Blade Magic

by Darkseid13

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Blade Magic

Chapter 1: Blade Magic

Base System

Blade Magic: What is it?

The uncanny power of the Sublime Way springs from a blend of physical skill, mental self-discipline, and adherence to distinct martial philosophies. Many of the maneuvers of the various martial disciplines aren’t magic at all—they are simply demonstrations of near-superhuman skill and training. Although many of the maneuvers and methods taught by the Sublime Way are mundane in execution and effect, their results can sometimes rival spells.

The warriors who study the nine schools are capable of battlefield feats beyond those that a traditionally schooled and trained warrior can hope to accomplish. The typical fighter might display great skill in a weapon’s basic cuts, thrusts, and parries, but a student of the Sublime Way believes that mastering a weapon requires self-discipline and spiritual austerity in addition to learning the correct physical postures and movements.

Using Martial Powers

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

You can use a particular stance or maneuver as many times as you like in a single day, but each time you use a maneuver, you temporarily expend it—you lose a little of your mental focus, you exhaust some small portion of your personal ki or energy, or you simply finish the move out of position and can’t immediately launch the same attack again without assuming the proper posture and mental state first.

In other words, you can’t use an expended maneuver again until you rest for a brief time or perform a specific action in combat that allows you to recover one or more expended maneuvers. The type of action necessary depends on what type of martial adept you are; see Chapter 2 for details on each class’s maneuver recovery mechanism. As a result, you can normally use each of your readied maneuvers once per encounter, but sometimes you can recover one or more maneuvers you used earlier in the encounter and use them again. You never expend or use up your stances, so they are always available.

Readying Maneuvers

You do not need to ready your stances ahead of time. Every stance you know is always available to you. However, maneuvers require preparation in the form of exercise, prayer, meditation, or simple mental rehearsal. Therefore, you must choose a selection of readied maneuvers from all the maneuvers you know. Only your readied maneuvers are available for immediate use.

The number of maneuvers you can ready at one time depends on your class and level. If you do not have any levels in a martial adept class (for example, you learned a maneuver by means of the Martial Study feat), you can ready each maneuver you know. For example, if you have chosen the Martial Study feat two times and know two martial maneuvers, you automatically ready both those maneuvers.

To ready maneuvers, you require a brief period of practice, exercise, meditation, or prayer. The exact nature of the exercise or meditation depends on your martial adept class, but each class requires a short rest to ready maneuvers.

Since each martial maneuver requires a precise combination of techniques for gathering inner energy, training muscle memory, speaking prayers or catechisms, and even focusing the mind on specific concepts or analogies, most martial adepts can’t keep every maneuver they know at the forefront of their minds.

Initiating Maneuvers and Stances

To initiate a maneuver or a stance, you must be able to move. You do not need to be able to speak. You initiate a maneuver by taking the specified initiation action. The process of initiating a maneuver is similar to that of casting a spell or manifesting a psionic power. You can only choose to initiate a maneuver that is currently readied and unexpended.

Multiclass Characters

Even when you gain levels in a class that does not grant martial maneuvers, your understanding of the martial disciplines still increases. A highly skilled fighter has the basic combat training and experience needed to master advanced maneuvers.

If you are a multiclass martial adept, and you learn a new maneuver by attaining a new level in a martial adept class, determine your initiator level by adding together your level in that class + 1/2 your levels in all other classes. Look up the result on the table below to determine the highest-level maneuvers you can take. You still have to meet a maneuver’s prerequisite to learn it.

Character Level Maneuver Level
1st-2nd 1st
3rd-4th 2nd
5th-6th 3rd
7th-8th 4th
9th-10th 5th
11th-12th 6th
13th-14th 7th
15th-16th 8th
17th+ 9th

Martial Powers and Magic

In general, martial maneuvers and stances that create supernatural effects are transparent to magic or psionics. However, martial maneuvers rarely interact with spells or powers. Once a maneuver is initiated, the effect lasts only for your turn unless otherwise noted, giving an opponent little opportunity to counter it.

Antimagic Fields?

Stances and maneuvers work perfectly inside antimagic fields, though no one can explain why. Even overtly supernatural effects still happen in these areas.

Detecting Martial Manuevers

Most maneuvers don’t create persistent or long-lasting effects, and the results are obvious to any observer. However, identifying a specific maneuver, stance, or discipline requires use of the History skill.

Multiple Effects

Martial maneuvers and stances usually work as described in Chapter 4, no matter how many other powers, spells, or magical effects happen to be operating in the same area or on the same subject. Whenever a maneuver or stance has a specific effect on other maneuvers, powers, or spells, its description explains the effect. Most martial adepts can use only one stance at a time, but some high-level adepts might be able to use two stances at once.

Stacking Effects

Maneuvers or stances that provide bonuses or penalties on attack rolls, damage rolls, saving throws, and other attributes do not stack with each other unless specifically noted within their descriptions.

Discipline Weapons

All martial disciplines can be used unarmed, or with any weapon, but each has several weapons they resonate with. If you are not using a disciplines preferred weapon, you do not add your proficiency bonus to attack rolls or skill checks needed by that disciplines maneuvers.

Maneuvers and Stance Descriptions

The various martial maneuvers available to practitioners of the Sublime Way are described in Chapter 3: Maneuvers and Stances. The description of each power follows a standard format, which is explained below.

Name

This entry is the name by which the maneuver is generally known. However, it’s fairly common for various schools or traditions of the Sublime Way to bestow their own names on maneuvers. For example, the swooping dragon strike maneuver might be known as the dragon’s pounce, the gentle reminder, or something as esoteric as Liam falling down the mountain.

Martial Discipline

Each maneuver belongs to one of nine martial disciplines. The maneuvers in a discipline are loosely linked by common effects, philosophies, or functions. The second line of a maneuver or stance description provides the name of the relevant discipline, along with its type (see below).

Just like maneuver names, the names of martial disciplines vary widely from one locale to another. In fact, the term discipline is not universally used. Disciplines might be known as schools, traditions, philosophies, regimens, teachings, paths, or styles. For example, the Desert Wind discipline might be known in some areas as the Green Naga style or the Wakeful Dreamer philosophy.

Each discipline is tied to a skill that might be used in the execution of some of its maneuvers. In addition, various weapons lend themselves to the philosophy or maneuvers of different disciplines.

The nine disciplines include the following;

Desert Wind

Speed and mobility are the hallmarks of the Desert Wind discipline. Desert Wind maneuvers often involve blinding fiurries of blows, quick charges, and agile footwork. Some maneuvers from this school, however, draw power from the supernatural essence of the desert and allow an adept practitioner to scour his foes with fire.

The key skill for Desert Wind maneuvers is Acrobatics. Weapons associated with Desert Wind include the scimitar, light mace, light pick, falchion, and spear.

Devoted Spirit

Faith, piety, and purity of body and mind are the wellsprings of a warrior’s true power. Devoted Spirit maneuvers harness a practitioner’s spiritual strength and her zealous devotion to a cause. This discipline includes energies baneful to a creature opposed to the Devoted Spirit student’s cause, abilities that can keep an adept fighting long after a more mundane warrior would fall to his enemies, and strikes infused with vengeful, fanatical power.

Intimidation is the key skill for Devoted Spirit. Devoted Spirit associated weapons include the falchion, greatclub, longsword, and maul.

Diamond Mind

True quickness lies in the mind, not the body. A student of the Diamond Mind discipline seeks to hone his perceptions and discipline his thoughts so that he can act in slivers of time so narrow that others cannot even perceive them. A corollary of this speed of thought and action is the concept of the mind as the battleground. An enemy defeated in his mind must inevitably be defeated in the realm of the physical as well.

Insight is the key skill for Diamond Mind. The rapier, shortspear, bastard sword (katana), and trident are the associated weapons for Diamond Mind.

Iron Heart

Absolute mastery of the sword is the goal of the Iron Heart discipline. Through unending practice and study, the Iron Heart adept achieves superhuman skill with her weapons. Iron Heart maneuvers are demonstrations of uncanny martial skill—weaving patterns of steel that dizzy, confuse, and ultimately kill with no recourse.

The key skill for Iron Heart is Acrobatics, since a perfect understanding of motion is essential to maneuvers in this discipline. The bastard sword, dwarven waraxe, longsword, and two-bladed sword are the associated weapons for Iron Heart.

Black Seraph

The secrets of the Black Seraph discipline are taught by possessing fiends and demonic tutors to their pawns as a way of enticing fools who desire power into learning their secrets or the occasional few with wills strong enough to tear those secrets from their infernal prisoners. Not ones to blanch at the thought of fighting dirty, Black Seraph disciples are quite content to injure their foes in any way that they can to ensure their victory. This discipline focuses on powerful, straightforward two-handed strikes and vicious counters as well as intimidation, pain-infliction, and dirty fighting.

Intimidation is the key skill for the Black Seraph discipline. The associated weapons for Black Seraph are axes, flails, and pole arms .

Shadow Hand

Never show an adversary what he expects to see. The Shadow Hand discipline emphasizes deception, misdirection, and surprise. The most effective blow is one struck against an enemy who does not even know he is in danger. Because the study of deceit as a philosophy often leads into darker practices, some Shadow Hand maneuvers employ the supernatural cold and darkness of pure shadow.

The key skill for the Shadow Hand discipline is Stealth. Shadow Hand associated weapons include the dagger, short sword, sai, siangham, unarmed strike, and spiked chain.

Stone Dragon

The strength and endurance of the mountains epitomize the Stone Dragon discipline. The methodical and relentless application of force allows a student of this philosophy to defeat any foe. Strikes of superhuman power and manifestations of perfect, idealized force make up the Stone Dragon maneuvers.

Athletics is the key skill for the Stone Dragon discipline. The associated weapons for Stone Dragon are greatsword, greataxe, heavy mace, and unarmed strike.

Tiger Claw

Consciousness is the enemy of instinct. The Tiger Claw discipline teaches that martial superiority can be achieved by discarding the veneer of civilization, along with the higher thoughts that fetter a warrior’s actions. Tiger Claw maneuvers emulate the strikes, leaps, and pounces of animals. When infused with ki power, some Tiger Claw maneuvers also allow a martial adept to take on animalistic characteristics, speed, and bloodlust.

Tiger Claw emphasizes strength and speed, so Athletics is the key skill for this discipline. The kukri, kama, claw, handaxe, greataxe, and unarmed strike are the associated weapons for Tiger Claw.

White Raven

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

Persuasion is the key skill for White Raven. This discipline’s associated weapons are the longsword, battleaxe, warhammer, greatsword, and halberd.

(Type)

Most martial powers fall into one of four categories: boost, counter, stance, or strike. Some maneuvers don’t fall into any of these categories, but these are exceptions to the rule.

  • Boost: This category covers maneuvers that allow a warrior to focus himself, summon his ki energy or other source of power, and unleash it through his melee attacks. A crusader who draws a deep breath, shouts an invocation to his god or cause, and then unleashes a mighty attack is using a boost. Boosts require bonus actions.
  • Counter: A counter is a fast, usually defensive maneuver that you use to foil your opponent’s actions. A swordsage who dodges to just beyond a rampaging minotaur’s reach is using a counter. Counters use reactions.
  • Strike: A strike is a maneuver that allows a special attack. A warblade who delivers a single blow that slays an ogre is using a strike. A strike imparts some advantage or bonus over a standard attack, such as extra damage, an additional effect such as blinding a foe, and so forth. Strikes use actions.
  • Stance: A stance is not a maneuver, but a specific fighting method that you maintain from round to round. So long as you maintain a stance, you gain some benefit from it. A swordsage initiate of the Shadow Hand school who creates a concealing shroud of shadow energy while he moves is using a stance. Stances require no action.

[Descriptor]

Some maneuvers have descriptors that further define them. These descriptors appear on the same line as the discipline of the maneuver.

The descriptors that can apply to maneuvers are cold, electricity, evil, fear, fire, force, good, mind-affecting, teleport, and sonic. Most of these descriptors have no game effect by themselves, but they govern how a maneuver interacts with other maneuvers, powers, spells, or abilities.

Level

This entry gives the level of the maneuver within it's style.

You can learn any maneuver you like by choosing the Martial Study feat, regardless of class. However, you must still meet the prerequisite of the maneuver.

Prerequisite

In addition to meeting the class and level requirements before you can learn a maneuver, you must meet a certain set of requirements to be able to choose that maneuver as one you know. Stances are considered maneuvers for the purpose of meeting a prerequisite to learn a new maneuver.

You can’t learn a maneuver unless you gain a level in a martial adept class or you take the Martial Study feat.

Maneuvers Known: Some of the more powerful maneuvers require you to learn one or more other maneuvers in the same discipline before they can be selected.

Range

A maneuver’s range indicates how far from you it can reach. Many maneuvers are treated as Personal-range effects, because you initiate the maneuver to give yourself a special bonus or capability for the round.

Standard ranges include (but are not limited to) the following:

Personal: The maneuver affects only you (but might give you an unusual power or ability that affects others for the rest of your turn).

Touch: You must touch a creature or object to affect it. A touch maneuver that deals damage can score a critical hit just as a weapon can, although you do not multiply the extra damage from a maneuver on a successful critical hit.

Melee Attack: The maneuver affects any creature you make a successful melee attack against.

Adjacent: The maneuver affects creatures within 5 feet of you. Sometimes you only affect adjacent creatures at the beginning of your turn or at the end of your turn, but other maneuvers might affect any creature you move adjacent to during the course of your turn. See the specific maneuver descriptions for details.

Range Expressed in Feet: Some maneuvers have no standard range category, just a range expressed in feet.

Duration

A maneuver’s duration tells you how long its effect lasts.

Description of Effect

This portion of the maneuver description explains what the maneuver does and how it works. It begins with a sentence or two of italicized “read-aloud” text that gives players an image of how the maneuver does what it does. If one of the previous lines in the maneuver description included “see text,” this section is where you find the explanation.

Chapter 2: Classes

Crusader, Swordsage, Warblade

The Crusader

A human in heavy armor charges down the ramp, his bravery and martial skill inspiring the villagers behind him. Cheering, the follow the man into battle.

A half-elf bearing nothing but a mace and her faith stands tall against the demon. His power is overwhelming, but her skill and discipline bring her victory.

A halfling man sighs, before picking up his scythe. The modron hesitates before charging, never realizing that the dimunitive humanoid is a champion of chaos personified.

All of these heros are crusaders, exemplars of alignment and champions of divinity.

Heroes and Villains

Devoted knight, divine agent, instrument of vengeance, peerless fighting machine - the crusader is a warrior dedicated to good, evil, law, chaos, or some other cause. She seeks out and destroys the enemies of her chosen faith. Strengthened by prayer or absolute devotion to a principle, armored by unshakable faith, and driven by her convictions, a good crusader is a mighty weapon against injustice and malice. An evil crusader, on the other hand, is a cruel and fearsome warrior of darkness.

Natural Skill at War

A crusader who embraces a religion or holy faith is similar to a paladin in that she commands a number of holy (or unholy) powers. However, a crusader has no skill with divine spellcasting; she is a martial adept whose maneuvers are unpredictable gifts of divine power.

Trusting in the power of her chosen deity, she allows faith and intuition to guide her through battle. Many crusaders receive the call to their cause early in life, but never study formally at a temple or monastery. These warriors are gifted with a natural ability to channel the divine energies of their cause, but in a raw, untamed manner. A crusader has absolute faith in her ability to draw on the source of her power, but she never quite knows how that power will manifest.

First and foremost, a crusader is a competent combatant. She fights as skillfully as a fighter, paladin, or ranger does, relying on heavy armor and a good selection of weapons to gain the edge over her opponents. To this basic fighting prowess, she adds several abilities derived from her absolute faith and devotion to her chosen ideal.

When fighting for her cause, a crusader becomes an unstoppable force on the battlefield. Terrible injuries might send less dedicated warriors running from the fight, but a crusader transforms such setbacks into martial fury that enables her to fight on long after other warriors would have been overwhelmed.

A crusader masters a small number of martial maneuvers as she gains levels. Derived from her extraordinary self-discipline, these maneuvers include catechisms of faith, spiritual devotions, and the ability to strike spectacular blows in the service of her patron or cause. Armed with the power of her faith, she can shatter boulders, shrug off enemy attacks, or rally an army with a single act of bravery.


___ > ##### Multiclassing > You must have a Wisdom score and a Strength score of 13 or higher in order to multiclass in or out of this class.


Class Features

As a Crusader, you gain the following class features

Hit Points


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

Proficiencies


  • Armor: Light, medium, and heavy armor, and all shields
  • Weapons: Simple weapons, martial weapons
  • Tools: None

  • Saving Throws: Constitution, Wisdom
  • Skills: Choose two from Animal Handling, Athletics, Intimidation, Medicine, Persuasion, Perception, and Religion

Equipment

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

  • (a) a simple weapon or (b) a martial weapon
  • (a) a shield or (b) plate mail
  • (a) scale mail or (b) a longbow and 20 arrows
  • (a) a priest's pack or (b) an adventurer's pack
Crusader
Level Proficiency Bonus Features Maneuvers Known Maneuvers Readied Stances Known
1st +2 The Sublime Way, Steely Resolve (5) 5 5 (2) 1
2nd +2 Furious Counterattack 5 5 (2) 1
3rd +2 Crusader's Order 6 5 (2) 2
4th +2 Ability Score Improvement, Steely Resolve (10) 6 5 (2) 2
5th +3 Zealous Surge (1) 7 5 (2) 2
6th +3 Crusader's Smite 7 5 (2) 2
7th +3 Path Feature 8 5 (2) 2
8th +3 Ability Score Improvement 8 5 (2) 3
9th +4 Steely Resolve (15) 9 5 (2) 3
10th +4 Die Hard 9 6 (3) 3
11th +4 10 6 (3) 3
12th +4 Ability Score Improvement 10 6 (3) 3
13th +5 Steely Resolve (20), Zealous Surge (2) 11 6 (3) 3
14th +5 Path Feature 11 6 (3) 4
15th +5 12 6 (3) 4
16th +5 Ability Score Improvement 12 6 (3) 4
17th +6 Steely Resolve (25) 13 6 (3) 4
18th +6 Path Feature 13 6 (3) 4
19th +6 Ability Score Improvement 14 6 (3) 4
20th +6 Steely Resolve (30), Indomitable Soul 14 7 (4) 4

The Sublime Way

At 1st level, your devotion has unlocked the secrets of the Sublime Way to you. You may learn and ready a number of martial discipline stances and maneuvers as shown in the Crusader table above. Whenever you gain a level in this class, you may exchange any maneuver you know for a new one you meet the prerequisites for.

You may learn maneuvers and stances from the Devoted Spirit, White Raven, and Stone Dragon martial disciplines. Some maneuvers may call for a saving throw to be made by a hostile creature. When they do so, use the following formula to determine the DC for these saving throws.

Maneuver Save DC = 8 + your proficiency bonus +

your Wisdom modifier

Steely Resolve

Also at 1st level, your supreme dedication and intense focus allow you to temporarily set aside the pain and hindering effects of injuries.

You have a delayed damage pool that allows you to forestall the effects of many injuries. This pool begins at 0. This pool has a maximum based upon your level, as shown in the Crusader table above.

When you are attacked, any hit point damage the blow deals is added to your delayed damage pool. At the end of your next turn, you take damage equal to the total stored in your delayed damage pool, which then resets to 0.

Any healing you receive can either increase your current hit point total as normal or reduce the total damage in your delayed damage pool. When you receive healing, you choose whether it affects your damage pool, your hit points, or both (you can split the amount of healing as you wish).

Furious Counterattack

At 2nd level, you have learned how to channel your righteous fury into martial prowess. Whenever your delayed damage pool reaches it's maximum, you may choose a number of expended maneuvers that are recovered instantly. This number is shown in parentheses in the Maneuvers Readied column of the Crusader table.

Crusader's Order

At 3rd level, you choose an order that shapes the expression of your devotion. Your choice grants you features at 3rd level and again at 7th, 14th, and 18th levels. These Orders are detailed at the end of the class description.

Ability Score Improvement

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

Zealous Surge

Your boundless energy and dedication to your cause allow you to throw off the effect of a special attack, spell, or other attack that would otherwise hinder or harm you.

Beginning at 5th level, you can opt to reroll a single saving throw. You must abide by the result of the new, second saving throw, even if it is lower than the first.

This ability does not require an action. You simply decide to use it after seeing the result of your saving throw roll but before the DM tells you if it fails or succeeds.

Once you use this feature, you must complete a long rest before you can use it again. You gain an additional use of this feature at 13th level.

Crusader's Smite

At 6th level, you have learned to harness your devotion to make your strikes harm your foes. As long as you have damage in your delayed damage pool, you may add your Wisdom modifier to all weapon and maneuver damage rolls.

Die Hard

At 10th level, your faith in your cause keeps you conscious even when others would fall. Once, when you are reduced to 0 hit points, you do not fall unconcious until the end of your next turn. Once you use this feature, you must complete a long rest before you can use it again.

Indomitable Soul

At 20th level, your faith protects you from hostile magic that would harm you. You have advantage on saving throws against spells.

Crusader's Orders

All crusaders walk their own path, but two orders of zealous warriors in particular are common among the multiverse- the Ruby Vindicator, and the Deepstone Sentinel. These orders teach disciplines that aid in their goals, and all crusaders honor venerable Sentinals and Vindicators.

Ruby Vindicator

The Ruby Knights are a crusader order in the service of a mysterious goddess of death and magic. Inscrutable and mysterious, these secretive warriors serve as the militant arm of their faith. They protect the temples of their goddess, guard important leaders of the church, aid powerful sorcerers and necromancers sworn to the service of the Ruby Goddess, and help to train novice clergy.

They travel the world, performing their duties, often as knight-errants, and in this capacity they can be found anywhere. When called upon, they also serve as spies and assassins.

Knight-Assassin

Beginning when you select this Order at 3rd level, you may choose maneuvers and stances from the Shadow Hand martial discipline.

Stealth Proficency

Also at 3rd level, you gain proficiency with the Stealth skill. If you are already proficient with Stealth, you become proficient with 1 other skill instead.

Ruby Vanguard

At 7th level, you have proven your devotion to the Ruby Goddess enough to earn one of her hidden blessings. Whenever you receive magical healing, you may add your Wisdom modifier to the hit points healed.

Hammer of the Witch Goddess

At 14th level, you have embraced your role as a holy assassin.

Whenever you deal damage to a creature from concealment, you may exchange a maneuver you do not have readied for one that you have readied. The new maneuver becomes readied for use, and the former maneuver is no longer readied for you.

You may only benefit from this feature once per long rest.

Vindicator Supreme

At 18th level, whenever you reduce a hostile creature to 0 hit points or less, the Witch Goddess smiles upon you, allowing you to recover an expended maneuver.

Deepstone Sentinel

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

Bonus Stance

At 3rd level, you gain a bonus stance that must be chosen from the Stone Dragon discipline.

Mountain Fortress Stance

Also at 3rd level, you learn to make yourself as impenetrable as a mountain fortress. While you are in a Stone Dragon stance, you can forgo its normal benefit with a bonus action to gain the effect of mountain fortress stance.

When you use this ability, you can choose to create a fortress of earth or rock, provided you are standing on earth, stone, rock, or a worked surface.

The 5 foot space that you occupy forms a pillar of earth or rock 5 feet tall, with you on top. The terrain surrounding you becomes steeply sloped and rocky, causing the ground within 10 feet of you to become difficult terrain.

Crashing Mountain Juggernaut

Beginning at 7th level, you have learned how to leverage Mountain Fortress Stance in battle. While in Mountain Fortress Stance, you gain a number of temporary hit points equal to your level, and you have advantage while use strike maneuvers against creatures currently in difficult terrain.

Indomitable Redoubt

By 14th level, you have been trained in the art of using Stone Dragon stances in conjunction with Mountain Fortress Stance.

While you are in Mountain Fortress stance, you can also initiate and gain the benefit of one additional Stone Dragon stance. You must otherwise follow all the normal rules for entering and maintaining a stance.

Awaken the Stone Dragon

At 18th level, you have unlocked the final technique of the Deepstone Sentinels. While you are in Mountain Fortress Stance, you may cast earthquake without using material components once. Once you use this feature, you must complete a long rest before you can use it again.

The Swordsage

An elf in exquisite robes faces their challenger. Drawing their blade, they know that this will be the duel of their long life.

A human dances between columns, avoiding spells and arrows alike, before rising into the sky on superheated air, fire trailing from her sword.

A firbolg runs through the forest, blades in hand, leaping off of trees to evade his attackers. They do not know he is leading them into an ambush.

All of these warriors are swordsages, experts bladesmen and scions of knowledge alike.

True Blade Magic

A master of martial maneuvers, the swordsage is a physical adept - a blade wizard whose knowledge of the Sublime Way lets him unlock potent abilities, many of which are overtly supernatural or magical in nature.

Depending on which disciplines he chooses to study, a swordsage might be capable of walking through walls, leaping dozens of feet into the air, shattering boulders with a single touch, or even mastering the elements of fire or shadow. Whatever his specific training, a swordsage blurs the line between martial prowess and magical skill.

Versatility Incarnate

Of all three martial adept classes, swordsages learn and can ready the most maneuvers. This advantage gives them unparalleled versatility in a given encounter. In one battle, a swordsage might fulfill the role of the rogue, lurking in shadows and striking when foes are least prepared.

In another, he might be scorching enemies with area attacks, much like a wizard. In still another fight, he might tear an enemy apart with his bare hands, matching a barbarian's ferocity with his own distinctive style of bloodthirstiness. Whatever the occasion, a swordsage is able to contribute, often in completely unexpected ways.


Multiclassing

You must have a Dexterity score and an Intelligence score of 13 or higher in order to multiclass in or out of this class.

Class Features

As a Swordsage, you gain the following class features

Hit Points


  • Hit Dice: 1d8 per Swordsage level
  • Hit Points at 1st Level: 8 + Constitution Modifier
  • Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per swordsage level after 1st

Proficiencies


  • Armor: Light armor
  • Weapons: Simple weapons, martial melee weapons. thrown weapons
  • Tools: One artisan's tools of your choice

  • Saving Throws: Dexterity, Intelligence
  • Skills: Choose four from Acrobatics, Arcana, Athletics, Deception, History, Insight, Investigation, Perception, Sleight of Hand, Stealth

Equipment

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

  • (a) a scimitar or (b) a spear
  • (a) a rapier or (b) katana (bastard sword)
  • (a) a longbow and 20 arrows or (b) a heavy crossbow and 10 bolts
  • (a) a set of leather armor or (b) hide armor
  • (a) an adventurer's pack or (b) a scholar's pack
Swordsage
Level Proficiency Bonus Features Maneuvers Known Maneuvers Readied Stances Known
1st +2 The Sublime Way, Artist's Quickness, Martial Perfection 6 5 1
2nd +2 Meditative Pause 6 5 1
3rd +2 Sage's Calling, Fast Study 7 5 1
4th +2 Ability Score Improvement 7 5 1
5th +3 8 6 2
6th +3 Calling Feature 8 6 2
7th +3 Evasion 9 6 2
8th +3 Ability Score Improvement 9 6 2
9th +4 10 7 3
10th +4 Broad Study 10 7 3
11th +4 Calling Feature 11 7 3
12th +4 Ability Score Improvement 12 7 3
13th +5 12 8 4
14th +5 Sage's Focus 13 8 4
15th +5 13 8 5
16th +5 Ability Score Improvement 14 8 5
17th +6 Calling Feature 14 9 6
18th +6 15 9 6
19th +6 Ability Score Improvement 15 10 7
20th +6 Calling Feature 16 10 8

The Sublime Way

At 1st level, your dedication to martial perfection has unlocked the secrets of the Sublime Way to you. You may learn and ready a number of martial discipline stances and maneuvers as shown in the Swordsage table above. Whenever you gain a level in this class, you may exchange any maneuver you know for a new one you meet the prerequisites for.

You may learn maneuvers and stances from the Desert Wind, Shadow Hand, and Diamond Mind martial disciplines. Some maneuvers may call for a saving throw to be made by a hostile creature. When they do so, use the following formula to determine the DC for these saving throws.

Maneuver Save DC = 8 + your proficiency bonus +

your Dexterity modifier

Thinker's Quickness

Also at 1st level, you may add your Intelligence modifier to Initiative rolls.

Martial Perfection

At 1st level, your goal of martial perfection allows you to wield all but the largest and most unwieldy weapons with alacrity.

As long as a weapon does not have the heavy property, you treat it as if it had the finesse property.

Meditative Pause

At 2nd level, you have mastered the ability to center yourself in combat and re-aligning yourself for battle. You may use your bonus action to recover a single expended maneuver instantly.

Sage's Calling

At 3rd level, you select a Calling to follow as a swordsage. Your choice grants you features at 3rd level and again at 6th, 11th, 17th, and 20th levels.

Fast Study

Also at 3rd level, you may spend 10 minutes studying a magical item. At the end of the 10 minutes, you identify the item as per the spell.

Ability Score Improvement

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

Evasion

Beginning at 7th level, you can nimbly dodge out of the way of certain area effects, such as a red dragon's fiery breath or an Ice Storm spell. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.

Broad Study

By 10th level, you have broadened your scope of martial learning and knowledge. You may select a Martial Discipline that you currently cannot learn stances and maneuvers from, and you may learn stances and maneuvers from that Martial Discipline.

Sage's Focus

Beginning at 14th level, your supreme focus in battle allows you to activate two Boost manuevers using a single bonus action. You may use this feature once, and you regain the ability to use it after you complete a long rest.

Sage's Callings

All swordsages feel a calling in their soul, and many swordsages will join groups dedicated to these goals. There are many such groups, but two are presented here- the Jade Phoenix Mage, and the Shadow Sun Ninja.


Jade Phoenix Mage

Long ago, a fellowship of swordsages known as the Masters of the Jade Phoenix took up the study of arcane magic in search of a new martial discipline. Properly applied, the stances and maneuvers of a martial discipline provided the mage with exceptional power and control in his arcane spellcasting.

Applied Spellcasting

At 3rd level, you gain a limited ability to cast spells. You gain spell slots according to the chart below. You may learn spells from the evocation, abjuration, and divination schools of magic, from the Wizard spell list. Intelligence is your spellcasting modifier.

Jade Phoenix Spellcasting
Level Cantrips Known Spells Known 1st 2nd 3rd 4th
3rd 3 3 2
4th 3 4 3
5th 3 4 3
6th 3 4 3
7th 3 5 4 2
8th 3 6 4 2
9th 3 6 4 2
10th 4 7 4 3
11th 4 8 4 3
12th 4 8 4 3
13th 4 9 4 3 2
14th 4 10 4 3 2
15th 4 10 4 3 2
16th 4 11 4 3 3
17th 4 11 4 3 3
18th 4 11 4 3 3
19th 4 12 4 3 3 1
20th 4 13 4 3 3 1

Arcane Wrath

Also at 3rd level, you can spontaneously channel stored spell energy into your melee attacks. As a bonus action, you can use a spell slot to gain advantage on a single attack or martial strike, as well as an extra 1d10 points of force damage per spell level expended. Both bonuses can be applied only on an attack made before the beginning of your next turn.

Mystic Phoenix Stance

At 6th level, you learn how to channel the energy from one of your stances in a new way. While you are in a stance from any discipline you know, you can forgo its normal benefit as a bonus action to gain the effect of Mystic Phoenix Stance. This ability lasts as long as you would maintain the stance, or as described below. You can also stop using Mystic Phoenix Stance and resume gaining the normal benefit of the stance as a bonus action.

While in Mystic Phoenix Stance, whenever you make a melee attack or martial strike, the next spell you cast gains the Empowered metamagic effect, using your Intelligence in place of Charisma. Once you have used this benefit a number of times equal to your proficiency bonus, Mystic Phoenix Stance ends, and cannot be used again until you complete a long rest.


Empowered Metamagic Effect

When you roll damage for a spell, you can reroll a number of the damage dice up to your Charisma modifier (minimum of one). You must use the new rolls

Firebird Stance

At 11th level, you learn another application for a stance you know. While you are in a stance from any discipline you know, you can forgo its normal benefit as a bonus action to gain the effect of Firebird Stance. This ability lasts as long as you would maintain the stance, or as described below. You can also stop using Firebird Stance and resume gaining the normal benefit of the stance as a swift action.

While in Firebird Stance, you gain resistance to fire, and whenever you deal fire damage, you gain 1 temporary hit point per dice of fire damage dealt.

Quickened Strike

By 17th level, you have reached the pinnacle of Jade Phoenix's spellcasting style. When you are in Mystic Phoenix Stance, you may choose to give your spells the Quickened metamagic effect instead of Empowered. You must still meet the same prerequisites.


Quickened Metamagic Effect

When you cast a spell that has a casting time of 1 action, you can change the casting time to 1 bonus action for this casting.

Emerald Immolation

At 20th level, you can perform the final technique of the Jade Phoenix Mages- the Emerald Immolation. When you are reduced to 0 hit points, you explode in a searing blast of green fire that deals 10d6 points of fire damage and 10d6 points of force damage in a 20-foot radius. Creatures in the area may attempt a Dexterity saving throw against your Spell save DC. On a successful save, they only take half damage.

This blast utterly destroys you, but 1d6 rounds later, you re-form in the exact spot where you were when you employed this ability. You are stunned for 1 round after you reappear, but you are healed of all damage (including ability drain or damage), blindness, deafness, disease, paralysis, or poison. Any equipment you were wearing or objects you were holding or carrying when you used this ability re-form with you, exactly as they were

Once you have used this feature, you cannot benefit from it again until one lunar month has passed.

Shadow Sun Ninja

A Shadow Sun ninja is a martial artist who studies the balance between good and evil, light and dark. Founded by a reformed half-fiend, this fighting school teaches its students to find power in balance. A Shadow Sun ninja uses dark energies to drain his foe's life, but then turns and uses the power of light to lend that stolen strength to an ally. A Shadow Sun ninja is a study in contrasts.

Touch of the Shadow Sun

Beginning at 3rd level when you select this subclass, you learn the technique of both healing and harming with your touch.

Whenever you deal damage to a creature with a melee attack, you gain 1d4 healing dice. You can hold a number of these dice up to your Intelligence modifier. Any unspent dice disappear after 1 minute.

As an action, you can touch another creature and expend and roll any number of healing dice. The creature heals a number of hit points equal to the result.

The Warblade

The halfing looked at the group of pirates who had begun to surround her, cutting of her path out of the docks. Outnumbered 8 to 1 would be a bad place for most people. Most. She drew her rapier, and took a defensive stance. As the group rushed her, she dodged each blow as it flew, and counterattacked with blows of her own, before she was the only one standing left on the dock.

Born for Battle

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

Every Fight Brings Glory

Mastering the techniques of blade and shield is important to a Warblade, but even more important is the sense of daring, recklessness, and even joy that transports you in the hour of danger. You fight for glory, the thrill of combat, and personal honor. Thus, you approach each encounter as if the bards will sing of it for ages. Every raging bulette that breaks through the cobblestones in the bazaar, every dragon snarling on its pile of coin, and every reth dekala champion still carrying a sword of the Shadow Tiger horde is an opportunity for you to test your skill, prove your heroism, and shine ever brighter. Gold and magic are pleasant tokens, but the real measure of your success is the height of the obelisk commemorating your triumphs.


Multiclassing

You must have a Strengthscore and an Intelligence score of 13 or higher in order to multiclass in or out of this class.

Creating a Warblade

A warblade is a front-line melee combatant, much like a barbarian or fighter. He engages his enemies toe to toe and defeats them through skill at arms.

Quick Build

You can make Warblade quickly by following these suggestions. First Strength should be your highest ability score, followed by Intelligence and Constitution. Second, choose the Soldier background.

Class Features

As a Warblade, you gain the following class features

Hit Points


  • Hit Dice: 1d10 per Warblade level
  • Hit Points at 1st Level: 10 + Your Constitution Modifier
  • Hit Points at Higher Levels: 1d10 (or 6) + your Constitution Modifier per Warblade level past 1st level

Proficiencies


  • Armor: Light, Medium, and Heavy Armor and Shields
  • Weapons: Simple and Martial Weapons
  • Tools: None

  • Saving Throws: Strength and Constitution
  • Skills: Choose two skills from Acrobatics, Athletics, History, Insight, Investigation, Intimidation, Perception, and Survival.

Equipment

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

  • (a) A Martial Weapon and a Shield or (b) Two Martial Weapons
  • (a) Five Javelins or (b) Any Simple Melee Weapon
  • (a) A Priest’s Pack or (b) An Explorer's Pack
  • Chainmail
The Warblade
Level Proficiency Bonus Features Maneuvers Known Maneuvers Readied Stances Known
1st +2 The Sublime Way, Aggressive Pace 4 3 1
2nd +2 Fighting Style 5 3 1
3rd +2 Martial Focus 6 4 1
4th +2 Ability Score Improvement 7 4 2
5th +3 Extra Attack 8 5 2
6th +3 Focus Feature 8 5 2
7th +3 9 6 3
8th +3 Ability Score Improvement 9 6 3
9th +4 Bravado, Sword Saint 10 6 3
10th +4 Focus Feature 10 7 3
11th +4 11 7 4
12th +4 Ability Score Improvement 11 8 4
13th +5 Sword Saint (2) 12 8 4
14th +5 Ability Score Improvement 12 9 4
15th +5 Extra Attack (2) 13 9 5
16th +5 Ability Score Improvement 13 10 5
17th +6 Focus Feature 13 10 6
18th +6 Sword Saint (3) 14 11 6
19th +6 15 11 7
20th +6 Ability Score Improvement, Sword Prince 15 12 7

The Sublime Way

At 1st level, your skill in battle has unlocked the secrets of the Sublime Way to you. You may learn and ready a number of martial discipline stances and maneuvers as shown in the Warblade table above. Whenever you gain a level in this class, you may exchange any maneuver you know for a new one you meet the prerequisites for.

You may learn maneuvers and stances from the Iron Heart, Black Seraph, and Tiger Claw martial disciplines. Some maneuvers may call for a saving throw to be made by a hostile creature. When they do so, use the following formula to determine the DC for these saving throws.

Maneuver Save DC = 8 + your proficiency bonus +

your Intelligence modifier

Aggressor's Pace

Also at 1st level, you fuel your maneuvers with your aggressive combat style. Whenever you attack a creature and deal damage, you may use a bonus action to instantly recover a single expended maneuver.

Fighting Style

At 2nd level, you adopt a particular style of fighting as your specialty. Choose one of the following options. You can't take a Fighting Style option more than once, even if you later get to choose again.

  • Defense: While you are wearing armor, you gain a +1 bonus to AC

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

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

  • Protection: When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield.

  • Thrown Weapon Fighting: You can draw a weapon that has the thrown property as part of the attack you make with the weapon. In addition, when you hit with a ranged attack using a thrown weapon, you gain a +1 bonus to the damage roll.

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

  • Unarmed Fighting: Your unarmed strikes can deal bludgeoning damage equal to 1d6 + your Strength modifier. If you strike with two free hands, the d6 becomes a d8. When you successfully start a grapple, you can deal 1d4 bludgeoning damage to the grappled creature. Until the grapple ends, you can also deal this damage to the creature whenever you hit it with a melee attack.

Martial Focus

When you reach 3rd level, you choose an Martial Focus that will influence your combat styles and fighting. The Focus you choose grants you features at 3rd level, and again at 7th, 10th, and 14th levels. You may choose between the Bloodclaw Duelist or the Eternal Blade Tactician, which are detailed further in at the end of the class description.

Ability Score Improvement

When you reach 4th level, and again at 8th, 12th, 14th, 16th, and 20th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.

Extra Attack

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


The number of attacks increases to three when you reach 15th level in this class.

Bravado

At 9th level, you have advantage on saving throws when you have less than half your hit points, as you recklessly indulge in bravado.

Sword Saint

Also at 9th level, you may choose one weapon that you have proficiency in, such as longswords or crossbows. You add double your proficiency bonus to attack rolls with the selected weapon. You may choose an additional weapon at 13th level, and again at 18th level.

Sword Prince

At 20th level, you have reached the pinnacle of the warblade's art. You may use a bonus action to make a single weapon attack after you use a Strike maneuver, and you may switch stances as a reaction to being attacked.

Bloodclaw Duelist

The bloodclaw style grew out of an ancient dueling tradition among half-orc clans, one of great ferocity in duels and battle alike. The style gains it's name from the great gouts of blood its practitioners cause their enemies to sprout.

The style has since been adopted by many who seek to use two weapons in their combat style. From court duelists to feral shamans, the Bloodclaw Duelist is a force to be reckoned with.

Bloodstorm Rage

Beginning at 3rd level when you select this subclass, you gain the ability to enter the Bloodstorm Rage as a bonus action. While in the Bloodstorm Rage, you gain the following benefits:

  • Attacks made with weapons with the light property cannot have disadvantage, and you always add your Strength modifier to damage rolls made with light weapons.
  • Whenever you hit with a melee attack, you add 1d4 necrotic damage to all subsequent melee attacks on that turn.
  • You have advantage on Dexterity saving throws.
  • If a creature makes a melee weapon attack against you, and misses, you can use your reaction to make a melee weapon attack against them.

Bloodstorm Rage lasts for 1 minute. You have a number of uses of this feature equal to your Intelligence modifier.


If you have access to the Rage feature, whenever you activate that feature, you can choose to enter your Bloodstorm Rage at the same time.

Duelist's Counter

Beginning at 6th level, you may prepare two additional maneuvers whenever you prepare maneuvers for the day. These maneuvers must be Counters.

Claws of the Sword Saint

Beginning at 10th level, any weapon you choose with your Sword Saint feature gain the light property while you are wielding them.

Tiger Claw Synergy

Beginning at 17th level, while you are in a Tiger Claw stance, you can choose to gain either a +1 bonus to your Armor Class or a +10-foot bonus to your base speed. You make this choice when you enter the stance.

Eternal Blade Tactician

Originally pioneered by elven warriors, students of the Eternal Blade tradition bond themselves with an ancient warrior-paragon, channeling the knowledge and skill of dead warriors. Once they die, Eternal Blades take their place as a blade-ancestor, beginning the cycle anew. Paragons of superlative skill, the Eternal Blades are agents of their ancestors in a world long moved on.

Blade-Ancestor

Starting at 3rd level when you select this subclass, a warrior-paragon spirit bonds with you, granting you the following benefits:

  • You can ask the spirit for knowledge it possess, granting you advantage on History and Religion skill checks.
  • As an action, you can replace one maneuver you have prepared with a different maneuver you know but do not have prepared. The new maneuver becomes prepared and is ready for use instantly. You may use this feature once. You regain the ability to use this feature after you complete a long rest.
  • Whenever you complete a long rest, you can gain two proficiencies that you don't have, each one with a weapon or a tool of your choice selected from the Player's Handbook. You mystically acquire these proficiencies by drawing them from shared memory, and you retain them until you finish your next long rest.

Warded by Bond

Beginning at 6th level, you have advantage on death saving throws, as your blade-ancestor is loathe to let you die before your time. Also, you gain resistance to bludgeoning, piercing, and slashing damage whenever you are affected by a condition.

Stance-Dancer

Beginning at 10th level, you can switch your active stance as a bonus action.

Island in Time

Starting at 17th level, you can meld with your blade-ancestor, moving incredibly fast and utilizing the blade-ancestor's vast combat experience to fight intensely fast. You can cast time stop once using this feature. You regain the ability to use this feature once you complete a long rest.

Chapter 3: Stances and Maneuvers

Blade Magic!

Desert Wind

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

Blistering Flourish

Desert Wind (Strike)


  • Level: 1st
  • Prerequisite: None
  • Range: 10 feet
  • Duration: 1 Round

Your weapon bursts into flames as you twirl it over your head. With a flourish, you cause the fire to explode with a blinding flash.


When you use this strike, you generate a burst of brilliant light. Any creature other than you caught in this maneuver’s area must make a Dexterity save or be blinded until the end of your next turn. An affected creature can make another saving throw at the end of it's turn to end this effect early.

Burning Blade

Desert Wind (Boost) [Fire]


  • Level: 1st
  • Prerequisite: None
  • Range: Personal
  • Duration: End of Turn

Your blade bursts into flame as it sweeps toward your foe in an elegant arc.


When you initiate this maneuver, fire trails from your melee weapon. For the rest of your turn, your melee attacks deal an extra 1d10 points of fire damage.

Burning Brand

Desert Wind (Boost) [Fire]


  • Level: 2nd
  • Prerequisite: Burning Blade
  • Range: Personal
  • Duration: End of Turn

Your weapon transforms into a roaring gout of flame. As you swing your burning blade, it stretches out beyond your normal reach to scorch your foes.


When you initiate this maneuver, your weapon turns into a burning brand for the rest of your turn. The brand increases your reach by 5 feet, and your melee attacks made with the brand deal fire damage equal to your normal melee damage.

Death Mark

Desert Wind (Strike) [Fire]


  • Level: 3rd
  • Prerequisite: None
  • Range: Melee Attack
  • Duration: Instant

As your weapon strikes your foe, his body convulses as waves of flame run down your blade into his body. The fire causes him to briefly glow with a brilliant internal fire before the flames erupt from his body in a terrible explosion.


As part of this maneuver, you make a melee attack against a hostile creature within reach. In addition to dealing normal melee damage with your attack, you cause fire to erupt from hostile creature’s body in a spread. The radius of the spread is determined by the size of the hostile creature, as indicated on the table below. All creatures in the area take 4d10 points of fire damage, with a Dexterity save for half damage. This radius is centered on the creature’s position.

You have immunity to the fire damage from your own death mark.

Size Radius
Small or Smaller 5 ft.
Medium 10 ft.
Large 15 ft.
Huge 20 ft.
Gargantuan 30 ft.

Desert Tempest

Desert Wind (Strike)


  • Level: 6th
  • Prerequisite: Two Desert Wind maneuvers
  • Range: Your movement speed
  • Duration: Instant

You move in a blur, leaving scorch marks in your wake as you twirl around the battlefield, slicing into your foes as you move.


As part of this maneuver, you move up to your remaining speed. Each time you move within 5 feet of a hostile creature, you can make a single melee attack against that creature. You cannot attack a single hostile creature more than once with this maneuver. Your movement does not provoke attacks of opportunity.

Dragon's Flame

Desert Wind (Strike) [Fire]


  • Level: 5th
  • Prerequisite: Two Desert Wind maneuvers
  • Range: 15 ft. cone
  • Duration: Instant

With a defiant roar, you summon your ki and unleash it, igniting it with a combination of your meditative focus and seething fury.


As part of this maneuver, you make a melee attack against all hostile creatures within range. On a hit, your attack deals 6d10 points of fire damage to everything in the area. Creatures in the area may make a Dexterity saving throw, taking only half damage on a successful save.

Fan the Flames

Desert Wind (Strike) [Fire]


  • Level: 3rd
  • Prerequisite: One Desert Wind maneuver
  • Range: 30 ft.
  • Duration: Instant

Flickering flame dances across your blade, then springs toward your target as you sweep your sword through the air.


As part of this maneuver, you make a ranged weapon attack against a hostile creature within reach. On a hit, your attack deals an additional 3d10 points of fire damage.

Fiery Assault

Desert Wind (Stance) [Fire]


  • Level: 6th
  • Prerequisite: Two Desert Wind maneuvers
  • Range: Personal
  • Duration: Stance

Fire dances along your arms and across your weapon, lending burning energy to every attack you make.


While you are in this stance, every melee attack you make deals an extra 1d10 points of fire damage.

Fire Riposte

Desert Wind (Counter) [Fire]


  • Level: 2nd
  • Prerequisite: One Desert Wind maneuver
  • Range: Personal
  • Duration: Instant

You focus the pain from a wound you have just suffered into a fiery manifestation of revenge.


n response to being damage by a melee attack, you may make a melee attack against the creature that damaged you. If your attack hits, your target takes an additional 3d10 points of fire damage.

Hatchling's Flame

Desert Wind (Strike) [Fire]


  • Level: 3rd
  • Prerequisite: One Desert Wind maneuver
  • Range: 15 ft. cone
  • Duration: Instant

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 energy.


As part of this maneuver, you make a melee attack against all hostile creatures within range. On a hit, your attack deals an additional 2d10 points of fire damage.

Inferno Cloak

Desert Wind (Stance) [Fire]


  • Level: 4th
  • Prerequisite: One Desert Wind maneuver
  • Range: Personal
  • Duration: Stance

Fire trails from your blade as you spin it about, cloaking you in flames that leap out to burn those who attack you.


A hostile creature that hits you with a melee attack while you are in this stance takes 5 points of fire damage. Your inferno cloak does not harm a creature using a reach weapon to attack you.

Inferno Blade

Desert Wind (Boost) [Fire]


  • Level: 7th
  • Prerequisite: None
  • Range: Personal
  • Duration: End of 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 an extra 3d10 points of fire damage + your Charisma modifier.

Inferno Blast

Desert Wind (Strike) [Fire]


  • Level: 9th
  • Prerequisite: Five Desert Wind maneuvers
  • Range: 30-ft.-radius burst centered on you
  • Duration: Instant

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. With a howling roar, you unleash a hellish blast of fire that melts steel and warps stone.


As part of this maneuver, you make a melee attack against all hostile creatures within range. On a hit, your attack deals 9d10 points of fire damage. Creatures in the area may make a Dexterity saving throw, taking only half damage on a successful save. You are not harmed by your own inferno blast.

Leaping Flame

Desert Wind (Counter) [Teleport]


  • Level: 5th
  • Prerequisite: Two Desert Wind maneuvers
  • Range: 60 ft.
  • Duration: Instant

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.


You teleport up to 80 feet to an unoccupied space that you can see. The triggering attack automatically misses, unless you are still in range after your teleport.

Rising Phoenix

Desert Wind (Stance) [Fire]


  • Level: 8th
  • Prerequisite: Three Desert Wind maneuvers
  • Range: Personal
  • Duration: Stance

Hot wind swirls about your feet, lifting you skyward as flames begin to flicker below.


While you are in this stance, you can hover up to 10 feet above any solid or liquid surface. You gain a fly speed equal to your land speed, but you must remain within 10 feet of the ground when you fly.

If you take the Attack action, the column of air you are in becomes superheated, dealing 3d10 points of fire damage to creatures adjacent to or within the column, including creatures adjacent to your square. You are not harmed by this effect.

You can move across shallow pits or other such variations in terrain without losing altitude, so long as your movement wouldn’t take you more than 10 feet above a solid or liquid surface. If you are ever more than 10 feet above the ground (such as if the floor drops out from under you or you move over the edge of a tall cliff), the rising phoenix stance immediately ends and you fall to the ground.

Wind Stride

Desert Wind (Boost)


  • Level: 1st
  • Prerequisite: None
  • Range: Personal
  • Duration: End of Turn

A warm breeze swirls about you as you move speedily away.


Until the end of your turn, you gain a 30-foot bonus to your land speed.

Wyrm's Flame

Desert Wind (Strike) [Fire]


  • Level: 8th
  • Prerequisite: Three Desert Wind maneuvers
  • Range: 10 ft. cone
  • Duration: Instant

You spin your blade in a whirling arc. With each revolution, seething flames build upon its length. With a flourish, you bring your blade to a halt, point it at your foe, and unleash a roaring wall of flame.


As part of this maneuver, you make a melee attack against all hostile creatures within range. On a hit, your attack deals 9d10 points of fire damage to all creatures in its area.

Zephyr Dance

Desert Wind (Counter)


  • Level: 3rd
  • Prerequisite: One Desert Wind maneuver
  • Range: Personal
  • Duration: Instant

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.


You gain a +4 bonus to AC against a single attack. You can choose to use this maneuver after an opponent resolves his attack but before he determines damage.

Devoted Spirit

Devoted Spirit maneuvers focus on toughness, endurance, ripostes, and abilities designed to defeat a specific alignment. Those who follow the Devoted Spirit discipline seek to support a cause by defending it, nurturing it, and destroying its enemies. The falchion, greatclub, longsword, and maul are the Devoted Spirit discipline’s preferred weapons, though many who follow this school of battle embrace weapons tied to the causes they follow.

Aura of Chaos

Devoted Spirit (Stance) [Chaos]


  • Level: 6th
  • Prerequisite: Two Devoted Spirit maneuvers
  • Range: Personal
  • Duration: Stance

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


While you are in this stance, your attacks have the potential to be utterly devastating. When rolling damage for a melee attack, you gain a special benefit from any damage die that rolls its maximum amount (such as a result of 6 on a d6). When one or more of your damage dice show a maximum possible result, reroll each such die and add its result to the original damage total. You can continue to reroll as long as a die shows its maximum possible result, adding each new number to the damage total until each die has shown less than a maximum result.

Aura of Perfect Order

Devoted Spirit (Stance) [Law]


  • Level: 6th
  • Prerequisite: Two Devoted Spirit maneuvers
  • Range: Personal
  • Duration: Stance

A perfect, hazy square of golden energy surrounds you as you enter this stance. Order reigns supreme, driving away the whims of chaos.


This stance allows you to treat a potential d20 result as an 11. You must decide to use this ability immediately before rolling the d20. You can use this ability once per round. Using this ability does not take an action. You simply decide to invoke it before rolling a d20 for any reason, such as for an attack, save, or check

Aura of Triumph

Devoted Spirit (Stance) [Good]


  • Level: 6th
  • Prerequisite: Two Devoted Spirit maneuvers
  • Range: Personal
  • Duration: Stance

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


While you are in this stance, you and any ally within 10 feet of you both heal 4 points of damage with each successful melee attack either of you makes against an evil target.

Aura of Tyranny

Discipline, Descriptor


  • Level: 6th
  • Prerequisite: Two Devoted Spirit maneuvers
  • Range: Personal
  • Duration: Stance

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


While you are in this stance, you drain hit points from your allies. At the end of your turn, you can choose to deal 2 points of damage to each willing ally within 10 feet. For each ally who takes this damage, you heal 1 point of damage.

Castigating Strike

Devoted Spirit (Strike)


  • Level: 7th
  • Prerequisite: Two Devoted Spirit maneuvers
  • Range: 10 ft radius burst centered on target
  • Duration: 1 minute

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


When you use this strike, make a single melee attack. If you hit your opponent and his alignment has at least one component different from yours, a blast of divine energy originates from your attack’s point of impact. The target of this strike takes an extra 3d6 points of Radiant damage and must succeed on a Wisdom saving throw or be blinded for 1 minute.


All hostile creatures within a 10foot-radius burst of the target creature must also succeed on a Wisdom saving throw. Those who fail take 1d6 points of Radiant damage and are blinded for 1 minute. A successful save results in half damage and negates the blinded condition.


Creatures that fail the save can attempt the Wisdom saving throw again at the end of their turn, ending the condition on a successful save.

Crusader's Strike

Devoted Spirit (Strike)


  • Level: 1st
  • Prerequisite: None
  • Range: Melee Attack
  • Duration: Instant

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


As part of initiating this strike, you must make a successful melee attack against a hostile creature whose alignment has at least one component different from yours. If your attack hits, you or an ally within 10 feet of you may heal 1d6 hit points.

Divine Surge

Devoted Spirit (Strike)


  • Level: 3rd
  • Prerequisite: One Devoted Spirit maneuver
  • Range: Melee Attack
  • Duration: Instant

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 maneuver, you make a single melee attack that deals an extra 4d8 points of damage.

Doom Charge

Devoted Spirit (Strike) [Evil]


  • Level: 5th
  • Prerequisite: One Devoted Spirit maneuver, evil alignment
  • Range: Melee Attack
  • Duration: 1 Round

You cloak yourself in a black, terrible aura of contempt and spite.


As part of this maneuver, you may move up to your remaining speed. You make a melee attack against a hostile creature within range.

If the target is good-aligned, your attack deals an extra 3d6 points of necrotic damage. In addition, you become wreathed in unholy energy. You gain resistance to radiant damage until the beginning of your next turn.

Entangling Blade

Devoted Spirit (Strike)


  • Level: 4th
  • Prerequisite: One Devoted Spirit maneuver
  • Range: Melee Attack
  • Duration: End of Target's Turn

You hack into your foe’s legs, forcing his movement to slow and his resolution to falter.


As part of this maneuver, you make a melee attack against a hostile creature. Your attack deals an extra 2d6 points of Radiant damage. In addition, if your attack hits, all of the hostile creature’s speeds are reduced by 20 feet until the end of its next turn.

Foehammer

Devoted Spirit (Boost)


  • Level: 2nd
  • Prerequisite: One Devoted Spirit maneuver
  • Range: Personal
  • Duration: End of Turn

Your throw yourself behind your attack, lending your blow such great weight and force that you leave injuries that even magical defenses cannot defend against.


Until the end of your turn, weapon attacks you make ignore damage resistance, and treat damage immunity as resistance instead.

Strike of Rightous Vitality

Devoted Spirit (Strike)


  • Level: 9th
  • Prerequisite: Three Devoted Spirit maneuvers
  • Range: Melee Attack
  • Duration: Duration

As your enemy reels from your mighty blow, an ally nearby is simultaneously healed and cleansed of its wounds by the power of your faith.


When you make this strike, you or one ally within 10 feet of you gains the benefit of a cure wounds spell cast at 9th level. To gain the benefit of this maneuver, you must strike an enemy creature whose alignment has at least one component different from yours.

Immortal Fortitude

Devoted Spirit (Stance)


  • Level: 8th
  • Prerequisite: Three Devoted Spirit maneuvers
  • Range: Personal
  • Duration: Stance

Despite the horrific wounds you suffer, the flash of searing spells, and the crash of a foe’s mighty attacks, you stand resolute on the field. So long as the potential for victory exists, you fight on.


So long as you remain in this stance, you cannot be killed or made unconscious by effects or attacks that reduce you to 0 or fewer hit points. If you take such damage, you can make a Constitution saving throw against a DC equal to the damage taken. If you fail this save, you die or fall unconscious (as appropriate). If this save is successful, you are still alive and conscious, with 1 hit point remaining.

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

Iron Guard's Glare

Devoted Spirit (Stance)


  • Level: 1st
  • Prerequisite: None
  • Range: Personal
  • Duration: Stance

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 attacks made against friendly creatures within 10 ft. of you is made with disadvantage. This penalty does not apply to attacks made against you. Hostile creatures that can see you become aware of the consequences of the stance.

Law Bearer

Devoted Spirit (Strike) [Law]


  • Level: 5th
  • Prerequisite: One Devoted Spirit maneuver, lawful alignment
  • Range: Melee Attack
  • Duration: 1 Round

The air around you hums with cosmic energy as the power of pure law surges through you. For a moment, you take on the aspect of a perfect being as you charge forward to smite your foes.


As part of this maneuver, you may move up to your remaining speed. You make a melee attack against a hostile creature within range.

If the target is chaotic-aligned, your attack deals an extra 3d6 points of force damage. In addition, you become wreathed in axiomatic energy. You gain a +3 bonus on saves and to AC until the beginning of your next turn.

Radiant Charge

Devoted Spirit (Strike) [Good]


  • Level: 5th
  • Prerequisite: One Devoted Spirit maneuver, good alignment
  • Range: Melee Attack
  • Duration: 1 Round

You gather the power of your faith and discipline, surrounding yourself in an aura of blinding glory.


As part of this maneuver, you may move up to your remaining speed. You make a melee attack against a hostile creature within range.

If the target is evil-aligned, your attack deals an extra 3d6 points of radiant damage. In addition, you become wreathed in holy energy. You gain resistance to non-magical bludgeoning, slashing and piercing damage until the beginning of your next turn.

Rallying Strike

Devoted Spirit (Strike)


  • Level: 6th
  • Prerequisite: Two Devoted Spirit maneuvers
  • Range: Melee Attack
  • Duration: Instant

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 initiating this strike, you must make a successful melee attack against a hostile creature whose alignment has at least one component different from yours. If your attack hits, you and all allies within 30 feet of you heal 3d6 hit points + 1 point per your class level.

Shield Block

Devoted Spirit (Counter)


  • Level: 2nd
  • Prerequisite: None
  • Range: 5 ft.
  • Duration: Instant

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


As a reaction, you can grant an AC bonus to a friendly creature within 5 ft. of you equal to your shield’s AC bonus + 4. You apply this bonus in response to a single melee or ranged attack that targets that creature. You can initiate this maneuver after a hostile creature makes it's attack roll, but you must do so before you know whether the attack was a success or a failure.

Thicket of Blades

Devoted Spirit (Stance)


  • Level: 3rd
  • Prerequisite: One Devoted Spirit maneuver
  • Range: Personal
  • Duration: Stance

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


While you maintain this stance, you gain a number of special reactions equal to your proficiency bonus, which may only be used to make attacks of opportunity.

Tide of Chaos

Devoted Spirit (Strike) [Chaos]


  • Level: 5th
  • Prerequisite: One Devoted Spirit maneuver, chaotic alignment
  • Range: Melee Attack
  • Duration: 1 Round

The power of chaos swirls around you, lending strength to your attacks as you cast your fate to the whims of luck.


As part of this maneuver, you may move up to your remaining speed. You make a melee attack against a hostile creature within range.

If the target is lawful-aligned, your attack deals an extra 3d6 points of psychic damage. In addition, you become wreathed in anarchic energy. You gain total concealment against all attacks that target you until the beginning of your next turn.

Vanguard Strike

Devoted Spirit (Strike)


  • Level: 1st
  • Prerequisite: None
  • Range: Melee Attack
  • Duration: Instant

You batter aside your foes defenses with a vicious, overwhelming attack, leaving him vulnerable to your allies’ blows.


As part of this maneuver, you make a melee attack against an hostile creature within range. If this attack hits, all friendly creatures gain advantage on ranged and melee attacks against that hostile creature until the start of your next turn.

Diamond Mind

Diamond Mind maneuvers allow a warrior to use her cunning, intellect, and feel for the battlefield against her enemies. Time seems to flow slower to a Diamond Mind initiate. The bastard sword (or katana), rapier, shortspear, and trident are this discipline’s favored weapons.

Action Before Thought

Diamond Mind (Counter)


  • Level: 2nd
  • Prerequisite: None
  • Range: Personal
  • Duration: Instant

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 a spell or other attack strikes you, you move a split second before you are even aware of the threat.


You can use this maneuver any time you would be required to make a Dexterity saving throw. Roll an Intelligence saving throw instead of the Dexterity save and use that result instead. You must use this maneuver before you roll the Dexterity save.

Avalanche of Blades

Diamond Mind (Strike)


  • Level: 7th
  • Prerequisite: Three Diamond Mind maneuvers
  • Range: Melee Attack
  • Duration: Instant

In a flashing blur of steel, you unleash a devastating volley of deadly attacks against your enemy, striking it again and again.


As part of this maneuver, you make a single melee attack against an hostile creature within range. If that attack hits, resolve your damage as normal. You can then make another attack against that creature with disadvantage.

If that attack hits, you can make another attack against that opponent with disadvantage. You continue to make additional attacks, each one with disadvantage, until you miss or the hostile creature is reduced to 0 hit points or fewer. You must direct all these attacks at a single creature.

Bounding Assault

Diamond Mind (Strike)


  • Level: 4th
  • Prerequisite: Two Diamond Mind maneuvers
  • Range: Melee Attack
  • Duration: Instant

You spring across the battlefield, using your focus and ability to act quickly to make an attack while moving.


As part of this maneuver, you Dash. After you move, you can also make a melee attack. You gain advantage on this attack.

Diamond Nightmare Blade

Diamond Mind (Strike)


  • Level: 8th
  • Prerequisite: Three Diamond Mind maneuvers
  • Range: Melee Attack
  • Duration: Instant

You spot a single fatal flaw in your opponent’s defenses. With a single attack, you put all the force of your supreme focus into a single, crippling blow.


You make an Insight check as part of this maneuver against a creature within reach. The DC of this check is the hostile creature’s AC. If your Insight check succeeds, this attack deals 9d6 psychic damage to the hostile creature.

Disrupting Blow

Diamond Mind (Strike)


  • Level: 5th
  • Prerequisite: Two Diamond Mind maneuvers
  • Range: Melee Attack
  • Duration: End of target's next turn

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 this maneuver, you make a melee attack against a hostile creature within range. If this attack hits, your target takes normal melee damage and must make an Intelligence saving throw. On a failed save, the creature gains the Suprised condition until the end of it's next turn.

Emerald Razor

Diamond Mind (Strike)


  • Level: 4th
  • Prerequisite: One Diamond Mind maneuver
  • Range: Melee Attack
  • Duration: Instant

You stare at your enemy, studying his every move. You mentally probe his defenses in search of a weakness. A lesser warrior could spent long minutes pondering this problem, but you see an opening and seize upon it in an instant.


As part of this maneuver, make a single melee attack against an hostile creature within range. The hostile creature does not benefit from armor bonus to AC against this attack. If you hit, you deal normal melee damage.

Hearing the Air

Diamond Mind (Stance)


  • Level: 5th
  • Prerequisite: Two Diamond Mind maneuvers
  • Range: Personal
  • Duration: Stance

Your perception becomes so fine that you can hear the tiniest flutter of air moving past you. Invisible foes and other hidden threats become as plain as day in the area of your heightened senses.


While you are in this stance, you gain blindsense out to 30 feet and you may add your Intelligence modifier to Perception checks.

Mind over Body

Diamond Mind (Counter)


  • Level: 3rd
  • Prerequisite: None
  • Range: Personal
  • Duration: Instant

Your training and mental toughness allow you to use your focus to overcome physical threats. By focusing your mind, you ignore the effect of a deadly poison or debilitating sickness.


You can use this maneuver any time you would be required to make a Constitution saving throw. Roll an Intelligence saving throw instead of the Constitution save and use that result instead. You must use this maneuver before you roll the Constitution save.

Moment of Alacrity

Diamond Mind (Boost)


  • Level: 6th
  • Prerequisite: Two Diamond Mind maneuvers
  • Range: Personal
  • Duration: Stance

You step into a space between heartbeats and act again while your enemies are still reacting to your last strike.


You can improve your initiative count for the next round and all subsequent rounds of the current encounter. When you initiate this maneuver, your initiative count improves by 10, and your place in the initiative order changes accordingly. This modifier applies at the end of the round.

Pearl of Black Doubt

Diamond Mind (Stance)


  • Level: 3rd
  • Prerequisite: One Diamond Mind maneuver
  • Range: Personal
  • Duration: Stance

With every miss, your opponents become more uncertain, their doubt growing like an irritating pearl in the mouth of a helpless oyster.


When you enter this stance, you become more difficult to hit with each successive attack that misses you. Each time an opponent misses you with a melee attack, your AC increases by 1, to a maximum of 20.

This bonus lasts until the start of your next turn and is cumulative for the round. The bonus applies to any attacks made by all opponents until the beginning of your next turn.

Rapid Counter

Diamond Mind (Counter)


  • Level: 5th
  • Prerequisite: None
  • Range: Personal
  • Duration: Instant

You lash out, your weapon a blur, hammering at the slightest gap that appears in your foe’s defenses.


As part of this maneuver, you make an immediate melee attack against a creature that has provoked the attack of opportunity from you. This attack does not replace the normal attack of opportunity you receive.

Ruby Nightmare Blade

Diamond Mind (Strike)


  • Level: 4th
  • Prerequisite: Two Diamond Mind maneuvers
  • Range: Melee Attack
  • Duration: Instant

With a moment’s thought, you instantly perceive the deadliest place to strike your enemy as you study her defenses, note gaps in her armor, and read subtle but important clues in how she carries herself or maintains her fighting stance.


You attempt an Insight check as part of this maneuver, using the target creature’s AC as the DC of the check. You then make a single melee attack against that creature. This attack is also made as part of this maneuver. If your Insight check succeeds, this melee attack deals triple your normal melee damage dice.

Sapphire Nightmare Blade

Diamond Mind (Strike)


  • Level: 1st
  • Prerequisite: None
  • Range: Melee Attack
  • Duration: Instant

Your study your enemy for a brief moment, watching his defensive maneuvers and making a strike timed to take advantage of a lull in his vigilance.


You attempt an Insight check as part of this maneuver, using the target creature’s AC as the DC of the check. You then make a single melee attack against that creature. The attack is also part of this maneuver. If your Insight check succeeds, you deal an extra 2d6 points of damage.

Stance of Alacrity

Diamond Mind (Stance)


  • Level: 8th
  • Prerequisite: Three Diamond Mind maneuvers
  • Range: Personal
  • Duration: Stance

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.


While you are in this stance, you can use one counter per round without using your reaction. You cannot use the same maneuver two times in a round.

Stance of Clarity

Diamond Mind (Stance)


  • Level: 1st
  • Prerequisite: Three Diamond Mind maneuvers
  • Range: Personal
  • Duration: Stance

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 hostile creature that you can see as your target at the start of your turn. That creature has disadvantage on attack rolls against you while you can see it. Other hostile creatures have advantage on attack rolls against you.

Time Stands Still

Diamond Mind (Strike)


  • Level: 9th
  • Prerequisite: Four Diamond Mind maneuvers
  • Range: Personal
  • Duration: You

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.


As part of this maneuver, you take the Attack action two times in succession. Take your first Attack action as normal. Once you have resolved those attacks, you can then take another Attack action. You must resolve these actions separately.

Iron Heart

The Iron Heart discipline focuses on pure weapon skill. Its students learn to complete fighting maneuvers that border on the supernatural. The Iron Heart’s preferred weapons are the bastard sword, dwarven waraxe, longsword, and two-bladed sword.

Absolute Steel

Iron Heart (Stance)


  • Level: 3rd
  • Prerequisite: One Iron Heart maneuver
  • Range: Personal
  • Duration: Stance

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, you gain a 10-foot bonus to your walking speed. If you move at least 10 feet during your turn, you are treated as if you had taken the Dodge action until the beginning of your next turn

Adamantine Hurricane

Iron Heart (Strike)


  • Level: 8th
  • Prerequisite: Three Iron Heart maneuvers
  • Range: Melee Attack
  • Duration: Instant

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.


You may make a melee attack against each hostile creature within your reach when you initiate this maneuver.

Dancing Blade Form

Iron Heart (Stance)


  • Level: 5th
  • Prerequisite: Two Iron Heart maneuvers
  • Range: Personal
  • Duration: Stance

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

Dazing Strike

Iron Heart (Strike)


  • Level: 5th
  • Prerequisite: Two Iron Heart maneuvers
  • Range: Melee Attack
  • Duration: End of target's next turn

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 maneuver, you make a melee attack against a hostile creature within reach. If this attack hits, the creature must succeed on a Constitution saving throw or be stunned until the end of it's next turn.

Exorcism of Steel

Iron Heart (Strike)


  • Level: 3rd
  • Prerequisite: One Iron Heart maneuve
  • Range: Melee Attack
  • 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.


When you initiate this maneuver, you attack a hostile creature’s weapon. The weapon's AC is 8 + it's wielder's Wisdom. If you succeed, the hostile creature has disadvantage on melee attack rolls for 1 minute. The wielder of the weapon can attempt a Wisdom saving throw to end this condition early.

You can use this maneuver only against manufactured weapons. You cannot use it against natural weapons.

Finishing Move

Iron Heart (Strike)


  • Level: 7th
  • Prerequisite: Three Iron Heart maneuvers
  • Range: Melee Attack
  • Duration: Instant

You deliver a devastating strike against a wounded foe, aiming to finish him off once and for all.


As part of this maneuver, you make a melee attack against a hostile creature within reach. This attack deals an extra 5d6 points of weapon damage. If the hostile creatures current hit points are less than its full normal hit points, the attack instead deals an extra 8d6 points of damage. If its hit points are equal to or less than one-half its full normal hit points, the attack instead deals an extra 12d6 points of damage.

However, all hostile creatures roll double their normal damage dice against until the end of your next turn.

Iron Heart Endurance

Iron Heart (Boost)


  • Level: 6th
  • Prerequisite: Two Iron Heart maneuvers
  • Range: Personal
  • Duration: Instant

You push aside the pain of your injuries to fight on past mortal limits.


If you have half or fewer of your full hit points remaining, you can initiate this maneuver to heal hit points equal to twice your level.

Iron Heart Focus

Iron Heart (Boost)


  • Level: 5th
  • Prerequisite: Two Iron Heart maneuvers
  • Range: Personal
  • Duration: Instant

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.


As a reaction, you can reroll a saving throw you have just made. You must accept the result of this second roll, even if the new result is lower than your initial roll.

Lightning Recovery

Iron Heart (Counter)


  • Level: 4th
  • Prerequisite Two Iron Heart maneuvers
  • Range: Personal
  • Duration: Instant

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. In the blink of an eye, you complete your attack and resume your defensive posture.


If one of your melee attacks misses, you can initiate this maneuver to reroll that attack roll.

Lightning Throw

Iron Heart (Strike)


  • Level: 8th
  • Prerequisite: Two Iron Heart maneuvers
  • Range: 30 ft. line
  • Duration: Instant

You throw your weapon through the air, sending it flying end over end to strike with uncanny accuracy and terrible force. It leaves in its wake a trail of battered enemies.


As part of this maneuver, make a single melee attack. You deal the attack's damage to each creature in the maneuver’s area plus an extra 8d6 points of weapon damage. Each creature in the attack’s area can make a Dexterity saving throw to halve the damage dealt.

Your weapon automatically returns to your hand at the end of the round.

Punishing Stance

Iron Heart (Stance)


  • Level: 1st
  • Prerequisite: None
  • Range: Personal
  • Duration: Stance

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 1d6 points of weapon damage with all melee attacks. You also take a –2 penalty to AC, because this fighting stance emphasizes power over a defensive posture.

Scything Blade

Iron Heart (Boost)


  • Level: 7th
  • Prerequisite: Three Iron Heart maneuvers
  • Range: Personal
  • Duration: Instant

You strike at one foe with a long, high backhand cut, then make a quick turn to continue the stroke against another nearby enemy.


If the first melee attack you make during your turn hits, you can immediately make a free attack against a different hostile creature that is within reach of you. You can only gain one free attack each time you initiate this maneuver, regardless of how many successful attacks you make in this round.

Steel Wind

Iron Heart (Strike)


  • Level: 1st
  • Prerequisite: None
  • Range: Melee Attack
  • Duration: Instant

You swing your weapon in a broad, deadly arc, striking two foes with a single, mighty blow.


As you initiate this strike, you make two melee attacks, each against a different hostile creature within reach of you. Resolve each attack separately.

Strike of Perfect Clarity

Iron Heart (Strike)


  • Level: 9th
  • Prerequisite: Four Iron Heart maneuvers
  • Range: Melee Attack
  • Duration: Instant

Your supreme focus and perfect fighting form allow you to make a single, devastating attack. You execute a flawless strike to drop your foe with a single attack.


You make a single melee attack as part of this strike. If your attack hits, it deals an extra 10d6 points of weapon damage (in addition to your normal melee damage).

Supreme Blade Parry

Iron Heart (Stance)


  • Level: 8th
  • Prerequisite: Three Iron Heart maneuvers
  • Range: Personal
  • Duration: Stance

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 gain resistance to non-magical slashing, piercing and bludgeoning damage as long as you are aware of the attack.

Wall of Blades

Iron Heart (Counter)


  • Level: 2nd
  • Prerequisite: None
  • Range: Personal
  • Duration: Instant

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 a hostile creature you can see makes a melee or ranged attack against you, you can initiate this counter to oppose that attack by making an attack roll with any melee weapon you are holding. Use the higher of your AC or your attack roll as your effective AC against the incoming attack. You can’t use this maneuver if you are restrained. You can decide to use this ability after you learn the result of your opponent’s attack.

Black Seraph

Black Seraph maneuvers focus on brutal, cleaving strikes intended to end fights quickly, and vicious counters meant to make attacking the practitioner a bad idea. Mixed in are supernatural attacks, a legacy of the fiendish origin of the discipline. The Black Seraph’s preferred weapons are the axe, flails, and pole arms.

Black Seraph's Glare

Black Seraph (Stance)


  • Level: 1st
  • Prerequisite: None
  • Range: Personal
  • Duration: Stance

Disciples of the Black Seraph know that half the battle is won through the mind, and by attacking his opponent’s mind with fear, he can goad him to make mistakes and shatter his resolve and confidence.


While you are in this stance, whenever you deal damage to a hostile creature, you may immediately make an Intimidation check with advantage. The DC for this check is equal to the hostile creature's number of hit dice. On a successful check, the creature becomes frightened of you.

Ravaging Blow

Black Seraph (Strike)


  • Level: 1st
  • Prerequisite: None
  • Range: Melee Attack
  • Duration: Until the start of your next turn

Fear is one of the main weapons in the arsenal of a Black Seraph disciple, and by using it he may shake his opponent to their core.


You make a single melee attack as part of this strike. If your attack hits, it deals an extra 1d6 necrotic damage, and if the creature damaged has the frightened condition, they become paralyzed until the start of your next turn.

Savage Stance

Black Seraph (Stance)


  • Level: 1st
  • Prerequisite: None
  • Range: Personal
  • Duration: Stance

The blood is the life and the disciple of the Black Seraph knows that by spilling it in great amounts, he does glory to the lower planes.


While in this stance and wielding a melee weapon in two hands, you add an additional 1d8 points of weapon damage to melee attacks but you suffer a -2 to attack rolls from the focus on increased damage. Upon reaching initiator level 9, this bonus increases to 2d8 points of damage, and increases to 3d8 upon reaching initiator level 17.

Strength of Hell

Black Seraph (Boost)


  • Level: 1st
  • Prerequisite: None
  • Range: Personal
  • Duration: Until the end of your next turn

By utilizing his bond to the lower planes from his training, the darkness he welcomed as his own, the martial disciple is capable of increasing his power at the cost of defense by bringing forth a momentary burst of hysterical fiendish strength.


Until next end of your turn, you gain a +10 bonus to attack rolls, and all melee attacks you make add an additional 1d6 points of necrotic damage to their damage. However, all melee attacks against you have advantage.

Voracious Drive

Black Seraph (Strike)


  • Level: 1st
  • Prerequisite: Range
  • Range: Your movement Speed
  • Duration: Instant

The relentless nature of the Black Seraph discipline’s philosophy deems that progression must be made with each swing, lest the battle turn against the disciple. With this philosophy in mind, the disciple moves forward and strikes viciously.


As part of this maneuver, you may move up to your remaining speed. If you moved at least 10 feet, your melee attacks until the end of your turn deal an extra 1d6 damage, and you may add your Charisma bonus to attack rolls. This movement does not provoke attacks of opportunity.

Fear Eating Technique

Black Seraph (Boost)


  • Level: 2nd
  • Prerequisite: One Black Seraph Maneuver
  • Range: 30 feet
  • Duration: Instant

The disciple’s soul hungers for the fear it inspires on the battlefield, and rewards can be gained by inspiring it with greater vigor.


As part of this maneuver, choose one creature within 30 feet of you that has the frightened condition towards you. The frightened condition on that creature ends, and you gain 2d6 temporary hit points, plus an additional +1 temporary hit point per initiator level.

Inner Demon Strike

Black Seraph (Strike)


  • Level: 2nd
  • Prerequisite: One Black Seraph Maneuver
  • Range: Melee Attack
  • Duration: Duration

By using the black energies within him as a weapon, the disciple may channel it through his mortal form to do devastating damage to his foes, all the while heedless of the damage inflicted upon his body.


As part of this maneuver, make a melee attack at a creature within reach. On a hit, your attack deals an additional 4d6 necrotic damage, and you take 1d6 points of psychic damage.

Intimidating Force

Black Seraph (Counter)


  • Level: 2nd
  • Prerequisite: One Black Seraph Maneuver
  • Range: Melee Attack
  • Duration: Duration

By using this technique, the disciple’s fear-inspiring countenance alone may turn aside attacks before they occur.


As part of this maneuver, make an Intimidation check with a DC of the triggering attack roll's result; on a successful check, the attack misses.

Seraph's Wrath

Black Seraph (Strike)


  • Level: 2nd
  • Prerequisite: One Black Seraph Maneuver
  • Range: Melee Attack
  • Duration: Instant

The Black Seraph disciple uses the principles of overwhelming force to drive his opponent back so that he may continue to wade forward towards conquest.


As part of this maneuver, make a melee attack at a creature within reach. On a hit, your attack deals an additional 2d6 points of necrotic damage, and the creature must make a Wisdom check against your maneuver save DC. If they fail, they are knocked prone.

Shadow Feather Strike

Discipline, Descriptor


  • Level: 2nd
  • Prerequisite: One Black Seraph Maneuver
  • Range: 60 feet
  • Duration: Instant

By concentrating dark, spiritual energy within his hand shaping it into a rough feather-like shape, the disciple may hurl his wrath at a target with a blade of a cutting hate.


As part of this maneuver, make a melee attack at a creature within range. On a hit, your attack deals your weapon damage, plus an additional 3d6 points of necrotic damage.

Black Seraph Battle Stance

Black Seraph (Stance)


  • Level: 3rd
  • Prerequisite: One Black Seraph Maneuver
  • Range: Personal
  • Duration: Stance

The Black Seraph discipline teaches its disciples that relentless aggression is what wins battles, and by channeling the very might of the lower planes themselves through his form, does he gain the advantage he yearns for. Some who have witnessed a disciple of Black Seraph using this stance have seen plants wither and turn to ash around them and hazy, smoky wings appear around the disciple. Others have seen hellfire licking over their bodies.


While in this stance, any weapon that you wield is treated as if it had the unholy special weapon property. Additionally, you are under the effects of a protection from evil and good spell.


Unholy property

A weapon with this property deals twice it's weapon damage dice to creatures with a good alignment.

Tendon Rip

Black Seraph (Strike)


  • Level: 3rd
  • Prerequisite: One Black Seraph Maneuver
  • Range: Melee Attack
  • Duration: Until end of target's next turn

By striking at the legs of the opponent, the disciple removes the mobility of a foe, so the foe cannot hamper his progression to victory.


As part of this maneuver, make a melee attack at a creature within reach. On a hit, your attack deals an additional 2d6 points of weapon damage and the damaged creature may only move up to half it's maximum speed until the end of it's next turn.

Unfettered Progression

Black Seraph (Strike)


  • Level: 3rd
  • Prerequisite: One Black Seraph Maneuver
  • Range: Melee Attack
  • Duration: Instant

By unceasing movement in combat, the Black Seraph disciple moves into a more beneficial position to deliver a deadly blow.


As part of this maneuver, you may move 10 feet without provoking attacks of opportunity. If you do, your attack deals an additional 3d6 points of weapon damage.

Bilious Blow

Black Seraph (Strike)


  • Level: 4th
  • Prerequisite: Two Black Seraph Maneuvers
  • Range: Melee Attack
  • Duration: Until the end of the target's next turn

With a powerful strike to the abdomen, the Black Seraph disciple fills his opponent with destructive unholy power. The disciple’s aim is to rupture organs within to kill his subject painfully.


As part of this maneuver, make a melee attack at a creature within reach. On a hit, your attack deals an additional 5d6 points of weapon damage and the damaged creature must succeed on a Constitution saving throw or be poisoned until the end of it's next turn.

Circle of Razor Feathers

Black Seraph (Strike)


  • Level: 4th
  • Prerequisite: Two Black Seraph Maneuvers
  • Range: 30 feet
  • Duration: Instant

When surrounded, a disciple of the Black Seraph may lay low many foes by the force of his hellish wrath. By crying out in horrible rage and raising his weapon straight up to the sky, the disciple’s foes are showered with dozens of needles of dark energy.


Each creature in a 30-foot-radius sphere centered on you must make a Dexterity saving throw. A creature takes 8d6 necrotic damage on a failed save, or half as much damage on a successful one.

Vengeful Riposte

Black Seraph (Counter)


  • Level: 4th
  • Prerequisite: Two Black Seraph Maneuvers
  • Range: Personal
  • Duration: Instant

Disciples of the Black Seraph have trained themselves to look for openings while enemies attack, then respond with agonizing retorts, as vengeance is a creed the Black Seraph embraces.


In response to being damage by a melee attack, you may make a melee attack against the creature that damaged you. If successful, the creature is paralyzed until the start of your next turn.

Abbyssal Lance

Black Seraph (Strike)


  • Level: 5th
  • Prerequisite: Two Black Seraph Maneuvers
  • Range: 30 feet
  • Duration: End of target's next turn

Those who have become masters of the Black Seraph discipline have learned that by focusing the rage within themselves, they may use it as a weapon of pure destruction at the cost of their self. These disciples know that so long as their foe is destroyed, pain is inconsequential. By summoning forth this rage and channeling it through their form, they may will a lance of venomous rage and pain into existence and fling at their enemy.


As part of this maneuver, make a ranged attack at a creature within range. On a hit, your attack deals 8d6 necrotic damage, and the creature must succeed on a Constitution saving throw or be stunned until the end of it's next turn.

Sharing the Dark Soul

Black Seraph (Strike)


  • Level: 5th
  • Prerequisite: Two Black Seraph Maneuvers
  • Range: Melee Attack
  • Duration: End of target's next turn

By channeling their own internal despair and anguish, the disciple shares this inner pain with his enemies. A burst of crackling energy accompanies the strike as the inner fiend reaches out and touches the mind of its victim.


As part of this maneuver, make a melee attack at a creature within reach. On a hit, your attack deals an additional 6d6 unholy damage, and the target must succeed on a Charisma saving throw or be stunned until the end of it's next turn.


Unholy Damage

Unholy damage is doubled against any creature that is good aligned.

Soul Consumption

Black Seraph (Boost)


  • Level: 5th
  • Prerequisite: Two Black Seraph Maneuvers
  • Range: Personal
  • Duration: Duration

The fiendish energy channeled by the disciple hungers for the souls of fallen foes and it rewards the disciple with its unquenchable thirst.


Whenever you reduce a creature to 0 hit points or less, you may initiate this maneuver to regain 3d8 hit points, drawing in the creature's lifeforce to heal your wounds.

Black Seraph's Wrath

Black Seraph (Boost)


  • Level: 6th
  • Prerequisite: Two Black Seraph Maneuvers
  • Range: Personal
  • Duration: Until the end of your next turn

The disciple of the Black Seraph’s anger and wrath are his strongest weapons, and in concentrating this hatred into his attacks, he may cause a horrible black power to invade the wounds of his foes to cause even more injury.


As part of this maneuver, make an Intimidation check. You may add the result of this check as additional weapon damage on the next melee attack you make before the end of your next turn.

Razor Wings of the Black Seraph

Black Seraph (Stance)


  • Level: 6th
  • Prerequisite: Two Black Seraph Maneuvers
  • Range: Personal
  • Duration: Stance

The graceful hunting techniques of fallen angels lend their strength to the hellish Black Seraph disciple by his adoption of this stance. He becomes preternaturally graceful and deadly, his dark soul assisting his movements in combat by forming an ethereal image of a hellish angelic form and wings of shadow.


While in this stance, you gain a fly speed equal to your walking speed, a +2 bonus to your AC, and you can wield two-handed weapons with one hand.

Shadow Raptor Swarm

Black Seraph (Strike)


  • Level: 6th
  • Prerequisite: Two Black Seraph Maneuvers
  • Range: 30 foot cone
  • Duration: Instant

A description bursts from the caster's fingers and The power of a Black Seraph disciple’s hatred is made manifest by summoning a swarming mass of beating wings with razor tipped wings made of shadow that he directs at his foes in a cone of terror and rage.


Each creature in a 30-foot cone must make a Dexterity saving throw. A creature takes 7d6 unholy damage on a failed save, or half as much damage on a successful one.

Charge of the Ravager

Black Seraph (Strike)


  • Level: 7th
  • Prerequisite: Two Black Seraph Maneuvers
  • Range: Movement Speed
  • Duration: Instant

The path to victory is not a curved line, it is a straight, bloody line. The Black Seraph teaches its disciples this and urges them to greater glory and carnage on the field of battle.


As a part of this maneuver, you may move up to your full speed. If a creature enters your reach during this movement, you may make one melee attack against that creature. Whenever you finish your movement, you may take the Attack action against one creature within reach. All melee attacks made as part of this maneuver deal an additional 2d6 weapon damage.

Consumption Strike

Black Seraph (Strike)


  • Level: 7th
  • Prerequisite: Two Black Seraph Maneuvers
  • Range: Melee Attack
  • Duration: Instant

By channeling dark energies from the lower planes, the disciple of the Black Seraph may utilize this vampiric power through his attack, restoring health and strength to him at the cost of his foe’s vitality.


As part of this maneuver, make a melee attack at a creature within reach. On a hit, your attack deals an additional 8d6 weapon damage, and you gain half of the total damage dealt as temporary hit points.

Devastating Riposte

Black Seraph (Counter)


  • Level: 7th
  • Prerequisite: Two Black Seraph Maneuvers
  • Range: Melee Attack
  • Duration: Instant

The battle-hardened nature of the disciple of the Black Seraph can be shown in their ability to take a hit and give it back to their attacker three-fold.


In response to being damage by a melee attack, you may make a melee attack against the creature that damaged you. On a successful hit, your melee attack deals an additional 4d6 weapon damage.

Apocalyptic Strike

Black Seraph (Strike)


  • Level: 8th
  • Prerequisite: Three Black Seraph Maneuvers
  • Range: 40 feet
  • Duration: Instant

This master level technique of the Black Seraph discipline allows its disciples to bring forth the true power of destruction from the darkness within. By letting out a cry of rage and driving his weapon into the ground at his feet, he lets forth a burst of destructive energy to all surrounding him, friend or foe.


Each creature in a 40-foot-radius sphere centered on you must make a Dexterity saving throw. A creature takes 16d6 unholy damage on a failed save, or half as much damage on a successful one.

Vampiric Aura

Black Seraph (Stance)


  • Level: 8th
  • Prerequisite: Three Black Seraph Maneuvers
  • Range: 20 feet
  • Duration: Stance

By opening one’s self to the eternal hunger of the darkness that resides with the disciple, he may use himself as a filter for the life energies that feed this dark urge.


At the end of your turn, you inflict 2d6 points of unholy damage on all living creatures within a 20-ft radius, gaining a like amount of temporary hit points. These temporary hit points persist until the end of the encounter, you leave this stance, or until they are lost. If you already has a pool of temporary hit points from this stance, when it subsequently grants new temporary hit points you either replace your current pool with the new number or retains your current pool, whichever is greater. You may exclude a number of allies from this damage equal to your initiation modifier.

Void Seraph Strike

Black Seraph (Strike)


  • Level: 8th
  • Prerequisite: Three Black Seraph Maneuvers
  • Range: 30 feet
  • Duration: 1d4 Rounds

The Black Seraph disciple’s power and mastery is nearly complete, and with this maneuver he may dismiss his hatred and set it upon a foe to devour the fool who would stand before him.


As part of this maneuver, choose a creature within range to make a Wisdom saving throw. On a failed save, the creature is enveloped in shadowy ravens and other birds that scratch, peck and claw at the creature, dealing 6d6 unholy damage for 1d4 rounds. On a successful save, the effect deals half damage and last for only the round it was initiated.

Black Seraph Onslaught

Black Seraph (Strike)


  • Level: 9th
  • Prerequisite: Four Black Seraph Maneuvers
  • Range: Melee Attack
  • Duration: Instant

A true master of the Black Seraph fears no foe, and suffers none to stand before him. Heedless of personal danger to himself, the disciple brings his enemies to their knees with a relentless flurry of strikes.


As part of this maneuver, you take the Attack action. You may make an additional number of attacks in this Attack action equal to your initiation modifier. All attacks made as part of this maneuver deal an additional 4d6 unholy damage. A creature killed by this maneuver can only be resurrected by use of a True Resurrection or Wish spell.

Shadow Hand

The Shadow Hand discipline teaches the arts of stealth, deception, and ambush. Its maneuvers allow a warrior to take on a shadowy aspect or to channel dark energy to sap an enemy’s strength. This discipline’s preferred weapons are the dagger, short sword, whip, and unarmed strike.

Assassin's Stance

Shadow Hand (Stance)


  • Level: 3rd
  • Prerequisite: One Shadow Hand Maneuver
  • Range: Personal
  • Duration: Stance

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 sneak attack feature, if you do not already have it, which deals an extra 2d6 points of weapon damage. If you already have the sneak attack class feature, your existing sneak attack ability deals an extra 2d6 points of weapon damage. See the rogue class feature for a complete description of sneak attack.

Balance on the Sky

Shadow Hand (Stance)


  • Level: 8th
  • Prerequisite: Three Shadow Hand Maneuvers
  • Range: Personal
  • Duration: Stance

With arms spread wide, you step onto the air.


While you are in this stance, you have a flight speed equal to your movement speed. Additionally, you have advantage on attack rolls made against creatures who do not have a flight speed, while you are in the air.

Bloodletting Strike

Shadow Hand (Strike)


  • Level: 5th
  • Prerequisite: Two Shadow Hand Maneuvers
  • Range: Melee Attack
  • Duration: Duration

Spinning your blade in a butterflylike pattern, you administer a dozen precise cuts in an eyeblink. Blood flows from your foe’s opened veins.


As part of this maneuver, make a melee attack against a creature within reach. On a hit, the creature takes the attack's normal damage, and the creature's Constitution score is reduced by 1d4. The target dies if this reduces its Constitution to 0. Otherwise, the reduction lasts until the target finishes a short or long rest.

Child of Shadow

Shadow Hand (Stance)


  • Level: 1st
  • Prerequisite: None
  • Range: Personal
  • Duration: Stance

As you move, shadows flutter and swarm around you. Even under the bright desert sun, you are difficult to spot as long as you remain in motion.


While you are in this stance, if you move at least 10 feet during your turn, you gain the benefits of three-quarters cover until the beginning of your next turn.

Clinging Shadow Strike

Shadow Hand (Strike)


  • Level: 1st
  • Prerequisite: None
  • Range: Melee Attack
  • Duration: Until the end of target's next turn

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


As part of this maneuver, make a melee attack against a creature within reach. On a hit, the attack deals an additional 1d6 weapon damage, and the creature must succeed on a Charisma saving throw or be blinded until the end of it's next turn.

Cloak of Deception

Shadow Hand (Boost)


  • Level: 2nd
  • Prerequisite: None
  • Range: Personal
  • Duration: Until the end of your next turn

The shadows around you seem to surge forward and engulf you. For a brief moment, they render you invisible.


Until the end of your next turn, you are under the effect of an invisibility spell.

Dance of the Spider

Shadow Hand (Stance)


  • Level: 3rd
  • Prerequisite: One Shadow Hand Maneuver
  • Range: Personal
  • Duration: Stance

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


While you are in this stance, you are under the effect of a spider climb spell.

Death in the Dark

Shadow Hand (Strike)


  • Level: 7th
  • Prerequisite: Two Shadow Hand Maneuvers
  • Range: Melee Attack
  • Duration: Instant

You catch your foe unaware, allowing you to deal a single, deadly strike that slays her instantly.


As part of this maneuver, make a melee attack against a creature within reach who has the Surprised condition. On a hit, the creature takes an additional 8d6 weapon damage. This damage ignores resistances. A creature with less than 40 hit points is instead killed instantly.

Drain Vitality

Shadow Hand (Strike)


  • Level: 2nd
  • Prerequisite: None
  • Range: Melee Attack
  • Duration: Instant

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 maneuver, make a melee attack at a creature within reach. On a hit, the attack deals an additional 2d6 weapon damage, and you regain a number of hit points equal to half the damage dealt.

Ennervating Shadow Strike

Shadow Hand (Strike)


  • Level: 8th
  • Prerequisite: Three Shadow Hand Maneuvers
  • Range: Melee Attack
  • Duration: Rest

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 maneuver, make a melee attack at a creature within reach. On a hit, the attack deals an additional 4d6 acid damage, and the creature must succeed on a Constitution saving throw. On a failed save, the creature gains 1d6 levels of exhaustion.

Five-Shadow Creeping Ice Enervation Strike

Shadow Hand (Strike)


  • Level: 9th
  • Prerequisite: Four Shadow Hand Maneuvers
  • Range: Melee Attack
  • Duration: Rest

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 maneuver, make a melee attack at a creature within reach. On a hit, the attack deals an additional 8d6 acid damage, and the creature must succeed on a Constitution saving throw. On a failed save, roll a d20 and consult the chart below; a creature suffers the following condition until it takes a short or long rest.

d20 Condition
1-4 Poisoned
5-8 Petrified
9-12 Paralyzed
13-16 Blinded
17-20 Restrained

Ghost Blade

Shadow Hand (Boost)


  • Level: 6th
  • Prerequisite: Three Shadow Hand Maneuvers
  • Range: Melee Attack
  • Duration: Instant

A smile brightens your foe’s eyes; he has dodged your blow. But that was merely the ghost blade. The real blade is cutting swiftly from underneath, and yet he still smiles. . . .


You may initiate this maneuver in response to your melee weapon attack roll failing to beat a creature's AC. Your melee attack hits instead.

Hand of Death

Shadow Hand (Strike)


  • Level: 4th
  • Prerequisite: Two Shadow Hand Maneuvers
  • Range: Melee Attack
  • Duration: Start of your next turn

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 maneuver, you make a melee attack against a hostile creature within reach that has the surprised condition. On a hit, the attack does it's normal weapon damage, and the creature must succeed on a Charisma saving throw, or be paralyzed until the start of your next turn.

Island of Blades

Shadow Hand (Stance)


  • Level: 1st
  • Prerequisite: None
  • Range: 10 feet
  • Duration: Stance

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


While you are in this stance, you and any friendly creature within 10 feet gain the pack tactics trait.


Pack Tactics

You has advantage on attack rolls against a creature if at least one of the your allies is within 5 feet of the creature and the ally isn’t incapacitated.

Obscuring Shadow Veil

Shadow Hand (Strike)


  • Level: 4th
  • Prerequisite: Two Shadow Hand Maneuvers
  • Range: Melee Attack
  • Duration: Until the start of your next turn

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


As part of this maneuver, you make a melee attack against a hostile creature within reach. On a hit, the attack deals an additional 4d6 acid damage and the creature must succeed on a Dexterity saving throw, or be blinded until the start of your next turn.

One With Shadow

Shadow Hand (Counter)


  • Level: 8th
  • Prerequisite: Three Shadow Hand Maneuvers
  • Range: Personal
  • Duration: Until the end of the round

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


In response to being damage by a melee attack, you become insubstantial for a brief time, halving the damage you take from attacks until the end of the round.

Shadow Blade Technique

Shadow Hand (Strike)


  • Level: 1st
  • Prerequisite: None
  • Range: Melee Attack
  • Duration: Instant

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 maneuver, you make a melee attack against a hostile creature within reach. This attack has advantage. On a hit, you roll damage twice.

Shadow Garrote

Shadow Hand (Strike)


  • Level: 3rd
  • Prerequisite: One Shadow Hand Maneuver
  • Range: 60 feet
  • Duration: End of target's next turn

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


As part of this maneuver, you make a ranged initiator attack against a hostile creature within range. On a hit, the attack deals an additional 3d6 slashing damage, and the creature cannot take reactions until the end of it's next turn.

Chapter 4: Feats and Magic Items

Supplementary Material
 

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