Difference between revisions of "Blade Magic (5e Sourcebook)/Iron Heart"

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m (Absolute Steel Stance (Initiate))
m (Wall of Blades (Novice, Counter))
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''Your weapon sways slowly back and forth, ready to parry away an enemy's attack.''
 
''Your weapon sways slowly back and forth, ready to parry away an enemy's attack.''
  
In response to being attacked, you may make an attack of your own. Treat your AC as being equal to your normal AC or your attack roll (whichever is higher), against the countered attack.
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In response to being attacked, you may make an attack of your own. Treat your AC as being equal to your normal AC or your attack roll (whichever is higher), until the end of your next turn.
  
 
===== Iron Heart Surge (Initiate, Boost) =====
 
===== Iron Heart Surge (Initiate, Boost) =====

Revision as of 19:39, 12 February 2020

Iron Heart

Flourishes

Challenger's Will (Boost)

Seeing a worth opponent, your thirst for battle pushes you to bring them down as fast as possible.

Add your proficiency modifier to your next successful melee weapon attack's damage roll this turn if your target's current hit points are more than half of their maximum hit points.

Iron Heart Recovery (Reaction)

When you would repeat a saving throw against an effect which already affects you, you may roll 1d4 and add it to the total. You may activate this reaction even if you would normally be unable to take actions, or even if would not normally wish to take the reaction (such as if you were possessed or dominated).

Reckless Strike (Strike)

Throwing away your defenses in favor of damage, you batter at your foe's defenses.

This strike deals an additional 1d6 points of damage. Until the start of your turn, roll 1d4 when an enemy attacks you, adding the total to their attack roll.

Paths

Metal Gail

Steel Wind (Novice, Strike)

A broad, deadly arc flashes to attack two foes rather than just the one.

As part of this strike, you may attack an enemy apart from your target within your reach, dealing normal damage to both enemies hit.

Mithral Tornado (Initiate, Strike)

Your weapon blurs, moving precisely in a whirlwind of blows to strike at each enemy close to you.

When you initiate this strike, make a melee weapon attack against each opponent adjacent to you. Resolve each attack separately.

Scything Blade (Adept, Counter)

Using the momentum from your successful strike, you quickly slice at another foe time after time.

You may initiate this maneuver upon successfully hitting an enemy on your turn. You may immediately make an additional melee weapon attack against any other foe within your reach. Unlike other counters, this maneuver does not require you to spend your reaction.

Adamantine Hurricane (Master, Strike)

A quick jump launches you into a spin as your weapon flashes; upon landing, your enemies fall before you.

When you initiate this strike, make two melee weapon attack against each opponent adjacent to you. Resolve each attack separately.

Martial Prowess

Wall of Blades (Novice, Counter)

Your weapon sways slowly back and forth, ready to parry away an enemy's attack.

In response to being attacked, you may make an attack of your own. Treat your AC as being equal to your normal AC or your attack roll (whichever is higher), until the end of your next turn.

Iron Heart Surge (Initiate, Boost)

Your inner strength and fortitude carry you to break free from something that might have otherwise laid you low.

Choose and remove any one of the following conditions affected you each time this maneuver is initiated:

  • Blinded, Charmed, Deafened, Frightened, Grappled, or Restrained.
  • Any spell or ability with a duration lasting longer than one round, provided you are being targeted by the spell or ability.

Some effects can be reinstated at any point during the rest of the round, after you have initiated Iron Heart Surge (for example, if you were inside the darkness spell and chose the Blinded condition, you would be immediately Blinded again after initiating Iron Heart Surge).

Unlike other boosts, you must spend your action to initiate Iron Heart Surge.

Lightning Recovery (Adept, Reaction)

You catch yourself at the last moment, changing the trajectory of your blow and scoring a hit that would have otherwise missed.

You may initiate this maneuver upon missing with an attack to immediately reroll the attack roll, and must take the new roll.

Iron Heart Focus (Master, Counter)

With a last-second burst of force, you break through the effects of your enemy's attack.

Upon failing a saving throw, you may initiate this maneuver to reroll it, and must take the new roll.

Steelclad

Steely Strike (Novice, Strike)

Focusing on a single enemy, you push everything else aside as your blade reaches them.

Make the attack as part of this strike at advantage. All creatures apart from the one who attacked have advantage on attacks made against you until the start of your next turn.

Iron Heart Endurance (Initiate, Boost)

Pushing aside pain, you fight without rest to vanquish your foes.

When you activate this boost, you gain twice your level in temporary hit points. These temporary hit points last for one minute, or until initiative is rolled.

Exorcism of Steel (Adept, Strike)

Your attack sends shockwaves throughout your opponent's body, disrupting their aim on subsequent attacks.

If you successfully hit when using this strike, your target has disadvantage on attack rolls until the end of your next turn.

Finishing Move (Master, Strike)

One last devestating blow is all it will take to fell your enemy.

On a successful hit with this maneuver, increase the damage dealt by 5d6 if the target's current hit points total is equal to their maximum hit point total. If they are less than their maximum hit point total, instead increase the amount of damage dealt to 10d6. If they are at less than one-half their maximum hit point total, instead increase the amount of damage dealt to 20d6.

Legend Breaker

Disarming Strike (Novice, Strike)

Chopping at your opponent's hand, you force them to relinquish their grasp on their weapon.

If this strike hits, your target must make a Strength saving throw. On a failed save, they drop one held object of your choice.

Dazing Strike (Initiate, Strike)

You swing your weapon with such force that enemies hit are knocked senseless.

As you hit with this strike, your target must make a Constitution saving throw. On a failed save, they are incapacitated until the start of your next turn.

Lightning Throw (Adept, Technique)

Your weapon travels in a precise arc through the air, leaving a trail of destruction behind it before returning to your hand.

When using this technique, you throw your weapon; each creature within a 30-foot line must make a Dexterity save or take damage as though you had hit them with your weapon, plus an additional 6d6 points of damage. Your weapon automatically returns to your hand at the end of the rounds.

Strike of Perfect Clarity (Master, Strike)

Imbuing all of your training into a single strike, you transform what would be a normal swing of your blade into a canyon of destruction on your foe's body.

Upon making a successful hit with this strike, you do not deal any of your normal damage from your weapon, class features, spells, or any other effects. Instead, your enemy takes 100 points of damage.

Stances

Punishing Stance (Novice)

Raising your weapon high allows you to strike with more force, but leaves your lower body and flanks vulnerable.

Melee weapon attacks you make while in this stance deal an additional 1d6 damage, but whenever an attack is made against you, the attacker rolls 1d4 and adds the total to their attack roll.

Absolute Steel Stance (Initiate)

Always in motion, your muscles twitch from moment to moment, preparing to dodge the next attack you would face.

While in this stance, increase your speed by 10 feet. In addition, opportunity attacks are made at disadvantage against you, and as long as you end your turn more than 20 feet away from where you began your turn and remain in this stance, enemies who attack you must roll 1d4 and subtract the total from their attack rolls against you until the end of your next turn.

Dancing Blade Form (Adept)

Angling yourself on one foot and twisting your body unnaturally, you are able to reach foes farther away while maintaining your balance.

When you make a melee weapon attack on your turn, your reach increases by 5 feet while in this stance.

Supreme Blade Parry (Master)

Despite your relaxed pose, you show no openings in your stance. Your weapon appears almost living as it jumps unnaturally to deflect blows.

You have resistance to bludgeoning, piercing, and slashing damage while in this stance.