Your weapon bursts into flames as you twirl it over your head. With a flourish, you cause the fire to explode with a blinding flash.
When you use this manuever, you generate a burst of brilliant light. Any creature of your choice within 10 feet of you, must make a Constitution saving throw or be blinded for 1 minute. A blinded creature can make a Constitution saving throw at the end of its turn. On a success, the creature is no longer blinded.
This maneuver is a magical ability.
Your blade bursts into flame as it sweeps toward your foe in an elegant arc.
A subtle yet precise twisting of your blade unlocks the power of flame. When you initiate this maneuver, fire trails from your melee weapon. Until the end of your turn, your melee weapon attacks deal an extra 1d4 fire damage. This damage increases by 1d4 for every 4 initiator levels you have.
Fire is not your enemy, and it does not harm you.
You gain some resistance to fire as long as you remain in this stance. The amount of resistance is determined by your initiator level.
1 - 4: Reduce fire damage by 5 5 - 8: Reduce fire damage by 10 9 - 12: Reduce fire damage by 10 and resistance to fire damage 13 - 20: Immunity to fire damage
This stance is a magical ability.
Almost a blur of acceleration, your shining blade flashes as you attack with impossible speed.
Flashing sun allows you to make an additional melee attack during this round. As part of this maneuver, you take an Attack action. However, you can make one additional attack this round. All the attacks you make this round, including the extra attack granted by this maneuver, are made with a disadvantage.
Your mental focus and martial study have rendered your will into an unbreakable iron wall.
Between your devoted study, iron will, and supreme focus, you have learned to resist attempts to subvert your willpower. You can use this maneuver any time you make an Intelligence, Wisdom or Charisma saving throw. When you use this maneuver you can add your Constitution modifier to the saving throw. You must use this maneuver before you attempt the save.
You study your enemy for a brief moment, watching his defensive maneuvers and making a strike timed to take advantage of a lull in his vigilance.
You attempt an Intelligence (Insight) or Wisdom (Insight) check as part of this maneuver, using the target creature’s AC as the DC of the check. You then make a single melee attack against your target. If your check has succeeded you can add you Intelligence or Wisdom modifier to the attack and damage rolls of the attack.
You focus your efforts on a single opponent, studying his moves and preparing an attack. Your other opponents fade from sight as your mind locks onto your target.
This stance allows you to focus on a single opponent to the exclusion of all others. While you are in this stance, you must choose a single creature as your target at the start of your turn. Your target has a 1d4 penalty to their attack rolls when attacking you, all other creatures have a 1d4 bonus to their attack rolls when attacking you.
You chop down violently with your weapon, lending extra force to your blows. These attacks come at a cost, as your enemies slash at your undefended legs and flanks.
You hold your weapon overhead, allowing you to chop down with superior force. However, this fighting stance leaves you vulnerable to an opponent’s attacks. While you are in this stance, you deal an extra 1d4 damage with all melee attacks. This damage increases by 1d4 for every 4 initiator levels you have. You also can not add your Dexterity modifier to your Armor Class, because this fighting stance emphasizes power over a defensive posture.
You swing your weapon in a broad, deadly arc, striking two foes with a single, mighty blow.
Through a combination of sheer power and unmatched talent, you make an attack that injures multiple opponents. As you initiate this manuever, you make two melee attacks, each against a different creature, without moving inbetween attacks. The number of attacks increases to three if you have 5 initator levels and to four at 11 initator levels.
You focus yourself for a single, accurate attack.
The Iron Heart discipline teaches focus, allowing you to engage and defeat one opponent at a time. You make a melee attack that gains a bonus to the attack roll equal to your proficiency bonus. All creatures, other than the target, have advantage on attacks against you until the start of your next turn.
With a quick sidestep, you send a charging opponent sprawling.
When an enemy, that you can see, hits you with a melee attack against you, you can initiate this maneuver. You use the enemies momentum against them an attempt a shove attack against them. When you succeed you can push the creature 10 feet in any direction and knock them prone. The attack that triggered this manuever does not deal damage if you succeed.
You walk across rubble and other broken terrain with deceptive ease, allowing you to take advantage of your opponents as they struggle to move at full speed.
You are so closely attuned to your environment that you easily pick out steady spots in rough terrain. While you are in this stance, you ignore difficult terrain. If you attack an opponent standing in difficult terrain while you are in this stance you gain a bonus to the attack and damage roll of the attack equal to your proficiency bonus.
Additionally you gain a bonus equal to your proficiency bonus when attempting a grapple or shove attack to your ability check associated with it.
As you move, shadows flutter and swarm around you.
As an initiate of the Shadow Hand school, you learn to channel and control dark, shadowy energies. If you move at least 10 feet during your turn, you gain the following benefits, until the end of your turn:
Your weapon transforms into solid darkness.
As part of this maneuver, you make a melee attack. If it hits, you deal an extra 1d6 damage, and your opponent must make succeed on Constitution saving throw or be blinded until the end of their next turn.
You weave your weapon in an elaborate pattern, creating an illusory double that glows with white energy.
This maneuver allows you to create a mystical double of your weapon. As part of this maneuver, you make a melee attack against a creature. Unlike on a normal attack, you make two attack rolls and choose which attack roll you want to use. If you use the higher die result, resolve your attack as normal. (Your mystic double misses, but your true attack might hit.) If you use the lower die result, or if both die results are the same, your attack deals an extra 1d6 points of cold damage as both the mystic double’s attack and your true weapon strike home.
You charge at your foe, blasting him with such power that he stumbles back.
As you roar across the battlefield, your position yourself to deliver a devastating charge attack. As part of this maneuver, you can move up to your speed towards a creature without provoking opportunity attacks and then shove it. When the shove succeeds you can also instantly make a melee weapon attack against the creature and push it back another 10 feet away from you.
You focus your energy to enhance your defenses, drawing on the power of your weapon's impact with a foe to toughen yourself against a counterattack.
When you use this maneuver, you make a melee attack. On a hit you gain 4d8 temporary hit points until the start of your next turn.
Your clarion voice strengthens the will of your comrades. So long as you remain on the field of battle, your allies are strengthened against attacks and effects that seek to subvert their willpower.
While you are in this stance, all allies within 60 feet of you who can hear you gain advantage on saving throws against being frightened and can add 1d4 on Intelligence, Wisdom or Charisma saving throws. The bonus to saving throws increases to 1d6 if you have 5 initator levels and to 1d8 at 11 initator levels.
You strike your enemy with a resounding blow, capturing his attention. As he turns to look, you let loose with a string of oaths, challenges, and taunts that force him to focus his attention on you.
As part of this maneuver, you make a melee attack against a target. If your attack hits, the target creature can't make attacks of opportunity until the start of your next turn. Additionally the next attack, not by you, against the target, before the start of your next turn, has advantage.
You boldly strike at your enemy. As you attack, you shout a war cry to demonstrate that victory is at hand.
As part of this maneuver, you make a melee attack. If this attack hits, your allies can add your proficiency bonus to attack rolls made against the creature you hit, until the start of your next turn.
Your weapon transforms into a roaring gout of flame. As you swing your burning blade, it stretches out beyond your normal reach to scorch your foes.
When you initiate this maneuver, your weapon turns into a burning brand until the end your turn. Your weapon gains the reach property and all damage it deals is fire damage. It also deals an additional 1d6 fire damage.
With a swift flurry of motion, you knock you foe off balance, slip into his space, and force him into the spot you just occupied.
As part of this maneuver, you make a single melee attack against a target. If your attack hits, the target takes damage normally and must make a Dexterity saving throw. If this save fails, you swap positions with the target and knocking it prone. If the target is Large or larger, you can occupy any of the squares that make up its space. The target must in turn occupy the square, or one of the squares, you previously occupied. You cannot use this maneuver if you or the target would end up sharing the same space as another creature or an impassable terrain feature, such as a wall. If your target occupies a larger space than you do, he chooses his final position according to the guidelines given above.
You focus the pain from a wound you have just suffered into a fiery manifestation of revenge.
When a creature hits you with a melee weapon attack, you can use this maneuver to creature a fire whip striking at the creature that hit you. The creature has to succeed on a Dexterity saving throw or take 4d10 fire damage.
You mentally probe an enemies defenses in search of a weakness.
As part of this maneuver, make a melee attack against an opponent. This attack ignores armor that the enemy is wearing. This does not ignore things like natural armor, only equiped armor, like plate mail and shields.
You chop at your foe’s hand, causing a grievous injury and forcing him to drop his weapon.
This maneuver allows you to combine a disarm with a normal attack. You make a melee attack as part of this manuever. If this attack hits and deals damage, you disarm your opponent (DMG p. 271).
Your weapon sways back and forth in your hand, ready to block incoming blows. With the speed of a thunderbolt, you clash your weapon against your foe’s blade as he attempts to attack.
Your weapon mastery transforms your blade into an extension of your arm, allowing you to wield it with the speed and timing needed to make a precise block. When an enemy makes a melee or ranged attack against you, you can initiate this counter to oppose that attack by making an attack roll with any melee weapon you are holding. Use the higher of your AC or your attack roll as your AC against the incoming attack.
You crouch balanced on one foot, hands held high over your head. Your foe hesitates, unsure of how to attack you.
When an enemy, that you can see, makes an attack against you, you can initiate this maneuver replacing your AC with the result of a Wisdom (Insight) check. You must decide whether to initiate this maneuver before you know the result of your opponent's attack. Your AC returns to normal at the end of your turn.
The shadows around you seem to surge forward and engulf you.
When you initiate this maneuver, you turn invisible until the end of your turn.
A faint nimbus of sickly gray shadow surrounds your weapon. When you attack, this shadowy aura flows into the wound you inflict.
As part of this maneuver, make a melee attack. If this attack hits, you deal damage as normal and the target must succeed on a Constitution saving throw or its maximum hit points are reduced to its current hit points. The maximum hit point reduction is applied after the damage.
A cloud of shadow energy engulfs you, spins into a tiny mote, and disappears. A moment later, this shadowy cloud appears across the battlefi eld and expels you from it.
As part of this maneuver, you disappear in a cloud of darkness and teleport up to 20 feet to an unoccupied space you can see.
Like a falling avalanche, you strike with the weight and fury of the mountain.
As part of this maneuver, you make a melee attack. This attack deals an extra 4d6 damage and ignores all effects that would reduce its damage.
You lead from the front, charging your enemies so that your allies can follow in your wake.
You have learned to lead an attack with a mighty charge, to disrupt the enemy and inspire your allies in battle. As part of this maneuver, you charge an opponent using up to your speed. You do not provoke attacks of opportunity for moving as part of this charge. All allies within 30 feet of you can use their reaction to also charge the same enemy. They can move up to their speed on a direct route towards the target and do not provoke attacks of opportunity for moving as part of this charge.
Your skill at arms and overwhelming power force your opponent to falter at a fatal moment.
As part of this maneuver, you make a melee attack. If this attack hits, it deals an extra 3d6 damage. In addition, each ally adjacent to the target can take a 5-foot step that does not provoke attacks of opportunity.
As your weapon strikes your foe, his body convulses as waves of flame run down your blade into his body. The fire causes him to briefly glow with a brilliant internal fire before the flames erupt from his body in a terrible explosion.
You make a melee attack as part of this manuever, on a hit the creature errupts in fire, damaging all creatures within a 20-foot radius sphere. A creature inside the sphere must make a Dexterity saving throw. On a failure they take 6d6 fire damage, or half as much on a success.
Flickering flame dances across your blade, then springs toward your target as you sweep your sword through the air.
When you initiate this maneuver, you launch a fist-sized ball of white-hot fire at a creature. Make a unarmed attack against a target within 60 feet of you. This attack deals 5d8 fire damage instead of its normal damage.
You shift your weight to the back of your feet and hold your blade carefully forward at the ready. Your muscles twitch slightly as you prepare to dodge the next attack you face.
While you are in this stance, your speed increases by 10 feet. If you are not wearing a shield and you move at least 10 feet during your turn, you gain a +2 bonus to AC until the beginning of your next turn.
You attack, striking not only your foe, but his weapon aswell, sending a shockwave up his arm that leaves him unable to strike with full force.
When you hit a creature with a weapon attack, you can initiate this maneuver as a reaction. You unbalance them with the attack and they can not add their Strength or Dexterity modifier to their attacks damage or attack rolls until the end of their next turn.
By drawing on your mental strength and physical fortitude, you break free of a debilitating state that might otherwise defeat you.
Your fighting spirit, dedication, and training allow you to overcome almost anything to defeat your enemies. When you use this maneuver, select one spell, effect, or other condition currently affecting you and with a duration of 1 or more rounds. That effect ends immediately.
Seizing your foe by the arm, you spin in a quick half-circle and hurl him headlong away from you.
As part of this manuever you must attempt a grapple attack against the target. If you succeed you can throw your enemy 20 feet in any direction, your target takes 4d6 + your initator level bludgeoning damage and is knocked prone. Creatures with a hover speed do not take damage from this maneuver.
As your foe struggles to regain his defensive posture, you line up an exacting strike that hits with superior accuracy and deadly force.
A shadow cast by a gap between two armored plates or a crease in a creature’s thick hide calls to your weapon, allowing you to strike with deadly accuracy against an unprepared opponent. While you are in this stance, you gain the sneak attack class feature, if you do not already have it, which deals an extra 2d6 damage. If you already have the sneak attack class feature, your existing sneak attack feature deals an extra 1d6 damage.
(Sneak attack is described on page 96 of the PHB)
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.
When you initiate this maneuver, you create a strand of shadow that you hurl at a creature. Make an unarmed attack against a target within 60 feet of you. This attack deals 3d8 necrotic damage instead of its normal damage. In addition, the target must succeed on a Constitution saving throw or be unable to speak and cast spells with a somatic component.
Liquid, black energy covers your weapon. As you strike your opponent, this material fl ows into the wound, spreads along his veins, and leaves him weakened.
As part of this maneuver, make a melee attack. If this attack hits, you deal damage as normal and the target must succeed on a Constitution saving throw or it has to subtract 1d8 from all Stength based attack rolls, damage rolls, ability checks and saving throws for 1 minute. The creature can make a Constitution saving throw at the end of its turn. On a success, the effect ends on it.
You deliver your attack, and your enemy’s eyes jerk wide open in panic as his skeleton begins to fracture in hundreds of places.
As part of this maneuver, you make a melee attack. If your attack hits, it deals an extra 4d6 points of damage. The creature struck must succeed on a Constiution saving throw or its skeletal structure becomes massively weakened. While weakened in this way any attacks against the creature critically strike on a 17, 18, 19 or 20. When the creature has been critically struck once the weakening ends, it also ends after 1 minute.
You crush your opponent beneath you, squeezing the life out of him as you pin him to the ground.
Engaging in close combat against you is, at best, a foolish prospect. While you are in this stance, you gain the ability to constrict. You can constrict an opponent that you grapple as a bonus action, dealing bludgeoning damage equal to your initiator level to the creature.
With a mighty war cry, you slam your weapon into a slight crack or other fault in an object.
As part of this maneuver, you make a melee attack. If this attack hits a construct or an object, you deal an extra 8d10 points of damage.
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.
You initiate this maneuver as a reaction after you have reduced an opponent to 0 hit points. You and allies within range gain a bonus to damage rolls equal to your proficiency bonus until the end of your next turn.
You shout orders that help coordinate your allies' efforts.
This stance allows you and your allies to gain additional benefits against a flanked opponent. Under your direction, your allies coordinate their actions to a much greater degree than normal. When you flank a foe, you and allies who flank the enemy with you gain a bonus on damage rolls against that opponent equal to 1/2 your initiator level (rounded down).
(To determine if a creature is flanked use the flanking rules on page 251 of the DMG)
You can inspire your allies to astounding feats of martial prowess.
In the chaos of battle, you impose the order needed for tight, effective group tactics. When you use this maneuver, target an ally, other than yourself, within 10 feet. Their initiative changes to any number you choose and they then act on their new initative as normal. If they have already acted this round, they can act again. If they act again they can only use the Attack, Dash, Dodge, or Disengage action on that turn and can not cast spells.
You spot a single fatal flaw in your opponent's defenses. With a single attack, you put all the force of your supreme focus into one, crippling blow.
You attempt an Intelligence (Insight) or Wisdom (Insight) check as part of this maneuver, using the target creature’s AC as the DC of the check. You then make a single melee attack against your target. If your check has succeeded the attack deals four times damage.
You drop into a relaxed pose, allowing your defenses to flow naturally and easily. Your blade lashes out to absorb or deflect each attack you face, blunting the force of your enemies' blows.
In battle, you enter a steady rhythm that makes you frustratingly difficult to fight. You disrupt each attack with a perfectly timed counter, leaving your foes' strikes weak and ineffectual. While you are in this stance, reduce all damage you take from weapon attacks by 10. To gain this benefit, you must be proficient with the weapon you carry. You gain this benefit while unarmed only if you have the feature that improves your unarmed attacks in any way.
Your quick directions enable close teamwork between yourself and an ally. At your urging, your allies seize the initiative and work in close coordination with you to defeat an enemy.
While you are in this stance, you use your tactical knowledge and mastery to improve your allies' teamwork. If you are adjacent to one or more opponents, your allies gain a bonus on attack rolls made against any of those opponents equal to your proficiency bonus.
You slam into your foe, turning bones into dust and muscle into bloody pulp. Your foe's body is left a crippled, twisted mockery.
Your attack causes damage to the structure of your foe's body. As part of this maneuver, you make a single melee attack. On a hit you deal damage as normal aswell as reducing the target Constitution score by 3d6, if the target Constitution score falls to or below zero they die instantly as they turn to a pile of flesh and bone. The targets maximum hit points reduce as expected with the new Constitution score. The damage to the targets ability score can be recovered by 1d6 whenevery they finish a long rest.
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.
As part of this maneuver, you charge an opponent using up to your speed. All allies within 30 feet of you can use their reaction to also charge the same enemy. They can move up to their speed on a direct route towards the target. You and your allies do not provoke attacks of opportunity for moving as part of this charge.
Every creature that charged your target (including you) can then immediately make an attack against the target. Attacks made this way have a bonus to their attack roll equal to the number of creatures that charged and deal an additional 6d6 damage. If the target was hit by two or more attacks of this charge it must succeed on a Constitution saving throw or be stunned until the end of its next turn.