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Clasew /
ProwessMartial Prowess are groupings of related techniques descended from a single stance or style. Through use of these techniques, those that follow the way of the blade can match the raw power of some Arts, though they cannot replicate the more esoteric capabilities of magic. Stance: You may enter a stance at the start of your turn, and it lasts until you exit it, change it, or become unconscious. You do not need to be in a particular stance to use the techniques of that prowess. Weapon Groups: Using a technique does require having the appropriate weapon type equipped to use it (certain classes may ignore this, such as monks), with the basic weapon groups being listed below. Most prowess techniques have multiple valid weapon groups, allowing users to give themselves a wide selection of backup options should they lose their primary weapon.
Constrictor's Coils (unarmed, whips) ??
Stance (Grasping Bite): While in this stance, your unarmed strikes use a damage die one step higher than normal, and you may freely choose to deal piercing or bludgeoning damage with them. In addition, your attacks with unarmed strikes and whips have their reach increased by +5ft. [+2] xx:
[+3] Coiling Force: (Strike) As a standard action, you may spend 3 FP to make a melee attack with your weapon. On a successful hit, instead of normal damage, your target is grappled and cannot breathe or speak so long as you are adjacent to them, but you do not suffer from any penalties for grappling but may not attack with the weapon used for this strike (you may choose to end this effect as a free action at any time). At the start of each of their turns while grappled in this way, the grappled creature takes bludgeoning damage equal to 2d8 + your proficiency bonus, and subtract 1 minute from the current amount of time they can continue to hold their breath before suffocating. A grappled creature may spend their action to take a single breath (resetting their breath), speak (losing 1d4+1 minutes of breath), or attempt to escape from the grapple. For every 2 FP spent on Coiling Force, the DC to escape the grapple increases by +1.
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Cornered Rat (daggers, fans, unarmed) When surrounded, strike with controlled fury and make them afraid to close in. Perhaps you can get out alive if you're lucky.
Stance (Biting Rat): When you are threatened by more than one enemy that is not within reach of one of your allies, you deal bonus damage with your melee attacks equal to your proficiency bonus, and once per round, whenever you successfully hit an enemy with a melee attack, you deal this bonus damage to creatures of your choice that are adjacent to your target. [+2] Cleaving Strike: (Strike) You may attack two creatures within reach that are adjacent to each other with the same attack roll; you do not apply your ability score modifier to the damage dealt with this strike. If you spend 3 FP when making this strike, you may attack up to three creatures within reach that are adjacent to each other, and if you spend 6 FP, this number increases to four.
[+3] Flailing Escape: (Boost) As a swift action, you may spend 3 FP to perform a trip or shove maneuver on an adjacent creature, then immediately Disengage.
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Diamond Mind (long blades, thrusting, unarmed) Know your enemy, and you may predict any of their moves.
Stance (Learned Insight): While in this stance, you may use your intelligence in place of your dexterity to determine your AC, and you apply your intelligence modifier as a bonus to initiative checks. In addition, if you have proficiency in an intelligence-based skill relevant to a creature you are interacting with, you may use your intelligence in place of your wisdom for insight checks. [+2] Flash of Insight: (Counter) When making a perception or insight check, or when failing a wisdom saving throw, you may spend FP to gain a bonus to that roll equal to the FP spent.
[+2] Diamond Piercer: (Strike) As a standard action, you may spend 2 FP to make an insight check against a creature within reach of your weapon, opposed by its passive deception score. On a success, you deal your weapon's damage (using your intelligence as its damage ability score) + 2d6 damage as psychic damage to the target (ignoring your weapon's usual damage type). For every additional FP spent, the damage increases by +1d6+1.
[+3] Clear Mind: (Boost) You may use this boost even if another effect prevents you from otherwise acting to end it (even if you would otherwise believe you aren't affected in some cases); as a standard action, you immediately end any charm, fear, or stun effect currently affecting you.
[+3] Crystalline Mentality: (Counter) When taking psychic damage, you may reduce the damage taken by 2d6 + your intelligence modifier + your level.
[+4] Faceted Strike: (Strike) As a standard action, you may spend 4 FP to take the attack action as if you had a reach of 30 feet; you may target two creatures with each attack, dealing half damage (rounded up) on a success if you choose to do so. If you spend 6 FP, you may instead target three creatures with each attack.
Iron Wrists (fans, unarmed) ??
Stance (xxx): xxx [+2] xx:
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Meteor Drop (clubs, hammers, unarmed) Mobility is king in combat, and so is the high ground. Combining these two facts with a little magic, this technique was born: propel yourself into the air and then toward your target to both close the distance and attack with excessive force.
Stance (Impact Cushion): You gain resistance to falling damage, and always land on your feet if you choose to. Whenever you take bludgeoning damage (including from falling damage), you decrease the amount of damage taken by your proficiency bonus (to a minimum of 0 damage taken). [+2] Great Leap: (Boost) You may spend a FP to jump as a swift action, increasing your jump distance by 5ft for each point of proficiency bonus, plus 10ft for every FP spent as part of this boost. You do not need to land on solid ground with this jump, though you take falling damage as normal if you do not.
[+2] Meteoric Crash: (Boost) While falling, you may spend 2 FP as a standard action to crash immediately straight down to the ground, dealing 3d8 points of fire damage to creatures within 10ft of where you land (a successful dexterity saving throw halves this damage. If you target the a space occupied by a creature, you must make an unarmed attack roll against it; if you fail, you must instead choose a space adjacent instead, but on a success, that creature receives no save against the damage of this meteoric crash, and takes 1d6 bludgeoning damage for every 20 feet you fell when using this boost. For every additional FP spent, you deal +1d8 fire damage to creatures within the effect's area, and increase the bludgeoning damage with the attack by +1 per 20 feet you fell.
Mountain Hammer (axes, clubs, hammers) Sometimes a foe is too impervious to damage to harm... So simply hit it harder.
Stance (Forceful Blows): When using strength as your attacking ability score, your minimum weapon damage is 1d8, or 1d10 with two hands, and you gain Reliable Damage equal to your proficiency bonus. [+2] Impact Hammer: (Strike) As an action, you may spend 2 FP to make a strength weapon attack that deals +3d6 bonus damage on a success. This additional damage is not affected by any form of resistance or immunity. For each additional FP spent, this bonus damage increases by +1d6, and the base damage from your weapon increases by +2.
[+3] Avalanche Hammer: (Strike) As an action, you may spend 3 FP to make a strength weapon attack against any creatures of your choice in a 15ft cone, dealing +3d6 bonus damage on a success. This additional damage is not affected by any form of resistance or immunity. For each additional FP spent, this bonus damage increases by +1d6.
[+5] Elder Mountain Hammer: (Strike) As an action, you may spend 5 FP to make a strength weapon attack against a creature, dealing +8d8 bonus damage on a success. This attack resolves against 10 + the target's dexterity bonus instead of its normal AC, and its damage ignores any resistance or immunity it possesses. The target must then make a constitution saving throw or have all of its damage resistances and immunities suppressed for 3 rounds.
Reaving Chains (polearms, whips) ??
Stance (xxx): xxx [+2] xx:
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Serpent's Poise (curved blades, fans, long blades) ???'
Stance (): Coiled Dodge (Prowess): When you take damage from a weapon attack, you may spend a prowess die to reduce that damage by the result of the die plus your proficiency bonus plus your weapon's attack ability score.
Shed Skin: When making a saving throw to end an ongoing effect from yourself, you may spend 2 FP to gain a +1d4 bonus to that saving throw. You may instead spend 4 FP to automatically succeed on that saving throw.
Venomous Blades: As a bonus action, you may spend 1 FP to envenom your weapon attacks, dealing +1d8 points of poison damage on a successful hit. This effect lasts for a number of successful attacks equal to your proficiency bonus, +1 for each FP spent beyond the first.
Advanced – Twin Fangs: As an action, you may spend 3 FP to make two weapon attacks against a creature within 15 feet of you. These attacks each deal 2d8 piercing damage plus 1d12 poison damage on a hit, and you may use your intelligence or dexterity as your attack ability score for them. For each additional FP spent, the poison damage increases by +1d12, and you gain a +1 bonus to attack and piercing damage with each attack.
Slicing Gale (curved blades, daggers, fans, long blades, whips) ???
Stance (): ??? (Prowess):
Biting Wind: (action, FP to deal weapon damage in a line)
Teacup Blade (Splash) In a world where blades can be summoned or magic can be thrown as quickly as a dagger is drawn, being able to turn even the most mundane or innocuous things into a defense can be vital to survival. Those proficient with splash weapons can use even the liquid they drink as a blade.
Stance (Teacup Blade): You can use any liquid you hold (that can be easily spilled) as a light, finesse splash weapon with the loading property and a range of 5 feet that deals bludgeoning or slashing damage (it may also instead deal hot or cold damage if appropriate for the liquid). The damage of this weapon begins at 1d4 with +2 proficiency bonus, and increases by +1d4 for every +2 increase in proficiency bonus, with the range of this weapon increasing by 5ft each time the damage increases in this way. [+2] Have a Drink: (Strike) As a standard action, you may draw and attack with any splash weapon you have available, performing a dirty trick maneuver in addition to the weapon's normal damage. You may spend FP with this strike, dealing +1d4 bonus damage per FP spent, and gaining a +1 bonus on the dirty trick maneuver attempt and increasing the duration of the dirty trick by 1 round for every 2 FP spent.
[+2] Spill the Tea: (Combo) As a move action, you may make a trip attempt against a creature within reach of your splash weapon; this does not count as a hostile action for any reason by itself. If you are not prevented from taking hostile actions, you may choose to have the target take 1d6 points of fall damage on a successful trip attempt. This combo technique may be performed as a reaction if an ally moved a creature into your reach through any means.
[+3] Hot Cup: (Boost) As part of an attack or strike with a splash weapon, you may choose to have your splash weapon to deal 1d8 points of fire damage instead of its normal damage or base effect, and on a successful hit, the target creature takes the weapon damage again at the end of its next turn unless it spends a standard action to cleanse itself. You may spend FP with this boost, increasing the fire damage dealt by +1d8 for every 2 FP spent. When using Hot Cup with Teacup Blade, the damage die increases with proficiency bonus, using a d8 instead of a d4.
[+4] Liquid Whip: (Boost) (lets you reuse a splash weapon for a number of times equal to +1 per 2 FP spent, or until you drop it for Teacup Blade)
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