The Swordsage
Class Block Wide
| Level | Proficiency Bonus | Features | Maneuvers Readied | Maneuvers Known | Stances Known | Blade Magic Level |
|---|---|---|---|---|---|---|
| 1st | +2 | Blade Magic, 1st Discipline, Subclass | 1 | 1 | — | 1 |
| 2nd | +2 | Stances, 'Arcane Recovery' | 1 | 2 | 1 | 1 |
| 3rd | +2 | 2nd Discipline | 2 | 4 | 1 | 2 |
| 4th | +2 | Ability Score Improvement | 2 | 4 | 2 | 2 |
| 5th | +3 | Extra Attack x1, Eternal Maneuver (1st) | 2 | 5 | 2 | 3 |
| 6th | +3 | Subclass | 3 | 6 | 2 | 3 |
| 7th | +3 | - | 3 | 8 | 2 | 4 |
| 8th | +3 | Ability Score Improvement | 3 | 8 | 3 | 4 |
| 9th | +4 | Evasion | 4 | 9 | 3 | 5 |
| 10th | +4 | Subclass | 4 | 10 | 3 | 5 |
| 11th | +4 | Eternal Maneuver (2nd) | 4 | 12 | 3 | 6 |
| 12th | +4 | Ability Score Improvement | 5 | 12 | 4 | 6 |
| 13th | +5 | - | 5 | 13 | 4 | 7 |
| 14th | +5 | Ability Score Improvement | 5 | 14 | 4 | 7 |
| 15th | +5 | Subclass | 6 | 16 | 4 | 8 |
| 16th | +5 | Ability Score Improvement | 6 | 16 | 5 | 8 |
| 17th | +6 | Eternal Maneuver (3rd) | 6 | 17 | 5 | 9 |
| 18th | +6 | 3rd Discipline, Subclass | 7 | 18 | 5 | 9 |
| 19th | +6 | Ability Score Improvement | 7 | 20 | 5 | 9 |
| 20th | +6 | Blade Mastery, Dual Boost | 7 | 20 | 6 | 9 |
Class Features
As a Swordsage, you gain the following class features
Hit Points
- Hit Dice: 1d10 per Swordsage level
- Hit Points at 1st Level: 10 + your Constitution modifier
- Hit Points at Higher Levels: 1d10 (or 6) + your Constitution modifier
Proficiencies
- Armor: Light Armor
- Weapons: Simple Weapons
- Tools: None
- Saving Throws: Strength, Wisdom
- Skills: Choose two from skills
Equipment
You start with the following equipment, in addition to the equipment granted by your background:
- (a) a item1 or (b) item2
Blade Magic
Disciplines
Subclasses
Stances
'Arcane Recovery'
Extra Attack
Eternal Maneuver
Evasion
Blade Mastery
Dual Boost
Subclasses
Bloodclaw Master
Bloodstorm Blade
Crusader
Deepstone Sentinel
Eternal Blade
Jade Phoenix
Ruby Knight Vindicator
Shadow Sun Ninja
Warblade
Blade Magic
Desert Wind
1st Level
- Blistering Flourish
- Burning Blade
- Distracting Ember
- Flame's Blessing
- Wind Stride
2nd Level
- Burning Brand
- Fire Reposte
- Lashing Sun
- Hatchling's Flame
3rd Level
- Death Mark
- Fan the Flames
- Holocaust Cloak
- Zephyr Dance
4th Level
- Firesnake
- Searing Blade
- Searing Charge
5th Level
- Dragon's Flame
- Leaping Flame
- Lingering Inferno
6th Level
- Desert Tempest
- Fiery Assault
- Ring of Fire
7th Level
- Inferno Blade
- Salamander Charge
8th Level
- Rising Phoenix
- Wyrm's Flame
9th Level
- Inferno Blast
Devoted Spirit
1st Level
- Crusader's Strike
- Iron Guard's Glare
- Martial Spirit
- Vanguard Strike
2nd Level
- Foe Hammer
- Shield Block
3rd Level
- Defensive Rebuke
- Thicket of Blades
- Revitilizing Strike
4th Level
- Divine Surge
- Entangling Blade
5th Level
- Daunting Strike
- Doom Charge
- Law Bearer
- Radiant Charge
- Tide of Chaos
6th Level
- Aura of Chaos
- Aura of Perfect Order
- Aura of Triumph
- Aura of Tyranny
- Rallying Strike
7th Level
- Castigating Strike
- Shield Counter
8th Level
- Greater Divine Surge
- Immortal Fortitude
9th Level
- Strike of Righteous Vitality
Diamond Mind
1st Level
- Moment of Perfect Mind
- Sapphire Nightmare Blade
- Stance of Clarity
2nd Level
- Action Before Thought
- Emerald Razor
3rd Level
- Insightful Strike
- Mind Over Body
- Pearl of Black Doubt
4th Level
- Bounding Assault
- Mind Strike
- Ruby Nightmare Blade
5th Level
- Disrupting Blow
- Hearing the Air
- Rapid Counter
6th Level
- Greater Insightful Strike
- Moment of Alacrity
7th Level
- Avalanche of Blades
- Quicksilver Motion
8th Level
- Diamond Defense
- Diamond Nightmare Blade
- Stance of Alacrity
9th Level
- Time Stands Still
Iron Heart
1st Level
- Punishing Stance
- Steel Wind
- Steely Strike
2nd Level
- Disarming Strike
- Wall of Blades
3rd Level
- Absolute Steel
- Exocism of Steel
- Iron Heart Surge
4th Level
- Lightning Recovery
- Mithral Tornado
5th Level
- Dancing Blade Form
- Dazing Strike
- Iron Heart Focus
6th Level
- Iron Heart Endurance
- Manticore Parry
7th Level
- Finishing Move
- Scything Blade
8th Level
- Adamantine Hurricane
- Lightning Throw
- Supreme Blade Parry
9th Level
- Strike of Perfect Clarity
Setting Sun
1st Level
- Counter Charge
- Mighty Throw
- Steps of the Wind
2nd Level
- Baffling Defense
- Clever Positioning
3rd Level
- Devastating Throw
- Feigned Opening
- Giant Killing Style
4th Level
- Comet Throw
- Strike of the Broken Shield
5th Level
- Mirrored Pursuit
- Shifting Defense
- Soaring Throw
- Stalking Shadow
6th Level
- Ballista Throw
- Scorpion Parry
7th Level
- Hydra Slaying Strike
8th Level
- Fools Strike
- Ghostly Defense
9th Level
- Tornado Throw
Shadow Hand
1st Level
- Child of Shadow
- Clinging Shadow Strike
- Island of Blades
- Shadow Blade Technique
2nd Level
- Cloak of Deception
- Drain Vitality
- Shadow Jaunt
3rd Level
- Assassin's Stance
- Dance of the Spider
- Shadow Garotte
- Strength Draining Strike
4th Level
- Obscuring Shadow Veil
- Shadow Stride
5th Level
- Bloodletting Strike
- Hand of Death
- Step of the Dancing Moth
6th Level
- Ghost Blade
- Shadow Noose
- Stalker in the Night
7th Level
- Death in the Dark
- Shadow Blink
8th Level
- Balance on the Sky
- Enervating Shadow Strike
- One with Shadow
9th Level
- Five-Shadow Creeping Ice Enervating Strike
Stone Dragon
1st Level
- Charging Minotaur
- Stonefoot Stance
- Stone Bones
2nd Level
- Mountain Hammer
- Stone Vise
3rd Level
- Bonecrusher
- Crushing Weight of the Mountain
- Roots of the Mountain
- Stone Dragon's Fury
4th Level
- Bonesplitting Strike
- Boulder Roll
- Overwhelming Mountain Strike
5th Level
- Elder Mountain Hammer
- Giants Stance
- Mountain Avalanche
6th Level
- Crushing Vise
- Iron Bones
- Irresistible Mountain Strike
7th Level
- Ancient Mountain Hammer
- Colossus Strike
8th Level
- Adamantine Bones
- Earthstrike Quake
- Strength of Stone
9th Level
- Mountain Tombstone Strike
Tiger Claw
1st Level
- Blood in the Water
- Hunter's Sense
- Sudden Leap
- Wolf Fang Strike
2nd Level
- Claw at the Moon
- Rabid Wolf Strike
3rd Level
- Flesh Ripper
- Leaping Dragon Stance
- Soaring Raptor Strike
- Wolverine Stance
4th Level
- Death from Above
- Fountain of Blood
5th Level
- Dancing Mongoose
- Pouncing Charge
6th Level
- Rabid Bear Strike
- Wolf Climbs the Mountain
7th Level
- Hamstring Attack
- Prey on the Weak
- Swooping Dragon Strike
8th Level
- Girallon Windmill Flesh Rip
- Raging Mongoose
- Wolf Pack Tactics
9th Level
- Feral Death Blow
White Raven
1st Level
- Battle Leader's Charge
- Bolstering Voice
- Douse the Flames
- Leading the Attack
- Leading the Charge
2nd Level
- Tactical Strike
3rd Level
- Lion's Roar
- Tactics of the Wolf
- White Raven Tactics
4th Level
- Covering Strike
- White Raven Strike
5th Level
- Flanking Maneuver
- Press the Advantage
6th Level
- Order forged from Chaos
- War Leader's Charge
7th Level
- Clarion Call
- Swarming Assault
8th Level
- Swarm Tactics
- White Raven Hammer
9th Level
- War Master's Charge
Blade Magic Description
Desert Wind
Maneuvers
Blistering Flourish
Strike - Desert Wind
- Level: 1
- Execution Time: 1 action
- Range: Self (30 ft radius)
- Duration: 1 minute
Your weapon bursts into flames as you twirl it over your head. With a flourish you cause it to explode with a blinding flash.
When you use this strike, you generate a burst of brilliant light in a 30 ft. radius around you. Any creature, other than you, caught in this area must succeed on a Constitution saving throw against your Blade Magic DC or must reduce their Wisdom (Perception) checks by 1d4 for 1 minute.
A creature affected this way can repeat it’s saving throw at the end of it’s turn to end the effect.
Burning Blade
Boost - Desert Wind
- Level: 1
- Execution Time: 1 bonus action
- Range: Self
- Duration: 1 turn
Your blade bursts into flames as it sweeps towards your foe in an elegant arc as a subtle, yet precise twisting of your blade unlocks the power of the flame.
When you use this Boost, fire trails from one of your weapons. Until the end of your turn, your melee attacks deal extra fire damage equal to 1d4.
Burning Brand
Boost - Desert Wind
- Level: 2
- Execution Time: 1 bonus action
- Range: Self
- Duration: 1 round.
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 use this Boost, your weapon turns into a burning brand for the rest of the round. Your reach with it increases by 10 feet and your melee attacks made with it deal fire damage instead.
Death Mark
Strike - Desert Wind
- Level: 3
- Execution Time: 1 action
- Range: Melee (10 ft radius)
- Duration: Instantaneous
As your weapon strikes your foe, his body convulses as waves of flame run down your blade into his it’s body. The fire causes him to briefly glow with a brilliant internal fire before the flames erupt from his body in a terrible explosion.
When you use this Strike, you channel overwhelming fiery energy into the body of your foe. You make a melee weapon attack against the target creature. In addition to dealing normal damage with your melee weapon, the transferred energy erupts into a 10 ft. radius burst of flames. Every creature in this radius other than you must succeed on a Dexterity saving throw against your Blade Magic DC. Each creature takes 6d6 fire damage on a failed saving throw, or half as much damage on a successful one.
Desert Tempest
Strike - Desert Wind
- Level: 6
- Execution Time: 1 action
- Range: Self
- Duration: 1 turn
You move in a blur, leaving scorch marks in you wake as you twirl around the battlefield, slicing into your foes as you move.
You can’t have moved this turn to use this Strike and your movement becomes 0 after this Strike for the rest of the round.
As part of this Strike, you can move up to your speed. When you come within reach of your melee weapon to an enemy you can make a melee attack against them. Additionally when you move within 5 feet of a creature or an object that isn’t being worn or carried, it takes 2d6 fire damage from the scorching trail you leave behind.. Each creature can be affected by both effects only once.
Due to the intense heat blur, opportunity attacks against you are made with disadvantage for the duration.
Distracting Ember
Boost - Desert Wind
- Level: 1
- Execution Time: 1 bonus action
- Range: 30 ft
- Duration: 1 turn
A wave of heat sweeps over the area, forms a small dust funnel, and ignites a flame next to your foe.
This Boost allows you to conjure a small facsimile of a fire elemental to a space within reach besides an enemy. This elemental doesn’t attack or move, only distracting the enemy providing advantage to one attack roll from you or your allies against the creature.
At the end of your turn it vanished in a small puff of smoke.
Dragon’s Flame
Strike - Desert Wind
- Level: 5
- Execution Time: 1 action
- Range: Self (30 ft cone)
- Duration: Instantaneous
With a defiant roar you summon your ki and unleash it, igniting it with a combination of your meditative focus and seething fury.
This Strike allows you to generate a gout of fire similar to a dragon’s burning breath. You exhale fire in a 30 ft cone. Each creature in the area must succeed on a Dexterity saving throw against your Blade Magic DC, taking 8d6 fire damage on a failed save, or half as much damage on a successful one.
Fan the Flames
Strike - Desert Wind
- Level: 3
- Execution Time: 1 action
- Range: 30 ft
- Duration: Instantaneous
Flickering flame dances across your blade, then springs toward your target as you sweep your sword through the air.
When you use this Strike, you launch a white-hot fire from your sword swing at an enemy. You make a ranged spell attack against a target in range, dealing 6d6 fire damage on a hit.
Fire Riposte
Counter - Desert Wind
- Level: 2
- Execution Time: 1 reaction
- Range: Self
- Duration: Instantaneous
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 attack, you can make a melee spell attack against the attacker. Your target takes 4d6 fire damage if you hit.
Firesnake
Strike - Desert Wind
- Level: 4
- Execution Time: 1 action
- Range: Self (60 ft line)
- Duration: Instantaneous
You drive your weapon into the ground, causing a gout of fire to jet into the air. The fire flows back to ground and creeps ahead like a serpent, sweeping over your enemies and roasting them where they stand.
When you use this Strike, you cause a 60 ft line of fire to twist across an area to burn your foes. Unlike a standard line, a firesnake can bend and twist to hit your foes as you command. It can change direction with every enemy it hits, but can never affect a creature more than once or exceed it’s maximum length of 60 ft. If a firesnake moves into a creatures space, that creature must succeed on a Dexterity saving throw against you Blade Magic DC, or take 6d6 fire damage, or half on a successful save.
Lashing Sun
Strike - Desert Wind
- Level: 2
- Execution Time: 1 action
- Range: Self
- Duration: 1 turn
Almost a blur of acceleration, your shining blade flashes as you attack with impossible speed.
You can’t have moved this turn to use this Strike and your movement becomes 0 for the rest of the round. You take an attack action with this Strike and are allowed to perform an additional attack as a bonus action this turn.
Hatchling’s Flame
Strike - Desert Wind
- Level: 2
- Execution Time: 1 action
- Range: Self (30 ft cone)
- Duration: Instantaneous
You focus a burning aura of energy at the end of your blade. It forms a seething sphere that, after a moment, bursts into a torrent of fiery energy.
This Strike allows you to create a wave of fire, sweeping over your enemies in a 30 ft cone.
Every creature in the area has to make a Dexterity saving throw against your Blade Magic DC or take 3d6 fire damage, or half as much on a successful save.
Inferno Blade
Boost - Desert Wind
- Level: 7
- Execution Time: 1 bonus action
- Range: Self
- Duration: 1 turn
A blinding light flashes from your weapon and for a split second, it transforms into burning magma.
Until the end of your turn, your melee attacks deal extra fire damage equal to 1d8 + your proficiency bonus.
Inferno Blast
Strike - Desert Wind
- Level: 9
- Execution Time: 1 action
- Range: Self (60 ft radius)
- Duration: Instantaneous
Hot winds swirl about you and a faint aroma of brimstone sweeps over the area. A flickering yellow aura surrounds you and grows in intensity, shedding tremendous heat and light. Creatures around you stumble back from the heat as you, with a howling roar, unleash a hellish blast of fire that melts steel and warps stone.
You can’t have moved this turn to use this Strike and your movement becomes 0 for the rest of the round.
When you use this Strike, every creature, except you, in a 60 ft radius around you, must make a Dexterity saving throw or take 20d6 fire damage and be pushed 15 ft away from you. Or half as much damage and isn’t pushed away from you on a successful save.
Leaping Flame
Counter - Desert Flame
- Level: 5
- Execution Time: 1 reaction
- Range: Self
- Duration: Instantaneous
As your foe attacks you, you disappear in a burst of flame and smoke, only to reappear as if out of thin air next to him.
After an attack from a creature within 100 ft of you hits you, you instinctively teleport to a space adjacent to that creature, causing the attack to miss.
You can’t use this Counter if there is no unoccupied space on solid ground adjacent to the attacking creature.
Lingering Inferno
Strike - Desert Wind
- Level: 5
- Execution Time: 1 action
- Range: melee
- Duration: 1 minute
A blue, dancing flame appears on your weapon. As you strike your foe, this flame slides off of your weapon and covers your enemy in raging fire.
As part of the Strike you make a melee attack against the target. On a hit they suffer the attack's normal effects and an extra 2d6 fire damage and must make a Strength saving throw against your Blade Magic DC or be restrained by the flames for 1 minute.
At the start of it’s turn the target takes 2d6 fire damage. It can repeat it’s saving throw at the end of it’s turn to shake the flames off, ending the effect.
Ring of Fire
Strike - Desert Wind
- Level: 6
- Execution Time: 1 action
- Range: Special, see text
- Duration: Instantaneous
You move in a blur, your feet wreathed in flaming energy. As you run, you leave a trail of fire behind you. You encircle a foe and a ring of fire you leave behind bursts into an inferno that engulfs your enemy and everything else in the area.
You can’t have moved this turn to use this Strike and after the Strike your movement becomes 0 for the rest of the round.
As part of this Strike you can move up to two times your movement speed along the ground. All your movement must be along continuous solid ground.
You leave a trail of flames in your wake. These flames have no effect unless they form a closed area, at which point they form into an inferno inside this area.
Each creature inside this area has to make a Dexterity saving throw against your Blade Magic DC or take 10d6 fire damage on a failed save, or half as much on a successful one.
The inferno erupts the first time you form a closed area in one move. Multiple areas don’t result in further infernos.
Salamander Charge
Strike - Desert Wind
- Level: 7
- Execution Time: 1 action
- Range: Special
- Duration: 1 minute
You spin and tumble about the battlefield, a wall of raging flame marking your steps.
You can’t have moved this turn to use this Strike and after the Strike your movement becomes 0 for the rest of the round.
As part of the Strike you can move double your movement speed and after the Strike you can use a bonus action to make one melee weapon attack or to shove a creature.
Your Salamander Charge doesn’t need to be in a straight line and while executing it you can move through other creatures without penalty. If you end your movement in another creature's space you instead fall prone in an unoccupied space in the opposite direction from where you approached, unable to use your bonus action.
When you initiate Salamander Charge, a 10 ft tall and 5 ft wide wall of shimmering, spectral fire appears in each space through which you move.
As you move through a creature creating this wall, that creature must make a Dexterity saving throw against your Blade Magic DC, taking 6d6 fire damage on a failed save, or half as much on a successful save.
A creature starting it’s turn adjacent to the wall takes 3d6 fire damage, while creatures that enter the wall for the first time on a turn or start their turn inside it take 6d6 fire damage.
This fiery wall does not block line of sight and you can dismiss it without an action on your turn.
Searing Blade
Boost - Desert Wind
- Level: 4
- Execution Time: 1 bonus action
- Range: Self
- Duration: 1 turn
Your weapon transforms into a raging torrent of flame, causing those around you to recoil slightly from the tremendous heat.
Until the end of your turn, your melee attacks deal extra fire damage equal to 1d6 + half your proficiency bonus.
Searing Charge
Strike - Desert Wind
- Level: 4
- Execution Time: 1 action
- Range: Self
- Duration: Instantaneous
You rush through the air toward your foe, fire streaming in your wake.
You can’t have moved this turn to use this Strike and after the Strike your movement becomes 0 for the rest of the round.
As part of the Strike you gain a flying speed equal to twice your walking speed.
If you moved at least at least 10 ft in a straight line towards your target, you can use your bonus action to make a melee weapon attack against the target. On a hit they suffer the attack's normal effects and an extra 5d6 fire damage.
Wind Stride
Boost - Desert Wind
- Level: 1
- Execution Time: 1 bonus action
- Range: Self
- Duration: 1 round
A warm breeze swirls about you as you move speedily away.
You disengage and until the start of your next turn your speed increases by 20 ft.
Wyrm’s Flame
Strike - Desert Wind
- Level: 8
- Execution Time: 1 action
- Range: Self (30 ft cone)
- Duration: Instantaneous
You spin your blade in a whirling arc. With each revolution, seething flames build upon it’s length. With a flourish, you bring your blade to a halt, pointing it at your foe and unleash a roaring wall of flame.
When you use this Strike, you blast forth a 30 ft. cone of fire. Each creature in the area must make a Dexterity saving throw against your Blade Magic DC, taking 10d6 fire damage on a failed save, or half as much on a successful save.
Zephyr Dance
Counter - Desert Wind
- Level: 3
- Execution Time: 1 reaction
- Range: Self
- Duration: 1 round
You spin gracefully away from a foe’s attack, whirling like the desert zephyr racing across the sands. Your enemy’s blade barely touches your cloak as you nimbly dodge aside.
Until the start of your next turn, you have a +5 bonus to AC, including against the triggering attack.
Stances
Fiery Assault
Stance - Desert Wind
- Level: 6
- Execution Time: Special
- Range: Self
- Duration: Special
Fire dances across your arms and across your weapon, lending burning energy to every attack you make.
While you are in this Stance, your melee weapon attacks deal an extra 1d6 fire damage.
Flame’s Blessing
Stance - Desert Wind
- Level: 1
- Execution Time: Special
- Range: Self
- Duration: Special
Fire is not your enemy and it does not harm you.
You gain resistance to fire damage as long as you remain in this stance.
Holocaust Cloak
Stance - Desert Wind
- Level: 3
- Execution Time: Special
- Range: Self
- Duration: Special
Fire trails your blade as you spin it about, cloaking you in flames that leap out to burn those who attack you. The flame from your weapon hangs in midair, providing you with a fiery defense against your attackers.
For as long as you are in this stance, once per turn, when an enemy within 5 ft of you hits you with an attack, they take 5 fire damage.
Rising Phoenix
Stance - Desert Wind
- Level: 8
- Execution Time: Special
- Range: Self
- Duration: Special
Hot wind swirls about your feet, lifting you skyward as flames begin to flicker below and a column of superheated air lifts you into the air.
When you enter this Stance, a 10 ft column of hot air appears under you feet and immediately lifts you 10 ft off the ground.
While you are in this stance you get a flying speed of 20ft and can hover. You also always hover at least 10 ft above ground.
When you take the attack action on your turn the air in the column becomes superheated for a moment and every creature in or adjacent to the column, except you, has to make a Dexterity saving throw against your Blade Magic DC taking 3d6 fire damage on a fail, or half as much on a success.
Devoted Spirit
Maneuvers
Castigating Strike
Strike - Devoted Spirit
- Level: 7
- Execution Time: 1 action
- Range: Melee (30 ft radius)
- Duration: 1 minute
With a howling battle cry, your weapon crackles with energy. As you strike your foe, that energy detonates in a burst that scythes through those who stand against your cause.
When you use this Strike make a single melee weapon attack against an enemy. When you hit you deal an additional 8d6 radiant damage and the target must succeed on a Constitution saving throw against your Blade Magic DC or subtract 1d4 from their attack rolls for 1 minute.
Furthermore, the energy explodes around the target and every enemy within 30 ft of the target must make a Constitution saving throw, taking 5d6 radiant damage and the same 1d4 penalty on attacks for 1 minute on a failed save, or half as much damage and no further effects on a successful save.
Crusader’s Strike
Strike - Devoted Spirit
- Level: 1
- Execution Time: 1 action
- Range: Melee
- Duration: Instantaneous
Divine energy surrounds your weapon as you strike. This power washes over you as your weapon finds its mark, mending your wounds and giving you strength to fight on.
As part of the Strike you make a melee weapon attack against an enemy. On a hit it suffers the attack's normal effects, and you or an ally within 10 feet of you regains a number of hit points equal to 1d6 + your Blade Magic modifier.
Daunting Strike
Strike - Devoted Spirit
- Level: 5
- Execution Time: 1 action
- Range: melee
- Duration: 1 minute
You attack your foe with an overwhelming strike, hammering through his shield and armor to cleave into his flesh. This display of raw power causes him to stumble backward, fear in his eyes.
As part of this Strike you make a melee weapon attack against an opponent. On a hit it suffers the attack's normal effects, and must succeed on a Wisdom saving throw against your Blade Magic DC or be frightened of you for 1 minute.
Defensive Rebuke
Boost - Devoted Spirit
- Level: 3
- Execution 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 foe tumbling back on the defensive. He must deal with you first or leave himself open to your deadly counter.
After using this Boost, every enemy you hit with a melee weapon attack this turn has disadvantage to attacks against any target other than you until the end of your next turn.
If they still attack someone other than you, you can use your reaction to make a melee weapon attack against them, dealing an extra 2d8 radiant damage on hit.
Divine Surge
Strike - Devoted Spirit
- Level: 4
- Execution Time: 1 action
- Range: Melee
- Duration: 1 round
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.
As part of this Strike you make a melee weapon attack against the target. On a hit they suffer the attack's normal effects and an extra 6d8 radiant damage.
You also can’t take any reactions and your movement speed is halved until the end of your next turn.
Greater Divine Surge
Strike - Devoted Spirit
- Level: 8
- Execution Time: 1 action
- Range: Melee
- 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.
You can’t have moved this turn to use this Strike and after the Strike your movement becomes 0 for the rest of the round.
As part of this Strike you make a melee weapon attack against the target, dealing an extra 8d8 radiant damage on a hit.
Additionally, before making this melee attack, you can take damage equal to your proficiency modifier up to a number of times equal to your Blade Magic modifier. This damage can’t be prevented in any way.
For each time you take damage this way you can increase your attack roll by 1 and deal an additional 2d8 radiant damage on hit.
After using this Strike you fall prone and suffer one level of exhaustion.
Doom Charge
Strike - Devoted Spirit
- Level: 5
- Execution Time: 1 action
- Range: Melee
- Duration: 1 round
You cloak yourself in a black, terrible aura of contempt and spite.
You can’t have moved this turn to use this Strike and after the Strike your movement becomes 0 for the rest of the round.
As part of this Strike you can move up to double your movement speed. If you moved at least at least 10 ft in a straight line towards your target, you can use your bonus action to make a melee weapon attack against the target, dealing an extra 3d8 necrotic damage on hit. If the hit target is a celestial you also gain damage resistance against all damage until the start of your next turn.
Entangling Blade
Strike - Devoted Spirit
- Level: 4
- Execution Time: 1 action
- Range: Melee
- Duration: 1 round
You hack into your foe’s legs, forcing his movement to slow and his resolution to falter.
As part of this Strike you make a melee weapon attack against the target. On a hit they suffer the attack's normal effects and an extra 2d6 damage and becomes restrained until the end of your next turn.
Foehammer
Strike - Devoted Spirit
- Level: 2
- Execution Time: 1 action
- Range: Melee
- Duration: Instantaneous
You throw yourself behind your attack, lending your blow such great weight and force that you leave injuries that even magical defenses cannot mend.
As part of this Strike, you make a melee weapon attack against your target. On a hit the attack ignores damage resistance and deals an extra 2d6 damage.
Law Bearer
Strike - Devoted Spirit
- Level: 5
- Execution Time: 1 action
- Range: Melee
- Duration: 1 round
The air around you hums with cosmic energy as the power of pure law surges through you. For a moment, you take on the aspect of a perfect being as you charge forward to smite your foes.
You can’t have moved this turn to use this Strike and after the Strike your movement becomes 0 for the rest of the round.
As part of this Strike you can move up to double your movement speed. If you moved at least at least 10 ft in a straight line towards your target, you can use your bonus action to make a melee weapon attack against the target, dealing an extra 3d8 radiant damage on hit. If the target hit is a fiend, you gain a bonus to saves and AC equal to your proficiency bonus until the start of your next turn.
Radiant Charge
Strike - Devoted Spirit
- Level: 5
- Execution Time: 1 action
- Range: Melee
- Duration: 1 round
You gather the power of your faith and discipline, surrounding yourself in an aura of blinding glory.
You can’t have moved this turn to use this Strike and after the Strike your movement becomes 0 for the rest of the round.
As part of this Strike you can move up to double your movement speed. If you moved at least at least 10 ft in a straight line towards your target, you can use your bonus action to make a melee weapon attack against the target, dealing an extra 3d8 radiant damage on hit. If the hit target is a fiend you also gain damage resistance against all damage until the start of your next turn.
Rallying Strike
Strike - Devoted Spirit
- Level: 6
- Execution Time: 1 action
- Range: Melee (30 ft radius)
- 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.
As part of this Strike you make a melee weapon attack against your enemy. On a hit it suffers the attack's normal effects, and you and all your allies within 30 ft of you regain a number of hit points equal to 3d6 + your Blade Magic modifier.
Revitalizing Strike
Strike - Devoted Spirit
- Level: 3
- Execution Time: 1 action
- Range: Melee
- 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.
As part of this Strike you make a melee weapon attack against an enemy. On a hit it suffers the attack's normal effects, and you or an ally within 10 ft of you regains hit points equal to 3d6 + you Blade Magic modifier.
Shield Block
Counter - Devoted Spirit
- Level: 2
- Execution Time: 1 reaction
- Range: Self
- Duration: Instantaneous
With a heroic burst of effort, you thrust your shield between your defenseless ally and your enemy.
When an enemy attacks an ally adjacent to you, you can use this Counter to impose disadvantage to this attack. You can use this counter after the enemy declares the attack, but before it hits.
Shield Counter
Counter - Devoted Spirit
- Level: 7
- Execution Time: 1 reaction
- Range: Melee
- Duration: Instantaneous
As your opponent prepares to make his attack, you bash him with your shield and disrupt his attempt.
When an enemy adjacent to you attacks an ally you can use this counter to make a melee attack roll with your shield. You are considered proficient with the shield for this attack, but it deals no damage. If this hits then the enemy's attack automatically misses and it can’t make any further attacks against that ally.
You can use this counter after the attack hits, but before damage is rolled.
Strike of Righteous Vitality
Strike - Devoted Spirit
- Level: 9
- Execution Time: 1 action
- Range: Melee
- Duration: Instantaneous
As your enemy reels from your mighty blow, an ally nearby is simultaneously healed and cleansed of its wounds by the power of your faith.
As part of this Strike you make a melee weapon attack against an enemy. On a hit it suffers the attack's normal effects, and you or an ally within 10 ft of you regain 70 hit points. This also ends blindness, deafness, and any diseases affecting the target
Tide of Chaos
Strike - Devoted Spirit
- Level: 5
- Execution Time: 1 action
- Range: Melee
- Duration: 1 round
The power of chaos swirls around you, lending strength to your attacks as you cast your fate to the whims of luck.
You can’t have moved this turn to use this Strike and after the Strike your movement becomes 0 for the rest of the round.
As part of this Strike you can move up to double your movement speed. If you moved at least at least 10 ft in a straight line towards your target, you can use your bonus action to make a melee weapon attack against the target, dealing an extra 3d8 necrotic damage on hit. If the target hit is a celestial, you gain total cover until the start of your next turn.
Vanguard Strike
Strike - Devoted Spirit
- Level: 1
- Execution Time: 1 action
- Range: Melee
- Duration: Instantaneous
You batter aside your foes' defenses with a vicious, overwhelming attack, leaving him vulnerable to your allies’ blows.
As part of this Strike you make a melee weapon attack against the target. On a hit it suffers the attack's normal effects, and the next ally attacking the target doesn’t suffer disadvantage on it’s first attack against it until the start of your next turn.
Stances
Aura of Chaos
Stance - Devoted Spirit
- Level: 6
- Execution Time: Special
- Range: Self
- Duration: Special
A coruscating aura of purple energy surrounds you as chaos runs rampart in the area immediately around you.
While you are in this Stance, your attacks have the potential to be utterly devastating. When you hit with a melee weapon attack and roll the maximum number on a weapons damage die, you reroll the die once and add the result to the original damage total.
Aura of Perfect Order
Stance - Devoted Spirit
- Level: 6
- Execution Time: Special
- Range: Self
- Duration: Special
A perfect, hazy square of golden energy surrounds you as you enter this stance. Order reigns supreme, driving away the whims of chaos.
While in this stance, you can forego the roll of a d20 and treat the result of the roll as 10. You must use this effect before you make the roll. You can use this effect only once per round.
Aura of Triumph
Stance - Devoted Spirit
- Level: 6
- Execution Time: Special
- Range: Self (10 ft radius)
- Duration: Special
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 within 10 feet of you, heal for your blade magic modifier when they hit a foe with a melee attack for the first time in a round.
Aura of Tyranny
Stance - Devoted Spirit
- Level: 6
- Execution Time: Special
- Range: Self (10 ft radius)
- Duration: Special
A sickly gray radiance surrounds you, sapping the strength of your allies and funneling it to you.
While you are in this stance, at the end of your turn you can choose to deal necrotic damage equal to your blade magic modifier to each willing creature within 10 ft. You heal for half the total damage dealt this way.
Immortal Fortitude
Stance - Devoted Spirit
- Level: 8
- Execution Time: Special
- Range: Self
- Duration: Special
Despite horrific wounds you suffer, the flash of searing spells and the crash of a foe’s mighty attacks, you stand resolute on the field. So long as the potential for victory exists, you fight on.
During this Stance, you can keep fighting despite grievous wounds. If you drop to 0 hit points while you're in this stance and don't die outright, you can make a DC 10 Constitution saving throw. If you succeed, you drop to 1 hit point instead. Each time you use this feature after the first, the DC increases by 5. When you finish a short or long rest, the DC resets to 10.
Iron Guard’s Glare
Stance - Devoted Spirit
- Level: 1
- Execution Time: Special
- Range: Self
- Duration: Special
With a quick snarl and a glare that would stop a charging barbarian in his tracks, you spoil an opponent’s attack. Rather than strike his original target, your enemy turns his attention toward you.
While you are in this Stance, any opponent adjacent to you attacking an ally also adjacent to you must succeed on a Wisdom saving throw against your Blade Magic DC or attack you instead. This effect can only occur once per round.
Martial Spirit
Stance - Devoted Spirit
- Level: 1
- Execution Time: Special
- Range: Self
- Duration: Special
As you cleave through your foes, each ferocious attack you make lends vigor and strength to you and your allies.
While you are in this Stance, the first time you hit an enemy with a melee weapon attack each round, you can heal yourself or an ally within 30ft for hit points equal to half your proficiency bonus.
Thicket of Blades
Stance - Devoted Spirit
- Level: 3
- Execution Time: Special
- Range: Self
- Duration: Special
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 in this Stance you can use your reaction even to make a melee weapon attack against a creature that moves more than 5 feet while within your reach.
Diamond Mind
Maneuvers
Action before Thought
Counter - Diamond Mind
- Level: 2
- Execution Time: 1 reaction
- Range: Self
- Duration: Instantaneous
Your supreme sense of the battlefield, unmatched martial training and simple, intuitive sense of danger allow you to act faster than the speed of thought.
When you are forced to make a Dexterity saving throw, you can use this Counter to add your Wisdom modifier to this save. You can use this Counter after you rolled, but before the results are determined.
Avalanche of Blades
Strike - Diamond Mind
- Level: 7
- Execution Time: 1 action
- Range: Melee
- Duration: Instantaneous
In a flashing blur of steel, you unleash a devastating volley of deadly attacks against your enemy, striking it again and again.
You can’t have moved this turn to use this Strike and after the Strike your movement becomes 0 for the rest of the round.
To use this Strike you make a melee weapon attack against your target. On a hit it suffers the attack's normal effects, and you are allowed to make another attack, albeit with a -2 penalty to the attack roll. On further hits this process repeats with a stacking -2 penalty until you miss with an attack or the target is dead.
All attacks must be directed against the initial target.
Bounding Assault
Strike - Diamond Mind
- Level: 4
- Execution Time: 1 action
- Range: Melee
- Duration: Instantaneous
You spring across the battlefield, using your focus and ability to act quickly to make an attack while moving. You combine speed and power into a deadly combination.
You can’t have moved this turn to use this Strike and after the Strike your movement becomes 0 for the rest of the round.
As part of this Strike you can move up to double your movement speed. At the end of your movement you can make a melee weapon attack, which gains a bonus to its attack and damage rolls equal to your Blade Magic modifier.
Diamond Defense
Counter - Diamond Mind
- Level: 8
- Execution Time: 1 reaction
- Range: Self
- Duration: Instantaneous
You steel yourself against an opponent’s spell, drawing on your focus and training to overcome its effect.
You can use this Counter when you are forced to make a saving throw. Instead of rolling for the saving throw you can decide to succeed instead. You must use this Counter before you roll for the save.
Diamond Nightmare Blade
Strike - Diamond Mind
- Level: 8
- Execution Time: 1 action
- Range: Melee
- Duration: Instantaneous
You spot a single fatal flaw in your opponent’s defenses. With a single attack you put all the force of your supreme focus into a single, crippling blow.
As part of the Strike you must make a Wisdom (Insight) check against the target with a DC equal to the target’s AC. On a success you can deal damage to the target equal to four rolls of your weapon’s damage dice plus your Wisdom modifier and the target also suffers the weapon's other effects. On a roll of 20, you roll your weapons damage dice eight times instead.
Disrupting Blow
Strike - Diamond Mind
- Level: 5
- Execution Time: 1 action
- Range: Melee
- Duration: 1 round
With a combination of brute force, keen timing and exacting aim, you force your opponent into an awkward position that ruins his next action.
As part of the Strike you make a melee weapon attack. On a hit it suffers the attack's normal effects, and must succeed on a Intelligence saving throw against your Blade Magic DC or become unable to take any actions until the start of your next turn.
Emerald Razor
Strike - Diamond Mind
- Level: 2
- Execution Time: 1 action
- Range: Melee
- Duration: Instantaneous
You stare at your enemy, studying his every move. You mentally probe his defenses in search of a weakness. A lesser warrior could spend long minutes pondering this problem, but you see an opening and seize upon it in an instant.
As part of the Strike you must make a Wisdom (Insight) check, contested by the target’s Charisma (Deception) check. If you succeed on the check you make a melee weapon attack, but treat the target’s AC as 10 + its Dexterity modifier. On a hit it suffers the attack's normal effects. Else on a failed check you make a melee weapon attack as normal.
Insightful Strike
Strike - Diamond Mind
- Level: 3
- Execution Time: 1 action
- Range: Melee
- Duration: Instantaneous
You study your opponent and spot a weak point in her armor. With a quick decisive strike you take advantage of this weakness with a devastating attack.
As part of the Strike you must make a melee weapon attack. On a hit instead of your weapon’s damage dice you make a Wisdom (Insight) check and deal damage of your weapon’s type equal to half the result to your target.
Greater Insightful Strike
Strike - Diamond Mind
- Level: 6
- Execution Time: 1 action
- Range: Melee
- Duration: Instantaneous
Your keen eye picks out the slightest imperfection in your opponent’s defenses as your weapon becomes a tool of your mind.
As part of the Strike you must make a melee weapon attack. On a hit instead of your weapon’s damage dice you make a Wisdom (Insight) check and deal damage of your weapon’s type equal to the result to your target.
Mind over Body
Counter - Diamond Mind
- Level: 3
- Execution Time: 1 reaction
- Range: Self
- Duration: Instantaneous
Your training and mental toughness allow you to use your focus to overcome physical threats. By focusing your mind, you ignore the effects of a deadly poison or debilitating sickness.
You can use this Counter when you’re forced to make a Constitution saving throw. You can add your proficiency bonus to your Constitution saving throw before you make the roll.
Mind Strike
Strike - Diamond Mind
- Level: 4
- Execution Time: 1 action
- Range: Melee
- Duration: 1 minute
You strike your opponent’s head, rattling his senses and causing him to lose focus. As a warrior who fights with your mind as well as your brawn, you know that attacking a foe’s senses is just as valuable as sapping his strength.
As part of this Strike you make a melee weapon attack against your target. On a hit it suffers the attack's normal effects, and must succeed on a Wisdom saving throw against your Blade Magic DC or its Wisdom score is reduced by 1d6 points for 1 minute. The ability score reduction doesn’t stack with other similar effects. This effect can be cured by a Greater Restoration, Heal or Regenerate spell.
Moment of Alacrity
Boost - Diamond Mind
- Level: 6
- Execution Time: 1 bonus action
- Range: Self
- Duration: 1 round
You step into a space between heartbeats and act again while your enemies are still reacting to your last strike.
When you use this Boost, next round you can take your turn before everybody else, acting first in turn order. After that turn you reroll your initiative, giving you a new place in the turn order effective the following round.
Moment of Perfect Mind
Counter - Diamond Mind
- Level: 1
- Execution Time: 1 reaction
- Range: Self
- Duration: Instantaneous
Your mental focus and martial study have rendered your will into an unbreakable iron wall.
You can use this Counter when you’re forced to make a Wisdom saving throw. You can add your proficiency bonus to your Wisdom saving throw before you make the roll.
Quicksilver Motion
Boost - Diamond Mind
- Level: 7
- Execution Time: 1 bonus action
- Range: Self
- Duration: 1 turn
In the blink of an eye, you make your move. Your speed, reflexes and boundless confidence combine to allow you to make a fast, bold move that catches your foes off guard.
When you use this Boost you can use up to 3 of the following actions during this bonus action: move up to your speed, use an object, search, help or dodge. Each action can only be taken once during this Boost.
Rapid Counter
Counter - Diamond Mind
- Level: 5
- Execution Time: 1 reaction
- Range: Self
- Duration: Instantaneous
You lash out, your weapon a blur, hammering at the slightest gap that appears in your foe’s defenses.
When a foe provokes an attack of opportunity from you, you can use this Counter. As part of this Counter you can make up to two melee weapon attacks against the provoking creature. Each attack resolves normally.
Ruby Nightmare Blade
Strike - Diamond Mind
- Level: 4
- Execution Time: 1 action
- Range: Melee
- Duration: Instantaneous
With a moment's thought, you instantly perceive the deadliest place to strike your enemy as you study her defenses, not gaps in her armor and read subtle but important clues in how she carries herself or maintains her fighting stance.
As part of the Strike you must make a Wisdom (Insight) check against the target with a DC equal to the target’s AC. On a success you can deal damage to the target equal to two rolls of your weapon’s damage dice plus your Wisdom modifier and the target also suffers the weapon's other effects. On a roll of 20, you roll your weapons damage dice four times instead.
Sapphire Nightmare Blade
Strike - Diamond Mind
- Level: 1
- Execution Time: 1 action
- Range: Melee
- Duration: Instantaneous
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.
As part of the Strike you must make a Wisdom (Insight) check against the target with a DC equal to the target’s AC. On a success you can deal damage to the target equal to the roll of your weapon’s damage dice plus your Wisdom modifier and the target also suffers the weapon's other effects. On a roll of 20, you roll your weapons damage dice two times instead.
Time Stands Still
Strike - Diamond Mind
- Level: 9
- Execution Time: 1 action
- Range: Personal
- Duration: see text
*The raindrops themselves stand still as you act at the speed of thought. You move like a blur, catching your enemies by surprise with a complex action carried out in a tiny fraction of the time normally needed to complete it.
In an unmatched burst of speed, agility and decisive action you move more quickly than the eye can follow.
You can’t have moved this turn to use this Strike. After the Strike your movement becomes 0 for the rest of the round and you suffer one level of exhaustion..
As you start this Strike you must end your current stance and roll 1d4+1. You can take consecutive turns equal to the number rolled, albeit with restrictions. On your turns during this Strike you can only move, take the attack action or use a Strike that doesn’t require further actions. Due to your presence only leaving a fleeting feeling behind attacks of opportunity made against you during this Strike have disadvantage.
Stances
Hearing the Air
Stance - Diamond Mind
- Level: 5
- Execution Time: Special
- Range: Self
- Duration: Special
Your perception becomes so fine that you can hear the tiniest flutter of air moving past you.Invisible foes and other hidden threats become as plain as day in the area of your heightened senses.
While you are in this Stance you have blindsight with a range of 30 ft and advantage on Wisdom(Perception) checks that rely on hearing.
Pearl of Black Doubt
Stance - Diamond Mind
- Level: 3
- Execution Time: Special
- Range: Self
- Duration: Stance
With every miss, your opponents become more uncertain, their doubt growing like an irritating pearl in the mouth of a helpless oyster.
While you are in this Stance, you become harder to hit the more a creature misses you. After the first time a creature misses you in a turn you can increase your AC by 2 against attacks from that creature until the start of your next turn. Each further miss increases the AC bonus again by 2. You can have this bonus only active against one creature per round.
Stance of Alacrity
Stance - Diamond Mind
- Level: 8
- Execution Time: Special
- Range: Self
- Duration: Special
Your mind and body meld, granting you an edge in combat. You move slightly faster than normal due to a combination of confidence, training and clarity of mind. This slight edge adds up with each action. Your mental swiftness translates to physical action on the battlefield. You are constantly on edge, allowing you to react to multiple attacks and threats.
While you are in this Stance you have an additional reaction per round, which you can only use for a Counter.
Stance of Clarity
Stance - Diamond Mind
- Level: 1
- Execution Time: Special
- Range: Self
- Duration: Special
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.
While you are in this Stance, you must choose a single opponent as your target at the start of your turn. You add half your proficiency bonus to your AC against attacks from that opponent, but reduce your AC by the same amount against every other, not chosen, opponent. This Stance only functions while you are aware of at least 2 enemies.
Iron Heart
Maneuvers
Adamantine Hurricane
Strike - Iron Heart
- Level: 8
- Execution Time: 1 action
- Range: Melee
- Duration: Instantaneous
In a blur of motion, you make a short, twisting leap in the air. As you turn, your weapon flashes through the enemies around you like a blazing comet. As you drop back to the ground in your fighting stance, your enemies crumple to the ground around you.
As part of this Strike you make two melee weapon attacks against each adjacent enemy. For each attack roll you add 1d6 to the roll. On a hit they suffer the attack's normal effects.
Dazing Strike
Strike - Iron Heart
- Level: 5
- Execution Time: 1 action
- Range: Melee
- Duration: 1 round
Through focus, raw power and expert aim, you make a mighty attack against your foe, leaving him temporarily knocked senseless by your attack.
As part of this Strike you make a melee weapon attack. On a hit it suffers the attack's normal effects, and the target must succeed on a Constitution saving throw against your Blade Magic DC or be incapacitated until the start of your next turn.
Disarming Strike
Strike - Iron Heart
- Level: 2
- Execution Time: 1 action
- Range: Melee
- Duration: Instantaneous
You chop at your foe’s hand, causing a grievous injury and forcing him to drop his weapon.
As part of this Strike you make a melee weapon attack. On a hit it suffers the attack's normal effects and must succeed on a Strength saving throw against your Blade Magic DC or drop one object of your choice.
Exocism of Steel
Strike - Iron Heart
- Level: 3
- Execution Time: 1 action
- Range: Melee
- Duration: 1 minute
You attack, striking not your foe, but his weapon, sending a shockwave up his arm that leaves him unable to strike with full force.
As part of this Strike you make a melee weapon attack. On a hit it suffers the attack's normal effects. For the next minute, whenever it makes an attack it rolls 1d4 and subtracts the number rolled from his attack roll. At the end of each if its turns it can make a Wisdom saving throw against your Spell Blade DC, ending the effect on a success.
Finishing Move
Strike - Iron Heart
- Level: 7
- Execution Time: 1 action
- Range: Melee
- Duration: Instantaneous
You deliver a devastating strike against a wounded foe, aiming to finish him off once and for all.
As part of this Strike you make a melee weapon attack, dealing an extra 4d6 damage. If the target’s current hit points are below its hit point maximum the attack instead deals an extra 6d6 damage. If the target’s current hit points are below half its hit point maximum, the attack instead deals an extra 14d6 damage.
Iron Heart Endurance
Boost - Iron Heart
- Level: 6
- Execution Time: 1 bonus action
- Range: Self
- Duration: Instantaneous
You push aside the pain of your injuries to fight on past mortal limits.
If you have half or less current hit points than your hit point maximum you can use this Boost to regain hit points equal to two times your level.
Iron Heart Focus
Counter - Iron Heart
- Level: 5
- Execution Time: 1 reaction
- Range: Self
- Duration: Instantaneous
With a last-second burst of speed you summon reserves of mental and physical will and throw off the effects of your enemy’s attack.
When you fail a saving throw you can use this Counter to reroll the saving throw. You must use the result of the new roll.
Iron Heart Surge
Strike - Iron Heart
- Level: 3
- Execution Time: 1 action
- Range: Self
- Duration: 1 round
By drawing on your mental strength and physical fortitude, you break free of a debilitating state that might otherwise defeat you.
As part of this Strike you can end one of the following conditions on yourself: blinded, charmed, deafened, frightened, poisoned or restrained. Until the end of your next turn you have advantage on your first attack roll against the creature that inflicted you with the condition.
Lightning Recovery
Counter - Iron Heart
- Level: 4
- Execution Time: 1 reaction
- Range: Self
- Duration: Instantaneous
Your foe twists out of the way of your initial attack, but your weapon becomes a blur as you reverse direction and strike at him again with lightning speed.
When you miss with a melee weapon attack you can use this Counter to reroll the attack roll. You must use the new result, even if it’s worse than your initial roll.
Lightning Throw
Strike - Iron Heart
- Level: 8
- Execution Time: 1 action
- Range: Self (30 ft line)
- Duration: Instantaneous
You throw your weapon through the air, sending it flying end over end to strike with uncanny accuracy and terrible force.
As part of this Strike you make a melee weapon attack. This attack roll counts for every creature in the line and every creature hit must make a Dexterity saving throw against your Blade Magic DC, taking the attack's damage plus an extra 12d6 damage on a failed save, or half as much on a successful save. As long as you don’t roll a 1 on the attack roll the weapon has enough force and finesse behind it that it returns to your hand at the end of the Strike.
Manticore Parry
Counter - Iron Heart
- Level: 6
- Execution Time: 1 reaction
- Range: Self
- Duration: Instantaneous
You block an enemy’s attack with a lightning-quick parry, then deflect it toward a different target. Your foe can barely control it’s momentum as its attack now slams into an ally.
When you are hit by a melee attack, you can use this Counter and choose a different creature adjacent to you, other than the attacker. The chosen creature becomes the target of the attack, using the same roll. You can use this Counter when you are hit, but before you know the results of the attack.
Mithral Tornado
Strike - Iron Heart
- Level: 4
- Execution Time: 1 action
- Range: Melee
- Duration: Instantaneous
Your weapon becomes a blur of motion as you swing it in a tight arc over your head. Once you build up enough speed, you explode into a sweeping attack that chops into the enemies around you.
As part of this Strike you make a melee weapon attack against each adjacent enemy. For each attack roll you add 1d4 to the roll. On a hit they suffer the attack's normal effects.
Scything Blade
Boost - Iron Heart
- Level: 7
- Execution Time: 1 bonus action
- Range: Self
- Duration: 1 turn
You strike at one foe with a long, high backhand cut, then make a quick turn to continue the strike against another nearby enemy.
When you use this Boost, until the end of the turn, the first time you hit a target with a melee weapon attack, you can immediately make an additional melee weapon attack against a different target.
Steel Wind
Strike - Iron Heart
- Level: 1
- Execution Time: 1 action
- Range: Melee
- Duration: Instantaneous
You swing your weapon in a broad, deadly arc, striking two foes with a single, mighty blow.
As part of this Strike you make a melee weapon attack against two different targets. On a hit they suffer the attack's normal effects.
Steely Strike
Strike - Iron Heart
- Level: 1
- Execution Time: 1 action
- Range: Melee
- Duration: 1 round
You focus yourself for a single, accurate attack, shrugging off your opponent’s blows and ignoring the need for defense as you make your assault.
As part of this Strike you make a melee weapon attack with advantage. On a hit the target suffers the attack's normal effects. Until the start of your next turn attacks against you have advantage.
Strike of Perfect Clarity
Strike - Iron Heart
- Level: 9
- Execution Time: 1 action
- Range: Melee
- Duration: Instantaneous
Your supreme focus and perfect fighting form allows you to make a single, devastating attack.
As part of the Strike you make a melee weapon attack. On a hit they suffer the attack's normal effects and take an extra 100 damage.
Wall of Blades
Counter - Iron Heart
- Level: 2
- Execution Time: 1 reaction
- Range: Self
- Duration: Instantaneous
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.
When an enemy hits you with a melee attack you can use this Counter to gain a bonus to your AC equal to your proficiency bonus against this attack. You can use this Counter after the hit, but before the results are determined.
Stances
Absolute Steel
Stance - Iron Heart
- Level: 3
- Execution Time: Special
- Range: Self
- Duration: Special
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 ft. If you move at least 10 ft during your turn, you add 2 to your AC against the first attack made against you until the start of your next turn.
Dancing Blade Form
Stance - Iron Heart
- Level: 5
- Execution Time: Special
- Range: Self
- Duration: Special
You strike forward like a slithering snake, extending yourself almost beyond your ability to maintain your balance. Your foe stumbles backward, surprised that you could reach him from such a great distance.
While you are in this Stance, your reach for melee weapon attacks increases by 5 ft.
Punishing Stance
Stance - Iron Heart
- Level: 1
- Execution Time: Special
- Range: self
- Duration: Special
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.
While you are in this Stance, you deal an extra 1d4 damage with your melee weapon attacks, but also take a penalty to your AC equal to your proficiency bonus..
Supreme Blade Parry
Stance - Iron Heart
- Level: 8
- Execution Time: Special
- Range: Self
- Duration: Special
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.
While you are in this Stance you have resistance against all damage while you are wielding your weapon.
Setting Sun
Maneuvers
Baffling Defense
Counter - Setting Sun
- Level: 2
- Execution Time: 1 reaction
- Range: Self
- Duration: Instantaneous
You crouch balanced on one foot, hands held high over your head. Your foe hesitates, unsure of how to attack you in this unlikely stance.
When an enemy hits you with an attack you can use this Counter to replace your AC value with the result of a Wisdom (Insight) check. Potentially turning the hit into a miss. You can use this Counter after the enemy hits you, but before the results are determined.
Ballista Throw
Strike - Setting Sun
- Level: 6
- Execution Time: 1 action
- Range: Touch (60 ft line)
- Duration: Instantaneous
You grab your opponent and spin like a top, swinging him around before throwing him at your opponents like a bolt from a ballista.
As part of this Strike you grapple one adjacent creature. If the grapple check is successful you then throw the creature, dealing 6d6 bludgeoning damage to the grappled creature and throwing it in a 60 ft line. Every other creature in the 60 ft. must make a Dexterity saving throw against your Blade Magic DC, taking 6d6 bludgeoning damage on a failed saving throw. Or half as much on a successful saving throw. The thrown creature then lands prone at the end of the 60 ft line. If another creature occupies that space it instead lands prone on the nearest unoccupied space.
Clever Positioning
Strike - Setting Sun
- Level: 2
- Execution Time: 1 action
- Range: Melee
- Duration: Instantaneous
With a swift flurry of motion, you knock your foe off balance, slip into his space and force him into the spot you just occupied.
As part of this Strike you make a melee weapon attack. On a hit they suffer the attack's normal effects and must make a Dexterity saving throw against your Blade Magic DC. On a successful saving throw they suffer no further effects. On a failed saving throw you swap positions with them. If the target is Large or larger, you can occupy any of the creatures spaces that were previously adjacent to you. The inverse is true for the creature. You can’t use this Strike if there would be no room for the creature or you to occupy.
Comet Throw
Strike - Setting Sun
- Level: 4
- Execution Time: 1 action
- Range: Touch
- Duration: Instantaneous
You use your foe’s momentum against him, throwing him through the air to crash into a second enemy.
As part of this Strike you grapple one adjacent creature. If the grapple check is successful you throw the creature up to 15 ft in the direction of your choice. At the point of impact the creature falls prone in that space and takes 4d6 bludgeoning damage.
You can also choose to throw the creature into another target up to 15 ft away. In that case this target must make a Dexterity saving throw against your Blade Magic DC, taking 4d6 bludgeoning damage on a failed saving throw, or half as much on a successful saving throw. The thrown creature then falls prone in an unoccupied space of your choice adjacent to the target, still taking 4d6 bludgeoning damage.
Counter Charge
Counter - Setting Sun
- Level: 1
- Execution Time: 1 reaction
- Range: Melee
- Duration: Instantaneous
With a quick sidestep, you send a charging opponent sprawling.
You can use this Counter when a creature moved at least 10 ft and then attacks you. You make either a Strength (Athletics) or Dexterity (Acrobatics) check, opposed by the same type of check from the attacker.
If you succeed on this check, the attacker still attacks you, but after the attack resolves you use their momentum to redirect them to an unoccupied space up to 10 ft away from you. You can use this Counter only before the attack roll.
Devastating Throw
Strike - Setting Sun
- Level: 3
- Execution Time: 1 action
- Range: Touch
- Duration: Instantaneous
Seizing your foe by the arm, you spin in a quick half-circle and hurl him headlong away from you.
Before the Strike you must have moved at least 15 ft. As part of this Strike you grapple one adjacent creature. If the grapple check is successful you throw the creature up to 10 ft away from you into an unoccupied space. If you lack the distance to throw your target into an unoccupied space, their current space is considered the point of impact. At the point of impact the creature falls prone in that space and takes 2d6 bludgeoning damage.
Feigned Opening
Counter - Setting Sun
- Level: 3
- Execution Time: 1 reaction
- Range: Self
- Duration: Instantaneous
You show your opponent a seemingly fatal mistake in your defenses, but easily avoid the ensuing attack and simultaneously draw your foe into overextending. As she fights to regain her balance you make a swift counterattack.
You can use this Counter when an enemy makes an attack of opportunity against you, but before you know the results of the attack. If the attack of opportunity misses you, you in turn can retaliate with a melee weapon attack of your own. If the attack of opportunity hits you, one ally adjacent to the attacker can use their reaction to make a melee attack.
Fool’s Strike
Counter - Setting Sun
- Level: 8
- Execution Time: 1 reaction
- Range: Melee
- Duration: Instantaneous
A creature strikes, but you turn the blow straight back at it.
When an enemy hits you with an attack on it’s turn you can use this Counter. Make a Strength (Athletics) check opposed by the attacker’s Strength (Athletics) check. If you fail, the attack resumes as normal. If you succeed the attacker takes the damage from it’s own attack. You can use this Counter after you are hit, but before damage is determined.
Hydra Slaying Strike
Strike - Setting Sun
- Level: 7
- Execution Time: 1 action
- Range: Melee
- Duration: 1 round
You take stock of an opponent’s fighting style and make a single, carefully aimed attack that leaves the creature unable to make all of it’s attacks.
As part of this Strike you make a melee weapon attack. On a hit they suffer the attack's normal effects and can only make one attack during its next turn.
Mighty Throw
Strike - Setting Sun
- Level: 1
- Execution Time: 1 action
- Range: Touch
- Duration: Instantaneous
You use superior leverage and your Setting Sun training to send an opponent tumbling to the ground.
As part of this Strike you grapple one adjacent creature. If the grapple check is successful you throw the creature up to 10 ft away from you into an unoccupied space and the creature falls prone. If you lack the distance to throw your target into an unoccupied space, they fall prone in their current space.
Mirrored Pursuit
Counter - Setting Sun
- Level: 5
- Execution Time: 1 reaction
- Range: Self
- Duration: Instantaneous
Your movements perfectly match your foe’s, allowing you to move as she does. Try as she might to escape, you remain at her side.
When an adjacent opponent moves, you can use this Counter to move to any square adjacent to them as soon as they stop moving and as long as the distance you cover is less than or equal to your speed. This movement does not provoke attacks of opportunity.
Scorpion Parry
Counter - Setting Sun
- Level: 6
- Execution Time: 1 reaction
- Range: Self
- Duration: Instantaneous
You knock your opponent’s attack aside, guiding his weapon into one of his allies.
When an opponent attacks you, you can use this Counter and choose a different enemy, other than the attacker. If it was a melee attack you must choose an enemy adjacent to you and the attacker. If it was a ranged attack you must choose an enemy adjacent to you that is in line of sight of the attacker.. The chosen creature becomes the target of the attack, the initial attacker performs its attack against them. You must use this Counter before it is determined if the attack is a hit.
Soaring Throw
Strike - Setting Sun
- Level: 5
- Execution Time: 1 action
- Range: Touch
- Duration: Instantaneous
With a great shout, you send your opponent soaring through the air in a high arc. He slams back to the ground with a bone crushing thud.
As part of this Strike you grapple one adjacent creature. If the grapple check is successful you throw the creature up to 20 ft in the direction of your choice. If you lack the distance to throw your target into an unoccupied space, their current space is considered the point of impact. At the point of impact the creature falls prone in that space and takes 8d6 bludgeoning damage.
Stalking Shadow
Counter - Setting Sun
- Level: 5
- Execution Time: 1 reaction
- Range: Self
- Duration: Instantaneous
When the creature you are battling tries to back away, you step next to it in the blink of an eye, forcing it to stand and fight or suffer the consequences of withdrawal.
When an adjacent opponent moves away and provokes an attack of opportunity, you can use this Counter. You make a melee weapon attack against the opponent. On a hit it suffers the attack's normal effects, and the opponent momentarily stops after only 5 ft of movement. You then move 5 ft into an open space adjacent to your opponent. If the opponent continues its movement you can make another melee weapon attack against them which resolves as normal.
Strike of the Broken Shield
Strike - Setting Sun
- Level: 4
- Execution Time: 1 action
- Range: Melee
- Duration: 1 round
You study your opponent and deliver an attack precisely aimed to ruin his defenses and force him to scramble for his balance. While he struggles to ready himself, he becomes more vulnerable to your attacks.
As part of this Strike you make a melee weapon attack. On a hit they suffer the attack's normal effects and an extra 4d6 damage. In addition they must succeed on a Wisdom saving throw against your Blade Magic DC or attack rolls made against them have advantage until the start of their next turn.
Tornado Throw
Strike - Setting Sun
- Level: 9
- Execution Time: 1 action
- Range: Touch
- Duration: Instantaneous
Like a whirlwind, you twist and spin across the battlefield, tossing foes away left and right.
You can’t have moved this turn to use this Strike and your movement becomes 0 after this Strike for the rest of the round.
As part of the Strike you can move double your movement speed and immediately must move at least 10 ft towards an opponent. After which you try to grapple them.
If the grapple check is successful you throw the creature up to 20 ft into an unoccupied space in the direction of your choice. If you lack the distance to throw your target into an unoccupied space, their current space is considered the point of impact.
At the point of impact the creature falls prone in that space and takes 8d6 bludgeoning damage.
After this you can move again, even if you failed your grapple attempt. As long as you can still move at least 10 ft. you can repeat this process against a different creature as often as you like.
Stances
Ghostly Defense
Stance - Setting Sun
- Level: 8
- Execution Time: Special
- Range: Self
- Duration: Special
You lurk within concealing mist, luring your opponent into attacking you, only to dodge out of the way and direct your enemy’s blow to an unwitting ally.
You are a ghost in the mist, capable of turning a foe against her allies.
While in this Stance, the first time in a round when you are attacked, you can use a reaction and choose a different enemy, other than the attacker. If it was a melee attack you must choose an enemy adjacent to you and the attacker. If it was a ranged attack you must choose an enemy adjacent to you that is in line of sight of the attacker.. The chosen creature becomes the target of the attack, the initial attacker performs its attack against them. You must use this reaction before it is determined if the attack is a hit.
Giant Killing Style
Stance - Setting Sun
- Level: 3
- Execution Time: Special
- Range: Self
- Duration: Special
You dart between a giant’s legs, lashing at his inner ankles and other vulnerable areas while staying inside his reach where he cannot hope to parry your attacks.
While in this Stance, you gain a bonus equal to half your proficiency bonus to your attack rolls and damage rolls against enemies at least one size larger than you.
Shifting Defense
Stance - Setting Sun
- Level: 5
- Execution Time: Special
- Range: Self
- Duration: Special
You duck and move as you dodge your opponent’s attacks. Slowly but surely, each attack gives you the opportunity to move across the battlefield.
While you are in this Stance, the first time in a round when an enemy attacks you, you can use a reaction and impose disadvantage on the first attack. After the attack resolves you can immediately move 5 ft. This movement doesn’t provoke attacks of opportunity.
Steps of the Wind
Stance - Setting Sun
- Level: 1
- Execution Time: Special
- Range: Self
- Duration: Special
You walk across rubble and other broken terrain with deceptive ease, allowing you to take advantage of your opponents as they struggle to move at full speed.
While you are in this stance, you treat non-magical difficult terrain as normal terrain.
Shadow Hand
Maneuvers
Bloodletting Strike
Strike - Shadow Hand
- Level: 5
- Execution Time: 1 action
- Range: Melee
- Duration: 1 minute
Spinning your blade in a butterfly like pattern, you administer a dozen precise cuts in an eyeblink.
As part of this Strike you make a melee weapon attack. On a hit they suffer the attack's normal effects and must succeed on a Constitution saving throw against your Blade Magic DC or have their constitution score reduced by 1d6 for 1 minute. The ability score reduction doesn’t stack with other similar effects. This effect can be cured by a Greater Restoration, Heal or Regenerate spell.
Clinging Shadow Strike
Strike - Shadow Hand
- Level: 1
- Execution Time: 1 action
- Range: Melee
- Duration: 1 round
Your weapon transforms into solid darkness. When it strikes home, it discharges in a swirling orb of shadow that engulfs your foe’s eyes.
As part of this Strike you make a melee weapon attack. On a hit they suffer the attack's normal effects and must succeed on a Constitution saving throw against your Blade Magic DC or suffer disadvantage on their attack rolls until the start of your next turn.
Cloak of Deception
Boost - Shadow Hand
- Level: 2
- Execution Time: 1 bonus action
- Range: Self
- Duration: 1 turn
The shadows around you seem to surge forward and engulf you. For a brief moment, they render you invisible.
When you use this Boost you become invisible until the end of your turn.
Death in the Dark
Strike - Shadow Hand
- Level: 7
- Execution Time: 1 action
- Range: Melee
- Duration: Instantaneous
You catch your foe unaware, allowing you to deal a single, deadly strike that slays her instantly.
This Strike only functions if the target is surprised. As part of this Strike you make a melee weapon attack. On a hit they suffer the attack's normal effects and the target must make a Constitution saving throw against your Blade Magic DC. On a failed saving throw they take an extra 15d6 damage, or half as much on a successful saving throw.
Drain Vitality
Strike - Shadow Hand
- Level: 2
- Execution Time: 1 action
- Range: Melee
- Duration: 1 minute
A faint nimbus of sickly gray shadow surrounds your weapon. When you attack, this shadowy aura flows into the wound you inflict, sapping your opponent’s strength, vitality and energy.
As part of this Strike you make a melee weapon attack. On a hit they suffer the attack's normal effects and must succeed on a Constitution saving throw against your Blade Magic DC or have their constitution score reduced by 1d4 for 1 minute. The ability score reduction doesn’t stack with other similar effects. This effect can be cured by a Lesser Restoration, Greater Restoration, Heal or Regenerate spell.
Enervating Shadow Strike
Strike - Shadow Hand
- Level: 8
- Execution Time: 1 action
- Range: Melee
- Duration: 1 minute
Your weapon becomes cloaked in an inky, black nimbus. As you strike your opponent, that energy flows into the wound and leaves him pale, weak and shaking.
As part of this Strike, you make a melee weapon attack. On a hit they suffer the attack's normal effects and must succeed on a Constitution saving throw against your Blade Magic DC or suffer 3 levels of exhaustion for 1 minute. They can repeat the saving throw at the start of each round to end the effect. This effect can also be cured by a Greater Restoration, Heal or Regenerate spell.
Five-Shadow Creeping Ice Enervating Strike
Strike - Shadow Hand
- Level: 9
- Execution Time: 1 action
- Range: Melee
- Duration: 1 minute
With a single lunge, you pierce your enemy to the core. A shadow of ultimate cold falls over his heart and begins to worm through his veins to the five points of his body.
As part of this Strike, you make a melee weapon attack. On a hit they suffer the attack's normal effects with an extra 10d6 damage and must make a Constitution saving throw against your Blade Magic DC. On a failed saving throw roll 1d20. The number rolled on that die determines the effect for 1 minute as shown below:
1: They suffer 1 level of exhaustion
2 - 8: As it spreads to their arms they reduce their strength score by 2d4
9 - 15: As it spreads to their legs their speed is reduced to 0 and they reduce their dexterity score by 2d4
16 - 19: As it spreads to their heart they reduce their constitution score by 2d4
20: Every part of the body is affected and whenever they take damage they are stunned until the end of it’s next turn.
The ability score reductions don't stack with other similar effects.
On a successful save they don’t suffer any further negative effects.
Ghost Blade
Strike - Shadow Hand
- Level: 6
- Execution Time: 1 action
- Range: Melee
- Duration: 1 round
A smile brightens your foe’s eyes: he has dodged your blow. But that was merely a ghost blade. The real blade is cutting swiftly from underneath, and yet he smiles.
As part of this Strike you make a melee weapon attack, but the target can’t benefit from dexterity for his AC. On a hit they suffer the attack's normal effects with an extra 4d6 damage and can’t take any reactions until the end of your next turn.
Hand of Death
Strike - Shadow Hand
- Level: 5
- Execution Time: 1 action
- Range: Melee
- Duration: 1 round
You reach out and tap your foe with a single finger. Her look of puzzlement turns to fear as black energy spreads across her body, rendering her helpless.
As part of this Strike you make a melee weapon attack. On a hit they suffer the attack's normal effects and must succeed on a Constitution saving throw against your Blade Magic DC or be paralyzed until the end of your next turn.
Obscuring Shadow Veil
Strike - Shadow Hand
- Level: 4
- Execution Time: 1 action
- Range: Melee
- Duration: 1 round
As you strike your opponent, you summon the fell energies of the Shadow Hand school to rob your foe of her sight, rendering her blind for a few critical moments.
As part of this Strike you make a melee weapon attack. On a hit they suffer the attack's normal effects with an extra 5d6 damage and must succeed on a Constitution saving throw against your Blade Magic DC or miss their first attack until the start of your next turn.
One with Shadow
Counter - Shadow Hand
- Level: 8
- Execution Time: 1 reaction
- Range: Self
- Duration: 1 round
You fade into the raw essence of shadow, turning transparent, then insubstantial.
When you are attacked you can use this Counter to become incorporeal until the end of your next turn. While you are incorporeal you have the following benefits:
- you are immune against non-magical attacks and effects
- you have a flying speed equal to your movement speed
- You can move through creatures and objects as if they were difficult terrain, but you take 1d10 force damage if - you end your turn inside a creature or an object.
- you have a flying speed equal to your movement speed
- you can hide as a bonus action
You can use this Counter only before you are hit.
Shadow Blade Technique
Strike - Shadow Hand
- Level: 1
- Execution Time: 1 action
- Range: Melee
- 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.
As part of this Strike you make a special melee weapon attack. You roll 2d20 for the attack roll and choose the higher or lower result. If you chose the higher result, they suffer the attack's normal effects. If you choose the lower result or both rolls are the same, then they suffer the attack’s normal effects plus an extra 1d6 cold damage.
Shadow Blink
Boost - Shadow Hand
- Level: 7
- Execution Time: 1 bonus action
- Range: 60 ft.
- Duration: 1 minute
In the blink of an eye, you disappear and emerge from a mote of shadowy energy across the battlefield.
When you use this Boost you can teleport up to 60 ft. to an unoccupied space you can see immediately and as a bonus action for 1 minute.
Shadow Garotte
Strike - Shadow Hand
- Level: 3
- Execution Time: 1 action
- Range: 60 ft.
- Duration: 1 round
With a subtle gesture, you carve a slice of shadow from the air around you and cast it towards your foe. It wraps around the creature’s neck and squeezes the life from it.
As part of this Strike you make a ranged spell attack against a target up to 60 ft away. On a hit they suffer 5d6 cold damage and must succeed on a Constitution saving throw against your Blade Magic DC or can’t take reactions until the start of it’s next turn.
This Strike has no effect against non-living creatures, such as constructs or undead.
Shadow Jaunt
Boost - Shadow Hand
- Level: 2
- Execution Time: 1 bonus action
- Range: 30 ft.
- Duration: Instantaneous
A cloud of shadow energy engulfs you, spins you into a tiny mote, and disappears. A moment later, this shadowy cloud appears across the battlefield and expels you from it.
When you use this Boost you can immediately teleport up to 30 ft. to an unoccupied space you can see.
Shadow Noose
Strike - Shadow Hand
- Level: 6
- Execution Time: 1 action
- Range: 60 ft
- Duration: 1 round
As your foe struggles to ready his defenses, you make a subtle gesture in the air. A noose formed of shadow drops from above him, wraps around his throat and hoists him aloft.
This Strike only functions if the target is surprised. As part of this Strike you make a ranged spell attack against a target up to 60 ft away. On a hit they take 8d6 cold damage and must succeed on a Constitution saving throw against your Blade Magic DC or become stunned until the end of your next turn.
This Strike has no effect against non-living creatures, such as constructs or undead.
Shadow Stride
Boost - Shadow Hand
- Level: 4
- Execution time: 1 bonus action
- Range: 60 ft
- Duration: Instantaneous
You dissipate into a puff of black shadow. A moment later, the shadow coalesces and you appear fifty feet away.
When you use this Boost you can immediately teleport up to 60 ft. to an unoccupied space you can see.
Stalker in the Night
Strike - Shadow Hand
- Level: 6
- Execution Time: 1 action
- Range: Melee
- Duration: Instantaneous
You slide through the dark like a bird of prey, emerging only to strike down your foe before sliding back into the shadow's welcoming embrace.
You can’t have moved this turn to use this Strike and after the Strike your movement becomes 0 for the rest of the round.
As part of this Strike you can move up to your speed and make a melee weapon attack during this time. On a hit they suffer the attack's normal effects with an extra 6d6 damage. If you were hidden before the start of this Strike you can remain so during the Strike and try to hide again at the end of it. Despite your approach and attack you are not automatically spotted.
Strength Draining Strike
Strike - Shadow Hand
- Level: 3
- Execution Time: 1 action
- Range: Melee
- Duration: 1 minute
Liquid, black energy covers your weapon. As you strike your opponent, this material flows into the wound, spreads along his veins and leaves him weakened.
As part of this Strike you make a melee weapon attack. On a hit they suffer the attack's normal effects and must succeed on a Constitution saving throw against your Blade Magic DC or become poisoned for 1 minute.
Stances
Assassin’s Stance
Stance - Shadow Hand
- Level: 3
- Execution Time: Special
- Range: Self
- Duration: Special
As your foe struggles to regain his defensive posture, you line up an exacting strike that hits with superior accuracy and deadly force.
While you are in this stance, you gain the ability to make Sneak Attacks like a rogue, if you do not already have it, which deals an extra 2d6 damage. If you already have the Sneak Attack feature, your existing sneak attack deals an extra 2d6 damage.
Balance on the Sky
Stance - Shadow Hand
- Level: 8
- Execution Time: Special
- Range: Self
- Duration: Special
With arms spread wide, you step into the air.
While you are in this Stance, you can walk on air like normal ground, giving you a flying speed equal to your walking speed and you can hover. Moving upward is similar to walking up a hill with a maximum upward or downward angle of 45°.
If for some reason your stance ends while you are midair you are under the effect of feather fall until you reach solid ground again.
Child of Shadow
Stance - Shadow Hand
- Level: 1
- Execution Time: Special
- Range: Self
- Duration: Special
As you move, shadows flutter and swarm around you. Even under the bright desert sun, you are difficult to spot as long as you remain in motion.
While in this Stance, after you move 10 ft. you are considered to have half cover against the first attack in a round. 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.
Dance of the Spider
Stance - Shadow Hand
- Level: 3
- Execution Time: Special
- Range: Self
- Duration: Special
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 have a climbing speed equal to your walking speed. In Addition you can move up, down, and across vertical surfaces and upside down along ceilings, while leaving your hands free.
Island of Blades
Stance - Shadow Hand
- Level: 1
- Execution Time: Special
- Range: Self
- Duration: Special
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, adjacent to your target, an ally is adjacent to you and your target, and no further enemy is adjacent to any of you, you both gain a +2 on your first attack rolls in a round against that target.
Step of the Dancing Moth
Stance - Shadow Hand
- Level: 5
- Execution Time: Special
- Range: Self
- Duration: Special
While you are in this Stance you can walk up to 5 ft above ground. This gives you a flying speed of 20 ft with hover, but you can’t dash or ascent as you always stay 5 ft above ground. You can also sneak at the full 20 ft speed without penalty.
Stone Dragon
Maneuvers
Adamantine Bones
Strike - Stone Dragon
- Level: 8
- Execution Time: 1 action
- Range: Melee
- Duration: 1 round
You are an impenetrable tower of defiance on the battlefield. Attacking you is as fruitless as striking a mountain with a walking stick. The supreme focus, mental toughness and physical durability taught by the Stone Dragon discipline culminate in this powerful combat maneuver. When you make a successful attack, your mind focuses your body into the equivalent of a living shard of rock.
For this Strike to work you must stand on solid ground made out of stone, earth, metal or similar material.
As part of the Strike you make a melee weapon attack. On a hit they suffer the attack's normal effects and you become immune to physical damage until the start of your next turn.
Ancient Mountain Hammer
Strike - Stone Dragon
- Level: 7
- Execution Time: 1 action
- Range: Melee
- Duration: Instantaneous
You put the weight of a great mountain behind your attack, pounding through armor and bone.
For this Strike to work you must stand on solid ground made out of stone, earth, metal or similar material.
As part of the Strike you make a melee weapon attack. On a hit they suffer the attack's normal effects with an extra 9d8 damage and you ignore damage resistance for this attack.
Bonesplitting Strike
Strike - Stone Dragon
- Level: 4
- Execution Time: 1 action
- Range: Melee
- Duration: 1 minute
Your attack slams home with a ferocious crack of shattered bones and pulped flesh. Your target reels backward, still alive but severely crippled.
For this Strike to work you must stand on solid ground made out of stone, earth, metal or similar material.
As part of this Strike you make a melee weapon attack. On a hit they suffer the attack's normal effects and the target reduces their Strength score by 1d4 points for 1 minute.
The ability score reduction doesn’t stack with other similar effects.
This effect can be cured by a Lesser Restoration, Greater Restoration, Heal or Regenerate spell.
Bonecrusher
Strike - Stone Dragon
- Level: 3
- Execution Time: 1 action
- Range: Melee
- Duration: 1 round
You deliver your attack and your enemy’s eyes jerk wide open in panic as his skeleton begins to fracture in hundreds of places.
For this Strike to work you must stand on solid ground made out of stone, earth, metal or similar material.
As part of this Strike you make a melee weapon attack. On a hit they suffer the attack's normal effects with an extra 2d8 damage and must succeed on a Constitution saving throw against your Blade Magic DC or attacks made against them score a critical hit on a 19 or 20 until the end of your next turn.
Creatures without a discernible anatomy or that are immune to critical hits are immune to this Strike’s special effect. They still take the extra damage.
Boulder Roll
Boost - Stone Dragon
- Level: 4
- Execution Time: 1 bonus action
- Range: Self
- Duration: 1 turn
Like a boulder tumbling down a mountainside, you slam through your enemies.
When you use this Boost, until the end of your turn, you can move through other creatures' spaces without penalty and your movement doesn’t provoke attacks of opportunity. You can’t end your movement in another creature’s space.
Charging Minotaur
Strike - Stone Dragon
- Level: 1
- Execution Time: 1 action
- Range: Melee
- Duration: Instantaneous
You charge at your foe, blasting him with such power that he stumbles back. As you roar across the battlefield, you position yourself to deliver a devastating charge attack. When you slam into an opponent, you crush him with concussive force and send him stumbling backwards.
For this Strike to work you must stand on solid ground made out of stone, earth, metal or similar material.
You can’t have moved this turn to use this Strike and after the Strike your movement becomes 0 for the rest of the round.
As part of the Strike you can move double your movement speed and after the Strike you can use a bonus action to shove a creature. If your shove attempt is successful you deal 2d8 + your Strength modifier bludgeoning damage to the target in addition to the shove.
You don’t provoke attacks of opportunity during the movement of this Strike.
Colossus Strike
Strike - Stone Dragon
- Level: 7
- Execution Time: 1 action
- Range: Melee
- Duration: Instantaneous
Focusing your Strength with a deep, rumbling shout, you execute an attack that sends your opponent flying through the air.
For this Strike to work you must stand on solid ground made out of stone, earth, metal or similar material.
As part of this Strike you make a melee weapon attack. On a hit they suffer the attack's normal effects with an extra 6d8 damage and must succeed on a Constitution saving throw against your Blade Magic DC or be hurled up 20 ft away from you, falling prone in an unoccupied space. Enemies of the same size or smaller than you get disadvantage on the saving throw.
Crushing Vise
Strike - Stone Dragon
- Level: 6
- Execution Time: 1 action
- Range: Melee
- Duration: 1 round
The overwhelming power behind your attack leaves your opponent unable to move. The punishing strike forces it to waste a few moments shrugging off the effects of your attack.
For this Strike to work you must stand on solid ground made out of stone, earth, metal or similar material.
As part of this Strike you make a melee weapon attack. On a hit they suffer the attack's normal effects with an extra 4d8 damage. If the target is standing on the same ground as you it’s speed is reduced to 0 until the start of your next turn.
Earthstrike Quake
Strike - Stone Dragon
- Level: 8
- Execution Time: 1 action
- Range: Self (20 ft radius)
- Duration: Instantaneous
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 channel ki into the earth with your mighty strike, causing the ground to rumble and shake briefly.
For this Strike to work you must stand on solid ground made out of stone, earth, metal or similar material.
When you perform this Strike every creature in a 20 ft radius around you must make a Dexterity saving throw against your Blade Magic DC or take 10d8 bludgeoning damage and be knocked prone on a failed saving throw or half as much damage and not be knocked prone on a successful saving throw. Creatures concentrating on a spell or spell like effect must succeed on a Constitution saving throw against your Blade Magic DC or lose their concentration.
Walls and similar barriers don’t block the effect.
Elder Mountain Hammer
Strike - Stone Dragon
- Level: 5
- Execution Time: 1 action
- Range: Melee
- Duration: Instantaneous
You draw strength from the earth beneath your feet and transfer it into ruinous power. Your next attack drops like an avalanche upon your foe, hammering him into submission.
For this Strike to work you must stand on solid ground made out of stone, earth, metal or similar material.
When you use this Strike you make a melee weapon attack. On a hit they suffer the attack's normal effects with an extra 4d8 damage and the damage ignores damage resistances.
Iron Bones
Strike - Stone Dragon
- Level: 6
- Execution Time: 1 action
- Range: Melee
- Duration: 1 round
As you make a successful attack, you enter a meditative state that leaves you almost invulnerable to harm. For a few brief moments, arrows bounce off your skin and sword blows barely draw any blood.
For this Strike to work you must stand on solid ground made out of stone, earth, metal or similar material.
When you use this Strike you make a melee weapon attack. On a hit they suffer the attack's normal effects and you gain resistance to bludgeoning, piercing and slashing damage for 1 round.
Irresistible Mountain Strike
Strike - Stone Dragon
- Level: 6
- Execution Time: 1 action
- Range: Melee
- Duration: 1 round
You slam your weapon into your foe with irresistible force. He can barely move as he struggles to marshal his defenses against you. Your mighty attack causes your opponent to stagger aimlessly for a few key moments, leaving him unable to act fully on his next turn.
For this Strike to work you must stand on solid ground made out of stone, earth, metal or similar material.
When you use this Strike you make a melee weapon attack. On a hit they suffer the attack's normal effects with an extra 4d8 damage. If the target is standing on the same ground as you, the target must succeed on a Constitution saving throw against your Blade Magic DC or be unable to take an action, bonus actions are still allowed, during its next turn.
Mountain Avalanche
Strike - Stone Dragon
- Level: 5
- Execution Time: 1 action
- Range: Melee
- Duration: Instantaneous
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.
For this Strike to work you must stand on solid ground made out of stone, earth, metal or similar material.
You can’t have moved this turn to use this Strike and after the Strike your movement becomes 0 for the rest of the round.
As part of the Strike you can move double your movement speed and you can move through the space of any creature of your size category or smaller.
If you enter the space of such a creature the first time during this Strike and occupy their complete space during this movement you deal 2d8 + your Strength modifier bludgeoning damage against them.
Mountain Hammer
Strike - Stone Dragon
- Level: 2
- Execution Time: 1 action
- Range: Melee
- Duration: Instantaneous
Like a falling avalanche, you strike with the weight and fury of the mountain.
For this Strike to work you must stand on solid ground made out of stone, earth, metal or similar material.
When you use this Strike you make a melee weapon attack. On a hit they suffer the attack's normal effects with an extra 2d6 damage and the damage ignores damage resistances.
Mountain Tombstone Strike
Strike - Stone Dragon
- Level: 9
- Execution Time: 1 action
- Range: Melee
- Duration: 1 minute
You slam into your foe, turning bones into dust and muscles into bloody pulp. Your foe’s body is left a crippled, twisted mockery.
For this Strike to work you must stand on solid ground made out of stone, earth, metal or similar material.
As part of this Strike you make a melee weapon attack. On a hit they suffer the attack's normal effects and the target reduces their Constitution score by 2d6 points for 1 minute.
The ability score reduction doesn’t stack with other similar effects.
This effect can be cured by a Greater Restoration, Heal or Regenerate spell.
Overwhelming Mountain Strike
Strike - Stone Dragon
- Level: 4
- Execution Time: 1 action
- Range: Melee
- Duration: 1 round
Your mighty strike temporarily disorients your opponent, costing him precious seconds as he shakes off the attack.
For this Strike to work you must stand on solid ground made out of stone, earth, metal or similar material.
As part of this Strike you make a melee weapon attack. On a hit they suffer the attack's normal effects with an extra 3d8 damage. If the target is standing on the same ground as your, the target must succeed on a Constitution saving throw against your Blade Magic DC or be unable to take a bonus action during its next turn.
Stone Bones
Strike - Stone Dragon
- Level: 1
- Execution Time: 1 action
- Range: Melee
- Duration: 1 round
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.
For this Strike to work you must stand on solid ground made out of stone, earth, metal or similar material.
When you use this Strike you make a melee weapon attack. On a hit they suffer the attack's normal effects and you gain resistance to bludgeoning, piercing and slashing damage from non-magical weapons for 1 round.
Stone Dragon’s Fury
Strike - Stone Dragon
- Level: 3
- Execution Time: 1 action
- Range: Melee
- 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.
For this Strike to work you must stand on solid ground made out of stone, earth, metal or similar material.
When you use this Strike you make a melee weapon attack. On a hit they suffer the attack's normal effects. If the target is a construct or object they suffer double your weapon’s damage dice with an extra 6d6 damage.
Stone Vise
Strike - Stone Dragon
- Level: 2
- Execution Time: 1 action
- Range: Melee
- Duration: 1 round
You make a crushing blow that staggers your opponent, leaving it unable to move.
For this Strike to work you must stand on solid ground made out of stone, earth, metal or similar material.
As part of this Strike you make a melee weapon attack. On a hit they suffer the attack's normal effects with an extra 1d8 damage. If the target is standing on the same ground as you it’s speed is reduced to 0 until the start of your next turn.
Stances
Crushing Weight of the Mountain
Stance - Stone Dragon
- Level: 3
- Execution Time: Special
- Range: Self
- Duration: Special
You crush your opponents beneath you, squeezing the life out of him as you pin him to the ground.
While you are in this Stance, when you successfully grapple an enemy you deal 2d6 + your Strength modifier bludgeoning damage to your grapple target.
Giant’s Stance
Stance - Stone Dragon
- Level: 5
- Execution Time: Special
- Range: Self
- Duration: Special
You swing your weapon in a wide, deadly arc that slams into your foe with incredible force.
While you are in this Stance you count as two sizes larger than you really are for defending against grapples and shoves. Additionally you deal an extra 1d4 damage with your melee weapon attacks.
Roots of the Mountain
Stance - Stone Dragon
- Level: 3
- Execution Time: Special
- Range: Self
- Duration: Special
You crouch and set your feet flat on the ground, rooting yourself to the spot you stand.
While you are in this Stance you have advantage on rolls to resist being moved. Effects that move you without a save/check to resist can move you at most 5ft.
Stonefoot Stance
Stance - Stone Dragon
- Level: 1
- Execution Time: Special
- Range: Self
- Duration: Special
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 have advantage on your Strength (Athletics) or Dexterity (Acrobatics) checks to resist a grapple or shove.
Strength of Stone
Stance - Stone Dragon
- Level: 8
- Execution Time: Special
- Range: Self
- Duration: Special
You enter an impenetrable defensive stance, making it almost impossible to strike you in a vulnerable area.
While you are in this Stance you are immune to critical hits.
Tiger Claw
Maneuvers
Claw at the Moon
Strike - Tiger Claw
- Level: 2
- Execution Time: 1 action
- Range: Melee
- Duration: Instantaneous
You learn to leap into the air and slice at a foe’s vulnerable points. Like a great cat, you spring into the air and attack your foe from an unexpected direction.
As part of the Strike you make a Strength (Athletics) check with a DC equal to your target’s AC.
If your Strength (Athletics) check is successful you make the melee weapon attack while foe loses her Dexterity modifier to AC against your melee attack. On a hit they suffer the attack's normal effects with an additional 2d6 damage. Furthermore you can land in an unoccupied space adjacent to your target, though no further than 5 ft away from your starting position.
If you fail your Strength (Athletics) check you make the melee weapon attack as normal. On a hit they suffer the attack's normal effects and you stay in your space.
Dancing Mongoose
Boost - Tiger Claw
- Level: 5
- Execution Time: 1 bonus action
- Range: Self
- Duration: 1 turn
You swing your weapons about you in a blur of speed, making a series of devastating attacks in the space of a single attack.
When you use this Boost you can make one additional attack during your attack action or Strike with each weapon you wield until the end of your turn. Claw, Talons and similar natural weapons count as two weapons for the purpose of this Boost.
Death from Above
Strike - Tiger Claw
- Level: 4
- Execution Time: 1 action
- Range: Melee
- Duration: Instantaneous
With a war cry, you leap into the air and lift your weapon high overhead. As you arc downward, your weight and momentum lend bone crushing force to your attack.
As part of the Strike you make a Strength (Athletics) check with a DC equal to your target’s AC.
If your Strength (Athletics) check is successful you make the melee weapon attack while foe loses her Dexterity modifier to AC against your melee attack. On a hit they suffer the attack's normal effects with an additional 6d6 damage and you can land in an unoccupied space adjacent to your target, though no further than 15 ft away from your starting position.
If you fail your Strength (Athletics) check you make the melee weapon attack as normal. On a hit they suffer the attack's normal effects and you stay in your space.
Feral Death Blow
Strike - Tiger Claw
- Level: 9
- Execution Time: 1 action
- Range: Melee
- Duration: Instantaneous
With a primal howl, you leap into the air and land on your opponent, rending and tearing with your weapons in an attempt to kill him with a brutally overwhelming assault. You grab onto your foe as you slash and hack at his neck, face, and other vulnerable areas.
As part of the Strike you make a Strength (Athletics) check with a DC equal to your target’s AC..
If your Strength (Athletics) check is successful you make the melee weapon attack while foe loses her Dexterity modifier to AC against your melee attack. On a hit they suffer the attack's normal effects and must make a Constitution saving throw against your Blade Magic DC. On a failed saving throw they instantly die and on a successful saving throw they instead take an extra 20d6 damage. Furthermore you can land in an unoccupied space adjacent to your target, though no further than 25 ft away from your starting position.
If you fail your Strength (Athletics) check you make the melee weapon attack as normal. On a hit they suffer the attack's normal effects and you stay in your space.
Flesh Ripper
Strike - Tiger Claw
- Level: 3
- Execution Time: 1 action
- Range: Melee
- Duration: 1 round, special
With a mixture of careful precision and animal savagery you tear into a foe to produce jagged wounds that overwhelm him with pain.
As part of this Strike you make a melee weapon attack. On a hit they suffer the attack's normal effects and must succeed on a Constitution saving throw against your Blade Magic DC or Attack rolls against the creature have advantage, and the creature’s Attack rolls have disadvantage until the end of your next turn.
If you roll a critical hit with your melee attack roll the effects of a failed saving throw instead last for 2 rounds.
Fountain of Blood
Boost - Tiger Claw
- Level: 4
- Execution Time: 1 bonus action
- Range: Self (30 ft radius)
- Duration: 1 minute
As your foe dies on your blade, you twist and turn your weapon to send blood spraying across the battlefield. Your enemies shriek in fear at their ally’s grisly demise.
When you kill an opponent with a melee weapon attack you can use this Boost. Every enemy within 30 ft of you must succeed on a Wisdom saving throw against your Blade Magic DC or be frightened of you for 1 minute. For each enemy you killed this turn before using this Boost the DC increases by 1.
Girallon Windmill Flesh Rip
Boost - Tiger Claw
- Level: 8
- Execution Time: 1 bonus action
- Range: Melee
- Duration: 1 turn
Windmilling your arms in a furious blur, you strike your perplexed enemy from two directions at once, rending their flesh with each strike. Each of your attacks is precisely timed to maximize the carnage it inflicts.
For this Strike to work you must be wielding two weapons. Claws, Talons and similar natural weapons count as two weapons for this purpose.
You must use this Boost before making any attacks. When you use this boost you rend your enemies for damage according to the number of successful attacks you perform against them at the end of your turn. Each enemy counts individually for the number of hits. For example, if you hit a fire giant three times and an evil cleric twice during your turn, the fire giant takes rend damage for three attacks and the cleric takes rend damage for two attacks.
A target begins to take 8d6 rend damage if they are hit by 2 attacks. This damage increases by 2d6 for each hit after the second.
Hamstring Attack
Strike - Tiger Claw
- Level: 7
- Execution Time: 1 action
- Range: Melee
- Duration: 1 minute
You slice into your opponent’s legs, leaving him hobbled and stumbling about.
As part of this Strike you make a melee weapon attack. On a hit they suffer the attack's normal effects and must succeed on a Constitution saving throw against your Blade Magic DC or have their speed reduced by 10 ft and their Dexterity score reduced by 1d6 for 1 minute. The ability score reduction doesn’t stack with other similar effects. This effect can be cured by a Greater Restoration, Heal or Regenerate spell.
Pouncing Charge
Strike - Tiger Claw
- Level: 5
- Execution Time: 1 action
- Range: Melee
- Duration: Instantaneous
With a roar of a wild beast, you throw yourself into the fray. Your weapons are little more than a blur as you hack at your foe with feral speed.
You can’t have moved this turn to use this Strike and after the Strike your movement becomes 0 for the rest of the round.
As part of this Strike you can move up to double your movement speed. After moving at least 10 ft and at the end of your movement you can take the attack action. You gain a bonus to your attack rolls equal to your proficiency bonus.
Rabid Bear Strike
Strike - Tiger Claw
- Level: 6
- Execution Time: 1 action
- Range: Melee
- Duration: 1 round
With a ferocious roar, you leap upon your enemy like a wild beast, slamming your weapon into them with a madman’s fury.
As part of this Strike you make a melee weapon attack with advantage. On a hit they suffer the attack's normal effects with an extra 8d6 damage. After the Strike every attack against you is made with advantage until the start of your next turn.
Rabid Wolf Strike
Strike - Tiger Claw
- Level: 2
- Execution Time: 1 action
- Range: Melee
- Duration: 1 round
You foam at the mouth and scream in rage as you make a powerful attack against your enemy. You set aside all thoughts of defense as you lunge forward.
As part of this Strike you make a melee weapon attack with advantage. On a hit they suffer the attack's normal effects with an extra 2d6 damage. After the Strike every attack against you is made with advantage until the start of your next turn.
Raging Mongoose
Boost - Tiger Claw
- Level: 8
- Execution Time: 1 bonus action
- Range: Self
- Duration: 1 turn
You unleash a ferocious volley of attacks, setting aside all thoughts of caution and self-control. You make a flurry of deadly attacks.
When you use this Boost you can make two additional attacks during your attack action or Strike with each weapon you wield until the end of your turn. Claw, Talons and similar natural weapons count as two weapons for the purpose of this Boost.
Soaring Raptor Strike
Strike - Tiger Claw
- Level: 3
- Execution Time: 1 action
- Range: Melee
- Duration: Instantaneous
You leap into the air, catching a larger opponent by surprise as you jump over it’s defenses to plunge your weapon into the crown of its head. With a carefully timed leap, you jump over the target’s defenses and attack it from an unexpected angle.
As part of the Strike you make a Strength (Athletics) check with a DC equal to your target’s AC..
If your Strength (Athletics) check is successful you make the melee weapon attack while foe loses her Dexterity modifier to AC against your melee attack. On a hit they suffer the attack's normal effects and take an extra 4d6 damage. Furthermore you can land in an unoccupied space adjacent to your target, though no further than 10 ft away from your starting position.
If you fail your Strength (Athletics) check you make the melee weapon attack as normal. On a hit they suffer the attack's normal effects and you stay in your space.
Sudden Leap
Boost - Tiger Claw
- Level: 1
- Execution Time: 1 bonus action
- Range: Self
- Duration: Instantaneous
You leap to a new position in the blink of an eye, leaving your opponents baffled.
When you use this Boost, you can jump up to a number of feet equal to five times your proficiency bonus. You can use this effect only if your speed is greater than 0.
Swooping Dragon Strike
Strike - Tiger Claw
- Level: 7
- Execution Time: 1 action
- Range: Melee
- Duration: Instantaneous
Like a dragon, you swoop down upon your foe and let loose with a devastating attack. You leap over her and, as you soar through the air, unleash a devastating volley of attacks.
If your Strength (Athletics) check is successful you make the melee weapon attack while foe loses her Dexterity modifier to AC against your melee attack. On a hit they suffer the attack's normal effects with an extra 12d6 damage and must succeed on a Constitution saving throw or become stunned until the end of your next turn. Furthermore you can land in an unoccupied space adjacent to your target, though no further than 20 ft away from your starting position.
If you fail your Strength (Athletics) check you make the melee weapon attack as normal. On a hit they suffer the attack's normal effects and you stay in your space.
Wolf Climbs the Mountain
Strike - Tiger Claw
- Level: 6
- Execution Time: 1 action
- Range: Melee
- Duration: 1 round
You slip between a larger foe’s legs and strike its exposed side. You then find cover in the shadow of your enemy’s bulk. You can use this maneuver only against an opponent of a size category larger than yours.
You can’t have moved this turn to use this Strike and after the Strike your movement becomes 0 for the rest of the round.
You also can only use this Strike against targets at least one size category larger than you.
As part of this Strike you enter your target’s space and make a melee weapon attack. On a hit they suffer the attack's normal effects with an extra 5d6 damage. After the Strike you remain in their space and have half cover against their attacks until the start of your next turn, after which you must leave the space if the target hasn’t yet moved away from its place.
Wolf Fang Strike
Strike - Tiger Claw
- Level: 1
- Execution Time: 1 action
- Range: Melee
- Duration: Instantaneous
You lash out in a blur of movement with two weapons, hacking into your foe with a combination of feral strength and speed.
For this Strike to work you must be wielding two weapons. Claws, Talons and similar natural weapons count as two weapons for this purpose.
As part of the Strike you make a melee weapon attack with each weapon against one opponent. On a hit they suffer the attack's normal effects. If your first hit reduces an opponent to 0 hit points you can’t make the second attack.
Stances
Blood in the Water
Stance - Tiger Claw
- Level: 1
- Execution Time: Special
- Range: Self
- Duration: Special
The smell of blood drives you into a fury. As you slash into your foe, each fresh wound you inflict spurs you onward.
While you are in this stance, you can roll an extra 1d4 damage when determining the extra damage for a critical hit with a melee attack.
Hunter’s Sense
Stance - Tiger Claw
- Level: 1
- Execution Time: Special
- Range: Self
- Duration: Special
You sniff at the air like a hunting animal. After you focus your mind, an array of scents that normally eludes your awareness becomes clear to you
While you are in this Stance you have advantage on Wisdom (Perception) checks based on smell.
Leaping Dragon Stance
Stance - Tiger Claw
- Level: 3
- Execution Time: Special
- Range: Self
- Duration: Special
Even when you are trapped in tight quarters and seemingly unable to move, a leap can send you flying gracefully through the air.
While you are in this Stance, as a bonus action, you can jump up to a number of feet equal to five times your proficiency bonus, You can use this effect only if your speed is greater than 0.
Prey on the Weak
Stance - Tiger Claw
- Level: 7
- Execution Time: Special
- Range: Self
- Duration: Special
You scythe through weaker foes like a mighty predator turned loose among a herd of prey. With each foe you strike, your bloodlust and battle fury rises even higher. After a brief moment of explosive rage, the foes around you are left bloodied, torn and moaning.
While you are in this Stance, whenever an opponent within 10 ft of you is reduced to 0 hit points, whether from your attack, an ally’s strike or some other cause, you can immediately use your reaction to make a melee weapon attack against any opponent within melee range.
Wolf Pack Tactics
Stance - Tiger Claw
- Level: 8
- Execution Time: Special
- Range: Self
- Duration: Special
With each stinging attack that connects against a foe, you slip around him, using the distraction provided by your attacks to prevent him from hindering your movement. You prowl the battlefield like a mighty hunter. You pick your spots to attack, striking foes when they are most vulnerable before moving on to attack elsewhere.
While you are in this Stance, you can use your movement speed to move up 5 ft after each successful attack without provoking attacks of opportunity. Also while in this Stance, as long as an ally is within 5 ft of the target creature, you have advantage on attack rolls.
Wolverine Stance
Stance - Tiger Claw
- Level: 3
- Execution Time: Special
- Range: Self
- Duration: Special
Like a cornered wolverine, you fight with unmatched ferocity and rage when your opponents force you into close quarters. When an opponent has you in his grasp, you transform into a snarling, frothing, raging beast.
While you are in this Stance and grappled, you have advantage on attack rolls against the creature grappling you.
White Raven
Maneuvers
Battle Leader’s Charge
Strike - White Raven
- Level: 2
- Execution Time: 1 action
- Range: Melee
- Duration: Instantaneous
You lead from the front, charging your enemies so that your allies can follow in your wake.
You can’t have moved this turn to use this Strike and after the Strike your movement becomes 0 for the rest of the round.
As part of the Strike you move up to twice your speed. If you moved at least at least 10 ft in a straight line towards your target, you can use your bonus action to make a melee weapon attack against the target. On a hit they suffer the attack's normal effects.and an extra 1d10 damage.
Clarion Call
Boost - White Raven
- Level: 7
- Execution Time: 1 bonus action
- Range: Self (60 ft radius)
- Duration: Instantaneous
As you defeat an opponent, you shout a battle cry that inspires one of your allies to renew his efforts. You are an inspiring figure on the battlefield, your personal victories are shared by your allies, allowing them to draw courage and vigor from your actions.
You can use this Boost if you have reduced a creature to 0 hit points during your turn. Once used, every ally that can see and hear you within 60 ft of you can, without using a reaction, either make one melee weapon attack or move up to their speed.
Covering Strike
Boost - White Raven
- Level: 4
- Execution Time: 1 bonus action
- Range: Self
- Duration: 1 minute
You make a ferocious series of attacks at your enemies, forcing them on the defensive and buying your allies critical seconds needed to slip past them unharmed.
After using this Boost, the first target you hit with a melee weapon attack can’t use their reaction to make attacks of opportunity for 1 minute. At the end of its turn they can make an Intelligence saving throw against your Blade Magic DC, ending the effect on a successful save.
Douse the Flames
Strike - White Raven
- Level: 1
- Execution Time: 1 action
- Range: Melee
- Duration: 1 round
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 the Strike you make a melee weapon attack. On a hit they suffer the attack's normal effects and they can’t use their reaction to make attacks of opportunity until the start of your turn.
Flanking Maneuver
Strike - White Raven
- Level: 5
- Execution Time: 1 action
- Range: Melee
- Duration: Instantaneous
Your keen leadership grants you and your allies a sudden advantage in combat. When you flank an opponent, you attack in such a way as to maximize your allies’ openings. By the same token, your friends’ ferocious, accurate attacks give you multiple opportunities to pierce your foe's defenses.
You can use this Strike if you and at least one ally are within 5 ft of the target.
As part of the strike you make a melee weapon attack. On a hit they suffer the attack's normal effects and any ally that can see you, within 5 ft of the target can use their reaction.to make a melee weapon attack against the same target.
Leading the Attack
Strike - White Raven
- Level: 1
- Execution Time: 1 action
- Range: Melee
- Duration: 1 round
You boldly strike at your enemy. As you attack, you shout a war cry to demonstrate that victory is at hand. This attack inspires nearby allies to join the fray with renewed vigor.
As part of the Strike you make a melee weapon attack. On a hit they suffer the attack's normal effects and your nearest ally gains a bonus to attack rolls against the target equal to your Blade Magic modifier until the start of your next turn.
Lion’s Roar
Boost - White Raven
- Level: 3
- Execution Time: 1 bonus action
- Range: Self (20 ft radius)
- 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.
You can use this Boost if you have reduced a creature to 0 hit points during your turn. Once used, you and every ally within 20 ft that can hear you gains a bonus to their damage rolls equal to your Blade Magic modifier until the end of your next turn.
Order forged from Chaos
Boost - White Raven
- Level: 6
- Execution Time: 1 bonus action
- Range: Self (30 ft radius)
- Duration: 1 turn
You bark a series of stern orders, directing your comrades to shift formation. The power of your presence is such that they obey without consciously thinking about it.
When you use this Boost, all allies within 30 ft of you gain extra movement equal to their speed, which they can immediately use without using a reaction.
Swarming Assault
Strike - White Raven
- Level: 7
- Execution Time: 1 action
- Range: Melee
- Duration: Instantaneous
You attack an opponent with brutal force, ruining his defenses. As you strike, you call out sharp commands to your allies, spurring them into action and allowing them to take advantage of the opening.
As part of this Strike you make a melee weapon attack. On a hit they suffer the attack's normal effects and any ally that can hear you, within 5 ft of the target can use their reaction.to take their attack action against the same target.
Tactical Strike
Strike - White Raven
- Level: 2
- Execution Time: 1 action
- Range: Melee
- Duration: Instantaneous
Your skill at arms and overwhelming powr force your opponent to falter at a fatal moment. As the foe attempts to recover from your devastating strike, your allies rush in to finish what you have started.
As part of the Strike you make a melee weapon attack. On a hit they suffer the attack's normal effects with an extra 2d6 damage and each ally adjacent to the target can move up to 5ft without provoking an attack of opportunity.
War Leader’s Charge
Strike - White Raven
- Level: 6
- Execution Time: 1 action
- Range: Melee
- Duration: Instantaneous
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.
You can’t have moved this turn to use this Strike and after the Strike your movement becomes 0 for the rest of the round.
As part of this Strike you can move up to double your movement speed. If you moved at least at least 10 ft in a straight line towards your target, you can use your bonus action to make a melee weapon attack against the target. On a hit they suffer the attack's normal effects with an extra 25 damage.
War Master’s Charge
Strike - White Raven
- Level: 9
- Execution Time: 1 action
- Range: Melee (30 ft radius)
- 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. You are an inspiring figure on the battlefield, allowing you to lead others on attacks that would strike fear and doubt into even the stoutest warrior's heart.
You can’t have moved this turn to use this Strike and after the Strike your movement becomes 0 for the rest of the round.
As part of this Strike you can move up to double your movement speed. If you moved at least at least 10 ft in a straight line towards your target, you can use your bonus action to make a melee weapon attack against the target. On a hit they suffer the attack's normal effects with an extra 50 damage. Additionally, each ally within 30 ft of you can use their reaction to also move up to double their movement speed and make a melee attack against the same target, if they moved at least 10 ft in a straight line towards them. On a hit they suffer the attack's normal effects with an extra 25 damage.
The movements are made simultaneously, they don’t block each other’s path and don’t provoke attacks of opportunity.
If at least one ally also attacks the same target, then all attacks are made with advantage and the the target must succeed on a Constitution saving throw against your Blade Magic DC or become stunned until the start of your next turn.
White Raven Hammer
Strike - White Raven
- Level: 8
- Execution Time: 1 action
- Range: Melee
- Duration: 1 round
You slam your opponent with a mighty attack to disrupt his senses and leave him unable to defend himself while your allies close to finish him off.
As part of this Strike you make a melee weapon attack. On a hit they suffer the attack's normal effects with an additional 6d6 damage and are stunned until the start of your next turn.
White Raven Strike
Strike - White Raven
- Level: 4
- Execution Time: 1 action
- Range: Melee
- Duration: 1 round
Your eye for tactics allows you to notice an enemy’s weak points and attack them with a mighty blow.
As part of this Strike you make a melee weapon attack. On a hit they suffer the attack's normal effects with an additional 4d6 damage and the first attack each turn against the target is made with advantage until the start of their next turn.
White Raven Tactics
Boost - White Raven
- Level: 3
- Execution Time: 1 bonus action
- Range: 10 ft
- 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.
When you use this boost, choose an ally within 10 ft of you. That ally’s next turn immediately happens after your turn, regardless of their position in the turn order. This doesn’t change their position in the turn order and their next regular turn is skipped.
Stances
Bolstering Voice
Stance - White Raven
- Level: 1
- Execution Time: Special
- Range: Self (10 ft radius)
- Duration: Special
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 10 ft around you have advantage on saving throws against being frightened.
Leading the Charge
Stance - White Raven
- Level: 1
- Execution Time: Special
- Range: Self (10 ft. radius)
- Duration: Special
You fire the confidence and martial spirit of your allies, giving them the energy and bravery needed to make a devastating charge against your enemies.
While you are in this Stance, each ally that starts its turn within 10 ft of you increases their speed by 10 ft.
Press the Advantage
Stance - White Raven
- Level: 5
- Execution Time: Special
- Range: Self
- Duration: Special
You shift across the battlefield, timing your movements precisely to avoid any attacks from your foes. You sense 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, you don’t provoke an attack of opportunity for moving outside the attack range of your enemies.
Swarm Tactics
Stance - White Raven
- Level: 8
- Execution Time: Special
- Range: Self (60 ft radius)
- Duration: Special
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, as long as you are adjacent to an opponent, your allies have advantage on attacks against that opponent.
Tactics of the Wolf
Stance - White Raven
- Level: 3
- Execution Time: Special
- Range: Self
- Duration: Special
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, while you and at least one ally are adjacent to an opponent, you and those allies gain a bonus to damage rolls against that opponent equal to your Blade Magic modifier.