Blade Magic (5e Sourcebook)/Diamond Mind
- 1 Diamond Mind
- 1.1 Flourishes
- 1.2 Paths
- 1.2.1 Crystal Senses
- 1.2.2 Diamond Soul
- 1.2.3 Gemstone Blade
- 1.2.4 Quicksilver Mind
- 1.3 Stances
The diamond mind adept tries to calculate the flow of combat to an absurd degree, though at times there is simply too much information to grasp. Certain Diamond Mind maneuvers require you to make a focus check; this is a Constitution- or Intelligence-based ability check to which you add twice your proficiency bonus.
Auto-hypnotic Response (Counter)
You quiet your mind, allowing your body to take over and dodge blows on an almost instinctual level.
When you are attacked, you may initiate this maneuver to make a focus check against a DC equal to your enemy's passive perception. On a success, roll 1d4 whenever the target attacks you until the end of its turn and subtract the total from its attack roll.
Inner Eye (Counter)
In response to a threat upon your calculating mind or swift, you stimulate your inner eye to see past lies and to the truth.
You may initiate this maneuver when you would be forced to make a Dexterity or Intelligence saving throw. This allows you to roll 1d4 and add the total to the saving throw result.
Sense Weakness (Boost)
You carefully study your opponent's movement, pinpointing where they are most vulnerable before striking.
As part of initiating this maneuver make a Constitution or Intelligence ability check with proficiency against a DC equal to an adjacent creature's AC. On a successful check, you may roll 1d4 and add the total to your next attack roll until the end of your turn.
Action Before Thought (Novice, Counter)
Your trained body twists and turns, finding impossible small spaces to slip into as the fireball lands where you stood.
Upon being forced to make a Dexterity saving throw, you may activate this maneuver to make a focus check in place of your normal saving throw. Should the effect deal half damage on a successful save, you instead take no damage if you succeed on the check, and only half damage if you fail.
Rapid Counter (Initiate, Counter)
An opening is left to you, and you quickly take it, fast than the speed of thought, to batter at your enemy's exposed hide.
In response to being able to take an opportunity attack, you may initiate this maneuver to take an opportunity attack. Unlike most counters, this maneuver does not require you to spend a reaction.
Quicksilver Motion (Adept, Boost)
You become a blur on the battlefield, leaving behind a mirror image that confuses and leaves enemies open to your next strike.
You may move up to twice your speed upon initiating this maneuver; after moving at least 5 feet, your next attack is made at advantage and deals an additional 2d6 damage if it hits.
Time Stands Still (Master, Strike)
You leave light trails of movement as you make attack after attack at your opponent, leaving countless marks on their body.
Instead of a single attack, you may take the Attack action twice when using this strike. Each Attack action is resolved separately, and you must complete the first before making the second.
Moment of Perfect Mind (Novice, Counter)
Your subconscious mind immediately recognizes threats to itself, and quickly moves to deal with them.
When you would be forced to make an Charisma, Intelligence, or Wisdom saving throw you may activate this maneuver to replace the saving throw with a focus check. If you would suffer a negative effect on a successful save, you are unaffected by it, and suffer the effect of a successful save on a failed check.
Mind Over Body (Initiate, Counter)
The vessel which contains you seems to move on its own, expelling toxins and turning force away from you.
When you would be forced to make an Strength or Constitution saving throw you may activate this maneuver to replace the saving throw with a focus check. If you would suffer a negative effect on a successful save, you are unaffected by it, and suffer the effect of a successful save on a failed check. Regardless of the result, you gain a number temporary hit points equal to the result of your focus check before suffering the whatever detrimental effects you would experience. These temporary hit points last for one minute.
Moment of Alacrity (Adept, Boost)
Your body moves into overdrive for a moment, allowing you to move before others and take advantage of their apparent sluggishness.
If you initiate this maneuver, nothing occurs until the end of your turn. When you end your turn however, improve your initiative count for the next round and all subsequent rounds of the current encounter by 10, changing your place in the initiative order accordingly. This maneuver does not let you act twice in the same round.
Diamond Defense (Master, Counter)
A diamond mind overcomes all detrimental effects, and yours is no exception, regardless of what part of you they target.
Initiate this maneuver when you would make a saving throw. You automatically succeed on that saving throw. You must activate this maneuver before rolling your saving throw.
Sapphire Nightmare Blade (Novice, Strike)
Studying your target for but a brief moment, you wait for a lull in their defenses before striking.
As part of initiating this strike, make a focus check at a DC equal to your target's AC. On a successful check, your attack is made at advantage.
Emerald Razor (Initiate, Strike)
Your mind's eye can clearly see the flaws in your opponent's stance, allowing you to exploit them.
You make the melee weapon attack as part of this strike at advantage, and add 2d6 to the damage dealt on a successful hit.
Ruby Nightmare Blade (Adept, Strike)
No creature lacks vital spots, and you instantly study their defenses to hit at just the right spot.
When you intitiate this strike, make a focus check at a DC equal to your target's AC. On a successful check, double all damage dealt by your attack.
Diamond Nightmare Blade (Master, Strike)
Some have theorized that all creatures have a weak spot that when hit will cause them to entirely collapse. For a brief moment you can see these spots, and quickly stab your blade into it.
When you intitiate this strike, make a focus check at a DC equal to your target's AC. On a successful check, quadruple all damage dealt by your attack.
Insightful Strike (Novice, Strike)
Your mind is your greatest weapon, and your attack exemplifies this, attacking your opponent's mind directly despite the physical delivery of your blow.
On a successful hit with this strike, your target does not take any of the normal damage. Instead, roll a focus check; your target takes psychic damage equal to the amount rolled. Additional damage from class features, spells, or other effects does not apply to the damage dealt.
Bounding Assault (Adept, Strike)
With a sudden movement you spring across the battlefield before using your sudden burst of speed to skewer your enemy.
As part of this strike, move up to twice your speed. On a successful hit, your target takes 4d6 additional damage if you moved at least 10 feet.
Disruptive Blow (Adept, Strike)
Each creature is a bundle of nerves and matter. You disrupt this matter with your blow, going straight for their ability to act.
Avalanche of Blades (Master, Strike)
A flashing blur of steel rains down on your foe as your unleash a deadly flurry of blows.
Make a single attack against a creature, dealing damage as normal. On a successful hit, you may attack the same opponent again at disadvantage. You may continue doing so, rolling an additional die on the attack roll for each successful attack and taking the lowest die for your attack roll, stopping once you miss your opponent.
Stance of Clarity (Novice)
Your intense focus allows you to see even the slightest movement from your target, but tunnel vision blinds you to other threats.
Choose an enemy at the start of your turn or upon initiating this stance. While you maintain this stance, you have advantage on attack rolls against the chosen target, but attack rolls made against you by creatures other than the target are made at advantage.
Pearl of Black Doubt (Initiate)
Just as a pearl irritates an oyster's mouth, your enemy's failure compounds until you appear barely visible before their eyes.
If a creature misses you with an attack while in this stance, you gain a +4 bonus to AC against all subsequent attacks made by that creature for the rest of your current turn.
Hearing the Air (Adept)
Even the tiniest flutter of air moving past you does not escape your senses.
You have advantage on hearing-based Perception (Wisdom) checks while this stance is active, and as long as you are able to hear you are aware of the location of any hidden or invisible creatures within 10 feet of you.
Stance of Alacrity (Master)
Melding mind and body, you move slightly faster than normal as your training takes over.
When in this stance, you may take an additional reaction each turn. This additional reaction may only be used to activate a counter.