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Blademaster demonstrations of near-superhuman skill and training.

Through the use of these maneuvers, a swordsage is


An elf stands in the midst of battle, surrounded on all
capable of battlefield feats far beyond those that a
sides by a horde of slavering gnolls. As they charge
traditionally trained warrior could hope to accomplish.
her, she weaves and dances between them, her blade
flashing and slicing through their hides. A moment
later, she stands over the lifeless bodies of a dozen
Disciples of the Sword
fallen enemies. The pontificating recluse, the wandering swordsman,
A dwarf faces off with a massive ogre in a large stone the martial scholarall these and more are martial
walled arena. The ogres blows rain down upon the adepts. A swordsage considers swordplay to be a high
dwarf, who stands his ground unflinching. With a wry art, and a martial a martial maneuver to be the artist's
smile, the dwarf retaliates with a mighty swing of his signature on his masterpiece.
maul. The blow pummels the ogre with such force that To a swordsage the sword is not simply a sharpened
it is sent crashing into the arena wall. length of steel. It is the wisdom of the smith, the fire of
A lightly armored human leaps high into the air over a the forge, and the shouts and ringing blows of their
phalanx of hobgoblin soldiers. In the blink of an eye, he battles. It is their teacher and their student, their life
sprints toward the hobgoblin leader, cutting her down and their death. When their mind is tempered like the
with a single powerful strike. The hobgoblins barely blade, no feat of combat prowess is beyond them.
have a chance to react as the human is once again in They can run on the weapons of their foes, strike an
their midsta tempest of blood and steel. enemy unseen, and flip insouciantly away from the
A master of martial maneuvers, the swordsage is a frustrated riposte. Through it all, they seek to
physical adepta blade wizard whose knowledge of understand the secret knowledge of combat. Every
the Sublime Way lets him unlock potent abilities and blow is a revelation, and every wound is an
overcome mundane physical limits. Depending on apocalypse. In the end, a swordsage and their blade
which disciplines he chooses to study, a swordsage are nothing without each other.
might be capable of running on walls, leaping high into A swordsage fights for glory, the thrill of combat, and
the air, shattering boulders with a single touch, or personal honor. Adventuring gives a swordsage a
moving with superhuman speed and agility. Whatever chance to test their skills in battle against worthy
their specific training, a swordsage blurs the line foesthe stronger the foe, the greater the glory once
between martial prowess and magical skill. an enemy is defeated.

As a martial adept, you should focus on why and how


The Sublime Way
you fight. Think about why you take to combat. Do you
A swordsage is a martial adept, a warrior who devotes
seek a specific goal, reinforced by piety and justice?
their life to studying some aspect of the Sublime Way.
Do you seek combat for the sake of it, for bloodshed
All are skilled in personal combat, but they rely on
and glory? Perhaps instead you focus on the martial
perception, learning, and mental clarity, in addition to
arts for the sake of knowledge itself. These questions
pure physical aptitude for battle. A swordsage seeks to
will greatly influence your path as an adept, especially
fuse tangible physical prowess with with the utmost
as you choose a martial discipline.
control of the mind and spirit.
You can work with your DM to determine how you
As a student of the Sublime Way, a swordsage is
came upon these powers. Some martial adepts are the
capable of tapping into the mystical energy known as
students of skilled masters. Others have delved into
ki. Through a blend of physical skill, mental discipline,
ancient tomes and unlocked the secrets of ancient
and mastery of their ki, a swordsage is able to perform
warriors. A rare few have an innate ability toward blade
incredible martial maneuvers. Many of these
magic. How you come upon your power can determine
maneuvers arent magic at allthey are simply
how and why you fight.

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edge of a sword. Do you seek out combat to test
yourself against worthy foes? Do you wish to receive
Creating a Swordsage praise and glory for your deeds? Perhaps you focus on
the martial arts for the sake of knowledge itself. These
As you build your swordsage, you should think about
questions will greatly influence the path you take as a
where you learned your skills and why you take to
swordsage.
combat. Did you win an apprenticeship with a
wandering blademaster? Were you raised by warrior
monks in an ancient sword temple? Did you seek out a Quick Build
mentor from a hidden mountain dojo? While some You can make a swordsage quickly by following these
martial adepts are students of skilled masters, others suggestions. First, make Strength or Dexterity your
have learned their skills from ancient texts, unlocking highest ability score, depending on whether you want
the secrets of warriors from an age long past. to focus on heavy melee weapons or on light finesse
As a swordsage, combat is beautiful to youa perfect weapons. Your next-highest score should be
moment in which life hangs suspended on the bright Constitution. Second, choose the soldier background.

The Blademaster
Proficiency Ki Maneuvers Maneuver Stances
Level Bonus Features Points Known Max Level Known
1st +2 Fighting Style, Martial 1 3 1 -
Adept
2nd +2 Martial Discipline 2 3 1 -
3rd +2 Martial Stance 3 4 1 1
4th +2 Ability Score Improvement 4 4 1 1
5th +3 Extra Attack 5 5 2 1
6th +3 Discipline Feature 6 5 2 2
7th +3 Martial Cunning 7 6 2 2
8th +3 Ability Score Improvement 8 6 2 2
9th +4 Martial Prowess 9 7 3 3
10th +4 Discipline Feature 10 7 3 3
11th +4 Weapon Mastery 11 8 3 3
12th +4 Ability Score Improvement 12 8 3 4
13th +5 Martial Clarity 13 9 4 4
14th +5 Discipline Feature 14 9 4 4
15th +5 Martial Resolve 15 10 4 5
16th +5 Ability Score Improvement 16 10 4 5
17th +6 Weapon Supremacy 17 11 5 5
18th +6 Discipline Feature 18 11 5 6
19th +6 Ability Score Improvement 19 12 5 6
20th +6 Martial Paragon 20 12 5 6

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are wearing no armor and not wielding a shield,
Class Features your AC equals 10 + your Dexterity modifier + your
Wisdom modifier.
As a blademaster, you gain the following class
features.
Dueling
When you are wielding a melee weapon in one
Hit Points hand and no other weapons, you gain a +2 bonus
Hit Dice: 1d8 per blademaster level to damage rolls with that weapon.
Hit Points at 1st level: 8 + your Constitution modifier
Hit Points at higher levels: 1d8 (or 5) + your Great Weapon Fighting
Constitution modifier per blademaster level after 1st When you roll a 1 or 2 on a damage die for an
attack you make with a two-handed or versatile
Proficiencies melee weapon that you are wielding with two
Armor: Light armor, medium armor, shields hands, you can reroll the die and must use the
Weapons: Simple weapons, martial weapons new roll, even if the new roll is a 1 or a 2.
Tools: None
Two-Weapon Fighting
Saving Throws: Strength, Dexterity When you engage in two-weapon fighting, you can
Skills: Choose two from Acrobatics, Athletics, History, add your ability modifier to the damage of the
Insight, Intimidation, Perception, Performance, and second attack.
Persuasion
Martial Adept
Equipment As a student of the Sublime Way, you have learned
You start with the following equipment in addition to how to perform incredible martial techniques known as
equipment gained by your background: maneuvers. Through the use of these maneuvers, you
(a) chain shirt or (b) leather armor are able to attain superhuman levels of speed, skill,
(a) a two-handed melee weapon or (b) two and endurance on the battlefield.
one-handed melee weapons
(a) 2 daggers, (b) 2 handaxes, or (c) 2 Ki
javelins Your training allows you to harness the mystical energy
(a) a dungeoneers pack or (b) an explorers known as ki. Your access to this energy is represented
pack by a number of ki points. Your blademaster level
determines the number of points you have, as shown
in the Ki Points column of the Blademaster table.
You can spend these points to fuel various ki features
Fighting Style such as maneuvers (see below). When you spend a ki
point, it is unavailable until you finish a short or long
You adopt a particular style of fighting style as your
rest, at the end of which you regain all of your
specialty. Choose one of the following options. You
expended ki points.
cant take a Fighting Style option more than once, even
if you later get to choose again.
Maneuvers
You begin your career with knowledge of three
Blade Dancer
1st-level martial maneuvers. You continue to learn
You can use Dexterity for the attack and damage
additional maneuvers as you gain levels, as noted on
rolls of non-heavy weapons. Additionally, while you

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the Blademaster table. The Maneuver Max Level Unlike maneuvers, a stance does not require ki to
column of the Blademaster table shows you the initiate and will remain in effect as long as you are
maximum level of maneuvers you may learn. conscious. You can initiate a stance, or change from
A maneuver falls into one of three categories: boost, one stance to another as a bonus action. You may only
counter, or strike. The action necessary to initiate a have one active stance at a time.
maneuver varies depending on the type of maneuver
being used. Ability Score Increase
When you reach 4th level, and again at 8th, 12th, 16th,
and 19th you can increase one ability score of your
Boost
choice by 2 or two ability scores of your choice by 1.
A boost maneuver augments your combat abilities
As normal, you cant increase an ability score above 20
in some manner. You can initiate a boost on your
using this feature.
turn by spending an amount of ki equal to its level
and using your bonus action.
Extra Attack
Counter Beginning at 5th level, you can attack twice, instead of
A counter is a maneuver that allows you to foil an once, whenever you take the Attack action on your
opponents attack or interrupt their action. When a turn.
specific trigger is met, you can initiate a counter by
spending an amount of ki equal to its level and Martial Cunning
using your reaction. Starting at 7th level, your instinct for seizing the
moment gives you a significant advantage on the
Strike battlefield. When you take the Dash, Dodge, or
A strike is an attack maneuver that can be used to Disengage action on your turn, you can make a single
achieve a variety of powerful effects. You can weapon attack as a bonus action.
initiate a strike maneuver by spending an amount
of ki equal to its level and using your action. Martial Prowess
By 9th level, your training with a wide range of
Martial Discipline weaponry and tactics gives you great skill on the
At 2nd level, you commit yourself to follow a particular battlefield. You have advantage on Strength and
martial school or philosophy known as a martial Dexterity checks you make that are part of contests.
discipline. Choose a martial discipline. Each discipline
is detailed at the end of the class description. Your Weapon Mastery
discipline grants you features at 2nd level, and then
Beginning at 11th level, you add half your proficiency
again at 6th, 10th, 14th, and 18th level.
bonus, rounded down, to any attack roll or damage roll
you make with a weapon.
Martial Stance
Starting at 3rd level, you learn your first martial stance. Martial Clarity
A stance is a particular fighting pose that grants you
At 13th level, you are able to achieve a state of perfect
special benefits and options. Your stance options are
martial clarity. In this state, fear and pain ebb away as
detailed at the end of the class description. You
you focus solely on defeating your enemies. You gain
continue to learn additional stances as you gain levels,
proficiency in Wisdom saving throws.
as shown in the Stances Known column of the
Blademaster table.

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Martial Resolve Immovable Mountain
While you are in this stance, when an effect forces
Starting at 15th level, if a spell or other effect allows
you to move (such as when you are pushed), you can
you to make a saving throw at the end of your turn, you move up to 10 feet less than the effect specifies.
can make the saving throw at the start of your turn
instead. Leaf on the Wind
While you are in this stance, creatures more than 50
Weapon Supremacy feet away from you have disadvantage on attack rolls
By 17th level, you have attained unparalleled skill with against you.
weapons. You ignore the effects of disadvantage when
making weapon attack rolls. Leaping Dragon
While you are in this stance, you treat all jumps you
make as if you had a running start and your jump
Martial Paragon distance is doubled.
At 20th level, through intense mental exercise and
training, you have reached the pinnacle of martial Mountain Avalanche
power. Reduce the ki cost of your maneuvers by 1. While you are in this stance, whenever you hit a
creature with a melee attack, you can push that
creature up to 5 feet away from you.

Martial Stances Mountain Fortress


While you are in this stance, you gain a +1 bonus to
Dancing Blade Form AC and any critical hit against you is treated as if it
were a normal hit.
While you are in this stance, whenever you make a
melee weapon attack on your turn, you may increase
Poised Assault
your reach for that attack by 5 feet. While you are in this stance, you have advantage on
melee attack rolls, but your melee attacks deal one half
Eternal Guardian damage.
While you are in this stance, when a creature you can
see attacks a target other than you, you can use your Stance of Alacrity
reaction to impose disadvantage on the attack roll. While you are in this stance, your speed increases by
10 feet and opportunity attacks against you are made
Flowing River with disadvantage.
While you are in this stance, you can move 5 feet
whenever an enemy misses you with a melee attack. Stance of Clarity
This movement does not provoke opportunity attacks. While you are in this stance, you have advantage on
Wisdom (Insight) checks and saving throws against
being charmed.
Golden Lion
While you are in this stance, you and allies within 15
Thicket of Blades
feet of you have advantage on saving throws against While you are in this stance, whenever you hit a
being frightened. creature with an opportunity attack, that creatures
speed is reduced to 0 for the rest of the turn.
Hearing the Air
While you are in this stance, if you are able to hear, Zephyr Step
you are aware of the location of any hidden or invisible
While you are in this stance, you have advantage on
creature within 10 feet of you.
Acrobatics checks and you ignore difficult terrain.

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and make a single melee attack at any point during this
movement.
Martial Disciplines
A martial discipline is a family or school of maneuvers
that share some common philosophy or effect. Each
The Discipline of the Iron Heart
discipline has developed special techniques and Absolute mastery of the sword is the goal of the Iron
maneuvers to help emphasize their unique approach to Heart discipline. Through unending practice and study,
combat. the Iron Heart adept achieves superhuman skill with
her weapons. Iron Heart maneuvers are
The Discipline of the Diamond Mind demonstrations of uncanny martial skill, bordering on
the supernatural.
Your mastery of the Diamond Mind discipline allows
you to tap into reserves of spiritual and physical
strength that other warriors cannot imagine using. Iron Vanguard
Through focus, dedication, and a heightened Starting at 2nd level, you are able to notice the most
awareness of your inner talents, you push yourself subtle cues and openings offered by your opponents.
beyond your limits. You can make opportunity attacks without using your
reaction.

Speed of Thought
Starting at 2nd level, you are able to act faster than Steel Grace
normal due to a combination of confidence, training, At 6th level, you gain proficiency in the Acrobatics and
and clarity of mind. Your can take the Dash or Athletics skills. If you are already proficient in either
Disengage action as a bonus action on your turn. skill, your proficiency bonus is doubled for any check
you make with that skill.

Supernal Clarity
Beginning at 6th level, you gain a +5 bonus to your Nerves of Steel
passive Wisdom (Perception) score and you can take Starting at 10th level, your mental focus and martial
the Search action as a bonus action on your turn. study have rendered your will into an unbreakable iron
wall. You cannot be charmed or frightened.

Sight Beyond Sight


At 10th level, you are able to enter a state of near Iron Defiance
mystical awareness of the battlefield around you. You By 14th level, you are easily able to anticipate your
have blindsight to a range of 10 feet. enemy's ploys and tactics. If you would be subjected to
forced movement, knocked prone, grappled, or

Effortless Motion disarmed, you can use your reaction to negate that
effect.
By 14th level, your supreme mental clarity, unmatched
martial training, and intuitive sense of danger allow you
to move effortlessly across the battlefield. You ignore Steel Sentinel
difficult terrain and your movement no longer provokes At 18th level, your training, quick reflexes, and ability to
opportunity attacks. predict your enemys moves, allows you become a
faultless sentinel on the battlefield. You can take a

Action Before Thought reaction once per turn rather than once per round.

At 18th level, you are able to act faster than the speed
of thought. When you roll for initiative at the start of
combat, you can move a distance up to your speed

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Type: 2nd-level Diamond Mind Strike
The Discipline of the Stone Dragon Effect: Move a distance up to your speed. This
The strength and endurance of the mountains movement does not provoke opportunity attacks. Take
epitomize the Stone Dragon discipline. Through the the Attack action at any point during this movement.
methodical and relentless application of force, a
student of this philosophy is able to defeat even the Diamond Defense
mightiest of opponents. Stone Dragon maneuvers are You steel yourself against an opponents spell, drawing
herculean feats of power and resilience. on your focus and training to overcome its effect.
Type: 3rd-level Diamond Mind Counter
Earths Endurance Trigger: You fail a saving throw.
Starting at 2nd level, you can call upon the power of Effect: You gain a +5 bonus to the triggering roll.
your ki fortify your body. When you finish a short or
long rest you gain temporary hit points equal to your Diamond Nightmare Blade
blademaster level + your Constitution modifier. You know that the secret to defeating your enemies
lies within the still center of your own mind. When your
Strength of Stone enemies meet your eyes, they see only calm and

At 6th level, whenever you make a Strength check, you certain death awaiting them.

can treat a d20 roll of 9 or lower as a 10. Additionally Type: 4th-level Diamond Mind Strike

your carrying capacity is doubled. Effect: Until the end of your turn, any creature hit by
one of your melee attacks is frightened until the start of
your next turn. Take the Attack action.
Grasp of Granite
Starting at 10th level, you can grapple and shove
Insightful Strike
creatures up to two sizes larger than you. Additionally,
You study your opponent and spot a weak point in her
any creature that ends its turn grappled by you takes
armor. With a quick, decisive strike, you take
bludgeoning damage equal to your Strength modifier.
advantage of this weakness with a devastating attack.
Type: 3rd-level Diamond Mind Strike
Scales of Stone
Effect: Until the end of your turn, you have advantage
Beginning at 14th level, the ki flowing within you to
on any melee attack you make. Take the Attack action.
enhances your resilience. You gain resistance to
bludgeoning, piercing, and slashing damage from
Mind over Body
nonmagical attacks.
Your training and mental toughness allow you to use
your focus to overcome physical challenges. By
Awaken the Stone Dragon
focusing your mind, you can overcome your body's
By 18th level, you can awaken the wrath of the Stone
physical limits.
Dragon to send your enemies tumbling to the ground.
Type: 2nd-level Diamond Mind Boost
Any enemy who starts its turn within 5 feet of you is
Effect: You ignore the effects of disease, poison, and
knocked prone.
exhaustion for 1 minute.

Mind Strike
Diamond Mind Maneuvers You strike your opponents mind, rattling his senses
and causing him to lose focus.
Bounding Assault Type: 1st-level Diamond Mind Strike
You sprint across the battlefield, using your focus and
ability to act quickly to make an attack while moving.

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Effect: Until the end of your turn, any creature hit by Adamantine Hurricane
one of your melee attacks automatically loses You become a tempest of steel, slicing through your
concentration. Take the Attack action. foes with the speed and ferocity of a hurricane.
Type: 4th-level Iron Heart Strike
Moment of Perfect Mind Effect: Make two melee attacks against each
Between your devoted study, iron will, and supreme creature within 5 feet of you, with separate attack rolls
focus, you have learned to resist attempts to subvert for each target.
your will-power.
Type: 1st-level Diamond Mind Boost Curtain of Steel
Effect: End one effect on yourself that is causing you You are the pacing lion, the circling predator. No attack
to be charmed or frightened. will come toward you without being answered in kind.
Type: 3rd-level Iron Heart Counter
Quicksilver Motion Trigger: An enemy within your reach hits you with a
In the blink of an eye, you make your move. Your melee attack.
speed, reflexes, and boundless confidence combine to Effect: Make a single melee attack against the
allow you to make a fast, bold move that catches your triggering enemy.
foes off guard.
Type: 1st-level Diamond Mind Boost Disrupting Blow
Effect: Move a distance up to your speed. You can With a combination of brute force, keen timing, and
move along vertical surfaces and across liquids without exacting aim, you force your opponent into an awkward
falling during the move. position that hinders his ability to act.
Type: 1st-level Iron Heart Strike
Rain of Blows Effect: Until the end of your turn, any creature hit by
In a flashing blur of steel, you unleash a devastating one of your melee attacks is unable to take bonus
volley of deadly attacks against your foe, striking it actions or reactions until the start of your next turn.
again and again. Take the Attack action.
Type: 4th-level Diamond Mind Strike
Effect: Take the Attack action. Make an additional Exorcism of Steel
attack as part of this action. You can move up to 10 You attack, striking not your foe, but his weapon,
feet before each attack you make as part of this action. sending a shockwave up his arm that leaves him
unable to strike with full force.
Time Stands Still Type: 4th-level Iron Heart Strike
The raindrops themselves stand still as you act at the Effect: Until the end of your turn, any creature hit by
speed of thought. You move like a blur, catching your one of your melee attacks has disadvantage on all
enemies by surprise with a complex action carried out weapon attacks it makes before the start of your next
in a tiny fraction of the time normally needed to turn. Take the Attack action.
complete it.
Type: 5th-level Diamond Mind Strike Iron Heart Surge
Effect: Take the Dodge, Dash, Disengage, and By drawing on your mental strength and physical
Attack actions. fortitude, you break free of a debilitating state that
might otherwise defeat you.
Type: 3rd-level Iron Heart Boost
Effect: End one effect on yourself that is causing you
Iron Heart Maneuvers to be incapacitated, paralyzed, stunned, or

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unconscious. You may activate this maneuver even if Trigger: You are hit by an attack.
you are incapacitated or otherwise unable to act. Effect: You gain a +5 bonus to AC against the
triggering attack, potentially causing it to miss you.
Mithral Tornado
In a blur of motion, you make a short, twisting leap in
the air. As you turn, your weapon flashes through the
enemies around you like a tornado. Stone Dragon Maneuvers
Type: 2nd-level Iron Heart Strike
Effect: Make a single melee attack against each
Avalanche Strike
creature within 5 feet of you, with a separate attack roll
Like a falling avalanche, you strike with the weight and
for each target.
fury of the mountain.
Type: 1st-level Stone Dragon Strike
Steel Serpent Strike
Effect: Until the end of your turn, any creature hit by
You lash out with the speed of a striking serpent,
one of your melee attacks is pushed 10 feet away from
hitting your foe in a vulnerable area that hinders its
you. Take the Attack action.
movement.
Type: 1st-level Iron Heart Strike
Charging Minotaur
Effect: Until the end of your turn, whenever you hit a
You swing your weapon in a wide, deadly arc that
creature with a melee attack, that creatures speed is
crashes into your foe with incredible force.
halved until the start of your next turn. Take the Attack
Type: 2nd-level Stone Dragon Strike
action.
Effect: Until the end of your turn, whenever you hit a
creature with a melee attack, you may automatically
Steel Wind
initiate a shove attempt against that creature. Take the
You lash out, your weapon a blur, hammering at the
Attack action.
slightest gap that appears in your foes defenses.
Type: 2nd-level Iron Heart Counter
Colossus Strike
Trigger: An enemy within your reach moves at least
Focusing your strength with a deep, rumbling shout,
1 foot, casts a spell, or makes a ranged attack.
you execute an attack that sends your opponent flying
Effect: Make a single melee attack against the
through the air.
triggering enemy.
Type: 4th-level Stone Dragon Strike
Effect: Until the end of your turn, any creature hit by
Strike of Perfect Clarity
one of your melee attacks is pushed 20 feet away from
Your supreme focus and perfect fighting form allow you
you and is knocked prone. Take the Attack action.
to make a single, devastating attack. You execute a
flawless strike to drop your foe with a single attack.
Crushing Surge
Type: 5th-level Iron Heart Strike
You focus your energy to enhance your defenses,
Effect: Make a single melee attack. You have
drawing on the power of your ki to toughen yourself
advantage on this attack and if it hits, it deals three
against a counterattack.
times normal damage. This attack ignores damage
Type: 1st-level Stone Dragon Strike
resistance and immunity.
Effect: Take the Attack action. You gain temporary hit
points equal to one half of your blademaster level +
Wall of Blades
your Constitution modifier.
You block an enemys attack with a lightning-quick
parry, deflecting their blow.
Earthstrike Quake
Type: 1st-level Iron Heart Counter

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You swing your weapon in a wide arc, slamming it into You slam your foe with a mighty strike, pummeling her
the ground at your feet. Energy surges out from you, with such force that you knock her from her feet.
causing the ground to shudder with a sharp tremor. Type: 3rd-level Stone Dragon Strike
Type: 4th-level Stone Dragon Strike Effect: Until the end of your turn, any creature hit by
Effect: Each creature in a 15 foot cube originating one of your melee attacks is knocked prone. Take the
from you must make a DC 18 Dexterity saving throw. Attack action.
On a failed save a creature takes bludgeoning damage
equal to double your normal weapon damage and is
knocked prone.

Mountain Hammer
You put the weight of a great mountain behind your
attack.
Type: 1st-level Stone Dragon Strike
Effect: Until the end of your turn, your melee weapon
attacks ignore damage resistance and deal double
damage to objects and structures.

Roots of the Mountain


You crouch and set your feet flat on the ground, rooting
yourself to the spot you stand. Nothing can move you
from this place.
Type: 2nd-level Stone Dragon Boost
Effect: Until the start of your next turn you are
immune to forced movement and you cannot be
knocked prone.

Scales of the Stone Dragon


You are an impenetrable tower of defiance on the
battlefield. Attacking you is as fruitless as striking a
mountain with a walking stick.
Type: 5th-level Stone Dragon Strike
Effect: Take the Attack action. Until the start of your
next turn, reduce all damage you take by 20.

Stone Serenity Strike


You enter a meditative state that bolsters your
defenses. For a few brief moments arrows bounce of
your skin, and sword blows barely draw any blood.
Type: 3rd-level Stone Dragon Strike
Effect: Take the Attack action. Until the start of your
next turn, you gain resistance to bludgeoning, piercing,
and slashing damage.

Weight of Earth

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