Initiating Techniques and Entering Stances What is a Technique? Techniques are discrete moves that use a combination of martial prowess and their ki to produce a particular effect. They follow very similar rules to spellcasting. Using a technique is called initiating a technique, and the one using it is the initiator. You cast a spell, you initiate a technique. You are a spellcaster, you are an initiator. Three Types of Techniques Techniques are divided into three types: ● Strikes: The most common type of technique. They usually involve an attack roll or damaging a target. ● Boosts: Enhance the abilities of the initiator, but do not directly damage a target. ● Counters: These are used to deal with incoming dangers and strike back. Technique Level Every technique has a level from 1 to 9. A technique's level is a general indicator of how powerful it is, the higher a technique's level, the higher level an initiator must be to use that technique. Technique level and character level don't correspond directly. Typically, a character has to be at least 17th level, not 9th level, to initiate a 9th-level technique. Known and Prepared Techniques Before an initiator can use a technique, he or she must have the technique firmly fixed in mind and body, or must have access to the technique in a magic item. Members of some classes have a limited list of techniques they know that are always ready to be used. The same thing is true of many technique-using monsters. Other initiators undergo a process of preparing techniques. This process varies for different classes, as detailed in their descriptions. Classes also have access to certain disciplines, representing different martial styles. Disciplines are analogous to spell schools. Each technique belongs to a discipline.
In every case, the number of techniques an initiator can have fixed in mind and body at any given time depends on the character's level. Technique Slots Regardless of how many techniques an initiator knows or prepares, he or she can initiate only a limited number of techniques before resting. Manipulating ki and pushing the body to superhuman heights is physically and mentally taxing, and higher-level techniques are even more so. Thus, each initiator class's description includes a table showing how many technique slots of each technique level a character can use at each character level Finishing a long rest restores any expended technique slots. Some characters and monsters have special abilities that let them initiate techniques without using technique slots. Initiating a Technique at a Higher Level When a creature initiates a technique using a slot that is of a higher level than the technique, the technique assumes the higher level for that technique. Some techniques have additional effects when initiated at a higher level, as detailed in the technique’s description. Initiating a Technique When a character initiates any technique, the same basic rules are followed, regardless of the character's class or the technique's effects. Initiation Time Techniques will either require an action, bonus action, or reaction to initiate. You can only initiate one strike or boost technique on your turn, regardless of the action cost. Concentration Some techniques require concentration. These techniques follow the same rules as spells. You can not concentrate on a technique and a spell at the same time. If you are concentrating, performing a technique or spell that requires concentration one will end the other.
Stances Stances are ways of posturing your physical and mental self to gain certain benefits described in the stance’s description. Some stance descriptions have prerequisites you must meet before you can learn them. When those prerequisites refer to level, they refer to your level in the class that grants the stance. Entering a stance requires a bonus action. Once you are in a stance you remain in that stance until you choose to exit it on your turn (no action required), enter a different stance, or become incapacitated. Special Melee Weapon Attack When a stance or technique refers to making a melee weapon attack it means with a weapon (including natural weapons like a wolf’s bite) or unarmed strike. Hitting with those attacks inflicts the normal effects and damage of being hit by that weapon or unarmed strike in addition to the effects and damage of the stance and/or technique unless the text calls it a special melee weapon attack. A special melee weapon attack only results in the effects and damage described in the technique or stance’s description and not the normal effects of being hit by the weapon or unarmed strike. So in the case of using the crusader’s strike technique, there is no special melee attack. When one hits with this technique using a shortsword the target will take 1d6 + Strength or Dexterity modifier piercing damage from the shortsword as normal and the initiator can heal a creature within 10 feet of themselves. On the other hand the Fire Riposte technique has you perform a special melee weapon attack that will deal 3d10 fire damage on a hit, but not any damage from a weapon or unarmed strike. Magical or Not Magical? A technique or stance’s description will state if it is a magical effect at the end of its description. Warblade Class Features As a warblade, you gain the following class features.
Hit Points Hit Dice: 1d10 per warblade level Hit Points at 1st Level: 10 + your Constitution modifier Hit Points at Higher Levels: 1d10 (or 6) + your Constitution modifier per warblade level after 1st Proficiencies Armor: Light armor, medium armor, heavy armor, shields Weapons: Simple weapons, martial weapons Tools: None Saving Throws: Constitution, Intelligence Skills: Choose two skills from Acrobatics, Athletics, History, Insight, Investigation, Intimidation, Perception, and Survival Equipment You start with the following items, plus anything provided by your background. ● Choose one of the following ○ Scale Mail ○ Leather armor ● Choose one of the following ○ A longsword and a shield ○ A greataxe ○ A double bladed scimitar ● Choose one of the following ○ A light crossbow and 20 bolts ○ Two handaxes ● Choose one of the following ○ A dungeoneer’s pack ○ An explorer’s pack Warblade Level Proficiency Bonus Features Stances Known Technique s Known Technique Slots per Technique Level 1 st 2 n 3r d 4t h 5t h 6t h 7t h 8t h 9t h
d 1 s t 2 W e a p o n A p tit u d e , T e c h niq u e s a n d S t a n c e s 3 4 2 — — — — — — — — 2 n d 2 B a t t l e S kil l 3 5 3 — — — — — — — — 3 r d 2 S u b lim e P a t h 3 6 4 2 — — — — — — — 4 t h 2 A bilit y S c o r e I m p r o v e m e n t 4 7 4 3 — — — — — — — 5 t h 3 E x t r a A t t a c k 4 8 4 3 2 — — — — — — 6 t h 3 S u b lim e P a t h F e a t u r e 4 9 4 3 3 — — — — — — 7 t h 3 — 4 1 0 4 3 3 1 — — — — — 8 t h 3 A bilit y S c o r e I m p r o v e m e n t 4 1 1 4 3 3 2 — — — — — 9 t h 4 — 4 1 2 4 3 3 3 1 — — — — 1 0 t h 4 S u b lim e P a t h F e a t u r e , U n c a n n y D o d g e , B a t t l e C l a rit y 5 1 4 4 3 3 3 2 — — — — 1 1 t h 4 — 5 1 5 4 3 3 3 2 1 — — — 1 2 t h 4 A bilit y S c o r e I m p r o v e m e n t 5 1 5 4 3 3 3 2 1 — — — 1 3 t h 5 — 5 1 6 4 3 3 3 2 1 1 — — 1 4 t h 5 S u b lim e P a t h F e a t u r e 5 1 8 4 3 3 3 2 1 1 — — 1 5 t h 5 — 5 1 9 4 3 3 3 2 1 1 1 — 1 6 t h 5 A bilit y S c o r e I m p r o v e m e n t 5 1 9 4 3 3 3 2 1 1 1 — 1 7 t h 6 — 5 2 0 4 3 3 3 2 1 1 1 1 1 8 t h 6 B a t t l e M a s t e r y 5 2 2 4 3 3 3 3 1 1 1 1 1 9 t h 6 A bilit y S c o r e I m p r o v e m e n t 5 2 2 4 3 3 3 3 2 1 1 1 2 0 t h 6 S t a n c e 5 2 2 4 3 3 3 3 2 2 1 1
Mastery Techniques and Stances At 1st level, your training in the Sublime Way has earned you the martial prowess to use techniques and stances. Disciplines As a warblade, you learn your techniques and stances from the Diamond Mind, Iron Heart, Stone Dragon, Tiger Claw, and White Raven disciplines. They are warblade techniques and stances for you. Stances At 1st level, you know 3 stances. As you gain levels in this class you learn additional stances as seen in the Stances Known column of the Warblade table. Additionally, when you gain a level in this class you can replace one stance you know with another stance for which you meet the prerequisites at that level. A level prerequisite in a stance description refers to warblade level, not character level. Technique Slots The Warblade table shows you how many technique slots you have to initiate your techniques of 1st level or higher. You regain all expended technique slots when you finish a long rest. Techniques Known of 1st Level and Higher You know four 1st level warblade techniques of your choice. You learn additional techniques of your choice at higher levels. You can see the total number of techniques you know at a given level in the Techniques Known column of the Warblade table. Additionally, when you gain a level in this class, you can choose one of the warblade techniques you know and replace it with another technique from the disciplines you can learn from, which also must be of a level for which you have technique slots.
Initiating Ability Intelligence is your initiating ability for your warblade techniques, since for you mastering the Sublime Way is a matter of dedicated study and sharp analysis. You use your Intelligence whenever a technique or stance refers to your initiating ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a warblade technique or stance you initiate. Technique save DC = 8 + your proficiency bonus + your Intelligence modifier Weapon Aptitude At 1st level, when you finish a long rest you can align your body and mind to a particular fighting style, choosing one of the following options. You gain the benefits of that fighting style until you finish a long rest at which point you can select a fighting style again. Defence While you are wearing armor, you gain a +1 bonus to AC. Dueling When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon. Great Weapon Fighting When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-Handed or versatile property for you to gain this benefit. Two-Weapon Fighting When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack. Battle Skill At 2nd level, you can choose to gain proficiency in the Athletics or Acrobatics skill, if you are not already. If you are already proficient with Acrobatics or Athletics, you add
double your proficiency bonus to checks you make with Acrobatics or Athletics. If you are proficient with both, you can add double your proficiency bonus to both. Sublime Path At 3rd level, you choose the sublime path you walk in following the Sublime Way, specializing in the advanced forms. You can choose the Eternal Blade, Bloodstorm Blade, or Flock Leader sublime paths. Your choice grants you features at 3rd, 6th, 10th, and 14th levels. Extra Attack At 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. Uncanny Dodge At 11th level, when an attacker that you can see hits you with an attack, you can use your reaction to halve the attack’s damage against you. Battle Clarity At 11th level, you can enter a state of almost mystical awareness of the battlefield around you. You can add your Intelligence modifier to Dexterity saving throws against an effect that you can see, such as traps and spells. To gain this benefit, you can not be blinded, deafened, or incapacitated. Battle Mastery At 18th level, you can take special advantage of openings presented by your enemies. You get a bonus equal to your Intelligence modifier on the attack and damage rolls for opportunity attacks. Stance Mastery At 20th level, you can enter two stances simultaneously. When you use a bonus action to change your stance, you can change one or both stances.
Sublime Path: Bloodstorm Blade Returning Attacks Starting when you choose this path at 3rd level, when you make a ranged attack with a weapon with the thrown property you can cause the weapon to ricochet back to your grasp. Martial Throw Also at 3rd level, when you initiate a strike technique that calls for or adds an effect to a melee weapon attack (but not a special melee weapon attack) against a single target you can instead make a ranged attack with a weapon with the thrown property. Also, whenever a strike refers to your weapon attack’s reach you can use the thrown ranged weapon attack’s range instead. Throw Almost Anything At 6th level, weapons without the two-handed, special, or ammunition property that you are proficient in have the thrown property for you. These weapons have a short range of 20 feet and a long range of 60 feet for you. Blood Wind Ricochet At 10th level, when you take the Attack action to make a ranged weapon attack with a weapon with the thrown property and hit a creature, you can cause the weapon to ricochet to another creature within 5 feet of the target, dealing damage equal to the ability modifier you used to make the attack. You can use this feature and still have the weapon return to your grasp with the Returning Attacks feature. Blade Storm At 14th level, you can use your action to become the center of a storm of steel. You can make one ranged attack with a weapon that has the thrown property against each creature you choose within the range of the weapon. After each attack the weapon flies back into your hand, allowing you to attack the next target. You make a separate attack roll for each target. You can not move between these attacks. Once you use this feature you can not use it again until you finish a long rest.
Sublime Path: Eternal Blade Suggested Restriction: Elves and half-elves Only Only elves and half-elves can choose the Eternal Blade Sublime Path. Your DM can lift this restriction to better suit their campaign. An Eternal Blade master might be willing to teach a non-elf or a blade guide might manifest for a non-elf. Blade Guide When you choose this path at 3rd level, you gain a blade guide. The blade guide is a spirit of an ancient Eternal Blade that provides you with assistance and training. It communicates to you telepathically from its place outside the material plane. It can see and hear through your senses. On your turn, your blade guide can project a ghostly, intangible, form resembling how it looked in life within 5 feet of you. The blade guide can project this form for 10 minutes. The blade guide can speak through this form. The form has senses and a Wisdom (Perception) bonus identical to your own. The form is invisibly tethered to you, always remaining within 5 feet of you. Eternal Training Also at 3rd level, while you are taking a long rest your blade guide enters your mind and you train against monsters at the direction of your blade guide in a dreamspace. When you finish a long rest you can draw on this training when you roll for initiative, gaining one of the following effects for 1 minute: ● You can add your Intelligence modifier to your attack rolls against creatures of a type you choose. ● You learn and immediately have prepared one warblade technique you do not know that you could learn at your warblade level or you learn a warblade stance you do not know that you meet the prerequisites for. You can use this feature a number of times equal to your Intelligence modifier. You regain all uses after finishing a long rest. Eternal Knowledge At 6th level, you can consult your blade guide’s vast experience and knowledge. When you make an ability check your blade guide can give you advantage on the ability check. You can use this feature a number of times equal to your Intelligence modifier. You regain expended uses when you finish a long rest.
Tactical Insight At 10th level, your blade guide lends the experience of countless battles to analyze your enemies. You can use a bonus action to assess the weaknesses of a creature within 30 feet of you. You can focus on defending yourself, increasing your AC against attacks from the creature by your Intelligence modifier until the start of your next turn. Alternatively, you can focus on directing the attacks of allies. The creature’s AC is reduced by your Intelligence modifier for attack rolls made by allies that can hear and see you until the start of your next turn. Once you use this feature, you can not use it again until you finish a long rest. Island in Time At 14th level, you can use your reaction on another creature’s turn to channel your blade guide. With two minds working as one you can act faster, allowing you to immediately move up to your speed and take an action. This action can only be used to take the Attack (one weapon attack only), Dash, Disengage, Hide, or Use an Object action. Once you use this feature, you can not use it again until you finish a long rest. Sublime Path: Flock Leader Battle Formations At 3rd level, you coordinate your allies in formations to help you act as a team. As you gain levels in this class the size of your formations grow. As a bonus action you can choose a formation or switch between formations. The formation’s area includes your space and spaces within 5 feet of you. Friendly creatures within the formation’s area canchoose to become part of your formation when you form it and gain its benefits as long as they are not incapacitated. A friendly creature can also join your formation when they move within the formation’s area or start their turn within the formation’s area. A formation grants no benefits if no other creatures besides yourself are part of the formation. A creature can choose to stop being part of a formation at any time. Additionally, when you move, you can choose to only move up to half your speed, to have creatures part of the formation move with you, maintaining their relative position to you. This movement does not provoke opportunity attacks. Creatures part of the formation can flex and move into open spaces in order to move through corridors and between obstacles so long as they remain within the formation’s area. If they can not, then they stop being part of the formation and stop moving with you.
Tortoise Formation. A creature must wield a shield (including yourself) to become part of this formation. Creatures in this formation overlap their shields and grant half-cover to creatures within 5 feet of them that are part of the formation. Hedgehog Formation. Creatures provoke opportunity attacks from a creature part of this formation when it enters their reach. Wedge Formation. When a creature part of this formation hits a creature with a melee weapon attack it can then attempt to shove the creature as a bonus action, using the weight of the formation. When shoving this way a creature can shove a creature up to two size categories larger than itself. Firing Line Formation. A creature must be wielding a ranged weapon (including yourself) to be part of this formation. While in this formation you can use an action to allow members of the formation to fire ammunition with their weapons (each expending one piece of ammunition) in a rain of projectile fire centered at a point you choose within 60 feet. Creatures within 10 feet of the point must make a Dexterity saving throw against your technique save DC. On a failed save, creatures take 1d6 piercing damage per creature that fired ammunition. On a successful save, creatures take half damage. Throwing Line Formation. A creature must be wielding a thrown weapon (including yourself) to be part of this formation. While in this formation you can use an action to allow members of the formation to throw their thrown weapons in a rain of projectile fire centered at a point you choose within 60 feet. Creatures within 10 feet of the point must make a Dexterity saving throw against your technique save DC. On a failed save, creatures take 1d6 piercing damage per creature that threw a weapon. On a successful save, creatures take half damage. Formation Expansion At 6th level, you grow as a tactician. Your formation’s area now includes spaces within 10 feet of you. Each creature must be within 5 feet of at least either you or one other creature part of the formation to be part of the formation. At 14th level, your formation’s area includes spaces within 15 feet of you. Each creature must be within 5 feet of at least either you or one other creature part of the formation to be part of the formation.
Split Up Formation At 10th level, when any number of creatures part of your formation are targeted by an area of effect, you can use your reaction to allow yourself to move up to half your speed and other members of your formation to use their reactions to move up to half their speed, ending the formation and possibly escaping the area of effect. Swordsage Class Features As a swordsage, you gain the following class features. Hit Points Hit Dice: 1d8 per swordsage level Hit Points at 1st Level: 8 + your Constitution modifier Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per swordsage level after 1st Proficiencies Armor: Light armor Weapons: Simple weapons, martial melee weapons Tools: any one type of artisan’s tools or any one musical instrument of your choice Saving Throws: Intelligence, Wisdom Skills: Choose two skills from Acrobatics, Athletics, History, Insight, Religion, and Stealth Unarmed and Unarmored Variant: The name "swordsage" naturally implies a character who carries a sword or weapon of some kind. However, a swordsage works very well as a supernatural martial artist of almost any school or origin. To create a monklike character with a tremendous array of fantastic moves and strikes, replace the light armor proficiency of the swordsage with the barbarian or the monk’s Unarmored Defence feature. Then, replace the swordsage’s martial melee weapon proficiency with the monk’s Martial Arts feature and proficiency in shortswords or replace it with the Unarmed Fighting fighting style.
Equipment You start with the following items, plus anything provided by your background. ● Choose one of the following ○ A rapier ○ Two scimitars ● Choose one of the following ○ Any simple weapon ○ A martial melee weapon ● Leather armor ● Choose one of the following ○ A dungeoneer’s pack ○ An explorer’s pack Swordsage Level Proficiency Bonus Features Stances Known Technique Slots per Technique Level 1s t 2n d 3r d 4t h 5t h 6t h 7t h 8t h 9t h 1st 2 Weapon Focus, Quick to Act Techniques and Stances 4 2 — — — — — — — — 2nd 2 Sense Magic 4 3 — — — — — — — — 3rd 2 Sublime Path 4 4 2 — — — — — — — 4th 2 Ability Score Improvement 5 4 3 — — — — — — — 5th 3 Extra Attack 5 4 3 2 — — — — — — 6th 3 Sublime Path Feature 5 4 3 3 — — — — — — 7th 3 — 5 4 3 3 1 — — — — — 8th 3 Ability Score Improvement 5 4 3 3 2 — — — — — 9th 4 — 5 4 3 3 3 1 — — — —
10th 4 Sublime Path Feature, Evasion, Insightful Strikes 6 4 3 3 3 2 — — — — 11th 4 — 6 4 3 3 3 2 1 — — — 12th 4 Ability Score Improvement 6 4 3 3 3 2 1 — — — 13th 5 Insightful Strikes 6 4 3 3 3 2 1 1 — — 14th 5 Sublime Path Feature 6 4 3 3 3 2 1 1 — — 15th 5 Defensive Stance 6 4 3 3 3 2 1 1 1 — 16th 5 Ability Score Improvement 6 4 3 3 3 2 1 1 1 — 17th 6 — 6 4 3 3 3 2 1 1 1 1 18th 6 Defensive Stance 6 4 3 3 3 3 1 1 1 1 19th 6 Ability Score Improvement 6 4 3 3 3 3 2 1 1 1 20th 6 Dual Boost 6 4 3 3 3 3 2 2 1 1 Techniques and Stances At 1st level, your training in the Sublime Way has earned you the martial prowess to use techniques and stances. Disciplines As a swordsage, you learn your techniques and stances from the Desert Wind, Diamond Mind, Setting Sun, Shadow Hand, Stone Dragon, and Tiger Claw disciplines. They are swordsage techniques and stances for you. Stances At 1st level, you know 4 stances. As you gain levels in this class you learn additional stances as seen in the Stances Known column of the Swordsage table. Additionally, when you gain a level in this class you can replace one stance you know with another stance for which you meet the prerequisites at that level. A level prerequisite in a stance description refers to swordsage level, not character level. Learning Techniques
At 1st level, you learn 6 1st-level swordsage techniques of your choice. Each time you gain a swordsage level after 1st, you learn two more swordsage techniques. Each of these techniques must be of a level for which you have technique slots, as shown on the Swordsage table. Preparing and Initiating Techniques The Swordsage table shows you how many technique slots you have to initiate your techniques of 1st level or higher. You regain all expended technique slots when you finish a long rest. You prepare the list of techniques that are available for you to initiate from the techniques you know. To do so, choose a number of techniques you know equal to your Wisdom modifier + your swordsage level (minimum of 1 technique). The techniques must be of a level for which you have technique slots. You can change your list of prepared techniques when you finish a long rest. Preparing a new list of techniques involves you meditating for several minutes, preparing your body and mind to initiate the techniques you prepared. Initiating Ability Wisdom is your initiating ability for your swordsage techniques, since for you mastering the Sublime Way is done through meditation and attuning yourself to the cosmos. You use your Wisdom whenever a technique or stance refers to your initiating ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a swordsage technique or stance you initiate. Technique save DC = 8 + your proficiency bonus + your Wisdom modifier Quick to Act At 1st level, your attunement to the cosmos allows you to react to danger almost before it happens. You can give yourself a bonus to your initiative rolls equal to your Wisdom modifier. Weapon Focus At 1st level, as a swordsage, you can focus your training to take advantage of each discipline’s fighting style. Choose a discipline. You get a +1 bonus to attack rolls with
the weapons, natural weapons, or unarmed strikes associated with the chosen discipline. ● Desert Wind: ○ Maces ○ Sabers (martial melee weapon, 25 gp, 1d8 slashing, 2 lb., finesse) ○ Scimitars ○ Spears ○ War picks ● Diamond Mind: ○ Longswords ○ Rapiers ○ Spears ○ Tridents ● Setting Sun: ○ Quarterstaves ○ Shortswords ○ Nunchaku (simple melee weapon, 3 sp, 1d6 bludgeoning, 2 lb., light) ○ Unarmed strikes ● Shadow Hand: ○ Daggers ○ Shortswords ○ Whips ○ Unarmed strikes ● Stone Dragon: ○ Greatswords ○ Greataxes ○ Mauls ○ Unarmed Strikes ● Tiger Claw: ○ Daggers ○ Sickles ○ Handaxes ○ Natural weapons ○ Greataxes ○ Unarmed strikes
Sense Magic At 2nd level, you can cast identify as a ritual. Wisdom is your spellcasting ability for this spell. Sublime Path At 3rd level, you choose the sublime path you walk in following the Sublime Way, specializing in the advanced forms. You can choose the Shadowsun Ninja , Bloodclaw Master, or Blazing Blade sublime paths. Your choice grants you features at 3rd, 6th, 10th, and 14th levels. Extra Attack At 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. Evasion At 10th level, your instinctive agility lets you dodge out of the way of certain area effects, such as a blue dragon’s lightning breath or a fireball spell. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail. Insightful Strikes At 10th level, your refined intuition improves the efficiency and power of your strikes. Choose a swordsage discipline. Once per turn, you can add your Wisdom modifier to one damage roll of a technique from the chosen discipline. At 13th level, you can choose another discipline to which this feature applies. Defensive Stance At 15th level, your instincts warn you of danger and allow you to brace yourself. Choose a discipline. If you must make a saving throw while you are in a stance from the chosen discipline you can use your reaction to add a +2 bonus to the roll. At 18th level, you can choose another discipline to which this feature applies.
Dual Boost At 20th level, your command over your ki allows you to use two boost techniques with the same initiation time simultaneously once per turn. You expend technique slots as normal for both boosts. Once you use this feature you can not use it again until you finish a long rest. Sublime Path: Bloodclaw Master Shifting When you choose this path at 3rd level, you gain the ability to tap into your feral nature as a bonus action to become beast-like. While you are shifting, your appearance takes on beastlike aspects: Your fingernails become pointed claws, the irises of your eyes become narrow, catlike slits, your ears grow more pointed, and so on. You remain shifted for 1 minute or until you use a bonus action to end it early. Once you have shifted twice you can not shift again until you finish a long rest. You gain an additional Shifting use at 6th, 10th, and 14th levels. While you are shifted you gain the following benefits ● Claws. You can use your claws as natural melee weapons you are proficient in. They deal 1d6 slashing damage on a hit. The claws have the finesse property. When you take the Attack action on your turn and make an attack with your claws, you can make one additional attack using your claws as part of the same action. ● Darkvision. You have darkvision out to 60 feet. If you already have darkvision its range increases by 60 feet. ● Keen smell. You have advantage on Wisdom (Perception) checks that rely on smell. Tiger Claw Synergy Also at 3rd level, while you are in a tiger claw stance your walking speed increases by 10 feet. At 10th level, your AC increases by 1 while you are in a tiger claw stance. At 14th level, you gain a +1 bonus to melee weapon attack and damage rolls (but not special melee weapon attacks) made as part of a tiger claw technique.
Pouncing Strike At 6th level, while you are shifted you can sprint towards a foe and pounce on them. If you move at least 20 feet straight towards a creature and then hit it with a claw attack on the same turn the creature must succeed on a Strength saving throw against your technique save DC or be knocked prone. If the target is prone, you can make an additional attack against it as a bonus action. Shifter race and the bloodclaw master: A character of the shifter race can use the bloodclaw master’s Shifting feature and their Shifting trait simultaneously, using the same bonus action. Sublime Path: Shadow Sun Ninja Touch of Shadow Sun When you choose this path at 3rd level, careful control of your ki allows you to wield the energy of both dark and light aspects of your being. When you hit a creature with a melee weapon attack you can change the damage of the weapon or unarmed strike’s damage dice into necrotic damage, draining the life energy of the creature. You then store the energy you drained to heal another creature. On your next turn, you can touch a creature as a bonus action and heal them for an amount equal to the necrotic damage dealt. After dealing necrotic damage with this feature you can not do so again until you use the healing or until after the end of your next turn. You can use this feature a number of times equal to your Wisdom modifier. You regain expended uses after finishing a long rest. Flame and Void of the Shadow Sun Also at 3rd level, you can create a protective cloak of negative energy by using your ki. When you take cold or fire damage you can use your reaction to magically manifest the cloak, granting you resistance to the triggering damage until the start of your next turn. The cloak stores the energy and converts it. At the start of your next turn, you can hurl a bolt of energy up to 60 feet, making a ranged spell attack using your Wisdom modifier. On a hit, the bolt deals 1d8 + your Wisdom modifier damage. If the trigger damage was cold, the bolt deals fire damage. If the triggering damage was fire, the bolt deals cold damage.
Light Within Darkness At 3rd level, the darkness can not muffle your inner light. Rather, the shadows cause it to seethe and roil as the light within you struggles to break free. When you hit a creature you are hidden from with a melee weapon attack on your turn, you can burst into a searing corona of light. Creatures you were hidden from within 60 feet of you must make a Constitution saving throw against your swordsage technique save DC. On a failure, the creatures are blinded until the start of your next turn. Once you use this feature you can not use it again until you finish a long rest. Darkness Within Light At 6th level, you can focus your ki to view the world in a vague, shadowy form. On your turn, you can close your eyes and wilfully ignore any other senses that confer the ability to find the location of a creature (such as blindsight and tremorsense). You become blinded and deafened until the start of your next turn. You do not suffer disadvantage on attack rolls from being blinded when attacking creatures that can not see you. Creatures that are blinded or creatures you are heavily obscured to are visible to you in your mind as if you were looking at them in bright light. You still can not see a creature that is behind opaque total cover. You can not gain the benefits of this feature if you are not blinded. You can use this feature if you are blinded by another effect other than this feature. Child of Shadow and Light At 10th level, using the power of your ki you can shed both light and dark energy. You learn the Child of Shadow and Light stance, a Shadow Hand and Setting Sun stance known only to members of this Sublime Path. When you enter the stance, you begin either magically radiating bright light in a 15 foot radius and dim light for an additional 15 feet or you can magically radiate darkness in a 15 foot radius and darken light into dim light 15 feet beyond that. The area of bright light counts as a 5th-level spell when overlapping with spells that create darkness and the area of darkness counts as a 5th level spell when overlapping with spells that create light. When radiating light you shine so brightly that creatures that rely on sight to track your location have disadvantage on attack rolls against you.
At the start of your turn, if you are radiating light you will switch to radiating darkness, if you radiate darkness you will switch to radiating light. You continue radiating energy for 1 minute. Once you use this feature, you can not use it again until you finish a long rest. Balance of Light and Dark At 14th level, you gain the ability to allow your inner shadow to run rampant, undergoing a terrible transformation, but when you do you risk dooming your soul. You can use a bonus action to transform, for 1 minute, into a creature of pure darkness. Your body and all objects you are wearing and carrying absorb all light, becoming truly black. You gain the following benefits while transformed: ● You have advantage on Dexterity (Stealth) checks. ● Critical hits against you are normal hits. ● You are immune to being charmed. ● Your hit point maximum can not be reduced. ● You become immune to necrotic damage, to poison damage, and to being poisoned. ● When you would take necrotic damage you instead regain hit points equal to the necrotic damage that would have been dealt. ● You gain a natural weapon you can use a free hand. ○ Life Drain. Melee Weapon Attack: Proficiency bonus + Wisdom modifier to hit, reach 5 ft., one creature. Hit 4d8 + Wisdom modifier necrotic damage. You regain hits points equal to the damage dealt. The target must succeed on a Constitution saving throw against your swordsage technique save DC or have its hit point maximum reduced by an amount equal to the damage taken, including extra damage from techniques and stances. This reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0. At the end of your transformation your Constitution is reduced by 4d4 to a minimum of 0. If this decrease reduces your Constitution to 0 you die, dissipating into an inky cloud. Unless you are resurrected by a 9th-level spell earlier, you rise in 1d4 days as a vampire (MM pg. 297) at the place you died. Your game statistics are completely replaced by the vampire stat block. You become an NPC under the DM’s control. Your alignment is now evil (if it was not already), with the lawful-neutral-chaotic axis remaining the same. Additionally, you do not have the Sunlight Hypersensitivity trait. Instead, while in sunlight you have disadvantage on attack rolls and Wisdom (Perception) checks. You are a dedicated champion of evil. Your soul becomes
imprisoned by a powerful fiend. If your soul is freed from imprisonment you revert back to your normal form and alignment. You also regain your soul. Once you use this feature, you can not use it again until you finish a long rest. Sublime Path: Blazing Blade Mystic Awaken Fire in Steel At 3rd level, you can expend a 2nd level technique slot to cast heat metal without material components, using Wisdom as your spellcasting ability. If you expend a higher level technique slot you can cast heat metal at a level equal to the technique slot. You can perform the somatic components of this spell even when you have weapons or a shield in one or both hands. Blazing Blade At 3rd level, you can expend a technique slot to conjure a sword made of fire called a blazing blade in a free hand as a bonus action. You are proficient with the weapon, it has the finesse property and deals 1d6 fire damage on a hit per level of technique slot expended. The weapon sheds bright light in a 20-foot radius and dim light for an additional 20 feet. The blade exists for 10 minutes or until you create a new blade. If you chose desert wind for your Weapon Focus then you can apply the +1 bonus to attack rolls to your blazing blade. The blazing blade is magical. Release Fire from Steel At 3rd level, when you initiate a Desert Wind technique that adds extra fire damage to your melee weapon attacks you can change one melee weapon attack into a thrown ranged weapon attack (using Strength or Dexterity), hurling the fire from your weapon or limb. The attack has a range of 30/120. On a hit, the target takes damage as if it had been hit by a melee weapon attack. The technique then ends. Desert Wind Dodge At 6th level, if you move at least 10 feet on your turn your AC increases by 1 and you have advantage on Dexterity saving throws until the start of your next turn.
Slash and Burn At 10th level, you can expend a 5th level technique slot to cast steel wind strike using Wisdom as your spellcasting ability. You can replace the material component with a blazing blade. The spell deals fire damage instead of force damage. You can perform the somatic components of this spell even when you have weapons or a shield in one or both hands. Snaking Blade At 14th level, during your turn your blazing blade gains the reach property. When you hit a creature with your blazing blade the creature becomes grappled, as the blazing blade snakes around them. While the creature is grappled it takes damage equal to your blazing blade’s damage dice at the start of its turn. The grappled creature can use its action to attempt to escape the grapple by making a Strength (Athletics) or Dexterity (Acrobatics) check against your technique save DC. While you have grappled a creature this way you can not use your blazing blade to attack other creatures other than the grappled target. Crusader Class Features As a crusader, you gain the following class features. Hit Points Hit Dice: 1d10 per crusader level Hit Points at 1st Level: 10+ your Constitution modifier Hit Points at Higher Levels: 1d10 (or 5) + your Constitution modifier per crusader level after 1st Proficiencies Armor: Light armor, medium armor, heavy armor, shields Weapons: Simple weapons, martial weapons Tools: None Saving Throws: Constitution, Charisma
Skills: Choose two skills from Choose two from Athletics, Insight, Intimidation, Medicine, Persuasion, and Religion. Equipment You start with the following items, plus anything provided by your background. ● Choose one of the following ○ A martial weapon and a shield ○ Two martial weapons ● Choose one of the following ○ Five javelins ○ Any simple melee weapon ● Choose one of the following ○ A priest’s pack ○ An explorer’s pack ● Chain mail and a holy symbol Crusader Level Proficiency Bonus Features Stances Known Technique Slots per Technique Level 1s t 2n d 3r d 4t h 5t h 6t h 7t h 8t h 9t h 1st 2 Steely Resolve 5, Furious Counterstrike 3 2 — — — — — — — — 2nd 2 Indomitable Soul 3 3 — — — — — — — — 3rd 2 Sublime Path 3 4 2 — — — — — — — 4th 2 Ability Score Improvement, Steely Resolve 10 4 4 3 — — — — — — — 5th 3 Extra Attack 4 4 3 2 — — — — — — 6th 3 Sublime Path Feature 4 4 3 3 — — — — — — 7th 3 — 4 4 3 3 1 — — — — —
8th 3 Ability Score Improvement, Steely Resolve 15 4 4 3 3 2 — — — — — 9th 4 — 4 4 3 3 3 1 — — — — 10th 4 Sublime Path Feature, Mettle, Zealous Surge 5 4 3 3 3 2 — — — — 11th 4 — 5 4 3 3 3 2 1 — — — 12th 4 Ability Score Improvement, Steely Resolve 20 5 4 3 3 3 2 1 — — — 13th 5 — 5 4 3 3 3 2 1 1 — — 14th 5 Sublime Path Feature 5 4 3 3 3 2 1 1 — — 15th 5 Crusader's Smite 5 4 3 3 3 2 1 1 1 — 16th 5 Ability Score Improvement, Steely Resolve 25 5 4 3 3 3 2 1 1 1 — 17th 6 — 5 4 3 3 3 2 1 1 1 1 18th 6 Crusader's Smite Improvement 5 4 3 3 3 3 1 1 1 1 19th 6 Ability Score Improvement 5 4 3 3 3 3 2 1 1 1 20th 6 Steely Resolve 30 5 4 3 3 3 3 2 2 1 1 Techniques and Stances At 1st level, your training in the Sublime Way has earned you the martial prowess to use techniques and stances. Disciplines
As a crusader, you learn your techniques and stances from the Devoted Spirit, Stone Dragon, and White Raven disciplines. They are crusader techniques and stances for you. Stances At 1st level, you know 3 stances. As you gain levels in this class you learn additional stances as seen in the Stances Known column of the Crusader table. Additionally, when you gain a level in this class you can replace one stance you know with another stance for which you meet the prerequisites at that level. A level prerequisite in a stance description refers to crusader level, not character level. Preparing and Initiating Techniques The Crusader table shows you how many technique slots you have to initiate your techniques of 1st level or higher. You regain all expended technique slots when you finish a long rest. You prepare the list of techniques that are available for you to initiate from the disciplines available to you. To do so, choose a number of techniques you know equal to your Charisma modifier + your Crusader level (minimum of 1 technique). The techniques must be of a level for which you have technique slots. Crusaders are unique among those that follow the Sublime Way. Crusaders rely on divine flashes of inspiration to use their techniques. You can not use techniques you have prepared until they are granted by divine inspiration. When you roll for initiative, you randomly choose two techniques from the ones you prepared. These are granted to you. At the end of each of your turns, you randomly choose 2 more techniques to be granted to you in addition to previously granted techniques. At certain levels, more techniques will be granted to you at once. Once techniques start being granted to you, they remain granted to you until the encounter ends. Outside of encounters, a crusader can pray or meditate for 1 minute and have a particular technique they have prepared granted to them for 1 minute. Once you use a technique granted this way or when you roll for initiative, it becomes unavailable until it is granted again.
You can change your list of prepared techniques when you finish a long rest. Preparing a new list of techniques involves you praying or meditating for several minutes, preparing your body and mind to initiate the techniques you prepared. Initiating Ability Charisma is your initiating ability for your crusader techniques, since for you mastering the Sublime Way is done through the strength of your convictions and your ability to draw greatness out in others. You use your Charisma whenever a technique or stance refers to your initiating ability. In addition, you use your Charisma modifier when setting the saving throw DC for a crusader technique or stance you initiate. Technique save DC = 8 + your proficiency bonus + your Charisma modifier Steely Resolve At 1st level, you gain the ability to delay taking a certain amount of damage until the start of your next turn. You have a delayed damage pool that can hold up to 5 damage. When you take damage, you can store the damage into the delayed damage pool, up to its capacity. Any left over damage is dealt to you as normal. The delayed damage pool storage stores damage before reducing temporary hit points and after resistances, immunities, and other effects that reduce damage are applied. At the end of your next turn the delayed damage pool empties and you are dealt the stored damage. When you regain hit points you can choose to distribute the healing between your delayed damage pool and your hit points however you like. The size of your delayed damage pool increases by 5 at 4th, 8th, 12th, 16th, and 20th levels. Furious Counterstrike At 1st level, on your turn, while you have damage stored in your delayed damage pool you gain a bonus to damage rolls on your weapon attacks depending on how much damage is currently stored in the pool. The bonus equals the current amount stored in your delayed damage pool divided by 5 rounded down (minimum of 1). You can also use the Furious Counterstrike table to find the bonus. Furious Counterstrike Delayed Damage Pool Points Furious Counterstrike Damage Bonus
1-9 +1 10-14 +2 15-19 +3 20-24 +4 25-29 +5 30 +6 Indomitable Soul At 2nd level, you draw upon the power of your unwavering faith to steel yourself against the enemies you face. When you make a Wisdom saving throw you can add a bonus equal to your Charisma modifier. Once you use this feature you can not use it again until you finish a long rest. Sublime Path At 3rd level, you choose the sublime path you walk in following the Sublime Way, specializing in the advanced forms. You can choose either the Deepstone Sentinel, Ruby Knight Vindicator, or Shining Luminary as your sublime path. Your choice grants you features at 3rd, 6th, 10th, and 14th levels. Extra Attack At 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. Zealous Surge At 10th level, your boundless energy and dedication to your cause allow you to throw off negative effects. After you roll a saving throw, you can choose to give yourself advantage on the saving throw before the DM announces the result. Once you use this feature you can not use it again until you finish a long rest.
Mettle At 10th level, you can overcome effects that would hinder even the toughest warrior. When you are subjected to an effect that allows you to make a Constitution saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage on a failure. Crusader’s Smite At 15th level, driven by the courage of your convictions and the ironclad strength of your beliefs, you can strike back at those who stand against your cause. When you make a melee weapon attack (but not a special melee weapon attack) you can add a bonus on the attack and damage roll equal to your Charisma modifier. You can use this feature once before finishing a long rest. At 18th level you can use it twice before finishing a long rest. Sublime Path: Ruby Knight Vindicator Divine Magic When you start this path at 3rd level, you can expend a 1st level technique slot to cast shield of faith, sanctuary, or protection from evil and good. Charisma is your spellcasting ability for these spells. Channel Divinity Also at 3rd level, you gain the ability to channel divine energy to fuel magical effects. You start with two such effects: Turn Undead and Divine Recovery. Once you use your Channel Divinity, you choose which effect to create. You must then finish a short or long rest to use your Channel Divinity again. Some Channel Divinity effects require saving throws. When you use such an effect from this class, the DC equals your crusader technique save DC. At 6th level, you can use your Channel Divinity twice before finishing a short or long rest to regain expended uses.
Channel Divinity: Turn Undead At 3rd level, as an action, you present your holy symbol and speak a prayer censuring the undead. Each undead that can see or hear you within 30 feet of you must make a Wisdom saving throw. If the creature fails its saving throw, it is turned for 1 minute or until it takes any damage. A turned creature must spend its turns trying to move as far away from you as it can, and it can't willingly move to a space within 30 feet of you. It also can't take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If there's nowhere to move, the creature can use the Dodge action. Channel Divinity: Divine Recovery At 3rd level, you can use your Channel Divinity to touch your holy symbol and utter a prayer as a bonus action to regain one expended 1st-level technique slot. If you use this feature while in combat you are also granted a technique. Channel Divinity: Divine Impetus At 10th level, you learn how to use divine power to act without hesitation. You can use your Channel Divinity once on your turn to get an additional bonus action on your turn. This bonus action can only be used to enter a stance or to initiate a boost technique. Channel Divinity: Divine Fury At 14th level, when you make a melee weapon attack as part of a strike technique or while your attacks are enhanced by a strike technique you can use your Channel Divinity to add a +10 bonus on one attack roll. You make this choice after you see the roll, but before the DM says whether the attack hits or misses. On a hit the attack deals extra damage equal to your Charisma modifier. Sublime Path: Deepstone Sentinel Suggested Restriction: Dwarves Only Only dwarves can choose the deepstone sentinel sublime path. The stone dragon discipline traces its roots back to an ancient order of dwarves that used the power of the earth to enhance their combat style. This tradition continues even now. Your DM
can lift this restriction to better suit the campaign. Maybe the power of the earth has been discovered and utilized by other peoples and cultures. Mountain Fortress Stance When you choose this path at 3rd level, you learn to make yourself as impenetrable as a mountain fortress. You learn the mountain fortress stance, a Stone Dragon stance only known to members of this sublime path. This does not count against your stances known. When you enter this stance, you raise the ground in your space into a pillar of earth or stone that is 5 feet tall, as long as you are standing on earth or stone. The area within 5 feet of the pillar becomes buckled and steeply sloped, becoming difficult terrain. Creatures that attempt to enter or leave the area of difficult terrain must succeed on a Strength saving throw against your technique save DC or fall prone. Creatures that can ignore difficult terrain automatically succeed on their saving throw. If you walk no more than 5 feet on a turn, the pillar and area of difficult terrain moves with your steps. If your movement brings other creatures into the area of difficult terrain they do not need to make a Strength saving throw until they attempt to leave the space. If you move or are forced to move more than 5 feet on a turn you leave the mountain fortress stance. When you leave the mountain fortress stance the pillar sinks back into the ground and the area of difficult terrain returns to normal. This stance is magical. Crashing Mountain Juggernaut Also at 3rd level, as a bonus action you can violently leave the mountain fortress stance to magically create an avalanche. Creatures in the area of difficult terrain must make a Dexterity saving throw against your crusader technique save DC. On a failure, the creature falls prone. You ride down the crumbling hill and add the momentum of the drop to your hits. Your next melee weapon attack on that turn before moving deals an extra 2d6 damage. Stone Curse At 6th level, you can strike an opponent and magically channel the leaden weight of the earth into its limbs. When you hit a creature with a melee weapon attack, you can use a bonus action to reduce all speeds the creature may have, other than flying speeds, to 0
until the start of your next turn. You can use this feature a number of times equal to your Charisma modifier. You regain all uses on a long rest. Dragon’s Tooth At 10th level, you can use an action to magically cause a 5 foot wide pillar of stone stone to erupt from the ground within 60 feet of you. You can make the pillar 5 or 10 feet tall when you create it. The pillar can only erupt from a space if the ground is made of earth or stone. A creature in the area when the pillar erupts must make a Dexterity saving throw against your crusader technique save DC or be knocked prone. The piller remains for 1 minute before sinking down and the ground returns to normal. You can cause the pillar to sink down and return the ground to normal as a bonus action. You can use this feature a number of times equal to your Charisma modifier. You regain expended uses after finishing a long rest. Awaken the Stone Dragon At 14th level, you can magically cause a localized earthquake to rumble through the ground around you. Through your study of Stone Dragon techniques and your strong connection to elemental earth, you can awaken the slumbering wrath of stone to send your enemies tumbling to the ground. The earth churns, rocks explode into cutting shards, and the ground rebels against your foes. As a bonus action, you can create tremors in the ground within 60 feet of you. Creatures in the area must make a Dexterity saving throw against your crusader technique save DC. On a failure, creatures are knocked prone and take 12d6 bludgeoning damage. On a success, creatures take half damage and are not knocked prone. Once you use this feature, you can not use it again until you finish a long rest. Sublime Path: Shining Luminary Raise Morale Starting at 3rd level, as a bonus action you can begin shouting encouragement to a creature within 30 feet of you that can hear you to spur them on through the struggle of combat. For the next minute when that creature makes an attack roll or saving throw they add 1d4 to the roll. This effect ends if the creature is deafened, can no longer hear you, or if you become incapacitated. You can use this feature a number of times equal to your Charisma modifier. You regain all uses after finishing a long rest.
Attract Aggression At 3rd level, your big presence on the battlefield attracts combatants to you. As an action, you can choose a number of creatures equal to your Charisma modifier that you can see within 60 feet of you. These creatures must make a Wisdom saving throw against your technique save DC. On a failure, a creature can only make attacks against you and must include you in harmful areas of effect. An affected creature can make a Wisdom saving throw at the end of its turn, ending the effect on that creature on a successful save. You can use this feature a number of times equal to your Charisma modifier. You regain all expended uses when you finish a long rest. Duel of Wills At 6th level, you gain proficiency with the Intimidation skill if you do not already. When combat begins and you are not surprised you can initiate a Duel of Wills against a hostile creature participating in combat that you can see before rolling for initiative. A Duel of Wills usually takes the form of a stare-off between you and the other creature. You can not instigate a Duel of Wills against a creature with an intelligence less than 3. You and the creature must be able to see one another. You and the creature roll a Charisma (intimidation) check in a contest against each other. If you win the contest then the target subtracts 1d4 from its attack rolls and saving throws for 1 minute. If two creatures with this feature engage in a Duel of Wills with each other, they have one Charisma (Intimidation) contest instead of two. Once you use this feature you can not use it again until you finish a short rest. Break Morale At 10th level, a creature that loses a Duel of Wills against you also subtracts 1d4 from Strength and Dexterity checks. Also, when you damage a creature with an attack roll, grapple a creature, or successfully shove a creature you can engage in a Duel of Wills against that creature. Boisterous Presence At 14th level, your presence distracts your enemies. When a creature is affected by your Attract Aggression feature, they can not make a saving throw against the effect at the end of its turn while within 30 feet of you.
STANCES Desert Wind Stance Descriptions Flame’s Blessing Desert Wind Stance While in this stance you have resistance to fire damage.
This stance is magical. Holocaust Cloak Desert Wind Stance Prerequisite: 5th level When you enter this stance, fire trails from you as you spin it about and form a cloak that burns those that attack you. While you are in this stance creatures that hit you with a melee attack while within 5 feet of you take 1d10 fire damage. This stance is magical. Fiery Assault Desert Wind Stance Prerequisite: 11th level While you are in this stance, your melee weapon attacks deal extra fire damage equal to your Strength or Dexterity modifier (your choice). This stance is magical. Rising Phoenix Prerequisite: 15th level While you are in this stance, a column of superheated air lifts you into the air. You can hover up to 10 feet in the air and gain a fly speed equal to your walking speed, but must remain within 10 feet off the ground or a liquid surface when you fly. If you hover and take the Attack action the column of air burns creatures within 5 feet of you, dealing 3d6 fire damage. If you fall, you can stop falling up to 10 feet above the ground or a liquid surface to begin flying and not take fall damage as long as your speed is not 0. This stance is magical.
Devoted Spirit Stance Descriptions Iron Guard’s Glare While you are in this stance, any creature within reach of your melee weapon attacks have disadvantage on attack rolls against creatures friendly to you. Creatures immune to being frightened are unaffected by this stance. Martial Spirit While you are in this stance, once on your turn, when you hit a hostile creature with a melee weapon attack you or a creature within 30 feet of you gain temporary hit points equal to your initiating ability modifier. Thicket of Blades Prerequisite: Level 5 While you are in this stance, a creature within your reach that moves, but remains within your reach provokes an opportunity attack from you. Aura of Chaos Prerequisite: Level 11 While you are in this stance, once per turn, when you roll the maximum damage on any of the damage dice from a melee weapon attack you can reroll those dice and add it to the damage total. If any of the rerolled dice also roll maximum damage you can reroll them again. Repeat until none of the dice roll their maximum damage. This stance is magical. Aura of Perfect Order Prerequisite: Level 11 While you are in this stance, once per round, whenever you would roll a melee attack roll you can choose to get an 11 on the die instead of rolling the die. This stance is magical.
Aura of Triumph Prerequisite: Level 11 While you are in this stance, when you hit a celestial, elemental, fey, fiend, or undead with a melee weapon attack on your turn you can choose a creature within 10 feet of you. Both you and the creature you chose regain hit points equal to your initiating ability modifier. If you don’t choose a creature you still regain hit points.
This stance is magical. Aura of Tyranny Prerequisite: Level 11 While you are in this stance, you can drain hit points from your allies. At the end of your turn, you can choose to deal damage equal to your initiating ability modifier to friendly creatures within 10 feet of you and regain hit points equal to half the total damage dealt. This stance is magical. Immortal Fortitude Prerequisite: Level 15 While you are in this stance, if you would be reduced to 0 hit points you can make a Constitution saving throw (DC 5 + damage taken). On a success, you are instead reduced to 1 hit point. You can use this effect a number of times equal to your initiating ability. Once all uses are expended you exit the stance. You get back all uses when you enter the stance again. Diamond Mind Stance Descriptions Stance of Clarity While you are in this stance, when you enter this stance, you can focus your mind on analyzing the fighting pattern of a creature you can see within 60 feet of you to better fight against them. While focused on that creature you have advantage on attack rolls against it, but all other creatures have advantage on attack rolls against you. You can choose a different creature to focus on as a bonus action. Pearl of Black Doubt Prerequisite: 7th level While you are in this stance, when a creature misses you with an attack roll, it gets disadvantage on attack rolls against you until the start of your next turn. Creatures immune to being frightened are immune to the effect of this stance. Hearing the Air Prerequisite: 9th level
While you are in this stance, you have advantage on Wisdom (Perception) checks that rely on hearing and you have blindsight out to 30 feet as long as you are not deafened. Stance of Alacrity Prerequisite: 15th level While you are in this stance, you can use one counter technique per round without using your reaction. Iron Heart Stance Descriptions Punishing Stance While you are in this stance, your melee weapon attacks deal an extra 1d8 damage and your AC decreases by 2. Absolute Steel Prerequisite: 5th level While you are in this stance, your footing allows you to quickly dart around attacks. Your speed increases by 10 feet. If you move at least 10 feet on your turn, your AC increases by 2 until the start of your next turn. If you don’t move on your turn, you exit this stance. Dancing Blade Form Prerequisite: 9th level While you are in this stance, the reach of your melee attacks increases by 5 feet during your turn. You can not further increase your reach with techniques while you are in this stance. Supreme Blade Parry Prerequisite: 15th level While you are in this stance, you have resistance to bludgeoning, piercing, and slashing damage.
Setting Sun Stance Descriptions Stance of the Wind While you are in the stance, you can ignore difficult terrain, and you can climb and swim without spending 1 extra foot per 1 foot of movement. If you make an attack roll against a creature in difficult terrain that can not ignore difficult terrain you have advantage on attack rolls, Strength (Athletics) checks to grapple, and Strength (Athletics) checks to shove against the creature. Giant Killing Style Prerequisite: 5th level While you are in this stance, during your turn, your attacks rolls against creatures larger than you have advantage. Shifting Defense Prerequisite: 9th level While you are in this stance, you are ever in motion as attacks miss you. Each time a hostile creature misses you with an attack you can move 5 feet into an unoccupied space without provoking opportunity attacks. Ghostly Defense Needs work in the face of Scorpion Parry and Fool’s Strike (original in ToB pg. 72) Prerequisite: 15th level While you are in this stance, when a creature misses you with an attack Shadow Hand Stance Descriptions Child of Shadow While you are in this stance, a robe of shadowy energy obscures your motions. If you are in bright light the robe makes the space you occupy dimly lit. If you move at least 10 feet on your turn, your AC increases by 1 until the start of your next turn. If you don’t move on your turn, you exit this stance.
This stance is magical. Island of Blades While you are in this stance, you have advantage on melee weapon attacks against a creature within 5 feet of you if at least one of your allies is within 5 feet of the creature and the ally isn’t incapacitated. Assassin’s Stance Prerequisite: 5th level While you are in this stance, once per turn, you can deal an extra 2d6 damage to one creature you hit with an attack if you have advantage on the attack roll. The attack must use a finesse or a ranged weapon. You don't need advantage on the attack roll if another enemy of the target is within 5 feet of it, that enemy isn't Incapacitated, and you don't have disadvantage on the attack roll. Dance of the Spider Prerequisite: 5th level While you are in this stance, you gain a climbing speed equal to your walking speed. Step of the Dancing Moth Prerequisite: 9th level While you are in this stance, you can walk on clouds of shadow that appear beneath each step, up to 5 feet off the ground or the surface of a liquid. Your walking speed decreases by 10 feet while walking on the clouds of shadow. You ignore difficult terrain that does not project more than 5 feet off the ground. Your steps on the clouds of shadow do not make a sound. If you are in the air and you leave this stance, are knocked prone, have your speed reduced to 0 or otherwise become deprived of the ability to move you begin falling This stance is magical. Balance on the Sky Prerequisite: 15th level
While you are in this stance, you can walk on air. You gain a fly speed equal to your walking speed. You must have at least one hand free to remain in this stance. If you do not have at least one hand free you immediately leave this stance. To move upward or downward you must do so diagonally as if ascending or descending a staircase. If you are in the air and you leave this stance, are knocked prone, have your speed reduced to 0 or otherwise become deprived of the ability to move you begin falling. This stance is magical. Stone Dragon Stance Descriptions Roots of the Mountain While you are in this stance, you dig in your heels and refuse to be deterred, granting you advantage on Strength checks and a +1 bonus to AC against creatures larger than you. If you move more than 5 feet in a round for any reason, including involuntary movement, then you leave this stance. Crushing Weight of the Mountain Prerequisite: 5th level While you are in this stance, when you successfully grapple a creature you do 1d6 bludgeoning damage to it. You also do this damage again whenever you hit the creature with a melee attack. Giant’s stance Prerequisite: 9th level While you are in this stance, you roll one additional die for the damage rolls of your weapon or unarmed strike’s dice. This excludes dice added on to the weapon or unarmed strike from other effects. Strength of Stone Prerequisite: 15th level While you are in this stance, a critical hit against you becomes a normal hit. In addition, if an effect moves you along the ground against your will, you can use your reaction to reduce the distance moved by up to 10 feet. You leave this stance if you move more than 5 feet on a turn for any reason.
Tiger Claw Stance Descriptions Blood in the Water While you are in this stance, when you reduce a hostile creature to 0 hit points with an attack or get a critical hit against a hostile creature you get a stacking +1 bonus to attack and damage rolls until the end of your next turn. Hunter’s Sense While you are in this stance, you have advantage on Wisdom (Perception) checks that rely on smell and Wisdom (Survival) checks to track creatures. Leaping Dragon Stance Prerequisite: 5th level While you are in this stance, you can always jump as if you moved 10 feet on foot before the jump. The number of feet you can jump increases by 10 feet. Prey on the Weak Prerequisite: 13th level While you are in this stance, you scythe foes like a predator turned on a herd of prey. When a creature within 10 feet of you is reduced to 0 hit points you can use your reaction to make a melee weapon attack. Wolf Pack Tactics Prerequisite: 15th level While you are in this stance, every time you hit with a melee weapon attack you can use your speed to move 5 feet without provoking opportunity attacks. White Raven Stance Descriptions Bolstering Voice While you are in this stance, you can use your reaction to shout encouragement to any ally within 60 feet of you that you can see and can hear you when they make a Wisdom saving throw to add your initiating ability modifier to the roll.
Leading the Charge While you are in this stance, you can use your action to Dash and make one melee weapon attack against a creature. When you do, the next melee or ranged weapon attack of an ally you choose within 60 feet of you, that can hear you, deals extra damage equal to your initiating ability modifier if it hits that creature, until the start of your next turn. Wolf Stance Prerequisite: 5th level While you are in this stance, when you and an ally are within 5 feet of a creature and on opposite sides of the creature, the melee weapon attacks of both you and the ally against the creature deal an extra 1d6 damage. Press the Advantage Prerequisite: 9th level While you are in this stance, you can choose any 10 feet of your movement on your turn to not provoke opportunity attacks. Swarm Tactics Prerequisite: 15th level While you are in this stance, your presence demands the attention of your opponents, leaving them open to other attacks. Allies within 60 feet of you have advantage on attack rolls against hostile creatures within 5 feet of you. TECHNIQUES Desert Wind Technique Descriptions 1st Level Techniques Blistering Flourish Desert Wind (Strike) 1st level technique Initiation Time: 1 Action
Range: Self (15-foot radius) Duration: 1 round When you initiate this technique, you make a melee weapon attack against a target. On a hit, you generate a burst of brilliant light in a 30-foot radius around you. Creatures in the area (other than yourself) must make a Constitution saving throw. A creature that fails the save is blinded until the start of your next turn. Creatures that succeed on the save are not blinded. This technique is magical. Burning Blade Desert Wind (Boost) 1st level technique Initiation Time: 1 Bonus Action Range: Self Duration: 1 turn A subtle yet precise twisting of your limbs unlocks the power of the flame. When you initiate this technique, your melee weapon attacks deal an extra 1d6 fire damage until the end of your turn. This technique is magical. At higher levels: When you initiate this technique with a technique slot of 2nd or higher it deals an extra 1d6 damage for every slot level higher than 1st. Distracting Ember Desert Wind (Boost) 1st level technique Initiation Time: 1 Bonus action Range: 30 ft. Duration: 1 turn When you initiate this technique, you create a small elemental spirit of fire to appear to highlight a creature or object you can see within range. The creature or object sheds dim light in a 10 foot radius. While shedding light, attack rolls against the affected
creature or object have advantage if the attacker can see it. The creature or object can not benefit from being invisible. The spirit and its light disappears at the end of your turn. This technique is magical. Wind Stride Desert Wind (Boost) 1st level technique Initiation Time: 1 Bonus action Range: Self Duration: 1 turn When you initiate this technique, the Desert Wind envelops you and carries you across the battlefield. Until the end of your turn, your walking speed increases by 10 feet, your movement does not provoke opportunity attacks, and your jump distance is doubled. 2nd Level Techniques Burning Brand Desert Wind (Boost) 2nd level technique Initiation Time: 1 Bonus Action Range: Self Duration: 1 turn When you initiate this technique, a melee weapon you are holding turns into a burning brand until the end of your turn. The brand’s reach is 5 feet greater than normal and the weapon deals fire damage instead of the weapon’s normal damage. Attacks with the burning brand deal an extra 2d6 fire damage. This technique is magical. Fire Riposte Desert Wind (Counter) 2nd level technique Initiation Time: 1 Reaction
Range: Touch Duration: 1 turn When a creature hits you with a melee attack you can initiate this technique to make a special melee weapon attack against that creature. On a hit, the creature takes 3d10 fire damage. This technique is magical. Flashing Sun Desert Wind (Strike) 2nd level technique Initiation Time: 1 Bonus Action Range: Self Duration: 1 turn When you take the Attack action you can initiate this technique to make an additional attack. Hatchling’s Flame Desert Wind (Strike) 2nd level technique Initiation Time: 1 Action Range: Self (15-ft. cone) Duration: Instantaneous When you initiate this technique you unleash your ki as burning energy. Creatures in the area take 4d6 fire damage and must make a Dexterity saving throw. On a successful save, creatures only take half damage. This technique is magical. 3rd Level Techniques Death Mark Desert Wind (Strike) 3rd level technique
Initiation Time: 1 Action Range: Melee attack Duration: Instantaneous When you initiate this technique you make a melee weapon attack against one creature within the attack’s reach. In addition to the attack’s normal damage fire erupts in a 5 foot radius around the creature. Creatures in range of the eruption (excluding yourself) take 6d6 fire damage, and must make a Dexterity saving throw. On a successful save, creatures take only half damage. This technique is magical. Fan the Flames Desert Wind (Strike) 3rd level technique Initiation Time: 1 Action Range: 30 ft. Duration: Instantaneous When you initiate this technique fires dance across you as you gather flames into a white-hot fist-sized ball of fire and hurl it. Make a ranged weapon attack (using Strength or Dexterity) against a creature within range, dealing 8d6 fire damage on a hit. This technique is magical. Zephyr Dance Desert Wind (Counter) 3rd level technique Initiation Time: 1 Reaction Range: Self Duration: 1 Round When a creature hits you with an attack roll, you can initiate this technique. You take the Dodge action, potentially causing the triggering attack to miss.
4th Level Techniques Firesnake Desert Wind (Counter) 4th level technique Initiation Time: 1 Action Range: Self (60 ft. line) Duration: Concentration up to 1 minute When you initiate this technique a firesnake emanates from you in a line 5 feet wide and 60 feet long. You can bend the line of the snake to change the area it covers, but you can not have any breaks in the firesnake. The snake can overlap itself. Creatures in the area when the firesnake first appears must take 5d6 fire damage and must make a Dexterity saving throw. On a successful save they take half damage. When a creature that enters the area of the firesnake for the first time on a turn, the firesnake moves into their space, or ends its turn there must make a Dexterity Saving throw or take 5d6 fire damage. A creature can only take damage from the firesnake once per turn. On your turn you can use your bonus action to move the firesnake 30 feet, but only along the ground. This technique is magical. Searing Charge Desert Wind (Boost) 4th level technique Initiation Time: 1 Action Range: Self Duration: 1 turn When you initiate this technique you gain a fly speed equal to twice your walking speed until the end of your turn. You can fly without provoking opportunity attacks. As part of this maneuver you can move at least 10 feet and make a melee weapon attack before the end of your turn. If you hit, the attack deals an extra 7d6 fire damage. At the end of your turn you lose the fly speed and begin falling if you are not on the ground.