You are on page 1of 8

MARTIAL ADEPT A FAN-MADE CLASS FOR D&D 5TH EDITION

VERSION 0.2

Designer Notes: Tome of Battle is an interesting book from the


end of 3rd edition’s life cycle featuring truly large-than-life
martial classes. It doesn’t translate perfectly to 5e at all, as 5e is
a much lower-numbers, lower-action-economy game. However,
the setup of psionics in July’s Unearthed Arcana inspired me to
give it a try, basing stances and maneuvers off the
CREDITS passive/active concentration setup of psionic disciplines.
Designer: Kittenhugs
My main worry currently is that the martial schools alone
Last updated July 8, 2015
outshine other martials. From the get-go this appears to be an
exercise in balancing downward. A lot of the options here are
Based on Tome of Battle: The Book of Nine Swords by Richard
interesting and strong, but there may be far too many available
Baker, Matthew Sernett, and Frank Brunner, which is property of
for any one given character at a time, and I don’t have enough
Wizards of the Coast.
class features to meaningfully fill the main class or its paths.

D&D and related product names are property of Wizards of the Coast.
Martial Adept – D&D 5th Edition Homebrew

THE MARTIAL ADEPT


Proficiency Adept Adept
Level Bonus Features Points Maximum
1st +2 Blade Magic, Martial School (1st) — —
2nd +2 Adept Power 4 2
3rd +2 Martial Discipline 4 2
4th +2 Ability Score Improvement 6 2
5th +3 Extra Attack, Martial School (2nd) 6 2
6th +3 — 14 3
7th +3 Martial Discipline feature 14 3
8th +3 Ability Score Improvement 17 3
9th +4 Adept’s Blade 17 3
10th +4 — 27 5
11th +4 Martial School (3rd) 27 5
12th +4 Ability Score Improvement 32 5
13th +5 Skilled Adept 32 5
14th +5 — 38 6
15th +5 Martial Discipline feature 38 6
16th +5 Ability Score Improvement 44 6
17th +6 Martial School (4th) 44 6
18th +6 — 57 7
19th +6 Ability Score Improvement 57 7
20th +6 Stance Mastery 64 7

EQUIPMENT
MARTIAL ADEPT You start with the following equipment, in addition to
the equipment granted by your background:
Fighters dedicate themselves to mastering the power
of armor and weapon. Martial adepts are very similar,  Leather armor
but they go about much stranger, ritualistic paths to  Two martial weapons
attain power. By focusing on the blade, their bodies,  (a) two handaxes or (b) a greatsword
and the world around them, martial adepts unlock the  (a) an explorer’s pack or (b) a dungeoneer’s pack
powers of the nine martial schools, allowing them to
perform superhuman (or outright supernatural) feats
of strength and agility.
BLADE MAGIC
As a martial adept, you are a student of blade magic.
CLASS FEATURES You can master and use several of nine known martial
schools.
As a martial adept, you gain the following class
features. MARTIAL SCHOOLS
At 1st level, you train in one martial school of your
HIT POINTS choice. You learn additional schools of your choice at
Hit Dice: 1d8 per martial adept level higher levels, as shown in the Schools Known column
Hit Points at 1st Level: 8 + your Constitution of the Martial Adept table. When you learn a new
modifier school, you can exchange a school you are trained in
Hit Points at Higher Levels: 1d8 (or 5) + your for another you are not.
Constitution modifier per martial adept level after 1st
USING MARTIAL SCHOOLS
You activate a martial school as a bonus action and
PROFICIENCIES must immediately concentrate on its stance. If a
Armor: Light armor school grants a benefit for concentrating on it, you
Weapons: Simple weapons, martial weapons immediately gain that benefit. You continue to gain
Tools: None that benefit and can use the school’s maneuvers as
long as you maintain your concentration on the
Saving Throws: Wisdom, Strength stance. Concentrating on a stance follows the same
Skills: Choose two skills from Acrobatics, Arcana, rules as concentrating on a spell, and you cannot
Athletics, History, Insight, Intimidation, Perception, concentrate on a stance and a spell at the same time.
and Religion

2
Martial Adept – D&D 5th Edition Homebrew

While you are concentrating on a stance, you can


spend adept points to initiate maneuvers in that
EXTRA ATTACK
school. Each school lists its maneuvers, the adept Beginning at 5th level, you can attack twice, instead of
point cost to activate it in parentheses, and the type of once, whenever you take the Attack action on your
action (if any) required to spend adept points on a turn.
maneuver. If a maneuver is initiated by an attack, you
cannot initiate another maneuver on the same attack. ADEPT’S BLADE
You can end all effects of a school immediately by
ending concentration on the stance. If you want to end At 9th level, you gain the ability to transfer your
a single effect of a school but still maintain its other prowess into your weapon. Choose one non-magical
effects, you can end a specific effect as a bonus action. weapon and meditate over it for 1 hour. This can be
part of a short or long rest. At the end of the
ADEPT POWER meditation, the weapon gains a +1 bonus to its attack
and damage rolls and is magical for 24 hours.
At 2nd level, you unlock the power of your growing
martial prowess. SKILLED ADEPT
ADEPT POINTS Beginning at 13th level, you regain 5 adept points
You gain a pool of adept points based on your martial when you complete a short rest.
adept level, as shown in the Adept Points column of
the Martial Adept table. Your adept point total returns STANCE MASTERY
to its maximum after you finish a long rest. At 20th level, you achieve the pinnacle of martial
prowess. Choose one martial school that you know.
ADEPT MAXIMUM You now benefit from that school’s stance, even if you
You have a maximum number of adept points you can are not concentrating on that school. You can choose
spend to activate a discipline based on your martial a different martial school for this feature after a short
adept level, as shown in the Adept Maximum column rest.
of the Martial Adept table.
ADEPT ABILITY
Wisdom is your martial ability for your blade magic.
MARTIAL DISCIPLINE
Your insight into the workings of the world, yourself, Not all martial adepts approach blade magic in the
and your blade allows your powers to manifest. In same way or learn it for the same reason. Your martial
addition, you use your Wisdom modifier when setting discipline determines your reasons and method for
the saving throw DC for a martial school maneuver or learning such powerful martial abilities.
when making an attack roll with one.
CRUSADER
Maneuver save DC = 8 + your proficiency bonus + Like paladins, crusaders are often devoted knights
your Wisdom modifier and agents of the divine. They are, above all else,
dedicated. They can slough through damage like few
Maneuver attack modifier = your proficiency bonus others can, driving fear into their enemies. Their blade
+ your Wisdom modifier magic is often little more than a means to an end,
good or evil.
MARTIAL DISCIPLINE
DEFENSIVE TRAINING
At 3rd level, you finally choose the strict discipline
At 3rd level, you gain proficiency with medium and
which you will adhere to, specializing in your specific
heavy armor and shields.
types of blade magic. Choose Crusader, Swordsage, or
Warblade, all detailed at the end of the class STEELY RESOLVE
description. The discipline you choose grants you At 3rd level, you gain a delayed damage pool that
features at 3rd level. allows you to delay the effects of injury. When you are
attacked, any hit point damage you are dealt is added
ABILITY SCORE IMPROVEMENT to your delayed damage pool. Your delayed damage
When you reach 4th level, and again at 8th, 12th, pool can hold a number of points equal to your
16th, and 19th level, you can increase one ability martial adept level. Any damage beyond that is
score of your choice by 2, or you can increase two inflicted to your hit points.
ability scores of your choice by 1. As normal, you can’t At the end of your turn, you take necrotic damage
increase an ability score above 20 using this feature. equal to the total stored in the delayed damage pool,
which resets to 0. This damage ignores resistances
and immunities and cannot be reduced in any way.
Any healing you receive can either regenerate your

3
Martial Adept – D&D 5th Edition Homebrew

normal hit points or decrease your delayed damage magic for the sake of knowledge, or the crusader,
pool. whose blade magic is a means to an end, the warblade
knows blade magic only for battle.
FURIOUS COUNTERSTRIKE
Starting at 3rd level, you can channel the pain of your BALANCED TRAINING
injuries into a terrific rage that lets you lash out at At 3rd level when you choose this discipline, you gain
your enemies. When you hit with a melee weapon proficiency with medium armor and shields.
attack, you can deal additional damage equal to your
delayed damage pool of the same type dealt by the FIGHTING STYLE
weapon. You can only deal this damage once per turn. At 3rd level, you adopt a particular fighting style as
your specialty. Choose one of the following options.
ZEALOUS RESISTANCE You can’t take a Fighting Style option more than once,
At 7th level, when you would take damage from your even if you later get to choose again.
delayed damage pool, you can spend 1 adept point to Defense. While you are wearing armor, you gain a
take only half damage from it. +1 bonus to AC.
Dueling. When you are wielding a melee weapon in
DIE HARD one hand and no other weapons, you gain a +2 bonus
At 15th level, your resolve makes you nearly to damage rolls with that weapon.
unstoppable. If you would drop to 0 hit points from Great Weapon Fighting. When you roll a 1 or 2 on
damage taken from your delayed damage pool, you a damage die for an attack you make with a melee
drop to 1 hit point instead. Once you’ve used this weapon that you are wielding with two hands, you can
feature, you cannot benefit from it again until you reroll the die and must use the new roll, even if the
finish a short or long rest. new roll is a 1 or a 2. The weapon must have the two-
handed or versatile property for you to gain this
SWORDSAGE benefit.
Swordsages focus on the power of the body and mind, Protection. When a creature you can see attacks a
studying themselves and others to unlock incredible target other than you that is within 5 feet of you, you
powers. They are sometimes known as “blade can use your reaction to impose disadvantage on the
wizards,” lightly-armored masters of blade magic who attack roll. You must be wielding a shield.
study for the sake of knowledge itself. Two-Weapon Fighting. When you engage in two-
weapon fighting, you can add your ability modifier to
SAGE DEFENSE the damage of the second attack.
Beginning at 3rd level, while you are not
incapacitated, are wearing light armor or no armor,
BATTLE ARDOR
and are not wearing a shield, you gain a bonus to your Beginning at 7th level, your weapon attacks score a
AC equal to your Wisdom modifier or 3, whichever is critical hit on a roll of 19 or 20.
lower. REFLEX MASTERY
QUICK TO ACT At 15th level, you gain the ability to take two reactions
Beginning at 3rd level, as long as you are not per round instead of one.
incapacitated, you have advantage on initiative rolls.
DISCIPLINED FOCUS
At 3rd level, your focus becomes unmatched. You can
never lose concentration on a martial school stance as
a result of taking damage.

MAGIC ATTUNEMENT
At 7th level, you gain the ability to cast detect magic at
will. Beginning at 10th level, you can spend 5 adept
points to cast counterspell or dispel magic.

FLEXIBLE ADEPT
Beginning at 15th level, you can perform a maneuver
from any martial school you know, even when you are
not concentrating on that school’s stance.

WARBLADE
Bred for war, warblades are true masters of the blade.
They are swift, strong, enduring, and above all else,
confident. Unlike the swordsage, who studies blade

4
Martial Adept – D&D 5th Edition Homebrew

Dragon’s Flame (6): As an action, you can spit


MARTIAL SCHOOLS flames in a 30-foot cone. Creatures in the cone must
make a Dexterity saving throw. A target takes 8d6 fire
Each martial school consists of one stance and several
damage on a failed save, or half as much on a
maneuvers. Each maneuver is given with its adept
successful one.
point cost to activate, the action, if any, required to
Inferno Blast (7): As an action, you can send out
activate it, and the conditions under which it can be
streams of living fire at your enemies. Choose a
activated. The nine martial schools are listed here, in
number of creatures within 60 feet of you. Those
alphabetical order.
creatures must make a Dexterity saving throw. Each
target takes 12d6 fire damage on a failed save, or half
THE MARTIAL SCHOOLS as much on a successful one. Those that fail this
Martial School Overview saving throw must then make a Constitution saving
Desert Wind Reactionary defense and wide-area throw or be stunned until the end of your next turn.
damage Once you use this maneuver, you cannot use
Devoted Spirit Healing and support through another maneuver that requires 7 adept points until
you finish a long rest.
combat
Diamond Mind Self-centered defense and DEVOTED SPIRIT
accurate, heavy-hitting attacks Faith and piety are not just for holy men. The school
Iron Heart High endurance and unmatched of the Devoted Spirit finds power in the purity of one’s
melee capability body and mind, letting one’s essence reach out and
Setting Sun Reactionary offense and enemy effect the world around you.
control Stance: While concentrating on this school’s
Shadow Hand Stealth and underhanded tactics stance, a friendly creature of your choice within 30
Stone Dragon Unmatched endurance and feet of you regains 2 hit points every time you hit a
punishing enemy control hostile creature with a melee weapon attack.
Tiger Claw Visceral damage and feral Vanguard Strike (1): When you hit a creature with
movement a melee weapon attack, you can mark them. The next
White Raven Group-focused support and attack against that creature before the end of your
combat next turn is made with advantage.
Shield Block (2): When a creature other than
yourself within 10 feet of you is the target of a melee
weapon attack that would hit it, you can use your
DESERT WIND reaction to give that creature a +5 bonus to its AC
The school of the Desert Wind focuses on speed, until the end of its next turn.
ability, and a biting defense. Maneuvers often draw Entangling Blade (3): When you hit a creature
inspiration from the scorching heat and harsh with a melee weapon attack on your turn, you can
sandstorms of the desert. entangle it with your very spirit as a bonus action. The
Stance: While concentrating on your Desert Wind creature must make a Wisdom saving throw. On a
stance, you gain resistance to fire damage, and your failed save, the creature is restrained for 1 minute. At
melee weapon attacks deal an extra 1d6 fire damage. the end of each of its turns, it can make this save
Holocaus t Cloak (*): As an action, you wrap again to end the effect early.
yourself in fire by expending 2 or more adept points. Daunting Strike (5): When hit a creature with a
For 1 hour while your concentrate on this school, you melee weapon attack on your turn, you can strike
have 5 temporary hit points and any creature that hits with unmatched ferocity as a bonus action. The
you with a melee attack while you have those creature must make a Constitution saving throw. On
temporary hit points takes 5 fire damage. For each a failed save, it has disadvantage on all ability checks
adept point you spend beyond 2, the amount of and attack rolls for 1 minute. The creature can make
temporary hit points and damage increases by 5. another save at the end of its turn to end this effect
Zephyr Dance (2): When a creature attacks you early.
and would hit, you can use your reaction to gain a +5 Aura of Triumph (6): As a bonus action, pick a
bonus to AC until the end of your next turn. number of creatures within 30 feet of you. For the
Fiery Riposte (3): When a creature within your next minute while you concentrate on this school,
reach attacks you and misses, you can use your each successful attack roll one of the creatures makes
reaction to make a melee weapon attack against that restores 4 hit points to it.
creature. If you hit, the creature takes an additional Strike of Righteous Vitality (7): When you drop a
2d6 fire damage. creature to 0 hit points with a melee weapon attack on
Rising Phoenix (5): As an action, you generate a your turn, you can drain its spirit to bolster your own
column of heated air beneath you. For the next hour as a bonus action. You gain a pool of hit points equal
while you concentrate on this school, you gain a flying to the target’s hit point maximum, which you can
speed of 60 feet.

5
Martial Adept – D&D 5th Edition Homebrew

spend to restore hit points to yourself and any the creature is holding. The creature must make a
number of creatures within 30 feet of you. Strength saving throw. On a failed save, the creature
Once you use this maneuver, you cannot use drops the item.
another maneuver that requires 7 adept points until Wall of Blades (2): When you are the target of a
you finish a long rest. melee weapon attack, you can use your reaction to try
to parry it. Make a melee weapon attack with
DIAMOND MIND advantage. Your AC against the incoming attack is
No matter how sharp the blade, a dull mind leads to equal to the result of your attack roll.
sloppy cuts. The Diamond Mind’s students know this Lightning Recovery (3): When you make a melee
to be true. Perceptiveness and discipline of thought weapon attack on your turn and miss, you can use a
give you unmatched control of your body and the bonus action to make the attack again with
world around you. advantage.
Stance: While concentrating on this school’s Iron Heart Endurance (3): You can regain hit
stance, when a creature misses you with an attack, it points equal to your martial adept level as a bonus
has disadvantage on all other attacks against you action.
until the end of your next turn. Iron Heart Surge (5): As an action, you can end
Nightmare Blade (*): When you make a melee one condition currently effecting you. You can do this
weapon attack on your turn, you can expend 1 or even if the condition otherwise prevents you from
more adept points as a bonus action. On a hit, your taking actions.
attack deals an extra 1d6 damage of the same type Strike of Perfect Clarity (7): When you make a
dealt by the weapon for each adept point you spent, melee weapon attack, you can use your bonus action
and a number of attacks against that creature equal to strike with extreme precision. Make the attack with
to the adept points you spent are made with advantage. If you hit, you can roll each of the damage
advantage until the end of your next turn. dice for the attack three times. Once you use this
Bounding Assault (1): You can take the Dash maneuver, you cannot use another maneuver that
action as a bonus action. requires 7 adept points to activate until you complete
Disrupting Blow (3): When you hit with a melee a long rest.
weapon attack on your turn, you can attempt to stun
the target as a bonus action. The target must make a SETTING SUN
Constitution saving throw. On a failed save, the To the students of the Setting Sun, strength is an
creature is incapacitated until the end of your next illusion. Letting go of the idea of personal strength
turn. On a successful save, the creature is immune to allows one to use an opponent’s strength against
this maneuver until you finish a long rest. them, to great result.
Time Stands Still (5): You stop time around you Stance: While concentrating on this stance, when
for but a moment. You gain another action for this a creature attacks you with a melee weapon attack
turn. Once you use this maneuver, you cannot use it and misses, you can immediately move 5 feet without
again until you finish a long rest. provoking opportunity attacks.
Avalanche of Blades (6): When you hit a creature Mighty Thrust (2): When you hit a creature with a
with a melee weapon attack on your turn, you can melee weapon attack, you can force them back. The
create a barrage of attacks as a bonus action. You can creature must make a Strength saving throw. On a
make extra attacks against the target until you miss failed save, the creature is pushed 10 feet away from
with one, with each attack having a cumulative -2 you.
penalty to its attack roll. Clever Positioning (2): When a willing creature
within 5 feet of you is the target of a melee weapon
IRON HEART attack, you can use your reaction to swap places with
Power can be found in one’s very steel. A blade is itself it. You become the target of the attack.
the source of power for Iron Heart disciples, who Mirrored Pursuit (3): When a creature you can see
concentrate on the reflections of their blades to within 30 feet of you moves farther away from you,
perform superhuman feats with their weaponry. you can match its movement as a reaction. You can
Stance: While concentrating on your Iron Heart move up to your speed, following it.
stance, your speed increases by 10 feet. Your reach Scorpion Parry (3): When you are the target of a
with melee weapon attacks increases by 5 feet. melee weapon attack, you can use your reaction to
Steel Wind (*): As an action, you can spend 2 or aim the attack at another creature. Choose one
more adept points to target multiple creatures with an creature within 5 feet of the attacking creature. That
attack. Choose a creature within your reach for each creature becomes the new target of the attack.
adept point you spend and make a melee weapon Tornado Throw (7): As an action, you whip your
attack. Each creature that the attack roll would hit opponents away from you. Each creature within 5 feet
takes damage from the attack. of you must make a Strength saving throw. On a failed
Disarming Strike (2): When you hit a creature save, it gets thrown 30 feet away from you, lands
wielding a weapon with a melee weapon attack on prone, and takes 6d6 points of bludgeoning damage.
your turn, you can attempt to disarm it. Pick an item On a successful save, the creature is only thrown 15

6
Martial Adept – D&D 5th Edition Homebrew

feet away, does not land prone, and takes half as STONE DRAGON
much damage.
The Stone Dragon looks to the peaks of the world for
Once you use this maneuver, you cannot use a
inspiration, teaching the powers of strength and
maneuver that requires 7 adept points until you
endurance to outlast and crush any foe.
complete a long rest.
Stance: While concentrating on the Stone Dragon’s
SHADOW HAND stance, you gain a +1 bonus to AC. Any Strength-
The power of deception is not to be underestimated. based melee weapon attacks you make deal an extra
The Shadow Hand teaches that the most effective blow 1d6 points of damage of the same type dealt by the
is one against an opponent who does not even know weapon.
they are in danger. Stone Vise (2): When you hit a creature with a
Stance: While concentrating on this school’s melee weapon attack, you can stop it in its tracks. The
stance, whenever you and any allies are within 5 feet creature must make a Strength saving throw. On a
of the same creature, you and those allies have failed save, the creature’s speed becomes 0 until the
advantage on attacks against that creature. Once per end of its next turn.
turn when you hit a creature with a melee weapon Mountain Avalanche (3): When you hit a creature
attack you have advantage on, you deal another 2d6 with a melee weapon attack, you can knock to the
damage of the same type dealt by the weapon. ground with the power of your attack. The creature
Enervating Shadow Strike (*): When you hit a must make a Strength saving throw or fall prone.
creature with a melee weapon attack on your turn, Earthquake Strike (5): As an action, you channel
you can spend 1 or more adept points to drain them of your martial power into the ground, causing the
energy. You gain 5 temporary hit points per adept ground to shake. Creatures within 30 feet of you must
point you spend, up to as much damage as you dealt make a Strength saving throw. Each creature takes
with the attack. These temporary hit points last for 1 3d6 bludgeoning damage and falls prone on a failed
hour or until you stop concentrating on this school. save, or takes half as much damage on a successful
One With Shadow (1): When you make a Dexterity one.
(Stealth) check, you can spend 1 adept point to give Stone Hide (6): As an action, you can harden your
yourself advantage on the roll. skin to be as strong as stone. For 1 minute while you
Shadow Jaunt (2): As an action while you are concentrate on this school, you gain resistance to
standing in a dim light or darkness, you can teleport bludgeoning, piercing, and slashing damage.
to another area in dim light or darkness up to 50 feet Mountain Tombstone Strike (7): When you hit a
away. creature with a melee weapon attack on your turn,
Cloak of Deception (3): As an action, you can you can strike with the force of a mountain as a
channel your martial power to warp light around you. bonus action. The creature must make a Constitution
You become invisible for 1 minute or until you make saving throw. Roll 2d6. The creature takes a penalty
an attack or cast a spell. to its Constitution score equal to the result on a failed
Hand of Death (5): When you hit a creature with a save, or half as much on a successful one. The
melee weapon attack on your turn, you can strike creature’s current and maximum hit points drop by 3
them with the fear of death as a bonus action. The times the penalty to its Constitution score. If the
creature must make a Constitution saving throw. On creature’s Constitution score would drop to 0 or lower,
a failed save, the creature is paralyzed and takes 4d6 it dies.
necrotic damage, or half as much on a successful Once you use this maneuver, you cannot use a
save. At the end of the target’s turn, it can make maneuver that requires 7 adept points until you
another saving throw to end the paralysis early. complete a long rest.
Five-Shadow Creeping Ice Enervation Strike (7): TIGER CLAW
When you hit a creature with a melee weapon attack
Consciousness is the enemy of instinct. The Tiger
on your turn, you can pierce your enemy’s very soul
Claw school teaches that victory is not found in the
as a bonus action. The creature must make a
sphere of the mind but in the lower levels of one’s
Constitution saving throw. On a failed save, the
psyche, where a wild animal desires a hunt.
creature has disadvantage on all attack rolls, ability
Stance: While concentrating on this stance, you
checks, and saving throws and its speed is halved.
gain smell-based blindsight out to 30 feet. When you
These effects last for the 1 hour. Every 10 minutes,
make a successful melee weapon attack, you can
the creature can attempt another save to end these
immediately move 5 feet without provoking
effects early.
opportunity attacks.
Once you use this maneuver, you cannot use a
Sudden Leap (*): As a bonus action, you can
maneuver that requires 7 adept points to activate
spend 1 or more adept points to make a long or high
until you complete a long rest.
jump without a running start. Your long jump is 5 feet
per adept point spent, and your high jump is half as
high.
Claw at the Moon (1): When you make a long or
high jump before making a melee weapon attack on

7
Martial Adept – D&D 5th Edition Homebrew

your turn, you can spend 1 adept point to deal an


extra 1d8 points of damage per 5 feet you traveled
with that jump.
Fountain of Blood (3): When you drop a creature
to 0 hit points with a melee weapon attack on your
turn, you can strike fear into the heart of your other
enemies as a bonus action. Choose a number of
creatures within 30 feet of you. Each of those
creatures must make a Wisdom saving throw. On a
failed save, those creatures are frightened of you for 1
minute. At the end of a creature’s turn, it can make
another saving throw to end the effect early.
Feral Death Blow (7): When you make a long or
high jump before making a melee weapon attack on
your turn, you can spend 7 adept points to slay the
creature outright. If the attack hits, you deal damage
as normal, and the creature must make a
Constitution saving throw. The creature drops to 0 hit
points on a failed save, or takes an extra 8d8 damage
of the same type your weapon dealt on a successful
one.
Once you use this maneuver, you cannot use a
maneuver that requires 7 adept points until you
complete a long rest.
WHITE RAVEN
Strength in numbers is not to be underestimated. If
you lead those willing to follow, their strength will
make you great, and your leadership will bring them
to greatness. The school of the White Raven focuses
on such wisdom.
Stance: While concentrating on this stance,
creatures of your choice within 10 feet of you gain a
+2 bonus on any saving throws they make.
Douse the Flames (1): When you hit a creature
with a melee weapon attack on your turn, you can
momentarily calm them. The creature cannot take
reactions until the start of its next turn.
Leading the Attack (1): When you hit a creature
with a melee weapon attack on your turn, can give an
opening to your allies. The next attack against the
creature before the end of your next turn by a
creature other than you is made with advantage.
Battle Leader’s Charge (2): You can take the
Disengage action as a bonus action.
Swarm Tactics (3): As a bonus action, you can
allow a creature of your choice within 30 feet of you to
move up to its speed or make a melee weapon attack
as a reaction. You can choose one more creature for
this benefit for each adept point you spend beyond 3.
War Master’s Charge (7): As a bonus action, you
can command all of your allies to charge. As a
reaction, choose a number of creatures within 60 feet
of you that can hear you. Each of those creatures can
use its reaction to move up to its speed and a make a
melee weapon attack, dealing an extra 2d6 damage of
the same type dealt by its weapon.
Once you use this maneuver, you cannot use a
maneuver that requires 7 adept points until you
complete a long rest.

You might also like