Bard
Base Class: Bard

 When the bards of this college aren’t counseling their companions with wisdom from the Lord Edda, they often adventure to recover lost artifacts from those stories or investigate the alleged locations of the beloved sagas. These bards don’t try to reconcile the truth that the lessons of some of the sagas contradict each other. For them, the ap￾parent contradictions are just another facet of the wisdom that can be gleaned by studying the legends.

Martial Maneuvers

At 3rd level, you have trained as the heroes from the old sagas, and now you can perform certain martial maneuvers. A maneuver requires you to spend maneuver points to use it. You know two maneuvers of your choice from any martial maneuvers from any other subclass with this feature. You learn one additional maneuver at 6th and 14th level. Each time you learn a maneuver, you can also replace one maneuver you know with a different one you can learn.

Maneuver Points
Channeling the heroes from the old sagas is no easy task, and your pool of maneuver points represents the limit of your abilities to do so. Your class level determines the number of maneuver points you have, as shown in the Maneuver Points column in the College of Legends table below. You regain all spent maneuver points at the end of a long rest. Your bard magic can bolster your capacity to use maneuvers. As a bonus action, you can expend one spell slot to gain additional maneuver points. You can convert bard spell slots you have into maneuver points based on the table below.

 

Spell Slot Level Maneuver Points
1st-3rd 2
4th-5th 3
6th-7th 4
8th-9th 5

 

Using Maneuvers
You can use one maneuver during each turn. Some maneuvers require concentration, as if concentrating on a spell, or certain conditions to use. Some maneuvers require your target to make a saving throw to resist the maneuver’s effects.

Martial Maneuver save DC: 8 + your proficiency bonus + your Charisma modifier

Bard 

level

Maneuver 

Points

Maneuvers 

Known

3rd

3

2

4th

4

2

5th

5

2

6th

6

3

7th

7

3

8th

8

3

9th

9

3

10th

10

3

11th

11

3

12th

12

3

13th

13

3

14th

14

4

15th

15

4

16th

16

4

17th

17

4

18th

18

4

19th

19

4

20th

20

4

Aeolian Sentinel (1 point)

The spirit of the north wind heightens your reflexes. As an action, you can spend 1 maneuver point to quicken your weapon strikes. Until the start of your next turn, you may make a number of opportunity attacks equal to your proficiency modifier without spending your reaction.

Agonizing Lash (3 points)

The bite of your weapon inflicts incredible pain. When you hit a creature with an attack, you can spend 3 maneuver points to force it to make a Constitution saving throw. On a failure, the creature becomes wracked with agonizing pain until the start of your next turn. While in this state, the creature can’t take reactions, and can only do one of the following on its turn: use its movement, take an action, or take a bonus action. If you use this maneuver with a flail, it deals an extra 2d8 damage.

Alter the Board (3 points)

Your control of the earth allows you to alter the positions of other creatures by shifting the very ground they stand on. As a bonus action, you can spend 3 maneuver points to target a number of Large or smaller creatures that are touching the ground equal to your proficiency bonus within 60 feet. Unwilling creatures must succeed on a Dexterity saving throw to avoid being pushed up to 15 feet along the ground in any direction.

Apex Dominance (5 points)

You can use an action and spend 5 maneuver points to attempt to sunder your enemy with excessive force. When you do, a creature within your reach must succeed on a Strength saving throw. If the creature is currently grappled by you, it has disadvantage on this saving throw.

On a failed saving throw, the creature takes 6d10 force damage. On a successful save, the target takes half as much damage. If damage from this maneuver reduces a creature to 0 hit points, it immediately dies as you rip it apart.

Arcing Iron (1 or more points)

You swing your weapon in a wide arc, catching additional foes. As a bonus action, you can spend 1 or more maneuver points to empower your next melee attack this turn. When you make that attack, make an additional attack against each additional creature within your reach, spending 1 maneuver point per additional creature targeted.

Armor-Crushing Blows (4 points)

When you hit a creature with an attack, if it is wearing armor, you can spend 4 maneuver points and deal no damage with that attack. Instead, the target must make a Dexterity or Constitution saving throw. On a failed save, their armor is damaged. A creature with damaged armor has its AC reduced by 2. If this maneuver is used on damaged armor, that armor is destroyed or otherwise rendered unusable. This maneuver has no effect on natural or magical armor.

Atomizing Blast (6 points)

As a reaction to a creature making a melee attack against you, you can spend 6 maneuver points to add +5 to your AC against that attack. If this causes the attack to miss, you catch it with your blade, creating an intense discharge of atomic energy at the moment of impact. Creatures within 20 feet of you take 5d8 radiant damage, and must make a Dexterity saving throw, taking 5d8 fire damage on a failure, or half as much on a success. Creatures that fail the saving throw are also pushed 20 feet away from you. If this maneuver reduces a creature to 0 hit points, they disintegrate.

A disintegrated creature and everything it is wearing and carrying, except magic items, are reduced to a pile of fine gray dust. The creature can be restored to life only by means of a true resurrection or a wish spell.

Axolotl’s Regeneration (2 or 6 points)

You can use a bonus action and spend 2 or 6 maneuver points to regenerate your body. When you do, you regain 1d12 + your Constitution modifier hit points. If you spent 6 points, you also regrow a lost limb or organ of your choice.

Bestial Transformation (8 points)

You can use an action and spend 8 maneuver points to cast polymorph targeting only yourself without providing material components. However, you can only transform into a beast with a CR of half your level or lower, and you retain your Intelligence, Wisdom, and Charisma scores. Constitution is your spellcasting ability when you cast the spell in this way.

Bitter Blood (4 points)

Your blood magically becomes acidic and deadly to others. When a creature within 5 feet of you deals damage to you with a melee weapon attack, you can use your reaction to spend 4 maneuver points to deal the same amount of damage to them as acid damage, and they must make a successful Constitution saving throw or become poisoned until the end of their next turn.

Bitter Vortex (3 points)

As an action, you can spend 3 maneuver points to raise your weapon above your head, summoning a blast of cold that painfully slows your enemies. All creatures within 15 feet of you must make a Constitution saving throw, taking 4d8 cold damage on a failed save, and half as much on a success. Creatures that fail the save also have their speed halved until the end of their next turn.

Bitter Vortex (3 points)

As an action, you can spend 3 maneuver points to raise your weapon above your head, summoning a blast of cold that painfully slows your enemies. All creatures within 15 feet of you must make a Constitution saving throw, taking 4d8 cold damage on a failed save, and half as much on a success. Creatures that fail the save also have their speed halved until the end of their next turn.

Blade Breaking Blow (4 points)

When you hit a creature with an attack, if it is wielding a weapon, you can spend 4 maneuver points and deal no damage with that attack. Instead, the target must make a Strength or Dexterity saving throw. On a failed save, one of their weapons is damaged. A damaged weapon deals half as much damage. If this maneuver is used on a damaged weapon, that weapon is destroyed or otherwise rendered unusable. This maneuver has no effect on natural or magical weapons.

Blade of Eternal Demise (3 points)

As an action, you can spend 3 maneuver points and imbue your weapon with magic and declare a single creature. For the next 8 hours, that weapon is magical and if it deals damage to the declared creature, it also reduces the target’s maximum hit points by the same amount. This reduction lasts until the target finishes a long rest.

If the declared creature dies from damage dealt by the imbued weapon, it cannot be returned to life by magic for as long as the weapon is touching the creature.

Blade of Obscuring Shadow (2 points)

You can envelop your weapon with writhing shadows ready to blind your foes. Spend 2 maneuver points and use an action to make a single melee attack or a ranged attack with a thrown weapon against a creature. On a hit, the target suffers the attack’s normal effects and must succeed on a Constitution saving throw or be blinded until the end of its next turn.

Blade of the Wyrmslayer (2 points)

As a bonus action, you can spend 2 maneuver points to chant the ancient ballad of Sýr, granting you the power of the deathrunes placed on his blade by the first sorceress. You can maintain this maneuver by concentrating on it as if it were a spell, and by paying the point cost at the start of each subsequent turn as a bonus action. While this maneuver is active, one sword you wield deals an extra 3d6 necrotic damage on a hit, and creatures hit by the blade cannot regain hit points until the maneuver ends.

Blade Which Cuts the Wind (1 point)

You call forth the power of the scouring icy wind into your blade. As a bonus action, you spend 1 maneuver point to empower a weapon you possess. Until the start of your next turn, you can use that weapon to make ranged spell attacks (range 60/180) in place of melee weapon attacks, dealing cold damage instead of the weapon’s normal damage type.

Blades of Winter (2 points)

As a bonus action, you spend 2 maneuver points to summon and attack with a handaxe made of glacial frost. Treat this weapon as a handaxe, but it deals cold damage instead of slashing damage. If you hit a creature with this handaxe, you can teleport to an unoccupied space within 5 feet of the target. The handaxe melts away at the end of your turn.

Blades of Winter (2 points)

As a bonus action, you spend 2 maneuver points to summon and attack with a handaxe made of glacial frost. Treat this weapon as a handaxe, but it deals cold damage instead of slashing damage. If you hit a creature with this handaxe, you can teleport to an unoccupied space within 5 feet of the target. The handaxe melts away at the end of your turn.

Blessed Steel (3 points)

As an action, you can spend 3 maneuver points and bless your armor and weapons. For 1 minute or until you lose concentration, you gain a +1 bonus to AC if you are wearing medium or heavy armor, a +1 bonus to AC if you are wielding a shield, and a +1 bonus to attack and damage rolls with a melee weapon you are wielding. For each additional 2 maneuver points you spend (up to 4 additional points), increase the bonus provided for wearing armor, shields, and to attack and damage rolls by 1.

Blood from a Stone (1 to 3 points)

As a reaction, when you are hit by an attack, you can spend 1 maneuver point to convert some of your pain into healing energy for your allies. If you take five points of damage or more, roll 1d6 and add your Wisdom modifier, assigning the result to a creature you can see within 60 feet. It regains that many hit points. If you take 15 damage or more, you can spend a second maneuver point to increase this roll to 3d6. If you take 30 damage or more, you can spend a third maneuver point to increase this roll to 6d6.

Bloodthirsty Strike (4 points)

You can use an action and spend 4 maneuver points to feast on the spilled blood of an enemy. When you use this maneuver, make one melee weapon attack. On a hit, the attack deals an additional 5d6 necrotic damage and you regain hit points equal to the necrotic damage dealt.

Bloody Revenge (1 point)

Your blood has become caustic with Gormadraug’s bitter hatred, granting you an unlikely defense. When another creature hits you with a melee weapon attack, you can use your reaction and spend 1 maneuver point to spray a 15-foot cone of acidic ichor from the wound onto the attacker that triggered this maneuver. Each creature within the cone must succeed on a Dexterity saving throw or take 3d6 acid damage.

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 towards the target, ignoring creatures of your size or smaller, landing in the target’s space. The target is pushed 5 feet horizontally into an unoccupied space, and then you can make an attack against them with advantage. If this attack hits, it deals an additional 8d6 lightning damage. Any creatures in your path when you leap to your target must make a Dexterity saving throw, taking 8d6 lightning damage on a failure, or half as much on a success. Objects in your path when you leap to your target automatically take 8d6 lightning damage, and 4d6 force damage. If this reduces them to 0 hit points, they are obliterated and you pass directly through them. If this does not reduce them to 0 hit points, you take 4d6 force damage and stop moving.

Caitiff’s Gambit (2 points)

When a creature within 5 feet of you is hit by an attack, you can use your reaction and spend 2 maneuver points to seize that moment of weakness. Make a single weapon attack with advantage against the same creature.

Call of the Beast Lord (5 points)

You can use an action and spend 5 maneuver points to howl, calling a bestial spirit to your aid. When you do, choose any beast with a CR equal to or less than your level to appear in an unoccupied space of your choice within 60 feet.

A beast conjured in this way disappears when it is reduced to 0 hit points, after 10 minutes, or when you lose concentration on this maneuver (as if you were concentrating on a spell). The summoned creature is friendly to you and your companions. The creature shares your initiative but takes its turn immediately after yours. It obeys your verbal commands (no action required by you). If you don’t issue any commands to the creature, it defends itself from hostile creatures by taking the Dodge action.

Canticle of Disaster (3 points)

You chant a hymn of mourning, rhythmically mortifying your flesh with your fingernails. You can spend 3 maneuver points and, as an action, then maintain it by concentrating on it for up to 1 minute. For the duration, whenever a creature you can see within 60 feet makes an attack roll, you can inflict 1d10 points of slashing damage to yourself (no action required) to force it to make the attack roll with disadvantage.

Carrion Feast (4 points)

You can use an action and spend 4 maneuver points to feast on an enemy’s waning life. When you use this maneuver, make a melee weapon attack. On a hit, the attack deals an additional 5d6 necrotic damage and you gain temporary hit points equal to the necrotic damage dealt.

Charge of the Doomed (4 points)

As an action, you can spend 4 maneuver points to move up to your speed and make one attack with advantage at the end of this movement. This attack deals an extra 2d8 damage per every opportunity attack that targeted you this turn.

Clarion Call (4 points)

As a bonus action, you can spend 4 maneuver points to issue a rallying call to all your allies. When you activate this maneuver, and again as a bonus action on each of your turns for 1 minute, choose a willing creature that can hear you within 120 feet. That creature may use its reaction and immediately take the Attack (one weapon attack only), Dash, or Use an Object action.

Coldfire Strike (1 to 5 points)

When you hit a creature with a weapon attack, you can spend 1 to 5 maneuver points to enhance the attack with coldfire. When you do, you deal an additional 1d4 cold damage per point spent. If you spend 3 or more maneuver points, the surrounding area erupts into coldfire. Each creature of your choice within 5 feet of the original target must succeed on a Constitution saving throw or take 2d4 cold damage.

Comet Tail (8 points)

Your launch yourself across the battlefield, buring foes with your fiery trail. As an action, you can spend 8 maneuver points, and you can fly in a straight line up to 60 feet in any direction, leaving a 15-feet-wide blazing streak of fire. Any creature caught within the fiery area must make a Dexterity saving throw, taking 5d10 fire damage on a failed save, or half as much damage on a successful one. If you end this movement within 5 feet of a creature, you can make an attack against it with advantage.

Commanding Grasp (2 points)

As an action, you can spend 2 maneuver points and attempt to grab a creature at a distance. Choose a creature of your size or smaller within 30 feet that you can see. The target must succeed on a Strength saving throw or be teleported to an unoccupied space next to you and become grappled by you.

Contest of Wills (1 point)

As a bonus action, you can spend 1 maneuver point to face down a creature you can see that can see you in a contest of wills. Make a Charisma (Intimidation) check contested by the target’s Charisma (Intimidation). The creature that succeeds has advantage on attack rolls against the other creature until the end of its next turn.

Crimson Spirit (2 points)

You burn with an arcane power made more potent by the spilling of your blood. As an action, you spend 2 maneuver points and make a melee weapon attack. On a hit, this attack deals an extra 1d4 damage of the same damage as the attack for every 10 hit points you’re currently below your hit point maximum.

Cunning Dodge (2 points)

You can use a bonus action and spend 2 maneuver points to take the Dodge action.

Cunning Plot (2 points)

You can use a bonus action and spend 2 maneuver points to take the Ready action.

Death’s Door (4 points)

You can use a bonus action and spend 4 maneuver points to become a conduit between the world of the living and the dead, allowing you to usher your enemies into the afterlife with greater speed. When you do, roll 5d6 and record the result as your threshold. Immediately after you deal damage to a creature with a weapon attack, if its current hit points are equal to or less than your threshold, the creature immediately dies and this maneuver ends. Unless it ends early as a result of causing a creature to die, this maneuver lasts for 1 minute or until you lose your concentration (as if you were concentrating on a spell). Until this maneuver ends, roll 2d6 at the start of each of your turns and add the result to your threshold.

Defeated Wyrm’s Retreat (2 points)

You can use an action and spend 2 maneuver points to move with the serpentine grace of the Prismatic Wyrm. For 1 minute, your movement speed is increased by 10 feet, and you may take the Disengage action(no action) on each of your turns.

Defender of the Fallen (2 points)

When an ally you can see becomes incapacitated (such as being reduced to 0 hit points), you may use your reaction and spend 2 maneuver points to command your allies to rally around them. You and any number of allies within 60 feet who can hear you, up to a total of three creatures, may use their reaction to move up to their speed directly towards the incapacitated creature.

Defensive Detonation (5 points)

If Body of Towering Stone is active, as an action, you can spend 5 maneuver points to cause your armor to explode, creating a shockwave of magical energy and shattered stone. When you use this maneuver, your armor is destroyed. All creatures within 30 feet of you take 10d6 force damage and fall prone. A creature that takes damage from this maneuver must succeed on a Strength saving throw or be pushed 15 feet away from you.

Deflect Magic (5 points)

This technique allows you to deflect harmful magic with your bare hands. When you are hit by a ranged spell attack, you can spend 5 maneuver points to attempt to deflect it as a reaction. When you do so, the damage you take from the attack is reduced by 2d10 + your Dexterity modifier + your level. If you reduce the damage to 0, you can catch the spell. If you catch a spell in this way, you take 1d4 damage of the type of damage the spell deals per level of the spell. You can then redirect it, choosing a new target within 30 feet and making an attack roll against them using your Dexterity modifier and proficiency bonus.

Diamondskin (4 points)

You reflexively harden your skin against damage. As a reaction to taking damage of any type except psychic, you can spend 4 maneuver points to gain resistance to it for that single attack. If the damage you took was nonmagical bludgeoning, piercing, or slashing damage, you ignore it completely. If the damage was dealt by a nonmagical melee weapon, that weapon breaks unless the wielder succeeds on a Dexterity saving throw.

Dimensional Skewer (3 points)

You pull a creature through a dimensional portal into your waiting blade. As an action, you can spend 3 maneuver points to target one creature within 90 feet you can see. The target creature must succeed on a Charisma saving throw, or it vanishes and reappears in an empty space within 5 feet of you, and you can make one attack against it with advantage. Additionally, if the target creature is Large or smaller, it is stuck on your sword and grappled until you use your weapon to make another attack.

Disarming Swipe (2 points)

You can target your foe’s weapon instead of their body. When you hit with a melee attack, you can spend 2 maneuver points and deal no damage with that attack. Instead, the target must succeed on a Strength or Dexterity saving throw (its choice) or be disarmed. A disarmed creature drops any weapons or shields it is holding.

Divine Awe (1 point)

You inspire awe with your battle prowess. When you hit a creature with a melee weapon attack, you can spend 1 maneuver point, forcing that creature to succeed on a Wisdom saving throw or drop prone and become frightened of you until the end of its next turn.

Divine Edict: Destroy (4 points)

As a bonus action, you can spend 4 maneuver points and enter a divine violent frenzy for 1 minute. For the duration, you have advantage on melee weapon attacks and your melee weapon attacks deal an additional 2d8 necrotic damage. At the end of your turn, you take 1d8 psychic damage if you have not made a melee weapon attack roll against an enemy creature this turn.

Divine Edict: Protect (4 points)

As a bonus action, you can spend 4 maneuver points and enter a divine protective fervor for 1 minute. For the duration, allied creatures within 10 feet of you gain +2 bonus to their AC. Additionally, you can use your reaction when a creature within 10 feet of you takes damage to redirect the damage to yourself instead. You have resistance to any damage you redirect in this way. If you end your turn and are not within 10 feet of an allied creature, you take 1d8 psychic damage.

Dragon’s Scales Defense (6 points)

Calling on Gormadraug to cloak you in enduring strength, scales cover your body. You can use an action and spend 6 maneuver points to gain 100 temporary hit points. While you have any temporary hit points from this maneuver, creatures who deal damage to you with a melee attack take 2d6 cold damage. You lose all temporary hit points granted by this maneuver at the end of your next turn.

Electric Lash (1 point)

Your strike delivers a bolt of lightning to the target that arcs from foe to foe. When you hit a creature with an attack, you can spend 1 maneuver point to deal an extra 1d6 lightning damage to them and up to three other enemy creatures within 5 feet of the target.

Elemental Gift (2 points)

As a bonus action, you can spend 2 maneuver points to magically bind the elements to the weapons of your party. Choose one of: fire, cold, or lightning. Until the end of your next turn, creatures of your choice within 15 feet deal an extra 1d8 damage of the chosen type whenever they hit with a weapon attack.

Emperor of Earth Edict (3 points)

Gormadraug lends some portion of his dominion over the elements to you, allowing you to command the very earth. You can use a bonus action and spend 3 maneuver points to target a number of Large or smaller creatures that are touching the ground up to your proficiency bonus within 60 feet. Each creature must make a Strength saving throw or be knocked prone or pushed up to 15 feet along the ground in any direction (your choice).

Engulfing Flames Smite (4 points)

When you hit a creature with a weapon attack, you can spend 4 maneuver points to cause your weapon to burst with flame. The attack deals an additional 3d6 fire damage and the target is engulfed in flame for up to 1 minute. While engulfed in flame, the target takes 1d6 fire damage at the start of each of its turns. The creature can use its action to douse the fire, ending the effect early.

Enshadowed Celerity (2 points)

When you roll initiative, you can use your reaction and spend 2 maneuver points to move with supernatural speed. When you do, add your proficiency bonus to the initiative result. For the next 10 minutes, your speed increases by 10 feet.

Entropic Needle (5 points)

You can use an action and spend 5 maneuver points to choose a creature you can see within 60 feet. A thin needle of black miasma shoots off in its direction. Make a weapon attack against the creature with this shadowy needle, which is considered a simple weapon that deals 1d4 piercing damage, and has the finesse and thrown weapon properties. On a hit, the needle buries itself into the creature for 1 minute, or until you lose your concentration (as if you were concentrating on a spell). During this time, the creature takes an additional 1d6 necrotic damage whenever it takes damage from any attack. If the creature’s current hit points are below half of its hit point maximum, the additional damage increases to 2d6.

Evasive Shot (1 point)

When a creature misses you with a melee attack, you can spend 1 maneuver point and use your reaction to leap 10 feet away without provoking opportunity attacks. When you land, you can make one ranged weapon attack against that creature.

Falcon’s Glide (1 point)

When you fall, you can use your reaction and spend 1 maneuver point to slow your fall to 60 feet per round for 1 minute. If you land before this time elapses, you take no falling damage.

In addition, as a bonus action on each of your turns for the duration of this maneuver, you can spend 1 additional maneuver point to gain a fly speed of 30 feet until the end of the turn.

 

Felling Sweep (1 point or more)

You can use a bonus action and spend 1 or more maneuver points to sweep low to the ground, attempting to knock your enemies off balance. Choose a number of creatures equal to the maneuver points you spent that are within 5 feet of you and which are no more than one size category larger than you. Each chosen creature must succeed on a Strength saving throw or fall prone.

Feral Fighting (1 point)

You can use a bonus action and spend 1 maneuver point to fight with beastlike fury. When you do, make a single unarmed strike against a creature. On a hit, you can roll 1d8 in place of the normal damage of your unarmed strike.

Final Rapture (10 points)

The fervor of battle drives you on, allowing you to ignore fatal wounds and endure until the day is won. When you are reduced to 0 hit points, you can spend 10 maneuver points as a reaction to gain the following benefits for the next 1d4 rounds:

• You remain conscious and aren’t incapacitated.

• You are immune to all damage.

• You can use your reaction to end any condition on you as soon as you gain it.

• When you hit a creature with a melee weapon attack, you can end this maneuver early to cause that creature to make a Constitution saving throw. If it fails, it dies. On a success, it takes 10d10 radiant damage.

When this maneuver ends, you die.

Flame of the People (3 points)

As an action, you can spend 3 maneuver points and stoke the warmth of the Undying Flame within the hearts of your allies. All creatures of your choice within 30 feet gain 2d6 temporary hit points, resistance to cold damage, and advantage on Wisdom saving throws to avoid being frightened. These effects last for 1 minute.

Flickering Shadow Evasion (2 points)

When you are hit by a melee attack, you can use your reaction and spend 2 maneuver points to flicker away. Make a Dexterity (Stealth) check. If the result is higher than the creature's attack roll against you, the attack misses, and you can teleport up to 10 feet to an unoccupied space you can see.

Frostbind Strike (3 points)

When you hit a creature with a weapon attack, you can spend 3 maneuver points to summon frigid winds to howl around the creature. The target takes 2d6 cold damage, and it must succeed on a Constitution saving throw or have its speed halved for 1 minute. If the target fails its save by 5 or more, it is restrained for 1 minute instead. The target can repeat the save at the end of each of its turns, ending the effect on a success.

Ghostly Avenger (3 points)

You are guarded by a shred of your god’s will, which appears as a ghostly figure clinging to your shoulders. As a reaction, when you take damage from an attack from a creature you can see within 30 feet of you, you can spend 3 maneuver points and manifest this will. You gain resistance to the damage from that attack, and the ghostly figure lashes out, dealing damage equal to the damage you took from the attack to the creature that made the triggering attack. This damage is radiant or necrotic (your choice).

Glacial Impact (4 points)

You spend 4 maneuver points and take the Dash action to execute a massive leap up to your speed, landing in a burst of frost. Each creature within 10 feet of you when you end this move must succeed on a Constitution saving throw, or take 2d6 cold damage and have their speed halved until the start of your next turn. If they fail the save by 5 or more, the ice restrains them instead.

Glacial Impact (4 points)

You spend 4 maneuver points and take the Dash action to execute a massive leap up to your speed, landing in a burst of frost. Each creature within 10 feet of you when you end this move must succeed on a Constitution saving throw, or take 2d6 cold damage and have their speed halved until the start of your next turn. If they fail the save by 5 or more, the ice restrains them instead.

Gleaming Whorl (3 points)

As an action, while Body of Towering Stone is active, you can spend 3 maneuver points to cause your armor to flare with glowing runic symbols, drawing the ire of nearby foes. Creatures within 30 feet that can see you must make a Wisdom saving throw when you use this maneuver. On a failure, they have disadvantage on all attacks that do not target you until the start of your next turn. Creatures immune to being charmed aren’t affected by this maneuver.

Gormadraug’s Disdain (2 points)

You can use a bonus action and spend 2 maneuver points to express your supernaturally enhanced disdain towards a creature you can see. Make a Charisma (Intimidation) check contested by the target’s Charisma (Intimidation). If you succeed, you have advantage on attack rolls against the creature until the end of your next turn.

Grim Retribution (1 point)

You punish your opponents' mistakes with austere precision. As a reaction, when another creature misses you with a melee weapon attack. You can then spend 1 maneuver point and make a melee attack against that creature, or you can activate another maneuver by immediately paying its maneuver point cost, but you can only target the creature that triggered this reaction.

Gyrfalcon Strike (2 points)

As an action, you can spend 2 maneuver points to hurl your blade at a creature and have it magically return to your grasp. Make a melee weapon attack against one target creature within 60 feet as if the target was in reach. You cannot use melee weapons that are attached to you, such as claws.

Hail of Needles (5 points)

You can use an action and spend 5 maneuver points to cause nearby shadows to coalesce into a swarm of needles and rain down on your enemies. Choose a point within 90 feet. Creatures within 10 feet of the chosen point must make a Dexterity saving throw. This saving throw is made with disadvantage if the creature is in dim light or darkness. The creature takes 5d10 piercing damage on a failed save or half as much damage on a successful one.

Heart-stopping Strike (5 points)

When a creature starts its turn within 5 feet of you, you can use your reaction and spend 5 maneuver points to strike before it acts. Make a weapon attack against the creature. On a hit, your attack deals damage as normal, and the creature must make a Constitution saving throw. On a failure, the creature's turn immediately ends.

Helmsplitter (4 points)

When you hit a creature with an attack, you can spend 4 maneuver points and that creature must succeed on a Constitution saving throw or become stunned until the end of its next turn. If you had advantage on the attack, the target has disadvantage on the saving throw.

Heretical Brand (3 points)

You strike an enemy, declaring them an offense to your god. When you hit a creature with a melee weapon attack, you can spend 3 maneuver points to mark it with a darkly burning sigil for 1 minute. While marked, you can use your bonus action to cause the creature to make a Constitution saving throw. The creature takes 2d6 necrotic damage on a failed save, or half as much damage on a successful one.

Heroic Defense (1 point)

When an ally within 5 feet of you is hit with an attack, you can spend 1 maneuver point as a reaction to trade places with them, becoming the new target of the attack and potentially causing the attack to miss if your AC is above the attack roll.

Hibernating Bear Recuperation (5 points)

You can spend an action and 5 maneuver points to put yourself into a deep and restful sleep for the next 10 minutes. During this time, you have resistance to all damage except psychic and, when you take damage, you can choose to remain asleep or wake up. If you sleep for the entire 10 minutes, you gain the benefits of having completed a short rest, immediately end any poison affecting you, and lose one level of exhaustion.

At the end of this sleep, you can spend and roll any number of Hit Die, adding your Constitution modifier to each Hit Die rolled, gaining temporary hit points equal to the total.

Hold Ground (3 points)

When standing on stone or natural earth, you can use a bonus action to spend 3 maneuver points to stomp your feet into the ground, locking yourself in place and giving yourself superior footing. Your speed becomes 0, and you have advantage on saving throws against being moved, and immunity to the prone condition for 1 minute. Additionally, you have advantage on melee attacks while you are in this state. You can end this maneuver as a bonus action.

Howl of the Winds (3 points)

As an action, you can spend 3 maneuver points to yell with elemental force. Each hostile creature that can hear you within 60 feet must succeed on a Wisdom saving throw or become frightened for 1 minute. A frightened creature can repeat the save at the end of each of its turns, ending the effect on it with a success. Any friendly creatures within 60 feet are emboldened, gaining an additional 10 feet of movement speed for 1 minute.

Hypnotizing Blade (8 points)

As an action, you spend 8 maneuver points to weave a scintillating pattern in the air with your sword, mesmerizing your foes. One creature of your choice within 30 feet who can see you takes 2d8 psychic damage, and must make a Wisdom saving throw. On a failed save, the creature becomes blind (as per the blinded condition) to all other creatures except you until the start of your next turn. Additionally, at the start of your next turn, you can use an action to force the creature to make another Wisdom saving throw. On a failure, the creature is stunned until the start of your next turn. This stun ends for a creature if it takes any damage or if someone else uses an action to shake the creature out of its stupor.

Impelled Attack (1 point)

Your faith guides your hand. As a bonus action, you can spend 1 maneuver point and make one weapon attack.

Intercepting Throw (2 points)

You use a hostile creature’s momentum against it, punishing it for the sin of carelessness. As a reaction to a creature hitting you with a melee attack, if your attacker is no more than one size larger than you, you can spend 2 maneuver points to force it to make a Dexterity saving throw. On a failure, the attack misses instead, and the creature falls prone.

Inured to Pain (2 points)

Gormadraug has suffered greatly at the hands of many and has gifted you a measure of his resilience. Immediately after you take damage, you can use your reaction and spend 2 maneuver points to gain temporary hit points equal to the damage.

Iron Hide Forging (5 points)

Calling on the Undying Flame, you temper your body into an iron-like toughness. As an action, spend 5 maneuver points. You gain 100 temporary hit points. While you have temporary hit points granted by this maneuver, you have advantage on all saving throws. You lose all temporary hit points granted by this maneuver at the end of your next turn.

Iron Tempest (4 points)

As an action, you can spend 4 maneuver points and make a weapon attack against a creature. Until the end of your turn, whenever you hit with a weapon attack, it deals 2d6 additional damage and you can make an additional number of attacks equal to your proficiency bonus, but each bonus attack must be against a different target.

Jaws of the Earth (8 points)

As an action, you can spend 8 maneuver points to cause the earth to constrict any creatures within a 10-foot radius circle you can see within 60 feet. Each creature caught in the circle when it opens must make a Strength saving throw, taking 12d6 bludgeoning damage and becoming restrained. On a successful save, a creature takes half damage and isn’t restrained. A restrained creature can escape the crushing earth by using its action to make a Strength check against your maneuver save DC. On success, it escapes and is no longer restrained. Another creature can also pry the jaws open by using its action to make the same Strength check.

Keen Backswing (2 points)

You and your weapon work in perfect harmony, turning a miss into a deadly opportunity. When you miss with a melee weapon attack, you can use your reaction and spend 2 maneuver points to make another attack against the same target with advantage.

Lethal Orbit (8 points)

As a bonus action, you can spend 8 maneuver points to cause your weapons to float around you, spinning in a ring. For 1 minute, or until you lose concentration, you have advantage on melee attacks and your melee attacks deal an additional 1d8 damage. Whenever a creature moves within 5 feet of you, you can make a melee attack against that creature (no action required). Additionally, you gain an extra action on each of your turns. This action can be used only to take the Attack action.

Lightning Break (3 or more points)

Your quickened reactions allow you to counterattack where there is seemingly no space to act. As a reaction to being hit by an attack, spend 3 maneuver points to make a melee attack against the creature that hit you. If your attack hits, you can make one additional melee attack for every additional two maneuver points you spend, and the creature has disadvantage on any other attacks it makes against you this turn.

Litany of Mortality (3 points)

If you have half or fewer of your maximum hit points remaining, you can point at one creature you can see within 60 feet as an action, spend 3 maneuver points, and recite a litany that echoes with the sound of dolorous bells. The target must succeed on a Wisdom saving throw or take 1d12 psychic damage, and the next attack made against them before the end of your next turn is made with advantage.

Mark of Anguish (3 points)

When you hit with a melee attack, you spend 3 maneuver points as a reaction to mark the target of your attack with an unsettling glyph where your strike connected. The Mark of Anguish remains for 1 minute or until it’s consumed. Attacks against a marked creature have advantage. Additionally, a creature marked by this maneuver takes extra radiant damage equal to 2d8 + your Wisdom modifier the next time it’s hit by an attack, after which the mark disappears.

Mirror Blade Technique (3 points)

You can use an action and spend 3 maneuver points to conjure an illusory double of your blade, which strikes in unison with your own before vanishing. Make a single melee weapon attack or a thrown ranged weapon attack against a creature with advantage. The attack deals an additional 1d6 cold damage, or an additional 3d6 cold damage if both rolls would have hit.

Myrmidon’s Pledge (2 points)

You can spend 2 maneuver points as an action, pledging to defend a friendly creature you can see within 30 feet. For up to 10 minutes, as long as the creature is within 30 feet of you, it has resistance to all damage. Each time the creature takes damage while this maneuver is active, you take an equal amount of psychic damage. This maneuver ends early if either you or the target creature is reduced to 0 hit points.

Overpowering Will (5 points)

As an action, you can spend 5 maneuver points and touch a humanoid, giant, or dragon, forcing it to succeed on a Charisma saving throw or be overwhelmed by your divine will for 1 minute or until you lose concentration. While overwhelmed, the creature takes no actions or movement on its turns. Instead, whenever you take an attack action or move, the creature takes the same attack action or moves if it can, as directed by you. At the end of each of its turns, the creature can repeat the saving throw, ending the effect on a success. The affected creature's attack actions mimic your own. For example, if you hit a creature with a sword, an affected giant might use its club or slam attack. Creatures do not move into obviously dangerous situations, like into a raging fire or off a cliff, but might move into dangerous situations they cannot perceive.

Pack Leader (1 point)

When an enemy creature within 5 feet of you is attacked, you can use your reaction and spend 1 maneuver point to make a melee attack at the same enemy creature. When you do, the triggering attack has advantage.

Parting of the Veil (10 points)

As a bonus action, you can spend 10 maneuver points to utter a sacred mantra that grows in power as you near death. Each creature that you have attacked this turn that can hear you must make a Charisma saving throw. On a failed save, a creature suffers an effect based on your current hit points; these effects are cumulative:

• 100 Hit Points or fewer: Disadvantage on the next saving throw it makes before the start of your next turn.

• 50 Hit Points or fewer: Disadvantage on all attack rolls for 1 minute. It can make a Charisma saving throw at the end of each of its turns, ending the effect on a success).

• 25 Hit Points or fewer: Vulnerability to one damage type of your choice for 1 minute.

• 10 Hit Points or fewer: Stunned for 1d4 rounds.

It can make a Charisma saving throw at the end of each of its turns, ending the effect on a success.

Phantom Needles (3 points)

You can use an action and spend 3 maneuver points to cause shadows to coalesce around your hand, creating four phantasmal needles. Make four weapon attacks, one with each of the needles, which are considered simple weapons that deal 1 piercing damage and have the light, finesse, and thrown (30/60) properties. If all four needles hit the same creature, the target must make a Strength saving throw. On a failure, the creature either falls prone or is restrained against an adjacent solid surface (your choice) until the start of your next turn.

Phantom Step (1 point)

You can use a bonus action and expend 1 maneuver point to walk with spectral grace, moving up to your speed. This movement does not provoke opportunity attacks, and you can move through creatures provided you do not end your move in the same space as a creature.

Phaseshift Strike (4 points)

Unleash a blow that temporarily knocks an enemy out of phase with the material plane. When you hit a creature with a melee weapon attack, you can spend 4 maneuver points to deal an additional 4d6 force damage to the target creature, and they are also knocked into another dimension, reappearing 15 feet directly away from you. They must make a Dexterity saving throw with disadvantage when they reappear or fall prone. If a creature teleported by this maneuver reappears inside solid material, such as within the wall of a cave, they take another 3d10 force damage and are instantly shunted to the nearest available space.

Predator’s Howl (2 points)

You can use a bonus action and spend 2 maneuver points to emit a terrifying howl. Two creatures of your choice within 30 feet of you must make a Wisdom saving throw. On a failed save, the creature is frightened until the start of your next turn. Each time the frightened creature takes damage from weapon attacks, they take an additional 1d6 psychic damage.

Press the Advantage (2 points)

When a creature you can see within 60 feet is knocked prone or incapacitated, you can spend 2 maneuver points to command an ally who can hear you within that range to use their reaction to move up to their speed towards the fallen creature and make one weapon attack against it.

Quantum Exchange (2 points)

As an action, you can spend 2 maneuver points to magically reach out with your mind and switch the dimensional properties of two of your allies. Two allied creatures you can see within 30 feet swap positions.

Raid Leader’s Strike (2 points)

As an action, you spend 2 maneuver points to make a single weapon attack against a creature. If you have more allies within 5 feet of you than the target has allies within 5 feet of it, this attack deals an additional 2d6 radiant damage.

Razor Burst (3 points)

As an action, you can spend 3 maneuver points to target an area of stone or a stone object no more than 5 feet in any dimension and cause it to magically explode, blasting shrapnel into the surrounding area. All creatures within 15 feet of the explosion must make a Dexterity saving throw, taking 8d4 piercing damage on a failed save or half as much on a success. If a Large or smaller creature is standing on the point you choose to explode, it also falls prone if it fails its Dexterity save.

Razor Wind (3 points)

As an action, you spend 3 maneuver points to rush forward on a blast of arctic wind, lashing out at the enemies in your path. You may move up to 30 feet in a straight line and make one weapon attack against each hostile creature you pass within reach. Each creature you hit must succeed on a Constitution saving throw or have its speed reduced by 10 feet until the start of your next turn. This movement does not provoke opportunity attacks.

Reformation Gambit (3 points)

As an action, spend 3 maneuver points and bark orders to reposition to up to five target creatures within 60 feet that can hear. Each target can immediately move up to its speed without provoking opportunity attacks.

Refusal to Bleed (1 point)

As a reaction when you take damage, you can spend 1 maneuver point to roll a d10. Add your fighter level to the number rolled and reduce the damage by that total. If the triggering damage is from an attack, you can spend 3 additional maneuver points to reduce all damage from the creature that attacked you by the same total until the start of your next turn.

Rimespiked Step (2 points)

You can use a bonus action and expend 2 maneuver points to fly to an unoccupied space of your choice within 30 feet. As you use this movement, you leave ice spikes in the spaces you pass through. Any creature who starts its turn or moves into a space containing ice spikes takes 1d8 cold damage. These ice spikes melt at the start of your next turn.

Runes of Reprisal (1 point)

While Body of Towering Stone is active, the runes carved into the armor can retaliate against your enemies. As a reaction to being hit by an attack, you can spend 1 maneuver point to create a blinding flash of magical light. All creatures within 10 feet of you must succeed on a Wisdom saving throw or take 2d6 radiant damage, and if the creature who made the triggering attack is affected, they are also blinded until the start of your next turn.

Sanguine Charity (2 points)

The pain you feel reassures you that your sinful nature is being purified, giving you the strength to carry on. As a reaction to taking damage, you can spend 2 maneuver points to gain temporary hit points equal to 1d10 + your level.

Serpent Shift (1 point)

You manipulate a foe using your footwork and momentum, switching places with them. As an action, spend 1 maneuver point and choose one Medium or smaller creature within 5 feet of you; they must succeed on a Dexterity saving throw, or you trade places with them, and you can then move up to your speed without provoking opportunity attacks.

Shadow Army (2, 4, 6, or 8 points)

You can use an action and to spend up to 8 maneuver points, summoning one shadow copy of yourself with every 2 points spent. Each shadow appears in an unoccupied space of your choice within 60 feet. Your shadows exist for 1 minute or until you lose your concentration (as if you were concentrating on a spell). Your shadows' AC is equal to your own. They are your size and use your bonuses for ability checks and saving throws. If a shadow takes damage, roll 1d4. On a result of 1, the shadow is destroyed. Otherwise, the shadow takes no damage. Your shadows are immune to all conditions. For the duration of the maneuver, you can use a bonus action to silently control your shadows, causing each to move up to 30 feet as you wish and make one melee weapon attack against a creature within 5 feet of the shadow. Your shadows attack using your attack bonus as if it used a nonmagical copy of a weapon you hold. Additionally, creatures adjacent to your shadows can provoke opportunity attacks from them using your reaction if they move more than 5 feet away from your shadows.

Shadow Striking Technique (2 points)

You can use a bonus action and spend 2 maneuver points to bind a shadow to your weapon. For the next 10 minutes, your attacks with this weapon deal an additional 1d8 necrotic damage and its reach increases by 5 feet.

Shadowhound (1 point)

You read your opponent's moves, predicting their next steps before they know what it will be. As a reaction to a creature within 5 feet of you moving away from you, you spend 1 maneuver point and make an Intelligence check contested by the creature’s Dexterity check. If you win the contest, you follow that creature as they move, keeping in step with them. You may only follow them as far as your maximum speed allows, and you cannot follow them if they utilize a type of speed you do not have, such as flying or burrowing. At the end of this movement, you can make a single melee attack against that creature.

Shape of Darkness (8 points)

You can use an action and spend 8 points to make your body turn ethereal, transforming into pure darkness. For the next 10 minutes, you gain the following benefits:

• You can see normally in darkness, both magical and nonmagical, to a distance of 120 feet.

• You have resistance to nonmagical bludgeoning, piercing, and slashing damage.

• While you are in dim light or darkness, each turn you can use a bonus action to teleport to an unoccupied space within 30 feet that is also in dim light or darkness.

Shape of the Behemoth (3 points)

As an action you can spend 3 maneuver points to embody the power of nature’s largest beasts for 1 minute. When you do, your size increases by one category to a maximum size of Large. In addition, for the duration your reach increases by 5 feet, your weapon attacks deal an additional 1d6 damage, and you gain 1d6 temporary hit points at the start of each of your turns. This maneuver ends early if you lose concentration (as if you were concentrating on a spell).

Shield Jab (2 points)

Your assault puts heavy pressure on your enemy’s defenses. As an action, spend 2 maneuver points and target a creature within your reach. The target must succeed on a Constitution saving throw or have its AC lowered by 4 until the end of your next turn. If you succeed with another Shield Jab against the same creature on your next turn, the AC loss is cumulative; otherwise, the creature's AC resets to its normal value. If a creature’s AC is reduced to 0 in this way, it’s stunned for 1 minute.

Shield Wall (1 point)

As an action, you can spend 1 maneuver point to plant your shield and bellow a command to your allies to form up around you. Until the end of your next turn, your speed becomes zero, and all attacks against you are made at disadvantage. Any ally within 5 feet of you holding a shield can choose to gain the effects of this maneuver for the duration.

Slippery Otter (1 point)

You can use a bonus action and spend 1 maneuver point to embody the grace and endurance of an otter in water. For the next hour, you have a swimming speed of 30 feet and can hold your breath for a number of minutes equal to twice your Constitution ability score. While in the water, you can take the Dash action as a bonus action.

Snout of the Bloodhound (1 point)

You take a minute and spend a maneuver point to attune your senses to your surroundings, enhancing your senses of smell, sight, and hearing for the next hour. During this time, you gain the following benefits:

  • You have advantage on Wisdom (Perception) and Wisdom (Survival) checks to track
  • You add your proficiency bonus to initiative checks
  • You do not have disadvantage on attack rolls against invisible creatures

Snowblind (2 points)

As an action, you spend 2 maneuver points, swinging your weapon in a wide arc, sending a blast of snow-laden wind at your foes. All creatures in a 30-foot cone must succeed on a Constitution saving throw, or be pushed 10 feet away from you and be blinded until the end of your next turn.

Sól Valtiva (10 points)

You ignite your weapon with the fires of the sun. As a bonus action, you spend 10 maneuver points to activate this maneuver for up to 1 minute. While this maneuver is active, your weapon casts bright light for 60 feet and dim light for 60 feet beyond that. Your weapon also deals an additional 2d6 radiant damage and 2d6 fire damage on a hit, growing brighter with every strike. After you have dealt at least 100 damage with your weapon, it burns with an unbelievable intensity until the maneuver ends.

While the maneuver is still active, the next time you hit a creature that has 100 hit points or less, you can choose to reduce the creature to 0 hit points rather than roll damage and immediately end this maneuver.

Soul Twist (2 points)

Your weapons can damage a creature’s soul. When you hit a creature that isn't a construct or undead with a melee weapon attack, you can spend 2 maneuver points to deal an additional 2d6 necrotic damage to the creature and it becomes poisoned for 1 minute if it fails a Constitution saving throw.

Spacecleave (3 points)

Your weapon splits the fabric of space itself, allowing you to conjure an ally through the tear it leaves behind. When you hit a creature with a melee weapon attack, you can spend 3 maneuver points to target one Large or smaller ally within 60 feet and teleport them to an empty space within 10 feet of you. The allied creature can then make one melee attack with advantage.

Spirit Surge (2 points)

You bless your attack as it strikes, healing allies and dealing extra damage to foes. When you hit a creature with a melee weapon attack, you can spend 2 maneuver points to deal an additional 2d8 radiant damage, and an ally of your choice that you can see within 30 feet of you regains hit points equal to this additional radiant damage.

Staggering Gust (1 point)

When you hit a creature with a melee weapon attack, you can spend 1 maneuver point to unleash a blast of wind, putting them off-balance. You can use a bonus action to make a ranged weapon attack with a thrown weapon that ignores the normal disadvantage penalty for making a ranged attack in close combat.

Staunch Parry (4 points)

You employ split-second precision to deflect even the most staggering of attacks. When hit by an attack, you can use your reaction and spend 4 maneuver points to activate this maneuver. Roll a d20 and add your Dexterity and Intelligence modifiers to the result. If the result is equal to or greater than the triggering attack roll, you parry the attack, causing it to miss; otherwise, you take half the damage of the attack.

Steely Determination (1 point)

When you use your Second Wind, you can spend 1 maneuver point and regain an additional number of hit points equal to your fighter level.

Stirring Command (1 point)

You can spend 1 maneuver point as a bonus action to issue a command to strike. Choose one ally within 30 feet who can hear you. That ally can immediately use their reaction to make one melee or ranged attack against an enemy.

Stoic Oxen Spirit (2 points)

When you become charmed or frightened, you can use your reaction and spend 2 maneuver points to immediately end the triggering charmed or frightened condition. In addition, you have advantage on attack rolls against the creature who attempted to charm or frighten you until the end of your next turn.

Stonespur (3 points)

As an action, you can spend 3 maneuver points to cause a blunt spike of stone, roughly 1 foot wide and 15 feet long, to erupt from the ground at a point you choose within 60 feet. If a creature is hit by the spur, it must make a Strength saving throw. On a failure, it takes 6d6 bludgeoning damage and is thrown 20 feet away from the spur. It takes half as much damage on a success and isn’t pushed. The ram cracks and falls apart when it hits a creature.

Storm Cudgel (4 points)

As a bonus action, you can spend 4 maneuver points to invest your weapon attacks with the power of the northern gale. For 1 minute, your weapon attacks deal an additional 1d6 cold damage, and creatures hit by these attacks must succeed on a Strength saving throw or be pushed 10 feet away from you by a blast of arctic wind.

Stormbreak Strike (2 points)

You can use an action and spend 2 maneuver points to transform a weapon in your hand into a bolt of lightning and hurl it at an enemy of your choice within 60 feet. Make a melee weapon attack against the target. On a hit, you deal the weapon’s normal damage, but the damage type changes to lightning and each creature within 10 feet of the enemy must succeed on a Constitution saving throw or take 2d6 thunder damage. The weapon returns to your hand immediately after the attack.

Sunder Spell (3 points)

This maneuver allows you to destroy magical effects with your weapon. When you hit a creature or an object with a melee weapon attack, you can spend 3 maneuver points to end one spell of 3rd level or lower on the target. To attempt to end a spell of 4th level or higher on the target, make an ability check using your spellcasting ability. The DC equals 10 + the spell’s level. On a successful check, the spell ends.

Swervestep (3 points)

As an action, you spend 3 maneuver points to cause your form to intensely vibrate, making it difficult for your foes to follow. Attacks made against you before the end of your next turn have disadvantage. If an attack misses you, you can use your reaction to make a melee attack against that creature with advantage.

Sword of Light and Flame (3 points)

As an action, spend 3 maneuver points to cause one weapon you hold to erupt with flame for 1 minute. Your weapon casts bright light in a 30-foot radius and dim light a further 30 feet. Choose one creature within 60 feet of you. Each time that creature takes damage within your weapon's light, it takes an additional 1d6 fire damage. Your weapon attacks deal fire damage instead of its normal damage type. Creatures reduced to 0 hit points by any attack benefitting from this additional damage cannot be raised as undead for 1 year.

Tactical Repositioning (1 point)

As a bonus action, you may spend 1 maneuver point to provide cover for a nearby ally’s movement. One ally you touch can immediately move through your space and into any unoccupied space adjacent to you (no action required). This movement does not provoke opportunity attacks.

Thunderous Shunt (1 point)

At the moment of impact, your weapon creates a concussive shock that causes your enemy to stagger back. When you hit a creature with a melee weapon attack, you can spend 1 maneuver point to deal an extra 1d6 thunder damage, and the target must succeed on a Strength saving throw or be pushed 5 feet away from you.

Trampling Bull (3 points)

You can use a bonus action and spend 3 maneuver points to channel the charging bull, moving up to your speed. While moving this way, you can move through the space of creatures of your size or smaller, but you must end your movement in an unoccupied space.

Each creature whose space you moved through must succeed on a Strength saving throw or be knocked prone and take bludgeoning damage equal to 1d8 + your Strength modifier.

Tremorcraft (1 or more points)

With a subtle movement, you shift the ground beneath your opponents. As a bonus action, you can spend 1 maneuver point to target one Large or smaller creature or object touching the ground within 30 feet of you, which must succeed on a Dexterity saving throw or be moved 5 feet horizontally in any direction. You can move one additional target per extra maneuver point you spend.

Turning of the Wheel (2 points)

When all seems lost, you spring to your feet with a flourish and knock your enemy down, suddenly reversing the tide of battle. As a reaction to being attacked while you are prone, you can spend 2 maneuver points to target an enemy within range and stand using no movement. If the target creature is Large or smaller, it is knocked prone, and you can make a melee attack against it.

Turning of the Wheel (2 points)

When all seems lost, you spring to your feet with a flourish and knock your enemy down, suddenly reversing the tide of battle. As a reaction to being attacked while you are prone, you can spend 2 maneuver points to target an enemy within range and stand using no movement. If the target creature is Large or smaller, it is knocked prone, and you can make a melee attack against it.

Tusks of the Rampaging Mammoth (3 points)

You can use an action and spend 3 maneuver points to strike an enemy with the overwhelming force of a rampaging mammoth. When you do, make a melee weapon attack against a creature within 5 feet. On a hit, you deal 3d12 damage in addition to your attack’s normal damage. If the creature is Huge or smaller, you push the creature 15 feet.

Unnerving Flagellation (2 points)

Your disregard for your own body disquiets your enemies. As an action, you can spend 2 maneuver points to deal your current weapon’s damage to yourself. Hostile creatures within 60 feet that can see you must succeed on a Wisdom saving throw or take the same amount of damage to yourself as psychic damage. If you are using a whip or a flail, creatures make this save with disadvantage.

Unstoppable Missile (2 points)

As an action, you can spend 2 maneuver points and throw a melee weapon you are wielding, affecting an area the size of a 5-foot-wide line that is 30 feet long. Each creature in the line must succeed on a Dexterity saving throw or take damage equal to one roll of that weapon’s damage dice plus your Strength or Dexterity modifier (your choice).

For each creature that takes damage from this maneuver, you can spend 1 maneuver point and that creature takes an additional 2d6 damage of the weapon’s type.

Uplift Ridge (2 points)

As an action, when standing on stone or natural earth, you can spend 2 maneuver points to slam your foot against the ground to create a ridge of stone that emerges from the ground and lasts for 10 minutes. The ridge is 6 inches thick, 10 feet long, and 3 feet high. The ridge grants cover to creatures behind it. A Medium creature has half-cover, while a Medium creature that is prone, or a Small or smaller creature, has total cover.

Viper Parry (1 point)

You magically enhance the speed and potency of your blade, using the reflexes of a viper to interrupt an advancing enemy. As a reaction to a creature coming within reach of your weapon, you can spend 1 maneuver point to make one melee weapon attack against them and move 5 feet. If the attack hits, the target takes an extra 1d6 poison damage, and they must succeed on a Constitution saving throw or their speed drops to 0 for the rest of their turn.

Volgenreith (2 points)

When you hit with a ranged weapon attack using a thrown weapon, you can spend 2 maneuver points to call forth a powerful gust of wind, sending you flying in its wake. The wind moves you up to 60 feet directly toward your target. When you land, you can use a bonus action to make a melee weapon attack against the target if it is within your reach.

Wall of Blades (2 points)

When you are hit with a weapon attack, you can use your reaction and spend 2 maneuver points to make a weapon attack against the creature attacking you. You can replace your AC with the result of this attack roll until the beginning of your next turn, including against the triggering attack, potentially causing it to miss.

Warded Vessel (2 points)

As danger looms, your divine connection rises to protect you. As a reaction, you can spend 2 maneuver points and reroll a failed saving throw.

Warptether Mark (1 point)

Your strike magically binds you to a creature with space-warping energy. When you hit a creature with a melee weapon attack, you can spend 1 maneuver point to mark the target. If the marked creature is still within 30 feet of you at the start of your next turn, you can teleport to an unoccupied space within 5 feet of them without using any movement (no action required).

Well of Rolling Pebbles (5 points)

As a bonus action, you can spend 5 maneuver points to draw a deep breath and ground yourself, creating a supply of small rolling pebbles that draws other creatures to you until the start of your next turn. Hostile creatures within 60 feet of you must succeed on a Strength saving throw or be pulled up to 30 feet toward you. If a creature ends this movement adjacent to you, you can make a single melee weapon attack against it (no action required). Additionally, whenever any creature in this maneuver’s area tries to move in a direction other than directly towards you, it must make a Strength saving throw. On a failure, its speed is reduced to 0 until the start of your next turn.

Whispering Blades (1 point)

The sigh of a blade slicing the air speaks to you, allowing you to intuit an imminent mistake. As a reaction to an enemy creature missing you or one of your allies with a weapon attack, you can spend 1 maneuver point to make a weapon attack with advantage against the attacking creature if they are within reach.

Whispers of the Divine (1 point)

As an action, you can spend 1 maneuver point and present your holy symbol to afflict the mind of a creature you can see. For up to 1 minute, the first time the creature makes an attack roll or casts a spell, it takes 2d8 psychic damage unless it succeeds on a Wisdom saving throw on its turn. This does not prevent the creature's attack roll or spell from being cast.

Windborne Speed (2 points)

As an action, you can spend 2 maneuver points to summon the strength of the winds to propel you forward. For 1 minute, your speed is increased by 10 feet and you may take the Dash action as a bonus action on your turn.

Woolly Beast’s Hide (2 or more points)

When you are hit by an attack, you can use your reaction and spend 2 or more maneuver points to use the resilient parts of your body to shield your vulnerabilities from harmful damage. When you use this maneuver, roll 1d6 for every 2 points you spend to use this maneuver and reduce the damage from an attack by the result. After taking any remaining damage, you also gain temporary hit points equal to the result of the roll.

Wounded Ego Resilience (1 point)

When defeat seems imminent, you can channel a small measure of the Prismatic Wyrm’s self-hatred to attempt to rise above your own shortcomings. When you fail a saving throw, you can use your reaction and spend 1 maneuver point to reroll the saving throw, using the new result if it is higher. If you still fail the saving throw, you take 1d6 psychic damage (which cannot be reduced).

Wrathful Flame (3 points)

You reach through the spirit of an enemy to the essence of their weapon, instilling it with burning rage. As an action, you can spend 3 maneuver points to target one enemy creature you can see within 60 feet. That creature must make a Charisma saving throw. On a failure, their weapon bursts into flame, dealing 5d6 fire damage to them, and forcing them to drop the weapon. If the creature is not wielding a weapon, or has a weapon stowed, nothing happens.

Wrecking Ball (2 or 4 points)

As an action, you can spend 2 maneuver points to manipulate the ground beneath your feet so that each of your steps launches you forward with increasing force, moving in a straight line up to your speed. While moving in this way, you can move through the space of creatures of your size or smaller, but you must end your movement in an unoccupied space. Each creature whose space you moved through must succeed on a Strength saving throw or take 2d6 bludgeoning damage and fall prone. If you use this maneuver while Body of Towering Stone is active, it instead costs 4 maneuver points, and creatures make their Strength saving throws with disadvantage, taking 8d6 damage on a failure and falling prone.

Many Stories Inspiration

Also at 3rd level, you become proficient in your choice of History or Religion, and you can add your Charisma modifier on checks to recall information using either skill. Additionally, when you use a maneuver, you can expend one use of Bardic Inspiration. Roll a Bardic Inspiration die and subtract the result from the maneuver point cost of the maneuver. Once you use this feature, you can’t use it on a maneuver from the same saga until you finish a long rest.

History Proficiency

You gain proficiency in the history skill.

Religion Proficiency

You gain proficiency in the religion skill.

Saga Savant

At 6th level, when you aren’t telling stories of legendary heroes, you’re rehearsing the next retelling. You learn two maneuvers of your choice. These do not count against your maximum
number of maneuvers known. Each time you finish a long rest, you can replace one of the maneuvers you know as a result of this feature with a different maneuver.

Legendary Prowess

At 14th level, when you expend a spell slot to gain maneuver points, you gain twice as many maneuver points as normal.

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