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| | Inspiration | Scaling Bonuses |
| Level | Limit | Low | Average | High |
| 1 | 2 | +1 | +2 | +3 |
| 2 | 2 | +1 | +2 | +3 |
| 3 | 2 | +1 | +2 | +3 |
| 4 | 3 | +1 | +2 | +4 |
| 5 | 3 | +1 | +3 | +4 |
| 6 | 3 | +2 | +3 | +4 |
| 7 | 4 | +2 | +3 | +5 |
| 8 | 4 | +2 | +3 | +5 |
| 9 | 4 | +2 | +4 | +5 |
| 10 | 5 | +2 | +4 | +6 |
| 11 | 5 | +3 | +4 | +6 |
| 12 | 5 | +3 | +4 | +6 |
| 13 | 6 | +3 | +5 | +7 |
| 14 | 6 | +3 | +5 | +7 |
| 15 | 6 | +3 | +5 | +7 |
| 16 | 7 | +4 | +5 | +8 |
| 17 | 7 | +4 | +6 | +8 |
| 18 | 7 | +4 | +6 | +8 |
| 19 | 8 | +4 | +6 | +9 |
| 20 | 8 | +4 | +6 | +9 |
Techniques are expended on use and recovered after a short rest. A martialist may regain techniques equal to her high scaling bonus as an action once between long rests. At 4th level, and every even level afterward, a martialist may forget an older technique and learn a new technique in its place, so long as she qualifies for learning it.
The save DC of a technique is equal to 10 + the technique's level + the user's modifier in the school's primary ability score.
Only one stance may be active at one time, and a stance may not be changed more than once per round.
Strikes typically require an action unless noted. Boosts are made as a bonus action. Counters only consume your reaction if noted.
Martial School List:
- Angelic Light – Aggressive defense and holy powers to provide the zealot with some protection.
- Black Beast – Rip and Tear the enemy and dare them to make a move against you.
- Darknaught – Primarily defensive, a brutish set of techniques that tap into darkness.
- Holy Sword – Highly offensive, scorching lightning and burning radiance are used to deny your foe the means to defend themselves.
- Netherblade – Dominate the battlefield with power and might, and cut down strong foes with a multitude of attacks.
- Reaving Chains – "Mundane" school; deny your enemy retreat and finish off the wounded without mercy.
- Steel Crown – "Mundane" school; strike through armies with a variety of techniques that target multiple foes.
- White Serpent – "Mundane" school; venom comes in many forms, and takes down the largest of prey with ease.
Avengers have access to the Black Beast, Darknaught, Reaving Chains, and White Serpent schools.
Dancers? have access to the Reaving Chains, Steel Crown, and White Serpent schools.
Saint Heralds have access to the Angelic Light, Darknaught, Holy Sword, Steel Crown, and White Serpent schools.
Warqueens have access to the Darknaught, Holy Sword, Netherblade, Steel Crown, and White Serpent schools.
Angelic Light
A roaring flame within, radiant and burning, or merely a smoldering ember underneath ashes of sin. It cannot be denied or smothered completely, and it will eventually claim your life and soul. Those that dare to feed it and risk the fire of their own heart despite knowing this... Are they brave or are they foolish?
Angelic Light's primary ability score is wisdom, it's skill is perform, and its favored weapons are one-handed swords, hammers, picks, and spears.
1st
- Admonishing Glare – Boost – Enemies take a -4 penalty to attack you until the end of your next turn. If inspiration points are spent, the duration increases by 1 round per point spent.
- Gleam of Denial – Counter – When attacked in melee, you may activate this counter to gain an effect similar to sanctuary, forcing attacking creatures to make a will save in order to attack you until the start of your next turn. The creature that provoked this counter takes a -4 penalty to all damage rolls until the end of its next turn.
- Retributive Spear – Stance – Enemies that attack allies other than you provoke attacks of opportunity from you; while in this stance, you may make attacks of opportunity with a spear of light that deals 1d8 points of damage, plus your wisdom modifier. The damage of this spear increases by +1d8 whenever your low scaling bonus increases. You gain a bonus to attack rolls when making attacks of opportunity in this stance equal to your average scaling bonus.
- Twin Wing Guard – Strike – You gain a shield bonus to AC (equal to your high scaling bonus) until the start of your next turn and initiate a melee attack against a foe within reach. If your attack is successful, the shield bonus increases by +1, and you deal +1d6 damage, or +1d8 damage if using an Angelic Light favored weapon. The bonus damage increases by +1d6 (+1d8 for favored weapons) for each inspiration point spent.
2nd
- Burning Embers Defense – Counter – When taking damage, you may instead take hit point burn to instead negate some of that damage. You may take hit point burn up to your technician level, negating 4 points of incoming damage per point of burn you take, and dealing 2 points of fire damage to the source of the triggering damage. For every 2 points of inspiration you spend on this technique, the damage negated increases by +2 per point of hit point burn, and the total fire damage increases by +1d8.
- Glistening Wall of Embers – Boost – Allies within close range gain a +1 deflection bonus to AC and temporary hit points that regenerate each round for 3 rounds. Temporary hit points stack with other sources, and are equal to your high scaling bonus.
3rd
- Three Wing Step – Stance – While in this stance, you gain a flight speed equal to your land speed at good maneuverability, and once per 3 rounds you may take an extra move action on your turn. Whenever you move at least 15 feet, you gain a +3 dodge bonus to armor class.
- Unyielding Gates of the Heavens – Counter – In response to an attack, spell, or effect, you shield an area by transposing it slightly into another plane of existence to avoid it. This area is a column that extends out to the end of close range from you, and up to 20 feet above and 10 feet below you. This transposition only lasts for the duration of the triggering effect, up to the start of your next turn should it be longer than instantaneous. The stress of using this technique is severe, and you take hit point burn equal to your level whenever it is activated. If you spend at least 3 inspiration points on this technique, it persists until the end of your next turn. If the duration of this technique becomes longer than instantaneous, it protects against all effects that originate from beyond the area of effect, and creatures within the effect may choose to leave the area and lose the benefits and drawbacks of this technique's effects, but they may not be forced out except by you.
4th
- Four Wing Guard – Strike – You gain the effects of mirror image until the end of your next turn, producing 4 illusory copies. As part of making this strike, you may also make a single melee attack against a foe within range, dealing +2d6 damage or +2d8 if using an Angelic Light favored weapon. At any point before the mirror image effect of this strike ends, you may expend an illusory copy to make a melee attack that also deals this bonus damage.
- Rousing Flurry of Embers – Boost – You and allies within close range gain a 25% concealment bonus for 3 turns. In addition, allies - but not yourself - gain a sacred bonus to attack and damage equal to your high scaling bonus until the end of your next turn.
5th
- Flames of Admonishment – Strike – You make a spell attack against all foes within close range, dealing 5d8 points of divine fire damage (ignoring the fire resistance of evil creatures) to each. All affected foes take a -4 penalty to attack and damage rolls for 5 rounds, taking 2d8 points of divine fire damage each round afterward. Good and neutral creatures may attempt a reflex save to put out the flames, but evil creatures cannot put out these flames no matter what they try.
6th
- Angelic Light – Boost – Until the start of your next turn, you are immune to all types of damage and negative conditions. You may use this technique regardless of any circumstances that could otherwise prevent you, and suspend any active negative effects upon you for the duration. After using this technique, you must make a charisma save or take a negative level.
- Six Wing Guard – Strike – You may make up to six attacks as part of this technique, each dealing +3d6 damage (or +3d8 if using an Angelic Light favored weapon) and granting you 5 temporary hit points for each successful attack from this technique. These temporary hit points stack with all others, including from multiple uses of this technique, and last for 6 rounds. For each additional inspiration point spent on this technique, the bonus damage increases by +2d6 (or +2d8 if using an Angelic Light favored weapon), and the temporary hit points increase by +1 per successful attack.
Black Beast
Fierce anger, blind madness, no mercy; invoke all of your rage to devour your enemies. Weapons associated with the Black Beast school are unarmed strikes, natural weapons (especially biting and clawing), daggers/knives, and axes.
Black Beast's primary ability score is constitution, and its skill is survival.
Certain techniques, such as blackflame techniques, allow you to take hit point burn in place of spending inspiration. If you choose to do so, you must pay the entire cost in hit point burn, but in return, your spending limit is instead equal to your high scaling bonus instead of your inspiration limit.
1st
- Blackflame Blade – Strike – You sheath your weapon in blackflame, and make a melee attack against one foe within reach. If successful, your attack deals +2d6 fire damage; regardless if you hit or not, your weapons deal bonus fire damage equal to your low scaling bonus for 3 turns. For every inspiration point spent on this technique, the bonus fire damage increases by +1d6; if three inspiration points are spent, the fire damage from the secondary effect is equal to your medium scaling bonus. If five inspiration points are spent, the fire damage from the secondary effect is equal to your high scaling bonus. You may take HP burn in place of spending inspiration when augmenting this technique, and doing so increases the duration of the secondary effect by 2 rounds.
- Rekindled Fury – Counter – When struck by an attack, you may make an attack of opportunity against the foe that struck you, even if you have already made your maximum allotment of attacks of opportunity this round.
- Resist and Bite – Boost – Until the start of your next turn, you gain a +2 morale bonus to damage rolls, armor class, and will saving throws. You may spend inspiration on this technique, doing so adds your low scaling bonus to the morale bonus provided, and for every inspiration point spent on this technique, the duration increases by 1 round.
- Unrelenting Pursuit – Stance – While in this stance, you do not need to make saves against a forced march and your overland speed (not your base speed) increases by +30 feet. In addition, if a creature moves out of an area you threaten, you may take a 5 foot step as a free action. You may only take this extra step once per round.
2nd
- Blackflame Orb – Strike – You create a burst of blackflame within close range, dealing 2d8 points of fire damage, plus bludgeoning damage equal to your high scaling bonus, in a 5 foot radius (a successful reflex save halves the fire damage, but not the bludgeoning damage). For every inspiration point spent on this technique, the damage increases by +1d8 fire damage. You may take HP burn in place of spending inspiration when augmenting this technique.
- Spiteful Bile – Counter – When struck by an attack, unleash a wave of acid at the foe that struck you, dealing 4d6 acid damage. For every additional inspiration point you spend, you deal an additional +2d6 acid damage.
3rd
- Crying Warmonger – Stance – While in this stance, you gain temporary hit points equal to your current HP burn at the start of your turn each round. In addition, you gain a morale bonus to attack and damage based on your missing hit points. If you are below your maximum hit points but above 50% of your maximum hit points, you gain a +2 morale bonus to attack and damage; the morale bonus is +4 if your hit points are between 25% and 50% of your maximum hit points, and +6 if you are below 25% of your maximum hit points.
- Hateful Warcry – Strike –
4th
- Blackflame Rush – Boost – With an explosion of blackflame, you launch yourself forward, plowing through lesser foes. As part of this technique, you may move up to 60 feet in a straight line, gaining a free bull rush attempt against every foe whose space you move through. You deal 4d6 points of fire damage to each foe you make a bull rush attempt against (they take no damage if they choose to avoid you), dealing half damage and ending your movement if your attempt fails. For every inspiration point spent on this technique, you gain a +2 bonus to bull rush checks made while using this technique, and increase the damage dealt by +2d6. You may take HP burn in place of spending inspiration when augmenting this technique.
5th
- Fist of Seven Stars – Strike – As a single standard action, you may make seven attacks at your highest base attack bonus against a target within reach; do not roll damage normally. Instead, the damage is equal to 2d6 per success, adding your strength bonus once, plus additional damage based on the number of attacks that succeed. If 1-3 attacks succeed, add your low scaling bonus to the total damage dealt; if 4-5 attacks succeed, add your medium scaling bonus; if 6-7 attacks succeed, add your high scaling bonus. If any of the attacks confirm a critical, add an additional +2d6 damage for each.
6th
- Beast in Black – Stance –
Darknaught
Embrace the darkness within, and fear not any evil without. Weapons associated with the Darknaught school are greatswords, spiked gauntlets, spiked shields, and warhammers. Kicking and biting are also entirely acceptable. Darknaught's primary ability score is strength, and its skill is intimidate.
1st
- Dark Mind – Counter – When attempting an will save, you may instead make a concentration check. The source of the triggering effect takes 1d8 points of psychic damage, increasing to 2d8 points of psychic damage if you succeed on your save. You may spend inspiration on this technique, increasing the psychic damage by +1d8 for every point; if you spend at least 3 points, you gain your average scaling bonus on the concentration check, and your high scaling bonus if you spend at least 5 points.
- Dread Glare – Stance – An enemy attacking an allied creature within 60 feet other than yourself takes psychic damage equal to your average scaling bonus. You gain your average scaling bonus on intidimate checks.
- Fiery Spite – Stance – Foes that strike you take fire damage equal to your high scaling bonus, or fire damage equal to your low scaling bonus if attacking one of your allies within 20 feet.
- Spiked Shield – Counter, Reaction – Your armor class increases by +2 against the triggering attack, and your attacker must make a reflex save or take 1d8 points of damage. If you are struck by the attack, your attacker takes an additional 1d8 points of damage. You may spend inspiration on this technique, increasing your bonus to armor class by +1 and the base and bonus damage by +1d8 each per point of inspiration spent.
2nd
- Black Flame – Counter, Reaction – Deal 3d8 points of fire damage to a foe that struck you.
- Cornered Rat – Strike – You may make an additional attack as part of your attack action; if you are flanked and attack at least two separate foes, you gain your low scaling bonus on the attack rolls made. If you spend at least 2 inspiration points when using this technique, it is not expended.
- Shield of Steel – Counter, Reaction – You may make an attack roll and use the result as your touch AC against the triggering attack.
3rd
- Dread Blade – Strike – Make an attack against a foe; if that foe has struck you or an ally within the last round, you gain your low scaling bonus to the attack roll and deal +3d8 damage. If that foe dealt a critical strike to you or an ally within the last round, you instead gain your high scaling bonus and the damage is instead +5d8. You may spend inspiration on this technique, increasing the damage bonuses by +1d8 and +2d8 respectively per point of inspiration spent.
- Ki Purge – Counter – When affected by a negative condition, such as disease, poison, or a spell, negate that condition on yourself.
- Shadow Tag – Stance – Foes within 10 feet of you take cold damage equal to 1d8 + your level and provoke an attack of opportunity from you when attempting to move away from you, and must succeed on a combat maneuver check against your CMD plus your average scaling bonus or have their movement reduced to 5 feet.
- Spiteful Bluff – Boost – As a swift action, you incite nearby foes to attack you, triggering an attack of opportunity from all foes that can reach you in melee. The foes that attack you take 3d8 points of psychic damage, and you gain your high scaling bonus on your next attack roll against them if it is within 3 rounds. You may spend inspiration on this technique, increasing the psychic damage by +2d8 per point of inspiration spent.
4th
- Evil Eye – Counter – When you are attacked, the source of the triggering effect must roll twice and take the lower result. This persists for 3 rounds afterward.
- Pinned Hare – Strike – As a move action, you may make an attack against all foes currently threatening you within reach. You gain your average scaling bonus on attack rolls against foes that are flanking you.
5th
- Black Spot – Strike – Make a spell attack against one foe within 30 feet of you. If successful, foe gains vulnerability to psychic damage and must make a will save or take 3d8 points of psychic damage each round for 3 rounds. You may spend inspiration on this technique, increasing the damage by +1d8 and duration by 1 round per point of inspiration spent.
- Dark Mirror – Boost – You gain the benefits of mirror image, and may expend one image to flank a foe with yourself and make an attack roll with advantage. After the attack resolves, you may choose either flanking square to be your true position.
6th
- Darknaught – Stance – If take damage less than half your level plus 5, and it would reduce you to 0 hit points, you are instead reduced to 1 HP. You gain immunity to psychic damage, and resistance to bludgeoning, piercing, and slashing damage. You take 3 points of damage at the end of your turn while in this stance which ignores the effects of this stance.
- Dread Path – Strike – You deal 8d8 points of damage in a 30 foot line, and 4d8 points of damage to all foes adjacent to that line. This damage is half psychic and half divine, and a successful dexterity save halves this damage. You may spend inspiration on this technique, increasing the primary line's damage by +2d8 per point spent, and the secondary damage by +1d8 per point spent.
Holy Sword
The sword is the embodiment of war, and its soul is combat itself. The magic of the sword is more elegant than any wizard's spell in its ability to destroy flesh, fortification, or morale. All swords are associated with the Holy Sword school. Holy Sword's primary ability score is charisma, and its skill is martial lore.
1st
- Holy Shrapnel – Strike – Make a ranged spell attack against a foe within 20 feet, on a success, you deal your weapon's damage plus your charisma modifier. Regardless of success, a 10ft burst emanates from the target, dealing 1d6 radiant damage to it and all foes within range, and the affected area is treated as if caltrops were spread. These caltrops deal 1d6 points of radiant damage instead of their normal damage. You may spend inspiration on this technique, increasing the radiant damage by +1d6 per point spent, and the area of effect by 5 feet per 2 inspiration points spent.
- Martial Furor – Stance – Whenever you strike a foe, you may heal yourself or an ally within 10 feet for HP equal to your average proficiency bonus.
- Nightblade – Strike – Make a ranged spell attack against a foe within 20 feet, on a success, you deal necrotic damage equal to 1d8 plus your charisma modifier, and you heal that amount in return. You may spend inspiration on this technique, increasing the necrotic damage by +1d8 per point of inspiration spent.
- Stasis Sword – Strike – Make a ranged spell attack against a foe within 20 feet, on a success, the foe and creatures within 5 feet take lightning damage equal to 2d8 plus your charisma modifier, and must make a wisdom save or have their speed reduced to 0 for 1 round. You may spend inspiration on this technique, increasing the lightning damage by +1d8 per point of inspiration spent.
2nd
- Shield Cracker – Strike – If your foe is using a shield, you deal +2d8 points of damage on a successful attack, and the foe must make a dexterity save or lose any armor bonus from their shield for 3 rounds.
- Wind Blade – Strike – You deal slashing damage equal to 2d6 + the higher of your charisma, dexterity, or strength modifier in a 20 foot line. Creatures within this line must make a dexterity save or take an additional +2d8 points of force damage. You may spend inspiration on this technique, increasing the line's length by 10 feet, the slashing damage by +1d6, and the force damage by +1d8.
3rd
- Lightning Blade – Strike – Make a spell attack against a foe within 30 feet. On a success, the foe takes 3d8 points of electricity damage, plus additional damage equal to your charisma modifier. Regardless of success, a clap of thunder is released in a 10 foot burst centered on the target, dealing 3d8 points of sonic damage to all creatures within the area; a successful constitution save halves the sonic damage. You may spend inspiration on this technique, increasing the electricity and sonic damage by +1d8 each per point of inspiration spent.
- Shellburst Stab – Strike – If your foe is wearing armor when you make your attack, you gain advantage to your attack roll, deal +3d8 points of damage on a successful attack, and the foe's armor bonus is reduced by 1 (up to a maximum reduction equal to the bonus granted by the armor).
- Twilight Slash – Boost – Your next attack deals an additional +2d8 necrotic damage and heals you for half that amount.
- Zealous Resolve – Stance – Each round, you gain temporary hit points equal to your charisma modifier. You are immune to fear effects, and gain advantage on saves against charm, death, and sleep.
4th
- Holy Explosion – Strike – You deal radiant damage equal to 5d6 + your charisma modifier in a 30 foot line, afterward, affected creatures gain vulnerability to radiant damage. A successful wisdom save halves this damage, and negates the vulnerability effect.
- Shatterblade – Boost – All foes you successfully attack with a weapon or spell attack until the start of your next turn take disadvantage to all attack rolls for 3 rounds.
- 'White Nova – Strike – You deal radiant damage equal to 2d6 + your charisma modifier in a 15 foot burst centered on yourself. Foes within the burst are pushed back 5 feet, and must make a charisma save or take an additional 4d8 points of force damage.
5th
- Champion's Presence – Stance – Allies within 30 feet of you deal bonus radiant damage on attack rolls whenever you use a strike technique, equal to the highest level technique used. This bonus persists for 1 round. Allies other than yourself within range also gain advantage on saves against charm.
- Dawn's Arrival – Boost – Your next attack deals +3d8 radiant damage, and heals you and allies within 30 feet of the target for half that amount.
- Rulebreaker – Strike – You attempt to dispel a magical effect on the target, as if using dispel magic as a 5th level spell. If successful, you may choose to deal 3d8 points of electricity damage to the target. You may spend inspiration on this technique, increasing the spell level of dispel magic by 1 per point of inspiration, and the electricity damage by +2d8 per point of inspiration spent.
6th
- Holy Sword – Stance – All of your attacks deal +2d6 points of electricity damage, and all of your strikes are automatically enhanced as if by +1 point of inspiration (including over your normal limit).
- Radiant Orb – Strike – You cast flaming sphere as if it were a 6th level spell, but its damage is half electricity and half radiant instead of fire.
Netherblade
I am the overlord, and all will tremble before my might. Weapons associated with the Netherblade school are axes, maces, and all heavy weapons. Netherblade's ability score is constitution, and its skill is athletics.
1st
- Burning Hate – Stance – Your melee attacks deal +1d6 damage, but foes have advantage to strike you in melee.
- Come and Get Me – Boost – Foe within 30 feet that can see or hear you must make an intelligence save. On a failure, they must spend their next turn trying to reach you and attack you in melee.
- Fiery Impact – Strike – Spell attack launches a ball of flame up to 60 feet that deals fire damage equal to 2d6 + strength. Creatures within 10 feet of target must make a dexterity save or take 1d8 points of fire damage. May be augmented with inspiration; Fire damage increases by +2d6 and the splash damage by +1d8 per point of inspiration spent.
- To Victory! – Whenever you fell a foe, allies within 30 feet gain temporary hit points equal to the number of hit dice that foe had. These temporary hit points stack, up twice your level (if you would grant more temporary hit points than this limit in total, it overlaps instead).
2nd
- Blood Sacrifice – Boost – You may take hit point burn in place of spending inspiration, at a rate of 3 HP per point of inspiration.
- Hurricane Slash – Strike – You may attack a single foe twice with the same attack action. If at least one attack is successful, the foe must make a strength save or be knocked prone. If both are successful, the target takes disadvantage to its strength save against this technique.
- Impact Crusher – Strike – You may only make this strike after moving at least 20 feet in a straight line at your target. You gain advantage on your attack, ignore any resistance or immunity to damage and deal +2d8 points of damage to your target. You may spend inspiration on this technique, increasing the bonus damage of this technique by +1d8 per point of inspiration spent.
3rd
- Blade of Destruction – Strike – You may make a single attack roll and apply it against all foes in a 15 foot cone, dealing +2d6 damage with your attack. You may spend inspiration on this technique, increasing the cone length by 5 feet and the damage by +1d6 per point of inspiration spent.
- Larger than Life – Stance – You gain the benefits of both powerful build and the enlarge option of enlarge/reduce, except your actual size does not change.
- Overdrive Crash – Strike – You may only make this strike after moving at least 20 feet in a straight line. At the end of your movement, you create a line with a length equal to the distance you moved; this line must be in the same direction you moved. Creatures within this line take 3d8 points of bludgeoning damage, and creatures adjacent to the line take 1d8 points of bludgeoning damage, both sets are also knocked prone. A successful constitution save halves the damage taken, and negates the prone condition. You may spend inspiration on this technique, increasing the damage dealt by +2d8 in the primary line and +1d8 to adjacent.
- Vassal's Aid – Boost – You move an ally's initiative to directly after your own, potentially allowing a second action in the same round.
4th
- Nightsever – Strike – You may make up to four attacks against a single foe with the same attack action. Against each attack, the target must make a constitution save or take 1d8 points of force damage. You may spend inspiration on this technique, imposing disadvantage to the constitution saves by spending 2 points of inspiration.
- Overlord's Wrath – Strike – Creates a 10 foot burst of flame within 30 feet. Creatures within the burst take 4d8 points of fire damage and are thrown to the edge of the burst, landing prone. A successful constitution save halves the damage and prevents the movement. You may spend inspiration on this technique, increasing the fire damage by +2d8 per point of inspiration spent.
5th
- Lifedrinker – Stance – You take 2 points of HP burn each round. All of your attacks deal +2d6 points of damage, and you gain temporary hit points equal to half this bonus damage on a successful attack.
- Moon Cutter – Strike – You make a spell attack against one foe within 300 feet. If successful, you deal 5d8 points of slashing damage, adding your strength modifier, to the target. You also deal damage in a line from the target, to both sides and perpendicular to a line between you and the target. Creatures within this line take the same damage as the original target, but are allowed a dexterity save for half damage. You may spend inspiration in this technique, increasing the slashing damage by +2 per point of inspiration spent.
6th
- Netherblade – Boost – You grant one of your weapons the vorpal quality, regardless if it could actually have that quality or not, and you treat any roll of 1 on its weapon damage as a 2. This benefit lasts until the end of your next turn.
Reaving Chain
Chains to bind, chains to cut, chains pull and lift. The master of the chain needs not use physical ones, but they do help. Weapons associated with Reaving Chain are rope- and chain-like, such as the kama, meteor hammer, spiked chain, and whip, among many others (and including simple chains not normally intended as weapons. Its key ability score is dexterity, and its skill is escape artist.
1st
- Violent Lashes – Stance – While in this stance, you gain a +4 bonus on attacks of opportunity, and deal +2d6 damage on successful attacks of opportunity.
2nd
- Bind Step – Boost – Each foe you strike this turn will provoke attacks of opportunity from you for taking any form of movement (including withdraw or a five-foot step) away from you, or targeting/including a creature other than you in an attack or effect.
3rd
4th
5th
6th
Steel Crown
A royal of war, the battlefield is my kingdom. My sword is my scepter, and my helm is my crown; by divine mandate I will rule this fight. Weapons associated with Steel Crown are all polearms, two-handed and versatile swords, hammers, and maces. Its key ability score is intelligence, and its skill is insight.
1st
- Coiled Spring – Boost – You may jump your full distance without need of a running start nor consuming your movement.
- Ironwall – Stance – Whenever you successfully strike a foe, you may deal damage equal to your average proficiency bonus to an adjacent foe. This damage is based on your weapon's damage.
- Slicing Gale – Strike – You make one attack and apply it against two foes within reach. You may spend inspiration on this technique, applying your attack against an additional foe for each point of inspiration spent.
- Wallbreakr – Boost – Until the end of your next turn, your movement does not provoke attacks of opportunity, and you gain resistance against piercing damage.
2nd
- Armor Cleave – Strike – You deal +1d6 damage with your attack and creatures gain advantage to attack the target until the start of your next turn.
- Piercing Blow – Strike – You deal +2d6 damage and ignore any hardness or resistance to damage the target possesses.
3rd
- Armored Agility – Stance – Your movement speed increases by +5 feet and you gain a bonus to armor class based on the type of armor you are wearing. +1 if light, +2 if medium, and +3 if heavy. You also ignore the negative effects of your armor based on its category.
- Dancing Edge – Stance – You may make an additional attack whenever you make a normal attack action.
- Graceful Steel – Strike – You may make at acrobatics check in place of your attack roll, dealing piercing damage equal to Xd8 plus your dexterity modifier, where X is the proficiency bonus to your acrobatics skill (ignoring expertise).
- Iron Guard – Boost – Until the start of your next turn, foes you threaten provoke attacks of opportunity from you if they attack anyone other than you or if they move through our out of your threatened area. You may make an additional number of attacks of opportunity equal to your average proficiency bonus while this boost is active.
4th
- Flourishing Strike – Boost – You may deal half damage with a missed attack, and gain advantage on your next attack if it is made before the end of your current turn.
- Hamstring – Strike – You gain advantage on your attack roll. On a successful attack, the foe must make a constitution save or take an additional 3d8 points of damage and have its speed reduced to 0 for 3 rounds.
5th
- Iron Shattering Blow – Strike – On a successful attack, the target takes +4d8 points of damage and gains vulnerability to bludgeoning, piercing, and slashing damage for 3 rounds.
- Steel Wall – Stance – At the start of your turn, you gain temporary hit points equal to your good proficiency bonus, plus the armor bonus of your current armor.
- Turbulence – Boost – You may make two attacks against creatures within reach when you activate this boost.
6th
- Lord of Battle – Boost – Until the start of your next turn, you may make an attack against any foe with half or fewer hit dice than your level without taking an action. If the target of your attack has fewer hit dice than one fifth your level, you may kill them instantly without need of an attack roll.
- Steel Crown – Counter, reaction – You reduce the damage from the triggering attack by 4d8 + your level + your intelligence modifier. If this reduces the incoming damage to 0 or less, you gain expertise on all melee attack rolls for 3 rounds.
White Serpent
In plain sight I stand for all to see, but tread on me not, for my venom allows me to move without fear. Weapons associated with the White Serpent school are daggers, short swords, spears, whips, and throwing knives. Its key ability score is dexterity, and its skill is perception.
1st
- Serpent's Poise – Stance – You gain advantage on attacks against one foe, all others gain advantage against you.
- Snakebite – Strike – Make a melee spell attack against the foe, on a success it takes 1d4+1 points of poison damage each round for 6 rounds.
- Snake's Coils – Strike – Allies gain advantage against the foe you strike with this technique.
- Venemous Guard – Counter, reaction – When a foe makes an attack against you, you can make a melee spell attack against it, dealing poison damage equal to 1d12 plus your dexterity modifier. You may spend inspiration in this technique, increasing the poison damage dealt by +1d12.
2nd
- Perceptive Dodge – Counter, reaction – Against an attack or when making a dexterity save, you may make a perception check and use the result in place of your armor class (against an attack), or your dexterity save.
- Sidewinder's Charge – Boost – You may move over rough terrain at no penalty until the end of your turn. In addition, you may make up to one 90° turn and still count the movement as a straight line.
- Toxic Blade – Strike – On a successful attack, the target takes +2d6 poison damage, and cannot apply their strength or dexterity to damage rolls for 3 rounds. You may spend inspiration on this technique, increasing the poison damage by +1d6 and the duration by 1 round per point of inspiration spent.
3rd
- Fell the Giant – Strike – You make this attack at disadvantage; if successful, the target takes normal damage, plus HP burn equal to twice its hit dice. If you attack would succeed without the disadvantage, you hit and deal normal damage.
- Hunter's Eyes – Stance – You gain expertise to perception, as well as the sneak attack ability with +2d6 damage.
- Rapid Biting – Stance – You gain threaten an area 5 feet greater than normal, and can make two additional attacks of opportunity each round.
- Viper's Fangs – Strike – You may make up to two melee spell attacks, these attacks deal 2d6 points of piercing damage and 1d8 points of poison damage. Affected targets must make a constitution save or take 1d8 points of poison damage each round for 6 rounds.
4th
- Lunging Cobra – Boost – You may make a white serpent strikes and normal attacks as if your reach were 5 feet longer than normal.
- Shedding Skin – Counter, Reaction – Upon failing any save, you may immediately reroll that save.
5th
- Constrictor's Grip – Stance – You gain advantage when making an attack against a foe you struck within the previous round, and reduce the movement speed of foes you strike by 5 feet for 3 rounds.
- Deadly Bite – Strike – You make a melee spell attack, dealing 2d8 points of piercing damage on a success, and the target takes an extra +1d8 points of necrotic damage from any attack for the next hour.
- Under the Brush – Stance – You gain advantage to all stealth checks and ignore the effects of rough terrain. You also gain light concealment if you move at least 20 feet in one round.
6th
- White Serpent – Stance – You apply your intelligence modifier to your armor class and gain resistance to slashing damage. In addition, all of your attacks inflict +1d4 points of poison damage, which lasts for 3 rounds.
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