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MinotaurWarblad
2019-05-22, 12:36 AM
This is my (hopefully lovably-)pathetic attempt at a not-completely-unbelievably-horrible martial controller based on the 3.5 Tome of Battle class.
I know it’s rough for now, but maybe with community feedback it’ll become shiny and special and people might actually use it?
Presenting for fair and honest critique: the Warblade class!

Edit: There was a doc link, now having to paste into following posts due to my failed Knowledge: Google Docs check.

Discussion thread here (http://www.giantitp.com/forums/showthread.php?588565-Warblade-(4e)-Class-discussion-thread)

MinotaurWarblad
2019-05-22, 01:05 AM
Warblade Class Traits (FIRST REVISION)
• Primary Role: Controller. You have a focus on using close burst and close blast powers that inflict a plethora of conditions, making your foes reconsider getting near you.
• Secondary Role: Defender or Leader. Your powers lower defenses and otherwise make your enemies weaker to oncoming attacks, but you also have options to focus enemy attention on yourself if the need arises.
• Power Source: Martial. Your dedication to perfecting your fighting style allows you to execute special techniques that blur the line between mundane and supernatural.
• Key Abilities: Strength, Intelligence, Wisdom
• Armor Proficiencies: Cloth, leather, hide, chainmail, scale; light shield, heavy shield
• Weapon Proficiencies: Simple melee, military melee, simple ranged, military ranged
• Bonus to Defense: +1 Fortitude, +1 Reflex, +1 Will
• Hit Points at 1st Level: 15 + Constitution score
• Hit Points per Level Gained: 6
• Healing Surges per Day: 10 + Constitution modifier
• Trained Skills: Athletics or Perception (your choice).
From the class skills list below, choose three more trained skills at 1st level.
Class Skills: Athletics, Endurance, History, Insight, Perception, Religion, Stealth.
• Build Options: Bloodthirsty Warblade, Champion Warblade
Class Features: Blockade, Discipline Student, Initiate’s Poise, Weapon Aptitude; Discipline Savant; Savant’s Poise; Discipline Master; Master’s Poise

MinotaurWarblad
2019-05-22, 01:06 AM
Creating a Warblade (DRAFT)

Bloodthirsty Warblade
You use two weapons to debilitate multiple threats at once while on the move, or focus on staying mobile and penalize your enemies for trying to keep up. Your enemies might think they have an advantage in large numbers, but you prove them wrong by using their allies’ positioning against them. Your powers use Strength, so that should be your highest ability score. Since you need to stay mobile to avoid the wrath of your many foes, you should wear light armor, which means your Intelligence score should be your next highest score. Wisdom should be your third-highest score, though it isn’t as important to you as it is to the Champion Warblade. Choose powers that reflect your preference for mobility and multi-target penalties.
• Suggested feat: Battle Cunning (Human feat: Action Surge)
• Suggested skills: Athletics; History, Perception, Stealth
• Suggested Discipline: Tiger Claw
• Suggested at will powers: Sapphire Nightmare Blade, Wolf Fang Strike (Human at will: Blood in the Water)
• Suggested daily power: Claw at the Moon

Champion Warblade
You are an expert of almost all battlefields, driven to combat by the need to constantly increase your prowess. You are versatile, capable of excelling at both single combat and joining a team to face enemy hordes. Your highest ability score should be Strength, since that determines most of your powers’ attack and damage. Since you revel at being in the center of a fight, you tend to wear heavy armor, so your Wisdom score should be your second-highest score. Since Intelligence is still important for your Reflex defense, as well as being increasing the benefit of many Warblade class feats, that should be your next highest score. The powers you select need to keep one or more foes in the thick of the fight with you, while allowing your allies to best take their roles against each opponent.
• Suggested feat: Battle Meditation (Human feat: Battle Inspiration)
• Suggested skills: Athletics; Endurance, Insight, Religion
• Suggested Discipline: Iron Heart
• Suggested at will powers: Punishing Stance, Stone Bones (Human at will: Steely Strike)
• Suggested daily power: Mountain Hammer

MinotaurWarblad
2019-05-22, 01:12 AM
Warblade Class Features (FIRST REVISION)

Blockade
When an adjacent enemy attempts to use a blast or burst power, you can cause one of the following effects as an immediate interrupt:
The size of the power is reduced by 1, to a minimum of 1.

Discipline Student
You gain one of the following features of your choice:
• Diamond Mind Student- A creature you hit with a Warblade power takes a penalty on its first saving throw against that power equal to your Intelligence modifier.
• Iron Heart Student- Your Warblade powers gain the Invigorating keyword. Add your Intelligence modifier to the temporary HP you receive from the Invigorating keyword.
• Stone Dragon Student- Your Warblade powers ignore an amount of resistance equal to your Wisdom modifier and treat immunity as resist 40 for this purpose. When using a Warblade power, you can slide one target you hit 1 square.
• Tiger Claw Student- Your Warblade powers gain the Rattling keyword.

Initiate’s Poise
Instead of gaining encounter powers, you gain a reservoir of personal control — represented in the game as poise points — that you can use to add a special flourish to an attack you make using a Warblade power. You pay for the flourish with poise points after any targets of the attack are declared (if any) but before attack rolls are made, and you can only add a flourish to an attack once per round. You start with 2 poise points per short rest or extended rest. You gain 1 additional poise point per short rest or extended rest at levels 3, 7, 13, 17, 23, and 27.
The options you can add as a flourish are limited by your level as described, and cost a number of poise points as shown in parenthesis:
1st level flourish —
• Mountain Tombstone Strike (1 poise points)
If your attack hits, you gain a power bonus to the damage roll against one target equal to your Strength modifier and that target must succeed on a saving throw or be blinded and deafened until the start of your next turn.
3rd level flourish —
• Strike of Perfect Clarity (2 poise points)
If your attack hits, you gain a power bonus to the damage roll against one target equal to your Strength modifier and that target must succeed on a saving throw or be dazed until the start of your next turn.
13th level flourish —
• Time Stands Still (3 poise points)
If your attack hits, you gain a power bonus to the damage roll against one target equal to your Strength modifier and that target must succeed on a saving throw or be stunned until the start of your next turn.
23rd level flourish —
• Feral Death Blow (4 poise points)
If your attack hits, you gain a power bonus to the damage roll against one target equal to your Strength modifier and that target must succeed on a saving throw or be dominated by you until the start of your next turn.

Martial Study
You gain an additional Warblade at will attack power of your choice at levels 7 and 17.

Weapon Aptitude
You gain proficiency with one superior melee weapon and one superior ranged weapon of your choice.

Discipline Savant
At 3rd level, when you add a flourish to an attack, you can make a saving throw against one condition affecting you that a save can end.

Savant’s Poise
At 13th level, you regain 1 spent poise point when you succeed on a saving throw.

Discipline Master
At 17th level, when you add a flourish to an attack, your flourish affects any creatures you score a critical hit against, in addition to the selected target.

Master’s Poise
At 23rd level, you regain 1 spent poise point when you score a critical hit against a creature.

MinotaurWarblad
2019-05-22, 01:20 AM
Warblade Powers: At Will Attack 1 (FIRST REVISION)

Each Warblade at will power includes two different options for the power, depending on the action spent to use it. You can use both options from any Warblade at will power you know, and are not limited to using only one option or the other in a given round.

Blood in the Water
• Martial, Weapon
• Standard action
Prerequisite: You must be wielding two weapons
Close burst 1
Target: Up to three creatures in burst
Attack: Strength vs. AC (Off hand)
Hit: 1[W] damage (Off hand), and the target takes a -1 penalty to attack rolls until the start of your next turn. Level 21: 2[W] damage (Off hand).
• Move action
Personal
Effect: You can shift up to a number of squares equal to half your Wisdom modifier towards a bloodied creature. You can shift through enemies’ spaces during this movement.

Charging Minotaur
• Martial, Weapon
• Standard action
Melee weapon
Target: One or two creatures
Attack: Strength vs. AC
Hit: 1[W] damage, and you push the target 1 square. You can then shift 1 square into a space one target left. Level 21: 2[W] damage.
• Move action
Melee touch
Target: One or two creatures
Effect: You push the target 1 square. You can then shift 1 square into a space one target left.
Special: You can use this option in place of a melee basic attack on a charge.

Punishing Strike
• Martial, Stance
• Standard action
Close burst 1
Target: One creature
Attack: Strength vs. AC
Hit: 1[W] damage, and any resistance the target possesses is reduced by your Wisdom modifier until the start of your next turn.
• Move action
Personal
Close burst 1
Effect: Any resistance possessed by enemies in the burst is reduced by your Wisdom modifier until the start of your next turn.

Sapphire Nightmare Blade
• Martial, Weapon
• Standard action
Close blast 3
Target: Up to three creatures in blast
Attack: Strength vs. AC
Hit: 1[W] damage, and you slide the target 1 square. Level 21: 2[W] damage.
• Move action
Close blast 3
Target: Up to three creatures in burst
Effect: Until the end of your turn, the target’s allies in the blast are considered its enemies when determining if the target is flanked.

Strike of Clarity
• Martial, Stance
• Standard action
Close burst 1
Target: One creature
Attack: Strength vs. AC
Hit: 1[W] damage, and the target takes -1 penalty to all defenses until the start of your next turn.
• Move action
Personal
Effect: You grant combat advantage to the next attack roll against you before the start of your next turn, and the next attack you make before the start of your next turn has combat advantage.

Steely Strike
• Martial, Weapon
• Standard action
Close burst 1
Target: One creature
Attack: Strength vs. AC
Hit: 1[W] damage, and marked creatures in the burst take damage equal to your Intelligence modifier. Level 21: 2[W] damage.
• Move action
Close burst 1
Target: Enemies in burst
Effect: The target is marked until the start of your next turn.

Stone Bones
• Martial, Weapon
• Standard action
Close burst 1
Target: Enemies in burst
Attack: Strength vs. AC
Hit: 1[W] damage, and the target’s speed is reduced by 1 until the end of your next turn. Level 21: 2[W] damage.
• Move action
Close burst 1
Target: Enemies in burst
Effect: The target’s speed is reduced by 1 until the end of your next turn.

Wolf Fang Strike
• Martial, Weapon
• Standard action
Prerequisite: You must be wielding two weapons
Melee or ranged weapon
Target: One or two creatures
Attack: Strength vs. AC
Hit: 1[W] damage. Level 21: 2[W] damage.
• Move action
Melee or ranged weapon
Effect: You jump up to a number of squares equal to half your Wisdom modifier. You fall if you are not on a stable surface at the end of your turn.

MinotaurWarblad
2019-05-22, 01:23 AM
Warblade Powers: Daily Attack 1 (DRAFT)

Claw at the Moon
• Martial, Weapon
• Standard action
Prerequisite: You must be wielding two weapons
Effect: Before the attack, you can jump up to a number of squares equal to your Strength modifier to a space adjacent to an enemy.
Close burst 1
Target: One or two creatures in burst
Attack: Strength vs. AC
Hit: 1[W] + Strength modifier damage, and if the target makes an attack before the end of its next turn it takes 1[W] + Strength modifier extra damage
Miss: If the target makes an attack before the end of its next turn it takes damage equal to your Strength modifier.

Disarming Strike
• Martial, Weapon
• Immediate interrupt
Melee or ranged weapon
Trigger: An enemy attacks you with a melee weapon
Target: The triggering creature
Attack: Strength vs. Reflex
Hit: 1[W] + Strength modifier damage, and the target drops the melee weapon it used to make the triggering attack in your space.
Miss: Half damage.

Emerald Razor
• Martial, Weapon
• Standard action
Melee or ranged weapon
Target: One bloodied creature
Attack: Strength vs. Reflex
Hit: 1[W] + Strength modifier damage, and ongoing 10 damage (save ends).
Miss: Half damage, and ongoing 5 damage (save ends).

Mountain Hammer
• Martial, Weapon
• Standard action
Close burst 1
Target: Enemies in burst
Attack: Strength vs. Fortitude
Hit: 1[W] + Strength modifier damage, and the target is knocked prone and cannot stand up (save ends).
Miss: Half damage, and the target is knocked prone.

Rabid Wolf Strike
• Martial, Weapon
• Standard action
Prerequisite: You must be wielding two weapons
Close burst 1
Target: One or two creatures in burst
Attack: Strength vs. Will
Hit: 1[W] + Strength modifier damage, and attacks against the target have combat advantage (save ends).
Miss: Half damage, and until the end of your next turn all attacks against the target have combat advantage.
Effect: You can use the Rabid Wolf Strike Secondary Power once before the end of the encounter.
Rabid Wolf Strike Secondary Power
• Martial, Weapon
• Immediate reaction
Prerequisite: You must be wielding two weapons
Close burst 10
Trigger: An enemy in the burst granting combat advantage to you makes an attack
Target: The triggering enemy
Attack: Strength vs. Will
Hit: The triggering attack targets another creature of your choice within range.

Stone Vise
• Martial, Weapon
• Standard action
Close burst 1
Target: Creatures in burst
Attack: Strength vs. Fortitude
Hit: 1[W] + Strength modifier damage, the target is immobilized (save ends).
Miss: Half damage, and the target is immobilized until the end of your next turn.
Effect: The target is knocked prone.

MinotaurWarblad
2019-05-22, 01:24 AM
Warblade Powers: Utility 2 (DRAFT)

Hunter’s Sense
• Martial, Stance
• At Will
• Minor action
Personal
Effect: Until the stance ends, you gain a +5 power bonus to Insight and Perception checks.

Leaping Dragon Stance
• Martial, Stance
• Encounter
• Minor action
Personal
Effect: Until the stance ends, add 2 squares to the distance you clear when you jump.

Moment of Perfect Mind
• Martial
• Encounter
Immediate interrupt
Personal
Trigger: An attack is made against your Will defense
Effect: You gain a power bonus equal to your Wisdom modifier to your Will defense until the start of your next turn.

Stonefoot Stance
• Martial, Stance
• Daily
• Minor action
Personal
Effect: Until the stance ends, you can make a saving throw for each instance of the grabbed, immobilized, petrified, restrained, or slowed condition on yourself at the start of your turn, ending that condition on a success. The stance ends if you end your turn 3 or more squares away from where you started.

Wall of Blades
• Martial
• Encounter
• Immediate interrupt
Personal
Trigger: An attack is made against your AC
Effect: You gain a power bonus equal to your Wisdom modifier to your AC until the start of your next turn.

MinotaurWarblad
2019-05-22, 01:25 AM
Warblade Powers: Daily Attack 5 (DRAFT)

Bonecrusher
• Martial, Weapon
• Standard action
Melee or ranged weapon
Target: One creature
Attack: Strength vs. Reflex
Hit: 1[W] + Strength modifier damage, and the target is stunned until the start of your next turn.
Miss: Half damage, and the target is dazed until the start of your next turn.

Crushing Weight of the Mountain
• Martial, Weapon
• Standard action
Melee or ranged weapon
Target: One creature grabbed by you
Attack: Strength vs. Fortitude
Hit: 1[W] + Strength modifier damage, and the target is petrified until the end of your next turn or until it is no longer grabbed by you (whichever comes first).
Miss: Half damage.
Effect: The grab persists until the end of your next turn.

Flesh Ripper
• Martial, Weapon
• Standard action
Prerequisite: You must be wielding two weapons
Melee or ranged weapon
Target: One creature
Attack: Strength vs. Fortitude (Main hand)
Hit: 1[W] + Strength modifier damage, and the target is grabbed until the end of your next turn. You can make the Flesh Ripper Secondary Attack once before the grab ends.
Miss: Half damage, and the target is grabbed until the end of your next turn.
Flesh Ripper Secondary Attack
• Martial, Weapon
• Minor action
Prerequisite: You must be wielding two weapons
Melee or ranged weapon
Target: One creature grabbed by you
Attack: Strength vs. Fortitude (Off-hand)
Hit: 1[W] + Strength modifier damage, and the target takes ongoing 10 damage (save ends) and is no longer grabbed by you.
Miss: Half damage, and the target takes ongoing 5 damage (save ends) and is no longer grabbed by you.

Insightful Strike
• Implement, Martial, Psychic
• Standard action
Prerequisite: You must be trained in Insight
Close burst 10
Target: One creature in burst
Effect: Make an insight check against the target’s Will defense. If you succeed, you gain a +5 power bonus to your next attack roll against the target with this power.
Attack: Wisdom vs. Will
Hit: 1d8 + Wisdom modifier psychic damage, and the target is marked by one of its allies of your choice in the burst until the end of the encounter.
Miss: Half damage, and the target is marked by one of its allies of your choice in the burst until the end of your next turn.

Pearl of Black Doubt
• Martial, Weapon
• Standard action
Melee or ranged weapon
Target: One creature
Attack: Strength vs. Will
Hit: 1[W] + Strength modifier damage, and the target takes a penalty equal to your Wisdom modifier to attack rolls against you until the end of the encounter or until it misses you with an attack (whichever comes first).
Miss: Half damage, and the target takes a -1 penalty to attack rolls against you until the end of the encounter or until it misses you with an attack (whichever comes first).

Soaring Raptor Strike
• Martial, Weapon
• Standard action
Prerequisite: You must be wielding two weapons
Effect: You can jump up to a number of squares equal to your Strength modifier.
Melee or ranged weapon
Target: One or two creatures
Attack: Strength vs. Reflex
Hit: 1[W] + Strength modifier damage, and the target is slowed and can’t shift until the end of your next turn.
Miss: Half damage, and the target can’t shift until the end of your next turn.

Stone Dragon’s Fury
• Martial, Weapon
• Standard action
Close burst 3
Target: Creatures in burst
Attack: Strength vs. Reflex
Hit: 1[W] + Strength modifier damage, and the target is pulled 2 squares and knocked prone.
Miss: Half damage, and the target is pulled 1 square.
Effect: You and each creature adjacent to you are slowed until the end of your next turn.

Wolverine Stance
• Martial, Stance
• Minor action
Personal
Effect: Until the stance ends, when you hit a creature that is subjecting you to one or more conditions that a save can end or that you are grabbed by, you can end one of those conditions or the grabbed condition on yourself. If you do, that creature is subject to the condition you ended until it succeeds on its saving throw against that condition or succeeds on an escape attempt against your grab.

MinotaurWarblad
2019-05-22, 01:26 AM
Warblade Powers: Utility 6 (DRAFT)

Absolute Steel
• Martial, Stance
• Daily
• Minor action
Personal
Effect: Until the stance ends, increase the distance of any forced movement caused by one of your Warblade powers with the Weapon keyword by 1. If you hit a creature using a Warblade power with the Weapon keyword, you gain a +2 bonus to your AC and Reflex defense until the start of your next turn.

Action Before Thought
• Martial
• Encounter
• Immediate interrupt
Personal
Trigger: An attack is made against your Reflex defense
Effect: You gain a power bonus equal to your Wisdom modifier to your Reflex defense until the start of your next turn, and each attack that misses your Reflex defense before the start of your next turn deals no damage on a miss if it would normally deal half damage.

Iron Heart Surge
• Martial
• Encounter
• Immediate interrupt
Personal
Trigger: You become blinded, dazed, deafened, dominated, stunned, or weakened
Effect: You make a saving throw, ending the triggering condition on a success.

Lightning Recovery
• Martial
• Encounter
• Immediate interrupt
Personal
Trigger: You miss with an attack that has the Weapon keyword
Effect: Reroll the triggering attack roll with a +2 power bonus and use the new result, even if it is lower.

Rapid Counter
• Martial, Weapon
• Encounter
• Immediate reaction
Personal
Trigger: An enemy hits you with an attack
Effect: Make a basic attack against that enemy.

Roots of the Mountain
• Martial, Stance
• Encounter
• Minor action
Personal
Effect: Until the stance ends, when you would be subject to a pull, push, or slide, you can reduce that forced movement by your Strength modifier. This stance ends if you end your turn 3 or more squares away from where you started.

MinotaurWarblad
2019-05-22, 01:27 AM
Warblade Powers: Daily Attack 9 (DRAFT)

Bonesplitting Strike
• Martial, Weapon
• Standard action
Melee or ranged weapon
Target: One creature
Attack: Strength vs. Fortitude
Hit: 2[W] + Strength modifier damage, and the target takes a penalty to saving throws equal to your Strength modifier until the end of your next turn.
Miss: Half damage, and the target takes a -1 penalty to saving throws until the end of your next turn.

Bounding Assault
• Martial, Weapon
• Standard action
Effect: You can jump up to a number of squares equal to your Wisdom modifier.
Melee or ranged weapon
Target: One creature
Attack: Strength vs. Reflex
Hit: 2[W] + Strength modifier damage, and you can jump up to a number of squares equal to your Wisdom modifier. If you do, you can repeat the attack against a target that you have not yet attacked with this power this encounter.
Miss: Half damage, and you can jump up to a number of squares equal to your Wisdom modifier.

Death from Above
• Martial, Weapon
• No action
Prerequisite: You must be wielding two weapons
Close burst 3
Trigger: You end a double move taken to complete a jump
Target: One or two enemies in burst
Attack: Strength vs. Fortitude, two attacks (one per creature)
Hit: 2[W] + Strength modifier damage, and you push the target a number of squares equal to your Wisdom modifier.
Effect: The target is knocked prone.

Mind Strike
• Martial, Weapon
• Minor action
Close burst 2
Target: One enemy in burst
Effect: 2[W] + Strength modifier damage, and attacks made against the target before the end of your next turn can be made against the target’s Will defense.

Mithral Tornado
• Martial, Weapon
• Standard action
Close burst 1
Target: Enemies in burst
Effect: The target rolls a saving throw, taking 2[W] + Strength modifier damage if it fails. In addition, the target is pushed up to 2 squares and knocked prone.

Ruby Nightmare Blade
• Martial, Weapon
• Standard action
Close blast 5
Target: Up to five creatures in blast
Attack: Strength vs. AC
Hit: 2[W] + Strength modifier damage, and you slide the target up to 3 squares.

MinotaurWarblad
2019-05-22, 01:28 AM
Warblade Powers: Utility 10 (DRAFT)

Boulder Roll
• Martial, Weapon
• Encounter
• No action
Personal
Trigger: You succeed on a Bull Rush attempt against a creature
Target: The triggering creature
Effect: You push the target 1 square, then shift 1 square into the space the target left and fall prone.
Attack: Strength +4 vs. Fortitude
Hit: You push the target and each enemy adjacent to it a number of squares equal to your Strength modifier.
Miss: You push the target and each enemy adjacent to it 1 square.
Effect: The target is knocked prone. If no enemies are adjacent to you, you can stand up as a free action.

Fountain of Blood

Iron Heart Focus

Mind Over Body

MinotaurWarblad
2019-05-22, 01:30 AM
Warblade Powers: Daily Attack 15 (DRAFT)

Dancing Blade Form
Dancing Mongoose
Dazing Strike
Disrupting Blow
Elder Mountain Hammer
Giant’s Stance
Mountain Avalanche
Pouncing Charge

MinotaurWarblad
2019-05-22, 01:32 AM
Warblade Powers: Utility 16 (DRAFT)

Hearing the Air
Iron Heart Endurance
Manticore Parry
Moment of Alacrity
Quicksilver Motion

MinotaurWarblad
2019-05-22, 01:34 AM
Warblade Powers: Daily Attack 19 (DRAFT)

Crushing Vise

Greater Insightful Strike

Iron Bones

Irresistible Mountain Strike

Rabid Bear Strike

Wolf Climbs the Mountain

MinotaurWarblad
2019-05-22, 01:35 AM
Warblade Powers: Utility 22 (DRAFT)

Diamond Defense

Earthbinder
• Martial, Stance, Zone
• Minor action
Close burst 20
Effect: The burst creates a zone that lasts until the stance ends and remains centered on you as you move. Each creature in the zone loses any fly speed it possesses and cannot teleport.

Stance of Alacrity

Strength of Stone

Supreme Blade Parry

MinotaurWarblad
2019-05-22, 01:36 AM
Warblade Powers: Daily Attack 25 (DRAFT)

Ancient Mountain Hammer

Avalanche of Blades

Colossus Strike

Finishing Move

Hamstring Attack

Prey on the Weak

Scything Blade

Swooping Dragon Strike

MinotaurWarblad
2019-05-22, 01:39 AM
Warblade Powers: Daily Attack 29 (DRAFT)

Adamantine Bones

Adamantine Hurricane
• Martial, Weapon
• Standard action
Close burst 2
Target: Enemies in burst
Effect: The target rolls two saving throws, taking 4[W] + Strength modifier damage for each that fails and half damage for each that succeeds. In addition, the target is pushed up to a number of squares equal to your Strength modifier and knocked prone.

Diamond Nightmare Blade

Earthquake Strike

Girallon Windmill Flesh Rip
• Martial, Stance
• Minor action
Prerequisite: You must be wielding two weapons
Personal
Effect: Until the stance ends, when you deal damage to a creature it takes ongoing 5 damage (save ends). When a creature fails its saving throw to end ongoing damage from one of your attacks, that ongoing damage increases by 5, to a maximum of 25. The stance ends if you no longer wield two weapons.

Lightning Throw

Raging Mongoose

MinotaurWarblad
2019-05-22, 01:48 AM
Warblade Paragon Paths (DRAFT)

Devoted Spirit
• Prerequisite: Warblade, trained in Religion, proficient with holy symbol implements
• Devoted Action (11th level path feature): When you spend an action point to make an attack, an ally of your choice that you can see regains hit points equal to your healing surge value. Any hit points regained in excess of that ally’s maximum are instead gained as temporary hit points.
• Vanguard Spirit (11th level path feature): You can use your Blockade class feature as an opportunity action (instead of an immediate action) when an enemy within 3 squares of you attempts to use a blast or burst power.
• Disciplined Devotion (Devoted Spirit encounter 11)
- Divine, Force, Implement
- Standard action
Effect: Until the end of your next turn, add your Strength modifier to your Wisdom modifier to determine your Discipline benefit.
Close burst 1
Target: Enemies in burst
Attack: Wisdom +5 vs. Reflex
Hit: 2d8 + Wisdom modifier force damage.
Special: You gain the benefit of your Discipline Student class feature with this power.
• Aura of Triumph (Devoted Spirit utility 12)
- Divine
- Daily
- Minor action
Close burst 5
Effect: The burst creates a zone that lasts until the end of the encounter and remains centered on you when you move. Each ally in the zone gains a +1 bonus to all defenses, attack rolls, damage rolls, saving throws, and skill checks for each enemy in the zone.
• Thicket of Blades (16th level path feature): When you use your Blockade class feature, you and your allies gain a +4 bonus to attack rolls and damage rolls against the triggering enemy until the end of your next turn.
• Foehammer (Devoted Spirit daily 20)
- Divine, Force, Implement
- Standard action
Close blast 5
Target: Enemies in blast
Effect: You add all flourishes available to you to your use of this power without spending any poise points.
Attack: Wisdom +5 vs. Fortitude, with a power bonus to the attack roll equal to the number of targets
Hit: 3d8 + Wisdom modifier force damage.
Miss: Half damage.

Setting Sun Master
• Prerequisite: Warblade, Setting Sun Style feat
• Gracious Action (11th level path feature): When you spend an action point to take an extra action, you regain 2 poise points (up to your normal maximum).
• Setting Sun Discipline (11th level path feature): While you wield a weapon in your main hand and your off-hand is free or grabbing a creature, you gain a bonus to unarmed attack rolls and damage rolls, grab attack rolls, and attack rolls made to move a grabbed creature equal to your Wisdom modifier.
• Scorpion Parry (Setting Sun encounter 11)
- Martial, Weapon
- Immediate interrupt
Prerequisite: You must be wielding a weapon in your main hand and your off-hand must be free or grabbing the triggering creature
Melee weapon
Trigger: An enemy makes an attack against you
Target: The triggering creature
Attack: Strength vs. Reflex (Main hand)
Hit: 2[W] + Strength modifier + Wisdom modifier damage.
Miss: Half damage.
Effect: The target is weakened until the end of your next turn and takes ongoing 5 damage (save ends).
• Clever Positioning (Setting Sun utility 12)
- Martial
- At Will
- Minor action
Melee touch
Target: One creature grabbed by you
Effect: You swap places with the target, and the grab persists until the end of your next turn.
• Soaring Comet (16th level path feature): When you hit an enemy using your main hand weapon while it is grabbed by with your off-hand, you can end the grab to slide that enemy up to a number of squares equal to your Wisdom modifier. This forced movement can be vertical as well as horizontal, and can cause the enemy to take falling damage. The enemy and creatures adjacent to it at the end of this forced movement take damage equal to your Wisdom modifier.
• Nebula Clash (Setting Sun daily 20)
- Martial, Weapon
- Standard action
Prerequisite: You must be wielding a weapon in your main hand and your off-hand must be free
Effect: You can shift up to your speed and make the following attack against each creature you move adjacent to during the shift.
Melee touch
Target: One creature
Attack: Strength vs. Fortitude (Off-hand)
Hit: 1[W] + Strength modifier damage, and you slide the target up to a number of squares equal to your Wisdom modifier. This forced movement can be vertical as well as horizontal, and can cause the target to take falling damage. The target and each creature adjacent to it at the end of this forced movement take damage equal to your Wisdom modifier.
Miss: Half damage, and you push the target up to a number of squares equal to half your Wisdom modifier.
Sustain minor: You can shift 1 square and repeat the attack against one creature you move adjacent to during the shift.

Shadow Hand
• Prerequisite: Warblade, trained in Stealth, proficient with ki focus implements
• Umbral Action (11th level path feature): When you spend an action point to take an extra action, you become invisible until the end of your next turn. In addition, you gain Skill Focus with the Stealth skill as a bonus feat.
• Silent Takedown (11th level path feature): Perception checks to notice your attacks use the Hard DC for your level (instead of the normal DC). When a creature you hit with an attack raises an alarm or otherwise grants any of its allies a Perception check, the DC for that check increases by half your level.
• Bloody-Handed One (Shadow Hand encounter 11)
- Implement, Necrotic, Psychic, Shadow
- Standard action
Prerequisite: You must have reduced one or more creatures to 0 HP in this encounter
Close burst 3
Target: Up to three creatures in burst
Attack: Intelligence +5 vs. Will, three attacks divided as you choose between the targets
Hit: 1d8 + Intelligence modifier necrotic and psychic damage, and the target is immobilized while within 3 squares of you until the end of your next turn.
Miss: Half damage, and the target is slowed while within 3 squares of you until the end of your next turn.
Sustain minor: The effect persists.
• Step of the Dancing Moth (Shadow Hand utility 12)
- Shadow, Stance
- At Will
- Minor
Personal
Effect: You gain a fly speed equal to your speed in dim light or darkness. If you move into an area of bright light on your turn and you are not in an area of dim light or darkness at the end of your turn, you fall unless you are on a stable surface.
• Death in the Dark (16th level path feature): You gain a +1 bonus to attack rolls against a bloodied creature occupying a square of dim light or darkness.
• Five Shadow Creeping Ice Enervation Strike (Shadow Hand daily 20)
- Cold, Implement, Necrotic, Shadow
- Standard action
Prerequisite: You must be occupying a square in dim light or darkness
Close blast 5
Target: Up to five creature creatures in blast
Attack: Intelligence +5 vs. Will, five attacks divided as you choose between the targets
Hit: 1d8 + Intelligence modifier cold and necrotic damage, and the target is knocked prone. If two attacks hit, the target is also blinded and deafened (save ends). If three attacks hit, the target is also weakened (save ends). If four attacks hit, the target is also restrained (save ends). If five attacks hit, the target is also helpless until the start of your next turn.
Miss: Half damage.

MinotaurWarblad
2019-05-22, 01:50 AM
Warblade Feats: Heroic Tier (DRAFT)

Battle Clarity
• Prerequisites: Warblade
• Benefit: You gain a feat bonus equal to your Intelligence modifier to your Reflex defense against blast and burst attacks.
Battle Cunning
• Prerequisites: Warblade
• Benefit: You gain a feat bonus equal to your Intelligence modifier on damage rolls with blast and burst attacks against creatures you flank.
Battle-Forged Improvisation
• Prerequisites: Bladeling or Warforged, Warblade
• Benefit: You can use multiple different powers with the Full Discipline keyword in the same round, as long as you have the actions to spend.
Battle Inspiration
• Prerequisites: Human, Warblade
• Benefit: You gain a bonus equal to your Intelligence modifier to Initiative checks.
Battle Interference
• Prerequisites: Half-Orc or Hobgoblin, Warblade
• Benefit: An enemy that ends its turn adjacent to you takes a penalty to damage rolls equal to your Intelligence modifier until the start of its next turn.
Battle Meditation
• Prerequisites: Warblade
• Benefit: When a Warblade power causes you to grant combat advantage, you gain a +2 bonus to all defenses.
Battle Skill
• Prerequisites: Warblade
• Benefit: You gain a feat bonus equal to your Intelligence modifier to your Fortitude defense against a bull rush, your Reflex defense against a grab, your Insight check against a feint, and on your Acrobatics or Athletics check to escape a grab.
Black Feather Initiate
• Prerequisites: Hengeyokai or Kenku, Warblade, Flock Tactics or Nature’s Mask power
• Benefit: When you use your Flock Tactics or Nature’s Mask power, you can make a Stealth check to hide even if you do not have concealment or cover; if you succeed, you remain hidden until you use an attack or utility power or until the start of your next turn (whichever comes first). In addition, if you have the Flock Tactics power, you can use it one additional time per encounter, but only once per turn.
Bloodstalker Initiate
• Prerequisites: Gnoll or Vryloka, Warblade
• Benefit: You can perceive any bloodied creature within 5 squares of you as if you have line of sight to it (requiring a perception check as normal if the creature has concealment or cover).
Cast-Iron Rebuke
• Prerequisites: Tiefling, Warblade, Infernal Wrath power
• Benefit: You gain the benefits of your chosen Discipline with your Infernal Wrath power as if it were a Warblade power. In addition, when you use your Infernal Wrath power, make an Int+3 vs. Will attack with the Weapon keyword against the target; on a hit, the target is restrained (save ends). The attack improves to Int+6 vs. Will at 11th level and to Int+9 vs. Will at 21st level.
Cold Iron Grasp
• Prerequisites: Drow or Eladrin, Warblade, Cloud of Darkness or Faerie Fire or Fey Step power
• Benefit: You can expend the use of your Cloud of Darkness or Faerie Fire or Fey Step power as a standard action to use one of your Warblade at will attack powers. You can use any space within 5 squares as the origin for your attack. In addition, you can use of your Cloud of Darkness or Faerie Fire or Fey Step power one additional time per encounter, but only once per turn.
Death of a Thousand Stings
• Prerequisites: Warblade, Size small or smaller
• Benefit: As long as a creature is taking ongoing damage from one of your Warblade powers, it has a penalty to saving throws equal to the ongoing damage from your Warblade power. In addition, your Warblade daily attack powers that don’t normally deal ongoing damage now deal ongoing damage equal to half your Intelligence modifier (save ends) on a hit.
Disciple of Elements
• Prerequisites: Genasi, Warblade
• Benefit: When you use a Warblade at will attack power, one target of your choice takes additional acid, cold, fire, lightning, or thunder damage (your choice) equal to your Intelligence modifier on a hit.
Disciple of the Soft Step
• Prerequisites: Bugbear or Shade, Warblade
• Benefit: When you hit a target granting combat advantage with a Warblade at will power, the target treats all other creatures as having concealment and cover until the start of your next turn.
Discipline Focus
• Prerequisites: Warblade, Discipline Student class feature
• Benefit: When adding the flourish associated with your Discipline to a Warblade power, any condition bestowed by the flourish becomes (save ends) instead of lasting until the end of your next turn.
Flourish - Associated Discipline: Feral Death Blow - Tiger Claw, Mountain Tombstone Strike - Stone Dragon, Strike of Perfect Clarity - Iron Heart, Time Stands Still - Diamond Mind
Extra Poise
• Prerequisites: Warblade
• Benefit: You gain 2 additional poise points per short rest or extended rest.
Gatekeeper
• Prerequisites: Shardmind or Wilden, Warblade
• Benefit: When you hit a target with a Warblade at will attack power, that target cannot teleport until the end of your next turn.
Improved Elven Accuracy
• Prerequisites: Elf, Warblade, Elven Accuracy power
• Benefit: When you use a Warblade daily attack power, you gain a bonus equal to half your Intelligence modifier to your attack roll against one target of your choice.
Ironhide
• Prerequisites: Goliath or Mul, Warblade
• Benefit: Once per encounter, you can turn a critical hit against you into a normal hit as an opportunity action.
Mantis Disciple
• Prerequisites: Thri-Kreen, Warblade, Thri-Kreen Claws power
• Benefit: You gain the benefits of your chosen Discipline with your Thri-Kreen Claws power as if it were a Warblade power. In addition, you can use your Thri-Kreen Claws power one additional time per encounter, but no more than once per turn.
Murky Step Student
• Prerequisites: Bullywug, Warblade
• Benefit: When an enemy within 2 squares of you shifts, it is weakened and treats all creatures as having concealment and cover until the end of its next turn. In addition, weakened creatures don’t gain the benefits of having concealment or cover against you (though it still benefits from total concealment and superior cover).
Past Life Student
• Prerequisites: Deva, Warblade, Memory of a Thousand Lifetimes power
• Benefit: You can use your Memory of a Thousand Lifetimes power when you hit with a Warblade attack power to add the power’s die roll your Intelligence modifier for determining the benefits of your Discipline. In addition, you can use your Memory of a Thousand Lifetimes power one additional time per encounter, but only once per turn.
Predatory Strike
• Prerequisites: Warblade
• Benefit: When you hit a creature, each vulnerability is possesses increases by 1. When you damage a creature, it gains vulnerable 1 to your attacks until the end of your next turn.
Setting Sun Style [Arena Fighting]
• Prerequisites: Warblade, one or more at will powers listed below
• Benefit: When you use one of the at will powers listed below, you gain a +2 power bonus to all defenses until the end of your next turn.
Style Powers: Punishing Stance, Stance of Clarity, Steely Strike, Stone Bones
Shifting Disciplines
• Prerequisites: Changeling or Shifter, Warblade
• Benefit: During a short rest or extended rest, you can change your choice of Discipline.
Silver Guardian
• Prerequisites: Githyanki or Githzerai or Kalashtar, Warblade, Bastion of Mental Clarity or Iron Mind or Telekinetic Leap power
• Benefit: When you would use your Blockade class feature, you can instead spend your opportunity action to use your Bastion of Mental Clarity or Iron Mind or Telekinetic Leap power. In addition, you can use your Bastion of Mental Clarity or Iron Mind or Telekinetic Leap power one additional time per encounter, but only once per turn.
Steel Scales
• Prerequisites: Kobold, Warblade, Shifty Maneuver power
• Benefit: You gain a bonus equal to your Intelligence modifier to your AC and Fortitude defense until the start of your next turn when you use your Shifty Maneuver power. In addition, you can use your Shifty Maneuver power one additional time per encounter, but only once per turn.
Warrior’s Charge
• Prerequisites: Orc, Warblade, Warrior’s Surge power
• Benefit: You gain the benefit of your Discipline with your Warrior’s Surge power and can use it as a melee basic attack when charging. In addition, you can use your Warrior’s Surge power one additional time per encounter, but only once per turn.

MinotaurWarblad
2019-05-22, 01:53 AM
Warblade Feats: Paragon Tier (DRAFT)

Ancestral Arms
• Prerequisites: Duergar or Dwarf, Warblade, level 11
• Benefit: As part of a short rest or an extended rest, you can use the Enchant Magic Item ritual on one weapon of a kind you chose with your Weapon Aptitude class feature while ignoring any casting time or component cost; if you do so, the enchantment only lasts until you do so again or until the end of your next short rest (whichever comes first). The enchantment you place on the weapon cannot be of a higher level than your level -5. A weapon enchanted in this way is obviously not permanently magical, and cannot be sold as anything other than a normal nonmagical weapon of its kind.
Battle Ardor
• Prerequisites: Warblade, level 11
• Benefit: When you score a critical hit using a close blast or close burst power with the Weapon keyword, other targets hit by the power take additional damage equal to your Intelligence modifier.
Battle Mastery
• Prerequisites: Warblade, level 11
• Benefit: You gain a feat bonus equal to your Intelligence modifier on attack rolls and damage rolls with opportunity attacks.
Battle Stomp
• Prerequisites: Minotaur, Warblade, level 11
• Benefit: When you shift, you can make an Int+6 vs. Will attack with the Weapon keyword against a creature adjacent to you at the end of your movement; on a hit, the target is knocked prone. The attack improves to Int+9 vs. Will at 21st level.
Black Feather Acolyte
• Prerequisites: Hengeyokai or Kenku, Warblade, Flock Tactics or Nature’s Mask power, level 11, Black Feather Initiate feat
• Benefit: You can use your Flock Tactics or Nature’s Mask power as a free action.
Bloodstalker Acolyte
• Prerequisites: Gnoll or Vryloka, Warblade, level 11, Bloodstalker Initiate feat
• Benefit: You have combat advantage on attacks you make against bloodied creatures.
Discipline Adept
• Prerequisites: Warblade, Wis 15, level 11
• Benefit: You gain all the benefits if selecting an additional option from the Discipline list.
Dragon Breath Savant
• Prerequisite: Dragonborn, Warblade, Dragon Breath power, level 11
• Benefit: You gain the benefits of your chosen Discipline with your Dragon Breath power as if it were a Warblade power. In addition, you can use your Dragon Breath power one additional time per encounter, but only once per turn.
Gate Guardian
• Prerequisites: Shardmind or Wilden, Warblade, level 11, Gatekeeper feat
• Benefit: When you hit a target with a Warblade daily attack power, that target cannot teleport (save ends).
Horrors of War
• Prerequisites: Dragonborn, Warblade, Dragonfear power, level 11
• Benefit: You gain the benefits of your chosen Discipline with your Dragonfear power as if it were a Warblade power, and a target hit by your Dragonfear power takes ongoing psychic damage equal to your Intelligence modifier and is immobilized (save ends). In addition, you can use your Dragonfear power one additional time per encounter, but only once per turn.
Improved Uncanny Dodge
• Prerequisites: Warblade, Wis 15, level 11, Uncanny Dodge feat
• Benefit: You gain a feat bonus equal to your Intelligence modifier to all defenses against creatures that flank you.
Knack for Discipline
• Prerequisites: Half-Elf, Warblade, Knack for Success power, level 11
• Benefit: Your Knack for Success power targets you and all allies in the burst. Each target gains all the listed benefits of the power, rather than choosing only one.
Murky Step Adept
• Prerequisites: Bullywug, Warblade, level 11, Murky Step Student feat
• Benefit: When an enemy within 2 squares of you scores a critical hit against your ally, it is weakened and treats all creatures as having total concealment and superior cover until the end of its next turn. In addition, weakened creatures don’t gain the benefits of having total concealment or superior cover against you.
On Iron Wings
• Prerequisites: Dragonborn, Warblade, level 11
• Benefit: Before or after you charge or run, you can fly a number of additional squares equal to half your Intelligence modifier as part of that action, but you fall if you are not on a stable surface at the end of your turn.
Wildblade
• Prerequisites: Hamadryad or Satyr, Warblade, level 11
• Benefit: When you use a close blast Warblade power, you can instead use it as a close burst of the same size.

MinotaurWarblad
2019-05-22, 02:03 AM
Warblade Feats: Epic Tier (DRAFT)

Black Feather Adept
• Prerequisites: Hengeyokai or Kenku, Warblade, Flock Tactics or Nature’s Mask power, level 21, Black Feather Acolyte feat, Black Feather Initiate feat
• Benefit: When you use your Flock Tactics or Nature’s Mask power, you can shift up to half your Intelligence modifier. When you become hidden from a creature, your next attack against that creature can score a critical hit on a roll of 18-20.
Bloodstalker Adept
• Prerequisites: Gnoll or Vryloka, Warblade, level 11, Bloodstalker Acolyte feat, Bloodstalker Initiate feat
• Benefit: You automatically perceive any bloodied creature within 10 squares of you as if you have line of sight to it (without the need for a perception check, even if the creature has total concealment or total cover). In addition, when you score a critical hit against a bloodied target, that target must succeed on a saving throw or be reduced to 0 HP.
Elegant Versatility
• Prerequisites: Warblade, level 21
• Benefit: You can spend 2 poise points to regain a Warblade encounter utility power or 3 poise points to regain a Warblade daily utility power.
Endless Poise
• Prerequisites: Warblade, level 21
• Benefit: Adding a flourish to your use of a Warblade power costs 1 poise point fewer than normal (minimum 1).
Interference Mastery
• Prerequisites: Half-Orc or Hobgoblin, Warblade, level 21, Battle Interference feat
• Benefit: An enemy that starts its turn adjacent to you takes a penalty to damage rolls equal to your Intelligence modifier until the end of its turn.
Mantis Master
• Prerequisites: Thri-Kreen, Warblade, Thri-Kreen Claws power, level 21, Mantis Disciple feat
• Benefit: You can use your Thri-Kreen Claws power as an at will power.
Master of Elements
• Prerequisites: Genasi, Warblade, level 21, Disciple of Elements feat
• Benefit: When you use a Warblade daily attack power, one target of your choice takes additional acid, cold, fire, lightning, or thunder damage (your choice) equal to your Intelligence modifier on a hit.
Master of the Soft Step
• Prerequisites: Bugbear or Shade, Warblade, level 21, Disciple of the Soft Step feat
• Benefit: When you hit a target granting combat advantage with a Warblade daily power, the target treats all creatures as having concealment and cover until the start of your next turn.
Murky Step Master
• Prerequisites: Bullywug, Warblade, level 21, Murky Step Adept feat, Murky Step Student feat
• Benefit: When an enemy within 5 squares of you shifts or scores a critical hit against your ally, it is weakened and treats all creatures as having total concealment and superior cover (save ends).
Past Life Master
• Prerequisites: Deva, Warblade, Memory of a Thousand Lifetimes power
• Benefit: You can use your Memory of a Thousand Lifetimes power once per encounter as a minor action and apply its benefit to the next ability check, attack roll, saving throw, or skill check you make. Your Memory of a Thousand Lifetimes power is not expended when used as a minor action.
Stance Focus
• Prerequisites: Warblade, level 21, at least one daily power with the Stance keyword
• Benefit: Choose one of your daily powers with the Stance keyword. You can use it as an encounter power.
Stance Mastery
• Prerequisites: Warblade, level 21, at least two powers with the Stance keyword
• Benefit: You can use a power with the Stance keyword without ending another. Using a third ends one of the other two of your choice.
Thunderhoof
• Prerequisites: Minotaur, Warblade, level 21, Battle Stomp feat
• Benefit: When you shift, you can deal thunder damage equal to your Intelligence modifier to all creatures adjacent to you at the end of your movement.

Elves
2019-05-22, 03:19 PM
Hm, I always saw it as

crusader - defender
swordsage - controller (they're "blade wizards" after all)
warblade - striker

which would still keep them contrasted with fighter.

I would make it a separate power source: Sublime, or Sublime Way, or Ki if you want to make it explicitly easternized. Crusader would probably take some fluff alteration to differentiate it from 4e's paladin which is more similar to it than 3rd's.

Another way to do this -- which I'd do since it's way less work -- would be to simply modify existing classes. Esoteric training represented by a feat or ACF that gives you the option of choosing from alternate power sets, which may or may not have their own refresh mechanic -- and whose mechanical function would be to provide role flexibility, eg fighter could take strikery or controllery powers

MinotaurWarblad
2019-05-22, 09:08 PM
Hm, I always saw it as
crusader - defender
swordsage - controller (they're "blade wizards" after all)
warblade - striker
I agree, but this was supposed to roll them all up into one class.


I would make it a separate power source: Sublime, or Sublime Way, or Ki if you want to make it explicitly easternized. Crusader would probably take some fluff alteration to differentiate it from 4e's paladin which is more similar to it than 3rd's.
I mostly didn’t see the need to separate it into its own keyword (that has no support, to boot).


Another way to do this -- which I'd do since it's way less work -- would be to simply modify existing classes. Esoteric training represented by a feat or ACF that gives you the option of choosing from alternate power sets, which may or may not have their own refresh mechanic -- and whose mechanical function would be to provide role flexibility, eg fighter could take strikery or controllery powers
I could have, but I really wanted to create my own full-blown class. One that, once fixed, would be balanced so well that it’d be acceptable to bring one to a home game.

Nightgaun7
2019-05-23, 02:46 AM
Defense bonus should be +2 to one stat or +1 to two stats, three is too much.
Defender-level hitpoints and more surges than a Fighter is too much IMO.

Are you trying to design this as an Essentials-based class? That's what it seems like from the rest.