TEXT: Learn the martial disciplines, traditions, and 
  Learn the martial disciplines, traditions, and 
  students of the new Sublime Way
  students of the new Sublime Way
  
  Credits
  Writer & Designer: Jacky Leung (@deathbymage)
  Cover Art: grandfailure (Adobe Stock Art)
  Interior Art: Adobe Stock Art (grandfailure, Dusan Kostic, 
  likozor, saphatthachat), Dean Spencer, DMsGuild Creator 
  Resource Stock Art,  Forrest Imel, Matt Bulahao, 
  Martial Discipline Icon Art: Auri Cavendish (@the_lady_auri)
  Some artwork © 2015 Dean Spencer, used with permission. 
  All rights reserved.
  Special Thanks to my Patrons: Dragons in Dungeons, Tyler 
  Kennedy, Dave Lee, Jeff McGowain, James Runnings, RPG 
  Kitchen, Robert Walker
  Please check out www.deathbymage.com 
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  DUNGEONS & DRAGONS, D&D, Wizards of the Coast, Forgotten Realms, Ravenloft, Eberron, the dragon ampersand, 
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  in the USA and other countries.
  This work contains material that is copyright Wizards of the Coast and/or other authors. Such material is used with 
  permission under the Community Content Agreement for Dungeon Masters Guild.
  All other original material in this work is copyright 2019 by Jacky Leung (Death by Mage) and published under the 
  Community Content Agreement for Dungeon Masters Guild.
  ON THE COVER
  In the heat of battle, a former student, now master of the 
  new Sublime Way is a dazzling sight on the battlefield. 
  
  Contents
  Introduction ........................................... 1
  Using this Book .....................................2
  Warriors of the Sword ............................3
  Path of the Ravager ..........................4
  Stalwart ............................................. 5
  Way of the Artist ................................6
  Oath of the Crusade .........................7
  Wildheart ...........................................9
  Shadow Blade .................................10
  The Ancestral Spirit ..........................11
  New Class Option: Bladesage .........13
  Path of the Sublime ................... 17
  Path of the Nobile Truth ............ 17
  New Background: Disciple .............19
  New Background: Exile .................. 20
  Ways of the Sword ................................ 21
  Charnel Miasma .............................23
  Emerald Hammer ........................... 25
  Frost Veil .........................................27
  Lion’s Roar ......................................29
  Mirror’s Edge ...................................31
  Onyx Arrow ..................................... 33
  Serpent Flash .................................. 35
  Swan Song ...................................... 37
  Tempest Steel ..................................39
  Heart of the Sword .............................. 41
  Honor ..............................................42
  Duels ...............................................45
  Legacy of the Sword .............................48
  Charnel Miasma ............................ 49
  Emerald Hammer ...........................50
  Frost Veil ..........................................51
  Lion’s Roar ...................................... 52
  Mirror’s Edge .................................. 53
  Onyx Arrow .....................................54
  Serpent Flash ...................................55
  Swan Song ......................................56
  Tempest Steel .................................. 57
  
  1
  Introduction
  Back in 2006, I vividly recall seeing the Tome of Battle: Book of Nine Swords released by Wizards of the Coast for D&D 3.5. 
  It was the twilight years of the edition as we steadily approached 4th Edition. The mechanics brought in from this supplement 
  married many of the core mechanics of 3rd Edition with some of the innovative features of 4th Edition such as abilities and 
  features replenishing after an encounter, powers recharging under specific conditions (or taking time to do it), and having 
  suites of powers that can be readied or changed after rests. Years later, as 5th Edition was released, my eyes were instantly 
  drawn by the Battlemaster Fighter in the Player’s Handbook. The combat maneuvers, even some of their names, were 
  callbacks to that iconic supplement from 3.5’s twilight years. 
  I grew up watching dozens and eventually, hundreds of various wuxia and jianghu Chinese films, and their influence 
  has never departed from my perspective of combat or its presentation. Even as I grew older, I was consistently blessed by 
  television shows that did their best to carry the torch for the diverse and rich cultural heritage of the many martial arts from 
  Asia. While I profess that while this supplement is not a comprehensive representation of the many martial arts and fighting 
  techniques across Asia, I want to acknowledge my sincerity and love for their beauty and legacies. 
  I sincerely adored the concept for the Battlemaster Fighter but felt that the design initially presented was underwhelming 
  and served as a subtle callback that needed a much deeper reimagination. This project is a cumulation of concepts and 
  designs now given form and substance. I’ve noticed various adaptations and conversions from the original Book of Nine 
  Swords over into 5th Edition, but I wanted to bring my own take and spin on the concept with inspiration from the original 
  supplement. In addition, I was deeply inspired by the Legend of the Five Rings and the unique Kara-Tur setting during the late 
  ’90s and early 2000s, along with the various Japanese animes such as Rurouni Kenshin, Bleach, Yu-Yu Hakusho and recently 
  Demon Slayer: Kimetsu no Yaiba. 
  I hope that you enjoy this presentation and a personal love letter to one of my favorite D&D supplements and a genre that is 
  near and dear to my heart and heritage.
  Jacky Leung
  Resident Mage of Disaster
  
  2
  Using this Book
  When using this supplement, there will be references to 
  the Battlemaster Fighter and the archetype’s Maneuvers 
  section following it. For the purposes of reference, these 
  original maneuvers found under the Battlemaster Fighter 
  entry in the Player’s Handbook (pg. 74) will be categorized 
  as “General Maneuvers” and reprinted in this section. 
  Additionally, many of the new class features in this 
  supplement include new dice mechanics that are directly 
  inspired by the Combat Superiority die. When using this 
  supplement, treat all mentions of superiority die as the 
  relevant die type written. For example, the new Bladesage 
  class uses Sage Dice and treats all mention of superiority 
  die in any maneuver entry as the same type. 
  Inspired by the classic stand-off and duels between 
  warriors found in classical Wuxia literature and Samurai 
  dramas, new duel mechanics are showcased here. The 
  duel mechanics also include aspects for mage duels, as 
  well as social debates. Such conflicts can be resolved 
  with a risk one a character’s Honor, which is also featured 
  in this supplement. The Honor system utilized in this 
  publication is inspired by the Honor optional rules 
  presented in the Dungeon Master’s Guide and expanded 
  further.
  Classes of the sublime way
  There are seven new subclasses featured in this 
  supplement, along with the brand new Bladesage class. 
  Some of the subclass options presented pay homage to 
  the prestige classes or classes found in Tome of Battle, 
  while others were drawn from other inspirations or ideas, 
  such as the Ancestral Spirit patron for the Warlock. 
  Many of the subclasses employ the original use of the 
  superiority dice and combat maneuvers, though some 
  implement new thoughts and ideas to expand from 
  the initial design. The subclass options enhance the 
  qualities of their core classes and augment them with 
  the accessibility to combat maneuvers. Limiting specific 
  maneuver disciplines to certain subclasses was intended 
  within the design. Though modern conventions might 
  suggest it, I felt that it was better to let the maneuvers 
  and the subclasses be separate entries. This way, a player 
  or DM can be selective on the amount and depth of the 
  material presented to be featured in their games. 
  The Bladesage is a new base class that explores 
  different philosophies of mastery of the Sublime Way. 
  This is the only class to offer superiority dice at 1st 
  level outside of being a Variant Human and choosing 
  the Martial Adept feat. Keeping the maneuvers and the 
  progression balanced was essential to ensure that other 
  martial classes such
  New Maneuvers
  This supplement features nearly 75 new maneuvers that 
  are powered by special dice. These maneuvers can be 
  used with the preexisting combat maneuvers featured in 
  the Battlemaster Fighter’s entry in the Player’s Handbook. 
  It’s recommended that you consult with your DM about 
  incorporating the new mechanics featured. 
  Using the entire supplement may seem overwhelming, 
  and your DM may instead consider limiting the number 
  of maneuvers accessible. One possible alternative may 
  require the player character to study and find ancient 
  marital scripture to learn new maneuvers featured. A DM 
  may instead allow the player character access to only one 
  martial discipline along with the Battlemaster Fighter 
  maneuvers.
  The creative design of these maneuvers were intended 
  to grant martial characters the same prevalent feeling 
  of growth and mastery commonly experienced by 
  spellcasters. Some of the maneuvers presented have a 
  level requirement, an intentional design to facilitate a 
  sense of mastery and commitment in a single martial 
  discipline.
  Honor and Duels
  This supplement brings new mechanics involving 
  an Honor ability score and inter-narrative designs 
  incorporating duels. I adored the vibrant setting of 
  Rokugan and the different clans from Legend of the Five 
  Rings. Still, narrative elements of duels and honor always 
  stuck through. When it came to writing this supplement, 
  I felt it was right to explore the concepts of honor, how 
  it impacts a character’s morals and decisions, and the 
  implications surrounding duels. 
  Using the baseline concept of an Honor ability score 
  presented from the Dungeons Master’s Guide, the design 
  led to a sort of meta currency and a pseudo-Ability Score. 
  Honor changes and fluctuates with the story. At the time of 
  writing this supplement, I finished reading about the latest 
  edition of L5R from Fantasy Flight Games as a few friends 
  of mine were running the system. It had been years since 
  I’ve played L5R, and I was always curious about the new 
  system from FFG. I read it and loved the new mechanics 
  right away. New ideas for structuring duels were taken 
  from older mechanics covering Iaijutsu duels but also 
  mage duels from D&D 3.5’s Complete Arcane splatbook.
  Sublime Way in the Realms
  It was previously discussed in an old Wizards of the 
  Coast article about incorporating Tome of Battle into the 
  Forgotten Realms. In the spirit of that, this supplement 
  hopes to emulate some of the previous topics discussed in 
  the article. Ki serves as a mystical energy that permeates 
  within all living beings, which the Sublime Way harnesses 
  through teachings and lessons of martial techniques to 
  achieve extraordinary feats. 
  This supplement presents a new Sublime Way after the 
  collapse of the School of Nine Swords from the original 
  narrative. The new disciplines showcase the evolution 
  and emergence of new thoughts, new lore, and unique 
  philosophies. These maneuvers are persistent traditions 
  that date back to past ages where sword and sorcery were 
  commonplace. 
  Many of the disciplines have connections to ancient 
  warriors and shady institutions with sometimes not so 
  clear origins. Thankfully, the Forgotten Realms has plenty 
  of ancient empires such as the Netherese, the Imaskari, 
  the Unther Empire, the Raumanthar, or the former elvish 
  or dwarven kingdoms to draw inspiration or connections. 
  Consider the legacy and history of these disciplines when 
  integrating into your games, the rarity of these disciplines 
  could be a means to connect Toril’s past with the present.
  
  3
  Warriors of the Sword
  Practitioners of the Sublime Way hone their skills 
  sometimes from years dedication, repeated actions, and 
  traditions. Other times, a user’s skills are imparted to 
  them through a natural affinity, utilizing their inherent 
  potential and maximizing it to deadly effect. Many 
  practitioners become masters and give their knowledge 
  to others, sometimes forming fighting schools or clans to 
  preserve the legacy of the warriors before them. These 
  paths, oaths, and pacts are ways of life unique to the 
  individual as they grow and learn from their experiences. 
  The best teachers are failure and experience, which often 
  lead these warriors out of the confines of their order or 
  clans to harness their potential - to be tempered by the 
  world. 
  The subclass options presented in this chapter utilize 
  the core mechanic of the combat superiority die and 
  combat maneuvers from the Battlemaster Fighter. Many 
  of the mechanics featured utilize the original rules and 
  using some changes in progression to fit within the frame 
  of the different class progressions. Some of the subclasses 
  feature new uses and manners of gaining superiority die, 
  such as the Oath of the Crusader Paladin, Shadow Blade 
  Rogue, and Ancestral Spirit Warlock. The Bladesage is a 
  new core class that embarks on the journey of learning the 
  Sublime Way, it is the only class to learn maneuvers from 
  the new nine martial disciplines. 
  Many of the entries mention the “General Maneuvers” 
  list, these refer to the original Battlemaster combat 
  maneuvers found in the Player’s Handbook. If your DM 
  does not wish to introduce new combat maneuvers, you 
  can simply incorporate the existing “General Maneuvers” 
  from the Battlemaster instead. Alternatively, a DM may 
  further limit the maneuvers accessible to a character 
  and may require seeking a master to teach them the 
  techniques.  
  Following the Bladesage, there are two new 
  backgrounds: the Disciple and the Exile. Life is about 
  a journey of experiences and lessons learned along the 
  way, these backgrounds embody this concept and explore 
  two similar but divergent paths. Both backgrounds rely 
  extensively on the backstory of the character, which 
  provides motivation and guidance for their internal 
  narrative. When considering the character, their standing 
  with their order, fighting school, or clan will have a 
  profound influence on their background selection and 
  viewpoint.
  
  4
  Path of the Ravager
  Some of the most terrifying barbarians learn to focus 
  their rage into a sharp blade, utilizing their trained muscle 
  memory to deadly effect. Barbarians who follow the path 
  of the Ravager employ their expertise, techniques, and 
  traditions into a vortex artistry of death and rage.
  Rage Superiority
  When you choose this path at 3rd level, you learn 
  maneuvers that are fueled by special dice called 
  superiority dice. 
  Maneuvers. You learn three general maneuvers of your 
  choice, which are detailed under  General Maneuvers” list 
  and the Emerald Hammer, Lion’s Roar, and Serpent Flash 
  disciplines. Many maneuvers enhance an attack in some 
  way. You can use only one maneuver per attack.
  You learn one additional maneuver of your choice at 6th, 
  10th, and 14th level. Each time you learn a new maneuver, 
  you can also replace one maneuver you know with a 
  different one.
  Superiority Dice. You have two superiority dice, which 
  are d8s. A superiority die is expended when you use it. 
  You regain all of your expended superiority dice when you 
  finish a short or long rest. 
  You gain another superiority die at 6th level and one 
  more at 14th level. 
  Saving Throws. Some of your maneuvers require your 
  target to make a saving throw to resist the maneuver’s 
  effects. The saving throw DC is calculated as follows:
  Maneuver save DC = 8 + your proficiency bonus + your 
  Strength modifier
  Heavy Hitter
  Your rage hones your tactics, granting you precision focus 
  when employing your attacks. Starting at 6th level, when 
  you hit a creature with a weapon attack while raging, you 
  may expend a superiority dice to deal twice your rage 
  damage bonus instead of the normal amount. You can only 
  use this feature on one attack per turn.
  Imrpoved Superiority
  At 10th level, your superiority dice turn into d10s.
  PaTH Of THE RaVagER (BaRBaRiaN)
  Barbarian Level Features
  3rd
  Rage Superiority
  6th
  Heavy Hitter
  10th
  Improved Superiority, Irregular Defense
  14th
  Honed Fury
  Irregular Defense
  You learn to employ your various battle techniques 
  in unusual methods to bolster your defenses while 
  perplexing your enemies. At 10th level, whenever you are 
  hit by a weapon attack or target by a spell that requires 
  a saving throw, you can expend one superiority dice as a 
  reaction and add the result to your Armor Class against 
  the triggering attack or saving throw respectively. Once 
  you use this feature, you cannot use it again until after you 
  finish a short or long rest.
  Honed Fury
  At 14th level, you can direct your battle tactics to 
  devastating effect against your foes while withstanding 
  more punishment. 
  Whenever you use your Heavy Hitter feature, you deal 
  four times your rage damage bonus instead. In addition, 
  whenever you expend a superiority dice, you gain 
  temporary hit points equal to the die result. 
  
  5
  Stalwart
  A stalwart works in earnestly to develop and hone 
  techniques both learned and taught by previous 
  generations of warriors. There is an artistry and craft 
  attached to their skills, but unlike others, they develop 
  tactics and combat tricks to encompass both their 
  philosophies and be an all-around combatant of great 
  aptitude and wisdom
  Combat Superiority
  When you choose this archetype at 3rd level, you 
  learn maneuvers that are fueled by special dice called 
  superiority dice.
  Maneuvers. You learn three maneuvers of your choice 
  from the “General Maneuvers” list and the Lion’s Roar, 
  Mirror’s Edge, Onyx Arrow, Swan Song, and Tempest 
  Steel disciplines. Many maneuvers enhance an attack in 
  some way. You can use only one maneuver per attack.
  You learn two additional maneuvers of your choice 
  at 7th, 10th, and 15th level. Each time you learn new 
  maneuvers, you can also replace one maneuver you know 
  with a different one.
  Superiority Dice. You have four superiority dice, which 
  are d8s. A superiority die is expended when you use it. 
  You regain all of your expended superiority dice when you 
  finish a short or long rest.
  You gain another superiority die at 7th level and one 
  more at 15th level.
  Saving Throws. Some of your maneuvers require your 
  target to make a saving throw to resist the maneuver’s 
  effects. The saving throw DC is calculated as follows:
  Maneuver save DC = 8 + your proficiency bonus + your 
  Strength or Dexterity modifier (your choice)
  Tactical Fighting
  You study the tactics and combat styles of those before you. 
  Starting at 3rd level, you gain proficiency in the History 
  and Insight skill. 
  In addition, whenever a creature makes a weapon 
  attack against you, you can make a Wisdom (Insight) 
  check against by the target’s Charisma (Deception) check. 
  If you succeed, the target makes the attack roll with 
  disadvantage until the end of their turn. 
  Stalwart Stance
  At 7th level, you can enter into a stance where no one 
  can center your reach and anyone foolish enough will 
  suffer your decisive strikes. As a bonus action, you enter a 
  stalwart stance, which lasts for 1 minute. The stance ends 
  early if you become incapacitated or you choose to end it 
  on your turn (no action required). While in this stance, you 
  gain the following benefits: 
  • You gain a bonus to your AC equal to your Wisdom 
  modifier.
  • You have advantage on saving throws and ability checks 
  against being pushed or pulled. 
  • Whenever you use your reaction to make an opportunity 
  attack, you gain advantage on the roll.
  You can use this feature twice. You regain all expended 
  uses of it when you finish a short or long rest.
  Improved Combat Superiority
  At 10th level, your superiority dice turn into d10s. At 18th 
  level, they turn into d12s.
  Follow Through
  At 15th level, whenever you score a critical hit or reduce a 
  creature’s hit points to 0 with a weapon attack, you regain 
  one superiority die.
  Refined Technique
  At 18th level, you refine your skills to develop the ultimate 
  fighting style and stand without equal. When you enter 
  your Stalwart Stance, you gain the following additional 
  benefits: 
  • Whenever you roll your superiority dice, you can reroll it, 
  keeping the new result. 
  • Whenever you expend a superiority dice, you gain 
  temporary hit points equal to your superiority die + half 
  of your Fighter level. 
  STalwaRT (figHTER)
  Fighter Level
  Features
  3rd
  Combat Superiority (d8), Tactical Fighting
  7th
  Stalwart Stance
  10th
  Combat Superiority (d10)
  15th
  Follow Through
  18th
  Combat Superiority (d12), Refined 
  Technique
  
  6
  Way of the Artist
  You hone your body and mind from the teachings written 
  within ancient scrolls and wise masters, achieving artistry 
  with your martial prowess. Many perceive your battle style 
  as often times a flower or bird, other times as storms and 
  ferocious beasts. For you, these disciplines are not just 
  forms of combat, but an expression of a deeper philosophy 
  about life.
  Ascetic Combat
  Starting at 3rd level, you learn special combat maneuvers 
  and invoke your ki to perform them in uncanny grace and 
  accuracy. 
  Maneuvers. You learn three maneuvers of your choice 
  from the “General Maneuvers” list and the Charnel 
  Miasma, Emerald Hammer, Frost Veil, Lion’s Roar, 
  Mirror’s Edge, Serpent Flash, Swan Song, and Tempest 
  Steel disciplines. Many maneuvers enhance an attack in 
  some way. You can use only one maneuver per attack. 
  You learn two additional maneuvers of your choice 
  at 6th, 11th, and 17th level. Each time you learn new 
  maneuvers, you can also replace one maneuver you know 
  with a different one.
  Ki points. You fuel your maneuvers with your ki. You 
  can spend 2 ki points to execute a maneuver and roll a 
  d4 wherever the rules indicate to roll a superiority dice. 
  This die changes as you gain monk levels, as shown in the 
  Martial Arts column of the Monk table. 
  Saving Throws. Some of your maneuvers require your 
  target to make a saving throw to resist the maneuver’s 
  effects. The saving throw DC is calculated as follows:
  Maneuver save DC = 8 + your proficiency bonus + your 
  Wisdom modifier
  way Of THE aRTiST (MONk)
  Monk Level
  Features
  3rd
  Ascetic Combat, Peak Physique
  6th
  Interlocking Style
  11th
  Zen Reflexes
  17th
  Master of the Forms
  Peak Physique
  At 3rd level, your training has honed your mind and body 
  to move with clarity and purpose. You gain proficiency 
  with the Athletics and Acrobatics skills. If you are already 
  proficient with either one or both of these skills, you add 
  double your proficiency bonus to checks you are proficient.
  Interlocking Style
  Starting at 6th level, you learn to combine your maneuvers 
  together to form powerful combination attacks. Whenever 
  you use two or more maneuvers in a turn, your next attack 
  roll has advantage. Once you use this feature, you cannot 
  do so again until after a short or long rest.
  Zen Reflexes
  Starting at 11th level, your mind guides your body, relying 
  less on raw strength and instead on a greater insight 
  within. Whenever you make a Strength or Dexterity saving 
  throw, you can use your reaction to spend 2 ki points and 
  substitute the roll with a Wisdom saving throw instead.
  Master of the Forms
  At 17th level, delve into the inner mysteries of your skills 
  and rise with a new found understanding of combat, 
  making you stronger than before.
  You gain the following benefits: 
  • Whenever you use two or more maneuver attacks in a 
  turn, a target has disadvantage on their saving throws 
  against your next maneuver.
  • Your unarmed strikes and monk weapons use your 
  Wisdom modifier for your attack and damage rolls 
  instead. 
  
  7
  Oath of the Crusade
  You devotion to the traditions of your oath grant you 
  knowledge on techniques and skills passed down through 
  the generations. Coupled with your divine inspiration, 
  dedication, and martial prowess, you are a juggernaut of 
  your cause. 
  Tenants of the Crusade
  A paladin who takes this oath is a determined and 
  relentless individual. 
  Worthy Cause. Always dedicate yourself to a cause. 
  Dauntless. Be bold and courageous in the execution of 
  your cause. Never waiver against doubt or fear. 
  Discipline. Be an exemplar of restraint and modesty. 
  Recklessness must be tempered. 
  Tradition. Always honor your traditions, especially from 
  those that came before you. 
  Duty Above All Else. Your first and last duty is to your 
  crusade. Never falter.
  OaTH Of THE CRuSadE (PaladiN)
  Paladin Level
  Features
  3rd
  Oath Spells, Channel Divinity
  7th
  Combat Tradition (d8)
  15th
  Zealous Soul
  18th
  Combat Tradition (d12)
  20th
  Last Stand
  OaTH SPEllS
  Paladin Level
  Spells
  3rd
  compelled duel, zephyr strike
  5th
  healing spirit, magic weapon
  9th
  dispel magic, thunder step
  13th
  freedom of movement, stoneskin
  17th
  holy weapon, steel wind strike
  Oath Spells
  You gain oath spells at the paladin levels listed in the Oath 
  of the Crusade Spells table. See the Sacred Oath class 
  feature for how oath spells work.
  Channel Divinity
  When you take this oath at 3rd level, you gain the 
  following two Channel Divinity options. See the Sacred 
  Oath class feature for how Channel Divinity works.
  Steely Resolve. You can use your Channel Divinity to 
  temporarily set aside pain and injuries with a short delay. 
  When you take damage, you can use your reaction to roll 
  a d10. Add your Paladin level to the number rolled, and 
  reduce the damage by that total. 
  Zealous Paragon. You can use your Channel Divinity 
  to become an unstoppable force. As a bonus action, your 
  movement speed cannot be reduced and have advantage 
  on Strength and Constitution saving throws until the start 
  of your next turn.
  
  8
  Combat Tradition
  Starting at 7th level, you learn special combat maneuvers 
  that are fueled by special dice called superiority dice.
  Maneuvers. You ready three maneuvers of your choice 
  from the “General Maneuvers” list and the Lion’s Roar, 
  Mirror’s Edge, Tempest Steel, and Swan Song disciplines 
  into your repertoire. Many maneuvers enhance an attack 
  in some way. You can use only one maneuver per attack.
  You can ready one additional maneuver of your choice 
  at 7th, 11th, and 14th level. You can change your list of 
  maneuvers after finishing a long rest. Readying a new 
  repertoire of combat maneuvers requires 1 hour of 
  meditation and mock combat practice. 
  Superiority Dice. You have two superiority dice, which 
  are d8s. A superiority die is expended when you use it. 
  You regain all of your expended superiority dice when you 
  finish a short or long rest.
  You gain two more superiority die at 18th level. Your 
  superiority die turns into d12s at 18th level. 
  Saving Throws. Some of your maneuvers require your 
  target to make a saving throw to resist the maneuver’s 
  effects. The saving throw DC is calculated as follows:
  Maneuver save DC = 8 + your proficiency bonus + your 
  Strength or Charisma modifier (your choice)
  Zealous Soul
  At 15th level, your steadfast determination empowers 
  you to continue your assault. Whenever you succeed 
  on a saving throw from a spell or ability, you regain one 
  superiority die.
  Last Stand
  At 20th level, your unwavering determination fuels your 
  cause to become its champion. You can use your action to 
  gain the following benefits for 1 minute: 
  • You have resistance to all damage.
  • You and your allies have advantage on Wisdom and 
  Charisma saving throws while within 30 feet of you. 
  • Whenever you are using your Combat Tradition ability, 
  you can roll a d8 and use it instead of expending a 
  superiority die. 
  
  9
  Wildheart
  A bond between nature and the civilized world, you are 
  the bridge to the past and the future. You unleash martial 
  traditions passed down to you by other masters that blend 
  ferocious prowess with deadly grace. Your techniques and 
  skills are heavily inspired by the deadliest creatures in the 
  wild and you are their avatar.
  Hunters grace
  Starting at 3rd level, you develop an uncanny grace by 
  learning from the best predators. Your speed increases 
  by 10 feet while not wearing heavy armor. In addition, 
  you choose to gain proficiency in either the Athletics or 
  Acrobatics skill. 
  Predator Sense
  Starting at 3rd level, you develop a sense for creatures that 
  make for applicable prey. As a bonus action, you can select 
  any number of non-friendly creatures you can see or hear 
  within a 30-foot radius from you and know if the target is 
  at half or below their maximum hit points. You can use 
  this feature a number of times equal to your Wisdom 
  modifier (minimum of 1). Expended uses replenish after 
  you finish a short or long rest. 
  Wildheart Soul
  Starting at 3rd level, you learn special combat maneuvers 
  and that are fueled by special dice called superiority dice. 
  Maneuvers. You learn three maneuvers of your choice 
  from the “General Maneuvers” list and Lion’s Roar, Onyx 
  Arrow, Serpent Flash, and Swan Song disciplines. Many 
  maneuvers enhance an attack in some way. You can use 
  only one maneuver per attack.
  You learn one additional maneuver of your choice at 7th, 
  11th, and 14th level. Each time you learn new maneuvers, 
  you can also replace one maneuver you know with a 
  different one.
  Superiority Dice. You have two superiority dice, which 
  are d8s. A superiority die is expended when you use it. 
  You regain all of your expended superiority dice when you 
  finish a short or long rest.
  You gain another superiority die at 7th level and one 
  more at 14th level. 
  Saving Throws. Some of your maneuvers require your 
  target to make a saving throw to resist the maneuver’s 
  effects. The saving throw DC is calculated as follows:
  Maneuver save DC = 8 + your proficiency bonus + your 
  Dexterity or Wisdom modifier (your choice)
  Ferocious Assault
  At 7th level, you learn to press the attack and keep your 
  foes unbalanced. Whenever you used a maneuver on your 
  turn, creatures have disadvantage on attack rolls that 
  target you until the start of your next turn. You can make 
  opportunity attacks on a creature you attacked even if they 
  use the Disengage action. 
  Improved superiority
  At 11th level, your superiority die turns into d10s.
  Wildheart Fury
  At 11th level, you learn to attack with such unexpected 
  speed that you can turn a miss into another strike. Once 
  on each of your turns when you miss with a weapon attack, 
  you can make another weapon attack as part of the same 
  action.
  Relentless Hunter
  At 14th level, you tirelessly pursue your prey and seem 
  undying in combat. Whenever you expend a superiority 
  die, you regain hit points equal to the result plus your 
  Wisdom modifier. In addition, you are immune to 
  exhaustion and have advantage on saving throws against 
  being stunned.
  wildHEaRT (RaNgER)
  Ranger Level
  Features
  3rd
  Hunters Grace, Predator Sense, Wildheart 
  Soul
  7th
  Ferocious Assault
  11th
  Improved Superiority, Wildheart Fury
  14th
  Relentless Hunter
  
  10
  Shadow Blade
  You learn to stalk the shadows, wielding it as both your 
  cloak and dagger. You do not merely skulk and strike, 
  your blows are lethal, and some never see it coming. You 
  employ your martial techniques to use the shadows to 
  become a singular force of terror, but also learn essential 
  skills to create opportunities to strike vital weak points 
  and quickly fade away like mist.
  Blade in the Dark
  Starting at 3rd level, you learn special combat 
  maneuvers that are fueled by your sneak attack to become 
  shadow dice. 
  Maneuvers. You learn three maneuvers of your choice 
  from the “General Maneuvers” list and Charnel Miasma, 
  Frost Veil, Mirror’s Edge, and Swan Song disciplines. 
  Many maneuvers enhance an attack in some way. You can 
  use only one maneuver per attack.
  You learn two maneuvers of your choice at 7th, 13th, 
  and 17th level. Each time you learn new maneuvers, you 
  can also replace one maneuver you know with a different 
  one.
  Shadow Dice. Your shadow dice are d6s. When you hit 
  with an attack that gains the benefits of your Sneak Attack 
  ability, you can reduce your Sneak Attack up to a number 
  of dice determined by your Rogue levels. For each dice, 
  you gain an equal number of shadow dice. You lose all 
  your shadow dice when you finish a short or long rest. 
  Saving Throws. Some of your maneuvers require your 
  target to make a saving throw to resist the maneuver’s 
  effects. The saving throw DC is calculated as follows:
  Maneuver save DC = 8 + your proficiency bonus + your 
  Dexterity or Wisdom modifier (your choice)
  Follow Through
  At 3rd level, you continue to press your assault even in 
  the face of a retreating foe. When a creature moves more 
  than 5 feet from you, you can use your reaction to move 
  up to half your speed. You can use this feature even if the 
  target used the Disengage action. 
  Incognito
  At 9th level, you learn to blend the shadows quickly and 
  efficiently. Whenever you use the Hide action, you may 
  expend a shadow dice and add the result to your next 
  Stealth check.
  Shadow Step
  At 13th level, you learn to traverse the shadows. When 
  you are in dim light or darkness, as a bonus action, you 
  can expend a shadow dice to magically teleport up to 120 
  feet to an unoccupied space you can see that is also in dim 
  light or darkness.
  Umbral Stalker
  At 17th level, you hone the shadows to be a deadly 
  weapon in your expert hands. You gain the following 
  benefits: 
  When you use your Shadow Step feature, you have 
  advantage on the first melee attack you make before the 
  end of the turn. 
  Your shadow dice when you expend them deal psychic 
  damage. 
  You gain resistance to psychic damage and have 
  advantage on saving throws against being frightened.
  SHadOw BladE (ROguE)
  Rogue Level
  Features
  3rd
  Blade in the Dark (2 shadow dice), Follow 
  Through
  7th
  Blade in the Dark (3 shadow dice)
  9th
  Incognito
  13th
  Blade in the Dark (4 shadow dice), 
  Shadow Step
  17th
  Umbral Stalker
  
  11
  The Ancestral Spirit
  You made a pact with a powerful warrior spirit, it has 
  unfinished business and seeks your assistance in 
  exchange for the knowledge and skills it knew in life. The 
  spirit binds to your soul to remain tethered to the physical 
  plane while acting as the entity’s arms and legs. This 
  ancient spirit may be one of your ancestors or a vengeful 
  spirit that promised to save your life as you approached 
  the threshold of death
  Bleeding Memories
  At 1st level, your patron grants you a hint of their expertise 
  from their previous life. You gain a skill or tool proficiency 
  of your choice. Your proficiency bonus is doubled for any 
  ability check you make that uses the chosen proficiency.
  Spirit Mantle
  At 1st level, you gain the ability to manifest aspects of 
  the spirit’s visage as a bonus action. The mantle lasts 
  for 1 minute or you are incapacitated. Until the mantle 
  dissipates by you (using another bonus action) or 
  otherwise, you gain the following benefits: 
  • You gain a bonus to your Armor Class equal to your 
  Charisma modifier. 
  • You have resistance to force and psychic damage. 
  • You have advantage on saving throws against being 
  charmed.
  Once you use this feature, you cannot use it again until 
  you finish a short or long rest.
  Expanded Spell List
  The Ancestral Spirit lets you choose from an expanded 
  list of spells when you learn a warlock spell. The following 
  spells are added to the warlock spell list for you.
  aNCESTRal SPiRiT (waRlOCk)
  Warlock Level
  Features
  1st
  Bleeding Memories, Spirit Mantle
  6th
  Mists of the Spirits
  10th
  Ethereal Synchronization
  14th
  One Soul, Two Shadows
  ExPaNdEd SPEllS
  Spell Level
  Spells
  1st
  dissonant whispers, protection from evil and 
  good
  2nd
  blur, phantasmal force
  3rd
  speak with death, spirit guardians
  4th
  banishment, phantasmal killer
  5th
  destructive wave, telekinesis
  Mists of the Spirits
  At 6th level, mists from the spiritual realm shroud you and 
  allow you to reappear elsewhere when attacked. When a 
  creature you can see hits you with an attack roll, you can 
  use your reaction to reduce the damage by target creature 
  by half and teleport up to an unoccupied space you can 
  see within 30 feet. You cannot use this feature again until 
  you finish a long rest. 
  Ethereal Synchronization
  Starting at 10th level, you and your patron ascend into a 
  harmonious state where your emotions and minds meld. 
  When you use your Spirit Mantle feature, you gain the 
  following additional benefits: 
  You can see normally in darkness, both magical and 
  nonmagical, to a distance of 120 feet. 
  When you speak, the voice of you and your patron mesh 
  together and empower your words. You have advantage on 
  Charisma ability checks.
  Whenever you cast a spell that deals damage, you 
  may change the damage type to radiant or necrotic (your 
  choice).
  One Soul,Two Shadows
  Starting at 14th level, you gain the ability to fully meld 
  with your patron and become a spectral terror. When you 
  use your Spirit Mantle feature, it now lasts 10 minutes 
  and you gain the following additional benefits: 
  • You gain immunity against being frightened and you 
  can’t be surprised. 
  • If you fail an Intelligence, Wisdom, or Charisma saving 
  throw, you can use your reaction to succeed instead. 
  • When a creature you can see dies within 30 feet of you, 
  you gain temporary hit points equal to half your warlock 
  level. 
  While your Spirit Mantle is active, if you are reduced 
  to 0 or lower hit points, you instantly regain 1d8 + your 
  warlock level hit points and the effect ends. 
  THE SPiRiT’S MaNTlE
  Several features of the Ancestral Spirit creates visages of the 
  spirit that overlap over the warlock’s features. The form of 
  these spirit mantles should reflect the nature of your specific 
  patron. For example, a warrior spirit may cause bits of their 
  armor or weapon to emerge, while a demonic spirit may 
  cause horns or bat-like wings to emerge
  
  12
  aNCESTRal MaNEuVERS
  Instead of extra spells provided by your Ancestral Spirit 
  patron, if they were once renowned warriors, a warlock 
  can learn to utilize some of the spirit’s combat maneuvers 
  it knew in life. Substitute the Extra Spells feature with the 
  Ancestral Superiority feature detailed below. 
  Ancestral Superiority 
  At 1st level, your patron imparts the clarity, wisdom, and 
  knowledge of a martial discipline to learn special combat 
  maneuvers powered by your warlock spell slots to become 
  eldritch die. 
  Maneuvers
  Choose one of the nine martial disciplines presented in 
  Chapter 2. You learn two maneuvers of your choice from the 
  “General Maneuvers” list and your chosen discipline. Many 
  maneuvers enhance an attack in some way. You can use only 
  one maneuver per attack.
  You learn an additional maneuver your choice at 6th, 10th, 
  and 14th level. Each time you learn new maneuvers, you can 
  also replace one maneuver you know with a different one.
  Eldritch Infusion
  Your eldritch die are d6s. When you hit a creature with a 
  weapon attack or your pact weapon, you can expend a 
  warlock spell slot to gain a number of eldritch die equal to 
  the level of the spell slot. The eldritch die must immediately 
  be spent to initiate a combat maneuver. Your eldritch die 
  turns into d8s at 10th level, and into d10s at 20th level.  
  Saving Throws. Some of your maneuvers require your target 
  to make a saving throw to resist the maneuver’s effects. The 
  saving throw DC is your warlock spell save DC.
  
  13
  New Class Option: Bladesage
  The path of a warrior requires commitment, discipline, 
  and unwavering spirit. Any individual can pick up a sword, 
  axe, or the bow and call themselves a warrior. But there 
  are a select few taught a sacred tradition of martial combat 
  exclusively taught by monasteries hidden from the world. 
  These traditions are taught, studied, and open a path 
  for spiritual enlightenment amongst its disciple. Each 
  discipline is believed to possess an aspect of the truth within 
  the universe, and the warrior-philosophers who become 
  these truth seekers are better known as Bladesages. Using 
  refine combat techniques passed from master to student, 
  a Bladesage can turn combat into a scholarly pursuit, its 
  teachings into philosophy, and its craft into artistry. 
  An elven blademaster sits underneath an ancient, 
  communing with the spirits of nature and her ancestors. 
  A dark elf approaches the aged master, both stand and 
  exchange pleasantries. The student has returned, but 
  this duel would be their final parting. Only one can walk 
  away from this grove. Both warriors draw their weapons 
  and begin the deadly exchange of swordplay, The dark elf 
  protege employs techniques he learned from his journey, 
  skills acquired solely for this duel. 
  A dragonborn warmaster oversees the training of 
  new disciples in the wooden training hall. The students 
  continued their repetitive practices and poured themselves 
  on wisdom from the scrolls of his predecessors. On the other 
  side of the room, he spots two of his advanced students 
  in a mock battle, observing their growth and knowing that 
  one day they would have to depart from the safety of this 
  enclosed world to face the greater mysteries beyond. Only 
  one of them will be granted the title of successor when they 
  return, their growth will determine the future of the school 
  and its disciples.
  Wielders of Blade Magic
  Bladesages are taught the combat maneuvers, techniques, 
  and teachings from their predecessors. Some may learn or 
  stumble upon the ancient martial tomes or scripts which 
  detail these skills. Such individuals learn to unlock a greater 
  internal reserve of spiritual power that fuels their dazzling 
  martial feats. As they grow in experience, their combat 
  maneuvers become more powerful, achieving effects 
  that can only be described as magic. A master bladesage 
  knows a variety of maneuvers and has developed a strong 
  discipline in multiple styles from their pilgrimage. 
  Besides their impressive combat techniques, a bladesage 
  develops insight that allows them to pierce the hearts of 
  others, learning the intent and capabilities of others. A 
  tactical mind honed by the recordings of countless battles, 
  connecting artistry with the art of defeating their foes, the 
  bladesage is a paragon of martial combat. The ultimate goal 
  for any bladesage is to reach spiritual enlightenment or a 
  new mental state, guided by their training and belief in their 
  swordplay. A bladesage perceives those who can channel 
  or manipulate magical forces to be awakened individuals.
  The Spiritual Journey
  All bladesages must undergo a pilgrimage whether away 
  from the fighting schools they were raised, or venture 
  outward to see the world after reading about the many 
  traditions and wisdom that await them. The nine martial 
  disciplines are believed to impart an aspect of the great 
  truth of the universe, and a prospective bladesage becomes 
  a truth seeker and wanderer at times. It can be a lonely and 
  challenging path, often the bladesage must rely on their 
  training and lessons to hold their convictions firm. 
  Many bladesages often journey and follow the path of 
  battle, often times finding themselves in warzones and 
  skirmishes. While conflict passes essential lessons, a 
  bladesage values peace and the moments to reflect on the 
  doctrine of their beliefs. Though the path to enlightenment 
  can often be a long and treacherous road, determined 
  bladesages will develop their own conclusions and discover 
  the truth for themselves. 
  Some return back to their monasteries or training schools, 
  changed by the experiences they receive. These bladesages 
  often become instructors, training future generations 
  with their acquired wisdom and ideals. Other times, the 
  bladesage believes there is more to see and experience 
  and may never return, but they spread the legend of their 
  teachings and guide others. There are schools dedicated 
  to serving as assassins or spies, others as sellswords to 
  fight in glorious battles, and the few others carve their own 
  destiny.
  Creating a BladesagE
  As you make your bladesage character, think about your 
  relationship with the martial disciplines, their philosophies, 
  and how you interpret them. How did you learn these 
  maneuvers? Was it from a secluded monastery? A solitary 
  master? Or did you stumble upon ancient manuscripts with 
  details of these techniques? 
  A bladesage is a seeker of truth and inner mysteries. 
  What sort of truth are you seeking? Was this spiritual 
  journey a necessary part of your training within your 
  fighting school? Or perhaps you were excommunicated 
  due to your sacrilegious views. If you were not trained by a 
  school or an instructor, how does that affect your viewpoint 
  on searching for deeper meaning through your craft?
  Quick Build
  You can build a bladesage quickly by following these 
  suggestions. First, make Strength or Dexterity your highest 
  ability score, depending on whether you want to focus on 
  melee weapons or on archery (or finesse weapons). Your 
  next-highest score should be Constitution or Wisdom. 
  Second, choose the disciple (see further in this section) 
  or hermit background.  Third, choose the riposte and 
  precision attack maneuvers.
  
  14
  Class Features
  As a bladesage, you gain the following features. 
  Hit Points
  Hit Dice: 1d8 per bladesage level
  Hit Points at 1st Level: 8 + your Constitution modifier
  Hit Points at Higher Levels: 1d8 (or 5) + your 
  Constitution modifier per bladesage level after 1st
  Proficiencies
  Armor: Light armor, medium armor, shields
  Weapons: Simple weapons, martial weapons
  Tools: None
  Saving Throws: Dexterity, Wisdom
  Skills: Choose three Acrobatics, Animal Handling, 
  Athletics, History, Insight, Intimidation, Perception, 
  Persuasion, Stealth, and Survival
  Equipment
  You start with the following equipment, in addition to the 
  equipment granted by your background:
  • (a) chain mail or (b) leather armor, longbow, and 20 
  arrows
  • (a) a martial weapon and a shield or (b) two martial 
  weapons
  • (a) a light crossbow and 20 bolts or (b) any simple 
  melee weapon
  • (a) a dungeoneer’s pack or (b) an explorer’s pack
  Fighting Style
  Beginning at 1st level, you adopt a particular style of fighting 
  as your specialty. Choose one of the following options. You 
  can’t take a Fighting Style option more than once, even if 
  you later get to choose again.
  Archery
  You gain a +2 bonus to attack rolls you make with ranged 
  weapons.
  Brawler
  Your unarmed strike uses a d4 for damage. You can use 
  Dexterity instead of Strength for the attack and damage 
  rolls of your unarmed strikes. 
  Close Quarter Shooter
  You can use your ranged weapon as an improvised weapon. 
  It deals 1d4 + your Strength modifier in bludgeoning 
  damage. You can use your reaction to make an opportunity 
  attack with the weapon when a creature enters a space 
  within 5 feet of you. You must be wielding a ranged weapon 
  to gain the benefit of this feature. 
  Defense
  While you are wearing armor, you gain a +1 bonus to AC.
  Dueling
  When you are wielding a melee weapon in one hand and 
  no other weapons, you gain a +2 bonus to damage rolls 
  with that weapon. 
  Level
  Proficiency
  Bonus
  Features
  Maneuvers
  Known
  Sage
  Dice
  1st
  +2
  Fighting Style, Sage Arts (d6)
  1
  2
  2nd
  +2
  Battle Focus
  2
  3
  3rd
  +2
  Bladesage Path
  3
  4
  4th
  +2
  Ability Score Improvement
  3
  4
  5th
  +3
  Extra Attack, Sage Arts (d8)
  4
  4
  6th
  +3
  Honed Blade, Relentless Spirit
  4
  5
  7th
  +3
  Bladesage Path feature
  5
  5
  8th
  +3
  Ability Score Improvement
  5
  5
  9th
  +4
  Eyes of the Heart
  6
  5
  10th
  +4
  Bladesage Path feature, Sage Arts (d10)
  6
  6
  11th
  +4
  Improved Sage Arts
  7
  6
  12th
  +4
  Ability Score Improvement
  7
  6
  13th
  +5
  Blade Secrets
  9
  6
  14th
  +5
  Improved Relentless Spirit
  9
  7
  15th
  +5
  Bladesage Path feature, Sage Arts (d12)
  10
  7
  16th
  +5
  Ability Score Improvement
  10
  7
  17th
  +6
  Blade Secrets
  12
  7
  18th
  +6
  Bladesage Path feature
  12
  8
  19th
  +6
  Ability Score Improvement
  13
  8
  20th
  +6
  Enlightened Blade
  14
  9
  
  15
  Great Weapon Fighting
  When you roll a 1 or 2 on a damage die for an attack you 
  make with a melee weapon that you are wielding with two 
  hands, you can reroll the die and must use the new roll, 
  even if the new roll is a 1 or a 2. The weapon must have the 
  two-handed or versatile property for you to gain this benefit.
  Opportunist
  You gain a +2 bonus to damage rolls if the target is 
  engaged in combat with one or more friendly creatures 
  that are within 5 feet of it.
  Sentinel
  As a bonus action, you can enter a defensive stance that 
  lasts until the start of your next turn. While in your defensive 
  stance, you can make opportunity attacks without using 
  your reaction, and you can use your reaction to make a 
  melee attack against a creature that moves more than 5 
  feet while within your reach.
  Skirmish
  Your speed increases by 5 feet while you aren’t wearing 
  medium armor or holding a shield and opportunity attacks 
  against you have disadvantage. 
  Protection
  When a creature you can see attacks a target other than 
  you that is within 5 feet of you, you can use your reaction 
  to impose disadvantage on the attack roll. You must be 
  wielding a shield.
  Two-Weapon Fighting
  When you engage in two-weapon fighting, you can add 
  your ability modifier to the damage of the second attack.
  Sage Arts
  Starting at 1st level, you learn maneuvers that are fueled 
  by special dice called sage dice.  
  Maneuvers. You learn one maneuver of your choice 
  from the “General Maneuvers” list or from any of the nine 
  martial disciplines you meet the requirements (detailed in 
  Chapter 2). Many maneuvers enhance an attack in some 
  way. You can use only one maneuver per attack.
  The Maneuvers Known column of the Bladesage class 
  table shows when you learn more maneuvers.  Each 
  time you learn new maneuvers, you can also replace one 
  maneuver you know with a different one. Instances where a 
  maneuver expends a superiority die, you expend your sage 
  die instead. 
  Sage Dice. You have two sage dice, which are d6s. A sage 
  die is expended when you use a maneuver, it is treated as 
  a superiority die. The Sage Dice column of the Bladesage 
  class table show how many sage dice you have to fuel your 
  maneuvers. You regain all of your expended sage dice when 
  you finish a short or long rest.
  Your sage die changes when you reach certain levels in 
  this class. The die becomes a d8 at 5th level, a d10 at 10th 
  level, and a d12 at 15th level.
  Saving Throws. Some of your maneuvers require your 
  target to make a saving throw to resist the maneuver’s 
  effects. The saving throw DC is calculated as follows:
  Maneuver save DC = 8 + your proficiency bonus + your 
  Strength or Dexterity modifier (your choice)
  Battle Focus
  Starting at 2nd level, you learn how to maximize your 
  combat potential to grant you improved focus. As a bonus 
  action, you can enter into an elevated mental that lasts 
  until the start of your next turn. 
  For the duration, you gain the following benefits: 
  • Advantage on Strength and Dexterity checks and 
  saving throws. 
  • Advantage on saving throws against being charmed or 
  frightened. 
  • When you make a weapon attack, you gain a bonus to 
  the damage roll equal to your Wisdom modifier. 
  You can use this feature a number of times equal to your 
  Wisdom modifier (minimum of 1). You regain all expended 
  uses of it when you finish a short or long rest.
  Bladesage Path
  At 3rd level, you choose a path that matches your battle 
  style, combat philosophy, and spiritual aspirations. Choose 
  between the Path of the Sublime or the Path of the Noble 
  Truth, all detailed at the end of the class description. The 
  path you choose grants you features at 3rd level and again 
  at 7th, 10th, 15th, and 18th level.
  Ability Score Improvement
  When you reach 4th level, and again at, 8th, 12th, 16th, 
  and 19th level, you can increase one ability score of your 
  choice by 2, or you can increase two ability scores of your 
  choice by 1. As normal, you can’t increase an ability score 
  above 20 using this feature.
  Using the optional feats rule, you can forgo taking this 
  feature to take a feat of your choice instead.
  Extra Attack
  Beginning at 5th level, you can attack twice, instead of 
  once, whenever you take the Attack action on your turn.
  Honed Blade
  At 6th level, your weapon attacks count as magical for 
  the purpose of overcoming resistance and immunity to 
  nonmagical attacks and damage.
  
  16
  Relentless Spirit
  Starting at 6th level, you learn to tap into your reservoir of 
  stamina to continue the fight. As a bonus action, you can 
  expend a sage die to regain a number of hit points equal 
  to half of your bladesage level plus the dice result. Once 
  you use this feature, you cannot use it again until after you 
  finish a short or long rest. 
  At 14th level, you add your Constitution modifier to the 
  hit points you regain. 
  Eyes of the Heart
  At 9th level, your warrior spirit allows you to gauge others 
  and their hearts. As a bonus action, you can make a 
  Wisdom (Insight) check versus a Charisma (Deception) 
  check from another creature you can see. 
  On a success, you can discern one of the following 
  information: 
  • Whether the target has full health or injured (not at 
  maximum hit points).
  • Whether the target is superior (a tier above your class 
  level), seasoned (at your tier), or lower (a tier below your 
  class level) in threat compared to yourself. 
  • Saving throws the target is proficient.
  • The target’s Armor Class.
  Improved Sage Arts
  By 11th level, your mastery of different combat styles 
  allows you to unleash a flurry of attacks when you perform 
  spectacular combat maneuvers. When you expend a sage 
  die use a maneuver as part of you Attack action, you can 
  make one additional attack as part of that action. 
  Blade Secrets
  Starting at 13th level, your pilgrimage to explore and 
  expand your combat philosophy exposed you to different 
  traditions and beliefs. Choose two maneuvers from any 
  martial disciplines or the “General Maneuvers” list. If a 
  maneuver has any prerequisites, you must meet them to 
  choose it. The maneuvers you choose are included in the 
  Maneuvers Known column of the Bladesage table.
  You learn two additional maneuvers from any martial 
  discipline or the “General Maneuvers” list at 17th level. 
  Enlightened Blade
  At 20th level, you reached the pinnacle of combat 
  expertise, granting you the ability to unlock your mind 
  to achieve greater heights of prowess. You can spend 1 
  minute to enter a meditative stance to regain all of your 
  expended sage dice from your Sage Arts feature. In 
  addition, whenever you roll your sage dice, you can reroll 
  it, keeping the new result. 
  
  17
  Bladesage Paths
  A bladesage undergoes a spiritual journey with the 
  teachings, philosophies, and lessons from the nine 
  martial disciplines. Each discipline implies a truth of 
  the universe, each is a path to a greater understanding 
  of the practitioner’s soul and their place in the cosmos. 
  A practitioner that decides on a path is often called 
  sojourners by other masters and teachers. A bladesage 
  is often tasked with a pilgrimage to learn more about the 
  world, about their beliefs of the sword, and themselves. 
  Regardless of the path a bladesage takes, they will arrive 
  to their own sense of truth.
  Path of the Sublime
  A bladesage that takes this path embarks on a journey to 
  learn each of the inner mysteries of the nine disciplines 
  within the Sublime Way. Many scholars and philosophers 
  of the Sublime Way believe that each of the disciplines 
  has valuable lessons and teachings ingrained into the 
  core of their identity and techniques. The sojourner learns 
  and practices these inner mysteries until they reached a 
  truth from their experiences. The few that complete this 
  pilgrimage are often devoted believers in the Sublime Way, 
  knowing that the truth is never a simple thing and that the 
  highest truth lies in the limitations of the self. A Sublime 
  bladesage is the jack-of-all-trades in martial combat, with 
  an impressive repertoire of techniques and unbreakable 
  determination.
  Sublime Strike
  At 3rd level, you can use the momentum of your attack 
  to perform spectacular feats. When you expend a sage 
  dice to use a maneuver on your turn, you can perform the 
  Disengage, Dash, or Dodge action as a bonus action. 
  Multivector Focus
  At 7th level, your Battle Focus grants you heightened 
  senses and battlefield awareness. Whenever you use your 
  Battle Focus feature, you gain the following additional 
  benefits: 
  You gain a bonus to your AC equal to your Wisdom 
  modifier for the duration.  
  You have advantage on all attack rolls for the duration. 
  Sublime Mind
  At 10th level, your search for enlightenment grants you 
  an unshakable will and expansive knowledge. You gain 
  proficiency in Wisdom saving throws. In addition, you gain 
  proficiency in two skills of your choice.    
  Additional Fighting Style
  At 10th level, you gain an additional fighting style option. 
  Sublime Momentum
  At 15th level, whenever you score a critical hit or reduce a 
  creature’s hit points to 0 with a weapon attack, you regain 
  one sage die.
  Sublime Mastery
  At 18th level, you unlock a hidden mastery from your 
  studies of the nine disciplines to combat against death and 
  devastate your foes when focused. If you take damage that 
  reduces you to 0 hit points and doesn’t kill you outright, 
  you can use your reaction to expend a sage die. You regain 
  a number of hit points equal to your die result plus your 
  bladesage level. 
  In addition, while in your Battle Focus, creatures have 
  disadvantage to their saving throws against your maneuver 
  attacks for the duration.
  Path of the Noble Truth
  A bladesage that walks this particular path strives to 
  achieve the penultimate truth from a specific martial 
  discipline. Such individuals apply the lessons, teachings, 
  and philosophies of their dedicated training to their 
  everyday lives and personal experiences. A bladesage on 
  the noble path of the Charnel Miasma perceives decay 
  has a normal process in life, that nothing is eternal and all 
  turn to ash. Similarly, a bladesage of the Swan Song path 
  appreciates the moment of death and views it as precious 
  as the moments of life before it. While a bladesage of the 
  Mirror’s Edge path may see death has only a transitory 
  measure to free the mind from the body. Each discipline 
  provides a variety of truths, and while some may find 
  some solace through all of them, there are those who 
  follow a singular path to reach their enlightenment.
  Truth of Focus
  At 3rd level, your journey to enlightened becomes clear 
  whenever you enter your Battle Focus. Choose one of the 
  nine martial disciplines.
  Discipline
  Features
  Charnel 
  Miasma
  While in your Battle Focus, you have 
  resistance to poison damage and advantage 
  on saving throws to be poisoned. 
  Emerald
  Hammer
  While in your Battle Focus and you aren’t 
  wearing heavy armor, your walking speed 
  increases by 10 feet.
  Frost Veil
  While in  your Battle Focus, you have 
  resistance to cold damage and your walk 
  speed cannot be reduced.
  Lion’s Roar
  While in your Battle Focus, you have 
  advantage on saving throws against being 
  frightened.
  Mirror’s Edge
  While in your Battle Focus, you have 
  advantage on your attack rolls when making 
  an opportunity attack.
  
  18
  Truth in the Sword
  At 7th level, you gain a supernatural benefit from your 
  studies in your martial discipline. You choose the same 
  discipline you selected at 3rd level.
  Discipline
  Features
  Charnel 
  Miasma
  When you expend a sage die, you create a 
  cloud of miasma. Creatures within 5 feet of 
  you must make a Constitution saving throw 
  against your maneuver save DC. On a failed 
  save, a creature becomes poisoned for 1 
  minute.
  Emerald
  Hammer
  When you expend a sage die, lightning 
  surges at a creature you can see within 
  10 feet from you. The target must make 
  a Dexterity saving throw against your 
  maneuver save DC. On a failed save, the 
  target takes lightning damage equal to your 
  Wisdom modifier.
  Frost Veil
  When you expend a sage die, you visage 
  becomes blurred. Until the start of your 
  next turn, any creature has disadvantage 
  on attack rolls against you. An attacker is 
  immune to this effect if it doesn’t rely on 
  sight, as with blindsight, or can see through 
  illusions, as with truesight.
  Lion’s Roar
  When you expend a sage die, you can end 
  one effect on yourself that is causing you to 
  be charmed or frightened.
  Mirror’s Edge
  When you expend a sage die, you gain 
  resistance to nonmagical bludgeoning, 
  slashing, and piercing damage until the 
  start of your next turn.
  Onyx Arrow
  When you expend a sage die, your ranged 
  weapon attacks ignore half cover and three-
  quarters cover until the end of your turn.
  Serpent Flash
  When you expend a sage die, you become 
  sheathed in fire until the start of your next 
  turn. When a creature touches you or hits 
  you with a melee attack while within 5 feet 
  of you takes fire damage equal to your 
  Wisdom modifier.
  Onyx Arrow
  While in your Battle Focus, when making 
  a ranged attack while you are within 5 
  feet of a hostile creature, you do not have 
  disadvantage on the attack roll. 
  Serpent Flash
  While in your Battle Focus, you have 
  advantage on saving throws and ability 
  checks to escape being grappled or 
  restrained. 
  Swan Song
  While in your Battle Focus, when hit a 
  creature with a weapon attack and the target 
  is missing any of its hit points, you deal an 
  additional 2 necrotic damage. The damage 
  increases when you reach certain levels in 
  this class, increasing to 3 at 5th level, 4 at 
  10th level, 5 at 15th level, and 6 at 20th level. 
  Tempest Steel
  While in your Battle Focus, other creatures 
  have disadvantage on opportunity attack 
  rolls against you, and you can use the Dash 
  action as a bonus action on your turn.
  Swan Song
  When you expend a sage die, your weapon 
  attacks score a critical hit on a roll of 19 or 
  20 until the end of your turn.
  Tempest Steel
  When you expend a sage die, wind envelops 
  a foe and draws them closer to you. Choose 
  a creature you can see within 10 feet, it 
  must make a Strength saving throw. On a 
  failed save, the target is pulled up to 10 feet 
  in a straight line toward you. 
  Truth of Patience
  At 10th level, your studies from the nine disciplines impart 
  the wisdom of patience and serenity. You can cast the 
  commune spell, but only as a ritual. When you do so, a 
  spiritual master of your chosen discipline appears to you 
  to convey the information you seek. 
  Additional Fighting Style
  At 10th level, you gain an additional fighting style option. 
  Truth of Time 
  At 15th level, you gain a supernatural benefit as you learn 
  of the absolute futility of time. Whenever you hit a creature 
  with a weapon attack, you can use your reaction to make 
  the hit into a critical hit. Once you use this feature, you 
  cannot use it again until after you finish a long rest. 
  Final Truth
  At 18th level, you unlock the final secrets of your chosen 
  discipline. You choose the same discipline you selected at 
  3rd level.
  Discipline
  Features
  Charnel 
  Miasma
  You have advantage on death saving throws 
  and against exhaustion.
  Emerald
  Hammer
  You gain immunity to lightning and thunder 
  damage.
  Frost Veil
  You have advantage on Charisma checks. 
  In addition, you ignore difficult terrain 
  created by ice or snow. You can tolerate 
  temperatures as low as −50 degrees 
  Fahrenheit without any additional protection.
  Lion’s Roar
  You have advantage on saving throws 
  against spells and other magical effects.
  Mirror’s Edge
  Any critical hit against you becomes a 
  normal hit.
  Onyx Arrow
  Attacking at long range doesn’t impose 
  disadvantage on your ranged weapon attack 
  rolls. You have advantage on saving throws 
  against being blinded.
  Serpent Flash
  You gain immunity to fire damage. In 
  addition, you ignore difficult terrain 
  created by sand or rock. You can tolerate 
  temperatures as high as 110 degrees 
  Fahrenheit without any additional protection.
  Swan Song
  Your melee weapon attacks score a critical 
  hit on a roll of 19 or 20 on the d20.
  Tempest Steel
  You gain a flying speed equal to your 
  walking speed.
  
  19
  New Background: Disciple
  You have spent your life before adventuring under the 
  tutelage of an esteemed instructor or master. You devoted 
  your time to your studies and training. It can be a solitary 
  life or one filled with peers and junior disciples. You seek 
  to achieve a greater understanding of your pursuits and 
  reach a new plane of understanding. 
  Skill Proficiencies: Insight, History
  Languages: Choose one additional language
  Equipment: A scroll case full of notes from your studies, 
  a set of traveler’s clothes, a memento from your instructor, 
  and a small pouch with 10 gp. 
  What are you seeking? 
  You cannot learn about the world while cloistered in 
  your monastery home or under the watchful eyes of 
  your master. Adventuring is an important aspect of your 
  spiritual growth. Consider the greater mysteries of life and 
  what aspect of it are you hoping to answer.
  d6
  Seeking...
  1
  Justice
  2
  Redemption
  3
  Truth
  4
  Enlightenment
  5
  Secrets
  6
  Freedom
  Feature: Truth Seeker
  You perceive every aspect of life as an important lesson 
  or facet to your spiritual goals. You possess a curious and 
  optimistic outlook at times, a determination that seems 
  unwavering, and desire to gain new experiences. You 
  develop a rapport with spiritual leaders, academics, and 
  other instructors as you enter into profound discussions 
  and debates. 
  Suggested Characteristics
  A disciple is a student of learning and purses a life to 
  obtain wisdom and knowledge whether for spiritual, 
  academic, or even selfish reasons. This endeavor is a 
  defining core of their reason to explore the world. 
  d8
  Personality Trait
  1
  I idolize a particular individual in my field and 
  constantly refer to that person’s deeds and example. 
  2
  I am inherently curious, which sometimes leads me 
  into trouble and misunderstands. 
  3
  I seek spiritual enlightenment
  4
  I became a pilgrim to seek out forgotten knowledge 
  and ancient wisdom.
  5
  Nothing can shake my optimistic attitude
  6
  I was exiled for my sacriligious beliefs and practices.
  7
  I can be naive with the norms and finer aspects of 
  civilized cultures. 
  8
  I am the living memory of my fallen/forgotten order.
  d6
  Ideals
  1
  Free Spirit. I go wherever the path leads me (Chaotic)
  2
  Power. I travel in search of ancient and possibly 
  forgotten mystical power. (Evil)
  3
  Helping Hand. I seek to help and teach others of the 
  wisdom I have learned. (Good)
  4
  Duty. It is a sacred task to seek enlightenment and I 
  must fulfill it. (Lawful)
  5
  Observation. With an open mind and thoughtful 
  approach, I gain insight and wisdom. (Neutral)
  6
  Seeker. Every experience is meant to teach me 
  something, so I go out to find them. (Any)
  d6
  Bonds
  1
  Nothing is more important than my order, monastery, 
  clan, or fellow disciples.
  2
  As part of an ancient prophecy, I journey in the hopes 
  of learning more about the greater mystery of my 
  existence.
  3
  My master found me when I was young, raised and 
  taught me the ways of our discipline, order, or clan. 
  4
  I was close to another fellow disciple years ago but 
  we grew apart, I always hope to meet them again.
  5
  I train and explore in the hopes of obtaining 
  enlightenment. Only thorugh new experiences can I 
  be expected to grow.
  6
  I committed a great crime against my order, 
  monastery, clan, or fellow disciples. I hope to redeem 
  myself one day.
  d6
  Flaws
  1
  I am dogmatic in my thoughts and philosophy.
  2
  I would give up anything to achieve my spiritual 
  enlightenment.
  3
  I view others as less enlightened beings.
  4
  I’ve come to enjoy the delights and mysteries of the 
  world, often forgetting my purpose.
  5
  I harbor dark, bloodthirsty thoughts that my training 
  could not quell. 
  6
  I have little respect for anyone who is not a proven 
  warrior.
  
  20
  New Background: Exile
  You once belonged to a clan, monastery, or institution, but 
  they either cast you out or left on your own accord. You 
  have wandered down different paths, trying to find a new 
  way of life. Sometimes your lifestyle clashes with the 
  teachings of your institution, you may decide that their 
  views were flawed or your actions necessary to survive. 
  Your unique talents make you a commodity for others. 
  Sometimes you form groups of similarly displaced people 
  or follow behind the heels of someone worthy of your 
  skills and admiration. Sometimes you long to return to 
  your old life, but other times you hope to forget the pain of 
  rejection.
  Skill Proficiencies: History, and your choice between 
  Deception, Intimidation, Insight, Persuasion
  Tool Proficiencies: Choose one tool
  Languages: Choose one additional language
  Equipment: A set of traveler’s clothes, a memento from 
  your institution, and a small pouch with 20 gp. 
  Feature: Two Worlds
  Your previous life grants you knowledge and insight into 
  a highly unique culture with its own set of etiquettes 
  and traditions. You have an easier time recognizing 
  signs, symbols, and emblems that belong to your former 
  institution. Attempts to conceal or deceive you can still 
  evade your intuition unless you take the time to look 
  around or thoroughly investigate.
  Suggested Characteristics
  An exile is a wanderer or traveler trying to make a new 
  life for themselves after leaving the place they once called 
  home. Exiles typically are searching for a place to settle 
  and find a measure of contentment. The loss of their 
  former life is a difficult void to fill which often leaves the 
  exile unfilled and out in the world again.
  d8
  Personality Trait
  1
  I must forge a new path for myself now. I can only 
  depend on myself.
  2
  I long for the days to return to my old life.
  3
  I keep to myself and rarely bring up details about my 
  past. 
  4
  I want to experience life and all its splendors.
  5
  I constantly see remnants or echoes of my old life.
  6
  My current predicament as another test to overcome, 
  and I will succeed, no matter the cost
  7
  My old life was structured and rigid, now there are 
  infinite possibilities in front of me.
  8
  Leaving was the hardest part, forgetting has been a 
  constant challenge.
  d6
  Ideals
  1
  Insight. The pursuit of greater awareness and 
  understanding is reward enough. (Neutral)
  2
  Redemption. I must make amends for my folly and 
  hubris. (Good)
  3
  Duty. Even though I’m no longer one of them, I must 
  uphold my vows and oaths. (Lawful)
  4
  Freedom. I am free at last from the shackles of my 
  old life. (Chaotic)
  5
  Revenge. They abandoned me, rejected me, but soon 
  they will get what they deserve. (Evil)
  6
  Quest. I must continue my work and pursue it 
  despite my circumstances. (Any)
  d6
  Bonds
  1
  I have an ancient manuscript with secrets that must 
  never fall into the wrong hands. 
  2
  My lover is still in the institution or order from my 
  old life and I vowed to return to them. 
  3
  I work for a business or trade that puts my skills to 
  use. 
  4
  I left out of my own accord, only the senior members 
  of the order know of my true mission. 
  5
  Mistakes were made and I hope to be forgiven one 
  day and return back. 
  6
  I have keepsakes from my order so I can never forget 
  my former home. 
  d6
  Flaws
  1
  I have dangerous secrets that cannot be told or 
  shared, so I remain distant to protect those I love.
  2
  I have trouble trusting others. 
  3
  I often become lost in sentimentality and nostalgia, 
  which makes me lose track of the present. 
  4
  I turn tail and run when things look bad.
  5
  My mistakes cost many people their lives and I can 
  never forget that fateful day. 
  6
  I am unworthy of redemption. 
  
  21
  Ways of the Sword
  After the fall of the School of Nine Swords, nine new 
  disciplines rose into popularity and incorporated into 
  most battlemaster traditions. The following section details 
  the different disciplines and lists maneuvers that are the 
  epitome of their philosophies. Many of the disciplines 
  adopted motifs and symbols to establish their identities, 
  which in turn solidified their reputations. When using a 
  maneuver, consider the embedded training and stances 
  taught to the character. How does the maneuver manifest 
  when it is used? What happens if you were to chain your 
  attacks from different disciplines, how does that look? 
  Each maneuver is a story that becomes the tapestry 
  of the character’s journey to clarity and achieving their 
  potential. Consider these elements as a character learns 
  new maneuvers or change their repertoire. There are 
  legends of martial books and tomes that detail the greater 
  mysteries and secrets of some of the Nine Swords. These 
  martial scripts are rare and sought after by various 
  practitioners of the Sublime Way. There are even tales of 
  legendary creatures or libraries that house some of these 
  forgotten texts. 
  Learning a maneuver from one of these grimoires 
  can take an average of seven to ten days of rigorous 
  training, with an additional seven days added for each 
  tier above the first. If a maneuver has a 7th character 
  level requirement, it will take two weeks to learn the 
  technique. It would take three weeks to learn a maneuver 
  that requires a 15th character level requirement. If you 
  wish to use these scripts as a treasure item or reward for 
  your campaign, consider any maneuver without a level 
  requirement as a rare magic item, and the next tiers as 
  very rare and legendary items, respectively. 
  When learning a new maneuver from a class 
  progression, if the maneuver has a requirement, the 
  practitioner must meet them before they can learn 
  it. Maneuvers with level requirements are intended to 
  establish a tiered structure to the combat maneuvers, and 
  refers to the character’s total levels from their classes. 
  These higher-level maneuvers can only be executed 
  with significant expertise, which is also reflected by the 
  multiple superiority die expended to use them.
  
  22
  Discipline
  Description
  Common Damage Types
  Favored Weapon Types
  Charnel Miasma
  A discipline that focuses on diseases, poisons, and 
  weakening foes.
  Acid, Poison
  Any piercing weapon, 
  Sickles
  Emerald Hammer
  A discipline that channels the destructive force 
  of lighting. Its nature allows users to exploit the 
  structural weaknesses of buildings and objects.
  Force, Lightning, Thunder Battleaxes, Clubs, Flails, 
  Greataxes, Handaxes, 
  Hammers, Maces, Mauls, 
  Morningstars
  Frost Veil
  A discipline that utilizes illusions and the elemental 
  powers of ice to beguile and lead its foes to an icy 
  grave.
  Cold
  Daggers, Longswords, 
  Rapiers, Scimitars, 
  Shortswords, Tridents, 
  Whips
  Lion’s Roar
  A discipline that exmplifies honor, valor, and courage. 
  Referred to as the commander’s discipline, it 
  empowers allies with tactics and leads the charge.
  Weapon
  Any
  Mirror’s Edge
  A discipline that hones the user’s body and mind 
  to a razor sharp edge. It teaches the art of making 
  counterattacks and using a foe’s power against them
  Force, Psychic
  Any
  Onyx Arrow
  A discipline that specializes in ranged combat. 
  Users learn to throw with devastating accuracy and 
  crippling force.
  Force
  Any ranged or thrown 
  weapon
  Serpent Flash
  A discipline that harnesses elemental fire and 
  mobility across the battlefield into an elegance dance.
  Fire
  Longswords, Scimitars, 
  Shortswords, Spears
  Swan Song
  A discipline that embraces death and a creature’s 
  final moments. It yearns to hear the last breath of life. 
  Necrotic, Psychic, Radiant,  
  Thunder
  Any
  Tempest Steel
  A discipline that wields the wind as a weapon and 
  traverse up to soaring heights to unleash ruin upon 
  its foes.
  Weapon
  Greatswords, Glaives, 
  Halberds, Longswords, 
  Shortswords
  Disciplines and weapons
  The nine disciplines of the new Sublime Way have distinct 
  characters and traits. Practitioners with a certain degree 
  of mastery in any of the disciplines exhibit aesthetics that 
  honor or mimic the respective styles of their maneuvers. 
  For example, a Charnel Miasma student may wear animal 
  furs while sporting a sickle, while a Lion’s Roar warrior 
  dons chainmail with a sword and shield. 
  The different disciplines also favor certain weapons. 
  These choices again highlight the unique styles of the 
  disciplines. Though any warrior can adapt their fighting 
  style to fit with their preferred weapon of choice. After all, 
  these maneuvers are only an extension of the warrior’s 
  capabilities, while the weapon is a reflection of their soul.
  Additionally, the different disciplines can manifest 
  extraordinary effects compared to other practitioners. 
  These effects often change the nature of the attack 
  to reflect either an elemental or spiritual nature. For 
  example, Frost Veil maneuvers typically convert the 
  weapon’s damage into cold damage while Mirror’s 
  Edge can shift the damage to force or psychic damage 
  depending on the maneuver. All of the Lion’s Roar 
  maneuvers only enhance the weapon’s attack but never 
  changes its nature, a quality exhibited by its dogma for 
  battle tactics and leadership.
  SuBClaSSES & diSCiPliNES
  Class
  Subclass
  Disciplines
  Barbarian
  Path of the Ravager
  General Maneuvers only
  Fighter
  Stalwart
  Lion’s Roar, Mirror’s Edge, Onyx Arrow, Swan Song, Temptest Steel
  Monk
  Way of the Artist
  Charnel Miasma, Emerald Hammer, Frost Veil, Lion’s Roar, Mirror’s Edge, Serpent 
  Flash, Swan Song, Temptest Steel
  Paladin
  Oath of the Crusader
  Lion’s Roar, Mirror’s Edge, Swan Song, Tempest Steel
  Ranger
  Wildheart
  Lion’s Roar, Onyx Arrow, Serpent Flash, Swan Song
  Rogue
  Shadow Blade
  Charnel Miasma, Frost Veil, Mirror’s Edge, Swan Song
  Warlock
  The Ancestral Spirit
  Any (Special)
  
  23
  Charnel Miasma
  Commonly known as the Withering Touch, this martial 
  discipline embodies of the philosophies of decay, 
  desiccation, poisons, and the inevitable ruin of all things. 
  Practitioners of these particular techniques model 
  their styles after creatures in nature such as scorpions, 
  serpents, spiders, and even the most delicate flowers. 
  Patience and persistence are joint tenants for students 
  of this discipline, true masters know that the first strike 
  does not lead to instantaneous death, it’s the repetitive 
  application that weathers the mountain.
  Caustic Strike
  When you hit a creature with a weapon attack, you can 
  expend a superiority die to unleash a corrosive strike. You 
  add the superiority die to the attack as acid damage. The 
  target takes the same amount of acid damage again at the 
  end of its next turn. A creature can only be affected by this 
  maneuver once per turn. 
  Noxious Plume
  When you hit a creature with a weapon attack, you can 
  expend a superiority die to release a cloud of poisonous 
  gas. You add the superiority die to the attack as poison 
  damage and the target must make a Constitution saving 
  throw. On a failed save, the target is poisoned until the end 
  of your next turn. 
  Enervating Attack
  When you hit a creature with a weapon attack, you can 
  expend a superiority die to drain your foe’s vitality. You 
  add the superiority die to the attack as necrotic damage 
  and the target must make a Constitution saving throw. On 
  a failed save, the target has disadvantage on attack rolls 
  until the end of its next turn. 
  Bouquet of Lilies
  Prerequisites: 7th level, one Charnel Miasma maneuver
  On your turn, as an action, you can expend up to three 
  superiority die cause a field of lilies to bloom around you. 
  The dice result is the number of hit points of creatures 
  this maneuver can affect. Creature within a 15-foot radius 
  are affected in ascending order of their current hit points 
  (ignoring unconscious creations). 
  Starting with the creature that has the lowest current 
  hit points, each creature affected by this spell falls 
  unconscious until the spell ends, the sleeper takes 
  damage, or someone uses an action to shake or slap the 
  sleeper awake. Subtract each creature’s hit points from 
  the total before moving on to the creature with the next 
  lowest hit points. A creature’s hit points must be equal 
  to or less than the remaining total for that creature to be 
  affected
  Scornful Rot
  Prerequisites: 7th level, one Charnel Miasma maneuver
  When you hit a creature with a weapon attack, you can 
  expend up to three superiority die to impose a rotting 
  affliction. You add the superiority die to the attack’s 
  weapon damage. The weapon damage is changed to 
  poison damage and the target must make a Constitution 
  saving throw. On a failed save, the target’s maximum hit 
  points are reduced by the damage taken. This reduction 
  lasts until the target finishes a long rest. The target dies if 
  this effect reduces its hit point maximum to 0. 
  Necrophagic Sunder
  Prerequisites: 7th level, one Charnel Miasma maneuver
  When you hit a creature with a weapon attack, you can 
  expend a superiority die to cause decay. You add your 
  superiority die to the attack as necrotic damage and the 
  target must make a Constitution saving throw. On a failed 
  save, the target reduces their Strength score by 1d6. In 
  addition, the target has disadvantage on attack and ability 
  checks for 1 minute. 
  
  24
  Maw of Decay
  Prerequisites: 15th level, two Charnel Miasma maneuvers
  On your turn, as an action, you can expend up to four 
  superiority die to cause grasping vines and brambles 
  to appear at a point you can see within 30 feet of you. 
  Choose up to five creatures you can see within 30 feet of 
  the growth point. Each creature must make a Dexterity 
  saving throw. On a failed save, the creature takes poison 
  or necrotic damage (your choice) equal to your superiority 
  die and is poisoned for 1 minute. On a successful save, 
  the target takes half as much damage and is not poisoned. 
  The brambles and vines then vanish.
  Plaguebearers Blade
  Prerequisites: 15th level, two Charnel Miasma maneuvers
  When you hit a creature with a weapon attack, you 
  can expend a superiority die to infect the target with 
  a debilitating disease. You add the superiority die to 
  the attack. The attack’s weapon damage is changed to 
  necrotic damage and the target must make a Constitution 
  saving throw. If the target is poisoned, it has disadvantage 
  on this saving throw. On a failed save the target acquires 
  a disease of your choice that lasts for 1 hour. This disease 
  can only be removed by spells such as remove curse or 
  greater restoration.
  Blinding Sickness. Pain grips the creature’s mind, and 
  its eyes turn milky white. The creature has disadvantage 
  on Wisdom checks and Wisdom saving throws and is 
  blinded.
  Filth Fever. A raging fever sweeps through the creature’s 
  body. The creature has disadvantage on Strength checks, 
  Strength saving throws, and attack rolls that use Strength.
  Flesh Rot. The creature’s flesh decays. The creature has 
  disadvantage on Charisma checks and vulnerability to all 
  damage.
  Mindfire. The creature’s mind becomes feverish. The 
  creature has disadvantage on Intelligence checks and 
  Intelligence saving throws, and the creature behaves as if 
  under the effects of the confusion spell during combat.
  Seizure. The creature is overcome with shaking. The 
  creature has disadvantage on Dexterity checks, Dexterity 
  saving throws, and attack rolls that use Dexterity.
  Slimy Doom. The creature begins to bleed 
  uncontrollably. The creature has disadvantage on 
  Constitution checks and Constitution saving throws. 
  In addition, whenever the creature takes damage, it is 
  stunned until the end of its next turn.
  
  25
  Emerald Hammer
  Often revered as the Verdant Vengeance or the Storm 
  Hammer discipline, this martial discipline incorporates 
  the ferocity of lighting and thunder as it strikes the earth. 
  The destructive force this discipline employs has been 
  known to cause significant collateral damage to structures 
  and buildings. In fact, the final step to attaining mastery in 
  this discipline involves destroying a section of a mountain 
  face with a single strike. The larger the destruction, the 
  higher the indication of the user’s mastery. Emerald 
  Hammer users believe in swift, decisive blows. Never 
  should the hammer strike the same place twice.
  Thunderbolt Smite
  When you hit a creature with a melee weapon 
  attack, you can expend one superiority die to unleash 
  a thunderous force. You deal an additional amount of 
  thunder damage equal to twice your superiority die. The 
  target is also pushed 10 feet away from you. This attack 
  emits a thunderous boom audible out to 300 feet.
  Scattered Lightning 
  When you hit a creature with a melee weapon attack, 
  you can expend one superiority die to channel lightning 
  to another creature. Choose a creature within 5 feet of 
  the original target. If the original attack roll would hit a 
  creature, it takes lightning damage equal to the number 
  you roll on your superiority die. The original target also 
  takes this lightning damage from this attack. 
  Thunder Tremor
  On your turn, as an action, you can expend a superiority 
  die to level the ground with a thunderous strike. Each 
  creature within a 10-foot radius centered on you must 
  make a Dexterity saving throw. On a failed save, a creature 
  dealt thunder damage equal to the number you rolled on 
  your superiority die and is knocked prone. The area is also 
  treated as difficult terrain for 1 minute. 
  Lightning Strikes Twice
  Prerequisites: 7th level, one Emerald Hammer maneuver
  When you hit a creature with a weapon attack you can 
  expend a superiority die to expose a weakness in your 
  foe’s defenses. You deal additional lightning damage 
  equal to your superiority die and the next attack roll made 
  against this target before the end of your next turn has 
  advantage. You can only use this maneuver once per turn.
  Thunder God’s Flight
  Prerequisites: 7th level, one Emerald Hammer maneuver
  On your turn, as a bonus action, you can expend a 
  superiority die to move in a boom of thunder. You fly to an 
  unoccupied space you can see within 30 feet and does not 
  provoke opportunity attacks. Each creature within 10 feet 
  of the space you left takes thunder damage equal to your 
  superiority die. The thunder can be heard from up to 300 
  feet away.
  
  26
  Storm Dragon’s Roar
  Prerequisites: 7th level, one Emerald Hammer maneuver
  When you hit a creature with a weapon attack, you can 
  expend up to three superiority die to unleash the wrath of 
  a storm dragon. You add the superiority die to the attack 
  as thunder damage. For each additional superiority you 
  expend, your attack deals an additional 1d6 lightning 
  damage (maximum of 3d6). In addition, the target must 
  make a Constitution saving throw. If the target is a 
  construct, they have disadvantage on this saving throw. 
  On a failed save, the target has vulnerability to all damage 
  until the start of your next turn. 
  Ancient God’s Judgement
  Prerequisites: 15th level, two Emerald Hammer 
  maneuvers
  When you hit a creature with a weapon attack, you 
  can expend up to four superiority die to unleash the 
  ancient wrath of the storm gods. The attack’s weapon 
  damage becomes force damage. Each creature within a 
  30-foot radius of the target must make a Strength saving 
  throw. Each creature takes 2d10 force damage for each 
  superiority die expended (maximum 8d10) and knocked 
  prone on a failed save. On a successful save, a creature 
  takes half as much force damage and is not knocked 
  prone. A creature reduced to 0 hit points by this attack is 
  disintegrated. 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.
  Stormbringer
  Prerequisites: 15th level, one Emerald Hammer 
  maneuvers
  On your turn, as an action, you can expend up to four 
  superiority die to conjure a deadly storm that takes up 
  a 15-foot wide by 40-foot tall cylinder centered on you. 
  Each other creature in the cylinder takes thunder damage 
  equal to your superiority die and must make a Dexterity 
  saving throw. On a failed save, a creature is flung up 40 
  feet into the air a direction away from the cylinder. Objects 
  in the cylinder take double the damage. If a thrown target 
  collides with an immovable object, such as a wall or floor, 
  the target takes 1d6 bludgeoning damage for every 10 feet 
  it was thrown before impact.
  dESTRuCTiVE fORCE
  The Emerald Hammer’s maneuvers are renowned for their 
  destructive potential, especially to structures and buildings. 
  If you wish to exemplify this discipline’s nature, consider 
  granting maneuvers the ability to deal twice the amount of 
  damage to objects and structures. 
  
  27
  Frost Veil
  Highly regarded as the Ice Maiden’s Kiss, this discipline 
  portrays a singular philosophy: “the first breath of 
  winter like your first love.” Practitioners of the Frost 
  Veil discipline utilize the power of ice and snow to craft 
  mystifying illusions, glamours, and it’s considered one of 
  the most artistically beautiful martial schools. Those that 
  master this discipline value the beauty and importance of 
  misdirection and the subtle caress of an icy death. 
  Maiden’s First Step
  When you hit a creature with a melee weapon attack, you 
  can expend one superiority die to beguile your foes. You 
  add the superiority die to the attack as psychic damage 
  and the target must make a Charisma saving throw. On a 
  failed save, the creature has disadvantage on attack rolls 
  against you and cannot take reactions until the start of 
  your next turn. 
  Icy Veil 
  When you hit a creature with a weapon attack, you can 
  expend one superiority die to conceal your presence. On 
  your turn, you can use a bonus action to take the Hide 
  action and add your superiority die as a bonus to your 
  Dexterity (Stealth) check. You leave behind no tracks or 
  other traces of its passage and cannot be tracked except 
  by magical means. 
  Bewitching Snow
  On your turn, as an action, you can expend a superiority 
  die to create an icy ring that spreads in a 15-foot radius 
  from you. Each creature in this icy ring takes cold damage 
  equal to your superiority die and must make a Dexterity 
  saving throw. On a failed save, the creature is restrained 
  until the end of its turn. 
  Flower of Winter's Grasp
  Prerequisites: 7th level, one Frost Veil maneuver
  On your turn, you can use a bonus action to expend up 
  to three superiority die to cause a deadly flower made of 
  ice to bloom from a creature recently wounded by you can 
  see within 30 feet. The target must make a Constitution 
  saving throw or take cold damage equal to the superiority 
  die expended and is stunned until the end of its next 
  turn. On a successful save, the target takes half as much 
  damage and is not stunned.
  Ice Maiden’s Rebuke 
  Prerequisites: 7th level, one Frost Veil maneuver
  When another creature damages you with a melee 
  attack, you can use your reaction and expend up to three 
  superiority die to reduce the damage by the number you 
  roll plus your Dexterity modifier. If you reduce the damage 
  to 0, the attacking creature immediately takes cold 
  damage equal to the amount reduced. 
  Glacial Duplicate
  Prerequisites: 7th level, one Frost Veil maneuver
  On your turn, as an action, you can expend a superiority 
  die to create an icy duplicate that lasts for 1 minute. The 
  duplicate appears in a space within 5 feet from you, it has 
  the same statistics as you except it hits point equal to half 
  your level plus your superiority die. As a bonus action on 
  your turn, you can move the duplicate up to 30 feet to a 
  space you can see, but it must remain within 120 feet of 
  you. Additionally, when both you and your duplicate are 
  within 5 feet of a creature that can see the duplicate, you 
  have advantage on attack rolls against that creature, given 
  how distracting your duplicate is to the target.
  
  28
  Aurora Shroud
  Prerequisites: 15th level, two Frost Veil maneuvers
  On your turn, you can use an action to expend up to four 
  superiority die to create a translucent, prismatic cloak that 
  lasts until the start of your next turn. The cloak’s twisting 
  pattern of colors weaves through the air within a 30-foot 
  cube centered on you. Each creature in the area who sees 
  the pattern must make a Wisdom saving throw. On a failed 
  save, the creature becomes charmed for the duration. 
  While charmed by this spell, the creature is incapacitated 
  and has a speed of 0.
  While the cloak is active, you are considered heavily 
  obscured. In addition, if you are hit by a melee attack 
  from a creature while the cloak is active, it takes psychic 
  damage equal to your superiority die expended.
  Dance of Frozen Death
  Prerequisites: 15th level, two Frost Veil maneuvers
  When you hit a creature with a melee weapon attack, 
  you can expend up to four superiority die to conjure the 
  illusion of an icy prison. The target must make a Wisdom 
  saving throw. On a failed save, the creature takes 2d8 cold 
  damage for each superiority die expended (maximum 
  8d8) and is restrained, believing it is encased in ice. On 
  a successful save, it takes half as much cold damage and 
  is not restrained. The restrained creature must repeat 
  the saving throw and the end of its next turn, becoming 
  petrified on a failure or ending the effect on a success. 
  
  29
  Lion’s Roar
  Commonly referred to as the Lion’s Charge or the Ruler’s 
  Decree, this martial discipline breathes an aura of 
  leadership and command expertise. Practitioners of these 
  maneuvers utilize battlefield tactics to inspire and rally 
  their allies. Like the mighty lion, this martial discipline 
  teaches the principles of authority and command, of valor 
  and courage, and ferocity towards your foes. Masters of 
  this discipline are paragons of courage, duty, and authority. 
  Such individuals can lead the charge for a host of warriors 
  into the fray, often shifting the tides of war. 
  Lion’s Rally
  On your turn, as an action, you can expend a superiority 
  die to bolster your allies. You choose another creature 
  you can see within 30 feet from you to regain hit points 
  equal to your superiority die + your Charisma modifier. In 
  addition, the target gains advantage on Wisdom saving 
  throws until the end of its next turn. 
  Leonine Tenacity
  When a friendly creature who can see or hear you within 
  15 feet makes a weapon attack roll against another 
  creature, you can use your reaction to expend one 
  superiority die to add it to their roll. 
  Relentless Charge
  When you move more than 10 feet on your turn, you can 
  expend one superiority die to gain temporary hit points 
  equal to the rolled result plus half your level. In addition, 
  you have advantage on your next weapon attack until the 
  end of your next turn. 
  Glory of the Golden Mane
  On your turn, as a bonus action, you can expend a 
  superiority die to unleash the lion’s agility and strength to 
  overcome obstacles. Until the end of your next turn, you 
  add your superiority die to one ability check or saving 
  throw. You may wait until after the roll before deciding to 
  use the superiority die, but you must decide to use your 
  superiority die for the roll before the DM says whether the 
  roll succeeds or fails.
  Beacon of Valor
  Prerequisites: 7th level, one Lion’s Roar maneuver
  On your turn, as an action, you can spend up to three 
  superiority die and choose up to three creatures to rally 
  with courage. Each creature gains a bonus to their AC 
  equal to one of your superiority die rolled. In addition, 
  each creature has advantage on saving throws against 
  being pushed, pulled, or knocked prone until the start of 
  your next turn.  
  Lion's Hammer
  Prerequisites: 7th level, one Lion’s Roar maneuver 
  When you hit a creature with a weapon attack, you can 
  expend up to three superiority die to deal a crushing blow 
  to your foe. You add the superiority die to the attack’s 
  damage roll, and if the target is Large or smaller, it must 
  make a Constitution saving throw. On a failed save, the 
  target is stunned until the end of its next turn.
  
  30
  Pack Tactics
  Prerequisites: 7th level, one Lion’s Roar maneuver
  Whenever both you and a companion are within 5 feet 
  of a creature, you can expend up to three superiority die to 
  overwhelm the target when your battle tactics. After you 
  take the Attack action on your turn, any companion that 
  makes a weapon attack at the same target creature adds 
  a superiority die to the attack’s damage roll. This benefit 
  lasts until the start of your next turn. 
  Lion's Decree
  Prerequisites: 15th level, two Lion’s Roar maneuver
  Whenever you fail a saving throw against being charmed 
  or frightened, you can use your reaction to expend a 
  superiority die to resist the effect. Make a new saving 
  throw and add the superiority die to it. If the result would 
  cause you to succeed on the saving throw instead, each 
  non-hostile creatures that can see or hear you can add 
  your superiority die result to their saving throw results.
  Lion’s Regalia 
  Prerequisites: 15th level, two Lion’s Roar 
  maneuvers
  Whenever you or any number of companions within 30 
  feet takes damage, you can use your reaction to expend 
  up to four superiority die to reduce the damage to each 
  target by the number you roll on your superiority die. In 
  addition, you and your companions within 30 feet from 
  you gain a bonus to your AC and saving throws equal to 
  your Charisma modifier until the start of your next turn.
  
  31
  For the devoted, this discipline is often called the Eyes 
  of the Inner Soul, but many refer to this martial style 
  as Mirror-Guard. Practitioners are taught to expand 
  their minds to new horizons and new possibilities, often 
  through grueling training regimens against their bodies 
  and will. The discipline’s central philosophy encompasses 
  the mind surpassing the body. Pain is an illusion, 
  exhaustion is a lack of will, defeat is only known to one 
  who cannot see the path to victory. Navigating through 
  the labyrinth of uncertainty and battle, users of these 
  maneuvers often seem unwavering and steadfast. 
  Mirror’s Rebuttal
  Whenever you roll for an Intelligence, Wisdom, or 
  Charisma saving throw from an effect from a creature, 
  you can use a reaction to expend one superiority die, roll 
  the dice and add the result to your saving throw. You can 
  use this maneuver before or after your roll but before 
  determining effects. In addition, this maneuver would 
  cause you to succeed on that saving throw, the target takes 
  psychic damage equal to your superiority die. 
  Blinding Flash
  Whenever another creature damages you with a weapon 
  attack, you can use your reaction and expend one 
  superiority die to impose a momentary flash of light. 
  The target must make a Constitution saving throw or be 
  blinded until the start of its next turn. In addition, you 
  can move up to 5 feet plus a number of feet equal to the 
  number you rolled on your superiority die.
  Shattered Mirror
  Whenever another creature damages you with a melee 
  attack, you can use your reaction and expend one 
  superiority die to harm the attacker’s mind. The target 
  takes psychic damage equal to twice your superiority die. 
  In addition, the target cannot take reactions until the start 
  of its next turn. 
  Black Mirror Assault
  Prerequisites: 7th level, one Mirror’s Edge maneuver
  When you hit a creature with a weapon attack, you can 
  expend up to three superiority die to impose debilitating 
  doubt in a foe. You add the superiority die to the attack’s 
  damage roll as psychic damage and the target must make 
  a Charisma saving throw. On a failed save, the target has 
  disadvantage on attack rolls and ability checks against you 
  until the end of its next turn. 
  Fractal Deflection
  Prerequisites: 7th level, one Mirror’s Edge maneuver
  When an attacker that you can see hits you with an 
  attack, you can use your reaction to expend up to three 
  superiority die and reduce the attack’s damage by the 
  result. If you reduce the damage to 0, a creature you can 
  see within 20 feet must make a Dexterity saving throw or 
  take force damage equal to your superiority die as part of 
  the same reaction.
  Mirror’s Edge
  
  32
  Speculum Strike
  Prerequisites: 7th level, one Mirror’s Edge maneuver
  When you hit a creature with a weapon attack, you can 
  expend one superiority die to strike into the target’s mind. 
  The weapon attack deals psychic damage and the target’s 
  Wisdom score is reduced by your superiority die. The 
  target falls unconscious if this reduces its Wisdom to 0.
  Crystal Mind, Diamon Body
  Prerequisites: 15th level, two Mirror’s Edge maneuvers
  Whenever another creature damages you with a weapon 
  attack, you can use your reaction and expend up to four 
  Superiority die to deflect the attack by turning your body 
  into a hard crystal. The damage you take is reduced by 
  the result of your superiority die result. If you reduce the 
  damage to 0, each creature within 10 feet must make a 
  Dexterity saving throw. On a failed save, a creature takes 
  psychic damage equal to your superiority die result. On 
  a successful save, a creature takes half as much damage. 
  When using this maneuver, you also gain resistance to 
  psychic damage until the end of your next turn.
  Storm of Broken Shards
  Prerequisites: 15th level, two Mirror’s Edge maneuvers
  When you take the Attack action on your turn, you can 
  expend a superiority die to perform an additional attack. 
  Whenever you hit a creature with a weapon attack, you 
  add the superiority die to the attack’s damage rolls, and 
  may expend an additional superiority die to make another 
  attack. You can continue to expend additional superiority 
  die so long as you hit a creature with a weapon attack.  If 
  you miss on your next attack or have no more superiority 
  die, you immediately end your turn and gain one level of 
  exhaustion for each additional attack made using this 
  maneuver.
  
  33
  Onyx Arrow
  Revered as the Black Doom or Starslayer, the techniques 
  under this discipline exploit any structural weakness 
  to inflict massive devastation. Most practitioners are 
  often archers, but the lessons and maneuvers from this 
  combat style compliment with spears and other piercing 
  weapons such as rapiers and lances. Much of the central 
  philosophies center on performing one attack to eliminate 
  their targets. Inspired by the deadly powers of angels 
  with their arrows of slaying to legendary spears such as 
  the Gae Bolg. Stories state that anyone targeted by one 
  of these powerful maneuvers often meets their demise 
  shortly thereafter.  
  Starfall Strike
  When you hit a creature with a ranged weapon attack, you 
  can expend one superiority die to deal a crushing blow. 
  You add the superiority die to the attack’s damage roll as 
  force damage, and the target must make a Constitution 
  saving throw. On a failed save, the target is stunned until 
  the end of its next turn. 
  Slayer’s Mark
  You expend a superiority die and use a bonus action on 
  your turn to aim and mark your target, choosing one 
  creature within 30 feet from you as a target. You have 
  advantage on your next ranged attack roll against that 
  creature this turn. If that attack hits, add the superiority 
  die to the attack’s damage roll. 
  
  34
  Obsidian Bolt
  On your turn, as an action, you can expend one superiority 
  die to strike to shoot or throw your weapon forward in 
  a line up to 30 feet long. The weapon passes harmlessly 
  through objects, ignoring cover. The weapon deals 
  piercing damage when using this maneuver. Each 
  creature in that line makes a Dexterity saving throw. On 
  a failed save, a creature takes damage as if it were hit by 
  the weapon, plus the result on the superiority die. On a 
  successful save, a target takes half as much damage.
  Falling Star Shot
  Prerequisites: 7th level, one Onyx Arrow maneuver
  When you make an attack roll with a ranged weapon, 
  you can expend a superiority die to make impossible 
  strikes. Your attack ignores half cover and three-quarters 
  cover. If the attack hits a creature, you add the superiority 
  die to the damage roll. In addition, each creature within 
  5 feet of the target takes force damage equal to your 
  superiority die.
  Stardust Step
  Prerequisites: 7th level, one Onyx Arrow maneuver
  On your turn, as a bonus action, you can expend a 
  superiority die to sharpen your instincts to allow you to 
  attack in close quarters. Until the end of your turn, you 
  do not have disadvantage on ranged weapon attacks 
  if a hostile creature who can see you and who isn’t 
  incapacitated is within 5 feet of you. In addition, if your 
  next ranged weapon attack hits, you add your superiority 
  die to the attack’s damage roll. 
  Spiral Oblivion
  Prerequisites: 7th level, one Onyx Arrow maneuver
  When you hit a creature with a weapon attack, you can 
  expend up to three superiority die to leave a bleeding 
  wound. You add the superiority die to the attack as 
  necrotic damage, and the target makes a Constitution 
  saving throw. On a failed save, the target cannot regain hit 
  points for 1 minute or targeted by a remove curse spell.  
  Bolt of Absolute Death
  Prerequisites: 15th level, two Onyx Arrow maneuvers
  On your turn, as an action, you can expend up to four 
  superiority die to make a ranged weapon attack at a 
  target within range. The weapon deals force damage 
  and attacking at long range doesn’t impose disadvantage 
  on your ranged weapon attack rolls when using this 
  maneuver. Regardless whether you hit with your attack, 
  the target and each creature in the line must make a 
  Dexterity saving throw. On a failed save, it takes 2d12 
  force damage for every superiority die expended and is 
  stunned until the end of its next turn. On a successful 
  save, it takes half as much damage and is not stunned. If 
  the weapon hits the target, it takes double the weapon’s 
  damage.
  Obsidian Rain
  Prerequisites: 15th level, two Onyx Arrow maneuvers
  On your turn, as an action, you can expend up to four 
  superiority die to make a ranged weapon attack at a target 
  within range. Each creature within a 20-foot radius by 
  40-foot tall cylinder centered on the target must make a 
  Dexterity saving throw. On a failed save, a creature takes 
  2d8 force damage for every superiority die expended and 
  is restrained until the end of its next turn. On a successful 
  save, a creature takes half as much damage and is not 
  restrained.
  
  35
  Serpent Flash
  Often called the Desert Slash or the Cobra Flare style, this 
  particular set of maneuvers were inspired by the dexterity 
  of snakes and their ability to navigate through desert 
  environments. Many practitioners utilize their momentum 
  to continue their strikes like an intricate dance, letting 
  their legendary footwork and blades provide the force 
  necessary to dispatch their foes. Like snakes in a desert, 
  a user of these maneuvers coils and springs, encircling 
  their prey before striking with fiery ferocity. Masters of 
  this discipline move like a mirage across the battlefield, 
  striking foes with minimal effort and seeming to have a 
  longer reach than their weapons allow. 
  Stroke the Flames
  When you hit with a melee weapon attack, you can expend 
  one superiority die to damage another creature with the 
  same attack. Choose another creature within 5 feet of 
  the original target and within your reach. Both creatures 
  take fire damage equal to the number you roll on your 
  superiority die. 
  Sidewinding Strike
  Your walking speed is increased by 10 feet until the end of 
  the turn. When you move, you can expend one superiority 
  die, and deal fire damage to each creature the first time 
  you are within 5 feet of it until you stop moving.  
  Leaping Serpent
  Whenever a creature moves out of your reach, as a 
  reaction, you can expend a superiority die to increase 
  your reach for that attack by 5 feet. If you hit, you add 
  the superiority die to the attack as fire damage. You can 
  perform this maneuver even if the creature takes the 
  Disengage action before leaving your reach. 
  Coiled Cobra Dance
  Prerequisites: 7th level, one Serpent Flash maneuver
  On your turn, as a bonus action, you can expend up to 
  three superiority die to enter into a special stance that 
  resembles a coiled serpent posed the strike. Until the 
  start of your next turn, you gain a +2 bonus to your AC and 
  whenever you take damage from a creature within 5 feet, 
  you can use a reaction to make a weapon attack against 
  that creature. If you hit, the creature takes fire damage 
  equal to your weapon damage roll and the superiority die.
  
  36
  Mirage Serpent
  Prerequisites: 7th level, one Serpent Flash maneuver
  On your turn, as an action, you can expend one 
  superiority die to appear as a mirage. Until the start of 
  your next turn, any creature has disadvantage on attack 
  rolls against you. An attacker is immune to this effect if it 
  doesn’t rely on sight, as with blindsight, or can see through 
  illusions, as with truesight. 
  Phoenix Flare Strike
  Prerequisites: 7th level, one Serpent Flash maneuver
  On your turn, as an action, you can expend a superiority 
  die to fling bands of flame at foes from your weapon. Each 
  creature within a 10-foot radius from you must make 
  a Dexterity saving throw. On a failed save, a creature 
  takes fire damage equal to the weapon damage plus the 
  result on the superiority die and is pushed 10 feet. On a 
  successful save, a creature takes half as much damage and 
  is not pushed. 
  Searing Torch
  Prerequisites: 7th level, one Serpent Flash maneuver
  When you hit with a melee weapon attack, you can 
  expend up to three superiority die to engulf the target in 
  flames. You add the superiority die to the weapon’s attack 
  as fire damage. The target or an object worn by the target 
  ignites. Until the target takes an action to douse the fire, it 
  takes 2d6 fire damage at the start of each of its turns.
  Den of Fire Snakes
  Prerequisites: 15th level, two Serpent Flash maneuvers
  When you take the Attack action on your turn, you can 
  forgo one or more of your attacks and use a bonus action 
  to direct your companions to strike. When you do so, 
  choose a number of friendly creatures who can see or hear 
  you equal to the number of attacks forwent and expend 
  one superiority die for each target. That creature can 
  immediately use its reaction to make one weapon attack, 
  adding the superiority die to the attack’s damage roll as 
  fire damage.
  Fire Dragon’s Rage
  Prerequisites: 15th level, two Serpent Flash maneuvers
  On your turn, as an action, you can expend up to four 
  superiority die to create a towering blade made of fire. 
  You strike your weapon forward in a line up to 60 feet 
  long and 1 foot thick. The weapon deals fire damage 
  when using this maneuver. Each creature must make a 
  Dexterity saving throw. On a failed save, a creature takes 
  damage as if it were hit by the weapon, plus the result on 
  the superiority die. On a successful save, the target takes 
  half as much damage. In addition, the ground where the 
  flames struck becomes scorching hot for 1 minute, a 
  creature takes the same damage when it enters the area of 
  the line for the first time on a turn or ends its turn there.
  
  37
  Swan Song
  Often referred to as the Soul’s Lament or the Final Death, 
  this particular discipline capitalizes on the final moments 
  of the slain foe to continue the momentum of the battle. 
  The name for this discipline originated from previous 
  masters and practitioners regarding the final breaths 
  of the defeated as a sweet song that only continues to 
  motivate them forward. Beauty lies in death, the final 
  breath is the most beautiful sound. This combat style 
  prides its philosophy of dedicating the deaths of the fallen. 
  Once the first body falls, a master of this discipline can be 
  expected to create more fallen victims. 
  Blackfeather memoir
  When a creature drops to 0 hit points from a weapon 
  attack from you, as a bonus action, you can expend a 
  superiority die to extract the last thoughts or memories 
  of the defeated. The memory be an idea, an image, or a 
  message that only you can understand or visualize. You 
  gain a bonus to your AC equal to your superiority die until 
  the start of your next turn.
  Songbird’s Lament
  When a creature drops to 0 hit points from a weapon 
  attack from you, as a bonus action, you can expend a 
  superiority die to invoke dread to a nearby foe. Choose a 
  creature who can see or hear you within 30 feet, it must 
  make a Charisma saving throw. On a failed save, the target 
  takes psychic damage equal to your superiority die and is 
  frightened until the end of its next turn. 
  Birds of a Feather
  When you hit a creature with a weapon attack, you may 
  expend a superiority die. You add the superiority die to the 
  attack’s damage roll. If the target drops to 0 hit points, as a 
  reaction, you can move up to half of your walking speed to 
  another creature you can see.
  
  38
  Cygnus Omen
  Prerequisites: 7th level, one Swan Song maneuver
  When you hit a creature with a weapon attack, you may 
  use a bonus action to expend up to two superiority die and 
  implant a black swan mark on the target. Before the end 
  of your next turn, if the target is hit by a weapon attack, 
  add the superiority die to the attack’s damage roll. If the 
  target drops to 0 hit points, you gain temporary hit points 
  equal to your superiority die.
  Memento Mori 
  Prerequisites: 7th level, one Swan Song maneuver
  When a creature drops to 0 hit points from a weapon 
  attack from you, as a bonus action, you can expend a 
  superiority die to rally your allies to join the fray. Choose 
  up to three friendly creatures who can see or hear you 
  within 30 feet. Those creatures may immediately use 
  their reactions to make one weapon attack, adding the 
  superiority die to their attacks’ damage roll.   
  Blackfeather Gale
  Prerequisites: 7th level, one Swan Song maneuver
  When you hit a creature with a weapon attack, you may 
  expend up to two superiority die. You add the superiority 
  die to the attack’s damage roll. If the target drops to 0 hit 
  points, you can choose a friendly creature who can see or 
  hear you within 30 feet. That creature has advantage on 
  its next weapon attack until the start of your next turn. 
  Black Song Requiem
  Prerequisites: 15th level, two Swan Song maneuvers
  On your turn, as an action, you can expend up to four 
  superiority die to summon an omen of death surrounding 
  a creature you can see within 30 feet. The omen trails in 
  a 30-foot radius sphere around the target. While creature 
  within the area of the omen, their speed is halved. Until 
  the start of your next turn, when a creature enters omen, it 
  must make a Charisma saving throw. On a failed save, the 
  creature takes necrotic or radiant damage (your choice) 
  equal to your superiority die. On a successful save, the 
  creature takes half as much damage. When a creature a 
  drops to 0 hit points while in the omen, a shadow (MM) 
  appears in an adjacent space of their body.
  Lament of a Thousand Birds
  Prerequisites: 15th level, two Swan Song maneuver
  When you hit a creature with a weapon attack, you may 
  expend up to four superiority die. You add the superiority 
  die to the attack as thunder damage. If the target drops 
  to 0 hit points, as a reaction, each creature within a 30-
  foot radius of the target must make a Constitution saving 
  throw. On a failed save, a creature takes thunder damage 
  equal to your superiority die and is deafened until the end 
  of its next turn. On a successful save, a creature only takes 
  half as much damage and is not deafened.
  
  39
  Tempest Steel
  Known as the Steps of Zephyr or the Aegis Wind style, 
  this martial discipline utilizes techniques and maneuvers 
  to navigate through a battlefield with confidence and yet 
  provide support to their allies when needed. Practitioners 
  are able to traverse through any hostile terrain with ease, 
  avoiding deadly strikes and sometimes reaching heights 
  inaccessible to other combatants. Harnessing the wind, 
  users can redirect and deflect often lethal blows from 
  themselves while also restricting enemy movement if 
  necessary. The core philosophy of this style embodies the 
  phrase: “move as swift and smooth as the most gentle 
  breeze, strike as a hurricane.” 
  Aegis Strike
  When you hit a creature with a weapon attack, you can 
  expend a superiority die to weave the wind in your favor. 
  You gain a bonus to Dexterity saving throws equal to your 
  superiority die until the start of your next turn. 
  Step of the Wind
  When you move, you can expend one superiority die to 
  increase your walking speed equal to your die result. In 
  addition, moving through nonmagical difficult terrain 
  costs you no extra movement. 
  Gale Force Strike
  When you make a melee weapon attack on your turn, you 
  can expend one superiority die to strike a foe with a strong 
  wind. If you hit, you add the superiority die to the attack’s 
  damage roll and the target must make a Strength saving 
  throw or be pushed 15 feet away from you. 
  Cloud Giant's Grace
  Prerequisites: 7th level, one Tempest Steel maneuver
  As a reaction, when can expend up to two superiority 
  die to disappear into a cloud. Until the start of your next 
  turn, you are invisible and teleport 5 feet plus a number of 
  feet equal to your superiority die. The cloud also removes 
  your scent, making it harder for creatures that rely on 
  their sense of smell to detect you. While you are invisible 
  through this maneuver, a creature has disadvantage on 
  Wisdom (Perception) checks involving a sense of smell
  oaring Dragon Strike
  Prerequisites: 7th level, one Tempest Steel maneuver
  When you hit a creature with a weapon attack, you can 
  expend up to three superiority die to send your foes flying 
  through the battlefield. Each creature in a 15-foot cone 
  from the target takes damage equal to the number you 
  roll on your superiority die and if the creature is Large or 
  smaller, it must make a Strength saving throw. On a failed 
  save, a creature is pushed 10 feet and knocked prone. The 
  damage is of the same type dealt by the original attack. 
  Soaring Cloud Step
  Prerequisites: 7th level, one Tempest Steel maneuver
  On your turn, as a bonus action, you can expend 
  a superiority die to create a small gust around you. 
  Immediately before or after your Attack action this 
  turn, you can fly up to half your walking speed without 
  provoking opportunity attacks. 
  
  40
  Tempest Titan Surge
  Prerequisites: 15th level, two Tempest Steel maneuvers
  On your turn, as an action, you can expend up to four 
  superiority die to conjure a vortex harsh winds that lasts 
  until the end of your next turn. Each creature within a 
  15-foot radius from you must make a Dexterity saving 
  throw. A creature takes 2d8 bludgeoning damage for 
  each superiority die expended on a failed save, or half as 
  much on a successful one. In addition, a Large or smaller 
  creature that fails the save must succeed on a Strength 
  saving throw or be hurled 1d6 × 10 feet away from it in a 
  random direction. 
  Windstorm Doom
  Prerequisites: 15th level, two Tempest Steel maneuvers
  When you hit a creature with a weapon attack, you 
  can expend up to four superiority die to encase them 
  in a vortex of wind. You add the superiority die to the 
  attack’s damage roll. A Large or smaller creature must 
  make a Strength saving throw or be restrained until the 
  start of your next turn. While restrained, the target gains 
  vulnerability to fire, cold, lightning, and thunder damage 
  for the duration.
  
  41
  Heart of the Sword
  Warriors who follow the path of the Sublime Way follow a 
  series of rules and codes of conduct when interacting with 
  each other. Each practitioner of the Sublime Way strives 
  to uphold these edicts with some variation permitted. 
  It’s the dedication of their ideals over personal gain 
  that highlights the difference between practitioners and 
  ordinary sellswords. “Trust and Betrayal” is a common 
  phrase that often hangs over these warriors; trust in their 
  skills and intent, and knowing that neither will betray their 
  honor willingly.
  For a Sublime warrior, Honor plays as a deciding factor 
  that distinguishes them from their status, devotion, and 
  trustworthiness. Honor is not something given freely. It 
  is earned. Subsequently, it also can be taken away. Honor 
  presented in this supplement is utilized as an ability 
  score with new uses, as described further in this section. 
  A character with high Honor has a high reputation, and 
  almost automatic acceptance of their trustworthiness, and 
  an expectation of etiquette. The lower the Honor score, 
  the character can be expected to betray their ideals, oaths, 
  and promises. 
  The life of a warrior can be filled with clashing 
  personalities, ideals, and factions. Such champions 
  sometimes can only resolve their disputes through a duel. 
  In cases of duels between Sublime warriors, one can 
  place their Honor at stake to resolve a disagreement or 
  confrontation. There are various forms for duels, not all 
  involve death as a final consequence. 
  When employing any of these alternate rules, consider 
  how a clan, culture, or person defines what actions or 
  behaviors are honorable. It is alright to have a variety of 
  views, though some degree of consensus is recommended. 
  How one observes these rites and traditions will also 
  vary and can be left to open interpretations. These 
  interpretations will guide the story of the character and 
  possibly your campaign. 
  
  42
  Honor
  In the Dungeon’s Master Guide, there is a section 
  describing the utilization of another ability score called 
  Honor. This section explores and expands on the previous 
  entry to provide both mechanical and narrative options 
  for prospective Dungeon Masters hoping to employ a 
  code of honor in your game. This works splendidly with 
  settings inspired by Asian cultures such as Kara-Tor 
  in the Forgotten Realms, the kingdoms in the west of 
  the Flanaess in Greyhawk, or where Honor is treated 
  with reverence within a culture to symbolize status and 
  accolades.
  What is honor?
  Your Honor score functions similarly to your standard six 
  ability scores with exceptions listed below.
  At character creation 
  During character creation, you may employ the following 
  methods to generate the players’ starting Honor score: 
  • If your players use the standard array of ability scores, 
  add one 11 to the array.
  • If your players use the optional point-buy system, add 3 
  points to the starting total.
  • If your players roll their ability scores, have them roll for 
  the added ability scores. 
  • Alternatively, you have all players start with a 10, adjusting 
  the value through merits, achievements, and accolades 
  through the course of your gameplay. This is the ideal 
  method to utilize the wide array of options presented in 
  this supplement. 
  Introduce Honor to Your Game 
  If you choose to introduce Honor later in your campaign, 
  you may employ the following methods to generate a 
  character’s Honor score: 
  • Your players’ starting Honor score starts at 10 + your 
  proficiency bonus. A character’s skill and aptitude garner 
  some measure of reputation and accommodations. 
  • Your players’ starting Honor score is equal to their 
  Charisma score. The measure of a warrior’s social conduct 
  can sometimes be a measure of their understanding of 
  etiquette and their code of conduct. 
  • Your players’ starting Honor score is 10. Through the 
  course of their adventures, have each player recount a 
  heroic moment wherein their character performed an act 
  that satisfied their Ideals and/or their Code of Honor. If 
  a character has tenants, such as a Paladin’s Sacred oath, 
  they may apply them for this determination. For each 
  instance, you may award a +1 increase (with a maximum 
  of +5) when you introduce Honor in this later stage of 
  your story. 
  Create your Code of Honor 
  A warrior’s code of honor consists of important tenants 
  that can be defined by their clans, factions, families, or 
  guilds. Between other warriors, it’s important to have a 
  means for decorum when in the presence of each other. 
  A show of mutual respect. Sometimes this can develop 
  into admiration or idolization, other times it can become 
  rivalry or resentment. Your Code of Honor reflects your 
  commitment to a particular lifestyle, often forfeiting the 
  gains and pleasures of life for the service of these ideas.
  You can employ the following methods to craft your Code 
  of Honor: 
  • If you have taken a Sacred Oath from the Paladin class, 
  the tenants presented along with your Ideals can serve as 
  your Code of Honor. 
  • Using your Ideal selected (or randomly determined) for 
  your character background, you can add any number of 
  these tenants or consult with your DM to craft new ones: 
  Compassion. To have empathy for those suffering or 
  for their misfortunes 
  Bravery. Face your fears despite them
  Honesty and Sincerity. Be true in your words and in 
  your actions 
  Duty. Fulfill your oaths and promises
  Respect. No cruelty, no pride, always equals 
  Integrity. Believe in justice, not from others, but from 
  yourself 
  Justice. Be fair, be firm, be wise in your dispensation 
  Wisdom. Find the path to your goals with the least 
  amount of disruption or harm
  Courtesy. Treat others with respect without disdain, 
  honor your superiors, and fairness to others
  Innocence. Let not the innocent suffer from the 
  unjust
  Gaining and Losing Honor
  Unlike other ability scores, Honor does not change during 
  Ability Score Improvements. Instead, a character’s Honor 
  score changes based on their actions. At the end of an 
  adventure or story arc, a character may reflect on whether 
  their actions reflected their warrior’s code by answering 
  the following questions below: 
  • Did you put upholding your Ideals or Code of Honor 
  above the decisions of your fellow adventurers?  
  • Did your Ideals or Code of Honor clash with the choices 
  or Honor of another character (player character or non-
  player character)?
  • Did you defend your honor or the honor of another? 
  (Whether by a duel, discussion, etc.)
  • Have your Bonds or Flaws caused you trouble with 
  upholding your Ideals or Code of Honor? 
  • Did you learn something about yourself and your Code 
  of Honor? (Please describe)
  It’s encouraged that the player answers the questions 
  above. Should a player answer “yes” to all five questions, 
  they can gain their Honor score by 1. Alternatively, if a 
  player answers “no” to all five questions, they reduce their 
  Honor score by 1 instead. Additionally, your DM can issue 
  further increases or decreases to your Honor score.
  
  43
  Your Honor score can also be changed from the results 
  of a duel (described in a later section). Combatants in a 
  duel must ante an amount of Honor, afterward, the results 
  determine the final allocation of Honor between the 
  participants. 
  Just like other ability scores, your Honor score cannot 
  exceed past 20. If your Honor is at 1, there is a chance your 
  character may undergo a crisis (see below). The character 
  may choose to confront their crisis or willingly fail it. Failure 
  of a crisis results in an Honor score of 0. An Honor score of 
  0 has unique implications for your character and how they 
  are received by other honorable characters. 
  Making Honor checks 
  An Honor check can be used in social interactions, for 
  some situations where Charisma may apply and the 
  character’s defining factor relates to their understanding 
  and implementation of their code of honor. 
  Your DM might call for Honor checks when a character is 
  in one of these following situations: 
  • Setting etiquette in a social situation 
  • Using your honorable or dishonorable reputation to 
  influence someone else
  • Determining the best course of action while retaining 
  honor
  • Determining the Honor score of another character 
  • Breaching one of your tenants from your Code of 
  Honor
  • Understanding the role of Honor in a combat or social 
  situation 
  Making Honor saving throws 
  An Honor saving throw often arises when a situation 
  may inadvertently cause a dishonorable action. Your DM 
  may consider calling for an Honor saving throw for the 
  following reasons: 
  • Avoiding a breach of etiquette or honor
  • Resisting the influence of your flaws that may cause a 
  dishonorable action
  • Resisting a coerced action that would violate your 
  Code of Honor
  • Recognizing an enemy is attempting to trick or 
  mislead them to breach their tenants 
  • Trying to save face
  Overcoming a Crisis 
  When a character has an Honor score of 1, they are 
  undergoing a crisis. At this point, the character is at a 
  critical juncture where their actions have been consistently 
  dishonorable or their lifestyle no longer fits within the 
  tenants of their Code of Honor. Typically, a character in 
  crisis is overwhelmed by their raw emotions conflicting 
  with their adherence to their honor, which causes them to 
  be often unfocused, distracted, exhausted, and defeated. 
  Ultimately, a character in crisis must face the reality of 
  their position and determine the course of their life. Any 
  extended delays can put a strain on the character’s recovery 
  and resolution, making them unpredictable and possibly a 
  hindrance to their allies. A character can use any of the 
  following to alleviate their crisis: 
  • Retreat. Spending several days on a spiritual retreat, 
  often participating in mediation and removing 
  themselves from the ever-volatile ebb and flow of life. 
  This quiet contemplation allows a warrior to assess 
  their goals, choices, and reconcile with their duties to 
  their tenants. Often a character that goes undergoes 
  this treatment returns as if under the influence of 
  the calm emotions spell. Additionally, it may even be 
  permitted (by your DM) to swap one of your tenants 
  for another. 
  • Revelation. Alternatively, to overcome a spiritual crisis, 
  it may require expressing the repressed emotions, 
  feelings, or desires. This release often removes the 
  guise of the warrior, revealing their true persona 
  versus the rigidity of their Code of Honor. Such a 
  display leaves the character vulnerable but grants them 
  the ability to say or do things normally not permitted 
  under their Code of Honor. This narrative opportunity 
  may be resolved with a duel, for example, or the 
  revelation about a secret or hidden truth. Alternatively, 
  the character may display fear, anger, or resentment 
  during their crisis revelation. It’s encouraged that 
  the player and DM work to establish the scene for 
  this revelation that best fits the current situation and 
  character. Mechanically, this grants the character the 
  ability to change their entire Code of Honor, meaning 
  new Ideals and tenants. In the case of a Paladin’s 
  Sacred Oath, they may become an Oathbreaker or find 
  a new Sacred Oath to uphold that fits their character’s 
  goals and emotions. After resolving a Revelation, a DM 
  may award any number of Honor appropriate for the 
  character’s spiritual path. 
  • Descent. An option during a crisis a character may 
  choose is the total rejection of Honor. This causes their 
  Honor score to drop to 0. An individual with this type 
  of score narratively has lost faith in the beliefs of honor 
  and no longer lives with any sort of basis for civility 
  among warriors. Such a choice suggests a traumatic 
  revelation that coincides with an alignment change, 
  their Ideal is changed to: “Respect and authority are 
  meaningless constructs, nothing is sacred to me 
  anymore,” and gains an additional Flaw: “I am guided 
  by my whims and desires.” These changes cannot 
  be reversed unless the character admits to their 
  transgressions and becomes devoted to a new Code 
  of Honor. Afterward, the DM can award an amount of 
  Honor that befits the story with a minimum of 1 and a 
  maximum of 10.
  
  44
  HONOR SCORES
  Honor 
  Score
  Description
  20
  A bastion of honor, upholding your beliefs and 
  ideals at any cost and even onto their dying 
  breath.
  19-18
  Unwavering in your path to defend your honor, 
  willing to sacrifice as much as possible rather 
  than fail to uphold them.
  17-16
  Strengthened by your beleifs and ideals, you 
  endure many hardships and are often met with 
  reverence.
  15-14
  You seek to live your life in eartnest to your 
  Code of Honor, reassured that this is the path 
  for you.
  13-12
  Honor and validating your beliefs tend to be 
  important to you, the process may be long but 
  it will be worthwhile in the end.
  11-10
  You understand the importance of honor, but 
  you are also a mortal with free will and may 
  heed your desires over your principles.
  9-8
  Compromises sometimes need to be made to 
  achieve your goals, even if it means a shred of 
  Honor goes with it.
  7-6
  You do not always consistently stick by your 
  honor or its tenants but understand its 
  importance in a better world.
  5-4
  Following the tenants of your beliefs or Code 
  of Honor are usually the last thing on your 
  mind.
  3-2
  Honor is more trouble that what it’s worth. 
  Your actions constantly clash with upholding 
  your honor.
  1
  On the verge of a spiritual implosion, you 
  barely believe in your Code of Honor or 
  anything else for that matter
  0
  You have lost faith in your beliefs and Code of 
  Honor, you believe in nothing at all.
  
  45
  Duels
  Duels are a mutual engagement typically set by two parties 
  (usually individuals) to settle disputes. Most duels typically 
  involve weapons but even spellcasters may need to settle a 
  score. Regardless of the type of duel, the results may have 
  lasting impressions on a character’s Honor, family, clan, 
  or country in some instances. A character’s Honor before 
  and after a duel can shift based on its outcome, with many 
  warriors from different clans, fighting styles, and factions, 
  both participants seek to establish ground rules and 
  conditions. Once agreed, both participants engage in their 
  contest until the victory conditions are met, decided, or it 
  ends in a draw. 
  The process of a duel is broken down as the following: 
  Set the Terms. Before a duel can commence, all parties 
  must agree to terms. Typically such conditions include the 
  objective of the duel (first blood/first strike, incapacitation, 
  or death), weapons or items allowed, and even where the 
  duel may take place. 
  Ante Honor. Once terms are set, both participants may 
  risk their Honor in the hopes of greater gains or face 
  significant losses. Each participant may bet a number of 
  Honor from their Honor score up to their proficiency bonus. 
  A participant cannot ante up more Honor than they possess. 
  Preparation. Duelists are typically allowed ca moment to 
  prepare themselves both mentally, physically, and magically 
  if allowed.
  Combat. Roll initiative for each of the participants. 
  Resolve combat as normal until the duel conditions are 
  met, whether it be first blood/first strike, incapacitation 
  (dropping to 0 hit points), or death (dropping to 0 hit points 
  and failing all three Death saving throws). 
  Resolution. Once a duel’s conditions and terms are met, 
  the duel ends and the results are determined. Some results 
  are easier to determine, such as duels to the death, but 
  other ones may require witnesses, bystanders, or an arbiter 
  to weigh in the final verdict. There are some warriors that 
  can tell the moment a duel is concluded whether they 
  won or lost based on merit alone, such recognition leaves 
  both combatants aware of the outcome and requires their 
  acceptance.
  Setting the Terms
  When settling on terms for a duel, two important aspects 
  need to be discussed and established: 
  • The objective of the duel (first blood/first strike, 
  incapacitation, to the death, or another goal)
  • Weapons, items, and fighting styles allowed
  • Amount of Honor to be wagered
  If two parties cannot agree on terms, a character with a 
  higher Honor score may interject to act as an arbiter and 
  set the terms for the duel. 
  Ante Honor
  Both participants must risk their Honor score to settle 
  these delicate matters. Each may bet an amount from their 
  Honor score up to their proficiency bonus. For example, if 
  Hiko has a Proficiency bonus of +3 and has an Honor score 
  of 15, he may ante up to 3 Honor. After the resolution of 
  the duel, Hiko and his opponent will resolve the duel and 
  Honor will be distributed accordingly. During the course of 
  the duel, Honor is not affected until the Resolution phase.
  Preparation
  Depending on the terms of the duel, participants make 
  use this phase to acquire either the appropriate weaponry, 
  armor, or items before their confrontation. Some traditions 
  limit the amount of weapons and armor allowed, very rarely 
  do most of these contests let a combatant use an item, even 
  a healing potion. In some instances, abilities or features 
  that restore hit points might be disallowed as well.
  In most duels magic items, with the exception of weapons 
  and some armors, are barred. A duel should be interpreted 
  as the purest and raw personification of a character’s intent 
  and beliefs. A break of the terms and conditions of a duel at 
  this conjecture commonly results in a loss for the instigator. 
  A loss in this juncture leads straight to the Resolution phase 
  with the rewards and outcomes.
  
  46
  Combat
  Once all preparation is complete for the combatants, 
  combat ensues between them. Both participants roll 
  initiative as normal and perform actions to reach their 
  objective for the duel. Duels are unique and vary, but here 
  are some common types of duels you may encounter: 
  • First strike/first blood. Such duels are determined 
  by the participant who land the first blow. In this type 
  of duel, sometimes weapons are sheathed and must 
  be drawn simultaneously, other times, the items are 
  already drawn with the combatants in a stance to 
  strike. For mage duels, usually both casters have their 
  hands and implements down at their sides. 
  • Incapacitation or Defeat. The most common type of 
  duel, participants engage in combat until either one of 
  them yields to defeat or one of them is beaten (typically 
  by having 0 hit points). Sucha contest is generally used 
  to train a warrior or assess the combat capabilities 
  of the prospective individual. It is not uncommon in 
  these situations for death to occur whether intentional 
  or unintentional. Depending on the circumstances and 
  the situation, killing an opponent in this type of duel 
  might be frowned upon or be counterintuitive of the 
  duel’s intentions. Mage duels in these scenarios can 
  sometimes be dazzling, terrifying, and awe inspiring 
  depending on the practitioner. 
  • To the Death. In some heated situations, death may be 
  the only solace for both parties. In these types of duels, 
  the intent of death is made clear from the forefront 
  whereas situations may arise where death might 
  happen in a duel to incapacitation. The main difference 
  between incapacitation and death is primarily linked to 
  Death saving throws. In the case of duels with a player 
  and NPC, the NPC is treated as having the same way 
  regarding Death saving throws. However, even if both 
  combatants agree to this type of duel, a warrior may 
  still grant mercy to their opponent should they fall 
  unconscious or hang on the verge of death. There are 
  social consequences that might arise from this sort 
  of action but it may also expand additional narrative 
  opportunities for your story.
  MagE duElS
  Magic and its use are typically seen in Mage Duels, wherein 
  both participants have some spellcasting ability. Such a 
  contest typically has stricter terms and conditions applied 
  due to the varying nature of spellcasting practices. The 
  designated combat area must be determined, which grants 
  the casters the ability to gauge the use and implementation 
  of their spells. Spells that empower or provide the recipient 
  a tactical advantage typically are not cast before the start of 
  a duel and require the caster to perform the spell during the 
  combat phase.
  COuNTERSPElliNg aNd MagE duElS
  In Mage duels, wherein it’s typical for casters to have 
  counterspell available, you can provide a measure of skill and 
  nuance to the experience. Rather than state the name of the 
  spell being cast, a combatant may declare they are casting 
  a spell. The defending combatant may use their reaction to 
  make an Intelligence (Arcana) check. The DC is equal to 10 
  + the spell’s level, which the casting character must disclose. 
  On a success, the defender knows which spell and spell-slot 
  level it is being cast. On a failed check, the defender does 
  not know the spell being cast. Regardless of the success or 
  failure of the check, the defender subsequently may elect to 
  cast counterspell, resolving the spell’s effect as normal. 
  
  47
  Alternative Duel: Social Duels
  Besides swords and sorcery, a warrior sometimes must 
  employ their wits, charisma, and insight against each other 
  to reach a settlement or compromise. Such confrontations 
  carry the same narrative weight as a traditional duel, 
  sometimes even greater. The right or wrong word can easily 
  turn a tense situation into a medley of outcomes that could 
  topple governments, rulers, and even entire countries. In 
  this particular type of contest, defeat is measured by one 
  who loses composure first. 
  When initiating a Social Duel, the following changes apply: 
  Setting Terms. The objective in a Social Duel is to have 
  your adversary lose their composure first. 
  Ante Honor. Both participants risk their Honor like a 
  normal duel. 
  Debate. Unlike a typical sword duel, both parties do 
  not have the luxury of preparation and instead of combat, 
  there is an exchange of dialogue between the participants. 
  Instead of hit points, each participant picks a primary 
  ability score such as Intelligence, Wisdom, or Charisma. 
  The value from the selected ability score represents 
  their mental toughness. Typically, it’s advised to choose 
  the highest ability score, alternatively, a participant may 
  select their Honor score instead. During each round, the 
  participant that was beaten takes a hit to their mental 
  composure. 
  Resolution. Once the mental toughness value drops to 
  0, the debate is finished and the aftermath of the duel is 
  resolved as normal. 
  Debate
  Instead of combat, in a social duel, participant wage war 
  with their minds and words. In this type of confrontation, 
  participants select a mental ability score (Intelligence, 
  Wisdom, Charisma, or Honor) to represent their mental 
  toughness. This value will be referred to as Composure. 
  The participants roll initative and each round spends their 
  action to convey their viewpoints, followed by a making a 
  skill check (determined by the DM). The DC starts at 10. 
  After each round, the DC increases by 1 until the debate 
  is finished and a dominant speaker is determined. If the 
  check is successful, the participant’s composure does not 
  reduce. This check represents the debater’s capacity to 
  remain on topic and convey a convincing viewpoint.  
  In addition, participants who present a better argument 
  can inflict blows to their opponent’s composure. The 
  debater that rolled a higher result is announced as taking 
  the lead in the debate, which spells consequences for the 
  runner-up, which is detailed below. 
  If the victor of the round rolls…
  • 5 or more than the runner-up. The runner-up loses 4 
  Composure. 
  • At least 1 or 4 more than the runner up. The runner-up 
  loses 2 Composure. 
  • A natural 20 on the check. The runner-up loses 4 
  Composure. 
  • If the runner-up rolled a 1 on their check. The runner-
  up loses 4 Composure 
  This exchange continues until either one of the 
  participants forfeits and admits defeat or one of the 
  participants has their Composure reduced to 0. A 
  character that has their Composure reduced to 0 has lost 
  face and has reached the limits of their mental fortitude. 
  
  48
  Legacy of the Sword
  The journey of a Sublime warrior consists of knowledge, 
  practice, and dedication. At the journey’s end, there is a 
  shift towards the legacy a warrior leaves behind as they 
  prepare for the final journey of death. The measure of 
  one’s legacy can be abstract such as an ideal or promise 
  fulfilled. Still, most commonly, it is a relic passed to the 
  next disciple to become the following link in a chain of 
  memories. Other things often get passed down from 
  master to students, such as mannerisms, beliefs, or 
  customs. Sometimes these traits become imprinted onto 
  objects, sometimes charms or trinkets to armor and 
  weapons. 
  Nine powerful weapons embody the core beliefs and 
  philosophies of the martial disciplines of the Sublime 
  Way. These legendary weapons are believed to be the 
  forebearers of their respective traditions, leading many 
  disciples and masters to seek out and covet them as a 
  part of some glorious destiny. A wielder who manages 
  to unlock the hidden, mystical powers of these weapons 
  achieves a martial prowess unparallel to any other warrior.
  Bladesages & the Nine Blades
  Bladesages who chose the Path of the Noble Truth are 
  exemplars of the martial discipline of their choice. The 
  philosophy of this particular Bladesage path involves the 
  belief that a singular discipline possesses the path for 
  spiritual enlightenment, often forsaking all others. Such 
  individuals may even find scripture or tomes that detail the 
  history and legacy of their discipline, which may very well 
  trace back to the Nine Blades. The wayfinder may become 
  enticed with the notion of acquiring such a sacred relic as 
  both a personal quest for their enlightenment but also a 
  triumph of their determination against all odds. 
  Bladesage villains can be compelling rivals seeking 
  these relics. Especially if these particular foes belonged to 
  a martial school from one of the party member’s backstory. 
  Cultists and religious fanatics may also covet these rare 
  weapons to be used for nefarious purposes. Finding even 
  one of these powerful artifact weapons can prove an 
  enticing end goal for your campaign
  
  49
  Charnel Miasma
  Weapon (rapier), legendary (requires attunement)
  An ashen white rapier which upon closer inspection is 
  revealed to be made entirely of bone with a skull as part 
  of the guard. Legends reference an ancient and nameless 
  elf necromancer as the proposed creator of Charnel 
  Miasma, designed as the embodiment of death and decay. 
  When the elf passed, the rapier was kept in his tomb until 
  it was raided and lost into the ages. The blade would 
  surface centuries later under the ownership of a radical 
  cult who worshipped a god of death. These worshippers 
  would eventually become the modern practitioners of the 
  Charnel Miasma discipline.
  Charnel Miasma is a magic rapier that grants a +2 bonus 
  to attack and damage rolls made with it. 
  Desiccator. While attuned to the weapon, you gain the 
  following benefits while you hold Charnel Miasma: 
  • You have resistance to poison damage and advantage on 
  saving throws against being poisoned. 
  • You are immune to exhaustion. 
  • You are aware of the presence of Tiny or larger creatures 
  within 60 feet of you that aren’t constructs or undead, 
  but not their exact location. 
  • You can cast Abi-Dalzim’s horrid wilting (save DC 16). 
  Once you have done so, Charnel Miasma cannot be 
  used this way again until the next dawn. 
  Plague Touch. While you are attuned to the weapon, any 
  creature that you hit with Charnel Miasma can’t regain 
  hit points for 1 minute. The target can make a DC 16 
  Constitution saving throw at the end of each of its turns, 
  ending this effect early on a success.
  Plaguebearer. Charnel Miasma has 3 charges. You can 
  use your action to expend 1 charge and cast the contagion 
  spell (DC 16). Charnel Miasma regains 1d3 expended 
  charges daily at dawn.
  Flaw. Charnel Miasma heightens the wielder’s propensity 
  to bring ruin and decay. While attuned to the weapon, you 
  gain the following flaw: “I seek to cause everything to 
  wither and die.” 
  
  50
  Emerald Hammer
  Weapon (maul), legendary (requires attunement)
  A hammer carved from a large piece of emerald, wrapped 
  in metallic braces, and etched with designs of lightning 
  bolts and arcane runes. The weapon crackles with green 
  lightning since the days it was forged on the top of a 
  mountain by a trio of storm giant brothers. The emerald 
  used in the forging of this weapon was found deep in the 
  mountain and excavated by its denizens. These storm 
  giants were the lords of the mountain, the hammer was 
  crafted to serve as both a symbol of their power and the 
  instrument to slay their foes. The combined forces of the 
  rebellion from the mountain and other giant invaders saw 
  the end of the reign of the three brothers. Their hammer 
  fell into the depths of a frozen canyon. It was eventually 
  found a tribe of goliaths and became the sigil of their clan 
  for many generations. The small tribe settled in a small 
  ravine where descendents of the giant rebellion found 
  them and waged war to reclaim the ancient weapon. The 
  war leader of the goliath clan used the Emerald Hammer 
  to shattered the cliff nearby to crush their enemies. The 
  survivors created a monastery to honor their ancestral 
  leader and repair the wounds of the past. 
  You gain a +1 bonus to attack and damage rolls made with 
  this magic weapon.
  Storm Herald. While attuned to this weapon, any creature 
  that you hit with Emerald Hammer takes an additional 
  1d8 thunder damage and 1d8 lightning damage. When 
  you roll a 20 on an attack roll made with this weapon, the 
  target must make a DC 17 Strength saving throw or be 
  knocked prone.  
  Hammer Storm. Emerald Hammer has 5 charges. While 
  attuned to it, you can expend 1 charge and make a ranged 
  weapon attack with the hammer, hurling it as if it had the 
  thrown property with a normal range of 20 feet and a long 
  range of 60 feet. If the attack hits, the hammer unleashes 
  a thunderclap audible out to 300 feet. The target and 
  every creature within 30 feet of it must succeed on a DC 
  17 Constitution saving throw or be stunned until the end 
  of your next turn. The hammer regains 1d4 + 1 expended 
  charges daily at dawn.
  Stormforge Mystic. While you are attuned to it and 
  holding Emerald Hammer, you can cast control weather. 
  Once you have done so, Emerald Hammer can’t be used 
  this way again until the next dawn. 
  In addition, you have 7 charges to cast spells. While 
  holding it, you can use an action and expend 1 or more of 
  its charges to cast one of the following spells (save DC 17) 
  from it: thunderwave (1 charge), call lightning (2 charges), 
  or lightning bolt (3 charges). Emerald Hammer regains 
  1d6+1 expended charges daily at dawn. 
  Curse. While wielding this weapon, whenever you use any 
  of Emerald Hammer’s features in storm conditions, roll a 
  d20. On a 20, you are struck with a bolt of lightning and 
  take 4d10 lightning damage.
  
  51
  Frost Veil
  Weapon (shortsword), legendary (requires attunement)
  A shortsword with the blade made of clear crystal, a 
  snowflake is etched near the guard and an alabaster white 
  pommel with a white ribbon. Legends of this weapon 
  often start with a yuki-onna or a fey ice maiden who 
  sought revenge for a fallen lover. The blade formed from 
  her frozen tears, the pommel from the snow where the 
  lover fell, and the ribbon the maiden wore. Practitioners 
  of the Frost Veil school sight the first physical appearance 
  of the sword by an air genasi swordswoman who wore 
  white robes and a cloudy, white veil over her head. The 
  wielder became known as the Frostfell Ghost, wandering 
  the frozen wastelands and indiscriminately slaying any 
  who crossed her path. The genasi was rumored to have 
  red streaks running down from her eyes, like frozen trails 
  of bloody tears.
  You gain a +1 bonus to attack and damage rolls made with 
  this magic weapon.
  Icy Veil. While attuned to the weapon, you gain the 
  following benefits while you hold Frost Veil:
  • You have resistance to cold damage. 
  • Your ignore difficult terrain created by ice and snow. 
  • You have advantage on saving throws against being 
  charmed. 
  • You cannot be hidden from divination magic. You can’t 
  be targeted by such magic or perceived through magical 
  scrying sensors.
  Frostbite. While attuned to this weapon, any creature 
  that you hit with Frost Veil takes an additional 2d8 
  cold damage and must make a DC 17 Constitution 
  saving throw. On a failed save, the target is restrained 
  for 1 minute as ice begins to form over their body. On a 
  successful save, the creature is not affected. The target 
  can repeat the Constitution saving throw and the of each 
  of its turns, ending this effect early on a success. 
  Winter’s Blessing. You have 7 charges to cast spells. 
  While holding it, you can use an action and expend 1 or 
  more of its charges to cast one of the following spells (save 
  DC 17) from it: blur (1 charge), misty step (1 charge), ice 
  knife (2nd-level) (2 charges), greater invisibility (3 charges), 
  ice storm (3 charges), or hallucinatory terrain (4 charges). 
  Frost Veil regains 1d4+3 expended charges daily at dawn. 
  Curse. Frost Veil imparts a mystical veil over its wielder, 
  making you unrecognizable to others. You must succeed 
  a DC 17 Charisma check to be recognized, otherwise 
  you have disadvantage on all Charisma checks when you 
  interact with someone.
  
  52
  Lion’s Roar
  Weapon (longsword), legendary (requires attunement by a 
  creature of any lawful alignment)
  A golden longsword, a lion’s head rests near the blade 
  guard, a ruby sits on the end of the filigree pommel, which 
  is also adorned with emeralds and diamonds. The legacy 
  of the Lion’s Roar can find its traces to a mighty ruler clad 
  in golden armor, charging into battle with their armies 
  and nations behind them. The figure is never given any 
  details, besides the golden blade and the lionel helm seen 
  in various tapestries of a now-forgotten kingdom. This 
  weapon serves as the banner of courage and war, passed 
  to each successor who defeated the previous wielder. A 
  legacy etched in blood and defeat. The sword was last 
  seen on the front lines of a crusade by a nameless tyrant. 
  The warrior was defeated, and the Lion’s Roar faded into 
  silence and from memory. 
  You gain a +3 bonus to attack and damage rolls made with 
  this magica weapon. A creature hit by this weapon takes 
  an additional 2d10 radiant damage. 
  Ruler’s Might. While attuned to the weapon, you gain the 
  following benefits while you hold Lion’s Roar: 
  • Your voice carries the gravitose of a mighty ruler. 
  Whenever you make a Charisma check command others, 
  your proficiency is doubled if it applies to the check. 
  • You have advantage on saving throws against being 
  frightened. 
  • When you make an attack roll with this weapon, you 
  can use your Charisma modifier, instead of Strength or 
  Dexterity, for the attack and damage rolls. 
  • You can understand any spoken language you hear, and 
  any creature that hears you and knows at least one 
  language understands you. 
  Pride Cometh. Lion’s Roar has 3 charges. You can use 
  your action to expend 1 charge and cast spirit guardians 
  (DC 17). Lion’s Roar regains 1d3 charges daily at dawn. 
  Golden Regalia. While you hold the drawn sword, it 
  creates an aura in a 10-foot radius around you. Whenever 
  you and all creatures friendly to you in the aura make an 
  attack roll or saving throw, the target can roll a d4 and add 
  the number rolled to the attack roll or saving throw. If you 
  have 17 or more levels in the paladin class, the radius of 
  the aura increases to 30 feet.
  Flaw. Lion’s Roar inspires the wielder to take up a holy 
  cause, often believing they are part of some great destiny. 
  While attuned to the weapon, you gain the following flaw: 
  “I am a chosen being of divine providence and I must bring 
  order to the world under my leadership.”
  
  53
  Mirror’s Edge
  Weapon (longsword), legendary (requires attunement)
  A platinum longsword that shines an iridescent hue 
  even in complete darkness, each side of the blade 
  casts a perfect reflection like a mirror. The origin of 
  this enigmatic blade can be traced to a wizard’s planar 
  research, which leads to the discovery of the mysterious 
  Plane of Mirrors. After narrowly escaping the secret plane, 
  the wizard managed to take a piece of a mirror back to 
  the Material Plane. Years passed, and another expedition 
  was conducted back to the Plane of Mirrors, the wizard, 
  along with a small adventuring party, sought to exploit 
  the dimension’s ability to traverse locations. One of the 
  warriors was slain by their mirror-self, and it escaped 
  into the Material Plane with the group. This mirror 
  doppelganger convinced the wizard to craft a weapon 
  out of the untouched mirror shard. Once completed, the 
  mirror-warrior tricked the wizard back into the Plane of 
  Mirrors and helped the mirror-wizard slay its real-world 
  version. The two escaped back into the Material Plane. 
  They wreaked havoc for several years before they were 
  murdered by the party members of their real-world selves. 
  You gain a +2 bonus to attack and damage rolls made with 
  this magic weapon. 
  Reflection’s Promise. While attuned to the weapon, you 
  gain the following benefits while you hold Mirror’s Edge: 
  • You have advantage on all Intelligence, Wisdom, and 
  Charisma saving throws against magic.
  • You can cast disguise self as an action at will. 
  • You can step into one mirror and appear in another. As 
  a bonus action, when you are near a mirror or other 
  reflective surface, you can teleport up to 60 feet to 
  an unoccupied space you can see so long as it is near 
  another mirror or reflective surface.  
  Prism Prison. While attuned to Mirror’s Edge, you can 
  use an action to cast the maze spell (save DC 17). Mirror’s 
  Edge cannot be used this way again until the next dawn. 
  Mirror, Mirror. Mirror’s Edge has 5 charges. While holding 
  this drawn weapon, you can use a reaction to expend 1 
  charge to cast shield. A creature that makes an attack roll 
  and misses because of this feature, takes half the amount 
  of damage if the attack was successful. Mirror’s Edge 
  regains 1d4+1 charges daily at dawn.   
  Curse. You have no reflection. A mirror doppleganger is 
  released from the Plane of Mirrors into the Material Plane. 
  It knows your exact location so long as the both of you are 
  on the same plane. It continuously lots your demise and 
  take your place.
  
  54
  Onyx Arrow
  Weapon (spear), legendary (requires attunement)
  A black, glass-like spear with a spiral design through the 
  shaft. It is believed that this weapon was forged from a 
  unique ore that could only be found in the Shadowfell, 
  often known as shadowsteel. Objects made from this 
  material typically possess a black hue and shadowy 
  disposition. Still, the Onyx Arrow seems like a segment 
  of reality removed in its shape without any traces of a 
  shadow. Created either for a shadar kai champion of 
  the Raven Queen or some other foul machinations. This 
  champion was a deadly gloom stalker, renowned for their 
  deadly accuracy, and the promise of death by this special 
  spear. A deadly necrotic curse was placed on all those who 
  touched the spear’s edge, and it was rumored to become 
  an ominous black arrow upon command. Cultists from 
  another death god defeated the champion, stole the relic, 
  and fled into the Material Plane. Shadar kai clerics of the 
  Raven Queen continue to seek out the spear, spreading the 
  legend of the mighty spear of dark shadow.   
  You gain a +2 bonus to attack and damage rolls made with 
  this magic weapon, and it returns to the wielder’s hand 
  immediately after it is used to make a ranged attack.. 
  Onyx Striker. While attuned to the weapon, you gain the 
  following benefits while you hold the Onyx Arrow: 
  • Your weapon attacks score a critical hit on a roll of 19 
  or 20. 
  • Attacking at long range doesn’t impose disadvantage on 
  your ranged weapon attack rolls with this weapon. 
  • As a bonus action, you can change the Onyx Arrow from 
  its spear form into its arrow form, or vice versa. The 
  Onyx Arrow remains in that form until another bonus 
  action is taken to change it. 
  Promised Death. When you make an attack roll with this 
  weapon, you may sworn one creature you can see with 
  an oath for death until it dies. The target gains no benefit 
  from cover, except for total cover. You can only have one 
  creature sworn to death at any time. If the attack hits, the 
  target must make a DC 17 Constitution saving throw. The 
  target takes 10d8 necrotic damage and is stunned for 1 
  minute on a failed save, or half as much on a successful 
  one and is not stunned. 
  Death’s Grip. Whenever this weapon deals damage to a 
  living or undead creature, it cannot regain hit points until 
  the start of your next turn. 
  Curse. Death haunts you. A spirit of death lurks near you, 
  causing a chilling presence around you as it awaits your 
  untimely demise to collect your soul. You and creatures 
  within 5 feet of you have disadvantage on death saving 
  throws.
  
  55
  Serpent Flash
  Weapon (scimitar), legendary (requires attunement)
  A scimitar with a rosy red hue on the serpent-etched blade 
  that seems to dance like flames with a golden pommel 
  and jeweled guard. Alchemists forged the Serpent Flash 
  using ores found in the Para-Elemental Plane of Magma, 
  utilizing a mixture of techniques and enchantments. 
  Legends say that when the work was completed, the forge 
  broke from the extreme heat the sword produced. A red 
  dragonborn warrior was able to withstand the blade’s 
  extreme heat and use it. While under the dragonborn’s 
  possession, the weapon was blessed by a gold dragon, a 
  phoenix, and fire elemental. Servants of an elemental 
  dragon sought the weapon as an offering to their master. 
  The ensuing battle scorched forests and grasslands, 
  leaving behind a wasteland of extreme heat. Unfortunately, 
  the wielder was eventually defeated, and the sword is 
  believed to be lost somewhere in the Bleak Eternity of 
  Gehenna as a trophy by the mysterious elemental dragon 
  that roams the plane. 
  You gain a +2 bonus to attack and damage rolls made with 
  this magic weapon. A creature hit by this weapon takes an 
  additional 3d6 fire damage.
  Blessings of the Three Flames. While attuned to the 
  weapon, you gain the following benefits while you hold 
  Serpent Flash:
  • You have resistance to fire damage, and you can 
  tolerate as high as 120 degrees Fahrenheit without any 
  additional protection.  
  • You gain the benefits of the water walk spell while 
  traversing over fiery terrain or lava surfaces.
  • You can cast mirror image as an action. Once you use 
  this feature, you cannot use it again until you plunge 
  Serpent Flash in flames or take fire damage. 
  Scorch. A creature hit by this weapon catches fire, that 
  creature takes 2d10 fire damage at the start of its turns 
  until someone takes an action to douse the fire. In 
  addition, you ignore resistance to fire damage caused by 
  this weapon. 
  Slag Alchemy. You have 7 charges to cast spells. While 
  holding it, you can use an action and expend 1 or more 
  of its charges to cast one of the following spells (save DC 
  16) from it: burning hands (1 charge), scorching ray (2 
  charges), melf’s minute meteors (3 charges), fire shield (4 
  charges). Serpent Flash regains 1d4+3 expended charges 
  daily at dawn.
  Curse. The blade irradiates extreme amounts of heat, 
  causing the air around the wielder to always be at 120 
  degrees Fahrenheit when drawn. The heat ignites 
  flammable objects in the area that aren’t being worn or 
  carried. In addition, due to the bejeweled nature of the 
  sword, creatures who see the weapon must succeed a DC 
  16 Charisma saving throw or be fixated on stealing the 
  weapon from you.
  
  56
  Swan Song
  Weapon (longsword), legendary (requires attunement)
   
  A silver longsword with white wings on the guard and a 
  sapphire at the base of the pommel. An elven priest forged 
  this weapon in the hopes of cleansing a region under his 
  protection from a lycanthropic outbreak. It is believed that 
  his house sigil was a swan, which was where the blade 
  acquired its aesthetics and looks. Other tales mention 
  that the priest could shapechange into the guise of a swan, 
  protecting his woodland home from all manner of threats. 
  Practitioners of the Swan Song discipline believe that the 
  blade remained in its woodland realm for centuries after 
  the elf’s passing, only to be found by a traveling assassin. 
  The mercurial properties of the sword gave it an elegant 
  style of combat, which proved extremely dangerous in the 
  hands of a professional cutthroat. With each death, the 
  blade began to develop a desire for it, craving to hear the 
  last breath of its victims. 
  You gain a +2 bonus to attack and damage rolls made with 
  this magic weapon. 
  Moonlight Song. This weapon is considered a silvered 
  weapon. In addition, it glows a bright blue light in a 20-
  foot radius and a soft blue dim light for an additional 20 
  feet when a lycanthrope creature is within 100 feet of the 
  wielder. 
  Swan’s Ode. While attuned to this weapon, you can use a 
  bonus action to change the weapon’s shape into another 
  weapon type. The Swan Song deals damage and gains 
  properties as if it were that weapon. The wielder can 
  spend another bonus action to revert the Swan Song back 
  to its original form. 
  Blackest Swan. Whenever you use it to reduce a creature 
  to 0 hit points, the sword slays the creature and devours 
  its soul, unless it is a construct or an undead. A creature 
  whose soul has been devoured by the Swan Song can be 
  restored to life only by a wish spell. 
  The Swan Song can store up to 10 souls at any time which 
  can be used as charges to cast spells. While holding it, you 
  can use an action or bonus action and expend 1 or more 
  of its charges to cast one of the following spells (save DC 
  17) from it: hunter’s mark (1 charge), haste (3 charges), 
  shadow of moil (5 charges). 
  Flaw. The Swan Song’s bloodthirst begins to corrupt your 
  mind. While attuned to the weapon, you gain the following 
  flaw: “I want to hear it, your last breath as I take your life.”
  
  57
  Tempest Steel
  Weapon (greatsword), legendary (requires attunement)
  This greatsword has a blue gem near the base and a 
  large opal on the end of a golden pommel. This massive 
  blade was crafted by lightweight metals and carved by 
  the winds. A group of air genasi forged this weapon to 
  fight against servants of Ogrémoch, the Elemental Prince 
  of Evil Earth. After it was created, stories described that 
  the blade floated in the air, unaffected by gravity, and 
  seemingly ethereal to the touch by its wielders. The 
  blade’s connection to the Elemental Plane of Air allows 
  it to produce monstrous gusts of wind with each strike, 
  yet its wielders feel free and unbound. Cultists from the 
  Howling Hatred heard the tale of the Tempest Steel and 
  sought to claim it for the glory of their Elemental Prince 
  instead. The air genasi fled to the Elemental Plane of Air, 
  but the weapon became lost in the ensuing struggle. The 
  few survivors failed to find the missing blade. Still, the 
  legends of their exploits continued and led to the current 
  incarnation of the discipline. 
  You gain a +2 bonus to attack and damage rolls made with 
  this magic weapon. 
  Blessed by the Four Winds. While attuned to this weapon, 
  you can subtly control the weather around you. While it is 
  windy, you can use a bonus action to choose the direction 
  that the wind blows in a 100-foot-radius sphere centered 
  on you. The wind blows in that direction until you spend 
  another bonus action to change it or end the effect. This 
  feature doesn’t alter the speed of the wind.
  Light as Air. This magic greatsword has the finesse 
  property and has a weight of 0 pounds. 
  Windwalker. While attuned to the weapon, you gain the 
  following benefits while you hold Tempest Steel:
  • You have 3 charges to cast fly, targeting yourself, as an 
  action. You regain expended charges daily at dawn. 
  • You always land on your feet when falling and take no 
  falling damage. 
  • While flying in the air, you have advantage on Dexterity 
  saving throws. 
  Wind Coiled. A creature hit by this weapon must make a 
  Strength saving throw. On a failed save, the target takes 
  4d8 bludgeoning damage and is pushed 10 feet away 
  from you. On a successful save, the target takes 2d8 
  bludgeoning damage. 
  Flaw. Tempest Steel instills a sense of freedom and 
  joy while in the air flying. You always feel sluggish and 
  constrained while on the ground. While attuned to the 
  weapon, you gain the following flaw:”You can’t take the sky 
  from me.”
  
  58
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     15 COPYRIGHT NOTICE
  Open Game License v 1.0a Copyright 2000, Wizards of the
  Coast, Inc.
  System Reference Document 5.0 Copyright 2016, Wizards
  of the Coast, Inc.; Authors Mike Mearls, Jeremy Crawford,
  Chris Perkins, Rodney Thompson, Peter Lee, James Wyatt,
  Robert J. Schwalb, Bruce R. Cordell, Chris Sims, and Steve
  Townshend, based on original material by E. Gary Gygax and
  Dave Arneson
  
  59
  Master the New Sublime Way
  Master the New Sublime Way
  Forged in Battle presents new martial 
  disciplines and combat maneuvers 
  that blends tradition with marvelous 
  flair. Wield the might and philosophies 
  of the different martial schools and 
  enter a mystical world to inspire your 
  campaigns. 
  Inside you will find seven new subclasses 
  connected to martial traditions, the 
  new Bladesage class - a martial adept 
  seeking to learn the inner mysteries of 
  the Sublime Way, new backgrounds, 
  new alternative rules featuring Honor 
  and Duels, nine magic weapons, and 
  75 combat maneuvers. From secluded 
  monasteries 
  to 
  latent 
  vagabonds, 
  everything you need to create your 
  martial warrior is waiting for you inside. 
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/5th Edition (5e)/3rd Party/Death by Mage/Death by Mage - Forged in Battle v1.pdf