Blade Magic (5e Sourcebook)/Devoted Spirit
- 1 Devoted Spirit
- 1.1 Flourishes
- 1.2 Paths
- 1.2.1 Benevolent Glance
- 1.2.2 Brother in Arms
- 1.2.3 Baleful Blow
- 1.2.4 Defender's Grip
- 1.3 Stances
Martial adepts that use this discipline excel at being the focus of combat, causing their spirit to flare when they face a worthy foe. Certain Devoted Spirit maneuvers require you to hit a worthy foe for their effect to activate; worthy foes are creatures whose CR is greater than the CR listed in the following table according to your total level.
Commander's Strike (Boost)
Your strike resounds, rallying your allies to great strength.
When you activate this maneuver, choose an enemy you can see. The first time you hit that enemy with a melee weapon attack, choose a creature within 5 feet who is above 0 hit points. If the target was a worthy foe who posed a direct, immediate threat to you or your allies, the chosen ally heals two hit points. Increase the amount of healing by two for every tier you have unlocked in a given path of this discipline above Novice.
Goading Blow (Boost)
With a strong strike, you draw a creature's attention to you.
Until the end of your turn, creatures you hit with a melee weapon attack, the creature reduce their attack rolls by 1d4 if those attack rolls do not target you. This effect lasts until the start of your next turn.
Surge of Will (Counter)
Drawing upon your belief, you throw off effects that try to subvert your will.
Upon making a Charisma or Wisdom saving throw you may use this counter to increase your saving throw by 1d4.
Crusader's Strike (Novice, Strike)
Divine energy surrounds your weapon, reinforcing the flagging morale of your allies.
Upon hitting a worthy foe who poses a direct, immediate threat to you or your allies with this strike, choose a creature who is above 0 hit points within 10 feet of you. That creature regains 1d6 hit points. Increase the amount of healing by 1d6 for each tier above Novice you have unlocked.
Revitalizing Strike (Initiate, Strike)
A divine halo surrounds you as you strike your foe, before dissipating and traveling to an ally, healing their wounds.
When you successfully hit a worthy foe who poses a direct, immediate threat to you or your allies with this strike, choose a creature who is above 0 hit points within 10 feet of you. That creature regains 2d6 hit points. For every other Initiate maneuver you know increase the healing from this maneuver by 1d6.
Rallying Strike (Adept, Strike)
Blazing with divine energy, your weapon pulses as you slam it home before sweeping over your allies.
As you hit a worthy foe who poses a direct, immediate threat to you or your allies with this strike, you and all allies above 0 hit points within 30 feet regain 3d6 hit points. For every other Adept maneuver you know increase the healing from this maneuver by 1d6.
Strike of Righteous Vitality (Master, Strike)
Your faith powers your strikes, healing your allies even as you bear down on your foe.
When you hit a worthy foe who poses a direct, immediate threat to you or your allies with this strike, choose a creature within 10 feet of you. That creature is immediately affected by the heal spell.
Brother in Arms
Vanguard Strike (Novice, Strike)
Battering aside defenses, you draw the attention of enemies in order to create an opening for an ally.
As you hit a creature with this strike, choose an ally within 30 feet. That ally has advantage on their next attack until the start of your next turn.
Defensive Rebuke (Initiate, Boost)
With a cry, you extol words of protection that force an enemy to deal with you or reap the consequences.
Each enemy you strike after initiating this maneuver provokes an opportunity attack from you if they make an attack targeting someone other than you. Opportunity attacks due to this maneuver deal additional damage equal to your proficiency bonus. Creatures immediately know the consequences to attacking others when affected by this maneuver.
Entangling Blade (Adept, Strike)
Hammering at the target's legs, you cause them to buckle beneath your blows as you slow their movement.
An enemy struck by this strike takes 8d6 additional damage and has their speed reduced by 20 feet until the start of your next turn.
Daunting Strike (Master, Strike)
A display of raw power causes foes to quaver in fear as you grow larger in their eyes.
Enemies struck by this attack become frightened. A creature with legendary resistance may spend one of their uses to ignore this effect. At the end of each of the creature's turn, they may make a Wisdom saving throw. The frightened condition ends if they successfully make the saving throw or if a minute passes.
Foehammer (Novice, Strike)
Magical defenses cannot stand before your might as your bring your weapon to bare.
You deal an additional 1d6 damage when using this strike, and ignore resistance to all damage you would deal with your weapon. This maneuver deals 2d6 additional damage for each tier you have unlocked in a path of this discipline above Novice.
Divine Surge (Initiate, Strike)
With a roar you throw your weapon forward, dealing great damage to your intended target.
Foes hit by this strike take an additional 6d6 damage.
Doom/Radiant Charge (Adept, Strike)
A divine aura clouds your form as you move forward, power radiating with each step.
You may move up to your speed in a straight line as part of this strike, moving at least 10 feet. On a successful hit, your target takes an additional 6d6 damage and you gain resistance to non-magical bludgeoning, piercing, and slashing damage until the start of your next turn.
Law Bearer (Adept, Strike)
Sigils of pure law encompass your weapon as you swing it down.
Upon successfully hitting with this strike, you deal an additional 2d6 damage, attacks against you are made at disadvantage, and you have advantage on saving throws until the start of your next turn.
Tide of Chaos (Adept, Strike)
Chaos surges and forms a protective shell around you as you strike your target.
When you successfully hit with this strike, you deal an additional 2d6 damage and all enemies treat you as though you were heavily obscured until the start of your next turn.
Castigating Strike (Master, Strike)
Foes damage by your blow feel their flesh rend and tear, unable to maintain their normal posture as you bear down on them.
If you hit an enemy with this strike, they take an additional 10d6 damage and have disadvantage on attack rolls. At the end of each of their turns, they may make a Wisdom saving throw. On a successful save or after one minute passes, whichever comes first, this effect ends. A creature with legendary resistance may spend one of their uses to ignore the non-damage effects of this maneuver.
Shield Block (Novice, Counter)
Thrusting yourself forward, you parry the blows meant for your comrades.
If an adjacent ally is attacked, you may activate this maneuver to have all attacks made against them be at disadvantage until the end of the current turn. If you are using a shield, their armor class is increased by an amount equal to the AC provided by the shield for the duration of this maneuver.
Guardian Angel (Initiate, Counter)
You are a terrifying protector upon the battlefield, knocking aside each attack that would target your ward flawlessly.
When an ally within 10 feet is attacked, you may activate this maneuver to immediately move adjacent to them without provoking an Opportunity Attack. If you do so, all attacks made against that ally miss until the end of the turn of the creature who attacked them. If you are using a shield, their armor class is increased by an amount equal to the AC provided by the shield while they are adjacent to you, until the start of your next turn.
Aegis Aurora (Adept, Boost)
Raising a battlecry, you quicken the pace of your allies, causing them to dodge more nimbly despite the terrible odds arrayed against you.
Upon activating this maneuver, attacks made against all your allies within 30 feet (except for you) are made at disadvantage until the start of your next turn.
Divine Sanctuary (Master, Boost)
Radiant light or viscous darkness flows from you, covering your allies in a protective layer.
Until the start of your next turn, you and all allies within 30 feet have advantage on saving throws. Additionally, when an affected creature successfully saves against an effect that allows it to make a saving throw for half damage, it instead takes no damage.
Iron Guard's Glare (Novice)
Your taunting words of spite goad creatures to focus on you rather than your allies.
Creatures you strike with a melee weapon attack are marked until the start of your next turn as long as they are within 5 feet of you.
Martial Spirit (Novice)
Every attack you make restores vigor to your allies, pushing you ever forward to victory.
While in this stance, whenever you hit a worthy foe who poses a direct, immediate threat to you or your allies, choose a creature who is above 0 hit points within 10 feet of you. That creature regains a number of hit points equal to your proficiency modifier.
Thicket of Blades (Initiate)
Your careful guard ensure that no enemy can pass you by.
When you hit a creature within 5 feet of you with an opportunity attack, the creature's speed becomes 0 for the rest of its turn.
Aura of Chaos (Adept)
Coruscating energy surrounds you as chaos runs rampant around you.
Whenever you roll your melee weapon damage (including damage from other sources), any dice that roll their maximum amount are rolled again and added to the total. You continue to reroll as long as a die shows its maximum amount.
Aura of Perfect Order (Adept)
A circle appears below your feet, almost too perfect in its circumference for the world as chaos is driven back.
While in this stance, once per round you may replace an attack roll or saving throw's potential result as though you had rolled 7. You must use this before rolling. If you would roll with advantage or disadvantage, only one of the dice is replaced and the other is rolled normally.
Aura of Triumph (Adept)
Celestial power suffuses you and your allies, pushing you ever on to vanquish the forces of evil.
You and creatures within 10 feet of you both regain hit points equal to your proficiency modifier with each successful attack either of you make against worthy foes who poses a direct, immediate threat to you or your allies.
Aura of Tyranny (Adept)
Sickly, ethereal gray appendages swirl around you, strengthening you while sapping your allies of strength.
At the end of your turn, you may choose to deal up to your proficiency bonus in damage to each willing ally within 30 feet. Damage dealt by this stance ignores temporary hit points and cannot be reduced or negated. You regain half of the total damage dealt.
Immortal Fortitude (Master)
Horrific wounds, searing scars, frostbitten marks, and the mighty strikes of your foes cover your body, yet you stand resolute against it all.
Whenever you take damage that would reduce you to 0 hit points and don't die outright, you may make a Constitution saving throw against a DC of 10. If you succeed, you drop to 1 hit point instead. Each time this occurs, increase the DC by 5. The DC resets to 10 at the start of your turn.