Guard's Glare| Devoted Spirit | When you hit creatures, they have disadvantage to hit others | | 1st | Martial Spirit | Devoted Spirit | When you hit, heal an ally | | 1st | Stance of Clarity | Diamond Mind | Focus down 1 creature at a time | | 1st | Punishing Stance | Iron Heart | Deal more damage, while sacrificing AC | | 1st | Stance of the Wind | Setting Sun | Excel in difficult terrain | | 1st | Child of Shadow | Shadow Hand | Hide as a Bonus Action, as long as you keep moving | | 1st | Island of Blades | Shadow Hand | You allow a nearby ally to gang up on the same guy | | 1st | Roots of the Mountain | Stone Dragon | ADV on STR Checks, when you don't move | | 1st | Blood in the Water | Tiger Claw | When you defeat enemy, get ADV on next attack | | 1st | Hunter's Sense | Tiger Claw | ADV on PER with smell and hearing, and survival | | 1st | Bolstering Voice | White Raven | Help allies with Wisdom Saves | | 1st | Leading the Charge | White Raven | Whenever you dash, ally does bonus damage | | 5th | Cloak of Cinders | Desert Wind | Melee attackers take fire damage | | 5th | Thicket of Blades| Devoted Spirit | Improved Opportunity Attacks | | 5th | Pearl of Black Doubt | Diamond Mind | If an opponent misses you once, they miss more | | 5th | Absolute Steel | Iron Heart | Increased speed | | 5th | Giant Killing Style | Setting Sun | Better at fighting Large or bigger creatures | | 5th | Assassin's Stance | Shadow Hand | Get Sneak Attack like a Rogue | | 5th | Dance of the Spider | Shadow Hand | Gain a Climbing Speed | | 5th | Crushing Weight of the Mountain | Stone Dragon | Better Grappling | | 5th | Leaping Dragon Stance | Tiger Claw | Better at Jumping | | 5th | Tactics of the Wolf | White Raven | While you and ally are hitting same guy, do more damage | | 11th | Fiery Assault | Desert Wind | Melee attacks deal extra fire damage | | 11th | Aura of Protection| Devoted Spirit | Protect nearby allies from damage | | 11th | Aura of Wrath | Devoted Spirit | Encourage nearby allies to get retribution | | 11th | Hearing the Air | Diamond Mind | ADV on hearing, and Blindsight | | 11th | Dancing Blade Form | Iron Heart | Gain reach on attacks | | 11th | Shifting Defense | Setting Sun | When creatures miss you, move 5 feet | | 11th | Step of the Dancing Moth | Shadow Hand | Walk on clouds just above the ground | | 11th | Giant's Stance | Stone Dragon | Deal bonus damage if you don't move | | 11th | Prey on the Weak | Tiger Claw | When a creature near you dies, use reaction to attack | | 11th | Press the Advantage | White Raven | Do not provoke attacks of opportunity |
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##### Stances Continued | Level Required | Name | Discipline | Description | |:---:|:---:|:---|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:| | 15th | Rising Phoenix | Desert Wind | Fly on superheated air | | 15th | Immortal Fortitude | Devoted Spirit | If you would hit 0 HP, maybe hit 1 instead | | 15th | Stance of Alacrity | Diamond Mind | You can counter once per turn without using Reaction | | 15th | Supreme Blade Parry | Iron Heart | Resist B/P/S damage | | 15th | Ghostly Defense | Setting Sun | If a creature has Disadvantage to hit you, and misses, you can hit them | | 15th | Balance on the Sky | Shadow Hand | Walk on clouds above the ground, but higher | | 15th | Strength of Stone | Stone Dragon | No Criticals or Push backs, as long as you don't move | | 15th | Wolf Pack Tactics | Tiger Claw | Whenever you hit attack, move 5 feet | | 15th | Swarm Tactics | White Raven | Allies have advantage to hit people near you |
# Technique Preview ##### Techniques | Technique Level | Name | Discipline | Category | Description | |:---:|:---:|:---|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:| | 1st | Blistering Flourish | Desert Wind | Strike | If you hit, blind nearby enemies | | 1st | Burning Blade | Desert Wind | Boost | Your attacks deal extra fire damage this turn | | 1st | Distracting Ember | Desert Wind | Boost | Fire Elemental distracts enemy so you have an opening | | 1st | Wind Stride | Desert Wind | Boost | Run faster, jump higher, no AoO | | 1st | Crusader's Strike | Devoted Spirit | Strike | If you hit an enemy, you heal a nearby ally | | 1st | Sapphire Nightmare Blade| Diamond Mind | Strike | Make INT / WIS check against enemy, on success bonus damage | | 1st | Steel Wind | Iron Heart | Strike | Hit 2 people in melee at once | | 1st | Steely Strike | Iron Heart | Strike | Make reckless attack at ADV, all enemies have ADV agaisnt you | | 1st | Counter Charge | Setting Sun | Counter | If enemy runs up to you, then you counter, and they get yeeted | | 1st | Mighty Throw | Setting Sun | Strike | Make a grapple check to throw a creature | | 1st | Clinging Shadow Strike | Shadow Hand | Strike | Next attack deals bonus damage, and enemy can't heal | | 1st | Shadow Blade Technique | Shadow Hand | Strike | Summon shadow clone to help hit enemy | | 1st | Charging Minotaur | Stone Dragon | Strike | Run up to person and make Attack Action, on hit shove deals damage | | 1st | Stone Bones | Stone Dragon | Strike | If you hit, get temporary Hit Points | | 1st | Sudden Leap | Tiger Claw | Boost | Make Athletics check, and jump accordingly | | 1st | Wolf Fang Strike | Tiger Claw | Strike | Make Athletics check, and jump accordingly | | 1st | Douse the Flames | White Raven | Strike | If you hit, enemy can't take reactions | | 1st | Leading the Attack | White Raven | Strike | If you hit, next ally to attack gets ADV to hit |
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##### Techniques Continued | Technique Level | Name | Discipline | Category | Description | |:---:|:---:|:---|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:| | 2nd | Burning Brand | Desert Wind | Boost | Melee attacks have reach, deal pure fire damage, and do more damage | | 2nd | Fire Riposte | Desert Wind | Counter | When you are struck by a melee attack, attacker takes fire damage | | 2nd | Flashing Sun | Desert Wind | Boost | Make an extra attack if you take the Attack action | | 2nd | Hatchling's Flame | Desert Wind | Strike | Emit fire in cone in front of you | | 2nd | Foe Hammer | Devoted Spirit | Strike | Next attack deals bonus damage, and overcomes non-magical resistance | | 2nd | Shield Block | Devoted Spirit | Counter | When an ally within 5 feet is hit, you move to interfere | | 2nd | Emerald Razor | Diamond Mind | Strike | Make INT / WIS check, on success, you hit with no attack roll | | 2nd | Disarming Strike | Iron Heart | Strike | On a hit, attempt to disarm opponent | | 2nd | Wall of Blades | Iron Heart | Counter | Make attack roll at incoming attack, if you do better, it misses | | 2nd | Baffling Defense | Setting Sun | Counter | Make INT / WIS check, the result becomes your new AC | | 2nd | Clever Positioning | Setting Sun | Strike | On a hit, swap places with target | | 2nd | Cloak of Deception | Shadow Hand | Boost | Become invisible until the end of your turn | | 2nd | Drain Vitality | Shadow Hand | Boost | On a hit, deal extra damage, and the target can't heal | 2nd | Shadow Jaunt | Shadow Hand | Boost | Teleport short distance | | 2nd | Mountain Hammer | Stone Dragon | Strike | On a hit, deal extra damage, overcome non-magical resist, and extra to objects | | 2nd | Stone Vice | Stone Dragon | Strike | On a hit, bonus damage and non-flying creature's speed becomes 0 | | 2nd | Claw at the Moon | Tiger Claw | Boost | Leap onto enemy with Athletics, on a success deal bonus damage | | 2nd | Rabid Wolf Strike | Tiger Claw | Strike | On a hit, bonus damage andthe rest of your attacks against the creature have advantage | | 2nd | Battle Leader's Charge | White Raven | Strike | Charge across battlefield quickly, and do bonus damage on hit | | 2nd | Tactical Strike | White Raven | Boost | On a hit, extra damage and an ally can move 5 feet | | 3rd | Death Mark | Desert Wind | Strike | On a hit, creature explodes hurting others nearby | | 3rd | Fan the Flames | Desert Wind | Strike | Hurl a ball of fire at one creature | | 3rd | Zephyr Dance | Desert Wind | Counter | Dodge as a reaction | | 3rd | Defensive Rebuke | Devoted Spirit | Counter | If a creature his an ally near you, hit them back | | 3rd | Revitalizing Strike | Devoted Spirit | Boost | On a hit, heal up to 6 nearby creatures |
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##### Techniques Continued | Technique Level | Name | Discipline | Category | Description | |:---:|:---:|:---|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:| | 3rd | Action Before Thought | Diamond Mind | Counter | When you make INT, WIS, or CHA save, STR or DEX can help | | 3rd | Insightful Strike | Diamond Mind | Boost | Make INT or WIS check, on success next attack has ADV and bonus damage | | 3rd | Mind Over Body | Diamond Mind | Counter | When you make STR, DEX, or CON save, INT or WIS can help | | 3rd | Exorcism of Steel | Diamond Mind | Strike | On a hit, creature has disadvantage to hit with one weapon | | 3rd | Iron Heart Surge | Iron Heart | Boost | Rid your self of a condition | | 3rd | Devastating Throw | Setting Sun | Strike | Throw an enemy, they take damage depending on distance thrown | | 3rd | Feigned Opening | Setting Sun | Strike | If an enemy mises, you and allys punish it | | 3rd | Shadow Garrote | Shadow Hand | Strike | Choke someone out with shadow | | 3rd | Strength Draining Strike | Shadow Hand | Strike | On a hit, creature does less damage with STR attacks | | 3rd | Bonecrusher | Stone Dragon | Strike | Make a creature more vulnerable to critical hits | | 3rd | Stone Dragon's Fury | Stone Dragon | Strike | Deal extreme damage to constructs and objects | | 3rd | Flesh Ripper | Tiger Claw | Strike | On a hit, attacks against the creature have ADV and their attacks have DIS | | 3rd | Soaring Raptor Strike | Tiger Claw | Strike | Jumping strike using Athletics | | 3rd | Lion's Roar | White Raven | Boost | When you kill a creature, you inspire allies to do more damage | | 3rd | White Raven Tactics | White Raven | Boost | Give up your turn for an ally | | 4th | Firesnake | Desert Wind | Strike | Make a snaking wall of fire | | 4th | Searing Charge | Desert Wind | Boost | Gain fly speed until end of turn | | 4th | Selfless Surge | Devoted Spirit | Strike | Deal lost of bonus damage, but take half as much | | 4th | Entangling Blade | Devoted Spirit | Strike | Deal bonus damage and slow | | 4th | Mind Strike | Diamond Mind | Strike | On a hit, creature is blinded | | 4th | Ruby Nightmare Blade | Diamond Mind | Strike | Make INT / WIS check for ADV, on hit deal double damage | | 4th | Lightning Recovery | Iron Heart | Boost | When you miss, use reaction to roll again | | 4th | Mithral Tornado | Iron Heart | Strike | Make one melee attack at all creatures near you | | 4th | Comet Throw | Setting Sun | Strike | Throw a creature *at* another creature, both may take damage | | 4th | Strike of the Broken Shield | Setting Sun | Strike | Extra damage and attacks have adv | | 4th | Hand of Death | Shadow Hand | Strike | On a hit, creature is paralyzed |
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##### Techniques Continued | Technique Level | Name | Discipline | Category | Description | |:---:|:---:|:---|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:| | 4th | Obscuring Shadow Veil | Shadow Hand | Strike | Extra damage and blinded | | 4th | Boulder Roll | Stone Dragon | Strike | Run over people and knock them prone | | 4th | Overwhelming Mountain Strike | Stone Dragon | Strike | Extra damage and reduce targets speed to 0 | | 4th | Death From Above | Tiger Claw | Strike | Jump a short distance at a creature and stab it | | 4th | Fountain of Blood | Tiger Claw | Boost | When a creature dies, frighten nearby enemies | | 4th | Covering Strikes | White Raven | Boost | Creatures you hit can't make opportunity attacks | | 4th | White Raven Strike | White Raven | Strike | Extra damage, and allies have ADV to hit until end of turn | | 5th | Dragon's Flame | Desert Wind | Strike | 30-foot cone of fire | | 5th | Leaping Flame | Desert Wind | Counter | If a creature hits you, teleport next to them | | 5th | Lingering Inferno | Desert Wind | Strike | On a hit, creature is lit on fire | | 5th | Daunting Strike | Devoted Spirit | Strike | On a hit, extra damage and frighten those nearby | | 5th | Charge against Evil and Good | Devoted Spirit | Strike | Run fast, and hit hard, against Fey, Fiends, Undead, ETC | | 5th | Rapid Counter | Diamond Mind | Strike | Make unlimited Attacks of Opportunity for 1 turn | | 5th | Dazing Strike | Iron Heart | Strike | On a hit, creature is stunned | | 5th | Iron Heart Focus | Iron Heart | Counter | Get ADV on saving throw | | 5th | Mirrored Pursuit | Setting Sun | Counter | If a creature runs from you, you run after them | | 5th | Soaring Throw | Setting Sun | Strike | Throw a creature really far | | 5th | Bloodletting Strike | Shadow Hand | Strike | Extra damage, and reduce enemies max HP | | 5th | Shadow Stride | Shadow Hand | Boost | Teleport and attack a person nearby | | 5th | Elder Mountain Strike | Stone Dragon | Strike | Extra Damage, overcome Resists, and double damage to structures | | 5th | Mountain Avalanche | Stone Dragon | Strike | Run through people, damaging and knocking them prone | | 5th | Dancing Mongoose | Tiger Claw | Boost | Make extra attacks with main and off hand weapons | | 5th | Pouncing Charge | Tiger Claw | Strike | Run fast, if you charge toward enemy, knock prone and maul | | 5th | Flanking Maneuver | White Raven | Strike | Deal extra damage, and allow an ally to attack | | 6th | Desert Tempest | Desert Wind | Strike | Whenever you leave a space near a creature, make an attack against that creature | | 6th | Ring of Fire | Desert Wind | Strike | Leave a trail of sparks around you, if you make a circle, it explodes |
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##### Techniques Continued | Technique Level | Name | Discipline | Category | Description | |:---:|:---:|:---|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:| | 6th | Rallying Strike | Devoted Spirit | Strike | If you hit, heal ally within 10 feet for a lot, and some conditions | | 6th | Moment of Alacrity | Diamond Mind | Boost | Gain boost to initiative for rest of fight | | 6th | Iron Heart Endurance | Iron Heart | Boost | Heal your self as bonus action | | 6th | Balista Throw | Setting Sun | Strike | Throw a creature in a straight line, potentially through other enemies | | 6th | Scorpion Parry | Setting Sun | Counter | Redirect an enemy's attack at another creature within range| | 6th | Shadow Noose | Shadow Hand | Strike | Choke and stun a creature | | 6th | Stalker in the Night | Shadow Hand | Boost | Run fast, and stay hidden even while in open until end of turn | | 6th | Irresistible Mountain Strike | Stone Dragon | Strike | Extra damage, and incapacitate grounded creature | | 6th | Wolf Climbs the Mountain | Tiger Claw | Boost | Fight inside a larger creature's space | | 6th | Order Forged from Chaos | White Raven | Boost | Allow all allies within 30 feet to move as their reaction | | 7th | Salamander Charge | Desert Wind | Strike | Charge in straight line and leave fire behind | | 7th | Castigating Strike | Devoted Spirit | Strike | Extra damage, and enemies make save or disadvantage on attacks | | 7th | Shield Counter | Devoted Spirit | Strike | When an ally is targeted within 5 feet of you, you interfere | | 7th | Avalanche of Blades | Diamond Mind | Strike | Keep attacking an enemy until you miss | | 7th | Finishing Move | Iron Heart | Strike | Does more damage if the enemy is low on health | | 7th | Scything Blade | Iron Heart | Boost | If you hit, you can hit another creature within range until end of turn | | 7th | Hydra Slaying Strike | Setting Sun | Strike | If you hit, creature can't attack next turn | | 7th | Death in the Dark | Shadow Hand | Strike | Strike at vitals, more effects when enemy is low on hp | | 7th | Shadow Blink | Shadow Hand | Boost | Teleport moderate distance, and make strong attack on arrival | | 7th | Colossus Strike | Stone Dragon | Strike | Extra damage, and knock back creature | | 7th | Hamstring Attack | Tiger Claw | Strike | On hit, enemy is slowed and worse at Dexterity attacks and checks | | 7th | Swooping Dragon Strike | Tiger Claw | Strike | Jump at an enemy, potentially stunning them in the process | | 7th | Clarion Call | White Raven | Boost | When you kill a creature, you inspire allies to attack or move | | 7th | Swarming Assault | White Raven | Boost | If you hit, allies in melee can use reaction to attack |
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##### Techniques Continued | Technique Level | Name | Discipline | Category | Description | |:---:|:---:|:---|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:| | 8th | Wyrm's Flame | Desert Wind | Strike | 60 feet cone of fire | | 8th | Greater Selfless Surge | Devoted Spirit | Strike | Deal incredible damage, but take half. reduced max hp for both | | 8th | Diamond Defense | Diamond Mind | Counter | Gain bonus to a saving throw equal to your level | | 8th | Diamond Nightmare Blade | Diamond Mind | Strike | Make INT or WIS check against enemy, on success deal triple damage | | 8th | Adamantine Hurricane | Iron Heart | Strike | Attack each creature near you twice | | 8th | Lightning Throw | Iron Heart | Strike | Throw a weapon in a line, all in that line take damage | | 8th | Fool's Strike | Setting Sun | Counter | Deflect an incoming strike back at the attacker | | 8th | Enervating Shadow Strike | Shadow Hand | Strike | Deal bonus damage and heal for half | | 8th | One with Shadow | Shadow Hand | Boost | Turn incoporeal to walk through creatures and walls | | 8th | Earthstrike Quake | Stone Dragon | Strike | Slam the ground and cause earthquakes | | 8th | Girallon Windmill Flesh Rip | Tiger Claw | Boost | Each successive strike this round does increasing damage | | 8th | Raging Mongoose | Tiger Claw | Boost | When you attack, take 2 extra attacks for each weapon | | 8th | White Raven Hammer | White Raven | Strike | Extra damage and stunned | | 9th | Inferno Blast | Desert Wind | Strike | Creatures in a circle around you become vulnerable to fire, and take damage | | 9th | Strike of Righteous Vitality | Devoted Spirit | Strike | If you hit, send huge wave of healing out to allys | | 9th | Time Stands Still | Diamond Mind | Boost | Stop time until the end of turn, and take extra attacks | | 9th | Strike of Perfect Clarity | Iron Heart | Strike | Deal incredible damage | | 9th | Tornado Throw | Setting Sun | Strike | Run around like a tornado, throwing all in your path | | 9th | Five-Shadow Creeping Ice Enervation Strike | Shadow Hand | Strike | Freeze a creatures insides, several effects | | 9th | Mountain Tombstone Strike | Stone Dragon | Strike | Large damage, and reduce max hp | | 9th | Feral Death Throw | Tiger Claw | Strike | Jump at a target, doing tons of damage and potentially stunning them | | 9th | War Master's Charge | White Raven | Boost | All willing allies can use their reactions to charge down a creature |
\pagebreakNum # Initiating Techniques and Stances ## What is a Technique? Techniques are discrete moves that use a combination of martial prowess and their ki to produce a particular effect. They follow very similar rules to spellcasting. Using a Technique is called initiating a Technique, and the one using it is the initiator. You cast a spell, you initiate a technique. If you cast a spell, you are a spellcaster. If you initiate Techniques, you are an Initiator. ### Three Types of Techniques Techniques are divided into three types: **Strikes:** The most common type of technique. They usually involve an attack roll or damaging a target. **Boosts:** Enhance the abilities of the initiator, but do not directly damage a target. **Counters:** These are used to deal with incoming dangers and strike back. ### Technique Level Every technique has a level from 1 to 9. A technique's level is a general indicator of how powerful it is, the higher a technique's level, the higher level an initiator must be to use that technique. Technique level and character level don't correspond directly. Typically, a character has to be at least 17th level, not 9th level, to initiate a 9th-level technique. ### Techniques Known Before an initiator can use a technique, he or she must have the technique firmly fixed in mind and body, or must have access to the technique in a magic item. Initiators have a limited list of techniques they know that are always ready to be used. Depending on your archetype, you will have access to certain disciplines, representing different martial styles. Disciplines are analogous to spell schools. Each technique belongs to a discipline. In every case, the number of techniques an initiator can have fixed in mind at any given time depends on the character's level. ### Technique Slots Regardless of how many techniques an initiator knows or prepares, he or she can initiate only a limited number of techniques before resting. Manipulating ki and pushing the body to superhuman heights is physically and mentally taxing, and higher-level techniques are even more so. Thus, the class description includes a table showing how many technique slots of each technique level a character can use at each character level Finishing a short rest restores any expended technique slots. Some high level characters have special abilities that let them initiate techniques without using technique slots. \columnbreak #### Initiating a Technique at a Higher Level When a creature initiates a technique using a slot that is of a higher level than the technique, the technique assumes the higher level for that technique. Some techniques have additional effects when initiated at a higher level, as detailed in the technique’s description. ## Initiating a Technique When a character initiates any technique, the same basic rules are followed, regardless of the character's class or the technique's effects. ### Initiation Time Techniques will either require an action, bonus action, or reaction to initiate. ***You can only initiate one strike or boost technique on your turn, regardless of the action cost.*** ### Concentration Some techniques require concentration. These techniques follow the same rules as spells. You can not concentrate on a technique and a spell at the same time. If you are concentrating, performing one will end the other. ## Stances Stances are ways of posturing your physical and mental self to gain certain benefits described in the stance’s description. Some stance descriptions have prerequisites you must meet before you can learn them. When those prerequisites refer to level, they refer to your Initator Level. Entering a stance requires a bonus action. Once you are in a stance you remain in that stance until you choose to exit it on your turn (no action required), enter a different stance, or become incapacitated. ## Magical or Not Magical? A technique or stance’s description will state it is a magical effect if it is a magical effect. You may ask, "Why does this matter?" For the most part, it doesn't. There are only two reasons that a Technique being magical would matter: * If you are in an area of Anti-Magic or Wild Magic, you would have the same side effects as a normal caster, and wouldn't be able to initiate those techniques / would have a Wild Magic surge. * A magical technique can be Counterspelled by the spell Counterspell, just like a normal spell. You follow all rules appropriate for a normal spell in those circumstances. \pagebreakNum ## Same Rules for Spells The following rules are the same for Techniques as they are for spell casters, so to save everyone's time, I'm just gonna go through them rapid fire. * Range: Same as for spells * Components: While there are no components listed for any Technique or Stance, they require you to be able to perform "Somatic" components, mostly the act of swinging your weapon. If you are in a situation that would prevent you from attacking with a weapon, such as having your hands tied, you cannot initiate Techniques. * Duration: Same as for spells. One important distinction is the difference between a Round and a Turn. A turn, is usually just until the end of your turn, whereas a round, is a full round of combat, meaning (usually) until your next turn. * Targets: Same as for spells * Area of Effect: Same as for Spells * Attack Rolls: Same as for normal attacks usually, or listed under the Technique description * Combining Effects: Same as for spells ## The Nine Disciplines Each Technique / Stance belongs to one of nine martial disciplines. The Techniques in a discipline are loosely linked by common effects, philosophies, or functions. The second line of a Technique or Stance description provides the name of the relevant discipline. The Nine Disciplines include the following: #### Desert Wind Speed and mobility are the hallmarks of the Desert Wind discipline. Desert Wind maneuvers often involve blinding flurries of blows, quick charges, and agile footwork. Some maneuvers from this school, however, draw power from the supernatural essence of the desert and allow an adept practitioner to scour his foes with fire. #### 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 her zealous devotion to a cause. This discipline includes energies baneful to a creature opposed to the Devoted Spirit student’s cause, abilities that can keep an adept fighting long after a more mundane warrior would fall to his enemies, and strikes infused with vengeful, fanatical power. #### Diamond Mind True quickness lies in the mind, not the body. A student of the Diamond Mind discipline seeks to hone his perceptions and discipline his thoughts so that he can act in slivers of time so narrow that others cannot even perceive them. A corollary of this speed of thought and action is the concept of the mind as the battleground. An enemy defeated in his mind must inevitably be defeated in the realm of the physical as well. \columnbreak #### Iron Heart Absolute mastery of the sword is the goal of the Iron Heart discipline. Through unending practice and study, the Iron Heart adept achieves superhuman skill with her weapons. Iron Heart maneuvers are demonstrations of uncanny martial skill—weaving patterns of steel that dizzy, confuse, and ultimately kill with no recourse. #### Setting Sun Strength is an illusion. Adherents of the Setting Sun philosophy understand that no warrior can hope to be stronger, quicker, and more skillful than every one of her enemies. Therefore, this discipline includes maneuvers that use an adversary’s power and speed against him. Setting Sun maneuvers include throws and imitative strikes. The highest forms of the Setting Sun require an adept to empty herself of preconception and impulse to become a hollow vessel unhindered by want. #### Shadow Hand Never show an adversary what he expects to see. The Shadow Hand discipline emphasizes deception, misdirection, and surprise. The most effective blow is one struck against an enemy who does not even know he is in danger. Because the study of deceit as a philosophy often leads into darker practices, some Shadow Hand maneuvers employ the supernatural cold and darkness of pure shadow #### 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. #### 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. #### 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. \pagebreakNum ## Stance & Technique Lists
### Crusader Stances ##### 1st Level Required - Iron Guard's Glare - Martial Spirit - Stance of the Wind - Bolstering Voice - Leading the Charge ##### 5th Level Required - Thicket of Blades - Giant Killing Style - Crushing Weight of the Mountain - Tactics of the Wolf ##### 11th Level Required - Aura of Protection - Aura of Wrath - Shifting Defense - Giant's Stance - Press the Advantage ##### 15th Level Required - Immortal Fortitude - Ghostly Defense - Strength of Stone - Swarm Tactics ### Crusader Techniques ##### 1st Level - Crusader's Strike - Counter CHarge - Mighty Throw - Charging Minotaur - Stone Bones - Douse the Flames - Leading the Attack ##### 2nd Level - Foe Hammer - Shield Block - Baffling Defense - Clever Positioning - Mountain Hammer - Battle Leader's Charge - Tactical Strike ##### 3rd Level - Defensive Rebuke - Revitalizing Strike \columnbreak - Devastating Throw - Feigned Opening - Bonecrusher - Stone Dragon's Fury - Lion's Roar - White Raven Tactics ##### 4th Level - Selfless Surge - Entangling Blade - Comet Throw - Strike of the Broken Shield - Boulder Roll - Overwhelming Mountain Strike - Covering Strikes - White Raven Strike ##### 5th Level - Daunting Strike - Charge against Evil and Good - Mirrored Pursuit - Soaring Throw - Elder Mountain Strike - Mountain Avalanche - Flanking Maneuver ##### 6th Level - Rallying Strike - Balista Throw - Scorpion Parry - Irresistible Mountain Strike - Order Forged from Chaos ##### 7th Level - Castigating Strike - Shield Counter - Hydra Slaying Strike - Colossus Strike - Clarion Call - Swarming Assault ##### 8th Level - Greater Selfless Surge - Fool's Strike - Earthstrike Quake - White Raven Hammer ##### 9th Level - Strike of Righteous Vitality - Tornado Throw - Mountain Tombstone Strike - War Master's Charge \columnbreak ### Swordsage Stances ##### 1st Level Required - Flame's Blessing - Stance of Clarity - Stance of the Wind - Child of Shadow - Island of Blades - Roots of the Mountain - Blood in the Water - Hunter's Sense ##### 5th Level Required - Cloak of Cinders - Pearl of Black Doubt - Giant Killing Style - Assassin's Stance - Dance of the Spider - Crushing Weight of the Mountain - Leaping Dragon Stance ##### 11th Level Required - Fiery Assault - Hearing the Air - Shifting Defense - Step of the Dancing Moth - Giant's Stance - Prey on the Weak ##### 15th level Required - Rising Phoenix - Stance of Alacrity - Ghostly Defense - Balance on the Sky - Strength of Stone - Wolf Pack Tactics ##### 1st-Level - Blistering Flourish - Burning Blade - Distracting Ember - Wind Stride - Sapphire Nightmare Blade - Counter Charge - Mighty Throw - Clinging Shadow Strike - Shadow Blade Technique - Charging Minotaur - Stone Bones - Sudden Leap - Wolf Fang Strike \columnbreak ##### 2nd-Level - Burning Brand - Fire Riposte - Flashing Sun - Hatchling's Flame - Emerald Razor - Baffling Defense - Clever Positioning - Cloak of Deception - Drain Vitality - Shadow Jaunt - Mountain Hammer - Stone Vice - Claw at the Moon - Rabid Wolf Strike ##### 3rd-Level - Death Mark - Fan the Flames - Zephyr Dance - Action Before Thought - Insightful Strike - Mind over Body - Exorcism of Steel - Devastating Throw - Feigned Opening - Shadow Garrote - Strength Draining Strike - Bonecrusher - Stone Dragon's Fury - Flesh Ripper - Soaring Raptor Strike ##### 4th-Level - Firesnake - Searing Charge - Mind Strike - Ruby Nightmare Blade - Comet Throw - Strike of the Broken Shield - Hand of Death - Obscuring Shadow Veil - Boulder Roll - Overwhelming Mountain Strike - Death From Above - Fountain of Blood
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##### 5th-Level - Dragon's Flame - Leaping Flame - Lingering Inferno - Rapid Counter - Mirrored Pursuit - Soaring Throw - Bloodletting Strike - Shadow Stride - Elder Moutain Strike - Mountain Avalanche - Dancing Mongoose - Pouncing Charge ##### 6th-Level - Desert Tempest - Ring of Fire - Moment of Alacrity - Balista Throw - Scorpion Parry - Shadow Noose - Stalker in the Night - Irresistible Mountain Strike - Wolf Climbs the Mountain ##### 7th-Level - Salamander Charge - Avalanche of Blades - Hydra Slaying Strike - Death in the Dark - Shadow Blink - Colossus Strike - Hamstring Attack - Swooping Dragon Strike ##### 8th-Level - Wyrm's Flame - Diamond Defense - Diamond Nightmare Blade - Fool's Strike - Enervating Shadow Strike - One with Shadow - Earthstrike Quake - Girallon Windmill Flesh Rip - Raging Mongoose \columnbreak ##### 9th-Level - Inferno Blast - Time Stands Still - Tornado Throw - Five-Shadow Creeping Ice Enervation Strike - Mountain Tombstone Strike - Feral Death Throw ### Warblade Stances ##### 1st Level Required - Stance of Clarity - Punishing Stance - Roots of the Mountain - Blood in the Water - Hunter's Sence - Bolstering Voice - Leading the Charge ##### 5th Level Required - Pearl of Black Doubt - Absolute Steel - Crushing Weight of the Mountain - Leaping Dragon Stance - Tactics of the Wolf ##### 11th Level Required - Hearing the Air - Dancing Blade Form - Giant's Stance - Prey on the Weak - Press the Advantage ##### 15th Level Required - Stance of Alacrity - Supreme Blade Parry - Strength of Stone - Wolf Pack Tactics - Swarm Tactics \columnbreak ### Warblade Technique List ##### 1st-Level - Sapphire Nightmare Blade - Steel Wind - Steely Strike - Charging Minotaur - Stone Bones - Sudden Leap - Wolf Fang Strike - Douse the Flames - Leading the Attack ##### 2nd-Level -Emerald Razor -Disarming Strike -Wall of Blades -Mountain Hammer -Stone Vice -Claw at the Moon -Rabid Wolf Strike -Battle Leader's Charge -Tactical Strike ##### 3rd-Level - Action Before Thought - Insightful Strike - Mind over Body - Exorcism of Steel - Iron Heart Surge - Bonecrusher - Stone Dragon's Fury - Flesh Ripper - Soaring Raptor Strike - Lion's Roar - White Raven Tactics ##### 4th-Level - Mind Strike - Ruby Nightmare Blade - Lightning Recover - Mithral Tornado - Boulder Roll - Overwhelming Mountain Strike - Death From Above - Fountain of Blood - Covering Strikes - White Raven Strike ##### 5th-Level - Rapid Counter - Dazing Strike - Iron Heart Focus - Elder Mountain Strike - Mountain Avalanche - Dancing Mongoose - Pouncing Charge - Flanking Maneuver ##### 6th-Level - Moment of Alacrity - Iron Heart Endurance - Irresistible Mountain Strike - Wolf Climbs the Mountain - Order Forged from Chaos ##### 7th-Level - Avalanche of Blades - Finishing Move - Scything Blade - Hydra Slaying Strike - Colossus Strike - Hamstring Attack - Swooping Dragon Strike - Clarion Call - Swarming Assault ##### 8th-Level - Diamond Defense - Diamond Nightmare Blade - Adamantine Hurricane - Lightning Throw - Earthstrike Quake - Girallon Windmill Flesh Rip - Raging Mongoose - White Raven Hammer ##### 9th-Level - Time Stands Still - Strike of Perfect Clarity - Mountain Tombstone Strike - Feral Death Throw - War Master's Charge
\pagebreakNum # Stances ### Level 1 Required #### Flame's Blessing *Desert Wind* ___ - **Initiation Time:** Bonus Action - **Type** Stance - **Magical?** Yes ___ While in this stance you have resistance to fire damage. #### Iron Guard's Glare *Devoted Spirit* ___ - **Initiation Time:** Bonus Action - **Type** Stance - **Magical?** No ___ While you are in this stance, the first creature you hit with a melee weapon attack on your turn has disadvantage on attack rolls against anyone that isn't you. Creatures immune to being frightened are unaffected by this stance. #### Martial Spirit *Devoted Spirit* ___ - **Initiation Time:** Bonus Action - **Type** Stance - **Magical?** No ___ While you are in this stance, once on your turn, when you hit a hostile creature with a melee weapon attack you or a creature within 10 feet of you gains 1d4 temporary hit points. > ##### Rules Clarification > Temporary hit points don't stack. #### Stance of Clarity *Diamond Mind* ___ - **Initiation Time:** Bonus Action - **Type** Stance - **Magical?** No ___ While you are in this stance, you can focus your mind on analyzing the fighting pattern of a creature. Using a Bonus Action, target a creature you can see within 60 feet of you. Until the beginning of your next turn, whenever you make a melee weapon attack roll against that creature, you may roll a d4 and add the number rolled to the attack roll. Unfortunately, your sole focus on that creature leaves you open, and all other creatures have advantage on attack rolls against you until you exit this stance, or use another Bonus Action to change focus. \columnbreak #### Punishing Stance *Iron Heart* ___ - **Initiation Time:** Bonus Action - **Type** Stance - **Magical?** No ___ You take a stance that focuses more on offense than defense. While you are in this stance, your melee weapon attacks deal an extra 1d4 damage, but your AC decreases by 2. #### Step of the Wind *Setting Sun* ___ - **Initiation Time:** Bonus Action - **Type** Stance - **Magical?** No ___ While you are in the stance, you can ignore difficult terrain, and you can climb and swim without spending 1 extra foot per 1 foot of movement. If you make an attack roll against a creature in difficult terrain, that can not ignore difficult terrain, you have advantage on attack rolls, Strength (Athletics) checks to grapple, and Strength (Athletics) checks to shove against the creature. #### Child of Shadow *Shadow Hand* ___ - **Initiation Time:** Bonus Action - **Type** Stance - **Magical?** Yes ___ While you are in this stance, a robe of shadowy energy obscures your motions. If you are in bright light the robe makes the space you occupy dimly lit. If you move at least 10 feet on your turn, you may Hide as a Bonus Action. If you don’t move on your turn, you exit this stance. #### Island of Blades *Shadow Hand* ___ - **Initiation Time:** Bonus Action - **Type** Stance - **Magical?** No ___ While you are in this stance, you can use the presence of an ally to bully a single enemy. If you and another ally are both within 5 feet of a creature, if you make an attack roll against that creature, you may roll a d4, and add it to your attack rolls. #### Roots of the Mountain *Stone Dragon* ___ - **Initiation Time:** Bonus Action - **Type** Stance - **Magical?** No ___ While you are in this stance, you dig in your heels and refuse to be deterred, granting you advantage on Strength checks. If you move, you forfeit this bonus until the beginning of your next turn. \pagebreak #### Blood in the Water *Tiger Claw* ___ - **Initiation Time:** Bonus Action - **Type** Stance - **Magical?** No ___ While you are in this stance, when you reduce a hostile creature to 0 hit points with an attack or get a critical hit against a hostile creature, you get advantage on your next melee attack roll, before the end of your next turn. #### Hunter's Sense *Tiger Claw* ___ - **Initiation Time:** Bonus Action - **Type** Stance - **Magical?** No ___ While you are in this stance, you have advantage on Wisdom (Perception) checks that rely on smell or hearing, and Wisdom (Survival) checks to track creatures. #### Bolstering Voice *White Raven* ___ - **Initiation Time:** Bonus Action - **Type** Stance - **Magical?** No ___ While you are in this stance, you can use your Reaction to shout encouragement to any ally within 60 feet of you, that can hear you, when they make a Wisdom saving throw, to add your Technique Influencing Ability Modifier to the roll. #### Leading the Charge *White Raven* ___ - **Initiation Time:** Bonus Action - **Type** Stance - **Magical?** No ___ While you are in this stance, whenever you take the Dash action, choose an ally within 60 feet that can see or hear you. The next melee or ranged weapon attack of that ally, before the end of your next turn, deals a d6 extra damage. ### Level 5 Required #### Cloak of Cinders *Desert Wind* ___ - **Initiation Time:** Bonus Action - **Type** Stance - **Magical?** Yes ___ When you enter this stance, fire trails from you as you spin it about and form a cloak that burns those that attack you. While you are in this stance creatures that hit you with a melee attack while within 5 feet of you take 1d10 fire damage. \columnbreak #### Thicket of Blades *Devoted Spirit* ___ - **Initiation Time:** Bonus Action - **Type** Stance - **Magical?** No ___ While you are in this stance, you have advantage on you opportunity attacks, and they deal an extra d8 of damage. #### Pearl of Black Doubt *Diamond Mind* ___ - **Initiation Time:** Bonus Action - **Type** Stance - **Magical?** No ___ While you are in this stance, when a creature misses you with with an attack roll, it has disadvantage on all other attack rolls against you until the start of its next turn. Creatures immune to being frightened are immune to the effect of this stance. #### Absolute Steel *Iron Heart* ___ - **Initiation Time:** Bonus Action - **Type** Stance - **Magical?** No ___ While you are in this stance, your footing allows you to quickly dart around attacks. Your speed increases by 10 feet. #### Giant Killing Style *Setting Sun* ___ - **Initiation Time:** Bonus Action - **Type** Stance - **Magical?** No ___ While you are in this stance, during your turn, your attacks rolls against creatures that are Large or bigger have advantage. #### Assassin's Stance *Shadow Hand* ___ - **Initiation Time:** Bonus Action - **Type** Stance - **Magical?** No ___ While you are in this stance, once per turn, you can deal an extra 2d6 damage to one creature you hit with an attack if you have advantage on the attack roll. The attack must use a finesse or a ranged weapon. You don't need advantage on the attack roll if another enemy of the target is within 5 feet of it, that enemy isn't Incapacitated, and you don't have disadvantage on the attack roll. \pagebreak #### Dance of the Spider *Shadow Hand* ___ - **Initiation Time:** Bonus Action - **Type** Stance - **Magical?** No ___ While you are in this stance, you gain a climbing speed equal to your walking speed. #### Crushing Weight of the Mountain *Stone Mountain* ___ - **Initiation Time:** Bonus Action - **Type** Stance - **Magical?** ___ While you are in this stance, when you successfully grapple a creature you do 1d6 bludgeoning damage to it. Also, whenever you hit a creature you are grappling with a melee weapon attack, you deal an extra 1d6 damage. #### Leaping Dragon Stance *Tiger Claw* ___ - **Initiation Time:** Bonus Action - **Type** Stance - **Magical?** No ___ While you are in this stance, you can always jump as if you moved 10 feet on foot before the jump, and your jump distance is doubled. #### Tactics of the Wolf *White Raven* ___ - **Initiation Time:** Bonus Action - **Type** Stance - **Magical?** No ___ While you are in this stance, your supportive fighting style sets your allies up for success. Whenever you hit an enemy with a melee weapon attack, the next attack roll an ally makes against that creature is made at advantage. ### Level 11 Required #### Fiery Assault *Desert Wind* ___ - **Initiation Time:** Bonus Action - **Type** Stance - **Magical?** Yes ___ While you are in this stance, your melee weapon attacks deal 1d6 extra fire damage #### Aura of Protection *Devoted Spirit* ___ - **Initiation Time:** Bonus Action - **Type** Stance - **Magical?** Yes ___ While you are in this stance, whenever a creature within 10 feet of you takes damage, you can use your reaction to take that damage instead of that creature. This feature doesn't transfer any other effects that might accompany the damage, and this damage can't be reduced in any way. \columnbreak #### Aura of Wrath *Devoted Spirit* ___ - **Initiation Time:** Bonus Action - **Type** Stance - **Magical?** Yes ___ While you are in this stance, whenever a creature within 10 feet of you takes damage, they have advantage on the first attack roll they make at the start of their turn against the creature that harmed them. #### Hearing the Air *Diamond Mind* ___ - **Initiation Time:** Bonus Action - **Type** Stance - **Magical?** No ___ While you are in this stance, you have advantage on Wisdom (Perception) checks that rely on hearing and you have blindsight out to 30 feet as long as you are not deafened. #### Dancing Blade Form *Iron Heart* ___ - **Initiation Time:** Bonus Action - **Type** Stance - **Magical?** No ___ While you are in this stance, the reach of your melee attacks increases by 5 feet during your turn. You can not further improve your reach with techniques while you are in this stance. #### Shifting Defense *Setting Sun* ___ - **Initiation Time:** Bonus Action - **Type** Stance - **Magical?** No ___ While you are in this stance, you are ever in motion as attacks miss you. Each time a hostile creature misses you with a melee attack you can move 5 feet into an unoccupied space without provoking opportunity attacks. #### Step of the Dancing Moth *Shadow Hand* ___ - **Initiation Time:** Bonus Action - **Type** Stance - **Magical?** ___ While you are in this stance, you can walk on clouds of shadow that appear beneath each step, up to 5 feet off the ground or the surface of a liquid. Your walking speed decreases by 10 feet while walking on the clouds of shadow. You ignore difficult terrain that does not project more than 5 feet off the ground. Your steps on the clouds of shadow do not make a sound. If you are in the air and you leave this stance, are knocked prone, have your speed reduced to 0 or otherwise become deprived of the ability to move you begin falling. \pagebreak #### Giant’s Stance *Stone Dragon* ___ - **Initiation Time:** Bonus Action - **Type** Stance - **Magical?** No ___ While you are in this stance, you learn to set the full weight of your body into each of your attacks. While you are in this stance, you deal an extra 1d6 damage on all melee attacks. If you move on your turn, for any reason, you lose the benefit of this stance until the beginning of your next turn. #### Prey on the Weak *Tiger Claw* ___ - **Initiation Time:** Bonus Action - **Type** Stance - **Magical?** No ___ While you are in this stance, you scythe foes like a predator turned on a herd of prey. When a creature within 10 feet of you is reduced to 0 hit points you can use your reaction to make a melee weapon attack against a target within 5 feet of you. #### Press the Advantage *White Raven* ___ - **Initiation Time:** Bonus Action - **Type** Stance - **Magical?** No ___ While you are in this stance, you do not provoke opportunity attacks, as if always under the effects of the Disengage action. ### Level 15 #### Rising Phoenix *Desert Wind* ___ - **Initiation Time:** Bonus Action - **Type** Stance - **Magical?** Yes ___ While you are in this stance, a column of superheated air lifts you into the air. You can hover up to 10 feet in the air and gain a fly speed equal to your walking speed, but must remain within 10 feet off the ground or a liquid surface when you fly. If you don't move on your turn, and take the Attack action, creatures within 5 feet of you must make a Dexterity Saving Throw. On a failed save, the column of air burns the creatures, dealing 2d6 fire damage. If you fall, you can stop falling up to 10 feet above the ground or a liquid surface to begin flying and not take fall damage as long as your speed is not 0. #### Immortal Fortitude *Devoted Spirit* ___ - **Initiation Time:** Bonus Action - **Type** Stance - **Magical?** No ___ While you are in this stance, if you would be reduced to 0 hit points you can make a Constitution saving throw (DC 5 + damage taken). If you succeed, you are reduced to 1 Hit Point instead, and this stance ends. #### Stance of Alacrity *Diamond Mind* ___ - **Initiation Time:** Bonus Action - **Type** Stance - **Magical?** No ___ While you are in this stance, you can use one counter technique per round without using your reaction. #### Supreme Blade Parry *Iron Heart* ___ - **Initiation Time:** Bonus Action - **Type** Stance - **Magical?** No ___ While you are in this stance, you have resistance to Bludgeoning, Piercing, and Slashing damage. #### Ghostly Defense *Setting Sun* ___ - **Initiation Time:** Bonus Action - **Type** Stance - **Magical?** ___ While you are in this stance, if a creature has disadvantage to hit you, and misses, you can use your reaction to hit them with a melee weapon attack. #### Balance on the Sky *Shadow Hand* ___ - **Initiation Time:** Bonus Action - **Type** Stance - **Magical?** Yes ___ While you are in this stance, you can walk on air. You gain a fly speed equal to your walking speed. You must have at least one hand free to remain in this stance. If you do not have at least one hand free you immediately leave this stance. To move upward or downward you must do so diagonally, spending 1 extra foot of speed for every foot moved, as if ascending or descending a staircase. If you are in the air and you leave this stance, are knocked prone, have your speed reduced to 0 or otherwise become deprived of the ability to move you begin falling. #### Strength of Stone *Stone Dragon* ___ - **Initiation Time:** Bonus Action - **Type** Stance - **Magical?** No ___ While you are in this stance, a critical hit against you becomes a normal hit. In addition, if an effect moves you along the ground against your will, you can use your reaction to reduce the distance moved by up to 10 feet. If you move more that 10 feet on your turn, for any reason, you lose the benefits of this stance until the beginning of your next turn. \pagebreak #### Wolf Pack Tactics *Tiger Claw* ___ - **Initiation Time:** Bonus Action - **Type** Stance - **Magical?** No ___ While you are in this stance, every time you hit with a melee weapon attack you can move 5 feet without provoking opportunity attacks, provided you still have movement left for the turn. #### Swarm Tactics *White Raven* ___ - **Initiation Time:** Bonus Action - **Type** Stance - **Magical?** No ___ While you are in this stance, your presence demands the attention of your opponents, leaving them open to other attacks. Allies have advantage on attack rolls against hostile creatures within 5 feet of you. \pagebreakNum # Techniques ### 1st-Level Techniques #### Blistering Flourish *1st-Level Desert Wind (Strike)* ___ - **Initiation Time:** 1 Action - **Range:** Self (15-Foot Radius) - **Magical?:** Yes - **Duration:** Instant / 1 Round ___ When you initiate this technique, you generate a burst of brilliant light. Any creature (other than yourself) caught in this techniques area, must make a Constitution saving throw. A creature that fails the save is blinded until the start of your next turn. Creatures that succeed on the save are not blinded. #### Burning Blade *1st-Level Desert Wind (Boost)* ___ - **Initiation Time:** 1 Bonus Action - **Range:** Self - **Magical?:** Yes - **Duration:** 1 Turn ___ When you initiate this technique, your melee weapon attacks deal an extra 1d6 fire damage until the end of your turn. ***At Higher Levels:*** When you initiate this technique using a technique slot of 2nd-level or 3rd level technique slot the damage is increased to 2d6. When you initiate it with a 4th or 5th level slot, the damage increases to 3d6. When you initiate it with a slot that is 6th level or higher, the damage increases to 4d6 #### Distracting Ember *1st-Level Desert Wind (Boost)* ___ - **Initiation Time:** 1 Bonus Action - **Range:** 30 Feet - **Magical?:** Yes - **Duration:** 1 Turn ___ When you initiate this technique, you create a small elemental spirit of fire, to highlight a creature or object you can see within range. If you use this on a creature, it must make a Dexterity Saving Throw. On a failed save, the creature or object sheds dim light in a 10 foot radius. While shedding this light, attack rolls against the affected creature or object have advantage if the attacker can see it. The creature or object can not benefit from being invisible. The spirit and its light disappears at the end of your turn. \columnbreak #### Wind Stride *1st-Level Desert Wind (Boost)* ___ - **Initiation Time:** 1 Bonus Action - **Range:** Self - **Magical?:** No - **Duration:** 1 Turn ___ When you initiate this technique, the Desert Wind envelops you and carries you across the battlefield. Until the end of your turn, your walking speed increases by 10 feet, your movement does not provoke opportunity attacks, and your jump distance is doubled. #### Crusader's Strike *1st-Level Devoted Spirit (Strike)* ___ - **Initiation Time:** 1 Bonus Action - **Range:** Self - **Magical?:** Yes - **Duration:** 1 Turn ___ When you initiate this technique, your next melee weapon attack that hits, before the end of your turn, causes you, or a creature within 10 feet of you, regain hit points equal to 1d6 + your initiating ability modifier. ***At Higher Levels:*** When you initiate this technique using a technique slot of 2nd level or higher the healing increases by 1d6 for each slot level above 1st. #### Sapphire Nightmare Blade *1st-Level Diamond Mind (Strike)* ___ - **Initiation Time:** 1 Action - **Range:** Self - **Magical?:** No - **Duration:** Instant ___ When you initiate this technique, you make an Intelligence (Athletics) or Wisdom (Athletics) check against the target’s AC, then make a melee weapon attack against a creature. On a success, you have advantage on the attack roll and the attack deals an extra 1d6 damage on a hit. On a failure, you have disadvantage on the attack roll. ***At Higher Levels:*** When you initiate this technique using a technique slot of 2nd level or higher the damage increases by 1d6 for each slot level above 1st. #### Steel Wind *1st-Level Iron Heart (Strike)* ___ - **Initiation Time:** 1 Action - **Range:** Self - **Magical?:** No - **Duration:** Instant ___ When you initiate this technique, you make two melee weapon attacks, each against a different target, without moving. \pagebreak #### Steely Strike *1st-Level Iron Heart (Strike)* ___ - **Initiation Time:** 1 Action - **Range:** Self - **Magical?:** No - **Duration:** Instant / 1 Round ___ When you initiate this technique, you make a melee weapon attack with advantage against a creature. All creatures, other than the creature you attacked, have advantage on attack rolls against you until the start of your next turn. #### Counter Charge *1st-Level Setting Sun (Counter)* ___ - **Initiation Time:** 1 Reaction, which you take when a creature moves at least 10 feet then attacks you with a melee attack - **Range:** Self - **Magical?:** No - **Duration:** Instant ___ When a creature moves at least 10 feet before making a melee weapon attack against you, you can use your reaction to initiate this technique. You make a Strength (Athletics) check or Dexterity (Acrobatics) check against the attacker’s Strength (Athletics) or Dexterity (Acrobatics) check (both creature choose separately). If your result is higher than the target’s, then the attack has disadvantage against you. After the attack, regardless if it hit or miss, you can push the creature into an unoccupied space up to 10 feet away from you. If you lose the initial check, you cannot push the creature after the attack. #### Mighty Throw *1st-Level Setting Sun (Strike)* ___ - **Initiation Time:** 1 Action - **Range:** 5 Feet - **Magical?:** No - **Duration:** Instant ___ When you initiate this technique, you can attempt to throw a creature. You can not throw a creature more than one size larger than you. You make an opposed Strength (Athletics) check against the creature’s Strength (Athletics) check. If your result is higher than the target’s, you throw the creature up to 10 feet away from yourself into an unoccupied space and it lands prone. \columnbreak #### Clinging Shadow Strike *1st-Level Shadow Hand (Strike)* ___ - **Initiation Time:** 1 Bonus Action - **Range:** Self - **Magical?:** Yes - **Duration:** 1 Turn ___ When you initiate this technique, your next melee weapon attack that hits, before the end of your turn, deals an extra 1d8 necrotic damage and if the target is a creature it must make a Constitution saving throw. On a failure, the creature’s senses are obscured by shadows causing it to roll 1d4 and subtract the number rolled from its attack roll whenever it makes an attack until the end of its next turn. ***At Higher Levels:*** When you initiate this technique using a technique slot of 2nd level or higher the necrotic damage increases by 1d8 for each slot level above 1st. #### Shadow Blade Technique *1st-Level Shadow Hand (Strike)* ___ - **Initiation Time:** 1 Action - **Range:** Self - **Magical?:** Yes - **Duration:** 1 Turn ___ When you initiate this technique, an illusory double copying your attack appears, confusing creatures you attack. Make a special melee weapon attack against a creature. This attack is not affected by advantage or disadvantage. Roll 1d20 twice for the attack roll. You then choose which of the results to use. If you choose the higher result, resolve the attack as normal. If you choose the lower result, or the results are the same, and the attack hits, then the attack deals an extra 2d6 psychic damage as the illusory double also harms the target. ***At Higher Levels:*** When you initiate this technique using a technique slot of 2nd level or higher the damage increases by 1d6 for each slot level above 1st. #### Charging Minotaur *1st-Level Stone Dragon (Strike)* ___ - **Initiation Time:** 1 Action - **Range:** Self - **Magical?:** No - **Duration:** 1 Turn ___ When you initiate this technique, you can move up to your speed, without provoking opportunity attacks, to within 5 feet of a creature, and then take the Attack action. If you move at least 10 feet on the way to the creature you can replace one of your attacks with an attempt to Shove that creature. On a success, in addition to the Shove, the creature takes 2d6 bludgeoning damage. \pagebreak #### Stone Bones *1st-Level Stone Dragon (Strike)* ___ - **Initiation Time:** 1 Bonus Action - **Range:** Self - **Magical?:** No - **Duration:** 1 Round ___ When you initiate this technique, your next melee weapon attack that hits, before the end of your turn, grants you 5 temporary hit points until the start of your next turn. ***At Higher Levels:*** When you initiate this technique using a technique slot of 2nd level or higher the number of temporary hit points increases by 5, for each slot level above 1st. #### Sudden Leap *1st-Level Tiger Claw (Boost)* ___ - **Initiation Time:** 1 Bonus Action - **Range:** Self - **Magical?:** No - **Duration:** Instant ___ When you initiate this technique, you make a Strength (Athletics) check, and leap a number of feet equal to the result (rounding up to the nearest 5 feet). This movement provokes attacks of opportunity as normal, and must be in a straight line. The total distance you move cannot be more than your speed. ***At Higher Levels:*** When you initiate this technique using a technique slot of 2nd level or higher you may add +5 to the Athletics check for each slot level above 1st. #### Wolf Fang Strike *1st-Level Tiger Claw (Strike)* ___ - **Initiation Time:** 1 Action - **Range:** Self - **Magical?:** No - **Duration:** Instant ___ To initiate this technique you must be two-weapon fighting or carry a one handed melee weapon in one hand and have the other free. When you initiate this technique, you make one attack with each weapon against one target, or one attack with a weapon and an unarmed strike with a free hand against one target. #### Douse the Flames *1st-Level White Raven (Boost)* ___ - **Initiation Time:** 1 Bonus Action - **Range:** Self - **Magical?:** No - **Duration:** 1 Round ___ When you initiate this technique, until the end of your turn, your melee weapon attacks against creatures distracts them from your allies. Your attacks deals 1d4 extra damage, and creatures hit can not take reactions until the start of your next turn. ***At Higher Levels:*** When you initiate this technique using a technique slot of 2nd-level or 3rd level technique slot the damage is increased to 2d4. When you initiate it with a 4th or 5th level slot, the damage increases to 3d4. When you initiate it with a slot that is 6th level or higher, the damage increases to 4d4. \columnbreak #### Leading the Attack *1st-Level White Raven (Strike)* ___ - **Initiation Time:** 1 Bonus Action - **Range:** Self - **Magical?:** No - **Duration:** 1 Round ___ When you initiate this technique, your next melee weapon attack that hits, before the end of your turn, causes your allies to 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. If the attack hits the target takes 1d6 extra damage, and the next attack roll made by an ally, against this target before the end of your next turn has advantage. ***At Higher Levels:*** When you initiate this technique using a technique slot of 2nd level or higher the damage increases by 1d6 for each slot level above 1st. \pagebreak ### 2nd-Level Techniques #### Burning Brand *2nd-Level Desert Wind (Boost)* ___ - **Initiation Time:** 1 Bonus Action - **Range:** Self - **Magical?:** Yes - **Duration:** 1 Round ___ When you initiate this technique, a melee weapon you are holding becomes covered in flames until the end of your turn. The weapons’s reach is 5 feet greater than normal and the weapon deals fire damage instead of bludgeoning/piercing/slashing damage. Attacks with the burning brand deal an extra 2d6 fire damage. #### Fire Riposte *2nd-Level Desert Wind (Counter)* ___ - **Initiation Time:** 1 Reaction, which you take in response to being hit with a melee attack - **Range:** 10 Feet - **Magical?:** Yes - **Duration:** Instant ___ When a creature hits you with a melee attack you can initiate this technique. The attacker must make a Dexterity Saving Throw The creature must make a Dexterity saving throw. It takes 3d10 fire damage on a failed save, or half as much damage on a successful one. ***At Higher Levels:*** When you initiate this technique using a technique slot of 3rd level or higher the damage increases by 1d10 for each slot level above 2nd. #### Flashing Sun *2nd-Level Desert Wind (Boost)* ___ - **Initiation Time:** 1 Bonus Action - **Range:** Self - **Magical?:** No - **Duration:** 1 Round ___ If you take the Attack action this turn, you can make an additional attack as a part of that action. #### Hatchling’s Flame *2nd-Level Desert Wind (Strike)* ___ - **Initiation Time:** 1 Action - **Range:** Self (15-foot cone) - **Magical?:** Yes - **Duration:** Instant ___ When you initiate this technique you unleash your ki as burning energy, in a 15 feet cone in front of you. Creatures in the area must make a Dexterity Saving Throw. A creature takes 3d6 fire damage on a failed save, or half as much damage on a successful one. The fire ignites any flammable objects in the area that aren’t being worn or carried. ***At Higher Levels:*** When you initiate this technique using a technique slot of 3rd level or higher the damage increases by 1d6 for each slot level above 2nd. \columnbreak #### Foehammer *2nd-Level Devoted Spirit (Strike)* ___ - **Initiation Time:** 1 Bonus Action - **Range:** Self - **Magical?:** Yes - **Duration:** 1 Turn ___ A When you initiate this technique, your next melee weapon attack that hits before the end of your turn deals an extra 2d6 force damage. ***At Higher Levels:*** When you initiate this technique using a technique slot of 3rd level or higher the damage increases by 1d6 for each slot level above 2nd. #### Shield Block *2nd-Level Devoted Spirit (Counter)* ___ - **Initiation Time:** 1 Reaction, you take when a creature within 5 feet of you is hit by an attack - **Range:** 5 ft. - **Magical?:** No - **Duration:** Instant ___ When a creature that you can see within 5 feet of you is hit by an attack you can see, you can initiate this technique to act as a shield between them and the attack in a heroic burst of effort, adding 5 to their AC against the attack. #### Emerald Razor *2nd-Level Diamond Mind (Strike)* ___ - **Initiation Time:** 1 Action - **Range:** 5 Feet - **Magical?:** No - **Duration:** Instant ___ You are able to read into the opponents movements so surely, that you aren't able to miss. Pick a creature within range that does not have total cover from you. You then make a Wisdom (Insight) or Intelligence (Investigation) check against the target's AC. On a success, you land a melee weapon attack against the target. This attack can't critically strike, but otherwise you roll damage as normal. #### Disarming Strike *2nd-Level Iron Heart (Strike)* ___ - **Initiation Time:** 1 Bonus Action - **Range:** Self - **Magical?:** No - **Duration:** 1 Turn ___ When you initiate this technique, your next melee weapon attack that hits, before the end of your turn, causes a creature to make a Strength saving throw. On a failure, it drops an object you choose. The object lands at its feet. \pagebreak #### Wall of Blades *2nd-Level Iron Heart (Counter)* ___ - **Initiation Time:** 1 Reaction, which you take when you are hit by a weapon attack from a creature within 60 feet. - **Range:** Self - **Magical?:** No - **Duration:** Instant ___ When you are hit by a weapon attack, but before they roll for damage, from a creature within 60 feet that you can see, you can initiate this technique to try and deflect the attack with a weapon you are holding or an unarmed strike. Make a melee weapon attack roll. If the result of the attack roll is higher than the attack roll against you that becomes your AC, including against the triggering attack, until the start of your next turn. #### Baffling Defense *2nd-Level Setting Sun (Counter)* ___ - **Initiation Time:** 1 Reaction, which you take when hit with a weapon attack - **Range:** Self - **Magical?:** No - **Duration:** Instant ___ When a creature hits you with an attack you can see, but before they roll for damage, you can initiate this technique to read the attack. Make a Wisdom (Insight) or an Intelligence (Investigation) check. If the result of the check is higher than the attack roll against you that becomes your AC, including against the triggering attack, until the start of your next turn. #### Clever Positioning *2nd-Level Setting Sun (Strike)* ___ - **Initiation Time:** 1 Bonus Action - **Range:** Self - **Magical?:** No - **Duration:** Instant ___ When you initiate this technique, your next melee weapon attack, before the end of your turn, that hits forces the creature to make a Dexterity saving throw. On a failure, you and the creature swap places. If you or the target can’t fit in their new spaces, then you do not swap places. #### Cloak of Deception *2nd-Level Shadow Hand (Boost)* ___ - **Initiation Time:** 1 Bonus Action - **Range:** Self - **Magical?:** Yes - **Duration:** 1 Turn ___ When you initiate this technique, you become invisible until the end of your turn. Anything you are wearing or carrying is invisible as long as it is on your person. \columnbreak #### Drain Vitality *2nd-Level Shadow Hand (Strike)* ___ - **Initiation Time:** 1 Bonus Action - **Range:** Self - **Magical?:** Yes - **Duration:** 1 Turn ___ When you initiate this technique, your next melee weapon attack before the end of your turn that hits, deals an extra 2d6 necrotic damage and the creature can not regain hit points until the start of your next turn. ***At Higher Levels:*** When you initiate this technique using a technique slot of 3rd level or higher, the damage increases by 1d6 for each slot level above 2nd. #### Shadow Jaunt *2nd-Level Shadow Hand (Boost)* ___ - **Initiation Time:** 1 Action - **Range:** 60 Feet - **Magical?:** Yes - **Duration:** Instant ___ When you initiate this technique, you disappear in a cloud of darkness and teleport up to 60 feet away to an unoccupied space you can see. #### Mountain Hammer *2nd-Level Stone Dragon (Strike)* ___ - **Initiation Time:** 1 Bonus Action - **Range:** Self - **Magical?:** No - **Duration:** Instant ___ When you initiate this technique, your next melee weapon attack that hits, before the end of your turn, deals an extra 2d6 damage. This attack overcomes resistance and immunity to damage from nonmagical weapons. This attack does double damage to objects and structures. **At Higher Levels:** When you initiate this technique using a technique slot of 3rd level or higher, the extra damage increases by 1d6 for each level above 2nd. #### Stone Vice *2nd-Level Stone Dragon (Strike)* ___ - **Initiation Time:** 1 Bonus Action - **Range:** Self - **Magical?:** No - **Duration:** 1 Round ___ When you initiate this technique, your next melee weapon attack that hits, before the end of your turn, deals an extra 2d6 damage, and if the creature is not flying, it must make a Strength saving throw. On a failure, the creature’s speed becomes 0 until the start of your next turn. **At Higher Levels:** When you initiate this technique using a technique slot of 3rd or higher the technique’s damage increases by 1d6 for each slot above 2nd. \pagebreak #### Claw at the Moon *2nd-Level Tiger Claw (Boost)* ___ - **Initiation Time:** 1 Bonus Action - **Range:** Self - **Magical?:** No - **Duration:** 1 Turn ___ When you initiate this technique, the next melee weapon attack you make before the end of your turn is a leaping strike. When you make this attack you jump, making a Strength (Athletics) check (the DC = target’s AC). On a success, the attack has advantage, deals an extra 2d6 damage and scores a critical hit on a roll of 19-20. **At Higher Levels:** When you initiate this technique using a technique slot of 3rd or higher the technique’s damage increases by 1d6 for each slot above 2nd. #### Rabid Wolf Strike *2nd-Level Tiger Claw (Strike)* ___ - **Initiation Time:** 1 Bonus Action - **Range:** Self - **Magical?:** No - **Duration:** 1 Turn ___ When you initiate this technique, your next melee weapon attack that hits, before the end of your turn, deals an extra 2d6 damage and you have advantage on melee weapon attacks until the end of your turn. Attack rolls against you have advantage until the start of your next turn. ***At Higher Levels:*** When you initiate this technique using a slot of 3rd or higher the attack deals an additional 1d6 damage for each slot above 2nd. #### Battle Leader’s Charge *2nd-Level White Raven (Strike)* ___ - **Initiation Time:** 1 Action - **Range:** Self - **Magical?:** No - **Duration:** 1 Turn ___ When you initiate this technique, until the end of your turn your speed is doubled, your movement does not provoke opportunity attacks. Until the end of the turn, you can use a bonus action to make a melee weapon attack. This attack deals 2d6 extra damage. ***At Higher Levels:*** When you initiate this technique using a slot of 3rd level or higher the attack deals an additional 1d6 damage for each slot above 2nd. #### Tactical Strike *2nd-Level White Raven (Boost)* ___ - **Initiation Time:** 1 Bonus Action - **Range:** Self - **Magical?:** No - **Duration:** 1 Turn ___ When you initiate this technique, your next melee weapon attack that hits a creature, before the end of your turn, deals an extra 2d6 damage, and allies within 5 feet of the target can immediately move 5 feet without provoking opportunity attacks. \pagebreak ### 3rd-Level Techniques #### Death Mark *3rd-Level Desert Wind (Strike)* ___ - **Initiation Time:** 1 Bonus Action - **Range:** Self - **Magical?:** Yes - **Duration:** Instant ___ When you initiate this technique, your next melee weapon attack that hits a creature, before the end of your turn, causes fire to erupt in a 10 foot radius around the creature. Creatures in range of the eruption (excluding yourself) must make a Dexterity saving throw. On a failed save, creatures take 4d8 fire damage, or half as much on a successful save. #### Fan the Flames *3rd-Level Desert Wind (Strike)* ___ - **Initiation Time:** 1 Action - **Range:** 30 feet - **Magical?:** Yes - **Duration:** Instant ___ When you initiate this technique fires dance across you as you gather flames into a white-hot fist-sized ball of fire and hurl it. Choose one creature within range, that must make a Dexterity saving throw. A target takes 6d6 fire damage on a failed save, or half as much damage on a successful one. #### Zephyr Dance *3rd-Level Desert Wind (Counter)* ___ - **Initiation Time:** 1 Reaction, taken when a creature would hit you with an attack roll - **Range:** Self - **Magical?:** No - **Duration:** 1 Round ___ When a creature would hit you with an attack roll, but before they roll for damage, you can initiate this technique. You take the Dodge action, potentially causing the triggering attack to miss. #### Defensive Rebuke *3rd-Level Devoted Spirit (Counter)* ___ - **Initiation Time:** 1 Reaction, which you take when a creature within your reach attack an ally - **Range:** Self - **Magical?:** No - **Duration:** Instant ___ If a creature within the reach of your melee weapon attacks makes an attack against a creature other than you, then you can initiate this technique to make an attack against them. You can make additional attacks each subsequent time the creature attacks a creature other than you while within your reach until the start of your next turn. \columnbreak #### Revitalizing Strike *3rd-Level Devoted Spirit (Boost)* ___ - **Initiation Time:** 1 Bonus Action - **Range:** Self - **Magical?:** Yes - **Duration:** 1 Turn ___ When you initiate this technique, the next time you hit with a melee weapon attack, before the end of your turn, up to six creatures you choose that you can see (including yourself) within 15 feet of you regain hit points equal to 1d6 + your initiating ability modifier. ***At Higher Levels:*** When you initiate this technique using a technique slot of 4th level or higher the healing increases by 1d6 for each slot level above 3rd. #### Action Before Thought *3rd-Level Diamond Mind (Counter)* ___ - **Initiation Time:** 1 Reaction, which you take when you make an Intelligence, Wisdom, or Charisma Saving Throw - **Range:** Self - **Magical?:** No - **Duration:** Instant ___ When you must make an Intelligence, Wisdom, or Charisma saving throw you can initiate this technique to revert to the motions embedded into your body from hours of practice. Roll a Strength (Insight) check or a Dexterity (Insight) check against the saving throw DC. On a success you succeed on the saving throw. #### Insightful Strike *3rd-Level Diamond Mind (Strike)* ___ - **Initiation Time:** 1 Bonus Action - **Range:** 120 Feet - **Magical?:** No - **Duration:** 1 Turn ___ When you initiate this technique, you make an Intelligence (Investigation) or a Wisdom (Insight) check against the AC of a creature in range. On a success, your next attack against that creature before the end of your turn is with advantage and if it hits it deals an extra 3d8 damage. ***At Higher Levels:*** When you initiate this technique using a technique slot of 4th level or higher the damage increases by 1d8 for each slot level above 3rd. #### Mind Over Body *3rd-Level Diamond Mind (Counter)* ___ - **Initiation Time:** 1 Reaction, which you take when you make an Strength, Dexterity, or Constitution Saving Throw - **Range:** Self - **Magical?:** No - **Duration:** Instant ___ When you must make a Strength, Dexterity, or Constitution saving throw you can initiate this technique to overcome the limitations of the body with mental power. Roll an Intelligence (Athletics) check or a Wisdom (Athletics) check against the saving throw DC. On a success you succeed on the saving throw. \pagebreak #### Exorcism of Steel *3rd-Level Diamond Mind (Strike)* ___ - **Initiation Time:** 1 Action - **Range:** Self - **Magical?:** Yes - **Duration:** Concentration, up to 1 Minute ___ When you initiate this technique, you strike at a target and send a shockwave of ki through their weapon. Choose a creature holding a weapon within reach of your melee weapon attacks. You strike at that weapon causing that creature to make a Wisdom saving throw. On a failure, the creature has disadvantage on attack rolls with that weapon until the technique ends. At the end of each of its turns, the target can make another Wisdom saving throw. On a success, the technique ends on the target. #### Iron Heart Surge *3rd-Level Iron Heart (Boost)* ___ - **Initiation Time:** 1 Action - **Range:** Self - **Magical?:** Yes - **Duration:** Instant ___ You can initiate this technique to end one of the following effects on yourself: * Disease * Blinded * Charmed * Deafened * Frightened * Paralyzed * Poisoned #### Devastating Throw *3rd-Level Setting Sun (Strike)* ___ - **Initiation Time:** 1 Action - **Range:** 5 feet - **Magical?:** No - **Duration:** Instant ___ When you initiate this technique, you can attempt to throw a creature. You can not throw a creature more than one size larger than you. You make an opposed Strength (Athletics) check against the creature’s Strength (Athletics) check. If your result is higher than the target’s, you throw the creature up to 10 feet away from yourself into an unoccupied space and it lands prone. If you beat the target’s check by 5 or more you can throw it an extra 5 feet for every 5 points of difference. Upon landing the target takes 4d6 bludgeoning damage plus an additional 2d6 for every extra 5 feet it moved or would have moved if they impact a barrier that prevents it from moving. ***At Higher Levels:*** When you initiate this technique using a technique slot of 4th level or higher, you may add +5 to your Athletics check for each slot level above 3rd. \columnbreak #### Feigned Opening *3rd-Level Setting Sun (Strike)* ___ - **Initiation Time:** 1 Reaction, which you take when targeted by an Attack of Opportunity - **Range:** Self - **Magical?:** No - **Duration:** Instant ___ When a creature makes an opportunity attack against you, you can initiate this technique. When you do, you set up to punish the attack. If the opportunity attack misses you, you can make a melee weapon attack against the attacker. If your counter-attack hits, an ally of yours within 5 feet of that creature can use their reaction to attack them as well. #### Shadow Garrote *3rd-Level Shadow Hand (Strike)* ___ - **Initiation Time:** 1 Action - **Range:** 60 feet - **Magical?:** Yes - **Duration:** 1 Round ___ When you initiate this technique you carve a slice of shadow from the air around you and cast it towards a creature within range. The strand wraps around the creature and chokes it. The creature must make a Constitution saving throw. On a failure, the creature takes 5d8 bludgeoning damage and attacks against it have advantage until the start of its next turn. On a success, the creature takes half damage and attacks do not have an advantage against it. This technique has no effect on creatures that do not need to breathe. ***At Higher Levels:*** When you initiate this technique using a technique slot of 4th level or higher, it deals 1d8 extra damage for each slot level above 3rd. #### Strength Draining Strike *3rd-Level Shadow Hand (Strike)* ___ - **Initiation Time:** 1 Bonus Action - **Range:** Self - **Magical?:** Yes - **Duration:** 1 Turn ___ When you initiate this technique, the next time you hit a creature with a melee weapon attack, before the end of your turn, it deals an extra 4d6 necrotic damage and the creature must make a Strength saving throw. On a failure, the creature has disadvantage on Strength checks and attack rolls using Strength until the end of its next turn. ***At Higher Levels:*** When you initiate this technique using a technique slot of 4th level or higher, it deals 1d6 extra damage for each slot level above 3rd. \pagebreak #### Bonecrusher *3rd-Level Stone Dragon (Strike)* ___ - **Initiation Time:** 1 Bonus Action - **Range:** Self - **Magical?:** No - **Duration:** 1 Turn ___ When you initiate this technique, your next melee weapon attack against a creature before the end of your turn deals an extra 2d8 damage and the creature must make a Constitution saving throw. On a failure, the creature becomes more vulnerable to critical hits. Attack rolls against the creature score a critical hit on a 19 or 20 until the creature finishes a long rest. ***At Higher Levels:*** When you initiate this technique using a technique slot of 4th level or higher, it deals 1d8 extra damage for each slot level above 3rd. #### Stone Dragon's Fury *3rd-Level Stone Dragon (Strike)* ___ - **Initiation Time:** 1 Bonus Action - **Range:** Self - **Magical?:** No - **Duration:** 1 Turn ___ When you initiate this technique, your next melee weapon attack that hits, before the end of your turn, is carefully aimed at the flaws in objects, dealing an extra 5d6 damage to constructs, and objects made of inorganic material such as stone, crystal, or metal. ***At Higher Levels:*** When you initiate this technique using a technique slot of 4th level or higher, it deals 1d6 extra damage for each slot level above 3rd. #### Flesh Ripper *3rd-Level Tiger Claw (Strike)* ___ - **Initiation Time:** 1 Bonus Action - **Range:** Self - **Magical?:** No - **Duration:** 1 Turn ___ When you initiate this technique, your next melee weapon attack that hits, before the end of your turn, cripples the target. The creature must make a Constitution saving throw. On a failure, the target takes 3d6 extra damage, attack rolls against the creature have advantage, and the creature has disadvantage on attack rolls until the start of your next turn. On a successful save, the target takes half the extra damage, but no other effects. ***At Higher Levels:*** When you initiate this technique using a technique slot of 4th level or higher, it deals 1d6 extra damage for each slot level above 3rd. \columnbreak #### Soaring Raptor Strike *3rd-Level Tiger Claw (Strike)* ___ - **Initiation Time:** 1 Action - **Range:** Self - **Magical?:** No - **Duration:** Instant ___ When you initiate this technique, you make a jumping melee weapon attack against a creature at least one size larger than you. You jump, making a Strength (Athletics) check (the DC = the target’s AC). On a success the attack has advantage, and deals an extra 5d8 damage on a hit. ***At Higher Levels:*** When you initiate this technique using a technique slot of 4th level or higher, it deals 1d8 extra damage for each slot level above 3rd. #### Lion’s Roar *3rd-Level White Raven (Boost)* ___ - **Initiation Time:** 1 Reaction, which you take when you reduce a creature to 0 hit points. - **Range:** Self (60 feet radius) - **Magical?:** No - **Duration:** 1 Round ___ When you reduce a creature to 0 hit points, you can initiate this technique. You inspire up to 5 creatures, within 60 feet of you, that can see or hear you. The next melee or ranged weapon attacks of the inspired creatures, before the beginning of your next turn, deal an extra 1d6 damage. #### White Raven Tactics *3rd-Level White Raven (Boost)* ___ - **Initiation Time:** 1 Action - **Range:** 10 feet - **Magical?:** No - **Duration:** 1 Round ___ When you initiate this technique, you spur an ally you choose within range into action. Your turn ends and the chosen creature immediately takes a turn. If you use your reaction, bonus action, or movement on your turn you can not initiate this technique. \pagebreak ### 4th-Level Techniques #### Firesnake *4th-Level Desert Wind (Strike)* ___ - **Initiation Time:** 1 Action - **Range:** - **Magical?:** - **Duration:** ___ When you initiate this technique a wall of flames emanates from you in a line 5 feet wide, 60 feet long, and 5 feet high. You can bend the line of the wall to change the area it covers. It can not have any breaks, but it can overlap itself. When the wall appears, each creature within its area must make a Dexterity saving throw. On a failed save, a creature takes 5d6 fire damage, or half as much damage on a successful save. A creature takes the same damage when it enters the wall for the first time on a turn or ends its turn there. #### Searing Charge *4th-Level Desert Wind (Boost)* ___ - **Initiation Time:** 1 Bonus Action - **Range:** Self - **Magical?:** Yes - **Duration:** 1 Round ___ When you initiate this technique you gain a fly speed equal to twice your walking speed until the end of your turn. You can fly without provoking opportunity attacks. The next melee weapon attack you hit with before the end of your turn an extra 6d6 fire damage. At the end of your turn you lose the fly speed and begin falling if you are not on the ground. #### Selfless Surge *4th-Level Devoted Spirit (Strike)* ___ - **Initiation Time:** 1 Action - **Range:** Self - **Magical?:** Yes - **Duration:** Instant ___ When you initiate this technique, you make a melee weapon attack. If the attack hits, it deals an extra 8d8 radiant or necrotic damage (your choice) and you take half the extra damage. ***At Higher Levels:*** When you initiate this technique using a technique slot of 5th level or higher the damage increases by 1d8 for each slot level above 5th #### Entangling Blade *4th-Level Devoted Spirit (Strike)* ___ - **Initiation Time:** 1 Action - **Range:** Self - **Magical?:** Yes - **Duration:** 1 Turn ___ When you initiate this technique, you make a melee weapon attack. If the attack hits, it deals an extra 4d6 damage and if the target is a creature its speed is halved until the end of its next turn. \columnbreak #### Mind Strike *4th-Level Diamond Mind (Strike)* ___ - **Initiation Time:** 1 Action - **Range:** Self - **Magical?:** Yes - **Duration:** Concentration, up to 1 Minute ___ When you initiate this technique, you make a melee weapon attack. if you hit, your attack overloads the creature's senses with ki. The creature is blinded and deafened until the technique ends. At the end of the creature’s turn it can make a Wisdom saving throw, ending the technique on a success. #### Ruby Nightmare Blade *4th-Level Diamond Mind (Strike)* ___ - **Initiation Time:** 1 Action - **Range:** Self - **Magical?:** No - **Duration:** Instant ___ When you initiate this technique, you make a melee weapon attack. You make an Intelligence (Athletics) or a Wisdom (Athletics) check against the target’s AC. On a success, you have advantage on the attack roll and the attack deals double damage on a hit. If the attack is a critical hit, roll the extra dice and add them to the total before doubling. On a failure, you have disadvantage on the attack roll. #### Lightning Recovery *4th-Level Iron Heart (Boost)* ___ - **Initiation Time:** 1 Reaction, which you take when you miss with a melee weapon attack - **Range:** Self - **Magical?:** No - **Duration:** Instant ___ When you miss with a melee weapon attack, you can initiate this technique to reroll the attack roll. #### Mithral Tornado *4th-Level Iron Heart (Strike)* ___ - **Initiation Time:** 1 Action - **Range:** Self - **Magical?:** No - **Duration:** Instant ___ When you initiate this technique, you can make one melee weapon attack against every creature within the reach of your melee weapon attacks. \pagebreak #### Comet Throw *4th-Level Setting Sun (Strike)* ___ - **Initiation Time:** 1 Action - **Range:** 5 feet - **Magical?:** No - **Duration:** Instant ___ When you initiate this technique, you can attempt to throw a creature. You can not throw a creature more than one size larger than you. You make an opposed Strength (Athletics) or Dexterity (Athletics) check against the creature’s Strength (Athletics) or Dexterity (Athletics) check. If your result is higher than the target’s, you throw the creature up to 10 feet away from yourself into an unoccupied space and it lands prone. If you beat the target’s check by 5 or more you can throw it an extra 5 feet for every 5 points of difference. Upon landing the target takes 5d6 bludgeoning damage plus an additional 2d6 for every extra 5 feet it moved or would have moved if they impact a barrier that prevents it from moving, including another creature. If the target is thrown into another creature they stop moving at the nearest unoccupied space to the impacted creature. The impacted creature must make a Strength saving throw. On a failure the impacted creature also takes the same damage as the thrown creature and is knocked prone. On a success the impacted creature takes half damage and is not knocked prone. #### Strike of the Broken Shield *4th-Level Setting Sun (Strike)* ___ - **Initiation Time:** 1 Action - **Range:** Self - **Magical?:** No - **Duration:** 1 Turn ___ When you initiate this technique, you make a melee weapon attack. On a hit, the creature takes an extra 7d6 damage and must make a Dexterity saving throw. On a failure, the creature is staggered by the force of the strike causing attacks against it to have advantage until the start of its next turn. #### Hand of Death *4th-Level Shadow Hand (Strike)* ___ - **Initiation Time:** 1 Action - **Range:** Touch - **Magical?:** Yes - **Duration:** Concentration, up to 1 Minute ___ When you initiate this technique, you tap a creature and channel your ki to disrupt your opponent’s ability to control their muscles. The creature must make a Constitution saving throw. On a failure, the creature becomes paralyzed until the technique ends. At the end of each of its turns, the target can make another Constitution saving throw. On a success, the technique ends on that target. \columnbreak #### Obscuring Shadow Veil *4th-Level Shadow Hand (Strike)* ___ - **Initiation Time:** 1 Bonus Action - **Range:** Touch - **Magical?:** Yes - **Duration:** 1 Round ___ When you initiate this technique, the next melee weapon attack you hit with against a creature deals an extra 5d6 necrotic damage and the creature must make a Constitution save. On a failure, the creature is blinded by an inky veil over their eyes until the end of your next turn. #### Boulder Roll *4th-Level Stone Dragon (Strike)* ___ - **Initiation Time:** 1 Action - **Range:** Self - **Magical?:** No - **Duration:** 1 Turn ___ When you initiate this technique, you overrun your foes like a speeding boulder. Until the end of your turn, your speed is doubled, your movement does not provoke opportunity attacks, and you can pass through a hostile creature’s space. When you pass through a hostile creature’s space that is no more than one size larger than you, the creature must succeed on a Strength saving throw or be knocked prone. If a creature succeeds on their saving throw, they cannot be affected by this ability again, until the beginning of your next turn. #### Overwhelming Mountain Strike *4th-Level Stone Dragon (Strike)* ___ - **Initiation Time:** 1 Bonus Action - **Range:** Self - **Magical?:** No - **Duration:** 1 Turn ___ When you initiate this technique, the next time you hit with a melee weapon attack, iff the target is a creature on the ground, it must make a Dexterity saving throw. On a failure, you hammer the creature with incredible force, dealing an extra 5d6 damage and reducing the targets speed to 0 until the end of its next turn. On a successful save, the creature takes half the extra damage, but no other effects. #### Death From Above *4th-Level Tiger Claw (Strike)* ___ - **Initiation Time:** 1 Action - **Range:** 30 Feet - **Magical?:** No - **Duration:** 1 Round ___ When you initiate this technique, you jump over the head of a creature and strike at it with a melee weapon attack. You jump, making a Strength (Athletics) check (DC = target’s AC). On a success, the attack has advantage, deals an extra 6d10 damage on a hit and you land in any unoccupied space within 5 feet of the target. On a failure, you land where you stood when you started the technique. \pagebreak #### Fountain of Blood *4th-Level Tiger Claw (Boost)* ___ - **Initiation Time:** 1 Reaction, which you take when you reduce a creature to 0 hit points - **Range:** Self (30-foot radius) - **Magical?:** No - **Duration:** Concentration, up to 1 Minute ___ When you reduce a creature to 0 hit points you can initiate this technique. Creatures that can see you that you choose in a 30-foot radius must succeed on a Wisdom saving throw or become frightened of you. While frightened by this technique, a creature must take the Dash action and move away from you by the safest available route on each of its turns, unless there is nowhere to move. If the creature ends its turn in a location where it doesn't have line of sight to you, the creature can make a Wisdom saving throw. On a successful save, the technique ends for that creature. #### Covering Strikes *4th-Level White Raven (Boost)* ___ - **Initiation Time:** 1 Bonus Action - **Range:** Self - **Magical?:** No - **Duration:** Concentration, up to 1 Minute ___ While you maintain this technique, creatures you hit with melee weapon attacks can not make opportunity attacks until the start of your next turn. #### White Raven Strike *4th-Level White Raven (Strike)* ___ - **Initiation Time:** 1 Bonus Action - **Range:** Self - **Magical?:** No - **Duration:** 1 Round ___ When you initiate this technique, your next melee weapon attack that hits a creature before the end of your turn deals an extra 4d6 damage. Also on a hit, the ranged and melee weapon attacks of your allies have advantage against the creature until the start of your next turn. \pagebreak ### 5th-Level Techniques #### Dragon’s Flame *5th-Level Desert Wind (Strike)* ___ - **Initiation Time:** 1 Action - **Range:** Self (30-Foot Cone) - **Magical?:** Yes - **Duration:** Instant ___ When you initiate this technique, you stoke a raging fire within your ki and breath out a goat of fire. Each creature in a 30-foot cone must make a Dexterity saving throw. A creature takes 8d6 fire damage on a failed save, or half as much damage on a successful one. The fire ignites any flammable objects in the area that aren’t being worn or carried. #### Leaping Flame *5th-Level Desert Wind (Counter)* ___ - **Initiation Time:** 1 Reaction, which you take in response to being damaged by a creature within 100 feet of you that you can see - **Range:** 100 ft - **Magical?:** Yes - **Duration:** Instant ___ Locking eyes with the foe that damaged you, you disappear in a cloud of smoke and flames, teleporting to any space within 5 feet of the attacker. #### Lingering Inferno *5th-Level Desert Wind (Strike)* ___ - **Initiation Time:** 1 Action - **Range:** 5 Feet - **Magical?:** Yes - **Duration:** Instant ___ A blue, dancing flame appears on your weapon. Make a melee weapon attack against a creature within range. On a hit, you deal an extra 4d6 fire damage. Additionally, the target is ignited by the blue flame. At the start of each of its turns the target must make a Constitution saving throw. On a failed save it takes 4d6 fire damage. If the target or a creature within 5 feet of it uses an action to put out the flames, or if some other effect douses the flames (such as the target being submerged in water), the technique ends. \columnbreak #### Daunting Strike *5th-Level Devoted Spirit (Strike)* ___ - **Initiation Time:** 1 Action - **Range:** Self - **Magical?:** - **Duration:** Concentration, up to 1 Minute ___ When you initiate this technique, you make a melee weapon attack with a terrifying display of raw power. If it hits, the attack deals an extra 3d10 damage and hostile creatures in a 30-foot radius around you must make a Wisdom saving throw. Creatures that fail the save become frightened of you until the technique ends. If the creature ends its turn in a location where it doesn't have line of sight to you, the creature can make a Wisdom check as an action against your technique save DC. On a successful save, the technique ends for that creature. #### Charge Against Evil and Good *5th-Level Devoted Spirit (Strike)* ___ - **Initiation Time:** 1 Bonus Action - **Range:** Self - **Magical?:** Yes - **Duration:** 1 Round ___ As a part of this technique, before the end of your turn your speed is doubled, your next melee weapon attack against a celestial, elemental, fey, fiend, or undead creature deals an extra 6d6 points of damage and overcomes resistance and immunity to non-magical bludgeoning, piercing, or slashing damage. If you hit the creature, you become wreathed in divine energy, gaining resistance against damage dealt by celestials, elementals, fey, fiends, and undead until the start of your next turn. #### Rapid Counter *5th-Level Diamond Mind (Strike* ___ - **Initiation Time:** 1 Reaction, which you take when a creature would provoke an Opportunity Attack from you - **Range:** Self - **Magical?:** No - **Duration:** 1 Round ___ When a creature provokes an opportunity attack from you, you can initiate this technique. You make an opportunity attack against the provoking creature and can make additional opportunity attacks against creatures that provoke opportunity attacks from you before the start of your next turn without using a reaction. \pagebreakNum #### Dazing Strike *5th-Level Iron Heart (Strike)* ___ - **Initiation Time:** 1 Action - **Range:** Self - **Magical?:** No - **Duration:** 1 Turn ___ When you initiate this technique, make a melee weapon attack against a creature that threatens to buckle the target’s posture, forcing the creature to make a Strength saving throw. On a failure, the creature is stunned until the end of its next turn. #### Iron Heart Focus *5th-Level Iron Heart (Counter)* ___ - **Initiation Time:** 1 Reaction, which you take when you are making a Saving Throw - **Range:** Self - **Magical?:** No - **Duration:** Instant ___ When you must roll a saving throw, you can initiate this technique to make the roll with advantage. #### Mirrored Pursuit *5th-Level Setting Sun (Counter)* ___ - **Initiation Time:** 1 Reaction, which you take when - **Range:** Self (5 feet area around you) - **Magical?:** No - **Duration:** Instant ___ Your ability to study a foe and match their motions allows you to remain within arm’s reach at all times. Your opponent cannot hope to escape you. When a hostile creature within 5 feet of you moves, you can initiate this maneuver, as a reaction, to immediately move to any square adjacent to the creature as soon as it stops moving, as long as the distance you cover is less than or equal to your speed. This movement does not provoke attacks of opportunity. #### Soaring Throw *5th-Level Setting Sun (Strike)* ___ - **Initiation Time:** 1 Action - **Range:** 5 Feet - **Magical?:** No - **Duration:** Instantaneous ___ When you initiate this technique, you can attempt to throw a creature. You can not throw a creature more than one size larger than you. You make an opposed Strength (Athletics) or Dexterity (Athletics) check against the creature’s Strength (Athletics) or Dexterity (Athletics) check. If your result is higher than the target’s, you throw the creature up to 20 feet away from yourself into an unoccupied space and it lands prone. If you beat the target’s check by 5 or more you can throw it an extra 5 feet for every 5 points of difference. Upon landing the target takes 7d6 bludgeoning damage plus an additional 2d6 for every extra 5 feet it moved or would have moved if they impact a barrier that prevents it from moving, including another creature. \columnbreak If the target is thrown into another creature they stop moving at the nearest unoccupied space to the impacted creature. The impacted creature must make a Strength saving throw. On a failure the impacted creature also takes the same damage as the thrown creature and is knocked prone. On a success the impacted creature takes half damage and is not knocked prone. #### Bloodletting Strike *5th-Level Shadow Hand (Strike)* ___ - **Initiation Time:** 1 Action - **Range:** Self - **Magical?:** No - **Duration:** Instant ___ When you initiate this technique, you make a melee weapon attack against a creature. On a hit, the creature must make a Constitution saving throw. On a failed save, the attack deals an extra 5d10 damage and the creature’s maximum hit points are reduced by the extra damage taken for 1 hour. The extra damage can not reduce the creature’s hit point maximum below 1. On a successful save, the creature takes half the extra damage, but their hit point total is not reduced. #### Shadow Stride *5th-Level Shadow Hand (Boost)* ___ - **Initiation Time:** 1 Action - **Range:** 60 feet - **Magical?:** Yes - **Duration:** Instant ___ When you initiate this technique, you disappear in a cloud of darkness and teleport up to 60 feet away to an unoccupied space you can see. After you teleport, if there are any creatures within 5 feet of you, you may make one melee weapon attack against one. #### Elder Mountain Hammer *5th-Level Stone Dragon (Strike)* ___ - **Initiation Time:** 1 Bonus Action - **Range:** Self - **Magical?:** No - **Duration:** 1 Turn ___ When you initiate this technique, your melee weapon attack that hits before the end of your turn can shatter stone and bone alike. On a hit, the attack deals an extra 8d6 damage. This attack overcomes resistance and immunity to damage from nonmagical weapons.This attack does double damage to objects and structures. \pagebreakNum #### Mountain Avalanche *5th-Level Stone Dragon (Strike)* ___ - **Initiation Time:** 1 Bonus Action - **Range:** Self - **Magical?:** No - **Duration:** 1 Turn ___ When you initiate this technique, you trample over your foes like an avalanche of rocks. Until the end of your turn, your speed is doubled, your movement does not provoke opportunity attacks, and you can pass through a hostile creature’s space. When you pass through a hostile creature’s space it takes 8d6 bludgeoning damage and the creature must make a Strength saving throw. On a failure, the creature is knocked prone. On a success, the creature takes half damage. #### Dancing Mongoose *5th-Level Tiger Claw (Boost)* ___ - **Initiation Time:** 1 Action - **Range:** Self - **Magical?:** No - **Duration:** Instant ___ When you initiate this technique, you take the Attack action, except you make one additional attack with each weapon that you wield. All attacks must be made against the same target. > ##### Rules Clarification > When using Dancing Mongoose, you get an extra attack with each weapon you wield. So if you are wielding a longsword, and have the Extra Attack feature, you would make 3 weapon attacks against that creature. However, if you were wielding a shortsword and a dagger, you would instead make 3 attacks with your shortsword, and 1 with your dagger. Then, you would still theoretically have a Bonus Action with which you could make another attack with the dagger. #### Pouncing Charge *5th-Level Tiger Claw (Strike)* ___ - **Initiation Time:** 1 Bonus Action - **Range:** Self - **Magical?:** No - **Duration:** 1 Turn ___ When you initiate this technique, your speed is doubled and your movement does not provoke opportunity attacks. If you move at least 20 feet straight towards a creature and hit it with a melee weapon attack the target must succeed on a Strength saving throw or be knocked prone. If they are knocked prone you can make a melee weapon attack against the target. \columnbreak #### Flanking Maneuver *5th-Level White Raven (Strike)* ___ - **Initiation Time:** 1 Bonus Action - **Range:** Self - **Magical?:** No - **Duration:** Instant ___ When you initiate this technique, your next melee weapon attack that hits a creature deals an extra 1d8 damage. Then, if an ally is within 5 feet of that creature, your ally can use their reaction to make one melee weapon attack against that creature. \pagebreak ### 6th-Level Techniques #### Desert Tempest *6th-Level Desert Wind (Strike)* ___ - **Initiation Time:** 1 Action - **Range:** Self - **Magical?:** No - **Duration:** 1 Round ___ When you initiate this technique, every time you leave a space within 5 feet of a creature you can make a single melee weapon attack against that creature until the end of your turn. You can not attack a creature more than once with this technique. #### Ring of Fire *6th-Level Desert Wind (Strike)* ___ - **Initiation Time:** 1 Action - **Range:** Self - **Magical?:** Yes - **Duration:** 1 Round ___ When you use this technique your walking speed doubles. Wherever you walk leaves a trail of sparks in each space you occupied until the end of your turn, but all of your movement must be along continuous, solid ground. If you close the trail by entering a space you already left a trail, the enclosed area erupts into flame and you stop leaving the sparking trail. Creatures encircled by the trail must make a Dexterity saving throw. On a failed save creatures take 10d6 fire damage, half on a successful save. The flames ignite flammable objects in the area that aren’t being worn or carried. The inferno erupts the first time you form a closed area. You cannot create multiple areas in one move. #### Rallying Strike *6th-Level Devoted Spirit (Strike)* ___ - **Initiation Time:** 1 Bonus Action - **Range:** Self - **Magical?:** Yes - **Duration:** 1 Turn ___ When you initiate this technique, if you hit with a melee weapon attack before the end of your turn you can choose a creature within 10 feet and send a surge of positive energy through it, causing it to regain 40 hit points and end blindness, deafness, and any diseases affecting the creature. This technique has no effect on constructs or undead. ***At Higher Levels:*** When you initiate this technique using a technique slot of 7th level or higher, the amount of healing increases by 10 for each slot level above 6th. #### Moment of Alacrity *6th-Level Diamond Mind (Boost)* ___ - **Initiation Time:** 1 Bonus Action - **Range:** Self - **Magical?:** No - **Duration:** Instant ___ When you initiate this technique, your initiative increases by 20 for the next round and all subsequent rounds until you roll for initiative again. \columnbreak #### Iron Heart Endurance *6th-Level Iron Heart (Boost)* ___ - **Initiation Time:** 1 Bonus Action - **Range:** Self - **Magical?:** No - **Duration:** Instant ___ When you initiate this technique, you heal hit points equal to twice your level (or challenge rating if you have no level). #### Ballista Throw *6th-Level Setting Sun (Strike)* ___ - **Initiation Time:** 1 Action - **Range:** 5 Feet (60-foot line) - **Magical?:** No - **Duration:** Instant ___ When you initiate this technique, you can attempt to throw a creature. You can not throw a creature more than one size larger than you. You make an opposed Strength (Athletics) or Dexterity (Athletics) check against the creature’s Strength (Athletics) or Dexterity (Athletics) check. If your result is higher than the target’s, you launch the creature in a 60-foot line as wide as the creature’s size category. The creature strikes all other creatures in the area and then takes 11d6 damage and is knocked prone upon landing in the nearest unoccupied space at the end of the line. Each other creature in the line must make a Strength saving throw. On a failure, they take the same damage as the thrown creature and are knocked prone. On a success they only take half damage and are not knocked prone. #### Scorpion Parry *6th-Level Setting Sun (Counter)* ___ - **Initiation Time:** 1 Reaction, which you take when - **Range:** Self - **Magical?:** No - **Duration:** Instant ___ When a creature makes an attack against you, then you can initiate this technique to redirect the attack. Make a special melee weapon attack roll against the creature’s attack roll. If your attack roll is greater than creature’s then you redirect the creature’s attack to a new target (not including the attacking creature itself) within 5 feet of you. The attacker then uses the result of its attack roll against the new target. #### Shadow Noose *6th-Level Shadow Hand (Strike)* ___ - **Initiation Time:** 1 Action - **Range:** 90 feet - **Magical?:** Yes - **Duration:** Instant ___ When you initiate this technique you carve strands of shadow from the air around you that twist into a rope and cast it towards a creature within range. The rope wraps around the creature and chokes it. The creature must make a Constitution saving throw. On a failure, the creature takes 10d8 bludgeoning damage and it is stunned until the end of its next turn. On a successful save, the creature takes half damage and is not stunned. This technique has no effect on creatures that do not need to breathe. \pagebreak #### Stalker in the Night *6th-Level Shadow Hand (Boost)* ___ - **Initiation Time:** 1 Bonus Action - **Range:** Self - **Magical?:** No - **Duration:** 1 Turn ___ When you initiate this technique, you become a blur of shadows and strikes. Your speed is doubled, and if you are hidden you can move and make melee weapon attacks while remaining hidden from other creatures (continuing to use your last Dexterity (Stealth) check to hide) until the end of your turn. This means you are an unseen attacker to creatures you are hidden from even if you come out of hiding and approach them. You can remain hidden (continuing to use your last Dexterity (Stealth) check to hide) as long as you end your turn in a space where you could take the Hide action to continue being hidden from other creatures. This means either becoming heavily obscured or by being invisible. #### Irresistible Mountain Strike *6th-Level Stone Dragon (Strike)* ___ - **Initiation Time:** 1 Bonus Action - **Range:** Self - **Magical?:** No - **Duration:** 1 Turn ___ When you initiate this technique, your next melee weapon attack that hits before the end of your turn is a staggering strike that foils a creature’s ability to fight back. The attack deals an extra 4d6 damage and a creature on the ground that is hit by the attack must make a Constitution Saving Throw. On a failure, your attack hits with such force that the creature is incapacitated until the end of its next turn. #### Wolf Climbs the Mountain *6th-Level Tiger Claw (Boost)* ___ - **Initiation Time:** 1 Action - **Range:** Self - **Magical?:** No - **Duration:** Instant ___ When you initiate this technique, you enter the space of a creature within 5 feet of you that is at least 1 size larger than you and make a melee weapon attack. On a hit, the melee weapon attack deals an extra 8d6 damage . While you are in the creature’s space you have three-quarters cover, including against the creature whose space you share. If the target moves, it leaves you behind. #### Order Forged from Chaos *6th-Level White Raven (Boost)* ___ - **Initiation Time:** 1 Bonus Action - **Range:** Self (30-foot radius) - **Magical?:** No - **Duration:** Instant ___ When you initiate this technique, your direction helps reorganize allies within range that can hear you, allowing them to immediately use their reaction to move up to their speed. This movement does not provoke opportunity attacks. \pagebreak ### 7th-Level Techniques #### Salamander Charge *7th-Level Desert Wind (Strike)* ___ - **Initiation Time:** 1 Action - **Range:** Self (30-feet line) - **Magical?:** Yes - **Duration:** Instant ___ When you initiate this technique, you charge 30 feet in a straight line. This line can go through creatures, and is not affected by difficult terrain, but cannot go through solid walls. When you do this charge, flames lick at your heels, and you leave flames in your wake. After reaching the end of the charge, all creatures that you charged through must make a Dexterity Saving Throw. They take 7d10 on a failed save, or half as much on a successful one. If at the end of your charge, you are within 5 feet of a creature, you may make a single melee weapon attack agaisnt them. #### Castigating Strike *7th-Level Devoted Spirit (Strike)* ___ - **Initiation Time:** 1 Action - **Range:** Self - **Magical?:** Yes - **Duration:** Concentration, up to 1 Minute ___ When you initiate this technique, you can hit with a fierce strike that bursts with divine energy at the point of impact. You make a melee weapon attack, if it hits it deals an extra 5d6 radiant or necrotic damage (your choice) and creatures hostile to you within a 30-foot radius must make a Wisdom saving throw. On a failure, creatures take 5d6 radiant damage and have disadvantage on attack rolls until the technique ends. On a successful save, creatures take half the extra damage, and do not have disadvantage on attack rolls. At the end of a creatures turn it can make a Wisdom saving throw. On a success the technique ends for them. #### Shield Counter *7th-Level Devoted Spirit (Strike)* ___ - **Initiation Time:** 1 Reaction, you take when a creature within 5 feet of you hits with an attack roll - **Range:** 5 Feet - **Magical?:** No - **Duration:** Instant ___ When you initiate this technique, you can bash a creature within 5 feet of you that hits with an attack with a shield you are holding, staggering it. The creature must make a Strength saving throw. On a failure, the creature’s attack misses and it has disadvantage on its attack rolls until the start of its next turn. \columnbreak #### Avalanche of Blades *7th-Level Diamond Mind (Strike)* ___ - **Initiation Time:** 1 Action - **Range:** Self - **Magical?:** No - **Duration:** 1 Turn ___ When you initiate this technique, you make a melee weapon attack. On a hit, you may choose to make another attack against the same target, using the same weapon, but at Disadvantage. If you hit, you may continue to keep making additional attacks against the same target, but they are all at Disadvantage, and must use the same weapon. When you would miss you first attack this turn, the technique ends. #### Finishing Move *7th-Level Iron Heart (Strike)* ___ - **Initiation Time:** 1 Action - **Range:** Self - **Magical?:** No - **Duration:** Instant ___ When you initiate this technique, you make a melee weapon attack. On a hit, your attack deals an extra 8d6 damage. If the creature has less than its maximum hit points it instead takes an extra 10d6. If the creature has less than half its maximum hit points it instead deals an extra 12d6 points of damage. #### Scything Blade *7th-Level Iron Heart (Boost)* ___ - **Initiation Time:** 1 Bonus Action - **Range:** Self - **Magical?:** No - **Duration:** 1 Turn ___ When you initiate this technique, until the end of your turn when you take the Attack action or initiate a technique with an initiation time of 1 action that has you make one melee weapon attack you can make extra attacks against other targets. Whenever one of the attacks you can make with the Attack action or technique hits you can make another attack against a different target within your reach. #### Hydra Slaying Strike *7th-Level Setting Sun (Strike)* ___ - **Initiation Time:** 1 Bonus Action - **Range:** Self - **Magical?:** No - **Duration:** 1 Turn ___ When you initiate this technique, the next melee weapon attack you hit against a creature before the end of your turn breaks the poise of the creature causing it to be unable to make attacks until the end of its next turn. \pagebreak #### Death in the Dark *7th-Level Shadow Hand (Strike)* ___ - **Initiation Time:** 1 Action - **Range:** Self - **Magical?:** No - **Duration:** Instant ___ This technique can only be used against a surprised creature. When you initiate this technique, you make a melee weapon attack that strikes at the senses and vitals of the target. On a hit, the target must make a Constitution save. On a failure the creature takes an extra 8d6 damage and then suffers an effect based on its hit points after the attack. * *50 Hit Points or Fewer:* Deafened for 1 Minute * *40 Hit Points or Fewer:* Deafened and Blinded for 10 Minutes * *30 Hit Points or Fewer:* Blinded, Deafened, and Stunned for 1 Hour * *20 Hit Points or Fewer:* Killed Instantly #### Shadow Blink *7th-Level Shadow Hand (Boost)* ___ - **Initiation Time:** 1 Bonus Action - **Range:** 120 feet - **Magical?:** Yes - **Duration:** Instant ___ When you initiate this technique, you disappear in a cloud of darkness and teleport up to 120 feet away to an unoccupied space you can see. After you teleport, if there are any creatures within 5 feet of you, you may make one melee weapon attack against one. You make this attack at advantage, and it deals 3d6 extra necrotic damage on a hit. #### Colossus Strike *7th-Level Stone Dragon (Strike)* ___ - **Initiation Time:** 1 Action - **Range:** Self - **Magical?:** No - **Duration:** Instant ___ When you initiate this technique, you make a melee weapon attack with the deep rumbling power of mountains that can move creatures of any size. On a hit, the attack deals an extra 10d6 damage and if the target is a creature it must succeed on a Strength saving throw or you can knock it up to 20 feet away from you. If an obstacle blocks the creature’s movement it stops at the nearest unoccupied space. #### Hamstring Attack *7th-Level Tiger Claw (Strike)* ___ - **Initiation Time:** 1 Action - **Range:** Self - **Magical?:** No - **Duration:** Instant ___ When you initiate this technique, make a melee weapon attack against a creature. On a hit, the creature must succeed on a Constitution saving throw or have their speed reduced by 10 feet and have disadvantage on ability checks and attack rolls using Dexterity until it finishes a long rest. A *Greater Restoration* spell cast on a creature ends this effect early. #### Swooping Dragon Strike *7th-Level Tiger Claw (Strike)* ___ - **Initiation Time:** 1 Action - **Range:** Self - **Magical?:** No - **Duration:** Instant ___ When you initiate this technique, you jump high into the air and swoop down onto your target like a dragon, making a melee weapon attack. You jump, making a Strength (Athletics) check (DC = target’s AC). On a success, your attack has advantage and deals an extra 12d6 damage on a hit. If the target hit is a creature it must succeed on a Constitution saving throw or become stunned until the end of your next turn. #### Clarion Call *7th-Level White Raven (Boost)* ___ - **Initiation Time:** 1 Reaction, which you take when you reduce a creature to 0 hit points - **Range:** Self (60-foot radius) - **Magical?:** No - **Duration:** Instant ___ When you reduce a creature to 0 hit points you can initiate this technique to shout a battle cry to push your allies onward. Allies within range that can hear you can immediately use their reaction to move up to their speed or make a melee or ranged weapon attack. #### Swarming Assault *7th-Level White Raven (Boost)* ___ - **Initiation Time:** 1 Action - **Range:** Self - **Magical?:** No - **Duration:** Instant ___ When you initiate this technique, you make a melee weapon attack against a creature. On a hit, if the creature is within reach of any number of your allies they can use their reaction to make a melee weapon attack against the creature. You choose the order in which your allies’ attacks resolve. \pagebreak ### 8th-Level Techniques #### Wyrm’s Flame *8th-Level Desert Wind (Strike)* ___ - **Initiation Time:** 1 Action - **Range:** Self (60 ft. cone) - **Magical?:** Yes - **Duration:** Instant ___ You twirl and spin, whipping up flame in a 60 foot cone reminiscent of an adult dragon’s breath. Creatures in the area must make a Dexterity Saving Throw. A creature takes 15d6 fire damage on a failed save, or half as much damage on a successful one. The fire ignites any flammable objects in the area that aren’t being worn or carried. #### Greater Selfless Surge *8th-Level Devoted Spirit (Strike)* ___ - **Initiation Time:** 1 Action - **Range:** Self - **Magical?:** Yes - **Duration:** Instant ___ When you initiate this technique, make a melee weapon attack against a creature. If the attack hits, it deals an extra 12d8 radiant or necrotic damage (your choice) and the target’s maximum hit points are reduced by an amount equal to the extra damage taken. This reduction lasts until the creature finishes a long rest. The target dies if this effect reduces its hit point maximum to 0. Your maximum hit points are reduced by an amount equal to half the extra damage the target took. This reduction lasts until you finish a long rest. You die if this effect reduces your hit point maximum to 0. #### Diamond Defence *8th-Level Diamond Mind (Counter)* ___ - **Initiation Time:** 1 Reaction, which you take when you make a Saving Throw - **Range:** Self - **Magical?:** No - **Duration:** Instant ___ When you must make a saving throw you can initiate this technique. You get a bonus to the saving throw equal to your level (or challenge rating if you have no level). #### Diamond Nightmare Blade *8th-Level Diamond Mind (Strike)* ___ - **Initiation Time:** 1 Action - **Range:** Self - **Magical?:** No - **Duration:** Instant ___ When you initiate this technique, you make a melee weapon attack. You make an Intelligence (Athletics) or a Wisdom (Athletics) check against the target’s AC. On a success, you have advantage on the attack roll and the attack deals triple damage on a hit. If the attack is a critical hit, roll the extra dice and add them to the total before tripling. On a failure, you have disadvantage on the attack roll. \columnbreak #### Adamantine Hurricane *8th-Level Iron Heart (Strike)* ___ - **Initiation Time:** 1 Action - **Range:** Self - **Magical?:** No - **Duration:** Instant ___ When you initiate this technique, you make two melee weapon attacks with advantage against every creature within your reach. #### Lightning Throw *8th-Level Iron Heart (Strike)* ___ - **Initiation Time:** 1 Action - **Range:** Self (60-feet line) - **Magical?:** - **Duration:** ___ When you initiate this technique, you throw a weapon you are holding in a line, each creature in the area must make a Dexterity Saving throw. On a failure, targets take the weapon’s damage + your Strength or Dexterity modifier + 8d6 damage and are knocked prone. Creatures take half damage on a successful save and are not knocked prone. After initiating the technique the weapon returns to your hand. #### Fool's Strike *8th-Level Setting Sun (Counter)* ___ - **Initiation Time:** 1 Reaction, which you take when hit with a melee weapon attack - **Range:** Self - **Magical?:** No - **Duration:** Instant ___ When a creature hits you with a melee weapon attack then you can initiate this technique to try to reflect this attack. Make a special melee weapon attack roll against the creature’s attack roll. If your result is higher than the creature’s then the attacking creature is hit by the attack instead of you. #### Enervating Shadow Strike *8th-Level Shadow Hand (Strike)* ___ - **Initiation Time:** 1 Action - **Range:** Self - **Magical?:** Yes - **Duration:** Instant ___ When you initiate this technique, you make a melee weapon attack against a creature. On a hit, the attack deals an extra 12d6 necrotic damage and must make a Constitution saving throw. On a success the creature takes half the necrotic damage. You gain hit points equal to necrotic damage dealt. \pagebreak #### One with Shadow *8th-Level Shadow Hand (Boost)* ___ - **Initiation Time:** 1 Bonus Action - **Range:** Self - **Magical?:** Yes - **Duration:** 1 Turn ___ When you initiate this technique, your body changes into an incorporeal form made of shadowstuff until the end of your turn. Objects you are wearing or carrying also become incorporeal and you can continue to wear and carry them. While incorporeal you can move through other creatures and objects as if they were difficult terrain. You can still interact with creatures and objects as normal. If you occupy the same spot as a solid object or creature when your turn ends, you are immediately shunted to the nearest unoccupied space that you can occupy and take force damage equal to twice the number of feet you are moved. #### Earthstrike Quake *8th-Level Stone Dragon (Strike)* ___ - **Initiation Time:** 1 Action - **Range:** Self (20-foot radius centered on you) - **Magical?:** Yes - **Duration:** Instant ___ When you initiate this technique, you strike the ground at your feet with a wild overhead arc. Ki surges out from you, causing the ground in a 20-foot radius centered on you to shudder with a sharp tremor. The ground in the area becomes difficult terrain. Creatures on the ground in the area (excluding yourself) must make a Dexterity saving throw. On a failure, creatures are knocked prone. When a creature you can see is knocked prone you can seize the opportunity to send an additional surge of ki to open a fissure in the creature’s space, causing them to fall. The fissure is as wide as the space the creature occupies and is 50 feet deep. If creatures on the ground are concentrating in the technique’s area, the creatures must succeed on a Constitution Saving Throw or lose concentration. ***Structures.*** The tremor deals 50 bludgeoning damage to any structure in contact with the ground in the area when you initiate the technique. If a structure drops to 0 hit points, it collapses and potentially damages nearby creatures. A creature within half the distance of a structure's height must make a Dexterity saving throw. On a failed save, the creature takes 5d6 bludgeoning damage, is knocked prone, and is buried in the rubble, requiring a DC 20 Strength (Athletics) check as an action to escape. The DM can adjust the DC higher or lower, depending on the nature off the rubble. On a successful save, the creature takes half as much damage and doesn't fall prone or become buried. \columnbreak #### Girallon Windmill Flesh Rip *8th-Level Tiger Claw (Boost)* ___ - **Initiation Time:** 1 Action - **Range:** Self - **Magical?:** No - **Duration:** 1 Turn ___ When you initiate this technique, you can make a savage attack while two-weapon fighting, growing more vicious with every hit. You take the Attack action. Until the end of your turn, when you hit with a melee weapon attack during this turn your next melee attack that hits deals an extra 4d10 damage, adding an additional 4d10 damage for each attack that hits. > ##### Rule Tip > The first hit with this technique deals normal damage. The second hit deals an extra 4d10 damage. The third hit deals an extra 8d10 damage. The fourth hit deals an extra 12d10 damage and so on. Increasing the extra damage by 4d10 with each hit. #### Raging Mongoose *8th-Level Tiger Claw (Boost)* ___ - **Initiation Time:** 1 Action - **Range:** Self - **Magical?:** No - **Duration:** 1 Turn ___ When you initiate this technique, you take the Attack action, except you make two additional attacks for each weapon that you wield. > ##### Rules Clarification > When using Raging Mongoose, you get two extra attacks with each weapon you wield. So if you are wielding a longsword, and have the Extra Attack feature, you would make 4 weapon attacks against that creature. Howerever, if you were wielding a shortsword and a dagger, you would instead make 4 attacks with your shortsword, and 2 with your dagger. Then, you would still theoretically have a Bonus Action with which you could make another attack with the dagger. #### White Raven Hammer *8th-Level White Raven (Boost)* ___ - **Initiation Time:** 1 Action - **Range:** Self (60-foot radius) - **Magical?:** No - **Duration:** 1 Round ___ When you initiate this technique, you make a melee weapon attack against a creature. On a hit, the creature takes an extra 10d6 damage and the creature must make a Constitution saving throw or become stunned until the end of their next turn. \pagebreak ### 9th-Level Techniques #### Inferno Blast *9th-Level Desert Wind (Strike)* ___ - **Initiation Time:** 1 Action - **Range:** 60 ft. radius burst centered on you - **Magical?:** Yes - **Duration:** Instant ___ When you initiate this technique creatures in the area must make a Constitution saving throw. On a failed save, they take 20d6 fire damage, and the burn leaves them Vulnerable to fire damage until they finish a long rest. A *Greater Restoration* spell cast on a creature ends the Vulnerability early. On a successful save, the creature takes half damage, but is not made Vulnerable. Creatures killed by this technique are burned into a black outline of ash. #### Strike of Righteous Vitality *9th-Level Devoted Spirit (Strike)* ___ - **Initiation Time:** 1 Bonus Action - **Range:** Self - **Magical?:** Yes - **Duration:** 1 Turn ___ When you initiate this technique, a flood of healing energy surges through your strikes. If you hit your next melee weapon attack before the end of your can restore up to 400 hit points, divided as you choose among any number of creatures that you can see within 30 feet of you. Creatures healed by this technique are also cured of all diseases and any effect making them blinded or deafened. This technique has no effect on undead or constructs. #### Time Stands Still *9th-Level Diamond Mind (Strike)* ___ - **Initiation Time:** 1 Action - **Range:** Self - **Magical?:** No - **Duration:** Instant ___ When you initiate this technique, you move at such speed that time seems to stop for you. Until the end of your turn you can not be seen or heard by other creatures, your speed is doubled, you are immune to difficult terrain and you can take two extra actions. These extra actions can only be used to initiate a technique, take the Attack action, Dash, Disengage, Hide, or Use an Object action. #### Strike of Perfect Clarity *9th-Level Iron Heart (Strike)* ___ - **Initiation Time:** 1 Action - **Range:** Self - **Magical?:** No - **Duration:** Instant ___ When you initiate this technique, you make a melee weapon attack. On a hit the attack deals an extra 12d10 damage. If a creature is reduced to 0 hit points by this technique it dies. \columnbreak #### Tornado Throw *9th-Level Setting Sun (Strike)* ___ - **Initiation Time:** 1 Action - **Range:** Self - **Magical?:** Yes - **Duration:** 1 Turn ___ When you initiate this technique, you become like a tornado tearing through the battlefield, flinging your foes around you. Until the end of your turn your speed is doubled, you do not provoke opportunity attacks, and every time you move at least 10 feet you can attempt to throw a creature within 5 feet of you. Creatures you attempt to throw must make a Strength saving throw or be thrown 10 feet, land prone and take 4d6 bludgeoning damage. A creature cannot be thrown more than once each time you use this ability. #### Five-Shadow Creeping Ice Enervation Strike *9th-Level Shadow Hand (Strike)* ___ - **Initiation Time:** 1 Action - **Range:** Self - **Magical?:** Yes - **Duration:** 1 Minute ___ When you initiate this technique, you make a melee weapon attack. On a hit, creature it must make a Constitution Saving Throw. On a failure, the attack deals an extra 12d6 cold damage, and a cold shadow creeps through its body, freezing its insides until the technique ends. Roll 1d20 to determine how the freezing shadow affects the creature. **1-7:** Affects mobility. The creature’s speed is 0 and it has disadvantage on attack rolls, saving throws, and ability checks using Dexterity. **8-14:** Affects strength. The creature has disadvantage on attack rolls, saving throws, and ability checks using Strength. **15-20:** Affects vitals. The creature receives 5 levels of exhaustion. On a successful save, the creature takes half the cold damage and no other effects. #### Mountain Tombstone Strike *9th-Level Stone Dragon (Strike)* ___ - **Initiation Time:** 1 Action - **Range:** Self - **Magical?:** No - **Duration:** Instant ___ When you initiate this technique, you make a special melee weapon attack against a creature. On a hit, the creature must make a Constitution saving throw. On a failed save, you pulverise the structure of the creature’s body dealing 8d10 damage of the same type as the weapon or unarmed strike you used, reducing the creature’s maximum hit points by an amount equal to the damage until it finishes a long rest. On a successful save, the creature takes half damage, but it's hit point maximum is still reduced by an amount equal to the damage. If a creature’s hit point maximum is reduced to 0, it dies. \pagebreakNum #### Feral Death Blow *9th-Level Tiger Claw (Strike)* ___ - **Initiation Time:** 1 Action - **Range:** Self - **Magical?:** No - **Duration:** Instant ___ When you initiate this technique, you leap upon your target, rending and tearing at a creature with a melee weapon attack. You jump, making a Strength (Athletics) check (DC = target’s AC). On a success, your attack has advantage. On a hit, if the attack deals damage, the creature must make a Constitution saving throw. On a failure, the creature takes an extra 12d6 damage from the attack, and is stunned until the beginning of your next turn. On a successful save, the creature takes half the extra damage, and is not stunned. #### War Master's Charge *9th-Level White Raven (Boost)* ___ - **Initiation Time:** 1 Action - **Range:** Self (30-foot radius) - **Magical?:** No - **Duration:** 1 Round ___ When you initiate this technique, you call forth a mighty charge to rout the enemy. You move up to twice your speed towards a creature, and allies within range can also use their reaction to move up to twice their speed towards the same creature. This movement does not provoke opportunity attacks. You and your allies can then make a melee weapon attack against the creature. The attacks have a cumulative +1 bonus to the attack roll for each ally participating in the charge. On a hit, the attacks deal extra damage equal to your level. If the creature is hit by at least two of the attacks, the creature must succeed on a Constitution Saving Throw, or become stunned until the beginning of your next turn. You decide in what order you and your allies move and attack. \pagebreakNum ## Art Citations #### Page 1: *The Last Stand* by Geistig on Deviantart #### Page 3: *Knight* by Jorsch on Deviantart #### Page 8: *Daggerfall Mage* by The Elder Scrolls #### Page 13: *Untitled* by Ros Kovac \pagebreakNum ## DM Notes, pls ignore Maneuver Copy/Paste #### Name *Type* ___ - **Initiation Time:** - **Range:** - **Magical?:** - **Duration:** ___ A description Add another archetype for warblade