This technique is magical. 5th Level Techniques Dragon’s Flame Desert Wind (Strike) 5th level technique Initiation Time: 1 Action Range: Self (30 ft. cone) Duration: 1 turn You stoke a raging fire within your ki and breath out a gout of fire. Creatures in the area take 8d6 fire damage. Creatures in the area must make a Dexterity saving throw, taking half damage on a successful save. This technique is magical. Leaping Flame Desert Wind (Counter) 5th level technique Initiation Time: 1 Reaction Range: 500 ft. Duration: Instantaneous When you are attacked, hit or miss, you can initiate this technique to disappear in a burst of flame and teleport to an unoccupied space within 5 feet of the attacker. This technique is magical. Lingering Inferno Desert Wind (Strike) 5th level technique Initiation Time: 1 Bonus Action Range: Self Duration: Concentration up to 1 minute
A blue, dancing flame appears on your weapon or limb. Your next melee attack with the weapon or flaming limb (whether an unarmed strike or a natural weapon) deals an extra 5d6 fire damage. Additionally, the target is ignited by the blue flame. At the start of each of its turns the target must make a Constitution saving throw. On a failed save it takes 5d6 fire damage. If the target or a creature within 5 feet of it uses an action to put out the flames, or if some other effect douses the flames (such as the target being submerged in water), the technique ends.
This technique is magical. 6th Level Techniques Desert Tempest Desert Wind (Strike) 6th level technique Initiation Time: 1 Action Range: Self Duration: 1 turn When you initiate this technique, every time before you leave a space within 5 feet of a creature you can make a single melee weapon attack against that creature until the end of your turn. You can not attack the same creature more than once with this technique. This technique is magical. Ring of Fire Desert Wind (Strike) 6th level technique Initiation Time: 1 Action Range: Self Duration: 1 turn When you use this technique your walking speed doubles. Wherever you walk leaves a trail of sparks in each space you occupied until the end of your turn. If you close the trail by entering a space you already left a trail in it erupts into flame and you stop leaving a trail. Creatures in the path of the trail or encircled by the trail must make a Dexterity saving throw. On a failed save creatures take 11d6 fire damage, half on a successful save. The flames ignite flammable objects in the area that aren’t being worn or carried. You can not create multiple closed areas in one move. This technique is magical.
7th Level Techniques Salamander Charge Desert Wind (Strike) 7th level technique Initiation Time: 1 Action Range: Self Duration: Concentration up to 1 minute When you initiate this technique, until the end of your turn, wherever you walk leaves behind a spectral trail of shimmering fire in the spaces you pass, your walking speed doubles, you are not affected by difficult terrain, and can move through a hostile creature’s space, but can not end your turn there. Creatures in the shimmering fire when it appears must make a Dexterity saving throw. On a failed save creatures take 12d6 fire damage, half on a successful save. The fire continues to burn for the duration of the technique. A creature that enters the fire for the first time on a turn or starts its turn in the fire must make a Dexterity saving throw or take 6d6 fire damage. This technique is magical. 8th Level Techniques Wyrm’s Flame Desert Wind (Strike) 8th level technique Initiation Time: 1 Action Range: Self (60 ft. cone) Duration: Instantaneous You twirl and spin, whipping up flame in a 60 foot cone reminiscent of an adult dragon’s breath. Creatures in the area must make a Dexterity saving throw. Creatures that fail the save take 15d6 fire damage, taking only half damage on a successful save. This technique is magical.
9th Level Techniques Inferno Blast Desert Wind (Strike) 9th level technique Initiation Time: 1 Action Range: 60 ft. radius burst centered on you Duration: Instantaneous Hot winds swirl about you, and a faint aroma of brimstone sweeps over the area. A bright white aura surrounds you and grows in intensity, shedding tremendous heat and light. Creatures around you stumble back from the heat. With a howling roar, you unleash a hellish blast of fire that melts steel and warps stone. When you initiate this technique creatures in the area take 100 fire damage and must make a Constitution saving throw. Creatures in the area that take the damage must make a Constitution saving throw or become vulnerable to fire damage until they finish a long rest. A greater restoration spell cast on a creature that fails the saving throw removes the vulnerability to fire damage. Creatures killed by this technique are burned into a black outline of ash. This technique is magical. Devoted Spirit Technique Descriptions 1st Level Techniques Crusader’s Strike Devoted Spirit (Strike) 1st level technique Initiation Time: 1 Bonus Action Range: Self Duration: 1 turn
When you initiate this technique, the next time you hit with a melee weapon attack against a hostile creature before the end of your turn, you or a creature within 10 feet of you regains hit points equal to 1d6 + your initiating ability modifier. At Higher Levels.When you initiate this technique using a technique slot of 2nd level or higher the healing increases by 1d6 for each slot level above 1st. 2nd Level Techniques Foehammer Devoted Spirit (Strike) 2nd level technique Initiation Time: 1 Bonus Action Range: Self Duration: 1 turn When you initiate this technique, your next melee weapon attack that hits before the end of your turn deals an extra 3d6 damage and overcomes resistance and immunity to non-magical weapons. This technique is magical. Shield Block Devoted Spirit (Counter) 2nd level technique Initiation Time: 1 Reaction Range: 5 ft. Duration: Instantaneous When a creature that you can see within 5 feet of you is hit by an attack you can initiate this technique to thrust a shield you are holding between them and the attack in a heroic burst of effort, adding 5 to their AC against the attack.
3rd Level Techniques Defensive Rebuke Devoted Spirit (Counter) 3rd level technique Initiation Time: 1 Reaction Range: Self Duration: 1 round If a creature within the reach of your melee weapon attacks makes an attack against a creature other than you, then you can initiate this technique to make an attack against them. You can make additional attacks each subsequent time the creature attacks a creature other than you while within your reach until the start of your next turn. Revitalizing Strike Devoted Spirit (Boost) 3rd level technique Initiation Time: 1 Bonus Action Range: Self Duration: 1 turn When you initiate this technique, the next time you hit with a melee weapon attack against a hostile creature before the end of your turn, up to six creatures you choose that you can see (including yourself) within 15 feet of you regain hit points equal to 1d6 + your initiating ability modifier. At Higher Levels. When you initiate this technique using a technique slot of 4th level or higher the healing increases by 1d6 for each slot level above 3rd. 4th Level Techniques Divine Surge Devoted Spirit (Strike) 4th level technique Initiation Time: 1 Action
Range: Self Duration: Instantaneous When you initiate this technique, you make a melee weapon attack. If the attack hits, it deals an extra 7d8 radiant or necrotic damage (your choice) and you take half the extra damage. This technique is magical. At Higher Levels. When you initiate this technique using a technique slot of 5th level or higher the damage increases by 1d8 for each slot level above 5th Entangling Blade Devoted Spirit (Strike) 4th level technique Initiation Time: 1 Action Range: Self Duration: 1 turn When you initiate this technique, you make a melee weapon attack. If the attack hits, it deals an extra 4d6 damage and if the target is a creature its speed is halved until the end of its next turn. 5th Level Techniques Daunting Strike Devoted Spirit (Strike) 5th level technique Initiation Time: 1 Action Range: Self Duration: Concentration up to 1 minute When you initiate this technique, you make a melee weapon attack with a terrifying display of raw power. If it hits, the attack deals an extra 5d10 damage and hostile creatures in a 30-foot radius around you must make a Wisdom saving throw. Creatures that fail the save become frightened of you until the technique ends. If the creature ends its turn in a location where it doesn't have line of sight to you, the creature can
make a Wisdom check as an action against your technique save DC. On a successful save, the technique ends for that creature. Charge Against Evil and Good Devoted Spirit (Strike) 5th level technique Initiation Time: 1 Bonus Action Range: Self Duration: 1 round As a part of this technique, before the end of your turn your speed is doubled and your next melee weapon attack against a celestial, elemental, fey, fiend, or undead creature deals an extra 8d6 points of damage and overcomes resistance and immunity to non-magical bludgeoning, piercing, or slashing damage. If you hit the creature, you become wreathed in divine energy, gaining resistance against damage dealt by celestials, elementals, fey, fiends, and undead until the start of your next turn. This technique is magical. 6th Level Techniques Rallying Strike Devoted Spirit (Strike) 6th level technique Initiation Time: 1 Bonus Action Range: Self Duration: 1 turn When you initiate this technique, if you hit with a melee weapon attack before the end of your turn you can choose a creature within 10 feet and send a surge of positive energy through it, causing it to regain 50 hit points and end blindness, deafness, and any diseases affecting the creature. This technique has no effect on constructs or undead. This technique is magical.
At Higher Levels. When you initiate this technique using a technique slot of 7th level or higher, the amount of healing increases by 10 for each slot level above 6th. 7th Level Techniques Castigating Strike Devoted Spirit (Strike) 7th level technique Initiation Time: 1 Action Range: Self Duration: Concentration up to 1 minute When you initiate this technique, you can hit with a fierce strike that bursts with divine energy at the point of impact. You make a melee weapon attack, if it hits it deals an extra 8d6 radiant or necrotic damage (your choice) and creatures hostile to you within a 30-foot radius must make a Wisdom saving throw. On a failure, creatures take 5d6 radiant damage and have disadvantage on attack rolls until the technique ends. On a successful save, creatures take half the extra damage, and do not have disadvantage on attack rolls. At the end of a creature's turn it can make a Wisdom saving throw. On a success the technique ends for them. This technique is magical. Shield Counter Devoted Spirit (Strike) 7th level technique Initiation Time: 1 Reaction Range: 5 ft. Duration: Instantaneous When you initiate this technique, you can bash a creature within 5 feet of you that hits with an attack with a shield you are holding, staggering it. The creature must make a Strength saving throw. On a failure, the creature’s attack misses and it has disadvantage on its attack rolls until the start of its next turn.
8th Level Techniques Greater Divine Surge Devoted Spirit (Strike) 8th level technique Initiation Time: 1 Action Range: Self Duration: Instantaneous When you initiate this technique, make a melee weapon attack against a creature. If the attack hits, it deals an extra 18d8 radiant or necrotic damage (your choice) and the target’s maximum hit points are reduced by an amount equal to the extra damage taken. This reduction lasts until the creature finishes a long rest. The target dies if this effect reduces its hit point maximum to 0. Your maximum hit points are reduced by an amount equal to half the extra damage the target took. This reduction lasts until you finish a long rest. You die if this effect reduces your hit point maximum to 0. This technique is magical. 9th Level Techniques Strike of Righteous Vitality Devoted Spirit (Strike) 9th level technique Initiation Time: 1 Bonus Action Range: Self Duration: 1 turn When you initiate this technique, a flood of healing energy surges through your strikes. If you hit your next melee weapon attack before the end of your turn, you can restore up to 500 hit points, divided as you choose among any number of creatures that you can see within 30 feet of you. Creatures healed by this technique are also cured of all diseases and any effect making them blinded or deafened. This technique has no effect on undead or constructs.
This technique is magical. Diamond Mind Technique Descriptions 1st Level Techniques Sapphire Nightmare Blade Diamond Mind (Strike) 1st level technique Initiation Time: 1 Action Range: Self Duration: Instantaneous When you initiate this technique, you make a melee weapon attack. You make an Intelligence (Athletics) or Wisdom (Athletics) check against the target’s AC. On a success, you have advantage on the attack roll and the attack deals an extra 3d6 damage on a hit. On a failure, you have disadvantage on the attack roll. 2nd Level Techniques Emerald Razor Diamond Mind (Strike) 2nd level technique Initiation Time: 1 Bonus action Range: Self Duration: 1 turn When you initiate this technique, you do not make an attack roll for your next melee weapon attack against a creature before the end of your turn. For this attack, the target must make a Dexterity saving throw. On a failure, the attack hits, on a success, the attack misses.
3rd Level Techniques Action Before Thought Diamond Mind (Counter) 3rd level technique Initiation Time: 1 Reaction Range: Self Duration: Instantaneous When you must make an Intelligence, Wisdom, or Charisma saving throw you can initiate this technique to revert to the motions embedded into your body from hours of practice. Roll a Strength (Insight) check or a Dexterity (Insight) check against the saving throw DC instead of rolling the saving throw. On a success you succeed on the saving throw. Insightful Strike Diamond Mind (Strike) 3rd level technique Initiation Time: 1 Bonus Action Range: 120 ft. Duration: 1 turn When you initiate this technique, you make an Intelligence (Investigation) or a Wisdom (Insight) check against the AC of a creature in range. On a success, your next attack against that creature before the end of your turn is with advantage and if it hits it deals an extra 4d8 damage. At Higher Levels. When you initiate this technique using a technique slot of 4th level or higher the damage increases by 1d8 for each slot level above 3rd. Mind over Body Diamond Mind (Counter) 3rd level technique Initiation Time: 1 Reaction Range: Self Duration: Instantaneous
When you must make a Strength, Dexterity, or Constitution saving throw you can initiate this technique to overcome the limitations of the body with mental power. Roll an Intelligence (Athletics) check or a Wisdom (Athletics) check against the saving throw DC instead of rolling the saving throw. On a success, you succeed on the saving throw. 4th Level Techniques Mind Strike Diamond Mind (Strike) 4th level technique Initiation Time: 1 Action Range: Self Duration: Concentration up to 1 minute When you initiate this technique, you make an attack roll against a creature with a melee weapon attack before the end of your turn your attack will also overload the senses. The creature must make a Wisdom saving throw. On a failure, the creature is blinded and deafened until the technique ends. At the end of the creature’s turn it can make a Wisdom saving throw, ending the technique on a success. Ruby Nightmare Blade Diamond Mind (Strike) 4th level technique Initiation Time: 1 Action Range: Self Duration: Instantaneous When you initiate this technique, you make a melee weapon attack. You make an Intelligence (Athletics) or a Wisdom (Athletics) check against the target’s AC. On a success, you have advantage on the attack roll and the attack deals double damage on a hit. On a failure, you have disadvantage on the attack roll. If the attack is a critical hit, roll the extra dice and add them to the total before doubling.
5th Level Techniques Rapid Counter Diamond Mind (Strike) 5th level technique Initiation Time: 1 Reaction Range: Self Duration: 1 round When a creature provokes an opportunity attack from you, you can initiate this technique. You make an opportunity attack against the provoking creature and can make additional opportunity attacks, against creatures that provoke opportunity attacks from you until the start of your next turn without using a reaction. 6th Level Techniques Moment of Alacrity Diamond Mind (Boost) 6th level technique Initiation Time: 1 bonus action Range: Self Duration: Instantaneous When you initiate this technique, your initiative increases by 20 for the next round and all subsequent rounds until you roll for initiative again. 7th Level Techniques Avalanche of Blades Diamond Mind (Strike) 7th level technique Initiation Time: 1 Action Range: Self Duration: 1 turn
When you initiate this technique, you take the Attack action, except that after you make your normal number of attacks you can make additional attacks. The first additional attack has a -2 penalty on the attack roll and for each attack roll after that the penalty worsens by another -2. So it starts at -2, then -4, then -6, then -8 and so on. Once one of the penalized attacks miss you stop making additional attacks. All attacks must be made against the same target. 8th Level Techniques Diamond Defense Diamond Mind (Counter) 8th level technique Initiation Time: 1 Reaction Range: Self Duration: Instantaneous When you must make a saving throw you can initiate this technique. You get a bonus to the saving throw equal to your level (or challenge rating if you have no level). Diamond Nightmare Blade Diamond Mind (Strike) 8th level technique Initiation Time: 1 Action Range: Self Duration: Instantaneous When you initiate this technique, you make a melee weapon attack. You make an Intelligence (Athletics) or a Wisdom (Athletics) check against the target’s AC. On a success, you have advantage on the attack roll and the attack deals quadruple damage on a hit. On a failure, you have disadvantage on the attack roll. If the attack is a critical hit, roll the extra dice and add them to the total before quadrupling.
9th Level Techniques Time Stands Still Diamond Mind (Strike) 9th level technique Initiation Time: 1 Action Range: Self Duration: Instantaneous When you initiate this technique, you move at such speed that time seems to stop for you. Until the end of your turn you can not be seen or heard by other creatures, your speed is doubled, you are immune to difficult terrain and you can take two extra actions. These extra actions can only be used to initiate a technique, take the Attack action, Dash, Disengage, Hide, or Use an Object action. Iron Heart Technique Descriptions 1st Level Techniques Steel Gale Iron Heart (Strike) 1st level technique Initiation Time: 1 Action Range: Self Duration: Instantaneous When you initiate this technique, you make two melee weapon attacks, each against a different target without moving. Steely Strike Iron Heart (Strike) 1st level technique Initiation Time: 1 Action Range: Self
Duration: 1 Turn When you initiate this technique, you make a melee weapon attack with advantage against a creature. All creatures, other than the creature you attacked, have advantage on attack rolls against you until the start of your next turn. 2nd Level Techniques Disarming Strike Iron Heart (Strike) 2nd level technique Initiation Time: 1 Bonus Action Range: Self Duration: 1 Turn When you initiate this technique, until the end of your turn whenever you hit a creature with a melee weapon attack you can attempt to disarm them. The creature must make a Strength saving throw. On a failure, it drops an object you choose. The object lands at its feet. Wall of Blades Iron Heart (Counter) 2nd level technique Initiation Time: 1 Reaction Range: Self Duration: Instantaneous When you are hit by an attack you can see, you can initiate this technique to try and deflect the attack with a weapon you are holding or an unarmed strike. Make a melee weapon attack roll. If the result of the attack roll is higher than the attack roll against you that becomes your AC, including against the triggering attack, until the start of your next turn.
3rd Level Techniques Exorcism of Steel Iron Heart (Strike) 3rd level technique Initiation Time: 1 Action Range: Self Duration: Concentration up to 1 minute When you initiate this technique, you strike at a target and send a shockwave of ki through their weapon. Choose a creature holding a weapon within reach of your melee weapon attacks. You strike at that weapon causing that creature to make a Wisdom saving throw. On a failure, the creature has disadvantage on attack rolls with that weapon until the technique ends. Iron Heart Surge Iron Heart (Counter) 3rd level technique Initiation Time: 1 Reaction Range: Self Duration: Instantaneous When you are going to come under an effect that causes one of the following conditions, you can initiate this technique to end the effect on yourself: ● Disease ● Blinded ● Charmed ● Deafened ● Frightened ● Paralyzed ● Poisoned
4th Level Techniques Lightning Recovery Iron Heart (Boost) 4th level technique Initiation Time: 1 Reaction Range: Self Duration: Instantaneous When you miss with a melee weapon attack, you can initiate this technique to reroll the attack roll. Mithral Tornado Iron Heart (Strike) 4th level technique Initiation Time: 1 Action Range: Self Duration: Instantaneous When you initiate this technique, you can make one melee weapon attack against every creature within the reach of your melee weapon attacks. 5th Level Techniques Dazing Strike Iron Heart (Strike) 5th level technique Initiation Time: 1 Action Range: Self Duration: 1 turn When you initiate this technique, make a melee weapon attack against a creature that threatens to buckle the target’s posture, forcing the creature to make a Strength saving throw. On a failure, the creature is stunned until the end of its next turn.
Iron Heart Focus Iron Heart (Counter) 5th level technique Initiation Time: 1 Reaction Range: Self Duration: Instantaneous When you must roll a saving throw, you can initiate this technique to make the roll with advantage. 6th Level Techniques Iron Heart Endurance Iron Heart (Boost) 6th level technique Initiation Time: 1 Bonus Action Range: Self Duration: Instantaneous When you initiate this technique, you heal hit points equal to twice your level (or challenge rating if you have no level). 7th Level Techniques Finishing Move Iron Heart (Strike) 7th level technique Initiation Time: 1 Action Range: Self Duration: Instantaneous When you initiate this technique your next melee weapon attack that hits a creature deals an extra 10d6 damage. If the creature has less than its maximum hit points it instead takes an extra 12d6. If the creature has less than half its maximum hit points it instead deals an extra 14d6 points of damage.
Scything Blade Iron Heart (Boost) 7th level technique Initiation Time: 1 Bonus Action Range: Self Duration: 1 Turn When you initiate this technique, until the end of your turn when you take the Attack action or initiate a technique with an initiation time of 1 action that has you make one melee weapon attack you can make extra attacks against other targets. Whenever one of the attacks you can make with the Attack action or technique hits you can make another attack against a different target within your reach. 8th Level Techniques Adamantine Hurricane Iron Heart (Strike) 8th level technique Initiation Time: 1 Action Range: Self Duration: Instantaneous When you initiate this technique, you make two melee weapon attacks with advantage against every creature within your reach. Lightning Throw Iron Heart (Strike) 8th level technique Initiation Time: 1 Action Range: 60-foot line Duration: Instantaneous When you initiate this technique, you throw a weapon you are holding in a line, each creature in the area must make a Dexterity Saving throw. On a failure, targets take the weapon’s damage + your Strength or Dexterity modifier + 13d6 damage and are
knocked prone. Creatures take half damage on a successful save and are not knocked prone. After initiating the technique the weapon returns to your hand. 9th Level Techniques Strike of Perfect Clarity Iron Heart (Strike) 9th level technique Initiation Time: 1 Action Range: Self Duration: Instantaneous Your supreme focus and perfect fighting form allow you to make a single, devastating attack. You execute a flawless strike to drop your foe with a single attack. When you initiate this technique, you make a melee weapon attack. On a hit the attack deals an extra 100 damage. If a creature is reduced to 0 hit points by this technique it dies. Setting Sun Technique Descriptions 1st Level Techniques Counter Charge Setting Sun (Counter) 1st level technique Initiation Time: 1 Reaction Range: Self Duration: Instantaneous When a creature moves at least 10 feet before making a melee weapon attack against you, you can initiate this technique. You make a Strength (Athletics) check or Dexterity (Acrobatics) check against the attacker’s Strength (Athletics) or Dexterity (Acrobatics) check. If your result is higher than the target’s, then the attack has disadvantage against you. After the attack you can push the creature into an unoccupied space up to 10 feet away from you.
Mighty Throw Setting Sun (Strike) 1st level technique Initiation Time: 1 Action Range: 5 ft. Duration: Instantaneous When you initiate this technique, you can attempt to throw a creature. You can not throw a creature more than one size larger than you. You make an opposed Strength (Athletics) or Dexterity (Athletics) check against the creature’s Strength (Athletics) or Dexterity (Athletics) check. If your result is higher than the target’s, you throw the creature up to 10 feet away from yourself into an unoccupied space and it lands prone. 2nd Level Techniques Baffling Defense Setting Sun (Counter) 2nd level technique Initiation Time: 1 Reaction Range: Self Duration: Instantaneous When a creature hits you with an attack you can see, you can initiate this technique to read the attack. Make a Wisdom (Insight) or an Intelligence (Insight) check. If the result of the check is higher than the attack roll against you that becomes your AC, including against the triggering attack, until the start of your next turn. Clever Positioning Setting Sun (Strike) 2nd level technique Initiation Time: 1 Action Range: 5 ft. Duration: Instantaneous When you initiate this technique, you make a melee weapon attack against a creature. On a hit, the creature must make a Dexterity saving throw. On a failure, you and the
creature swap places. If you or the target can’t fit in their new spaces, then you do not swap places. 3rd Level Techniques Devastating Throw Setting Sun (Strike) 3rd level technique Initiation Time: 1 Action Range: 5 ft. Duration: Instantaneous When you initiate this technique, you can attempt to throw a creature. You can not throw a creature more than one size larger than you. You make an opposed Strength (Athletics) or Dexterity (Athletics) check against the creature’s Strength (Athletics) or Dexterity (Athletics) check. If your result is higher than the target’s,, you throw the creature up to 10 feet away from yourself into an unoccupied space and it lands prone. If you beat the target’s check by 5 or more you can throw it an extra 5 feet for every 5 points of difference. Upon landing the target takes 4d6 bludgeoning damage plus an additional 2d6 for every extra 5 feet it moved or would have moved if they impact a barrier that prevents it from moving. Feigned Opening Setting Sun (Counter) 3rd level technique Initiation Time: 1 Reaction Range: self Duration: Instantaneous When a creature makes an opportunity attack against you, you can initiate this technique. When you do, you set up to punish the attack. If the opportunity attack misses you, you can make a melee weapon attack against the attacker. If the attack hits you the creature provokes opportunity attacks from creatures friendly to you if it is within their reach.
4th Level Techniques Comet Throw Setting Sun (Strike) 4th level technique Initiation Time: 1 Action Range: 5 ft. Duration: Instantaneous When you initiate this technique, you can attempt to throw a creature. You can not throw a creature more than one size larger than you. You make an opposed Strength (Athletics) or Dexterity (Athletics) check against the creature’s Strength (Athletics) or Dexterity (Athletics) check. If your result is higher than the target’s, you throw the creature up to 10 feet away from yourself into an unoccupied space and it lands prone. If you beat the target’s check by 5 or more you can throw it an extra 5 feet for every 5 points of difference. Upon landing the target takes 5d6 bludgeoning damage plus an additional 2d6 for every extra 5 feet it moved or would have moved if they impact a barrier that prevents it from moving, including another creature. If the target is thrown into another creature they stop moving at the nearest unoccupied space to the impacted creature. The impacted creature must make a Strength saving throw. On a failure the impacted creature also takes the same damage as the thrown creature and is knocked prone. On a success the impacted creature takes half damage and is not knocked prone. Strike of the Broken Shield Setting Sun (Strike) 4th level technique Initiation Time: 1 Action Range: Self Duration: 1 turn When you initiate this technique, you make a melee weapon attack. On a hit, the creature takes an extra 7d6 damage and must make a Dexterity saving throw. On a
failure, the creature is staggered by the force of the strike causing attacks against it to have advantage until the start of its next turn. 5th Level Techniques Mirrored Pursuit Setting Sun (Counter) 5th level technique Initiation Time: 1 Reaction Range: Self (5 ft. area around you) Duration: Instantaneous When a creature starting within 5 feet of you moves and then stops moving you can initiate this technique to mirror their movement. You move to follow the creature up to the nearest unoccupied space where it stopped moving. This movement can exceed your normal speed and does not provoke opportunity attacks. Soaring Throw Setting Sun (Counter) 5th level technique Initiation Time: 1 Reaction Range: Self (5 ft. area around you) Duration: Instantaneous When you initiate this technique, you can attempt to throw a creature. You can not throw a creature more than one size larger than you. You make an opposed Strength (Athletics) or Dexterity (Athletics) check against the creature’s Strength (Athletics) or Dexterity (Athletics) check. If your result is higher than the target’s, you throw the creature up to 20 feet away from yourself into an unoccupied space and it lands prone. If you beat the target’s check by 5 or more you can throw it an extra 5 feet for every 5 points of difference. Upon landing the target takes 7d6 bludgeoning damage plus an additional 2d6 for every extra 5 feet it moved or would have moved if they impact a barrier that prevents it from moving, including another creature. If the target is thrown into another creature they stop moving at the nearest unoccupied space to the impacted creature. The impacted creature must make a
Strength saving throw. On a failure the impacted creature also takes the same damage as the thrown creature and is knocked prone. On a success the impacted creature takes half damage and is not knocked prone. 6th Level Techniques Ballista Throw Setting Sun (Strike) 6th level technique Initiation Time: 1 Action Range: 60 ft. line Duration: Instantaneous When you initiate this technique, you can attempt to throw a creature. You can not throw a creature more than one size larger than you. You make an opposed Strength (Athletics) or Dexterity (Athletics) check against the creature’s Strength (Athletics) or Dexterity (Athletics) check. If your result is higher than the target’s, you launch the creature in a 60-foot line as wide as the creature’s size category. The creature strikes all other creatures in the area and then takes 11d6 damage and is knocked prone upon landing in the nearest unoccupied space at the end of the line. Each other creature in the line must make a Strength saving throw. On a failure, they take the same damage as the thrown creature and are knocked prone. On a success they only take half damage and are not knocked prone. Scorpion Parry Setting Sun (Counter) 6th level technique Initiation Time: 1 Reaction Range: Self Duration: Instantaneous When a creature makes an attack against you, then you can initiate this technique to redirect the attack. Make a special melee weapon attack roll against the creature’s attack roll. If your attack roll is greater than creature’s then you redirect the creature’s attack to a new target (including the attacking creature itself) within 5 feet of you. The attacker then uses the result of its attack roll against the new target.
7th Level Techniques Hydra Slaying Strike Setting Sun (Strike) 7th level technique Initiation Time: 1 Bonus Action Range: Self Duration: 1 turn When you initiate this technique, the next melee weapon attack you hit against a creature before the end of your turn breaks the poise of the creature causing it to be unable to make attacks until the end of its next turn. 8th Level Techniques Fool’s Strike Setting Sun (Counter) 8th level technique Initiation Time: 1 Reaction Range: Self Duration: Instantaneous When a creature hits you with an attack then you can initiate this technique to try to reflect this attack. Make a special melee weapon attack roll against the creature’s attack roll. If your result is higher than the creature’s then the creature is hit by the attack instead of you. 9th Level Techniques Tornado Throw Setting Sun (Strike) 9th level technique Initiation Time: 1 Action Range: Self Duration: 1 turn
When you initiate this technique, you become like a tornado tearing through the battlefield, flinging your foes around you. Until the end of your turn your speed is doubled, you do not provoke opportunity attacks, and every time you move at least 10 feet you can attempt to throw a creature within 5 feet of you. Creatures you attempt to throw must make a Strength saving throw or be thrown 10 feet, land prone and take 4d6 bludgeoning damage. This technique is magical. Shadow Hand Technique Descriptions 1st Level Techniques Clinging Shadow Strike Shadow Hand (Strike) 1st level technique Initiation Time: 1 Bonus Action Range: Self Duration: 1 turn When you initiate this technique, the next melee weapon attack you hit with before the end of your turn deals an extra 1d8 necrotic damage and if the target is a creature it must make a Constitution saving throw. On a failure, the creature’s senses are obscured by shadows causing it to roll 1d4 and subtract the number rolled from its attack roll whenever it makes an attack until the end of its next turn. This technique is magical. Shadow Blade Technique Shadow Hand (Strike) 1st level technique Initiation Time: 1 Action Range: Self Duration: 1 turn
When you initiate this technique, an illusory double your attack appears, confusing creatures you attack. Make a special melee weapon attack against a creature. This attack is not affected by advantage or disadvantage. Roll 1d20 twice for the attack roll. You then choose which of the results to use. If you choose the higher result resolve the attack as normal. If you choose the lower result or the results are the same and the attack hits then the attack deals an extra 3d6 psychic damage as the illusory double also harms the target. This technique is magical. 2nd Level Techniques Cloak of Deception Shadow Hand (Boost) 2nd level technique Initiation Time: 1 Bonus Action Range: Self Duration: 1 turn When you initiate this technique, you become invisible until the end of your turn. Anything you are wearing or carrying is invisible as long as it is on your person. This technique is magical. Drain Vitality Shadow Hand (Boost) 2nd level technique Initiation Time: 1 Bonus Action Range: Self Duration: 1 turn When you initiate this technique, the next time you hit a creature with a melee weapon attack before the end of your turn it deals an extra 4d6 necrotic damage and the creature must make a Constitution saving throw. On a failure, the creature can not regain hit points until the start of your next turn.
This technique is magical. Shadow Jaunt Shadow Hand (Boost) 2nd level technique Initiation Time: 1 Action Range: 60 ft. Duration: 1 turn When you initiate this technique, you disappear in a cloud of darkness and teleport up to 60 feet away to an unoccupied space you can see, appearing in a cloud of darkness. This technique is magical. 3rd Level Techniques Shadow Garrote Shadow Hand (Strike) 3rd level technique Initiation Time: 1 Action Range: 60 ft. Duration: 1 round When you initiate this technique you carve a slice of shadow from the air around you and cast it towards a creature within range. The strand wraps around the creature and chokes it. The creature must make a Constitution saving throw. On a failure, the creature takes 6d8 bludgeoning damage and attacks against it have advantage until the start of its next turn. On a success, the creature takes half damage and attacks do not have an advantage against it. This technique has no effect on creatures that do not need to breathe. This technique is magical. Strength Draining Strike Shadow Hand (Strike) 3rd level technique
Initiation Time: 1 Bonus Action Range: Self Duration: 1 turn When you initiate this technique, the next time you hit a creature with a melee weapon attack before the end of your turn it deals an extra 5d6 necrotic damage and the creature must make a Strength saving throw. On a failure, the creature has disadvantage on Strength checks and attack rolls using Strength until the end of its next turn. This technique is magical. 4th Level Techniques Hand of Death Shadow Hand (Strike) 4th level technique Initiation Time: 1 Action Range: Touch Duration: Concentration up to 1 minute When you initiate this technique, you tap a creature and channel your ki to disrupt your opponent’s ability to control their muscles. The creature must make a Constitution saving throw. On a failure, the creature becomes paralyzed until the technique ends. At the end of each of its turns, the target can make another Constitution saving throw. On a success, the technique ends on that target. This technique does not affect elementals, oozes, or constructs. Obscuring Shadow Veil Shadow Hand (Strike) 4th level technique Initiation Time: 1 Bonus Action Range: Touch Duration: 1 round
When you initiate this technique, the next melee weapon attack you hit with against a creature deals an extra 5d6 necrotic damage and the creature must make a Constitution save. On a failure, the creature is blinded by an inky veil over their eyes until the end of your next turn. This technique is magical. 5th Level Techniques Bloodletting Strike Shadow Hand (Strike) 5th level technique Initiation Time: 1 Action Range: Self Duration: Instantaneous When you initiate this technique, you make a melee weapon attack against a creature. On a hit, it deals an extra 5d10 damage and the creature must make a Constitution saving throw. On a success, the creature takes half the extra damage. On a failed save, the creature’s maximum hit points are reduced by the extra damage taken for 1 hour. The extra damage can not reduce the creature’s hit point maximum below 1. Shadow Stride Shadow Hand (Boost) 5th level technique Initiation Time: 1 Bonus Action Range: 120 ft. Duration: Instantaneous You teleport yourself from your current location to any other spot within range. You arrive at exactly the spot desired. It can be a place you can see, one you can visualize, or one you can describe by stating distance and direction, such as “200 feet straight downward” or “upward to the northwest at a 45-degree angle, 300 feet.” You can bring along objects as long as their weight doesn’t exceed what you can carry. You can also bring one willing creature of your size or smaller who is carrying gear up to
its carrying capacity. The creature must be within 5 feet of you when you initiate this technique. If you would arrive in a place already occupied by an object or a creature, you and any creature traveling with you each take 4d6 force damage, and the technique fails to teleport you. This technique is magical. 6th Level Techniques Shadow Noose Shadow Hand (Strike) 6th level technique Initiation Time: 1 Action Range: 90 ft. Duration: 1 turn When you initiate this technique you carve strands of shadow from the air around you that twist into a rope and cast it towards a creature within range. The rope wraps around the creature and chokes it. The creature must make a Constitution saving throw. On a failure, the creature takes 12d8 bludgeoning damage and it is stunned until the end of its next turn. On a success, the creature takes half damage and is not stunned. This technique has no effect on creatures that do not need to breathe. This technique is magical. Stalker in the Night Shadow Hand (Boost) 6th level technique Initiation Time: 1 Bonus Action Range: Self Duration: 1 turn When you initiate this technique, you become a blur of shadows and strikes. Your speed is doubled and if you are hidden you can move and make melee weapon attacks while remaining hidden from other creatures (continuing to use your last Dexterity (Stealth) check to hide) until the end of your turn. This means you are an unseen
attacker to creatures you are hidden from even if you come out of hiding and approach them. You can remain hidden (continuing to use your last Dexterity (Stealth) check to hide) as long as you end your turn in a space where you could take the Hide action to continue being hidden from other creatures. This means either becoming heavily obscured or by being invisible. 7th Level Techniques Death in the Dark Shadow Hand (Strike) 7th level technique Initiation Time: 1 Action Range: 90 ft. Duration: Instantaneous You are already dead. This technique can only be used against a surprised creature. When you initiate this technique, you make a melee weapon attack that strikes at the senses and vitals of the target. On a hit, the target must make a Constitution save. On a failure the creature takes an extra 12d6 damage and then suffers an effect based on its hit points after the attack. ● 50 hit points or fewer - deafened for 1 minute. ● 40 hit points or fewer - deafened and blinded for 10 minutes ● 30 hit points or fewer - blinded, deafened, and stunned for 1 hour ● 20 hit points or fewer - killed instantly 8th Level Techniques Enervating Shadow Strike Shadow Hand (Strike) 8th level technique Initiation Time: 1 Action Range: Self Duration: Instantaneous
When you initiate this technique, you make a melee weapon attack against a creature. On a hit, the attack deals an extra 12d6 necrotic damage and must make a Constitution saving throw. On a success the creature takes half the necrotic damage. You gain hit points equal to necrotic damage dealt. This technique is magical. One with Shadow Shadow Hand (Boost) 8th level technique Initiation Time: 1 Bonus Action Range: Self Duration: 1 turn When you initiate this technique, your body changes into an incorporeal form made of shadowstuff until the end of your turn. Objects you are wearing or carrying also become incorporeal and you can continue to wear and carry them. While incorporeal you can move through other creatures and objects as if they were difficult terrain. You can still interact with creatures and objects as normal. If you occupy the same spot as a solid object or creature when your turn ends, you are immediately shunted to the nearest unoccupied space that you can occupy and take force damage equal to twice the number of feet you are moved. This technique is magical. 9th Level Techniques Five-Shadow Creeping Ice Enervation Strike Shadow Hand (Strike) 9th level technique Initiation Time: 1 Action Range: Self Duration: 1 minute When you initiate this technique, you make a melee weapon attack. On a hit, you deal an extra 14d6 cold damage and if the target is a creature it must make a Constitution
saving throw. On a success, the creature takes half the cold damage. On a failure, a cold shadow creeps through its body, freezing its insides until the technique ends. Roll 1d20 to determine how the freezing shadow affects the creature. 1-7: Affects mobility. The creature’s speed is 0 and it has disadvantage on attack rolls, saving throws, and ability checks using Dexterity. 8-14: Affects strength. The creature has disadvantage on attack rolls, saving throws, and ability checks using Strength. 15-20: Affects vitals. The creature receives 5 levels of exhaustion. This technique does not affect creatures immune to cold damage. This technique is magical. Stone Dragon Technique Descriptions 1st Level Techniques Charging Minotaur Stone Dragon (Strike) 1st level technique Initiation Time: 1 Action Range: Self Duration: 1 turn When you initiate this technique, you can move up to your speed without provoking opportunity attacks to within 5 feet of a creature and then take the Attack action. If you move at least 10 feet on the way to the creature you can replace one of your attacks with an attempt to shove that creature to push it away from you. On a success, the creature takes 2d6 + your Strength modifier bludgeoning damage. Stone Bones Stone Dragon (Strike) 1st level technique
Initiation Time: 1 Bonus Action Range: Self Duration: 1 round When you initiate this technique, the next melee weapon attack you hit with before the end of your turn grants you 5 temporary hit points until the start of your next turn. At Higher Levels: If you initiate this technique using higher level slots the number of temporary hit points increases by 5 for every slot level above 1st. 2nd Level Techniques Mountain Hammer Stone Dragon (Strike) 2nd level technique Initiation Time: 1 Action Range: Self Duration: Instantaneous When you initiate this technique, make a melee weapon attack. On a hit, the attack deals an extra 2d6 damage. This attack overcomes resistance and immunity to damage from nonmagical weapons.This attack does double damage to objects and structures. At higher levels: When you initiate this technique at higher levels the extra damage increases by 2d6 for each level above 2nd. Stone Vise Stone Dragon (Strike) 2nd level technique Initiation Time: 1 Bonus Action Range: Self Duration: 1 round When you initiate this technique, your next melee weapon attack that you hit with before the end of your turn deals an extra 2d6 damage and if the creature is on the ground it must make a Strength saving throw. On a failure, the creature’s speed becomes 0 until the start of your next turn.
At higher levels: When you initiate this technique using a technique slot of 3rd or higher the technique’s damage increases by 1d6 for each slot above 2nd. 3rd Level Techniques Bonecrusher Stone Dragon (Strike) 3rd level technique Initiation Time: 1 Bonus Action Range: Self Duration: 1 turn When you initiate this technique, your next melee weapon attack against a creature before the end of your turn deals an extra 3d8 damage and the creature must make a Constitution saving throw. On a failure, the creature becomes more vulnerable to critical hits. Attack rolls against the creature score a critical hit on a 19 or 20 until the creature finishes a long rest. Stone Dragon’s Fury Stone Dragon (Strike) 3rd level technique Initiation Time: 1 Bonus Action Range: Self Duration: 1 turn When you initiate this technique, your next melee weapon attack that hits before the end of your turn is carefully aimed at the flaws in objects, dealing an extra 5d6 damage to constructs and objects made of inorganic material such as stone, crystal, or metal. 4th Level Techniques Boulder Roll Stone Dragon (Strike) 4th level technique Initiation Time: 1 Action
Range: Self Duration: 1 turn When you initiate this technique, you overrun your foes like a speeding boulder. Until the end of your turn, your speed is doubled, your movement does not provoke opportunity attacks, and you can pass through a hostile creature’s space. When you pass through a hostile creature’s space that is no more than one size larger than you, the creature must succeed on a Strength saving throw or be knocked prone. Overwhelming Mountain Strike Stone Dragon (Strike) 4th level technique Initiation Time: 1 Bonus Action Range: Self Duration: 1 turn When you initiate this technique, the next time you hit with a melee weapon attack it deals an extra 5d6 damage. If the target is a creature on the ground it must make a Dexterity saving throw. On a failure, you hammer the creature with such force that its speed is 0 until the end of its next turn. On a success, the creature takes half the extra damage. 5th Level Techniques Elder Mountain Hammer Stone Dragon (Strike) 5th level technique Initiation Time: 1 Bonus Action Range: Self Duration: 1 turn When you initiate this technique, your melee weapon attack that hits before the end of your turn can shatter stone and bone alike. On a hit, the attack deals an extra 11d6 damage. This attack overcomes resistance and immunity to damage from nonmagical weapons. This attack does double damage to objects and structures.
Mountain Avalanche Stone Dragon (Strike) 5th level technique Initiation Time: 1 Bonus Action Range: Self Duration: 1 turn When you initiate this technique, you trample over your foes like an avalanche of rocks. Until the end of your turn, your speed is doubled, your movement does not provoke opportunity attacks, and you can pass through a hostile creature’s space. When you pass through a hostile creature’s space it takes 8d6 bludgeoning damage and the creature must make a Strength saving throw. On a failure, the creature is knocked prone. On a success, the creature takes half damage and is not knocked prone. 6th Level Techniques Irresistible Mountain Strike Stone Dragon (Strike) 6th level technique Initiation Time: 1 Bonus Action Range: Self Duration: 1 turn When you initiate this technique, our melee weapon attack that hits before the end of your turn is a staggering strike that foils a creature’s ability to fight back. The attack deals an extra 8d6 damage and a creature on the ground that is hit by the attack must make a Dexterity saving throw. On a failure, your attack hits with such force that the creature can not take an action until the end of its next turn. 7th Level Techniques Colossus Strike Stone Dragon (Strike) 7th level technique Initiation Time: 1 Action
Range: Self Duration: Instantaneous When you initiate this technique, you make a melee weapon attack with the deep rumbling power of mountains that can move creatures of any size. On a hit, the attack deals an extra 12d6 damage and if the target is a creature it must succeed on a Strength saving throw or you can knock it up to 20 feet away from you. If an obstacle blocks the creature’s movement it stops at the nearest unoccupied space. 8th Level Techniques Earthstrike Quake Stone Dragon (Strike) 8th level technique Initiation Time: 1 Action Range: Self (20-foot radius centered on you) Duration: Instantaneous When you initiate this technique, you strike the ground at your feet with a wild overhead arc. Ki surges out from you, causing the ground in a 20-foot radius centered on you to shudder with a sharp tremor. The ground in the area becomes difficult terrain. Creatures on the ground in the area (excluding yourself) must make a Dexterity saving throw. On a failure, creatures are knocked prone. When a creature you can see is knocked prone you can seize the opportunity to send an additional surge of ki to open a fissure in the creature’s space, causing them to fall. The fissure is as wide as the space the creature occupies and is 50 feet deep. If creatures on the ground are concentrating in the technique’s area, the creatures must succeed on a Constitution saving throw or lose concentration. Structures. The tremor deals 50 bludgeoning damage to any structure in contact with the ground in the area when you initiate the technique and at the start of each of your turns until the technique ends. If a structure drops to 0 hit points, it collapses and potentially damages nearby creatures. A creature within half the distance of a structure's height must make a Dexterity saving throw. On a failed save, the creature takes 5d6 bludgeoning damage, is knocked prone, and is buried in the rubble, requiring a DC 20 Strength (Athletics) check as an action to escape. The DM can adjust the DC
higher or lower, depending on the nature off the rubble. On a successful save, the creature takes half as much damage and doesn't fall prone or become buried. . This technique is magical. 9th Level Techniques Mountain Tombstone Strike Stone Dragon (Strike) 9th level technique Initiation Time: 1 Action Range: Self (20-foot radius centered on you) Duration: Instantaneous When you initiate this technique, you make a special melee weapon attack against a creature. On a hit, you pulverise the structure of the creature’s body dealing 15d10 damage of the same type as the weapon or unarmed strike you used, reducing the creature’s maximum hit points by an amount equal to the damage until it finishes a long rest, and the creature must make a Constitution saving throw. On a success, the creature takes half damage, but it's hit point maximum is still reduced by an amount equal to the damage. If a creature’s hit point maximum is reduced to 0, it dies. Tiger Claw Technique Descriptions 1st Level Techniques Sudden Leap Tiger Claw (Boost) 1st level technique Initiation Time: 1 Bonus Action Range: Self Duration: Instantaneous When you initiate this technique, you make a jump as a bonus action, moving a distance up to your walking speed (but still limited by your Strength as normal for
jumping) without expending your movement. WHen you jump using this technique you can jump as if you already walked 10 feet. Wolf Fang Strike Tiger Claw (Strike) 1st level technique Initiation Time: 1 Action Range: Self Duration: Instantaneous To initiate this technique you must be two-weapon fighting or carry a weapon in one hand and have the other free. When you initiate this technique, you make one attack with each weapon against the same target or one attack with a weapon and an unarmed strike with a free hand against the same target. 2nd Level Techniques Claw at the Moon Tiger Claw (Strike) 2nd level technique Initiation Time: 1 Bonus Action Range: Self Duration: 1 turn When you initiate this technique, the next melee weapon attack you make before the end of your turn is a leaping strike. When you make this attack you jump, making a Strength (Athletics) check (the DC = target’s AC). On a success, the attack has advantage, deals an extra 2d6 damage and scores a critical hit on a roll of 19-20. Rabid Wolf Strike Tiger Claw (Strike) 2nd level technique Initiation Time: 1 Bonus Action Range: Self Duration: 1 turn
When you initiate this technique, your next melee weapon attack before the end of your turn that hits deals an extra 2d6 damage and you have advantage on melee weapon attacks until the end of your turn. Attack rolls against you have advantage until the start of your next turn. At Higher Levels: When you initiate this technique using a slot of 3rd or higher the attack deals an additional 1d6 damage for each slot above 2nd. 3rd Level Techniques Flesh Ripper Tiger Claw (Strike) 3rd level technique Initiation Time: 1 Bonus Action Range: Self Duration: 1 round When you initiate this technique, your next melee weapon attack against a creature before the end of your turn that hits cripples the target. The creature must make a Constitution saving throw. On a failure, attacks against the creature have advantage and the creature has disadvantage on attack rolls until the start of your next turn. Soaring Raptor Strike Tiger Claw (Strike) 3rd level technique Initiation Time: 1 Action Range: Self Duration: Instantaneous When you initiate this technique, you make a jumping melee weapon attack against a creature at least one size larger than you. You jump, making a Strength (Athletics) check (the DC = the target’s AC). On a success the attack has advantage and deals an extra 5d10 damage on a hit.
4th Level Techniques Death From Above Tiger Claw (Strike) 4th level technique Initiation Time: 1 Action Range: Self Duration: 1 round When you initiate this technique, you jump over the head of a creature and strike at it with a melee weapon attack. You jump, making a Strength (Athletics) check (DC = target’s AC). On a success, the attack has advantage, deals an extra 6d10 damage on a hit and you land in any unoccupied space within 5 feet of the target. On a failure, you land where you stood when you started the technique.
Fountain of Blood Tiger Claw (Boost) 4th level technique Initiation Time: 1 Reaction Range: Self (30-foot radius) Duration: Concentration, Up to 1 minute When you reduce a creature to 0 hit points you can initiate this technique. Creatures that can see you that you choose in a 30-foot radius must succeed on a Wisdom saving throw or become frightened of you. While frightened by this technique, a creature must take the Dash action and move away from you by the safest available route on each of its turns, unless there is nowhere to move. If the creature ends its turn in a location where it doesn't have line of sight to you, the creature can make a Wisdom saving throw. On a successful save, the technique ends for that creature. 5th Level Technique Dancing Mongoose Tiger Claw (Boost) 5th level technique Initiation Time: 1 Action Range: Self Duration: Instantaneous When you initiate this technique, you take the Attack action, except you make one additional attack for each weapon that you wield. All attacks must be made against the same target. Rule Tip: If you are two-weapon fighting when you use Dancing Mongoose you can still use your bonus action to make an attack as well. Pouncing Charge Tiger Claw (Strike) 5th level technique Initiation Time: 1 Bonus Action Range: Self
Duration: 1 turn When you initiate this technique, your speed is doubled and your movement does not provoke opportunity attacks. If you move at least 20 feet straight towards a creature and hit it with a melee weapon attack the target must succeed on a Strength saving throw or be knocked prone. If they are knocked prone you can make an additional melee weapon attack against the target. 6th Level Technique Wolf Climbs the Mountain Tiger Claw (Boost) 6th level technique Initiation Time: 1 Action Range: Self Duration: Instantaneous When you initiate this technique, you enter the space of a creature within 5 feet of you that is at least 1 size larger than you and make a melee weapon attack against it. On a hit, the melee weapon attack deals an extra 8d6 damage. While you are in the creature’s space you have three-quarters cover, including against the creature whose space you share. If the target moves, it leaves you behind. 7th Level Technique Hamstring Attack Tiger Claw (Strike) 7th level technique Initiation Time: 1 Action Range: Self Duration: Instantaneous When you initiate this technique, make a melee weapon attack against a creature. On a hit, the creature must succeed on a Constitution saving throw or have their speed reduced by 10 feet and have disadvantage on ability checks and attack rolls using Dexterity until it finishes a long rest.
Swooping Dragon Strike Tiger Claw (Strike) 7th level technique Initiation Time: 1 Action Range: Self Duration: Instantaneous When you initiate this technique, you jump high into the air and swoop down onto your target like a dragon, making a melee weapon attack. You jump, making a Strength (Athletics) check (DC = target’s AC). On a success, your attack has advantage and deals an extra 12d6 damage on a hit. If the target hit is a creature it must succeed on a Constitution saving throw or become stunned until the end of your next turn. 8th Level Technique Girallon Windmill Flesh Rip Tiger Claw (Boost) 8th level technique Initiation Time: 1 Action Range: Self Duration: 1 Turn When you initiate this technique, you can make a savage attack while two-weapon fighting, growing more vicious with every hit. You take the Attack action. Until the end of your turn, when you hit with a melee weapon attack during this turn your next melee attack that hits deals an extra 4d10 damage, adding an additional 4d10 damage for each attack that hits. Rule Tip: The first hit with this technique deals normal damage. The second hit deals an extra 4d10 damage. The third hit deals an extra 8d10 damage. The fourth hit deals an extra 12d10 damage and so on. Increasing the extra damage by 4d10 with each hit. Raging Mongoose Tiger Claw (Boost)