Difference between revisions of "Blade Magic (5e Sourcebook)/Tiger Claw"

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''You leap to a new position, leaving others in your dust.''
 
''You leap to a new position, leaving others in your dust.''
  
After initiating this maneuver, you may immediately take a Dash or Disengage action, increase your speed by 30 feet until the end of your turn, and may move up to 10 feet without provoking an opportunity attack.
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After initiating this maneuver, you may immediately take a Dash or Disengage action, increase your speed by 30 feet until the end of your turn, and your first 10 feet of movement does not provoke opportunity attacks.
  
 
===== Claw at the Moon (Initiate, Strike) =====
 
===== Claw at the Moon (Initiate, Strike) =====

Revision as of 19:32, 12 February 2020

Tiger Claw

Flourishes

Cunning Dash (Boost)

A distracting howl and sudden dash leaves your foes with no opportunity to attack.

Take the Dash or Disengage action as part of this maneuver.

Reckless Flurry (Boost)

With a fierce strike you take a chunk out of your enemy, though the force of your attack leaves you off-balance.

After initiating this maneuver, you have advantage on attacks until the end of your turn, and all attacks against you until the start of your turn are made at advantage.

Wild Slash (Strike)

Twisting your entire body into the strike, you trade accuracy for greater hitting power.

Reduce your attack roll when making this strike by a number equal to your proficiency modifier, and add twice that amount to the damage you deal with this strike.

Paths

Hunter's Jump

Sudden Leap (Novice, Boost)

You leap to a new position, leaving others in your dust.

After initiating this maneuver, you may immediately take a Dash or Disengage action, increase your speed by 30 feet until the end of your turn, and your first 10 feet of movement does not provoke opportunity attacks.

Claw at the Moon (Initiate, Strike)

Jumping high into the air, you catch your opponent unaware as you slash down at them.

As part of this maneuver, make an Athletics (Strength) or Acrobatics (Dexterity) check with a DC equal to your target's AC. You add double your proficiency bonus to this check, regardless of whether you are proficient. On a successful check, you deal an additional 4d6 with this strike.

Soaring Raptor Strike (Adept, Strike)

As part of a flip over the opponent, you slash at their exposed back as you jump to the other side.

Make an Athletics (Strength) or Acrobatics (Dexterity) check as part of this maneuver with a DC equal to your target's AC. You add double your proficiency bonus to this check, regardless of whether you are proficient. On a successful check, move 10 feet without provoking an opportunity attack while remaining adjacent to your target, make your attack with advantage, and deal an additional 8d6 damage with this strike.

Death From Above (Master)

Leaping high, a cry escapes you as you use your downward momentum to lend strength to your lightning bolt strike.

As part of a flip over the opponent, you slash at their exposed back as you jump to the other side.

Make an Athletics (Strength) or Acrobatics (Dexterity) check as part of this maneuver with a DC equal to your target's AC. You add double your proficiency bonus to this check, regardless of whether you are proficient. On a successful check, make your attack with advantage, and deal an additional 20d6 damage with this strike.

Bestial Flurry

Wolf Fang Strike (Novice, Strike)

Lashing out with two weapons, you leave lashes across your opponent's torso.

As part of this maneuver, you may make an additional melee weapon attack. This additional attack must be made with a different weapon.

Dancing Mongoose (Initiate, Boost)

A blur of speed marks your innumerable swings and you rip and tear into your foe.

When you initiate this boost, you may make a melee weapon attack. Until the end of your turn, whenever you make a melee weapon attack (apart from the one from this maneuver), you can make a melee attack with the same weapon, though the damage on a successful hit with this additional attack does not deal additional damage from spells or class features.

Hamstring Attack (Adept)

Slicing at your opponent's legs, you leave them temporarily hobbled.

On a successful hit with this strike, your target must make a Constitution saving throw. On a failed saving throw, your target is made lame. At the end of each of their turns, your target may repeat the saving throw. This effect ends on a successful save or if one minute passes.

Raging Mongoose (Master, Boost)

Setting aside caution you unleash a fierce volley of attacks.

When you initiate this boost, you may make two melee weapon attacks. Until the end of your turn, whenever you make a melee weapon attack (apart from the one from this maneuver), you can make two melee attack with the same weapon, though the damage on a successful hit with these additional attacks does not deal additional damage from spells or class features.

Nature's Roar

Rabid Wolf Strike (Novice, Strike)

Foaming at the mouth, you scream in rage as you focus on striking your foe.

You have advantage on the attack made with this strike.

Pouncing Charge (Initiate, Strike)

Throwing yourself into the fray, your weapons become a blur as you hack and slash with feral speed.

As part of initiating this maneuver, move up to your speed in a straight line, moving at least 15 feet. If you do so, make an additional attack as part of this strike, and each of the attacks made as part of this strike do an additional 2d6 damage.

Rabid Bear Strike (Adept, Strike)

Leaping at your enemy with a ferocious roar, you give yourself to your rage entirely.

You have advantage on the attack made with this strike and deal 6d6 additional damage on a successful hit.

Swooping Dragon Strike (Master, Strike)

Hands splayed like claws, you make ferocious attacks intended to put your enemy down for good.

You have advantage on the attack made with this strike and deal 12d6 additional damage on a successful hit.

Carnage Whirl

Flesh Ripper (Novice, Strike)

You overwhelm your foes with the pain your wounds leave.

If you hit with this strike, whenever your target makes an attack roll they must roll 1d4 and subtract the total, and whenever they are attacked, the person attacking must roll 1d4 and add the total to their attack roll. This lasts until the start of your next turn.

Fountain of Blood (Initiate, Boost)

Blood sprays across the now-slick ground, and enemies shriek in fear as you turn your baleful gaze towards them.

You may activate this boost on any turn in which you kill an enemy. When you do, you may force all enemies within 30 feet to make a Wisdom saving throw. On a failed save, each enemy is frightened until the end of your next turn.

Wolf Climbs the Mountain (Adept, Strike)

Slipping between your target's legs, you strike its exposed areas before moving to hide in its shadow.

If you hit with this maneuver, you deal an additional 5d6 damage and may move into your target's space as long as that enemy's size is equal or larger than your own. You may stay within your target's space until the start of your next turn, and gain three-quarters cover against any attacks mad at you while you share the same space. Your opponent provokes an opportunity attack if they move away from the square they currently occupy while you share their space.

Girallon Windmill Flesh Rip (Master, Boost)

Your arms become a blur as you windmill them furiously, chunks of your target's flesh flying in all directions.

You deal 1d6 additional damage with attacks this turn, plus an additional 1d6 damage for every time you have struck the same enemy this turn.

Stances

Blood in the Water (Novice)

Reveling in death and blood, you are spurned on to be more ferocious with every kill.

While you are in this stance, you gain a +1 bonus to attack rolls for one minute whenever you bring an enemy to 0 hit points. This bonus stacks with itself, and its duration refreshes whenever you kill another enemy, though each one must have a CR equal to at least one-half your level.

Hunter's Sense (Novice)

Your feral instincts amplify your senses, allowing you to detect trouble much faster than others.

Whenever you are in this stance, you have advantage on smell-based Perception (Wisdom) checks and may take the Search action as a bonus action.

Leaping Dragon Stance (Initiate)

Most foes don't realize that combat is three-dimensional, and you exploit this by going in the direction they least expect; straight up.

Treat your ability modifier as 10 higher on checks made to jump and on Athletics (Strength) or Acrobatics (Dexterity) checks made as part of a Tiger Claw strike. In addition, you are always considered to have moved at least 10 feet before jumping.

Prey on the Weak (Adept)

You are the mighty predator among a herd of prey, turned loose and bringing foes down with impunity.

Whenever an enemy dies within 30 feet of you while you are in this stance, you may spend your Reaction to make a melee weapon attack.

Wolverine Stance (Adept)

As a cornered wolverine, you fight with unmatched ferocity in the most dire of circumstances.

If you would attack with disadvantage while in this stance, you attack normally.

Wolf Pack Tactics (Master)

Like the king of the jungle, you prowl across the battlefield with impunity searching for your next prey.

Each successful attack while in this stance allows you to move 5 feet without provoking an opportunity attack. You cannot move farther than your speed each round using this stance.