Difference between revisions of "Blade Magic (5e Sourcebook)/Shadow Hand"

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m (Five-Shadow Creeping Ice Enervation Strike (Master))
m (Cloak of Deception (Novice, Boost))
 
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''For a brief moment you become invisible as the shadows wrap around you, hiding you from sight.''
 
''For a brief moment you become invisible as the shadows wrap around you, hiding you from sight.''
  
When you initiate this maneuver, you gain become invisible until the start of your next turn. You the effects of this maneuver end early if you cast a spell or make an attack.
+
When you initiate this maneuver, you gain become invisible until the start of your next turn. The effects of this maneuver end early if you cast a spell or make an attack.
  
 
===== Obscuring Shadow Veil (Initiate, Strike) =====
 
===== Obscuring Shadow Veil (Initiate, Strike) =====

Latest revision as of 19:28, 12 February 2020

Shadow Hand[edit]

Flourishes[edit]

Creeping Shadow (Boost)[edit]

Making no noise and keeping your movements careful, you flit about like a shadow.

Until the end of your next turn, you have advantage on Stealth (Dexterity) checks you make.

Dance in the Dark (Boost)[edit]

Keeping low, you virtually melt into the darkness as you pass behind some nearby foliage.

You may take the Hide action as part of this boost. You must have cover or be obscured in order to become hidden to a creature, as normal. You remain hidden from a creature unless you end your turn without being in concealment, or until after you've made an attack or cast a spell.

Sneak Attack (Strike)[edit]

Keeping watch of your foe, you carefully wait for the right moment of distraction before slipping a small blade between their ribs.

If you successfully hit with this strike, you do an additional 1d6 damage as long as you had advantage on your attack, or one of your allies was within 5 feet of your target. You do not deal the extra damage if the attack was made at disadvantage, or if the attack you made was with a weapon that is not finesse or ranged.

Paths[edit]

Walk in Shadows[edit]

Shadow Jaunt (Novice, Technique)[edit]

Summoning a cloud of shadows, you disappear from your current location, only to reappear somewhere else nearby.

When you initiate this maneuver, you teleport to any unoccupied square you can see within 50 feet of you.

Shadow Stride (Initiate, Boost)[edit]

Falling into a pool of shadow, just as quickly you rise up elsewhere.

You may teleport up to your speed as part of this maneuver.

Shadow Blink (Adept, Boost)[edit]

Quickly teleporting in and out of the shadows allows you to bypass foes entirely.

After initiating this maneuver, you may teleport any number of times until the end of your turn, though you cannot teleport a total distance greater than your speed.

One With Shadow (Master, Counter)[edit]

A slight grin covers your face as the attack that had been meant to finish you off goes through empty air.

You may initiate this maneuver when you are targeted by an attack or be forced to make a save. In response, you vanish from your current plane of existence (suffering no effects from the attack or effect) and appear in the Shadowfell. If you are already in the Shadowfell, you instead appear on the Ethereal Plane.

At the start of your next turn, you return to an unoccupied space of your choice that you can see within 10 feet of the space you vanished from. If no unoccupied space is available within that range, you appear in the nearest unoccupied space (chosen at random if more than one space is equally near).

While in the Shadowfell or the Ethereal Plane, you can see and hear the plane you originated from, which is cast in shades of gray, and you can't see anything there more than 60 feet away. You can only affect and be affected by other creatures on the plane which you inhabit. Creatures that aren't there can't perceive you or interact with you, unless they have the ability to do so.

Shadow Play[edit]

Clinging Shadow Strike (Novice, Technique)[edit]

Manipulating shadow-stuff, you attempt to temporarily impede your opponent's vision by splashing it in their face.

As part of initiating this technique, force an enemy within 5 feet to make a Dexterity save. On a failed save, that enemy has disadvantage when making attack rolls until they spend a bonus action to wipe their face.

Shadow Garrote (Initiate, Technique)[edit]

You run past an enemy, apparently doing nothing. Suddenly a previously unseen strand of shadow circle their neck, still in your grip as you use your shoulder for leverage, choking your foe.

As part of this maneuver, make a ranged attack roll with a range of 15 feet. On a hit, your target takes 2d6 damage and must make a Dexterity saving throw. On a failed save, your target is incapacitated until the start of your next turn.

Shadow Noose (Adept, Technique)[edit]

Making a small gesture, you form a shadow above your opponent's head which wraps around his throat, hoisting him aloft.

When you initiate this maneuver, make a ranged attack roll with a range of 30 feet. On a hit, your target takes 4d6 damage and must make a Dexterity saving throw. On a failed save, your target is stunned until the start of your next turn.

Five-Shadow Creeping Ice Enervation Strike (Master, Strike)[edit]

Placing your entire body into a single, piercing blow, you strike a bundle of nerves that stops your foe in his tracks.

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

Assassin's Pride[edit]

Drain Vitality (Novice, Strike)[edit]

A gray, sickly shadow covers your weapon as you sap your opponent's energy.

Upon hitting with this strike, your target takes additional damage equal to their maximum number of hit dice and must make a Constitution saving throw. On a failed save, reduce the target's maximum health by the total damage dealt from this strike until they finish a long rest.

Strength Draining Strike (Initiate, Strike)[edit]

You cut deep into your enemy's joints, causing their limbs to falter for a moment.

If you hit with this strike, creatures have resistance against your target's attacks. At the end of each of their turns, your target may make a Constitution saving throw. On a successful save, the effects of this maneuver end.

Bloodletting Strike (Adept, Strike)[edit]

Cutting deeply into the your enemy, a low chuckle escapes your lips along the arterial fountain that erupts.

When you hit with this strike, your target takes additional damage equal to three times their maximum number of hit dice and must make a Constitution saving throw. On a failed save, reduce the target's maximum health by the total damage dealt from this strike until they finish a long rest.

Hand of False Death (Master, Strike)[edit]

A single strike cuts deep, causing your foe's limbs to slacken and making them fall prone into a state close to true death.

If you hit with this strike your target becomes unconscious. Each time your target takes damage and at the end of each of their turns they may make a Constitution saving throw. At the end of one minute or if they succeed on their saving throw they end the unconscious condition caused by this maneuver.

Hidden Shadows[edit]

Cloak of Deception (Novice, Boost)[edit]

For a brief moment you become invisible as the shadows wrap around you, hiding you from sight.

When you initiate this maneuver, you gain become invisible until the start of your next turn. The effects of this maneuver end early if you cast a spell or make an attack.

Obscuring Shadow Veil (Initiate, Strike)[edit]

Summoning the energy of the Shadowfell, you rob your foe of her sight, robbing her of her ability to make accurate attacks.

If you hit with this strike, your target treats targets of their attacks as though they had three-quarters cover.

Stalker in the Night (Adept, Boost)[edit]

Sliding into the shadows like a bird of prey, you prepare a mighty attack to bring your enemy to their knees.

Upon initiating this maneuver, you become invisible until the start of your next turn. In addition, you can take the Hide action as part of this maneuver.

Death in the Dark (Master, Strike)[edit]

Catching your foe unaware, you deliver a deadly strike that kills him instantly.

If you hit with this attack, deal an additional 5d6 damage. If you had advantage on the attack, instead deal an additional 20d6 damage.

Darkened Sight[edit]

Shadowed Eyes (Novice, Strike)[edit]

Using a mixture of trickery, deception, and expertise, you feint in a way that knocks you enemy off-balance, forcing them to fumble in their next strike.

If you hit with this strike, your target's next attack is made at disadvantage. This effect ends after the target's next turn even if they did not make an attack.

Bloody Whisper (Initiate, Strike)[edit]

Your stab looks shallow, but your foe doesn't even realize that they are already dead as they slowly bleed out.

If you hit with this strike, your target begins to suffer from degeneration. This condition lasts until three rounds have passed, or they are healed.

Ghost Blade (Adept, Boost)[edit]

Dodging your blow, your enemy smiles widely only to grimace as the true blade cuts them from groin to sternum.

Until the start of your next turn, your next attack is made at advantage.

Befuddling Shadow Strike (Master, Strike)[edit]

Targeting your foe's nervous system, you make it nearly impossible for them to cast the spells that would prove such an effective force against your party.

If you hit with this strike, your target becomes dazed. At the end of each of their turns, your target may make a Constitution saving throw. If one minute passes or they succeed on the save, the effect of this maneuver ends.

Stances[edit]

Child of Shadow (Novice)[edit]

The shadows that nurture you protect you as you move through them.

As long as you end your turn at least 10 feet from where you started your turn, roll 1d20 whenever you are targeted by a ranged attack until the end of your next turn while you remain in this stance. On a 5 or lower, the attack automatically misses.

Island of Blades (Novice)[edit]

You use the shadows around you to make feints and jabs at an enemy, causing them to be distracted as you and your ally take advantage of the many openings.

While you are in this stance, whenever you and an ally are on opposite sides of an enemy while in this stance (where if you draw a line from the center of your square to the center of an opponent's square, that is passes through the exact middle of your target's square), you each roll 1d4 when you roll a melee attack and add the total to your roll. Only one of your allies can gain this bonus each round.

Assassin's Stance (Initiate)[edit]

Your training allows you to precisely attack a foe's most vulnerable areas.

Whenever are in this stance, once per turn when you deal damage with a finesse or ranged weapon, increase the amount of damage dealt by 2d6 as long as the attack is made at advantage or an ally is within 5 feet of your target. You cannot deal this extra damage if you had disadvantage on your attack roll.

Dance of the Spider (Initiate)[edit]

You scuttle along the ceiling like a spider as sticky darkness covers your hands and feet.

While in this stance, you are under the effect of the spider climb spell.

Step of the Dancing Moth (Adept)[edit]

Flowing shadows lift you off the ground, allowing you to even walk across water as though it were solid stone.

Whenever you are in this stance, you can walk up to 5 feet above the ground. Your speed is reduced by one-third while you are in this stance, and you cannot dash. You ignore any terrain feature that fails to project more than 5 feet above the ground, such as difficult terrain, burning lava, water, and so forth. In addition, creatures have disadvantage to detect you using hearing-based Perception (Wisdom) checks and you cannot be detected by tremorsense.

Balance on the Sky (Master)[edit]

Arms spread wide, you balance upon the very clouds in the sky.

You are gain the benefits of the fly spell while in this stance as long as you have one hand free. If this stance ends, you immediately fall to the ground.