Weirdbob95
2014-09-14, 09:47 PM
I like swordsages. D&D 5 doesn't have swordsages. Solution? I make swordsages!
I've only made maneuvers up to 3rd level, so level 7+ isn't possible yet.
If the formatting looks wonky, I copied this from Word and the formatting didn't go with it. I've fixed most of it but I'm probably missing stuff.
How OP do these guys look? What's the most powerful 6th level martial adept GITP can come up with?
The Martial Adept
LevelProficiency BonusFeaturesStances KnownManeuvers KnownManeuver Level
1st+2 Martial Path 1 1 1
2nd +2 Martial Path feature 1 2 1
3rd +2 1 3 2
4th +2 Ability Score Improvement 1 3 2
5th +3 2 4 3
6th +3 Martial Path feature 2 4 3
7th +3 2 5 4
8th +3 Ability Score Improvement 2 5 4
9th +4 3 6 5
10th +4 Martial Path feature 3 6 5
11th +4 3 7 6
12th +4 Ability Score Improvement 3 7 6
13th +5 4 8 7
14th +5 Martial Path feature 4 8 7
15th +5 4 9 8
16th +5 Ability Score Improvement 4 9 8
17th +6 5 10 9
18th +6 Martial Path feature 5 10 9
19th +6 Ability Score Improvement 5 11 9
20th +6 Master of the Sublime Way 5 11 9
Class Features
As a martial adept, you gain the following class features.
Hit Points
Hit Dice: 1d10 per martial adept level
Hit Points at 1st Level: 10 + your Constitution modifier
Hit Points at Higher Levels: 1d10 (or 6) + your Constitution modifier per martial adept level after 1st
Proficiencies
Armor: Light armor
Weapons: Simple weapons, martial weapons
Tools: None
Saving Throws: Strength, one other depending on your martial path
Skills: Choose two from Athletics, Acrobatics, History, Insight, Intimidation, Perception, Persuasion, and Stealth
Equipment
You start with the following equipment, in addition to the equipment granted by your background:
• (a) a greatsword, (b) a longsword, or (c) any martial weapon
• (a) a longbow, (b) a shield, or (c) any martial weapon
• (a) a dagger or (b) any simple weapon
• (a) a dungeoneer’s pack or (b) an explorer’s pack
• Leather armor
Martial Path
At 1st level, you decide how you follow the Sublime Way. Choose one of Swordsage, Warblade, and Crusader, detailed at the end of the class description. Your martial path determines your maneuver ability (similar to a spellcasting ability) and which martial disciplines are available to you.
Maneuvers
You have learned the Sublime Way, a challenging set of martial arts that allows you to create semi-magical effects with your weapon. Although appearing similar to spellcasting, maneuvers follow a different set of rules.
Types of Maneuvers
Strike: These maneuvers are combined with a weapon attack. As an Action, you make a single attack and activate the maneuver at the same time.
Boost: These maneuvers increase your power for a short amount of time. They are activated as Bonus Actions, and most last a single round.
Counter: These maneuvers stop enemies from hurting you. They are activated as Reactions in response to a specific set of circumstances.
Other: Some maneuvers don’t fit into any of these categories. They are used as Actions.
Maneuvers Known
You know one 1st-level maneuver from your available disciplines.
The Maneuvers Known column of the Martial Adept table shows when you learn more maneuvers from your available disciplines. Each of these maneuvers must be at the maximum level you can use or lower, as shown on the table. For instance, when you reach 3rd level in this class, you can learn one new maneuver of 1st or 2nd level.
Additionally, at 2nd, 4th, and every even level in this class, you can choose a maneuver you know and replace it with another maneuver from your available disciplines of any level you can use.
Readying and Using Maneuvers
Maneuvers must be readied before they can be used. You can have as many maneuvers readied as ½ your maneuvers known (rounded up), including any bonus maneuvers known from your martial path.
Once you use a readied maneuver, it becomes expended and can’t be used anymore. You can recover a single expended maneuver of your choice with a minute of meditation, making it readied again.
You automatically recover all of your expended maneuvers with a short rest. During a short rest, you can also change which of your maneuvers are readied.
Maneuver save DC = 8 + your proficiency bonus + your maneuver ability modifier
Stances
The Sublime Way teaches you how to control your body. Stances are similar to maneuvers, but are passive bonuses instead of activated effects.
Stances Known
You know one 1st-level stance from your available disciplines.
The Stances Known column of the Martial Adept table shows when you learn more stances from your available disciplines. Each of these stances must be at the maximum level you can use or lower, as shown on the table. For instance, when you reach 5th level in this class, you can learn one new stance of 1st, 2nd, or 3rd level.
Using Stances
Unlike maneuvers, stances don’t need to be readied before they can be used. Stances can be activated as a bonus action, and last until turned off as a free action.
You can only have one stance active at once. Using a stance while another stance is active immediately ends the other stance.
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.
Master of the Sublime Way
At 20th level, you have mastered the Sublime Way and can fully use its power. Once per round, you can use a maneuver without taking an action. You can use this ability to use maneuvers on your opponent’s turn only if the maneuver is a Counter.
Martial Paths
The study of the Sublime Way is ancient, stretching back to the earliest monasteries and dojos. Each of those teaching places evolved its own specialties and teaching styles. Eventually those slight differences became huge differences, and their students evolved completely different styles of combat.
Path of the Crusader
Your maneuver ability is Charisma. You get your power from devotion to a cause. You might campaign for your god, be devoted to a king, or help and protect the weak.
When you choose this path at 1st level, you gain the following benefits:
• You get proficiency in Wisdom saving throws.
• Your available schools are Devoted Spirit, Stone Dragon, and White Raven.
• You gain proficiency in medium and heavy armor.
Fighting Style
At 2nd level, you adopt a 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. 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 you reaction to impose disadvantage on the attack roll. You must be wielding a shield.
Steely Resolve
At 6th level, you get a delayed damage pool that temporarily prevents you from being hurt. Whenever you take damage, the damage goes into your delayed damage pool instead of hurting you. Any effects related to the attack, such as a poisoned weapon, affect you immediately.
The delayed damage pool can hold up to (your level * 2) damage, and any excess damage hurts you instead. At the end of each of your turns, your delayed damage pool empties and the damage hurts you as normal. For instance, Bob, a 6th level crusader, is hit by a spell that deals 14 points of damage. His delayed damage pool fills with 12 points of damage, and Bob is only hurt by 2 points. At the end of Bob’s turn, he takes the rest of the damage.
If your delayed damage pool fills, you recover an expended maneuver of your choice, as your pain gives you new energy and focus.
Whenever you’re healed by a spell, you can split the healing between your HP and your delayed damage pool. If you have a feature that reduces the damage you take, such as resistance, it applies before damage goes into your delayed damage pool.
Furious Counterstrike
At 10th level, you learn to channel your pain into a rage that lets you attack your enemies with more power. You get a bonus to attack and damage rolls equal to the amount of damage in your delayed damage pool divided by 5.
Zealous Surge
Beginning at 14th level, you can reroll a saving throw that you fail. If you do so, you must use the new roll, and you can’t use this feature again until you finish a long rest.
Smite
Starting at 18th level, you can use the power of your conviction to strike down those you stand in your way. The next attack you make adds your Charisma to the attack and damage rolls. If you hit, your opponent must make a Charisma saving throw (the save DC as your maneuvers) or be stunned until the end of your next turn. You can use this feature a number of times per long rest equal to your Charisma modifier (minimum 1).
Path of the Swordsage
Your maneuver ability is Wisdom. You get your power by strict mental focus and concentration. Swordsages are closely related to monks, and some players multiclass between the two.
When you choose this path at 1st level, you gain the following benefits:
• You get proficiency in Dexterity saving throws.
• Your available schools are Desert Wind, Diamond Mind, Setting Sun, Shadow Hand, Stone Dragon, and Tiger Claw.
• At every even level, instead of swapping a maneuver for another, you learn an additional maneuver from your available schools.
Quick to Act
Starting at 2nd level, you react quickly to danger. You add your proficiency bonus to initiative checks while wearing light or no armor.
Discipline Focus
At 6th level, you specialize in a single discipline of your choice. You learn an additional maneuver and stance from that discipline. In addition, your AC increases by 2 when you’re in a stance from your chosen discipline.
Insightful Strikes
At 10th level, you’re more effective when using strikes from your chosen discipline. When you hit an enemy with a strike from your chosen discipline, you can add your Wisdom modifier to the damage roll.
Evasion
Beginning at 14th 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.
Sublime Speed
At 18th level, you can use the power of the Sublime Way to react very quickly. You can take two bonus actions per turn instead of one. You can use this feature a number of times per long rest equal to your Wisdom modifier (minimum 1).
Path of the Warblade
Your maneuver ability is Intelligence. You get your power though your martial skill and learning. Depending on your DM, Warblades might replace Battlemaster Fighters.
When you choose this path at 1st level, you gain the following benefits:
• You get proficiency in Constitution saving throws.
• Your available schools are Diamond Mind, Iron Heart, Stone Dragon, Tiger Claw, and White Raven.
• You gain proficiency in medium armor.
Fighting Style
At 2nd level, you adopt a 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. The weapon must have the two-handed or versatile property for you to gain this benefit.
Two-Weapon Fighting: When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.
Extra Attack
Beginning at 6th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
Aggressive Recovery
Starting at 10th level, whenever you take the Attack action on your turn, you can recover an expended maneuver of your choice.
Battle Skill
At 14th level, you have studied the best techniques for tripping, pushing, and grappling your enemies. You add your Intelligence bonus to all Combat Maneuver checks.
Additionally, you know how to take advantage when you opponent lets his guard down. You add your Intelligence bonus on attack and damage rolls for Attacks of Opportunity.
Dual Stance
Starting at 18th level, you have the martial skill and enough knowledge about quantum physics to stand in two ways at once. You can have two stances active instead of one, and you can switch both of them with a single bonus action.
Maneuvers
Maneuver List
1st Level
Burning Blade
Vanguard Strike
Moment of Perfect Mind
Steely Strike
Counter Charge
Mighty Throw
Shadow Blade Technique
Stone Bones
Sudden Leap
Wolf Fang Strike
Douse the Flames
2nd Level
Flashing Sun
Hatchling’s Flame
Shield Block
Action Before Thought
Wall of Blades
Baffling Defense
Cloak of Deception
Shadow Jaunt
Mountain Hammer
Claw at the Moon
Battle Leader’s Charge
3rd Level
Zephyr Dance
Revitalizing Strike
Mind over Body
Insightful Strike
Iron Heart SUUURGE
Devastating Throw
Shadow Garrote
Bonecrusher
Soaring Raptor Strike
White Raven Tactics Maneuver Descriptions
The maneuvers are presented in alphabetical order.
Action Before Thought
2nd-level Diamond Mind (Counter)
You react faster than the speed of thought. When you use the maneuver, you get advantage on a single Dexterity saving throw or Initiative check.
Baffling Defense
2nd-level Setting Sun (Counter)
You confuse your foe’s attacks with a strange stance. When you are targeted by an effect that requires an attack roll, make an Insight check. You can choose to use your result in place of your AC.
Battle Leader’s Charge
2nd-level White Raven (Strike)
You lead from the front, your charges inspiring your allies. Before your attack, move up to your speed (but at least 10 feet) in a straight line towards your enemy. Your attack deals an extra 2d6 damage.
Bonecrusher
3rd-level Stone Dragon (Strike)
You deliver a powerful attack to fracture your opponent’s skeleton. If you hit, your attack deals an extra 4d6 damage and your opponent must make a Constitution save. If they fail, attacks against them are a critical hit on a 19 or 20 instead of just a 20. This effect lasts for one hour.
Burning Blade
1st-level Desert Wind (Boost)
You empower your weapon with the fire of the desert. Until the end of your turn, your attacks deal an extra 1d6 Fire damage to your opponent.
Claw at the Moon
2nd-level Tiger Claw (Strike)
You leap into the air, slicing down on your foe. Make an Athletics check against your target’s AC. If you succeed, your attack gets advantage and deals an extra 2d6 damage.
Cloak of Deception
2nd-level Shadow Hand (Boost)
Your power over shadow hides you from sight. You turn invisible until the end of your turn.
Counter Charge
1st-level Setting Sun (Counter)
You attempt to redirect an enemy that moves at least 10 feet towards you and makes a melee attack against you in the same round. If your enemy fails a Dexterity saving throw, they are pushed 10 feet in a direction of your choice and their attack fails. However, if they succeed on the saving throw, they get advantage on their attack.
Devastating Throw
3rd-level Setting Sun (Other)
Grabbing your foe, you spin in a half-circle and launch him away. Target a single enemy you can reach. They must make a Strength saving throw or be pushed 10 feet in a direction of your choice and knocked prone, taking 2d6 damage. For every point by which they fail the Strength saving throw, they are thrown another foot.
Douse the Flames
1st-level White Raven (Strike)
As you attack, you draw your enemy’s attention away from your allies. If your attack hits, your target cannot make attacks of opportunity until the start of your next turn.
Flashing Sun
2nd-level Desert Wind (Boost)
Your blade flashes as you attack with impossible speed. As part of this boost, make a single attack.
Hatchling’s Flame
2nd-level Desert Wind (Other)
A wave of burning energy bursts outwards from your palm. You deal 2d8 Fire damage in a 30 foot cone. Enemies can make a Dexterity saving throw for half damage.
Insightful Strike
3rd-level Diamond Mind (Strike)
You study your opponent and spot weak points in their armor. Make an Insight check. Your attack deals damage equal to that result instead of its normal damage.
Iron Heart SUUURGE
3rd-level Iron Heart (Other)
Your mental strength overpowers your enemy’s spells. You immediately end a spell targeting you with a duration of more than one round, such as Hold Person. You also gain advantage on your next attack roll until the end of your next turn. You can use this maneuver on your turn even if an effect prevents you from taking actions.
Mighty Throw
1st-level Setting Sun (Other)
You use your martial arts training to throw your enemy to the ground. Target a single enemy you can reach. They must make a Strength saving throw or be pushed 10 feet in a direction of your choice and knocked prone.
Mind Over Body
3rd-level Diamond Mind (Counter)
You can focus your mind to control your body. When you use this maneuver, you get advantage on a single Constitution saving throw or death saving throw.
Moment of Perfect Mind
1st-level Diamond Mind (Counter)
Your mental focus renders your will into an unbreakable wall. When you use this maneuver, you get advantage on a single Wisdom saving throw.
Mountain Hammer
2nd-level Stone Dragon (Strike)
You strike with the weight and fury of the mountain. Your attack deals an extra 2d6 damage, and it ignores any Resistance your target has.
Revitalizing Strike
3rd-level Devoted Spirit (Strike)
You channel healing energy through your weapon. If your attack hits an enemy who has attacked your party, you or an ally within 10 feet regains 3d6 health.
Shadow Blade Technique
1st-level Shadow Hand (Strike)
As you attack, you create a shadowy double of your blade to confuse your opponent. You have advantage on your attack. If the attack would still hit if you used the lower die roll instead of the higher, you deal an extra 1d6 points of Cold damage to your opponent.
Shadow Garrote
3rd-level Shadow Hand (Other)
You create a shadowy noose and throw it at your enemy. Make a ranged attack roll against an enemy within 60 feet. If successful, your target takes 5d6 damage, and they must make a Constitution saving throw or be Restrained until the start of their next turn.
Shadow Jaunt
2nd-level Shadow Hand (Other)
A cloud a shadow engulfs you and you reappear across the battlefield. You teleport to any location you can see within 50 feet.
Shield Block
2nd-level Devoted Spirit (Counter)
You thrust your shield between your defenseless ally and your enemy. Your enemy gets disadvantage on their attack, and your ally gets your shield bonus to their AC. You must be carrying a shield to use this maneuver.
Soaring Raptor Strike
3rd-level Tiger Claw (Strike)
You leap into the air, jumping over your enemy’s defenses. Make an Athletics check against your target’s AC. If you succeed, your attack gets advantage and deals an extra 5d6 damage. If you fail, your attack automatically misses.
Steely Strike
1st-level Iron Heart (Strike)
You focus on a single accurate attack, ignoring everyone but your target. You get advantage on your attack, and you deal an extra 1d6 damage if you hit, but all opponents other than your target get advantage on attacks against you until the start of your next turn.
Stone Bones
1st-level Stone Dragon (Strike)
You use the power of your weapon’s impact to toughen yourself. If your attack hits, you gain Resistance to Piercing, Slashing, and Bludgeoning damage until the start of your next turn.
Sudden Leap
1st-level Tiger Claw (Boost)
You leap to a new position in the blink of an eye. As a bonus action, you jump a distance up to your speed. This movement provokes attacks of opportunity as normal.
Vanguard Strike
1st-level Devoted Spirit (Strike)
You lead the way for your allies by knocking aside your enemy’s defenses. If you hit with your attack, all of your allies have advantage on attacks against your target until the start of your next turn.
Wall of Blades
2nd-level Iron Heart (Counter)
With the speed of a thunderbolt, you strike aside your enemy’s attack. When you are targeted by an effect that requires an attack roll, make an attack roll as well. You can choose to use your result in place of your AC.
White Raven Tactics
3rd-level White Raven (Boost)
You inspire your allies to seize the initiative in combat. Choose an ally other than yourself within 10 feet. The initiative order changes so that they act right after you, possibly letting them go twice in a single round.
Wolf Fang Strike
1st-level Tiger Claw (Strike)
You lash out with both of your weapons in a burst of speed. You must able to use two-weapon fighting to use this maneuver. Make two attacks against the same opponent, one with each of your weapons. Don’t add your ability modifier to your off hand attack’s damage roll, even if you have the Two-Weapon Fighting fighting style.
Zephyr Dance
3rd-level Desert Wind (Counter)
You spin gracefully away from a foe’s attack like the desert wind. If you are hit by an opponent’s attack, you can make him reroll and use the worse of the two rolls.
I've only made maneuvers up to 3rd level, so level 7+ isn't possible yet.
If the formatting looks wonky, I copied this from Word and the formatting didn't go with it. I've fixed most of it but I'm probably missing stuff.
How OP do these guys look? What's the most powerful 6th level martial adept GITP can come up with?
The Martial Adept
LevelProficiency BonusFeaturesStances KnownManeuvers KnownManeuver Level
1st+2 Martial Path 1 1 1
2nd +2 Martial Path feature 1 2 1
3rd +2 1 3 2
4th +2 Ability Score Improvement 1 3 2
5th +3 2 4 3
6th +3 Martial Path feature 2 4 3
7th +3 2 5 4
8th +3 Ability Score Improvement 2 5 4
9th +4 3 6 5
10th +4 Martial Path feature 3 6 5
11th +4 3 7 6
12th +4 Ability Score Improvement 3 7 6
13th +5 4 8 7
14th +5 Martial Path feature 4 8 7
15th +5 4 9 8
16th +5 Ability Score Improvement 4 9 8
17th +6 5 10 9
18th +6 Martial Path feature 5 10 9
19th +6 Ability Score Improvement 5 11 9
20th +6 Master of the Sublime Way 5 11 9
Class Features
As a martial adept, you gain the following class features.
Hit Points
Hit Dice: 1d10 per martial adept level
Hit Points at 1st Level: 10 + your Constitution modifier
Hit Points at Higher Levels: 1d10 (or 6) + your Constitution modifier per martial adept level after 1st
Proficiencies
Armor: Light armor
Weapons: Simple weapons, martial weapons
Tools: None
Saving Throws: Strength, one other depending on your martial path
Skills: Choose two from Athletics, Acrobatics, History, Insight, Intimidation, Perception, Persuasion, and Stealth
Equipment
You start with the following equipment, in addition to the equipment granted by your background:
• (a) a greatsword, (b) a longsword, or (c) any martial weapon
• (a) a longbow, (b) a shield, or (c) any martial weapon
• (a) a dagger or (b) any simple weapon
• (a) a dungeoneer’s pack or (b) an explorer’s pack
• Leather armor
Martial Path
At 1st level, you decide how you follow the Sublime Way. Choose one of Swordsage, Warblade, and Crusader, detailed at the end of the class description. Your martial path determines your maneuver ability (similar to a spellcasting ability) and which martial disciplines are available to you.
Maneuvers
You have learned the Sublime Way, a challenging set of martial arts that allows you to create semi-magical effects with your weapon. Although appearing similar to spellcasting, maneuvers follow a different set of rules.
Types of Maneuvers
Strike: These maneuvers are combined with a weapon attack. As an Action, you make a single attack and activate the maneuver at the same time.
Boost: These maneuvers increase your power for a short amount of time. They are activated as Bonus Actions, and most last a single round.
Counter: These maneuvers stop enemies from hurting you. They are activated as Reactions in response to a specific set of circumstances.
Other: Some maneuvers don’t fit into any of these categories. They are used as Actions.
Maneuvers Known
You know one 1st-level maneuver from your available disciplines.
The Maneuvers Known column of the Martial Adept table shows when you learn more maneuvers from your available disciplines. Each of these maneuvers must be at the maximum level you can use or lower, as shown on the table. For instance, when you reach 3rd level in this class, you can learn one new maneuver of 1st or 2nd level.
Additionally, at 2nd, 4th, and every even level in this class, you can choose a maneuver you know and replace it with another maneuver from your available disciplines of any level you can use.
Readying and Using Maneuvers
Maneuvers must be readied before they can be used. You can have as many maneuvers readied as ½ your maneuvers known (rounded up), including any bonus maneuvers known from your martial path.
Once you use a readied maneuver, it becomes expended and can’t be used anymore. You can recover a single expended maneuver of your choice with a minute of meditation, making it readied again.
You automatically recover all of your expended maneuvers with a short rest. During a short rest, you can also change which of your maneuvers are readied.
Maneuver save DC = 8 + your proficiency bonus + your maneuver ability modifier
Stances
The Sublime Way teaches you how to control your body. Stances are similar to maneuvers, but are passive bonuses instead of activated effects.
Stances Known
You know one 1st-level stance from your available disciplines.
The Stances Known column of the Martial Adept table shows when you learn more stances from your available disciplines. Each of these stances must be at the maximum level you can use or lower, as shown on the table. For instance, when you reach 5th level in this class, you can learn one new stance of 1st, 2nd, or 3rd level.
Using Stances
Unlike maneuvers, stances don’t need to be readied before they can be used. Stances can be activated as a bonus action, and last until turned off as a free action.
You can only have one stance active at once. Using a stance while another stance is active immediately ends the other stance.
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.
Master of the Sublime Way
At 20th level, you have mastered the Sublime Way and can fully use its power. Once per round, you can use a maneuver without taking an action. You can use this ability to use maneuvers on your opponent’s turn only if the maneuver is a Counter.
Martial Paths
The study of the Sublime Way is ancient, stretching back to the earliest monasteries and dojos. Each of those teaching places evolved its own specialties and teaching styles. Eventually those slight differences became huge differences, and their students evolved completely different styles of combat.
Path of the Crusader
Your maneuver ability is Charisma. You get your power from devotion to a cause. You might campaign for your god, be devoted to a king, or help and protect the weak.
When you choose this path at 1st level, you gain the following benefits:
• You get proficiency in Wisdom saving throws.
• Your available schools are Devoted Spirit, Stone Dragon, and White Raven.
• You gain proficiency in medium and heavy armor.
Fighting Style
At 2nd level, you adopt a 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. 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 you reaction to impose disadvantage on the attack roll. You must be wielding a shield.
Steely Resolve
At 6th level, you get a delayed damage pool that temporarily prevents you from being hurt. Whenever you take damage, the damage goes into your delayed damage pool instead of hurting you. Any effects related to the attack, such as a poisoned weapon, affect you immediately.
The delayed damage pool can hold up to (your level * 2) damage, and any excess damage hurts you instead. At the end of each of your turns, your delayed damage pool empties and the damage hurts you as normal. For instance, Bob, a 6th level crusader, is hit by a spell that deals 14 points of damage. His delayed damage pool fills with 12 points of damage, and Bob is only hurt by 2 points. At the end of Bob’s turn, he takes the rest of the damage.
If your delayed damage pool fills, you recover an expended maneuver of your choice, as your pain gives you new energy and focus.
Whenever you’re healed by a spell, you can split the healing between your HP and your delayed damage pool. If you have a feature that reduces the damage you take, such as resistance, it applies before damage goes into your delayed damage pool.
Furious Counterstrike
At 10th level, you learn to channel your pain into a rage that lets you attack your enemies with more power. You get a bonus to attack and damage rolls equal to the amount of damage in your delayed damage pool divided by 5.
Zealous Surge
Beginning at 14th level, you can reroll a saving throw that you fail. If you do so, you must use the new roll, and you can’t use this feature again until you finish a long rest.
Smite
Starting at 18th level, you can use the power of your conviction to strike down those you stand in your way. The next attack you make adds your Charisma to the attack and damage rolls. If you hit, your opponent must make a Charisma saving throw (the save DC as your maneuvers) or be stunned until the end of your next turn. You can use this feature a number of times per long rest equal to your Charisma modifier (minimum 1).
Path of the Swordsage
Your maneuver ability is Wisdom. You get your power by strict mental focus and concentration. Swordsages are closely related to monks, and some players multiclass between the two.
When you choose this path at 1st level, you gain the following benefits:
• You get proficiency in Dexterity saving throws.
• Your available schools are Desert Wind, Diamond Mind, Setting Sun, Shadow Hand, Stone Dragon, and Tiger Claw.
• At every even level, instead of swapping a maneuver for another, you learn an additional maneuver from your available schools.
Quick to Act
Starting at 2nd level, you react quickly to danger. You add your proficiency bonus to initiative checks while wearing light or no armor.
Discipline Focus
At 6th level, you specialize in a single discipline of your choice. You learn an additional maneuver and stance from that discipline. In addition, your AC increases by 2 when you’re in a stance from your chosen discipline.
Insightful Strikes
At 10th level, you’re more effective when using strikes from your chosen discipline. When you hit an enemy with a strike from your chosen discipline, you can add your Wisdom modifier to the damage roll.
Evasion
Beginning at 14th 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.
Sublime Speed
At 18th level, you can use the power of the Sublime Way to react very quickly. You can take two bonus actions per turn instead of one. You can use this feature a number of times per long rest equal to your Wisdom modifier (minimum 1).
Path of the Warblade
Your maneuver ability is Intelligence. You get your power though your martial skill and learning. Depending on your DM, Warblades might replace Battlemaster Fighters.
When you choose this path at 1st level, you gain the following benefits:
• You get proficiency in Constitution saving throws.
• Your available schools are Diamond Mind, Iron Heart, Stone Dragon, Tiger Claw, and White Raven.
• You gain proficiency in medium armor.
Fighting Style
At 2nd level, you adopt a 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. The weapon must have the two-handed or versatile property for you to gain this benefit.
Two-Weapon Fighting: When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.
Extra Attack
Beginning at 6th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
Aggressive Recovery
Starting at 10th level, whenever you take the Attack action on your turn, you can recover an expended maneuver of your choice.
Battle Skill
At 14th level, you have studied the best techniques for tripping, pushing, and grappling your enemies. You add your Intelligence bonus to all Combat Maneuver checks.
Additionally, you know how to take advantage when you opponent lets his guard down. You add your Intelligence bonus on attack and damage rolls for Attacks of Opportunity.
Dual Stance
Starting at 18th level, you have the martial skill and enough knowledge about quantum physics to stand in two ways at once. You can have two stances active instead of one, and you can switch both of them with a single bonus action.
Maneuvers
Maneuver List
1st Level
Burning Blade
Vanguard Strike
Moment of Perfect Mind
Steely Strike
Counter Charge
Mighty Throw
Shadow Blade Technique
Stone Bones
Sudden Leap
Wolf Fang Strike
Douse the Flames
2nd Level
Flashing Sun
Hatchling’s Flame
Shield Block
Action Before Thought
Wall of Blades
Baffling Defense
Cloak of Deception
Shadow Jaunt
Mountain Hammer
Claw at the Moon
Battle Leader’s Charge
3rd Level
Zephyr Dance
Revitalizing Strike
Mind over Body
Insightful Strike
Iron Heart SUUURGE
Devastating Throw
Shadow Garrote
Bonecrusher
Soaring Raptor Strike
White Raven Tactics Maneuver Descriptions
The maneuvers are presented in alphabetical order.
Action Before Thought
2nd-level Diamond Mind (Counter)
You react faster than the speed of thought. When you use the maneuver, you get advantage on a single Dexterity saving throw or Initiative check.
Baffling Defense
2nd-level Setting Sun (Counter)
You confuse your foe’s attacks with a strange stance. When you are targeted by an effect that requires an attack roll, make an Insight check. You can choose to use your result in place of your AC.
Battle Leader’s Charge
2nd-level White Raven (Strike)
You lead from the front, your charges inspiring your allies. Before your attack, move up to your speed (but at least 10 feet) in a straight line towards your enemy. Your attack deals an extra 2d6 damage.
Bonecrusher
3rd-level Stone Dragon (Strike)
You deliver a powerful attack to fracture your opponent’s skeleton. If you hit, your attack deals an extra 4d6 damage and your opponent must make a Constitution save. If they fail, attacks against them are a critical hit on a 19 or 20 instead of just a 20. This effect lasts for one hour.
Burning Blade
1st-level Desert Wind (Boost)
You empower your weapon with the fire of the desert. Until the end of your turn, your attacks deal an extra 1d6 Fire damage to your opponent.
Claw at the Moon
2nd-level Tiger Claw (Strike)
You leap into the air, slicing down on your foe. Make an Athletics check against your target’s AC. If you succeed, your attack gets advantage and deals an extra 2d6 damage.
Cloak of Deception
2nd-level Shadow Hand (Boost)
Your power over shadow hides you from sight. You turn invisible until the end of your turn.
Counter Charge
1st-level Setting Sun (Counter)
You attempt to redirect an enemy that moves at least 10 feet towards you and makes a melee attack against you in the same round. If your enemy fails a Dexterity saving throw, they are pushed 10 feet in a direction of your choice and their attack fails. However, if they succeed on the saving throw, they get advantage on their attack.
Devastating Throw
3rd-level Setting Sun (Other)
Grabbing your foe, you spin in a half-circle and launch him away. Target a single enemy you can reach. They must make a Strength saving throw or be pushed 10 feet in a direction of your choice and knocked prone, taking 2d6 damage. For every point by which they fail the Strength saving throw, they are thrown another foot.
Douse the Flames
1st-level White Raven (Strike)
As you attack, you draw your enemy’s attention away from your allies. If your attack hits, your target cannot make attacks of opportunity until the start of your next turn.
Flashing Sun
2nd-level Desert Wind (Boost)
Your blade flashes as you attack with impossible speed. As part of this boost, make a single attack.
Hatchling’s Flame
2nd-level Desert Wind (Other)
A wave of burning energy bursts outwards from your palm. You deal 2d8 Fire damage in a 30 foot cone. Enemies can make a Dexterity saving throw for half damage.
Insightful Strike
3rd-level Diamond Mind (Strike)
You study your opponent and spot weak points in their armor. Make an Insight check. Your attack deals damage equal to that result instead of its normal damage.
Iron Heart SUUURGE
3rd-level Iron Heart (Other)
Your mental strength overpowers your enemy’s spells. You immediately end a spell targeting you with a duration of more than one round, such as Hold Person. You also gain advantage on your next attack roll until the end of your next turn. You can use this maneuver on your turn even if an effect prevents you from taking actions.
Mighty Throw
1st-level Setting Sun (Other)
You use your martial arts training to throw your enemy to the ground. Target a single enemy you can reach. They must make a Strength saving throw or be pushed 10 feet in a direction of your choice and knocked prone.
Mind Over Body
3rd-level Diamond Mind (Counter)
You can focus your mind to control your body. When you use this maneuver, you get advantage on a single Constitution saving throw or death saving throw.
Moment of Perfect Mind
1st-level Diamond Mind (Counter)
Your mental focus renders your will into an unbreakable wall. When you use this maneuver, you get advantage on a single Wisdom saving throw.
Mountain Hammer
2nd-level Stone Dragon (Strike)
You strike with the weight and fury of the mountain. Your attack deals an extra 2d6 damage, and it ignores any Resistance your target has.
Revitalizing Strike
3rd-level Devoted Spirit (Strike)
You channel healing energy through your weapon. If your attack hits an enemy who has attacked your party, you or an ally within 10 feet regains 3d6 health.
Shadow Blade Technique
1st-level Shadow Hand (Strike)
As you attack, you create a shadowy double of your blade to confuse your opponent. You have advantage on your attack. If the attack would still hit if you used the lower die roll instead of the higher, you deal an extra 1d6 points of Cold damage to your opponent.
Shadow Garrote
3rd-level Shadow Hand (Other)
You create a shadowy noose and throw it at your enemy. Make a ranged attack roll against an enemy within 60 feet. If successful, your target takes 5d6 damage, and they must make a Constitution saving throw or be Restrained until the start of their next turn.
Shadow Jaunt
2nd-level Shadow Hand (Other)
A cloud a shadow engulfs you and you reappear across the battlefield. You teleport to any location you can see within 50 feet.
Shield Block
2nd-level Devoted Spirit (Counter)
You thrust your shield between your defenseless ally and your enemy. Your enemy gets disadvantage on their attack, and your ally gets your shield bonus to their AC. You must be carrying a shield to use this maneuver.
Soaring Raptor Strike
3rd-level Tiger Claw (Strike)
You leap into the air, jumping over your enemy’s defenses. Make an Athletics check against your target’s AC. If you succeed, your attack gets advantage and deals an extra 5d6 damage. If you fail, your attack automatically misses.
Steely Strike
1st-level Iron Heart (Strike)
You focus on a single accurate attack, ignoring everyone but your target. You get advantage on your attack, and you deal an extra 1d6 damage if you hit, but all opponents other than your target get advantage on attacks against you until the start of your next turn.
Stone Bones
1st-level Stone Dragon (Strike)
You use the power of your weapon’s impact to toughen yourself. If your attack hits, you gain Resistance to Piercing, Slashing, and Bludgeoning damage until the start of your next turn.
Sudden Leap
1st-level Tiger Claw (Boost)
You leap to a new position in the blink of an eye. As a bonus action, you jump a distance up to your speed. This movement provokes attacks of opportunity as normal.
Vanguard Strike
1st-level Devoted Spirit (Strike)
You lead the way for your allies by knocking aside your enemy’s defenses. If you hit with your attack, all of your allies have advantage on attacks against your target until the start of your next turn.
Wall of Blades
2nd-level Iron Heart (Counter)
With the speed of a thunderbolt, you strike aside your enemy’s attack. When you are targeted by an effect that requires an attack roll, make an attack roll as well. You can choose to use your result in place of your AC.
White Raven Tactics
3rd-level White Raven (Boost)
You inspire your allies to seize the initiative in combat. Choose an ally other than yourself within 10 feet. The initiative order changes so that they act right after you, possibly letting them go twice in a single round.
Wolf Fang Strike
1st-level Tiger Claw (Strike)
You lash out with both of your weapons in a burst of speed. You must able to use two-weapon fighting to use this maneuver. Make two attacks against the same opponent, one with each of your weapons. Don’t add your ability modifier to your off hand attack’s damage roll, even if you have the Two-Weapon Fighting fighting style.
Zephyr Dance
3rd-level Desert Wind (Counter)
You spin gracefully away from a foe’s attack like the desert wind. If you are hit by an opponent’s attack, you can make him reroll and use the worse of the two rolls.