Grod_The_Giant
2020-07-03, 05:23 PM
Last year I attempted to work out a way to update 3.5's Tome of Battle to 5th edition, keeping as much of the original feel intact as possible. It... did not go as well (https://forums.giantitp.com/showthread.php?595786-5e-Tome-of-Battle-Brainstorming-Now-with-a-class!&p=24098562#post24098562) as I hoped. But! In light of the recent discussions on martial/caster disparities, I thought I'd take another crack at it.
The Maestro
Those who devote their lives to studying some aspect of the Sublime Way-- the secret lore that teaches a fighter how to meld their inner strength, training, and discipline into the perfect weapon-- are known as Maestros for their unsurpassed skill in battle. All are skilled in personal combat, but they rely on perception, learning, and willpower, in addition to pure physical aptitude for battle. Maestros seek to fuse tangible physical prowess with utmost control of the mind and spirit.
Straddling the line between the purely mundane and the openly magical, the techniques of the Sublime Way are unique, representing small moments of clarity, self-knowledge, piety, or perfection. Whether by tapping into a cosmic balance, inner ki, or raw physical ability, Maestros can achieve spectacular results.
HIT POINTS
Hit Dice: 1d8 per Maestro level
Hit Points at 1st Level: 8 + your Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per level after 1st
PROFICIENCIES
Armor: Light and medium armor, shields
Weapons: Simple weapons, martial weapons
Tools: None
Saving Throws: Strength, Constitution
Skills: Choose two skills from Acrobatics, Athletics, History, Insight, Intimidation, Perception, and Survival
EQUIPMENT
(a) scale mail or (b) leather armor
(a) a martial weapon and a shield or (b) two martial weapons
(a) a longbow and 20 arrows or (b) four javelins
(a) a dungeoneer's pack or (b) an explorer's pack
Level
Features
Forms Known
Maneuvers Known
Maneuver Level
1st
Maneuvers
3
2
1st
2nd
Sublime Path
4
3
1st
3rd
--
4
4
2nd
4th
Ability Score Increase
5
5
2nd
5th
--
5
6
3rd
6th
Sublime Path
5
7
3rd
7th
Following Blow
5
8
4th
8th
Ability Score Increase
5
9
4th
9th
--
5
10
5th
10th
Sublime Path
6
10
5th
11th
Mastery Maneuvers
6
11
6th
12th
Ability Score Increase
6
11
6th
13th
--
6
12
7th
14th
Sublime Path
6
12
7th
15th
--
6
13
8th
16th
Ability Score Increase
6
13
8th
17th
--
6
14
9th
18th
Instant Momentum
6
14
9th
19th
Ability Score Increase
6
15
9th
20th
Double Stance
6
15
9th
Maneuvers: The various techniques of the Sublime Way are known as maneuvers. To an outsider, maneuvers appear similar to spells—both are discreet practices for achieving a single incredible result. The action required to initiate a maneuver is listed in the maneuver’s description. Maneuvers which are specified as requiring a weapon cannot be used unless you are currently wielding a weapon of that type. The range of a maneuver is either personal, or equal to the reach or range of your currently wielded weapon.
Forms: At first level, select three Forms from the Diamond Mind, Setting Sun, Stone Dragon, Tiger Claw, and White Raven school. These techniques are the building blocks of the Sublime Way, simple maneuvers that may be used as often as desired. While they are effective techniques in and of themselves, the true power of a Form is to position both Maestro and opponent for a devastating attack. Before the end of your next turn, you may use one maneuver from the same school without spending any Momentum.
Momentum: Maneuvers are devastatingly powerful, but they are also specific—practiced moves and techniques developed to take advantage of specific advantages of position and flaws in the target’s defenses. In order to use a maneuver, you must spend one point of Momentum, a resource which represents the Maestro’s control of the battlefield. When you first roll Initiative, you have no Momentum-- however, each time you take the Attack action, Dodge action, or use one of your Forms, you gain one point of Momentum. If, at the end of each turn, there are no enemies present, you lose one point of Momentum, to a minimum of zero.
If you are not currently involved in combat, you may instead initiate a maneuver at any point after 12 seconds of stretching and meditation.
Maneuver Level: Like spells, maneuvers are graded by level. The highest level maneuver you can learn is shown on the table above.
Maneuvers Known: At first level, you know two maneuvers of your choice from the schools available to you. The Maneuvers Known column of the Martial Adept table shows when you learn more maneuvers of your choice. Each of these maneuvers must be of a level you can use, as shown in the Highest Level Maneuver column.
Additionally, when you gain a level in this class, you can replace one of the maneuvers you know with another from the schools available to you, which also much be of a level you can use.
Initiating Ability: Some maneuvers require the target to make a saving throw to resist their effects. The saving throw DC is calculated as followers:
Maneuver save DC = 8 + your proficiency bonus + your Strength or Dexterity modifier (your choice)
Stances: The Sublime Way involves more than just strikes. Practitioners also learn Stances, a special type of maneuver that represents an distinct, whole-body style of combat. Unlike other maneuvers, stances may be initiated without expending Momentum. Once you have assumed a stance, you may maintain it as long as you wish.
If you are damaged while maintaining a stance, or subject to forced movement, you must make a Constitution save as though concentrating on a spell. If you fail, the stance ends, though you may resume it on your next turn. Stances automatically end if you are restrained or incapacitated.
Sublime Path: There are many different paths to understanding the Sublime Way. At 2nd level, select one of three paths to follow: the Path of the Crusader, Path of the Swordsage, or Path of the Warblade. Your Path determines what schools of maneuver you can learn, and grants additional abilities 6th, 10th, and 14th level.
Following Blow: Beginning at 7th level, after using a Form, you may make a weapon attack as a bonus action.
Mastery Maneuvers: Maneuvers of 6th level and higher—known as Mastery Maneuvers-- are particularly taxing to initiate. At 11th level, you gain the ability to learn and perform Mastery Maneuvers. Regardless of how much Momentum you have accumulated, after performing a Mastery Maneuver you cannot use another until you have completed a short rest.
Maneuvers of 5th level and lower initiated using a slot of 6th level of higher are not Mastery Maneuvers, and are not affected by this limit. Stances are also not Mastery Maneuvers, regardless of their level.
Instant Momentum: Beginning at 18th level, you gain Momentum when you roll Initiative—one point for a result of less than ten, two points for a result of eleven through twenty, and three points if your Initiative roll is higher than twenty.
Double Stance: Beginning at 20th level, you may concentrate on two stances simultaneously. You only make one concentration save for both effects; if you fail, both effects end.
Sublime Paths
The Sublime Way is a journey with no end, and an infinite number of paths. The following three options represent the most common approaches.
Path of the Crusader
Advanced Training: Beginning at 3rd level, you can learn maneuvers from the Devoted Spirit school.
Enduring Crusade: Beginning at 3rd level, you gain proficiency in heavy armor. In addition, your hit point maximum increases by 3, and again by 1 whenever you gain a new level in this class.
Steely Resolve: Beginning at 6th level, when you take hit point damage, you may use your reaction to gain temporary hit points equal to the amount of damage you just took plus your Charisma modifier. These hit points expire at the end of your next turn.
Enduring Will: Beginning at 10th level, you gain proficiency in Wisdom saves.
Furious Counterstroke: Beginning at 14th level, you gain a bonus to weapon damage equal to one-fifth your temporary hit points from your Steely Resolve feature.
Path of the Swordsage
Advanced Training: Swordsages can learn forms and maneuvers from the Desert Wind and Shadow Hand schools.
Discipline Focus: Beginning at 2nd level, pick one of the five disciplines that Swordsages can learn maneuvers from. You learn one maneuver from that school. At 3rd, 5th, 7th, and 9th level, you learn one additional maneuver from your chosen school. These maneuvers don’t count against your number of maneuvers known.
Quick to Act: Beginning at 6th level, you gain a bonus to initiative checks equal to your Wisdom modifier.
Untouchable: Beginning at 10th level, you gain proficiency in Dexterity saves.
Evasion: Beginning at 14th level, you gain Evasion, as the Rogue class feature
Path of the Warblade
Advanced Training: Beginning at 3rd level, you can learn forms and maneuvers from the Iron Heart school.
Fighting Style: Beginning at 2nd level, you gain one of the following Fighting Styles: Defense, Dueling, Mariner, Protection, Two-Weapon Fighting.
Battle Cunning: Beginning at 6th level, when you make a weapon attack with advantage, you gain a bonus to the damage equal to your Intelligence modifier.
Keen Mind: Beginning at 10th level, you gain proficiency in Intelligence saves.
Battle Ardor: Beginning at 14th level, you gain immunity to being charmed or frightened.
Crystalline Perfection
Diamond Mind Form
Action: 1 action
Duration: Instantaneous
You close your mind to all distractions. Make a weapon attack, ignoring all sources of advantage and disadvantage. If it hits, it deals damage as normal.
At 5th level, the attack deals an additional 1d8 damage of the same type as your weapon. This damage increases by 1d8 at 11th and 17th level.
Discordant Strike
Diamond Mind Form
Action: 1 action
Duration: Instantaneous
You strike at the perfect moment to disrupt your foe’s rhythm. Make a weapon attack. If it hits, it deals damage as normal, and the next attack against the target has advantage.
At 5th level, the attack deals an additional 1d8 damage of the same type as your weapon. This damage increases by 1d8 at 11th and 17th level.
Moment of Perfect Mind
1st level Diamond Mind
Action: 1 reaction
Duration: 1 round
Your mental focus and martial study have rendered your will into an unbreakable iron wall. Until the start of your next turn, you have a +5 bonus to Wisdom saving throws.
At 5th level, and every subsequent four levels, the bonus lasts for one additional round.
Sapphire Nightmare Blade
1st level Diamond Mind
Action: 1 action
Duration: Instantaneous
Your study your enemy for a brief moment, watching his defensive maneuvers and making a strike timed to take advantage of a lull in his vigilance. Make a weapon attack. If it hits, you deal damage as though you had rolled the highest possible result on your weapon damage dice. Non-weapon damage dice, such as those granted by Sneak Attack or a spell like Hex, are not affected.
At 3rd level, and every subsequent odd-numbered level, you may roll one additional weapon damage die. These dice are not maximized.
Stance of Clarity
1st level Diamond Mind (Stance)
Action: 1 bonus action
Duration: Concentration
You focus your efforts on a single opponent, studying his moves and preparing an attack. Your other opponents fade from sight as your mind locks onto your target. When you assume this stance, or as a bonus action while maintaining it, designate one opponent you can see. They have disadvantage on attacks against you, but all other attackers have advantage on attacks against you.
Action Before Thought
2nd level Diamond Mind
Action: 1 reaction
Duration: Instantaneous
Your supreme sense of the battlefield, unmatched martial training, and simple, intuitive sense of danger allow you to act faster than the speed of thought. When a spell or other attack strikes you, you move a split second before you are even aware of the threat. You may move 5ft before the triggering event takes place. If this carries you out of range, the attack or spell fails.
At 5th level, and every subsequent odd-numbered level, you may move an additional 5ft.
Emerald Razor
2nd level Diamond Mind
Action: 1 action
Duration: Instantaneous
You stare at your enemy, studying his every move. You mentally probe his defenses in search of a weakness. A lesser warrior could spent long minutes pondering this problem, but you see an opening and seize upon it in an instant. One target within your reach must make a Dexterity saving throw. If they fail, they take damage as though struck by your weapon, plus an additional 2d6 damage of the same type. If they succeed, they take half this damage.
At 3rd level, and every subsequent odd-numbered level, the damage increases by 1d6.
Insightful Strike
3rd level Diamond Mind
Action: 1 action
Duration: Instantaneous
You study your opponent and spot a weak point in her armor. With a quick, decisive strike, you take advantage of this weakness with a devastating attack. Make a weapon attack. On a hit, you deal 10d6 force damage in place of your normal weapon damage.
At 7th level, and every subsequent odd-numbered level, this damage increases by 1d6.
Mind Over Body
3rd level Diamond Mind
Action: 1 action
Duration: Instantaneous
Your training and mental toughness allow you to use your focus to overcome physical threats. By focusing your mind, you ignore the effect of a deadly poison or debilitating sickness. You may initiate this maneuver as a reaction after failing a Strength or Constitution save to succeed instead. If there would normally be a partial effect on a successful save, you are unaffected.
Pearl of Black Doubt
3rd level Diamond Mind (Stance)
Action: 1 bonus action
Duration: Concentration
With every miss, your opponents become more uncertain, their doubt growing like an irritating pearl in the mouth of a helpless oyster. When an opponent misses you with a melee attack, you gain a +1 bonus to AC until the beginning of your next turn. Every time a new opponent misses you, this bonus increases by 1, to a maximum of your Strength or Dexterity modifier (whichever is higher)
Bounding Assault
4th level Diamond Mind
Action: 1 action
Duration: Instantaneous
You spring across the battlefield, using your focus and ability to act quickly to make an attack while moving. You may move up to 100ft without provoking attacks of opportunity and make a melee weapon attack with advantage. If you hit, you deal two points of additional damage for every 10ft you have moved since the start of your turn.
Mind Strike
4th level Diamond Mind
Action: 1 action
Duration: Instantaneous
You strike your opponent's head, rattling his senses and causing him to lose focus. Make a weapon attack. On a hit, the target is stunned for 2 rounds, and suffers disadvantage on Wisdom checks and saves for one minute.
Disrupting Blow
5th level Diamond Mind Maneuver
Action: 1 reaction
Duration: Instantaneous
With a combination of brute force, keen timing, and exacting aim, you force your opponent into an awkward position that ruins his next action. On a hit, the target cannot take actions, bonus actions, or reactions for one minute. At the end of each round, it may attempt a Constitution save. A successful save ends this effect.
Hearing the Air
5th level Diamond Mind (Stance)
Action: 1 bonus action
Duration: Concentration
Your perception becomes so fine that you can hear the tiniest flutter of air moving past you. Invisible foes and other hidden threats become as plain as day in the area of your heightened senses. You gain blindsight to a distance of 30ft.
Rapid Counter
5th level Diamond Mind Maneuver
Action: 1 reaction
Duration: Instantaneous
You lash out, your weapon a blur, hammering at the slightest gap that appears in your foe's defenses. You may activate this maneuver as a reaction when a foe moves out of one of your threatened squares to make a melee attack against that foe. Until the beginning of your next turn, you may continue to make melee attacks against any foe who moves out of one of your threatened squares without using your reaction. If a foe continues to move within your reach, you may continue to make attacks against them until they either leave your reach or stop moving.
At 9th level, opportunity attacks triggered using this maneuver deal +1 damage. This bonus increases by 1 at 11th level, and again at every subsequent odd-numbered level.
Moment of Alacrity
6th level Diamond Mind Maneuver (Mastery)
Action: 1 reaction
Duration: Instantaneous
You step into a space between heartbeats and act again while your enemies are still reacting to your last strike. You may immediately take an action.
Avalanche of Blades
7th level Diamond Mind Maneuver (Mastery)
Action: 1 action
Duration: Instantaneous
In a flashing blur of steel, you unleash a devastating volley of deadly attacks against your enemy, striking it again and again. You may make five melee weapon attacks. For every strike that hits, subsequent attacks deal +1d6 damage of the same type as your weapon.
At 15th level, and every subsequent odd-numbered level, you may make one additional attack.
Quicksilver Motion
7th level Diamond Mind Maneuver (Mastery)
Action: 1 bonus action
Duration: Instantaneous
In the blink of an eye, you make your move. Your speed, reflexes, and boundless confidence combine to allow you to make a fast, bold move that catches your foes off guard. You may move up to 30ft without provoking opportunity attacks and use a Form, with advantage on any attack rolls you might be required to make.
Diamond Defense
8th level Diamond Mind Maneuver (Mastery)
Action: 1 reaction
Duration: Instantaneous
You steel yourself against an opponent’s spell, drawing on your focus and training to overcome its effect. Until the beginning of your next turn, the creature cannot harm you with any ability, directly or indirectly—attacks, spells, grabs, and other efforts either miss or are endured with no ill effect.
Diamond Nightmare Blade
8th level Diamond Mind Maneuver (Mastery)
Action: 1 action
Duration: Instantaneous
You spot a single fatal flaw in your opponent’s defenses. With a single attack, you put all the force of your supreme focus into a single, crippling blow. Make a melee weapon attack. On a hit, the target must make a Constitution save or die. On a successful save, they suffer the normal effects of your weapon attack, plus an additional 10d10 force damage.
Stance of Alacrity
8th level Diamond Mind Maneuver (Stance)
Action: 1 bonus action
Duration: Concentration
Your mind and body meld, granting you an edge in combat. You move slightly faster than normal due to a combination of confidence, training, and clarity of mind. This slight edge adds up with each action. You may take two reactions each round.
Time Stands Still
9th level Diamond Mind Maneuver (Mastery)
Action: 1 bonus action
Duration: Instantaneous
The raindrops themselves stand still as you act at the speed of thought. You move like a blur, catching your enemies by surprise with a complex action carried out in a tiny fraction of the time normally needed to complete it. At the end of your turn, you may take two additional turns, during which you can use actions and move as normal.
Flowing Defense
Setting Sun Form
Action: 1 action
Duration: 1 round
You flow from blow to parry in a smooth movement. Make a melee weapon attack. If it hits, the next attack against you has disadvantage.
At 5th level, the attack deals an additional 1d8 damage of the same type as your weapon to each target. This damage increases by 1d8 at 11th and 17th level.
Rounding Kata
Setting Sun Form
Action: 1 action
Duration: Instantaneous
You step and strike, step and strike in a perfect rhythm. Make a melee weapon attack. If it hits, you may move 5ft without provoking opportunity attacks, and your target is moved 5ft in a direction of your choice.
At 5th level, the attack deals an additional 1d8 damage of the same type as your weapon, and the distances increase by 5ft. This damage increases by 1d8 and distances by another 5ft at 11th and 17th level.
Counter Charge
1st level Setting Sun Maneuver
Action: 1 reaction
Duration: Instantaneous
With a quick sidestep, you send a charging opponent sprawling. When a creature moves at least 20ft and ends their movement adjacent to you, you may force them to make a Strength or Dexterity save (your choice). If they fail, they are knocked prone.
Mighty Throw
1st level Setting Sun Maneuver
Action: 1 action
Duration: Instantaneous
You use superior leverage and your Setting Sun training to send an opponent tumbling to the ground. One adjacent creature must make a Strength or Dexterity save (your choice). If they fail, they are pushed 10ft and knocked prone.
At 3rd level, and every subsequent odd-numbered level, the distance you throw your foe increases by 5ft.
Step of the Wind
1st level Setting Sun Maneuver (Stance)
Action: 1 bonus action
Duration: Concentration
You walk across rubble and other broken terrain with deceptive ease, allowing you to take advantage of your opponents as they struggle to move at full speed. While in this stance, you can ignore difficult terrain.
Baffling Defense
2nd level Setting Sun Maneuver
Action: 1 reaction
Duration: Instantaneous
You crouch balanced on one foot, hands held high over your head. Your foe hesitates, unsure of how to attack you in this unlikely stance. Until the end of your next turn, opponents must succeed on an Insight check with a DC equal to your spell save DC in order to attack you. If they fail their save, their action is wasted.
Clever Positioning
2nd level Setting Sun Maneuver
Action: 1 action
Duration: Instantaneous
With a swift flurry of motion, you knock you foe off balance, slip into his space, and force him into the spot you just occupied. Make a melee weapon attack. On a hit, the target suffers an additional 3d6 damage of the same type as your weapon, and you may swap places with them. If the target is Large or larger, you can occupy any of the squares that make up its space. The target must in turn occupy the square, or one of the squares, you previously occupied.
At 5th level, and every subsequent odd-numbered level, the damage increases by 1d6.
Devastating Throw
3rd level Setting Sun Maneuver
Action: 1 action
Duration: Instantaneous
Seizing your foe by the arm, you spin in a quick half-circle and hurl him headlong away from you. This maneuver functions as Mighty Throw, with the following exceptions. You must move at least 15ft before initiating this maneuver, but if you do, the target is pushed 20ft, knocked prone, and suffers 4d6 bludgeoning damage. Any creatures in its path must make Dexterity saves themselves or suffer 1d6 bludgeoning damage and be knocked prone.
At 7th level, and every subsequent odd-numbered level, the distance you throw your foe increases by 5ft, and both initial and secondary targets suffer an additional 1d6 bludgeoning damage.
Feigned Opening
3rd level Setting Sun Maneuver
Action: 1 reaction
Duration: Instantaneous
You show your opponent a seemingly fatal mistake in your defenses, but easily avoid the ensuing attack and simultaneously draw your foe into overextending. As she fights to regain her balance, you make a swift counterattack. When you are attacked in melee, you may impose disadvantage on the attack roll. If it misses, you and all allies who are within reach of your attacker may make an opportunity attack against them without using their reaction for the round.
Giant Killing Style
3rd level Setting Sun Maneuver (Stance)
Action: 1 action
Duration: Concentration
You dart between a giant's legs, lashing at his inner ankles and other vulnerable areas while staying inside his reach where he cannot hope to parry your attacks. While in this stance, you can share a space with a larger opponent. While doing so, their attacks against you have disadvantage, yours have advantage, and your attacks deal an additional 2d6 damage of the same type as your weapon.
Strike of the Broken Shield
4th level Setting Sun Maneuver
Action: 1 action
Duration: Instantaneous
You study your opponent and deliver an attack precisely aimed to ruin his defenses and force him to scramble for his balance. While he struggles to ready himself, he becomes more vulnerable to your attacks. Make a melee weapon attack. On a hit, the target takes an additional 4d6 damage of the same type as your weapon and suffers a -5 penalty to AC for one minute.
At 11th level, and again at every fourth level, this penalty increases by 1.
Mirrored Pursuit
5th level Setting Sun Maneuver
Action: 1 reaction
Duration: 1 minute
Your movements perfectly match your foe's, allowing you to move as she does. Try as she might to escape, you remain at her side. When an adjacent foe moves, you can activate this maneuver. For one minute, you can choose to match them step for step, remaining adjacent to them no matter how fast or far they move. Even if the target uses a form of movement you are not capable of—even if they teleport—you can follow, dangling from a flying enemy or grabbing a teleporting one to be pulled along.
Shifting Defense
5th level Setting Sun Maneuver (Stance)
Action: 1 bonus action
Duration: Concentration
You duck and move as you dodge your opponent's attacks. Slowly but surely, each attack gives you the opportunity to move across the battlefield. Whenever an opponent attacks you and misses, you may move 5ft without provoking opportunity attacks or using your reaction.
At 13th level, and again at 19th level, this distance increases by 5ft.
Scorpion Parry
6th level Setting Sun Maneuver (Mastery)
Action: 1 reaction
Duration: One round
You knock your opponent's attack aside, guiding his weapon into one of his allies. Until the end of your next turn, any time you are targeted by an attack or an effect targeting a single creature, you may designate a new target within the attacker’s range. If you select one of your attacker’s allies, they gain advantage on the attack roll they didn’t want to make. You may also designate empty space as a target, causing the attack to simply miss.
Hydra Slaying Strike
7th level Setting Sun Maneuver (Mastery)
Action: 1 action
Duration: 1 minute
You take stock of an opponent's fighting style and make a single, carefully aimed attack that leaves the creature unable to make all of its attacks. Make a weapon attack. On a hit, the target cannot take the Multiattack action for one minute, nor can they benefit from any other ability or effect that would allow them to make more than a single attack as part of the same action.
Ghostly Defense
6th level Setting Sun Maneuver (Stance)
Action: 1 bonus reaction
Duration: Concentration
You lurk within concealing mist, luring your opponent into attacking you, only to dodge out of the way and direct your enemy's blow at an unwitting ally. While in this stance, whenever a foe has disadvantage on an attack against you, they must roll one additional d20 and take the worst result of all three dice rolled.
Tornado Throw
9th level Setting Sun Maneuver (Mastery)
Action: 1 action
Duration: Instant
Like a whirlwind, you twist and spin across the battlefield, tossing foes away left and right. As part of this maneuver, you may move up to 100ft without provoking opportunity attacks. Any time you move adjacent to a creature, you may force them to make a Strength or Dexterity save (your choice). On a failure, they are thrown up to 50ft, knocked prone, and suffer 25 bludgeoning damage. Any creatures in their path must make Dexterity saves themselves or suffer 25 bludgeoning damage and be knocked prone.
You may target the same creature multiple times with this maneuver, whether or not you have already succeeded at throwing them, so long as you move at least 10ft between attempts.
Landslide Tackle
Stone Dragon Form
Action: 1 action
Duration: Instantaneous
You strike you foe with the full weight of your body. Make a melee weapon attack using your unarmed strike. For the purposes of this attack, it counts as having a damage die of 1d8, unless it would otherwise be higher. If you hit, the target is pushed 10ft.
At 5th level, the attack deals an additional 1d8 bludgeoning damage, and pushes your target an additional 5ft. This damage increases by 1d8 and the distance by 5ft at 11th and 17th level.
Strength of Stone
Stone Dragon Form
Action: 1 action
Duration: 1 round
You channel the unyielding strength of the mountains. Until the end of your next turn, you have resistance to all damage.
Charging Minotaur
1st level Stone Dragon Maneuver
Action: 1 action
Duration: Instantaneous
You charge at your foe, blasting him with such power that he stumbles back. As part of the maneuver, move up to your speed without provoking opportunity attacks and make a melee weapon attack. On a hit, you can push the target 10ft away from you. If this movement would carry it into a solid object, it takes 1d6 points of bludgeoning damage for every 5ft of remaining distance.
At 3rd level, and again at every subsequent odd level, the distance increases by 10ft.
Stone Bones
1st level Stone Dragon Maneuver
Action: 1 action
Duration: 1 round
You focus your energy to enhance your defenses, drawing on the power of your weapon's impact with a foe to toughen yourself against a counterattack. Make a melee weapon attack. On a hit, you gain resistance to bludgeoning, piercing, and slashing damage until the end of your next turn.
At 3rd level, and again at every odd level, the duration of the resistance of this maneuver increases by 1 round.
Stonefoot Stance
1st level Stone Dragon Maneuver (Stance)
Action: 1 bonus action
Duration: Concentration
You crouch and set your feet flat on the ground, drawing the resilience of the earth into your body. You gain advantage on Strength ability checks and saving throws. This stance immediately ends if you move more than 5ft for any reason.
Mountain Hammer
2nd level Stone Dragon Maneuver
Action: 1 action
Duration: Instantaneous
Like a falling avalanche, you strike with the weight and fury of the mountain. Make a melee weapon attack. On a hit, you deal an additional 4d12 damage of the same type as your weapon.
This maneuver is especially effective on objects. When attempting to smash something, you have advantage on the attack roll, and both weapon and bonus damage ignore resistances and immunities. Mountain Hammer attacks always count as an appropriate tool for damaging objects.
At 5th level, and again at every subsequent odd level, the damage increases by 1d12.
Stone Vise
2nd level Stone Dragon Maneuver
Action: 1 action
Duration: Instantaneous
You make a crushing blow that staggers your opponent, leaving it unable to move. Make a melee weapon attack. On a hit, the target is restrained. At the end of each of its turns, it may attempt a Constitution save. A successful save ends the effect.
Bonecrusher
3rd level Stone Dragon Maneuver
Action: 1 action
Duration: Instantaneous
You deliver your attack, and your enemy's eyes jerk wide open in panic as his skeleton begins to fracture in hundreds of places. Make a melee weapon attack. On a hit, you deal an additional 4d6 damage, and the target’s hit point maximum is reduced by the amount of damage it just took.
At 7th level, and again at every subsequent odd level, the damage increases by 2d6.
Crushing Weight of the Mountain
3rd level Stone Dragon Maneuver (Stance)
Action: 1 bonus action
Duration: Concentration
You crush your opponent beneath you, squeezing the life out of him as you pin him to the ground. While in this stance, you can attempt to grapple foes of any size, and you have advantage on attempts to establish or maintain a grapple. While you have a foe grappled, you may use your action to deal them 3d6 + Strength bludgeoning damage.
Roots of the Mountain
3rd level Stone Dragon Maneuver (Stance)
Action: 1 bonus action
Duration: Concentration
You crouch and set your feet flat on the ground, rooting yourself to the spot you stand. Nothing can move you from this place. While in this stance, you cannot be forced to move by any effect, and you cannot be grappled or knocked prone. However, your speed is halved, and the stance immediately ends if your feet are not on solid ground at the end of your turn.
Bonesplitting Strike
4th level Stone Dragon Maneuver
Action: 1 action
Duration: Instantaneous
Your attack slams home with a ferocious crack of shattered bones and pulped flesh. Your target reels backward, still alive but severely crippled. Make a melee weapon attack. On a hit, the target gains two levels of exhaustion.
Boulder Roll
4th level Stone Dragon Maneuver
Action: 1 bonus action
Duration: Instantaneous
Like a boulder tumbling down a mountain- side, you slam through your enemies. You may move up to your speed without provoking opportunity attacks. During this movement, you may move through squares occupied by enemies, knocking them prone in the process.
Giant’s Stance
5th level Stone Dragon Maneuver (Stance)
Action: 1 bonus action
Duration: Concentration
You swing your weapon in a wide, deadly arc that slams into your foe with incredible force. While in this stance, you deal an additional die of weapon damage with all attacks.
Mountain Avalanche
5th level Stone Dragon Maneuver
Action: 1 action
Duration: Instantaneous
You slam your weapon into the ground, causing shockwaves to radiate in every direction. All creatures touching the ground in a 30ft cone must make Dexterity saves or be knocked prone and take 5d12 bludgeoning damage. On a successful save, they take half damage and are not knocked down. Additionally, the ground in that area becomes difficult terrain until cleared away. Each 5-foot-square portion of the area requires at least 1 minute to clear by hand.
At 11th level, and again at every subsequent odd level, the damage increases by 1d12.
Iron Bones
6th level Stone Dragon Maneuver (Mastery)
Action: 1 bonus action
Duration: Instantaneous
As you make a successful attack, you enter a meditative state that leaves you almost invulnerable to harm. For a few brief moments, arrows bounce off your skin, and sword blows barely draw any blood. For one minute, you have resistance to all damage.
Irresistible Mountain Strike
6th level Stone Dragon Maneuver (Mastery)
Action: 1 action
Duration: Instantaneous
You slam your weapon into your foe with irresistible force. He can barely move as he struggles to marshal his defenses against you. Make a melee weapon attack. On a hit, you deal an additional 4d6 force damage, and the target is stunned for one minute. At the end of each of their turns, they may attempt a Constitution save. A successful save ends this effect.
Colossus Strike
7th level Stone Dragon Maneuver (Mastery)
Action: 1 action
Duration: Instantaneous
Focusing your strength with a deep, rumbling shout, you execute an attack that sends your opponent flying through the air. All creatures in a 30ft cone take 6d12 force damage and must make Strength saves or be pushed 30ft and knocked prone. Prone creatures cannot attempt to stand during their next turn.
Adamantine Bones
8h level Stone Dragon Maneuver (Mastery)
Action: 1 bonus action
Duration: Instantaneous
You are an impenetrable tower of defiance on the battlefield. Attacking you is as fruitless as striking a mountain with a walking stick. For one minute, you gain immunity to bludgeoning, slashing, and piercing damage.
Earthquake Strike
8th level Stone Dragon Maneuver
Action: 1 action
Duration: Instantaneous
You swing your weapon in a wild arc, slamming it into the ground at your feet. Energy surges out from you, causing the ground to shudder with a sharp tremor. This maneuver functions as the Earthquake spell, save that it is centered on you. You are not affected by your own attack.
Mountain Tombstone Strike
9th level Stone Dragon Maneuver
Action: 1 action
Duration: Instantaneous
You slam into your foe, turning bones into dust and muscle into bloody pulp. Your foe's body is left a crippled, twisted mockery. Make a melee weapon attack. On a hit, the target takes an additional 12d12 force damage, and must make a Constitution save or die. Creatures killed by this maneuver have their bodies entirely destroyed.
The Maestro
Those who devote their lives to studying some aspect of the Sublime Way-- the secret lore that teaches a fighter how to meld their inner strength, training, and discipline into the perfect weapon-- are known as Maestros for their unsurpassed skill in battle. All are skilled in personal combat, but they rely on perception, learning, and willpower, in addition to pure physical aptitude for battle. Maestros seek to fuse tangible physical prowess with utmost control of the mind and spirit.
Straddling the line between the purely mundane and the openly magical, the techniques of the Sublime Way are unique, representing small moments of clarity, self-knowledge, piety, or perfection. Whether by tapping into a cosmic balance, inner ki, or raw physical ability, Maestros can achieve spectacular results.
HIT POINTS
Hit Dice: 1d8 per Maestro level
Hit Points at 1st Level: 8 + your Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per level after 1st
PROFICIENCIES
Armor: Light and medium armor, shields
Weapons: Simple weapons, martial weapons
Tools: None
Saving Throws: Strength, Constitution
Skills: Choose two skills from Acrobatics, Athletics, History, Insight, Intimidation, Perception, and Survival
EQUIPMENT
(a) scale mail or (b) leather armor
(a) a martial weapon and a shield or (b) two martial weapons
(a) a longbow and 20 arrows or (b) four javelins
(a) a dungeoneer's pack or (b) an explorer's pack
Level
Features
Forms Known
Maneuvers Known
Maneuver Level
1st
Maneuvers
3
2
1st
2nd
Sublime Path
4
3
1st
3rd
--
4
4
2nd
4th
Ability Score Increase
5
5
2nd
5th
--
5
6
3rd
6th
Sublime Path
5
7
3rd
7th
Following Blow
5
8
4th
8th
Ability Score Increase
5
9
4th
9th
--
5
10
5th
10th
Sublime Path
6
10
5th
11th
Mastery Maneuvers
6
11
6th
12th
Ability Score Increase
6
11
6th
13th
--
6
12
7th
14th
Sublime Path
6
12
7th
15th
--
6
13
8th
16th
Ability Score Increase
6
13
8th
17th
--
6
14
9th
18th
Instant Momentum
6
14
9th
19th
Ability Score Increase
6
15
9th
20th
Double Stance
6
15
9th
Maneuvers: The various techniques of the Sublime Way are known as maneuvers. To an outsider, maneuvers appear similar to spells—both are discreet practices for achieving a single incredible result. The action required to initiate a maneuver is listed in the maneuver’s description. Maneuvers which are specified as requiring a weapon cannot be used unless you are currently wielding a weapon of that type. The range of a maneuver is either personal, or equal to the reach or range of your currently wielded weapon.
Forms: At first level, select three Forms from the Diamond Mind, Setting Sun, Stone Dragon, Tiger Claw, and White Raven school. These techniques are the building blocks of the Sublime Way, simple maneuvers that may be used as often as desired. While they are effective techniques in and of themselves, the true power of a Form is to position both Maestro and opponent for a devastating attack. Before the end of your next turn, you may use one maneuver from the same school without spending any Momentum.
Momentum: Maneuvers are devastatingly powerful, but they are also specific—practiced moves and techniques developed to take advantage of specific advantages of position and flaws in the target’s defenses. In order to use a maneuver, you must spend one point of Momentum, a resource which represents the Maestro’s control of the battlefield. When you first roll Initiative, you have no Momentum-- however, each time you take the Attack action, Dodge action, or use one of your Forms, you gain one point of Momentum. If, at the end of each turn, there are no enemies present, you lose one point of Momentum, to a minimum of zero.
If you are not currently involved in combat, you may instead initiate a maneuver at any point after 12 seconds of stretching and meditation.
Maneuver Level: Like spells, maneuvers are graded by level. The highest level maneuver you can learn is shown on the table above.
Maneuvers Known: At first level, you know two maneuvers of your choice from the schools available to you. The Maneuvers Known column of the Martial Adept table shows when you learn more maneuvers of your choice. Each of these maneuvers must be of a level you can use, as shown in the Highest Level Maneuver column.
Additionally, when you gain a level in this class, you can replace one of the maneuvers you know with another from the schools available to you, which also much be of a level you can use.
Initiating Ability: Some maneuvers require the target to make a saving throw to resist their effects. The saving throw DC is calculated as followers:
Maneuver save DC = 8 + your proficiency bonus + your Strength or Dexterity modifier (your choice)
Stances: The Sublime Way involves more than just strikes. Practitioners also learn Stances, a special type of maneuver that represents an distinct, whole-body style of combat. Unlike other maneuvers, stances may be initiated without expending Momentum. Once you have assumed a stance, you may maintain it as long as you wish.
If you are damaged while maintaining a stance, or subject to forced movement, you must make a Constitution save as though concentrating on a spell. If you fail, the stance ends, though you may resume it on your next turn. Stances automatically end if you are restrained or incapacitated.
Sublime Path: There are many different paths to understanding the Sublime Way. At 2nd level, select one of three paths to follow: the Path of the Crusader, Path of the Swordsage, or Path of the Warblade. Your Path determines what schools of maneuver you can learn, and grants additional abilities 6th, 10th, and 14th level.
Following Blow: Beginning at 7th level, after using a Form, you may make a weapon attack as a bonus action.
Mastery Maneuvers: Maneuvers of 6th level and higher—known as Mastery Maneuvers-- are particularly taxing to initiate. At 11th level, you gain the ability to learn and perform Mastery Maneuvers. Regardless of how much Momentum you have accumulated, after performing a Mastery Maneuver you cannot use another until you have completed a short rest.
Maneuvers of 5th level and lower initiated using a slot of 6th level of higher are not Mastery Maneuvers, and are not affected by this limit. Stances are also not Mastery Maneuvers, regardless of their level.
Instant Momentum: Beginning at 18th level, you gain Momentum when you roll Initiative—one point for a result of less than ten, two points for a result of eleven through twenty, and three points if your Initiative roll is higher than twenty.
Double Stance: Beginning at 20th level, you may concentrate on two stances simultaneously. You only make one concentration save for both effects; if you fail, both effects end.
Sublime Paths
The Sublime Way is a journey with no end, and an infinite number of paths. The following three options represent the most common approaches.
Path of the Crusader
Advanced Training: Beginning at 3rd level, you can learn maneuvers from the Devoted Spirit school.
Enduring Crusade: Beginning at 3rd level, you gain proficiency in heavy armor. In addition, your hit point maximum increases by 3, and again by 1 whenever you gain a new level in this class.
Steely Resolve: Beginning at 6th level, when you take hit point damage, you may use your reaction to gain temporary hit points equal to the amount of damage you just took plus your Charisma modifier. These hit points expire at the end of your next turn.
Enduring Will: Beginning at 10th level, you gain proficiency in Wisdom saves.
Furious Counterstroke: Beginning at 14th level, you gain a bonus to weapon damage equal to one-fifth your temporary hit points from your Steely Resolve feature.
Path of the Swordsage
Advanced Training: Swordsages can learn forms and maneuvers from the Desert Wind and Shadow Hand schools.
Discipline Focus: Beginning at 2nd level, pick one of the five disciplines that Swordsages can learn maneuvers from. You learn one maneuver from that school. At 3rd, 5th, 7th, and 9th level, you learn one additional maneuver from your chosen school. These maneuvers don’t count against your number of maneuvers known.
Quick to Act: Beginning at 6th level, you gain a bonus to initiative checks equal to your Wisdom modifier.
Untouchable: Beginning at 10th level, you gain proficiency in Dexterity saves.
Evasion: Beginning at 14th level, you gain Evasion, as the Rogue class feature
Path of the Warblade
Advanced Training: Beginning at 3rd level, you can learn forms and maneuvers from the Iron Heart school.
Fighting Style: Beginning at 2nd level, you gain one of the following Fighting Styles: Defense, Dueling, Mariner, Protection, Two-Weapon Fighting.
Battle Cunning: Beginning at 6th level, when you make a weapon attack with advantage, you gain a bonus to the damage equal to your Intelligence modifier.
Keen Mind: Beginning at 10th level, you gain proficiency in Intelligence saves.
Battle Ardor: Beginning at 14th level, you gain immunity to being charmed or frightened.
Crystalline Perfection
Diamond Mind Form
Action: 1 action
Duration: Instantaneous
You close your mind to all distractions. Make a weapon attack, ignoring all sources of advantage and disadvantage. If it hits, it deals damage as normal.
At 5th level, the attack deals an additional 1d8 damage of the same type as your weapon. This damage increases by 1d8 at 11th and 17th level.
Discordant Strike
Diamond Mind Form
Action: 1 action
Duration: Instantaneous
You strike at the perfect moment to disrupt your foe’s rhythm. Make a weapon attack. If it hits, it deals damage as normal, and the next attack against the target has advantage.
At 5th level, the attack deals an additional 1d8 damage of the same type as your weapon. This damage increases by 1d8 at 11th and 17th level.
Moment of Perfect Mind
1st level Diamond Mind
Action: 1 reaction
Duration: 1 round
Your mental focus and martial study have rendered your will into an unbreakable iron wall. Until the start of your next turn, you have a +5 bonus to Wisdom saving throws.
At 5th level, and every subsequent four levels, the bonus lasts for one additional round.
Sapphire Nightmare Blade
1st level Diamond Mind
Action: 1 action
Duration: Instantaneous
Your study your enemy for a brief moment, watching his defensive maneuvers and making a strike timed to take advantage of a lull in his vigilance. Make a weapon attack. If it hits, you deal damage as though you had rolled the highest possible result on your weapon damage dice. Non-weapon damage dice, such as those granted by Sneak Attack or a spell like Hex, are not affected.
At 3rd level, and every subsequent odd-numbered level, you may roll one additional weapon damage die. These dice are not maximized.
Stance of Clarity
1st level Diamond Mind (Stance)
Action: 1 bonus action
Duration: Concentration
You focus your efforts on a single opponent, studying his moves and preparing an attack. Your other opponents fade from sight as your mind locks onto your target. When you assume this stance, or as a bonus action while maintaining it, designate one opponent you can see. They have disadvantage on attacks against you, but all other attackers have advantage on attacks against you.
Action Before Thought
2nd level Diamond Mind
Action: 1 reaction
Duration: Instantaneous
Your supreme sense of the battlefield, unmatched martial training, and simple, intuitive sense of danger allow you to act faster than the speed of thought. When a spell or other attack strikes you, you move a split second before you are even aware of the threat. You may move 5ft before the triggering event takes place. If this carries you out of range, the attack or spell fails.
At 5th level, and every subsequent odd-numbered level, you may move an additional 5ft.
Emerald Razor
2nd level Diamond Mind
Action: 1 action
Duration: Instantaneous
You stare at your enemy, studying his every move. You mentally probe his defenses in search of a weakness. A lesser warrior could spent long minutes pondering this problem, but you see an opening and seize upon it in an instant. One target within your reach must make a Dexterity saving throw. If they fail, they take damage as though struck by your weapon, plus an additional 2d6 damage of the same type. If they succeed, they take half this damage.
At 3rd level, and every subsequent odd-numbered level, the damage increases by 1d6.
Insightful Strike
3rd level Diamond Mind
Action: 1 action
Duration: Instantaneous
You study your opponent and spot a weak point in her armor. With a quick, decisive strike, you take advantage of this weakness with a devastating attack. Make a weapon attack. On a hit, you deal 10d6 force damage in place of your normal weapon damage.
At 7th level, and every subsequent odd-numbered level, this damage increases by 1d6.
Mind Over Body
3rd level Diamond Mind
Action: 1 action
Duration: Instantaneous
Your training and mental toughness allow you to use your focus to overcome physical threats. By focusing your mind, you ignore the effect of a deadly poison or debilitating sickness. You may initiate this maneuver as a reaction after failing a Strength or Constitution save to succeed instead. If there would normally be a partial effect on a successful save, you are unaffected.
Pearl of Black Doubt
3rd level Diamond Mind (Stance)
Action: 1 bonus action
Duration: Concentration
With every miss, your opponents become more uncertain, their doubt growing like an irritating pearl in the mouth of a helpless oyster. When an opponent misses you with a melee attack, you gain a +1 bonus to AC until the beginning of your next turn. Every time a new opponent misses you, this bonus increases by 1, to a maximum of your Strength or Dexterity modifier (whichever is higher)
Bounding Assault
4th level Diamond Mind
Action: 1 action
Duration: Instantaneous
You spring across the battlefield, using your focus and ability to act quickly to make an attack while moving. You may move up to 100ft without provoking attacks of opportunity and make a melee weapon attack with advantage. If you hit, you deal two points of additional damage for every 10ft you have moved since the start of your turn.
Mind Strike
4th level Diamond Mind
Action: 1 action
Duration: Instantaneous
You strike your opponent's head, rattling his senses and causing him to lose focus. Make a weapon attack. On a hit, the target is stunned for 2 rounds, and suffers disadvantage on Wisdom checks and saves for one minute.
Disrupting Blow
5th level Diamond Mind Maneuver
Action: 1 reaction
Duration: Instantaneous
With a combination of brute force, keen timing, and exacting aim, you force your opponent into an awkward position that ruins his next action. On a hit, the target cannot take actions, bonus actions, or reactions for one minute. At the end of each round, it may attempt a Constitution save. A successful save ends this effect.
Hearing the Air
5th level Diamond Mind (Stance)
Action: 1 bonus action
Duration: Concentration
Your perception becomes so fine that you can hear the tiniest flutter of air moving past you. Invisible foes and other hidden threats become as plain as day in the area of your heightened senses. You gain blindsight to a distance of 30ft.
Rapid Counter
5th level Diamond Mind Maneuver
Action: 1 reaction
Duration: Instantaneous
You lash out, your weapon a blur, hammering at the slightest gap that appears in your foe's defenses. You may activate this maneuver as a reaction when a foe moves out of one of your threatened squares to make a melee attack against that foe. Until the beginning of your next turn, you may continue to make melee attacks against any foe who moves out of one of your threatened squares without using your reaction. If a foe continues to move within your reach, you may continue to make attacks against them until they either leave your reach or stop moving.
At 9th level, opportunity attacks triggered using this maneuver deal +1 damage. This bonus increases by 1 at 11th level, and again at every subsequent odd-numbered level.
Moment of Alacrity
6th level Diamond Mind Maneuver (Mastery)
Action: 1 reaction
Duration: Instantaneous
You step into a space between heartbeats and act again while your enemies are still reacting to your last strike. You may immediately take an action.
Avalanche of Blades
7th level Diamond Mind Maneuver (Mastery)
Action: 1 action
Duration: Instantaneous
In a flashing blur of steel, you unleash a devastating volley of deadly attacks against your enemy, striking it again and again. You may make five melee weapon attacks. For every strike that hits, subsequent attacks deal +1d6 damage of the same type as your weapon.
At 15th level, and every subsequent odd-numbered level, you may make one additional attack.
Quicksilver Motion
7th level Diamond Mind Maneuver (Mastery)
Action: 1 bonus action
Duration: Instantaneous
In the blink of an eye, you make your move. Your speed, reflexes, and boundless confidence combine to allow you to make a fast, bold move that catches your foes off guard. You may move up to 30ft without provoking opportunity attacks and use a Form, with advantage on any attack rolls you might be required to make.
Diamond Defense
8th level Diamond Mind Maneuver (Mastery)
Action: 1 reaction
Duration: Instantaneous
You steel yourself against an opponent’s spell, drawing on your focus and training to overcome its effect. Until the beginning of your next turn, the creature cannot harm you with any ability, directly or indirectly—attacks, spells, grabs, and other efforts either miss or are endured with no ill effect.
Diamond Nightmare Blade
8th level Diamond Mind Maneuver (Mastery)
Action: 1 action
Duration: Instantaneous
You spot a single fatal flaw in your opponent’s defenses. With a single attack, you put all the force of your supreme focus into a single, crippling blow. Make a melee weapon attack. On a hit, the target must make a Constitution save or die. On a successful save, they suffer the normal effects of your weapon attack, plus an additional 10d10 force damage.
Stance of Alacrity
8th level Diamond Mind Maneuver (Stance)
Action: 1 bonus action
Duration: Concentration
Your mind and body meld, granting you an edge in combat. You move slightly faster than normal due to a combination of confidence, training, and clarity of mind. This slight edge adds up with each action. You may take two reactions each round.
Time Stands Still
9th level Diamond Mind Maneuver (Mastery)
Action: 1 bonus action
Duration: Instantaneous
The raindrops themselves stand still as you act at the speed of thought. You move like a blur, catching your enemies by surprise with a complex action carried out in a tiny fraction of the time normally needed to complete it. At the end of your turn, you may take two additional turns, during which you can use actions and move as normal.
Flowing Defense
Setting Sun Form
Action: 1 action
Duration: 1 round
You flow from blow to parry in a smooth movement. Make a melee weapon attack. If it hits, the next attack against you has disadvantage.
At 5th level, the attack deals an additional 1d8 damage of the same type as your weapon to each target. This damage increases by 1d8 at 11th and 17th level.
Rounding Kata
Setting Sun Form
Action: 1 action
Duration: Instantaneous
You step and strike, step and strike in a perfect rhythm. Make a melee weapon attack. If it hits, you may move 5ft without provoking opportunity attacks, and your target is moved 5ft in a direction of your choice.
At 5th level, the attack deals an additional 1d8 damage of the same type as your weapon, and the distances increase by 5ft. This damage increases by 1d8 and distances by another 5ft at 11th and 17th level.
Counter Charge
1st level Setting Sun Maneuver
Action: 1 reaction
Duration: Instantaneous
With a quick sidestep, you send a charging opponent sprawling. When a creature moves at least 20ft and ends their movement adjacent to you, you may force them to make a Strength or Dexterity save (your choice). If they fail, they are knocked prone.
Mighty Throw
1st level Setting Sun Maneuver
Action: 1 action
Duration: Instantaneous
You use superior leverage and your Setting Sun training to send an opponent tumbling to the ground. One adjacent creature must make a Strength or Dexterity save (your choice). If they fail, they are pushed 10ft and knocked prone.
At 3rd level, and every subsequent odd-numbered level, the distance you throw your foe increases by 5ft.
Step of the Wind
1st level Setting Sun Maneuver (Stance)
Action: 1 bonus action
Duration: Concentration
You walk across rubble and other broken terrain with deceptive ease, allowing you to take advantage of your opponents as they struggle to move at full speed. While in this stance, you can ignore difficult terrain.
Baffling Defense
2nd level Setting Sun Maneuver
Action: 1 reaction
Duration: Instantaneous
You crouch balanced on one foot, hands held high over your head. Your foe hesitates, unsure of how to attack you in this unlikely stance. Until the end of your next turn, opponents must succeed on an Insight check with a DC equal to your spell save DC in order to attack you. If they fail their save, their action is wasted.
Clever Positioning
2nd level Setting Sun Maneuver
Action: 1 action
Duration: Instantaneous
With a swift flurry of motion, you knock you foe off balance, slip into his space, and force him into the spot you just occupied. Make a melee weapon attack. On a hit, the target suffers an additional 3d6 damage of the same type as your weapon, and you may swap places with them. If the target is Large or larger, you can occupy any of the squares that make up its space. The target must in turn occupy the square, or one of the squares, you previously occupied.
At 5th level, and every subsequent odd-numbered level, the damage increases by 1d6.
Devastating Throw
3rd level Setting Sun Maneuver
Action: 1 action
Duration: Instantaneous
Seizing your foe by the arm, you spin in a quick half-circle and hurl him headlong away from you. This maneuver functions as Mighty Throw, with the following exceptions. You must move at least 15ft before initiating this maneuver, but if you do, the target is pushed 20ft, knocked prone, and suffers 4d6 bludgeoning damage. Any creatures in its path must make Dexterity saves themselves or suffer 1d6 bludgeoning damage and be knocked prone.
At 7th level, and every subsequent odd-numbered level, the distance you throw your foe increases by 5ft, and both initial and secondary targets suffer an additional 1d6 bludgeoning damage.
Feigned Opening
3rd level Setting Sun Maneuver
Action: 1 reaction
Duration: Instantaneous
You show your opponent a seemingly fatal mistake in your defenses, but easily avoid the ensuing attack and simultaneously draw your foe into overextending. As she fights to regain her balance, you make a swift counterattack. When you are attacked in melee, you may impose disadvantage on the attack roll. If it misses, you and all allies who are within reach of your attacker may make an opportunity attack against them without using their reaction for the round.
Giant Killing Style
3rd level Setting Sun Maneuver (Stance)
Action: 1 action
Duration: Concentration
You dart between a giant's legs, lashing at his inner ankles and other vulnerable areas while staying inside his reach where he cannot hope to parry your attacks. While in this stance, you can share a space with a larger opponent. While doing so, their attacks against you have disadvantage, yours have advantage, and your attacks deal an additional 2d6 damage of the same type as your weapon.
Strike of the Broken Shield
4th level Setting Sun Maneuver
Action: 1 action
Duration: Instantaneous
You study your opponent and deliver an attack precisely aimed to ruin his defenses and force him to scramble for his balance. While he struggles to ready himself, he becomes more vulnerable to your attacks. Make a melee weapon attack. On a hit, the target takes an additional 4d6 damage of the same type as your weapon and suffers a -5 penalty to AC for one minute.
At 11th level, and again at every fourth level, this penalty increases by 1.
Mirrored Pursuit
5th level Setting Sun Maneuver
Action: 1 reaction
Duration: 1 minute
Your movements perfectly match your foe's, allowing you to move as she does. Try as she might to escape, you remain at her side. When an adjacent foe moves, you can activate this maneuver. For one minute, you can choose to match them step for step, remaining adjacent to them no matter how fast or far they move. Even if the target uses a form of movement you are not capable of—even if they teleport—you can follow, dangling from a flying enemy or grabbing a teleporting one to be pulled along.
Shifting Defense
5th level Setting Sun Maneuver (Stance)
Action: 1 bonus action
Duration: Concentration
You duck and move as you dodge your opponent's attacks. Slowly but surely, each attack gives you the opportunity to move across the battlefield. Whenever an opponent attacks you and misses, you may move 5ft without provoking opportunity attacks or using your reaction.
At 13th level, and again at 19th level, this distance increases by 5ft.
Scorpion Parry
6th level Setting Sun Maneuver (Mastery)
Action: 1 reaction
Duration: One round
You knock your opponent's attack aside, guiding his weapon into one of his allies. Until the end of your next turn, any time you are targeted by an attack or an effect targeting a single creature, you may designate a new target within the attacker’s range. If you select one of your attacker’s allies, they gain advantage on the attack roll they didn’t want to make. You may also designate empty space as a target, causing the attack to simply miss.
Hydra Slaying Strike
7th level Setting Sun Maneuver (Mastery)
Action: 1 action
Duration: 1 minute
You take stock of an opponent's fighting style and make a single, carefully aimed attack that leaves the creature unable to make all of its attacks. Make a weapon attack. On a hit, the target cannot take the Multiattack action for one minute, nor can they benefit from any other ability or effect that would allow them to make more than a single attack as part of the same action.
Ghostly Defense
6th level Setting Sun Maneuver (Stance)
Action: 1 bonus reaction
Duration: Concentration
You lurk within concealing mist, luring your opponent into attacking you, only to dodge out of the way and direct your enemy's blow at an unwitting ally. While in this stance, whenever a foe has disadvantage on an attack against you, they must roll one additional d20 and take the worst result of all three dice rolled.
Tornado Throw
9th level Setting Sun Maneuver (Mastery)
Action: 1 action
Duration: Instant
Like a whirlwind, you twist and spin across the battlefield, tossing foes away left and right. As part of this maneuver, you may move up to 100ft without provoking opportunity attacks. Any time you move adjacent to a creature, you may force them to make a Strength or Dexterity save (your choice). On a failure, they are thrown up to 50ft, knocked prone, and suffer 25 bludgeoning damage. Any creatures in their path must make Dexterity saves themselves or suffer 25 bludgeoning damage and be knocked prone.
You may target the same creature multiple times with this maneuver, whether or not you have already succeeded at throwing them, so long as you move at least 10ft between attempts.
Landslide Tackle
Stone Dragon Form
Action: 1 action
Duration: Instantaneous
You strike you foe with the full weight of your body. Make a melee weapon attack using your unarmed strike. For the purposes of this attack, it counts as having a damage die of 1d8, unless it would otherwise be higher. If you hit, the target is pushed 10ft.
At 5th level, the attack deals an additional 1d8 bludgeoning damage, and pushes your target an additional 5ft. This damage increases by 1d8 and the distance by 5ft at 11th and 17th level.
Strength of Stone
Stone Dragon Form
Action: 1 action
Duration: 1 round
You channel the unyielding strength of the mountains. Until the end of your next turn, you have resistance to all damage.
Charging Minotaur
1st level Stone Dragon Maneuver
Action: 1 action
Duration: Instantaneous
You charge at your foe, blasting him with such power that he stumbles back. As part of the maneuver, move up to your speed without provoking opportunity attacks and make a melee weapon attack. On a hit, you can push the target 10ft away from you. If this movement would carry it into a solid object, it takes 1d6 points of bludgeoning damage for every 5ft of remaining distance.
At 3rd level, and again at every subsequent odd level, the distance increases by 10ft.
Stone Bones
1st level Stone Dragon Maneuver
Action: 1 action
Duration: 1 round
You focus your energy to enhance your defenses, drawing on the power of your weapon's impact with a foe to toughen yourself against a counterattack. Make a melee weapon attack. On a hit, you gain resistance to bludgeoning, piercing, and slashing damage until the end of your next turn.
At 3rd level, and again at every odd level, the duration of the resistance of this maneuver increases by 1 round.
Stonefoot Stance
1st level Stone Dragon Maneuver (Stance)
Action: 1 bonus action
Duration: Concentration
You crouch and set your feet flat on the ground, drawing the resilience of the earth into your body. You gain advantage on Strength ability checks and saving throws. This stance immediately ends if you move more than 5ft for any reason.
Mountain Hammer
2nd level Stone Dragon Maneuver
Action: 1 action
Duration: Instantaneous
Like a falling avalanche, you strike with the weight and fury of the mountain. Make a melee weapon attack. On a hit, you deal an additional 4d12 damage of the same type as your weapon.
This maneuver is especially effective on objects. When attempting to smash something, you have advantage on the attack roll, and both weapon and bonus damage ignore resistances and immunities. Mountain Hammer attacks always count as an appropriate tool for damaging objects.
At 5th level, and again at every subsequent odd level, the damage increases by 1d12.
Stone Vise
2nd level Stone Dragon Maneuver
Action: 1 action
Duration: Instantaneous
You make a crushing blow that staggers your opponent, leaving it unable to move. Make a melee weapon attack. On a hit, the target is restrained. At the end of each of its turns, it may attempt a Constitution save. A successful save ends the effect.
Bonecrusher
3rd level Stone Dragon Maneuver
Action: 1 action
Duration: Instantaneous
You deliver your attack, and your enemy's eyes jerk wide open in panic as his skeleton begins to fracture in hundreds of places. Make a melee weapon attack. On a hit, you deal an additional 4d6 damage, and the target’s hit point maximum is reduced by the amount of damage it just took.
At 7th level, and again at every subsequent odd level, the damage increases by 2d6.
Crushing Weight of the Mountain
3rd level Stone Dragon Maneuver (Stance)
Action: 1 bonus action
Duration: Concentration
You crush your opponent beneath you, squeezing the life out of him as you pin him to the ground. While in this stance, you can attempt to grapple foes of any size, and you have advantage on attempts to establish or maintain a grapple. While you have a foe grappled, you may use your action to deal them 3d6 + Strength bludgeoning damage.
Roots of the Mountain
3rd level Stone Dragon Maneuver (Stance)
Action: 1 bonus action
Duration: Concentration
You crouch and set your feet flat on the ground, rooting yourself to the spot you stand. Nothing can move you from this place. While in this stance, you cannot be forced to move by any effect, and you cannot be grappled or knocked prone. However, your speed is halved, and the stance immediately ends if your feet are not on solid ground at the end of your turn.
Bonesplitting Strike
4th level Stone Dragon Maneuver
Action: 1 action
Duration: Instantaneous
Your attack slams home with a ferocious crack of shattered bones and pulped flesh. Your target reels backward, still alive but severely crippled. Make a melee weapon attack. On a hit, the target gains two levels of exhaustion.
Boulder Roll
4th level Stone Dragon Maneuver
Action: 1 bonus action
Duration: Instantaneous
Like a boulder tumbling down a mountain- side, you slam through your enemies. You may move up to your speed without provoking opportunity attacks. During this movement, you may move through squares occupied by enemies, knocking them prone in the process.
Giant’s Stance
5th level Stone Dragon Maneuver (Stance)
Action: 1 bonus action
Duration: Concentration
You swing your weapon in a wide, deadly arc that slams into your foe with incredible force. While in this stance, you deal an additional die of weapon damage with all attacks.
Mountain Avalanche
5th level Stone Dragon Maneuver
Action: 1 action
Duration: Instantaneous
You slam your weapon into the ground, causing shockwaves to radiate in every direction. All creatures touching the ground in a 30ft cone must make Dexterity saves or be knocked prone and take 5d12 bludgeoning damage. On a successful save, they take half damage and are not knocked down. Additionally, the ground in that area becomes difficult terrain until cleared away. Each 5-foot-square portion of the area requires at least 1 minute to clear by hand.
At 11th level, and again at every subsequent odd level, the damage increases by 1d12.
Iron Bones
6th level Stone Dragon Maneuver (Mastery)
Action: 1 bonus action
Duration: Instantaneous
As you make a successful attack, you enter a meditative state that leaves you almost invulnerable to harm. For a few brief moments, arrows bounce off your skin, and sword blows barely draw any blood. For one minute, you have resistance to all damage.
Irresistible Mountain Strike
6th level Stone Dragon Maneuver (Mastery)
Action: 1 action
Duration: Instantaneous
You slam your weapon into your foe with irresistible force. He can barely move as he struggles to marshal his defenses against you. Make a melee weapon attack. On a hit, you deal an additional 4d6 force damage, and the target is stunned for one minute. At the end of each of their turns, they may attempt a Constitution save. A successful save ends this effect.
Colossus Strike
7th level Stone Dragon Maneuver (Mastery)
Action: 1 action
Duration: Instantaneous
Focusing your strength with a deep, rumbling shout, you execute an attack that sends your opponent flying through the air. All creatures in a 30ft cone take 6d12 force damage and must make Strength saves or be pushed 30ft and knocked prone. Prone creatures cannot attempt to stand during their next turn.
Adamantine Bones
8h level Stone Dragon Maneuver (Mastery)
Action: 1 bonus action
Duration: Instantaneous
You are an impenetrable tower of defiance on the battlefield. Attacking you is as fruitless as striking a mountain with a walking stick. For one minute, you gain immunity to bludgeoning, slashing, and piercing damage.
Earthquake Strike
8th level Stone Dragon Maneuver
Action: 1 action
Duration: Instantaneous
You swing your weapon in a wild arc, slamming it into the ground at your feet. Energy surges out from you, causing the ground to shudder with a sharp tremor. This maneuver functions as the Earthquake spell, save that it is centered on you. You are not affected by your own attack.
Mountain Tombstone Strike
9th level Stone Dragon Maneuver
Action: 1 action
Duration: Instantaneous
You slam into your foe, turning bones into dust and muscle into bloody pulp. Your foe's body is left a crippled, twisted mockery. Make a melee weapon attack. On a hit, the target takes an additional 12d12 force damage, and must make a Constitution save or die. Creatures killed by this maneuver have their bodies entirely destroyed.