Difference between revisions of "Blade Magic (5e Sourcebook)/Desert Wind"

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==== Blistering Heat ====
 
==== Blistering Heat ====
  
===== Blistering Flourish (Novice, Boost) =====
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===== Blistering Flourish (Novice, Strike) =====
  
 
''With a flourish, your weapon shines brightly, interfering with your opponent's aim.''
 
''With a flourish, your weapon shines brightly, interfering with your opponent's aim.''

Revision as of 19:11, 12 February 2020

Desert Wind

Flourishes

Dazzling Blow (Strike)

The sun's light flashes on your blade as you shine it in your enemy's eyes.

On a hit when using this strike, the target must make a Constitution saving throw or reduce their next attack roll by 1d4. This effect lasts until the start of your next turn.

Edge Flame (Boost)

With a whisper, the edge of your weapon is encased in small flames.

The next successful melee weapon attack you make before the end of your turn deals an additional 1d4 fire damage.

Wind Stride (Boost)

Calling upon the desert wind, you hasten your steps as you dash across the battlefield.

Increase your speed by 5 feet. Increase your speed by another 5 feet for every tier you have unlocked in a given path of this discipline above Novice.

Paths

Blistering Heat

Blistering Flourish (Novice, Strike)

With a flourish, your weapon shines brightly, interfering with your opponent's aim.

On a hit when using this strike, the target must make a Constitution saving throw or have disadvantage on their next attack before the start of your next turn.

Death Mark (Initiate, Strike)

A single strike leaves a small mark, but moments later your target glows before bursting into flame.

On a hit when using this strike, fire bursts from your opponent's body. All creatures within 10 feet of the target must make a Dexterity saving throw or immediately take 3d6 fire damage. The target makes the saving throw at disadvantage. You are immune to the damage from this strike.

Desert Tempest (Adept, Strike)

You become a whirling dervish of death as you pass by your enemies, leaving only destruction in your wake.

As part of this strike, you may move up to your speed. Each time you exit a square adjacent to an enemy, you may make a single melee weapon attack against that foe. You are unable to attack any enemy more than once with this maneuver. Your movement provokes opportunity attacks as normal.

Sun's Radiance (Master, Strike)

The radiance of the sun shines within your blade, a supernova that blinds all it touches.

On a hit when using this strike, the target is blinded. At the end of each of the target's turn, they may make a Constitution saving throw. The effect ends upon a successful saving throw, or after one minute has passed.

Breath of Fire

Hatchling's Flame (Novice, Technique)

Within you an ember, that grows to scorch your foes.

When you initiate this maneuver, you blast a 30-foot cone of fire. Each creature within its range must make a Dexterity saving throw. A target takes 2d6 fire damage on a failed save, or half as much damage on a successful one.

Fan the Flames (Initiate, Technique)

A white-hot ball of fire flies from you, engulfing your target in searing heat.

Upon initiating this maneuver, make a ranged spell attack with a range of 60 feet using your Martial Initiate saving throw DC's ability score for your attack roll. On a successful hit, your target takes 8d6 fire damage.

Dragon's Flame (Adept, Technique)

Your ki and movements emanate in a roar from you as you unleash destructive wrath upon your foes.

As you initiate this maneuver, flames similar to dragon breath emanate from you in a 30-foot cone. Each creature within its range must make a Dexterity saving throw. A target takes 6d6 fire damage on a failed save, or half as much damage on a successful one.

Wyrm's Flame (Master, Technique)

As you spin your blade, fire gathers in front of you until it glows with the light of the sun before blasting forth to scour all from its path.

When you initiate this maneuver, great flames burst from you in a 30-foot cone. Each creature within the cone's range must make a Dexterity saving throw. A target takes 12d6 fire damage on a failed save, or half as much damage on a successful one.

Feet of Flames

Firesnake (Novice, Technique)

Fire springs forth from your feet as you dash forward, burning all who dare stand near it.

As part of initiating this maneuver, move up to your speed leaving behind a trail of fire. Each creature you that moves through, begins, or ends its turn adjacent to or within the area which you traversed must make a Dexterity saving throw. The creature takes 2d6 fire damage on a failed save, or half as a much damage on a successful one. The fire disappears at the start of your next turn, and you are immune to the effects of this maneuver.

Searing Charge (Initiate, Strike)

Behind you a blast of fire bursts forth, launching you towards your intended target.

As part of this maneuver, you gain a flying speed equal to your normal speed, and may move up to your speed in a straight line with a minimum of 10 feet at the end of which you make your attack. On a successful hit, you deal an additional 5d6 fire damage to your target.

Leaping Flame (Adept, Counter)

You disappear in a burst of fire as you are attacked, only to appear behind your opponent.

In response to an attack, you teleport up to 100 feet, appearing adjacent to the enemy that attacked you. The attack is resolved as normal, but is made at disadvantage. If you cannot move adjacent to your target, the maneuver fails but is still expended.

Salamander Charge (Master, Technique)

Roaring flames rise as you move across the battlefield, leaving nothing but ashes in your wake.

When you initiate this maneuver, move up to twice your speed, leaving roaring flames behind you. Each creature you that moves through, begins, or ends its turn adjacent to or within the area which you traversed must make a Dexterity saving throw. The creature takes 8d6 fire damage on a failed save, or half as a much damage on a successful one. The fire lasts for five rounds before disappearing, though you can end it early by spending a bonus action, and you are immune to the effects of this maneuver.

Fiery Blade

Burning Blade (Novice, Boost)

Your weapon glows red-hot in your hand, though you are unharmed by the heat it emanates.

For the rest of your turn, your melee weapon attacks deal an additional 1d6 fire damage.

Burning Brand (Initiate, Boost)

Sparks leap as your weapon's length elongates into a whip made of fire which crackles and sparks.

Until the end of your turn, increase your reach by 5 feet and any damage you deal with melee weapon attacks is fire damage and is increased by 2d6.

Searing Blade (Adept, Boost)

A torrent of flame leaps from your weapon as a shudder runs through your enemies despite the great heat.

Up till the end of your turn, your melee weapon attacks deal an additional 3d6 fire damage.

Inferno Blade (Master, Boost)

Burning magma encases your weapon, the very heat palpable even from a distance.

Throughout your turn, your melee weapon attacks deal an additional 4d6 fire damage.

Heat Mirage

Distracting Ember (Novice, Boost)

As you twirl your sword, a trail of fire splits off to

When you initiate this maneuver while a creature is adjacent to you, you cause a fire elemental whose size is small to appear adjacent to the target. The fire elemental immediately takes the help action to aid you on your next attack against the creature before becoming incapacitated. It disappears at the end of your turn. If there is no available space adjacent to your target, the maneuver fails but is still expended.

Zephyr Dance (Initiate, Counter)

Fire whirls around you as you nimbly dodge the blow, distracting opponents before it slowly dissipates.

In response to being attacked, you may initiate this maneuver to immediately take the dodge action.

Ring of Fire (Adept, Technique)

You spin your blade over your head, leaving a trail of fire that grows in a ring before settling around you.

As part of this maneuver, you immediately cause a 1-foot thick ring of fire with a radius of 30 feet to spring forth, and its center can be up to 10 feet away from you. Any creature that moves through, starts, or ends its turn adjacent to the ring of fire must make a Dexterity saving throw. On a failed save, the creature takes 8d6 fire damage, or half the amount on a successful saving throw.

Lava Shield (Master, Counter)

A burst of heat is the only thing that heralds the sheets of lava that cover your skin, leaving your foes burning and you unharmed.

Initiate this maneuver in response to being attacked; any creature that successfully hits you with a melee attack takes 10d6 fire damage.

Stances

Flame's Blessing (Novice)

You have grown comfortable with fire, and it is loath to harm you.

While in this stance, you have resistance to fire damage.

Holocaust Cloak (Initiate)

A cloak of flame hangs from your back, warding off your enemies.

Those who hit you with melee attacks while in this stance take damage equal to your proficiency modifier.

Fiery Assault (Adept)

Despite the fire that covers you, you are unharmed... though the same cannot be said for your enemies.

While you are in this stance, your melee attacks deal an additional 1d6 fire damage.

Rising Phoenix (Master)

Heat swirls beneath your feet, pushing you skyward as super-heated air hazes the air below.

In this stance, you can float up to 10 feet above the ground, and gain a fly speed equal to your normal speed, though you must remain within 10 feet of the ground. You can move across small pits, so long as you end your turn no more than 10 feet above a solid or liquid surface. If you ever end your turn more than 10 feet above the ground, this stance ends and you immediately fall.

When you end your turn, all adjacent creatures take 3d6 fire damage.