Difference between revisions of "Blade Magic (5e Sourcebook)/White Raven"

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m (White Raven's Unkindness (Initiate, Counter))
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''Your clarion voice booms across the battlefield, warning your allies of attempts to cloud their minds.''
 
''Your clarion voice booms across the battlefield, warning your allies of attempts to cloud their minds.''
  
While in this stance, creatures of your choice within 60 feet have advantage on Wisdom saving throws.
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While in this stance, creatures of your choice within 60 feet have advantage on Charisma and Wisdom saving throws.
  
 
===== Leading the Charge (Novice) =====
 
===== Leading the Charge (Novice) =====

Revision as of 19:27, 8 February 2020

White Raven

Flourishes

Awakening Cry (Counter)

Your radiant call shakes your ally awake from the stupor he was about to enter, reinvigorating him to fight on.

When an ally within 30 feet makes a saving throw against an effect that would cause them to be charmed or frightened, you may initiate this maneuver to have them roll 1d4 and add the total to their saving throw.

Commander's Strike (Strike)

You open up an enemy for an attack, allowing a nearby ally to take advantage of the momentary weakness displayed.

If you hit with this strike, you deal no damage. Instead, choose an ally adjacent to your target; that ally may spend their reaction to immediately make a melee weapon attack against the target.

Inspiring Call (Counter)

Seeing your ally is about to miss, your words guide them towards dealing a grievous blow .

When an ally makes an attack, you may initiate this maneuver to have them roll 1d4 and add the total to their attack roll. You may do so after the roll has been made, but must do so before the results are announced.

Paths

Extinguishing Dawn

Douse the Flames (Novice, Strike)

The resounding sound of your strike captivates your target who is unable to react to sudden movements after the following string of oath and expletives hurled at them.

On a successful attack with this strike, deal an additional 1d6 damage and the target cannot take reactions until the start of your next turn.

Covering Strike (Initiate, Strike)

You buy your allies the critical seconds they need to slip past your foe as you fiercely smash at their defenses with a series of attack.

If you successfully hit with this strike, deal an additional 4d6 damage and your target cannot take reactions for the next 3 rounds. After being affected by this maneuver, a creature is immune to further applications for one minute.

Flanking Maneuver (Adept, Strike)

Your leadership and words of command allow your allies to move almost preternaturally quickly to hammer your enemy and bring them down.

Upon successfully hitting with this strike, all allies within 30 feet of you may make a weapon attack against your target.

White Raven Hammer (Master, Strike)

Slamming your enemy with a vicious blow, you stun their senses and leave them unable to defend themselves.

On a successful attack with this strike, your target is stunned until the end of your next turn.

Pack Fighting

Leading the Attack (Novice, Strike)

Boldly striking the enemy, your war cry demonstrates that victory is soon at hand and pushing your allies to further deeds.

When you hit using this strike, the next attack against your target is made at advantage.

White Raven's Unkindness (Initiate, Counter)

Ferocious cries inspire your allies to dig deep and do even more damage to your enemies.

You may initiate this maneuver when an ally within 30 feet makes a successful attack. Increase the damage dealt by your ally by 4d6.

White Raven Strike (Adept, Strike)

Your attack knocks your foe off-balance, allowing your allies to take advantage of their momentary stumble.

If you hit using this strike, your target must make a Dexterity saving throw. On a failed save, all attacks against your target are made at advantage until the start of your next turn.

White Raven Tactics (Master)

With a few short orders, you cajole your allies towards seizing the initiative and driving back those who stand before you.

When activating this boost, choose an ally within 30 feet of you. That ally may immediately take an additional turn after the end of your turn.

Vanguard's Lance

Battle Leader's Charge (Novice, Strike)

Leading from the front inspires your allies and allows them to follow in your wake.

As part of this maneuver, move up to your speed in a straight line. This movement does not provoke opportunity attacks. As long as you moved at least 10 feet, any ally within 30 feet of you deals an additional 1d6 damage on successful weapon attacks.

Order Forged from Chaos (Initiate, Boost)

A series of stern orders cause your allies to move quickly about the battlefield.

When you initiate this maneuver, all allies within 30 feet may move up to their speed as a reaction, provoking opportunity attacks as normal.

War Leader's Charge (Adept, Strike)

Great fury and words of rage are expelled from your lungs as you charge forward, inspiring your allies to ever-greater feats of strength.

When you initiate this maneuver, move up to your speed in a straight line. This movement does not provoke opportunity attacks. As long as you moved at least 10 feet, any ally within 30 feet of you deals an additional 3d6 damage on successful weapon attacks.

War Master's Charge (Master, Strike)

Leading your allies in a devastating charge, your supreme mastery of tactical combat allows your allies to form an unstoppable assault upon a foe.

Upon initiating this maneuver, move up to your speed in a straight line. This movement does not provoke opportunity attacks. As long as you moved at least 10 feet, allies within 30 feet of where you started may move up to their speed towards your target and make a melee weapon attack. Add 10d6 damage to the damage you deal with your attack, and each ally that attacked the target does an additional 5d6 damage.

Call of Battle

Lion's Roar (Novice, Boost)

As you fell a foe you unleash a howl that exhilarates and inspires your allies.

You may activate this boost on any turn on which you dropped reduce an enemy to 0 hit points using a melee weapon attack. Once you do, you and all allies gain an additional 1d6 points of damage on weapon attacks for the next minute.

Clarion Call (Initiate, Boost)

You shout a battle cry as you defeat an opponent, inspiring your allies to greater deeds.

You may activate this boost on any turn on which you dropped reduce an enemy to 0 hit points using a melee weapon attack. Once you do, all of your allies may spend their reaction to either move up to their speed or to make a weapon attack.

Flight of the White Raven (Adept, Boost)

Your orders and quick commands push your allies to act quickly and decisively.

When you activate this maneuver, all of your allies may spend their reaction to either move up to their speed or to make a weapon attack.

Conspiracy of White Ravens (Master, Strike)

Your attack leaves an enemy defenseless and unable to stand as your allies rain blows upon them.

If you successfully hit with this maneuver, your target has vulnerability to all damage until the start of your next turn.

Stances

Bolstering Voice (Novice)

Your clarion voice booms across the battlefield, warning your allies of attempts to cloud their minds.

While in this stance, creatures of your choice within 60 feet have advantage on Charisma and Wisdom saving throws.

Leading the Charge (Novice)

Your confident voice calls your allies to charge the enemy.

When you are in this stance, allies who move at least 10 feet in a straight line deal 1d6 additional damage using melee weapon attacks.

Tactics of the Wolf (Initiate)

Your voice coordinates the actions of your allies to a much greater degree than normal.

Melee weapon attacks against enemies adjacent to you are made with advantage while in this stance.

Press the Advantage (Adept)

At times you need to be in various places on the battlefield, and you know how to reach where you need to be quickly and efficiently.

You ignore difficult terrain and double your speed when in this stance.

Swarm Tactics (Master)

Close teamwork is the key to any victory, and your mastery of this aspect of the battlefield allows your allies to work like a well-oiled machine.

Attacks against enemies adjacent to you while in this stance are made at advantage.