Blade Magic (5e Sourcebook)/Stone Dragon

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Stone Dragon[edit]

Flourishes[edit]

Deep Roots (Counter)[edit]

You almost meld into the ground beneath you, taking strength from its immovable presence.

You may initiate this maneuver if you would make a saving throw against an effect that would move you or knock you prone. If you do, you have advantage on your save.

Stone Hammer (Strike)[edit]

Your weapon takes on a grey sheen as you strike, breaking through any magical defenses your target may have.

On hitting with this strike, deal damage as normal. Your damage ignores any resistances or immunities your target may possess.

Strength of Stone (Counter)[edit]

As stone, enemies can try to chip away at your strength with strong blows, yet you entirely ignore weaker attacks.

If you would take damage from an attack or effect, you may initiate this maneuver to reduce the damage you take by a number equal to your proficiency bonus.

Paths[edit]

Bones of Steel[edit]

Stone Bones (Novice, Strike)[edit]

Focusing your power to enhance your toughness, you draw upon the power of your blow to empower your endurance.

If you hit with this strike, you have resistance to the damage of the next successful attack made against you until the start of your next turn.

Iron Bones (Initiate, Strike)[edit]

Entering a meditative state that makes you almost invulnerable to harm, you ponder how much like jelly your opponent's weapon looks.

Upon hitting with this strike, you have resistance to damage done by your target until the start of your next turn.

Mithral Bones (Adept, Strike)[edit]

Your blow rings out loudly, and allies around you feel the power creep into their bones, filling them with endurance.

When you hit with this strike, you and allies within 10 feet have resistance to damage done by your target until the start of your next turn.

Adamantine Bones (Master, Strike)[edit]

As you hit your foe, the ground itself rises to protect you and your allies, covering you momentarily in a grey sheen.

If you hit with this strike, you and all allies within 10 feet have resistance to damage until the start of your next turn.

Colossus Hammer[edit]

Mountain Hammer (Novice, Strike)[edit]

You embody the fury of the avalanche as you strike down your opponent.

Upon hitting with this strike, your target takes 2d6 additional damage, and you ignore any resistance or immunity your target may possess.

Elder Mountain Hammer (Initiate, Strike)[edit]

Drawing strength from the earth, you channel it into your weapon and deal a ruinous strike.

When you hit with this strike, your target takes 4d6 additional damage, and you ignore any resistance or immunity your target may possess.

Ancient Mountain Hammer (Adept, Strike)[edit]

The weight of the ancient mountains stands behind your attack, pounding through your target's defenses.

As you hit with this strike, your target takes 8d6 additional damage, and you ignore any resistance or immunity your target may possess.

Colossus Strike (Master, Strike)[edit]

A rumbling shout emanates from you as you swing your weapon, knocking your foe deep into the earth.

Upon hitting with this strike, your opponent falls to the ground (potentially taking falling damage) and becomes prone, carving a shallow hole into the earth. They may attempt to get up from prone once per turn by spending half their movement and making a Strength saving throw. On a failed save, they remain prone and are unable to attempt to get up again until their next turn.

A creature adjacent to your target may attempt to free them by making a Athletics (Strength) against the original DC. On a successful check, the creature does not need to make a save to rise from prone.

Crumbling Stone[edit]

Bonecrusher (Novice, Strike)[edit]

Delivering your attack with a cry, your opponent's eyes widen as their bones begins to crack under the strength of your blow.

Upon hitting with this strike, your target must make a Constitution saving throw. On a failed save, attacks against them count as a critical hit on a 19 or 20. This persists until the target is completely healed.

Bone Splitting Strike (Initiate, Strike)[edit]

Pulped flesh and shattered bones are all that are left after your momentous blow.

Upon hitting with this strike, your target takes additional damage equal to twice their maximum hit dice.

Gut Squeezing Strike (Adept, Strike)[edit]

The very force of your blow threatens to force the very entrails of your target to spill from their gut, almost disemboweling them.

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

Mountain Tombstone Strike (Master, Strike)[edit]

Your enemy's very bones turn to dust as muscles are torn to a bloody pulp by your ferocious strike.

When you hit with this strike, your target takes additional damage equal to four times their maximum hit dice.

Plummeting Avalanche[edit]

Charging Minotaur (Novice, Strike)[edit]

You charge your foe with such strength that they are involuntarily pushed back.

You must move at least 10 feet in a straight line as part of this maneuver. Upon hitting with this strike, your target must make a Strength saving throw. On a failed save, they are moved back 5 feet. If your foe failed the saving throw by 2 or more, they are pushed back another 5 feet for every 2 by which they failed the save. You may move with the foe, up to a maximum distance of 10 feet less than your normal speed.

Stone Dragon's Fury (Initiate, Strike)[edit]

Your strike is with such force that limbs twist and pop out of their sockets, leaving your enemies howling in pain and unable to move properly.

If you hit with this strike, your target must make a Strength saving throw. On a failed save, they have disadvantage on all attack rolls until they spend an action to pop their dislocated joints into place.

Boulder Roll (Adept, Technique)[edit]

Moving with the force of a rolling boulder, you smash enemies out of the way as you charge across the battlefield.

You may move up to your speed in a straight line without provoking opportunity attacks as part of this maneuver, and are able to enter occupied spaces or creatures. Any creature whose space you enter must make a Strength saving throw. On a failed save, the creature falls prone. On a successful save, you are moved back to the last unoccupied space you entered and cannot continue moving as part of this maneuver.

Landslide Deluge (Master, Strike)[edit]

The force of your strike is so great that enemies find themselves helpless beneath the ground.

On a successful attack with this strike, your target must make a Strength saving throw. On a failed save, they fall until they hit the ground (potentially taking falling damage) and find themselves 10 feet below the ground. A flying creature falls 100 feet on a failed save, suffering falling damage and finding themselves beneath the ground as normal should they hit it.

A creature can dig themselves out by making a Athletics (Strength) check (typically at a DC of 20, though this might differ for different substances) while spending 20 feet of movement for each square they would dig through. On a failed save, the movement is wasted and they are unable to continue moving.

A creature buried in this way can hold their breath, but may begin suffocating.

Gripping Vise[edit]

Stone Vise (Novice, Strike)[edit]

Your blow overwhelms your foes, leaving their knees buckling and unable to move.

On a successful hit with this strike, your target must make a Strength saving throw. On a failed save, their speed is reduced to 0 until the start of your next turn.

Overwhelming Mountain Strike (Initiate, Strike)[edit]

You watch as your foe becomes temporarily disoriented and their legs shake at the force of your attack.

When you successfully hit with this strike, your target takes 4d6 additional damage and must make a Strength saving throw. On a failed save, their speed is reduced to 0 until the start of your next turn.

Crushing Vise (Adept, Strike)[edit]

A few precious seconds must be wasted to shrug off the force of this blow and free themselves from the ground before moving.

Upon hitting with this strike, your target takes 2d6 additional damage and must make a Strength saving throw. On a failed save they are restrained until the start of your next turn.

Irresistable Mountain Strike (Master, Strike)[edit]

With the force of your blow your enemy sinks up to their waist into the earth.

If you hit with this strike, your target becomes restrained. A creature restrained in this way can make a Strength (Athletics) check against your martial initiate DC as an action. If it succeeds, it is no longer restrained.

Stances[edit]

Stonefoot Stance (Novice)[edit]

Setting your feet into the earth and lowering your stance, you gain the endurance of the mountain.

While in this stance, you cannot be made prone or moved. If you move more than 5 feet in a single turn voluntarily, this stance immediately ends.

Crushing Weight of the Mountains (Initiate)[edit]

Your hands crush your enemies, squeezing the very life out of them.

At the end of your turn, you automatically deal damage equal to 1d6 + your Strength modifier to any creatures you have grappled. In addition, you have advantage on Strength (Athletics) checks grapple creature or to stop a creature from escaping your grapple.

Giant's Stance (Initiate)[edit]

Your weapons swing in huge, deadly arcs that slam into your foes with incredible force.

Whenever you make a melee weapon attack, roll an additional weapon damage die when rolling damage.

Roots of the Mountain (Adept)[edit]

Drawing power from the very earth itself, your skin becomes as hard as stone, shrugging off most strikes.

Entering an impenetrable defensive stance, you leave yourself no weak spots or openings for enemies to take advantage of.

As long as you remain in this stance, you cannot be critically hit, and are immune to the grappled conditions. This stance ends if you are moved or voluntarily move more than 5 feet in a single turn.

Strength of Stone (Master)[edit]

While in this stance you have resistance to damage. If you are moved or voluntarily move more than 5 feet in a single turn this stance ends.