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Using Maneuvers Knife Which Sails Through The Air: Martial Maneuver Save DC

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Using Maneuvers Knife Which Sails Through the Air

You can use one maneuver during each turn. Some maneu- Your innate magic lifts you and your weapon into the air
vers require concentration, as if concentrating on a spell, or so your feet barely brush the ground as you soar across
certain conditions to use. Some maneuvers will require your the battlefield, and the hilt of your weapon floats just
target to make a saving throw to resist the maneuver’s effects. beyond your fingertips. While in this stance, your speed
is increased by 10 feet, you ignore difficult terrain, and
Martial Maneuver save DC: 8 + your proficiency bonus +
you gain an additional 5 feet of reach when wielding a
your Charisma modifier
melee weapon
Living Blade Crossed Blades of the Defender
Sorcerer Maneuver Maneuvers You and your blade act as one, prowling defensively like a
Level Points Known wolf defending her den.
1st 1 2 While in this stance, your speed is reduced by 10 feet,
2nd 2 2 you cannot be disarmed, and you gain a bonus to your AC
3rd 3 3 equal to your Charisma modifier.
4th 4 3
5th 5 4 Extra Attack
6th 5 4 6th-level Living Blade feature
7th 6 4
You can attack twice, instead of once, whenever you take
8th 6 4 the Attack action on your turn. Additionally, you can cast
9th 7 5 one of your cantrips in place of one of those attacks.
10th 7 5
11th 8 5 Resonant Edge
12th 8 5
14th-level Living Blade feature
13th 9 6
14th 9 6 When you cast a spell while holding a sword, the blade be-
15th 10 6 comes charged with arcane magic. Each spell you cast charges
16th 10 6
the blade with force damage equal to twice the level of the
spell. The total amount of force damage you can store in your
17th 11 7
blade is equal to ten times your proficiency bonus. The next
18th 11 7
time you hit a creature with a charged weapon, the weapon
19th 12 7 deals additional damage equal to the stored force damage and
20th 12 7 the charged damage resets to 0.
You can also spend a sorcery point to release all charged
energy from your blade, making a ranged spell attack as
Sharpened Soul a bonus action. This attack fires a magical projectile from
1st-level Living Blade feature your weapon with a range of 60 feet. On a hit, it deals force
damage equal to the total energy you released.
You gain proficiency with shortswords, longswords, and
scimitars, and you can use any of these weapons as an
arcane focus for your spells. Spirit of the Living Blade
Additionally, as a bonus action, you can spend one of your 18th-level Living Blade feature
sorcery points to summon any sword you can see within 30
feet to your hand. If another creature is holding the weapon, You gain the ability to call upon the enduring essence of
you can attempt to magically disarm them by forcing them your ancestor to aid you in battle. As a bonus action, you
to make a Dexterity saving throw against your spell save DC. can transform one blade in your hand into the legendary
On a failed save, the sword flies into your hand. weapon. For 1 minute, it becomes a magical longsword with
a bonus to attack and damage rolls equal to your Charisma
modifier, and it sheds silvery light that emanates as bright
Stance of Spell and Steel light from you in a 30-foot radius, and dim light for 30 feet
1st-level Living Blade feature beyond that.
You and any allied creatures within 60 feet cannot be
Your magical birthright allows you to learn the two battle frightened, and gain temporary hit points equal to 1d4 +
stances below. When you roll initiative, you can choose to your Charisma modifier at the start of each of your turns.
enter a stance that you know. You can also change between Once you use this feature, you can’t use it again until you
stances you know as a bonus action. finish a long rest.
You can only enter a stance as long as you’re not wearing
armor or wielding a shield.

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Living Blade Maneuvers horizontally into an unoccupied space, and then you can
make an attack against them with advantage. If this attack
These maneuvers can be used by anyone who studies the hits, it deals an additional 8d6 lightning damage.
Living Blade saga. The Saga of the Living Blade teaches Any creatures in your path when you leap to your target
warriors to entrust their life to their blade. A spirit lives must make a Dexterity saving throw, taking 8d6 lightning
within all things, and weapons worthy of a great warrior damage on a failure, or half as much on a success. Objects
are imbued with a spirit that guides its wielder and forms in your path when you leap to your target automatically
an unbreakable bond with them. Such a bond prevents take 8d6 lightning damage, and 4d6 force damage. If this
warriors from being disarmed, allows them to gain deep reduces them to 0 hit points, they are obliterated and you
insight into the fighting style and abilities of their foes, pass directly through them. If this does not reduce them to
and even allows them to touch the spirit of the weapons 0 hit points, you take 4d6 force damage and stop moving.
wielded by their enemies.
Dimensional Skewer (3 points)
Atomizing Blast (6 points) You pull a creature through a dimensional portal into your
As a reaction to a creature making a melee attack against waiting blade. As an action, you can spend 3 maneuver
you, you can spend 6 maneuver points to add +5 to your points to target one creature within 90 feet you can see. The
AC against that attack. If this causes the attack to miss, you target creature must succeed on a Charisma saving throw, or
catch it with your blade, creating an intense discharge of it vanishes and reappears in an empty space within 5 feet of
atomic energy at the moment of impact. you, and you can make one attack against it with advantage.
Creatures within 20 feet of you, excluding you, take 5d8 Additionally, if the target creature is Large or smaller,
radiant damage, and must make a Dexterity saving throw, it is stuck on your sword and grappled until you use your
taking 5d8 fire damage on a failure, or half as much on a weapon to make another attack.
success. Creatures that fail the saving throw are also pushed
20 feet away from you. Electric Lash (1 point)
If this maneuver reduces a creature to 0 hit points, they Your strike delivers a bolt of lightning to the target that
disintegrate. A disintegrated creature and everything it is arcs from foe to foe. When you hit a creature with an
wearing and carrying, except magic items, are reduced to attack, you can spend 1 maneuver point to deal an extra
a pile of fine gray dust. The creature can be restored to life 1d6 lightning damage to them and up to three other enemy
only by means of a true resurrection or a wish spell. creatures within 5 feet of the target.

Bitter Vortex (3 points) Elemental Gift (2 points)


As an action, you can spend 3 maneuver points to raise As a bonus action, you can spend 2 maneuver points to
your weapon above your head, summoning a blast of cold magically bind the elements to the weapons of your party.
that painfully slows your enemies. All creatures within 15 Choose one of: fire, cold, or lightning. Until the end of your
feet of you must make a Constitution saving throw, taking next turn, creatures of your choice within 15 feet deal an
4d8 cold damage on a failed save, and half as much on a extra 1d8 damage of the chosen type whenever they hit
success. Creatures that fail the save also have their speed with a weapon attack.
halved until the end of their next turn.
Gyrfalcon Strike (2 points)
Blade of the Wyrmslayer (2 points) As an action, you can spend 2 maneuver points to hurl
As a bonus action, you can spend 2 maneuver points to your blade at a creature and have it magically return to
chant the ancient ballad of Sýr, granting you the power of your grasp. Make a melee weapon attack against one
the deathrunes placed on his blade by the first sorceress. target creature within 60 feet as if the target was in reach.
You can maintain this maneuver by concentrating on it as You cannot use melee weapons that are attached to you,
if it were a spell, and by paying the point cost at the start such as claws.
of each subsequent turn as a bonus action. If you have the Extra Attack feature, you can catch your
While this maneuver is active, one sword you wield deals weapon and then magically throw it again to make your
an extra 3d6 necrotic damage on a hit, and creatures hit by second attack.
the blade cannot regain hit points until the maneuver ends.

Bolt of Destruction (6 points)


You leap forward with incredible speed, streaking across
the battlefield like a flash of lightning, before striking at
your target with extreme precision. As an action, you can
spend 6 maneuver points to target one creature or object
you can see within 90 feet. You move in a straight line to-
wards the target, ignoring creatures of your size or smaller,
landing in the target’s space. The target is pushed 5 feet

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Hypnotizing Blade (8 points) spend 3 maneuver points to target one Large or smaller
As an action, you spend 8 maneuver points to weave ally within 60 feet and teleport them to an empty space
a scintillating pattern in the air with your sword, within 10 feet of you. The allied creature can then make
mesmerizing your foes. One creature of your choice within one melee attack with advantage.
30 feet who can see you takes 2d8 psychic damage, and
must make a Wisdom saving throw. On a failed save, the
Sunder Spell (3 points)
creature becomes blind (as per the blinded condition) to all This maneuver allows you to destroy magical effects with
other creatures except you until the start of your next turn. your weapon. When you hit a creature or an object with a
Additionally, at the start of your next turn, you can use melee weapon attack, you can spend 3 maneuver points to
an action to force the creature to make another Wisdom end one spell of 3rd level or lower on the target. To attempt
saving throw. On a failure, the creature is stunned until to end a spell of 4th level or higher on the target, make an
the start of your next turn. This stun ends for a creature ability check using your spellcasting ability. The DC equals
if it takes any damage or if someone else uses an action to 10 + the spell’s level. On a successful check, the spell ends.
shake the creature out of its stupor.
Thunderous Shunt (1 point)
Keen Backswing (2 points) At the moment of impact, your weapon creates a
You and your weapon work in perfect harmony, turning concussive shock that causes your enemy to stagger back.
a miss into a deadly opportunity. When you miss with a When you hit a creature with a melee weapon attack, you
melee weapon attack, you can use your reaction and spend can spend 1 maneuver point to deal an extra 1d6 thunder
2 maneuver points to make another attack against the same damage, and the target must succeed on a Strength saving
target with advantage. throw or be pushed 5 feet away from you.

Lethal Orbit (8 points) Viper Parry (1 point)


As a bonus action, you can spend 8 maneuver points to You magically enhance the speed and potency of your
cause your weapons to float around you, spinning in a ring. blade, using the reflexes of a viper to interrupt an advancing
For 1 minute, or until you lose concentration, you have enemy. As a reaction to a creature coming within reach of
advantage on melee attacks and your melee attacks deal an your weapon, you can spend 1 maneuver point to make one
additional 1d8 damage. Whenever a creature moves within melee weapon attack against them and move 5 feet.
5 feet of you, you can make a melee attack against that If the attack hits, the target takes an extra 1d6 poison
creature (no action required). damage, and they must succeed on a Constitution saving
Additionally, you gain an extra action on each of throw or their speed drops to 0 for the rest of their turn.
your turns. This action can be used only to take the
Attack action.
Warptether Mark (1 point)
Your strike magically binds you to a creature with
Phaseshift Strike (4 points) space-warping energy. When you hit a creature with a
Unleash a blow that temporarily knocks an enemy out of melee weapon attack, you can spend 1 maneuver point to
phase with the material plane. When you hit a creature mark the target. If the marked creature is still within 30
with a melee weapon attack, you can spend 4 maneuver feet of you at the start of your next turn, you can teleport
points to deal an additional 4d6 force damage to the target to an unoccupied space within 5 feet of them without
creature, and they are also knocked into another dimen- using any movement (no action required).
sion, reappearing 15 feet directly away from you. They
must make a Dexterity saving throw with disadvantage
Whispering Blades (1 point)
when they reappear or fall prone. The sigh of a blade slicing the air speaks to you, allowing
If a creature teleported by this maneuver reappears you to intuit an imminent mistake. As a reaction to an
inside solid material, such as within the wall of a cave, they enemy creature missing you or one of your allies with a
take another 3d10 force damage and are instantly shunted weapon attack, you can spend 1 maneuver point to make
to the nearest available space. a weapon attack with advantage against the attacking
creature if they are within reach.
Quantum Exchange (2 points)
As an action, you can spend 2 maneuver points to
Wrathful Flame (3 points)
magically reach out with your mind and switch the You reach through the spirit of an enemy to the essence of
dimensional properties of two of your allies. Two allied their weapon, instilling it with burning rage. As an action,
creatures you can see within 30 feet swap positions. you can spend 3 maneuver points to target one enemy crea-
ture you can see within 60 feet. That creature must make a
Spacecleave (3 points) Charisma saving throw. On a failure, their weapon bursts
Your weapon splits the fabric of space itself, allowing you into flame, dealing 5d6 fire damage to them, and forcing
to conjure an ally through the tear it leaves behind. When them to drop the weapon. If the creature is not wielding a
you hit a creature with a melee weapon attack, you can weapon, or has a weapon stowed, nothing happens.

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