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View Full Version : Tome of Battle(master) 5E antero-fit



foobar1969
2015-07-12, 09:23 PM
selected maneuvers (and stances) from 3E Tome of Battle, remade for 5E.

Battlemaster owes some of its inspiration to the class designs from Tome of Battle. Therefore, forward-porting those classes into the new edition can be accomplished as Battlemaster variants.

v0.1.2 - goals are 1st: flavor and feel, 2nd: game balance. Exact word-for-word matching is only attempted after that.

* Many ToB maneuvers are supernatural and inappropriate for non-ToB Battlemasters. (Of the newly created ones, I'd allow Shield Block, Douse the Flames, Steel Wind, maybe a couple others, but definitely nothing from Desert Wind or Shadow Hand.)
* ToB classes can expend at most one superiority die per action
* ToB classes cannot use the same maneuver twice within a two round period (i.e. at least 1 full round fallow between uses).
* Crusader can use Devoted Spirit, Stone Dragon & White Raven, and should take Sentinel Feat (Thicket of Blades) at level 6 or 8.
* Warblade can use Iron Heart, Stone Dragon, White Raven, Diamond Mind & Tiger Claw.
* Swordsage can use Desert Wind, Setting Sun, Shadow Hand, Stone Dragon, Diamond Mind & Tiger Claw.
* Swordsage should be a variant of some class other than Fighter, with maneuvers swapped in as an ACF (e.g. replacement Ki powers for Monk).

If you want to import ToB class features, you could trade Student of War for another proficiency, but mostly you'd need to replace base fighter features. For example, Crusader's Steely Resolve & Furious Counterstrike could swap in for Action Surge, or Warblade's "Battle" features could swap for Second Wind and Indomitable.

NOTE: I use the single word "Charge" as a shorthand for:
1: Use your action to Dash.
2: The final 10 feet of the move is in a straight line towards the target.
3: End the move within melee range of the target.

DEVOTED SPIRIT:

Daunting Strike = Menacing Attack maneuver.

Entangling Blade: When you hit a creature with a weapon attack, you can expend one superiority die to slow them. You add the superiority die to the damage roll, and the foe must make a Dexterity saving throw. On a failed save, its movement speed (all modes) is reduced by 20' until the end of its next turn.

Iron Guard's Glare = Goading Attack maneuver. ((yeah, I'm turning stances into maneuvers. It fits.))

Rallying Strike: When you hit a hostile creature with a weapon attack, you can expend one superiority die to mend wounds with a surge of divine energy. Choose an injured creature whom you can see or hear. That creature regains a number of hit points equal to the superiority die roll + your Charisma modifier. ((Rally needed improvement))

Shield Block: After a creature you can see makes an attack roll against a target other than you that is within 5 feet of you, you can expend one superiority die and use your reaction to add the superiority die roll to your ally's AC for that attack, potentially causing the attack to miss. You must be wielding a shield. ((Protection style was based on this in the first place))

Vanguard Strike = Distracting Attack maneuver.

Crusader's Charge: When you "charge", you can expend a superiority die and use a bonus action to make one melee weapon attack. The dash does not provoke opportunity attacks. The attack counts as a magic weapon, and if you hit a creature whose alignment does not match yours, add the superiority die +5 to the damage roll. (prereq: level 7, 1 DS) ((hybrid of several Devoted Spirit charge maneuvers))

STONE DRAGON:

Charging Minotaur: When you "charge", you can expend a superiority die and use a bonus action to shove a creature. The dash does not provoke opportunity attacks. If the shove succeeds, you push the target up to 10 feet away from you, and do damage equal to the superiority die roll plus your Strength modifier.

Crushing Weight of the Mountain: When you grapple an opponent, you can expend a superiority die to crush the life out of them. Until the grapple ends, you can use a bonus action to deal bludgeoning damage equal to a superiority die roll + your Strength modifier by making a successful grapple check.

Mountain Hammer: When you hit with a melee weapon attack, you can expend one superiority die to put extra weight behind the attack. You add the superiority die to the damage roll, and ignore any damage resistance or object damage threshold. (prereq: 1 SD) ((this one was obvious))

Stone Bones: When you hit a creature with a melee weapon attack, you can expend one superiority die to toughen yourself against counterattack. Until the start of your next turn, you gain resistance to bludgeoning, piercing, and slashing damage from non-adamatine weapons. ((damage resistance is auto-scaling))

Bonecrusher: When you hit a creature with a melee weapon attack, you can expend one superiority die to weaken their body structure. You add the superiority die to the damage roll, and the foe must make a Constitution saving throw. On a failed save, its enemies can score critical hits against it on attack rolls of 19-20 for one minute. (prereq: level 7) ((no idea if the duration is balanced))

WHITE RAVEN:

Douse the Flames: When you hit a creature with a melee weapon attack, you can expend a superiority die to put it on the defensive. You add the superiority die to the damage roll, and the target can't make opportunity attacks until the start of your next turn. (It can still use its reaction to do other things.)

Leading the Attack = Distracting Strike maneuver.

Tactical Strike = Maneuvering Attack maneuver.

White Raven Tactics = Commanders Strike maneuver. ((yeah, not the same, but it has to be done))

Battle Leader's Charge: When you "charge", you can expend a superiority die and use a bonus action to make one melee weapon attack. The dash does not provoke opportunity attacks. If you hit, you gain a +5 bonus to the damage roll, and the first ally who hits the target with a melee attack before your next turn adds your superiority die to their damage roll. (prereq: level 7, 1 WR) ((hybrid of a few White Raven charge maneuvers))

DIAMOND MIND:

Moment of Perfect Mind: Before you make a saving throw, you can expend a superiority die and use your reaction to steel yourself against the effect. Add the superiority die to the saving throw roll. ((hybrid of several Diamond Mind save counters))

Emerald Razor = Precision Attack maneuver.

Sapphire Nightmare Blade = Feinting Attack maneuver. ((refluff the feint as concentration))

Rapid Counter: When a creature provokes an opportunity attack from you, you can expend a superiority die to make a weapon attack against it without using up your reaction. You can still make your opportunity attack as normal. ((does an extra attack break the action economy? if so, change to advantage + superiority damage))

Bounding Assault: When you use your action to Dash, you can expend a superiority die and a bonus action to make one weapon attack with advantage. If the attack hits, add the superiority die to the damage roll. (prereq: level 7, 1 DM)

IRON HEART:

Dancing Blade = Lunging Attack maneuver. ((stance, maneuver, close enough))

Disarming Strike = Disarming Attack maneuver.

Steel Wind: You can expend a superiority die and use an Attack action to strike multiple enemies around you. You make up to one more than your normal number of attacks (including Extra Attacks), each against a different adjacent target. On each hit, add half the superiority die (round up) to the damage roll. ((Sweeping Attack needed improvement; spread damage is less valuable than single targeting))

Wall of Blades = Parry maneuver.

Iron Heart Surge: On your turn, you can expend one superiority die and use your action to break free of a debilitating condition. Make a new saving throw or escape check, adding the superiority die to the roll, against an ongoing spell or external effect that causes one of the following: blinded, charmed, deafened, frightened, poisoned, restrained, or slowed. Iron Heart Surge cannot affect effects with no saving throw or escape check. (prereq: level 7, 1 IH) ((the original should have had that last sentence, IMO))

TIGER CLAW:

Claw at the Moon: You can expend one superiority die and use a bonus action on your turn to leap over an adjacent opponent. Make a Strength (Athletics) check, adding the superiority die to the roll, with DC equal to the target's AC. If you succeed, you have advantage on your next attack roll against that creature. If that attack hits, add the superiority die to the attack's damage roll. Jump to any square adjacent to the target. This movement does not provoke opportunity attacks from the target. ((hybrid of a few Tiger Claw jump strikes))

Dancing Mongoose: When you hit a creature with a melee attack with your primary weapon, you can expend a superiority die and use a bonus action to attack that creature twice with your other weapon. If the second attack hits, add the superiority die to the damage roll. (prereq: 1 TC) ((does an extra attack break the action economy? if so, change to advantage + superiority damage))

Sudden Leap: On your turn, you can expend a superiority die and use a bonus action to jump. Move a number of feet up to half of your Strength score + the superiority die roll. ((since jump distance is no longer check-based))

Fountain of Blood: When you hit a creature with a melee attack and reduce it to 0 hit points, you may expend a superiority die to send blood spraying across the battlefield. Add the superiority die to the damage, then a target enemy within 30' must a make Will saving throw. On a failed save, it is frightened of you until end of your next turn. For each foe you drop on your turn prior to initiating this maneuver, the save DC increases by 1. (prereq: level 7) ((variation of Menacing Attack; wasted damage but better targeting))

DESERT WIND:

Burning Brand = Lunging Attack maneuver, deal fire damage.

Fire Riposte = Riposte maneuver, deal fire damage.

Flame's Blessing: On your turn, you can expend a superiority die and use a bonus action to gain fire resistance for a number of turns equal to half your superiority die roll (round up). (prereq: proficient in Acrobatics) ((no idea if the duration is balanced))

SETTING SUN:

Clever Positioning: When you hit a creature with a weapon attack, you can expend a superiority die to knock them off balance. You add the superiority die to the damage roll, and the foe must make a Dexterity saving throw. On a failed save, you swap places. You choose to occupy one square the foe previously did, then they do the same with your previous location. You cannot use this maneuver if you or the target would end up sharing the same space as another creature or an impassable terrain feature. ((interesting but not game breaking))

Mighty Throw = Pushing Attack maneuver.

Mighty Throw = Trip Attack maneuver. ((shrug. nothing in ToB fits these two perfectly; Setting Sun is close enough))

Step of the Wind: You can expend a superiority die and use a bonus action to pick out steady spots in rough terrain. Until the start of your next turn, you ignore all penalties or speed reductions due to difficult terrain. If you attack a foe standing on difficult terrain, add your superiority die to the first attack roll.

SHADOW HAND:

Child of Shadow = Evasive Footwork maneuver. ((hooray, I found rough matches for all the Battlemaster maneuvers))

Clinging Shadow Strike: When you hit a creature with a weapon attack, you can expend a superiority die to cover their eyes with shadows. You add the superiority die to the damage roll, and the foe must make a Constitution saving throw. On a failed save, it gets a -2 penalty on attack rolls until the start of your next turn.

Shadow Blade Technique: On your turn, you can expend a superiority die to create an illusory double of your weapon. You gain advantage on your next weapon attack roll this turn. If both rolls hit, you add the superiority die roll as cold damage. ((like Feinting Attack, but doesn't use bonus action, limit damage to compensate))

Shadow Jaunt: On your turn, you can expend a superiority die and use your action to teleport a number of squares equal to your superiority die size.

Strength Draining Strike: When you hit a creature with a weapon attack, you can expend a superiority die to leave them weakened. You add the superiority die to the damage roll, and the foe must make a Constitution saving throw. On a failed save, the target deals only half damage with weapon attacks that use Strength until the start of your next turn. (prereq: level 7, 1 SH)

Tenmujiin
2015-07-13, 05:25 AM
I'm going to write edits any maneuvers I see a problem with in red under the maneuver and comment after each style.


NOTE: I use the single word "Charge" as a shorthand for:
1: Use your action to Dash.
2: The final 10 feet of the move is in a straight line towards the target.
3: End the move within melee range of the target.
Many maneuvers give the ability to make an attack with a bonus action after you Charge. Charging means spending your action to dash with the 10ft before using the maneuver in a direct line.

I've just rewritten this into the language used in the PHB.


DEVOTED SPIRIT:

Daunting Strike = Menacing Attack maneuver.

Entangling Blade: When you hit a creature with a weapon attack, you can expend one superiority die to slow them. You add the superiority die to the damage roll, and the foe must make a Dexterity saving throw. On a failed save, its movement speed (all modes) is reduced by 20' until the end of its next turn.

Iron Guard's Glare = Goading Attack maneuver. ((yeah, I'm turning stances into maneuvers. It fits.))

Rallying Strike: When you hit a creature with a weapon attack, you can expend one superiority die to mend wounds with a surge of divine energy. Choose an injured creature whom you can see or hear. That creature regains a number of hit points equal to the superiority die roll + your Charisma modifier. ((Rally needed improvement))

Shield Block: When a creature you can see makes an attack roll against a target other than you that is within 5 feet of you, you can expend one superiority die and use your reaction to add the superiority die roll to your ally's AC for that attack, potentially causing the attack to miss. You must be wielding a shield. ((Protection style was based on this in the first place))

Vanguard Strike = Distracting Attack maneuver.

Crusader's Charge: When you "charge", you can expend a superiority die and use a bonus action to make one melee weapon attack. The dash does not provoke opportunity attacks. The attack counts as a magic weapon, and if you hit a creature whose alignment does not match yours, add the superiority die +5 to the damage roll. (prereq: level 7, 1 DS) ((hybrid of several Devoted Spirit charge maneuvers))
Crusader's Charge: You may expend a superiority die to charge and use a bonus action to make one melee weapon attack, adding the superiority die roll to the damage. The weapon used in the attack counts as a magic weapon and if you hit a Fiend, Fey or Celestial you also dean and additional 5 damage.

These all look good except Crusader's Charge. It should be Fiends, Fey and/or Celestials since all spells that traditionally targeted alignment now target those creature types.


STONE DRAGON:

Charging Minotaur: When you "charge", you can expend a superiority die and use a bonus action to shove a creature. The dash does not provoke opportunity attacks. If the shove succeeds, you push the target up to 10 feet away from you, and do damage equal to the superiority die roll plus your Strength modifier. ((is the damage about right?))
When you Charge you may expend a superiority die and use a bonus action to shove a creature. If the shove is successful you push the target up to 10 feet away from you and do damage equal to the superiority die roll.

Crushing Weight of the Mountain: When you grapple an opponent, you can expend a superiority die to crush the life out of them. Until the grapple ends, you can use a bonus action on your turn to deal bludgeoning damage equal to a superiority die roll + your Strength modifier. ((no idea if this is balanced))
While you successfully grapple an enemy or have an enemy grappled you may expend a superiority die as a bonus action to deal damage equal to the die roll plus your strength modifier.

Mountain Hammer: When you hit a creature with a melee weapon attack, you can expend one superiority die to put extra weight behind the attack. You add the superiority die to the damage roll, and ignore any damage resistance. (prereq: 1 SD) ((this one was obvious))

Stone Bones: When you hit a creature with a melee weapon attack, you can expend one superiority die to toughen yourself against counterattack. Until the start of your next turn, bludgeoning, piercing, and slashing damage that you take from non-adamatine weapons is reduced by the superiority die roll + 2. ((no idea if this is balanced))

Bonecrusher: When you hit a creature with a melee weapon attack, you can expend one superiority die to weaken their body structure. You add the superiority die to the damage roll, and the foe must make a Constitution saving throw. On a failed save, its enemies can score critical hits against it on attack rolls of 19-20 for one minute. (prereq: level 7) ((no idea if the duration is balanced))

Crushing Weight of the Mountain should be one attack per die spent to bring it in line with other maneuvers, the fact it is guaranteed damage (no roll or save) might be a bit powerful but the damage is fairly low.
Unsure on what the number should be for Stone Bones and the duration for Bonecrusher.


WHITE RAVEN:

Douse the Flames: When you hit a creature with a melee weapon attack, you can expend a superiority die to put it on the defensive. You add the superiority die to the damage roll, and the target can't make opportunity attacks until the start of your next turn.

Leading the Attack = Distracting Strike maneuver.

Tactical Strike = Maneuvering Attack maneuver.

White Raven Tactics = Commanders Strike maneuver. ((yeah, not the same, but it has to be done))

Battle Leader's Charge: When you "charge", you can expend a superiority die and use a bonus action to make one melee weapon attack. The dash does not provoke opportunity attacks. If you hit, you gain a +5 bonus to the damage roll, and the first ally who hits the target with a melee attack before your next turn adds your superiority die to their damage roll. (prereq: level 7, 1 WR) ((hybrid of a few White Raven charge maneuvers))
You may expend a superiority die when you use the dash action. If you do the dash does not provoke opportunity attacks and if you Charge you may use a bonus action to make one melee weapon attack. If the attack hits then the first ally to hit the target with a melee attack before your next turn adds your superiority die to their damage roll.

Douse the Flames is good. I've reworded Battle Leader's Charge to 5e terminology and removed the +5 damage since it didn't line up with other maneuvers.

I'll do the rest later.

foobar1969
2015-07-14, 09:45 AM
I've just rewritten this into the language used in the PHB.

I'll do the rest later.
Thanks much. I fixed Crushing Weight of the Mountain; I had left out the grapple check for damage.