User:Proton/Reverse heartbreaker/Maneuvers and stances
The DC of a saving throw against a maneuver equals 8 + your proficiency bonus + one of your ability modifiers, noted in parentheses after the saving throw is mentioned; for example, "…must succeed on a Constitution saving throw (Wisdom) or take 3d6 fire damage." If you have an initiation bonus from your class or another source, add the bonus to the DC.
List of maneuvers and stances
1st level
- Desert Wind
- Blistering flourish: Strike—Blind creatures around you.
- Burning blade: Boost—Deal 1d6 fire +1/initiator level.
- Flame's blessing: Stance—Gain resistance to fire damage.
- Wind stride: Boost—+10 feet of movement.
- Devoted Spirit
Desert Wind
Blistering flourish
1st-level Desert Wind strike
- Initiation time: 1 action
- Range: 30 feet
- Duration: 1 round
Each other creature within range must succeed on a Constitution saving throw (Wisdom) or be blinded for the duration.
This maneuver is a supernatural ability.
Burning blade
1st-level Desert Wind boost
- Initiation time: 1 bonus action
- Range: Self
- Duration: End of turn
For the duration, your melee attacks deal an extra 1d6 points of fire damage +1 point per initiator level.
This maneuver is a supernatural ability.
Burning brand
2nd-level Desert Wind boost
- Initiation time: 1 bonus action
- Range: Self
- Duration: End of turn
For the duration, your weapon increases your reach by 5 feet, and your melee attacks made with it deal fire damage instead of their normal damage type. You still gain all the normal benefits from a high Strength score, feats, and other effects that increase your damage. You otherwise attack with your weapon as normal.
This maneuver is a supernatural ability.
Death mark
3rd-level Desert Wind strike
- Initiation time: 1 action
- Range: Self
- Duration: Instantaneous
Make a melee attack against a creature. If you hit, in addition to the normal damage from that attack, the target erupts in fire with a radius depending on the size of the target (see table below). Each creature within range except you, but including the target, must make a Dexterity saving throw (Wisdom). A creature takes 6d6 fire damage on a failed save, and half as much damage on a successful one.
This maneuver is a supernatural ability.
Size | Radius |
---|---|
Small or Tiny | 5 feet |
Medium | 10 feet |
Large | 20 feet |
Huge | 30 feet |
Gargantuan | 40 feet |
Fan the flames
3rd-level Desert Wind strike
- Prerequisite: 1 Desert Wind maneuver
- Initiation time: 1 action
- Range: 30 feet
- Duration: Instantaneous
Choose a creature within range. That creature must succeed on a Dexterity saving throw (Dexterity) or take 6d6 fire damage.
This maneuver is a supernatural ability.
Fire riposte
2nd-level Desert Wind counter
- Prerequisite: 1 Desert Wind maneuver
- Initiation time: 1 reaction, which you take when you are hit by a melee attack
- Range: Self
- Duration: Instantaneous
Before damage is rolled, your opponent must succeed on a Dexterity saving throw (Dexterity) or take 4d6 fire damage. If the opponent can no longer attack you, they don't roll damage for the attack you countered.
This maneuver is a supernatural ability.
Flame's blessing
1st-level Desert Wind stance
- Initiation time: 1 bonus action
- Range: Self
- Duration: Stance
You gain resistance to fire damage as long as you remain in this stance.
This stance is a supernatural ability.
Flashing sun
2nd-level Desert Wind strike
- Prerequisite: 1 Desert Wind maneuver
- Initiation time: 1 bonus action
- Range: Self
- Duration: End of turn
For the duration, whenever you take the melee attack action, you may attack one additional time at the same or a different target. You suffer a −2 penalty on all attack rolls for the duration.
Hatchling's flame
2nd-level Desert Wind strike
- Prerequisite: 1 Desert Wind maneuver
- Initiation time: 1 action
- Range: Self
- Duration: Instantaneous
Each creature in a 30-foot cone must make a Dexterity saving throw (Wisdom). A creature takes 2d6 fire damage on a failed save, and half as much damage on a successful one.
The fire ignites any flammable objects in the area that are not being worn or carried
This maneuver is a supernatural ability.
Holocaust cloak
3rd-level Desert Wind stance
- Prerequisite: 1 Desert Wind maneuver
- Initiation time: 1 bonus action
- Range: Self
- Duration: Stance
An opponent within 5 feet that hits you with a melee attack while you are in this stance takes 5 fire damage.
This stance is a supernatural ability.
Wind stride
1st-level Desert Wind boost
- Initiation time: 1 bonus action
- Range: Self
- Duration: End of turn
For the duration, you have +10 feet of movement.
Zephyr dance
3rd-level Desert Wind counter
- Prerequisite: 1 Desert Wind maneuver
- Initiation time: 1 reaction, which you take when you are hit by an attack
- Range: Self
- Duration: Instantaneous
You gain a +4 bonus to AC against the triggering attack.
Devoted Spirit
Crusader's strike
1st-level Devoted Spirit strike
- Initiation time: 1 action
- Range: Self
- Duration: Instantaneous
Make a melee attack against a creature. The creature must pose a threat to your or your allies in some direct, immediate way. If your attack hits, in addition to normal damage, you or an ally within 10 feet of you regains 1d6 hit points + 1 point per initiator level (maximum +5).
Defensive rebuke
1st-level Devoted Spirit boost
- Initiation time: 1 bonus action
- Range: Self
- Duration: 1 round
For the duration, after successfully attacking an opponent, that opponent provokes an opportunity attack from you whenever the opponent attacks anyone other than you in melee. Opponents you strike become aware of the consequences of the maneuver.
Foehammer
2nd-level Devoted Spirit strike
- Initiation time: 1 action
- Range: Self
- Duration: Instantaneous
Make a melee attack against a creature. It deals 2d6 extra damage and ignores any damage resistances.
Iron guard's glare
1st-level Devoted Spirit stance
- Initiation time: 1 bonus action
- Range: Self
- Duration: Stance
While you are in this stance, any opponent within reach takes a −4 penalty on attack rolls against your allies, but not against you. Enemies within reach become aware of the consequences of this stance.
Martial spirit
1st-level Devoted Spirit stance
- Initiation time: 1 bonus action
- Range: Self
- Duration: Stance
While you are in this stance, you or an ally within 30 feet regains 2 hit points each time you make a successful melee attack. Each time you hit an opponent in melee, you can choose a different recipient within range to regain the hit points.
Revitalizing strike
3rd-level Devoted Spirit strike
- Prerequisite: 1 Devoted Spirit maneuver
- Initiation time: 1 action
- Range: Self
- Duration: Instantaneous
Make a melee attack against a creature. The creature must pose a threat to your or your allies in some direct, immediate way. If your attack hits, in addition to normal damage, you or an ally within 10 feet of you regains 3d6 hit points + 1 point per initiator level (maximum +10).
Shield block
2nd-level Devoted Spirit counter
- Initiation time: 1 reaction, which you take when an attack is declared against an ally within 5 feet
- Range: Self
- Duration: Instantaneous
The ally gains a bonus to AC against the triggering attack equal to 4 + your shield's AC bonus. Make a melee attack against a creature. The creature must pose a threat to your or your allies in some direct, immediate way. If your attack hits, in addition to normal damage, you or an ally within 10 feet of you regains 3d6 hit points + 1 point per initiator level (maximum +10).