Crusader Class v.1.0

by Valtia

Search GM Binder Visit User Profile

Crusader

A sense of unease and cautious optimism
fills the air, even as the elf shares in the
moment and laughs with a company of adventurers. In the back of her mind, she
knows she is the last adherent of her
cause, destined to make a glorious
final stand against an evil that has
consumed her heritage.

A human sinks lower into her seat, her black
cloak obscuring her form in shadows. Her eyes flit
nervously about the room, always alert for any
bounty hunters or assassins. Though she has been
falsely branded a heretic, she takes solace in her
cause, and always upholds her ideals even without
the support or respect of her erstwhile colleagues.

Contrary to the typical street preacher, a dwarf clad
in chainmail raises a banner from a faraway land and
bellows proselytizations at anyone who will
listen. He comes to recruit warriors for a war
in his homeland—to find steadfast allies to fight
alongside.

Strength of Conviction

A crusader views the world through the twin lenses of faith and battle. A farmer seeding the furrows, a merchant hawking oranges and pottery, an apprentice toasting his fingers with an ironically misfired burning hands—to the crusader, these everyday sights are not random occurrences, but building blocks in the battle between good and evil, law and chaos. For whom does the farmer toil, and to whom does he pay taxes—a good baron, an evil count? Is the merchant trading with priests of Nerull or changing monies with dark emissaries from the reth dekala? If the apprentice learns his spells, to what end will he use them? In every facet of life, the crusader sees some embodiment of her principles.

A crusader is first and foremost a competent combatant. Though she fights as skillfully as any other warrior, her strength of conviction sets her apart. Her absolute faith and devotion to her chosen ideal grants her supernatural abilities to become an unstoppable force on the battlefield. Terrible injuries might send less dedicated warriors running from the fight, but a crusader transforms such setbacks into martial fury that enables her to fight on and protect her allies long after other warriors would have been overwhelmed.

Wandering Evangelists

As a crusader, you undertake adventures according to the dictates of your cause, your temple, or your conscience. You might find yourself in a swampy mausoleum slaying infidel trolls with a sword in one hand and a flask of acid in the other, or bouncing across sahuagin-infested waves on a halfling sloop because you owe a friend safe passage across the straits. You might even find yourself on the cold, muddy field of battle, charging shoulder to shoulder with peasants and soldiers, raising pitchforks and shields against the pelting ice storms of the enemy. The only constant is the depths of your devotion to your cause—the night winds will snuff out the stars before your fidelity ever wavers.

The Crusader by Valtia
The Crusader
Level Proficiency
Bonus
Features Maneuvers
Prepared
Stances
Known
Highest
Maneuver
Level Known
1st +2 Blade Magic, Vigilant Defender 5 (2) 1st
2nd +2 Fighting Style, Crusader Order 5 (2) 1 1st
3rd +2 Steely Resolve 5 (2) 2 2nd
4th +2 Ability Score Improvement 5 (2) 2 2nd
5th +3 Extra Attack 5 (2) 2 3rd
6th +3 Unnerving Calm 6 (3) 2 3rd
7th +3 Mettle, Crusader Order feature 6 (3) 3 4th
8th +3 Ability Score Improvement 6 (3) 3 4th
9th +4 6 (3) 3 5th
10th +4 Crusader Order feature 6 (3) 3 5th
11th +4 Adaptive Style 7 (4) 4 6th
12th +4 Ability Score Improvement 7 (4) 4 6th
13th +5 Improved Vigilant Defender 7 (4) 4 7th
14th +5 Crusader Order feature 7 (4) 4 7th
15th +5 7 (4) 5 8th
16th +5 Ability Score Improvement 8 (5) 5 8th
17th +6 8 (5) 5 9th
18th +6 Faith Unswerving 8 (5) 5 9th
19th +6 Ability Score Improvement 8 (5) 5 9th
20th +6 Crusader Order feature 8 (5) 5 9th

Creating a Crusader


“Make peace with whatever vile deity you worship, monster, for I am the sword of Pelor, and I will not fail in my strike!”

—Daresa, crusader of Pelor

The most important aspect of a crusader character are her ideals. No matter which order you choose to enter, no matter where you find yourself, your ideals are the guiding light that give you the power to shatter boulders and shrug off debilitating injuries. Are you the last of your people, dedicated to stopping the monster who slaughtered your kin? Are you a proud warrior who seeks to spread the word of your faith and smite evil wherever it might hide? Or are you someone who supports a less than popular cause, who holds clandestine meetings in the night to make whispered negotiations?

How did you experience your call to action? Did you receive visions in your dreams about a powerful destiny? Were you adopted as an orphan and saved from a life of squalor by another crusader, only to be trained to become one yourself? Or did some terrible event—the destruction of your home, perhaps—spur an inner conviction within you?

After the Temple of Nine Swords collapsed, many crusaders founded martial orders allied with their religions. These new organizations placed the deity before the sword—a reversal of the temple's priorities. Are you a member of one of these new orders, such as the Vix Tholm of the church of Heironeous, the Chapeaux and Stars of St. Cuthbert, or even the Ruby Knights of Wee Jas? Or do you align yourself with the original teachings of the Nine Swords?

As a crusader, your personal ideals and virtues are more important than your alignment, though chaotic crusaders are rare due to this principled existence. Consider how your alignment colors your interactions with others, and how your deity (if any) might expect you to conduct yourself. You could be more fervent and opinionated, or perhaps you're quietly self-assured in what you hold most dear.

Quick Build

You can make a crusader quickly by following these suggestions. First, Strength should be your highest ability score, followed by Constitution or Charisma. Second, choose the acolyte background.

The Crusader by Valtia

Multiclassing

If your group uses the optional rule on multiclassing in the Player's Handbook, here's what you need to know if you choose crusader as one of your classes.

Ability Score Minimum. As a multiclass character, you must have at least a Charisma score of 13 to take a level in this class, or to take a level in another class if you are already a crusader.

Proficiencies Gained. If crusader isn't your initial class, here are the proficiencies you gain when you take your first level as a crusader: light armor, medium armor, shields.

Class Features

As a crusader, you gain the following class features.

Hit Points


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

Proficiencies


  • Armor: All armor, shields
  • Weapons: Simple weapons, martial weapons
  • Tools: None

  • Saving Throws: Constitution, Charisma
  • Skills: Choose two skills from Athletics, History, Insight, Intimidation, 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) a light crossbow and 20 bolts or (b) any simple melee weapon
  • (a) a dungeoneer's pack or (b) an explorer's pack
  • Chain mail and a holy symbol

Alternatively, you may start with 5d4 × 10 gp to buy your own equipment.

Blade Magic

Each of the nine disciplines of the Sublime Way is composed of a number of specific stances and maneuvers. Unlike spells that are depleted by continuous use, your maneuvers are always available to you as long as you have the time to prepare your maneuvers. See the “Blade Magic” section later in this document for the general rules of maneuvers. See the end of this document for a full list of maneuvers, or use this interactive Notion database (recommended).

Disciplines

As a crusader, you can learn and use maneuvers from the Devoted Spirit, Stone Dragon, and White Raven disciplines.

Preparing Maneuvers

You prepare the list of your maneuvers that are available for you to initiate. The Maneuvers Prepared column of the Crusader table shows how many maneuvers you can prepare from your allowed disciplines at a given level. The maneuvers must be of a level that you can initiate. The Highest Maneuver Level Known column of the Crusader table shows the highest level of maneuver that you can initiate. Initiating the maneuver doesn't remove it from your list of prepared maneuvers.

For example, if you are a 3rd-level crusader, you can prepare a list of 5 maneuvers from the Devoted Spirit, Stone Dragon, and White Raven disciplines.

You can change your list of prepared maneuvers when you finish a long rest. Preparing a new list of maneuvers requires time practicing the techniques and movements used to perform the maneuver.

Initiating Maneuvers

The Crusader table shows how many maneuvers you can prepare, and (in parenthesis) how many maneuvers are granted to you at the start of your first turn in the combat. Once you initiate a maneuver, it is expended and cannot be used again until your maneuvers refresh (see below). Initiating a maneuver doesn't remove it from your list of prepared maneuvers, but you may be unable to initiate it again (see “Maneuvers of 6th Level and Higher” below).

Crusaders are unique among martial adepts, relying on flashes of divine inspiration to use their martial maneuvers. As such, you do not control access to your prepared maneuvers. At the start of your first turn in a combat encounter, two of your prepared maneuvers (randomly determined) are granted to you. The rest of your prepared maneuvers are withheld and unavailable to use. At the start of each of your turns after the first, one previously withheld maneuver (again, randomly determined) is granted to you and thus becomes available to use. You don't have to initiate a granted maneuver, and it remains available to you until your list of withheld maneuvers refreshes.

If you can't be granted a maneuver at the start of your turn because you have no withheld maneuvers remaining, you recover all expended maneuvers (except maneuvers of 6th level and higher, see below) and each of your granted maneuvers become withheld again. Next, two of your maneuvers (randomly determined) are granted to you, and the entire process begins anew.

The Crusader by Valtia

The number of maneuvers granted to you initially, and when your withheld maneuver list refreshes, increases to three when you reach 6th level in this class, to four when you reach 11th level, and to five when you reach 16th level in this class.

Maneuvers of 6th Level and Higher. Maneuvers of 6th level and higher are particularly taxing to initiate. Once you initiate a maneuver of 6th level or higher, you must finish a long rest before you can initiate it again. The maneuver is still prepared, and it can be granted to you again when your withheld maneuver list refreshes, but it remains expended. Expended maneuvers of 6th level and higher thus become “dead” maneuvers that can be granted to you, but are unusable until you finish a long rest.

Initiator Ability

Charisma is your initiator ability for your crusader maneuvers, since their power derives from the strength of your convictions. You use your Charisma whenever a maneuver refers to your initiator ability. In addition, you use your Charisma modifier when setting the saving throw DC for a crusader maneuver you initiate and when making a spell attack roll with one (but not weapon attack rolls, see the “Blade Magic” section later in this document).

Maneuver save DC = 8 + your proficiency bonus +

your Charisma modifier

Spell attack modifier = your proficiency bonus +

your Charisma modifier

Stances Known of 1st Level and Higher

When you reach 2nd level, you learn how to augment your maneuvers with stances. You learn one 1st-level stance of your choice from one of your allowed disciplines.

The Stances Known column of the Crusader table shows when you learn more stances of your choice of 1st level and higher. Each of these stances must be from one of your allowed disciplines, and must be of a level that you can initiate. The Highest Maneuver Level Known column of the Crusader table shows the highest level of stance that you can initiate.

Whenever you gain a level in this class, you can replace one of the stances you know with another stance of your choice from one of your allowed disciplines. The new stance must be of a level that you can initiate.

Initiating Stances

You can initiate a stance that you know as a bonus action on your turn. The benefits of a stance affect you continuously until you deactivate the stance (no action required). A stance ends automatically if you are incapacitated or die.

Unlike maneuvers, stances are not expended when you initiate them, and you don't have to prepare them. All the stances you know are available to you at all times, and you can change the stance you're currently using as a bonus action.

Vigilant Defender

Your strict vigilance and active defensive maneuvers force your opponents to move with care. Creatures provoke an opportunity attack from you when they move 5 feet or more while within your reach.

Tracking Granted Maneuvers

At first glance, keeping track and separating your prepared, granted, withheld, expended, and unexpended maneuvers can seem daunting. The easiest method is to actually employ a deck of cards.

When you prepare your list of maneuvers, write each one out on an index card or scrap of paper, then shuffle them. At the start of your first turn, draw two of your maneuvers from the top—these are your granted maneuvers, while the rest are your withheld maneuvers. When you initiate a maneuver, move the card to a separate discard pile—these cards are your expended maneuvers.

At the start of each of your turns, draw another one of your maneuvers from the top of your withheld maneuver pile. Continue this process until you have no withheld maneuvers remaining. If you start your turn with no withheld maneuvers remaining, collect all of your maneuvers from both piles (including any granted and/or unexpended maneuvers), shuffle them together, and start the entire process again.

When you initiate a maneuver of 6th level or higher, you can't initiate it again until you finish a long rest. The maneuver can still be granted to you, though, so shuffle it back into your deck. To remind yourself that the maneuver is expended, you can replace the expended maneuver with a blank index card instead.

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

Dueling

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

Great Weapon Fighting

When you roll a 1 or a 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.

Two-Weapon Fighting

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

The Crusader by Valtia

Crusader Order

At 2nd level, you enter into a martial order of crusaders that teach and embody your ideal combat style and technique. Choose Eternal Blade, Hellreaver, Knight Vindicator, or Stone Sentinel, all detailed at the end of the class description. The order you choose grants you features at 2nd level and again at 7th, 10th, 14th, and 20th level.

Steely Resolve

Starting at 3rd level, your supreme dedication and intense focus allow you to shoulder a greater burden of pain and injury for your allies. When a creature within 5 feet of you takes damage, you can use your reaction to interpose yourself and take that damage, instead of the creature taking it. This feature doesn't transfer any other effects that might accompany the damage, and this damage can't be reduced in any way.

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

Starting at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

Unnerving Calm

By 6th level, you have learned that the secret to defeating your enemies lies within the still center of your own mind. When your enemies meet your eyes, they see only calm and certain death awaiting them. Whenever you make a Charisma (Intimidation) check, you gain a bonus to the check equal to your Constitution modifier.

You can also draw upon the power of your unwavering faith to steel yourself against attacks that target your willpower. You gain proficiency in Wisdom saving throws. If you already have this proficiency, you instead gain proficiency in Intelligence saving throws.

Mettle

At 7th level, your everlasting dedication allows you to endure certain area affects, such as a circle of death spell. When you are subjected to an effect that allows you to make a Strength or Constitution 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.

Adaptive Style

Starting at 11th level, you can quickly change your maneuvers and tactics to meet the threats you currently face. You can change your prepared maneuvers when you finish a short or long rest. However, you can't change any expended maneuvers of 6th level or higher until you finish a long rest, as normal.

Improved Vigilant Defender

By 13th level, you've learned how to capitalize on even the smallest hesitation. If a hostile creature starts its turn within 5 feet of you and doesn't move at least 5 feet during its turn, it provokes an opportunity attack from you when it ends its turn. Any sort of movement allows the creature to avoid provoking this special opportunity attack.

Faith Unswerving

Starting at 18th level, your fanaticism and devotion to your cause is enough to carry you through almost anything, even when you are at death's door. If you drop to 0 hit points and don't die outright, you can use your reaction to move up to 5 feet and make one melee weapon attack with advantage. On a hit, your attack deals extra damage equal to your crusader level.

After making this attack, you fall unconscious if your hit points are still at 0, as normal. This feature can be used in conjunction with immortal fortitude, or other effects that drop you to 1 hit point instead. You can't use this feature again until you finish a short or long rest.

Crusader Orders


“Howling over the thunder, the antlered demons leapt down from the peak. The demon blades were as numerous as the driving spikes of sleet, but the Vix Tholm crusaders held their ground. I began to believe that the mountain would slide out from under the crusaders' feet before they yielded an inch.”

—Darh Nas‘urb, dwarf pilgrim of Heironeous

Crusader orders represents schools, groups, or philosophies of martial combat and the different approaches to battle. The crusader order you enter reflects your approach and ideals.

Order of the Eternal Blade


“You face three millennia of fighting skill. Perhaps you should take a moment and reconsider your decision.”

—Aedar Windblade, eternal blade
of the Hidden Grove

The Order of the Eternal Blades were once champions of the elven empires of old. They once served as guardians of the people and wardens of the ancient forests. For thousands of years, the eternal blades thwarted demonic incursions, bloodthirsty conquerors, and existential threats. From the lone blade who saved a village, to the mighty general who commanded hundreds of warriors in battle, the eternal blades fought evil wherever it threatened their kin.

Today, the eternal blades are comprised of a small, dying group that rarely ventures far beyond elf lands. Cadres of eternal blades occupy ancient groves, remnants of once majestic castles that now stand as mostly empty, dusty reminders of past glory. The blade guides, the spirits of ancient eternal blades, now serve as advisors and teachers to the current generation of warriors. These blade guides preserve the order's teachings and help protect elfkind by keeping the young eternal blades on the path of righteousness.

The Crusader by Valtia

The elves hold that one does not choose to become an eternal blade. Rather, a blade guide, the spiritual companion to an eternal blade, chooses a young elf to walk this path and manifests in a young elf's dreams long before the child is ready to train as a warrior. Sometimes, these manifestations are merely flights of fancy. Other times, they are heralds of things to come. In a few cases, a blade guide appears to an elf late in life. This occurrence is rare, and it usually signals an elf warrior who is destined for great things. Legends tell that only five elves have been selected in this manner. Each of them became a great hero who led the blades to a great victory against seemingly impossible odds.

Restriction: Elves Only

Only elves and half-elves can choose to become an eternal blade. Becoming an eternal blade requires a strong connection with an elven ancestor, your blade guide.

Your DM can lift this restriction to better suit the campaign. The restriction reflects the flavor and mechanics of the eternal blades, but it might not apply to your DM's style of game.

Blade Guide

At 2nd level, you gain the service of a blade guide, the spirit of an ancient member of the eternal blades. Your blade guide is fiercely loyal to you and does what it thinks is best for you in every situation, and provides you with advice, tactical assistance, and a mentorship that persists beyond death. Your blade guide can assume two forms, its mote form and a manifested form.

Mote Form. Your blade guide normally appears as a mote of white energy that flits around your shoulders and occupies your space. While in its mote form, your blade guide can't be targeted by any attack, spell, or other harmful effect, it can't interact with objects or creatures, and it can't take damage. The mote uses your senses to see and hear, and can communicate with you telepathically (but not with other creatures).

Manifested Form. Over 1 round, your blade guide can assume the ghostly image of how it looked in life. This manifestation requires tremendous effort, thus your blade guide will only attempt it when it must communicate with others under dire circumstances—such as when you are unconscious and in danger. When a blade guide manifests, it gains the senses of a typical elf, and it can speak with others as normal. Your blade guide's hit point maximum equals your own, and its other statistics can be found in the Blade Guide below.

Your blade guide vanishes if it drops to 0 hit points, or if the two of you are separated by more than 5 miles. Your guide is the physical manifestation of a spirit that resides on the Outer Planes, and destroying its form merely severs its link to the Material Plane for a short time. If your blade guide is destroyed, you can reestablish its link to the Material Plane by spending an hour in meditation—your blade guide then reappears in an unoccupied space within 5 feet of you.

While your blade guide is manifested, you lose access to your other eternal blade features. A blade guide can manifest itself for up to 10 minutes a day, all at once or in several manifestations, each one using a minimum of 1 minute from the duration. Your guide's manifestation limit resets when you finish a long rest.

Blade Guide

Medium fey, lawful neutral


  • Armor Class 19
  • Hit Points Varies
  • Speed 30 ft.
STR DEX CON INT WIS CHA
1 (–5) 23 (+7) 10 (+0) 18 (+4) 23 (+7) 15 (+2)

  • Saving Throws Dex +12, Con +5
  • Damage Resistances acid, fire, lightning, thunder; bludgeoning, piercing, and slashing from nonmagical weapons
  • Damage Immunities cold, necrotic, radiant, poison
  • Condition Immunities charmed, exhaustion, frightened, grappled, paralyzed, petrified, poisoned, prone, restrained, unconscious
  • Senses darkvision 60 ft., passive Perception 22
  • Languages Common, Elvish
  • Challenge 0 (10 xp)

Ephemeral. The blade guide can't wear or carry anything.

Incorporeal Movement. The blade guide can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object.

Magic Resistance. The blade guide has advantage on saving throws against spells and other magical effects.

Eternal Training

At 2nd level, your blade guide offers you intense martial training based on its years of combat experience in mortal life. Each night when you enter trance or fall asleep, your blade guide enters your mind. In your dreams, the two of you spar and practice across a hundred different battlefields. You practice spells and attacks beyond your normal capacity, and as a result become more and more skilled in the fighting arts.

You can use a bonus action to draw upon your nightly training and enter a focused state. This focus lasts for 1 minute. It ends early if you are incapacitated or if you lose access to your blade guide. You can end your focus at any time (no action required).

While you maintain your focus, you gain the following benefits:

  • Eternal Vigilance. You can't be flanked. Hostile creatures gain no advantage for surrounding you, such as by the Pack Tactics trait, and you are immune to the extra damage from sneak attacks.
  • Timeless Experience. You gain the use of one maneuver or stance from any discipline. You can choose any maneuver or stance of a level you can initiate, even one which is not normally allowed by this class. If you choose a maneuver, you are immediately granted this maneuver when you enter your focus. For the duration of your focus, you gain this maneuver as a bonus granted maneuver whenever your maneuvers are recovered. When your focus ends, your knowledge of the chosen maneuver or stance fades.
The Crusader by Valtia

Once you use this feature, you must finish a long rest before you can use it again.

You can use this feature twice between long rests starting at 7th level, three times starting at 10th level, four times starting at 14th level, and five times starting at 20th level.

Eternal Knowledge

From history to planar phenomena, your guide has seen almost everything. In addition to the tactical and strategic guidance it offers, it also grants you access to great stores of lore. Your blade guide can instruct and mentor you in these areas, even if you're unfamiliar.

Starting at 7th level, you can add half your proficiency bonus, rounded down, to any Intelligence ability check you make that doesn't already include your proficiency bonus. You can't use this feature if you've lost access to your blade guide.

Eternal Wisdom

Beginning at 10th level, your blade guide can offer situational advice, point out vulnerable spots, and grant you unparalleled insight into any combat situation. As a bonus action on your turn, you can designate a creature within 30 feet of you that you can see. Against that creature, you gain one of the following benefits of your choice:

Defensive Insight. Until the start of your next turn, you gain an AC bonus equal to your Intelligence modifier against attacks made by the target.

Guided Strike. Until the end of your current turn, the damage dealt by your melee weapon attacks ignores the target's resistances.

Tactical Insight. Until the end of your current turn, the next successful melee weapon attack you make against the target lowers its AC by an amount equal to your Intelligence modifier. This AC penalty lasts until the start of your next turn.

You can use this feature a number of times equal to your Intelligence modifier (minimum of once). You regain all expended uses of it when you finish a long rest. You can't use this feature if you've lost access to your blade guide.

Timeless Focus

Starting at 14th level, you can add your Intelligence modifier (minimum of +1) to the attack and damage rolls of your melee weapon attacks while you maintain your focus.

Island in Time

Starting at 20th level, your conscious mind melds with your blade guide's own, allowing it to control your actions while you draw upon its vast combat experience.

At the end of another creature's turn—but before another creature's starts—you can use your reaction to enter this state and take one additional turn. This feature doesn't change your place in the initiative order, you still take your normal turn if it appears later in this round, and you can use this feature even if you've already taken a turn this round. Once you complete your extra turn, the initiative order continues as normal.

Once you use this feature, you must finish a short or long rest before you can use it again. If you lose access to your blade guide, you also lose this feature until you regain your blade guide.

Your Blade Guide's Personality

A blade guide, in large part, shapes and molds the persona of an eternal blade. The guide acts as it did in life. Some are gruff, demanding perfectionists. Others are quiet and withdrawn masters who prefer to let their combat expertise speak for them. Many eternal blades get along fine with their guides, but some bicker and argue. In particular, a blade guide's centuries of experience sometimes clash with a younger eternal blade's thirst for action. Your DM should take on the role of your blade guide and help you form a relationship with it. When the party stops to discuss plans, your guide likely makes its opinions known.

Eternal Blade Lore

Characters can research lore about the eternal blades to learn more about them. A character can make an Intelligence (History) when attempting to find out more about the eternal blades. Read or paraphrase the following, including the information from lower DCs.

DC 10. The eternal blades are an order of elf knights who fell into disfavor long ago for attempting to seize political control of several elf lands.

DC 15. The eternal blades use a stranger fighting style that is almost magical in nature.

DC 20. An eternal blade communes with the spirit of an ancient warrior. This spirit aids the warrior in battle by providing advice, menacing his enemies, and lending him strength and support.

Finding an eternal blade is no easy task, since the few remaining members of this order dwell far from the realms of humanity. The best way to find an eternal blade grove is to consult with elf sages or historians to find the supposed location of a grove, travel there, and hope that the place has not yet fallen into neglect and ruin.

The Crusader by Valtia

 

Order of the Hellreaver


“I cannot stand by while wickedness spreads, while the fiends destroy our families and our lives. The time for prayer is past. Now is the time for action!”

—Camren Lightbringer, Hellreaver

At the forefront of a righteous horde, leading ranks upon ranks of holy warriors into the teeth of fell infernal armies, rides the hellreaver. More of a holy avenger than a paragon of virtue, the hellreaver lives to fight, and fights to live.

Devils and their ilk can go only so far before their actions demand a response. At some point, a devil will destroy enough lives that someone has to take a stand. That someone is often one from the Order of the Hellreaver—a loose organization of warriors whose outrage at the actions of the fiends and their ability to corrupt and seduce without consequence fuels an array of combat abilities. These potent options make these warriors tremendously effective combatants of the baatezu.

Mortal hellreavers attract fanatics and zealous followers. Though they don't operate in large organizations like the other crusader orders, word of their exploits attracts members of fringe religious groups that hope to join their struggle. While a hellreaver's mission never changes, those who rally to her banner extend their enmity to others they perceive as wicked and evil. In time, this opposition to devils and their mortal servants extends to others who might or might not share the creed of the fiends, and who might not be evil at all. As a result, hellreavers often try to dissuade others from joining their crusade.

Holy Fury

At 2nd level, a raging anger fills your mind when you face your enemies. Avenging, divine power surges through you, allowing you to generate magical effects. On your turn, you can enter your divine fury as a bonus action.

While in your divine fury, you gain the following benefits:

  • You can't be charmed, frightened, or possessed during your holy fury. If you are already charmed, frightened or possessed when you enter your holy fury, you have advantage on any new saving throw against the relevant effect.
  • Your melee weapon attacks count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.
  • You gain a number of holy fury points equal to your Charisma modifier + half your crusader level (minimum of one). You can spend these points to fuel various holy fury features. You start knowing three such features: Divine Resolve, Divine Shield, and Furious Strike. You learn more holy fury features as you gain levels in this class. When you spend a holy fury point, it is unavailable for the remainder of your holy fury.

Your holy fury lasts for 1 minute. It ends early if you are knocked unconscious or if your turn ends and you haven't attacked a hostile creature since your last turn or taken damage since then. You can also end your holy fury on your turn as a bonus action. You lose any unspent holy fury points when your holy fury ends.

You can use this feature three times. You regain all expended uses when you finish a long rest.

The Crusader by Valtia
The Hellreaver's Creed

You have had enough. It's time to make these fiends pay. Someone must stop the baatezu, and that someone is you. You have heard all the stories about how the gods have some sort of special deal with the devils that allows them to harvest evil souls, but you're confident that such an arrangement didn't include actively working to seduce mortals into signing misleading contracts. Let the clerics and their ilk fret about the immortal soul. Warning folks doesn't do a thing but make them want to dabble in darkness even more. If you're going to deal with fiends, the best way to do so is to butcher them—and their mortal allies—wherever you find them. Those fools who are in cahoots with devils had better not expect mercy from you, because you have none to spare.

Divine Resolve

At 2nd level, you can draw upon your fury to push aside the pain of your injuries. When you make a saving throw and fail, you can use a reaction to spend 1 holy fury point to reroll it and take the second result.

When you reach 10th level in this class, you can spend 1 additional holy fury point to gain a +2 bonus to the save when you reroll it.

Divine Shield

At 2nd level, you can focus your divine power into a shield that knocks aside a foe's attack with a mighty shout. As a reaction you take when you are hit by an attack, you can spend 1 holy fury point to give yourself a +2 bonus to AC against the triggering attack.

When you reach 10th level in this class, you can spend 2 holy fury points to gain a +5 bonus to your AC instead.

Furious Strike

At 2nd level, you can pour divine energy into your weapon to make it crackle with celestial energy baneful to your foes. Once per turn when you hit a creature with a melee weapon attack, you can spend 1 holy fury point to deal an extra 1d8 radiant damage to the target, plus another 1d8 per holy fury point you spend beyond the 1st. The damage increases by 1d8 if the target is a fiend.

You can spend a maximum of 1 holy fury point when you use this feature at 2nd level. The maximum number of holy fury points you can spend at once when you use this feature increases by 1 when you reach certain levels in this class. You can spend up to 2 holy fury points at 7th level, 3 at 10th level, 4 at 14th level, and 5 at 20th level.

Divine Succor

Starting at 7th level, just as your divine power can smite evil, it can also mend wounds suffered by the just. As a bonus action on your turn, you can spend 2 holy fury points to cause one creature of your choice within 30 feet of you to regain 10 hit points. This healing has no effect on undead or constructs.

When you reach 14th level in this class, you can spend 4 holy fury points to heal 20 hit points instead.

Heroic Sacrifice

Starting at 10th level, you can give even more of yourself in the fight against evil by expending a Hit Die. As a bonus action on your turn during your holy fury, you can expend one of your Hit Dice and roll it. You regain spent holy fury points equal to the result of the Hit Die. When your holy fury ends, you also suffer one level of exhaustion for each Hit Die you rolled using this feature during its duration.

Call to Judgement

Starting at 14th level, you can cry out to the gods for justice with your foe near defeat. As a bonus action on your turn, you can spend 3 holy fury points to charge your weapon with divine power. The next time you hit a creature with a melee weapon attack before the end of your current turn, your weapon is sheathed in a shimmering emerald field, and the attack causes gleaming white chains to appear around the target. For the next 10 minutes, the target can't use any method of extradimensional movement, including teleportation or travel to a different plane of existence. This feature also prevents the target from passing through interdimensional portals. This feature doesn't prevent summoned creatures from disappearing at the end of a spell.

Divine Retribution

Starting at 20th level, you can channel divine energy into a fiend to destroy its physical form in a spectacular explosion. When you hit a fiend with a melee weapon attack, you can spend 4 holy fury points to funnel holy energy into it. The attack deals an extra 10d6 radiant damage to the target. Additionally, if this attack reduces the target to 100 hit points or fewer, the fiend explodes in a flash of light and instantly dies. Fiends within 60 feet of the target when it explodes are also blinded until the end of your next turn.

Hellreaver Lore

Characters can research lore about the Hellreaver to learn more about them. A character can make an Intelligence (History) when attempting to find out more about the hellreavers. Read or paraphrase the following, including the information from lower DCs.

DC 10. Some men and women have taken the assault of devils on our world personally. These individuals are dangerous, and possibly insane, but their motives seem pure.

DC 15. A hellreaver draws strength from her moral outrage, from a deep and abiding hatred of those who prey on mortals. I heard of one hellreaver who stood against a dozen devils by herself. They say that she couldn't be killed, that her anger kept her standing despite many grievous wounds.

DC 20. Hellreavers derive their power from their outrage over infernal plots and the devils' manipu-lations of mortals. They use this anger to great effect, growing stronger, tougher, and more dangerous. The most powerful of them can channel divine power with their fury and make devils explode.

Though tales of their efforts might be heard in taverns and pubs across the land, a specific hellreaver is tough to track down, since they are constantly on the move. A character can pick up a hellreaver's trail but succeeding on a DC 20 Intelligence (Investigation) check.

The Crusader by Valtia

Order of the Knight Vindicator


“Shadow and steel! Cross the church, and you'll
have to deal with them!”

—Jvesskah, Sasserinian crimelord

The knight vindicators represent the various crusader orders in the service of an organized religion. Such orders include the Vix Tholm of the church of Heironeous, the beleaguered crusaders of the Chapeaux and Stars of St. Cuthbert, and the legendary Ruby Knights of Wee Jas. Inscrutable and mysterious, these secretive orders serve as the militant arm of various faiths. Knight vindicators are charged with protecting temples and officials from the shadows. On occasion, they will be approached with special assignments that require stealth, intimidation, or assassination.

The knight vindicators in general rely on their spiritual strength and skill in martial disciplines rarely mastered by crusaders to capture or dispatch marked enemies of their faith. They strike with unflinching determination and righteous vengeance, and their benefactors within the church sleep comfortably knowing the knight vindicators always stand ready to do the church's bidding.

In a large and openly acknowledged crusader order, promotion is based on battlefield performance. The battlefield, however, is generously defined. It could be a political battlefield on which victory consists of the grant of the western valley's taxation rights from the Exchequer. It might also be a specific battlefield, such as the hedge prison of a demon prince in an ancient dungeon, where victory can be attained by thwarting the captive's attempts at escape. The battlefield could even be a spiritual one, where victory is the delivery of pilgrims to a holy site that will inspire them to new heights of religious fervor.

Ruby Knight Vindicators

The Ruby Knight vindicators of Wee Jas are by far the most famous of these orders. While many other crusader orders have been subsumed or exterminated by their respective churches, the Ruby Knights of Wee Jas swore a binding covenant—a dark pact, according to some—to serve the high priests and priestesses as the military arm of the Witch Goddess's temple, and they continue to do so.

Ruby Knight vindicators have served within the hierarchy of the Jasite faith, and they have won the right and privilege of determining for themselves how best to advance the Ruby Sorceress's cause. They are the living symbol of the Ruby Sorceress's wrath, and a weapon of the church only to be wielded in the most dire of circumstances. Their conviction enables them to do the terrible deeds that other members of the church abhor or lack the skills to accomplish.

Extra Discipline

Beginning at 2nd level, you learn and practice secretive maneuvers. The Shadow Hand discipline is added to your list of allowed disciplines.

Channel Divinity

Also at 2nd level, you gain the ability to channel divine energy directly from your deity. You start with two such effects: Divine Impetus and Divine Recovery.

When you use your Channel Divinity, you choose which effect to create. You must then finish a short or long rest to use your Channel Divinity again.

Some Channel Divinity effects require saving throws. When you use such an effect from this class, the DC equals your Knight Vindicator spell save DC.

Beginning at 10th level, you can use your Channel Divinity twice between rests, and beginning at 20th level, you can use it three times between rests. When you finish a short or long rest, you regain your expended uses.

Divine Impetus. You can use your Channel Divinity to quicken your reflexes and act without hesitation. On your turn, you can use your Channel Divinity to perform one additional bonus action on top of your regular bonus action.

Divine Recovery. You can use your Channel Divinity to recharge your martial maneuvers. As a bonus action, you recover one expended maneuver of your choice. Your chosen maneuver is also immediately available to you as a granted maneuver.

Armored Stealth

Starting at 7th level, knight vindicators are taught unusual techniques for staying out of sight. You gain proficiency in Stealth. Also, wearing armor no longer imposes disadvantage on your Dexterity (Stealth) checks.

Channel Divinity: Lingering Gloom

Starting at 10th level, you can use your Channel Divinity to inhibit your foe's fighting ability with your shadowy nature. When a creature makes a melee weapon attack against you and misses, you can use your reaction to turn invisible until the end of your next turn.

Shadow Blade

By 14th level, your extensive training in the Shadow Hand discipline has augmented your natural agility and speed. Whenever you make a melee weapon attack with a finesse weapon using Strength while you are in a Shadow Hand stance, you gain a bonus to the damage roll equal to your Dexterity modifier. If you make the attack using Dexterity, you instead gain a bonus to the damage roll equal to your Strength modifier.

The Crusader by Valtia

Death Pact

At 20th level, the church officials of your order have deemed you irreplaceable. With the blessing of your deity, you enter into a death pact that enables you to faithfully serve for all time. If you die, you are revived as if by the true resurrection spell exactly 1 hour after your time of death.

Once you use this feature, you must return to a major temple of your deity to renew your oaths and make a new death pact before you can use it again. This process takes at least 1 day.

Ruby Knight Vindicator Lore

Characters can research lore about the Ruby Knight vindicators to learn more about them. A character can make an Intelligence (History) when attempting to find out more about the Ruby Knights. Read or paraphrase the following, including the information from lower DCs.

DC 10. There are different ranks and titles within the Ruby Knight hierarchy, including knights-vindicator. They take on missions that the church doesn't want the community to know about. Most vindicators are overzealous thugs, punishing those who oppose their church or cause.

DC 15. Ruby Knight vindicators primarily practice the martial disciplines of Devoted Spirit and Shadow Hand. These disciplines help the knights harness their spiritual strength and zealous devotion, as well as give them the ability to strike with stealth and subtlety.

DC 20. Ruby Knight vindicators generally work alone, although they cultivate a network of associates outside the church. Once in a while, a chapter of knights backed by a powerful or wealthy temple rears its ugly head, and woe be to anyone who incurs that temple's wrath.

Order of the Stone Sentinel


“When the sentinels finally came through the east gate, we halted our efforts to reinforce the northern walls. Our fortifications had arrived.”

—General Rurik Axethrower, IX Rockhome Legion

The Stone Dragon discipline traces its roots back to an ancient order of dwarves that used the power of the earth to enhance their combat style. The stone sentinels immerse themselves in ancient teachings to link themselves to the power of stone. Most sentinels use this power in the defense of their fellow dwarves, though some take a more active approach battling the enemies of their people.

In combat, a stone sentinel is a living mountain, a stony redoubt that provides shelters to his allies while crashing like an avalanche upon his enemies. The ground shifts and churns under his feet. One moment he stands atop a small, earthen mound that blocks his enemies—the next he summons an earthquake to knock his foes to the ground.

Joining the stone sentinels is a difficult task, since a prospective candidate must not only display great skill in arms but also master difficult mystic secrets of the earth itself. The sentinels have never broken and run from a battle until their allies have all safely withdrawn. Legend has it that the first sentinel to break this tradition will be struck dead by Moradin himself. Whether this tale is true or not, the implication is plain as day: a sentinel would die before abandoning his allies.

Mountain Juggernaut

Beginning at 2nd level, your connection to stone makes you like a living mountain. Your hit point maximum increases by 1, and it increases by 1 whenever you gain a level in this class.

Mountain Stride

Starting at 2nd level, you learn to move through scree and dense rubble without slowing. Moving through difficult terrain created by rubble, unstable rocks, or other similar sources costs you no extra movement.

Stone Magic

Beginning at 7th level, your mastery over stone gives you limited spellcasting abilities. You have five uses of this feature, and you regain all expended uses of it when you finish a long rest. Any spell you cast using this ability is at its lowest level, uses your maneuver save DC as its spell save DC, and does not require any material components.

With this feature, you can cast magic stone (costs no uses), earth tremor (one use), earthbind (one use), erupting earth (one use), or stone shape (two uses).

When you reach 14th level, you can additionally cast the following spells: passwall (two uses), bones of the earth (three uses), flesh to stone (three uses), or plane shift (Elemental Plane of Earth only, three uses).

Indomitable Redoubt

Beginning at 10th level, you can enter and maintain two stances simultaneously as long as both are Stone Dragon stances. If you change a stance to one from another discipline, your second stance ends immediately. You must otherwise obey all other rules for entering and maintaining a stance.

The Crusader by Valtia

Awaken the Stone Dragon

Starting at 20th level, you can cause a localized earthquake to tremble through the ground around you. As an action on your turn, you strike the ground. An intense tremor ripples through the ground in a 100-foot radius circle centered on you. The ground in the area becomes difficult terrain, and each creature in the area must succeed on a Dexterity saving throw against your maneuver save DC or take 12d6 bludgeoning damage and be knocked prone. A creature that succeeds on its saving throw takes half damage and isn't knocked prone.

Additionally, structures in contact with the ground in the area when you use this feature are also damaged, as if affected by the earthquake spell.

Once you use this feature, you must finish a short or long rest before you can use it again.

 

 

 

 

 

 

 

 

 

Stone Sentinel Lore

Characters can research lore about the Stone Sentinels to learn more about them. A character can make an Intelligence (History) when attempting to find out more about the sentinels. Read or paraphrase the following, including the information from lower DCs.

DC 10. Stone sentinels are warriors, typically dwarves, who are renowned for breaking enemy charges and forming a dauntless line in battle.

DC 15. The sentinels have the ability to control the earth. At their command, they cause the ground to become broken and sloped, making a charge against them almost impossible.

DC 20. Sentinels practice a strange form of martial magic by tapping into the power of the earth. They cause the ground to shake and disruptive terrain to form. When you fight a sentinel, you fight the earth itself.

Any character who has friendly relations with a local dwarf stronghold can likely gain an audience with a sentinel's commander. Sentinels tend to avoid contact with outsiders, for fear of mingling with spies and others who seek to learn their weaknesses or plot against them.

The Sublime Way


“Now I will speak of the Nine Swords. They are no
mere legends, young one—I have seen two of them in my travels. This is the beginning of their story.

Three lifetimes ago, a young human called Reshar came to study at the hobgoblin monastery of Ur-Thaldaar. The hobgoblin swordmasters administered cruel tests and challenges, but, to their surprise, Reshar survived. They saw that he must be taught, and so they permitted him to remain.

From them, Reshar learned the secrets of the Iron Heart, the most fierce and difficult school of bladework in the world. When he had mastered the Iron Heart, Reshar took his leave and went next to the Great Golden Desert, where he presented himself to the Wind Dervishes of Andrama. When he had mastered the Desert Wind school, he went to the islands beyond the dawn and studied the ways of the Setting Sun. In the space of only three years, Resgar did what no one else has ever been able to: He mastered all nine of the martial disciplines.

In the days of Reshar, the individiual schools, philosophies, and traditions that we know as the Sublime Way were scattered hap-hazardly across the world. Adherents of the various disciplines were the fiercest of rivals, each seeking to prove the superiority of his own school over all the others. But having mastered all nine disciplines, Reshar set out to end this rivalry. He returned to each place where he had studied and took its single most promising student as his own apprentice. Then he led his nine apprentices to the Sunspire Mountains, where he founded the Temple of the Nine Swords. For many years, Reshar and his Nine Masters sought the path to perfection, walking farther down the rtoad of the Sublime Way than anyone had before—or since. Hundreds of students came to them and learned much from their temple.

After a century of study and teaching, Reshar called his masters together and told them he was leaving to travel the world again. Age had never touched him, other than to whiten his hair and line his face. The masteres begged him to stay, but Reshar refused. Before he left, though, he gave each master a gift—a sword that embodied the principles, skills, and philosophy of the recipient's first discipline. “As long as these swords remain together, the Temple will never fail,” he told the Nine Masters. “Now I go.” And he set off alone, on foot and unarmed, because he feared nothing in the world. No one ever saw him again.

A lifetime passed, and one by one Reshar's original disciples died or returned to their own lands. The students they left behind became masters in their own right, and they guarded the nine swords with great care. But one night, the rakshasa lord Kaziir-Thet came to the Temple of the Nine Swords. He adopted the guise of a weary traveler and was given welcome at the temple. Kaziir-Thet stole Supernal Clarity, the sword of Diamond Mind, and fled with it into the wastelands. The masters pursued, but they could not catch the clever rakshasa prince.

From that day on, the temple began to fail. Slowly at first, the students of the various disciplines fell to bickering, consumed by the question of which path was best. Boasts and arguments became intrigues and deadly duels. In time, the remaining masters exiled the Tiger Lord and the Shadow Master—who had plotted to murder the rest—from the temple to restore order and harmony.

Enraged by their exile, the two outcast masters allied with each other, and together they raised an army of monsters in the wild mountains. A year after their exile, they returned at the head of a fearsome horde and destroyed the temple. It is said that all nine masters died that night. According to legend, the Spirit Seek slew the Shadow Master and was then torn apart by demons. The Windlord and the Ironmaster defeated the Tiger Lord but afterward fell in battle against the giants and dragons of the evil army. Many treasures of the temple, including the eight remaining swords, were scattered to the four winds. Most were carried off by monsters from the Shadow Tiger horde, but at least two were rescued by temple students who managed to escape.

You now know the beginning of the story of the Nine Swords. But as you will see, each of the blades has its own story and those stories are not finished. It is said that someday the Nine Swords will be brought together again, Reshar will return from his wandering, and harmony will be restored to the world. I do not know if any part of the tale I have told is true, but it is a good story, is it not?”

—Harran Turiyeshor, swordsage
The Crusader by Valtia

 

 

PART II

 

Maneuvers

Chapter 2: Blade Magic

The uncanny power of the Sublime Way springs from a blend of physical skill, mental self-discipline, and adherence to distinct martial philosophies. Many of the maneuvers of the various martial disciplines aren't magic at all—they are simply demonstrations of near-superhuman skill and training. Although many of the maneuvers and methods taughts by the Sublime Way are mundane in execution and effect, their results can sometimes rival spells. The warriors who study the nine schools are capable of battlefield feats beyond those that a traditionally schooled and trained warrior can hope to accomplish. The typical fighter might display great skill in a weapon's basic cuts, thrusts, and parries, but a student of the Sublime Way believes that mastering a weapon requires self-discipline and spiritual austerity in addition to learning the correct physical postures and movements.

This section covers all the basic guidelines and rules for using the maneuver system described in this document. It covers the basic different types of stances and maneuvers—strikes, counters, and boosts—and presents information on how the maneuver system interacts with other game elements.

Maneuvers and Spells

For the most part, the rules for initiating a maneuver are the same rules for spells, as described in the “Casting a Spell” section of the Player's Handbook.

Multiclassing Maneuvers. You track your maneuvers, including how and when you recover those maneuvers, separately for each class.

What is a Maneuver?

Martial maneuvers fall into two broad categories: stances and maneuvers (which include boosts, counters, and strikes). A martial maneuver is a discrete mundane or magical effect that is temporarily expended after use. A stance is never expended and is always available to you.

Maneuver Level

Every maneuver has a level from 1 to 9. A maneuver's level is a general indicator of how powerful it is. The higher a maneuver's level, the higher level a martial adept must be to use that maneuver.

Maneuver 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 maneuver.

Known and Prepared Maneuvers

Before a character can initiate a maneuver, the maneuver must be firmly fixed in mind. A martial adept typically uses exercise, prayer, meditation, or simple mental rehearsal in order to fix the movements required to initiate a maneuver in mind. Members of the Swordsage class have a limited list of maneuvers they know that are always fixed in mind. The Crusader and Warblade classes undergo a process of preparing their maneuvers. This process varies between those classes, as detailed in their descriptions.

In every case, the number of maneuvers a martial adept can have fixed in mind at any given time depends on the character's level.

Known Stances

Unlike maneuvers, stances need not be readied ahead of time. Every stance a martial adept knows is always available.

Initiating a Maneuver

When a character initiates a maneuver, the same basic rules are followed, regardless of the character's class or the maneuver's effects.

Each maneuver description begins with a block of information, including the maneuver's name, level, discipline, initiation time, range, and duration. The second italicized line gives players an image of how the maneuver looks and what it does, but this is purely descriptive text. The rest of a maneuver's entry describes the maneuver's effect.

Maneuver Types

Most martial powers fall into one of three categories: boosts, counters, or strikes. Some maneuvers don't fall into any of these categories, but those are exceptions to the rule.

Boost

Boosts are maneuvers that allow you to summon your power and unleash it through your melee attacks. A boost is a maneuver that grants a bonus for the duration of your turn. You must use a bonus action to initiate a boost, provided you have one available.

Counter

A counter is a fast, usually defensive maneuver that you use to foil your opponent's actions. Counters take a fraction of a second to bring about and are initiated as a reaction in response to some event. A counter's description tells you exactly when you can initiate it.

Strike

A strike is a maneuver that imparts some advantage or bonus over a standard attack, such as extra damage, an additional effect like blinding a foe, and so forth.

A strike always requires a single action to initiate. Most strikes require a melee weapon attack as part of completing the maneuver. If the attack hits, the target suffers the attack's normal effects (including the normal melee damage), as well as suffers the effects of the strike. When making a strike, you use your normal attack bonuses, and you follow all of the same rules that govern attacks as detailed in the “Making an Attack” section of the Player's Handbook.

Since making a strike is a distinct action, you can't make multiple attacks when you initiate a strike maneuver if you have the Extra Attacks feature.

Stances

A stance is a specific fighting method that you maintain from round to round. As long as you maintain a stance, you gain the benefits of it as described in a stance's description.

The Crusader by Valtia

You can initiate a stance as a bonus action on your turn. When you enter a stance, you immediately gain its benefit. You continue to gain the benefit of a stance as long as you remain in it. You can end a stance at any time (no action required). You can also use a bonus action on your turn to end one stance and begin another, although you can't normally maintain more than one stance at a time.

Your stance ends if you are incapacitated or if you die.

Recovering a Maneuver

You can use a particular stance or maneuver as many times as you like in a single day, but each time you use a maneuver, you temporarily expend it—you lose a little of your mental focus, you exhaust some small portion of your mental focus, you exhaust some small portion of your personal ki or energy, or you simply finish the move out of position and can't immediately launch the same attack again without assuming the proper posture and mental state first. In other words, you can't use an expended maneuver again until you perform a specific action in combat that allows you to recover one or more of your expended maneuvers—this is called your recovery mechanic. Each of the three martial adept classes have their own methods of recovering a maneuver in combat, explained in the class's blade magic feature.

In short, you can normally use each of your maneuvers once per encounter, but sometimes you can recover your expended maneuvers and use them again. You never expend or use up your stances, so they are always available.

Maneuvers Out of Combat

You can recover your expended maneuvers outside of combat with 5 minutes of exercise and meditation, and you can use most of your maneuvers without restriction. Some maneuvers only target hostile creatures, however, so they might not be usable while not engaged in combat. Still other maneuvers require that the target represents a significant threat to you or your allies. In such cases, the DM determines whether or not the maneuver is effective.

Range

The target of a maneuver must be within the maneuver's range. Some maneuvers have ranges expressed in feet. Some maneuvers can target only a creature (including you) that you touch. Other maneuvers affect only you—these maneuvers have a range of self.

Maneuvers that create cones or lines of effect that originate from you also have a range of self, indicating that the origin point of the maneuver's effect must be you (see "Areas of Effect" below).

Once a maneuver is initiated, its effects aren't limited by its range, unless the maneuver's description says otherwise.

Strikes

Most maneuvers are strikes, which differ slightly from spells. Since strikes rely on making melee weapon attacks, the most common range for strike maneuvers is expressed as having a range of melee attack. This simply means the target of the maneuver must be within your reach when you initiate the maneuver, and you must be able to hit the target with your melee attack.

The Nine Martial Disciplines

Each maneuver belongs to one of nine martial disciplines. The maneuvers in a discipline are loosely linked by common effects, philosophies, or functions.

Just like maneuver names, the names of the martial disciplines vary widely from one locale to another. Disciplines might be known as schools, traditions, philosophies, regimens, teachings, paths, or styles. For example, the Desert Wind discipline might be known in some areas as the Green Naga style or the Wakeful Dreamer philosophy.

Desert Wind maneuvers often involve blinding flurries of blows, quick charges, and agile footwork. Some maneuvers from this school draw power from the supernatural essence of the desert and allow practitioners to scour their foes with fire.

Devoted Spirit maneuvers require faith, piety, and purity of body and mind. Practitioners of this discipline harness their spiritual strength and zealous devotion to infuse their strikes with vengeful, fanatical power. Devoted Spirit maneuvers include abilities that can keep practitioners fighting long after more mundane warriors would fall.

Diamond Mind maneuvers require a true quickness of the mind, not the body. Students of this discipline seek to hone their perceptions and discipline their thoughts in order to act within slivers of time so narrow that others cannot perceive them.

Iron Heart maneuvers require the absolute mastery of the sword. Through unending practice and study, Iron Heart adepts achieve superhuman skill with their weapons. These maneuvers are demonstrations of uncanny martial skill—weaving patterns of steel that dizzy, confuse, and ultimately kill with no recourse.

Setting Sun maneuvers include throws and imitative strikes that use an adversary's power and speed against them. Adherents of the Setting Sun philosophy understand that they can't hope to be stronger, quicker, and more skillful than every enemy. The highest forms of this discipline therefore require adepts to empty themselves of preconception and impulse to become a hollow vessel unhindered by want.

Shadow Hand maneuvers emphasize deception, misdirection, and surprise. The most effective blows are those struck against enemies who don't even know they're in danger. Because this 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 maneuvers are epitomized by the strength and endurance of the mountains. The methodical and relentless application of force allows students of this philosophy to defeat any foe.

Tiger Claw maneuvers emulate the strikes, leaps, and pounces of animals. Adepts of this discipline are taught that consciousness is the enemy of instinct—that martial superiority can be achieved by discarding the veneer of civilization.

White Raven maneuvers are characterized by shouts and battlecries infused with ki. Adherents of this discipline know that cooperation, teamwork, and leadership can give two warriors the strength of five, and five warriors the strength of twenty. As such, White Raven maneuvers combine the strengths of two or more allies against a common foe.

The Crusader by Valtia

Duration

A maneuver's duration is the length of time the maneuver persists. A duration can be expressed in rounds, minutes, hours, or even years. Some maneuvers specify that their effects last until the maneuver is dispelled or destroyed.

Instantaneous

Most maneuvers are instantaneous. The maneuver harms, heals, creates, or alters a creature or an object in a way that can't be dispelled, because its effect exists only for an instant.

Concentration

Some maneuvers require you to maintain concentration in order to maintain the effect. If you lose concentration, such a maneuver ends.

If a maneuver must be maintained with concentration, that fact appears in its Duration entry, and the maneuver specifies how long you can concentrate on it. You can end concentration at any time (no action required).

Normal activity, such as moving and attacking, doesn't interfere with concentration. The following factors can break concentration:

  • Initiating another maneuver or casting a spell that requires concentration. You lose concentration on a maneuver or spell if you initiate another maneuver or cast another spell that requires concentration. You can't concentrate on two maneuvers, or one maneuver and one spell, at once.
  • Taking damage. Whenever you take damage while you are concentrating on a maneuver or spell, you must make a Constitution saving throw to maintain your concentration. The DC equals 10 or half the damage you take, whichever number is higher. If you take damage from multiple sources, such as an arrow and a dragon's breath, you make a separate saving throw for each source of damage.
  • Being incapacitated or killed. You lose concentration on a spell or maneuver if you are incapacitated or if you die.

The DM might also decide that certain environmental phenomena, such as a wave crashing over you while you're on a storm-tossed ship, require you to succeed on a DC 10 Constitution saving throw to maintain concentration on a spell or maneuver.

Targets

A typical maneuver requires you to pick one or more targets to be affected by the maneuver. A maneuver's description tells you whether the maneuver targets creatures, objects, or a point of origin for an area of effect (described below).

Unless a maneuver has a perceptible effect, a creature might not know it was targeted by a maneuver at all. An effect like crackling lightning is obvious, but a more subtle effect, such as an attempt to read a creature’s thoughts, typically goes unnoticed, unless a maneuver says otherwise.

A Clear Path to the Target

To target something, you must have a clear path to it, so it can’t be behind total cover.

If you place an area of effect at a point that you can’t see and an obstruction, such as a wall, is between you and that point, the point of origin comes into being on the near side of that obstruction.

Targeting Yourself

If a maneuver targets a creature of your choice, you can choose yourself, unless the creature must be hostile or specifically a creature other than you. If you are in the area of effect of a maneuver you cast, you can target yourself.

Areas of Effect

Maneuvers such as hatchling's flame cover an area, allowing them to affect multiple creatures at once.

A maneuver’s description specifies its area of effect, which typically has one of five different shapes: cone, cube, cylinder, line, or sphere. Every area of effect has a point of origin, a location from which the maneuver’s energy erupts. The rules for each shape specify how you position its point of origin. Typically, a point of origin is a point in space, but some maneuvers have an area whose origin is a creature or an object.

A maneuver’s effect expands in straight lines from the point of origin. If no unblocked straight line extends from the point of origin to a location within the area of effect, that location isn't included in the maneuver's area. To block one of these imaginary lines, an obstruction must provide total cover, as explained in the Player's Handbook.

Cone

A cone extends in a direction you choose from its point of origin. A cone’s width at a given point along its length is point’s distance from the point of origin. A cone’s area of effect specifies its maximum length.

A cone’s point of origin is not included in the cone’s area of effect, unless you decide otherwise.

Cube

You select a cube’s point of origin, which lies anywhere on a face of the cubic effect. The cube’s size is expressed as the length of each side.

A cube’s point of origin is not included in the cube’s area of effect, unless you decide otherwise.

Cylinder

A cylinder’s point of origin is the center of a circle of a particular radius, as given in the maneuver description. The circle must either be on the ground or at the height of the maneuver effect. The energy in a cylinder expands in straight lines from the point of origin to the perimeter of the circle, forming the base of the cylinder. The maneuver’s effect then shoots up from the base or down from the top, to a distance equal to the height of the cylinder.

A cylinder’s point of origin is included in the cylinder’s area of effect.

Line

A line extends from its point of origin in a straight path up to its length and covers an area defined by its width.

A line’s point of origin is not included in the line’s area of effect, unless you decide otherwise.

The Crusader by Valtia

Sphere

You select a sphere’s point of origin, and the sphere extends outward from that point. The sphere’s size is expressed as a radius in feet that extends from the point.

A sphere’s point of origin is included in the sphere’s area of effect.

Saving Throws

Many maneuvers specify that a target can make a saving throw to avoid some or all of a maneuver’s effects. The maneuver specifies the ability that the target uses for the save and what happens on a success or failure.

The DC to resist one of your maneuvers equals 8 + your spellcasting ability modifier + your proficiency bonus + any special modifiers.

Spell Attack Rolls

Some maneuvers require the adept to make a spell attack roll to determine whether the maneuver effect hits the intended target. Your attack bonus with a spell attack equals your initiator ability modifier + your proficiency bonus.

Most maneuvers that require spell attack rolls involve ranged attacks. Remember that you have disadvantage on a ranged attack roll if you are within 5 feet of a hostile creature that can see you and that isn’t incapacitated (see chapter 9 of the Player's Handbook).

Combining Maneuver Effects

The effects of different maneuvers add together while the durations of those maneuvers overlap. The effects of the same maneuver initiated multiple times don’t combine, however. Instead, the most potent effect—such as the highest bonus—from those initiations applies while their durations overlap. Or the most recent effect applies if the initiations are equally potent and their durations overlap.

The Nine Disciplines

Desert Wind is the discipline of movement. Speed is the weapon of the warrior who follows this path. He strikes and retreats constantly, never standing still in battle. He is a leaping flame—a burning sirocco of the wastes.

Devoted Spirit is the discipline of self-knowledge and spirituality, and those who follow this path arm themselves with purity and faith. No other warrior is better suited to confront the minions of evil—but beware, because some choose to pervert this discipline by worshiping powers of darkness instead of powers of light.

To practice Diamond Mind is to learn the secret of action without volition. A Diamond Mind adept can make the raindrops stand still if he wishes. He understands that any battle is a contest of wills, and that victory is inevitable for the warrior who wins that contest.

Iron Heart is the quest for skill, pure and simple. A warrior who follows this path studies ever more complex and difficult maneuvers for battle. The deep communion he shares with the spirit of steel causes a sword to become a living thing in his hands. The way of the Setting Sun changes weakness into strength and folly into wisdom. A practitioner of this school studies the art of permitting an adversary to defeat himself.

A follower of the Shadow Hand treads a lonely and dangerous path. His is the road of stealth, of deceit, of blows struck without answer, and of death in the dark. A Shadow Hand master kills before his adversary even knows he is in peril.

Stone Dragon is the discipline of strength, of endurance, of pure physical and spiritual power. A warrior of the Stone Dragon is a hardy foe with the strength of the mountain itself in his grasp.

He who studies the Tiger Claw seeks to unleash his hidden savagery—the feral instincts and blind animal rage that lurk within. This warrior is strong, quick, and unpredictable, capable of tearing most opponents apart with his bare hands.

And finally, we come to the discipline of the White Raven—the path of the great captain, the leader of warriors, and the crusader. A White Raven disciple studies the art of fighting in concert with his allies, and uses his fierce war cries to great effect in battle.

These are the Nine Disciplines. Some whisper of a secret Tenth Path, but I think such rumors are no more than bard’s tales. Pay them no attention, my student!

The Crusader by Valtia

Maneuver and Stance List

This section describes the most common maneuvers. The section begins with the discipline lists, with a brief description of each maneuver. The remainder contains maneuver descriptions, presented in an alphabetical order by the name of the maneuver.

1st Level

Devoted Spirit


Shadow Hand


Stone Dragon


  • Charging Minotaur: Strike—Charge attack deals +1d6 bludgeoning damage, pushes creature back.
  • Stone Bones: Strike—Gain 5 damage reduction on successful attack.
  • Stonefoot Stance: Stance—+1 bonus to AC when you take heavy damage.

White Raven


2nd Level

Devoted Spirit


  • Demoralizing Strike: Strike—Deal +1d10 psychic damage, target becomes frightened.
  • Foehammer: Strike—Attack deals +2d6 radiant or necrotic damage, ignores resistances.
  • Shield Block: Counter—Shield block grants ally +5 AC, damage resistance if attack still hits.

Shadow Hand


  • Drain Vitality: Strike—Attack deals +1d10 necrotic damage and heals you.
  • Shadow Jaunt: Boost—Teleport 10 feet through shadows.

Stone Dragon


  • Mountain Hammer: Strike—Attack deals +2d6 thunder damage, ignores resistances.
  • Stone Vise: Strike—Deal +1d10 damage, attack immobilizes creature.

White Raven


3rd Level

Devoted Spirit


  • Dazzling Blow: Strike—Attack deals +2d6 radiant damage and dazzles the target.
  • Revitalizing Strike: Strike—Successful attack allows you to heal 2d6 + initiator modifier.

Shadow Hand


Stone Dragon


  • Bonecrusher: Strike—Attack deals +4d6 damage, deals triple damage on a critical hit.
  • Stone Dragon's Fury: Strike—Deal +4d8 thunder damage vs. constructs and objects.
  • Stone Power Strike: Strike—Deal +2d6 damage, gain temporary hit points equal to damage dealt.

White Raven


4th Level

Devoted Spirit


  • Divine Surge: Strike—Attack deals +4d8 radiant or necrotic damage.
  • Entangling Blade: Strike—Attack deals +2d6 radiant or necrotic damage, restrains target.
  • Thicket of Blades: Stance—Disengage actions provoke opportunity attacks from you.

Shadow Hand


Stone Dragon


The Crusader by Valtia

White Raven


  • Covering Shout: Boost—Shout inflicts disadvantage, denies reactions.
  • Tactics of the Wolf: Stance—Your allies deal +1d4 damage against creatures within 5 feet of you.
  • White Raven Strike: Strike—Deal +2d6 damage, ally gains 2d6 temporary hit points.

5th Level

Devoted Spirit


  • Defensive Rebuke: Boost—Creatures you hit must attack you or provoke opportunity attack from you.
  • Devoted Charge: Strike—Charge attack gains advantage, other effects based on alignment.

Shadow Hand


  • Bloodletting Strike: Strike—Deal +4d6 damage, reduce hit point maximum.
  • Ghost Blade: Strike—Attack deals +4d6 damage, ghost blade deals additional 2d6 cold damage.
  • Shadow Noose: Strike—Ranged spell attack deals 2d6 necrotic damage and stuns target.

Stone Dragon


  • Crushing Vise: Strike—Attack deals +2d6 damage and immobilizes target.
  • Elder Mountain Hammer: Strike—Attack deals +4d6 thunder damage, ignores resistances and damage threshold.
  • Iron Bones: Strike—Gain 10 damage reduction on successful attack.
  • Mountain Avalanche: Strike—Trample foes for 2d6 + Str modifier bludgeoning damage.

White Raven


  • Flanking Maneuver: Strike—Ally can use reaction to make an attack or cast a cantrip.
  • Haranguing Shout: Boost—Shout demoralizes hostile creatures, deals 2d6 psychic damage.
  • Press the Advantage: Counter—Move and follow when target takes the Disengage action.

6th Level

Devoted Spirit


  • Aura of Chaos: Stance—Reroll and add maximum damage dice.
  • Aura of Perfect Order: Stance—Treat d20 result as 11 once per turn.
  • Aura of Triumph: Stance—You and allies heal 2 hit points with each attack against evil.
  • Aura of Tyranny: Stance—Deal 2d6 necrotic damage in aura and heal as a bonus action
  • Rallying Strike: Strike—Successful attack allows you to heal allies for 3d6 + initiator ability modifier.

Shadow Hand


Stone Dragon


White Raven


7th Level

Devoted Spirit


  • Castigating Strike: Strike—Attack deals +4d6 radiant or necrotic damage and triggers area blast.
  • Daunting Strike: Strike—Attack deals +7d6 psychic damage, turns the target.
  • Shield Counter: Counter—Shield bash deals 3d6 + Str modifier damage and cancels foe’s attack.

Shadow Hand


  • Death in the Dark: Strike—Deal +10d6 damage to surprised target.
  • Hand of Death: Strike—Attack deals +3d6 cold or necrotic damage, paralyzes target for 1d3 rounds.

Stone Dragon


  • Abyssal Fang Strike: Strike—Attack deals +5d12 poison damage and target is poisoned for 1 minute.
  • Ancient Mountain Hammer: Strike—Attack deals +7d6 thunder damage, ignores damage resistance and immunity.
  • Colossus Strike: Strike—Attack deals +7d6 thunder damage, knocks target back and prone.

White Raven


  • Clarion Call: Boost—If you drop a foe, allies within range can use reaction to attack or move.
  • Swarming Assault: Strike—Allies within 5 feet of target can use reaction to make an attack.

8th Level

Devoted Spirit


  • Greater Divine Surge: Strike—Deal +8d8 radiant or necrotic damage; you can take exhaustion to gain advantage and deal an extra 8d8.
  • Immortal Fortitude: Stance—You cannot die due to hit point damage.

Shadow Hand


The Crusader by Valtia

  • One With Shadow: Boost—Become incorporeal and invisible for up to 1 minute.

Stone Dragon


  • Adamantine Bones: Strike—Gain 20 damage reduction on successful attack.
  • Earthstrike Quake: Strike—Local quake deals 4d6 bludgeoning damage and knocks creatures prone.
  • Strength of Stone: Stance—Gain 10 damage threshold and immunity to critical hits.

White Raven


9th Level

Devoted Spirit


Shadow Hand


Stone Dragon


  • Mountain Tombstone Strike: Strike—Attack scores a critical hit on a roll of 18, deals quadruple critical damage, and deals +12d6 thunder damage.

White Raven


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

Maneuver Descriptions

The maneuvers are presented in alphabetical order.

Abyssal Fang Strike

7th-level stone dragon (strike)


  • Initiation Time: 1 action
  • Range: Melee attack
  • Duration: 1 minute

With your blade held high, you stand poised and ready to strike. Your weapon drips with the deadly poison of the legendary basilisk.


Make a melee weapon attack against a creature you can reach. The attack deals an extra 5d12 poison damage on a hit, and the target is poisoned for the duration.

Adamantine Bones

8th-level stone dragon (strike)


  • Initiation Time: 1 action
  • Range: Melee attack
  • Duration: 1 round

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


Make a melee weapon attack against a hostile creature you can reach. On a hit, the target suffers the attack's normal effects, and your skin hardens like adamantine until the start of your next turn. While your skin is hardened, bludgeoning, piercing, and slashing damage that you take from weapon attacks is reduced by 20.

Ancient Mountain Hammer

7th-level stone dragon (strike)


  • Initiation Time: 1 action
  • Range: Melee attack
  • Duration: Instantaneous

You put the weight of a great mountain behind your attack, pounding through armor and bone.


Make a melee weapon attack against a creature or object within your reach. The attack deals an extra 7d6 thunder damage on a hit. The damage of this attack ignores any resistance, reduction, damage threshold, and damage immunity that the target has.

Assassin's Stance

1st-level shadow hand (stance)


  • Initiation Time: 1 bonus action
  • Range: Self
  • Duration: Stance

A shadow cast by a gap between two armored plates or a crease in a creature's thick hide calls to your weapon, allowing you to strike with deadly accuracy against an unprepared opponent.

The Crusader by Valtia

As your foe struggles to regain its defensive posture, you line up an exacting strike that hits with superior accuracy and deadly force. While you are in this stance, once per turn, you can deal an extra 1d6 damage to one creature you hit with an attack if you have advantage on the attack roll. The attack must use a finesse or 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.

If you already have access to the Sneak Attack feature, your sneak attack damage is instead increased by 1d6 while you are in this stance.

This stance's extra sneak attack damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).

Aura of Chaos

6th-level devoted spirit (stance)


  • Initiation Time: 1 bonus action
  • Range: Self
  • Duration: Stance

A coruscating aura of purple energy surrounds you as chaos runs rampant in the area immediately around you.


While you are in this stance, your attacks have the potential to be utterly devastating. Whenever you roll the maximum value on a damage die with a melee weapon attack (such as a result of a 6 on a d6), you can add it to the total and roll that die again. You keep rolling the die until it no longer lands on a maximum result.

Aura of Perfect Order

6th-level devoted spirit (stance)


  • Initiation Time: 1 bonus action
  • Range: Self
  • Duration: Stance

A perfect, hazy square of golden energy surrounds you as you enter this stance.


While you are in this stance, order reigns supreme and drives away the whims of chaos. Once per round, when you make an ability check, saving throw, or attack roll, you can treat a d20 roll of 9 or lower as a 10.

Aura of Triumph

6th-level devoted spirit (stance)


  • Initiation Time: 1 bonus action
  • Range: Self
  • Duration: Stance

You channel the power of good through your body and soul, infusing the area around you with a soft, golden radiance. With each blow you strike against evil, you feel invigorated and driven onward.


While you are in this stance, you and your allies are emboldened with each successive strike you make. When you enter this stance, choose up to six creatures that you can see. Whenever you or one of your chosen allies makes a successful melee attack against an aberration, celestial, elemental, fey, fiend, or undead creature, you and any of your chosen allies within 10 feet of you regain 2 hit points. This healing has no effect on undead or constructs.

The target of your attack must pose a threat to you or your allies in some direct, immediate way, or else this stance has no effect. This stance also has no effect when you are not in combat. Your DM decides what qualifies as a direct and immediate threat.

Aura of Tyranny

6th-level devoted spirit (stance)


  • Initiation Time: 1 bonus action
  • Range: Self (10-foot radius)
  • Duration: Stance

A sickly gray radiance surrounds you, sapping the strength of everyone around you and funneling it to you.


While you are in this stance, you drain the vitality from all nearby creatures. As a bonus action on your turn, you can force each creature within range, other than you, to make a Constitution saving throw. On a failed save, a creature is dealt 2d6 necrotic damage, and you regain hit points equal to half the amount of necrotic damage the creature takes (after resistances, reductions, threshold, and immunities are applied).

Balance on the Sky

8th-level shadow hand (stance)


  • Initiation Time: 1 bonus action
  • Range: Self
  • Duration: Stance

With arms spread wide, you step onto the air.


While you are in this stance, you gain a flying speed equal to your current walking speed. This benefit works only in short bursts—you fall if you end your turn in the air and nothing else is holding you aloft.

Battle Leader's Charge

3rd-level white raven (boost)


  • Initiation Time: 1 action
  • Range: Self
  • Duration: 1 round

You lead from the front, charging your enemies so that your allies can follow in your wake.


When you initiate this maneuver, you gain extra movement for the current turn. The increase equals your speed, after applying any modifiers.

Also, until the end of your current turn, your movement does not provoke opportunity attacks, and you can use a bonus action to make one melee weapon attack against a hostile creature within your reach. If you move at least 10 feet in a straight line immediately before taking this bonus action, you gain advantage on the attack roll. This bonus action attack deals an extra 3d10 psychic damage on a hit.

The Crusader by Valtia

Bloodletting Strike

5th-level shadow hand (strike)


  • Initiation Time: 1 action
  • Range: Melee attack
  • Duration: Instantaneous

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


Make a melee weapon attack against a creature you can reach. The attack deals an extra 4d6 damage on a hit, and the target must succeed on a Constitution saving throw or have its hit point maximum reduced by an amount equal to the necrotic damage taken. This reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0. The damage type is the same as that of the weapon used to make the attack.

Bolstering Voice

1st-level white raven (stance)


  • Initiation Time: 1 bonus action
  • Range: Self (30-foot radius)
  • Duration: Stance

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


When you adopt the bolstering voice stance, you shout encouragement to your allies, disparage your foes, and lend much-needed support to raise your allies' spirits. While you are in this stance, whenever you or a friendly creature within 30 feet of you must make a Wisdom saving throw, the creature gains a +1 bonus to the saving throw.

This stance's saving throw bonus increases by 1 when you reach 5th level (+2), 11th level (+3), and 17th level (+4).

Bonecrusher

3rd-level stone dragon (strike)


  • Initiation Time: 1 action
  • Range: Melee attack
  • Duration: Instantaneous

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


Make a melee weapon attack against a creature within your reach. The attack deals an extra 4d6 damage to the target on a hit. The damage type is the same as that of the weapon used to make the attack. If this attack is a critical hit, you roll all of the attack's damage dice three times instead of twice.

Bonesplitting Strike

6th-level stone dragon (strike)


  • Initiation Time: 1 action
  • Range: Melee attack
  • Duration: Instantaneous

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


Make a melee weapon attack against a creature within your reach. The attack deals an extra 8d6 damage to the target on a hit. The damage type is the same as that of the weapon used to make the attack. If this attack is a critical hit, you roll all of the attack's damage dice four times instead of twice.

Boulder Roll

4th-level stone dragon (boost)


  • Initiation Time: 1 bonus action
  • Range: Melee attack
  • Duration: 1 round

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


When you initiate this maneuver, you gain extra movement for the current turn. The increase equals your speed, after applying any modifiers. You also gain the ability to overrun your foes until the start of your next turn.

For the duration, you ignore difficult terrain, and you can move through hostile creatures' spaces. If your DM uses the Overrun action rules as described in the Dungeon Master's Guide, you automatically succeed on your Strength (Athletics) checks made to overrun a hostile creature for the duration of this maneuver.

Castigating Strike

7th-level devoted spirit (strike)


  • Initiation Time: 1 action
  • Range: Melee attack
  • Duration: Instantaneous

With a howling battle cry, your weapon crackles with energy. As you strike your foe, that energy detonates in a burst that scythes through those who stand against your cause.


Make a melee weapon attack against a hostile creature you can reach. On a hit, the attack deals an extra 4d6 radiant or necrotic damage (your choice), and each creature of your choice within 30 feet of the target must succeed on a Constitution saving throw or take 4d6 radiant or necrotic damage (your choice). A creature that succeeds on its saving throw takes half as much damage. The target can take both instances of damage.

Charging Minotaur

1st-level stone dragon (strike)


  • Initiation Time: 1 action
  • Range: Melee attack
  • Duration: 1 round

You charge at your foe, blasting the creature with such power that it stumbles back.


When you initiate this maneuver, you gain extra movement for the current turn. The increase equals your speed, after applying any modifiers. Also, until the end of your current turn, you can use a bonus action to make one melee weapon attack against a hostile creature within your reach.

The Crusader by Valtia

If you move at least 10 feet in a straight line immediately before taking this bonus action, you gain advantage on the attack roll. This bonus action attack deals an extra 1d6 bludgeoning damage on a hit, and the target must succeed on a Strength saving throw or be pushed up to 10 feet away from you.

Child of Shadow

1st-level shadow hand (stance)


  • Initiation Time: 1 bonus action
  • Range: Self
  • Duration: Stance

As long as you remain in motion, shadows flutter and swarm around you.


If you move at least 10 feet during your turn while you are in this stance, you gain concealment until the start of your next turn. While you have concealment, any creature has disadvantage on attack rolls against you. An attacker is immune to this effect if it doesn't rely on sight, as with blindsight, or can see through illusions, as with truesight.

Clarion Call

7th-level white raven (boost)


  • Initiation Time: 1 bonus action
  • Range: 60 feet
  • Duration: Instantaneous

As you defeat an opponent, you shout a battle cry that inspires your allies to renew their efforts.


On your turn, when you reduce a creature to 0 hit points with a melee weapon attack, you can initiate this maneuver to inspire up to six creatures of your choice that you can see within range that can hear you. An inspired creature can immediately use its reaction to make one weapon attack, cast a cantrip, or move up to half its speed without provoking opportunity attacks (their choice).

Clinging Shadow Strike

1st-level shadow hand (strike)


  • Initiation Time: 1 action
  • Range: Melee attack
  • Duration: 1 round

Your weapon transforms into solid darkness. When it strikes home, it discharges in a swirling orb of shadow that engulfs your foe's eyes.


Make a melee weapon attack against a creature you can reach. The attack deals an extra 1d6 cold or necrotic damage (your choice) on a hit, and the target must make a Constitution saving throw. On a failed save, swirling orbs of shadow cling to the target's face and impose disadvantage on the creature's attack rolls until the end of its next turn.

Cloak of Deception

4th-level shadow hand (stance)


  • Initiation Time: 1 bonus action
  • Range: Self
  • Duration: Stance

The shadows around you seem to surge forward and engulf you. At the apex of your attack, they render you invisible.


When you are in an area of dim light or darkness while you are in this stance, you have advantage on melee attack rolls. This stance ends if you move more than 5 feet for any reason (willingly or not).

Colossus Strike

7th-level stone dragon (strike)


  • Initiation Time: 1 action
  • Range: Melee attack
  • Duration: Instantaneous

Focusing your strength with a deep, rumbling shout, you execute an attack that sends your opponent flying through the air.


Make a melee weapon attack against a creature you can reach. The attack deals an extra 7d6 thunder damage on a hit, and the target must make a Strength saving throw. On a failed save, the target is pushed 30 feet away from you by the force of your blow, and falls prone. A Large or larger creature has advantage on the save.

If an obstacle prevents the completion of the target's move, the target and obstacle both take 1d6 bludgeoning damage, and the target stops in the space adjacent to the obstacle.

Covering Shout

4th-level white raven (boost)


  • Initiation Time: 1 bonus action
  • Range: Self
  • Duration: 3 rounds

You make a ferocious shout, forcing your enemies' attention to you and buying your allies critical seconds needed to slip past unharmed.


You goad your enemies with a ferocious, intimidating shout. Each creature of your choice within range that can hear you must make a Charisma saving throw. On a failed save, the creature can't take reactions and has disadvantage on attack rolls it makes for the duration.

Crusader's Strike

1st-level devoted spirit (strike)


  • Initiation Time: 1 action
  • Range: Melee attack
  • Duration: Instantaneous

Divine power washes over you as your weapon finds its mark, mending your wounds and giving you the strength to fight on.


Make a melee weapon attack against a hostile creature within your reach. On a hit, the target suffers the attack's normal effects, and a creature of your choice within 10 feet of you regains a number of hit points equal to 1d6 + your initiator ability modifier. This healing has no effect on undead or constructs.

The target of your attack must pose a threat to you or your allies in some direct, immediate way, or else this maneuver has no effect. This maneuver also has no effect when you are not in combat. Your DM decides what qualifies as a direct and immediate threat.

The Crusader by Valtia

Crushing Vice

5th-level stone dragon (strike)


  • Initiation Time: 1 action
  • Range: Melee attack
  • Duration: Instantaneous

The overwhelming power behind your attack leaves your opponent unable to move. The punishing strike forces the target to waste a few moments shrugging off the effects of your attack.


Make a melee weapon attack against a creature you can reach. The attack deals an extra 2d6 damage on a hit, and the target's speed becomes 0 until the start of your next turn if it is standing on the ground. The damage type is the same as that of the weapon used to make the attack.

Crushing Weight of the Mountain

4th-level stone dragon (stance)


  • Initiation Time: 1 bonus action
  • Range: Self
  • Duration: Stance

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


While you are in this stance, you gain the ability to constrict a creature you are grappling. As an action, you can deal bludgeoning damage equal to 3d6 + your Strength modifier to a creature you are grappling.

Dance of the Spider

4th-level shadow hand (stance)


  • Initiation Time: 1 bonus action
  • Range: Self
  • Duration: Stance

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


While you are in this stance, you gain a climbing speed equal to your walking speed. You have the ability to move up, down, and across vertical surfaces and upside down along ceilings. You must have at least one hand free to support yourself while you climb.

Daunting Strike

7th-level devoted spirit (strike)


  • Initiation Time: 1 action
  • Range: Melee attack
  • Duration: Instantaneous

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


Make a melee weapon attack against a creature you can reach. The attack deals an extra 7d6 psychic damage on a hit, and the target must make a Wisdom saving throw. On a failed save, the target is turned for 1 minute. At the end of each of its turns, the target can make another Wisdom saving throw, ending the effect on a success.

While turned, the target must spend its turns trying to move as far away from you as it can, and it can't willingly move to a space within 30 feet of you. It also can't take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If there's nowhere to move, the creature can use the Dodge action.

Dazzling Blow

3rd-level devoted spirit (strike)


  • Initiation Time: 1 action
  • Range: Melee attack
  • Duration: 1 minute

When your blade strikes true, the blinding radiance of your deity is on full display.


Make a melee weapon attack against a creature you can reach. On a hit, your weapon generates a burst of brilliant light, and the attack deals an extra 2d6 radiant damage to the target. Additionally, the target must succeed on a Constitution saving throw or be dazzled for the duration. A dazzled creature's vision is hampered by overstimulation of the eyes, and makes attack rolls and Perception checks that rely on sight with disadvantage.

A creature dazzled by this maneuver makes another Constitution saving throw at the end of each of its turns. On a successful save, it is no longer dazzled.

Death in the Dark

7th-level shadow hand (strike)


  • Initiation Time: 1 action
  • Range: Melee attack
  • Duration: Instantaneous

You deal a single, deadly strike with the potential to slay your unaware foe instantly.


Make a melee weapon attack against a surprised creature. The attack deals an extra 10d6 damage to the target on a hit. The damage type is the same as that of the weapon used to make the attack. This maneuver has no effect on a creature that isn't surprised.

Defensive Rebuke

5th-level devoted spirit (boost)


  • Initiation Time: 1 bonus action
  • Range: Self
  • Duration: 1 round

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


Until the end of your turn, each creature you hit with a melee weapon attack is marked by you until the start of your next turn. A marked target within your reach provokes an opportunity attack from you each time it makes an attack against a creature other than you. The target is aware of this effect.

The Crusader by Valtia

Additionally, until the start of your next turn, you get a special reaction that you can take once on every creature's turn, except your turn. You can use this special reaction only to make an opportunity attack, and you can't use it on the same turn that you take your normal reaction.

Demoralizing Strike

2nd-level devoted spirit (strike)


  • Initiation Time: 1 action
  • Range: Melee attack
  • Duration: 1 round

Your intimidating attack leaves your target demoralized.


Make a melee weapon attack against a creature within your reach. On a hit, the attack deals an extra 1d10 psychic damage, and the target must succeed on a Wisdom saving throw or be frightened of you until the end of your next turn.

Devoted Charge

5th-level devoted spirit (strike)


  • Initiation Time: 1 action
  • Range: Melee attack
  • Duration: 1 round

You gather the power of your faith and discipline to make a devastating charge against your hated foe.


When you initiate this maneuver, you gain extra movement for the current turn. The increase equals your speed, after applying any modifiers. Also, until the end of your current turn, you can use a bonus action to make one melee weapon attack against a hostile creature within your reach. If you move at least 10 feet in a straight line immediately before taking this bonus action, you gain advantage on the attack roll.

When you prepare this maneuver, choose one of the following alignments: evil, lawful, good, or chaotic. You gain an additional effect if the bonus action attack granted by this maneuver hits based on your choice, as described below.

Doom Charge (Evil). On a hit, the attack deals an extra 3d6 necrotic damage, and you become cloaked in a terrible aura of contempt and spite until the start of your next turn. While cloaked, you have resistance to all damage.

Law Bearer (Lawful). On a hit, the attack deals an extra 15 force damage, and the air around you hums with cosmic energy until the start of your next turn. While empowered by this energy of pure law, you gain a +5 bonus to your saving throws and AC.

Radiant Charge (Good). On a hit, the attack deals an extra 4d6 radiant damage, and an aura of blinding glory washes over injured creatures around you. You restore a number of hit points up to the amount of radiant damage dealt, divided as you choose among any number of creatures that you can see within 30 feet of you. This healing has no effect on undead or constructs.

Tide of Chaos (Chaotic). On a hit, the attack deals an extra 4d10 lightning damage, and the power of chaos swirls around you until the start of your next turn. While the whims of luck empower you, attack rolls made against you have disadvantage.

Divine Surge

4th-level devoted spirit (strike)


  • Initiation Time: 1 full-round action
  • Range: Melee attack
  • Duration: Instantaneous

Your body shakes and spasms as unfettered divine energy courses through it. This power sparks off your weapon and courses into your foe, devastating your enemy but leaving you drained.


Make a melee weapon attack against a creature you can reach. The attack deals an extra 4d8 radiant or necrotic damage (your choice) on a hit.

Douse the Flames

1st-level white raven (strike)


  • Initiation Time: 1 action
  • Range: Melee attack
  • Duration: 1 round

You bring attention to yourself by striking your enemy with a resounding blow.


Make a melee weapon attack against a creature you can reach. The attack deals an extra 1d6 damage on a hit, and the target must make a Wisdom saving throw. On a failed save, you distract the target, and it can't take reactions until the start of your next turn. The damage type is the same as that of the weapon used to make the attack.

Drain Vitality

2nd-level shadow hand (strike)


  • Initiation Time: 1 action
  • Range: Melee attack
  • Duration: Instantaneous

Sickly gray shadow flows into the wounds you inflict, sapping your opponent's strength, vitality, and energy.


Make a melee weapon attack against a living creature you can reach. The attack deals an extra 1d10 necrotic damage on a hit and the target must make a Constitution saving throw. On a failed save, you regain hit points equal to half the amount of necrotic damage the target takes (after damage resistances, reduction, and immunities are applied).

Earthstrike Quake

8th-level stone dragon (strike)


  • Initiation Time: 1 action
  • Range: Self (100-foot radius)
  • Duration: 1 round

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


You strike the ground at your feet, which creates a localized earthquake that tumbles through the area in a 100-foot radius circle centered on you. The ground in the area becomes difficult terrain. Each creature in the area must succeed on a Dexterity saving throw or take 4d6 bludgeoning damage and be knocked prone. A creature that succeeds on its saving throw takes half damage and isn't knocked prone.

The Crusader by Valtia

Additionally, if a creature is concentrating while on the ground, it must make a Constitution saving throw. On a failed save, the creature's concentration is broken.

Elder Mountain Hammer

5th-level stone dragon (strike)


  • Initiation Time: 1 action
  • Range: Melee attack
  • Duration: Instantaneous

You draw strength from the earth beneath your feet and transfer it into ruinous power. Your next attack drops like an avalanche and hammers your foe into submission.


Make a melee weapon attack against a creature or object within your reach. The attack deals an extra 4d6 thunder damage on a hit. The damage of this attack ignores any resistance, reduction, and damage threshold that the target has.

Enervating Shadow Strike

8th-level shadow hand (strike)


  • Initiation Time: 1 action
  • Range: Melee attack
  • Duration: Instantaneous

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


Make a melee weapon attack against a living creature you can reach. On a hit, the target suffers the attack's normal effect, and the target must succeed on a Constitution saving throw or gain 1d4+1 levels of exhaustion. You gain 5 temporary hit points for each level of exhaustion bestowed.

Entangling Blade

4th-level devoted spirit (strike)


  • Initiation Time: 1 action
  • Range: Melee attack
  • Duration: Instantaneous

You hack into your target's legs, forcing the enemy's movement to slow and resolution to falter.


Make a melee weapon attack against a creature you can reach. The attack deals an extra 2d6 radiant or necrotic damage (your choice) on a hit, and the target must succeed on a Dexterity saving throw or be restrained until the start of your next turn.

Five-Shadow Creeping Ice Enervation Strike

9th-level shadow hand (strike)


  • Initiation Time: 1 action
  • Range: Melee attack
  • Duration: Concentration, up to 1 minute

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


Make a melee weapon attack against a creature you can reach. The attack deals an extra 10d6 cold damage on a hit as shadow spreads out from the target's heart. The target must make a Consitution saving throw. On a failed save, roll a d20 and refer to the information below to determine toward which point of the target's body the freezing shadow spreads; the target is affected by this additional effect.

  • Result of 1–7: The shadow spreads out to the legs. The target gains 2 level of exhaustion and its speed becomes 0 for the duration.
  • Result of 8–14: The shadow spreads out to the arms. For the duration, the target deals only half damage with weapon attacks that use Strength, and the target has disadvantage on Strength saving throws and ability checks.
  • Result of 15–20: The shadow strikes the heart. The target takes an additional 10d6 necrotic damage.

Flanking Maneuver

5th-level white raven (strike)


  • Initiation Time: 1 action
  • Range: Melee attack
  • Duration: Instantaneous

Your keen leadership grants you and your allies a sudden advantage in combat. Your friends' ferocious attacks give you multiple opportunities to pierce your foe's defenses.


You make a complementary attack at the same time as your ally, leaving the flanked opponent in a tenuous position. Make a melee weapon attack against a creature you can reach. On a hit, the target suffers the attack's normal effects, and you can choose a friendly creature other than yourself who can see or hear you within 10 feet of you. That creature can immediately use its reaction to make one weapon attack or cast a cantrip (their choice).

Foehammer

2nd-level devoted spirit (strike)


  • Initiation Time: 1 action
  • Range: Melee attack
  • Duration: Instantaneous

Your devotion lends your blow such great weight and force that it can smash through supernatural defenses.


Make a melee weapon attack against a creature or object within your reach. The attack deals an extra 2d6 radiant or necrotic damage (your choice) on a hit. The damage of this attack ignores any resistance or reduction that the target has.

Ghost Blade

5th-level shadow hand (strike)


  • Initiation Time: 1 action
  • Range: Melee attack
  • Duration: Instantaneous

A smile brightens your target's eyes; it has dodged your blow. But that was merely the ghost blade. The real blade is cutting swiftly from underneath, and yet they still smile…

The Crusader by Valtia

Make a melee weapon attack against a creature you can reach. When you make this attack, roll two d20s, even if you don't have advantage or disadvantage on the attack. If you have neither advantage or disadvantage, use the first roll to determine if you hit. If you have advantage, use the highest roll, and use the lowest roll if you have disadvantage.

The attack deals an extra 4d6 damage on a hit. The damage type is the same as that of the weapon used to make the attack. If the second roll would also hit the target, then the target takes an additional 2d6 cold damage from the ghost blade.

Giant's Stance

6th-level stone dragon (stance)


  • Initiation Time: 1 bonus action
  • Range: Self
  • Duration: Stance

You swing your weapon in a wide, deadly arc that slams into your foe with thunderous force. Only your mastery of the Stone Dragon techniques allows you to make such reckless blows without losing your footing.


While in this stance, you deal an extra 2d6 thunder damage when you hit with a melee weapon attack or an unarmed strike.

This stance ends if you move more than 5 feet for any reason (willingly or not), or if you are no longer in direct contact with the ground.

Greater Divine Surge

8th-level devoted spirit (strike)


  • Initiation Time: 1 full-round action
  • Range: Melee attack
  • Duration: Instantaneous

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


Make a melee weapon attack against a creature you can reach. The attack deals an extra 8d8 radiant or necrotic damage (your choice) on a hit.

Before you make the attack, you can choose to empower the strike with your own life force. If you do so, you gain advantage on the attack and it deals an extra 8d8 radiant or necrotic damage (your choice) on a hit, but you gain one level of exhaustion immediately after resolving the attack.

Hand of Death

7th-level shadow hand (strike)


  • Initiation Time: 1 action
  • Range: Touch
  • Duration: Up to 3 rounds

You reach out and tap your target with a single finger. Its look of puzzlement turns to fear as black energy spreads across its body, rendering it helpless.


By drawing upon the power of shadow and channeling your ki, your touch leaves your enemy's muscles cold, locked, and useless. Make a melee spell attack against a creature you can reach.

On a hit, the target takes 3d6 cold or necrotic damage (your choice). Additionally, if the target is not undead nor a construct, it must succeed on a Constitution saving throw or be paralyzed for 1d3 rounds. At the end of each of its turns, the target can make another Constitution saving throw, ending the maneuver on a success.

Haranguing Shout

5th-level white raven (boost)


  • Initiation Time: 1 bonus action
  • Range: Self (30-foot radius)
  • Duration: Instantaneous

Your stern orders and commands spur your allies to victory, while demoralizing your foes.


You let loose a demoralizing cry. Each creature of your choice within range that can hear you must make a Wisdom saving throw. A creature takes 2d6 psychic damage on a failed save, or half as much on a successful one.

Immortal Fortitude

8th-level devoted spirit (stance)


  • Initiation Time: 1 bonus action
  • Range: Self
  • Duration: Stance

Despite the horrific wounds you suffer, the flash of searing spells, and the crash of a foe's mighty attacks, you stand resolute on the field.


While you are in this stance, so long as the potential for victory exists, you fight on. If you drop to 0 hit points and don't die outright, you can make a Constitution saving throw. The DC equals 10 or half the damage you take, whichever is higher. If you succeed, you drop to 1 hit point instead.

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

Iron Bones

5th-level stone dragon (strike)


  • Initiation Time: 1 action
  • Range: Melee attack
  • Duration: Instantaneous

As you make a successful attack, you enter a meditative state that leaves you almost invulnerable to harm. For a few brief moments, arrows bounce off your skin, and sword blows barely draw any blood.


Make a melee weapon attack against a hostile creature you can reach. On a hit, the target suffers the attack's normal effects, and your skin hardens like iron until the start of your next turn. While your skin is hardened, bludgeoning, piercing, and slashing damage that you take from nonmagical weapons is reduced by 10.

The Crusader by Valtia

Iron Guard's Glare

1st-level devoted spirit (stance)


  • Initiation Time: 1 bonus action
  • Range: Self (10-foot radius)
  • Duration: Stance

With a quick snarl and glare, you spoil an opponent's attack.


While you are in this stance, hostile creatures within range deal less damage to your allies. Whenever a hostile creature within range hits with a weapon attack, you can roll 1d3 and subtract the number rolled from the bludgeoning, piercing, or slashing damage that the attack deals.

The die you roll for this stance's damage reduction increases by one step when you reach 5th level (1d6), 11th level (1d9), and 17th level (1d12).

Irresistible Mountain Strike

6th-level stone dragon (strike)


  • Initiation Time: 1 action
  • Range: Melee attack
  • Duration: Instantaneous

You slam your weapon into your foe with irresistible force. The target can barely move as it struggles to marshal a defence against you.


Make a melee weapon attack against a creature you can reach. The attack deals an extra 6d6 thunder damage on a hit, and the target must make a Constitution saving throw if it is standing on the ground. On a failed save, the target becomes incapacitated until the start of your next turn.

Island of Blades

6th-level shadow hand (stance)


  • Initiation Time: 1 bonus action
  • Range: Self
  • Duration: Stance

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


While you are in this stance, you have advantage on melee attack rolls against a creature if at least one of your allies is within 5 feet of the creature and your ally isn't incapacitated. Additionally, your allies also have advantage on melee attack rolls against a creature if you are within 5 feet of the creature and you aren't incapacitated.

Creatures immune to being flanked aren't affected by this maneuver.

Leading the Attack

1st-level white raven (strike)


  • Initiation Time: 1 action
  • Range: Melee attack
  • Duration: 1 round

You batter aside a foe's defenses with an overwhelming strike and create an opening for your allies to exploit.


Make a melee weapon attack against a hostile creature within your reach. On a hit, the target suffers the attack's normal effects, and its defenses are battered away. Until the start of your next turn, your allies gain a +2 bonus on attack rolls they make against the target.

Lion's Roar

3rd-level white raven (boost)


  • Initiation Time: 1 bonus action
  • Range: 30 feet
  • Duration: 1 round

You unleash a sudden battle roar as your mighty blow fells your enemy. Inspired by your example, your allies fight with renewed energy and determination.


Your lionlike ferocity inspires up to three creatures of your choice within range. Until the start of your next turn, each target deals an extra 1d6 psychic damage when it hits with a weapon attack.

Martial Spirit

1st-level devoted spirit (stance)


  • Initiation Time: 1 bonus action
  • Range: Self
  • Duration: Stance

Each ferocious attack you make lends vigor and strength to you and your allies.


While you are in this stance, the vigor, drive, and toughness you inspire in others has a tangible effect on your allies. While you are in combat, you or an ally of your choice within 30 feet of you regains 1 hit point each time you hit a hostile creature with a melee weapon attack. You can choose a different creature to receive this healing each time you hit. This healing has no effect on undead or constructs.

The target of your attack must pose a threat to you or your allies in some direct, immediate way, or else this stance has no effect. This stance also has no effect when you are not in combat. Your DM decides what qualifies as a direct and immediate threat.

This stance's healing increases by 1 when you reach 5th level (2), 11th level (3), and 17th level (4).

Mountain Avalanche

5th-level stone dragon (boost)


  • Initiation Time: 1 action
  • Range: Self
  • Duration: 1 round

You wade through your enemies like a stone giant rampaging through a mob of orcs. You crush them underfoot and drive them before you, leaving a trail of the dead in your wake.


When you initiate this maneuver, you gain extra movement for the current turn. The increase equals your speed, after applying any modifiers. You also gain the ability to trample and damage your foes until the start of your next turn.

The Crusader by Valtia

For the duration, you ignore difficult terrain, and you can move through hostile creatures' spaces, trampling them when you do so. Each creature you trample must make a Dexterity saving throw. On a failed save, a creature takes bludgeoning damage equal to 2d6 + your Strength modifier and is knocked prone. On a successful save, it takes half as much damage and isn't knocked prone by this maneuver. Creatures larger than you have advantage on this saving throw. A creature can be trampled by this maneuver only once per turn.

Mountain Hammer

2nd-level stone dragon (strike)


  • Initiation Time: 1 action
  • Range: Melee attack
  • Duration: Instantaneous

Like a falling avalanche, you strike with the weight and fury of the mountain.


Make a melee weapon attack against a creature or object within your reach. The attack deals an extra 2d6 thunder damage on a hit. The damage of this attack ignores any resistance or reduction that the target has.

Mountain Tombstone Strike

9th-level stone dragon (strike)


  • Initiation Time: 1 action
  • Range: Melee attack
  • Duration: Instantaneous

You slam into your foe, turning bones into dust and muscle into bloody pulp. Your foe’s body is left a crippled, twisted mockery.


Make a melee weapon attack against a creature you can reach. The attack deals an extra 8d12 thunder damage on a hit. This attack scores a critical hit if the number on the d20 is 18 or higher. On a critical hit, you roll all of the attack's damage dice four times instead of twice.

Obscuring Shadow Veil

4th-level shadow hand (strike)


  • Initiation Time: 1 action
  • Range: Melee attack
  • Duration: Instantaneous

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


Make a melee weapon attack against a creature you can reach. The attack deals an extra 2d6 cold or necrotic damage (your choice) on a hit, and the target has disadvantage on the next attack roll it makes before the end of its next turn.

One With Shadow

8th-level shadow hand (boost)


  • Initiation Time: 1 bonus action
  • Range: Self
  • Duration: Concentration, up to 1 minute

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


When you initiate this maneuver, you become incorporeal for the duration. While incorporeal, you are invisible and you can move through other creatures and objects as if they are difficult terrain. You take 1d10 force damage and you are pushed to the nearest side if you end your turn inside an object.

Order Forged from Chaos

6th-level white raven (boost)


  • Initiation Time: 1 bonus action
  • Range: 60 feet
  • Duration: Instantaneous

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


You organize and regroup your allies. Choose up to six friendly creatures other than yourself that you can see within range and that can hear you. A creature can use its reaction to move up to half its speed without provoking opportunity attacks.

Overwhelming Mountain Strike

4th-level stone dragon (strike)


  • Initiation Time: 1 action
  • Range: Melee attack
  • Duration: Instantaneous

Your mighty strike temporarily disorients your opponent, costing them precious seconds as they shake off the attack.


Make a melee weapon attack against a creature you can reach. The attack deals an extra 2d6 damage on a hit, and the target must succeed on a Strength saving throw or fall prone. The damage type is the same as that of the weapon used to make the attack.

Press the Advantage

5th-level white raven (counter)


  • Initiation Time: 1 reaction, which you take when a hostile creature you can see takes the Disengage action
  • Range: Self
  • Duration: Instantaneous

You shift across the battlefield. As the battle turns against your foe, you thwart any attempt to escape.


When a hostile creature that you can see takes the Disengage action, you can immediately use your reaction to move up to your speed and follow them. You must follow the target as closely as possible, and you must end your movement within 5 feet of the target (or as closely as your movement allows).

Rallying Strike

6th-level devoted spirit (strike)


  • Initiation Time: 1 action
  • Range: Melee attack
  • Duration: Instantaneous

Your weapon blazes with divine energy as you smite your enemy. The energy discharges in a great pulse, sweeping over your allies and mending their wounds.

The Crusader by Valtia

Make a melee weapon attack against a hostile creature you can reach. On a hit, the target suffers the attack's normal effects, and up to six creatures of your choice that you can see within 30 feet of you regain a number of hit points equal to 3d6 + your initiator ability modifier. This healing has no effect on undead or constructs.

The target of your attack must pose a threat to you or your allies in some direct, immediate way, or else this maneuver has no effect. This maneuver also has no effect when you are not in combat. Your DM decides what qualifies as a direct and immediate threat.

Revitalizing Strike

3rd-level devoted spirit (strike)


  • Initiation Time: 1 action
  • Range: Melee attack
  • Duration: Instantaneous

As you rear back to strike your foe, an aura of divine energy surrounds you. As your attack slams home, this aura dissipates in a flash, knitting your wounds as it discharges.


Make a melee weapon attack against a hostile creature within your reach. On a hit, the target suffers the attack's normal effects, and a creature of your choice within 10 feet of you regains a number of hit points equal to 2d6 + your initiator ability modifier. This healing has no effect on undead or constructs.

The target of your attack must pose a threat to you or your allies in some direct, immediate way, or else this maneuver has no effect. This maneuver also has no effect when you are not in combat. Your DM decides what qualifies as a direct and immediate threat.

Roots of the Mountain

4th-level stone dragon (stance)


  • Initiation Time: 1 bonus action
  • Range: Self
  • Duration: Stance

You crouch and set your feet flat on the ground, rooting yourself to the spot you stand. Nothing can move you from this place.


While you are in this stance, you gain the following benefits:

  • You have advantage on ability checks and saving throws made to resist being knocked prone.
  • You have advantage on ability checks and saving throws made to resist being overrun, shoved, grappled, and tumbled past.
  • Bludgeoning, piercing, and slashing damage that you take from nonmagical weapons is reduced by 2.

This stance ends if you move more than 5 feet for any reason (willingly or not), or if you are no longer in direct contact with the ground.

Shadow Blade Technique

1st-level shadow hand (strike)


  • Initiation Time: 1 action
  • Range: Melee attack
  • Duration: Instantaneous

You weave your weapon in an elaborate pattern, creating an illusory double that glows with white energy. As you make your attack, both your true weapon and the illusion slash at your foe.


Make a melee weapon attack against a creature you can reach. When you make this attack, roll two d20s, even if you don't have advantage or disadvantage on the attack. If you have neither advantage or disadvantage, use the first roll to determine if you hit. If you have advantage, use the highest roll, and use the lowest roll if you have disadvantage.

On a hit, the target suffers the attack's normal effects. If the second roll would also hit the target, then the target takes an additional 1d12 cold damage.

Shadow Consumption

3rd-level shadow hand (boost)


  • Initiation Time: 1 bonus action
  • Range: Self
  • Duration: 1 round

You lean back and shadow engulfs you.


When you initiate this maneuver, you fade into the shadows. You can attempt to hide even when you are obscured only by dim light, and you have advantage on the first Stealth check you attempt before the end of your next turn.

Shadow Garrote

3rd-level shadow hand (strike)


  • Initiation Time: 1 action
  • Range: 60 feet
  • Duration: Instantaneous

With a subtle gesture, you carve a slice of shadow from the air around you and cast it toward your foe. It wraps around the creature’s neck and squeezes the life from it.


Make a ranged spell attack against a creature within range. On a hit, the target takes 4d6 necrotic damage.

The Crusader by Valtia

Shadow Jaunt

2nd-level shadow hand (boost)


  • Initiation Time: 1 bonus action
  • Range: 10 feet
  • Duration: Instantaneous

You disappear into a cloud of shadow energy, and materialize an instant later from the darkness.


You disappear in a cloud of darkness and teleport up to 10 feet to an unoccupied space that you can see. Each foot of this teleportation costs 2 feet of your movement.

Shadow Noose

5th-level shadow hand (strike)


  • Initiation Time: 1 action
  • Range: 120 feet
  • Duration: Instantaneous

As you foe struggles to ready a defense, you make a subtle gesture in the air. A noose formed of shadow drops from above, wraps around their throat, and hoists them aloft.


You form a noose of shadow around the neck of a creature within range. Make a ranged spell attack against the target. On a hit, the target takes 2d6 necrotic damage and must succeed on a Constitution saving throw or be stunned until the start of your next turn.

Shadow Stride

6th-level shadow hand


  • Initiation Time: 1 bonus action
  • Range: Self
  • Duration: Concentration, up to 1 minute

You dissipate into a puff of black shadow. A moment later, the shadow coalesces, and you appear.


When you initiate this maneuver, you can stride through the shadows effortlessly. Until this maneuver ends, you can use a bonus action on your turn to teleport up to 120 feet to an unoccupied space that you can see.

Shield Block

2nd-level devoted spirit (counter)


  • Initiation Time: 1 reaction, which you take when an ally you can see within range is hit by an attack
  • Range: 5 feet
  • Duration: Instantaneous

With a heroic burst of effort, you thrust your shield between your defenseless ally and your enemy.


Your ally gains a +5 bonus to AC against the triggering attack. If the attack still hits, your ally has resistance to the damage dealt by the attack. You must be wielding a shield to initiate this maneuver.

Shield Counter

7th-level devoted spirit (counter)


  • Initiation Time: 1 reaction, which you take when a creature that you can see within range makes a melee attack
  • Range: 5 feet
  • Duration: Instantaneous

As your opponent prepares to make their attack, you bash them with your shield and disrupt the attempt.


You use your reaction to disrupt a hostile creature with a quick shield bash. Make a melee weapon attack against the triggering creature using your shield. On a hit, the target takes bludgeoning damage equal to 3d6 + your Strength modifier and the target's attack automatically misses. You must be wielding a shield in order to initiate this maneuver.

Stalker in the Night

6th-level shadow hand (boost)


  • Initiation Time: 1 bonus action
  • Range: Melee attack
  • Duration: 1 round

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


When you initiate this maneuver, you become shrouded in shadow. Until the start of your next turn, you become invisible and you deal an extra 3d6 necrotic damage whenever you hit with a melee weapon attack. Anything you are wearing or carrying is invisible as long as it is on your person.

Step of the Dancing Moth

6th-level shadow hand (stance)


  • Initiation Time: 1 bonus action
  • Range: Self
  • Duration: Stance

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


While you are in this stance, you can walk 5 feet above the ground, but your base walking speed becomes 20 feet. You ignore any terrain feature that projects less than 5 feet above the ground, including difficult terrain, burning lava, water, and other similar features. Lastly, your footsteps are completely silent while you walk at least 1 foot above the ground.

Stone Bones

1st-level stone dragon (strike)


  • Initiation Time: 1 action
  • Range: Melee attack
  • Duration: 1 round

You focus your energy to enhance your defenses, drawing on the power of your weapon's impact to toughen yourself against a counterattack.

The Crusader by Valtia

Make a melee weapon attack against a hostile creature you can reach. On a hit, the target suffers the attack's normal effects, and your skin hardens like stone until the start of your next turn. While your skin is hardened, bludgeoning, piercing, and slashing damage that you take from nonmagical weapons is reduced by 5.

Stone Dragon's Fury

3rd-level stone dragon (strike)


  • Initiation Time: 1 action
  • Range: Melee attack
  • Duration: Instantaneous

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


Make a melee weapon attack against a construct or object you can reach. The attack deals an extra 4d8 thunder damage on a hit.

Stone Power Strike

3rd-level stone dragon (strike)


  • Initiation Time: 1 action
  • Range: Melee attack
  • Duration: 1 minute

You gather your focus and channel your raw, physical strength into one attack. Your powerful stance protects you from retaliation.


Make a melee weapon attack against a creature you can reach. On a hit, the attack deals an extra 2d6 damage, and you gain a number of temporary hit points equal to the amount of extra damage dealt (after applying damage resistances, reduction, immunities, and damage threshold). The damage type is the same as that of the weapon used to make the attack.

You lose any remaining temporary hit points at the end of this maneuver's duration.

Stone Vise

2nd-level stone dragon (strike)


  • Initiation Time: 1 action
  • Range: Melee attack
  • Duration: 1 round

By making a powerful, focused blow, you leave your opponent unable to move. The crushing weight of your blow forces the creature waste a precious moment regaining its footing.


Make a melee weapon attack against a creature you can reach. On a hit, the attack deals an exta 1d10 damage, and the target must make a Constitution saving throw if it is standing on the ground. On a failed save, the target's speed becomes 0 until the start of your next turn. The damage type is the same as that of the weapon used to make the attack.

Stonefoot Stance

1st-level stone dragon (stance)


  • Initiation Time: 1 bonus action
  • Range: Self
  • Duration: Stance

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


While you are in this stance, you can stand your ground even in the face of an enemy's resounding attack. Whenever you take 10 or more damage from an attack or other effect, you gain a +1 bonus to AC. This AC bonus doesn't stack if you are hit by multiple attacks or effects, and it lasts until the start of your next turn.

This stance ends if you move more than 5 feet for any reason (willingly or not), or if you are no longer in direct contact with the ground.

This stance's AC bonus increases by 1 when you reach 5th level (+2), 11th level (+3), and 17th level (+4).

Strength Draining Strike

3rd-level shadow hand (strike)


  • Initiation Time: 1 action
  • Range: Melee attack
  • Duration: 1 round

Black liquid energy covers your weapon. As you strike your opponent, this material flows into the wound, spreads along their veins, and leaves them weakened.


Make a melee weapon attack against a living creature you can reach. On a hit, the attack deals an extra 2d6 cold or necrotic damage (your choice), and the target must make a Constitution saving throw. On a failed save, the target deals only half damage with weapon attacks that use Strength until the start of your next turn.

Strength of Stone

8th-level stone dragon (stance)


  • Initiation Time: 1 bonus action
  • Range: Self
  • Duration: Stance

You enter into an impenetrable defensive stance, making it almost impossible for an attack to strike you in a vulnerable area.


While you are in this stance, you focus your efforts on preventing any devastating attacks from penetrating your defenses. You gain 10 damage threshold, and any critical hit against you becomes a normal hit. This damage threshold gives you immunity to all damage unless you take an amount of damage from a single attack or effect equal to or greater than your damage threshold (10), in which case you take damage as normal. Any damage that fails to meet or exceed your damage threshold is superficial and doesn't reduce your hit points.

This stance ends if you move more than 5 feet for any reason (willingly or not), or if you are no longer in direct contact with the ground.

The Crusader by Valtia

Strike of Righteous Vitality

9th-level devoted spirit (strike)


  • Initiation Time: 1 action
  • Range: Melee attack
  • Duration: Instantaneous

As your enemy reels from your mighty blow, your nearby allies are simultaneously healed and cleansed of their wounds by the power of your faith.


Make a melee weapon attack against a creature you can reach. On a hit, the target suffers the attack's normal effects, and a flood of healing energy flows from you into injured creatures around you. You restore up to 700 hit points, divided as you choose among any number of creatures that you can see within 60 feet of you. Creatures healed by this maneuver are also cured of all diseases and any effect making them blind or deafened. This healing has no effect on undead or constructs.

Swarm Tactics

8th-level white raven (stance)


  • Initiation Time: 1 bonus action
  • Range: Self
  • Duration: Stance

Your quick directions enable close teamwork between yourself and an ally. At your urging, your allies seize the initiative and work in close coordination with you to defeat an enemy.


While you are in this stance, you use your tactical knowledge and mastery to improve your allies' teamwork. Your allies gain a bonus on attack rolls made against creatures within 5 feet of you equal to your initiator ability modifier (with a minimum bonus of +1). Your ally must be able to see you to gain this benefit.

Swarming Assault

7th-level white raven (strike)


  • Initiation Time: 1 action
  • Range: Melee attack
  • Duration: Instantaneous

You attack an opponent with brutal force, ruining their defenses. As you strike, you call out sharp commands to your allies, spurring them to action and allowing them to take advantage of the opening.


Make a melee weapon attack against a creature you can reach. On a hit, the target suffers the attack's normal effects, and each creature other than you that is an enemy of the target that is also within 5 feet of it can immediately use its reaction to make one melee weapon attack against the target.

Tactical Strike

2nd-level white raven (strike)


  • Initiation Time: 1 action
  • Range: Melee attack
  • Duration: Instantaneous

Your skill at arms and overwhelming power force your opponent to falter at a fatal moment. As the foe attempts to recover from your devastating strike, your allies rush in to finish what you started.


Make a melee weapon attack against a creature you can reach. The attack deals an extra 1d10 damage on a hit, and you can choose a friendly creature other than yourself who can see or hear you. That creature can use its reaction to move up to half its speed without provoking opportunity attacks from the target of your attack. The damage type is the same as that of the weapon used to make the attack.

Tactical Withdrawal

2nd-level white raven (boost)


  • Initiation Time: 1 bonus action
  • Range: Self
  • Duration: 1 round

Your superior tactical skill allows you to recognize when to make a hasty retreat. You navigate with heightened care so as not to give your foe an opening to exploit.


When you initiate this maneuver, your movement doesn't provoke opportunity attacks for the rest of the turn.

Tactics of the Wolf

4th-level white raven (stance)


  • Initiation Time: 1 bonus action
  • Range: Self
  • Duration: Stance

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


While you are in this stance, once per turn, your allies can deal an extra 1d4 damage to a creature it hits with a weapon attack if that creature is within 5 feet of you. The damage type is the same as that of the weapon used to make the attack. Your ally must be able to see you to gain this benefit.

Thicket of Blades

4th-level devoted spirit (stance)


  • Initiation Time: 1 bonus action
  • Range: Self
  • Duration: Stance

You maintain a careful guard as you search for any gaps in your opponent's awareness. Even the slightest move provokes a stinging counter from you.


While you are in this stance, creatures provoke opportunity attacks from you even if they take the Disengage action before leaving your reach. Additionally, whenever you make an opportunity attack, add your initiator ability modifier to the damage you deal on a hit.

War Leader's Charge

6th-level white raven (Strike)


  • Initiation Time: 1 action
  • Range: Self
  • Duration: 1 round

You summon a great fury within your lungs, releasing it with a titanic shout as you charge forward. Your reckless move startles your foes and puts greater force behind your attack.

The Crusader by Valtia

When you initiate this maneuver, you gain extra movement for the current turn. The increase equals your speed, after applying any modifiers.

Also, until the end of your current turn, your mvoement does not provoke opportunity attacks, and you can use a bonus action to make one melee weapon attack against a hostile creature within your reach. If you move at least 10 feet in a straight line immediately before taking this bonus action, you gain advantage on the attack roll. This bonus action attack deals an extra 6d10 psychic damage on a hit.

War Master's Charge

9th-level white raven (boost)


  • Initiation Time: 1 bonus action
  • Range: 30 feet
  • Duration: 1 round

With a great battle cry, you lead your allies in a devastating charge. Fired by your commanding presence and deftly led by your supreme grasp of tactics, you and your allies form an unstoppable wedge.


When you initiate this maneuver, choose up to twelve creatures that you can see within range that can hear you to be affected by this maneuver. Affected creatures gain the following benefits until the end of your next turn:

  • An affected creature's movement doesn't provoke opportunity attacks.
  • The next time an affected creature hits with a melee weapon attack, the attack deals an extra 4d6 psychic damage, and the target must succeed on a Constitution saving throw or be stunned until the end of its next turn. An affected creature's save DC equals 8 + their proficiency bonus + their Strength or Dexterity modifier (their choice).

White Raven Hammer

8th-level white raven (strike)


  • Initiation Time: 1 action
  • Range: Melee attack
  • Duration: Instantaneous

You slam your opponent with a mighty attack to disrupt their senses and leave them unable to defend themselves while your allies close to finish them off.


Make a melee weapon attack against a creature you can reach. The attack deals an extra 8d6 damage on a hit, and the target is stunned until the end of your next turn. The damage type is the same as that of the weapon used to make the attack.

White Raven Stance

6th-level white raven (stance)


  • Initiation Time: 1 bonus action
  • Range: Self
  • Duration: Stance

You shift across the battlefield, timing your movements precisely to avoid any attacks from your foes.


Your sense of the battlefield and intuitive understanding of the ebb and flow of combat allow you to move without dropping your defenses. While you are in this stance, your movement doesn't provoke opportunity attacks.

White Raven Strike

4th-level white raven (strike)


  • Initiation Time: 1 action
  • Range: Melee attack
  • Duration: Instantaneous

Your eye for tactics allows you to spot and exploit vulnerable points with a mighty blow.


Make a melee weapon attack against a creature you can reach. The attack deals an extra 2d6 damage on a hit, and one friendly creature of your choice within 30 feet of you who can see or hear you gains 2d6 temporary hit points. The damage type is the same as that of the weapon used to make the attack.

White Raven Tactics

6th-level white raven (boost)


  • Initiation Time: 1 bonus action
  • Range: 10 feet
  • Duration: Instantaneous

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


In the chaos of battle, you impose the order needed for tight, effective group tactics. Choose one willing creature other than yourself that you can see within range. The target's initiative roll total changes to equal yours − 1. The target can then act on its new initiative as normal, even if the target has already taken a turn this round.

This maneuver has no effect when you are not in combat.

Credits


  • Author: u/valtia_dm, valtia
  • Special Thanks: All the kind people over on the Haven Discord server for their invaluable advice and motivation, without whom this would never get done
  • References: Tome of Battle: The Book of Nine Swords, ©Wizards of the Coast LLC.; Player's Handbook, ©Wizards of the Coast LLC.
  • On the Cover: Dark Angel by mist XG
  • Interior Art Credits: Enchanted Forest by Aaron Griffin (pg.2); Crown of White Ravens, ©Wizards of the Coast LLC (pg.2); Faithful Avenger, ©Wizards of the Coast LLC (pg.3); Moonblade, ©Wizards of the Coast LLC (pg.7); Fell the Mighty by Raymond Swanland, ©Wizards of the Coast LLC (pg.8); Symbol of Wee Jas, ©Wizards of the Coast LLC (pg.10); Project Lightfall by Plarium Ukraine (pg.11); Feast of Dust by michalivan (pg.13); Unknown (pg.17)

The Crusader is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used are property of Wizards of the Coast. ©Wizards of the Coast LLC.

 

The Crusader by Valtia
 

This document was lovingly created using GM Binder.


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