Difference between revisions of "Blade Magic (5e Sourcebook)/Setting Sun"
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==== Desert Instinct ====
==== Desert Instinct ====
===== (Novice, ) =====
''Hands splayed, you.''
this maneuver your , are until the of your next turn .
===== (Initiate, ) =====
''Hands splayed, your
''Hands splayed , your .''
this maneuver. until the of your next turn.
===== Scorpion Parry (Adept, Counter) =====
===== Scorpion Parry (Adept, Counter) =====
Revision as of 19:39, 12 February 2020
- 1 Setting Sun
- 1.1 Flourishes
- 1.2 Paths
- 1.2.1 Rising Wind
- 1.2.2 Blinding Sunset
- 1.2.3 Twilight Shadow
- 1.2.4 Desert Instinct
- 1.3 Stances
Falling Dusk (Counter)
Your movements are like shifting twilight, causing your foe to stumble over themselves as they miss their strike.
You may initiate this maneuver in response to being targeted by a melee attack. Roll 1d4, and subtract the total from the attack; if the attack misses you, your target is unable to take reactions until the start of its next turn.
Feather Step (Boost)
Floating like a feather upon the air, you jump impossibly high.
Increase your speed by 10 feet and double your jump distance until the end of your turn. In addition, you fall at a rate of 60 feet per round and do not take falling damage until the end of your next turn.
Twilight Dance (Counter)
Using your enemy's momentum, you quickly slide to the side and create distance between you and them.
You may initiate this maneuver when you are missed by a melee weapon attack, allowing you to move up to half your speed. This movement does not provoke opportunity attacks from your target.
Mighty Throw (Novice, Strike)
Transitioning from a strike to a grip on your foe, you hurl them high in the air before they land in a crash.
On a successful hit, this strike does no damage to your opponent. Instead, you move your target up to 10 feet in a direction of your choice into an unoccupied square, and your target falls prone at their destination taking 2d6 points of damage. The target may spend a reaction to stand up at the end of this maneuver.
Devastating Throw (Initiate, Strike)
A quick half-circle and a tight grip on your opponent's arm is all that's needed to send them hurling away from you.
This maneuver functions like Mighty Throw, except the target takes an additional 4d6 damage.
Comet Throw (Initiate, Strike)
Using your foe's momentum against them, you throw them through the air.
This maneuver functions like Mighty Throw, except the target takes an additional 2d6 damage and is flung up to 30 feet in a direction of your choice.
Soaring Throw (Adept, Strike)
You grip and pivot, throwing your enemy through a combination of momentum and know-how; as your enemy falls, a small explosion erupts from where they land.
This maneuver functions like Mighty Throw, except the target takes an additional 8d6 damage.
Ballista Throw (Adept, Strike)
With a shout, you send your opponent flying in a high arc before they land with a bone-crunching thud.
This maneuver functions like Mighty Throw, except the target takes an additional 4d6 damage and is flung up to 60 feet in a direction of your choice.
Tornado Throw (Master, Strike)
You are a whirlwind on the battlefield, tossing enemies all about.
As part of initiating this strike, you move 10 feet before making your attack. On a hit you do not deal your normal damage, and the target is flung up to 10 feet away into an unoccupied space, taking 2d6 points of damage. You may repeat both the movement and the attack until you have moved a total distance equal to twice your speed. The movement from this maneuver provokes opportunity attacks as normal, and even if you fail your throw attempt you may continue moving and throwing opponents. Any foe you have flung is knocked prone, though you do not have advantage to attack against prone opponents as part of this strike.
Counter Charge (Novice, Counter)
Charging foes sprawl at your careful foot-plant.
You may initiate this maneuver in response to an enemy moving adjacent to you. That foe must make a Dexterity saving throw or fall prone. In addition, you may move up to half your speed. This movement does not provoke an opportunity attack.
Baffling Defense (Initiate, Counter)
Entering an unlikely stance causes confusion in your enemy as they become unsure precisely how to attack you.
You may initiate this maneuver in response to being attacked, making an Insight (Wisdom) check. You add double your proficiency bonus to this check, regardless of whether you are proficient. You may treat your AC as being equal to the check (unless your normal AC is higher) until the end of your next turn.
Mirrored Pursuit (Adept, Counter)
Perfectly mirroring a creature's movement, you move as they do, preventing their escape.
When a creature adjacent to you leaves your reach, you may initiate this maneuver to move up to your speed in their direction after they finish moving. This movement does not provoke opportunity attacks.
Fool's Strike (Master, Counter)
It is the fool who cannot stop hitting themselves.
You may initiate this maneuver if you would be attacked by a melee attack. Make an attack roll as part of this maneuver; if your attack roll is higher than your target's, your target rolls damage as normal, taking damage equal to what they rolled and is unable to make any additional attacks until the end of the current turn.
Clever Positioning (Novice, Strike)
A dance of movements places your foe in a disadvantageous position.
If you successfully hit with this strike, you deal 2d6 additional damage and switch places with your target.
Feigned Opening (Initiate, Counter)
A fatal mistake in your movements appears, only to turn out to be a careful ploy on your part.
In response to provoking an opportunity attack, you may initiate this maneuver before the attack is made. If your target misses you with the opportunity attack, you may make a melee weapon attack against them as part of this counter. If your target hits you, your allies may immediately spend their reaction to make a melee weapon attack against your target.
Strike of the Broken Shield (Adept, Strike)
Preparing a careful trap, you lull your enemy into complacence before knocking them off-balance, creating an opening for your allies.
If you successfully hit with this maneuver, your target must make an Intelligence saving throw. On a failed saving throw, all attacks against your target are made with advantage until the start of your next turn.
Stalking Shadow (Master, Counter)
Your careful gaze notes when an opponent leaves themselves vulnerable, capitalizing on their movement and leaving them dazed on the ground.
You may initiate this maneuver when an enemy would provoke an opportunity attack or miss you with an attack. As part of this maneuver make a melee weapon attack; on a successful hit, your target falls prone and has their movement reduced to 0 until the end of their turn.
Vulture's Wings (Novice, Counter)
Hands splayed, your keen body catches every attack and turns them away from you.
You may initiate this maneuver when targeted by an attack. Make an Insight (Wisdom) as part of this maneuver. You add double your proficiency bonus to this check, regardless of whether you are proficient. You may treat your total as your AC until the end of your next turn if it is higher than your normal AC.
Snake Bite (Initiate, Strike)
Hands splayed like a snake's fangs, you quickly launch a series of attacks that debilitate your target.
On a successful hit with this maneuver, your target must make a Constitution saving throw. On a failed save, they are poisoned until the start of your next turn.
Scorpion Parry (Adept, Counter)
With a twist of your torso, you change the momentum of your enemy's strike towards a new target.
You may initiate this maneuver when a melee attack is made against you, but before the attack is rolled. Make an attack roll as part of this maneuver; if your total is higher than your enemy's attack roll, you may force them to immediately make a new attack roll against another target within their reach, dealing damage as normal. If there is no viable target, their attack misses and their turn immediately ends.
Hydra Slaying Strike (Master, Strike)
'A single strike at a bundle of nerves debilitates a target, forcing them to cower in unbelievable pain.
If you hit with this strike, your target becomes sluggish. At the end of each of their turns your target may make a Constitution saving throw; the effects of this maneuver end after a minute passes, or the save is successful.
Step of the Wind (Novice)
Your step is light, almost as though you were the wind as you pass by terrain that would be difficult to stride through for less talented creatures.
While in this stance, you ignore difficult terrain and have advantage with attacks against enemies standing in difficult terrain.
Giant Killing Style (Initiate)
Darting between the giant's legs, you attack their vulnerable spots left undefended.
While in this stance, you deal an additional 2d6 damage with attacks against enemies larger than you. In addition, you may move through the space that targets larger than you occupy as though they were friendly to you, though you cannot end your turn in their space.
Shifting Defense (Adept)
Dodging your enemy, you slowly move across the battlefield towards a more advantageous position.
While in this stance, you may move 10 feet without provoking an opportunity attack whenever you are missed by a melee attack.
Ghostly Defense (Master)
The unnatural twisting and turning of your body makes it difficult for foes to target you as their attacks go wide.
Whenever an enemy attacks you, roll 1d20; on a 5 or lower, the attack automatically misses you and you may have them target a creature of your choice within their reach or range who is adjacent to you.